TEXT: LIBER MAGUS 
  Written by Jay Tyler Barrell 
   
  EDITORS 
  Adrienne McCarthy 
  Ryan Castillucci 
  Susan Wells 
   
  ARTISTS 
  Border: Samantha Mingo 
   
  PLAYTESTERS 
  Charlie Castleman 
  Ryan Castillucci 
  Susan Wells 
  Ty Mansfield 
   
   
   
  DECLARATION OF PRODUCT IDENTITY 
  All people’s proper names, product names, and company names used in this book are the product identity of Jay Tyler 
  Barrell and DaemonEye Publishing.  All images used in the production of this book are copywrited by the artists who 
  made them, and used with their permission. 
   
  DECLARATION OF OPEN GAMING CONTENT 
  The entire text contents of this book after the Introduction, with the exception of items noted above. 
   
  The 
  Prometheus 
  Compatibility 
  Trademark 
  logos 
  are 
  trademarks of The Free Gaming Association in the United 
  States and other countries and are used with permission. 
  www.thefga.com 
   
  
  INTRODUCTION 
   
  Hello once again.  You might wonder what I am doing writing a file such as this, especially if you 
  are a long-term customer who has experience with my previous work.  After all, such small “bite-
  sized” files are typically NOT what I do.  I tend to write huge cartridge-killing tomes that are 
  crammed full of useful data, often 200 or more pages.  Why a small file such as this? 
   
  The answer is simple: it is intended as an “insert” into your existing core rule books.  The idea is that 
  the file is small and streamlined enough that you can easily print it out, and place it in the back of 
  your PHB.  Depending on your aesthetic tastes, you might want to cut off the inside 1/2 inch of the 
  margin, but again that is according to your tastes.  That is why there is no front cover page, why 
  there is so little art other than page borders, and why the page count (as well as price) is so small.  If 
  I placed in all the extraneous stuff you tend to find in most 3rd-party books, then you would be 
  cracking the spine of your hardcover book.  Not to mention the logical incongruity of printing off a 
  cover image you will never see. 
   
  So, now I guess it is time to discus exactly what Liber Magus is?  First let us take a look at the 
  name.  The word “Liber” has three definitions: Bacchus (god of celebration), free, and book.  
  “Magus” means either the force of magic, or somebody who practices it.  Thus “Liber Magus” could 
  easily be translated as “god of magic or magicians”, “free magicians”, or “book of magic”.  So 
  which definition fits, you are wondering? 
   
  All of them. 
   
  This file contains three sections.  One discussing the overall alternate spellcasting system, the “god 
  of magic and magicians”.  One for the changes to the core system necessary to make it magic-using 
  characters that utilize these changes, the “free magicians”.  One for extra material to add into your 
  game such as spells and prestige classes, the “book of magic”. 
   
  Pretty good for such a small file, isn’t it? 
   
  Finally, let us talk about something you might want to know, especially if you are a game developer.  
  Every single piece of text in this file past this page is totally Open Gaming Content.  That means 
  other game developers can feel free to use this system in their own works.  To help facilitate this, I 
  am including a “raw text” .rtf file of all the OGC material with this PDF.  Whether you are a player 
  or developer, I hope you enjoy Liber Magus. 
   
  Jay Tyler Barrell 
  (Strutinan) 
  Owner: DaemonEye Publishing 
  E-Mail: Strutinan@hotmail.com 
  Home Page: www.geocities.com/strutinan 
  
  TABLE OF CONTENTS 
   
  TABLE OF CONTENTS 
  1 
   
  HOW TO USE THIS BOOK 
  1 
   
  ONE: GOD OF MAGIC 
  2 
  Spellcasting Basics 
  2 
  Arcane Magic 
  2 
  Defiling Magic 
  2 
  Divine Magic 
  4 
  Sacrificial Magic 
  4 
   
  TWO: FREE MAGICIANS 
  5 
  Advancing Caster Levels 
  5 
  Mage (new core class) 
  5 
  Skills 
  6 
  Feats 
  6 
   
  THREE: BOOK OF MAGIC 
  9 
  Eldritch Warrior (PrC) 
  9 
  Magical Savant (PrC) 
  10 
  New Spells 
  11 
   
  TABLES 
  Table 1-1: Defiling Effects 
  3 
  Table 1-2: Sacrifice Gains by Form 
  4 
  Table 2-1: Highest Level Spells Prepareable 
  5 
  Table 2-2: The Mage 
  5 
  Table 2-3: Spellcasting Skills by Class 
  6 
  Table 2-4: Daily Spell Slots for Skill Ranks 
  6 
  Table 2-5: Metamagic Feat Difficulties 
  7 
  Table 3-1: The Eldritch Warrior 
  9 
  Table 3-2: The Magical Savant 
  10 
   
  HOW TO USE THIS BOOK 
   
  Liber Magus is meant to be used as a replacement spellcasting system for 3.0 and 3.5 edition games.  The elements of this book can be 
  used in part or in whole without much problem, but it is best overall if they are used in whole.  Of particular concern is the use of the 
  Sorcerer and Wizard classes with the new system presented here.  Those two classes do not mix well when changing spellcasting away 
  from the static/dynamic outlook in the base rules.  To help facilitate the change, both classes have been incorporated into the “Mage” 
  class detailed in Chapter Two. 
   
  Seeing as this is intended as a PHB insert rather than a full book, you might want to skip the first and last two pages when 
  printing it.  It is aligned so that it will print in proper “book” format whether or not you skip the first two pages of the file. 
   
  One: God of Magic 
  This chapter goes over the changes in the spellcasting system that is used thru out the rest of the book.  It also details how these 
  changes impact both divine and arcane spellcasters.  Finally it also introduces two new options for arcane and divine spellcasters: 
  Defiling and Sacrificial Magic.  Both Defiling Magic and Sacrificial Magic can be used without utilizing the new spellcasting system. 
   
  Two: Free Magicians 
  Here you will find the individual tables that make the new system run.  There are also many new feats that can be used to help 
  spellcasters of any type add more flavor to their abilities.  In addition to this, the new system for utilizing Metamagic is located here as 
  well.  Finally, the new “Mage” class can be found in this chapter.  It is recommended that you use the new Metamagic system located 
  here if you decide to use the new spellcasting system, but it works equally well with the regular spellcasting system. 
   
  Three: Book of Magic 
  This chapter is mostly concerned with filling in holes that the core rules created, at least in the case of magic-users.  To that end you 
  will find new Prestige Classes meant to replace the two most overpowered Prestige Classes in the DMG (you know what they are).  
  There are also many new spells that are meant to help make a magic-user more versatile, and fit their roles better. 
  
         GOD OF MAGIC 
   
  SPELLCASTING BASICS 
   
  There are two aspects to spell use: preparation and casting.  This 
  book presents a different system than the core rules for handling 
  these aspects.  The basic details of the alterations are given below. 
   
  Preparation 
  A character has the ability to prepare a number of spells for each 
  spell level equal to (2 + ability mod) -spell level (minimum 1 
  spell of each spell level).  They are limited in the highest level of 
  spells they can prepare based on their spellcasting class level.  
  This applies to each spellcasting class’ spell list independently.  
  Even if a character has a high Wisdom score and levels in Mage, 
  he still cannot prepare even a 0th-level spell from the Cleric spell 
  list unless he gains a level in Cleric.  Even then he is limited in 
  the highest level Cleric spell he can prepare by his Cleric level 
  (see Advancing Caster Levels in Two: Free Magicians). 
   
  Unlike in the spellcasting system described in the PHB, 
  casting a prepared spell does not wipe it from your memory.  You 
  can cast the same prepared spell multiple times.  You cannot 
  prepare a spell whose level is higher than your spellcasting ability 
  score -10. 
   
  Example: Ambrosius is a 5th-level Mage with an 
  Intelligence of 14 (and thus an Intelligence modifier of +2).  He 
  can prepare Mage spells of up to 3rd-level.  He can prepare 4 0th-
  level, 3 1st-level, 2 2nd-level, and 1 3rd-level spells thanks to his 
  Intelligence [(2 + mod) -spell level].  At the absolute limit as he 
  gains Mage casting levels, he can only prepare up to 4th level 
  spells (Intelligence -10). 
   
