TEXT:         
  
  2222    
  I think it’s been five years since I envisioned the first edition of Transcendence. With a simple system using a 
  d12 dice pool and set in the fantastic world of Corahen, that was the first time the Awakened champions saw 
  battle. Then came the second edition, a giant project based on the brand-new Nova game engine I had devel-
  oped. It resulted in a 178-page book with another 100 pages of rules and accompanying material. Gone was 
  Corahen, as this time the game was set on Europe during the dark ages. The Awakened champions now had 
  the chance to roam France, England and other medieval nations in their quest for supremacy.  
   
  This brings us to the third edition, which was much needed. Although Nova was a good game system, it 
  was also a very complicated one. I think Transcendence desperately needed a rules overhaul. This time, in-
  stead of designing something of my own, I chose to use Wizards of the Coast’s acclaimed d20 system. The 
  idea of promoting the d20 system as a universal engine which anyone can freely use is a brilliant one. It allows 
  for coherency between role-playing games and saves gamers from having to memorise different rules for each 
  game. I’m not a fan of the “one set of rules for all games” concept, but I think that with a little tweaking, the d20 
  system can fit nicely into any fantasy game (and perhaps contemporary and science fiction ones as well).  
   
  Please be kind enough to send me some feedback or any comments. You can contact me at 
  Please be kind enough to send me some feedback or any comments. You can contact me at 
  Please be kind enough to send me some feedback or any comments. You can contact me at 
  Please be kind enough to send me some feedback or any comments. You can contact me at 
  sidhe@otenet.gr. Check the dark dreams web site (http://www.geocities.com/hernes.geo) often for updates 
  sidhe@otenet.gr. Check the dark dreams web site (http://www.geocities.com/hernes.geo) often for updates 
  sidhe@otenet.gr. Check the dark dreams web site (http://www.geocities.com/hernes.geo) often for updates 
  sidhe@otenet.gr. Check the dark dreams web site (http://www.geocities.com/hernes.geo) often for updates 
  and new material.
  and new material.
  and new material.
  and new material.    
   
  Some final notes: 
  1. 
  Throughout this book, the male gender is used as a neuter term.  
  2. 
  I’m sorry if I insult anyone with my language. Before you blast me with an e-mail or a terrible review, 
  please consider that I speak English as a second language. 
   
  George Chatzipetros, dark dreams 
  Important!
  Important!
  Important!
  Important!    
  In November 2001 I’m beginning my army service, which will last approximately 16 months. Since I’m going to be 
  away from home for long periods, it could take me up to a month to reply to any mail you’re sending me. Please 
  be patient and don’t flood my mailbox with messages. Rest assured; I reply to every mail sent to me—eventually. 
  
  3333    
  Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, 
  Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, 
  Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, 
  Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, 
  published by Wizards of the Coast®.
  published by Wizards of the Coast®.
  published by Wizards of the Coast®.
  published by Wizards of the Coast®.    
  Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the 
  Coast, and are used with Permission.  
      
  'd20 System' 
  'd20 System' 
  'd20 System' 
  'd20 System' and the 'd20 System' logo 
  'd20 System' logo 
  'd20 System' logo 
  'd20 System' logo are Trademarks owned by Wizards of the Coast and are used ac-
  cording to the terms of the d20 System License version 1.0.  A copy of this License can be found at 
  www.wizards.com.  
   
  This publication is done under version 1.0 of the Open Game License  and the D20 System Trademark 
  License, which can be found in the Appendix. The mention or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned. 
   
  Open Game Content:
  Open Game Content:
  Open Game Content:
  Open Game Content: All text in chapters 4, 6, 7, 8, 10, 11 and 12 is designated Open Game Content, as 
  per the Open Game License ver 1.0. Portions of the text originate from the D20 System Reference Docu-
  ment and are © 2000 Wizards of the Coast. The remainder of this text is hereby added to Open Game Con-
  tent and if so used, should bear the COPYRIGHT NOTICE “Transcendence Third Edition © 2001 
  by George Chatzipetros”. 
  Product Identity: 
  Product Identity: 
  Product Identity: 
  Product Identity: All other content of this book (except from the d20 Trademark Logo) is designated as 
  Product Identity, as explained in the Open Game License ver 1.0, and is copyrighted year 2001 by George 
  Chatzipetros. All rights reserved. This portion of the book are not Open Game Content and reproduction 
  without the written permission of the owner is expressly forbidden, except for the purposes of reviews. 
   
  If you would like to use anything in this book in your game or product but are unsure of what is Open Game 
  Content and what isn’t, you are encouraged to send me a mail at sidhe@otenet.gr 
  sidhe@otenet.gr 
  sidhe@otenet.gr 
  sidhe@otenet.gr with your question (if these 
  addresses do not work, check out the current address I use at my web site (http://www.geocities.com/
  hernes.geo). Also, I would appreciate it if you pointed out to Transcendence as the original source of the in-
  formation. It would be very kind of you. 
  
  4444    
  Contents
  Contents
  Contents
  Contents    
  Chapter the First: Introduction
  Chapter the First: Introduction
  Chapter the First: Introduction
  Chapter the First: Introduction ································
  ································
  ································
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  ······························· 5555    
  Chapter the Second: The hidden world
  Chapter the Second: The hidden world
  Chapter the Second: The hidden world
  Chapter the Second: The hidden world································
  ································
  ································
  ··············································
  ··············
  ··············
  ·············· 9999    
  Chapter the Third: The Awakened world
  Chapter the Third: The Awakened world
  Chapter the Third: The Awakened world
  Chapter the Third: The Awakened world································
  ································
  ································
  ··········································
  ··········
  ··········
  ·········· 13
  13
  13
  13    
  Chapter The Fourth: Powers of the Awakened
  Chapter The Fourth: Powers of the Awakened
  Chapter The Fourth: Powers of the Awakened
  Chapter The Fourth: Powers of the Awakened·······························
  ·······························
  ·······························
  ······························· 19
  19
  19
  19    
  Chapter the Fifth: Faction
  Chapter the Fifth: Faction
  Chapter the Fifth: Faction
  Chapter the Fifth: Faction ································
  ································
  ································
  ································································
  ································
  ································
  ·······································
  ·······
  ·······
  ······· 27
  27
  27
  27    
  Chapter the Sixth: Your role
  Chapter the Sixth: Your role
  Chapter the Sixth: Your role
  Chapter the Sixth: Your role································
  ································
  ································
  ································································
  ································
  ································
  ············································ 36
  36
  36
  36    
  Chapter the Seventh: Witchcraft
  Chapter the Seventh: Witchcraft
  Chapter the Seventh: Witchcraft
  Chapter the Seventh: Witchcraft ································
  ································
  ································
  ··························································
  ··························
  ··························
  ·························· 40
  40
  40
  40    
  Chapter the Eighth: Arcane grimoire
  Chapter the Eighth: Arcane grimoire
  Chapter the Eighth: Arcane grimoire
  Chapter the Eighth: Arcane grimoire································
  ································
  ································
  ···················································
  ···················
  ···················
  ··················· 52
  52
  52
  52    
  Chapter the Ninth: Out of this world
  Chapter the Ninth: Out of this world
  Chapter the Ninth: Out of this world
  Chapter the Ninth: Out of this world································
  ································
  ································
  ····················································
  ····················
  ····················
  ···················· 67
  67
  67
  67    
  Chapter the Tenth: Creatures of myth & lore
  Chapter the Tenth: Creatures of myth & lore
  Chapter the Tenth: Creatures of myth & lore
  Chapter the Tenth: Creatures of myth & lore································
  ································
  ································
  ············································ 69
  69
  69
  69    
  Chapter the Eleventh: Gods and Powers
  Chapter the Eleventh: Gods and Powers
  Chapter the Eleventh: Gods and Powers
  Chapter the Eleventh: Gods and Powers································
  ································
  ································
  ··········································
  ··········
  ··········
  ··········122
  122
  122
  122    
  Chapter the Twelfth: Appendix
  Chapter the Twelfth: Appendix
  Chapter the Twelfth: Appendix
  Chapter the Twelfth: Appendix································
  ································
  ································
  ····························································
  ····························
  ····························
  ····························130
  130
  130
  130    
  
  5555    
  Transcendence takes place in Europe during the 
  Dark Ages. The Europe of Transcendence has 
  some differences with historical medieval Europe. 
  Behind everyday life and the mundane world lies an-
  other one, dark and of infinite possibilities. Aside 
  from mortals, Europe is also the home of faeries, su-
  pernatural beings and sorcerers. Magic is real, even 
  though many people dismiss its existence as supersti-
  tions. These unseen forces act like in tales: they are 
  dark, mysterious and rarely appear to mortals. Most 
  people live and die without ever confronting the su-
  pernatural, except in fairy tales. 
   
  The cosmology of Transcendence’s world is 
  based on the conflict of “good” and “evil” powers. 
  These powers are not to be confused with individu-
  als. Rather, they are concentrations of spirits and 
  ideas formed shortly after the universe did. These 
  powers were always at war for the domination of 
  Earth and its inhabitants. Their war was always 
  fought indirectly, through their influence and minions. 
   
  The first inhabitants of the land were the faer-
  ies. They ruled earth even when men appeared. The 
  “good” and “evil” powers decided that the faeries 
  would make perfect soldiers for their war. They man-
  aged to seduce and divide the faeries in conflicting 
  sides. The terrible wars that followed were not won 
  by any side. Instead, they only left ruins and destruc-
  tion, being the first tragedy of the cursed and futile 
  war between “good” and “evil”. The few faeries that 
  survived the wars faced the humans who began to 
  spread and were forced to retreat into other, mystical 
  dimensions, building their Faerie Realms and isolating 
  themselves from the rest of Earth. 
   
  Without any competition, mankind spread to 
  the four corners of Earth and built a mighty civilisa-
  tion. But the powers of light and darkness were 
  brooding and making plans. They could perceive the 
  future and sense that there was going to be a period 
  in which “evil” would dominate the land and another 
  one during which “good” would be triumphant. After 
  that time however, their vision of the future became 
  blurred and blocked by something they called the 
  Barrier of Foresight.
  Barrier of Foresight.
  Barrier of Foresight.
  Barrier of Foresight. The mighty powers were terri-
  fied by the blocking of their vision and feared that 
  this period would be the one to determine the true 
  ruler of Earth. Thus, they made preparations for the 
  Final Battle.
  Final Battle.
  Final Battle.
  Final Battle. 
   
  They activated processes even they couldn’t 
  completely understand and brought about the Tran-
  Tran-
  Tran-
  Tran-
  scendence. 
  scendence. 
  scendence. 
  scendence. Their mortal champions were put in a 
  slumber that resembled death, but during which their 
  spirit was kept alive to re-animate the body when the 
  
  6666    
  right time would come. These champions of “good” 
  and “evil” would awaken when the time for the Final 
  Battle would be nigh. They came to be called the 
  Awakened. 
   
  Many centuries passed until time drew close to 
  the point when the vision of the powers became 
  blurred. A period of twilight has spread across earth. 
  Christianity has devolved into a despotic tyranny. 
  The Roman Empire has been divided into petty 
  kingdoms fighting through wars and political machina-
  tions. Advancement in science has grinded to a halt, 
  with superstition replacing knowledge. Hunger and 
  disease, exploitation and deception have become the 
  standards of daily life. These are truly the Dark 
  Ages of Europe. 
   
  In this depressing era, a war is about to break 
  away from mortal eyes, as the Awakened are prepar-
  ing for the ?Final Battle. What is the true meaning of 
  the Barrier of Foresight? Does it mark the end of 
  the world? Will the winner of the conflict achieve 
  domination over Earth? What about the Awakened 
  that have abandoned their cause and now work only 
  for themselves? What role will mortals and faeries play 
  in this epic conflict? The answer to these questions 
  still remains to be seen. 
  “Good” and “Evil”
  “Good” and “Evil”
  “Good” and “Evil”
  “Good” and “Evil”    
  The Judeo-Christian perception about good and 
  evil is something like black and white. It leaves no room 
  for gray. This fits well the two powers that have man-
  aged to usurp these titles, for in truth they have noth-
  ing to do with good or evil. These are just ephemeral 
  human terms that cannot describe such ancient and 
  potent entities.  
  In truth, the two powers are just sides of the 
  same coin. Their objective is domination over all real-
  ity and it’s the means they use to accomplish that 
  common objective which make them different. The 
  “Good” powers believe in strict order and organiza-
  tion, using these tools to enslave others through strict 
  ethics, rules, laws and religions. The “Evil” powers 
  are more chaotic, preferring to dominate through 
  sheer force and intimidation and occasionally through 
  corruption. 
  Chronology
  Chronology
  Chronology
  Chronology    
  Historically, the Middle Ages spanned 
  nearly a millennium, from 476 AD when the last Ro-
  man Emperor of the West was deposed, to 1453 
  AD with the fall of Constantinople to the Turks. A 
  Game Master is free to choose any point in this 
  range as the awakening of the champions and the 
  opening of the Final Battle. This book however, as-
  sumes that the opening point of the campaign in 980 
  AD, a few years before the new millennium and what-
  ever new it brings with it. 
   
  Of course, we all live in the 21st century 
  and we know what has transpired after 980 AD. It 
  wasn’t the end of the world for sure and there was no 
  great battle for world domination. But this doesn’t 
  have to be the way things evolve in your campaign. 
  Feel free to play with history and surprise your play-
  ers by introducing events which never happened or 
  altering the outcome of historical events. This ought 
  to make your players a little worried and not be able 
  to count on their knowledge of history to guess what 
  will happen next. Maybe the world won’t make it to 
  the 21st century after all… 
  Theme
  Theme
  Theme
  Theme    
  Transcendence
  Transcendence
  Transcendence
  Transcendence is mainly a game about betrayed ide-
  als, futile wars and lost causes. Of course, you can 
  make Transcendence 
  Transcendence 
  Transcendence 
  Transcendence whatever you like it to be, but 
  always remember that a good campaign needs a solid 
  point around which it will expand and evolve. A theme 
  provides such an anchor point for your campaign. 
  1. Betrayed ideals are perhaps the strongest of 
  Transcendence’s 
  Transcendence’s 
  Transcendence’s 
  Transcendence’s themes. Player characters find 
  themselves amidst an ongoing war and as in any war 
  
  7777    
  they will be forced to sometimes betray their sets of 
  ethics and values in order to gain an upper hand or 
  merely to survive. At first, they might find relief from 
  their conscience in the fact that a little “tweaking” of 
  the “rules” is justified in war. As this becomes com-
  mon practice however, most of the Awakened feel 
  that the war isn’t only taking a toll on their body and 
  mind: it also extracts a toll from their soul. 
  2. Futile wars emphasise the ultimate futility of the 
  conflict between the Powers. As the years pass and 
  the war escalates, it should become obvious that nei-
  ther side has the upper hand, at least not for long. 
  For every major victory of the players, they should 
  learn news of a great defeat of their forces some-
  where else. Eventually, players should get the idea 
  that their every movement is balanced by those of the 
  other side and that the war could keep going on for-
  ever without anyone winning. Many veteran Awak-
  ened have realised this and they’ve either retired from 
  the fight or sought to satisfy their personal needs. 
  Still, others continue to fight as no side can really 
  back down. It’s a curious situation that might remind 
  someone of World War I: a nearly endless war with-
  out any purpose of existence. 
  3. Lost causes have to do with the strange new 
  world opened before the Awakened. Many mortals 
  who agreed to undertake the Transcendence had 
  temporal things in their mind: their homes, tribes, 
  realms or religions. When they awoke after centuries, 
  a lot of these things were gone, replaced by strange 
  constructions that made no sense to them. Most of 
  their causes, the things they had to keep them going, 
  had disappeared. Only they can answer what is that 
  which convinces them to participate in the Final Bat-
  tle. 
  Magic
  Magic
  Magic
  Magic    
  Transcendence 
  Transcendence 
  Transcendence 
  Transcendence is a “low magic” game. Although 
  magic certainly exists and is powerful, it’s neither com-
  mon knowledge nor appears frequently. Most people 
  spend their entire lives without even encountering this 
  wondrous force. Magicians are rare and talented 
  men; because the power they wield is surrounded by 
  mystery and most people are unaware of its exact 
  potential, even weak magicians are extremely intimi-
  dating figures in the eyes of other mortals. Thus, ma-
  gicians are feared and distrusted, even in a pagan 
  community. The widespread acceptance of Christi-
  anity has made things even worse for magicians: in 
  Christian lore a magician is always a servant of the 
  Devil, deriving his powers from the lord of Hell. 
   
  Because of the unbelievers’ fear and hostility 
  against magic, practitioners of the arcane arts lead a 
  secret life, working their magic when no eyes fall on 
  them. Flashy spells, like fireballs or lightning bolts, are 
  rarely used because they attract attention on the 
  wizard. Enchantment and divination spells on the 
  other hand are favoured by many magicians, as 
  they’re useful tools which don’t advertise one’s super-
  natural powers. The same also applies to divine spell-
  casters: their magic may seem like small miracles, but 
  commoners are notoriously unable to distinguish di-
  vine miracles from satanic witchcraft. 
   
  The rarity of magic also shows in the scarcity 
  of magical items. No one can just go and buy a magi-
  cal item; even the least powerful of them are treasured 
  possessions and family heirlooms. Each has a unique 
  history, which is often a good way to add an extra 
  dimension to an otherwise “standard” magical item, 
  something that will make it more interesting without 
  necessarily altering its game statistics. For example, a 
  sword +3 isn’t much on its own, but if it belonged to 
  Scathach, teacher and mentor of the legendary 
  Celtic warrior Cu Chulainn, it automatically becomes 
  something more than any other sword +3. 
   
  In a “low magic” world, magic has the chance to 
  evoke much ambience and atmosphere. When players 
  encounter magic, it should be a mysterious, wondrous 
  force, instead of standardised effects and plain game 
  numbers. An enchanted forest or a faerie grove can 
  
  8888    
  radiate magic that is felt in some vague way without 
  any game statistics getting in the way. Magic should 
  be treated as the stuff of legends, not as a common 
  occasion. The works of JRR Tolkien can be of 
  great help when trying to evoke the right atmosphere: 
  magic rarely appears in a crystal-clear manner, but the 
  heroes can always feel it working in the subtle ways in 
  the background.  
  
  9999    
  Before all
  Before all
  Before all
  Before all    
  For untold eons, the primal forces of order and chaos 
  battled against each other for supremacy. Order 
  tried to create a construct ruled by specific and strict 
  laws. Chaos, on the other hand, preferred a universe 
  of pure chance, where everything would be constantly 
  changed according to random patterns. 
  15 billion years ago, the dawn of time
  15 billion years ago, the dawn of time
  15 billion years ago, the dawn of time
  15 billion years ago, the dawn of time    
  Order finally wins in the war against chaos, banishing 
  most of it from reality. The result of this victory is the 
  creation of the cosmos and its three levels: the outer, 
  the middle and the inner ring.  
  14 billion years ago, the awakening of the Eternal 
  14 billion years ago, the awakening of the Eternal 
  14 billion years ago, the awakening of the Eternal 
  14 billion years ago, the awakening of the Eternal 
  Powers
  Powers
  Powers
  Powers    
  In the outer ring of the cosmos, the Eternal Powers 
  are formed. They are purely spiritual creatures, the 
  first sentient beings in the universe. They are gifted 
  with immortality and great powers and this soon leads 
  to arrogance and war among them. Believing they 
  were born to rule the cosmos, they are soon divided in 
  two warring factions, following the law of duality. 
  Each faction becomes a united consciousness, so 
  that it is thinking and acting as a single entity with a 
  vast mental potential. 
  11 billion years ago, life in the middle ring of the uni-
  11 billion years ago, life in the middle ring of the uni-
  11 billion years ago, life in the middle ring of the uni-
  11 billion years ago, life in the middle ring of the uni-
  verse
  verse
  verse
  verse    
  The fire of life lights in the middle ring of the uni-
  verse. The creatures evolving there have both a spiri-
  tual and a physical presence unlike the Eternal Pow-
  ers. Although not as powerful, their spirit is still 
  strong and they command considerable influence. 
  They call themselves the Aionioi, meaning “eternal”, 
  but eventually they’ll come to be called demons and 
  angels by the inhabitants of the inner ring. 
  8 billion years ago, the great expansion
  8 billion years ago, the great expansion
  8 billion years ago, the great expansion
  8 billion years ago, the great expansion    
  The Eternal Powers begin to realise that their war in 
  the outer ring will never end, since each opponent is 
  of equal power. Thus, they search for a new battle-
  ground to carry on their war. Since the outer ring is 
  very distant from the other two rings of the cosmos, 
  they can’t go there in person but have to use agents 
  to conduct their battles. They manage to seduce the 
  leaders of the Aionioi and turn each against the 
  other, provoking a great schism in their society. One 
  side uses a strict code of laws, rules and codes of 
  ethics to dominate its subjects. The other uses direct 
  intimidation and raw power. These attitudes will be 
  given the simplified terms of “good” and “evil” by igno-
  rant humans much later. 
   
  The war between the two sides continues re-
  newed, but it eventually becomes apparent to the 
  
  10
  10
  10
  10    
  Eternal Powers that they’re also equal in the middle 
  ring and they need a new battleground to achieve a 
  final victory. They begin to look in the distant inner 
  ring for that battleground. 
  4 billion years ago, the forming of Earth and the birth 
  4 billion years ago, the forming of Earth and the birth 
  4 billion years ago, the forming of Earth and the birth 
  4 billion years ago, the forming of Earth and the birth 
  of the Dragon
  of the Dragon
  of the Dragon
  of the Dragon    
  The Earth is formed out of the void and an unknown 
  power sets the supreme spirit known as the Dragon 
  as its guardian. The Eternal Powers regard this as s 
  threat to their expansion schemes and send waves of 
  their angelic and demonic armies to destroy the 
  Dragon. In a titanic battle, the Dragon decimates the 
  agents of the Powers. The Powers are so weakened 
  by this defeat as to be unable to send their agents en 
  masse to Earth ever again. The massacre at Earth 
  spells the end for the first generation of demons and 
  angels, already decimated by the ongoing war. Only a 
  few of them remain, as rulers among their lessen 
  brethren. 
  2 billion years ago, the flight of the elder races
  2 billion years ago, the flight of the elder races
  2 billion years ago, the flight of the elder races
  2 billion years ago, the flight of the elder races    
  About this time, dragons and echidnas arrive at earth 
  by flying through the void of space from unknown 
  homeworlds. The two species soon develop an en-
  mity for each other and settle down in different lands. 
  65 million years ago, the extinction meteor and the 
  65 million years ago, the extinction meteor and the 
  65 million years ago, the extinction meteor and the 
  65 million years ago, the extinction meteor and the 
  appearance of the faeries
  appearance of the faeries
  appearance of the faeries
  appearance of the faeries    
  A large meteor strikes earth, putting and end to the 
  dinosaur’s dynasty and severely affecting the magical 
  fields of earth. The great spirits of nature are un-
  harmed but many lesser ones are forced to merge with 
  animals and live a physical existence to avoid extermi-
  nation. This merging gives birth to an entirely new 
  category of beings: the faeries. Using their magical 
  powers, the faeries build a mighty civilisation and 
  flourish. 
      
  15 million years ago, the rise of the lost continent of 
  15 million years ago, the rise of the lost continent of 
  15 million years ago, the rise of the lost continent of 
  15 million years ago, the rise of the lost continent of 
  Mu
  Mu
  Mu
  Mu    
  The most advanced faeries converge on the conti-
  nent named Mu in the middle of the Pacific ocean. 
  They build proud cities with tall towers and advance 
  their powers of magic to unsurpassed levels. Soon, 
  most of the faeries are drawn to Mu. 
  2 million years ago, the coming of a new breed
  2 million years ago, the coming of a new breed
  2 million years ago, the coming of a new breed
  2 million years ago, the coming of a new breed    
  The first hominids appear on Earth. They evolve 
  into complex, sentient forms of life, undisturbed by 
  the faeries who remain at Mu. 
  500 thousand years ago, the descent of Kathadas-
  500 thousand years ago, the descent of Kathadas-
  500 thousand years ago, the descent of Kathadas-
  500 thousand years ago, the descent of Kathadas-
  tro
  tro
  tro
  tro    
  Kathadastro, a malevolent spirit in the form of the 
  worm-god and its followers descend on earth, on the 
  continent of Atlantis, fleeing from their dying planet. 
  Being advanced in both technology and magic, they 
  set to build great and terrible cities on that island. 
  250 thousand years ago, the march of the Atlantians
  250 thousand years ago, the march of the Atlantians
  250 thousand years ago, the march of the Atlantians
  250 thousand years ago, the march of the Atlantians    
  For long, the Atlantians have managed to co-exist 
  with the faeries, living in separate lands. But now, the 
  power-hungry Kathadastro plans to rule the entire 
  world. He strikes a deal with the echidnas and trains 
  proto-humans as soldiers in the use of technology. 
  The faeries form the Seelie Court as a response to 
  the Atlantians’ aggression, a military body to coordi-
  nate their movements. They also have on their side 
  most of the spirits, but the final solution comes from 
  the dragons, who rise to oppose their old enemies, 
  the echidnas. The Atlantians are defeated and their 
  power is broken. The survivors return to Atlantis, 
  where they begin to question the rule of Kathadas-
  tro. This marks the beginning of Atlantis’ decline. 
  245 thousand years ago, the forming of the Unseelie 
  245 thousand years ago, the forming of the Unseelie 
  245 thousand years ago, the forming of the Unseelie 
  245 thousand years ago, the forming of the Unseelie 
  Court
  Court
  Court
  Court    
  The Seelie Court, having become very popular 
  
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  since the defeat of the Atlantians, is contacted and 
  corrupted by the “good” Eternal Powers. They be-
  gin to ask for more power and authority to impose 
  their laws and beliefs on all faeries living in Mu. The 
  most chaotic and lawless faeries form the Unseelie 
  Court in return, an organisation to oppose the 
  Seelie faeries. 
  100 thousand years ago, the faerian wars and the 
  100 thousand years ago, the faerian wars and the 
  100 thousand years ago, the faerian wars and the 
  100 thousand years ago, the faerian wars and the 
  destruction of Mu
  destruction of Mu
  destruction of Mu
  destruction of Mu    
  The conflict between the Seelie and the Unseelie 
  Court escalates to open war. All of Mu is soon 
  drawn into the vortex of civil war. The spells released 
  are so powerful so as to break the integrity of the 
  land, forcing it under the ocean. Most of the faeries’ 
  knowledge is lost under the waves along with their 
  cities. The few survivors scatter around the world. 
  This is the end of the great faerian civilisation. 
  15 thousand years ago, the sinking of Atlantis
  15 thousand years ago, the sinking of Atlantis
  15 thousand years ago, the sinking of Atlantis
  15 thousand years ago, the sinking of Atlantis    
  The power of Atlantis has slowly decayed since the 
  grand defeat of the Atlantians by the faeries. Even 
  their god has finally abandoned them to ponder on 
  his defeat in the deeps. Now comes the final end to 
  their decline. The machines and energy sources they 
  had constructed long ago but don’t know how to 
  maintain anymore severely malfunction, causing a co-
  lossal explosion which sends the island beneath the 
  surface of the Atlantic ocean. Thus ends the most 
  technologically advanced civilisation on earth. 
  10 thousand years ago, the resurface of the Un-
  10 thousand years ago, the resurface of the Un-
  10 thousand years ago, the resurface of the Un-
  10 thousand years ago, the resurface of the Un-
  seelie Court
  seelie Court
  seelie Court
  seelie Court    
  With the Atlantians out of the picture, the remnants 
  of the Unseelie Court believe they can be the rulers 
  of the Earth once more. All they have to do is to 
  enslave the primitive humans. But humans have grown 
  numerous and cunning and the old glory and power of 
  the faeries is long lost. With no help from the spirits 
  of the land and with the active opposition of the 
  Seelie Court, the plans of the Unseelie are unrav-
  elled and bounce back on them. Humans begin to 
  hunt faeries down, for they are the new rulers of 
  Earth. On the brink of extinction, faeries retreat to 
  deep woods, secluded vales or high mountains. 
   
  Their retreat from the world is much deeper 
  than they thought. They become so isolated that 
  they begin to fade from Earth. As time passes, their 
  domains are cut off from earth, in essence becoming 
  worlds of their own. They form the fabulous faerie 
  realms. 
  0 AD, the great enlightenment
  0 AD, the great enlightenment
  0 AD, the great enlightenment
  0 AD, the great enlightenment    
  The mysterious great spirit known as the Enlight-
  ener walks among humans as one of them. He freely 
  uses magic to perform miracles and convince that he’s 
  a god. He spreads a message of peace, love and 
  unity, creating many enemies, among them the Eter-
  nal Powers. He’s finally arrested by mortal authori-
  ties and sentenced to death. He accepts that death, 
  turning into a martyr. This sparks the creation of a 
  new religion, one that soon becomes a dominant 
  power in Europe. The Powers seek to turn this 
  power into a tool of their own, infiltrating the struc-
  ture of the new religion and altering the words of the 
  enlightener so that they serve their purpose. By the 
  set of the Dark Ages, they’ve succeeded in turning 
  the Church into an oppressor of the people. 
  55 AD to 315 AD, the Transcendence
  55 AD to 315 AD, the Transcendence
  55 AD to 315 AD, the Transcendence
  55 AD to 315 AD, the Transcendence    
  From the beginning of time, the Eternal Powers have 
  used their incredibly potent divination powers to 
  foresee the future and adjust to it. However, as they 
  approach the year 1000 AD, images of the future 
  become blurry and warped. A mysterious obstacle, 
  which becomes known as the Barrier of Foresight, 
  blocks their vision in the new millennium. This greatly 
  frightens them, causing them to believe that the Final 
  Battle for the domination of the world will be fought 
  at that time. Knowing that humans are the only rulers 
  of Earth now, they begin to prepare for war by se-
  lecting the cream of their human agents. These cham-
  
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  pions of the Powers are ascended in to a higher 
  status, becoming more than a simple mortal, closer to 
  a spirit. This ascension is called the Transcendence. 
  Then, they are put to hibernation, destined to arise 
  near the years 1000 AD and lead the other men in 
  the Final Battle for the glory of their masters. 
  902 AD, the Awakening
  902 AD, the Awakening
  902 AD, the Awakening
  902 AD, the Awakening    
  The transcendent champions of the Eternal Powers 
  begin to awake, becoming known as the Awakened. 
  They possess humans and use them to infiltrate soci-
  ety and manoeuvre to positions of power. This marks 
  the beginning of the Final Battle. 
  
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  The Barrier of Foresight
  The Barrier of Foresight
  The Barrier of Foresight
  The Barrier of Foresight    
  The Eternal Powers encountered the infamous Bar-
  rier of Foresight a few decades before the coming of 
  Jesus, during the zenith of the Roman Empire. As 
  they strived to see that the future held for them they 
  began to see more blurry images until they came onto 
  the Barrier of Foresight – a blackness in their eyes 
  after the end of the first millennium. 
   
  The Powers felt like they’ve been rendered 
  blind: weak and powerless. The Barrier hurt their 
  pride but also scared them. They had always been 
  used to know whatever was going to happen. The 
  unknown as a new word in their dictionary and one 
  they didn’t like at all. Soon, the Powers became para-
  noid about the Barrier and the purpose of its exis-
  tence. Their theories turned into certain facts: they 
  were sure the Barrier means the end of time as they 
  couldn’t gaze beyond it. This was the time when the 
  Final Battle would be fought for the domination of 
  the world. 
   
  There was place for only one winner, so the 
  Powers began to prepare fervently for that distant 
  time. Along with the mortal servants they would have, 
  they needed something more. They needed champi-
  ons they could count on, competent men loyal to their 
  cause. A strange idea began to hatch in their minds… 
  the Transcendence. 
  The Transcendence
  The Transcendence
  The Transcendence
  The Transcendence    
  The Transcendence was a magical feat of grand size, 
  unlike anything that has been attempted in the past. It 
  involved the ascension of hundreds or thousands of 
  their most loyal human servants into a higher state of 
  being. The mortals were contacted by the Powers 
  and informed of their holy mission. Then, they 
  crawled to necropolis, crypts, mausoleums or under-
  ground chambers and died. 
   
  They died only to the eyes of other mortals of 
  course. For they experienced the Transcendence. 
  Their bodies lied frozen and suspended in time, but 
  their spirits lived and were free to travel in the physi-
  cal world and other worlds beyond the mortal realm in 
  an incorporeal form, freed from the burdens of flesh. 
  From mere humans, the champions of the Powers 
  were transformed into half-spirits.  
   
  Now the Powers were content, for they had an 
  army of powerful minions waiting in storage for the 
  final days to come. When the time was right, they 
  would be re-united with their bodies and awake to 
  lead other mortals into the Final Battle. 
   
  Or so they thought… 
  The long sleep
  The long sleep
  The long sleep
  The long sleep    
  In their arrogance, the Powers believed that their 
  word was law for their champions, that their wishes 
  were all that mattered to them. They believed their 
  
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  champions would remain exactly as they were before 
  their ascension, like they’ve been put to ice. 
   
  But the spirits of the champions were free to 
  travel during the long time they waited and travel they 
  did. They watched the events taking place in the real 
  world and they traveled to other worlds too. They 
  became more experienced and powerful, but also 
  wiser. 
   
  Most of the champions remained true to their 
  beliefs and waited for the day when they would 
  awaken to fight for their masters and be rewarded 
  after the Final Battle. These are called the Faithful. 
  But some began to question the motives of the Pow-
  ers. They realized the misery the war between the 
  Powers was bringing to their world and they resolved 
  to do something about it when they would awaken. 
  These champions seek to inhibit both “good” and 
  “evil” from claiming victory, following a neutral path. 
  Still, others lost their idealism during the long years 
  of their sleep, becoming interested in personal gain. 
  They didn’t believe in a cause anymore and when 
  they awakened, they fought for themselves, not for 
  the Powers. Awakened that lost their “faith”, turning 
  away from the Powers or switching allegiances, are 
  commonly called Heretics by the Faithful. 
  The Awakening
  The Awakening
  The Awakening
  The Awakening    
  When the era of twilight foreseen by the Eternal 
  Powers came, they knew that the Barrier of Fore-
  sight stood right in front of them and that it was time 
  to put their champions to action. They activated 
  them, causing the Awakening to begin. Across the 
  land, bodies that were thought dead long ago stirred 
  in dark caverns and forsaken crypts. Their spirits felt 
  the calling and were pulled back in their bodies in a 
  burst of ecstatic energy. 
   
  Soon they emerged from their sanctuaries into 
  a new world. Like the Transcendence, the Rising was 
  not a sudden, fast procedure. There was no wave of 
  awakenings across Earth. It was a rather, slow, un-
  principled procedure that still continues. New cham-
  pions gradually awake to be added among the ranks 
  of the Powers’ servants. There doesn’t seem to be 
  any pattern whatsoever in the awakenings. It’s just a 
  matter of luck if a Sleeper will awake tomorrow or 
  after ten years. 
   
  There is a large number of Sleepers who 
  awake only to find out that the precautions they took 
  to ensure the safety of their physical bodies were not 
  enough. Caverns collapse, mausoleums age and are 
  destroyed or buried. Physical bodies are thus killed 
  or the Sleepers awake to find themselves trapped 
  without escape. Such Awakened lose their bodies as 
  they die and find themselves exiled in an incorporeal 
  form, cut off from Earth. Some of them never suc-
  ceed in finding a new body and the Lithargos over-
  comes them. They are lost and out of the “game”. 
  Others, panicked, manage to possess a mortal. Find-
  ing themselves in an alien world, they don’t have a 
  chance to slowly adjust to the new conditions. Most 
  of them act in weird ways, becoming outcasts or 
  worse, getting themselves killed. 
  The Pretending
  The Pretending
  The Pretending
  The Pretending    
  Awakened are part humans and that makes them a 
  part of mortal society. The mortals have rules for 
  members of their society. It is according to these rules 
  an Awakened must operate ands not the society ac-
  cording to the Awakened’s standards. That acting 
  of the Awakened as if they were normal humans is 
  called the Pretending. 
   
  Among the first to awake there was the idea 
  that the Awakened could be prophets that would 
  unite the forces of mortals and march to victory with 
  their help. Soon they discovered that things were a 
  lot different. In this era of twilight and stagnation, no 
  one is searching for prophets, messiahs or saints. 
  The few that attempted to be one were scoffed, 
  laughed at or hunted. They decided that their ap-
  proach should be different. They should act unseen, 
  
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  manipulating, converting, strengthening their position. 
  They would work in a way that mortals would never 
  realize their task and true nature. The mortals’ xeno-
  phobia, distrust and fear of the supernatural would 
  not be allowed to work against the Awakened. 
   
  In this struggle for unseen and invisible action, 
  the Possession is the most blessed gift of all. It is the 
  Possession which enables the Awakened to blend 
  effectively into mortal crowds, assuming a ready posi-
  tion in the structure of society. They take the lives of 
  mortals and use them, bending them to their purpose. 
  But it also has a disadvantage. It provides the Awak-
  ened with things, affiliates, relationships he has little 
  control over. A good example is a mortal’s family. 
  While it provides an effective social cover for the 
  Awakened, it can also act as a hindrance. He can not 
  act with the freedom he would like because of the fear 
  of being discovered by his family as well as because 
  of his responsibility towards them.  And this is only 
  one example. A thousand new factors enter the life 
  of the Awakened and he can do little but accept them 
  and try to deal with them as best as he can. 
   
  The Possession may be an effective tool, how-
  ever the first time an Awakened enters human society 
  he does it with his own body (hopefully). He encoun-
  ters a new, unknown world that seems alien to him and 
  he’s expected to find a way to fit in. It usually take a 
  lot of time to establish one’s self in a relatively good 
  position in mortal society. Most Awakened work 
  hard during this time but this kind of social engineer-
  ing is good experience for the future. After all, an 
  Awakened may work hard for years to build his life 
  and attain a position suitable for his purposes only to 
  have them all ruined by the death of his mortal body, 
  condemning him to start a new life from scratch. 
   
  Whichever path they choose, most of the 
  Awakened soon encounter the difficulties of every-
  day life. They eventually become assimilated by soci-
  ety and resort to underground action. They all as-
  sume a position in society, but there are no stereo-
  types. Awakened can be encountered in any profes-
  sion or social layer. It is of course natural for them to 
  seek power and influence. Thus, many Awakened 
  belong or at least try to ascend to the higher social 
  and economical layers. A pattern in social status can 
  be identified among members of the same faction. For 
  example, Guildsmen prefer position of power and 
  influence. On the other hand, the Shadows tend to 
  favour quiet and simple lives that do not attract much 
  attention to their shady plans. 
  The Revealing
  The Revealing
  The Revealing
  The Revealing    
  The Pretending is an act vital to the survival of the 
  Awakened and the success of their mission, but it’s 
  not something that makes the Awakened happy. Af-
  ter all, they were made superior to other mortals. No 
  Awakened wants to believe that so considerable ef-
  fort on behalf of the Powers was taken for them to 
  only hide among ignorant mortals. Many believe that 
  there will come a stage in the Final Battle when the 
  world will be ready for them to reveal themselves in 
  their full glory and superiority. 
   
  The Revealing is for now limited extremely 
  limited. In the real world, the Awakened need cumber-
  some mortal bodies to function. They have to live 
  with their needs and weaknesses.  
  The changed champions
  The changed champions
  The changed champions
  The changed champions    
  After the Awakening occurs, the most obvious ques-
  tion is: What now? 
   
  The answer would be simple if the Awakened 
  were the loyal and faithful chosen ones, the perfect 
  champions of the Powers. Unfortunately, things are 
  not so simple. The Awakened are not the perfect 
  loyal champions, even though the Powers would want 
  that very badly. The Transcendence was a chaotic 
  procedure3. Many felt the calling and were put to 
  sleep. Granted, all of them had some connection with 
  what the Powers represented. But not all of them 
  were absolute and firm supporters of either Power. 
  
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  Not all were so eager to forfeit their lives, sleep 
  through the centuries and wake up in a new world to 
  fight for the dominance of their masters. Though a lot 
  more than humans, Awakened are still controlled by 
  human motives and emotions: they value their lives and 
  have difficulty abandoning them for their duty. They 
  want to see their goal reached but they also want to 
  succeed as individuals in their personal aims. 
   
  The most important thing though, is that 
  Awakened simply aren’t the same persons that de-
  parted from the mortal world centuries ago. All peo-
  ple can change given time and the Awakened had a 
  lot of time in their hands while their bodies were into 
  hibernation. The long years they spent in the world 
  incorporeal, watching without being able to act, gave 
  them experience, knowledge, reasoning, altered their 
  ways of thinking and personality in many ways. Some 
  were affected more, some less. No one however, re-
  mained the same. Maybe it was that the Powers, dis-
  tant and arrogant in their might, could not compre-
  hend the adverse effects the Transcendence would 
  have on human personality.  
   
  Some champions questioned their aims and 
  beliefs. They came to realize that they were fighting 
  in the wrong side and they swapped sides. Evil peo-
  ple cracked under the weight of their guilt and convic-
  tion, while good men sought revenge and unearned 
  values and abilities. Others realized how futile this 
  struggle was. Such individuals abandoned their tasks 
  and became neutral in the ongoing war. Either they 
  seek to prevent and undo the damage brought by the 
  conflict or they just don’t give a damn about it. All 
  these are collectively called Heretics. 
   
  The Faithful are these champions that stayed 
  true to their original beliefs. But even “true” is a rela-
  tive term. Many of their ideas have changed and the 
  same is true about their attitude and personality. 
  Some remain stubbornly stuck on old beliefs, others 
  begin to doubt the base of their ideals, while some are 
  on the verge of abandoning their original aim. 
  No one is the same anymore. 
  An Awakened Lexicon
  An Awakened Lexicon
  An Awakened Lexicon
  An Awakened Lexicon    
  Awakened
  Awakened
  Awakened
  Awakened    
  One of the immortal champions of the everlasting 
  Powers that has risen again in the world to fight in the 
  Final Battle and ensure the victory of his masters. 
  Awakening (the Rising)
  Awakening (the Rising)
  Awakening (the Rising)
  Awakening (the Rising)    
  The act of a champion spirit being re-united with his 
  earthly body that has been into hibernation for cen-
  turies. The Awakening happens in the period of the 
  Final Battle, when the immortal champions will fight 
  to prevail over their opponents once and for all. 
  Barrier of Foresight
  Barrier of Foresight
  Barrier of Foresight
  Barrier of Foresight    
  The mysterious phenomenon blocking the Foresight 
  of the Powers in the current era. All divination magic 
  is blocked by the Barrier, so that the caster only sees 
  blurred, distorted images that don’t make any sense. 
  The existence of the Barrier forced the Powers to 
  activate the Transcendence, so that their champions 
  would fight for the final victory in that era. The Bar-
  rier is speculated to symbolize the end of time or an 
  upcoming apocalypse for the world. 
  Believer
  Believer
  Believer
  Believer    
  A mortal who has been in contact with the supernatu-
  ral world. Sorcerers are an example, but even a peas-
  ant that happens upon a faerie meeting during a 
  dusky evening is considered a Believer, because he 
  positively knows that the supernatural does indeed 
  exist. Believers are naturally more open-minded peo-
  ple, as they have glanced upon the real world.  
  Creator
  Creator
  Creator
  Creator    
  The name attributed to the mysterious being or 
  power that created earth and possibly the entire cos-
  mos. 
  
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  Factions
  Factions
  Factions
  Factions    
  Organised, large groups of Awakened sharing the 
  same ideas about how to succeed in their tasks. A 
  large part of the Awakened population belongs to 
  factions, but some are Independent.  
  Faithful
  Faithful
  Faithful
  Faithful    
  An Awakened who has remained true to his ideals 
  and his allegiance to the Powers from his initial Tran-
  scendence till the moment of the Awakening. 
  Final Battle
  Final Battle
  Final Battle
  Final Battle    
  The battle for supremacy fought between the cham-
  pions of the Powers in the current era. It has been 
  described to be invisible, full of intrigue, politics and 
  careful manipulation behind the back of mortals. 
  Some say that it will judge the winner of the everlast-
  ing conflict between good and evil; others say that it 
  will bring an apocalypse and the end of the world as 
  we know it. 
  Foresight
  Foresight
  Foresight
  Foresight    
  The ability to see into the future. Foresight is pos-
  sessed by the Powers at an incredible level, but has 
  been known to be also owned by powerful sorcerers 
  and spirits, albeit at lower efficiency. All Foresight is 
  blocked by the Barrier of Foresight, so that the fu-
  ture becomes too blurred to see. 
  Heretic
  Heretic
  Heretic
  Heretic    
  The opposite of the Faithful. These are Awakened 
  that have altered beliefs during their hibernation. 
  This has resulted in a change of sides or in becoming 
  neutral in the conflict. 
  Independent
  Independent
  Independent
  Independent    
  An Awakened that doesn’t belong to any faction. 
  This includes cast-outs from factions, but also indi-
  viduals that feel a faction would limit them or just don’t 
  agree with the beliefs of any faction. 
  Lithargos
  Lithargos
  Lithargos
  Lithargos    
  The condition of the Awakened in which his body is 
  destroyed or in hibernation, while his spirit is free to 
  roam the world but too weak to possess a physical 
  body again. The Lithargos is a direct consequence 
  of the weakening of the Awakened by spending too 
  much time in an incorporeal state without having a 
  body to serve as a link with the physical world. 
  Mortals (Pawns)
  Mortals (Pawns)
  Mortals (Pawns)
  Mortals (Pawns)    
  Humans, the majority of the sentient beings on 
  Earth. Mortals are of special importance, since the 
  victory of each Power depends on their manipulation 
  and conversion. Mortals are used as pawns in the 
  invisible war and are sometimes called this way by 
  Awakened. Most of them are unaware of what’s 
  really happening and of the supernatural world be-
  hind the frail veil of their reality. These are called 
  Unbelievers, in contrast to the Believers. Believers 
  are almost never called Pawns.  
  Possession
  Possession
  Possession
  Possession    
  One of the powers of the Awakened. An inherent 
  function of these beings, Possession enables them to 
  enter the minds of mortals and take control of their 
  bodies, putting the spirit of the mortal in hibernation. 
  Powers
  Powers
  Powers
  Powers    
  The two multitudes of entities inhabiting the outer 
  ring of the cosmos. These two hiveminds are beings 
  beyond any description. They wage an unseen war 
  for untold eons. 
  Pretending
  Pretending
  Pretending
  Pretending    
  The act of the Awakened living close to mortals, ac-
  cepting their standards, customs and laws, so as to 
  work towards his aims without being discovered. The 
  whole life of the Awakened in the physical world is 
  called the Pretending. 
      
  
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  Revealing
  Revealing
  Revealing
  Revealing    
  The act of the Awakened acting as his true self, that 
  is like a mortal who has ascended to a higher state of 
  consciousness nearly equal to being a true spirit. Be-
  cause the Awakened function in the physical world 
  with the help of a mortal body, the Revealing is very 
  difficult and limited. 
  Sleeper
  Sleeper
  Sleeper
  Sleeper    
  An immortal champion whose body is still in hiberna-
  tion and hasn’t awakened yet. Such beings have their 
  spirits roaming the world in an incorporeal state, while 
  their bodies rest in a forgotten crypt or similar place. 
  Transcendence (the Passage)
  Transcendence (the Passage)
  Transcendence (the Passage)
  Transcendence (the Passage)    
  The process of a mortal having his spirit uplifted and 
  transformed into a higher being, something akin to 
  spirits, to serve as a champion for the Powers. The 
  Transcendence happened centuries ago, for these 
  champions awake now to serve their masters. 
  Unbeliever (Nocturnal)
  Unbeliever (Nocturnal)
  Unbeliever (Nocturnal)
  Unbeliever (Nocturnal)    
  A mortal that is not aware of the supernatural. Such 
  people may believe in the existence of the supernatu-
  ral, as is the case with most superstitious people, but 
  they haven’t experienced it during their lives. When 
  they do confront it, they are bound to be shocked by 
  the revelation and do what they can to reject it. Un-
  believers are the majority of humans on Earth. 
  
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  19
  19
  19    
  Beyond death
  Beyond death
  Beyond death
  Beyond death    
  An Awakened is not daunted by mortal death. Such 
  a thing might set back his plans but it’s only a tempo-
  rary inconvenience. Being a creature of spirit, an 
  Awakened, like other spirits, is very difficult to per-
  manently kill. Doing so requires someone to enter the 
  ethereal world and face the Awakened there. 
  Destroying an Awakened in the physical world
  Destroying an Awakened in the physical world
  Destroying an Awakened in the physical world
  Destroying an Awakened in the physical world    
   
  When an Awakened’s body dies in the real 
  world, his spirit remains in it for a very short time 
  (usually one round) before it finally departs in an in-
  corporeal form. During this time, another Awakened 
  can touch the body and funnel spiritual energies in-
  side it in an attempt to destroy the weakened spirit. 
  This is exhaustive to say the least; an Awakened 
  must devote some of his life force to succeed in de-
  stroying his enemy. Whether he’s successful or not, 
  he loses 1d6 hit points and 500 XP. 
   
  The defender makes a Will saving throw 
  against DC 10 + the attacker’s level. If he fails, his 
  spirit is overcome by the hostile energy and is utterly 
  destroyed. If he succeeds, he has managed to retain 
  his spiritual integrity and flees to the safety his incor-
  poreal form provides.  
   
  Only one Awakened can attempt this on a 
  given body and only one attempt can be made before 
  the spirit departs (the attempt is a full-round action). 
  Lithargos
  Lithargos
  Lithargos
  Lithargos    
  In most cases, dying in the real world frees the spirit 
  of the Awakened, who enters his incorporeal state. 
  Without a physical body to connect him to Earth, 
  the Awakened is in danger of succumbing to the con-
  dition known as Lithargos. Lithargos is the weaken-
  ing of the Awakened and the revert to the state of 
  the long sleep, when the Awakened was free to roam 
  the world but couldn’t physically manifest himself. As 
  a result, the real world is lost to him and he becomes a 
  creature of dreams purely. Perhaps, some very power-
  ful magic (in the level of a wish or miracle) could bring 
  him back. Players who manage to get their characters 
  in Lithargos are advised to create a new character; 
  being permanently incorporeal isn’t much fun 
   
  The Awakened faces Lithargos every 8 hours 
  he passes without a mortal body. A successful Wis-
  dom check with DC 10 allows him to avoid falling in 
  Lithargos for another 8 hours; however, each addi-
  tional check increases the DC by 2., as Lithargos 
  grows harder and harder to resist. Only the posses-
  sion of a new body allows the Awakened to cheat 
  Lithargos indefinitely. 
  Incorporeal Awakened
  Incorporeal Awakened
  Incorporeal Awakened
  Incorporeal Awakened    
  Awakened without a body in the physical world exist 
  in their incorporeal state. While in this state, the 
  Awakened usually resides in the ethereal plane. This 
  means that the Awakened is unable to affect the 
  physical world, either with spells or other actions. On 
  
  20
  20
  20
  20    
  the other hand, he can’t be harmed by any attack 
  originating from the physical world, be it weapon, spell 
  or other magical ability. Other ethereal denizens, like 
  spirits and other incorporeal Awakened, can normally 
  attack him.  
   
