TEXT: WILDERLANDS OF
  HIGH ADVENTURE™
  AENDRYTH’S ELDRITCH COMPENDIUM™
   
  OFFICIAL GAMING AID APPROVED FOR USE WITH 
  CASTLES & CRUSADES®
  Author: James Mishler
  Graphic Design: Peter Bradley
  Thanks To: James Edward Raggi IV, A.E., and D.A.
  Adventure Games Publishing
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  The materials herein are an alternative interpretation of the original, official Judges Guild City State 
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  This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, 
  characters, and themes. All such elements are elements of fiction, are intended for entertainment purposes only, 
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  Aendryth’s Eldritch Compendium © 2008 by Adventure Games Publishing. All Rights Reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Adventure Games 
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  AENDRYTH’S ELDRITCH COMPENDIUM
  Credits, Table of Contents, and OGL  
   
   
   
   
  1
  Description and List of Spells and Formulae 
   
   
   
   
  2
  SPELLS 
   
   
   
   
   
   
   
  2
  Aendryth’s Volley (Level 6 wizard) 
   
   
   
   
  2
  Blood Childe (Level 6 wizard) 
   
   
   
   
  2
  Body and Soul (Level 9 wizard) 
   
   
   
   
  4
  Chirurgeon ex Nihilo (Level 7 wizard)  
   
   
   
  4
  More (Level 4 wizard) 
   
   
   
   
   
  5
  No Time for Pain (Level 2 wizard) 
   
   
   
   
  5
  Summon Mother Scarlett (Level 6 wizard) 
   
   
   
  6
  Swarm of Eldritch Eyes (Level 6 wizard) 
   
   
   
  6
  Temple of Love (Level 8 wizard) 
   
   
   
   
  7
  Unseen Archer (Level 2 wizard) 
   
   
   
   
  7
  Walk Away (Level 1 wizard) 
   
   
   
   
  8
  Wave of Corrosion (Level 3 wizard) 
   
   
   
   
  9
  POTIONS & MAGIC ITEMS 
   
   
   
   
   
  9
  Potion of Disjunction 
   
   
   
   
   
  9
  Potion of Enervation 
   
   
   
   
   
  9
  Potion of Foresight 
   
   
   
   
   
  10
  Potion of Harm 
   
   
   
   
   
  10
  Potion of Improved Flight 
   
   
   
   
  10
  Potion of Improved Polymorph 
   
   
   
   
  10
  Potion of Prismatic Potency 
   
   
   
   
  10
  Potion of Telepathy 
   
   
   
   
   
  11
  Potion of Teleportation  
   
   
   
   
  11
  Potion of Undead Mastery 
   
   
   
   
  11
  Prysmal Armor 
   
   
   
   
   
  11
  Adventure Games Publishing Ad 
   
   
   
   
   
  12
  OGL
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open Game 
  Content appearing in this book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, 
  excluding the OGL, is property of and copyright 2007 Adventure Games Publishing. All Rights Reserved.
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  Crusades: Monsters & Treasures, Castles & Crusades: Castle Keeper Guide, Wilderlands of High Fantasy, Wilderlands of High Adventure, Crò 
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  15. COPYRIGHT NOTICE
  Open Gaming License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that were 
  renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com.
  Player’s Guide to the Wilderlands Copyright 2003, Necromancer Games, Inc and Judges Guild; Authors Bob Bledsaw and Clark Peterson, 
  based on original material by Bob Bledsaw, Bill Owen, and Bryan Hinnen.
  Castles & Crusades: Player’s Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.
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  Wilderlands of High Fantasy Campaign Setting Copyright 2005, Necromancer Games, Inc and Judges Guild; Authors Clark Peterson, Bob 
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  Bryan Hinnen, Scott Fulton, Dan Hauffe, Paul Jaquays and the original Judges Guild staff.
  Castles & Crusades: Player’s Handbook Copyright 2006, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  Aendryth’s Eldritch Compendium, Copyright 2008, Adventure Games Publishing and Judges Guild; Author James Mishler.
  
  2 AENDRYTH’S ELDRITCH COMPENDIUM
  Aendryth’s Eldritch Compendium
  The above is the title of a thick 
  black tome of spells arcane, unusual 
  formulae, and strange magic items 
  developed and written by a mighty 
  wizard known as Aendryth the 
  Eldritch Wizard, or simply, “The 
  Eldritch,” who knew great renown 
  some decades ago. Hounded by his 
  former arcane master, Aendryth 
  has not been seen in civilized 
  lands for nearly 20 years. Some say 
  he lives today as a hermit, others 
  claim to see him now and again in 
  disguise in far-distant ports. While 
  many have attempted to adapt 
  his works in that time, most have 
  failed to capture the artistry with 
  which he wove these spells. His 
  friends and well-wishers hope that 
  someday he will return.
  The tome contains the Eldritch 
  Wizard’s unique spells, as well as 
  formulae for creating magic items 
  and potions using the vitreous 
  humor and other body parts of 
  the prysmal eye, a creature of much 
  interest to the Eldritch Wizard. 
  The tome contains the following 
  spells and formulae:
  Pages
  Spell
  1
  [Title page]
  2
  [blank]
  3-7
  Walk Away
  8-13
  No Time for Pain
  14-19
  Unseen Archer
  20-31
  Wave of  Corrosion
  32-41
  Potion of Immobilization
  42-54
  More
  55-65
  Potion of Improved Polymorph
  66-76
  Potion of Foresight
  77-92
  Potion of Teleportation
  93-109
  Potion of Telepathy
  110-125
  Potion of Improved Flight
  126-142
  Potion of Undead Mastery
  143-163
  Aendryth’s Volley
  164-183
  Blood Childe
  184-204
  Summon Mother Scarlett
  205-224
  Swarm of  Eyes Arcane
  225-244
  Potion of Harm
  245-270
  Chirurgeon ex Nihilo
  271-293
  Potion of Prismatic Potency
  294-320
  Temple of  Love
  321-351
  Prysmal Armor
  352-382
  Body and Soul
  383-391
  Potion of Enervation (Incomplete)
  392-400
  Potion of Disjunction (Incomplete)
  Spells
  AENDRYTH’S VOLLEY
  Level 6 wizard
  Casting Time: 1 minute
  Range: 450 ft.
  Duration: instant
  Save: dexterity half
  Spell Resistance: yes
  Components: V, S, M
  Described by Kilgore the Pyromancer 
  as “a damn fine medium between fireball and 
  meteor swarm… I love the smell of  fireballs 
  in the morning,” Aendryth’s volley creates a 
  series of 40-foot diameter fireballs, one 
  every 40 feet, all along a straight line. 
  The wizard waves his arm toward the 
  target zone, casting forth sparkling and 
  glittering ashes from his hand, and from 
  the ashes spring forth three to six balls 
  of fire in the form of small dragons, 
  which fly through the air in a flash and 
  explode on target with a draconic roar. 
  An 11th level wizard creates three such 
  fireballs, a 14th level wizard creates four, 
  a 17th level wizard five, and a 20th level 
  wizard six fireballs.
  The line of effect can be parallel to 
  the wizard, perpendicular, or at any 
  other angle, but the center of all the 
  fireballs must fall exactly on one line 
  and each 40 feet apart. None of the 
  fireball effects overlap; a target in 
  the area is only ever affected by a 
  single fireball. Each fireball has all 
  the appropriate characteristics of 
  the fireball produced by the normal 
  fireball spell, including detonating 
  before it reaches the target zone if 
  it strikes a solid object.
  The material component is a handful 
  of ashes from the cremated heart 
  of an adult or older red dragon; 
  the heart (fresh or preserved, but 
  whole) is burnt upon a brazier of 
  coals during the minute-long ritual 
  of casting the spell. Reaching into 
  the coals to draw forth the ashes 
  does not harm the caster.
  BLOOD CHILDE
  Level 6 wizard
  Casting Time: eight hours
  Range: touch
  Duration: permanent
  Save: none
  Spell Resistance: no
  Components: V, S, M, F
  With this spell the wizard calls into 
  being a blood childe, a scion, a 
  semi-independent clone-like being 
  that is subtly or greatly different 
  from the caster, as the caster 
  wishes. This scion can appear 
  to be a near-perfect copy of the 
  caster, or can vary in many ways, 
  ranging from hair, eye, and skin 
  color, age (down to as young as a 
  mere babe-in-arms to one-and-a-
  half times the caster’s own age), 
  alignment, sex (of either sex), class 
  (almost any other class is possible, 
  provided a drop of blood from a 
  member of that class is available), 
  or even race (any other humanoid 
  race is possible, provided a drop of 
  blood from a member of that race 
  is available). In the case of the first 
  casting of the spell, Aendryth the 
  Eldritch created Lucretia, a female 
  elven bard of great beauty (and 
  unfortunately 
  terrible 
  insanity) 
  who was central to the Eldritch 
  Wizard’s machinations against his 
  former master.
  The scion will have at best half the 
  levels of the caster, rounded down. 
  The caster chooses the number 
  of levels the scion will possess at 
  the start of the casting and then 
  immediately 
  and 
  permanently 
  