  Casting 
  A character receives a number of daily spell slots for casting 
  spells as determined by their ranks in their class’ spellcasting skill 
  (see Skills in 2: Free Magicians).  They can use these spell slots to 
  cast spells from those they have prepared of the same class’ spell 
  list.  Casting spells is otherwise identical to regular spellcasting as 
  it is detailed in the PHB.  The only real difference is that this 
  makes all characters into “spontaneous casters”, and allows them 
  to gain more spell slots in a given class by increasing their ranks 
  in that class’ spellcasting skill.  A character’s effective level when 
  casting a spell, for all spell characteristics including Spell 
  Penetration rolls, is equal to their total spellcasting level in the 
  class that the spell was prepared for. 
   
  No matter how many ranks a character has in a spellcasting 
  skill, they still cannot prepare any spells from a class’ spell list 
  until they have at least one casting level in that class. 
   
  ARCANE MAGIC 
   
  Arcane magic is the kind of magic learned by careful study and 
  rigorous discipline.  Of all the spellcasting classes, only the 
  Assassin, Bard, and Mage are arcane spellcasters.  All arcane 
  spellcasting is vulnerable to Arcane Spell Failure (ASF), which is 
  typically gained from wearing armor (except for bard spells in 
  Light Armor).  Arcane spellcasters refresh their arcane spell slots 
  after eight hours of rest. 
   
  There are generally three ways for an arcane spellcaster to 
  prepare spells: 
  #1 Gaining a rank: Whenever an arcane magic user gains a 
  rank in Knowledge (arcana), they can fill any open prepared 
  arcane spells they may have (such as those from a new spell level, 
  or lost due to rolling a 1 on the Spellcraft check to use 
  Metamagic).  These spells can only be ones they have access to in 
  a written form, such as on a scroll or in a spellbook (for this one 
  type of use only).  This does not use up the scroll, as it is used 
  merely for inspirational reference rather than it’s magical 
  properties.  They also get one spell they can switch for any spell 
  of their spell list.  This represents magical insights gained from 
  long practical use and private contemplation. 
  #2 Scrolls: Any arcane magic user can read off any spell 
  contained in an arcane magical spell scroll in order to force the 
  spell into their mind.  This replaces an existing prepared spell, or 
  fills an empty prepared spell choice (such as a new spell level or a 
  spell lost due to rolling a 1 on a Spellcraft check to use 
  Metamagic).  They can only do this if they would be able to 
  prepare the spell in the same class as the prepared spell selection 
  they are filling with it.  The spell used is consumed; it’s magical 
  energies being required to “overwrite” the existing prepared spell 
  selection.  Assassins and Bards often use this ability to switch out 
  spells for ones needed in the near future. 
  #3 Spellbook: Every day after at least 8 hours of rest, a Mage 
  (and only a Mage) can spend one hour studying their spellbooks.  
  During this time they can switch out any amount previously 
  prepared spells for any spells of the same levels contained in the 
  spellbooks they study.  This ability makes Mages the 
  acknowledged masters of arcane magic. 
   
  Assassins and Bards are not as devoted to magical study as 
  Mages, they tend to learn their spells “on the fly” as their 
  experiences dictate. 
   
  DEFILING MAGIC 
   
  The use of Defiling Magic is an option open only to arcane 
  spellcasters.  Instead of charging up their spell slots while they 
  rest, Defiling Spellcasters draw power from the very life force of 
  the land and plants around them as they cast a spell.  They still 
  need at least eight hours of rest to recharge their spell slots, but 
  the spell slots can only be “charged” by stealing the life force of 
  the land around them during spellcasting. 
   
  As is obvious, the use of Defiling magic is an evil act, or at 
  best a Neutral one if done for the most benevolent of causes.  It 
  would not be so prevalent as it is without two factors: it can be 
  used by regular arcane spellcasters for a quick burst of power, and 
  it is highly addictive. 
   
  Defiling Addiction 
  Whenever a non-addicted arcane spellcaster casts a spell 
  augmented by Defiling Magic, they run the risk of becoming 
  addicted to the heady rush of power.  This is represented by them 
  having to make a Will save with a DC equal to 15 + the total level 
  of the spell they cast (the actual level plus any bonus from 
  Overcharging it).  If they fail the save they instantly become 
  addicted to it, they become Defilers (arcane spellcasters addicted 
  to Defiling Magic).  Such characters do not instantly gain access 
  to the Bonus Spell Slots (see below), but gain them instead after 
  they next rest.  However they do start having to cast all their 
  spells as if they where Defilers (see below). 
   
  Defilers: Defilers can only cast an arcane spell by powering 
  it entirely off the life energy of the land and plants around them.  
  The area of land they defile is based on the total level of the spell 
  (see below).  The fertility of the land they are casting spells within 
  also determines the highest-level spell they can cast (see below).  
  Even if a character has access to arcane spells from multiple 
  spellcasting classes, once he becomes addicted then he must cast 
  them all as Defiling Magic. 
  
   
  Kicking the Habit: A character that has become a Defiler 
  can try to give up the power, but doing is both hard and 
  dangerous.  They must spend several days in uninterrupted 
  solitary meditation, during which time they delve into their soul 
  and cut out the bits corrupted by the taint of Defiling Magic.  
  Each day they lose one character level, but only from classes that 
  gave them access to arcane spellcasting abilities.  If they would 
  lose levels in a prestige class these other classes enabled them to 
  get, then they lose those prestige class levels as well.  Once they 
  are left with only a single arcane spellcasting class level, they 
  must make a Wisdom + Charisma check against a DC equal to the 
  total levels they lost (10 minimum), unaffected by any modifiers 
  (including the Luck domain).  A failed check, or a natural 1, 
  means they went to far and destroyed their own soul by accident!  
  No afterlife, no resurrection, just plain gone.  A successful check 
  means they are no longer addicted to Defiling Magic, and not 
  only get to keep the final arcane spellcasting class level but also 
  regain a level for every point the check succeeded by.  
   
  Defiling Benefits 
  There is a good reason to use Defiling Magic: power.  When a 
  person casts an arcane spell, even if they are not addicted to 
  Defiling Magic, they can still “Overcharge” their spells.  Only 
  defilers (arcane spellcasters addicted to Defiling Magic) gain 
  “Bonus Spell Slots.” 
   
  Overcharging: An arcane spellcaster can decide to draw 
  more energy for their spell than the spell actually needs.  They are 
  still limited in the amount of energy they can draw based on the 
  highest level arcane spell they can cast, and the fertility of the 
  land they are casting spells within.  They defile an area of land 
  equal to the desired level of spell energy they wish to draw upon, 
  even though the spell is of a lower level.  For each spell level of 
  excess energy they draw, they can increase their effective caster 
  level with the spell by one, or gain a +2 bonus to their Spellcraft 
  check to add a Metamagic feat to the spell. 
   
  Non-Defilers that use this option defile an area based on the 
  difference in the spell’s actual level, and up to the highest-level 
  arcane spell they can cast.  They treat this difference as the 
  effective level of the spell for purposes of how much area they 
  defile, and whether or not they can cast the spell within the land 
  type they are in.  This means that regular arcane magic wielders 
  can use Defiling magic more reliably, until they become addicted 
  to it.  This only adds to the temptation. 
   
  Bonus Spell Slots: Those arcane magic users that are 
  addicted to Defiling Magic do not power their spell slots as they 
  rest, so they have more of them.  Defilers get bonus spell slots 
  equal to twice their arcane spellcasting levels, which form a 
  homogenous pool of potential spells per day.  Once their regular 
  spell slots of a given level are used up, they can use these spell 
  slots in order to cast spells of those levels.  Each such spell uses 
  up a number of points from this pool equal to 1+ Spell Level, so 
  0th-level spell still use up one point. 
   