  An incorporeal Awakened is able to manifest 
  himself in the physical world as a free action. By do-
  ing so, he remains incorporeal but is able to affect the 
  physical world (as well as be affected by it) in a limited 
  manner. While manifested, an Awakened:  
  1. can be harmed only by other incorporeal or ethe-
  real creatures, +1 or better magic weapons and spells, 
  spell-like abilities or supernatural abilities. He is im-
  mune to all nonmagical attacks coming from the physi-
  cal world and has a 50% chance to ignore any damage 
  coming from a corporeal source. 
  2. is invisible as per the improved invisibility spell. 
  This is continuous and the Awakened cannot halt 
  this effect. 
  3. has a deflection bonus to AC equal to his Cha-
  risma modifier or +1, whichever is higher. 
  4. can pass through solid objects (but not force 
  effects, like a wall of force). 
  5. has no Strength score (he uses his Dexterity 
  modifier for both melee and ranged attacks). 
  6. is unable to attack, except through spells and 
  spell-like abilities. His attacks that can be used ig-
  nore any natural armor, armor and shield. 
  7. moves silently and cannot be heard with Listen 
  checks. 
  Anyone who can perceive the Awakened in his incor-
  poreal state will see him as the creature he used to be, 
  having his original appearance and not that of any 
  mortal host. An Awakened in this state also uses his 
  original game statistics, since he has no mortal host. 
   
  Awakened that are killed while in this state are 
  permanently dead. This is why most of them are very 
  careful when operating in their incorporeal forms. If 
  they die, there’s no coming back. 
  Possession
  Possession
  Possession
  Possession    
  Possessing a mortal’s body is an act the Awakened 
  must do while incorporeal. The act of the possession, 
  if successful, places the mortal’s spirit in a coma, while 
  the Awakened is in charge of his body. If the Awak-
  ened ever leaves the body while it’s still alive, the mor-
  tal takes the reins again, not remembering a thing that 
  has transpired and confused by the apparent “loss of 
  time”. 
   
  Before possessing a mortal, it’s wise to first 
  examine him to se if he fits the Awakened’s needs. 
  This is done by making a Wisdom check (Awakened 
  with the second sight feat gain a +4 bonus) and re-
  quires that the Awakened is within 30 feet of the 
  mortal. The exact score reveals facts about the mor-
  tal according to the following scale: 
  1111----10:
  10:
  10:
  10: No information is gained. 
  11
  11
  11
  11----12:
  12:
  12:
  12: Reveals the mortal’s name and gender. 
  14
  14
  14
  14----15:
  15:
  15:
  15: Reveals the mortal’s general health condition 
  and age. 
  16
  16
  16
  16----17:
  17:
  17:
  17: Reveals the mortal’s physical capabilities in 
  general details (the Game Master should inform the 
  player of the mortal’s scores in the three physical 
  abilities: Strength, Dexterity and Constitution). 
  18
  18
  18
  18----19:
  19:
  19:
  19: Reveals the mortal’s willpower, a measure of 
  how much he’ll resist the Possession (the Game Mas-
  ter should inform the player of the mortal’s Will saving 
  throw). 
  20
  20
  20
  20----21:
  21:
  21:
  21: Reveals the mortal’s purpose in life and his 
  career (the Game Master should inform the player of 
  some of the mortal’s most representative skills). 
  22
  22
  22
  22----23:
  23:
  23:
  23: Reveals information about the mortal’s back-
  ground: his social standing, siblings, family etc. 
  24 or more:
  24 or more:
  24 or more:
  24 or more: Reveals any connection of the mortal with 
  the hidden world. Perhaps he has faerie blood or is a 
  sorcerer or diabolist. Such information is always pre-
  sented in very vague details. 
   
  The Awakened can keep rolling to drain every 
  bit of information he can about the mortal. Keep in 
  mind however, that every attempt to gain information 
  
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  requires 10 minutes of concentration. 
   
  The main Possession attempt requires 20 min-
  utes of concentration and proximity to the target 
  (within 30 feet). At the end of this period, the mortal 
  makes a Will saving throw against DC 10 + the 
  Awakened’s character level + the Awakened’s Wis-
  dom modifier. If he is successful, he repels the Awak-
  ened away from him. In such a case, the Awakened 
  can not attempt another Possession against that mor-
  tal for another 6 hours (however he can try to pos-
  sess another mortal). If the mortal fails his Will save, 
  the Awakened successfully possesses him, forcing 
  his spirit into hibernation and taking over his body. 
  Life after the Possession
  Life after the Possession
  Life after the Possession
  Life after the Possession    
  The Possession displaces the mortal as the master of 
  his body and provides the Awakened with the means 
  of interacting with the physical world. The mortal 
  spirit sleeps while the Awakened rules. 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: 
  The 
  Awakened 
  gains 
  the 
  mortal’s 
  Strength, Dexterity and Constitution. He retains 
  his Intelligence and Wisdom. Charisma is the average 
  of the Awakened’s and the mortal’s, since it greatly 
  depends on physical appearance. If the Awakened 
  had increased Strength, Dexterity or Constitution 
  in any of his previous bodies with bonus points re-
  ceived through level advancement, his current abilities 
  are increased by that amount.  
   
  Example: An Awakened has increased 
  Strength at 4th level. His body unfortunately is killed 
  and he possesses another one. His new Strength is 
  that of the new body +1. When he reaches 8th level, 
  he puts an extra point in Dexterity. At 12th level, he 
  increases his Wisdom. His current body dies and he 
  possesses a new one. The new body is going to have 
  Strength +1 and Dexterity +1. Intelligence remains 
  as it is. 
  Class: 
  Class: 
  Class: 
  Class: The Awakened retains his class and level. He 
  doesn’t gain any benefit from any class the mortal 
  might have. 
  Base attack bonus/base saves: 
  Base attack bonus/base saves: 
  Base attack bonus/base saves: 
  Base attack bonus/base saves: The Awakened 
  retains his base attack bonus and base saves. These 
  however, might be modified by the changes in 
  Strength, Dexterity and Constitution. 
  Hit points: 
  Hit points: 
  Hit points: 
  Hit points: The Awakened retains his hit points, but 
  they are immediately modified by his new Constitu-
  tion. 
  Feats: 
  Feats: 
  Feats: 
  Feats: The Awakened retains his feats and doesn’t 
  gain any feat the mortal might have. Note that some 
  of the Awakened’s feats might become unusable be-
  cause of the changes in Strength, Dexterity and 
  Constitution. 
  Spells: 
  Spells: 
  Spells: 
  Spells: The mortal might knew how to cast spells, but 
  the Awakened doesn’t gain any benefit from that 
  ability, even if he is a spellcaster as well. Magic is 
  more than skill and knowledge after all. 
  Memories: 
  Memories: 
  Memories: 
  Memories: To be able to retain the façade of the 
  Pretending, the Awakened needs access to the mor-
  tal’s memories. He needs to know who his friends are, 
  what is his favorite song, his wife’s name etc. The 
  Awakened doesn’t have instant access to the mor-
  tal’s memories. Instead, he needs to force his way into 
  the maze of memories and retrieve whatever he can. 
   
  On every day after the initial Possession, the 
  Awakened is allowed one Wisdom check (DC 10). 
  As he accumulates successful rolls, he reveals more 
  facts and memories of the mortal, starting with the 
  more mundane ones and continuing into his deepest 
  secrets and memories. After 10 successful rolls, he 
  has access to all memories. 
  Skills: 
  Skills: 
  Skills: 
  Skills: Following the same method as for gaining ac-
  cess to memories, the Awakened can also gain access 
  to his skills. This is useful for the Pretending (after 
  all, a judge who doesn’t know anything about the law 
  looks somewhat suspicious) as well as for assisting 
  the Awakened to pursue his goals. Gaining access to 
  a specific skill requires the Awakened to concentrate 
  as a full-round action and make a Wisdom check 
  (DC 7 + the skill’s ranks). If successful, he can use 
  the mortal’s skill ranks for one skill check within the 
  next minute. If he wants to use it again, he must re-
  
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  access it. 
   
  A better but more dangerous solution is to 
  permanently transfer the skill to the Awakened’s rat-
  ing. This requires intense concentration and medita-
  tion for a prolonged period, usually one hour per skill 
  rank. At the end of this period, a Wisdom check is 
  made (DC 10 + the skill’s ranks). If it’s successful, 
  the Awakened gains the skill permanently, as if it was 
  his. If it fails however, the mortal’s comatose spirit 
  instinctively reacts and the Awakened gains one Re-
  jection point (see below). Due to this inherent dan-
  ger, most Awakened only attempt to learn the skills 
  they consider basic for the Pretending or just too 
  tempting and useful to resist. 
   
  In this manner, the Awakened can gain skills 
  exclusive to a class or skill ranks that are above his 
  maximum for his class and level. This is not a problem, 
  although the Awakened will be unable to raise them 
  with skill points. Note that if the Awakened already 
  has the skill he is transferring from the mortal to his 
  mind, the mortal’s ranks are not added to his skill 
  ranks: only the highest ranks will apply. 
  Rejection
  Rejection
  Rejection
  Rejection    
  Some Awakened, especially young ones, tend to 
  think of the bodies of their hosts as disposable tools. 
  They’re not. If you don’t care for your body, it won’t 
  care for you either.  
   
  See, the Awakened do have the ability to 
  possess the bodies of mortals. But a mortal body is 
  foreign to the Awakened, and like the organism re-
  acts to foreign threats, so does a possessed body 
  against the infiltrating presence of the Awakened. 
  This is the basis for the phenomenon known as Re-
  Re-
  Re-
  Re-
  jection.
  jection.
  jection.
  jection. If the Awakened doesn’t take good care of 
  his body, it will reject and expel him sooner or later. 
   
  Rejection doesn’t appear in Awakened who 
  still possess their original bodies. After all, if it’s your 
  body, you can do whatever you want with it. Problems 
  start from the moment the Awakened loses his body 
  and finds another vessel with which to act in the 
  physical world. The innate defenses of the foreign 
  body constantly fight against the Awakened. When 
  the Awakened endangers the well-being of the body, 
  the innate defenses increase in strength. If they rise 
  too much, they might succeed in driving the Awak-
  ened away from the body, enabling the mortal pawn to 
  regain control of it. 
   
  In game terms, Rejection measures the level of 
  the body’s innate defenses against the Awakened on 
  a scale of 0 to 10. When the Awakened first pos-
  sesses a certain mortal, his Rejection rating for that 
  mortal is 0 (unless he also has Resonance, see below). 
  When the body is mistreated, Rejection increase by 
  one point. At 3, 6 and 9 points, the Awakened must 
  make a Wisdom check with DC 10, 15 or 20 respec-
  tively to retain control of the body. If he fails, he’s 
  expelled from the body and the mortal regains control 
  of it. He may try to re-possess it but Rejection is a 
  one-way road: once it rises, it can’t fall again. If the 
  Awakened ever reaches 10 points, he’s automatically 
  expelled from the possessed body: a body can only 
  tolerate that much. Furthermore, the Awakened can 
  never re-possess the mortal again. His body has de-
  veloped some kind of immunity against the Awak-
  ened. 
   
  Mistreatment of a possessed body is a very 
  broad term. It usually lies under the Game Master’s 
  jurisdiction to rule when an Awakened mistreats his 
  body and thus gains a Rejection point. 
   
  Physical mistreatment may be the most com-
  mon. An Awakened leads a dangerous life and often 
  his body pays for it. Falling unconscious or dying may 
  be considered mistreatment (even if it’s not the 
  Awakened’s fault!). 
   
  There is also space for mental and psycho-
  logical mistreatment. A mortal had a life before the 
  Awakened invaded and took over. If the Awakened 
  neglects the mortal’s family, turns against his friends 
  or gets him wanted by the law, if he generally messes 
  with the mortal’s life, there’s an instinctive reaction 
  
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  against him and he gains a Rejection point. 
  Resonance
  Resonance
  Resonance
  Resonance    
  Some Awakened believe that Rejection is no big 
  deal. It might be a temporary setback, but they can 
  always find a new body, right? Wrong again. Rejec-
  tion marks the Awakened with a taint called Reso-
  nance. A simple explanation would be that the Awak-
  ened has “bad vibrations”. Resonance makes other 
  mortals resist possession by the Awakened more 
  strongly, as they recognize the taint of Resonance 
  carried by him. 
   
  Every time the Awakened is expelled from a 
  mortal body due to Rejection, he gains a Resonance 
  point. Resonance comes into play when the Awak-
  ened attempts to possess a new body. For every 
  point of Resonance the mortal gets a +1 bonus to his 
  Will saving throw to resist the Possession. This pre-
  sents a serious problem, especially for old Awakened 
  carrying lots of Resonance. Indeed, the older an 
  Awakened is, the more he values and protects his 
  body. Moreover, whereas Rejection usually starts at 
  zero points for a new body, Awakened with the taint 
  of Resonance find out that they begin with Rejection 
  points equal to half their Resonance rating (rounded 
  up). 
   
  Note: An Awakened with 20 or greater 
  Resonance always starts with Rejection 10 in any 
  new body he possesses (Rejection can’t get any 
  higher than 10). This doesn’t mean that he’s auto-
  matically expelled. This only happens if he gains an-
  other Rejection point for that body. 
   
  Resonance may also be gained through re-
  jumping. Re-jumping is the action of leaving a per-
  fectly ok body to possess a new one, based on purely 
  opportunistic reasons. Abandoning the body of a 
  courtier to possess the body of the Duke is an exam-
  ple of re-jumping. On the other hand, an Awakened 
  trapped in the body of a paraplegic isn’t consider to 
  re-jump when seeking a new, more healthy body. 
  Sometimes, re-jumping may be justified out of abso-
  lute necessity. Game Masters have the means to halt 
  frequent re-jumpers by assigning them Resonance 
  points. Mortals can sense that the Awakened sees 
  bodies as only tools to be used and then thrown away 
  and reject him. 
  Manifestations
  Manifestations
  Manifestations
  Manifestations    
  As all forms of spirits, the Awakened are imbued with 
  mystical energies and can draw upon them to succeed 
  in their quest. The incarnation of these energies are 
  called manifestations
  manifestations
  manifestations
  manifestations and are used by every Awak-
  ened, as well as other spirits. Of course, these pow-
  ers vary from champion to champion, as no Awakened 
  can learn every different way in which dream energies 
  can manifest. The potency of a manifestation de-
  pends on the relative power of the Awakened, as 
  indicated by his character level. The number of mani-
  festations an Awakened possesses is also based on 
  his character level, as shown by the table. 
  Charisma
  Charisma
  Charisma
  Charisma    
  This manifestation enhances the natural aura of the 
  Awakened, making him look imposing and charismatic. 
  Any mortal will distinguish him from a crowd as an 
  important figure.  
  Basic: 
  Basic: 
  Basic: 
  Basic: Charisma adds a +2 manifestation bonus to 
  any Charisma roll or any skill check for which Cha-
  risma is the key ability, but only against mortals. 
  Awakened and other supernatural beings are unaf-
  fected by such petty demonstrations of power. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 4 character levels, the bonus 
  Character Level
  Character Level
  Character Level
  Character Level 
  Number of Manifestations
  Number of Manifestations
  Number of Manifestations
  Number of Manifestations 
  1111st
  stst
  st 
  Two 
  4444th
  th
  th
  th 
  Three 
  8888th
  th
  th
  th 
  Four 
  12
  12
  12
  12th
  th
  th
  th 
  Five 
  16
  16
  16
  16th
  th
  th
  th 
  Six 
  20
  20
  20
  20th
  th
  th
  th 
  Seven 
  
  24
  24
  24
  24    
  increases by +1 (ie +3 at 4th level, +4 at 8th level etc). 
  Discipline
  Discipline
  Discipline
  Discipline    
  Discipline raises a mental shield, protecting the 
  Awakened from mind magic. 
  Basic: 
  Basic: 
  Basic: 
  Basic: Discipline provides a +2 manifestation bonus 
  to Will saving throws against mind-altering magic and 
  abilities (like enchantment spells). 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 4 character levels, the bonus 
  increases by +1 (ie +3 at 4th level, +4 at 8th level etc). 
  Enslave
  Enslave
  Enslave
  Enslave    
  This potent manifestation robs a victim of his will, 
  transforming him into a pawn of the Awakened who 
  exercises it. This condition is short-termed at best 
  but still very useful. 
  Basic: 
  Basic: 
  Basic: 
  Basic: To enslave someone, the Awakened must 
  meet his gaze and the victim must fail a Will saving 
  throw with DC 12 + the Awakened’s Charisma 
  modifier. If the victim fails, the Awakened can give him 
  one verbal order. This must be something that can be 
  accomplished in a few minutes at most (“attack the 
  guard”, “fetch me the key to the gate”). Suicidal or-
  ders cause the victim to freeze for a round, afterwards 
  lapsing out of the Awakened’s influence. A failed 
  attempt to enslave someone gives him a +1 bonus to 
  his Will saving throw against future attempts (this 
  bonus stacks; if the Awakened fails 3 times to en-
  slave someone, the target has a +3 bonus against the 
  next attempt). 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: Every 4 character levels an Awakened 
  has, he may give an additional order to the victim. 
  These orders must be given in quick succession; the 
  Awakened can’t delay before giving a new order. 
  Fortify
  Fortify
  Fortify
  Fortify    
  This manifestation boosts the endurance and tough-
  ness of an Awakened to supernatural levels. He is 
  able to shrug off injuries which could easily kill mor-
  tals. 
  Basic: 
  Basic: 
  Basic: 
  Basic: The Awakened’s hit points are increased by 
  5. Additionally, he gets a +2 manifestation bonus to 
  Fortitude saves against poison or disease. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: The Awakened receives 5 extra hit 
  points at every character level divisible by 4 (4th, 8th, 
  12th etc). The Fortitude bonus is increased by +1 for 
  every 4 character levels (+3 at 4th level,  +4 at 8th leve-
  letc). 
  Fortune
  Fortune
  Fortune
  Fortune    
  This mysterious manifestation manipulates the very 
  forces of luck in the world, making the Awakened 
  look impossibly lucky. 
  Basic: 
  Basic: 
  Basic: 
  Basic: The Awakened can re-roll up to two rolls per 
  adventure. This may only be done once for a particu-
  lar roll. He must abide with the new result. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 4 character levels, the Awak-
  ened gets one extra re-roll. 
  Longevity
  Longevity
  Longevity
  Longevity    
  The energies imbuing an Awakened with Longevity 
  prevent the deterioration of the physical body he’s 
  inhabiting.  
  Basic: 
  Basic: 
  Basic: 
  Basic: Longevity slows down the aging process by 
  100% (for every two years passing, the body will only 
  age one year). 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: An Awakened with 8 character levels 
  and Longevity slows down aging by 400% (one year 
  for every 4 years passing). One with 14 character 
  levels slows down aging by 800% (one year for every 
  8 years passing). At 18 character levels, the body of 
  the Awakened stops aging. 
  Perceive
  Perceive
  Perceive
  Perceive    
  This manifestation enhances someone’s vision so 
  that he’s able to pierce through illusions and see in-
  visible items or beings.  
  Basic: 
  Basic: 
  Basic: 
  Basic: When faced with an illusion or invisibility, the 
  Awakened must make a Will saving throw with a DC 
  equal to the saving throw for a spell of that level (or 
  18 if there is no active spell). Success enables him to 
  see through an illusion or perceive an invisible object 
  
  25
  25
  25
  25    
  or creature. 
   
  Perceive also enables someone to see an 
  Awakened concealed by the Veil manifestation more 
  easily (see Veil for more details). 
   
  Using Perceive is a standard action. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 4 character levels, the Awak-
  ened gets a +1 bonus to any Will saving throw he 
  makes to see illusions or invisible objects or creatures. 
  He gets the same bonus to any roll made to see an 
  Awakened using veil. 
  Physique
  Physique
  Physique
  Physique    
  This manifestation calls upon the power of psyche to 
  imbue the Awakened with colossal strength. 
  Basic: 
  Basic: 
  Basic: 
  Basic: Once per day, the Awakened can increase 
  his Strength by +6. Doing so is a free action and the 
  increased Strength lasts for 1d6 rounds. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: At 4th, 8th, 12th, 16th and 20th character 
  level, the Awakened gets one more use of the power 
  per day. At 5th level the Awakened has the option of 
  expending two uses to increase his Strength by +8 
  for 1d6 rounds. At 10th level, the Awakened has the 
  option of expending three uses to increase his 
  Strength by +10 for 1d6 rounds. At 15th level, the 
  Awakened has the option of expending four uses to 
  increase his Strength by +12 for 1d6 rounds. At 
  20th level, the Awakened has the option of expending 
  five uses to increase his Strength by +14 for 1d6 
  rounds. 
  Reinvigorate
  Reinvigorate
  Reinvigorate
  Reinvigorate    
  This manifestation converts the energy derived from 
  the Awakened’s psyche into a magical force capable 
  of healing injuries. 
  Basic: 
  Basic: 
  Basic: 
  Basic: The Awakened is capable of healing himself 
  or others by touch. Each day, he is able of curing a 
  total number of hit points equal to double his charac-
  ter level (eg a 7th level rogue/3rd level fighter with this 
  manifestation would be able to cure 20 hit points per 
  day). The Awakened doesn’t have to use all his cur-
  ing capacity at once; he can choose to divide it among 
  several recipients (as long as he doesn’t exceed his 
  daily threshold). Using reinvigorate is a standard ac-
  tion. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: An Awakened with at least 8 character 
  levels, can cure temporary ability damage by using this 
  power. One point of temporary ability damage can 
  be restored by expending 5 points of curing capacity. 
  At 12 character levels, use of this power can be en-
  tirely subconscious; the Awakened can choose to 
  use it even if he’s rendered unconscious, dying or oth-
  erwise incapable of normally activating it. At 16 char-
  acter levels, using the manifestation becomes a free 
  action. At 20 character levels, the manifestation is 
  triggered immediately (as a reaction) if the Awakened 
  drops to -10 hit points or below; if the Awakened has 
  enough remaining curing points, they are instantly 
  expended to get him to -9 hit points (he can heal even 
  more by using a free action to activate the subcon-
  scious feature of reinvigorate). 
  Satiate
  Satiate
  Satiate
  Satiate    
  An Awakened can use his willpower and psyche to 
  sustain his physical body, freeing himself from mortal 
  needs. He can go around without food, water or even 
  oxygen for a time. 
  Basic/Advanced: 
  Basic/Advanced: 
  Basic/Advanced: 
  Basic/Advanced: The Awakened can pass 4 days 
  per character level without food. He can pass one 
  day per character level without water andone1 minute 
  per character level without oxygen. After this period 
  of grace has elapsed he begins to feel the usual ef-
  fects resulting from denial of sustenance. 
  Second Sight
  Second Sight
  Second Sight
  Second Sight    
  This manifestation enables a character to look into 
  the astral and the ethereal plane while awake. This 
  vision is revealed as a translucent image placed above 
  the real world. This can reveal spirits, ethereal beings, 
  possessed persons or other Awakened. 
  Basic: 
  Basic: 
  Basic: 
  Basic: Because the image of the astral and the ethe-
  real plane is blurry and hazy, the character needs to 
  make a Wisdom check to discover anything interest-
  
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  ing. Seeing ethereal creatures or astral travelers is 
  DC 15. Seeing other Awakened or spirits possess-
  ing a mortal is DC 20. Seeing spirits or Awakened 
  in their incorporeal state is DC 25. 
   
  A character with second sight also gains a +4 
  bonus on any rolls made to examine mortals to see if 
  they’re fit for possessing them.  
   
  Second sight requires absolute concentration 
  while it lasts: the Awakened can’t take any action 
  during that time. It is a full-round action at least. 
  Swiftness
  Swiftness
  Swiftness
  Swiftness    
  Awakened with this manifestation appear to be un-
  naturally quick, striking with their blade in the blink of 
  an eye or dodging arrows and crossbow bolts. 
  Basic: 
  Basic: 
  Basic: 
  Basic: Swiftness grants a +4 manifestation bonus to 
  initiative checks (this stacks with the Improved Initia-
  tive feat). Moreover, it provides a +2 dodge bonus to 
  Reflex saving throws and a +2 dodge bonus to AC. 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 2 character levels, the bonus to 
  initiative checks goes up by +1. For every 4 character 
  levels, the bonuses to Reflex saving throws and AC 
  improve by +1. 
  Veil
  Veil
  Veil
  Veil    
  Veil conceals the Awakened from the eyes of others. 
  It differs from true invisibility in that the character 
  isn’t truly unseen. Someone will still see the Awak-
  ened is he stands right in front of him. Veil works by 
  diverting attention away from the Awakened. In some 
  way, the Awakened will always move in the periphery 
  of other people’s vision or when they’ve turned their 
  backs on him. 
  Basic: 
  Basic: 
  Basic: 
  Basic: Seeing an Awakened hidden by Veil is diffi-
  cult, if he takes care no to provoke any situation (an 
  attack, a loud noise etc). It requires someone to score 
  better than the Awakened in an opposed check: the 
  observer’s Spot skill versus the Awakened’s Hide 
  skill. Because of Veil’s supernatural power, the 
  Awakened gets a +5 bonus to his roll. This doesn’t 
  apply if the observer is another Awakened with the 
  Perceive manifestation.  
   
  To initiate the use of Veil, the Awakened 
  must fulfill the requirements of the Hide skill. Thus, 
  he can not activate Veil if someone is watching him, 
  unless he makes a distraction that diverts attention 
  from him. 
  Using Veil is a full-round action, although 
  the Awakened can move up to half his speed (unlike 
  other full-round actions). 
  Advanced: 
  Advanced: 
  Advanced: 
  Advanced: For every 4 character levels, the 
  Awakened inflicts a -1 penalty on any roll made to 
  spot him while using Veil. This doesn’t apply against 
  an Awakened with higher character level using the 
  Perceive manifestation. 
  
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  The first champions to awake were more or less at a 
  loss. They had a vague idea of what they had to do 
  but no idea about how to do it. As they explored the 
  new world opened before them and integrated them-
  selves into human society, each of them began to use 
  his special talents to succeed in his task. A sorcerer 
  sought to increase his arcane power and uncover 
  magical secrets. A warrior to lead mortal armies. A 
  scholar to gather knowledge useful to his mission. 
  Thus, each Awakened found his own way to pursue 
  the common goal: victory in the Final Battle. 
   
  As more of the champions awakened, it was 
  only natural for them to encounter other Awakened 
  with similar talents and ideas about how to win in the 
  upcoming conflict. Awakened with similar thoughts 
  banded together to form the first factions. 
   
  Factions are primarily collections of ideas 
  about how to fight the Final Battle. Each of them 
  has its own way of participating in the war between 
  the Awakened: by collecting arcane power, by raw 
  force or by influencing mortal society. Most of them 
  believe that their way is the best one, but they don’t 
  dismiss other factions as useless. They understand 
  that each faction has its role to play and that its mem-
  bers are good at what they do. Some of the factions 
  are very organized groups, while others don’t have 
  any kind of hierarchy. The central thing which distin-
  guishes factions remains their ideology and strategy. 
   
  Because factions basically represent ways of 
  fighting and winning the Final Battle, they are for the 
  most common between good and evil-aligned Awak-
  ened. The good Awakened have their Knights, as do 
  evil ones. This is not to say that there’s any connec-
  tion between the two Knights, save as enemies. They 
  merely represent a tool used by both good and evil 
  Awakened. If nothing else, it’s another indication that 
  “good” and “evil” are just different sides of the same 
  coin. 
   
  Many factions also exist in their “neutral” 
  state. These groups were usually formed after the 
  founding of the good and evil factions, by Awakened 
  who followed the path of neutrality. Attracting Here-
  tics of every sort, many of these groups are infected 
  by Awakened who care for nothing but their personal 
  gain. 
   
  Lastly, one shouldn’t forget the Independent 
  Awakened. Not every Awakened belongs to a fac-
  tion. Some choose to fight their battles alone or with 
  the help and support of other, likely-minded Awak-
  ened. Many of them follow paths that resemble those 
  of the factions but don’t wish to join one, valuing their 
  freedom and flexibility above all or afraid that a fac-
  tion’s internal politics and conflicts might distract 
  them from their cause. Although they don’t hold the 
  
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  combined power and influence of factions, they form 
  an important part of the Awakened which shouldn’t 
  be underestimated in any case. 
  Guildsmen
  Guildsmen
  Guildsmen
  Guildsmen    
  One of the major Awakened factions, the Guildsmen 
  are also the closest to mortals and the Pretending. 
  With a basis along the lines of “domination of the 
  mortal world is the key to power and success”, 
  Guildsmen are found involved in every aspect of mor-
  tal society and politics, from trading guilds to noble 
  courts to the ranks of the Church. Power, influence 
  and wealth are their aims and their tools. 
   
  Both good and evil Awakened gave their 
  Guildsmen. Good Guildsmen are especially involved 
  with the Church and the legal system, many of them 
  holding the titles of bishops and judges. Evil Guilds-
  men seem to be more interested in wealth and finance, 
  controlling trading and artisan guilds, as well as vast 
  acres of land. There is also a neutral organisation of 
  Awakened politicians which was founded by some 
  idealists with the purpose of protecting the mortal 
  world from the aggressiveness of the other two fac-
  tions, but after a while degenerated into a group of 
  greedy powermongers. 
   
  Each of the three factions has a largely similar 
  hierarchy. New members, called Novices, are placed 
  under a more experienced and successful member 
  called a Patron. A Patron will provide a Novice with a 
  place in mortal society according to his specialisation 
  and some support. A Patron who is a bishop could 
  place a Novice in the clergy, while a Patron guildmas-
  ter would give a Novice an important position within 
  his guild. From there on, the Novice is expected to 
  prosper on his own and increase his power and influ-
  ence under the guidance of his Patron. A successful 
  Novice becomes a Patron and is expected to take 
  care of new Novices. This is the way the faction ex-
  pands its influence over the mortal world. 
   
  Above the Patrons stand the Overseers, ex-
  perienced politicians and financiers who guide and 
  coordinate the efforts of the numerous Patrons and 
  their Novices. A Patron deals only with his area of 
  specialty and usually within local boundaries. An 
  Overseer on the other hand, is responsible for a 
  whole part of Europe and sees the greater picture 
  behind the Patrons’ work. Finally, the Overseers are 
  controlled and coordinated by a council of seven 
  Puppeteers. These Awakened have terrible influ-
  ence and political power, playing with mortals as if 
  they were puppets. Most of the time, they tend to 
  agree on a general course of action, although all of 
  them seek to subtly dominate the council and make 
  their specialty field more important than the others. 
  Every Puppeteer has a different specialty: one might 
  deal with Church politics, another with the courts of 
  Europe, a third with trading guilds etc. 
  Healers
  Healers
  Healers
  Healers    
  The Healers are a small faction of fringe magicians 
  and other Awakened blessed with healing gifts oper-
  ating throughout Europe. Originally, they were mem-
  bers of the good Thaumaturgists, but soon became 
  disappointed with the faction’s secrecy and scheming. 
  These gentle souls wanted to use their powers to 
  help those in need, so they decided to separate them-
  selves from the Thaumaturgists and become a faction 
  of their own. This gives them a unique status: they’re 
  the only faction without an evil counterpart. 
   
  The Healers operate through a network of 
  hospitals, clinics and herbal shops spread across 
  Europe. They mix their mystical talents with real-
  world medicine in fear of persecution by the Church. 
  They believe that by helping the people, they’ll win 
  their support for the upcoming Final Battle. The 
  other good factions consider them more or less naïve 
  do-gooders, but they’re always eager to ask the 
  Healers to tend to their wounded after a confronta-
  tion with the forces of Evil. The Healers haven’t 
  ever rejected such a call for help, something which has 
  
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  put them on good standing with the other factions. In 
  fact, the Knights have sworn to protect the relatively 
  defenceless Healers from any outside threat. 
   
  The faction has a strict hierarchy, beginning 
  with the lowly Surgeons, proceeding to the Patholo-
  gists, and ending with the Physicians, which is the 
  highest rank a member can attain. The greatest hon-
  our for a Healer is to be accepted into the Hippo-
  cratic Conclave, the inner circle of the faction com-
  posed entirely of respected Physicians. This organ 
  of authority in the faction coordinates its movements 
  and resources and is elected every three years by 
  voting among the Physicians. 
   
  The aim of the faction is to heal the sick, but 
  this doesn’t include all men. The Healers deny heal-
  ing to “sinners”, essentially those who don’t follow 
  their idea of “good”, and of course to the minions of 
  evil. This has been an accepted practice since the 
  forming of the faction, but has been recently ques-
  tioned by a group of Healers who believe that the 
  healer’s duty extends to all people, pious or sinners, 
  “good” or “evil”. These idealistic Awakened call 
  themselves the Asclepians. They have been repeat-
  edly warned by the Conclave to cease their heretic 
  practices but have chosen to ignore the warnings. 
  Some of the Physicians have begun to talk about the 
  possibility of calling the Knights in to “purge” the 
  heretics before they become too dangerous, but most 
  are reluctant to take any direct, violent measures. An 
  outbreak of violence inside a faction dedicated to 
  healing and tranquillity could shake the Healers’ 
  foundations and destroy their work. 
   
  With their practices and beliefs, the Asclepi-
  ans have been estranged from the rest of the faction. 
  They seem to have little interest in the Final Battle, 
  seeking instead to eliminate disease and death for the 
  benefit of all. Given time, they might form an offshoot 
  of the Healers, one more neutral in it concept. 
      
  Knights
  Knights
  Knights
  Knights    
  The Knights were formed by a cadre of veteran war-
  riors, some of the first to awake. Most of them partici-
  pated in great wars in the history of mankind. 
   
  As most factions, the Knights have good and 
  evil counterparts. Interestingly, there is no official, 
  organized “neutral” faction. It is believed that Awak-
  ened with such inclinations have formed small groups 
  or infiltrated the other two organizations. Such per-
  sons are loved by neither faction and they can’t ex-
  pect any backing from them. 
   
  The only common thing between the god and 
  evil factions is that both believe the progress of their 
  plans  and final victory shall come through war and 
  battle. Those of the ancient warriors that were 
  bloodthirsty conquerors formed the faction which 
  serves the unholy powers. Those that showed mod-
  eration and fought for any good cause joined the 
  good faction. 
   
  Each faction is ruled by a monarch called the 
  Warlord, who is advised by a council of Flaith 
  (“Noble Warriors”, 5 for the evil, 7 for the good-
  aligned faction). The Warlord serves for a lifetime 
  and is appointed by the council. In theory he has 
  nearly absolute power, but in reality he needs the 
  support of the council members to retain his position. 
   
  The Warlord’s authority is limited by a strict 
  code of military laws, the Codex, which must be 
  obeyed by all members of the faction. Inspecting the 
  application of these laws and judging the transgres-
  sors is the job of the Judges, warriors known for their 
  loyalty to the Codex and value in battle. The author-
  ity to appoint the Judges lies in the council, which is 
  another limitation of the Warlord’s power. Below the 
  Judges are those who enforce their decisions, the 
  Hunters. The last layer of the faction is the common 
  Knight. 
   
  Inside each faction, lie two sub-factions, which 
  only exist unofficially. These are the Disciples of 
  Law and the Disciples of Steel. 
  
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  The Disciples of Law are the backbone of 
  the Knights. They are the majority of the warriors 
  with veteran leaders that believe in strict military or-
  ganization, upholding the Codex and patient plan-
  ning in order for their faction to succeed. 
   
  The Disciples of Steel are mainly young war-
  riors with a burning desire for action and little interest 
  in planning. These are fighters that value heroism, 
  cunning and combat skills rather than military organi-
  zation and strategic planning. 
   
  So far, the Codex has managed to slow the 
  growth of the Disciples of Steel, but more and more 
  members of the faction become tired of the strict 
  rules, the obedience and the lack of any large scale 
  action. It is believed that the Disciples of Steel have 
  begun to infiltrate the ranks of the Hunters and 
  they’ll turn out to be a major problem for the Flaith 
  and the Warlords in the near future. 
  Nethermancers
  Nethermancers
  Nethermancers
  Nethermancers    
  The Nethermancers are composed of sorcerers who 
  originally belonged to the good or evil Sorcerers, 
  back in the old days of the first awakenings. They 
  were skilled in the art of Nethermancy, summoning 
  powerful beings from the Netherworlds, making pacts 
  with them and sending them to fight their battles. 
   
  Their practices were a lot different from those 
  of their fellow sorcerers and a schism with the other 
  hermetic magi was inevitable. The hermetics strongly 
  believed that one’s power must come from his self and 
  only. That was the basis of their art and there was no 
  room for any sorcerer who chose the easy path, de-
  pending on other beings to gain power. 
   
  In the case of the good Nethermancers, the 
  schism was a peaceful one, if not one with tension. 
  The Nethermancers were expelled from the order 
  and sought their own fortune, forming a faction of 
  their own. Relationships between the two factions 
  were never good from that day on and some conflicts 
  have sparked enmity and discontent between individ-
  ual members or sub-groups. 
   
  The evil Nethermancers fared much worse 
  during the schism from the evil Sorcerers. The event 
  which acted like a catalyst for the schism was the at-
  tempt made by Nethermancers to convert other sor-
  cerers into serving their demonic patrons. The her-
  metic sorcerers feared that the Nethermancers would 
  corrupt their order, so they decided to destroy them 
  once and for all, banishing their vile kin from the face 
  of the Earth. They came down upon them and 
  hunted them like dogs. The Nethermancers fled be-
  fore the might of the Sorcerers with the aid of their 
  patrons, although many of them died in the hands of 
  the hermetics. The rest went into hiding. Even today, 
  the evil Sorcerers search for signs of infernalists and 
  eliminate them before they can “contaminate” any of 
  their own. 
   
  The good Nethermancers have a strict hierar-
  chy, just like their patrons, the beings known as an-
  gels. New members are Acolytes and are expected 
  to serve under and learn from Initiates, full members of 
  the faction. An Acolyte is elevated to Initiate status 
  as soon s he demonstrates his ability to summon and 
  bind or make a pact with an angelic creature. Really 
  adept Initiates become Bishops and have 14 Initiates 
  under their supervision. Most Bishops have already 
  sold their souls to their angelic patrons and when they 
  die they’ll be taken to the netherworlds to serve in the 
  war against the demons. At the top of the good 
  Nethermancers’ hierarchy stands the Archbishop, 
  directly appointed by the most powerful angels con-
  tacted by the Nethermancers. In this way, the angels 
  serve the Nethermancers, but the Nethermancers are 
  also servants to the angels. 
   
  The evil Nethermancers don’t have a rigid 
  hierarchy like the good ones. In fact, they don’t have 
  any real hierarchy. They might had one long ago, 
  when they tried to form a sub-group inside the Sor-
  cerers, but not anymore. This is a result of having to 
  hide perpetually from other sorcerers, afraid of per-
  
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  secution and elimination. If their secret residences are 
  exposed and their practices revealed, they are little 
  better than dead. Soon, a hunting party of Sorcer-
  ers will pick up their trail and come to eradicate them. 
  They must remain hidden among other mortals, wor-
  shipping the demons they serve in secrecy. This 
  means that communication between them is difficult 
  and often hazardous, only to be attempted in dire 
  need. The entire faction is divided in small covens of 
  3-8 nethermancers, spread across Europe and iso-
  lated from each other. They would be easy targets 
  for the Sorcerers if not for their secrecy and the 
  power of their demonic allies. Infernalists worship the 
  demon lords of the netherworld’s pits and seek to 
  bring more people to their faith in order to gain 
  greater power. They especially value mages and 
  many of them try to infiltrate the Sorcerers and do 
  what their patrons do: corrupt hermetic magicians and 
  bring them to their side. They use promises of magi-
  cal power and wealth, even immortality, if the hermetic 
  will just forsake the Sorcerers and join them in their 
  demon-worshipping. The corruptors live a dangerous 
  life inside the Sorcerers, for if they are discovered 
  they’ll surely be executed or worse, but this is the way 
  they take their revenge on hermetics. 
  Shadows
  Shadows
  Shadows
  Shadows    
  The Shadows are the faction that best underlines 
  the invisible aspect of the Awakened’s war. Perpetu-
  ally hidden, they only reveal themselves to strike at 
  their target, quickly returning to concealment. 
   
  Originating from the assassin guilds formed 
  during the decline of the Roman Empire, a time of 
  heavy political intrigue and machinations which had 
  uses for a skilled assassin, the Shadows base their 
  success on two things: information and covert strikes. 
  Most Awakened consider the Shadows nothing 
  more than skilled assassins, effective without doubt 
  but little more than that. The Shadows prefer it this 
  way. After all, if others knew that they control most 
  of the criminal organisations and spy networks across 
  Europe and have important contacts in almost every 
  major guild and the Church, it might attract unwanted 
  attention to them. Information is crucial to the Shad-
  ows, not only because it can be used to manipulate 
  current events, but also because it’s important in 
  staging the covert strikes the Shadows specialise at. 
   
  The Shadows are well aware that it’s better 
  and easier to strike at a general or a king than to face 
  an entire army or kingdom. Every member of the fac-
  tion is chosen for his skills in assassination. Combat 
  prowess isn’t the first concern, although a Shadow is 
  expected to be proficient with the bow and crossbow, 
  short sword and dagger. A Shadow needs to have 
  many talents to succeed in his mission: thieving skills, 
  the lore of drugs and poisons, mastery of disguise 
  and the precious ability to quickly evaluate a situa-
  tion. 
   
  Because of their need for secrecy, the Shad-
  ows operate in cells. Each cell is a group of 4-6 
  Shadows with a specific base of operations. It’s 
  mostly comprised of Hunters, initiates in the art of 
  assassination. The leader of a cell is a Predator, a 
  master assassin who guides and teaches the Hunters. 
  Only a Predator knows how to contact others cells 
  of the faction and he always appear as a shady figure 
  even to his own Hunters, to avoid compromising his 
  safety in the event of a Hunter’s capture or betrayal. 
   
  As is the case with most factions, the Shad-
  ows exist on good and evil versions. There is also 
  rumour of a neutral Shadows faction, following its 
  own agenda, but these are just speculations. The 
  Shadows are among the factions least liked by oth-
  ers. Most Awakened distrust Shadows, never know-
  ing who they might strike at next. Even good factions 
  tend to believe that the good Shadows tread on the 
  edge to the other side with their stealthy and treach-
  erous tactics. 
   
  These said however, every faction has a use 
  for the Shadows. When an important enemy has to 
  
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  be removed quickly and silently, the Shadows are 
  your Awakened for the job. These assignments 
  don’t come cheap however. The Shadows always 
  charge a hefty price for their services and they fre-
  quently ask for more than just money. 
  Sidhe
  Sidhe
  Sidhe
  Sidhe    
  The faeries were the first sentient beings of flesh to 
  walk on earth. The Sidhe were the first Awakened 
  to befriend them and run with them under the moon or 
  visit their faerie realms. Faeries master magics and 
  have knowledge humans can not possibly comprehend 
  but the Sidhe strive to assimilate such knowledge. 
  Relationships between faeries and humans have 
  never been good, but the Sidhe aren’t exactly hu-
  mans. Faeries regard them as a kind of spirits and 
  remember their own spiritual origins. 
   
  Sidhe are usually wizards or at least command 
  some paranormal power. Many of them have some 
  faerie blood running in their veins, making their accep-
  tance by the faeries easier. The faction has a very 
  loose organization, consisting of small troupes of 
  Awakened with self-appointed leaders. Troupes 
  almost always reside in the country, near enchanted 
  places with high faerie activity. Communication be-
  tween troupes isn’t usually a problem, even though 
  they may reside in relatively isolated areas, because 
  they use their faerie allies to transfer messages for 
  them and faeries always seem to have some way of 
  knowing what happens to their brethren at the other 
  side of the Earth. 
   
  The most important Awakened in the entire 
  faction are the Ambassadors. Ambassadors stay 
  with their troupes in a faerie realm and act as a com-
  munication bridge between the faction and its faerie 
  allies. Ambassadors are appointed by the Circle, a 
  meeting of the leaders of all troupes. The Circle is 
  held once per two years in England, but may be ur-
  gently called upon an emergency, and is considered 
  the supreme authority in the faction. Smaller, local 
  circles may be called to decide on less important mat-
  ters. 
   
  The Sidhe possess little in terms of wealth or 
  mortal influence. Their real strength lies elsewhere. 
  They have considerable magical power, augmented 
  by the sorcerous artifacts provided by their faerie 
  friends and the enchanted places they control. Their 
  allies may provide them with support, or more com-
  monly with shelter from danger, even whisking them 
  away to faerie realms. They also act as spies for 
  them. The Sidhe know of everything which transpires 
  in the forests or mountainous regions of Europe. 
  Although most of the other factions consider them to 
  be weaklings, the Sidhe hold diverse power they just 
  haven’t yet shown. 
   
  This is not to say that the faction doesn’t 
  have weaknesses. Perhaps the greatest is its entan-
  glement in faerie politics. The good Sidhe obviously 
  supports the Seelie Court, while the evil ones side 
  with the Unseelie Court. There is a neutral faction, 
  small in numbers, which deals with faeries of similar 
  mentality, like the Tuatha, but they become targets 
  for both sides. The obligation to choose allies and 
  fight with them against their enemies often distracts 
  the Sidhe from their real task, fighting in a war that 
  isn’t theirs. 
   
  Sidhe are perhaps the strangest of all Awak-
  ened. When dealing with faeries and you have little or 
  none human companionship, you begin to think and 
  act like them. Sidhe seem whimsical, eccentric or plain 
  odd to other Awakened who judge them by their 
  standards. 
  Technomancers
  Technomancers
  Technomancers
  Technomancers    
  The Technomancers have only formed recently as a 
  faction and still haven’t assumed a complete, organ-
  ized form. They remain a base organization of scien-
  tists and academics, bent on controlling knowledge 
  and using it to further their own ends. As is the case 
  with many factions, there are good and evil Techno-
  
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  mancers as well as neutral ones.  
   
  The Technomancers lack the firm structure of 
  other factions. There are no levels of hierarchy here; 
  every member has his own reputation and commands 
  respect according to his knowledge and discoveries. 
  The faction works as a network spanning the univer-
  sities, colleges and libraries of Europe. Knowledge 
  and information can be exchanged through this net, 
  speeding up research and technological break-
  throughs. The faction then decides how to use that 
  knowledge in order to promote its goals. This is done 
  in meetings that most people consider conventions. 
   
  There are a lot of clueless Awakened who 
  think that the Technomancers are just a bunch of 
  harmless, powerless scholars. The Technomancers 
  believe that knowledge is power and they are correct 
  to some extent. They use their architecture and engi-
  neering knowledge to build more effective fortifica-
  tions and sewage systems for the great cities, as well 
  as to construct destructive siege engines. Their 
  knowledge of medicine enables them to minimize the 
  effects of plagues on the population. Their alchemi-
  cal pursuits grant them the secrets of incendiary ex-
  plosives, like greek fire. It’s rumoured that Techno-
  mancers have already discovered gunpowder and are 
  currently researching ways to use it. Possessing such 
  knowledge makes someone powerful. Knowing how to 
  use it makes him twice as powerful. This is the key to 
  the Technomancers’ success. 
  Thaumaturgists
  Thaumaturgists
  Thaumaturgists
  Thaumaturgists    
  Along with the Knights, this faction as one of the 
  first to form. Founded by some of the first to awake 
  possessing the secrets of sorcery, it grew quickly to 
  encompass most of the Awakened who had any con-
  trol over magic. Today, it is one of the most influential 
  but secretive factions. 
   
  Thaumaturgists exist in good, evil and neutral 
  versions. Whereas the objectives of the first two are 
  clear more or less (regardless of the personal motives 
  of their members), what the latter are trying to achieve 
  is somewhat hazy. They encompass both those that 
  try to maintain a balance and ensure that no Power 
  ultimately wins and those who seek to promote their 
  causes only. This dissimilarity causes a lot of confu-
  sion in the neutral faction and inhibits their ability to 
  take serious faction when needed. 
   
  All three factions are renowned for their strict 
  organisation and their firm system of advancing in 
  rank, something which fits their scholarly members. 
  The supreme power in the faction is held by a council 
  of 9 Magi, that are by tradition the most skilled and 
  respected members. In reality, there is a great deal of 
  political manoeuvring among the Magi and maintaining 
  their position is a matter of both wit and influence. 
   
  Below the Magi are the Mentors, respected 
  magicians with special privileges who provide support 
  to each Magus and play an important role in the fac-
  tion’s politics. The last layer of the faction are the 
  Apprentices, simple members that have yet to prove 
  their skills and powers. Though the Acolytes are the 
  largest part of the faction, they don’t play any impor-
  tant political role, being manipulated by the Mentors. 
   
  A special caste in the faction are the Magis-
  ters, those who enforce the laws and traditions of the 
  faction and the orders of the council of the Magi. 
  The Magisters come from the Mentors and are 
  awarded powers and abilities to use in carrying out 
  their tasks. They can’t however act without a direct 
  order from the council, something which serves to limit 
  their power. Each Magister usually has some loyal 
  Acolyte with him, serving as his deputies. 
   
  The laws and structure of the Thaumaturgists 
  are based upon the writings and teachings of one of 
  the first truly great magicians, Hermes Trismegistus. 
  Hermes may have been a spirit or just an enlightened 
  mortal and his origins have been lost in time, but his 
  beliefs and ideas about sorcery have been maintained 
  and have led to the creation of the Hermetic Code, 
  the base of all laws in the faction. 
  
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  There was a time when a lot of magicians fol-
  lowed another path, that of heathen magic. Heathen 
  magic was closely related to nature and based upon 
  the drawing of raw power from it. It was the closest 
  thing to the chaotic, wild faerie magic and certainly 
  not the scientific, fine art Hermes had described. 
  The Thaumaturgists, as true followers of the her-
  metic ideals, are engaged in a long and bitter war 
  against the heathens, trying to impose their beliefs as 
  the only truth about magic. They consider heathens 
  primitive and dangerous, a threat that must be dealt 
  with before it becomes too great. This war has af-
  fected Awakened society too: the Thaumaturgists 
  and the Warlocks have been enemies since their for-
  mation. 
  Warlocks
  Warlocks
  Warlocks
  Warlocks    
  There are many among the Awakened who claim that 
  the Warlocks do not deserve to be called a “faction”. 
  Surely such a chaotic, undisciplined organisation is 
  far from being a faction. 
   
  The truth is that the Warlocks command much 
  respect, not only because of their influence, but also 
  because they are based on a very ancient tradition, 
  that of the pagan way of life. The faction is strong 
  when pagans in general are powerful and the current 
  era is certainly good for pagans, albeit not what it 
  used to be. The Church has failed to cut the people 
  away from their traditions and there are many Chris-
  tians who still follow the old ways and pay homage to 
  the old gods, especially those living in the country. 
  Even the heathen magicians begin to extend their 
  power and act against the persecution of the Her-
  metic Order. All these mean that the Warlocks grow 
  stronger with the passage of time and will soon be a 
  major player in the grand game of the Awakened. 
   
  Unfortunately, this doesn’t mean the faction 
  does not have a few serious flaws. The most serious 
  is that it resembles the Druidic Order in structure. It 
  certainly doesn’t have the level of organisation other 
  factions possess.(like the Knights or the Thaumatur-
  gists). Its members often act in conflicting ways. A 
  grand plan rarely exists; most of the time Warlocks 
  act according to current planning which doesn’t in-
  volve long-term objectives, losing the big picture. 
   
  The faction is not based on a strict and rigid 
  code of rules, but rather on a flexible, shifting code of 
  ethics. This moral code is derived from the Old Re-
  ligion and the Druidic Order. It teaches respect to 
  the natural world, the spirits of the land and the primal 
  instincts and thoughts of human beings, along with 
  the cultivation of one’s inner life force. Whoever em-
  braces these beliefs can join the faction. As there are 
  no fixed laws for behaving within the faction, there is 
  also lack of a judgement system. High-ranking mem-
  bers may take decisions on matters of justice, but 
  there are no official judges or enforcers. The uphold-
  ing of the faction’s traditions is based on the good will 
  of the members to take whatever action they deem 
  appropriate towards lawbreakers. It’s an anarchic 
  system that has caused many problems in the past. 
   