  WILDERLANDS OF HIGH ADVENTURE 3
  sacrifices one hit point per level of 
  the scion; these hit points are lost 
  even if the spell is incompletely 
  cast, for whatever reason, and 
  can never be regained. The caster 
  pricks his right index finger (or left 
  if the scion is to be of a different 
  alignment) with a mithral pin (the 
  pin first to be dipped in the blood 
  of the other class and/or race, if 
  the scion is to be of another class 
  and/or race), and then traces his 
  reflection in the specially-prepared 
  mirror (see below).
  Over the next eight hours the 
  wizard fills in the details of the 
  reflection with his own blood, 
  layering in magical sigils and 
  symbols, muttering magical words 
  of power and incantations, and 
  including 
  any 
  alterations 
  of 
  the scion’s form from his own, 
  building up a form of the scion in 
  thick relief upon the silvery surface 
  (seemingly with much more blood 
  than the caster actually loses). At 
  the end of the casting the wizard 
  says the final words and the scion 
  forms from the blood and steps 
  forth from the mirror, nude and 
  without any sort of equipment.
  At this point the caster must make 
  a wisdom saving throw against a 
  CL equal to the level of the scion 
  plus six. If the save fails, the scion 
  is complete, but faulty in some way, 
  usually slightly insane (Judge’s 
  whim); the more by which the save 
  failed, the greater and often more 
  dangerous the fault in the scion’s 
  creation. As to whether a scion 
  possesses its own soul or not, that 
  is a question even the gods are 
  silent on, and so most clerics see 
  scions, even good-aligned ones, as 
  abominations.
  After casting this spell the wizard 
  is exhausted, and cannot memorize 
  additional spells nor cast any 
  already memorized spells greater 
  than 3rd level for one day for every 
  level of the scion.
  If the scion is to be of a different 
  class, the caster must use a drop of 
  blood from another with that class; 
  the scion cannot be of a greater 
  level in that class than the one 
  whose blood was used. The only 
  limit on class being that a scion 
  cannot be created as a cleric, druid, 
  or paladin, as the gods frown upon 
  the creation of scions (though 
  the Demon Gods and deities of 
  similar ilk are not as choosy…). 
  If the scion is to be of a different 
  race, the caster must use a drop of 
  blood from one of that race.
  The caster determines the scion’s 
  attribute scores, using his own 
  attribute scores and assigning 
  them to the scion’s attributes 
  as he wishes. When created the 
  scion has such of the caster’s own 
  memories as the caster wishes, no 
  more and no less (though a faulty 
  scion might have less, or far more 
  than the caster wishes). It knows 
  languages the caster knows as the 
  caster wishes, within the limits of 
  its intelligence. If it is a wizard, 
  it cannot automatically decipher 
  the caster’s spell books, but with 
  the assistance of the caster, it 
  can learn spells the caster knows 
  and inscribe them in its own spell 
  book at a prodigious rate, two spell 
  levels per day without error. If it 
  is an illusionist, it learns spells in 
  the same fashion only from the 
  illusionist whose blood was used 
  in its creation; otherwise it is on its 
  own for learning spells.
  The scion is an extension of the 
  caster to a lesser extent; from 
  time to time the caster randomly 
  feels what the scion feels, and 
  the scion feels what its creator 
  feels. 
  Sometimes 
  the 
  creator 
  and scion share dreams, or have 
  waking daydreams of the other’s 
  experiences (this also occurs with 
  other blood donors of different 
  race and class, should they still 
  live). These feelings fade in time, 
  as the scion “grows up” and 
  gains experience on its own; this 
  “childhood” ends when it gains 
  a number of levels equal to half 
  those with which it was created, 
  rounded up.
  During the scion’s childhood when 
  in its creator’s presence it is under 
  the effect of a charm person spell, 
  always being considered friendly to 
  its creator (unless its creation was 
  faulty, and the Judge determines 
  that it hates its creator and is free 
  of this effect). Also during the 
  scion’s “childhood,” the creator 
  can concentrate fully on the scion 
  in order to see, taste, hear, smell, 
  and feel through its senses at 
  any distance, or to communicate 
  telepathically, 
  but 
  he 
  cannot 
  control his creation’s actions.
  Even after it has gained its freedom 
  through “adulthood,” the scion’s 
  creator can send mental impulses 
  at any distance summoning it to 
  his presence, though only a sense 
  of being needed by the creator is 
  ever felt, never any details as to 
  why, or even where the creator is 
  at the moment. It can answer these 
  impulses or not as it wishes.
  The material components of 
  this spell are the mithral pin, the 
  caster’s blood (and hit points), 
  and the blood of the other class 
  or race if needful to the creation 
  of the scion. The focus is a mirror, 
  specially constructed just for the 
  creation of scions, of an alloy of 
  silver and mithral, and costing no 
  less than 10,000 gp and one month 
  to construct. The mirror and pin 
  can be reused.
  