  Defiling Effects 
  Casting a spell by use of Defiling Magic causes a large radius of 
  land centered on the user to turn into obviously lifeless dirt, and 
  the plants within the area to wither into ash.  The soil is then 
  barren for at least 100 years, longer if it is in a naturally arid or 
  not very fertile location.  The most powerful spell that can be cast 
  from within a given area depends on the fertility of that area.  The 
  actual radius of land defiled depends on both the land’s fertility, 
  and the level of the spell cast.  Using this effect on watery terrain 
  such as rivers, lakes, or oceans destroys the water, turning it into 
  lifeless septic light acid that boils off in a few hours.  Nothing can 
  restore the lost fertility quicker.  See the table below: 
  TABLE 1-1: DEFILING EFFECTS 
    
  Maximum 
  Fertility (examples)* 
  Spell Level** Radius** 
   
  Lush 
  9th 
  Spell Level x 1 ft 
   (forests, tropical water, large gardens, parks)  
   
  Abundant 
  7th 
  Spell Level x 1.5 ft 
   (marsh, grasslands, muddy flatlands)  
   
   
  Fertile 
  5th 
  Spell Level x 3 ft 
   (hills, temperate water, oases, scrub) 
   
   
  Infertile 
  3rd 
  Spell Level x 6 ft 
   (stony terrain, bare mountains) 
   
   
   
  Barren 
  1st 
  Spell Level x 20 ft 
   (deserts, arctic water, sandy beaches, salt flats) 
   
  Lifeless  
  Not Possible None obviously 
   (volcanic flow, stone plains) 
   
   
   
   
  * 
  The fertility level of the terrain the spellcaster is standing in 
  when he casts the spell. 
  ** The highest spell level worth of energy that can be drawn 
  from the terrain by Defiling Magic. 
  *** The radius, centered on the spellcaster, that is defiled based 
  on the level of spell energy drawn with Defiling Magic.  
   
   
  Casting another arcane spell by use of Defiling Magic while 
  within an area already subjected to it makes it harder to draw life 
  force from the land.  In game terms the maximum spell level that 
  can be cast is reduced by one level every time the total levels’ 
  worth of Defiling Magic used within it equals it’s Maximum Spell 
  Level, and the radius of defiling from the new spell is added to 
  that of the previously cast spells.  Once a given area has been 
  subjected to twice it’s Maximum Spell Level of Defiling Magic 
  levels, it’s fertility drops one step on Table 1-1: Defiling Effects, 
  and the Maximum Spell Level for subsequent spells is reset to 
  that of the new fertility level.  An area that is subjected to a battle 
  with one or more Defilers is rapidly unable to support any life. 
   
  When a character uses Defiling Magic they reach out to all 
  the life energy in the surrounding area, and tap into it as part of 
  the spellcasting action.  The completion of the spell then draws 
  off that energy and powers the spell’s effect.  If the spell is 
  interrupted, no defiling occurs.  All creatures within the area that 
  is to be defiled can sense this chill touch within their life force, 
  and the direction it is coming from, which makes it very hard to 
  hide the casting of Defiling Magic.  Only plants and soil bacteria 
  however are weak enough to actually be damaged by it.  
  Intelligent plants and plant-creatures get a Will save against the 
  spell’s DC, or they take one Negative Level. 
   
  Example: Ambrosius (the mage in the first example) and his 
  friends are facing a small group of Gnolls after a long hard battle, 
  and know that they cannot hope to win this fight.  Out of 
  desperation Ambrosius uses his last 1st-level spell slot to cast 
  magic missile, and elects to use Defiling Magic to Overcharge the 
  spell.  He can cast up to 3rd-level spells, and is not addicted to 
  Defiling Magic, so he elects to Overcharge the spell for 2 spell 
  levels.  They are in bare mountains, so the Fertility level is 
  “Infertile”, which will let him draw up to 3 spell levels worth of 
  energy by use of Defiling magic (more than enough).  The use of 
  Defiling Magic defiles the surrounding 20 ft radius, 2 spell levels 
  x 10 ft.  The bonus from Overcharging the magic missile spell is 
  used to add +2 to Ambrosius’ effective caster level with it, 
  allowing him to cast it as an 7th-level mage instead of his actual 
  level of 5th.  Hopefully it will be powerful enough to scare off the 
  Gnolls.  After casting the spell Ambrosius must make a Will save 
  to avoid becoming addicted to Defiling Magic.  The DC of this 
  save is 18, 15 + the magic missile’s total spell level (1st-level + 2 
  for Overcharge).  He has a Will save bonus of +6.  Hope he 
  makes it! 
   
  
  DIVINE MAGIC 
   
  Divine magic is spellcasting abilities that are granted to a 
  character from an outside source, typically a powerful near-godly 
  or deific being or force.  Cleric, Blackguard, Druid, Paladin, and 
  Ranger are the classes that cast divine spells.  Divine magic is 
  unaffected by armor, unless the wearing of the armor would go 
  against the desires of the agency that granted the spells.  Divine 
  spellcasters refresh their spell slots every day at dawn, even if 
  they are not conscious. 
   
  Divine spellcasters can prepare their spells at a time dictated 
  by the supernatural entity that grants them their powers.  For most 
  goodly agencies, this means at dawn.  For evil agencies it is 
  instead sunset.  Neutral agencies leave the time up to their 
  worshiper, dawn for goodly worshipers or sunset for evil ones.  
  Neutral followers of Neutral agencies prepare their spells at either 
  high noon, or midnight, depending on the type of agency they 
  follow. 
   
  No matter their alignment, Druids and Rangers always 
  prepare their spells at high noon when the forces of nature are at 
  their peak. 
   
  A Domain spells are always considered prepared once the 
  character can cast spells of those levels.  No extra spell slots per 
  day are gained for Domain spells. 
   
  SACRIFICIAL MAGIC 
   
  Sacrificial Magic is the powering of magical spells by the 
  sacrifice of a living creature’s life energy.  This type of 
  spellcasting is usually used to allow the spellcaster to create 
  effects of a power they normally could not attain, or to offset the 
  loss of experience points for creating magical items or casting a 
  spell with an XP component.  Only divine spellcasters can use 
  Sacrificial Magic. 
   
  This does not necessarily make it an evil act.  Goodly beings 
  can Sacrifice their own life force to help others.  Neutral beings 
  can sacrifice the life force of a volunteer, or an unintelligent 
  creature.  Only the sacrifice of the life force of an unwilling 
  intelligent creature is a purely evil act. 
   
  Sacrificial Forms 
  A character can choose to sacrifice some or all of their own life 
  force, or to steal some or all of another creature’s life force.  No 
  matter what form the sacrifice takes, the character using Sacrifice 
  Magic must be no further than five feet from the subject for the 
  entire duration of the Sacrifice.  The individual types of Sacrifice 
  are detailed below. 
   
  To successfully derive any benefit from a Sacrifice, the 
  divine spellcaster performing it must make a Knowledge 
  (religion) check with a DC equal to the Sacrificial Gain they wish 
  to achieve (see below).  A failed skill check results in the 
  Sacrifice being wasted. 
   
  Animal Sacrifice: The character sacrifices the life of a 
  helpless living but unintelligent creature in order to Power a Spell 
  or Manipulate Undead.  He must have the creature within 5 ft of 
  himself all during the casting of the spell.  This type of sacrifice 
  requires a coupe de gras attack be made in the round immediately 
  after the casting of the spell.  Should the attack fail, or the 
  creature survive, then the spell will not go off until the creature 
  dies (even if the creature leaves the spell caster’s presence).  If 24 
  hours pass without the creature dying, then the spell is disrupted. 
   
  Ritual Sacrifice: A willing sentient living creature gives up 
  a portion of their spirit or life energy in order to either Power a 
  Spell or Bond an Item.  They must be present for the final 8 hours 
  of item creation if Bonding an Item, or during the entire casting of 
  the spell if Powering a Spell.  
   
  Self Sacrifice: The spell caster voluntarily gives up a portion 
  of his own life force in order to Power a Spell, or Manipulate 
  Undead.  Only living divine spellcasters can do this.  If he is 
  touching another creature during that creature’s casting time, he 
  can Sacrifice in order to provide the other creature with the effects 
  of Powering a Spell. 
   
  Victim Sacrifice: The procedure for this type of Sacrifice is 
  identical to that of Animal Sacrifice, the main difference is that 
  the creature being killed is sentient.  In addition to using the 
  stolen life force to manipulate Undead or Power a Spell, Victim 
  Sacrifice can also be used to Bond an Item. 
   