  As one might expect from such an unorganised 
  faction, there are few ranks in its hierarchy. The hier-
  archy is based on knowledge, wisdom, experience and 
  power, rather than titles. Most of the members are 
  called Initiates. A wise, powerful and experienced 
  member may be called a Witche (“wise one”). The 
  elite of the order, individuals that command every-
  one’s respect and lead the faction, are the Hiero-
  phants (there is no fixed number of them). These ti-
  tles are not won but reflect one’s position and accom-
  plishments. Someone may call himself a Witche but if 
  no one else believes that he’s worthy of the title, 
  they’ll treat him as an Initiate. 
   
  Many Warlocks belong to the Druidic Order. 
  The faction’s connection to that mortal religious or-
  der is no secret among the Awakened. As always, 
  the mortals are not aware of the presence of such 
  transcendent beings among them. Only the most 
  powerful druids know about the Awakened. This 
  
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  provides the faction with powerful allies. Not only can 
  they manipulate the mortal pagans to their ends, but 
  they can also count on the assistance and support of 
  the heathen magicians. 
   
  The Warlocks are one of the factions that 
  represent every possible “path”: there is a good, an 
  evil and a neutral faction. The good and evil factions 
  often fight for the control of the same druidic circles. 
  The neutral faction is slightly more disorganised and 
  static than the other two, interested only in the pres-
  ervation of nature and the ascension of paganism to 
  its right position all over Europe. 
  
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  As you may have guessed, players in Transcendence 
  take the role of Awakened, the champions of the 
  “good” and “evil” Powers who were put to sleep in the 
  far past to fight in future ages. These future ages 
  have come at last and the champions awake to fight 
  for their masters – or for themselves. 
  Concept
  Concept
  Concept
  Concept    
  The first thing you should do is think over your char-
  acter for a while. Good characters that are fun to 
  play usually aren’t created in blind. Before taking 
  major decisions about your character that will stick 
  with him for the rest of the game, you ought to have 
  some things about him cleared up in your mind. An 
  easy and helpful way of doing that is to answer some 
  simple questions about your character. 
  What’s your character’s style?
  What’s your character’s style?
  What’s your character’s style?
  What’s your character’s style?    
  Is he a fierce warrior? A brilliant scientist? Perhaps a 
  social chameleon or political schemer? Does he trust 
  more his physical capabilities or his mental ones? 
  What did he do before the Transcendence?
  What did he do before the Transcendence?
  What did he do before the Transcendence?
  What did he do before the Transcendence?    
  Every Awakened had a life before the Transcen-
  dence and his past may have great influence on his 
  present actions and his view of the world. Life in the 
  ancient era was more or less different and maybe your 
  character still has a difficulty understanding the mod-
  ern world. 
  Why was he chosen?
  Why was he chosen?
  Why was he chosen?
  Why was he chosen?    
  Champions for the Final Battle weren’t randomly 
  picked. Why was your character chosen? Maybe he 
  possessed a skill the Powers find useful (he’s a sor-
  cerer or a military tactician?). Perhaps he succeeded 
  in doing something great which assisted the plans of 
  the Powers, directly or indirectly. Maybe he was a 
  symbol of his era (a great politician or a prophet). Or 
  maybe it was his absolute and fierce loyalty which get 
  him chosen. Finally, it may be that your character 
  can’t figure out exactly why he was selected. He may 
  have a potential unknown to him but recognised by 
  the Powers. 
  How did the Powers manifest before him?
  How did the Powers manifest before him?
  How did the Powers manifest before him?
  How did the Powers manifest before him?    
  Your character was contacted by the Powers before 
  his Transcendence. How was this done? It’s not in 
  the nature of the Powers to reveal themselves in their 
  full glory or to explain their full plans to mortals. In-
  stead, every champion got a different message ac-
  cording to his skills and experiences. If you are a 
  Christian, you might have been contacted by the 
  Voice of God (a la Jean D’Arc). If you are a her-
  metic magician, you might have been granted a vision 
  of Hermes Trismegistus, calling you to perform your 
  duty. What did your character experience? 
  
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  Does he still remain the same man?
  Does he still remain the same man?
  Does he still remain the same man?
  Does he still remain the same man?    
  Are you still Faithful to your original cause? Or are 
  you a Heretic? Some Awakened changed in mind 
  during the long sleep and abandoned the ideals they 
  held true till then. If you’re one of them, which path do 
  you tread now? Have you switched sides, joining the 
  opposition? Do you walk on the idealistic road of 
  balance, fighting both “good” and “evil”? Or are you 
  now on your own, determined to make a name and a 
  future for yourself? 
  How do you plan to participate in the Final Battle?
  How do you plan to participate in the Final Battle?
  How do you plan to participate in the Final Battle?
  How do you plan to participate in the Final Battle?    
  Will you directly assault your opponents? Rely on 
  your sorcerous powers? Or amass mortal holdings 
  and resources, gaining power and influence through 
  them? The answer to this question depends  on the 
  style you want your character to have and will heavily 
  influence his choice of a faction. 
  Allegiance and Alignment
  Allegiance and Alignment
  Allegiance and Alignment
  Allegiance and Alignment    
  Your allegiance is the side you’ve chosen in this war. 
  An Awakened can be allied to the “good” Powers, 
  the “evil” ones or he can be neutral (no allegiance). 
   
  What’s important to remember is that alle-
  giance and alignment do not necessarily coincide. 
  Think of alignment as something stable that de-
  scribes your ethos and actions with non-objective 
  criteria. On the other hand, the “good” and “evil” 
  Powers aren’t ultimately good or evil. Both sides will 
  take actions during the war that will bring them shame. 
  In the end, all they care for is winning and they’re 
  ready to use any means towards this. 
   
  Take for example the Holy Inquisition of me-
  dieval history. They tortured and burnt people, so 
  they can’t be described as good (in game terms, their 
  alignment is evil). On the other hand, most of them 
  believed that they had a holy mission to accomplish 
  and had faith in the rightness of their task. If the Holy 
  Inquisition were participating in the Final Battle, they 
  would have sided with the Good Powers, even though 
  they have an evil alignment. 
  Now think of a reversed situation. Take a warrior 
  with good alignment. He awakes to find that his an-
  cient homeland has been burnt and razed by a tribe 
  who is currently allied with the good Powers. Bitter 
  and burning with the desire of revenge, he might join 
  the evil Powers to have a chance to avenge his peo-
  ple. Everything is possible. Just remember that we’re 
  talking about people, real-world men and women that 
  are more than black and white pictures in a comic 
  book. Ultimate good as well as ultimate evil is ex-
  tremely rare, with most people walking  between the 
  two extremes. 
  Available Races
  Available Races
  Available Races
  Available Races    
  You might have expected this: only humans are an 
  option. After all, the character are Awakened. 
  Available Classes
  Available Classes
  Available Classes
  Available Classes    
  All classes are available to Awakened characters. 
  There are a few notes to make, however: 
  Barbarians
  Barbarians
  Barbarians
  Barbarians    
  A barbarian in rage is unable to focus on the use of 
  manifestations. When he enters rage, all manifesta-
  tions requiring conscious activation (ie all manifesta-
  tions requiring an action to be activated, whether this 
  is a free or a standard action) immediately end. Fur-
  thermore, he is unable to activate any of these mani-
  festations for the duration of his rage. 
  Clerics
  Clerics
  Clerics
  Clerics    
  The term Cleric or Priest is frequently used to indi-
  cate a member of the clergy. This is but a title; it 
  doesn’t give any special magical powers. Not all mem-
  bers of the Church have the faith to be granted 
  spells; in fact, many of them don’t have any faith at all 
  (aside from their faith in wealth and other worldly 
  goods)! 
  
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  True clerics (the divine spellcaster sort) are 
  extremely rare and may be considered holy men able 
  to perform minor or major miracles. There are now 
  “generic” clerics in Transcendence. Everyone must 
  select a deity to serve (the deities are detailed in the 
  Gods and Powers chapter). Pagan clerics choose 
  one of the great spirits of the lands, while Christian 
  priests commonly serve an angelic power. There are 
  also a selected few, wise and enlightened, who serve 
  the Enlightener, remaining true to the words of Jesus 
  about peace and love. Finally, there are those evil 
  and corrupted dark clerics who serve a demonic 
  power. 
  Druids
  Druids
  Druids
  Druids    
  Druids are by definition pagans and belong to the 
  Druidic Order. They might revere a particular great 
  spirit among all others, but they draw their magical 
  power and spells directly from the land, rather than 
  from a deity. 
  Paladins
  Paladins
  Paladins
  Paladins    
  Persons holy enough to become paladins are amaz-
  ingly rare in dark ages Europe. Paladins by definition 
  worship the Enlightener (in the guise of the Chris-
  tian God) and follow his words and teachings. This 
  often brings them in conflict with the corrupted ranks 
  of the Church. 
  Factions
  Factions
  Factions
  Factions    
  Factions are described in a chapter of their own and 
  it’s advised that you give them at least a glance be-
  fore choosing one for your character. They’re a 
  good way of giving your character some support from 
  a large organisation that might prove helpful in your 
  first steps. Then again, choosing a faction isn’t 
  obligatory. Your character may well be an Independ-
  ent Awakened. You can also join a faction later in 
  the game. 
   
  Although most factions have both good and 
  evil counterparts (except from the Healers), eg there 
  are good Knights and evil Knights, some of them 
  don’t have a neutral organisation. Apart from that, 
  factions may have some requirements, accepting an 
  Awakened only if it he possesses some talents the 
  faction deems useful. In game terms, each faction has 
  a class requirement an Awakened must meet in order 
  to join. Factions have no trouble in accepting multi-
  class characters who fulfil their requirements with one 
  or 
  more 
  of 
  their 
  classes 
  (eg 
  a 
  multi-class 
  fighter/wizard can become a member of the Thauma-
  turgists). 
  Guildsmen: 
  Guildsmen: 
  Guildsmen: 
  Guildsmen: Guildsmen can be of any class, although 
  most of them are rogues. The few magicians in the 
  order tend to be enchanters. 
  Healers: 
  Healers: 
  Healers: 
  Healers: Healers can be of any class, as long as they 
  have some knowledge about healing . The original 
  members of the faction were arcane spellcasters, al-
  though many of them have since become clerics. 
  Knights: 
  Knights: 
  Knights: 
  Knights: Only barbarians, fighters, rangers, paladins, 
  rogues and bards can become members of the 
  Knights. 
  Nethermancers: 
  Nethermancers: 
  Nethermancers: 
  Nethermancers: Nethermancers must be arcane or 
  divine spellcasters. If they’re divine spellcasters, they 
  must worship and serve an angelic power. 
  Shadows: 
  Shadows: 
  Shadows: 
  Shadows: Shadows must be fighters, rangers, 
  rogues or bards. No paladin would want to be part of 
  the Shadows anyway. 
  Sidhe:
  Sidhe:
  Sidhe:
  Sidhe: Sidhe may be of any class, although they 
  usually are arcane spellcasters or druids. 
  Technomancers: 
  Technomancers: 
  Technomancers: 
  Technomancers: Technomancers can be of any 
  class, but the Awakened must have some scientific 
  knowledge and a scholarly pursuit. 
  Thaumaturgists: 
  Thaumaturgists: 
  Thaumaturgists: 
  Thaumaturgists: To become a thaumaturgist, a char-
  acter must be an arcane spellcaster. A thaumaturgist 
  can not be a divine spellcaster (if he multi-classes), 
  since this violates the hermetic belief that all power 
  must come from one’s self and not from any exterior 
  force. Of course,  a multi-classed divine spellcaster 
  can be part of the order as long as his powers aren’t 
  
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  discovered by others. 
  Warlocks: 
  Warlocks: 
  Warlocks: 
  Warlocks: Warlocks must be arcane spellcasters, 
  druids or divine spellcasters worshipping one of the 
  great spirits of the land (pagans). As an exception, 
  barbarians and rangers (but not fighters) may also 
  join the order, since the pagans consider their valiant 
  warriors as important as their high priests. 
  
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  Spell variations
  Spell variations
  Spell variations
  Spell variations    
  Spells affecting the Awakened
  Spells affecting the Awakened
  Spells affecting the Awakened
  Spells affecting the Awakened    
  Awakened used to be creatures of the physical 
  world, before the Transcendence, but now their 
  home plane is the ethereal one, as is the case with all 
  spirits. A direct consequence of this is that he is 
  treated by spells as an outsider, a summoned entity. 
  Spells like dispel chaos/evil/good/law, protection 
  chaos/evil/good/law 
  or 
  magic 
  circle 
  against 
  chaos/evil/good/law are fully effective against him 
  (according to his alignment). On the other hand, 
  spells that target humanoids, like charm person, fail to 
  work against him, unless they only have a physical 
  effect (like increasing its effect), as his mortal body 
  remains a humanoid. 
  Lesser
  Lesser
  Lesser
  Lesser and Greater Planar Binding 
  Greater Planar Binding 
  Greater Planar Binding 
  Greater Planar Binding are also 
  effective against Awakened. When cast, a magician 
  can target a specific Awakened is he knows his name 
  (that is his original name, not the name of his mortal 
  host). 
  A magician with Magic Jar
  Magic Jar
  Magic Jar
  Magic Jar can target an 
  Awakened inside his original body as normal. How-
  ever, the case of an Awakened possessing a mortal 
  host is different. If the magician succeeds in possess-
  ing the body, he gains control of it, while the spirit of 
  the Awakened is thrust out of it ands back into the 
  ethereal world. 
  Resurrection spells
  Resurrection spells
  Resurrection spells
  Resurrection spells    
  Any spell that brings back the dead (raise dead, res-
  urrection, true resurrection) is very rare and difficult 
  in Transcendence. The lord of the dead, he who su-
  pervises the passage of the dead to the other world, 
  is the great spirit Arawn and his power over the dead 
  is supreme. No such spell will work unless cast by a 
  cleric of Arawn and Arawn himself allows the dead 
  soul to be returned to life. 
  Elemental conjuration
  Elemental conjuration
  Elemental conjuration
  Elemental conjuration    
  Any spell summoning an elemental instead summons a 
  spirit of the appropriate type instead (air, earth, fire 
  or water) and of the same HD. 
  Backlash
  Backlash
  Backlash
  Backlash    
  Spells of the 1st to 7th level are fairly simple, incapa-
  ble of bringing great changes to the world, so they 
  can be used by someone without any fear of conse-
  quence. Spells of the 8th or 9th level are an entirely 
  different matter. They comprise the most powerful of 
  magic, which requires tapping the mystical energies 
  flowing around and into the earth. The alterations 
  brought by such spells can reweave the fabric of 
  creation on an elementary level. 
   
  Drawing upon such energies can be 
  risky and costly for the magician. When casting such 
  spells, his body and mind becomes weary, but not in 
  
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   the mundane term. After the spell is cast, he suddenly 
  feels drained and weak, although this isn’t a physical 
  exhaustion, but one lying deep in the sorcerer’s psy-
  che. To counter this exhaustion, sorcerers rest in a 
  magical sleep they call the Slumber
  Slumber
  Slumber
  Slumber, during which 
  their powers are replenished and the weight of the 
  magical summoning lifted from their minds. 
   
  The duration of the Slumber is one 
  month for 8th level spells and three months for 9th level 
  spells. If the magician’s caster level is greater than 18, 
  the Slumber for 8th level spells is reduced to one 
  week. If its greater than 20, the Slumber for 9th level 
  spells is reduced to one month. 
   
  A magician doesn’t have to rest in 
  Slumber as soon as he casts a spell, but he can feel 
  the weight of magic over him and he longs for resting. 
  The Slumber may always be delayed for at least one 
  week. Magicians with strong will can delay it even 
  more: for each point of Wisdom bonus (if the magi-
  cian has any), the Slumber can be delayed by an ad-
  ditional week. In the end however, the Slumber can 
  not be postponed indefinitely. After the period of 
  grace elapses, the magician must sleep or face the 
  consequences. 
   
  The Slumber must be held at a safe, 
  secluded haven. This place needs to be far from ur-
  ban centers, where the magic of the land is greater, 
  else the resting period is tripled in duration. The 
  whole duration of the Slumber must be slept in one 
  part. If the magician’s sleep is disturbed, he needs to 
  resume it as quickly as possible after dealing with the 
  disturbance. During the Slumber, the magician rests 
  in both spirit and body. Entering the dream world is 
  impossible, even for Awakened. 
   
  The Slumber is a necessity for all, ar-
  cane and divine spellcasters alike. Even characters 
  who cast powerful spells from scrolls are required to 
  rest (although casting spells from magical items other 
  than scrolls, like wands or staves, doesn’t cause an 
  mystical exhaustion). 
  The Burning
  The Burning
  The Burning
  The Burning    
  What happens if a sorcerer doesn’t rest after casting 
  a powerful spell? To answer this question, someone 
  must realize that the fatigue caused by so powerful 
  energies is in no way physical or even mental. A magi-
  cian’s body functions as well as it did before and his 
  intellect and wits show no signs or decrepitude. The 
  fatigue reaches much deeper. It affects the ability of 
  the magician to control the magical energies sur-
  rounding him from taking over his body, mind and soul, 
  to prevent them from consuming his entity. Using en-
  ergies which defy nature’s laws, bending reality to 
  your ends has risks and costs. Even the most power-
  ful mage is nothing before the vast amounts of magic 
  existing. Thy are but small trees in a powerful storm. 
  They need to be flexible to survive; rest and give way 
  to the pressure growing inside them. If they don’t, it 
  might expand and destroy them, like a storm snaps 
  trees in half. 
   
  Sometimes, daring and arrogant magi-
  cians decide to test their limits and ignore the Slum-
  ber. Such fools usually have ugly ends, the taxing 
  magical energies finally taking their toll on their exis-
  tence. Their psyche is ravaged by the chaotic fire of 
  wild, raw magic. They suffer the Burning. 
  Burning. 
  Burning. 
  Burning. The amaz-
  ing thing is that some part of the magician survives. 
  Unfortunately. 
   
  The Burning is the rape of the mind, 
  the rending of the soul and the infusion of the body 
  with terrible, overwhelming magical energies. The ma-
  gicians who undergo this procedure end up remnants 
  of themselves and join the ranks of the Anathema,
  Anathema,
  Anathema,
  Anathema, 
  the Predators of the Arcane. Anathema are the 
  bane of sorcerers everywhere and are further dis-
  cussed in the “Creatures of myth and lore” chapter. 
   
  When a sorcerer decides to test his luck 
  and not enter the Slumber, a Burning check is made. 
  This is a Will saving throw against DC 22 (for not 
  entering the Slumber caused by a 8th level spell) or 
  25 (for not entering the Slumber caused by a 9th level 
  
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   spell). If the magician succeeds, he suffers no adverse 
  effects and he manages to lift the magical fatigue off 
  his body without having to sleep. If he fails however, 
  he immediately suffers the Burning and becomes one 
  of the Anathema. He is now a NPC, under the con-
  trol of the Game Master. 
  Angelic and diabolic pacts
  Angelic and diabolic pacts
  Angelic and diabolic pacts
  Angelic and diabolic pacts    
  Many magicians, as well as other people dealing in 
  some way with the supernatural, run into angels or 
  demons sooner or later. Angels and demons also find 
  interest in mortals they believe they can help in return 
  of some service. Sometimes otherworldly entities 
  take the initiative of contacting troubled mortals to 
  offer their assistance (for a price). 
   
  Angels and demons thus have the 
  power to make pacts with mortals if they feel it suits 
  their needs. Such a pact is of course two-sided. The 
  entity expects something in return for its services. 
  The payment is seldom material: the angel or demon 
  has little use for land or money, although it may use 
  these things to support his followers.  
   
  In game terms, the payment the mortal 
  agrees to will give him points to spend on services of 
  the angel or demon called Grants.
  Grants.
  Grants.
  Grants. Sample payments 
  include: 
  1. Join the angel/demon’s cult (1 point). 
  2. Recruit another person to the entity’s service (1 
  point). 
  3. Form a cult with several followers (2 points). 
  4. Donate great wealth or land to a cult (3 points). 
  5. Arrange for the entity to enter the physical 
  world for some time (3 points). 
  6. Provide the entity with exceptionally important 
  information (3 points) 
  7. Assist supporters of the entity or attack its ene-
  mies (4 points). 
  8. Provide the entity with a powerful magical item (5 
  points). 
  9. Form a major cult in honor of the entity (6 
  points). 
  10. Devote your life to the service of the entity (8 
  points, after this you can take no more pacts unless 
  you sell your soul). 
  11. Sell your soul to the angel/demon (10 points, 
  you can’t take any further pacts). 
  Each demon or angel can provide to one of 
  his servants up to 1 point of Grants per HD (of the 
  demon or angel), although selling your soul isn’t in-
  cluded in this limit (you always get 10 points when 
  selling your soul, but you can only sell your soul once 
  and others angels/demons will sense if you have sold 
  your soul to an otherworldly entity). Demons and 
  angels frown on mortals who deal with other entities 
  of their kind as well and may feel betrayed, revoking 
  their grants. Dealing with an angel and a demon in the 
  same time is perilous; if either finds out, it’s certain to 
  strike at the mortal, enraged at the discovery. 
   
  Often, a netherworlds entity will give 
  grants without requiring payment in advance. How-
  ever, they do require to be fully paid in due time. A 
  mortal who delays payment or backs down from the 
  agreement will not only suffer from breaking the pact 
  (his exact penalty depends on the type of grant 
  taken), but he will also encounter an enraged an-
  gel/demon or his followers and minions. 
   
  Selling one’s soul is a very special kind 
  of payment. It is the payment most angels and demons 
  ultimately strive for, gradually luring the mortal with 
  small grants and promises of power and wealth. It is 
  very final, because it means transferring the domi-
  nance over your soul to the netherworlds entity. Only 
  the complete destruction of the entity (something 
  very-very difficult) will release a mortal from his pact. 
  A wish or miracle spell can possibly break such a 
  pact, but it will be certain to attract the attention and 
  fury of the entity and its minions. 
   
  By selling his soul, a mortal devotes not 
  only his life but the entire eternity to his patron angel 
  
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   or demon. When he dies, he becomes an eternal slave 
  to the entity. Instead of his soul migrating to whatever 
  place the dead go to, the entity comes to take the 
  soul to the netherworlds forever. The Church 
  preaches that evil men are tortured in Hell for their 
  sins, but this isn’t true, since only those evil men who 
  have sold their souls to demons go to Hell and no 
  demon finds gain in torturing someone without a rea-
  son. The situation is marginally better, however. 
  Souls owned by demons become slaves in the nether-
  worlds, doing labour like erecting fortifications, work-
  ing in mines and other hard work under fear or harsh 
  punishment from their masters. Every day is a hard 
  and painful one. 
   
  Selling you soul to an angel may seem a 
  better alternative, but actually isn’t. Although angels 
  have a need for a large work force (being naturally 
  vain and arrogant they refuse to demote themselves 
  by doing lowly work), they treat their servants better 
  than demons do. They expect them however, to live 
  under their rules and ethics and be foremost con-
  cerned with the tasks given to them. In short, eternal 
  hard work and mind-numbing boredom await those 
  who sell their souls to angels. 
   
  Many gifts can be bestowed on a man 
  by an angel or demon. Not all can be given by a par-
  ticular demon: some are powerful enough to be 
  granted only by greater demons. Most gifts can not 
  be taken more than once, unless noted in the descrip-
  tion. 
  1. Grant of fortitude (4 points): 
  Grant of fortitude (4 points): 
  Grant of fortitude (4 points): 
  Grant of fortitude (4 points): Adds 10 to the 
  character’s hit points, permanently. If the mortal 
  breaks the pact, the bonus hit points vanish and the 
  mortal permanently loses another 10 hit points (this 
  may kill him, if he has few hits points in the first place). 
  2. Grant of magical ability (5 points): 
  Grant of magical ability (5 points): 
  Grant of magical ability (5 points): 
  Grant of magical ability (5 points): This grant is 
  commonly given to mortals who wish for magic. The 
  mortal immediately gains enough experience to gain 
  two levels as a sorcerer (he becomes a multi-class 
  character). If the mortal is already a sorcerer, the 
  grant is useless. Only entities with more than 10 HD 
  can grant this gift. If the mortal breaks the pact, the 
  mortal is unable to use any sorcerer spell and also 
  gains d3+2 negative levels. 
  3. Grant of protection (1+ points):
  Grant of protection (1+ points):
  Grant of protection (1+ points):
  Grant of protection (1+ points): Each point of 
  this grant gives you +2 natural armor (up to +6). Your 
  skin seems to have developed an intelligence of its 
  own, hardening whenever pressure is applied to it. If 
  you break this pact, the bonus to AC vanishes. 
  Moreover, you develop a strange curse: others seem 
  to strike at you with great ease regardless of all your 
  protective efforts (in game terms, you have an AC of 
  10 at all times, regardless of equipment, spells or 
  other bonuses. This curse may be only be broken by 
  a remove curse spell cast by a 12th level or higher 
  caster. 
  4. Grant of power (4 points): 
  Grant of power (4 points): 
  Grant of power (4 points): 
  Grant of power (4 points): The mortal instantly 
  gains enough experience to reach the next level. If he 
  breaks the pact, he gains d3+1 negative levels. 
  5. Grant of prowess (3 points): 
  Grant of prowess (3 points): 
  Grant of prowess (3 points): 
  Grant of prowess (3 points): Increases one abil-
  ity score by one, permanently. This grant can be 
  taken multiple times, for the same ability or for others. 
  If the mortal breaks the pact, he loses the bonus abil-
  ity point and he also loses permanently two additional 
  ability points. 
  6. Grant of revelation (1
  Grant of revelation (1
  Grant of revelation (1
  Grant of revelation (1----7 points):
  7 points):
  7 points):
  7 points): The entity will 
  reveal a secret to the mortal, something that will be 
  very useful to him. The cost of this grant depends on 
  the importance of the secret revealed (at 7 points, it 
  is potentially an earth-shattering one). If the mortal 
  breaks the pact, he is instantly struck with total amne-
  sia. This condition can only be reversed by a restora-
  tion spell, but in any case the secret revealed is lost to 
  him. 
  7. Grant of revenge (3
  Grant of revenge (3
  Grant of revenge (3
  Grant of revenge (3----7 points): 
  7 points): 
  7 points): 
  7 points): The entity or its 
  minions will arrange for the death of an enemy of the 
  mortal. The cost for this grant depends on the impor-
  tance of the target and the difficulty of the task. It’s 
  not always certain they’ll succeed in their mission, 
  
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   especially if the target is powerful or very well pro-
  tected, in which case the pact is considered void. 
  This grant is commonly given in advance, with the 
  payment following if the assassination is successful. If 
  the mortal breaks the pact, the entity and its minions 
  will stop at nothing to ensure he doesn’t survive his 
  treachery. 
  8. Grant of servitude (
  Grant of servitude (
  Grant of servitude (
  Grant of servitude (--------): ): ): ): This grant is different 
  from the others, because the mortal agrees to follow 
  the angel’s or demon’s ethos and assist him in extend-
  ing his influence in the earth (This doesn’t mean that 
  he has sold his soul, however).  By accepting these 
  terms, the mortal immediately gains enough experi-
  ence to reach the next level and he uses his new level 
  to multiclass into a 1st-level cleric of the entity. If he 
  ever disobeys the entity, he suffers all the conse-
  quences described by the Player’s Handbook for ex-
  clerics. Only an entity capable of having clerics (one 
  of the angelic or demonic powers described in the 
  “Gods and powers” chapter) can grant this gift. 
  9. Grant of superior talent (1 point):
  Grant of superior talent (1 point):
  Grant of superior talent (1 point):
  Grant of superior talent (1 point): Gives a spe-
  cial +4 bonus to any check for a particular skill. If the 
  mortal breaks the pact, the bonus disappears and he 
  is cursed, suffering a -4 penalty to all checks for that 
  skill. This curse may only be broken by a remove 
  curse spell cast by a 12th level or higher caster. 
  10. Grant of wealth (3 points):
  Grant of wealth (3 points):
  Grant of wealth (3 points):
  Grant of wealth (3 points): Typically consists of 
  enough gold to live comfortably for years (about 
  5000 gold pieces). Angels and demons depend on 
  the greediness of mortals to ask for more. If the mor-
  tal breaks the curse, he suffers a major economical 
  disaster: his house and land is burned by a mysterious 
  fire, his gold disappears into thin air, his ships sink in 
  calm waters etc. 
  Note: 
  Note: 
  Note: 
  Note: As always, the DC to resist a negative level 
  becoming a permanent loss is 10+1/2 draining crea-
  ture’s HD+draining creature’s Charisma modifier. 
  The HD and Charisma of most demons can be 
  found in the “Creatures of myth & lore” chapter. For 
  angelic powers and demons (1st generation angels 
  and demons), use 35 HD and Charisma 40 (+15). 
  Heathen and hermetic magic
  Heathen and hermetic magic
  Heathen and hermetic magic
  Heathen and hermetic magic    
  Two distinct approaches are followed by practitio-
  ners of magic: heathen and hermetic magic. 
   
  Heathen magic represents a more ar-
  chaic, wild and undisciplined form of sorcery, based in 
  the inherent magic which lies in nature and the ulti-
  mate connection of man with it. Heathen magic was 
  the first kind of sorcery to be used, a direct descen-
  dant of the magic wielded by faeries. Practitioners of 
  heathen magic were feared and revered by normal 
  people and many of them served as priests of the 
  spirits of nature. With the advancement of civilisation 
  and the founding of large cities, people began to turn 
  away from the heathen priests and their power dwin-
  dled. It was during this time that magicians gained the 
  image that would haunt them thereafter: mysterious 
  men commanding powers, who are both feared and 
  hated by most people. The coming of Christianity 
  marked the end of heathen magicians. The small num-
  bers of them that remained were scattered through-
  out Europe, being weak and isolated, until now. 
  Hermetic magic follows a different approach. 
  It is based on extensive studying, self-discipline and 
  knowledge of the works and mechanisms of magic. 
  The hermetic magicians’ beliefs are based on the 
  philosophical works of Hermes Trismegistus, a leg-
  endary figure said to be the founder of the first great 
  coven of magicians. Naturally, their way of life and 
  beliefs brought them in conflict with the heathen magi-
  cians. In the beginning of that war, heathens were nu-
  merous and powerful (after all, the hermetics never 
  had the support of the people). However, civilisation 
  and Christianity caused people to turn away from 
  heathen beliefs. The power of heathen magic was 
  greatly reduced and the hermetic order overran the 
  magical societies and achieved domination over all 
  matters magical for the next centuries. 
   
  Recently, the heathens have resur-
  
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   faced. People have not forgotten the old ways and 
  many of them have turned back to the old religion, 
  tired of the tyranny of the Church and the burdens 
  of “civilised” life. This has led to the rekindling of 
  heathen magic. It may not be long before the conflict 
  between heathen and hermetic magic is resumed. 
  The Order of Hermes
  The Order of Hermes
  The Order of Hermes
  The Order of Hermes    
  The largest magical organisation in medieval Europe, 
  the Order of Hermes, appeared long before Jesus 
  in ancient Egypt and Greece, two nations renowned 
  for their advanced civilisation and cultural achieve-
  ments. The Order was allegedly founded by Hermes 
  Trismegistus, a nearly mythical figure, with the pur-
  pose of exploring sorcery to its limits. The beliefs of 
  the Order were based on the Classic Greek ideals, 
  mainly those of reasoning and experimentation. From 
  these two ancient strongholds, the Order expanded 
  to the rest of Europe, often at the expense of hea-
  then magicians.  
   
  The Order’s relationships with the 
  heathen magicians were never good and declined to 
  downright hostile in many occasions. From their first 
  encounters, each group recognised the other as a 
  threat, having contrary beliefs. Both were stubborn 
  and arrogant enough to hold that their beliefs were 
  the only truth. The magical wars fought between 
  them spanned many centuries with great periods of 
  truces and resting followed by intense fighting. At 
  first, the hermetics were at a disadvantage, since most 
  of Europe was pagan. They were however, clever 
  enough to use the Roman Empire and Christianity 
  to their advantage, invading the lands of the pagans 
  and spiriting away the heathens’ followers. The inva-
  sion of Britain and the hunting of druids by Julius 
  Caesar and afterwards other Roman Emperors is an 
  example of the hermetics’ aggressive tactics. But now 
  these years are long behind and most hermetics are 
  unsure of the proper action they have to take against 
  the resurgence of the heathens.  
   
  The concept of the cabal forms the 
  core of the Order of Hermes. A cabal is a group of 
  sorcerers with common interests located in a certain 
  geographical location. A cabal’s size may range from 
  three to over thirty members, although most have five 
  to ten members. Many cabals have a base of opera-
  tion, anything from a castle to an underground system 
  of caves. Others prefer to have their members living 
  in their own private residences, meeting only to dis-
  cuss matters of the cabal. These cabals are more 
  flexible and don’t depend on mortal holdings, but are 
  also less resistant to external threats. 
   
  Each cabal recognised by the Order 
  selects one of its members to represent it in the an-
  nual meeting of the Order. This is to keep large ca-
  bals from dominating the voting. The meetings take 
  place once per year in a different established cabal 
  and device on the matters and strategy of the Order 
  as a whole. They also elect a council of thirty Grand 
  Magi to rule over the Order until the next year. 
   
  The most prominent power groups in 
  the Order are the 13 grand cabals. These are large 
  cabals dating from the ancient times of the Order 
  that have amassed much influence and resources, 
  both magical and mundane. Most of the lesser cabals 
  are allied to one of the grand cabals in a relationship 
  similar to that between a liege and a vassal. The 
  grand cabals are: 
  1. Alexandrians: 
  Alexandrians: 
  Alexandrians: 
  Alexandrians: Keepers of arcane and mundane 
  lore, this cabal was situated in the Great Library of 
  Alexandria, until its destruction. They managed to 
  save many important volumes and now they can be 
  found scattered among the colleges and universities 
  of England, France and Rome. They have the best 
  sources on any obscure knowledge. 
  2. Camelot:
  Camelot:
  Camelot:
  Camelot: The magicians of Camelot work to-
  wards the creation of a magical kingdom on earth, a 
  place where mortals, magicians and magical beasts 
  can co-exist in harmony. This often pits them against 
  the Theocrats. So far their only success has been 
  the creation of Camelot in Wales, for as long as it 
  
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   lasted. 
  3. Dhiva:
  Dhiva:
  Dhiva:
  Dhiva: The Dhiva cabal are explorers of other 
  worlds. They spend much of their time in the dream 
  world and also venture into the netherworlds and 
  other, stranger dimensions. Due to their dealings with 
  otherworldly beings, they have been often accused 
  for the crime of Nethermancy, but have escaped any 
  punishment so far. 
  4. Dracon:
  Dracon:
  Dracon:
  Dracon: Members of this cabal take great inter-
  est in all kinds of mythical creatures, from faeries to 
  the mighty dragons. They seek to help them preserve 
  their havens against the expansion of mankind and 
  befriend many of them, drawing arcane knowledge 
  from their experience. 
  5. Hippocratians:
  Hippocratians:
  Hippocratians:
  Hippocratians: A small but ancient cabal, dedi-
  cated to the healing arts and the study of diseases. 
  Although they may seem benevolent, rumour has it 
  that the Hippocratians don’t hesitate to use their 
  great knowledge of pathology and diseases to harm 
  their enemies. 
  6. Kavos:
  Kavos:
  Kavos:
  Kavos: The Kavos seek mastery of elemental 
  sorcery, considering the four elemental realms (air, 
  earth, fire and water) of magic to be the purest of all. 
  Their attitude and personality is often shaped by the 
  element they favour: a Kavos fire mage tends to be 
  hot-tempered and impatient, while an earth mage calm 
  and enduring. 
  7. Krecan:
  Krecan:
  Krecan:
  Krecan: This is a cabal of warrior mages, special-
  Dogmas
  Dogmas
  Dogmas
  Dogmas 
  Crimes
  Crimes
  Crimes
  Crimes 
  Magic is one of the forces of the universe, like 
  gravity. The hermetic’s goal is to understand 
  the laws commanding it. 
  Mysticism: 
  Mysticism: 
  Mysticism: 
  Mysticism: The crime of Mysticism is a point of friction 
  with the heathens. The heathens believe in the divine ori-
  gin of magic, that magic is a force one should accept and 
  not try to analyse or understand. This is totally heretic to 
  the hermetics, whose main goal is to discover all laws gov-
  erning magic. 
  Sorcery is not for everyone. Only an elite mi-
  nority has the gift of commanding it. A magician 
  must not reveal his power to unbelievers lest 
  they rise against him and the rest of the Order. 
  Revealing: 
  Revealing: 
  Revealing: 
  Revealing: The crime of revealing one’s magical power in 
  front of unbelievers. Unbelievers aren’t open-minded or 
  enlightened enough to understand or accept a power like 
  magic. Leave them to their safe little world (note that a 
  magician who uses spells without any visible or audible ef-
  fects, like most enchantment spells, or who leaves no wit-
  nesses behind isn’t considered guilty of Revealing). 
  Command of magic belongs to the magician. 
  The magician must be autonomous from other 
  sources of magic and his power must come only 
  from his training and achievements. 
  Nethermancy: 
  Nethermancy: 
  Nethermancy: 
  Nethermancy: Literally, this is the crime of gaining power 
  from summoned entities (like demons or angels). The term 
  however, is used more broadly to encompass any use of an 
  outside force to gain magical powers (this includes receiv-
  ing spells from a deity for clerics). 
       
  Heathenism: 
  Heathenism: 
  Heathenism: 
  Heathenism: The crime of believing in one source of magic 
  and not the universal aspect of it. This crime refers to the 
  heathen magicians, who revere nature as the source of all 
  magic, whereas the hermetics hold that magic exists 
  throughout the universe and inside each being. 
  
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   ising in offensive magics. They raise and train private 
  armies under their command, ready to face any exter-
  nal threat to the Order. 
  8. Lectrus: 
  Lectrus: 
  Lectrus: 
  Lectrus: The Lectrus are magicians specialised 
  in the creation of magical artefacts. They also seek 
  and locate ancient magical treasures, especially At-
  lantian and Mu artefacts. The more modern Lectrus 
  are bent on combining real-world sciences, like phys-
  ics or chemistry, with magic, creating magotechnologi-
  cal devices. 
  9. Mantis:
  Mantis:
  Mantis:
  Mantis: Mantis is the cabal of transformation 
  and evolution. Practicing shapechanging and mind-
  altering sorceries, members of the Mantis never keep 
  the same form or persona for long. They’re probably 
  the most modern, open-minded and eccentric of all 
  cabals. 
  10. Pythagoreans:
  Pythagoreans:
  Pythagoreans:
  Pythagoreans: The Pythagoreans believe that 
  sorcery is an exact science with specific laws and de-
  vote their lives in discovering them. They have great 
  arcane power but are isolated from the rest of the 
  world. 
  11. Regia:
  Regia:
  Regia:
  Regia: The cabal of Regia always considered 
  itself as kingmakers. They deal heavily with mortal 
  society and politics, manipulating them to their own 
  ends. Their headquarters were in Rome, but they 
  recently moved to Paris. They maintain contacts and 
  allies in every major European city. 
  12. Riendr:
  Riendr:
  Riendr:
  Riendr: Riendr believe the Dragon is the source 
  of all magic on earth. Although this is highly debat-
  able, Riendr magicians have great faith in their beliefs 
  and always search for manifestations of the Dragon. 
  To some of them, the Dragon is the only true god. 
  Because of their declination from the standard her-
  metic ideals, many other hermetics believe they have 
  slipped into heathenism and ought to be shown the 
  right path again. 
  13. Theocracy:
  Theocracy:
  Theocracy:
  Theocracy: The Theocrats were the first to 
  realise the importance of Christianity as a tool 
  against the heathens. Since then, they’ve been heav-
  ily involved with the Church from their headquarters 
  inside the Vatican. Recently they’ve lost some of 
  their credit, since it’s the oppression inflicted by the 
  Church that has partially led to the rise of a new 
  breed of heathens. 
      
   Dogmas and crimes
  Dogmas and crimes
  Dogmas and crimes
  Dogmas and crimes 
  The Order’s members are bound together by their 
  common beliefs. These beliefs can be divided in 
  Dogmas and Crimes. Dogmas form the core of her-
  metic ideals and are followed by hermetics to prosper 
  and advance in magical power. Crimes are taboos; 
  they are what the hermetics despise. A magician of 
  the Order must avoid these at all costs or face cor-
  ruption of his magic (and expulsion from the Order). 
  Dogmas and crimes are closely related. Often, the 
  opposite of a dogma consists a crime. 
  The Druidic Order
  The Druidic Order
  The Druidic Order
  The Druidic Order    
  Named after the druids of pagan Britain, the Druidic 
  Order is an ancient organisation connecting 
  Europe’s pagan faiths together. Members of the 
  Order belong to faiths that developed largely inde-
  pendent from one another but shared some common 
  traits. One of this was the belief in animism, the faith 
  holding that the natural world is inhabited by numer-
  ous spirits giving it life, from trees to rivers to rocks. 
  The other was a common opposition against the her-
  metic ideals. 
   
  The Druidic Order is made of the magicians 
  called heathens. These sorcerers base their power 
  on nature, which they revere as a deity or a group of 
  deities. They perform their magic by drawing raw 
  power from nature without caring for the details of 
  their workings. In fact, they hold that magic is an in-
  nately mysterious power and someone tends to re-
  duce its wonder and power if he analyses it too much. 
  These beliefs have brought them in direct conflict 
  with the Order of Hermes. 
   
  Although the beginnings and ancestors of the 
  heathen magicians are much older than those of the 
  
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   hermetics, members of the Order were for a long time 
  ignorant of the other heathens, locked in their faiths 
  and regions. It was not until the threat of the hermet-
  ics was realised to its full extent that the Druidic Or-
  der was formed with members from every part of 
  Europe. The catalyst for the Order’s formation was 
  the Classical Greek era. In that time, a lot of hea-
  thens fled Greece, as the hermetics triumphed and 
  transmitted their ways of thinking to the vast masses 
  of the Unbelievers. With them, they brought a mes-
  sage of warning about the threat of the hermetic magi. 
  The Druidic Order was formed to counter the 
  spread of the hermetic ideals and preserve the pagan 
  ways. Changing many names, it took the title “Druidic 
  Order” during the rise of Christianity, when Britain 
  became the bastion of paganism in Europe and dru-
  ids the leaders of the resistance against the hermet-
  ics. 
   
  At first it seemed that the heathens had the 
  upper hand, being more numerous and controlling 
  more lands. However, the hermetics were persistent 
  and well organised. They increased their influence in 
  the Roman Empire, pushing the people away from 
  the worship of the gods towards more mortal inter-
  ests. Some of them even took advantage of the new 
  Christian religion to fight the heathens. With the 
  invasion of England and the persecution of the dru-
  ids, the Druidic Order felt that the end was nigh with 
  its stronghold under siege. The real end came later, 
  with the founding of Camelot by the hermetic magi-
  cian Merlin and the christening of the population. In 
  one last, desperate attempt, the heathens united un-
  der the banner of their leader, Morgan le Fay, and 
  succeeded in disbanding the kingdom of Camelot. 
  However, their victory came at a devastating cost. 
  Most of their members were lost and Morgan was 
  slain by Merlin himself. From that time on, the Order 
  was too weak to resist the hermetics’ takeover of 
  Europe.  
   
  But the Druidic Order wasn’t dead. The her-
  metics believed they had taken care of their problem 
  permanently, but the heathens were only hiding, rest-
  ing, healing their wounds. They remained active in the 
  countryside, trying to keep the old ways alive in the 
  people’s memories, mixing Christianity with pagan 
  beliefs in the form of fairy tales and superstitions. 
  They waited for the time they would rise once more. 
   
  The hermetics’ reliance on the Church to 
  keep the people away from practicing the pagan ways 
  proved to be a grave mistake. The Church’s oppres-
  sion of the people backfired on them. Many common-
  ers turned to the old ways, seeing the Church and 
  the nobility growing richer while they became poorer. 
  This marked the resurgence of the heathens. Across 
  the land, people that aspired to the old ways were 
  contacted by the remaining heathens and incorpo-
  rated into the resurrected Druidic Order. The Or-
  der of Hermes was able to detect this uprising but 
  was unable to figure out a way to stop this phenome-
  non. 
   
  The Druidic Order is now alive and active 
  once more. Although lacking the internal organisation 
  of the hermetics, it has many rapidly growing groups 
  all over Europe. These small groups are called cov-
  ens and are the cells forming the Order. Each coven 
  contains witches, that is heathen magicians, who hold 
  the leadership of the coven, as well as mortal followers 
  interested in serving and preserving the pagan faith. 
  In the old days heathens loathed to share their se-
  crets with the common folk, ruling them through their 
  ignorance. Times have changed though and the hea-
  thens need all the allies and the support they can 
  muster. 
  The Seelie Court
  The Seelie Court
  The Seelie Court
  The Seelie Court    
  The history of the Seelie Court is the history of Mu 
  itself, the ancient land of the faeries that is lost in the 
  mists of the past. Mu was the first attempt made by 
  the faeries to form an organised nation to provide 
  safety and prosperity for all its citizens. This re-
  
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   quired a great deal of effort, along with organisation 
  and laws. It mostly appealed to faeries with respect to 
  ethics and laws; other, more undisciplined faeries 
  found the idea too cumbersome and restricted. How-
  ever, as the fame of Mu and its wealth reached every 
  faerie in the world, even the most chaotic ones would 
  sometimes force themselves to accept set standards 
  in order to be a part of that paradise on earth. 
   
  So, the great wave of immigration towards Mu 
  created a substantial minority of faeries who pre-
  tended to go by the rules but in reality cared little 
  about them. These potential troublemakers were 
  identified by a few of Mu’s lawkeepers, but the gen-
  eral aura of prosperity inhibited them from acting 
  against them. 
   
  With the rise of Kathadastro and its At-
  lantian minions, the faeries of Mu came face to face 
  with a dangerous enemy. The High Kings of Mu 
  organised a body drawing members from all levels of 
  faerie society to unite the faeries against the common 
  threat and put up an effective defence. That’s how 
  the Seelie Court was born. 
   
  In its beginnings, the Seelie Court was a very 
  diverse group with a noble goal: the protection of Mu 
  from outside threats like the Atlantians. Its leaders 
  and agents even contained many of the wild, unruly 
  faeries. After the defeat of the Atlantians, the 
  popularity of the Seelie Court rose so much that it 
  was decided to maintain it permanently to defend the 
  land. With increased power and influence, the Court 
  gained in importance and there was a time that it had 
  even High Kings as its puppets. 
   
  Sometime after the defeat of the Atlantians, 
  important members of the Court were contacted by 
  the Powers of “good”. The Powers turned the faer-
  ies’ attention to one of their old concerns, the wild 
  troublemakers. Although they had fought against the 
  Atlantians, no one could say for sure that they didn’t 
  represent a threat which could tear Mu apart from 
  the inside. The Powers convinced the faeries to use 
  the Court’s power and resourced to vanish those 
  “evil” faeries. 
   
  Thus, the Seelie Court began to take inter-
  est not only in the outside threats, but also  at inside 
  ones. It used its considerable resources to persecute 
  faeries it regarded troublesome and used heavy 
  propaganda to justify its actions. Some of the unruly 
  faeries were actually members of the Court, but were 
  helpless while the Court harassed their friends and 
  kin. They soon resigned from their positions and 
  formed the Unseelie Court as a countermeasure. 
  Eventually, the fight between the two Courts esca-
  lated to the Faerian Wars and destroyed Mu. 
   
  The Seelie Court survived the destruction of 
  Mu, as did the Unseelie. It followed the faeries to 
  their otherworldly realms. Today, the Seelie Court 
  has a strong presence in many faerie realms. One 
  realm in particular is completely dominated by it, serv-
  ing as its headquarters. From their base in the Castle 
  of a Hundred Spires, the Seelie faeries continue 
  their ancient rivalry with the Unseelie Court, trying 
  to bring all of the faerie realms under their rule. 
   
  The Seelie Court is composed of three inde-
  pendent divisions, each with its own function: the Sil-
  ver Brigades, the Silent Circle and the Emerald 
  Circle. The Silver Brigades are the army of the 
  Court. They ride out of the Seelie realm in times of 
  war with the Unseelie, but also contain elite units 
  trained in the undertaking of covert missions in times 
  of relative peace. The Silent Circle are the Court’s 
  ambassadors, agents and spies. These faeries spend 
  most of their time in other faerie realms or even on 
  earth, gathering any useful information, strengthening 
  the Court’s position and undermining the Unseelie’s 
  operations. Lastly, the Emerald Circle is the smallest 
  but not less important division. The Emerald fae are 
  knowledgeable in sorcery and provide the Court with 
  magical assistance. 
   
  Each of the three divisions is organised in the 
  same hierarchical manner. There are three levels in 
  
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   each division. The first and lowest contains the bulk 
  of the Court’s members. Their activities are coordi-
  nated by the members of the second level, who are of 
  course less numerous (there are about 20 first-level 
  members for every second-level one). Finally, the sec-
  ond-level members are supervised and directed by a 
  single third-level faerie. In the Silver Brigades, the 
  three levels of hierarchy are the Silver Brigades, the 
  Brigadiers and the Knight of the Lance. In the Si-
  lent Circle, there are the Silent Circle, the Guild-
  masters and the Overseer. The three levels of the 
  Emerald Circle are the Emerald Circle, the Magis-
  ters and the Lord High Magic. 
   
  Above all three divisions and their levels 
  stands the High Court, the brain of the Seelie 
  Court. The High Court has absolute power over 
  the entire Seelie Court and it’s what unites and 
  keeps together its three components. It’s made of 12 
  members, whose identities are always kept secret. 
  The three faeries of the third level report to the 
  High Court and in turn receive their orders from it. 
  The High Court also appoints members to their po-
  sitions and decides over promotions and demotions. 
  The Unseelie Court
  The Unseelie Court
  The Unseelie Court
  The Unseelie Court    
  The Unseelie Court is the primary organisation of 
  evil faeries that inspires fear in the hearts of both 
  mortals and faeries alike only by the invocation of its 
  name. It was formed after the Seelie Court, as a re-
  sponse to its persecution of the wild, chaotic faeries. 
  After the disaster of the Faerian Wars, the Un-
  seelie Court took a great interest in power and a de-
  sire to destroy the Seelies and extract their revenge 
  on them. 
   
  Today, the Unseelie Court extends its sway 
  over a great part of the evil faeries of the world. 
  These faeries comprise the Host of the Court, its 
  army and servitors. The Host is not very effective as 
  an army, as its members are scattered around earth 
  and the faerie realms, but this means that the arm of 
  the Court can extend even to the farthest point of 
  the world. The Court is till ruled in a despotic way by 
  princes and generals, but its sorcerers possess great 
  power also. They are responsible for the foul magics 
  and evil creations that have given the Court its terri-
  ble fame and have caused much harm to both faeries 
  and mortals. 
   
  The base of the Unseelie Court is said not 
  to lie on this world, but on a faerie realm of darkness. 
  There, in its dark, haunted woods lies the main body 
  of the Host. In the centre of the realm, upon the 
  Screaming Hill, rises a stone castle, the fortress of 
  the Court where its lords plan their next movements. 
   
  The Unseelie Court is composed of two 
  parts: the army and agents of the evil faeries, that is 
  called the Host or the Sluagh, and the sorcerers of 
  the Court that form the Sidhe Cabal. The Sidhe 
  Cabal may be much smaller than the Host, but the 
  magical powers it possesses command the respect of 
  all the Court. 
   