  4 AENDRYTH’S ELDRITCH COMPENDIUM
  BODY AND SOUL
  Level 9 wizard
  Casting Time: 1 or see text
  Range: 10 ft. or see text
  Duration: permanent
  Save: see text
  Spell Resistance: see text
  Components: V, S, M
  Also known by some as “The 
  Eldritch’s Improved Trap the 
  Soul,” this spell functions in all 
  ways as the standard trap the soul 
  spell, save in the following details:
  Rather than trap both body and 
  soul in the gem, the spell traps 
  only the soul; the body remains 
  essentially unharmed, but bereft of 
  its native soul. This spell then calls 
  forth an evil spirit or demon that 
  possesses and animates the victim’s 
  body and then acts in every way as 
  the caster’s servant. The power of 
  the spirit or demon called forth to 
  possess the body is no greater in 
  HD and power than the level of 
  the victim or the level of the caster, 
  whichever is less.
  The spirit or demon does not have 
  any of the knowledge that belonged 
  to the being whose body it inhabits, 
  but keeps the strength, dexterity, 
  and constitution of the body, as 
  well as hit dice, hit points, and 
  natural physical attacks. It does not 
  possess any class abilities or know 
  any spells the victim knows, nor 
  can it read the victim’s spell books 
  as though they were its own, etc. It 
  uses its own intelligence, wisdom, 
  and charisma scores. It attacks as a 
  monster of the body’s hit dice, and 
  is considered to be proficient in any 
  weapon it uses. It can use any of its 
  own spell-like abilities, if such are 
  possessed, though any physical 
  abilities it might have in its own 
  natural form are not accessible. 
  Whenever it uses its own spell-like 
  abilities the possessed body’s eyes 
  glow an eldritch green or red.
  The caster has a telepathic link 
  with its servant to a range of 10 
  miles per level. The spirit or demon 
  follows the letter of its master’s 
  commands, but may try to twist the 
  spirit, as its service is not willing.
  Should the gem ever be broken, the 
  soul is freed and returns instantly 
  to its body, where it instantly casts 
  forth the spirit or demon, which is 
  thereupon free from its bindings 
  to the body and to the caster. If 
  the body of the soul is ever slain 
  while the soul is still trapped, the 
  body dies and the spirit or demon 
  returns whence it came, but the 
  soul remains trapped, and the body 
  cannot be raised or resurrected 
  while the soul is trapped. If the 
  soul is released after the body dies, 
  it passes on to the Shadowlands, as 
  in normal death.
  CHIRURGEON EX NIHILO
  Level 7 wizard
  Casting Time: 1 minute
  Range: 50 ft.
  Duration: see below
  Save: none
  Spell Resistance: no
  Components: V, S, M, F
  The notable weakness of wizardry 
  being the inability to cast healing 
  and curative magic, Aendryth 
  the Eldritch came up with a way 
  to access healing through arcane 
  methods. This spell summons 
  forth a small extraplanar creature 
  of goodly sort known as a djeep, 
  specifically a djeep chirurgeon, 
  or doctor, with clerical abilities. 
  The djeep appears as a small 
  humanoid with bear- and dog-
  like features, yellow, orange, or 
  red fur, and a kind friendly face. 
  Djeeps do not speak any known 
  tongue, and in fact can only say 
  one word, “djeep” (intoned with 
  plenty of layers of meaning), but 
  understand any language known 
  by their summoner. Djeeps have 
  the innate ability of sanctuary and 
  freedom of  movement, both as per the 
  spell, can blink as per the spell at 
  will, and can also teleport without error 
  even between planes of existence; 
  there is no known magic that can 
  keep a djeep from being wherever 
  it wants to be, when it wants to be 
  there. Thus, if the djeep doctor is 
  attacked by his summoner or allies, 
  he simply teleports away, even if 
  the duration is not yet fulfilled and 
  there are still wounds to be cured; 
  if attacked by opponents of the 
  summoner, he simply blinks out of 
  the way. A djeep doctor can blink 
  or teleport and cast a spell without 
  error in the same round.
  Otherwise, djeep doctors are true 
  to their own alien form of the 
  Hippocratic oath, and use their 
  spells to heal and cure the wounds 
  and debilitating effects suffered by 
  the summoner and his allies, one 
  spell per round, until all spells are 
  used or until the summoner and 
  his allies are all cured, but never 
  remains longer than three rounds 
  per level of the caster in any case.
  The djeep doctor is equivalent to a 
  cleric of half the level of the caster, 
  rounded up, with bonus spells based 
  on an 18 wisdom score. He can 
  possess the following spells: first 
  aid, cure light wounds, delay poison, lesser 
  restoration, remove paralysis, cure serious 
  wounds, remove blindness or deafness, 
  remove curse, remove disease, healing circle, 
  neutralize poison, restoration, cure critical 
  wounds, and heal. A djeep cannot 
  raise the dead, nor turn undead. If 
  any of the named allies is suffering 
  from blindness, deafness, a disease, 
  a curse, or the like, and such a spell 
  