  Sacrificial Gains 
  There are several types of Gains that can be gained from 
  Sacrifice.  All of them are listed below.  A single Sacrifice can 
  only yield one Gain.  If the Knowledge (religion) check to benefit 
  from a Sacrifice fails, the same sacrifice cannot be used to check 
  for another Gain. 
   
  Bond an Item: The Sacrifice provides the listed amount of 
  Experience Points towards the creation of a magical item, or the 
  XP component of the spell cast by the character performing the 
  Sacrifice.  Only one Sacrifice can be made for a particular item or 
  spellcasting.  Ritual Sacrifice used to Bond an Item requires that 
  the subject of the Sacrifice spend twice the amount of XP that the 
  character making the Sacrifice is to gain.  XP gained in this way 
  only offsets the XP required to make a magical item or cast a spell 
  with an XP Component. 
   
  Manipulate Undead: The Sacrifice provides the listed 
  Enhancement bonus to the next Turn/Rebuke Undead check the 
  character performing the Sacrifice makes.  This bonus is added to 
  both the d20 roll to see the highest HD that can be affected, and 
  the roll to determine exactly how many HD are affected.  Once 
  this bonus is used it is gone, even if the Turn/Rebuke Undead 
  check fails.  Multiple Sacrifices can be made, but the effects do 
  not stack.  Instead the character performing the Sacrifice uses the 
  bonuses one at a time until they are all gone, in order of largest to 
  smallest.  The bonus can remain unused for up to 1 day/level. 
   
  Power a Spell: The Sacrifice increases the effective caster 
  level of the spell being cast by the amount listed, or provides it as 
  a bonus to any Spellcraft checks to add Metamagic to the spell, 
  but not both.  This is Sacrifice can be made multiple times, with 
  cumulative effects, but only for a single spellcasting.  Ritual and 
  Self Sacrifice used to Power a Spell cause the subject to take 
  Constitution damage equal to the bonus, and they are aware of 
  how much they are losing as well as being able to stop it if the 
  character performing the Sacrifice tries to take to much (the 
  character gets the bonus for the amount given).  Even greater 
  bonuses can be gained if the subject voluntarily gives up their life 
  for the casting of the spell. 
   
  TABLE 1-2: SACRIFICE GAINS BY FORM 
   
  ----------------------------- Gain -------------------------------- 
  Form 
  Bond an Item 
  Manipulate Undead Power a Spell  
  Animal 
  --- 
  Sacrifice’s HD 
  Sacrifice’s HD  
  Ritual Used XP x 2 
  --- 
  Con damage*  
  Self 
  --- 
  Con damage** 
  Con damage 
   
  Victim Sacrifice’s HD Sacrifice’s HD x 2 Sacrifice’s HD x2  
  * Constitution damage x 3 if they voluntarily give up all of their 
  Constitution score.  This results in their death, in case there is any 
  question. 
  ** Cannot be saved, must be Sacrificed as soon as the 
  Turn/Rebuke Undead check is rolled. 
  
  FREE MAGICIANS 
   
  ADVANCING CASTER LEVELS 
   
  A character’s effective caster level in a class determines the 
  highest-level spells they can prepare from that class’ spell list.  
  The table below shows the highest-level spell characters with 
  spellcasting levels in any given class can prepare. 
   
  TABLE 2-1: HIGHEST LEVEL SPELLS PREPAREABLE 
   
  Assassin/ 
   
  Cleric/Druid Paladin/ 
  Level Blackguard Bard 
  /Mage 
  Ranger  
  1 
  1st 
  0th 
  1st 
    x 
   
  2 
  1st 
  1st 
  1st 
    x 
   
  3 
  2nd 
  1st 
  2nd 
    x 
   
  4 
  2nd 
  2nd 
  2nd 
  1st 
   
  5 
  3rd 
  2nd 
  3rd 
  1st 
   
  6 
  3rd 
  2nd 
  3rd 
  1st 
   
  7 
  4th 
  3rd 
  4th 
  1st 
   
  8 
  4th 
  3rd 
  4th 
  2nd 
   
  9 
  4th 
  3rd 
  5th 
  2nd 
   
  10 
  4th 
  4th 
  5th 
  2nd 
   
  11 
    x 
  4th 
  6th 
  3rd 
   
  12 
    x 
  4th 
  6th 
  3rd 
   
  13 
    x 
  5th 
  7th 
  3rd 
   
  14 
    x 
  5th 
  7th 
  4th 
   
  15 
    x 
  5th 
  8th 
  4th 
   
  16 
    x 
  6th 
  8th 
  4th 
   
  17 
    x 
  6th 
  9th 
  4th 
   
  18 
    x 
  6th 
  9th 
  4th 
   
  19 
    x 
  6th 
  9th 
  4th 
   
  20 
    x 
  6th 
  9th 
  4th 
   
   
  MAGE (NEW CORE CLASS) 
   
  The Mage class replaces both the Sorcerer and Wizard classes if 
  you are using this spellcasting system.  It effectively combines the 
  aspects of both classes, the spontaneous casting abilities of the 
  Sorcerer with the mutable spell selection of the Wizard.  It has the 
  following characteristics. 
   
  Hit Dice: d4. 
   
  TABLE 2-2: THE MAGE 
  Level BAB Fort Ref Will Special Abilities 
   
  1 
   +0 
   +0 
   +0 
   +2 
  Summon Familiar, Scribe Scroll 
  2 
   +1 
   +0 
   +0 
   +3 
   
   
  3 
   +1 
   +1 
   +1 
   +3 
   
  4 
   +2 
   +1 
   +1 
   +4 
   
   
  5 
   +2 
   +1 
   +1 
   +4 
  Bonus Feat 
  6 
   +3 
   +2 
   +2 
   +5 
   
   
  7 
   +3 
   +2 
   +2 
   +5 
   
  8 
   +4 
   +2 
   +2 
   +6 
   
   
  9 
   +4 
   +3 
   +3 
   +6 
   
  10 
   +5 
   +3 
   +3 
   +7 
  Bonus Feat 
   
  11 
   +5 
   +3 
   +3 
   +7 
   
  12 
   +6 
   +4 
   +4 
   +8 
   
   
  13 
   +6 
   +4 
   +4 
   +8 
   
  14 
   +7 
   +4 
   +4 
   +9 
   
   
  15 
   +7 
   +5 
   +5 
   +9 
  Bonus Feat 
  16 
   +8 
   +5 
   +5 
  +10  
   
  17 
   +8 
   +5 
   +5 
  +10  
  18 
   +9 
   +6 
   +6 
  +11  
   
  19 
   +9 
   +6 
   +6 
  +11  
  20 
  +10  +6 
   +6 
  +12 Bonus Feat 
   
  Class Skills 
  The Mage’s class skills (and the key ability for each skill) are 
  Concentration (Con), Craft (Int), Decipher Script (Int), 
  Knowledge (all skills, taken individually) (Int), Profession (Wis), 
  and Spellcraft (Int). 
   
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Mage. 
   
  Spellcasting: Primary Spellcaster.  Spellcasting skill is 
  Knowledge (arcana).  Uses either Intelligence or Charisma for 
  their spellcasting ability score, chosen when they first take this 
  class.  If they use Charisma then they lose the Scribe Scroll feat 
  and the only Knowledge skill they get as a class skill is 
  Knowledge (arcana), but they gain the Sorcery feat and get to add 
  Bluff and Diplomacy to their class skills.  In either case, the 
  “Sorcerer/Wizard” spell list is referred to as the “Mage” spell list. 
   
  Spellbook: Mages can prepare new spells each day by 
  studying their spellbooks.  At 1st-level Mage they automatically 
  have directions for their Intelligence score in 0th-level spells, and 
  their Intelligence modifier +3 in 1st-level spells in their spellbook.  
  Every Mage casting level after 1st they figure out how to prepare 
  two more spells, and get to write them into their spellbook 
  automatically.  They can add in more spells than this, using the 
  regular rules for spellbooks and adding spells to them. 
   
  Bonus Languages: A Mage may substitute Draconic for one 
  of the bonus languages available to the character because of her 
  race.  This can only be done at character creation.  Afterwards the 
  wizard must learn Draconic normally. 
   