  Each one of these parts is largely independ-
  ent and is ruled by a different council. The Sluagh 
  are ruled by a council of 30 Jarls that are the Coun-
  cil’s finest strategists. The Cabal is ruled by a coun-
  cil of 10 Poisoners (Poisoner being a term used by 
  the Church for witches). Each council has no author-
  ity over the other, however both are under the author-
  ity of the high council of the Unseelie Court, the Ri 
  Damhna. The Ri Damhna is composed by 5 Jarls 
  and 5 Poisoners, who are permanent members and are 
  replaced only in cases of treason or death (of course 
  incompetent members tend to vanish quickly). It must 
  be noted that the each member of the Ri Damhna 
  gets two votes on the lesser councils and it is they 
  who choose the other members of the lesser councils 
  every now and then. They are the most powerful 
  faeries in the Unseelie Court, electing one of their 
  own to be the Ard Ri, the High King. The Ard Ri 
  gets two votes in the high council and can veto any 
  decision taken by it, except from decisions about his 
  
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   replacement. He is truly the king of the Unseelie 
  Court. 
   
  The structure of the Court seems very organ-
  ise and stable, but in reality faeries of the Court 
  stand ready to backstab, exploit or even assassinate 
  their superiors to gain their position and status. 
  These means are frequently used for ascending the 
  levels of authority and are silently recognised by most 
  members. This practice creates a constant chaos and 
  inner turmoil inside the Court that has been de-
  scribed as an unseen civil war. 
  
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  Achilles’ Heel
  Achilles’ Heel
  Achilles’ Heel
  Achilles’ Heel    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: No 
  This spell allows the caster to discern the weak 
  points of his target. While the spell is active, the 
  caster can take a -2 penalty to his attack and attempt 
  to strike a weak point. By doing so, the critical range 
  of his weapon is doubled. The spell shows no weak 
  points when cast on a target immune to critical hits. 
  Ascension
  Ascension
  Ascension
  Ascension    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 9 
  Components: 
  Components: 
  Components: 
  Components: V, S, XP 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 day 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: Permanent 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  Ascends a coven of magicians into a higher form of 
  combined consciousness. The spell needs to be cast 
  by a minimum of two and a maximum of five magicians 
  capable of casting it. When it is completed, they tran-
  scend human limitations and their spirits merge to cre-
  ate a single being of which everyone is but a part. 
  The magicians need to be of similar (but not identi-
  cal) alignments, beliefs and personalities, else the 
  combined consciousness may prove schizophrenic. 
  The bodies of the magicians become mere earthly 
  servants of the combined consciousness, which dwells 
  in each one of them but acts as one mind. 
   
  The combined consciousness functions with 
  the physical abilities of the bodies (Strength, Dex-
  terity and Constitution). Its Intelligence, Wisdom and 
  Charisma is the average of the magician’s original 
  ability scores. Each body retains its hit points. The 
  consciousness has access to all skills possessed by 
  the magicians; skills common to two or more of them 
  don’t add their ranks, only the best applies. Likewise, 
  it has access on all class abilities, feats and the spell-
  casting powers the magicians had and can use them 
  from any body (for example, if one of the magicians 
  was also a cleric, the consciousness is able to cast 
  divine spells with all bodies). Its base attack bonus 
  and base saving throws are the best among those of 
  the magicians. When casting spells, the conscious-
  ness can select its caster level from among the magi-
  cians. 
   
  The ascended mind is able to control all the 
  bodies simultaneously with ease. Any body that dies 
  can be easily replaced by a clone (as per that spell, 
  
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  but there is no decrease in level). The consciousness 
  can be destroyed only if all bodies are destroyed. 
  Any mind-affecting spell cast at one body affects the 
  consciousness as a whole. 
  XP Cost: 10,000. 
  Ban
  Ban
  Ban
  Ban    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 1 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 week/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  This spell places a ban on the target. A ban is some-
  thing the target must never do, like never drink, never 
  harm anyone, never cast a spell etc. Although the 
  spell has no way to prevent the target from breaking 
  the ban, the caster becomes aware of the violation 
  the moment it happens. Once the spell affects the 
  target, its range is unlimited as long as he remains in 
  the same plane with the caster. 
  Beast of Thorns
  Beast of Thorns
  Beast of Thorns
  Beast of Thorns    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 6 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell causes massive thorns to grow on the 
  caster’s body. The thorns give a +3 armor bonus to 
  the caster’s AC and protect him from unarmed at-
  tacks: anyone striking him unarmed suffers 1d6 dam-
  age, while anyone grappling him suffers 2d6 damage 
  per round. The caster is also able to actively use the 
  thorns in the following ways: 
  1. He can fire a thorn to an enemy as a ranged at-
  tack. The thorn has a range increment of 15 ft and 
  deals 1d8 damage. 
  2. He can use them for unarmed strikes, which 
  cause 1d8 damage and count as armed strikes. 
  3.      He can extend two of them as thorned tentacles 
  that attack independently of him, lashing out to 10 ft 
  away. These tentacles can perform 2 attacks (which 
  are in addition to the caster’s own attacks or spell-
  casting) at the caster’s initiative, with each attacking 
  with the caster’s melee attack bonus and causing 1d8 
  damage. 
  All attacks made with the thorns, except from the 
  ranged one, get the caster’s Strength modifier as 
  bonus damage. 
  Material component: A circlet of thorns, worn over 
  the head. 
  Blast from the Past
  Blast from the Past
  Blast from the Past
  Blast from the Past    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This specialized spell is used to delay the onset of 
  another spell. The next spell the caster casts will only 
  take effect on the designated target or area when the 
  duration of blast from the past ends. The caster is 
  also able to end blast from the past before its maxi-
  mum duration elapses with a simple thought. Any de-
  cisions which should be made about the delayed spell, 
  like the designated target or area, are made at the 
  time of its casting. The delayed spell activates from 
  the point you were at the time of its casting; this 
  means that it’s perfectly ok for you to leave its maxi-
  
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  mum range before it activates, as the spell will actually 
  appear at the point you were standing at the moment 
  you cast it. For example, a magician could use blast 
  from the past to blow up a tower with a fireball after 
  he has safely walked away. 
  Blast Powder
  Blast Powder
  Blast Powder
  Blast Powder    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 turn 
  Range: 
  Range: 
  Range: 
  Range: Touch 
  Target: 
  Target: 
  Target: 
  Target: 1 pint of sulfur/3 levels 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell enchants sulfur powder so as to possess 
  explosive properties when exposed to fire. One pint 
  of this magical gunpowder does 4d6 damage to any-
  one within 5 ft of the explosion and 2d6 damage to 
  those up to 15 ft away. Anyone inside the explo-
  sion’s affected area can make a Reflex save (DC 20) 
  to suffer half damage. Extra pints add 1d6 dam-
  age/pint, +3 ft/pint to the radius for full damage and 
  +5 ft/pint to the radius for half damage (up to 15d6 
  damage and a total 70 ft radius for 12 pints). Explo-
  sives are very effective against doors, walls and other 
  such constructions: double the damage to determine 
  if they break. Each pint of sulfur remains enchanted 
  for 1 hour/level, afterwards losing any special prop-
  erties. 
  Material component: The sulfur to be enchanted, 
  grinded to a fine dust. 
  Blood Visions
  Blood Visions
  Blood Visions
  Blood Visions    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Unlimited 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 15 minutes/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  By forming a link through the target’s blood (the ma-
  terial component of the spell), the caster can see and 
  hear everything the target sees and hears for the du-
  ration of the spell. Note that this doesn’t cause any 
  disorientation to the caster, because he can “switch” 
  back and forth to his own senses whenever he wants, 
  but as long as he uses the target’s senses the caster 
  is considered deaf and blind. 
  Breath of Foul Transmutation
  Breath of Foul Transmutation
  Breath of Foul Transmutation
  Breath of Foul Transmutation    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 3 
  Components: 
  Components: 
  Components: 
  Components: S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: 5 ft 
  Target: 
  Target: 
  Target: 
  Target: 0.5 cubic ft of liquid/level 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: No 
  A liquid the caster breaths on is transformed into a 
  potent poison. Although the liquid retains its color, 
  taste and smell, anyone drinking even a sample will be 
  affected by a poison (ingested DC 15, initial dam-
  age 1d3 Str + 1D3 Con, secondary damage 1d8 
  Con). Multiple doses aren’t cumulative, but as soon 
  as the poison inflicts its secondary damage someone 
  can be again affected by another dose. The liquid 
  retains its poisonous properties for 1 hour/level. 
  Material component: Garlic, which must be chewed 
  before the caster exhales on the targeted liquid. 
  Breath Stealer
  Breath Stealer
  Breath Stealer
  Breath Stealer    
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  
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  Duration: 
  Duration: 
  Duration: 
  Duration: 5 rounds/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fort special 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  Robs the air out of the target’s lungs. On every 
  round, the target needs to make a Fortitude save 
  against the spell. A successful save enables him to 
  take a breath (negating any suffocation results). A 
  failed Fortitude save means that he’s unable to 
  breath for the next d10 rounds (no saves are at-
  tempted during this period). This is repeated until 
  the spell’s duration elapses or the target drops dead. 
  Material Component: A handkerchief, held over the 
  caster’s mouth. 
  By Decree of Magic
  By Decree of Magic
  By Decree of Magic
  By Decree of Magic    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: 5 ft 
  Targets: 
  Targets: 
  Targets: 
  Targets: Anyone hearing the caster 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  This spell allows the caster to make a declaration 
  that will be believed by those hearing him (and failing 
  their saving throw), no matter how absurd it may be. 
  The caster may declare “I am the King of England”, 
  “This wall is red” or “This beer sucks” and others will 
  believe him and act as if that was totally true, even if 
  someone else tries to put some sense in them. They 
  only realize the deception after the spell expires. 
  This spell may be used to convince someone to do 
  something obviously very dangerous (like jumping  off 
  a cliff). In this case, the saving throw has a +4 bonus. 
  Catch the Whisper
  Catch the Whisper
  Catch the Whisper
  Catch the Whisper    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Area: 
  Area: 
  Area: 
  Area: Circle of 100 ft/level radius centered on the 
  caster 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  The caster becomes able to hear any sound or con-
  versation taking place in the open air within the spell’s 
  area of effect. Although many sounds may reach his 
  ear through the spell, he’s capable of focusing on the 
  most interesting of them. 
  Champion of Sorcery
  Champion of Sorcery
  Champion of Sorcery
  Champion of Sorcery    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This powerful spell is seldom used, for it often means 
  the end of the caster’s career in sorcery. It’d only 
  used by desperate magicians with nothing to lose, as 
  a last chance to invoke some powerful spell to save 
  themselves or take revenge. When cast, the caster is 
  imbued with terrible magical forces, multiplying his 
  magical ability. For its duration, he casts spells with 
  his caster level increased by 10 (for the purpose of 
  making caster level checks and determining the vari-
  able, numeric effects of spells, like duration, range 
  and damage). This increase comes at a great cost, 
  however. 
   
  After the spell ends, the magician needs to 
  make a Will save with DC 25. On a failure, the re-
  treating magical energy leaves him crippled: he can 
  never again cast an arcane spell on his own (although 
  he can still use scrolls and other magical items). On a 
  successful save, the caster is unable to use arcane 
  spells for one month; afterwards, his spellcasting abil-
  
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  ity returns. 
  Countermagic
  Countermagic
  Countermagic
  Countermagic    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 8, Magic 8 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: Permanent (until depleted) 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  One of the most important spells in an archmage’s 
  arsenal, countermagic allows him to laugh against hos-
  tile magic. Countermagic gives the caster the ability 
  to instinctively react against foreign magic cast in the 
  vicinity. An active countermagic informs the caster of 
  any spell cast within 50 ft/level from him just before it 
  takes effect. The caster learns of the spell’s type, 
  nature and effect and may, if he wishes so, counter it 
  before it takes effect. This is an instinctive reaction 
  which counts as a free action (which doesn’t provoke 
  an attack of opportunity) that can be taken anytime 
  during the round (even if the caster is surprised or 
  flat-footed, but not if he is unconscious). Counter-
  magic counters other spells as a dispel magic spell 
  (when cast as a counterspell). An active counter-
  magic can counter up to one spell/4 levels before it 
  depletes its protective capabilities. A depleted coun-
  termagic immediately ends, but the caster can cast a 
  new one, if he wishes so. However, a caster can not 
  have more than one countermagic at any time. 
  Counterstrike
  Counterstrike
  Counterstrike
  Counterstrike    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 7, War 7 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: Self or 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes (harmless) 
  This spell can turn any warrior into a frightening bat-
  tle machine, increasing his reactions and nearly auto-
  mating his movements and strikes. Under the effect 
  of the spell, the warrior seems to move according to 
  the spell’s wishes and not on his own, striking without 
  even turning to look on his opponents. While the spell 
  endures, any melee attack on the target, whether suc-
  cessful or unsuccessful, provokes an attack of oppor-
  tunity against the attacker. These attacks of oppor-
  tunity do not count against the ones a character is 
  normally allowed to make each round (usually one, 
  unless the character has certain feats or special abili-
  ties). However, the spell’s target can not perform 
  more attacks of opportunity than one/3 levels (only 
  one attack can still be made against one opponent, 
  unless he strikes you again during the same round). 
  Thus, a fighter affected by the spell when cast by a 
  14th level wizard, would be able to make up to 4 at-
  tacks of opportunity against opponents who at-
  tempted to attack him in melee combat. 
  Crimson Death
  Crimson Death
  Crimson Death
  Crimson Death    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 12 hours/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fortitude negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  This spell inflicts a deadly curse with a very specific 
  purpose: destroy the target either by scorching his 
  internal organs or causing him to starve or dehydrate 
  to death. The spell turns anything the victim con-
  sumes (food or even water) into a combustible mate-
  rial which can cause serious internal organs. Every 
  swallow inflicts 2d6 damage on the target. The caster 
  is able to end the spell at any time he wishes. 
  
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  Crimson Reflections
  Crimson Reflections
  Crimson Reflections
  Crimson Reflections    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fort half 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  This spell targets a living creature, causing a wound 
  to re-open and bleed. The target of the spell suffers 
  damage equal to half of the original damage suffered. 
  For example, if the spell targets a wound caused by a 
  sword that inflicted 8 points of damage, the spell will 
  cause 4 points of damage. A successful Fortitude 
  saving throw halves the damage inflicted by the spell. 
  The wound targeted by the spell must have been 
  inflicted by a piercing or slashing weapon (or another 
  source that causes blood loss) and in the round prior 
  to the casting of the spell. 
  Material component: A thread that has been used to 
  sew a wound. 
  Crumbling Roots
  Crumbling Roots
  Crumbling Roots
  Crumbling Roots    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 5, Plant 5 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 turn 
  Range: 
  Range: 
  Range: 
  Range: Close    
  Target: 
  Target: 
  Target: 
  Target: 1 seed 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  The spell affects a seed placed inside a wall (it does-
  n’t have to be very deep inside it; 1 inch will be 
  enough). The seed  must be intact and alive. The 
  spell causes it to sprout roots which grow and expand 
  within seconds; destroying the wall from the inside. 
  To see if the spell destroys the wall, make a d20 roll 
  adding double the caster level and compare this to 
  the wall’s Break DC. Even if the wall isn’t outright 
  destroyed, it still suffers heavy damage (1d10/level). 
  One casting of the spell is enough to harm a 1000 
  cubic ft wall (or a 1000 cu ft section of a larger wall). 
  Material component: A seed capable of giving birth 
  to a large, powerful tree (like an oak). 
  Collapse
  Collapse
  Collapse
  Collapse    
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Targets: 
  Targets: 
  Targets: 
  Targets: 1 living creature/3 levels 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fortitude negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  This spell brings great exhaustion on someone. A 
  target failing his saving throw is considered to be ex-
  hausted for the duration of the spell. 
  Curse of Nosferatu
  Curse of Nosferatu
  Curse of Nosferatu
  Curse of Nosferatu    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Clr 5, Evil 5 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 day/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  Cast on a living creature, this spell inflicts a horrible 
  curse: for its duration, only the blood of a sentient 
  creature will be able to sustain its target. Any other 
  food will be unable to satisfy his hunger or meet his 
  dietary needs. To stay fit, the victim must consume 
  one liter of blood from a sentient creature each day 
  (an average human has 5 liters of blood; of course 
  taking more than 2 liters may be fatal for him).  
  Material component: A tooth from a natural preda-
  
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  tor. 
  Dissolve
  Dissolve
  Dissolve
  Dissolve    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Touch 
  Target: 
  Target: 
  Target: 
  Target: 1 object up to 3 cubic ft/level large (or a 
  portion of a larger object) 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (object) 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This strange spell makes a targeted item incorporeal, 
  but only with respect to the caster. For example, a 
  dissolved wall would certainly hold a house and ap-
  pear normal to onlookers, but the caster would be 
  able to see and pass through it. Or, a dissolved 
  sword could still hurt somebody, but it would seem to 
  pass through the caster without affecting him.  
  Eye of the Typhoon
  Eye of the Typhoon
  Eye of the Typhoon
  Eye of the Typhoon    
  Evocation
  Evocation
  Evocation
  Evocation    
  Level: 
  Level: 
  Level: 
  Level: Drd 6 
  Components: 
  Components: 
  Components: 
  Components: V,S,M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: 0 ft 
  Area: 
  Area: 
  Area: 
  Area: 15 ft circle centered on the caster 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell protects the caster (as well as those inside 
  its area of effect) by erecting a barrier of heavy 
  winds. Anyone attempting to enter the spell’s area of 
  effect must succeed in beating the winds (an opposed 
  Str check; the winds have Strength equal to 10 + the 
  caster’s level). If he fails he is repelled by the winds 
  and cannot enter the area (he may try again of 
  course, each attempt being a move action). Ranged 
  attack with a physical weapon (eg an arrow but not a 
  magic missile) are likewise repelled by the winds: the 
  attack is penalized by -1 per caster level.  
  Material component: A seep of alcohol thrown to the 
  wind. 
  Fish
  Fish
  Fish
  Fish    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fort negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  The target of this spell will soon discover that he’s 
  become pretty much like a fish: air can no longer sus-
  tain him and he can only get oxygen from water. The 
  spell is ineffective against someone with water breath-
  ing. 
  Material component: A fish (dead or alive). 
  Flammability
  Flammability
  Flammability
  Flammability    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Fire 2,    Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Touch 
  Area: 
  Area: 
  Area: 
  Area: 1 object 1 cu ft/level 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates (object) 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell imbues an object with the ability to burn, 
  even though it may be non-flammable by nature. It can 
  make stone, water or nearly anything else flammable. 
  As long as the spell endures, the item can be ignited 
  through normal means and it will burn for as long as an 
  equal amount of wood would. Note that although the 
  item is made flammable, it may not be harmed when it is 
  set on fire. For example, water set on fire after ren-
  dered flammable by the spell will eventually evaporate 
  from the heat produced. Stone however, will burn 
  
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  superficially but is unlikely to suffer any harm unless 
  the heat produced is enough to melt it. 
  Material component: A pint of sulfur which must be 
  rubbed on the finger or the hand of the magician be-
  fore touching the item. 
  Heart of the Wood
  Heart of the Wood
  Heart of the Wood
  Heart of the Wood    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 8, Plant 8 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time:
  Casting Time:
  Casting Time:
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: up to 1 day/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell must be cast within a forest. As soon as it 
  is completed, the caster disappears (along with any 
  possessions) and his life force dissolves and expands 
  to every corner of the wood, inhabiting trees and any 
  other plant life. While in this state, the caster cannot 
  act in any way, but he gains the benefits of resting 
  and he remains aware of any presence in the forest. 
  He can be harmed only by the complete destruction 
  of the forest, something which kills him. As long as 
  even one tree remains alive, his life force is sustained. 
  Any time he wishes to (or when the spell’s duration 
  elapses) he can return to the real world, reappearing 
  at any spot in the forest (this ends the spell). 
  Hidden Desires
  Hidden Desires
  Hidden Desires
  Hidden Desires    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Clr 5 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: No 
  This spell reveals to the caster the thing the target 
  covets above anything else. A subtle spell, it can be 
  of great efficiency in the hands of a clever spellcaster. 
  Keep Going
  Keep Going
  Keep Going
  Keep Going    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Level: 
  Level: 
  Level: 
  Level: Clr 7 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: No 
  This spell buys the caster some time, sustaining him 
  even after suffering deadly injuries. As long as the 
  spell is in effect, the caster can’t be killed or rendered 
  unconscious by loss of hit points, even if his hit points 
  drop below -10. The only way to kill him is to com-
  pletely destroy his body (with a disintegration spell 
  for example). When the spell expires, the effects of 
  the caster’s wounds immediately take effect. A wise 
  caster takes care of them before this happens. 
  Ley Drain
  Ley Drain
  Ley Drain
  Ley Drain    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 6, Sor/Wiz 7 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 turn 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 ley line 
  Duration: 
  Duration: 
  Duration: 
  Duration: 10 minutes/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell must be cast within 50 ft of a ley line. It 
  drains magical power from the line to ease the effects 
  of a powerful spell the caster intends to use. The 
  next 8th or 9th level spell used by the caster requires 
  only half the usual amount of magical sleep to avoid 
  backlash. In order for this to apply, the spell must be 
  cast within 10 minutes/level from the casting of ley 
  drain and within 50 ft from the ley line. 
  
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  Ley Leech
  Ley Leech
  Ley Leech
  Ley Leech    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Drd 4, Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 ley line 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 minute/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell must be cast within 50 ft of a ley line. The 
  caster taps the line’s power, drawing it to power his 
  spells. The next spell used by him is cast as if he was 
  2 levels higher. In order for the bonus to take effect, 
  the spell must be cast within 50 ft of the ley line and 
  within 1 minute/level from the casting of ley leech. 
  Ley Track
  Ley Track
  Ley Track
  Ley Track    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Drd 2, Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 ley line 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  The caster becomes immediately aware of all ley lines 
  within 10 miles/level, as well as of the path they fol-
  low. 
  Ley Vision
  Ley Vision
  Ley Vision
  Ley Vision    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Drd 4, Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 turn 
  Range: 
  Range: 
  Range: 
  Range: 50 miles/level 
  Effect: 
  Effect: 
  Effect: 
  Effect: Scrying 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell can only be cast within a mile of a ley line. 
  The caster becomes able to see distant lands as if he 
  was standing on another point of the ley line (up to 
  50 miles/level away). 
  Living Flames
  Living Flames
  Living Flames
  Living Flames    
  Evocation [Fire]
  Evocation [Fire]
  Evocation [Fire]
  Evocation [Fire]    
  Level: 
  Level: 
  Level: 
  Level: Drd 5, Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Effect: 
  Effect: 
  Effect: 
  Effect: Magical fire 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Ref half (object) 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes (to avoid damage) 
  This spell brings to existence a form of “intelligent”, 
  almost sentient magical fire that only targets humans 
  and their constructions. The magical flames cause no 
  Ley Lines
  Ley Lines
  Ley Lines
  Ley Lines    
  Ley lines are invisible conduits of magical en-
  ergy running inside the earth, forming a net-
  work spanning the globe. These pathways of 
  magic carry the residues of chaos that are 
  used by magicians to power their spells. The 
  heathens have known the importance of ley 
  lines for a long time and have erected great 
  monuments, like Stonehenge, to mark the 
  points where two or more ley lines meet, form-
  ing a nexus.  
   
  Spells which somehow use the power 
  running inside the ley lines are among the most 
  useful. However, they require proximity to a 
  ley line to work. In most cases, the caster 
  should only be close to the geographical loca-
  tion below which the ley line runs; after all, 
  most ley lines are deep underground and ma-
  gicians could never truly approach them. 
  
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  harm to plants, animals or natural materials (dead 
  branches, rocks etc), but are fully effective against 
  humans and their constructions (wooden furniture, 
  hewn rock etc). Initially, the flames appear in a 10 ft 
  radius circle but they expand rapidly: add another 5 ft 
  per round to the radius. Anyone or anything caught 
  in the flames suffers 2d6 damage per round of expo-
  sure (a successful Reflex saving throw halves this 
  damage). The flames never cause harm to the caster 
  and die out after the spell’s duration elapses. 
  Material component: A wooden piece from a tree 
  that was burnt by humans. 
  Magmax
  Magmax
  Magmax
  Magmax    
  Evocation [Fire]
  Evocation [Fire]
  Evocation [Fire]
  Evocation [Fire]    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6, Fire 7 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Area: 
  Area: 
  Area: 
  Area: Path 15 ft wide and 10ft/level long 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Ref special 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  Sends erupting flames in a straight forward path. 
  The flames travel with astonishing speed and force, 
  inflicting 4d6 damage to anyone in their path. Some-
  one who succeeds in a Reflex save takes half damage 
  and holds against the flames. Anyone failing however, 
  suffers full damage from the flames and is pushed by 
  them along the path, suffering another 1d6 damage 
  per 10 ft. For example, is the flames are going to 
  cover a total distance of 180 ft and meet someone 
  who fails his save after the first 60 ft, they will push 
  him along the next 120 ft and he’ll suffer an additional 
  12d6 damage. A Reflex save is allowed to take half 
  of the additional damage. 
  Material component: A piece of cold, solidified lava. 
  Manifest
  Manifest
  Manifest
  Manifest    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Level: 
  Level: 
  Level: 
  Level: Clr 4, Drd 4, Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 spirit 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  Causes a spirit to assume a material form without a 
  large manifestation of its nature nearby being neces-
  sary. The spell doesn’t place a manifested spirit un-
  der the control of the caster. After its duration 
  elapses, the spirit returns to its incorporeal state or 
  to the ethereal plane. 
  Memory Unlock
  Memory Unlock
  Memory Unlock
  Memory Unlock    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 0 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  Turns the caster into a living library. It enables him to 
  instantly recover one of his memories, no matter how 
  distant or vague. In this way, he has access to every-
  thing he has ever read, seen or heard, no matter how 
  briefly. 
  Mirror of Wonders
  Mirror of Wonders
  Mirror of Wonders
  Mirror of Wonders    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 5 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 turn 
  Range: 
  Range: 
  Range: 
  Range: Touch 
  Area: 
  Area: 
  Area: 
  Area: 2 mirrors 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 day/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This powerful spell enchants two mirrors, creating a 
  
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  special link between them that enables the caster to 
  view through a mirror what transpires at the other’s 
  location, as well as to cast spells through them. The 
  caster’s field of vision when looking into one mirror 
  depends on the orientation of the other mirror (the 
  caster can only see what is reflected on the mirror). 
  Any spell can be cast through one of the mirrors at a 
  target reflected on the other mirror; distance between 
  the mirrors is irrelevant but the spell will not function if 
  the mirrors are on a different plane of existence.  
  Material component: The two mirrors enchanted. 
  They must be of superior quality, having double the 
  normal cost. 
  Mnemonic Surgery
  Mnemonic Surgery
  Mnemonic Surgery
  Mnemonic Surgery    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 day/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  This spell replaces a person’s memory of a specific 
  event, scene, person, place or object with another 
  one, fabricated by the caster. The fabricated mem-
  ory lasts for the spell’s duration, afterwards wearing 
  out to be replaced by the original one. 
  Osmosis
  Osmosis
  Osmosis
  Osmosis    
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 hour/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fort special 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  This horrible, dark spell causes the target’s bodily 
  fluids to exit through his skin pores. This process is 
  slow but in many cases, all that is left behind is a dried 
  husk. Every hour, if the target fails a Fort saving 
  throw, he loses 1d3 Constitution and 1d2 Strength 
  points (this loss is not permanent). If the saving throw 
  is successful, the target doesn’t suffer any damage 
  for that hour. Regardless of the saving throw’s result, 
  the target is considered fatigued for the duration of 
  the spell. The caster can end the spell prematurely if 
  he wishes so. 
  Material component: An orange, which must be 
  squashed with the caster’s hand. 
  Pass to the Other Side
  Pass to the Other Side
  Pass to the Other Side
  Pass to the Other Side    
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 4 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1 living creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Permanent 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Fortitude negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  Also called “push to the other side”, this spell forces 
  someone dying to pass to the realm of the dead. If the 
  dying target fails to resist with his saving throw, the 
  spell immediately claims his life. 
  Potent Brew
  Potent Brew
  Potent Brew
  Potent Brew    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 1 
  Components: 
  Components: 
  Components: 
  Components: S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 round 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: o.5 liters of alcohol/level 
  Duration: 
  Duration: 
  Duration: 
  Duration: 10 minutes/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: No 
  This spell turns any drink containing alcohol into a 
  potent concoction making people more vulnerable to 
  the caster’s suggestions. The drink’s taste isn’t al-
  
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  tered but anyone taking even a small seep must make 
  a Fortitude save (multiple seeps aren’t cumulative) 
  with DC 15; Spell Resistance can also counter the 
  effect. A failed save means that the person is intoxi-
  cated, while a successful one means that he’s unaf-
  fected by the beverage. While intoxicated, the caster 
  has a +2 bonus on any Charisma check or any skill 
  check using Charisma as its key ability against the 
  person. Intoxication lasts for one hour, while the alco-
  hol remains potent for 10 minutes/level. 
  Sacrifice of Blood
  Sacrifice of Blood
  Sacrifice of Blood
  Sacrifice of Blood    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 2 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Touch 
  Area: 
  Area: 
  Area: 
  Area: Blood inside a container 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 day/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell allows the caster to use blood in order to 
  power his spells, using the life force contained inside 
  it. The spell enchants blood, which can then be used 
  as an additional material component for other arcane 
  spells (even for spells that do not normally have mate-
  rial components). If it is used in this way, the spell is 
  cast as if the caster was two levels higher (the blood is 
  rendered powerless during the process). The blood 
  remains enchanted for 1 day/level. 
  Material component: The blood, which must be ex-
  tracted from a single creature in sufficient quantities 
  and placed in a suitable container. If the caster drains 
  all the blood from a creature, he gets enough for one 
  casting of the spell from a Small creature, 2 doses 
  from a Medium creature, 4 from a large creature, 8 
  from a Huge creature, 16 from a Gargantuan one 
  and 32 from a Colossal (draining more than one-third 
  of a creature’s blood generally proves fatal). Tiny 
  and Diminutive creatures don’t contain enough blood 
  for the spell to work. The arcane potential of the 
  blood depends on the creature it comes from. The 
  blood of an animal can be used to cast 0 or 1st level 
  spells, the blood of a human can be used for 2nd level 
  spells, the blood of a magical creature (a fey for exam-
  ple) can be used for 3rd level spells and the blood of a 
  mythical beast of great power (like a dragon) can be 
  used for 5th level spells. 
  Superfuel
  Superfuel
  Superfuel
  Superfuel    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Target: 
  Target: 
  Target: 
  Target: Self 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell enhances the caster’s magical ability, but 
  also rapidly depletes his power. For its duration, his 
  caster level is increased by 1, for purpose of caster 
  level checks and for determining the variable, numeric 
  effects of the spell (including range, duration, damage 
  etc). After the spell expires, his caster level is de-
  creased by 1 for 1d6 hours. 
  Tabula Rasa
  Tabula Rasa
  Tabula Rasa
  Tabula Rasa    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 7 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Permanent 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  This spell allows the caster to wipe the entire memory 
  of the target clean. If the target fails his saving throw, 
  his memory is erased: he can’t use any class abilities 
  and all of his skills (except from languages) are re-
  duced to zero ranks. Base attack bonuses and saving 
  
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  throws are halved. 
  Material component: A clay tablet engraved with any 
  text, which is broken in two. 
  The Beloved Dead
  The Beloved Dead
  The Beloved Dead
  The Beloved Dead    
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 4, Death 3 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Personal 
  Area: 
  Area: 
  Area: 
  Area: Circle of 50 ft/level radius centered on the 
  caster 
  Duration:3
  Duration:3
  Duration:3
  Duration:3 rounds/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This dark spell reinvigorates the cater with the es-
  sence of the dying in the nearby area. Every time 
  someone dies within the spell’s area of effect, a part 
  of his fleeting life force is claimed by the spell and the 
  caster is immediately healed of 1 hp per level or HD 
  of the deceased. 
  The Exact Science
  The Exact Science
  The Exact Science
  The Exact Science    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 0 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Long 
  Target: 
  Target: 
  Target: 
  Target: 1 object or concentration of material 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  The caster is able to measure any one concentration 
  of a material he looks on for the duration of the spell. 
  For example, he can gaze on a pile of gold coins and 
  instantly tell that it has 5,781 coins. Or he can learn 
  that the stone golem about to crush him weights 
  2,541 pounds. 
      
  The Weird Path
  The Weird Path
  The Weird Path
  The Weird Path    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 6 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Long 
  Area: 
  Area: 
  Area: 
  Area: 1 elemental concentration up to 2 cubic 
  ft/level (or a portion of a larger concentration) 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 turn/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell is used to imbue one of the four natural 
  elements (air, earth, fire or water) with unnatural quali-
  ties. Thus, it is possible for the caster to create cold 
  fire, cause stone to lose its coherency and become a 
  liquid, solidify air or make a flammable fuel out of wa-
  ter. The exact details of a transmutation depend on 
  the caster’s imagination and the judgment of the 
  Game Master. 
   
  This spell is also very effective against ele-
  mental spirits. A successful casting inflicts 1d6/level 
  damage or possibly has other, more creative effects 
  depending on the way the caster uses it. Spirits how-
  ever, get a Will save to negate any spell effects. 
  Thought Stealer
  Thought Stealer
  Thought Stealer
  Thought Stealer    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance:
  Spell Resistance:
  Spell Resistance:
  Spell Resistance: Yes 
  This spell “steals” all knowledge of the target about a 
  matter concerning him at the moment. It traces all in-
  formation possessed by the target and connected in 
  some way to his primary thought. For example, if the 
  target worries about the duke’s declining health, the 
  
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  caster can learn everything he knows about the 
  duke’s illness and the political intrigues resolving 
  around his health condition. 
  Thought Stealer Revisited
  Thought Stealer Revisited
  Thought Stealer Revisited
  Thought Stealer Revisited    
  Divination
  Divination
  Divination
  Divination    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 5 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Close 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: Instantaneous 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Will negates 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: Yes 
  As thought stealer, but the caster can choose what 
  he’ll learn, which doesn’t have to be related to the 
  target’s primary thought. The caster selects a spe-
  cific topic and learns whatever the target knows 
  about it. 
  Transmute magic
  Transmute magic
  Transmute magic
  Transmute magic    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 7 
  Components: 
  Components: 
  Components: 
  Components: V 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Long 
  Target 
  Target 
  Target 
  Target 1 spell 
  Duration: 
  Duration: 
  Duration: 
  Duration: Permanent 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This wondrous spell allows the caster to change 
  magical effects, transmuting them to other effects. 
  Transmute magic targets one arcane spell effect 
  within range. The targeted spell may be altered to 
  resemble another spell of equal level or multiple spells 
  with a total level equal to the level of the affected 
  spell. For example, if transmute magic targets a poly-
  morph other spell (a 4th level spell) that has turned a 
  man into a pig, the caster may decide to alter it into a 
  polymorph any object spell (also a 4th level spell) that 
  will turn a nearby sword into a gauntlet or to an invisi-
  bility spell (a 2nd level spell) that will affect him and two 
  magic missiles (1st level spells) that will strike his ene-
  mies.  
  The new spells produced by the altered 
  spell can have different targets than the original and 
  are considered to be cast by the caster (for purposes 
  of determining range, duration, spell effects etc). The 
  caster is unable to transmute a spell into something 
  that he doesn’t know (doesn’t have in his spellbook in 
  the case of a  wizard or isn’t among his known spell in 
  the case of a sorcerer) or is above his power to cast. 
  An arcane spell can’t be transmuted into a divine one 
  in any case. 
  If the spell to be altered has been cast by 
  another magician, the caster must first succeed in a 
  dispel check (1d20 +1 per caster level, up to +10, 
  against DC 11 + the spell’s caster level). If he fails, 
  the spell isn’t altered. 
  Whirlsand
  Whirlsand
  Whirlsand
  Whirlsand    
  Evocation
  Evocation
  Evocation
  Evocation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 3 
  Components: 
  Components: 
  Components: 
  Components: V, S, M 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: Medium 
  Target: 
  Target: 
  Target: 
  Target: 1 creature 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 round/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: Ref special 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell causes sand or dirt from the 
  ground to rise and rotate with great speed around the 
  target. The sand or dirt becomes ultra-hard and each 
  particle can cause a minute wound at the speed it ro-
  tates. In effect, the target is flayed alive. On each 
  round, the target suffers 1d4 damage and is blinded 
  from the dust cloud. A successful Reflex save allows 
  the target to retain his vision, but the damage remains. 
  Moving is more or less futile, as the miniature whirl-
  wind homes in on the target, unless he submerges in 
  water (in which case the whirlwind dissipates harm-
  lessly). The spell naturally needs sufficient amounts 
  
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  of sand and dirt to cast; it can’t be used indoors or on 
  a paved road, for example. 
  Material component: Some sand blown in 
  the air. 
  Vein Barrier
  Vein Barrier
  Vein Barrier
  Vein Barrier    
  Evocation
  Evocation
  Evocation
  Evocation    
  Level: 
  Level: 
  Level: 
  Level: Sor/Wiz 5 
  Components: 
  Components: 
  Components: 
  Components: V, S 
  Casting Time: 
  Casting Time: 
  Casting Time: 
  Casting Time: 1 action 
  Range: 
  Range: 
  Range: 
  Range: 5 ft 
  Effect: 
  Effect: 
  Effect: 
  Effect: Magical barrier 3 square ft/level positioned 
  in front of the caster 
  Duration: 
  Duration: 
  Duration: 
  Duration: 1 minute/level 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: 
  Saving Throw: None 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: 
  Spell Resistance: No 
  This spell erects a mystical barrier by en-
  chanting the caster’s blood. At the completion of the 
  spell, the caster typically cuts himself and sprinkles 
  his blood in the air. This inflicts d3 damage on him, 
  but since it’s done at the spell’s completion a concen-
  tration roll isn’t necessary (of course, the caster can 
  carry an already prepared vial with his blood). The 
  blood remains suspended in the air, forming an intri-
  cate web made of fine red filaments (its exact shape is 
  decided by the caster, but it can’t exceed a total sur-
  face greater than 3 square ft/level). Anyone coming 
  in contact with the filaments is affected by a potent 
  poison (contact DC 20, initial damage 2d6 Con, 
  secondary damage 2d6 Con). Multiple doses of the 
  poison aren’t cumulative, but when it has ran its 
  course (after dealing its secondary damage) someone 
  can be again affected by contact with the filaments. 
  The web has no real strength, so anyone can walk 
  through it (if he survives the poison). It is very flexible 
  however, and the filaments reconnect after someone 
  walks through them, retaining the web’s integrity. The 
  web is impervious to winds, fire or physical attacks. 
  
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  The cosmos is divided in three concentric rings: the 
  outer, the middle and the inner ring. 
  The inner ring
  The inner ring
  The inner ring
  The inner ring    
  The inner ring lies at the center of the cosmos, al-
  though it was the last to be created after the victory 
  of order over chaos. Within it lies the so-called physi-
  cal or mortal world, but also many others, like the 
  ethereal and the astral plane and the realms of the 
  fae. Order is at its strongest here, so magic exists at 
  its weakest. 
  The “real” world
  The “real” world
  The “real” world
  The “real” world    
  The “real” world is called this way because its primary 
  inhabitants, the humans, believe it to be the only world 
  in the whole cosmos. The denizens of other worlds 
  know better of course. Also called the physical or 
  mortal world, the real world lies at the very center of 
  the cosmos. 
  The ethereal plane
  The ethereal plane
  The ethereal plane
  The ethereal plane    
  The ethereal plane is a place of mists touching the 
  mortal world. Beings in the ethereal plane are not 
  fully in the physical world, but can nevertheless view 
  the events taking place there without being noticed. 
  They are also able to pass through any material ob-
  stacle as if it wasn’t there and are impervious to any 
  physical harm.  
   
  This hazy, disorienting dimension is the prov-
  ince of ghosts, wraiths and other creatures with an 
  incorporeal existence, including of course the spirits 
  of the land (who are able to travel between the two 
  worlds). Gates to the ethereal plane from the physi-
  cal world are very rare, although some mortals may by 
  accident find one leading to it and never be seen 
  again in their corporeal form. 
  The astral plane
  The astral plane
  The astral plane
  The astral plane    
  The astral plane is an even stranger place then the 
  ethereal plane. Only magicians with access to potent 
  spells will ever experience existence in this plane. 
   
  Existence in the astral plane is purely spiritual. 
  Those that enter it have left their bodies behind and 
  can move around unhindered by any limitation of the 
  flesh. They are completely immaterial and no form of 
  matter can inhibit or damage them. They are able to 
  move at normal speed towards any direction, even 
  against gravity. Among a few magicians it has been 
  proposed that if a way to increase the speed of move-
  ment and overcome some other obstacles could be 
  found, someone might be able to leave earth behind 
  and travel to other celestial bodies, at least spiritually. 
  Numerous gates to the middle ring can be found here. 
  The middle ring
  The middle ring
  The middle ring
  The middle ring    
  Beyond the ethereal and the astral plane lies the 
  gigantic middle ring of the universe. Order is powerful 
  here, but there are still enough remnants of chaos to 
  
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  provide the middle ring with a potent magical aura, 
  giving birth to every kind of enchanted creatures. 
   
  The middle ring is a spinning wheel of inter-
  connected worlds. Chief among those are the nether-
  worlds, home of the angels and demons. The middle 
  ring contains some gates leading to the astral plane, 
  since that’s the closest part of the inner ring. Very 
  few gates lead directly to the physical world. 
   
  The worlds of the middle ring function under 
  different laws than the inner ring. Fundamental princi-
  ples don’t change; there is still gravity, action and re-
  action, light and darkness. These laws, however, may 
  be bent a little, due to the high amounts of magical 
  energy flowing through the middle ring. This magic 
  also has a profound effect on living beings, shaping 
  their evolution. A human that could spend some dec-
  ades in the middle ring would be mutated by magic 
  towards something else, more bizarre and enchanted. 
  The outer ring
  The outer ring
  The outer ring
  The outer ring    
  The distance separating the outer ring from the mid-
  dle ring is ten times that between the middle and the 
  inner ring. The outer ring is the farthest reach of 
  creation, a mysterious place that is home to the great 
  Eternal Powers. No one has ever traveled there and 
  no gates are known to lead there. It is speculated that 
  the outer ring is an endless void spanned only by the 
  Powers or that it changes so swiftly and randomly 
  that evades any attempt to describe it., Order is 
  thought to be at its weakest here, although still hold-
  ing tight reins over the remnants of chaos. 
  
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  Aeriko
  Aeriko
  Aeriko
  Aeriko    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 5d6 (18 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +8 (+4 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Short sword +2 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Short sword d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Invisibility, shapechange, SR 15 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +8, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 18 (+4), Con 10, Int 15 (+2), 
  Wis 12 (+1), Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Climb +3, Hide +7, Listen +5, Spot +5 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness, Improved Initiative 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any city 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Aerika (sing. Aeriko) are the sad remnants of the 
  faeries’ period of domination on Earth. When the 
  time came for humans to rule Earth and the faeries to 
  move on, some of them couldn’t abandon their home-
  land and stayed behind, living among men, hidden by 
  their magic. But a life among mortals isn’t natural for 
  any faerie, so with time these faeries became de-
  tached from the world, in the same way with the faerie 
  realms, and finally faded in the shadows of the mor-
  tals’ cities and villages. 
   
  Aerika have widely different appearances, but 
  all of them when perceived seem partially insubstantial 
  and removed from the mortal world. A careful watcher 
  may notice that aerika seem somehow connected with 
  buildings and city locales, as if they have become 
  parts of the city. Their behaviour varies as much as 
  their form. Some of them hate humans, considering 
  them responsible for the downfall of the faeries. 
  They seek to cause trouble and harm humans in any 
  way they can. On the other hand, aerika can be quite 
  friendly and playful, playing pranks and practical 
  jokes on humans. If you hear the distant sound of 
  lutes and bells during a boring, depressing day, it just 
  might be that an aeriko is somewhere close. 
  Combat
  Combat
  Combat
  Combat    
  Most aerika, even malignant ones, tend to avoid di-
  rect confrontations, instead relying on their natural 
  invisibility to conceal them. They only strike at unpre-
  pared foes and are very adept at utilising the element 
  of surprise to their best advantage. They are also 
  quite creative spellcasters, often using their spells in 
  an unconventional way. 
  Invisibility (Su): 
  Invisibility (Su): 
  Invisibility (Su): 
  Invisibility (Su): Aerika are naturally invisible, as a 
  continuous improved invisibility spell cast by a 12th 
  level caster. However, they can choose to make them-
  selves visible to mortals whenever they wish to (as a 
  free action). Aerika can always perceive other aerika. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): Aerika can shapechange, as per 
  the spell, at will, into any small, urban animal (dog, cat 
  
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  etc). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Aerika cast spells as a 4th level sor-
  cerer. 
  Alp
  Alp
  Alp
  Alp----luachra
  luachra
  luachra
  luachra    
  Medium
  Medium
  Medium
  Medium----Size Undead
  Size Undead
  Size Undead
  Size Undead    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 6d12 (39 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft flying (good) 
  AC: 
  AC: 
  AC: 
  AC: 11 (+1 deflection) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Parasite +3 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Parasite 0 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Parasite 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Incorporeal, undead 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +2, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 10, Con -- , Int 10, Wis 10, 
  Cha 6 (-2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +6, Spot +6 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 7-10 HD (Medium-Size) 
  Alp-luachra are dreadful spirits of hunger and famine 
  that feed on the living, causing them irresistible hun-
  ger that can’t be satiated by any amount of food. 
  They come from another dimension which is said to 
  be a world where no crops have grown for centuries. 
  Alp-luachras are the spirits of the cursed denizens of 
  that world, who now roam other worlds in search of 
  food and satisfaction. The only way to satisfy their 
  ravenous hunger is to enter the bodies of mortals and 
  steal their nourishment. They care for nothing more 
  than new victims, but evil magicians have been known 
  to bind them and use them as assassins that can ef-
  fectively slay their targets without any suspicions of 
  murder or poisoning. 
  Common monster abilities
  Common monster abilities
  Common monster abilities
  Common monster abilities    
  To save space, the most common creature 
  abilities are summarized here. These abilities 
  apply to all creatures of the same “type”. 
  Those with the “fey” type are discussed with 
  more detail later on. 
  Aberration: 
  Aberration: 
  Aberration: 
  Aberration: Darkvision 60 ft. 
  Dragon: 
  Dragon: 
  Dragon: 
  Dragon: Immune to sleep and paralysis ef-
  fects.  
  Fire subtype: 
  Fire subtype: 
  Fire subtype: 
  Fire subtype: Immune to fire damage, but 
  takes double damage from cold unless a sav-
  ing throw for half damage is allowed (in which 
  case it still takes half damage on a successful 
  save). 
  Giant: 
  Giant: 
  Giant: 
  Giant: Darkvision 60 ft. 
  Incorporeal: 
  Incorporeal: 
  Incorporeal: 
  Incorporeal: This creature has no physical 
  body and can be harmed only by other incor-
  poreal creatures or by +1 or better magical 
  weapons and by spells, spell-like abilities or 
  supernatural abilities. It is immune to all non-
  magical attack forms. Even when attacked 
  with magical weapons or spells, it has a 50% 
  chance to ignore any damage from a corporeal 
  source (except from force effects or attacks 
  made with a ghost touch spell). An incorpo-
  real creature has no natural armor but has a 
  deflection bonus equal to its Charisma modi-
  fier (always at least +1). Incorporeal creatures 
  pass through solid objects at will, but cannot 
  pass through force effects. Their attacks 
  pass through natural armor, armor and shields, 
  ignoring them (deflection bonuses and force 
  effects still work). They move silently and 
  cannot be heard with Listen checks. They 
  have no Strength scores, so Dexterity is 
  used as a modifier to both melee and ranged 
  attacks. 
  
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  Combat
  Combat
  Combat
  Combat    
  Alp-luachras always strive to enter a mortal’s body. 
  Parasite (Su): 
  Parasite (Su): 
  Parasite (Su): 
  Parasite (Su): By succeeding in a melee touch at-
  tack, the Alp-luachra can enter someone’s body 
  through his mouth and nostrils if the target fails a 
  Fortitude save (DC 20). When inside the body, 
  Alp-luachras are not visible and coil around the stom-
  ach, stealing any nourishment the victim gets. This 
  causes an insatiable hunger and the victim soon 
  wastes away unless the Alp-luachra is driven from his 
  body. This can only be done with the help of magic: a 
  dispel evil spell will succeed in this task, as will placing 
  the victim inside a magic circle against evil (the spirit 
  will be left outside the circle). 
  Bachlach
  Bachlach
  Bachlach
  Bachlach    
  Large (Tall) Giant
  Large (Tall) Giant
  Large (Tall) Giant
  Large (Tall) Giant    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 10d8+50 (95 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 17 (+8 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Huge greatclub +14/+9 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Huge greatclub 2d6+10 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Blindsight, SR 15 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +12, Ref +3, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 25 (+7), Dex 10, Con 20, (+5) Int 10, 
  Wis 15 (+2), Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Intimidation +8, Listen +12, Sense Motive 
  +8, Spellcraft +8, Spot +12 
  Feats: 
  Feats: 
  Feats: 
  Feats: Power Attack, Weapon Focus (greatclub) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 6 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 10-12 HD (Large), 13-18 
  HD (Huge) 
  Bachlach are faeries resembling black-skinned ogres. 
  They are both tall and wide, with a flabby, muscular 
  body. Tusks emerge from the lower part of their 
  mouth and bend to reach towards their nose. 
   
  These physically intimidating faeries are used 
  by the Unseelie Court to guard enchanted places 
  like faerie groves, gates and other places of interest. 
  They’re not very quick or intelligent but possess the 
  strength required to deal with intruders. They are 
  savage and sinister beings, always striking to kill and 
  are said to consume the bodies of their opponents in 
  bursts of uncontrollable hunger. 
  Combat
  Combat
  Combat
  Combat    
  Bachlach trust in their huge club to fell their enemies. 
  They enjoy crushing the bodies of intruders and use 
  Magical Beast: 
  Magical Beast: 
  Magical Beast: 
  Magical Beast: Darkvision 60 ft and lowlight 
  vision. 
  Outsider: 
  Outsider: 
  Outsider: 
  Outsider: Darkvision 60 ft. A slain outsider 
  cannot be raised or resurrected, although a 
  miracle or wish spell can restore him to life. 
  Undead: 
  Undead: 
  Undead: 
  Undead: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects and necro-
  mantic effects. They ignore mind-influencing 
  effects (charms, compulsions, phantasms, pat-
  terns and morale effects). They are not af-
  fected by critical hits, subdual damage, ability 
  damage, ability drain or energy drain. They 
  have no Constitution scores and are immune 
  to any effect requiring a Fortitude save 
  (unless it affects objects). When making Con-
  centration checks, an undead spellcaster uses 
  his Charisma modifier. Undead have darkvi-
  sion 60 ft and can be healed by negative en-
  ergy (such as an inflict wounds spell). Undead 
  are destroyed if they’re reduce to 0 or less hit 
  points and cannot be raised. Resurrection 
  can affect them, however. 
  