  WILDERLANDS OF HIGH ADVENTURE 5
  is available at the level of the djeep 
  doctor summoned, he will have those 
  spells memorized; the balance will be 
  in cure wounds and such spells.
  Each time the caster uses this 
  spell, he summons the same djeep 
  doctor, thus this spell can only be 
  used once per day. Similarly, the 
  caster can give the djeep doctor 
  potions of healing and like potions, 
  scrolls, and items useable by clerics, 
  those based on spells the djeep can 
  cast or similar effects, and each 
  time he appears to this summons 
  he will possess the items and use 
  them to the benefit of the caster 
  and his allies (though once used up 
  they are gone, of course).
  Each doctor has a title and a 
  proper name, such as “Doctor” 
  or “Master” or “Surgeon,” where 
  name is a long and honorable-
  sounding name of a professional, 
  such as Doctor Galen, or Master 
  Theophilus, etc.; the caster will 
  know this name, and if used 
  honorably while addressing the 
  djeep, it will be most pleased.
  When the spell is cast the wizard 
  must name each ally to be served by 
  the djeep doctor, no more than one 
  per caster level; unnamed allies will 
  not be cured or healed. The material 
  component of the spell is a bandage 
  roll within which is wrapped 100 gp 
  of rare healing herbs per level of the 
  caster and a lock of fur willingly given 
  by a blink dog; the focus lies at the 
  center of the bandage roll, a finger 
  bone or similar relic of a Good-
  aligned 9th level or higher cleric 
  known for healing and curing. The 
  material components are consumed 
  in the casting of the spell, though the 
  focus can be reused; if new herbs 
  are not added to a prepared bandage 
  roll when the caster gains a level, his 
  summons is only of a level equal to 
  the contents of the bandage roll.
  MORE
  Level 4 wizard
  Casting Time: 1
  Range: Self
  Duration: 1 round
  Save: None
  Spell Resistance: No
  Components: V, S, M, F
  This simple spell increases the 
  potency of any 1st, 2nd, or 3rd 
  level spell cast the following round. 
  Any spell cast the following round 
  has the numerical values in its area 
  of effect and number of targets 
  doubled, though all other stats 
  of the spell remain the same. For 
  example, a sleep spell cast under the 
  effect of this spell affects 4d4 HD 
  of creatures in a 60 foot diameter 
  circle, but still only affects creatures 
  of 4 HD or less; a fireball cast with 
  this spell does the same damage 
  but bursts in an 80 foot diameter 
  sphere; a suggestion spell would 
  affect two creatures; and so forth.
  The focus of this spell is a 
  wand of oak from a tree twice 
  struck by lighting on the same 
  night; additionally, the material 
  component of the spell to be cast 
  thereafter is tripled, and is always 
  consumed in the casting, even if 
  the spell says otherwise.
  NO TIME FOR PAIN
  Level 2 wizard
  Casting Time: 1
  Range: Touch
  Duration: 1 minute plus 1 minute 
  per level
  Save: charisma negates (h)
  Spell Resistance: yes
  Components: V, S, M
  This spell is quite dangerous to 
  the target, though many warriors 
  happily subject themselves to it 
  in times of  dire need. The target 
  of  this spell becomes immune 
  to normal pain. He gains a +4 
  bonus to save against magical 
  pain or despair effects (though 
  not fear effects). As a result of  
  this spell, the target continues 
  to fight even after it has been 
  reduced to a state where it should 
  fall unconscious, or even dead! 
  The target continues to fight on 
  to -10 hit points and beyond, to 
  an additional negative value equal 
  to the level of  the caster (i.e., a 
  target of  this spell cast by a 5th 
  level caster will continue fighting 
  until it is at -15 hit points, then 
  drops dead at -16). If  the target 
  is at negative hit points when 
  the spell ends, it either falls over 
  unconscious or dies if  it is at -10 
  or worse. If  the target suffers 
  damage to where its hit points are 
  reduced to -10 or worse, it can no 
  longer be healed, even by magic, and 
  dies when the spell ends.
  The caster can affect one target at 
  3rd level and one additional target 
  every odd level thereafter (i.e., two 
  at 5th, three at 7th, etc.)
  [NOTE: If this spell is cast upon 
  a player character, the Judge should 
  take over recording the PC’s hit 
  points, giving no clue to the player 
  as to where the character’s hit 
  points currently stand. The judge 
  should remain firm on this issue, 
  only allowing clerics and rangers 
  a chance to estimate the damage 
  suffered by the character (a simple 
  level-based wisdom check, results 
  being described in general detail 
  from “light wounds” to “critical 
  wounds” to “dude, when this spell 
  is over, you are dead!”).]
  The material component for this 
  spell is a solid 1” cube of iron, 
  which can be reused.
  
  6 AENDRYTH’S ELDRITCH COMPENDIUM
  SUMMON
  MOTHER SCARLETT
  Level 6 wizard
  Casting Time: 1
  Range: 50 ft.
  Duration: 10 minutes/level
  Save: none
  Spell Resistance: no
  Components: V, S, M
  This spell summons forth a flying 
  incorporeal crone, named Mother 
  Scarlett, a spirit hag of potent magical 
  powers. She appears as an emaciated 
  old woman with long billowing 
  white hair, blood red skin, long sharp 
  fingernails, fang-like teeth, and black 
  orbs where her eyes should be. She is 
  Neutral Evil, has AC 22, 8 HD, wields 
  a hammer in one hand and a sickle 
  in the other (each dealing a touch 
  of death attack as per a ghost), and 
  has amazing powers of domination 
  over 
  summoned 
  creatures 
  of 
  lesser hit dice, specifically creatures 
  summoned using the spells summon 
  greater monster, summon lesser monster, 
  and summon monster. Familiars are not 
  within her power, but fear her greatly, 
  and either flee when she arrives or 
  cower behind or upon their master.
  When cast immediately following 
  a summoning spell or immediate 
  series of such spells, the duration 
  of the previously cast summoning 
  spells is increased by the duration 
  of the summon Mother Scarlett spell. 
  Provided Mother Scarlett is not 
  in combat herself or otherwise 
  occupied and can direct her 
  attentions to managing the other 
  summoned 
  creatures, 
  lesser 
  creatures summoned by the prior 
  spells snap to as though under a 
  whip and work at peak efficiency, 
  gaining a +1 bonus to hit and 
  damage, a +1 bonus to all saving 
  throws, and 1d6 temporary hit 
  points. Summoned creatures of 
  equal or greater hit dice than 
  Mother Scarlett gain no bonuses, 
  but remain as long as Mother 
  Scarlett does.
  Mother Scarlett can understand 
  any language known by the 
  caster, and can communicate to 
  any of the caster’s summoned 
  creatures regardless of language 
  or intelligence; thus, the caster can 
  use Mother Scarlett to direct the 
  summoned creatures to perform 
  more complex and cooperative 
  maneuvers than might be possible.
  Any summoned creatures controlled 
  by an enemy will be demoralized by 
  the presence of Mother Scarlett, and 
  suffer a -1 morale penalty to hit and 
  to damage, and a -1 morale penalty 
  to all other checks and saves.
  Though she appears to be undead, 
  Mother Scarlett is actually an 
  extraplanar spirit, and so cannot be 
  turned or controlled like undead. If 
  Mother Scarlett is slain, banished, 
  or dispelled before the end of the 
  duration of the spell, any summoned 
  creatures that were commanded by 
  her disappear instantly.
  While there is more than one 
  Mother Scarlett, these creatures 
  never work against one another, 
  and so if one force already has 
  Mother Scarlett summoned, an 
  enemy force cannot summon their 
  own Mother Scarlett.
  Mother Scarlett’s assistance has a 
  terrible cost; when the duration 
  is complete or when she is slain, 
  banished, or dispelled, Mother 
  Scarlett returns whence she came, 
  taking with her one month of 
  the caster’s lifespan for every 10 
  minutes duration of the spell, 
  whether it was fully used or not.
  The material component for this 
  spell is the skull of a slave who was 
  purposefully starved to death, into 
  which is poured a mix of blood-red 
  wine and potato spirits (vodka), the 
  mix usually prepared before the first 
  summoning spell is cast, and which 
  is then drunk by the caster when the 
  summon Mother Scarlett spell is cast, 
  the skull then being shattered upon 
  the ground and from the shards of 
  which Mother Scarlett appears.
  VARIATION: If a blood-red 
  ruby worth no less than 5,000 gp 
  is crushed and mixed with the wine 
  and vodka, the duration of the spell 
  is one hour per caster level. The cost 
  in life to the caster for this variant is 
  three months per hour of duration. 
  This variant use of the spell is 
  usually used when summoning 
  creatures to build a tower or create 
  an object; when Mother Scarlett 
  manages such efforts, production 
  is tenfold normal, i.e., each laborer 
  does the work of 10, however, 
  there is invariably a flaw in the 
  construction that can be used by 
  an opponent to bring the whole 
  structure down, or destroy the item 
  in some simple way…
  SWARM OF
  ELDRITCH EYES
  Level 6 wizard
  Casting Time: 1 minute
  Range: special
  Duration: One hour per level
  Save: none
  Spell Resistance: none
  Components: V, S, M
  Also referred to as “Aendryth’s 
  Improved Arcane Eyes,” this spell 
  calls into being a large mass of 
  invisible floating arcane eyes, one 
  per level of the caster, that hover 
  above the caster’s head. While he 
  has even one of these eyes above his 
  head, the caster cannot be surprised. 
  Each eye operates as a standard 
  