  Adaptation: Mages can choose to forgo their free Scribe 
  Scroll or Sorcery feat in order to gain one of the feats listed at the 
  end of this paragraph.  They can only do this if they would 
  normally be able to meet the chosen feat’s prerequisites. 
   
  Weapon and Armor Proficiency: Mages are proficient with 
  simple weapons, but not any type of armor or shields.  If they 
  wear armor or use a shield, there is a chance their spells fail.  This 
  is referred to as their percentage chance of Arcane Spell Failure. 
   
  Summon Familiar: This is identical to the ability described 
  in the PHB. 
   
  Scribe Scroll: Mages receive this feat as a bonus feat at 1st-
  level. 
   
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a Mage 
  gains a bonus feat. At each such opportunity, she can choose a 
  Metamagic feat, an Item Creation feat, a Familiar feat, or Spell 
  Mastery. The Mage must still meet all prerequisites for a bonus 
  feat, including caster level minimums. 
   
  These bonus feats are in addition to the feat that a character 
  of any class gets from advancing levels. The Mage is not limited 
  to the categories of item creation feats, metamagic feats, or Spell 
  Mastery when choosing character level feats feats. 
   
  3.0 MAGE 
  The 3.0 Mage has the following changes when compared to the
  wizard presented here: 
  * Add Alchemy and Scry as class skills.  Remove Decipher
  Script. 
  
  Specialist Mages 
  Specialist Mages gain some benefits towards one school of spells 
  by sacrificing their ability to use another school that they choose 
  at 1st-level.  They cannot prepare spells of the school they gave 
  up, and cannot activate spell completion or spell trigger items of 
  that school. 
   
  In exchange for this restriction specialist Mages gain a +2 
  bonus to all their Spellcraft checks dealing with spells of their 
  specialty school, including to use Metamagic.  They can prepare 
  one more spell of each spell level, providing the spell is from their 
  specialty.  They also gain a +1 bonus on all saving throws against 
  spells and spell-like abilities from their specialist school.  Finally, 
  each gains access to a specific 2nd-levle Mage spell one level 
  lower than normal. 
   
  Specialist mages must pick one of their bonus spellbook 
  spells per level from their specialization school.  Below is a list of 
  each specialist type by name, what school they specialize in, and 
  what their reduced level spell is. 
   
  Abjurer (abjuration): Waiting ward (pg 13). 
   
  Conjurer (conjuration): Elemental speck (pg 12). 
   
  Diviner (divination): Tracking alarm (pg 13). 
   
  Enchanter (enchantment): Captive audience (pg 11). 
   
  Evocation (evoker): Chain of flames (pg 11). 
   
  Illusionist (illusion): Hallucination (pg 12). 
   
  Necromancer (necromancy): Animate dead animals(pg11). 
   
  Transmuter (transmutation): Bone skin (pg 11). 
   
  SKILLS 
   
  Each spellcasting class has a skill that they must have ranks of in 
  order to cast spells each day from that class’ spell list.  These 
  spell slots are then augmented by their bonus spells for a high 
  spellcasting ability score.  No character can gain spell slots from a 
  given class of a spell level that they cannot prepare from that 
  same class’ spell list (even if their skill ranks are high enough). 
   
  Some classes are deemed to be “secondary casting classes”.  
  Secondary spellcasting classes receive fewer daily spell slots due 
  to their lack of focus on spellcasting abilities.  Secondary 
  spellcasters cannot get spell slots above 6th level, and some 
  cannot even get that.  The spell slots they receive are shown after 
  the slash on Table 2-3: Daily Spell Slots for Skill Ranks. 
   
  The tables below show what skills are necessary for each 
  class’ daily spell slots, and how many spell slots they gain for 
  having ranks in these skills.  If a spell level is listed as providing 
  “x” spells for a given amount of ranks, then characters with that 
  many ranks simply cannot cast spells of that level.  Even if they 
  have a spellcasting ability score high enough to get a bonus spell 
  slot of that level.  If they receive 0 daily spell slots for a given 
  spell level, they cannot prepare or cast spells of that level unless 
  they have a casting ability score high enough to give them a 
  bonus spell slot of that level. 
   
  TABLE 2-3: SPELLCASTING SKILLS BY CLASS 
  Class 
  Skill (s) 
  Spell Type  
  Assassin* 
  Knowledge (arcana) 
  Arcane 
  Bard** 
  Knowledge (arcana) 
  Arcane 
   
  Blackguard* Knowledge (religion) Divine 
  Cleric 
  Knowledge (religion) Divine 
   
  Druid 
  Knowledge (nature) 
  Divine 
  Mage 
  Knowledge (arcana) 
  Arcane 
   
  Paladin** 
  Knowledge (religion) Divine 
  Ranger** 
  Knowledge (nature) 
  Divine 
   
  * Characters of this class receive one less spell slot of each level 
  than their ranks in their spellcasting skill indicate. 
  ** These are secondary spellcasting classes. 
  TABLE 2-4: DAILY SPELL SLOTS FOR SKILL RANKS 
  Skill 
  Spell Slots per Spell Level/Secondary Spellcaster 
  Ranks 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1 
  1/x  x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  2 
  2/x  x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  3 
  2/1 0/x  x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  4 
  3/2 1/0  x 
   x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  5 
  3/3 2/1 1/x  x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  6 
  3/3 2/2 2/x  x 
   x 
   x 
   x 
   x 
   x 
   x 
   
  7 
  4/3 3/3 2/0 1/x  x 
   x 
   x 
   x 
   x 
   x 
   
  8 
  4/3 3/3 3/1 2/x  x 
   x 
   x 
   x 
   x 
   x 
   
  9 
  4/3 3/3 3/2 2/x 1/x  x 
   x 
   x 
   x 
   x 
   
  10 
  4/3 4/3 3/2 3/0 2/x  x 
   x 
   x 
   x 
   x 
   
  11 
  5/3 4/3 4/3 3/1 2/x 1/x  x 
   x 
   x 
   x 
   
  12 
  5/3 4/3 4/3 3/2 3/x 2/x  x 
   x 
   x 
   x 
   
  13 
  5/3 4/3 4/3 4/2 3/0 2/x 1/x  x 
   x 
   x 
   
  14 
  5/3 4/3 4/3 4/3 3/1 3/x 2/x  x 
   x 
   x 
   
  15 
  5/3 4/3 4/3 4/3 4/2 3/x 2/x 1/x  x 
   x 
   
  16 
  6/3 4/3 4/3 4/3 4/2 3/0 3/x 2/x  x 
   x 
   
  17 
  6/4 4/3 4/3 4/3 4/3 4/1 3/x 2/x 1/x  x 
   
  18 
  6/4 4/3 4/3 4/3 4/3 4/2 3/x 3/x 2/x  x 
   
  19 
  6/4 4/3 4/3 4/3 4/3 4/2 4/0 3/x 2/x 1/x  
  20 
  6/4 5/3 4/3 4/3 4/3 4/3 4/1 3/x 3/x 2/x  
  21 
  6/4 5/3 4/3 4/3 4/4 4/3 4/2 4/x 3/x 2/x  
  22 
  6/4 5/3 4/3 4/3 4/4 4/4 4/3 4/x 3/x 3/x  
  23 
  6/4 5/3 4/3 4/3 4/4 4/4 4/4 4/x 4/x 3/x  
   
  FEATS 
   
  Item Creation Feats 
  When checking to see if a character has enough spellcasting 
  levels in order to qualify for a particular Item Creation feat, add 
  together all of their spellcasting levels, including arcane or divine. 
   
  Metamagic Feats 
  Using a Metamagic feat does not increase the effective level of 
  the spell.  Instead it makes the user more unlikely to be able to 
  cast the spell.  This is represented by requiring the user to make a 
  Spellcraft check to cast the spell successfully, but only if they 
  have attached one or more Metamagic feats to it. 
   
  A character can spend a move action to attach any number of 
  Metamagic feats that they possess to a spell.  They must begin to 
  cast the spell within 1 round, otherwise the Metamagic feats 
  cannot modify the spell (so if they delay, they have to spend the 
  move action to do it again). 
   