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  their magical abilities only to soften them, preferring 
  to deal the finishing blow themselves. They don’t for-
  get their duty however; if intruders retreat outside the 
  place they protect, they won’t pursue them. 
  Blindsight (Ex): 
  Blindsight (Ex): 
  Blindsight (Ex): 
  Blindsight (Ex): Bachlach have an incredibly acute 
  sense of smell. They are able to smell even the tiniest 
  insect from 100 ft away and their sense is sharp 
  enough to reveal to them the exact location of any 
  intruders.  
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Bachlach cast spells as 7th level sorcer-
  ers. They draw their power from the enchanted place 
  they guard. This means that if a Bachlach leaves the 
  place and travels more than 100 ft away, it is unable 
  to cast any spell. 
  Ben Varrey
  Ben Varrey
  Ben Varrey
  Ben Varrey    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Ceasg, Dinny Mara, Merman, Merrow 
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 4d6+8 (22 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +7 (+3 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft, 30 ft swim 
  AC: 
  AC: 
  AC: 
  AC: 13 (+3 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Short spear +2 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Short spear d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Shapechange 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +7, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 16 (+3), Con 14 (+2), Int 12 
  (+1), Wis 10, Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +6, Sense Motive +4, Spot +6, Swim 
  +14 
  Feats: 
  Feats: 
  Feats: 
  Feats: Improved Initiative 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any sea 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pair, pack (3-10) or band 
  (25-100) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Common fey abilities and weak-
  Common fey abilities and weak-
  Common fey abilities and weak-
  Common fey abilities and weak-
  nesses
  nesses
  nesses
  nesses    
  Feys, also called faeries, fairies or fae, are 
  among the most important creatures in Tran-
  Tran-
  Tran-
  Tran-
  scendence, 
  scendence, 
  scendence, 
  scendence, so their abilities and weaknesses 
  will be given more detail here. 
  1. 
  Feys have lowlight vision. 
  2. 
  They are able to speak with animals, as 
  per the spell, at will. 
  3. 
  Regardless of Damage Reduction, 
  weapons made of cold iron will always 
  hurt a fey. Moreover, as feys are espe-
  cially sensitive to that element, cold 
  iron weapons will deal an extra +2 dam-
  age on them. 
  4. 
  Cold iron may also be used in another 
  fashion against feys. Cold iron dust 
  may be sprinkled in a line feys will find 
  impassable. The fey cannot cross the 
  line, unless it makes a successful Will 
  save (DC 15), nor can it jump over the 
  line. However, the faerie can bypass 
  the line by going around it or by flying 
  over it (if it is able to fly). 
  5. 
  Most faeries, being magical by nature, 
  are able to wield a form of raw, chaotic 
  and undisciplined magic. They call this 
  magic of theirs “glamour”. As it resem-
  bles the natural magic wielded by sor-
  cerers, in game terms most faeries are 
  able to cast spells as if they were sor-
  cerers of a certain level (the spellcast-
  ing powers of faeries differ from kin to 
  kin; more information can be found in 
  each fey’s entry). 
  
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  Ben Varreys are a race of mermen and mermaids 
  dwelling in the waters near the coasts of Europe. 
  They are capricious creatures that consider all land 
  creatures and especially mortals to be insignificant 
  forms of life, existing only to amuse them. They enjoy 
  using seducing magic to lure mortal men and women to 
  a watery death. They also make frequent but short 
  journeys to land to wreak their mischief and havoc. 
  Ben Varreys are supporters of the Unseelie Court, 
  but not fierce ones. They aid the Court’s plans when 
  they feel like it and especially when they have the 
  chance to put their special skills in use without leaving 
  water. 
   
  Roanes are their sworn enemies in the seas. 
  Ben Varrey clans often clash with the Selkies tribes. 
  Ben Varreys think of Roanes as abominations that 
  are an obstacle to their dominance over the seas. 
  Legends describe the common ancestry of Ben Var-
  reys and Selkies and how the Ben Varreys broke 
  many laws of their people and turned into something 
  else: not completely human but neither sea life. 
  Combat
  Combat
  Combat
  Combat    
  Ben Varreys are usually armed with short spears, 
  which are very effective in the water. Being cowardly 
  at heart, they commonly flee when they’re alone or 
  faced with numerous foes. On the other hand, a pack 
  or band of Ben Varreys attacks fiercely, using their 
  numbers to overcome their foes. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): A Ben Varrey can assume the 
  form of a human being whenever it wants (as a stan-
  dard action). In that form, he takes human characteris-
  tics but retains his general appearance and is able to 
  breath in the air and walk on the land. He can main-
  tain this form for an unlimited duration, but most Ben 
  Varreys get depressed when they’re away from the 
  sea for long. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Ben Varreys cast spells as 2nd level 
  sorcerers. They favour seduction and enchantment 
  spells, like charm person. 
  Black Annis
  Black Annis
  Black Annis
  Black Annis    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  8d6+24 (52 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 17 (+3 Dex, +4 natural) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 2    Claws +9 melee, 1 bite +4 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Claw d4+4, bite d6+4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Destroy beauty, spells, spell-like 
  abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 16 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort, Ref, Will 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 19 (+4), Dex 16 (+3), Con 16 (+3), Int 
  17 (+3), Wis 14 (+2), Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Intimidation +10, Knowledge (arcane) +8, Lis-
  ten +8, Sense Motive +10, Spellcraft +12, Spot +8 
  Feats: 
  Feats: 
  Feats: 
  Feats: Empower spell, Enlarge spell 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate forests or grasslands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pair or pack (3-5) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 6 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  These Unseelie faeries are said to once have been 
  part of the Tuatha De Dannan tribes. Beautiful 
  beyond any description, they were arrogant and 
  pride, often using their charms to get what they 
  wanted. After a failed attempt to seize power, they 
  were forced into exile by the other Tuatha and 
  cursed to assume visages of legendary ugliness. 
  They now roam the world without any purpose, envy-
  ing every beautiful thing. They only derive pleasure 
  from destroying beauty, either with their magic or 
  black-steel talons. 
  Combat
  Combat
  Combat
  Combat    
  Black Annis are fearless creatures in combat, pos-
  sessing the physical prowess and magic necessary to 
  deal with most opponents. If they have the chance, 
  
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  they like to wound opponents with their claws, leaving 
  them alive but horribly scarred for life. 
  Destroy beauty (Ex): 
  Destroy beauty (Ex): 
  Destroy beauty (Ex): 
  Destroy beauty (Ex): The Annis’ talons are de-
  formed and twisted, inflicting horrible wounds and 
  infecting them will all sorts of bacteria that inhibit 
  proper healing. Every time someone is hit by the An-
  nis’ claws and he fails a Reflex save (DC 15), the 
  claws hit him in a particularly visible area, like the face, 
  and cause a permanent loss of one Charisma point. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Annis cast spells as 9th level sorcerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 3/day – animate dead, be-
  stow curse, protection from good, inflict moderate 
  wounds, 1/day – inflict serious wounds, polymorph 
  other. These are as the spells cast by a 10th level 
  sorcerer (save DC 12+spell’s level).  
  Boobrie
  Boobrie
  Boobrie
  Boobrie    
  Large (Tall) Magical Beast
  Large (Tall) Magical Beast
  Large (Tall) Magical Beast
  Large (Tall) Magical Beast    
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  6d10 (33 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +5 
  Speed:  
  Speed:  
  Speed:  
  Speed:  30 ft, 60 ft flying (good) 
  AC: 
  AC: 
  AC: 
  AC: 17 (+5 Dex, +3 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Beak +5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Beak d8+2 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Curse 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +5, Ref +0, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 15 (+2), Dex 20 (+5), Con 10, Int 15 
  (+2), Wis 15 (+2), Cha 10 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +8, Spot +8, Wilderness Lore +8 
  Feats: 
  Feats: 
  Feats: 
  Feats: Flyby Attack, Track 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain:  Temperate lakes, rivers and bogs 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or pair 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: 6-10 HD (Large), 11-15 HD 
  (Huge) 
  A Boobrie is a huge black water bird with faerie ori-
  gins, much feared for its ability to curse those who 
  harm them or just get in their way. Although not evil, 
  they have a nasty disposition and are extremely bad-
  tempered. They feed upon the cows and sheep of 
  farmers, who know better than to oppose them. Be-
  ing arrogant and rude, they don’t like other faeries 
  much and they’re not especially happy about humans 
  strolling across their territory either.  They are excel-
  lent trackers and can provide a lot of information 
  about woodlands if they can be persuaded to help. 
  Combat
  Combat
  Combat
  Combat    
  When angered, a Boobrie will always take off and 
  return with a flyby attack, if it has the chance. Other-
  wise, it puts its beak into good use. Anyone oppos-
  ing it is certain to be cursed by it. 
  Curse (Su): 
  Curse (Su): 
  Curse (Su): 
  Curse (Su): Boobries are infamous for their ability 
  to curse their enemies. Once per round a Boobrie, 
  as a standard action, can curse someone as per a be-
  stow curse spell cast by a 11th level caster. The Boo-
  brie can also use another type of curse, again once 
  per round, while attacking with its beak. If the attack 
  is successful, the Boobrie can curse the wound it 
  causes so that it cannot be healed through magical 
  means (like cure spells). Natural healing is still effec-
  tive, however. 
  Caillech Bheur
  Caillech Bheur
  Caillech Bheur
  Caillech Bheur    
  Large Fey
  Large Fey
  Large Fey
  Large Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 14d6+56 (105 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 15 (+6 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 2 Claws +12/+7 melee or staff +12/+7 
  melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Claws d4+5 or staff d6+7 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells, spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 20, turn into wind 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +8, Ref +9, Will +15 
  
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  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 20 (+5), Dex 10, Con 18 (+4), Int 22 
  (+6), Wis 22 (+6), Cha 10 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +10, Knowledge (arcane) +18, Listen 
  +12, Sense Motive +16, Spellcraft +18, Spot +12 
  Feats: 
  Feats: 
  Feats: 
  Feats: Empower spell, Enlarge spell, Maximise spell 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any mountain 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 10 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double items 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  The Caillech Bheur are among the most ancient and 
  powerful of the faerie folk. A race of gigantic hags, 
  they appear as enormous crones. They live in the 
  highest mountains of Europe, but sometimes come 
  down from their refuges for their own purposes. 
  These journeys are almost always associated with 
  changes in the weather, for these hags are masters its 
  masters. 
   
  Caillech Bheur are a reclusive race that does 
  not usually interfere with the business of mortals. 
  Some of them are benign, some malicious and some 
  neither, but all have the same ancient wisdom and age 
  that inspires mortals with awe and fear. 
  Combat
  Combat
  Combat
  Combat    
  Caillech Bheur are reluctant to enter combat, as 
  they deem it below them. If such a case is unavoidable 
  however, they most likely rely on their spells and magi-
  cal powers instead of their natural weapons. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Caillech Bheur cast spells as 12th level 
  druids. They favour spells dealing with the weather 
  and the four elements. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 3/day – control winds, ice 
  storm, sleet storm, 2/day – control weather, wind 
  walk, 1/day whirlwind.. These are as the spells cast 
  by a 16th level sorcerer (DC 10+spell’s level to re-
  sist). 
  Turn into wind (Su): 
  Turn into wind (Su): 
  Turn into wind (Su): 
  Turn into wind (Su): As a standard action, a Cail-
  lech Bheur can assume a wind-like state. In this state, 
  she is incorporeal (she can’t pass through airtight 
  obstacles however)cast by a 16th level sorcerer) and 
  she can fly with a movement rate of 80 ft (good). She 
  can’t however use any of her spells or spell-like abili-
  ties. 
  Cait Sith
  Cait Sith
  Cait Sith
  Cait Sith    
  Tiny Magical Beast
  Tiny Magical Beast
  Tiny Magical Beast
  Tiny Magical Beast    
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  2d10 (11 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4  
  Speed:  
  Speed:  
  Speed:  
  Speed:  30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+2 Dex, +2 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 2 claws +6 melee, bite +1 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Claw d2-4, bite d3-4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 2.5 ft by 2.5 ft/0 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Enlarge, incredible reflexes SR 
  10 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +7, Will +1 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 3 (-4), Dex 18 (+4), Con 10, Int 10, 
  Wis 12 (+1), Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Balance +10, Climb +8, Hide +15, Listen +4, 
  Move Silently +10, Spot +5 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesse (claw, bite) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any land 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 3-5 HD (Tiny) 
  Cait Sith are enchanted, intelligent cats that accom-
  pany many faeries and are rarely seen by mortal eyes. 
  They have an extraordinary blue fur (sometimes with 
  black stripes) and piercing red eyes with yellow slits. It 
  is said that they can communicate with their faerie 
  masters and sometimes talk to mortals they encoun-
  ter. Much like normal cats, Cait Sith are wild and 
  unpredictable and caution must be shown upon meet-
  ing one. They like to play with their prey before de-
  vouring it. 
  
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  Combat
  Combat
  Combat
  Combat    
  Cait Sith rarely enter combat, except to defend their 
  faerie masters. As most cats, they tend to disappear 
  in front of any danger, except if they are certain they 
  can overcome it. In any case, Cait Sith are intelligent 
  enough to follow clever tactics, surprising those who 
  assume they’re fighting “just another cat”. They are 
  prone to use their enlarge ability at the most advanta-
  geous time. 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): Cait Sith have the magical ability to 
  enlarge themselves, almost tripling in size. They don’t 
  lose any of their litheness and grace in their new form, 
  but are considerably more dangerous. While 
  enlarged, Cait Sith are of Medium Size (AC 12), 
  their Strength is increased to 18 and they get more 
  effective natural attacks (claw d4+4 damage, bite 
  d6+4 damage) and they gain a +2 Fortitude bonus 
  and 15 temporary hit points. Assuming this form (or 
  retuning back to the Cait Sith’s original one) is a 
  standard action. 
  Incredible reflexes (Ex): 
  Incredible reflexes (Ex): 
  Incredible reflexes (Ex): 
  Incredible reflexes (Ex): A Cait Sith is never flat-
  footed and cannot be flanked, except by a8th level or 
  higher rogue or assassin. If it saves successfully 
  against a spell that allows a Reflex roll for half dam-
  age, a Cait Sith takes no damage instead. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – invisibility, faerie 
  fire. These are like the spells cast by a 5th level sor-
  cerer (the DC to resist is 11+spell’s level). 
  Coblynau
  Coblynau
  Coblynau
  Coblynau    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Blue Cap, Knocker 
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 4d6+12 (27 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 10 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Heavy pick +4 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Heavy pick d6+2 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Darkvision 90 ft, meld with earth, 
  smell ore 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +4, Ref +3, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 14 (+2), Dex 10, Con 17 (+3), Int 12 
  (+1), Wis 12 (+1), Cha 11 
  Skills: 
  Skills: 
  Skills: 
  Skills: Craft (stonecutting) +10, Craft (mining) +10, 
  Listen +5, Spot +5 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any underground 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pack (2-8), tribe (15-500) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double coins 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Coblynaus (sing. Coblynau) are faerie miners that 
  dig long tunnels searching for gold and other valuable 
  metals. Grotesquely ugly, they are interested only in 
  their mines and underground cities, which are some of 
  the best fortresses in Europe. They dislike other 
  faeries and mortal races and are very protective of 
  their underground realms. 
   
  Coblynaus weren’t always living under the 
  earth. Before the faerian wars they lived in seclude 
  valleys. When the war reached them, they were forced 
  to retreat in deep caverns to avoid extermination. 
  There, they discovered a world they consider equal 
  in beauty to the surface world. They no longer desire 
  to live on the surface, being happy in the under-
  ground. 
  Combat
  Combat
  Combat
  Combat    
  Coblynaus are peaceful most of the time, but can 
  turn to violence in the rare instance that their tunnels 
  are invaded by outsiders. When going to war, they 
  rely on their numbers and their superior knowledge of 
  the underground world, preferring to lead enemies 
  into collapsing tunnels and other such traps instead 
  of fighting directly. Their tactics usually make good 
  use of their meld with earth ability, for example to lead 
  their foes down a dead end and disappear into the 
  stone, just as their comrades seal the other end of the 
  
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  tunnel. 
  Meld with earth (Su): 
  Meld with earth (Su): 
  Meld with earth (Su): 
  Meld with earth (Su): As a standard action, a 
  Coblynau can meld with earth. This is similar to the 
  meld into stone spell, except that a Coblynau can 
  move through stone when melded with a speed of 20 
  ft. A Coblynau can remain melded for up to one hour 
  per day (this duration can be spread over several 
  uses of the ability, just as long as the total duration 
  doesn’t exceed one hour per day). 
  Smell ore (Ex): 
  Smell ore (Ex): 
  Smell ore (Ex): 
  Smell ore (Ex): Coblynaus have an almost super-
  natural ability to detect rich veins of ore. They can 
  detect ore from 300 ft away and instantly be able to 
  tell the type of mineral (gold, silver, copper etc) and 
  the extensiveness of the vein. As a side-effect of this 
  ability, Coblynaus are never lost underground, even 
  when they’re melded with the earth. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Coblynaus cast spells as 3rd level sor-
  cerers. 
  Coraniaid
  Coraniaid
  Coraniaid
  Coraniaid    
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 16d6+32 (88 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 16 (+2 Dex, +3 natural, +1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Dagger +10/+5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Dagger d4-1 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells, spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Invisibility, shapechange, SR 20 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +7, Ref +12, Will +15 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 8 (-1), Dex 14 (+2), Con 15 (+2), Int 
  24 (+7), Wis 20 (+5), Cha 10 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bluff +10, Gather Information +15, Hide 
  +12, Intimidation +13, Knowledge (arcane) +20, Lis-
  ten +12, Move Silently +12, Spellcraft +15, Sense 
  Motive +14, Spot +12 
  Feats: 
  Feats: 
  Feats: 
  Feats: Empower Spell, Enlarge Spell, Maximise 
  Spell,  Silent Spell, Weapon Finesse (dagger)    
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 10 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double items 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  When the faeries retreated from the lands of the mor-
  tals, the Unseelie Court left behind some of its most 
  powerful agents to cause trouble and mayhem to the 
  hateful human society. These powerful servants are 
  called the Coraniaids and are said to be 25 in num-
  ber, spread across the world. Each one of them 
  works independently and is in control of an extensive 
  spy network, which allows it to gather a wealth of in-
  formation about its targets. 
   
  The Coraniaids use this information, along 
  with their minions and formidable powers of illusion 
  and sorcery, to infiltrate human society and organisa-
  tions and then destroy them from the inside. They 
  are master manipulators and often use the weak-
  nesses and passions of humans against them, causing 
  distrust and greed to consume and destroy their ene-
  mies without revealing their presence. 
   
  Coraniaids are naturally invisible, unless they 
  want to be seen by someone. If their form is per-
  ceived, they appear as horrible caricatures of humans 
  and faeries, combining distorted, perverted features 
  of both races. In reality, Coraniaids are a disgusting 
  hybrid of human and faerie created by the greatest 
  sorcerers of the Unseelie Court. In this way, they 
  have the natural cunning and subtlety, as well as the 
  enchanted nature of faeries, combined with the mind 
  of a human that can understand human personality 
  and social structure better. The Coraniaids are very 
  successful in their task, perhaps being responsible for 
  many destructions plaguing human realms, such as 
  wars and revolts. What the Unseelie Court hasn’t 
  yet realised is that Coraniaids hate it as much as they 
  hate humans. After all, it was the Unseelie Court 
  that condemned them in such a warped existence. 
  Thus, the Coraniaids have began to work against 
  
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  78    
  their masters, using their subtlety and power to bring 
  the destruction of those who equipped them with 
  those very powers. 
  Combat
  Combat
  Combat
  Combat    
  Coraniaids don’t enter combat frequently; most of 
  the times they prefer to let their numerous minions to 
  deal with any physical threat. This is not to say that 
  they’re weak; if the need arises, they can prove 
  deadly enemies in combat, using their many magical 
  powers to destroy their foes. 
  Invisibility (Su): 
  Invisibility (Su): 
  Invisibility (Su): 
  Invisibility (Su): Coraniaids are naturally invisible. 
  This function as a continuous improved invisibility 
  spell cast by a 16th level sorcerer. However, they can 
  choose to make themselves visible if they want (this is 
  considered a free action). When doing so, they can 
  also choose who will be able to see them and who 
  won’t. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): As a free action a Coraniaid 
  can shapechange, as per the spell, into any human. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): They cast spells as 14th level wizards 
  specialising in the Illusion school (they usually take 
  Evocation as the prohibited school). 
  Cu Sith
  Cu Sith
  Cu Sith
  Cu Sith    
      
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Cwn Annwn 
  Medium
  Medium
  Medium
  Medium----Size Magical Beast
  Size Magical Beast
  Size Magical Beast
  Size Magical Beast    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 3d8+6 (19 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +6 (+2 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 16 (+2 Dex, +4 natural) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Bite +5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite d6+2 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spell-like abilities, howls in the 
  night 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Enlarge 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +5, Ref +5, Will +2 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 
  8 (-1), Wis 12 (+1), Cha 10 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +5, Spot +5, Swim +5, Wilderness 
  Lore +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Improved Initiative, Track 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any land 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or pack (2-6) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: -- 
  Cu Sith are faerie hounds the size of a small bull with 
  a brilliant green fur and white eyes having no pupils. 
  These dogs don’t bark often, but when they do, they 
  can be heard miles away. They possess a nearly 
  man0like intellect but are quite aggressive against 
  mortals, while being very loyal towards their faerie 
  masters. It is said that these magical creatures can 
  speak the language of mortals if they want so, but 
  usually they remain silent. 
  Combat
  Combat
  Combat
  Combat    
  Before entering combat, Cu Sith commonly use 
  their magical power to increase their size. Their 
  frightening howls usually cause their opponents to 
  flee in terror. 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): Cu Sith have the magical ability to 
  enlarge themselves, almost tripling in size. They don’t 
  lose any of their litheness and grace in their new form, 
  but are considerably more dangerous. While 
  enlarged, Cu Sith are of Large Size (AC 15), their 
  Strength is increased to 20 and they get more effec-
  tive natural attacks (bite d10+5 damage) and they 
  gain a +2 Fortitude bonus and 15 temporary hit 
  points. Assuming this form (or retuning back to the 
  Cu Sith’s original one) is a standard action. 
  Howls in the night (Ex): 
  Howls in the night (Ex): 
  Howls in the night (Ex): 
  Howls in the night (Ex): When in the presence of 
  howling Cu Sith someone has a -2 morale penalty to 
  his Will saves. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – faerie fire, 3/day – 
  invisibility, true strike. These are like the spells cast 
  by a 5th level sorcerer (save DC 10+spell’s level). 
  
  79
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  79    
  Cyhyareth
  Cyhyareth
  Cyhyareth
  Cyhyareth    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Banshee, Bean-nighe, Bean Sidhe, Caoineg 
  Medium
  Medium
  Medium
  Medium----Size Undead
  Size Undead
  Size Undead
  Size Undead    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 10d12 (65 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: fly 30 ft (good) 
  AC: 
  AC: 
  AC: 
  AC: 16 (+3 deflection, +3 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Chill touch +8 melee touch 
  Damage: 
  Damage: 
  Damage: 
  Damage: Chill touch d12+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Chill touch, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Incorporeal, sense doom, undead 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +6, Will +12 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str --, Dex 17 (+3), Con --, Int 13 (+1), 
  Wis 20 (+5), Cha 16 (+3) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +10, Knowledge (arcane) +11, 
  Listen +12, Spellcraft +9, Spot +12 
  Feats: 
  Feats: 
  Feats: 
  Feats: Dodge, Mobility 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Soliotary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 5 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: -- 
  Cyhyareth (or banshees as they’re also called), are 
  spirits of the dead that are greatly feared by mortal 
  men. These spirits resemble beautiful but ghostly 
  women. They do not speak or communicate with any-
  one and the only sound coming out of their mouths is 
  their pitiful, terrible wail. This wail is a warning that 
  someone will soon die. This doom is not inevitable; it 
  seems that banshees only warn about the coming of 
  death. Sometimes, banshees “adopt” families, staying 
  close to them and divining the doom of their members. 
   
  Banshees are said to be a cursed race of 
  faerie prophetesses who liked to made prophesies of 
  death and gloom. The other faeries cursed them for 
  this and thus they became undead creatures filled 
  with loneliness and sorrow. They still continue to do 
  what they knew best during their lives, that is to divine 
  the death of other people. This only gives them joy in 
  their lonely world. When the moment of death divined 
  comes, they are overwhelmed by contrary feelings: 
  they certainly get a feeling of success for their truth-
  ful divination, but also feel that this ends their proph-
  esy and they must move to another person. Thus, 
  they never gain any satisfaction from their prophesies 
  and perhaps that’s their curse. Nevertheless, they 
  take their predictions very seriously and will take 
  measures to ensure that they’ll succeed, not wanting 
  someone or something ruining them. 
  Combat
  Combat
  Combat
  Combat    
  A banshee will only enter combat if she’s attacked or 
  to stop someone from ruining her divination by trying 
  to avert the prophesised death. 
  Chill touch (Su): 
  Chill touch (Su): 
  Chill touch (Su): 
  Chill touch (Su): A successful melee touch attack by 
  the banshee deals d12 damage to the victim, who 
  must also make a Fortitude save (DC 16). Failure 
  means that he’s paralysed for d8 rounds. 
  Sense doom (Su): 
  Sense doom (Su): 
  Sense doom (Su): 
  Sense doom (Su): By looking upon a mortal, a ban-
  shee can see how he will die. This is not an absolute 
  fate; it’s just a possible version of the future. Often, 
  steps can be taken to avoid death, although anyone 
  doing so will earn the banshee’s enmity. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): A banshee can cast spells as a 8th level 
  sorcerer. 
  Dragon
  Dragon
  Dragon
  Dragon    
  Colossal  Dragon
  Colossal  Dragon
  Colossal  Dragon
  Colossal  Dragon    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 32d12+320 (528 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +6 (+2 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: 50 ft, fly 200 ft (poor) 
  AC: 
  AC: 
  AC: 
  AC: 24 (+2 Dex, +20 natural, -8 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Bite +36 melee, 2 claws +32 melee, 2 wings 
  +31 melee, Tail slap +32 melee or Crush +36 melee 
  or Tail sweep +36 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite 4d8+12, Claw 4d6+6, Wing 2d8+6, 
  Tail slap 4d6+18, Crush 4d8+18, Tail sweep 
  2d8+18 
  
  80
  80
  80
  80    
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 40 ft by 80 ft/15 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Breath weapon, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Damage reduction 10/+2, dark-
  vision 1000 ft, fire subtype, SR 25 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +28, Ref +20, Will +28 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 35 (+12), Dex 15 (+2), Con 30 (+10), 
  Int 25 (+7), Wis 30 (+10), Cha 25 (+7) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +20, Intimidate +25, Jump 
  +20, Knowledge (arcane) +25, Listen +25, Sense 
  Motive +26, Spellcraft +20, Spot +25 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness, Cleave, Enlarge Spell, Great 
  Cleave, Improved Initiative, Maximise Spell, Weapon 
  Focus (claw, tail slap) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any high mountain 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 20 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Triple standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range:33-40 HD (Colossal) 
  Dragons are a legendary race of omnipotent serpen-
  tine beings, possessing wings to fly and a breath of 
  liquid flames. They can reach over 100 ft in length 
  and their scales are harder than steel. The physical 
  might of a dragon is unparalleled. 
   
  An aura of mystery surrounds the draconic 
  race. They seem to have been living on earth for ever 
  if we judge by some truly ancient faerie writings that 
  comment on the dragons. The faeries swear that they 
  were the first sentient beings to be born on earth, but 
  the truth may never be known. 
   
  Whatever the truth may be, dragons seem to 
  be a static race, somehow living outside the cycles of 
  earth’s history. They are in the same condition as 
  they were described centuries ago. They rarely re-
  produce and don’t seem to die of old age, so their 
  numbers remain the same. In fact, a dragon seems to 
  become more powerful with age instead of declining 
  as most other beings do. They spend their long lives 
  in their mountain lairs or searching for lost, hidden 
  knowledge. Because of the years a dragon has lived, 
  he is essentially a living library of mundane and arcane 
  knowledge. He has witnessed most of the major his-
  torical events and the memories of lost civilisations 
  are still fresh in his mind, more valuable than the de-
  tails of any history book. 
   
  Mortal legends picture dragons as monsters 
  who revel in evil and destruction. This is entirely 
  wrong. Dragons are mostly indifferent towards mor-
  tals and most mundane things on earth. But they are 
  also frighteningly old. They are so old, wise and pow-
  erful that all things seem so small in comparison to 
  them. The life of a mortal or even a village of mortals 
  – these are petty things for a dragon. They are ac-
  customed to view things and other beings from a posi-
  tion high above all. This mentality may seem selfish or 
  evil, but in reality it is just… draconic. 
   
  The same mystery that surrounds draconic 
  history also covers their aims and motives. Dragons 
  are known to have a great interest for all kinds of 
  knowledge, especially arcane lore, but it is unknown 
  exactly what they plan to do with the lore they accu-
  mulate. Surely they must have some aims, but maybe 
  our attempt to understand the thoughts that motivate 
  something so old and wise are futile. Maybe mortals 
  and even faeries cannot catch even a glimpse from the 
  mind of a creature that owns eternity. 
   
  There have been a few incidents of draconic 
  hostility against mortals and faeries. All of the at-
  tacks had a devastating effect; after all, a dragon can 
  level an entire city in his fury. In some cases the rea-
  son behind the attack was clear, but in others no rea-
  son was apparent. Perhaps they were part of what-
  ever grand plan the dragons have. 
  Combat
  Combat
  Combat
  Combat    
  A dragon’s weapons are legion. Their favourite tac-
  tic is to swoop down on their enemies from above, 
  crushing them with his weight or rending them with his 
  claws. Against powerful enemies, dragons rely on 
  their fiery breath as an introductory assault. 
  Breath weapon (Su): 
  Breath weapon (Su): 
  Breath weapon (Su): 
  Breath weapon (Su): Dragons can exhale a cone of 
  
  81
  81
  81
  81    
  liquid flames to reduce most of their opponents to 
  ashes. The cone is 70 ft long, 30 ft wide and 30 ft 
  high. Anyone caught inside suffers 12d12 damage, 
  half that with a successful Reflex save (DC 20). The 
  liquid fire sticks on those that are hit and fail their 
  saving throws, inflicting d12 damage per round for  
  d10 rounds or until it’s extinguished. A dragon can 
  use his breath weapon once per turn and for a total 
  of seven times each day. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Dragons cast spells as 20th level sor-
  cerers. 
  Echidna
  Echidna
  Echidna
  Echidna    
  Colossal Aberration
  Colossal Aberration
  Colossal Aberration
  Colossal Aberration    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 35d8+245 (402 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +10 
  Speed: 
  Speed: 
  Speed: 
  Speed: 50 ft, swim 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 27 (+10 Dex, +15 natural, -8 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 7 bites +28 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite 2d8+9 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 40 ft by 80 ft/15 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Pull apart, spells, spit poison 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Alien anatomy, damage reduction 
  20/+3, SR 25 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +18, Ref +21, Will +28 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 28 (+9), Dex 30 (+10), Con 25 (+7), 
  Int 28 (+9), Wis 28 (+9), Cha 18 (+4) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +18, Intimidate +15, Knowl-
  edge (arcane) +20, Knowledge (nature) +10, Listen 
  +25, Sense Motive +20, Spellcraft +15, Spot +25, 
  Swim +15 
  Feats: 
  Feats: 
  Feats: 
  Feats: Cleave, Combat Casting, Combat Reflexes, 
  Maximise Spell, Power Attack, Weapon Focus 
  (bite) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any lake or sea 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or pair 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 18 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range:36-45 HD (Colossal) 
  Coming straight from ancient Greek legends, the 
  echidnas are said to be the progenitors of many of 
  the monsters plaguing the world. The origins of these 
  horrific entities are as obscure as those of the drag-
  ons. They have no apparent connection to the faer-
  ies, Some of the most ancient written faerie records 
  speak of these ravaging terrors along with reports of 
  dragons, so we must assume that echidnas are truly 
  ancient beings. 
   
  Echidnas must be the spawn of hell’s pits, for 
  during their lives on earth they have spawned many 
  mythical monsters, such as basilisks or manticores. 
  They represent the true essence of evil, for they 
  hate and seek to destroy all living creatures but their 
  own progeny. Fortunately, there are very few echid-
  nas and most of them hibernate for long periods. 
   
  The power of echidnas is feared even by 
  dragons. They have a flat torso, supported by four 
  short, flabby legs and ending in a long tail. Seven 
  worm-like tubular appendages begin from the torso 
  and end to large openings full of thin and sharp cut-
  ting instruments that resemble needles rather than 
  teeth. No sensory organs are visible. When awake, 
  echidnas have a voracious appetite that requires a 
  large amount of meat to be satisfied. 
   
  In the past, the Unseelie Court tried to con-
  tact these powerful entities to make them its allies. 
  None of the agents sent has returned and they are 
  considered dead, eaten or worse. Any further at-
  tempt to secure the support of echidnas has ceased. 
  Combat
  Combat
  Combat
  Combat    
  Echidnas are truly frightening in combat, for their 
  seven “heads” along with their magical powers can 
  decimate entire armies. They reserve their poison 
  attack for numerous opponents who make the mistake 
  of surrounding them. 
  Alien anatomy (Ex): 
  Alien anatomy (Ex): 
  Alien anatomy (Ex): 
  Alien anatomy (Ex): An echidna has no discernible 
  vital points and may have no vital points at all, so it’s 
  immune to critical strikes, poisons and diseases 
  (normal and magical). 
  
  82
  82
  82
  82    
  Pull apart (Ex): 
  Pull apart (Ex): 
  Pull apart (Ex): 
  Pull apart (Ex): A favourite tactic of echidnas is to 
  attack with two or more mouths a single target. If two 
  or more mouths succeeds in their bite attack, the 
  echidna then moves the “heads” at opposite direc-
  tions, trying to pull the target apart. Many of their 
  victims have been split in two parts in this fashion and 
  even if this doesn’t happen, the victim will sustain hor-
  rific injuries. For each mouth over the first  that suc-
  cessfully bites the same target, he will suffer an addi-
  tional d10+9 damage as he’s being pull apart (for 
  example, if someone is bit by 4 heads, he will take an 
  additional 3d10+27 damage apart from the 4 bite’s 
  normal damage). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Echidnas cast spells as 18th level sor-
  cerers. 
  Spit poison (Ex): 
  Spit poison (Ex): 
  Spit poison (Ex): 
  Spit poison (Ex): Once per turn, an echidna can 
  spit a nasty poison from all of its seven mouths. To 
  do this, the echidna commonly rotates its “heads”, 
  while spitting the poison. The result is a lethal spray 
  covering a 40 ft radius circle around the monster. 
  Anyone in this area is affected by the poison 
  (contact DC 18, initial damage 2d12 hp+d4 Con, 
  secondary damage 2d12 hp+d4 Str). 
  Fachan
  Fachan
  Fachan
  Fachan    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 4d6+12 (26 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 13 (+3 natural) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Heavy flail +7 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Heavy flail d10+6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft.5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: -- 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: --------    
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +4, Ref +4, Will +3 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 19 (+4), Dex 10, Con 16 (+3), Int 9 (-
  1), Wis 10, Cha 7 (-2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Jump +8, Listen +4, Spot +4, Wilderness 
  Lore +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Focus (heavy flail) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold mountains and 
  highlands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pack (2-10) or clan (15-200) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  The fachan is one of the strangest faeries. Most of 
  its characteristics are singular: it has one eye that lies 
  in the middle of its head, one arm emerging from the 
  centre of its chest and one leg grown from its hip. In 
  contrast to these obvious disadvantages, a fachan is 
  very strong and equally quick, but its movement is 
  somewhat jerky. 
   
  This unmistakeable creature lives in mountains 
  and highlands, forming warlike clans that revel in their 
  barbarism. Fachans are bound by a strange code of 
  honour that urges them to die in combat for the glory 
  of their clan. This attitude has led them to numerous 
  conflict not only with other beings, which they con-
  sider as prey, but also with other fachans. War be-
  tween fachan clans is frequent, violent and usually 
  ends with the total destruction of the opponent, no 
  matter how long this takes. Sometimes the fachans 
  ally themselves with emissaries of the Unseelie 
  Court. Such alliances are very short-lived and made 
  in order to overcome a more powerful foe. 
  Combat
  Combat
  Combat
  Combat    
  In battle, the fachans are quick, brutal and deadly. 
  Often entering berserking rages, the fachans drive 
  forward into the battlefield wielding their favourite 
  weapon, a heavy flail. Death is of no concern to them, 
  as long as they manage to slay as many enemies of 
  their clan as they can. 
  Fear Gorta
  Fear Gorta
  Fear Gorta
  Fear Gorta    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 8d6+16 (44 hp) 
  
  83
  83
  83
  83    
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 12 (+2 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Short sword +2 melee or shortbow +6 
  ranged 
  Damage: 
  Damage: 
  Damage: 
  Damage: Short sword d6-2, shortbow d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Inflict hunger, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 12 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +4, Ref +8, Will +6 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 7 (-2), Dex 15 (+2), Con 15 (+2), Int 
  14 (+2), Wis 11, Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bargain +6, Concentration +5, Diplomacy 
  +6, Gather Information +8, Intimidate +8, Listen +6, 
  Spot +6 
  Feats: 
  Feats: 
  Feats: 
  Feats: 
  Combat 
  Casting, 
  Spell 
  Focus 
  (Necromancy) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, group (2-6) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 4 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Fear Gorta are the heralds of famine. They resem-
  ble humanoid faeries, such as Plant Annwn or 
  Tuatha, with their bodies weak and shrivelled, their 
  skin pressed tightly on their bones, their facial char-
  acteristics distorted by hunger. 
   
  During the Faerian Wars or the wars with 
  mankind, some villages were besieged or cut off for a 
  long time with limited resources. Their faerie inhabi-
  tants didn’t die, but suffered greatly from hunger, so 
  greatly that they didn’t ever recovered. They became 
  skeletal figures, shadows of their former selves that 
  are thirsty for revenge upon those they deem respon-
  sible for their suffering. Fear Gorta consider all hu-
  mans or faeries that were enemies of their old tribes 
  as guilty who must suffer in the same way. That is why 
  they work to bring hunger and famine to a community, 
  village or city. Their plans involve sabotage of trade 
  and food transportation, fouling of the crops etc. 
  They don’t want to kill anyone, but want to see them 
  suffering as they did. This is their only purpose in life 
  and the only thing that gives them some pleasure. To-
  wards this goal, they like to use minions and manipu-
  late figures of importance, crushing any obstacle in 
  their way. 
  Combat
  Combat
  Combat
  Combat    
  Fear Gorta prefer to deal with their enemies indi-
  rectly, through their agents and minions. However, 
  they are ready to physically assault anyone attempt-
  ing to ruin their plans or expose them. 
  Inflict hunger (Su): 
  Inflict hunger (Su): 
  Inflict hunger (Su): 
  Inflict hunger (Su): With a melee touch attack, a 
  Fear Gorta can instantly cause terrible hunger to 
  someone failing a Fortitude saving throw (DC 17). 
  The character is considered fatigued until he has a 
  really good meal. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Fear Gorta cast spells as 7th level sor-
  cerers, 
  Fendoree
  Fendoree
  Fendoree
  Fendoree    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Brownie, Bwca, Grogach, Piskie, Pixie 
  Diminutive Fey
  Diminutive Fey
  Diminutive Fey
  Diminutive Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 1d6+3 (6 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +8 
  Speed: 
  Speed: 
  Speed: 
  Speed: 10 ft 
  AC: 
  AC: 
  AC: 
  AC: 24 (+8 Dex, +2 dodge, +4 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Tiny dagger +12 melee or tiny bow +12 
  ranged 
  Damage: 
  Damage: 
  Damage: 
  Damage: Tiny dagger d3-4, tiny bow d3 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 1 ft by 1 ft/0 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Magical dagger, spells, spell-like 
  abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 15, superb reflexes 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +10, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 3 (-4), Dex 26 (+8), Con 16 (+3), Int 
  20 (+5), Wis 16 (+3), Cha 16 (+3) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Climb +1, Hide +9, Knowledge (nature) +10, 
  Listen +5, Move Silently +9, Spot +5 
  
  84
  84
  84
  84    
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesse (dagger) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold forests 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or family (2-4) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 4 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic good 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Fendorees look like tiny humanoids, barely over half a 
  foot tall. These faeries frequent old trees in the 
  woods and some of them live in farmhouses near 
  woodlands, secretly from their owners of course. 
  Though they may seem small and weak, they can cast 
  powerful magic and usually mortals don’t see them if 
  they don’t want to be seen. They are good-natured 
  but can’t understand human psychology. They are 
  quick to curse or otherwise harm a mortal who insults 
  or crosses them. On the other hand, they are one of 
  the best sources of information cause they seem to 
  know everything happening around. 
  Combat
  Combat
  Combat
  Combat    
  Fendorees are peace-loving, but they will attack if 
  they are threatened. They usually attempt to inca-
  pacitate their opponents, rather than kill them, and 
  their magical daggers provide a lot of help in this. 
  Magical dagger: 
  Magical dagger: 
  Magical dagger: 
  Magical dagger: A fendoree’s magical dagger will 
  cause sleep (as per the one produced by the sleep 
  spell) for 10 minutes to anyone stricken by it who fails 
  a Will save (DC 16). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Fendorees cast spells as 7th level sor-
  cerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – invisibility. This is 
  like the spell cast by a 5th level sorcerer (save DC 
  13+spell level). 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): A fendoree’s great quickness 
  and natural reflexes provide it with a +2 dodge bonus 
  to his AC and his Reflex saves. A fendoree is never 
  considered flat-footed and easily dodges area at-
  tacks or rays: any attack that allows a Reflex save for 
  half damage always deals half damage to the fendo-
  ree, except if he succeeds in his save (in which case no 
  damage is dealt). 
  Fetch
  Fetch
  Fetch
  Fetch    
  Medium
  Medium
  Medium
  Medium----Size Outsider
  Size Outsider
  Size Outsider
  Size Outsider    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 7d8 (31 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: fly 50 ft (good) 
  AC: 
  AC: 
  AC: 
  AC: 15 (+5 deflection) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: -- 
  Damage: 
  Damage: 
  Damage: 
  Damage: -------- 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Body double 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Damage reduction 20/+3, immu-
  nities, incorporeal, spell-like abilities, SR 28 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +5, Ref +5, Will +10 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str —, Dex 10, Con 10, Int 20 (+5), Wis 
  20 (+5), Cha 20 (+5) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +10, Spot +10 
  Feats: 
  Feats: 
  Feats: 
  Feats: -- 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 5 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: -- 
  Fetches are powerful spirits appearing close to a 
  mortal in danger of dying (someone with only a few hit 
  points left or seriously ill). Their appearance matches 
  that of the dying person. If at that time the mortal 
  looks at his double, he’s certainly doomed. It seems 
  that Fetches needs to be feed from the frustration 
  and negative emotions produced by the person in 
  danger. 
   
  Fetches belonged to an ancient order of spir-
  its entrusted with the duty of guiding the souls of the 
  deceased to their resting place. Some of these spir-
  its enjoyed their duty and became fascinated with 
  death. In time, their addiction became so great that 
  they found they couldn’t live without the strong emo-
  tions generated at the moment of death. These fallen 
  
  85
  85
  85
  85    
  spirits became the Fetches, destined to feed from the 
  last moments of mortals. 
  Combat
  Combat
  Combat
  Combat    
  Fetches don’t have any power to harm material or 
  even ethereal creatures and use their teleport ability 
  to retreat any serious confrontation. Their only pur-
  pose is to approach a dying victim and use their body 
  double ability, feeding of his anguish and strong emo-
  tions. 
  Body double (Su): 
  Body double (Su): 
  Body double (Su): 
  Body double (Su): The appearance of the Fetch is 
  similar to that of the dying victim, except that he looks 
  much paler, as if already dead. If the mortal ever looks 
  upon his double, he’s in serious trouble as his doom is 
  almost sealed. The victim begins to lose one hit point 
  per turn passing and dropping to negative hit points 
  immediately kills him, even is he’s not below -10 hit 
  points. This “curse” lasts for one day after the mortal 
  has viewed the Fetch. 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): A Fetch is immune to criticals, death 
  attacks, paralysis, magical sleep and enchantment 
  spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 3/day – confusion, im-
  proved invisibility, locate creature, teleport without 
  error. These are like the spells cast by a 10th level 
  sorcerer (save DC 15+spell level). 
  Fir Bholg
  Fir Bholg
  Fir Bholg
  Fir Bholg    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Firbolg 
  Large Giant
  Large Giant
  Large Giant
  Large Giant    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 10d8+40 (95 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 22 (+5 chainmail, +8 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Huge greatsword +13/+8 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Huge greatsword 2d8+10 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft.10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +11, Ref +3, Will +3 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 25 (+7), Dex 10, Con 18 (+4), Int 12 
  (+1), Wis 10, Cha 12 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Initmidate +8, Knowledge (nature) +10, Listen 
  +8, Sense Motive +6, Spot +8, Wilderness Lore +9 
  Feats: 
  Feats: 
  Feats: 
  Feats: Cleave, Power Attack 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold mountains, 
  forests and grasslands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, group (2-5), band (6-15) or 
  tribe (20-100) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 6 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  A race of faerie giants being the ancient rulers of 
  Ireland before the Tuatha overthrew them. The Fir 
  Bholg, as the legend says, were the first sentient be-
  ings to inhabit Ireland, claiming it as their own. Their 
  unruly kingdom did not last for long. The numerous 
  Tuatha De Dannan were pressing the Fir Bholg for 
  more and more space. Eventually, they took control 
  of Ireland, while the fir Bholg – helpless to act 
  against the might of the Tuatha – found themselves 
  controlling a small portion of the land. They still hold 
  great enmity towards the Tuatha for this and seek to 
  harm them in any way they can. 
   
  This gigantic faeries possess massive bodies 
  with great strength. They are somewhat ugly when 
  compared to humans. Fir Bholg are unruly and primi-
  tive people. They don’t express any interest in arts 
  or culture, but they do have advanced in blacksmith-
  ing, making steel weapon and armour for the day 
  they’ll march against their sworn enemies. They can 
  be described as barbaric, but they know the value of 
  friendship and loyalty. Indeed, it is said that you can 
  be the friend of a Fit Bholg just as easily as you can 
  be his enemy and they remain true to both. 
  Combat
  Combat
  Combat
  Combat    
  Fir Bholg are notorious and fierce warriors. In com-
  bat, they are honourable and tend to rely more on 
  their physical prowess than their magic, which they 
  
  86
  86
  86
  86    
  consider inappropriate for use during an honest bat-
  tle. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Fir Bholg cast spells as 3rd level sorcer-
  ers. 
  Fir Cleas
  Fir Cleas
  Fir Cleas
  Fir Cleas    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 5d6+5 (22 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +8 (+4 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 19 (+5 chainmail, +4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 2 short swords +4 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Short sword d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Burst of speed, rage, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +8, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 
  13 (+1), Wis 10, Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bargain +6, Climb +5, Diplomacy +4, Jump 
  +5, Listen +6, Spot +6 
  Feats: 
  Feats: 
  Feats: 
  Feats: Ambidexterity, Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse (short sword) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, band (2-6) or squad (10-20) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Fir Cleas are faeries that belonged to a warlike tribe. 
  They always tried to perfect their combat skills and 
  excel at battle. Their tribe was divided during the 
  Faerian Wars, when they battled for both sides. 
  From that time on, Fir Cleas ceased to exist as a 
  tribe and sought a mercenary life, selling their consid-
  erable combat skills to anyone interested. As merce-
  naries, they keep a distinct neutrality and welcome all 
  potential employers. They always sell their skills to 
  faeries or other supernatural creatures. No Fir 
  Cleas has ever approached a mortal. Due to their 
  battle skill and their loyalty as long as there is enough 
  money, they are frequently employed by both the 
  Seelie and the Unseelie Court. Some say that Fir 
  Cleas are not actually interested in wealth but in the 
  battle itself. 
   
  Fir Cleas resemble tall (they can reach 7 ft) 
  and thin, slender faeries, bald and with pointy ears. 
  When marching to battle, they prefer light armours 
  which allow them some flexibility. They also like to 
  decorate themselves with trophies, even with the 
  skulls of dead opponents. 
  Combat
  Combat
  Combat
  Combat    
  Fir Cleas, as experienced mercenaries, are capable 
  warriors not above using dirty tricks to gain an advan-
  tage. They always use their burst of speed before 
  entering combat, cutting down opponents in the blink 
  of an eye. They only enter their infamous berserking 
  rage if the situation is hopeless or if they feel they 
  can exit it alive. 
  Burst of speed (Ex): 
  Burst of speed (Ex): 
  Burst of speed (Ex): 
  Burst of speed (Ex): Fir Cleas are incredibly quick 
  in combat, adrenaline running high in their blood. By 
  taking a standard action, they can gain all the benefits 
  of a haste spell (although this is not a magical ability) 
  for one turn. Afterwards, they are considered fa-
  tigued for 3 turns. 
  Rage (Ex): 
  Rage (Ex): 
  Rage (Ex): 
  Rage (Ex): Fir Cleas can enter berserking rages, 
  much like barbarians. This has all the characteristics 
  of a barbarian’s rage (+4 Strength and Constitution 
  etc) and can be used 3 times per day. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Fir Cleas cast spells as 4th level sorcer-
  ers. They favour spells increasing their skill in com-
  bat, like true strike. 
  Fir Darrig
  Fir Darrig
  Fir Darrig
  Fir Darrig    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Redcap 
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 2d6+6 (13 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  
  87
  87
  87
  87    
  AC: 
  AC: 
  AC: 
  AC: 16 (+3 Dex, +2 natural, +1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Club +3 melee or grapple +3 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Club d6, grapple d8 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Rage, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +6, Will +2 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 12 (+1), Dex 16 (+3), Con 16 (+3), Int 
  8 (-1), Wis 8 (-1), Cha 11 
  Skills: 
  Skills: 
  Skills: 
  Skills: Climb +4, Intimidate +2, Jump +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: -- 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Band (2-8), squad (15-30) or clan 
  (50-200) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  Fir Darrig (also known as Redaps) are evil faeries 
  inhabiting deserted castles and other ruins. They 
  resemble stunted, twisted parodies of men dressed in 
  a capes. Their twisted ribs proterude outwards, form-
  ing bony spikes they use as lethal weapons when 
  grappling their enemies. Redcaps derive their name 
  from the capes they wear, which are coloured by the 
  blood of their enemies. These vicious faeries are a 
  product of dark magic practiced by the sorcerers of 
  the Unseelie Court on imprisoned faeries. The terri-
  ble spells twisted the good faeries into caricatures of 
  themselves, exceptionally strong but brutal and stu-
  pid. Redcaps are used as soldiers and guardians by 
  the Unseelie Court. 
  Combat
  Combat
  Combat
  Combat    
  A pack of redcaps in combat is a disturbing sight, as 
  they’re guaranteed to go berserk, especially if faced 
  with a hateful enemy, like Seelie faeries. Their stan-
  dard combat tactic is to close in their enemies pum-
  meling them with their wicked clubs and then grappling 
  them to death on their bony spikes. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Redcaps cast spells as 1st level sorcer-
  ers. 
  Fomhoire
  Fomhoire
  Fomhoire
  Fomhoire    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Fomorian 
  Huge Giant
  Huge Giant
  Huge Giant
  Huge Giant    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 13d8+91 (149 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 18 (+10 natural, -2 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Huge greatsword +17/+12 melee, horns 
  +11 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Huge greatsword 2d8+13, horns 2d6+9 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 10 ft by 10 ft/15 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Gaze, spells, spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Damage reduction 10/+1, dark-
  vision 100 ft, immunities 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +15, Ref +4, Will +8 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 28 (+9), Dex 10, Con 25 (+7), Int 20 
  (+5), Wis 18 (+4), Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +12, Diplomacy +10, Hide 
  +15, Intimidate +10, Knowledge (arcane) +14, 
  Knowledge (infernal) +10, Knowledge (nature) +12, 
  Listen +15, Spellcraft +13, Spot +15 
  Feats: 
  Feats: 
  Feats: 
  Feats: Cleave, Power Attack, Weapon Focus 
  (greatsword) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any underground 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, band (2-5), clan (10-30) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 9 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  A demonic titan living with its kind in huge under-
  ground complexes, worshipping evil powers and above 
  all the demon Balor. A fomorian stands over 15 ft 
  tall, with his powerful body encased in darkness, so 
  that his characteristics are difficult to discern. Only 
  his flaming red eyes pierce this darkness, but a pair of 
  huge horns on his head, bent like a ram’s, can be seen 
  at the edge of the shadows. 
   