  WILDERLANDS OF HIGH ADVENTURE 7
  arcane eye and all can be commanded 
  at the same time to go in separate 
  directions and investigate different 
  things. However, the wizard can only 
  process information from a single eye 
  at one time, though he knows where 
  each eye is at any one time. Unlike 
  normal arcane eyes, the caster is not 
  affected by gaze or blindness attacks 
  that affect the eye, though that eye is 
  itself subject to such attacks (saves as 
  per the caster, is destroyed if affected 
  by such an attack).
  The caster can also cast any 4th level 
  or lower spell that requires only 
  verbal and somatic components 
  through the eye he currently looks 
  through; however, the eye must 
  become visible for one full round 
  before the spell is cast and during 
  the entire spell’s duration; an eye 
  used in this manner disappears after 
  the cast spell’s duration ends. An eye 
  has merely 1 hit point, though due 
  to its size it has an AC 18 and can 
  hide as per a rogue of the wizard’s 
  level (using the caster’s intelligence 
  rather than dexterity as the base 
  attribute). Victims being watched by 
  the invisible eyes can sense the eye 
  as per a normal arcane eye spell.
  The material component of this 
  spell is 1/8th of the rendered 
  vitreous humor of the Ninth Eye of 
  a prysmal eye contained in a crystal 
  and platinum flask worth no less than 
  300 gp, the gelatinous fluid imbibed 
  by the caster during the casting of 
  the spell. The flask can be reused.
  TEMPLE OF LOVE
  Level 8 wizard
  Casting Time: 1 minute
  Range: 450 ft.
  Duration: eight hours 
  Save: none
  Spell Resistance: no
  Components: V, S, M, F
  This ironically named spell summons 
  to the Prime a den of debauchery 
  from the Scarlet Hells. From without 
  it appears to be nothing more than 
  a colorful tent, simple hovel, hut, or 
  even just a door into a small room 
  that was once otherwise, as the 
  caster desires, yet within it is a large 
  (50 foot diameter plus) pleasure 
  palace filled with supple fiendish 
  concubines and servants, piled high 
  with plush couches and pillows and 
  sheets of silk and velvet upon very 
  large four-poster feather beds, well-
  stocked with tasty delicacies and 
  sweet viands and exotic libations, 
  provided with warm baths and cool 
  pools, and equipped with such other 
  items as one might expect of a hall 
  of decadent pleasures.
  The fiendishly beautiful wenches (one 
  per level of the caster plus one per 
  guest) provide any and all services 
  requested to all visitors, all the while 
  whispering seemingly sweet nothings 
  into their lover’s ears. Only those who 
  are invited by the caster may enter, 
  though a wizard of greater level may 
  make a charisma saving throw (CL 
  caster level) to force his way in alone 
  and uninvited. Any who partake of 
  the delights within are cured of 1d6 
  hit points of damage per hour of 
  debauchery; simple sleep does not 
  count, but eating even the slightest 
  bit of the food and drinking of the 
  libations counts, as does even a simple 
  kiss from one of the wenches.
  When one who partakes of the delights 
  exits the den, or when he awakens the 
  next morning upon an empty beach or 
  in a grassy glen, he must make a charisma 
  saving throw (CL caster level) or shift 
  one alignment factor toward Lawful 
  Evil; for every hour he engaged in the 
  delights beyond the first, he suffers a -1 
  penalty to the save. Willingly entering 
  such a den of iniquity knowingly causes 
  a paladin or goodly cleric no end of 
  grief with his patron!
  Note that any who is so foolish as 
  to attack one of the wenches or 
  servants (rough “play” does not 
  count) is instantly grabbed by an 
  invisible infernal force and flung 
  out the door (no save), where he is 
  attacked (perhaps sans armor and 
  weapons!) by devils totaling 8 HD. 
  Said fool, if he survives, cannot 
  thereafter re-enter the den, even 
  with the permission of the caster.
  The material component for this 
  spell is 30 silver pieces, which are 
  consumed in the casting; the focus 
  is a small bauble, toy, or other item 
  native to the Scarlet Hells, which is 
  not consumed.
  UNSEEN ARCHER
  Level 2 wizard
  Casting Time: 1 minute
  Range: special
  Duration: special
  Save: none
  Spell Resistance: No
  Components: V, S, M
  With this spell the wizard calls into 
  being an unseen servant of potent 
  sort, though said servant has but a 
  single function.
  The caster waves his right hand 
  over the palm of his left hand 
  upon which sits one or more 
  gems, which are then picked up 
  by the summoned unseen archer. 
  The gems dance randomly within 
  its invisible five-foot diameter 
  generally spherical form. The 
  caster can use one gem per level in 
  the casting. At the same time as the 
  casting the wizard delineates to the 
  unseen servant a point within 450 
  feet of the caster where the servant 
  is to wait and an area within a 
  sphere in a 50 foot radius from the 
  position of the unseen servant that 
  the servant is to defend.
  