  Casting a Metamagic enhanced spell requires the character to 
  make a Spellcraft check with a DC equal to 10 + (spell slot level 
  x2) + Metamagic Difficulties.  The Difficulty ratings of all 
  Metamagic feats the character is using to enhance the spell are 
  added together before applying them to the skill check DC.  Only 
  one skill check needs to be made per casting, no matter how many 
  Metamagic feats are used. 
   
  If the character fails the Spellcraft check, then the spell slot 
  used to cast the spell is lost for the day, without the spell having 
  any effect.  If they rolled a natural “1” on their Spellcraft check, 
  then the specific spell they where trying to cast is no longer 
  prepared, and that level of spells cannot have another spell 
  prepared to replace the lost one until they get a chance to prepare 
  spells again normally.  The spell also fails, as if it where 
  disrupted.  Due to this, the character cannot take 10 on a 
  Spellcraft check to add metamagic enhancements to a spell. 
   
  The table below shows the Metamagic Difficulty of all 
  Metamagic Feats.  If you want to use a Metamagic feat with this 
  system that is not listed on the table, consider it to have a 
  
  Difficulty equal to triple the amount it would increase the spell’s 
  level by. 
   
  TABLE 2-5: METAMAGIC FEAT DIFFICULTIES 
  Metamagic Feat 
  Difficulty 
   
  Aligned Spell (new) 
  +3 
   
  Boost Spell (new) 
  +3 
   
  Empower Spell 
  +6 
   
  Enlarge Spell 
  +3 
   
  Extend Spell 
  +3 
   
  Hanging Spell (new) 
  +6 
   
  Heighten Spell 
  +(3 x DC bonus)*  
  Maximize Spell 
  +9 
   
  Quicken Spell 
  +12 
   
  Silent Spell 
  +3 
   
  Still Spell 
  +3 
   
  Widen Spell 
  +9 
   
  * Heighten Spell adds a bonus to the spell’s saving throw DC.  
  This bonus can be no higher than the highest-level spell you can 
  cast from the same spell list (without the Sorcery feat).  The 
  Metamagic Difficulty for using Heighten Spell is equal to twice 
  the bonus applied to the saving throw DC. 
   
  New Feats 
   
  Aligned Spell [Metamagic] [New] 
  You can imbue a spell with a portion of your morality, making it 
  disruptive to beings of an opposing moral code. 
   
  Prerequisites: Cannot be true neutral in alignment. 
   
  Benefit: Pick chaotic, evil, good, or lawful.  You cannot pick 
  an alignment that you do not also possess.  If the spell you alter 
  with this feat affects a creature of opposing alignment, that 
  creature takes hit point damage equal to your caster level.  
  Regeneration and Fast Healing do not affect this extra damage.  
  This extra damage is not multiplied on a critical hit. 
   
  Metamagic Difficulty: +2. 
   
  Boost Spell [Metamagic] [New] 
  Your spells can reach greater limits than normal. 
   
  Benefit: All the die values used for the effects of your spells 
  are increased by one die size (d3, d4, d6, d8, d10, d12 max).  The 
  number of dice is unchanged, only their size is altered. 
   
  Metamagic Difficulty: +2. 
   
  Celestial Magic [General] 
  You have managed to somehow form a bond to the goodly outer 
  planes.  This bond manifests itself in the spells you cast, and in a 
  kind of spiritual residue. 
   
  Prerequisite: Non-evil alignment, Knowledge (the planes) 
  4+ ranks, ability to cast 1st-level spells. 
   
  Benefit: Any spell you cast on an evil creature has a +1 
  bonus to its save DCs, and a +2 bonus to your roll to overcome 
  it’s Spell Resistance.  If it is also of the Outsider creature type, 
  then these bonuses double. 
   
  Aura of Good: Even if you are not of good alignment, your 
  aura reeks of your celestial power.  This causes you to be treated 
  as a good-aligned creature by spells, spell-like,  and supernatural 
  effects. 
   
  Dragon’s Blood Magic [General] 
  Your magic comes from the taint of draconic blood far back in 
  your family line.  Not all of your family is magic-users, but in you 
  the blood has bred truer than in most. 
   
  Prerequisites: Charisma 13+, Ability to prepare 0th-level 
  arcane spells. 
   
  Benefit: You are always considered to these spells prepared 
  as arcane spells, but only if you can cast arcane spells of the same 
  levels.  If the spell becomes unprepared, it automatically becomes 
  prepared again after you rest for at least 8 hours. 
   
  Spells: 0th - detect magic; 1st - comprehend languages; 2nd 
  - bull’s strength; 3rd - clairaudience/clairvoyance; 4th - 
  Stoneskin; 5th - break enchantment; and 6th - contingency. 
   
  Eldritch Might [General] 
  You can cast more spells per day due to a mixture of raw intellect, 
  will, and passion. 
   
  Prerequisites: Int 13+, Wis 13+, Cha 13+, ability to cast 1st 
  level spells. 
   
  Benefit: You get an extra pool of daily spell slots equal to 
  the total of your Intelligence, Wisdom, and Charisma modifiers.  
  You can use this pool to cast spells of any type (arcane or divine) 
  and level you can cast normally, but only once your regular spell 
  slots of that type and level are used up.  Using this pool to cast a 
  spell costs a number of points from the pool equal to 1 + the level 
  of the spell.  This pool refreshes after 8 hours of rest, once/day. 
   
  Elemental Magic [General] 
  You are very adept at magic dealing with one elemental damage 
  descriptor. 
   
  Prerequisites: Spellcraft 4+ ranks, ability to cast at least one 
  spell with the chosen type of element descriptor. 
   
  Benefit: Choose either acid, cold, electricity, or fire.  
  Whenever you cast a spell with that kind of descriptor you treat 
  yourself as having a caster level one higher than you actually do.  
  This affects all level-dependant characteristics of the spell, 
  including your roll to overcome Spell Resistance.  it stacks with 
  other bonuses. 
   
  Special: You can take this feat multiple times.  Each time 
  you take this feat you must choose a different descriptor to apply 
  it to. 
   
  Favorite Spell [General] 
  You are very adept at casting a particular spell, a spell you prefer 
  to use whenever possible. 
   
  Prerequisites: Spell Mastery with the chosen spell, 
  Spellcraft ranks of at least 4 + twice the spell’s level, can only be 
  taken by 1st-level characters. 
   
  Benefit: Choose any spell you have prepared.  Once you 
  make this choice the spell can no longer be unprepared, even by 
  rolling a natural 1 when using Metamagic on it.  You cast the 
  spell as if it where one level lower than it actually is.  This applies 
  to both the spell slot it takes to cast that spell, and the DC of 
  Spellcraft checks to successfully use Metamagic feats on it. 
   
  Formal Apprenticeship [General] 
  You spent several years studying under a Mage of some power, 
  learning the secrets of subtle spellcasting at a young age.  You 
  might have graduated into full Mage status, or you might not, but 
  in either case you find yourself able to cast many spells. 
   
  Prerequisites: Int 13+, Knowledge (arcana) 1+ ranks, 
  Spellcraft 2+ ranks, 1st-level characters only. 
   
  Benefit: You gain a number of extra 0th-level Mage spells 
  you can prepare equal to your Intelligence modifier.  This is in 
  addition to the 1 + Casting Ability modifier that you receive for 
  
  being a Mage, if you are a Mage.  If you have no levels in Mage, 
  then your effective caster level with these spells is one. 
   
  Special: The spells you gain the ability to prepare with this 
  feat cannot be used to qualify for prestige classes or feats. 
   
  Hanging Spell [General] 
  You have learned how to cast a spell ahead of time, and keep it 
  waiting to be activated until a later time. 
   
  Benefit: A spell altered by this Metamagic feat does not go 
  off immediately.  Instead it waits as a small invisible lacework of 
  magical energy around caster, dormant until he activates it.  
  Activating such a hung spell is a free action, but counts towards 
  your limit of one free action spell per round.  The spell’s target, if 
  any, and duration are not set until it is activated.  When the spell 
  slot used to cast the spell refreshes (which you cannot prevent), 
  the dormant spell is lost if it has not been used already.  A detect 
  magic spell reveals the presence of a spell affected by Hanging 
  Spell.  Only one Hang Spell effect can be saved at a time. 
   