  These “Underdemons” have an unknown ori-
  
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  gin. They seem to have been living underground since 
  the faeries ruled the world. They sometimes climb to 
  the upper world to spread their evil for their own dark 
  purposes. 
  Combat
  Combat
  Combat
  Combat    
  These monstrous titans once comprised one of the 
  most feared armies in the world, but that was before 
  their might was broken by the Tuatha De Dannan 
  (with the help of divine powers). They are still effi-
  cient warriors, combining their great strength with 
  their considerable magical powers to great effect. 
  Gaze (Su): 
  Gaze (Su): 
  Gaze (Su): 
  Gaze (Su): Fomorians are infamous for their gaze 
  attack. A glance of their leader, Balor, was said to be 
  able to kill entire battalions of armed faerie knights. 
  However, the average fomorian is nothing like Balor, 
  so his glance can at best paralyse for 2d10 rounds 
  someone failing his Fortitude save (DC 18). 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): Fomorians are immune to paralys-
  ation, death attacks and magical sleep. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Fomorians cast spells as 7th level sor-
  cerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 3/day – darkness, spike 
  stones, stone shape, 1/day – dispel good, evard’s 
  black tentacles, stoneskin, wall of stone. These are 
  like the spells cast by a 9th level sorcerer (save DC 
  11+spell level). 
  Fuath
  Fuath
  Fuath
  Fuath    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 8d6+16 (44 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 17 (+2 Dex, +5 natural) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: 2 claws +7 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Claw d4+3 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells, spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Brew elixirs, SR 14, water 
  breathing 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +4, Ref +8, Will +8 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 17 (+3), Dex 14 (+2), Con 14 (+2), Int 
  16 (+3), Wis 14 (+2), Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +8, Diplomacy +9, Knowledge 
  (arcane) +6, Knowledge (nature) +7, Listen +8, 
  Spellcraft +9, Spot +8, Wilderness Lore +7 
  Feats: 
  Feats: 
  Feats: 
  Feats: Spell Focus (enchantment) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Bogs, moors and swamps 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or coven (2-4) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 5 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double items 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Fuaths are faerie hags, legendary for their ugliness, 
  that dwell in bogs and moors. They are large and 
  strong, having misshapen limbs and a horrible face 
  with horns and bent tusks. They dwell in filthy caves 
  where they perform their foul magic, but can be also 
  found lurking below the mud of a bog, waiting to am-
  bush a passer-by so they can drag him below the sur-
  face and drown him. 
   
  These vicious faeries live solitary lives. They 
  sometimes form covens of 3 or 4 hags working to-
  gether. These hags search for rare herbs and living 
  victims to use in the creation of their elixirs. They use 
  these elixirs to poison mortals or the land, to create 
  delusions, even to dominate the mind of their victims. 
  Organs from living beings are a vital part of the elixir 
  creation and the hags are always on search for them. 
   
  The Unseelie Court has taken an interest in 
  the Fuaths and seeks to convert them to its purpose. 
  Some Fuaths already enforce the Court’s will in 
  their bogs and moors. The conversion is still slow 
  though, despite all efforts, because the Fuaths are 
  solitary and selfish. As long as they manage to cap-
  ture mortals and use them to make their elixirs, it’ll be 
  hard to convince a Fuath that it needs an alliance or 
  has something to gain from one. It is widely believed 
  that the existence of the Fuaths is closely linked to 
  their elixirs, which must be consumed in order to pre-
  
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  vent their passage from this world. 
  Combat
  Combat
  Combat
  Combat    
  A fuath usually enters combat if her lair is exposed or 
  when hunting for victims to supply her with the organs 
  needed for her elixirs. Although her claws can make 
  deadly weapons, her favourite tactic is to wait pa-
  tiently submerged in the muddy water of a march for a 
  peasant or traveller to pass by. Emerging with great 
  speed, she surprises the hapless victim, dragging him 
  to the depths of the swamp to drown him. 
  Brew elixirs (Su): 
  Brew elixirs (Su): 
  Brew elixirs (Su): 
  Brew elixirs (Su): This is a fuath’s most prized abil-
  ity. It enables her to brew most of the known potions, 
  as if she was a 12th level caster. Instead of an expense 
  in gold pieces, every potion needs a organ from a hu-
  man, a faerie, or possibly some other sentient being. 
  The required organ is always tied to the potion’s 
  function. For example, a potion of love would require 
  a heart, while a potion of vision might require an eye. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): A fuath casts spells as if she was a 8th 
  level sorcerer. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 3.day – charm person or 
  animal, tree shape, summon swarm, 1/day – call light-
  ning, poison, tree strike. These are like the spells cast 
  by a 11th level sorcerer (save DC 12+spell level). 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): A fuath can breath underwa-
  ter as well as she can breath air. 
  Ganconer
  Ganconer
  Ganconer
  Ganconer    
  Medium
  Medium
  Medium
  Medium----Size Undead
  Size Undead
  Size Undead
  Size Undead    
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  
  Hit Dice:  6d12 (39 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 19 (+3 Dex, +6 deflection), 13 (+3 Dex) when 
  materialised 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Numbing touch +6 melee touch 
  Damage: 
  Damage: 
  Damage: 
  Damage: Numbing Touch d8+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Faerie madness, fascination, numb-
  ing touch, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Incorporeal, materialise, undead 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +8, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str – [10], Dex 16 (+3), Con --, Int 15 
  (+2), Wis 10, Cha 22 (+6) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bluff +12, Diplomacy +12, Listen +4, Spot 
  +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Spell Focus (Enchantment) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 4 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: -- 
  The Ganconer is the spirit of a faerie (male or fe-
  male) that lived a life of seduction. This passion for 
  the seduction of mortals and the pleasure of toying 
  with them was so strong that preserved them even 
  after death, leading to a strange unlife. 
   
  These evil ghostly faeries belong to any faerie 
  race that resembles humans (such as the Tuatha). 
  They appear as exceptionally beautiful specimens 
  which are normally incorporeal but can assume a ma-
  terial form in order to make contact with the living. 
  Ganconers enjoy nothing more than seducing a mor-
  tal and manipulating him, imbuing him with strong emo-
  tions or love and passion. This “game” continues until 
  the mortal expresses his utter devotion to the Gan-
  coner. When this happens, the Ganconer abandons 
  the mortal by turning incorporeal and imbuing him with 
  faerie madness. Most victims attempt suicide after 
  the madness goes away, devastated from the betrayal 
  of their love. 
  Combat
  Combat
  Combat
  Combat    
  A Ganconer is a lover, not a warrior. When faced 
  with hostility, his instinctive reaction is to use his 
  magic, preferably enchantment spells, to get him out 
  of a tight spot. If this fails, he tries to flee in incorpo-
  real form, while using his touch attack to deter or 
  wound anyone getting in his way. His faerie madness 
  ability is usually reserved for his chosen victims. 
  
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  Faerie madness (Su): 
  Faerie madness (Su): 
  Faerie madness (Su): 
  Faerie madness (Su): Usually reserved for his vic-
  tims, although it can be used on anyone, this ability 
  allows the Ganconer to induce a cataleptic state to 
  someone he touches (a melee touch attack). If the 
  target fails a Will save against DC 17, he instantly 
  drops to the ground and becomes catatonic, impervi-
  ous to any exterior stimulant, even the strongest pain. 
  The victim will just stare in the horizon and must be 
  fed to avoid dying from starvation. This state usually 
  lasts for 5d10 weeks but can be prematurely cured by 
  a dispel magic (treat as a spell cast by a 10th level 
  caster). 
  Fascination (Ex): 
  Fascination (Ex): 
  Fascination (Ex): 
  Fascination (Ex): A Ganconer’s outgoing manner 
  and beauty create an odd fascination effect on oth-
  ers. Anyone of the opposite sex spending more than 
  one hour in his presence will become fascinated by 
  him. Such persons have a -2 penalty to their Will 
  saves against the Ganconer’s enchantment spells. 
  This penalty is also applied to any Sense Motive 
  skill check against the Ganconer. 
  Materialise (Su): 
  Materialise (Su): 
  Materialise (Su): 
  Materialise (Su): While normally incorporeal, a Gan-
  coner has the ability to assume a material form as a 
  free action. In this form, his Strength is 10. The 
  Ganconer can maintain a material form for a total of 6 
  hours per day. 
  Numbing touch (Su): 
  Numbing touch (Su): 
  Numbing touch (Su): 
  Numbing touch (Su): The Ganconer’s touch can 
  drain heat from the bodies of his victims, causing hy-
  pothermia spasms. A successful melee touch attack 
  will cause one point of temporary Dexterity damage, 
  apart from the normal damage suffered. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Ganconers cast spells as 6th level sor-
  cerers. They tend to concentrate on enchantment 
  spells, although they prefer to enslave others through 
  their charm and wit and not with the help of any spell. 
  Gaoth Sidhe
  Gaoth Sidhe
  Gaoth Sidhe
  Gaoth Sidhe    
  Large Fey
  Large Fey
  Large Fey
  Large Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 9d6 (31 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +11 (+7 Dex, +4 improved initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed: fly 80 ft (good) 
  AC: 
  AC: 
  AC: 
  AC: 18 (+1 deflection, +7 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Wind buffet +11 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Wind buffet d10 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Envelop, spells, whirlwind attack 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Damage reduction 30/+3, incor-
  poreal, immunities, SR 15 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +13, Will +6 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str --, Dex 24 (+7), Con 10, Int 12 (+1), 
  Wis 10, Cha 12 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Knowledge (geography) +12, Listen +7, 
  Spot +7 
  Feats: 
  Feats: 
  Feats: 
  Feats: Improved Initiative 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pair or party (3-7) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 6 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 10-12 HD (Large), 13-17 
  HD (Huge), 18-20 HD (Gargantuan) 
  Gaoth Sidhe are incorporeal faeries living in the 
  winds and clouds. They sometimes can be seen as 
  purple and violet mist travelling with the winds. In 
  other cases, they take the form of a miniature cyclone 
  journeying through the land in a chaotic pattern. 
   
  These mischievous faeries are masters of the 
  winds, which they use to interact with the physical 
  world. They are magical creatures in a constant jour-
  ney, travelling where the wind takes them. This makes 
  them a potential source of information and knowl-
  edge, as they have visited a lot of places and seen 
  things unknown to most humans. 
  Combat
  Combat
  Combat
  Combat    
  Gaoth Sidhe usually aren’t hostile creatures, but 
  they will respond if assaulted. Some have also been 
  known to start a fight for no particular reason, getting 
  bored in the middle of the battle and leaving for more 
  interesting locations. 
  Envelop (Su): 
  Envelop (Su): 
  Envelop (Su): 
  Envelop (Su): A Gaoth Sidhe that succeeds in a 
  melee attack roll, causing no damage, can envelop its 
  
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  target and use its magical powers to send him away. If 
  the target fails a Will save (DC 18), he is whisked 
  away to a random faerie realm. 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): 
  Immunities (Ex): Gaoth Sidhe are immune to critical 
  hits, cold and any attack or spell targeting a living 
  creature. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Gaoth Sidhe cast spells as 4th level 
  sorcerers. 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): By taking a full-round action, 
  a Gaoth Sidhe can strike everyone within 5 ft with its 
  wind buffer attack at a -2 penalty (each target is at-
  tacked with a separate attack roll). 
  Grimen
  Grimen
  Grimen
  Grimen    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 6d6 (21 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Short sword +7 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Short sword d6+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Bardic powers, magical short 
  sword, wild dance 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Immunities 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +9, Will +8 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 18 (+4), Con 10, Int 13 (+1), 
  Wis 17 (+3), Cha 20 (+5) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bluff +8, Hide +6, Listen +7, Move Silently 
  +6, Perform +14, Sense Motive +6, Spot +7 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesse (short sword) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any lake or river 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Grimen are enigmatic faeries living in secret lairs near 
  waterfalls and small pools. These mysterious beings 
  are only devoted to music and are considered masters 
  of many instruments. The music they produce is ca-
  pable of moving to tears even the most indifferent 
  person. 
   
  They are solitary beings, shunning even the 
  company of other faeries. They can be sometimes 
  found near the edge of a waterfall or the shore of a 
  pool, playing some hauntingly beautiful melody, but a 
  mortal can only catch glimpses of Grimen, before 
  they sense his approach and disappears. In a rare 
  occurrence, a Grimen will befriend a mortal of great 
  artistic potential and teach him how to use his talent 
  in music. With such a teacher, the mortal can be ex-
  pected to become one of the best bards of his age. 
  Grimen are also renowned for the instruments they 
  construct. Their creations surpass in quality any simi-
  lar musical instrument made by mortal or faerie and 
  the sound they produce is simply exquisite. Needless 
  to say, such instruments are sought out by all musi-
  cians and appreciators of art. 
   
  Grimen are very tall and human-like, with sharp 
  facial characteristics that never seem to calm down, 
  not even when they play music. They are certainly 
  not beautiful, but have an imposing appearance that 
  commands respect. 
  Combat
  Combat
  Combat
  Combat    
  Usually not hostile unless threatened, these faeries 
  can turn deadly if provoked to combat, using their 
  various magical powers to great efficiency. 
  Bardic powers: 
  Bardic powers: 
  Bardic powers: 
  Bardic powers: Grimen have all the abilities of a 6th 
  level bard, including a bard’s spellcasting ability. 
  Immunities (Su): 
  Immunities (Su): 
  Immunities (Su): 
  Immunities (Su): A grimen is immune to the fascinate 
  or suggestion effects generated by a bard as well as 
  to magical sleep and charm spells. He has a +2 bonus 
  to saving throws against any enchantment spells and 
  takes half damage from sonic attacks.  
  Magical short sword: 
  Magical short sword: 
  Magical short sword: 
  Magical short sword: The short sword carried by 
  most Grimen is enchanted and causes sleep  (as per 
  the spell) for 10 minutes to anyone stricken who fails 
  a Will save (DC 16). 
  Wild dance (Su): 
  Wild dance (Su): 
  Wild dance (Su): 
  Wild dance (Su): Once per day, by playing a wild 
  
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  tune with his favourite instrument, a grimen can induce 
  others with a sudden desire of dance. In effect, the 
  magical tune makes the feet move on their own accord 
  in fact, cyclic patterns. To use this ability, the grimen 
  makes a Perform roll (DC 15+the number of crea-
  tures he wants to affect). Anyone affected (who must 
  be within sight) needs to make a Will save against 
  DC 15+the amount by which the grimen’s Perform 
  roll exceeded the necessary DC (eg if the grimen 
  wanted a 18 and rolled a total of 23, the roll to resist 
  is 15+5=20). Anyone failing is affected by an effect 
  similar to an Otto’s irresistible dance cast by a 18th 
  level sorcerer. This lasts for 1d4+1 rounds, but the 
  grimen can keep playing for the duration of the effect 
  (as a full-round action). 
  Gruagach
  Gruagach
  Gruagach
  Gruagach    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Troll 
  Large Giant
  Large Giant
  Large Giant
  Large Giant    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 6d8+18 (45 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +0 
  Speed: 
  Speed: 
  Speed: 
  Speed: 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+5 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Huge greatclub +9 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Huge greatclub 2d6+7 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: -- 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +8, Ref +2, Will +1 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 21 (+5), Dex 10, Con 16 (+3), Int 7 (-
  2), Wis 8 (-1), Cha 8 (-1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +4, Search +4, Spot +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Focus (greatclub) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold mountains 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, pack (2-5) or tribe (15-50) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  A Gruagach (also called troll by the Scandinavians) 
  is a disfigured, meat-eating humanoid that can reach 
  over 9 feet in height. Gruagach are hideously strong 
  and have tough skin that protects them like leather 
  armour. They are aggressive and stupid. Although 
  they don’t fully deserve their nasty reputation as hu-
  man-eating monstrosities, they are vicious and tend to 
  abuse weaker creatures. They fancy themselves 
  lords of all things, with which they can do as they 
  please. They have no fear attacking groups of hu-
  mans – and eating them. However, they can be rea-
  soned with, if one knows what to say and offer. Trolls 
  usually live near mountains and moors or sometimes in 
  dense forests. 
  Combat
  Combat
  Combat
  Combat    
  These violent creatures use primitive weapons, 
  mostly huge clubs they wield with both hands. 
  They’re not very intelligent and their combat tactics 
  are really lousy, but they’re physically superior to 
  humans and can be very dangerous in numbers. 
  Gwragedd Annwn
  Gwragedd Annwn
  Gwragedd Annwn
  Gwragedd Annwn    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 10d6 (35 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Quarterstaff +5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Quarterstaff d6+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Magical quarterstaff, spells, spell-
  like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Become water, SR 18, water 
  breathing 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +11, Will +12 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 19 (+4), Con 10, Int 20 (+5), 
  Wis 20 (+5), Cha 22 (+6) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Concentration +12, Diplomacy +14, Knowl-
  edge (arcane) +12, Knowledge (history) +13, Knowl-
  edge (nature) +13, Listen +10, Sense Motive +11, 
  
  93
  93
  93
  93    
  Spellcraft +12, Spot +10 
  Feats: 
  Feats: 
  Feats: 
  Feats: Spell Focus (Enchantment), Spell Focus 
  (Illusion) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any lake 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or coven (2-5) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 7 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral good 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Gwragedd Annwn are noble lake maidens that be-
  long among the most powerful of the faerie folk. 
  They are faeries of the rivers, lakes and islands. 
  They have some connection to the Seelie Court 
  and some of them are active supporters of it. Most of 
  them though, prefer to live in their island havens 
  peacefully, interacting with the rest of the world only 
  when necessary. They sometimes help mortals indi-
  rectly, if it suits their ends too. 
   
  When rising from the waters, a Gwragedd 
  Annwn can be seen as an exceptionally beautiful 
  maiden, with flowing green hair and piercing red eyes, 
  having noble features that command respect. 
  Combat
  Combat
  Combat
  Combat    
  Gwragedd Annwn, being among the greatest of 
  faerie kind, have several potent magical powers and 
  defences at their disposal and never hesitate to use 
  them if they’re threatened or their isles are invaded. 
  They usually prefer to incapacitate enemies, with 
  spells like sleep or forcecage, but they will resort to 
  deadly attacks if they have no other option. 
  Become water (Su): 
  Become water (Su): 
  Become water (Su): 
  Become water (Su): At will, as a free action, a 
  Gwragedd Annwn can dissolve (along with any pos-
  sessions) into a water-like liquid. The liquid can move 
  20 ft per round, passing through any cracks or other 
  small openings and retains its coherency regardless 
  of the amount of force exercised on it. In this form, 
  the Gwragedd Annwn has damage reduction 20/+2 
  but takes double damage from fire. When in water, a 
  Gwragedd Annwn in liquid form is invisible (treat as 
  an continuous improved invisibility spell that cannot 
  be dispelled). The faerie can reconstruct its original, 
  human-like form from liquid form as a free action. 
  Magical quarterstaff: 
  Magical quarterstaff: 
  Magical quarterstaff: 
  Magical quarterstaff: The quarterstaff carried by a 
  Gwragedd Annwn is a +2 weapon which increases 
  the save DC of any spell they cast by +2. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Gwragedd Annwn cast spells as 14th 
  level sorcerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – control water, de-
  tect magic, dispel magic, fog cloud, 3/day – cure seri-
  ous wounds, cone of cold, dispel evil, hallucinatory 
  terrain,  improved invisibility, major image, mirror image, 
  1/day – cure critical wounds, globe of invulnerability, 
  greater dispelling, veil. These are like the spells cast 
  by a 16th level sorcerer (save DC 16+spell level ). 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): A Gwragedd Annwn can 
  breath in the water as well as she can breath on land. 
  Gwyllion
  Gwyllion
  Gwyllion
  Gwyllion    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 10d6 (35 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Quarterstaff +5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Quarterstaff d6+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Magical quarterstaff, spells, spell-
  like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 18 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +11, Will +12 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 19 (+4), Con 10, Int 20 (+5), 
  Wis 20 (+5), Cha 18 (+4) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bluff +8, Concentration +12, Diplomacy 
  +10, Knowledge (arcane) +12, Knowledge (history) 
  +13, Knowledge (nature) +13, Listen +10, Sense 
  Motive +10, Spellcraft +12, Spot +10 
  Feats: 
  Feats: 
  Feats: 
  Feats: 
  Spells Focus (Illusion), Spell Focus 
  (Transmutation) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any mountain 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or coven (2-5) 
  
  94
  94
  94
  94    
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 7 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Gwyllions are evil and horrible hags dwelling in the 
  highest 
  mountains. 
  They 
  descend 
  from 
  evil 
  Gwragedd Annwn that spied on their kin for the Un-
  seelie Court. They were cursed and expelled from 
  the lakes they inhabited and now make their residence 
  in high mountains. They still have close ties to the 
  Unseelie Court and are considered as high-rank 
  members. Gwyllions are responsible for many of the 
  sorcerous experiments of the Court. They like to 
  snare unsuspecting travellers and use them in experi-
  ments to produce weird hybrids of men, animals and 
  faeries. Many of the abominations walking on earth 
  are their creations. 
  Combat
  Combat
  Combat
  Combat    
  Gwyllions have retained most of the powers of a 
  Gwragedd Annwn, but have turned them towards evil 
  and harming others. This makes them very dangerous 
  and capable foes. 
  Magical quarterstaff: 
  Magical quarterstaff: 
  Magical quarterstaff: 
  Magical quarterstaff: The quarterstaff carried by a 
  Gwragedd Annwn is a +2 weapon which increases 
  the save DC of any spell they cast by +2. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Gwragedd Annwn cast spells as 14th 
  level sorcerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – control water, de-
  tect magic, dispel magic, fog cloud, 3/day – cone of 
  cold, dispel evil, hallucinatory terrain,  improved invisi-
  bility, inflict serious wounds, major image, mirror image, 
  1/day –  globe of invulnerability, greater dispelling, 
  inflict critical wounds, veil. These are like the spells 
  cast by a 16th level sorcerer (save DC 14+spell 
  level). 
  Kalikanjaros
  Kalikanjaros
  Kalikanjaros
  Kalikanjaros    
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 2d6+2 (9 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +1 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 17 (+5 chainmail, +1 Dex, +1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Flintlock pistol +2 ranged or short spear +1 
  melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Flintlock pistol d10, short spear d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Hand bomb, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +1, Ref +4, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 12 (+1), Con 12 (+1), Int 17 
  (+3), Wis 14 (+2), Cha 12 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +3, Knowledge (science) +6, Listen +3, 
  Move Silently +3, Spot +3 
  Feats: 
  Feats: 
  Feats: 
  Feats: -- 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any underground 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, band (5-10) or tribe (50-
  250) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  Kalikanjari (sing. Kalikanjaros) are faeries living in 
  underground caverns or abandoned mines. They look 
  like wretched little creatures with dirty clothes and 
  hideously deformed bodies they try to conceal under 
  their rags. It is said that kalikanjari consider them-
  selves freaks of the faerie society and that id the rea-
  son they live in the darkness of the deepest caverns. 
   
  Cut off from the rest of the world, kalikanjari 
  brood in their caves, inventing strange machines. 
  Clearly, they are the most technologically advanced 
  of all races on Earth. They have discovered the 
  power of steam, which is used to power most of their 
  inventions, as well as gunpowder, which they use for 
  demolitions and as a weapon. 
   
  These faeries live in underground settlements, 
  isolated from the surface world. They are very sensi-
  tive about their territory and dislike strangers. They 
  can be described as hostile and unfriendly, but not 
  
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  95    
  evil with the true meaning of the world. They offer 
  their services to the one paying the most. They are 
  most commonly employed by the Unseelie rather 
  than the Seelie Court, but this doesn’t mean they 
  trust any of them. Kalikanjari are distrustful to the 
  point of paranoia. They take great pains to ensure 
  that their achievements will remain only theirs. 
  Combat
  Combat
  Combat
  Combat    
  Although not extremely capable warriors, because of 
  their size and little strength, kalikanjari have used their 
  development of explosive materials to build a variety 
  of weapons. They currently have gunpowder-
  powered muskets and flintlock pistols, which are far 
  better than any bow or crossbow, as well as some in-
  cendiary devices that can blast a bundle of enemies 
  to pieces. 
  Hand bomb: 
  Hand bomb: 
  Hand bomb: 
  Hand bomb: Kalikanjari expecting trouble or in pa-
  trol often carry these small round iron balls filled with 
  gunpowder. They are activated by a fuse that is lit 
  before the device is thrown. The not-too-sturdy iron 
  shell shatters to small pieces by the force of the ex-
  plosion, thus the device acts as a small fragmentation 
  bomb. It follows the rules for grenade-like weapons 
  and has a range increment of 20 ft. A hand bomb 
  deals 4d6 damage with a direct hit and 2d6 splash 
  damage in a 20 ft radius (half of this damage is pierc-
  ing, while the rest is fire). A Reflex save (DC 20) is 
  allowed to take only half damage. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): They cast spells as 2nd level sorcerers. 
  Leanan Sidhe
  Leanan Sidhe
  Leanan Sidhe
  Leanan Sidhe    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Lhiannan Shee 
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 6d6 (21 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Dagger +7 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Dagger d4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Enthralling voice, fascinating pres-
  ence, soul feeding, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Immunities, SR 12 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +9, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 18 (+4), Con 11, Int 15 (+2), 
  Wis 10, Cha 24 (+7) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bluff +13, Diplomacy +10, Hide +8, Listen 
  +4, Move Silently +8, Sense Motive +7, Spot +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Spell Focus (Enchantment), Weapon Fi-
  nesse (Dagger) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 5 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  Leanan Sidhe are malevolent faerie mistresses that 
  feed upon the souls of mortal men. They are nick-
  named “faerie vampires” and resemble extremely 
  beautiful women with some faerie characteristics, like 
  pointed ears or petite noses. They seduce mortal 
  men by using their beauty and magic and slowly drain 
  away their life. The Unseelie Court sometimes use 
  them as seductresses to take control of an important 
  mortal. Leanan Sidhe are believed to have de-
  scended by a tribe of Tuatha that played with mor-
  tals as though they were their toys. These sinister 
  beings became the torturers of men known as the 
  Leanan Sidhe. 
  Combat
  Combat
  Combat
  Combat    
  A Leanan Sidhe is reluctant to enter combat, be-
  cause this usually means that her cover has been ex-
  posed, so she simply flees to find other victims in a 
  new place. Her potent magical powers make it diffi-
  cult for someone to best her. 
  Enthralling voice (Su): 
  Enthralling voice (Su): 
  Enthralling voice (Su): 
  Enthralling voice (Su): By speaking to someone, a 
  Leana Sidhe can utilise the effects of a charm per-
  son spell (save DC 17). Three times per day, a 
  Leanan can create a suggestion effect through her 
  
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  96    
  speech (with the same save DC). Both abilities are 
  as spells cast by a 10th level sorcerer. 
  Fascinating presence (Ex): 
  Fascinating presence (Ex): 
  Fascinating presence (Ex): 
  Fascinating presence (Ex): Leanan Sidhe are easily 
  among the most beautiful creatures in creation and 
  fascinate both mortals and other supernatural crea-
  tures with their mere presence. If someone wants to 
  take a hostile action against one, he must first suc-
  ceed in a Will save (DC 18). If the saving throw is 
  failed, he finds himself incapable of hurting such a 
  beautiful creature and loses his action. This save 
  must be attempted on every action someone takes 
  against a Leanan. Hostile actions include attacking 
  in melee or with ranged weapons and casting damage-
  inflicting spells (including area-effect spells that in-
  clude the Leanan in their area of effect). 
  Immunities (Su): 
  Immunities (Su): 
  Immunities (Su): 
  Immunities (Su): Leanan are immune to all mind-
  altering spells, as well as magical sleep. 
  Soul feeding (Su): 
  Soul feeding (Su): 
  Soul feeding (Su): 
  Soul feeding (Su): Every time a Leanan makes love 
  with a mortal, she drains 1d3 Wisdom points from him 
  (this is permanent damage). The victim is unable to 
  notice the draining effect, feeling instead intense 
  pleasure and a feeling of bliss which lasts for days, 
  but his friends may notice that he becomes less deter-
  mined and focused on everyday acts. Usually, a 
  Leanan will continue to visit the victim, until he drops 
  to Wisdom 3 or below. Then, she will search for an-
  other victim, having reduced this one to a weak 
  shadow of his former self. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Leanan cast spells as 6th level wizards 
  with specialisation in the Enchantment school. They 
  usually take Evocation as their prohibited school. 
  Leprechaun
  Leprechaun
  Leprechaun
  Leprechaun    
  Tiny Fey
  Tiny Fey
  Tiny Fey
  Tiny Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 2d6 (7 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +6 
  Speed: 
  Speed: 
  Speed: 
  Speed: 10 ft 
  AC: 
  AC: 
  AC: 
  AC: 20 (+6 Dex, +2 dodge, +2 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Tiny dagger +9 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Tiny dagger d3-3+special 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 2.5 ft by 2.5 ft/0 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Magical dagger, spells, spell-like 
  abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 18, superb reflexes 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +0, Ref +9, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 4 (-3), Dex 22 (+6), Con 10, Int 18 
  (+4), Wis 12 (+1), Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Bargain +6, Bluff +4, Diplomacy +4, Hide 
  +8, Move Silently +8 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesses (dagger) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold woodlands and 
  grasslands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or party (3-5), along with 2-8 
  Plant Annwn in their employ 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Triple coins 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful neutral 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  Leprechauns are tiny faeries, described in legends as 
  kind and generous. In reality, they’re greedy, ruthless 
  merchants. They love gold like nothing else and seek 
  to obtain as much as they can. Leprechauns will deal 
  in everything (especially objects of small size) and can 
  provide someone with almost everything – for the 
  right price. They’re not above taking advantage of 
  the weaknesses or needs of any person they’re deal-
  ing with in order to increase their profit. Magic is their 
  favourite merchandise, in any form: books of lore, 
  magical items etc. The house of a leprechaun is said 
  to be full of magic and treasures, but one should be 
  careful not to steal any leprechaun, for they are dan-
  gerous enemies, with the ability to magically harm 
  someone. 
  Combat
  Combat
  Combat
  Combat    
  Leprechauns always take precautions against thieves 
  and bandits, as their merchandise is very valuable. 
  They will usually leave any fighting to other faeries in 
  their employ, as they are a little cowardly, but they will 
  fight to their best if their gold is threatened. If cap-
  tured or cornered, a leprechaun will plea for its life in 
  
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  return for the location of hidden pots of gold. 
  Magical dagger: 
  Magical dagger: 
  Magical dagger: 
  Magical dagger: A leprechaun’s magical dagger will 
  cause sleep (as per the one produced by the sleep 
  spell) for 10 minutes to anyone stricken by it who fails 
  a Will save (DC 16). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Leprechauns cast spells as 4th level 
  sorcerers. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – invisibility, 3/day – 
  dimension door, major image, minor creation. These 
  are like the spells cast by a 7th level sorcerer (save 
  DC11+spell level). 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): 
  Superb reflexes (Ex): A leprechaun’s great quick-
  ness and natural reflexes provide it with a +2 dodge 
  bonus to his AC and his Reflex saves. A leprechaun 
  is never considered flat-footed and easily dodges 
  area attacks or rays: any attack that allows a Reflex 
  save for half damage always deals half damage to the 
  leprechaun, except if he succeeds in his save (in which 
  case no damage is dealt). 
  Nuckalevee
  Nuckalevee
  Nuckalevee
  Nuckalevee    
  Large Fey
  Large Fey
  Large Fey
  Large Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 4d6+8 (22 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2  
  Speed: 
  Speed: 
  Speed: 
  Speed: 50 ft 
  AC: 
  AC: 
  AC: 
  AC: 15 (+2 Dex, +2 large shield, +2 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Greatsword +6 melee, 2 hooves +1 melee, 
  bite +2 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Greatsword 2d6+6, hoof d6+4, bite d10+4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 10 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Locking jaws, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Water breathing 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +3, Ref +6, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 18 (+4), Dex 14 (+2), Con 15 (+2), Int 
  10, Wis 12 (+1), Cha 11 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +2, Listen +4, Move Silently +4, Spot 
  +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Focus (bite) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any sea or coastal lands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, company (5-8), band (8-15) 
  or tribe (20-200) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  These evil faeries inhabit seas and oceans and can 
  be considered water cousins of centaurs. They are 
  fierce supporters of the Unseelie Court and its 
  prime allies in the underwater world (along with any 
  Ben Varrey caring to follow its orders). Unlike Ben 
  Varreys, Nuckalevee can exit water and do so in or-
  der to spread havoc and disaster in the land. 
   
  The appearance of a Nuckalevee is extremely 
  horrifying. It resembles a centaur with long arms that 
  reach the ground and the lower body of a shark in-
  stead of a horse (although its body is positioned on 
  four hoofed legs, much like a centaur). The great jaws 
  of their shark half is perhaps their most horrible 
  weapon. 
  Combat
  Combat
  Combat
  Combat    
  Nuckalevee are ferocious in battle, using their shark 
  jaws with great efficiency, as well as any artificial 
  weapons they wield. They are especially ruthless 
  against enemies of the Unseelie Court or any good-
  natured faeries of the seas. 
  Locking jaws (Ex): 
  Locking jaws (Ex): 
  Locking jaws (Ex): 
  Locking jaws (Ex): A natural attack roll of 18-20 
  with a Nuckalevee’s jaws means that they lock on the 
  flesh of their target. On each subsequent round, the 
  victim must succeed in a Strength check (DC 16) or 
  suffer d10+4 damage (while the jaws are locked on a 
  victim, the bite attack is unavailable to the Nuck-
  alevee). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): They cast spells as 2nd level sorcerers. 
  Water breathing  (Ex): 
  Water breathing  (Ex): 
  Water breathing  (Ex): 
  Water breathing  (Ex): Nuckalevees breath both in 
  the water and on the land without any difficulty. 
  Oakman
  Oakman
  Oakman
  Oakman    
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 7d6+21 (45 hp) 
  
  98
  98
  98
  98    
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 17 (+3 Dex, +3 natural, +1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Club +7 melee or mighty shortbow +7 
  ranged 
  Damage: 
  Damage: 
  Damage: 
  Damage: Club d6+3, mighty shortbow d6+3 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells, spell-like abilities 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Domain 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +5, Ref +8, Will +9 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 16 (+3), Dex 16 (+3), Con 16 (+3), Int 
  10, Wis 18 (+4), Cha 16 (+3) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +8, Knowledge (nature) +8, Listen +10, 
  Move Silently +8, Spot +10, Wilderness Lore +11 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness, Track, 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any forest 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 5 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Always neutral 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: By character class 
  An oakman is an ancient guardian of the wild that 
  watches over the animals of the forest and fields. He 
  is a small, wild-haired man with glowing red eyes, 
  dressed in barks and leaves, who dwells in the centre 
  of the forest in a cottage near some ancient oak that 
  is the source of his power. Oakmen are solitary and 
  hostile towards mortals, especially those that seek to 
  harm the forest’s animals. Often the oakman vents his 
  anger on some hapless hunter or woodcutter. They 
  hate mortals for their blind expansion that has 
  brought much harm to nature and expressed their 
  hostility in various ways. 
  Combat
  Combat
  Combat
  Combat    
  Oakmen are extremely hostile against mortals they 
  deem responsible for harming the places they protect 
  even in small ways. Woodcutters and hunters have 
  met ugly ends at their hands. They will not however, 
  harm any faerie or anyone in the company of faeries. 
  Being vengeful, they are especially fond of using illu-
  sions to deceive their victim, making him lose the abil-
  ity to focus on reality until they’re driven insane. 
  Domain (Su): 
  Domain (Su): 
  Domain (Su): 
  Domain (Su): Each oakman derives power from an 
  ancient oak and will protect it above all things. When 
  within 300 ft of his oak, the power of an oakman in-
  creases dramatically: he receives +6 Strength and 
  Dexterity, 20 temporary hit points and SR 18. If the 
  oak is destroyed however, the oakman dies with it. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Oakmen cast spells as 7th level druids. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): At will – entangle, shillelagh, 
  3/day – meld into stone, tree shape. These are like 
  the spells cast by a 7th level sorcerer (save DC 
  13+spell level). 
  Peist
  Peist
  Peist
  Peist    
  Huge Dragon
  Huge Dragon
  Huge Dragon
  Huge Dragon    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 15d12+60 (157 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: Swim 40 ft 
  AC: 
  AC: 
  AC: 
  AC: 24 (+2 Dex, +14 natural, -2 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Bite +23/+18/+13 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite 3d6+9 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 10 ft by 20 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Swallow whole 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: -- 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +13, Ref +11, Will +9 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 28 (+9), Dex 14 (+2), Con 19 (+4), Int 
  10, Wis 10, Cha 9 (-1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +15, Move Silently +15, Spot +15, 
  Wilderness Lore +10 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness, Weapon Focus (bite) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any lake 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 10 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 16-20 HD (Huge), 21-25 
  HD (Gargantuan) 
  A Peist is a large serpent that inhabits lakes of mod-
  erate or large size. It is sometimes referred to as a 
  
  99
  99
  99
  99    
  “loch dragon”, although it has no connection whatso-
  ever with dragons. Peists have some faerie origins and 
  appear to communicate with faeries of the lakes and 
  rivers they inhabit. They are extremely territorial and 
  aggressive, but they won’t harm any faerie being. On 
  the other hand, mortals are often devoured by such 
  beings. The only way one can be saved is only if he 
  tosses food to the peist and then makes a hasty es-
  cape. Fishermen have realised this and villages pro-
  vide a peist with regular “offerings” in order to clam it 
  down and keep it away from their fishermen. 
   
  Peists resemble great serpents with green and 
  grey scales and a long neck that ends to an enlarged 
  head housing a mouth full of sharp teeth. Its flat body 
  is equipped with powerful flippers allowing it to move 
  with speed in the water. 
  Combat
  Combat
  Combat
  Combat    
  Peists are bad-tempered and prone to assaulting 
  boats and ships if not given a sufficient distrac-
  tions(such as some tossed food). Their fangs are a 
  terrifying natural weapon and they have been known 
  to swallow whole men in just one bite. 
  Swallow whole (Ex): 
  Swallow whole (Ex): 
  Swallow whole (Ex): 
  Swallow whole (Ex): On a natural attack roll of 19-
  20, the peist swallows whole a target of Medium size 
  or smaller. In subsequent rounds, the target suffers 
  2d6 damage per round from digestive acids. To es-
  cape, the target must deal 25 points of damage to the 
  peist using a weapon of Small size or smaller (the 
  AC of the peist’s interior is 18). 
  Phouka
  Phouka
  Phouka
  Phouka    
  Small Fey
  Small Fey
  Small Fey
  Small Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 3d6+3 (13 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 16 (+3 Dex, +2 natural, +1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Dagger +5 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Dagger d4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Shapechange 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +6, Will +3 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 16 (+3), Con 12 (+1), Int 12 
  (+1), Wis 10, Cha 14 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +7, Listen +3, Move Silently +7, Spot 
  +3 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesse (dagger) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold forests and 
  marshes 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, family (2-6), pack (4-15) or 
  tribe (30-80) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Phoukas are mischievous faeries rarely seen in their 
  true forms. They resemble slender humanoids with 
  bald skin the colour of a tree trunk and a height of 3-
  4 feet. Their heads are hairless with piercing brown 
  eyes that never seem to blink. Phoukas are usually 
  seen in some other form, using their shapeshifting 
  skills. They are reclusive and stay away from mortals 
  and other faeries. They usually don’t mean any harm, 
  but their chaotic behaviour can make them dangerous 
  when confronted. 
   
  Phoukas live deep in woods or marshes. They 
  are excellent spies and observe and collect much in-
  formation about other faeries. They are said to have 
  extensive information on both the Seelie and the 
  Unseelie Court. It seems that phoukas have been 
  betrayed by both Courts and plan their revenge by 
  spying and providing information collected to anyone 
  who can use it to harm these organisations. 
  Combat
  Combat
  Combat
  Combat    
  Phouka usually avoid combat, since they’re not terri-
  bly effective warriors. Their skills and abilities are 
  aimed towards eluding their opponents, not facing 
  them. Their shapechanging power is a gift they fre-
  quently use to get themselves out of difficult situa-
  
  100
  100
  100
  100    
  tions or to spy on other creatures. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): Phouka can shapechange, as 
  per the spell, into any natural animal of Small or 
  smaller size. Shapechanging is a standard action and 
  it can be employed as often as they wish. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Phoukas cast spells as 3rd level sorcer-
  ers. 
  Plant Annwn
  Plant Annwn
  Plant Annwn
  Plant Annwn    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 2d6 (7 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 16 (+4 chainshirt, +2 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Longsword +1 melee or longbow +3 ranged 
  Damage: 
  Damage: 
  Damage: 
  Damage: Longsword d8, longbow d8 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 10 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +0, Ref +5, Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 14 (+2), Con 10, Int 15 (+2), 
  Wis 14 (+2), Cha 13 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +4, Listen +3, Move Silently +4, Spot 
  +3, Wilderness Lore +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: -- 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, family (2-4), group (3-20) or 
  tribe (50-400) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Plant Annwn are human-like faeries, very similar to 
  the Tuatha De Dannan. In fact, the two races have a 
  common origin, which is now lost in time. In times so old 
  that even gods forget of them, the two races be-
  longed to the same tribe of faeries that journeyed 
  across the world and finally arrived at Ireland. There, 
  they encountered the demonic Fomhoires and the 
  unfriendly Fir Bholg, rulers of the land. The faeries 
  that became the Tuatha accepted the leadership and 
  aid of the goddess Danu and managed to displace 
  the previous rulers of Ireland. The Plant instead, re-
  jected Danu’s offer, not wishing to be led by anyone 
  but to be free and on their own. Most of them left 
  Ireland and spread to the rest of the world. They can 
  be encountered virtually anywhere. 
   
  The Plant are much more variable than the 
  Tuatha as a race and in this way they resemble hu-
  mans. They don’t have one and only ralm or resi-
  dency; there are several areas and realms ruled by the 
  Plant Annwn and they can be found at most faerie 
  realms and locations on Earth. Also, they don’t ex-
  hibit the “neutrality” shown by their cousins. Indeed, 
  they once more resemble humans in that there are 
  good, evil and neutral Plant. Plant Annwn don’t have 
  any kind of stable values and ideals to be followed by 
  all members of their race. Instead, every Plant has its 
  own set of values that may differ astonishingly from 
  one to the other. 
   
  Some Plant belong to faerie organisations 
  such as the Seelie and Unseelie Court. They have 
  good relationships with the Tuatha, although they 
  envy them a little because they haven’t ever achieved 
  the level of civilisation nor the wisdom of the Tuatha. 
  Combat
  Combat
  Combat
  Combat    
  Plant Annwn are efficient warriors, trained in the an-
  cient art of war developed by faeries. They favour 
  guerrilla tactics, using the terrain to their advantage, 
  and missile weapons, but they can also prove deadly 
  when forced to meet the opponent in open ground 
  and in close combat. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): They cast spells as 1st level sorcerers. 
  Roane
  Roane
  Roane
  Roane    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Selkie 
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 3d6 (10 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  
  101
  101
  101
  101    
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft, swim 20 ft (only in seal form) 
  AC: 
  AC: 
  AC: 
  AC: 13 (+3 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Bite +4 melee *only in seal form), short 
  sword +1 melee (only in human form) 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite d3, short sword d6 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Shapechange, SR 13, water 
  breathing 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +1, Ref +6, Will +4 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 16 (+3), Con 10, Int 14 (+2), 
  Wis 12 (+1), Cha 12 (+1) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +6, Listen +3, Move Silently +4, Spot 
  +5, Swim +9 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesse (bite) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any sea or coastal lands 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, family (2-4), pack (5-10) or 
  tribe (30-200) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 1 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually chaotic good 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Roanes (also called Selkies) are faeries of the sea 
  that can take the form of a human or that of a seal. 
  They live in underwater caves and cities located deep 
  in the oceans, but can be also found near the shores 
  for they like to travel and spend much of their time 
  away from their homes. Roanes are gentle and peace-
  ful beings, sometimes even to the seal-hunters that 
  injure or kill their kind. However, some of the Selkies 
  have grown tired of tolerating the mortal fishers and 
  seal-hunters and have made attacks against them as 
  an act of vengeance. Until now, this “movement” is 
  not organised, but it begins to gain more followers, 
  especially among the younger Selkies. 
   
  Roanes live in a dangerous environment. This 
  doesn’t mean that they are threatened by sharks or 
  other  creatures of the deep. Roanes are in constant 
  conflict with the evil sea faeries, such as Nuckalevee 
  and Ben Varreys. This old war is one of the reasons 
  why the Roanes have joined the Seelie Court. De-
  spite their good nature, the Selkies were too peace-
  ful to enter such an organisation, but they were 
  forced to do so to protect themselves from their natu-
  ral enemies. 
  Combat
  Combat
  Combat
  Combat    
  Roanes are peace-loving creatures, but the dangers 
  of their environment and the threat of evil sea faeries 
  have forced them to receive some martial training and 
  organise a standing army. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): As a standard action, a roane 
  can assume any of two forms: a human-like one (which 
  always remain the same) or that of a seal. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Selkies cast spells as 2nd level sorcer-
  ers. 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): 
  Water breathing (Ex): In both forms, a selkie can 
  breath on the land or in the water with equal ease. 
  Stoorworm
  Stoorworm
  Stoorworm
  Stoorworm    
  Large Magical Beast
  Large Magical Beast
  Large Magical Beast
  Large Magical Beast    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 5d10+5 (32 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +3 
  Speed: 
  Speed: 
  Speed: 
  Speed: 20 ft, swim 20 ft, climb 20 ft 
  AC: 
  AC: 
  AC: 
  AC: 18 (+3 Dex, +6 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Bite +6 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Bite d8+2+poison 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 10 ft/ 5ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Poison 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Enlarge 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +5, Ref +7, Will +2 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 15 (+2), Dex 17 (+3), Con 13 (+1), Int 
  5 (-3), Wis 12 (+1), Cha 4 (-3) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Balance +11, Climb +14, Hide +11, Listen 
  +9, Spot +9 
  Feats: 
  Feats: 
  Feats: 
  Feats: -- 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain:  Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: None 
  
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  102
  102
  102    
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually lawful evil 
  Advancement Range:
  Advancement Range:
  Advancement Range:
  Advancement Range: 6-9 HD (Large), 10-15 HD 
  (Huge) 
  The stoorworm is an evil, enchanted serpent bred by 
  malicious forces, like the Unseelie Court, to poison 
  the water sources of their enemies. These serpents 
  can locate water deposits, such as underground lakes 
  which feed wells, with unerring accuracy. When they 
  locate an important well, they dig through the earth 
  until they reach it and then reside at its bottom. 
  There, they secrete their venom in the water. Whole 
  communities have been wiped out from the violence 
  caused by the subtle action of the poison. 
   
  The stoorworm appears as a red snake with a 
  head made of solid red bone. It reaches 10 feet in 
  length, but can magically enlarge itself to reach 20 
  feet. Its tongue splits in three ends instead of the 
  usual two seen in other snakes. 
  Combat
  Combat
  Combat
  Combat    
  When faced with opponents, a stoorworm is certain 
  to first enlarge itself, so it can deal with opponents 
  better. It will then proceed to bite them to death, in-
  jecting its potent poison in their blood stream. 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): 
  Enlarge (Su): Stoorworms can magically enlarge 
  themselves. While enlarged, stoorworms are of Huge 
  Size (AC 17), their Strength is increased to 20 and 
  their bite inflicts d10+5 damage, plus they gain a +2 
  Fortitude bonus and 15 temporary hit points. As-
  suming this form (or retuning back to the stoorworm’s 
  smaller version) is a standard action. 
  Poison (Ex): 
  Poison (Ex): 
  Poison (Ex): 
  Poison (Ex): With any successful bite attack that 
  deals damage, the stoorworm injects some of its poi-
  son in the victim’s blood stream. The target must 
  make a Fortitude save (DC 18) against the potent 
  hallucinogenic substance or suffer from extremely 
  vibrant hallucinations for 2d10 minutes. During this 
  time, he has a -4 penalty to his attack rolls, skill checks 
  and AC and any spellcasting requires a Concentra-
  tion skill check to be accomplished (DC 13+spell 
  level). After this period elapses, the victim makes a 
  Will save (again, DC 18). Success means that the 
  poison doesn’t cause any additional effects. Failure 
  means that the violent hallucinations have left a mur-
  derous rage in the character. For the next d6 hours 
  the character is considered a chaotic evil character 
  with only one purpose: to murder any other human, 
  friend or foe, he meets. In this stage, the hallucina-
  tions are more tame and the character doesn’t suffer 
  any penalty. Note that while a person is under the 
  effect of the poison, multiple doses aren’t cumulative. 
   
  Someone drinking from the water of a source 
  infected by a stoorworm is exposed to a much more 
  diluted version of the poison. In this case, there are 
  no sudden, violent hallucinations. Instead, a victim who 
  fails his Fortitude save (DC 14 due to the diluted 
  poison) begins to see violent nightmares. If he contin-
  ues to drink the water, over the next 3 days his night-
  mares gradually begin to bleed in his daily life, becom-
  ing daily hallucinations. After the three days elapse, 
  the person must make a Will save (DC 14) or turn 
  into a chaotic evil bloodthirsty lunatic for 4d6 hours.  
  Swanmay
  Swanmay
  Swanmay
  Swanmay    
  Medium
  Medium
  Medium
  Medium----Size Fey
  Size Fey
  Size Fey
  Size Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 5d6+5 (22 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +4 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft, fly 60 ft (good) (only in swan form) 
  AC: 
  AC: 
  AC: 
  AC: 14 (+4 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Dagger +6 melee (only in human form) 
  Damage: 
  Damage: 
  Damage: 
  Damage: Dagger d4 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special 
  Qualities: 
  Special 
  Qualities: 
  Special 
  Qualities: 
  Special 
  Qualities: 
  Magical 
  prohibition, 
  shapechange, SR 15 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +2, Ref +8, Will +7 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 18 (+4), Con 13 (+1), Int 13 
  (+1), Wis 16 (+2), Cha 20 (+5) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Hide +8, Knowledge (nature) +5, Listen +6, 
  Search +5, Sense Motive +7, Spot +6, Swim +10,  
  Wilderness Lore +6 
  
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  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Finesses (dagger) 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or pair 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral good 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Swanmays are faerie shapechangers. Their true 
  form is said to be that of a magnificent snow-white 
  swan, one of the most beautiful sights any mortal can 
  witness. A swanmay can also appear in the form of a 
  comely young woman. Her snow-white hair is her most 
  extraordinary feature in human form and is certain to 
  attract the attention of any mortal male. Their hair is 
  only one of the swan attributes they maintain in hu-
  man form. Among others are their excellent swimming 
  ability and grace of movement. 
   