  8 AENDRYTH’S ELDRITCH COMPENDIUM
  Upon any being entering the 
  delineated area, the unseen servant 
  throws a gemstone at the intruder 
  with great force; the servant attacks 
  as a creature with HD equal to 
  the caster’s level at the time of the 
  casting. If it successfully hits the 
  gemstone explodes in a sharp bright 
  burst and does the following damage, 
  though no more dice of damage per 
  attack than half the number of levels 
  the caster had when he cast the spell 
  (rounded down):
  Value
  Damage
  5 gp
  1d6
  10 gp
  2d6
  25 gp
  3d6
  50 gp
  4d6
  100 gp
  5d6
  250 gp
  6d6
  500 gp
  7d6
  1,000 gp
  8d6
  2,500 gp
  9d6
  5,000 gp
  10d6
  The unseen servant throws one 
  gem per round, choosing gems 
  randomly, and throws one every 
  round that intruders are in the area 
  it is to watch, always at the closest 
  intruder within 50 feet (there are 
  no range penalties). Any gems that 
  miss explode harmlessly on the 
  floor or walls around the target; 
  not even shards or dust remain 
  after the gems explode, as they are 
  completely consumed by the effect.
  The unseen archer is immune to all 
  attacks except area of effect damage; 
  it dissipates if it suffers a number of 
  points of damage from such attacks 
  equal to the caster’s level plus five. 
  The unseen archer saves as though 
  its hit dice were equal to the caster’s 
  level at time of casting, and all saves 
  use the caster’s intelligence as a 
  base and for a bonus. If the unseen 
  archer is destroyed any remaining 
  gems must make a save, as per 
  the unseen servant, or explode 
  harmlessly; those that survive the 
  damage might also require another 
  save depending on the qualities of 
  the ground they fall upon and how 
  far they fall.
  Finding the unseen archer is quite 
  difficult, requiring an intelligence 
  or wisdom check against a CL equal 
  to the level of the caster at the time 
  of casting, plus four minus the 
  number of gems remaining; and 
  even then, this is just to see the 
  gems remaining, as the form of the 
  unseen archer is, well, un-seeable.
  The wizard himself is never attacked 
  when he enters the delineated space. 
  When the wizard casts the spell he 
  can name a specific set of creatures 
  that are not to be attacked, such as 
  “orcs,” “gnolls,” or even something 
  broad and yet specific such as “any 
  who wear my symbol of an eye 
  in green flames upon a tabard or 
  badge.” It must be based on simple 
  visual identification; the unseen 
  archer cannot speak or read minds, 
  ask names or passwords, nor make 
  any value judgment beyond the most 
  simple of identifications. Any others 
  who enter the area are attacked.
  When the gems are used up, the 
  unseen servant returns whence 
  it came. The spell otherwise lasts 
  until dispelled or the servant is 
  slain using area of effect spells 
  (the spell can last for centuries or 
  even millennia). The spell also ends 
  when the caster wills it to; in this 
  case remaining gems are unharmed 
  and can be retrieved.
  The material component of the 
  spell is the gem or gems used as 
  ammunition by the unseen servant.
  WALK AWAY
  Level 1 wizard
  Casting Time: 1
  Range: 50 ft.
  Duration: 1 hour per level
  Save: charisma negates
  Spell Resistance: yes
  Components: S
  This highly-specialized form of the 
  charm person spell makes any small 
  or medium-sized humanoid ignore 
  the caster, turn around, walk away, 
  and keep walking for one hour per 
  level of the caster. The target gets 
  a saving throw with a penalty of -4 
  due to the highly specialized and 
  non-confrontational nature of the 
  spell command. The caster can 
  instead choose two to four targets 
  for this spell; however, they have 
  no penalty to their saves.
  Note that there is no verbal 
  component; the wizard simply glares 
  at the target, his eyes briefly glow 
  with magical power as he projects 
  his will, and if the target fails the 
  save, he goes slightly limp, his eyes 
  glaze over, and he shuffles away at 
  half normal walking speed. If the 
  caster is four or more levels above 
  the target, the target must also make 
  an intelligence save or forget that he 
  ever confronted the wizard at all!
  If an ally of the wizard attacks 
  the victim, the effect is broken 
  instantly. An ally of the victim may 
  stand in front of him as he walks 
  away, but the victim will simply 
  walk around him and keep going; 
  if the ally grabs the victim and 
  shakes him while berating him, he 
  can make another saving throw, but 
  if this one fails, he gains no other 
  saving throws. If stopped from 
  walking away by force, the victim 
  fights if stopped by enemies (other 
  than allies of the wizard), or if 
  stopped by allies simply sits down 
  and waits till they stop holding him 
  down, and then continues walking.
  