  Metamagic Difficulty: +4. 
   
  Infernal Magic [General] 
  You have managed to somehow form a bond to the evil outer 
  planes.  This bond manifests itself in the spells you cast, and in a 
  kind of infernal taint. 
   
  Prerequisite: Non-good alignment, Knowledge (the planes) 
  4+ ranks, ability to cast 1st-level spells. 
   
  Benefit: Any spell you cast on a good creature has a +2 
  bonus to your roll to overcome its Spell Resistance, and deals it’s 
  level in hit point damage that cannot be healed except by rest.  
  This damage is dealt even if the target makes their saving throw, 
  just so long as the spell overcame their Spell Resistance.  If it is 
  also of the Outsider creature type, then these bonuses double. 
   
  Aura of Evil: Even if you are not of evil alignment, your 
  aura seethes with an infernal taint.  This causes you to be treated 
  as an evil-aligned creature by spells, spell-like,  and supernatural 
  effects. 
   
  Metamagic Adept [General] 
  You are very adept at successfully adapting Metamagic to spells. 
   
  Prerequisites: Spellcraft 6+ ranks, Skill Focus (Spellcraft), 
  any Metamagic feat. 
   
  Benefit: You gain a +3 bonus to your Spellcraft checks, but 
  only for purposes of making checks to add in Metamagic feat 
  effects. 
   
  Sorcery [General] 
  You can extend yourself in order to cast arcane spells more 
  difficult than you could regularly prepare. 
   
  Prerequisites: Charisma 11+, Knowledge (arcana) 2+ ranks. 
   
  Benefit: You can prepare a single arcane spell of one level 
  higher than you can normally prepare.  You can cast this spell 
  once per day, plus any bonus spell slots you might have for a high 
  ability score.  Casting this spell is difficult, you must make a 
  Wills save with a DC equal to 15 + twice the spell’s level after 
  you cast it.  If the save is successful, then you are only dazed for 
  one round.  If the save failed then you are dazed fro 1 round, 
  followed by being shaken for 1d6 more rounds.  You cannot 
  enhance this spell with Metamagic feats. 
   
  Note: Having this feat would allow characters without any 
  arcane magic spellcasting levels to prepare a single 0th-level 
  arcane spell.  Such characters choose this spell from the Mage 
  spell list, and are treated as if they had a single spellcasting level. 
   
  Special: The spell you gain the ability to prepare with this 
  feat cannot be used to qualify for prestige classes or feats. 
   
  Studious Magician [General] 
  You are very adept at cramming your mind with more spells. 
   
  Prerequisites: The ability to cast 1st-level spells. 
   
  Benefits: You can prepare one more spell of each spell level, 
  except for the highest-level spell you can cast.  If the highest-level 
  spell you can cast later rises, then this ability rises with it. 
   
  Example: Ambrosius the 6th-level Mage just took this feat, 
  allowing him to prepare additional spells.  He can cast up to 3rd-
  level spells, so this feat allows him to prepare one spell of each 
  level 0th to 2nd.  When he goes up to 7th-level Mage he will gain 
  access to 4th-level spells.  At that point he also gains the ability to 
  prepare an additional 3rd-level spell thanks to this feat. 
  
  BOOK OF MAGIC 
   
  In addition to presenting new options, this section presents 
  balanced and flavorful alternatives to the Eldritch Knight (the 
  Eldritch Warrior) and Mystic Theurge (Magical Savant) prestige 
  classes.  It is highly recommend that you use these alternatives 
  instead of the originals (not that many folks use the originals 
  anyway). 
   
  ELDRITCH WARRIOR (PRC) 
   
  Not all arcane magic users are bookish or foppish brain-cases.  
  Many have a very martial mentality, often supplemented by some 
  skill at arms.  Such arcane magic users will from time to time 
  decide to try and better meld their martial and magical abilities, to 
  find the point at which the two disparate disciplines can be 
  merged into a more complete whole.  Most such characters end up 
  taking levels of Eldritch Warrior. 
   
  Hit Dice: d6. 
   
  Requirements 
   
  Base Attack: +4. 
   
  Skills: Concentration 8+ ranks, Knowledge (arcana) 8+ 
  ranks, Spot 4+ ranks. 
   
  Feats: Armor Proficiency (Light), Combat Casting, Martial 
  Weapon Proficiency 
   
  Spellcasting: Must be able to cast 2nd-level arcane spells. 
   
  Special: The AC Bonus ability (such as from the Monk 
  class) can be used to replace the Armor Proficiency (Light) feat 
  requirement. 
   
  TABLE 3-1: THE ELDRITCH WARRIOR 
  Level BAB Fort Ref Will Special Abilities Spellcasting 
   
  1 
   +0 
   +0 
   +0  +2 
  Eldritch Assault +1 arcane level 
  2 
   +1 
   +0 
   +0  +3 
  Arcane Defense 
  +1 arcane level  
  3 
   +2 
   +1 
   +1  +3 
   
  --- 
  4 
   +3 
   +1 
   +1  +4 
  Eldritch Assault +1 arcane level  
  5 
   +3 
   +1 
   +1  +4 
  Abjuration Boost +1 arcane level 
  6 
   +4 
   +2 
   +2  +5 
  Somatic Weapon --- 
   
  7 
   +5 
   +2 
   +2  +5 
  Eldritch Assault +1 arcane level 
  8 
   +6 
   +2 
   +2  +6 
  Arcane Assault 
  +1 arcane level  
  9 
   +6 
   +3 
   +3  +6 
  Breach DR 
  --- 
  10 
   +7 
   +3 
   +3  +7 
  Eldritch Assault +1 arcane level  
   
  Class Skills 
  The Eldritch Warrior’s class skills (and the key ability for each 
  skill) are Concentration (Con), Climb (Str), Craft (Int), Decipher 
  Script (Int), Knowledge (arcana) (Int), Jump (Str), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis). 
   
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Eldritch Warrior. 
   
  Weapon and Armor Proficiency: Eldritch Warriors gain no 
  new proficiency with any armor or weapons. 
   
  Spellcasting: When a new Eldritch Warrior level is gained, 
  (except for 3rd, 6th, and 9th) you gain an additional spellcasting 
  level as if you had also gained a level in an arcane spellcasting 
  class you already had before taking this prestige class.  You do 
  not, however, gain any other benefit a character of that class 
  would have gained (improved magical music, bonus feats, and so 
  on).  This essentially means you add the your level in Eldritch 
  Warrior to the level of some other arcane spellcasting class you 
  have, then determine your effective spellcasting level and 
  maximum spell level accordingly. 
   
  Eldritch Assault (Su): Any magical melee weapon you are 
  proficient with that you wield is treated as if it had a +1 magical 
  special quality.  These magical weapon qualities must be of a +1 
  bonus (such as flaming or shocking), and once chosen cannot be 
  changed later.  If you have at least one level of Monk, you can 
  choose to instead have the Eldritch Assault ability apply to your 
  Flurry of Blows attacks when you are unarmed, but not to martial 
  arts weapons.  Eldritch Assault can apply only to your magical 
  melee weapons, or unarmed Flurry of Blows attacks, not both. 
   
  Arcane Defense (Ex): You reduce the Arcane Spell failure 
  chance of any armor you wear or shield you wield by 5%.  This is 
  cumulative is you are wearing both a suit of armor and a shield. 
   
  Abjuration Boost (Ex): Whenever you cast an arcane spell 
  that provides you with an AC bonus, that AC bonus is increased 
  by +1.  This does not apply to spells that augment your Armor 
  Class by means of increasing the AC bonus of a shield or armor. 
   
  Somatic Weapon (Ex): You can cast arcane spells with a 
  somatic component by waving around a weapon you are 
  proficient with.  This lets you cast somatic spells while wielding a 
  weapon and using a shield, or wielding a two-handed weapon.  
  The spell is still ahs it’s somatic component, this ability simply 
  replaces it with the waving of the weapon.  As such, it is still 
  affected by Arcane Spell Failure for wearing armor or using a 
  shield.  Obviously ex-Monks gain little benefit from this ability. 
   