  The dual form of the swanmays has been their 
  greatest gift, but also their greatest curse. Swan-
  mays were some of the very few faeries that became 
  enamoured with the human race. They loved the hu-
  mans’ appearance, their potential, their dynamic ap-
  proach to matters and their determination. Their 
  shapechanging ability was a way they could spend 
  time with their beloved ones. It had but one, critical 
  flaw: they could only work magic in their true form. 
  Their whole life became a dilemma: should they be-
  come isolated from their beloved humans and be able 
  to live like faeries with access to the gift of magic, or 
  should they live in the world of mortals and deny their 
  faerie origins and magical heritage? 
   
  The answer to such a dilemma is not simple 
  and most swanmays try to live both lives. It is a dan-
  gerous path they tread, for they must look after their 
  loved ones and in the meantime avoid being discov-
  ered by them. A swanmay can be encountered in any 
  human settlement, living along with their mortal mate. 
  A child can be born from that union, but it will always 
  be a female one. As it grows older, the child will feel it 
  is different from other children. At her 16th birthdays, 
  her full swanmay powers shall be revealed and be-
  come accessible by her. Her mother usually informs 
  her of the special heritage she carries and secretly 
  instructs her to the life of a swanmay, so that their 
  façade will remain intact. 
  Combat
  Combat
  Combat
  Combat    
  Swanmays usually are peaceful creatures, but they 
  will fight to the death if they’re beloved ones, espe-
  cially their daughters, are threatened. 
  Magical prohibition (Su): 
  Magical prohibition (Su): 
  Magical prohibition (Su): 
  Magical prohibition (Su): A swanmay can only use 
  her spells in swan form. 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): 
  Shapechange (Su): A swanmay can shapechange, 
  as per the spell, between two forms. The first is that 
  of a lovely female human, while the second is that of a 
  snow white great swan. Switching between shapes 
  requires a standard action and can be done as fre-
  quently as the swanmay wishes. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Swanmays cast spells as 6th level dru-
  ids. 
  Trow
  Trow
  Trow
  Trow    
  Large Giant
  Large Giant
  Large Giant
  Large Giant    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: -2 (Dex) 
  Speed:  
  Speed:  
  Speed:  
  Speed:  40 ft 
  AC: 
  AC: 
  AC: 
  AC: 12 (-2 Dex, +5 natural, -1 size) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Huge greatclub +10 melee 
  Damage: 
  Damage: 
  Damage: 
  Damage: Huge greatclub 2d6+9 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Disease, spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: Disease immunity 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +6, Ref -1, Will -1 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 22 (+6), Dex 7 (-2), Con 15 (+2), Int 7 
  (-2), Wis 7 (-2), Cha 11 
  Skills: 
  Skills: 
  Skills: 
  Skills: Climb +8, Listen +1, Spot +1 
  Feats: 
  Feats: 
  Feats: 
  Feats: Weapon Focus (greatclub) 
  Climate/Terrain:  
  Climate/Terrain:  
  Climate/Terrain:  
  Climate/Terrain:  Any 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary or pack (2-4), usually along 
  with 10-40 fir darrig. 
  
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  104    
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 3 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral evil 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  Trows are giant faeries reaching 9 feet in height. 
  They carry the worst traits of all faeries, something 
  making them truly horrible in appearance. Their skin 
  suffers from a disease similar to leprosy. Crooked 
  horn and deformed lumps of flesh protrude from vari-
  ous parts of their bodies. Their personality is similar 
  to their appearance: malign, sadistic, devilish. Trows 
  could only fit in the kind of social structure the Un-
  seelie Court provides. There, they’re used as lieu-
  tenants that lead the Sluagh troops to battle. Their 
  exceptional prowess suits such a task well and also 
  serves to intimidate and put in order the unruly 
  troops. Not being terribly intelligent, trows are easily 
  manipulated and controlled by their superiors. They 
  are also used as bodyguards by important Court 
  members. 
  Combat
  Combat
  Combat
  Combat    
  Trows follow basic and simple tactics in combat, since 
  that’s all they can handle. They usually charge the 
  enemy to gather momentum for a devastating blow 
  from their greatclubs. 
  Disease (Ex): 
  Disease (Ex): 
  Disease (Ex): 
  Disease (Ex): Trows are walking piles of bacteria 
  and diseases. Those fighting them in melee combat 
  need to make a Fortitude save after the fight is over 
  to avoid contracting a disease. A typical disease 
  spread by trows would have DC 14, incubation 1d4 
  days and damage 1d3 Str. 
  Disease immunity (Ex): 
  Disease immunity (Ex): 
  Disease immunity (Ex): 
  Disease immunity (Ex): Trows would have died a 
  long way ago if they hadn’t developed a strong de-
  fence system against diseases of all kinds. They are 
  immune to normal diseases and get a +5 bonus to sav-
  ing throws against magical ones. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Trows cast spells as 1st level sorcerers. 
      
  Tuatha De Dannan
  Tuatha De Dannan
  Tuatha De Dannan
  Tuatha De Dannan    
  Medium
  Medium
  Medium
  Medium----Sized Fey
  Sized Fey
  Sized Fey
  Sized Fey    
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 3d6 (10 hp) 
  Initiative: 
  Initiative: 
  Initiative: 
  Initiative: +2 
  Speed: 
  Speed: 
  Speed: 
  Speed: 30 ft 
  AC: 
  AC: 
  AC: 
  AC: 16 (+4 chainshirt, +2 Dex) 
  Attacks: 
  Attacks: 
  Attacks: 
  Attacks: Longsword +1 melee or longbow +3 ranged 
  Damage: 
  Damage: 
  Damage: 
  Damage: Longsword d8, longbow d8 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: Spells 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: SR 15 
  Saves: 
  Saves: 
  Saves: 
  Saves: Fort +1 , Ref +5 , Will +5 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: Str 10, Dex 15 (+2), Con 10, Int 16 (+3), 
  Wis 14 (+2), Cha 15 (+2) 
  Skills: 
  Skills: 
  Skills: 
  Skills: Listen +4, Knowledge (history) +5, Spellcraft 
  +5, Spot +4 
  Feats: 
  Feats: 
  Feats: 
  Feats: Alertness 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Temperate or cold forests, valleys 
  and grasslands. 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary, group (2-6), band (5-10), 
  party (10-30) 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 
  Challenge Rating: 2 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Standard 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Usually neutral 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: 
  Advancement Range: By character class 
  The Tuatha De Dannan (“tribe of the goddess 
  Danu”) are a noble race of faeries that once ruled 
  Ireland. They are among the most ancient of the fey 
  folk. When their race was young they participated in 
  the establishment of fabled Mu and there met a great 
  spirit, Danu. The spirit took an interest in them and 
  helped them in many occasions, offering her wisdom 
  and advice. 
   
  The Tuatha were wise enough to sense the 
  upcoming Faerian Wars and the onslaught they 
  would bring. Following Danu, their goddess, they 
  chose not to be a part of these wars and abandoned 
  Mu, journeying across the world to settle Ireland. 
  There they encountered the warlike Fir Bholg, the 
  rulers of Ireland, and the demonic fomhoires. With the 
  
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  help of Danu, they managed to defeat both and claim 
  Ireland as their own. There they created a lasting 
  kingdom of peace and knowledge. However, when 
  they sensed that it was the humans’ turn to rule 
  Earth, they abandoned their domain and retreated in 
  hidden places. With time, they found that their re-
  treat caused them to wane from the face of the 
  Earth, now living in an otherworldly place. Thus, they 
  were the first to inhabit a faerie realm, which they 
  named Tir Nan Og, “Land of the Ever Young”, a 
  name that fits its immortal inhabitants. 
   
  The Tuatha still inhabit their distant realm. 
  They are a proud and beautiful people, said to be 
  the faeries most close to man, though their slender 
  characteristics and ancient wisdom place them far 
  from mortals. They love arts, poetry and music and 
  sometimes befriend mortals with the same interests. 
   
  They leave their immortal realm frequently to 
  travel to earth, but they don’t meddle with the affairs 
  of mortals, or even faeries. The Tuatha are not mem-
  bers of the Seelie Court, nor do they plan to be-
  come in the future. They hold a neutral position to-
  wards both “good” and “evil” faeries and have no de-
  sire to participate in their disastrous conflicts. Only if 
  they feel that the balance and future of Earth is 
  threatened will they act. 
  Combat
  Combat
  Combat
  Combat    
  Although friendly and neutral, Tuatha have a long 
  martial tradition and are masters of the art of war in all 
  its aspects. Their military discipline, superior arms 
  and armor and magical power combine to form one of 
  the most effective armies. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): They cast spells as 4th level sorcerers. 
  Anathemas
  Anathemas
  Anathemas
  Anathemas    
  Anathemas (sing. Anathema) are the accursed, piti-
  ful creatures resulting from the Burning. They are 
  magicians with warped, broken minds and souls. Their 
  transformation has left them paranoid psychopaths 
  with an intense hatred for living creatures and espe-
  cially other sorcerers. They are semi-mad, semi-
  logical beings that should be dead, yet their bodies 
  are sustained by the very magic that destroyed them. 
   
  The Burning has “blessed” the Anathemas 
  with many strange powers and immortality. However, 
  in the same time it has taken from them their humanity 
  and their life. It has condemned them in an everlasting 
  semi-existence with bodies that cannot feel anymore 
  but can still move and act. Their only purpose in this 
  new “life” is to hunt down and destroy other magi-
  cians. Thus, they’re feared by any living practitioner 
  of arcane or divine magic. 
  Anathema template
  Anathema template
  Anathema template
  Anathema template    
  “Anathema” is a template that can be added to any 
  creature, provided that it’s capable of casting spells 
  and has suffered the Burning. The creature’s type 
  changes to “undead”. It uses all of its old statistics 
  and special abilities, except as noted here. 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: 
  Hit Dice: Increase to d12. 
  Speed: 
  Speed: 
  Speed: 
  Speed: Same as the character. 
  AC: 
  AC: 
  AC: 
  AC: Same as the character. 
  Damage: 
  Damage: 
  Damage: 
  Damage: Same as the character. 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: 
  Special Attacks: An anathema retains its old special 
  attacks and also gains those listed below. 
  Magical Bane (Su): At will, an anathema can ex-
  trude an aura which negates magic in the area. This 
  aura extends 20 ft around the anathema and func-
  tions as an antimagic field cast by a sorcerer of level 
  equal to the anathema’s HD. Activating and main-
  taining this aura is a full-round action. While the field 
  is active, the anathema can affect something or some-
  one up to 120 ft away with a greater dispelling spell. 
  This is considered a free action, but only one greater 
  dispelling may be used per round. The greater dispel-
  ling works as if cast by a sorcerer with level equal to 
  the anathema’s HD. Only the targeted dispel option 
  of greater dispelling  may be used in this fashion. 
  Spells (Sp): The anathema can cast any spells it 
  
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  could cast while alive. 
  Spell Mastery (Su): Anathemas, as masters of 
  magic and of the ways it works, can enhance spells 
  with metamagic feats without expending higher level 
  spell slots. An anathema has a number of “free” spell 
  levels each day equal to half its HD. It is able to sub-
  stitute these levels instead of using a higher level spell 
  slot for metamagically enhanced spells. 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: 
  Special Qualities: An anathema retains its old spe-
  cial abilities and gains those listed below (it also gains 
  the undead type). 
  Burning Resistance (Su): Since they’ve already 
  suffered the Burning, Anathemas are less affected 
  by it. They only need half the usual time to sleep af-
  ter casting a powerful spell. However, if they suffer 
  the Burning for a second time, they’re utterly de-
  stroyed. 
  Spell Resistance (Su): An anathema has SR equal 
  to 10+half its HD. 
  Turn Resistance (Ex): An anathema has +4 turn 
  resistance. 
  Saves: 
  Saves: 
  Saves: 
  Saves: Same as the character. 
  Abilities: 
  Abilities: 
  Abilities: 
  Abilities: An anathema has no Constitution score 
  being undead. Otherwise, same as the character. 
  Skills: 
  Skills: 
  Skills: 
  Skills: Same as the character. 
  Feats: 
  Feats: 
  Feats: 
  Feats: Same as the character. 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: 
  Climate/Terrain: Same as the character. 
  Organisation: 
  Organisation: 
  Organisation: 
  Organisation: Solitary. 
  Challenge rating: 
  Challenge rating: 
  Challenge rating: 
  Challenge rating: Same as the character+2. 
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure: Double items. 
  Alignment: 
  Alignment: 
  Alignment: 
  Alignment: Any evil. 
  Advancement: 
  Advancement: 
  Advancement: 
  Advancement: By character class. 
  Demons and Angels
  Demons and Angels
  Demons and Angels
  Demons and Angels    
  Demons and angels are supernatural, almost divine 
  beings living in worlds far away from Earth, deep in 
  the middle ring of the cosmos, collectively known as 
  the Netherworlds. It is speculated that in the dawn of 
  time these beings were kin, descending from the same 
  race, but they were separated soon after, when An-
  gels chose to follow the ideals of “good” and Demons 
  those of “evil”. From that moment, the two races have 
  been dragged into a lasting war, turning the nether-
  worlds into a huge battlefield. The war has been car-
  ried to other worlds as well, including Earth, but on a 
  much smaller scale. 
  Summoning and travelling
  Summoning and travelling
  Summoning and travelling
  Summoning and travelling    
  Often, demons and angels can be found as servants 
  of strange and divine powers. Their duties require 
  them to travel a lot, leaving the netherworlds for other 
  realms of existence. Earth has its share of these mys-
  terious beings, summoned here by spells and rituals to 
  serve their summoner or offer him power and longev-
  ity. This is the way demons and angels can freely walk 
  and act in the lands of the physical world. If they 
  travel through their own power or magical gates, they 
  face a strange environment with laws and principles 
  alien to them. This leaves them weak: they can remain 
  on Earth for only one hour per HD (returning after-
  wards to their plane) and they suffer a -4 penalty to 
  all actions. When summoned by magicians, their spells 
  give them the ability to sustain their forms and the 
  sorcerers offer them a part of their life force that ren-
  ders them partially human-like and therefore able to 
  endure the laws of the physical world that seem so 
  strange to them. 
  Uniqueness
  Uniqueness
  Uniqueness
  Uniqueness    
  Demons and Angels aren’t a race like humans, for 
  every one of them is different from the rest in some 
  way. One Angel could be a brilliant sphere of light, 
  while another a magnificent human-like being. A De-
  mon could resemble a great human warrior equipped 
  with blood-dripping horns and a pair of bat-like wings 
  or he could be a disgusting insectoid or lump of flesh, 
  or even a beautiful temptress. 
   
  Each demon and angel is a unique being with 
  its own powers and weaknesses. This means that 
  there are no similar groupings of these entities and 
  
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  they can’t have any form of set statistics. Instead, 
  every one should be created and treated individually. 
  The following guidelines can be useful in the creation 
  of a demon or angel for your campaign. 
  Generation
  Generation
  Generation
  Generation    
  A demon’s or angel’s generation is a measure of its 
  relative power. Generation doesn’t have anything to 
  do with the entity’s age. Rather, it describes the simi-
  larity between the entity’s potency and that of an-
  cient angels and demons. 
   
  Ancient demons and angels were extremely 
  powerful and potent beings, almost god-like in their 
  might. Subsequent generations were less powerful. 
  Even today however, some demons and angels are 
  born with the power of the elder ones. Thus, if a de-
  mon is said to be “of the third generation”, it doesn’t 
  necessarily mean that he was born during the reign of 
  the third generation. It usually means that his power is 
  roughly equivalent to that of a true demon of the third 
  generation. 
   
  There are five acknowledged generations. It 
  seems that the fifth generation entities are the least 
  powerful a demon or angel can ever be and it is be-
  lieved that there won’t be a sixth generation. Statis-
  tics are guidelines are given for entities of the 2nd to 
  5th generation. Those of the first generation are very 
  few (most have died in the assault against the 
  Dragon) and their power is almost god-like (indeed, 
  many have priests in the physical world). No one has 
  ever been born with their power since their defeat at 
  the hands of the Dragon. Some of the surviving enti-
  ties of the first generation are described in the 
  “Gods and powers” chapter. 
  Type and Size
  Type and Size
  Type and Size
  Type and Size    
  Entities from the Netherworlds are of course 
  treated as outsiders. Their Size varies from Tiny to 
  Huge and affects Strength, Constitution and Dex-
  terity (apart from the usual modifications to AC and 
  attack bonuses). 
  Tiny: 
  Tiny: 
  Tiny: 
  Tiny: -6 Str (min 1), +8 Dex 
  Small: 
  Small: 
  Small: 
  Small: -3 Str (min 1), +4 Dex 
  Medium
  Medium
  Medium
  Medium----Size: 
  Size: 
  Size: 
  Size: No modifications 
  Large: 
  Large: 
  Large: 
  Large: +4 Str, -3 Dex (min 1), +4 Con 
  Huge: 
  Huge: 
  Huge: 
  Huge: +8 Str, -6 Dex (min 1), +8 Con 
  Hit Dice
  Hit Dice
  Hit Dice
  Hit Dice    
  Angels and demons have classes and levels as char-
  acters. Nearly all classes are open to them, but 
  priests must follow one of the angelic or demonic 
  powers (see the “Gods and powers” chapter for more 
  details). They frequently multiclass. 
  Second Generation:
  Second Generation:
  Second Generation:
  Second Generation: Character level 20 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: Character level 15 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: Character level 10 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: Character level 5 
  Speed
  Speed
  Speed
  Speed    
  The Speed of a demon or angel is according to its 
  size, as in the following table. Furthermore, all such 
  entities are able to fly, either through wings or 
  through some mystical effect. 
  Tiny: 
  Tiny: 
  Tiny: 
  Tiny: 20 ft, fly 50 ft (perfect) 
  Small: 
  Small: 
  Small: 
  Small: 20 ft, fly 80 ft (good) 
  Medium
  Medium
  Medium
  Medium----Size: 
  Size: 
  Size: 
  Size: 30 ft, fly 100 ft (average) 
  Large: 
  Large: 
  Large: 
  Large: 40 ft, fly 150 ft (poor) 
  Huge: 
  Huge: 
  Huge: 
  Huge: 50 ft, fly 150 ft (clumsy) 
  AC
  AC
  AC
  AC    
  Angels and demons may or may not have a natural 
  armor rating (this depends on their special traits, see 
  below). They do however, take advantage of con-
  structed armors and shields and any entity of fourth 
  or lower generation can be assumed to carry magical 
  items. 
  Attacks/Damage
  Attacks/Damage
  Attacks/Damage
  Attacks/Damage    
  Angels and demons may or may not have natural at-
  
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  tacks (this depends on their special traits, see below). 
  They can most certainly take advantage of artificial 
  weapons and any entity of the fourth or lower gen-
  eration can be expected to carry magical arms. 
  Special Attacks and Qualities
  Special Attacks and Qualities
  Special Attacks and Qualities
  Special Attacks and Qualities    
  Angels and demons are powerful and magical beings, 
  so they have a lot of powers in their command. The 
  most common ones follow: 
  Damage Reduction
  Damage Reduction
  Damage Reduction
  Damage Reduction    
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: 20/+4 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: 20/+3 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 15/+2 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 10/+1 
  Immunities
  Immunities
  Immunities
  Immunities    
  Demons and angels are generally immune to poisons, 
  diseases, paralysation, petrification and magical 
  sleep. 
  Spell Resistance
  Spell Resistance
  Spell Resistance
  Spell Resistance    
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: 25 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: 22 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 18 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 15 
  Spells
  Spells
  Spells
  Spells    
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: Casts spells as a 15th level 
  sorcerer. 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: Casts spells as a 10th level sor-
  cerer. 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: Casts spells as a 7th level sor-
  cerer. 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: Casts spells as a 7th level sorcerer. 
  Spell
  Spell
  Spell
  Spell----like Abilities
  like Abilities
  like Abilities
  like Abilities    
  The following spell-like abilities are common to all 
  angels. 
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: At will – alter self, charm per-
  son, command, cure major wounds, displacement, 
  dominate person, greater dispelling, invisibility, non-
  detection, persistent image, rainbow pattern, 3/day – 
  blade barrier, forbiddance, heal, mass suggestion, 
  plane shift, teleport, 1/day – discern location, limited 
  wish, repulsion teleport without error. These are like 
  the spells cast by a 15tth level sorcerer. 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: At will – alter self, charm person, 
  command, cure light wounds, dispel magic, displace-
  ment, invisibility, major image, nondetection, sugges-
  tion, 3/day – cure major wounds, dominate person, 
  greater dispelling, persistent image, rainbow pattern, 
  teleport, 1/day – blade barrier, forbiddance, mass 
  suggestion, plane shift. These are like the spells cast 
  by a 13th level sorcerer. 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: At will – alter self, charm person, 
  command, cure light wounds, dispel magic, misdirec-
  tion, 3/day – displacement, invisibility, major image, 
  nondetection, suggestion, 1/day – cure major 
  wounds, dimension door, dominate person, persistent 
  image, plane shift. These are like the spells cast by a 
  11th level sorcerer. 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: At will – alter self, command, misdi-
  rection, 3/day – charm person, cure light wounds, 
  dispel magic, invisibility, nondetection, 1/day – dis-
  placement, major image, suggestion. These are like 
  the spells cast by a 8th level sorcerer. 
   
   The following spell-like abilities are common to all 
  demons. 
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: At will – alter self, cause fear, 
  charm person, darkness, dispel magic, displacement, 
  dominate person, inflict major wounds, invisibility, 
  nondetection, persistent image, phantasmal killer, 
  suggestion, 3/day – forcecage, harm, plane shift, 
  stone to flesh, teleport, 1/day – discern location, 
  finger of death, limited wish, teleport without error. 
  These are like the spells cast by a 15th level sorcerer.    
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: At will – alter self, cause fear, 
  charm person, darkness, dispel magic, displacement, 
  
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  inflict light wounds, invisibility, major image, nondetec-
  tion, suggestion, 3/day – inflict major wounds, persis-
  tent image, phantasmal killer, teleport, 1/day – force-
  cage, plane shift, stone to flesh. These are like the 
  spells cast by a 13th level sorcerer.    
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: At will – alter self, cause fear, 
  charm person, darkness, dispel magic, inflict light 
  wounds, misdirection, 3/day – displacement, invisibil-
  ity, major image, nondetection, suggestion, 1/day – 
  dimension door, inflict major wounds, persistent im-
  age, plane shift. These are like the spells cast by a 
  11th level sorcerer.    
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: At will – alter self, cause fear, 
  darkness, misdirection, 3/day – charm person, dispel 
  magic, invisibility, nondetection, 1/day – displace-
  ment, major image, suggestion. These are like the 
  spells cast by a 8th level sorcerer.    
  Special Traits
  Special Traits
  Special Traits
  Special Traits    
  Until now, the powers and abilities of demons and 
  angels seem pretty standard. Special traits can be 
  used to make a demon or angel unique, by providing 
  highly specialised and individual abilities under his 
  control. There is no set number of special traits for a 
  demon or angel, but the following are recommended: 
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: 5-10 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: 3-6 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 2-4 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 1-3 
      
   Ability drain: 
  Ability drain: 
  Ability drain: 
  Ability drain: The entity has an attack that causes 
  ability loss, either temporary or permanent. This usu-
  ally requires an unarmed melee attack (or a melee at-
  tack using a natural weapon, like claws or bite). When 
  taking this trait, the entity selects the ability it can 
  damage. Damage is considered temporary, unless this 
  trait is taken twice, in which case the loss is perma-
  nent. No entity can drain more than one ability. 
  1. Fifth generation entities can cause 1d4 tempo-
  rarily ability damage or one point of permanent ability 
  drain. 
  2. Fourth generation entities can cause 1d6 tempo-
  rarily ability damage or 1d3 permanent ability drain. 
  3. Third generation entities can cause 1d8 tempo-
  rarily ability damage or 1d4 permanent ability drain. 
  4. Second generation entities can cause 1d12 tem-
  porarily ability damage or 1d6 permanent ability 
  drain. 
  Armoring: 
  Armoring: 
  Armoring: 
  Armoring: The entity has a natural armor bonus, 
  which can take the form of hardened scales, a blinding 
  light aura distracting enemies or myriads of other 
  forms. The natural armor of the entity is +3 per gen-
  eration counting backwards (ie a 5th generation entity 
  has +3 natural armor, while a 2nd generation one has 
  +12 natural armor). This trait can be taken multiple 
  times to provide better protection: each extra time the 
  natural armor bonus is increased by +3. 
  Blindsight: 
  Blindsight: 
  Blindsight: 
  Blindsight: This creature is considered to have the 
  blindsight extraordinary ability. This ability can be 
  based on a lot of principles: the creature might have 
  an extraordinary sense of scent or a sonar-like echo-
  location ability (much like a bat). The range of this 
  ability is usually 60 ft, but it may be doubled if the 
  trait is taken again. 
  Energy drain: 
  Energy drain: 
  Energy drain: 
  Energy drain: An entity with this trait has an energy 
  drain attack. This usually requires an unarmed melee 
  attack (or a melee attack using a natural weapon, like 
  claws or bite). This trait cannot be taken more than 
  once. 
  1. Fifth generation entities bestow one negative 
  level on their opponent. 
  2. Fourth generation entities bestow 1d2 negative 
  levels on their opponent. 
  3. Third generation entities bestow two negative 
  levels on their opponent. 
  4. Second generation entities bestow 1d2+1 nega-
  tive levels on their opponent. 
  Energy resistance or immunity: 
  Energy resistance or immunity: 
  Energy resistance or immunity: 
  Energy resistance or immunity: The entity is espe-
  cially resistant against one type of energy (like fire, 
  
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  cold etc). When facing damage from that form of en-
  ergy, the entity has damage reduction equal to five 
  times its generation counting backwards (ie a 5th gen-
  eration entity has DR 5, while a 2nd generation one 
  has DR 20). If this trait is taken twice for a certain 
  type of energy, the creature becomes totally immune 
  against that type. However, an entity cannot have 
  more than one energy immunity. Otherwise, taking 
  this trait again can apply to a different energy type. 
  Evasion: 
  Evasion: 
  Evasion: 
  Evasion: Only entities of Large Size or smaller can 
  take this trait, which gives them the Evasion extraor-
  dinary ability (like a rogue). If taken a second time, 
  Evasion upgrades to Improved Evasion, but the 
  creature can not be greater than Medium-Size. 
  Fast healing: 
  Fast healing: 
  Fast healing: 
  Fast healing: An entity with this ability repairs dam-
  age suffered extremely quick. 
  1. Fifth generation entities have Fast Healing 3. 
  2. Fourth generation entities have Fast Healing 5. 
  3. Third generation entities have Fast Healing 8. 
  4. Second generation entities have Fast Healing 
  10. 
  Fear: 
  Fear: 
  Fear: 
  Fear: Entities with this trait radiate an aura of fear or 
  awe that terrifies mortals and other creatures with 
  less HD or levels than them. This aura of fear is not 
  continuous: the entity can choose when to radiate it 
  and when not (as a free action). 
  1. Fifth generation entities radiate fear in a 15 ft 
  radius. Potential targets must succeed in a Will save 
  against DC 15 or become frightened for d12 
  rounds. 
  2. Fourth generation entities radiate fear in a 30 ft 
  radius. Potential targets must succeed in a Will save 
  against DC 18 or become frightened for d12 
  rounds. 
  3. Third generation entities radiate fear in a 45 ft 
  radius. Potential targets must succeed in a Will save 
  against DC 20 or become panicked for d12 rounds. 
  4. Second generation entities radiate fear in a 60 
  ft radius. Potential targets must succeed in a Will 
  save against DC 23 or become panicked for d12 
  rounds. 
  Gaze attack: 
  Gaze attack: 
  Gaze attack: 
  Gaze attack: This trait grants a gaze attack to the 
  entity. Lethal gaze attacks are only gained if this trait 
  is taken twice and are of limited activations per day 
  (with each activation lasting for one round). A lethal 
  gaze attacks usually consists of petrification or in-
  stant death. Non-lethal attacks are usually charm 
  gazes or curse gazes (as the bestow curse spell) and 
  have more activations per day than lethal attacks. A 
  creature can only have one type of gaze attack. Sav-
  ing throws against gaze attacks are Fortitude against 
  petrification or instant death and Will against charm, 
  curse etc. 
  1. Fifth generation entities can use a non-lethal 
  gaze 3 times per day and a lethal gaze one time per 
  day. The save DC is 15. 
  2. Fourth generation entities can use a non-lethal 
  gaze 5 times per day and a lethal gaze 3 times per 
  day. The save DC is 15. 
  3. Fifth generation entities can use a non-lethal 
  gaze 10 times per day and a lethal gaze 5 times per 
  day. The save DC is 18. 
  4. Fifth generation entities can use a non-lethal 
  gaze 20 times per day and a lethal gaze 10 times per 
  day. The save DC is 20. 
  Incorporeality: 
  Incorporeality: 
  Incorporeality: 
  Incorporeality: Incorporeal demons and angels are of 
  two kinds. The first kind are those entities that can 
  switch between corporeal and incorporeal forms at 
  will. These creatures are usually able to maintain an 
  incorporeal form for a number of hours per day equal 
  to their generation counting backwards (ie one hour 
  for a 5th generation entity and 4 hours for a 2nd gen-
  eration entity). The second kind are those entities 
  that are naturally incorporeal and do not have a cor-
  poreal form. These entities are permanently incorpo-
  real and might resemble anything from ghostly angels 
  and demons to great spheres of pure energy. Perma-
  nently incorporeal entities have a means of attacking 
  only if they have taken the natural attack trait: in this 
  
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  case, they use their Dexterity modifier for their at-
  tack bonus and they are capable of harming corpo-
  real creatures with their natural attack.  
  Magical power: 
  Magical power: 
  Magical power: 
  Magical power: The entity can cast a spell as a spell-
  like ability, in addition to the abilities standard for all 
  demons or angels. If this special trait is taken, the en-
  tity selects one arcane or divine spell to use as a 
  spell-like ability (with a caster level as that for its 
  other spell-like abilities). 
  1. Fifth generation entities can cast a 1st level spell 
  at will, a 2nd or 3rd level spell three times per day or a 
  4th level spell once per day. 
  2. Fourth generation entities can cast a 1st or 2nd 
  level spell at will, a 3rd or 4th level spell three times per 
  day or a 5th level spell once per day. 
  3. Third generation entities can cast a 1st, 2nd or 3rd 
  level spell at will, a 4th level spell three times per day or 
  a 5th or 6th level spell once per day. 
  4. Second generation entities can cast a 1st, 2nd or 
  3rd level spell at will, a 4th or 5th level spell three times 
  per day or a 6th level spell once per day. 
  Natural attack: 
  Natural attack: 
  Natural attack: 
  Natural attack: Demons more commonly than angels 
  have bestial characteristics that provide them with 
  natural weapons, like claws or fangs. By taking this 
  special trait, an entity can select one natural attack 
  from the table below (taking the trait multiple times 
  enables more attacks to be chosen). The basic dam-
  age of the attack depends on the size of the entity. 
  Bite: 
  Bite: 
  Bite: 
  Bite: d3 (tiny), d4 (small), d6 (medium-size), d8 
  (large), d10 (huge) 
  Claws or talons: 
  Claws or talons: 
  Claws or talons: 
  Claws or talons: d2 (tiny), d3 (small), d4 (medium-
  size), d6 (large), d8 (huge) 
  Horns or tusks: 
  Horns or tusks: 
  Horns or tusks: 
  Horns or tusks: d3 (tiny), d4 (small), d8 (medium-size), 
  2d6 (large), 2d8 (huge) 
  Stinger: 
  Stinger: 
  Stinger: 
  Stinger: d2 (tiny), d3 (small), d4 (medium-size), d6 
  (large), d8 (huge) 
  Poison: 
  Poison: 
  Poison: 
  Poison: An entity (usually a demon; very few angels 
  have this trait) with this trait has a potent poison at-
  tack. The poison is usually delivered through a natu-
  ral attack, like a bite or stinger, which the creature 
  must already possess. 
  1. The poison of a fifth generation entity is usually 
  DC 16 to resist and does 1d6 Str initial and secon-
  dary damage. 
  2. The poison of a fourth generation entity is usu-
  ally DC 18 to resist and does 1d6 Str and Con 
  initial and secondary damage. 
  3. The poison of a third generation entity is usually 
  DC 20 to resist and does 2d8 hp and 1d6 Str and 
  Con initial and secondary damage. 
  4. The poison of a second generation entity is usu-
  ally DC 22 to resist and has the same initial and sec-
  ondary damage as that of third generation entities 
  (2d8 ho and 1d6 Str and Con). However, failure to 
  resist the secondary damage means that one of the 
  Strength and Constitution points lost is a perma-
  nent loss rather than a temporary one. 
  Regeneration: 
  Regeneration: 
  Regeneration: 
  Regeneration: An entity with this trait has the Re-
  generation extraordinary ability and heals a number 
  of hit points per round equal to twice its generation 
  counting backwards (ie a fifth generation entity heals 
  2 hp/round, while a second generation one heals 8 
  hp/round). 
  Saves
  Saves
  Saves
  Saves    
  A demon’s or angel’s base saving throws are derived 
  from his class and level, just as for an ordinary charac-
  ter. However, because such entities are inherently 
  magical and powerful, they get a special +2 bonus on 
  any saving throw. 
  Abilities
  Abilities
  Abilities
  Abilities    
  A otherworldly entity’s ability scores are determined 
  as for a player character: by dice. The more powerful 
  an entity is, the better its abilities will be and this re-
  flects on the type of dice used to generate its ability 
  scores. 
  Second Generation: 
  Second Generation: 
  Second Generation: 
  Second Generation: 7d6, drop the 2 lowest and use 
  the other 5 dice (default array: 25, 24, 23, 22, 21, 
  
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  18). 
  Third Generation: 
  Third Generation: 
  Third Generation: 
  Third Generation: 6d6, drop lowest and use the 
  other 5 dice (default array: 23, 22, 21, 20, 19, 16). 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 
  Fourth Generation: 5d6, drop lowest and use the 
  other 4 dice (default array: 19, 18, 17, 16, 12). 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 
  Fifth Generation: 5d6, drop the 2 lowest and use the 
  other 3 dice (default array: 17, 16, 15, 14, 10). 
  Challenge Rating
  Challenge Rating
  Challenge Rating
  Challenge Rating    
  A demon’s or angel’s Challenge Rating is equal to 
  his character level x3/4. Every two special traits he 
  has increase his CR by an additional one point.  
  Spirits
  Spirits
  Spirits
  Spirits    
  Spirits are insubstantial entities living in the ethereal 
  plane that surrounds the physical world. Where mor-
  tals and other creatures are composed of soul and 
  body, spirits have no ultimate connection to matter in 
  the physical world, using it only when it suits them. 
  Each spirit is associated with a natural element, a 
  manifestation of nature or a kind of creatures. There 
  are spirits associated with air, earth, fire and water, 
  plants, animals or even with such terms as death, life, 
  healing, disease, fertility etc. A spirit’s personality 
  and form depends on its association. 
   
  The personality of spirits is somewhat difficult 
  to describe. Spirits are certainly not mortals and 
  can’t understand, much less affected by, the passions 
  and weaknesses leading mortals to their fall. They 
  can be described as good, evil or neutral, but again 
  these terms differ from those used by humans. Be-
  cause spirits are not burdened by the affairs of eve-
  ryday life, like humans are, the “evil” or “goodness” of 
  spirits (or even their neutrality for that purpose) if of 
  a more grand, pure scale. A spirit will never possess 
  the petty evil of a mortal; its evil will be a cosmic one. 
  The immortality and timelessness of spirits also make 
  them very patient. They tend to forget the limited life 
  span of mortals and just can’t understand why they 
  live such hasty lives. When a spirit plans something, 
  its plans might take tens or hundreds of years until 
  they come to fruition. Also, some of the rewards a 
  human might achieve are of no use to spirits. Money 
  makes no sense to them, nor being a lord in a mortal 
  realm, since they usually outlive many realms of men. 
   
  This section provides game statistics for the 
  most common types of spirits: air, animal, earth, fire, 
  plant and water spirits. Each kind of spirits is divided 
  in three categories: mediocre (which are the weakest 
  and less powerful), powerful and elder (which are the 
  most powerful but also less numerous). Statistics for 
  the most powerful spirits, the so-called great spirits, 
  are not given: such entities are god-like and are de-
  scribed in the “Gods and powers” chapter. 
  Common powers and abilities
  Common powers and abilities
  Common powers and abilities
  Common powers and abilities    
  All spirits have the following powers and abilities: 
  1. Since spirits dwell in the ethereal plane, most of 
  the time they’re ethereal in relationship to anyone in 
  the physical world. However, spirits also have the 
  ability to manifest themselves on Earth. This re-
  quires a large concentration of their associated ele-
  ment on Earth. For example, a large conflagration 
  might allow a fire spirit to take a material form on 
  Earth. Plant spirits can manifest themselves in great 
  forests and animal spirits among parties of their asso-
  ciated animals. Spirits can also take a material form 
  when summoned in the physical world by spells. 
  2. Spirits are immortal in the sense that they don’t 
  age but can be destroyed. Spirits that are killed in 
  the real world flee back to the ethereal plane where 
  their essence is reconstructed within d12 months. 
  Spirits destroyed in the ethereal plane however, are 
  permanently dead. 
  3. All spirits are immune to poison, sleep, paralysis 
  and stunning. Most spirits, except animal spirits, are 
  immune to critical hits. 
  4. Spirits have blindsight 300 ft. 
  
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  Air Spirits
  Air Spirits
  Air Spirits
  Air Spirits    
  Air spirits usually appear as masses of air or fog. They can slip through any crack or opening, no matter how 
  tiny. Only airtight barriers prove to be an obstacle for them. 
  Invisibility (Ex): 
  Invisibility (Ex): 
  Invisibility (Ex): 
  Invisibility (Ex): As they’re composed of air, air spirits are naturally invisible. This functions as a continuous 
  improved invisibility spell that can’t be dispelled or negated (it isn’t magical in nature). 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre air spirits cast spells as 5th level sorcerers. Powerful air spirits cast spells as 10th level 
  sorcerers. Elder air spirits cast spells as 15th level sorcerers. Air spirits can cast spells of the Air clerical do-
  main as if they were sorcerer spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – obscuring mist, wind wall, 1/day – control winds. These are like 
  the spells cast by a 5th level sorcerer (save DC 11+spell level). 
  Powerful: 3/day – control winds, obscuring mist, wind wall, 1/day – control weather, lightning bolt. These are 
  like the spells cast by a 10th level sorcerer (save DC 12+spell level). 
  Elder: 3/day – control winds, lightning bolt, obscuring mist, wind wall, 1/day – chain lightning, control weather. 
  These are like the spells cast by a 15th level sorcerer (save DC 14+spell level). 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): 
  Whirlwind attack (Ex): As a full-round action, an air spirit can attack everyone within 10 ft of it with a slam at-
  tack. Each target is attacked separately using the highest attack bonus of the spirit (however, each attack suf-
  fers a -3 penalty).  
  Animal Spirits
  Animal Spirits
  Animal Spirits
  Animal Spirits    
  Animal spirits appear as large, archetypal specimens of a specific animal, like a bear, a lion or an owl. Each 
  spirit is associated with one animal. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre animal spirits cast spells as 5th level sorcerers. Powerful animal spirits cast spells as 10th 
  level sorcerers. Elder animal spirits cast spells as 15th level sorcerers. Animal spirits can cast spells of the Ani-
  mal clerical domain as if they were sorcerer spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – calm animals, hold animal 1/day – dominate animal These are like 
  the spells cast by a 5th level sorcerer (save DC 11+spell level). 
  Powerful: 3/day – calm animals, dominate animal, hold animal, 1/day – antilife shell, repel vermin. These are like 
  the spells cast by a 10th level sorcerer (save DC 12+spell level). 
  Elder: 3/day – calm animals, dominate animal, hold animal, repel vermin, 1/day – animal shapes, antilife shell.. 
  These are like the spells cast by a 15th level sorcerer (save DC 14+spell level).  
  Earth Spirits
  Earth Spirits
  Earth Spirits
  Earth Spirits    
  Earth spirits appear as lumps of earth and stone with a vaguely human shape and rocky appendages. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre earth spirits cast spells as 5th level sorcerers. Powerful earth spirits cast spells as 10th 
  level sorcerers. Elder earth spirits cast spells as 15th level sorcerers. Earth spirits can cast spells of the Earth 
  clerical domain as if they were sorcerer spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – soften earth and stone, stone shape, 1/day – wall of stone. 
  These are like the spells cast by a 5th level sorcerer (save DC 11+spell level). 
  
  114
  114
  114
  114    
  Powerful: 3/day – soften earth and stone, stone 
  shape, wall of stone, 1/day – spike stones, transmute 
  rock to mud (or mud to rock). These are like the 
  spells cast by a 10th level sorcerer (save DC 
  12+spell level). 
  Elder: 3/day – soften earth and stone, spike stones, 
  stone shape, wall of stone, 1/day – earthquake, 
  transmute rock to mud (or mud to rock). These are 
  like the spells cast by a 15th level sorcerer (save DC 
  14+spell level). 
  Fire Spirits
  Fire Spirits
  Fire Spirits
  Fire Spirits    
  Fire spirits appear as pillars of flames that may move 
  on their own accord. They can attack either by ex-
  tending tendrils of fire and lashing out with them or by 
  causing their body to expand and burst, burning 
  those around the spirit. 
  Flame burst (Ex): 
  Flame burst (Ex): 
  Flame burst (Ex): 
  Flame burst (Ex): As a standard action, a fire spirit 
  can cause the flames of its body to burst, reaching 
  out to 20 ft. Anyone inside this area suffers 3d6 fire 
  damage in the case of a mediocre spirit, 5d6 in the 
  case of a powerful spirit or 7d6 in the case of an elder 
  spirit. A successful Reflex save (DC 15) halves the 
  damage suffered. This ability may be used once per 
  turn. 
  Flame tendril (Ex): 
  Flame tendril (Ex): 
  Flame tendril (Ex): 
  Flame tendril (Ex): A fire spirit’s natural attack deals 
  energy damage (without the Strength modifier added 
  to damage) and can set things on fire. If someone hit 
  fails a Reflex save (DC 12), he is set aflame and suf-
  fers d6 damage per round for the next d6 rounds (or 
  until the fire is extinguished by immersion in water 
  etc). 
  Flaming body (Ex): 
  Flaming body (Ex): 
  Flaming body (Ex): 
  Flaming body (Ex): One of the fire spirit’s best de-
  fences is its body of flames. Anyone striking it in me-
  lee is affected as if the spirit had a fire shield cast on 
  it by a sorcerer with caster level equal to the spirit’s 
  HD. Note that the spirit’s fire shield only damages 
  enemies; it doesn’t confer any other effect of the 
  spell. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre fire spirits cast spells as 5th 
  level sorcerers. Powerful fire spirits cast spells as 10th 
  level sorcerers. Elder fire spirits cast spells as 15th 
  level sorcerers. Fire spirits can cast spells of the Fire 
  clerical domain as if they were sorcerer spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – burning 
  hands, produce flame, 1/day – wall of fire. These are 
  like the spells cast by a 5th level sorcerer (save DC 
  11+spell level). 
  Powerful: 3/day – burning hands, produce flame, wall 
  of fire, 1/day – fireball, fire seeds. These are like the 
  spells cast by a 10th level sorcerer (save DC 
  12+spell level). 
  Elder: 3/day – burning hands, fireball, produce 
  flame, wall of fire, 1/day – fire seeds, firestorm. 
  These are like the spells cast by a 15th level sorcerer 
  (save DC 14+spell level). 
  Water weakness: 
  Water weakness: 
  Water weakness: 
  Water weakness: A bucket of water thrown at a fire 
  spirit will cause 1d6 damage. Larger amounts of water 
  will cause damage according to the judgement of the 
  Gamemaster. This also means that a fire spirit can-
  not enter bodies of water, as such an act would be 
  suicidal. 
  Plant Spirits
  Plant Spirits
  Plant Spirits
  Plant Spirits    
  Plant spirits appear as old but sturdy trees that can 
  uproot themselves and walk across the land. They 
  use their branches as appendages. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre plant spirits cast spells as 5th 
  level sorcerers. Powerful plant spirits cast spells as 
  10th level sorcerers. Elder plant spirits cast spells as 
  15th level sorcerers. Fire spirits can cast spells of the 
  Plant clerical domain as if they were sorcerer spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – entan-
  gle, plant growth, 1/day – control plants. These are 
  like the spells cast by a 5th level sorcerer (save DC 
  11+spell level). 
  Powerful: 3/day – control plants, entangle, plant 
  growth, 1/day – repel wood, wall of thorns. These 
  are like the spells cast by a 10th level sorcerer (save 
  DC 12+spell level). 
  
  115
  115
  115
  115    
  Elder: 3/day – control plants, entangle, plant growth, 
  wall of thorns, 1/day – command plants, repel wood. 
  These are like the spells cast by a 15th level sorcerer 
  (save DC 14+spell level).  
  Water Spirits
  Water Spirits
  Water Spirits
  Water Spirits    
  Water spirits resemble great waves which move on 
  their own accord. Although they can not manipulate 
  physical objects, their liquid form enables them to 
  pass through cracks and other openings with relative 
  ease. 
  Engulf (Ex): 
  Engulf (Ex): 
  Engulf (Ex): 
  Engulf (Ex): By making a grapple attack against 
  someone, a water spirit can engulf him with its watery 
  mass. While grappled, the victim drowns in the spirit’s 
  water. 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): 
  Spells (Sp): Mediocre water spirits cast spells as a 
  5th level sorcerer. Powerful water spirits cast spells as 
  a 10th level sorcerer. Elder water spirits cast spells as 
  a 15th level sorcerer. Water spirits can cast spells of 
  the Water clerical domain as if they were sorcerer 
  spells. 
  Spell
  Spell
  Spell
  Spell----like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): 
  like abilities (Sp): Mediocre: 3/day – fog 
  cloud, obscuring mist, 1/day – control water. These 
  are like the spells cast by a 5th level sorcerer (save 
  DC 11+spell level). 
  Powerful: 3/day – control water, fog cloud, obscuring 
  mist, 1/day – cone of cold, ice storm. These are like 
  the spells cast by a 10th level sorcerer (save DC 
  12+spell level). 
  Elder: 3/day – control water, fog cloud, ice storm, 
  obscuring mist, 1/day – acid fog, cone of cold. 
  These are like the spells cast by a 15th level sorcerer 
  (save DC 14+spell level). 
  