  WILDERLANDS OF HIGH ADVENTURE 9
  WAVE OF CORROSION
  Level 3 wizard
  Casting Time: 1
  Range: self
  Duration: instant
  Save: special
  Spell Resistance: Yes
  Components: V, S, F
  Also known as the “Wave of 10,000 
  Years,” with this spell the wizard 
  evokes a corrosive wave of entropic 
  force that spreads forth from his 
  fingertips in a wide waving fan 50 
  feet long by 100 feet wide, by 20 
  feet tall; it manifests as a cracking 
  wave of black energy with a rotting 
  stench. It has no debilitative effect 
  on living things but is devastating to 
  non-living items.
  Creatures in the area of effect must 
  make a strength saving throw or be 
  knocked off their feet (down, not 
  back, suffering no damage). Stone 
  and glass bubble and warp, metal 
  turns brittle and shatters, leather 
  and bone crumbles to dust, and 
  dead wood rots to flinders, all in an 
  instant. All items worn or carried by 
  creatures within the area of effect 
  must make an individual saving 
  throw using the wearer or holder’s 
  constitution, or be instantly and 
  utterly destroyed. Magic items get a 
  +5 on the save, +2 for every point 
  of additional bonus they may have. 
  Even those items that save will age 
  or tarnish as though well-used or 
  abandoned for years or decades.
  Objects not held by creatures, 
  terrain, and structures are affected 
  as the Judge decides. This can have 
  a devastating effect indoors and 
  underground as supporting beams 
  wither and shatter, walls buckle, 
  and generally everything in the area 
  of effect rots, molds, break, rust, 
  or otherwise fall to pieces.
  The focus for this spell is a finger or 
  toe bone of a lich (which may remain 
  animated or be destroyed, it matters 
  not), worn in a small reliquary upon a 
  silver chain on the caster’s neck.
  Potion 
  Formulae
  Due to the inherently chaotic nature 
  of the prysmal eyes, all of the potions 
  herein may randomly have negative 
  effects that could harm or even kill 
  the imbiber; these effects and their 
  consequences are not mentioned at 
  all in the potion formula…
  POTION OF DISJUNCTION
  The formula for this potion is 
  incomplete, though this is not 
  obvious to the reader. The brewer 
  of the potion has a chance to note 
  that the formula is incomplete 
  only halfway through the actual 
  process of brewing the potion; to 
  do so, he must make a level-based 
  intelligence check against CL 9.
  The formula purports to provide 
  the imbiber of the potion the ability 
  to dispel one magic item or effect 
  within 50 feet per round, able to do 
  so up to the brewer’s wizard level 
  number of times within as many 
  minutes as the brewer has levels (i.e., 
  a 7th level wizard brewing this spell 
  could dispel seven magic items of 
  his choice within seven minutes). 
  Unfortunately, 
  as 
  the 
  formula 
  is incomplete, it is not only not 
  efficacious, it is in fact most dangerous! 
  For if the formula is followed, the 
  imbiber of the potion created thusly 
  must make an intelligence saving 
  throw against CL 9 or lose all magic-
  using abilities forever!
  Materials: The formula requires 
  the use of the entire vitreous humor 
  of the Fifth Eye of a Prysmal Eye 
  as well as 450 gp in other arcane 
  materials. Value: 1,800 gp. EXP: 
  800. Note: This “failure” of a 
  potion has an excellent value as a 
  sort of poison.
  POTION OF ENERVATION
  This potion formula, like the potion 
  of  disjunction above, is incomplete, 
  though again this is not obvious 
  to the reader. Again, the brewer 
  of the potion has a chance to note 
  that the formula is incomplete 
  only halfway through the actual 
  process of brewing the potion; to 
  do so, he must make a level-based 
  intelligence check against CL 9.
  The formula purports that the 
  potion will grant the imbiber the 
  ability to drain levels or hit dice 
  from a target by pointing his finger 
  and striking it with a sickly green 
  ray that emanates forth out to 50 
  feet, draining 1d4 levels or hit dice 
  per strike, and restoring to the user 
  a like number of dice in hit points, 
  the ability lasting for one round per 
  level of the brewer.
  As the formula is incomplete, 
  the potion in fact has the opposite 
  effect in draining the levels of the 
  imbiber! 1d4 levels plus one per 
  three levels of the brewer will be 
  drained away as the victim writhes 
  in agony with sickly green lightning 
  shooting forth from his body and 
  smoke pouring from his ears and 
  nostrils. If the victim is reduced 
  to 0 levels or hit dice, it is forever 
  dead, and cannot be raised or 
  resurrected (though a wish would 
  suffice). Otherwise, he must make 
  a constitution save against CL 9 
  every day, one day per lost level, to 
  regain the levels; if a save fails, that 
  level is lost forever.
  Materials: The formula requires 
  the use of the entire vitreous humor 
  of the Third Eye of a Prysmal Eye 
  as well as 450 gp in other arcane 
  
  10 AENDRYTH’S ELDRITCH COMPENDIUM
  materials. Value: 1,800 gp. EXP: 
  800. Note: This “failure” of a 
  potion has an excellent value as a 
  sort of poison.
  POTION OF FORESIGHT
  Imbibing this potion grants the 
  user the ability of foresight into 
  the actions of one chosen target 
  within 50 feet (chosen when the 
  potion is drunk). Every round the 
  target must make a wisdom save 
  against CL 7; if the save fails, the 
  next round the drinker gets a +4 
  bonus to all attack rolls against the 
  target, and a +4 bonus to AC and 
  saving throws against attacks and 
  effects generated by the target; if in 
  single combat, the user also always 
  wins initiative against the target. 1 
  in 8 of these potions however has 
  the opposite effect, granting the 
  chosen target foresight into the 
  actions of the drinker!
  Materials: The formula requires 
  the use of half of the vitreous 
  humor of the Ninth Eye of a 
  Prysmal Eye as well as 200 gp in 
  other arcane materials. Value: 800 
  gp. EXP: 600.
  POTION OF HARM
  This potion is in fact a powerful 
  magical poison that can affect 
  even creatures immune to normal 
  poisons (such as demons, devils, 
  and other such creatures). Upon 
  drinking the potion the imbiber 
  must make a wisdom saving throw 
  against CL 11 or suffer damage 
  such that it is reduced to merely 
  1d4 hit points AND it begins 
  suffering a disease in all ways 
  equivalent to mummy rot! On 
  a successful save it suffers only 
  6d8 points of damage and does 
  not contract a disease. Note that 
  this potion, when imbibed by an 
  undead creature, actually restores all 
  but 1d4 hit points of damage.
  Materials: The formula requires 
  the use of half of the vitreous 
  humor of the Sixth Eye of a 
  Prysmal Eye as well as 300 gp 
  in other arcane materials. Value: 
  1,200 gp. EXP: 500. Note: This 
  potion’s value is as a sort of poison.
  POTION OF
  IMMOBILIZATION
  This potion grants the imbiber the 
  ability to cause those he touches 
  with his bare hand, whether human 
  or monster, to be paralyzed, as per 
  the hold person spell. The touched 
  target must make a wisdom saving 
  throw against CL 5 or be paralyzed 
  for 2d4 rounds. The imbiber 
  possesses the ability for a number 
  of minutes equal to the level of 
  the brewer of the potion. 1 in 12 
  of these potions instead causes the 
  imbiber to be paralyzed, with no 
  saving throw, for 2d4 hours!
  Materials: The formula requires 
  the use of 1/4th of the vitreous 
  humor of the Fourth Eye of a 
  Prysmal Eye as well as 150 gp in 
  other arcane materials. Value: 600 
  gp. EXP: 400.
  POTION OF
  IMPROVED FLIGHT
  This potion acts in all ways as per a 
  potion of  flying; however, the effects 
  last for one hour per level of the 
  brewer rather than 10 minutes per 
  level. Unfortunately, 1 in 8 of these 
  potions have a random duration of 
  1d4 x brewer level x 10 minutes, 
  and cut out with no warning even 
  while the imbiber is in midair!
  Materials: The formula requires 
  the use of 1/4th of the brain of 
  a Prysmal Eye as well as 250 gp 
  in other arcane materials. Value: 
  1,000 gp. EXP: 800.
  POTION OF
  IMPROVED POLYMORPH
  This potion acts in all ways as 
  per a normal polymorph self spell, 
  however, the effect lasts for one 
  hour per level of the brewer 
  rather than 10 minutes per level. 
  1 in 8 of these potions has the 
  additional unfortunate side effect 
  of forming 1d6+1 additional eyes 
  in random spots on the user’s body, 
  the number and location changing 
  every time the user transforms to 
  a new form. The additional eyes 
  are useless, and provide no benefit. 
  Unless the imbiber makes a 
  wisdom saving throw against CL 4 
  when the duration ends, he retains 
  1d6+1 useless eyes on his natural 
  form in random locations!
  Materials: The formula requires 
  the use of half of the vitreous 
  humor of the First Eye of a 
  Prysmal Eye as well as 200 gp in 
  other arcane materials. Value: 800 
  gp. EXP: 600.
  POTION OF
  PRISMATIC POTENCY
  This potion grants the imbiber the 
  ability to cast from his hand or hands 
  a colorful beam of potent power, one 
  per round per hand, for a number of 
  minutes equal to the level of the 
  brewer; the imbiber is also limited 
  to a maximum of one such beam for 
  every level of the brewer. The ray is 
  5 feet wide by 50 feet long. The color 
  and effect of the beam is determined 
  randomly each round and for each 
  hand on the chart included with 
  the prismatic spray spell, with some 
  beams indeed being of two colors (it 
  is indeed possible for a target to be 
  struck by two beams at once each of 
  two colors)! The targets in the beam 
  are automatically hit, and the save CL 
  for all effects is equal to the level of 
  the brewer. 1 in 8 of these potions 
  backfires on the imbiber, not only not 
  
  WILDERLANDS OF HIGH ADVENTURE 11
  granting the ability to cast the beams, 
  but also subjecting him to the effects 
  of a random roll on the prismatic spray 
  table with no saving throw!
  Materials: The formula requires 
  the use of the entire vitreous 
  humor of the Seventh Eye of a 
  Prysmal Eye as well as 350 gp 
  in other arcane materials. Value: 
  1,400 gp. EXP: 1,200.
  POTION OF TELEPATHY
  The imbiber of this potion is able to 
  telepathically communicate with any 
  intelligent creature within 120 feet. 
  The user can read surface thoughts 
  and can concentrate on a specific 
  creature for three rounds to reveal 
  its alignment, level or hit dice, and 
  whether or not it is being truthful. 
  The potion lasts for one hour per 
  level of the brewer. 1 in 8 of these 
  potions has a deleterious effect in 
  that the imbiber instead projects 
  his thoughts to everyone within 120 
  feet, with no saving throw!
  Materials: The formula requires 
  the use of 1/4th of the brain of 
  a Prysmal Eye as well as 250 gp 
  in other arcane materials. Value: 
  1,000 gp. EXP: 800.
  POTION OF 
  TELEPORTATION
  The imbiber of this potion can 
  teleport as per the teleport spell; he 
  can only teleport once, however, he 
  can teleport at any point instantly 
  (even interrupting an attack) within 
  10 minutes of drinking the potion 
  per level of the brewer. All normal 
  location familiarity effects as per the 
  teleport spell are in effect. Unfortunately, 
  1 in 8 of these potions adds 15 points 
  to the target location roll!
  Materials: The formula requires 
  the use of 1/8th of the vitreous 
  humor of the Second Eye of a 
  Prysmal Eye as well as 250 gp 
  in other arcane materials. Value: 
  1,000 gp. EXP: 800.
  POTION OF
  UNDEAD MASTERY
  Upon imbibing this potion the 
  user animates all corpses within 
  500 feet, causing them to rise as 
  zombies (if fresh) or skeletons (if 
  old). All the undead understand 
  and obey the spoken commands 
  of the imbiber, and continue to 
  follow his last commands while 
  out of range. The undead remain 
  animated for one day per level of 
  the brewer, at the end of which 
  they all drop dead again. Additional 
  potions of undead mastery may be 
  imbibed while under the effects 
  of this potion, however, each 
  such potion imbibed has a 10% 
  cumulative chance to animate all 
  the dead in the area and then free 
  all the dead from the imbiber’s 
  control; uncontrolled undead seek 
  first to slay their animator! All 
  other potions imbibed while under 
  the effect of this potion work as 
  normal, but also cause a check to 
  free the controlled undead, adding 
  1% to the chance of the undead 
  going free per level of the spell.
  Materials: The formula requires 
  the use of the entire vitreous 
  humor of the Eighth Eye of a 
  Prysmal Eye as well as 300 gp 
  in other arcane materials. Value: 
  1,200 gp. EXP: 1,000.
  PRYSMAL ARMOR
  Prysmal armor is a form of full plate 
  armor, complete with a monstrous eye-
  shaped great helm, constructed from 
  the tough silicate skin of a prysmal 
  eye. Specially treated and forged with 
  the formula included in the Eldritch 
  Compendium, the armor provides the 
  wearer a total non-magical AC bonus of 
  +12 (i.e., it never loses this base AC 
  bonus, even if hit by a successful dispel 
  magic or disjunction), and Spell Resistance 
  12. The armor cannot be further 
  enchanted. The SR is ineffective against 
  any sound-based spells or damage. 
  Finally, any light-based spells specifically 
  targeting at the wearer of the armor 
  automatically fail to affect him and have 
  a 6 in 20 chance of rebounding directly 
  at the spell caster!
  Unfortunately for the wearer, if 
  he is reduced to zero hit points or 
  less by a magical spell that punches 
  through the spell resistance, he is 
  not unconscious or killed, but is 
  instead transformed into a prysmal 
  eye! The transformation takes 
  15 rounds, the growing creature 
  gaining one hit die per round; the 
  budding prysmal eye is sentient 
  and fully-willed immediately, is 
  immune to magic, is telepathic, 
  and can fly, plus immediately gains 
  the spellcasting abilities of an 
  illusionist equal to its hit dice; the 
  eye powers are not gained until full 
  15 hit dice are gained. The soul of 
  the dead being is trapped within 
  the prysmal eye, its screaming and 
  horrified visage reflected in each of 
  the creature’s nine eyes; the trapped 
  being cannot be raised, resurrected, 
  or even restored by a wish spell until 
  the prysmal eye is slain!
  Materials: The construction of 
  the armor requires the skin plates 
  of a prysmal eye as well as 30,000 
  gp in other arcane materials. Value: 
  120,000 gp. EXP: 18,000.
  
  12 AENDRYTH’S ELDRITCH COMPENDIUM
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Supplemental/C&C - Wilderlands of High Adventure.pdf