  116
  116
  116
  116    
  Air Spirits
  Air Spirits
  Air Spirits
  Air Spirits    
      
  Mediocre
  Mediocre
  Mediocre
  Mediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  Elder
  Elder
  Elder
  Elder    
      
  Medium-Size 
  O utsider (Air) 
  Large O utsider (Air) 
  Huge O utsider (Air) 
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:    
  5d10+10 (37 hp) 
  10d10+30 (85 hp) 
  15d10+45 (127 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative:    
  +0 
  +0 
  +0 
  Speed: 
  Speed: 
  Speed: 
  Speed:     
  Fly 100 ft (perfect) 
  Fly 100 ft (perfect) 
  Fly 100 ft (perfect) 
  AC:
  AC:
  AC:
  AC:    
  10 
  10 
  10 
  Attacks:
  Attacks:
  Attacks:
  Attacks:    
  Wind 
  buffet 
  +9 
  melee 
  Wind 
  buffet 
  +14/+9 
  melee 
  Wind 
  buffet 
  +19/+14/+9 melee 
  D amage:
  D amage:
  D amage:
  D amage:    
  Wind buffet d6+4 
  Wind buffet d10+5 
  Wind buffet 2d6+6 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  5 ft by 5 ft/5 ft 
  5 ft by 5 ft/10 ft 
  10 ft by 10 ft/15 ft 
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:    
  Spells, 
  spell-like 
  abilities, 
  whirlwind 
  attack 
  Spells, 
  spell-like 
  abilities, whirlwind attack
  Spells, spell-like abilities, 
  whirlwind attack 
  Special 
  Special 
  Special 
  Special 
  Qualities:
  Qualities:
  Qualities:
  Qualities:    
  Damage 
  reduction 
  20/+2, 
  invisibility,  
  spirit, SR 15 
  D amage 
  reduction 
  30/+3, invisibility, spirit, 
  SR 17 
  D amage 
  reduction 
  30/+4, invisibility, spirit, 
  SR 20 
  Saves:
  Saves:
  Saves:
  Saves:    
  Fort +6, Ref +4, Will 
  +6 
  Fort +10, Ref +7, Will 
  +10 
  Fort +12, Ref +9, Will 
  +14 
  Abilities:
  Abilities:
  Abilities:
  Abilities:    
  Str 18, D ex 10, 
  Con 14, Int 14, Wis 
  14, Cha 12 
  Str 20, Dex 10, Con 
  16, Int 16, Wis 16, Cha 
  14 
  Str 23, D ex 10, Con 16, 
  Int 20, Wis 20, Cha 18 
  Skills:
  Skills:
  Skills:
  Skills:    
  Knowledge (history) 
  +6, Knowledge (the 
  Planes) +6, Listen 
  +5, Spot +5  
  Knowledge 
  (history) 
  +12, Knowledge (the 
  Planes) 
  +12, 
  Listen 
  +10, 
  Spellcraft 
  +6, 
  Spot +10 
  Knowledge (history) +18, 
  Knowledge (the Planes) 
  +18, 
  Listen 
  +15, 
  Spellcraft 
  +10, 
  Spot 
  +15 
  Feats:
  Feats:
  Feats:
  Feats:    
  Improved Bull Rush 
  Improved 
  Bull 
  Rush, 
  Improved Trip 
  Improved 
  Bull 
  Rush, 
  Improved Trip, Mobility 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:    
  Any 
  Any 
  Any 
  Organisation:
  Organisation:
  Organisation:
  Organisation:    
  Solitary or pack (2-
  10) 
  Solitary or pack (2-6) 
  Solitary 
  Cha
  Cha
  Cha
  Challenge Rating:
  llenge Rating:
  llenge Rating:
  llenge Rating:    
  5 
  8 
  12 
  Alignment:
  Alignment:
  Alignment:
  Alignment:    
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement 
  Advancement 
  Advancement 
  Advancement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  117
  117
  117
  117    
  Animal Spirits
  Animal Spirits
  Animal Spirits
  Animal Spirits    
      
  Mediocre
  Mediocre
  Mediocre
  Mediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  Elder
  Elder
  Elder
  Elder    
      
  O utsider 
  (Size 
  as 
  animal) 
  O utsider 
  (Size 
  as 
  animal 
  plus 
  one 
  category) 
  O utsider 
  (Size 
  as 
  animal 
  plus 
  two 
  categories) 
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:    
  As animal +2d10 
  As animal +6d10 
  As animal +10d10 
  Initiati
  Initiati
  Initiati
  Initiative:
  ve:
  ve:
  ve:    
  Varies 
  Varies 
  Varies 
  Speed: 
  Speed: 
  Speed: 
  Speed:     
  As animal 
  As animal 
  As animal 
  AC:
  AC:
  AC:
  AC:    
  Varies (natural armor 
  as animal) 
  Varies (natural armor as 
  animal) 
  Varies (natural armor as 
  animal) 
  Attacks:
  Attacks:
  Attacks:
  Attacks:    
  As animal (attack 
  bonus varies) 
  As animal (attack bonus 
  varies) 
  As animal (attack bonus 
  varies) 
  D amage:
  D amage:
  D amage:
  D amage:    
  As animal 
  As animal 
  As animal 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  Varies 
  Varies 
  Varies 
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:    
  As animal plus spells, 
  spell-like abilities 
  As animal plus spells, 
  spell-like abilities 
  As animal plus spells, 
  spell-like abilities 
  Special 
  Special 
  Special 
  Special 
  Q ualit
  Q ualit
  Q ualit
  Q ualities:
  ies:
  ies:
  ies:    
  As 
  animal 
  plus 
  damage 
  reduction 
  10/+1, spirit, SR 15 
  As animal plus damage 
  reduction 15/+2, spirit, 
  SR 17 
  As animal plus damage 
  reduction 20/+3, spirit, 
  SR 20 
  Saves:
  Saves:
  Saves:
  Saves:    
  Vary 
  Vary 
  Vary 
  Abilities:
  Abilities:
  Abilities:
  Abilities:    
  Str as animal+2, D ex 
  as animal, Con as 
  animal +2, Int 14, Wis 
  14, Cha 12 
  Str as animal +4, D ex 
  as animal +2, Con as 
  animal +4, Int 16, Wis 
  16, Cha 14 
  Str as animal +6, D ex as 
  animal +4, Con as animal 
  +6, Int 20, Wis 20, Cha 
  18 
  Skills:
  Skills:
  Skills:
  Skills:    
  As 
  animal 
  plus 
  Knowledge 
  (history) 
  +6, Knowledge (the 
  Planes) +6, Listen +5, 
  Spot +5, Wilderness 
  Lore +5 
  As 
  animal 
  plus 
  Knowledge 
  (history) 
  +12, 
  Knowledge 
  (the 
  Planes) +12, Listen +10, 
  Spellcraft 
  +6, 
  Spot 
  +10. 
  Wilderness 
  lore 
  +10 
  As 
  animal 
  plus 
  Knowledge 
  (history) 
  +18, 
  Knowledge 
  (the 
  Planes) +18, Listen +15, 
  Spellcraft +10, Spot 
  +15, 
  Wilderness 
  lore 
  +15 
  Feats:
  Feats:
  Feats:
  Feats:    
  As animal 
  As animal 
  As animal 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:    
  Any 
  Any 
  Any 
  Organisation:
  Organisation:
  Organisation:
  Organisation:    
  Solitary or pack (2-
  10) 
  Solitary or pack (2-6) 
  Solitary 
  Challenge 
  Challenge 
  Challenge 
  Challenge 
  Rating:
  Rating:
  Rating:
  Rating:    
  As animal +3 
  As animal +6 
  As animal +10 
  Alignment:
  Alignment:
  Alignment:
  Alignment:    
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement 
  Advancement 
  Advancement 
  Advancement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  118
  118
  118
  118    
  Earth Spirits
  Earth Spirits
  Earth Spirits
  Earth Spirits    
      
  Mediocre
  Mediocre
  Mediocre
  Mediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  Elder
  Elder
  Elder
  Elder    
      
  Medium-Size 
  O utsider (Earth) 
  Large 
  O utsider 
  (Earth) 
  Huge O utsider (Earth) 
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:    
  5d10 +20 (47 hp) 
  10d10+50 (105 hp) 
  15d10+105 (187 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative:    
  +0 
  +0 
  +0 
  Speed: 
  Speed: 
  Speed: 
  Speed:     
  30 ft 
  40 ft 
  40 ft 
  AC:
  AC:
  AC:
  AC:    
  18 (+8 natural) 
  20 (+11 natural, -1 size) 
  22 (+14 natural, -2 size) 
  Attacks:
  Attacks:
  Attacks:
  Attacks:    
  Slam +10 melee 
  Slam +16/+11 melee 
  Slam 
  +23/+18/+13 
  melee 
  D amage:
  D amage:
  D amage:
  D amage:    
  Slam d6+5 
  Slam d10+7 
  Slam 2d8+10 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  5 ft by 5 ft/5 ft 
  5 ft by 5 ft/10 ft 
  10 ft by 10 ft/15 ft 
  Special At
  Special At
  Special At
  Special Attacks:
  tacks:
  tacks:
  tacks:    
  Spells, 
  spell-like 
  abilities 
  Spells, 
  spell-like 
  abilities 
  Spells, spell-like abilities 
  Special 
  Special 
  Special 
  Special 
  Qualities:
  Qualities:
  Qualities:
  Qualities:    
  D amage 
  reduction 
  10/+1, spirit, SR 
  15 
  Damage 
  reduction 
  15/+2, spirit, SR 17 
  Damage reduction 20/+3, 
  spirit, SR 20 
  Saves:
  Saves:
  Saves:
  Saves:    
  Fort +8, Ref +4, 
  Will +6 
  Fort +12, Ref +7, Will 
  +10 
  Fort +19, Ref +9, Will +14 
  Abilities:
  Abilities:
  Abilities:
  Abilities:    
  Str 20, D ex 10, 
  Con 18, Int 14, Wis 
  14, Cha 12 
  Str 25, D ex 10, Con 
  20, Int 16, Wis 16, Cha 
  14 
  Str 30, Dex 10, Con 25, 
  Int 20, Wis 20, Cha 18 
  Skills:
  Skills:
  Skills:
  Skills:    
  Knowledge (history) 
  +6, Knowledge (the 
  Planes) +6, Listen 
  +5, Spot +5 
  Knowledge 
  (history) 
  +12, Knowledge (the 
  Planes) 
  +12, 
  Listen 
  +10, 
  Spellcraft 
  +6, 
  Spot +10 
  Knowledge (history) +18, 
  Knowledge (the Planes) 
  +18, 
  Listen 
  +15, 
  Spellcraft +10, Spot +15 
  Feats:
  Feats:
  Feats:
  Feats:    
  Power Attack 
  Cleave, Power Attack 
  Cleave, 
  Improved 
  Bull 
  Rush, Power Attack 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:    
  Any 
  Any 
  Any 
  Organisation:
  Organisation:
  Organisation:
  Organisation:    
  Solitary or pack (2-
  10) 
  Solitary or pack (2-6) 
  Solitary 
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:    
  5 
  8 
  12 
  Alignment:
  Alignment:
  Alignment:
  Alignment:    
  Usually 
  lawful 
  neutral 
  Usually lawful neutral 
  Usually lawful neutral 
  Advanc
  Advanc
  Advanc
  Advancement 
  ement 
  ement 
  ement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  119
  119
  119
  119    
  Fire Spirits
  Fire Spirits
  Fire Spirits
  Fire Spirits    
      
  M ediocre
  M ediocre
  M ediocre
  M ediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  E lder
  E lder
  E lder
  E lder    
      
  M edium-S ize 
  O utsider (Fire) 
  Large O utsider (Fire) 
  H uge O utsider (Fire) 
  H it D ice:
  H it D ice:
  H it D ice:
  H it D ice:    
  5d10 (27 hp) 
  10d10 (55 hp) 
  15d10 (82 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative:    
  +7 
  (+3 
  D ex, 
  +4 
  improved initiative) 
  +8 
  (+4 
  D ex, 
  +4 
  improved initiative) 
  +8 (+4 D ex, +4 improved 
  initiative) 
  S peed: 
  S peed: 
  S peed: 
  S peed:     
  30 ft 
  40 ft 
  40 ft 
  A C :
  A C :
  A C :
  A C :    
  18 
  (+3 
  D ex, 
  +5 
  natural) 
  18 (+4 D ex, +5 natural, 
  -1 size) 
  17 (+4 D ex, +5 natural, -
  2 size) 
  A ttacks:
  A ttacks:
  A ttacks:
  A ttacks:    
  Flame tendril +5 melee 
  Flame 
  tendril 
  +9/+4 
  melee 
  Flame 
  tendril 
  +13/+8/+3 melee 
  D amage:
  D amage:
  D amage:
  D amage:    
  Flame tendril d10 
  Flame tendril 2d8 
  Flame tendril 2d10 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  5 ft by 5 ft/5 ft 
  5 ft by 5 ft/10 ft 
  10 ft by 10 ft/15 ft 
  S pecial A ttacks:
  S pecial A ttacks:
  S pecial A ttacks:
  S pecial A ttacks:    
  Flame 
  burst, 
  flame 
  tendril, spells, spell-like 
  abilities 
  Flame 
  burst, 
  flame 
  tendril, spells, spell-like 
  abilities 
  Flame 
  burst, 
  flame 
  tendril, spells, spell-like 
  abilities 
  S pecial 
  S pecial 
  S pecial 
  S pecial 
  Q ualities:
  Q ualities:
  Q ualities:
  Q ualities:    
  D amage 
  reduction 
  20/+2, fire subtype, 
  flaming 
  body, 
  spirit, 
  S R 
  15, 
  water 
  weakness 
  D amage 
  reduction 
  30/+3, 
  fire 
  subtype, 
  flaming body, spirit, S R 
  17, water weakness 
  D amage 
  reduction 
  30/+4, 
  fire 
  subtype, 
  flaming body, spirit, S R 
  20, water weakness 
  S aves:
  S aves:
  S aves:
  S aves:    
  Fort +4, Ref +7, W ill 
  +6 
  Fort +7, Ref +11, W ill 
  +10 
  Fort +9, Ref +13, W ill 
  +14 
  A bilities:
  A bilities:
  A bilities:
  A bilities:    
  S tr 10, D ex 16, C on 
  10, Int 14, W is 14, 
  C ha 12 
  S tr 10, D ex 18, C on 
  10, Int 16, Wis 16, C ha 
  14 
  S tr 10, D ex 18, C on 
  10, Int 20, W is 20, C ha 
  18 
  S kills:
  S kills:
  S kills:
  S kills:    
  K nowledge 
  (history) 
  +6, K nowledge (the 
  Planes) +6, Listen +5, 
  S pot +5 
  K nowledge 
  (history) 
  +12, 
  K nowledge (the 
  Planes) 
  +12, 
  Listen 
  +10, 
  S pellcraft 
  +6, 
  S pot +10 
  K nowledge 
  (history) 
  +18, 
  K nowledge 
  (the 
  Planes) +18, Listen +15, 
  S pellcraft 
  +10, S pot 
  +15 
  Feats:
  Feats:
  Feats:
  Feats:    
  Improved Initiative 
  D odge, 
  Improved 
  Initiative 
  D odge, 
  Improved 
  Initiative, M obility 
  C limate/Terrain:
  C limate/Terrain:
  C limate/Terrain:
  C limate/Terrain:    
  A ny 
  A ny 
  A ny 
  O rganisation:
  O rganisation:
  O rganisation:
  O rganisation:    
  S olitary or pack (2-
  10) 
  S olitary or pack (2 -6) 
  S olitary 
  C hallenge Rat
  C hallenge Rat
  C hallenge Rat
  C hallenge Rating:
  ing:
  ing:
  ing:    
  5 
  8 
  12 
  A lignment:
  A lignment:
  A lignment:
  A lignment:    
  U sually 
  chaotic 
  neutral 
  U sually chaotic neutral 
  U sually chaotic neutral 
  A dvancement 
  A dvancement 
  A dvancement 
  A dvancement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  120
  120
  120
  120    
  Plant Spirits
  Plant Spirits
  Plant Spirits
  Plant Spirits    
      
  Mediocre
  Mediocre
  Mediocre
  Mediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  Elder
  Elder
  Elder
  Elder    
      
  Medium-Size 
  O utsider 
  Large O utsider 
  Huge O utsider 
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:    
  5d10+25 (52 hp) 
  10d10+50 (105 hp) 
  15d10+75 (157 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative:    
  +0 
  +0 
  +0 
  Speed: 
  Speed: 
  Speed: 
  Speed:     
  30 ft 
  40 ft 
  40 ft 
  AC:
  AC:
  AC:
  AC:    
  17 (+7 natural) 
  19 (+10 natural, -1 size) 
  20 (+12 natural, -2 size) 
  Attacks:
  Attacks:
  Attacks:
  Attacks:    
  Slam +7melee 
  Slam +14/+9 melee 
  Slam +20/+15/+10 
  melee 
  D
  D
  D
  D amage:
  amage:
  amage:
  amage:    
  Slam d6+2 
  Slam d12+5 
  Slam 2d8+7 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  5 ft by 5 ft/5 ft 
  5 ft by 5 ft/10 ft 
  10 ft by 10 ft/15 ft 
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:    
  Spells, spell-like 
  abilities 
  Spells, spell-like 
  abilities 
  Spells, spell-like abilities 
  Special 
  Special 
  Special 
  Special 
  Q ualities:
  Q ualities:
  Q ualities:
  Q ualities:    
  D amage reduction 
  10/+1, fire 
  weakness, spirit, SR 
  15 
  D amage 
  reduction 
  15/+2, fire weakness, 
  spirit, SR 17 
  D amage reduction 20/+3, 
  fire weakness, spirit, SR 
  20 
  Saves:
  Saves:
  Saves:
  Saves:    
  Fort +9, Ref +4, Will 
  +6 
  Fort +12, Ref +7, Will 
  +10 
  Fort +14, Ref +9, Will 
  +14 
  Abilities:
  Abilities:
  Abilities:
  Abilities:    
  Str 17, Dex 10, 
  Con 20, Int 14, Wis 
  14, Cha 12 
  Str 20, D ex 10, Con 
  20, Int 16, Wis 16, Cha 
  14 
  Str 24, D ex 10, Con 20, 
  Int 20, Wis 20, Cha 18 
  Skills:
  Skills:
  Skills:
  Skills:    
  Knowledge (history) 
  +6, 
  Knowledge 
  (nature) 
  +6, 
  Knowledge 
  (the 
  Planes) +6, Listen 
  +5, Spot +5 
  Knowledge 
  (history) 
  +12, 
  Knowledge 
  (nature) 
  +12, 
  Knowledge 
  (the 
  Planes) 
  +12, 
  Listen 
  +10, 
  Spellcraft 
  +6, 
  Spot +10 
  Knowledge (history) +18, 
  Knowledge (nature) +18, 
  Knowledge (the Planes) 
  +18, 
  Listen 
  +15, 
  Spellcraft +10, Spot +15 
  Feats:
  Feats:
  Feats:
  Feats:    
  Improved Trip 
  Improved Trip, Power 
  Attack 
  Cleave, 
  Improved 
  Trip, 
  Power Attack 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:    
  Any 
  Any 
  Any 
  Organisation:
  Organisation:
  Organisation:
  Organisation:    
  Solitary or pack (2-
  10) 
  Solitary or pack (2-6) 
  Solitary 
  Challenge 
  Challenge 
  Challenge 
  Challenge 
  Rating:
  Rating:
  Rating:
  Rating:    
  5 
  8 
  12 
  Alignment:
  Alignment:
  Alignment:
  Alignment:    
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement 
  Advancement 
  Advancement 
  Advancement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  121
  121
  121
  121    
  Water Spirits
  Water Spirits
  Water Spirits
  Water Spirits    
      
  Mediocre
  Mediocre
  Mediocre
  Mediocre    
  Powerful
  Powerful
  Powerful
  Powerful  
  Elder
  Elder
  Elder
  Elder    
      
  Medium-Size 
  O utsider (Water) 
  Large 
  O utsider 
  (Water) 
  Huge O utsider (Water) 
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:    
  5d10 (27 hp) 
  10d10 (55 hp) 
  15d10 (82 hp) 
  Initiative:
  Initiative:
  Initiative:
  Initiative:    
  +7 
  (+3 
  D ex, 
  +4 
  improved initiative) 
  +8 
  (+4 
  Dex, 
  +4 
  improved initiative) 
  +8 (+4 D ex, +4 improved 
  initiative) 
  Speed: 
  Speed: 
  Speed: 
  Speed:     
  Swim 40 ft 
  Swim 40 ft 
  Swim 40 ft 
  AC:
  AC:
  AC:
  AC:    
  13 (+3 D ex) 
  13 (+4 D ex, -1 size) 
  12 (+4 D ex, -2 size) 
  Attacks:
  Attacks:
  Attacks:
  Attacks:    
  Slam +8 melee 
  Slam +14/+9 melee 
  Slam +19/+14/+9 melee 
  D amage:
  D amage:
  D amage:
  D amage:    
  Slam d6+3 
  Slam d10+5 
  Slam 2d6+6 
  Face/Reach:
  Face/Reach:
  Face/Reach:
  Face/Reach:    
  5 ft by 5 ft/5 ft 
  5 ft by 5 ft/10 ft 
  10 ft by 10 ft/15 ft 
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:    
  Engulf, spells, spell-
  like abilities 
  Engulf, spells, spell-like 
  abilities 
  Engulf, spells, spell-like 
  abilities 
  Special 
  Special 
  Special 
  Special 
  Qualities:
  Qualities:
  Qualities:
  Qualities:    
  D amage 
  reduction 
  15/+2, spirit, SR 15 
  D amage 
  reduction 
  20/+3, spirit, SR 17 
  D amage 
  reduction 
  25/+4, spirit, SR 20 
  Saves:
  Saves:
  Saves:
  Saves:    
  Fort +4, Ref +7, Will 
  +6 
  Fort +7, Ref +11, Will 
  +10 
  Fort +9, Ref +13, Will 
  +14 
  Abilities:
  Abilities:
  Abilities:
  Abilities:    
  Str 16, D ex 16, 
  Con 10, Int 14, Wis 
  14, Cha 12 
  Str 20, D ex 18, Con 
  10, Int 16, Wis 16, Cha 
  14 
  Str 23, D ex 18, Con 10, 
  Int 20, Wis 20, Cha 18 
  Skills:
  Skills:
  Skills:
  Skills:    
  Knowledge (history) 
  +6, Knowledge (the 
  Planes) +6, Listen 
  +5, Spot +5, Swim 
  +8 
  Knowledge 
  (history) 
  +12, Knowledge (the 
  Planes) 
  +12, 
  Listen 
  +10, 
  Spellcraft 
  +6, 
  Spot +10, Swim +13 
  Knowledge (history) +18, 
  Knowledge (the Planes) 
  +18, 
  Listen 
  +15, 
  Spellcraft 
  +10, 
  Spot 
  +15, Swim +18 
  Feats:
  Feats:
  Feats:
  Feats:    
  Improved Initiative 
  Improved 
  Bull 
  Rush, 
  Improved Initiative 
  D odge, 
  Improved 
  Bull 
  Rush, Improved Initiative 
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:
  Climate/Terrain:    
  Any water body 
  Any water body 
  Any water body  
  Organisation:
  Organisation:
  Organisation:
  Organisation:    
  Solitary or pack (2-
  10) 
  Solitary or pack (2-6) 
  Solitary 
  Challenge Ra
  Challenge Ra
  Challenge Ra
  Challenge Rating:
  ting:
  ting:
  ting:    
  5 
  8 
  12 
  Alignment:
  Alignment:
  Alignment:
  Alignment:    
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement 
  Advancement 
  Advancement 
  Advancement 
  Range:
  Range:
  Range:
  Range:    
  -- 
  -- 
  -- 
   
  
  122
  122
  122
  122    
  Although most Europeans now have a solid (more or 
  less) faith in Christianity and in the One God, there 
  was a time when people would pay homage to a multi-
  tude of gods. These largely forgotten deities are still 
  there, watching over Earth and its denizens. 
   
  The gods of Earth do not claim to be the 
  creators of this world and are not gods in the true, 
  sincere meaning of the word. They seem godlike be-
  cause of their immense power, like men seem gods to 
  ants. Most of them are really ancient and neither their 
  continued existence nor their power is derived from 
  mortals having faith in them. They do accept follow-
  ers however, as a means of expanding their sphere of 
  influence, and grant spells to the most loyal and capa-
  ble ones. 
   
  The godlike entities one can encounter can be 
  divided in three distinct categories: great spirits, an-
  gelic and demonic powers and othergods. The names 
  given for each here are not their true names: they are 
  the most common names given to them by their mortal 
  or faerie worshippers. 
  Great spirits
  Great spirits
  Great spirits
  Great spirits    
  These unique entities dwell in the ethereal plane sur-
  rounding the mortal world and are the most potent of 
  all the spirits of nature. Each is associated with a 
  natural element or phenomenon, an activity or a race 
  of creatures. Great spirits are encountered with 
  many names, as many different cultures have wor-
  shipped them in the past. Pagans continue to revere 
  them and their names survive in many tales and super-
  stitions.  
  Arawn
  Arawn
  Arawn
  Arawn    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Anubis, Hades, Lord of the Dead 
  N. Afterlife, Death, Mortality
  N. Afterlife, Death, Mortality
  N. Afterlife, Death, Mortality
  N. Afterlife, Death, Mortality    
  Domains: 
  Domains: 
  Domains: 
  Domains: Death, Knowledge, Law 
  Arawn is the great spirit associated with death and 
  passing away from the mortal world. He presides over 
  the Otherworld, the place where all dead souls go. 
  This mysterious place lies somewhere in the ethereal 
  plane and is guarded by spirits loyal to Arawn. It is an 
  intermediate station for the spirits of the dead, which 
  remain there for a while before departing for whatever 
  place consists their final destination (if one knows 
  where the dead go it’s Arawn and he hasn’t ever 
  shared this knowledge). While many think of him as a 
  bleak figure, in reality Arawn is a totally objective god 
  who takes his duties very seriously. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A mound. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The scythe. 
  Belenus
  Belenus
  Belenus
  Belenus    
  NG. Fertility, Healing, Prosperity, Sun.
  NG. Fertility, Healing, Prosperity, Sun.
  NG. Fertility, Healing, Prosperity, Sun.
  NG. Fertility, Healing, Prosperity, Sun.    
  Domains: 
  Domains: 
  Domains: 
  Domains: Earth, Healing, Plant, Sun. 
  Belenus is a solar deity. Unlike Lugh, who repre-
  sents the sun in its full glory and the triumph of light 
  over darkness, Belenus is associated with the cura-
  tive properties of the sun and especially with fertility. 
  He represents the sun as the source of life and thus 
  
  123
  123
  123
  123    
  was one of the most well-loved deities, at least before 
  the appearance of Christianity. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: The sun blazing over a great oak. 
  Brigit
  Brigit
  Brigit
  Brigit    
  NG. Creativity, Fertility, Fire, Healing, Poetry
  NG. Creativity, Fertility, Fire, Healing, Poetry
  NG. Creativity, Fertility, Fire, Healing, Poetry
  NG. Creativity, Fertility, Fire, Healing, Poetry    
  Domains: 
  Domains: 
  Domains: 
  Domains: Fire, Good, Healing, Plant 
  The great spirit Brigit is above all a goddess of crea-
  tivity, the protector of culture and civilised life. Her 
  followers claim that she invented many of the tools of 
  civilisation, including weaving and farming. While this 
  is highly debatable, Brigit is a benevolent deity caring 
  for the poor and the weak. In fact, she has been 
  added to the Christian pantheon as St Brigit, for 
  such was the love of the converted pagans for her. 
  Brigit is also associated with fire as a source of puri-
  fication and cleansing. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A three-tongued flame. 
  Builg
  Builg
  Builg
  Builg    
  CN. Fir Bholgs.
  CN. Fir Bholgs.
  CN. Fir Bholgs.
  CN. Fir Bholgs.    
  Domains: 
  Domains: 
  Domains: 
  Domains: Earth, Strength, War 
  Builg is the barbaric, warlike god of the Fir Bholgs. 
  A wild and unruly deity, Builg rewards valour in com-
  bat while he dislikes the tools and ways of the civilised 
  world. After the invasion of the Tuatha De Dannan 
  and the defeat of the Fir Bholgs by them, Builg has 
  developed great enmity for the Tuatha and their 
  leader, Danu. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A full helmet with the horns of the ram 
  on either side. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The greatsword. 
  Cernunnos
  Cernunnos
  Cernunnos
  Cernunnos    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Hernes the Hunter, Lord of the Beasts, Ma-
  bon, Master of the Wild Hunt 
  N. Forests, Hunting, Wild Beasts.
  N. Forests, Hunting, Wild Beasts.
  N. Forests, Hunting, Wild Beasts.
  N. Forests, Hunting, Wild Beasts.    
  Domains: 
  Domains: 
  Domains: 
  Domains: Animal, Earth, Travel, WaR 
  Cernunnos is the great spirit associated with wild 
  beasts and forests. He is the protector of hunters 
  but also the punisher of those who persecute beats 
  only for enjoyment. Clever hunters knowledgeable in 
  traditions make a silent prayer to Hernes before 
  hunting and always offer to him a portion of their prey 
  afterwards. Hernes is depicted in legends as a pow-
  erfully built man with a helmet decorated with antler 
  horns. In this form he is believed to lead the Wild 
  Hunt, a pack of supernatural beasts racing across 
  the land to crush evil and the defilers of nature and 
  tradition. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A white stag. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longbow. 
  Creidhne
  Creidhne
  Creidhne
  Creidhne    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Gofannon, Giobhniu, Hepahestus, Luchta, 
  Vulcan 
  LN. Crafts, Creation, Metalworking
  LN. Crafts, Creation, Metalworking
  LN. Crafts, Creation, Metalworking
  LN. Crafts, Creation, Metalworking    
  Domains: 
  Domains: 
  Domains: 
  Domains: Fire, Knowledge, Law, Protection 
  Although Creidhne is a patron of all crafts, he is 
  above all associated with metalworking and was re-
  vered by pagan blacksmiths and wrights who sent 
  prayers to him to lend strength to their creations. 
  Creidhne is a god of practical creations: he empha-
  sises on brutal efficiency over artistic or aesthetic 
  concerns. The arms and armour utilised by the 
  Tuatha De Dannan in their war against the fomori-
  ans were constructed by him and could fell one of the 
  demonic titans in a single blow. Any metal items 
  forged by Creidhne’s followers is always of superior 
  quality and toughness, having the blessing of the 
  Master Smith. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A hammer struck on an anvil. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The warhammer. 
  Crom Cruach
  Crom Cruach
  Crom Cruach
  Crom Cruach    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Bowed One of the Mound, Lord of the 
  Mound 
  CE. Destruction, Natural catastrophes, Pestilence
  CE. Destruction, Natural catastrophes, Pestilence
  CE. Destruction, Natural catastrophes, Pestilence
  CE. Destruction, Natural catastrophes, Pestilence    
  Domains: 
  Domains: 
  Domains: 
  Domains: Chaos, Destruction, Evil, Strength 
  This horrific deity is a great spirit of pestilence, dis-
  ease and destruction. His natural places of power 
  are graveyards and necropolis, where the dead rot. A 
  
  124
  124
  124
  124    
  blind, destructive and idiotic deity, Crom is only inter-
  ested in the ritual sacrifices made to him by his follow-
  ers. He has managed to gain some following among 
  decadent aristocrats and the most degenerate druids. 
  Crom envies Arawn for his status as lord of the dead 
  and strongly believes that this position is rightfully 
  his. If he ever gains that status, the Otherworld could 
  become a hell for all the dead. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A sickly, naked tree. 
  Dagda
  Dagda
  Dagda
  Dagda    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Ollathair (all-father), Ruad Ro-fhessa (lord of 
  perfect knowledge), the Good God 
  NG. Duty, Fatherhood, Fertility, Sustenance
  NG. Duty, Fatherhood, Fertility, Sustenance
  NG. Duty, Fatherhood, Fertility, Sustenance
  NG. Duty, Fatherhood, Fertility, Sustenance    
  Domains: 
  Domains: 
  Domains: 
  Domains: Earth, Knowledge, Magic, Plant 
  This great spirit of the earth is revered by pagans as 
  a god of fertility and as a provider of sustenance. 
  Many tribes in the history of mankind depended on 
  him for guiding them through the hardships of life and 
  considered him the greatest of all gods. It is said that 
  with his blessings crops would never fail and that his 
  magical cauldron was inexhaustible: no man would 
  leave it unsatisfied. Although patient and good-
  natured, Dagda is by no means a weak god: legends 
  claim that with his club he could kill nine men at a time, 
  but with its other end he could restore them to life 
  again. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A cauldron. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The club. 
  Danu
  Danu
  Danu
  Danu    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Athena 
  N. Motherhood, Protection, Tuatha, Wisdom
  N. Motherhood, Protection, Tuatha, Wisdom
  N. Motherhood, Protection, Tuatha, Wisdom
  N. Motherhood, Protection, Tuatha, Wisdom    
  Domains: 
  Domains: 
  Domains: 
  Domains: Healing, Knowledge, Magic, Protection 
  Danu is the great spirit associated with the Tuatha 
  De Dannan, perhaps the greatest and wisest of all 
  faerie kin. Acting as the goddess and spiritual guide 
  of the entire tribe, she led them on a journey from Mu 
  to distant Ireland, where she assisted them in displac-
  ing the wild and unruly Fir Bholgs as rulers of the 
  land as well as ending the fomorians’ reign of terror. 
  When humans emerged strong and powerful, Danu 
  once again led her people to Tir Nan Og, the first 
  faerie realm to b created. Her greatest gift to her 
  people was that of wisdom. Tuatha avoided both the 
  faerian wars and any confrontation with humankind, 
  unlike other faeries who were caught in these devas-
  tating conflicts. This habitat of never choosing sides 
  remains till today. Danu knows about the plans of the 
  Eternal Powers and is worried about the harm they 
  can bring to the mortal world or even to Tir Nan Og. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: The sun and the moon. 
  Dian Cecht
  Dian Cecht
  Dian Cecht
  Dian Cecht    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Asclepius 
  NG. Altruism, Fortitude, Healing, Medicine
  NG. Altruism, Fortitude, Healing, Medicine
  NG. Altruism, Fortitude, Healing, Medicine
  NG. Altruism, Fortitude, Healing, Medicine    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Healing, Protection, Strength 
  Dian Cecht is the great spirit of healing and protec-
  tor of physicians. He is known by many names, but 
  he’s always the same benevolent, altruistic deity. His 
  followers are responsible for building hospitals and 
  clinics, assisting those in need, retaining the knowl-
  edge delivered to them and improving it. Although of 
  good alignment, he stays clear of any conflict and 
  only focuses on healing the injured and the diseased, 
  regardless of their ethos. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A snake coiled around a rod. 
  Epona
  Epona
  Epona
  Epona    
  N. Battle, Horses, Horsemen, Prosperity, Strength
  N. Battle, Horses, Horsemen, Prosperity, Strength
  N. Battle, Horses, Horsemen, Prosperity, Strength
  N. Battle, Horses, Horsemen, Prosperity, Strength    
  Domains: 
  Domains: 
  Domains: 
  Domains: Animal, Strength, Travel, War 
  Epona is the mistress of horses and the goddess 
  every rider paid respect to (at least before Christian-
  ity). This great spirit was worshipped by various cul-
  tures in different manifestations. She was regarded 
  as a symbol of strength and prosperity. Because the 
  horse is an important toll of war and cavalry an impor-
  tant part of every army, Epona also has a role as a 
  goddess of war, although she isn’t brutal or blood-
  thirsty as Morrigan is. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A white mare running across a green 
  field. 
  
  125
  125
  125
  125    
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The light mace. 
  Hecate
  Hecate
  Hecate
  Hecate    
  LE. Moon, Night, Secrets, Shadows, Sorcery
  LE. Moon, Night, Secrets, Shadows, Sorcery
  LE. Moon, Night, Secrets, Shadows, Sorcery
  LE. Moon, Night, Secrets, Shadows, Sorcery    
  Domains: 
  Domains: 
  Domains: 
  Domains: Evil, Luck, Magic, Trickery 
  Hecate is a great spirit associated with the moon, 
  shadows and sorcery. Her name is mentioned in silent 
  prayers by magicians, both heathen and hermetic (at 
  least superstitious hermetics). A dominative, manipu-
  lative and two-faced deity, Hecate always seeks con-
  trol over the magical societies of Europe. Some say 
  that she provided Hermes Trismegistus with the sup-
  port he needed to create the Order of Hermes, but 
  he betrayed hr and created the Order as he liked and 
  not under Hecate’s control. If this is true, Hecate 
  seems likely to have a grudge against the hermetic 
  magicians and may actively assist the heathens in bat-
  tling them. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: The waning moon. 
  Lir
  Lir
  Lir
  Lir    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Lord of Illusions, Lord of Waves, Poseidon 
  CN. Illusions, Sea, Seafarers
  CN. Illusions, Sea, Seafarers
  CN. Illusions, Sea, Seafarers
  CN. Illusions, Sea, Seafarers    
  Domains: 
  Domains: 
  Domains: 
  Domains: Luck, Magic, Trickery, Water 
  Lir is the great spirit presiding over Earth’s large 
  water bodies. He is master os all seas and seafarers 
  often pray to him, using one of his many names. Like 
  the sea, which can kill as easily as it can provide suste-
  nance, Lir is wild and unpredictable. He has been 
  known to sometimes help brave and risky mariners, 
  other times sending them to the bottom of the sea. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A trident. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The trident. 
  Lugh
  Lugh
  Lugh
  Lugh    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Apollo, Brilliant One, Ra, Shining One 
  LG. Justice, Light, Sun, Truth
  LG. Justice, Light, Sun, Truth
  LG. Justice, Light, Sun, Truth
  LG. Justice, Light, Sun, Truth    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Law, Strength, Sun 
  Lugh is the great spirit associated with the sun. He 
  brings light to the world and banishes darkness. As a 
  result, he is reviled by every dark and evil creature, 
  but is also feared by them as his light exposes their 
  deeds to the rest of the world and causes them to 
  flee. Lugh is also the personification of all that is 
  good and just and is sympathetic towards any noble 
  cause. He has proven this time over time, especially 
  with the aid he lent to the Tuatha De Dannan in 
  battling Balor and his fomorian followers. This has 
  made him the sworn enemy of Balor and the fomorian 
  host on Earth.  
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: The sun as it rises over a mountain. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longspear. 
  Morrigan
  Morrigan
  Morrigan
  Morrigan    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Babdh, Macha, the Phantom Queen 
  LE. Battle, Conflict, Fury, Violence, War
  LE. Battle, Conflict, Fury, Violence, War
  LE. Battle, Conflict, Fury, Violence, War
  LE. Battle, Conflict, Fury, Violence, War    
  Domains: 
  Domains: 
  Domains: 
  Domains: Destruction, Strength, Trickery, War 
  Morrigan is the bloodthirsty great spirit of war that 
  derives pleasure from battle and conflict. Her wor-
  ship was widespread with various names and manifes-
  tations. Fortunately for her, even though Christianity 
  has prevailed over paganism and she isn’t worshipped 
  in name, wars continue to happen with the same fre-
  quency and ferocity. As a goddess, Morrigan is not 
  concerned about honourable battle or any righteous-
  ness in a war; all she cares about is the battle itself, 
  with the blood and the screams. Thus, she blesses 
  every army and every warrior regardless of the side it 
  chooses, as long as there is a war going on. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A sword over a round shield. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The bastard sword. 
  Oenghus
  Oenghus
  Oenghus
  Oenghus    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Eros 
  CG. Desire, Love, Passion
  CG. Desire, Love, Passion
  CG. Desire, Love, Passion
  CG. Desire, Love, Passion    
  Domains: 
  Domains: 
  Domains: 
  Domains: Chaos, Good, Healing, Trickery 
  This great spirit has been associated with feelings of 
  love and desire. Love to Oenghus is the highest 
  state the human or faerie spirit can attain. Love can 
  crush through any barrier and defies any limitation; 
  Oenghus seeks to cultivate such emotions of extreme 
  purity. In legends, he is sympathetic towards lovers 
  
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  facing difficulties and often he lends them his aid to-
  wards achieving their true destiny. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: Two hands holding the same arrow. 
  Oghma
  Oghma
  Oghma
  Oghma    
  CG. Bards, Literature, Lore, Oratory, Poetry.
  CG. Bards, Literature, Lore, Oratory, Poetry.
  CG. Bards, Literature, Lore, Oratory, Poetry.
  CG. Bards, Literature, Lore, Oratory, Poetry.    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Knowledge, Protection, Travel 
  As a great spirit, Oghma is the patron of bards, 
  scholars and loremasters. He has been a source of 
  inspiration for many of the myths woven by poets and 
  bards, passing lore from generation to generation. 
  He is said to be the most knowledgeable of all gods, 
  although not necessarily the wisest, knowing all there 
  is about history, mundane and arcane lore. His fol-
  lowers are either poets or loremasters, working to 
  retain the knowledge of the past for those who’ll 
  come after them. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A sword placed on a tome. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longsword. 
  Sheela
  Sheela
  Sheela
  Sheela----na
  na
  na
  na----gig
  gig
  gig
  gig    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. the Devouring Mother 
  CE. Disease, Famine, Hags, Pestilence
  CE. Disease, Famine, Hags, Pestilence
  CE. Disease, Famine, Hags, Pestilence
  CE. Disease, Famine, Hags, Pestilence    
  Domains: 
  Domains: 
  Domains: 
  Domains: Death, Destruction, Evil, War 
  A terrible spirit of death and starvation, Sheela-na-
  gig is named the Devouring Mother, representing a 
  different aspect of mother nature. In tales she resem-
  bles a gigantic hag legendary for her ugliness and she 
  may indeed be the mother of all hags. Her followers 
  fear her more than they revere her; with sacrifices 
  they attempt to please her and avoid falling victims to 
  the disasters she occasionally sends to torment hu-
  manity. Sheela likes to remind men of her existence 
  with frequent plagues, famines and other catastro-
  phes. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A scarecrow. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The heavy flail. 
  The Dragon
  The Dragon
  The Dragon
  The Dragon    
  N. Godhood, Guardianship, Magic
  N. Godhood, Guardianship, Magic
  N. Godhood, Guardianship, Magic
  N. Godhood, Guardianship, Magic    
  The Dragon is the personification of Earth’s magi-
  cal forces. The greatest and most potent of all spir-
  its, the power of the Dragon exceeds any descrip-
  tion. Demons and angels of the first generation are 
  as powerful as Danu, Lugh and the other great spir-
  its, but in the dawn of time the Dragon slaughtered 
  an entire legion of them. While no one knows the true 
  origins of this mysterious entity or his relationship 
  with the draconic race, some believe that the Dragon 
  has been placed as a guardian by the Creator of 
  Earth and will interfere to save the world in an up-
  coming apocalypse. If this is true, then he must surely 
  play an important role in the years to come, as the 
  meaning of the Barrier of Foresight is revealed. 
  The Dragon has no holy symbol, no known priest-
  hood and doesn’t grant any spells. 
  Angelic and demonic powers
  Angelic and demonic powers
  Angelic and demonic powers
  Angelic and demonic powers    
  Angels and demons of the first generation are the 
  most powerful among these beings, but most have 
  been destroyed in the assault against the Dragon. 
  The survivors are now lords and princes in the neth-
  erworlds and command enough power to claim godlike 
  status. Most of them don’t appear in front of their 
  followers as gods, but as extremely powerful servitors 
  of a higher power. 
  Baalzebub
  Baalzebub
  Baalzebub
  Baalzebub    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Lord of Flies 
  CE. Air, Insects, Plagues
  CE. Air, Insects, Plagues
  CE. Air, Insects, Plagues
  CE. Air, Insects, Plagues    
  Domains: 
  Domains: 
  Domains: 
  Domains: Air, Animal, Chaos, Evil 
  As Lord of the Flies, Baalzebub is master over all 
  insects and his followers are often able to summon 
  swarms of them to destroy crops and otherwise 
  plague humanity. His influence extends to all things 
  flying in the air and birds often play the role of spy 
  and messenger for him and his followers. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A black fly with scarlet wings. 
  Balor
  Balor
  Balor
  Balor    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. of the Baneful Eye 
  
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  NE. Conquest, Fomorians, Underground
  NE. Conquest, Fomorians, Underground
  NE. Conquest, Fomorians, Underground
  NE. Conquest, Fomorians, Underground    
  Domains: 
  Domains: 
  Domains: 
  Domains: Destruction, Earth, Evil, Magic 
  Balor is a major demonic power that is the patron of 
  the fomorians as well as their true lord. It’s unclear if 
  the fomorians are his progeny (something that seems 
  unlikely), but he was always god and guide for that evil 
  race. His strength in the real world relied on the ac-
  complishments of the fomorians and was seriously 
  diminished after their defeat by the Tuatha De 
  Dannan. For this reason, Balor hates both the 
  Tuatha and their supporters, Danu and Lugh. Balor 
  is called of the Baneful Eye because, as the legend 
  goes, he is one-eyed but his gaze can destroy armies 
  and raze castles. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: An eye with a flame instead of a pupil. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The heavy mace. 
  Gabriel
  Gabriel
  Gabriel
  Gabriel    
  LN. Duty, Law, Order, Stability, Vengeance
  LN. Duty, Law, Order, Stability, Vengeance
  LN. Duty, Law, Order, Stability, Vengeance
  LN. Duty, Law, Order, Stability, Vengeance    
  Domains: 
  Domains: 
  Domains: 
  Domains: Fire, Law, Protection, Strength 
  Gabriel is the lawkeeper of the angels. Preoccupied 
  with law and stability, he always strives for an ordered 
  society and hates nothing more than chaos and anar-
  chy. Although he claims to represent justice, Gabriel 
  is true to the word of the law rather than the true 
  spirit of justice. Desiring to lead all people and things 
  surrounding him to a state of order and stability, he is 
  prone to bursts of anger against those eluding or 
  resisting his control. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A sword placed on balanced scales. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longsword. 
  Lilith
  Lilith
  Lilith
  Lilith    
  NE. Dark passions, Lust, Night, Seduction
  NE. Dark passions, Lust, Night, Seduction
  NE. Dark passions, Lust, Night, Seduction
  NE. Dark passions, Lust, Night, Seduction    
  Domains: 
  Domains: 
  Domains: 
  Domains: Evil, Magic, Trickery 
  Lilith is a demoness of the night and all evil deeds 
  taking place in the darkness. She is a seductress of 
  men and relies on lust and other dark passions, like 
  addiction, to control her subjects and extend her in-
  fluence. Her followers are well trained in the arts of 
  seduction and of using someone’s passions and 
  weaknesses against him. She is the ultimate puppet-
  eer. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A puppet with its strings pulled by an 
  invisible hand. 
  Michael
  Michael
  Michael
  Michael    
  LG. Altruism, Justice, Order
  LG. Altruism, Justice, Order
  LG. Altruism, Justice, Order
  LG. Altruism, Justice, Order    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Healing, Knowledge, Sun 
  Michael is an archangel representing what is best in a 
  lawful and ordered society. Benevolent and just, he is 
  less fierce than Gabriel or Uriel but can become a 
  terrible warrior in the face of evil. In the same time, he 
  is also a great healer and humanitarian. His status as 
  a noble warrior among angelic society has made him 
  an archetype other angels strive to match. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: An eagle with golden wings. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longspear. 
  Samael
  Samael
  Samael
  Samael    
  NG. Patience, Peace, Tranquility, Wisdom
  NG. Patience, Peace, Tranquility, Wisdom
  NG. Patience, Peace, Tranquility, Wisdom
  NG. Patience, Peace, Tranquility, Wisdom    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Knowledge, Magic 
  Perhaps the wisest of all angels, Samael is something 
  of a black sheep among his kin. Preaching patience 
  and peace, he has criticised other angels for their 
  shortsight and violent ways and has expressed his 
  disdain for the extremely ordered but stagnant an-
  gelic society time and time again. Samael under-
  stands that evil must not be left unhindered to tri-
  umph, but strongly believes that everyone, even the 
  vilest demons, has a chance of seeing the error of his 
  ways if approached rightly. As a pacifist, Samael 
  believes that the gain from converting malignant 
  forces to goodness is far greater than outright de-
  stroying them. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A white pigeon standing atop a lush, 
  green tree. 
  Taranis
  Taranis
  Taranis
  Taranis    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Thunder-Lord 
  CE. Corruption, Lightning, Natural catastrophes, 
  CE. Corruption, Lightning, Natural catastrophes, 
  CE. Corruption, Lightning, Natural catastrophes, 
  CE. Corruption, Lightning, Natural catastrophes, 
  Thunder
  Thunder
  Thunder
  Thunder    
  
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  Domains: 
  Domains: 
  Domains: 
  Domains: Air, Chaos, Destruction, Magic 
  This demon prince is associated with one of the most 
  terrifying natural phenomena: thunder and lightning. 
  As lord of thunder, Taranis holds great power and 
  uses it to reward loyal followers as well as to punish 
  those who defy him. He is expert in the ways of cor-
  rupting people through offerings of power and his 
  followers use this tactic to extend his power and influ-
  ence over the mortal world. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A lightning splitting a tree in half. 
  Uriel
  Uriel
  Uriel
  Uriel    
  LN. Battle, Righteous wrath, War
  LN. Battle, Righteous wrath, War
  LN. Battle, Righteous wrath, War
  LN. Battle, Righteous wrath, War    
  Domains: 
  Domains: 
  Domains: 
  Domains: Destruction, Strength, War 
  Uriel is the greatest warrior of the angelic legions. 
  As an archangel of the sword, his purpose is to op-
  pose evil in any form and ultimately eradicate it. He is 
  single-minded in his task and destroys evil wherever 
  he finds it. As commander of the angelic legions, his 
  duty in the netherworlds is to oppose the infernal 
  armies. He expects his followers on Earth to do the 
  same with any other manifestation of evil. Uriel knows 
  that his task is not an easy one and requires strength 
  of body and will. Sometimes it’s necessary to make 
  sacrifices in order to fight a greater evil and some-
  times these sacrifices involve beloved ones or inno-
  cents. Uriel strongly believes that any means or sacri-
  fices are justified if a decisive strike can be made 
  against cosmic evil. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A red lion standing on its rear feet and 
  wielding a banner of gold and silver. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The longsword. 
  Othergods
  Othergods
  Othergods
  Othergods    
  These are immensely powerful entities, almost as 
  powerful as great spirits and netherworldly powers, 
  that cannot fit into any other category. Their origin 
  and history is usually clouded in an aura of mystery 
  and not much is known about them, even by their most 
  trusted followers. 
  Kathadastro
  Kathadastro
  Kathadastro
  Kathadastro    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Lord of Atlantis, the Worm-god, the Worm of 
  the Deep 
  LE. Conquest, Sea, Technology
  LE. Conquest, Sea, Technology
  LE. Conquest, Sea, Technology
  LE. Conquest, Sea, Technology    
  Domains: 
  Domains: 
  Domains: 
  Domains: Destruction, Evil, Knowledge, Water 
  Kathadastro is a malevolent entity originally not from 
  Earth, whose followers dragged through the void of 
  space and deposited at the Atlantic ocean. As the 
  Lord of Atlantis, his power was great long before the 
  human civilisation appeared. Indeed, it is believed by 
  some that the use of proto-humans in his armies gave 
  them the push they needed to further evolve. The 
  god is a notorious enemy of the faeries, since it was 
  them who decimated his army and foiled his plan for 
  the conquest of Earth. After the loss of Atlantis, 
  the god’s trails were lost, but it is believed that he still 
  dwells in the bottom of the Atlantic, dragging his im-
  mense tubular body across the murky deep. His exact 
  relationship with echidnas is unknown, but every one 
  of the vile creatures pays homage to him. Supersti-
  tions folk dwelling on the coasts of the Atlantic and 
  knowledgeable in the old traditions mutter prayers to 
  the evil god of the sea before embarking on their fish-
  ing boats. Some of the most isolated fishing villages 
  may harbour cults dedicated to Kathadastro. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: Tentacles rising from the waves. 
  Theratoss
  Theratoss
  Theratoss
  Theratoss    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Aegir, Dagon, Devourer of the Deeps, Jor-
  mugandr, Leviathan 
  CE. Chaos, Destruction, Predators, Sea
  CE. Chaos, Destruction, Predators, Sea
  CE. Chaos, Destruction, Predators, Sea
  CE. Chaos, Destruction, Predators, Sea    
  Domains: 
  Domains: 
  Domains: 
  Domains: Chaos, Destruction, Evil, Water 
  Theratoss is the name the Atlantians gave to the 
  gigantic, almost god-like creature which came in con-
  tact with them after their defeat by the faeries. Many 
  other cultures have also named this monstrosity roam-
  ing the deeps, some as a god, others as a demon. 
  Faerie loremasters believe that perhaps this creature 
  is the last of an elder race, an ancient remnant from 
  the times titans walked on earth. Theratoss appears 
  
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  as an immense turtle-like monster, larger than the 
  mightiest dragon, with eyes flaming with evil. He is 
  entirely capable of snapping a great ship in half with 
  one bite, something he often does when he happens 
  upon a seafaring vessel. Brutal and savage to the 
  extreme, Theratoss is a force of blind destruction 
  and rage. During the last days of Atlantis, his cult 
  attracted many Atlantians, turning them away from 
  Kathadastro. Their violent and brutal rituals, pleas-
  ures and way of life speeded up the decline of Atlan-
  tis and its final fall. For all these, Theratoss has 
  earned the enmity of Kathadasdtro. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A sea turtle as seen from above. 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: 
  Favoured weapon: The battleaxe. 
  The Enlightener
  The Enlightener
  The Enlightener
  The Enlightener    
  a.k.a. 
  a.k.a. 
  a.k.a. 
  a.k.a. Jesus Christ 
  NG. Love, Peace, Unity
  NG. Love, Peace, Unity
  NG. Love, Peace, Unity
  NG. Love, Peace, Unity    
  Domains: 
  Domains: 
  Domains: 
  Domains: Good, Healing, Protection, Travel 
  This mysterious “god” is considered responsible for 
  one of the greatest events in the history of mankind: 
  the appearance of Jesus. It was he who walked 
  among mankind in the form of Christ, uniting the peo-
  ple against oppression and social decline. His legacy, 
  Christianity, has evolved to become a major religion. 
  His success was unparalleled, surprising even the 
  Eternal Powers. No one knows much about this en-
  tity. It is as if he suddenly came to Earth, brought 
  about a cataclysmic event and then dropped out of 
  sight. His current whereabouts and plans are un-
  known. 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: 
  Holy symbol: A cross. 
  
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   8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
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   9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
   
   10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute. 
   
  
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   11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so. 
   
   12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
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   13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
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   14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
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   15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document (draft version) Copyright 1999, 2000 Wizards of the Coast, Inc. 
  Transcendence 3rd Edition Copyright 2001, George Chatzipetros 
   
   This material is Open Game Content, and is licensed for public use under the terms of the Open Game Li-
  cense v1.0a. 
   
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  THE
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  D20 S
  20 S
  20 S
  20 SYSTEM
  YSTEM
  YSTEM
  YSTEM®®®® L
   L
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   LICENSE
  ICENSE
  ICENSE
  ICENSE    VERSION
  VERSION
  VERSION
  VERSION 1.0
   1.0
   1.0
   1.0 
   
   By downloading the enclosed graphic files and/or by returning the Confirmation Card as presented in the 
  file "card.pdf," the Licensee ("You") accept to be bound by the following terms and conditions: 
   
   1.  Copyright & Trademark 
  Wizards of the Coast, Inc. retains title and ownership of the d20 System trademark logos, the d20 System 
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  of the Coast d20 System Trademark Logo Guide version 1.0, incorporated here by reference. 
   
   2.  License to use 
  You are hereby granted the non-transferable, non-exclusive, royalty-free license to use the d20 System trade-
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  cense, You agree not to contest the ownership of the Licensed Articles  
   
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  You may transmit an updated version of the "card.pdf" Confirmation Card at any time to Wizards of the 
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   11.  Notices to Licensor:  
   
   Wizards of the Coast 
  d20 System License Dept. 
  PO Box 707 
  Renton, WA  98057-0707 
   
   12.  No maintenance or support 
  Wizards of the Coast shall have no obligation whatsoever to provide You with any kind of mainte-
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SOURCE: textdata/thevault/Transcendence/Transcendence 3rd Edition.pdf