  Arcane Assault (Su): As a free action before making a 
  melee attack roll you can spend one of your daily arcane spell 
  slots.  If your attack roll hits then you deal a bonus 1d6 points of 
  damage for every level of the spell slot you spent.  You can use 
  this ability multiple times in a round, but only once per attack roll.  
  This damage is not multiplied on a critical hit.  Thus a character 
  can expend a 3rd-level spell slot to get +3d6 damage if they hit. 
   
  Breach DR (Su): If you hit with a melee attack you can 
  choose to spend one of your daily arcane spell slots.  If you do 
  then you get to ignore up to five times the spell slot’s level in 
  Damage Reduction for that single attack, no matter what form of 
  Damage Reduction it is.  This includes usually impassable 
  damage reduction (like a Barbarian’s), and item Hardness.  You 
  can use this ability multiple times in a round, but only once per 
  attack roll. 
   
  
  MAGICAL SAVANT (PRC) 
   
  A few arcane magic users view divine magic as something else to 
  be studied.  A few divine magic users see arcane magic as a 
  beneficial or at least curious force.  In either case, many such 
  characters tend to take a few levels in a corresponding class in 
  order to better understand what they are fascinated by.  Some of 
  those who do continue to try and develop the two different forms 
  of magic into a more coordinated whole.  This might be because 
  they follow a magic-oriented deity, or because they are trying to 
  flesh out more variety in their arcane abilities.  In any case, such 
  characters often turn the Magical Savant prestige class. 
   
  Hit Dice: d4. 
   
  Requirements 
   
  Skills: Knowledge (arcana) 8+ ranks, Knowledge (religion) 
  8+ ranks, Spellcraft 8+ ranks. 
   
  Feats: Skill Focus (Spellcraft). 
   
  Spellcasting: Must be able to cast 2nd-level arcane spells, 
  and 2nd-level divine spells. 
   
  Special: Characters with the Magic Domain do not need the 
  Skill Focus (Spellcraft) requirement. 
   
  TABLE 3-2: THE MAGICAL SAVANT 
  Level BAB Fort Ref Will Special Abilities 
  Spellcasting  
  1 
   +0 
   +0 
   +0  +2 
  Synergy 2 
  +1 caster level 
  2 
   +1 
   +0 
   +0  +3 
  Synergy 3 
  +1 caster level  
  3 
   +1 
   +1 
   +1  +3 
  Reliable Spell 
  +1 caster level 
  4 
   +2 
   +1 
   +1  +4 
  Synergy 4 
  +1 caster level  
  5 
   +2 
   +1 
   +1  +4 
  Personal Spell 
  +1 caster level 
  6 
   +3 
   +2 
   +2  +5 
  Synergy 5 
  +1 caster level  
  7 
   +3 
   +2 
   +2  +5 
  Powerful Spell 
  +1 caster level 
  8 
   +4 
   +2 
   +2  +6 
  Synergy 6 
  +1 caster level  
  9 
   +4 
   +3 
   +3  +6 
  Breaching Charge +1 caster level 
  10 
   +5 
   +3 
   +3  +7 
  Synergy 7 
  +1 caster level  
   
  Class Skills 
  The Magical Savant’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Decipher Script (Int), 
  Knowledge (arcana) (Int), Knowledge (nature), Knowledge 
  (religion), Profession (Wis), and Spellcraft (Int). 
   
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Magical Savant. 
   
  Weapon and Armor Proficiency: Magical Savants gain no 
  new proficiency with any armor or weapons. 
   
  Spellcasting: When a new Magical Savant level is gained, 
  you gain an additional spellcasting level as if you had also gained 
  a level in a spellcasting class you already had before taking this 
  prestige class.  You do not, however, gain any other benefit a 
  character of that class would have gained (improved chance of 
  controlling or rebuking undead, bonus feats, and so on).  This 
  essentially means you add the your level in Magical Savant to the 
  level of some other spellcasting class you have, then determine 
  your effective spellcasting level and maximum spell level 
  accordingly. 
   
  Synergy (Ex): You can prepare a single spell of each spell 
  level up to this one from one of your class’ spell lists into any 
  prepared spell selection of the same spell level.  The prepared 
  spell’s magic type changes to fit the class that has it prepared.  It 
  uses that class’ spell casting ability score, and is cast using that 
  class’ spell slots per day. 
   
  Example: A Cleric 3/Mage3/Magical Savant 4 who puts 
  their Magical Savant casting level increases into Cleric 
  spellcasting can cast divine spells of up to 5th level, but only 2nd 
  level arcane spells.  They also have Synergy 4.  They can choose 
  to prepare a single arcane spell of each level as a divine spell, and 
  treat them as divine spells (using Cleric casting levels for spell 
  characteristics, Wisdom for save DCs, and no Arcane Spell 
  Failure).  They can only do this if they have access to those spells, 
  such as in a spellbook, or burned from a scroll directly into 
  memory.  The same character that used the casting levels to add to 
  their Mage casting ability would be able to prepare divine spells 
  as arcane spells, but would not need to worry about having a 
  source for them as they could prepare them when their Cleric 
  class prepares spells normally. 
   
  Reliable Spell (Ex):  Pick any 0th-level spell you have 
  prepared.  That spell can never be unprepared, even by rolling a 
  natural 1 when using Metamagic (that will just cause the casting 
  to be wasted).  When you cast this spell you get to make a 
  Spellcraft check with a DC of 20 in order to not use up one of 
  your daily spell slots.  You must have a spell slot you can use to 
  cast the spell in order to even try to cast it. 
   
  Personal Spell (Su): You can take any spell you have 
  prepared of up to 1st level and alter its duration to “permanent”, 
  but only if that spell is cast targeting you.  This spell cannot have 
  a duration of “until discharged” or “instantaneous” normally.  
  While you are using this ability, you cannot cast that prepared 
  spell again (but nothing is stopping you from preparing the same 
  spell twice).  You must cast this spell in order to activate this 
  ability, and again to deactivate it.  If the spell is dispelled you can 
  re-instate it by casting the spell again, but you still cannot switch 
  to a different Personal Spell until you deactivate the previous one. 
   
  Powerful Spell (Ex): Choose any 2nd-level spell you have 
  prepared, this choice cannot be changed later even if the spell is 
  no longer prepared.  Whenever you cast that spell you get to 
  ignore all level-based maximums for the spell.  Cure moderate 
  wounds no longer caps out at 2d8+10 damage, scorching ray can 
  create more than three rays, and so on. 
   
  Breaching Charge (Sp): You can expend a spell slot in 
  order to try and reduce the Spell Resistance of a target.  This 
  ability requires you to use up one of your daily spell slots as if 
  you had cast a spell with it, complete with Arcane Spell Failure (if 
  any).  This effect targets one creature up to 200 ft away in direct 
  line of sight.  You make a check against the target’s Spell 
  Resistance as if you had cast a spell on them.  If the check is 
  successful, then the creature’s Spell Resistance is lowered by an 
  amount equal to the level of the spell slot you used, for one hour 
  per Magical Savant level.  This effect is cumulative if used 
  multiple times on the same target. 
   
  
  NEW SPELLS 
   
  Animate Dead Animals 
  Necromancy [Evil] 
  Level: Cleric 1, Necromancer 1, Mage 2 
  Components: V, S, M 
  Casting Time: Standard Action 
  Range: Touch 
  Target: One dead animal corpse 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  With this spell you can animate a single dead non-sentient 
  creature that was not previously undead.  The creature must be 
  mostly intact for this spell to work, but does not have to be in 
  “living” condition.  Most of its limbs and skeletal mass, as well as 
  an intact skull, are sufficient for this spell to function. 
   
  The creature comes back as a skeleton if most of its flesh is 
  gone, or as a zombie otherwise.  It is common for users of this 
  spell to flense excess flesh from their creation in order to make a 
  skeleton. 
   
  A single casting of animate dead animals will animate a 
  single Diminutive creature at 1st caster level.  At 5th caster level 
  you can animate up to Tiny creatures.  At 9th caster level you can 
  animate up to Small creatures.  You automatically control any 
  creature you animate with this spell.  You cannot retain control of 
  more HD worth of creatures made by means of this spell than you 
  have caster levels, separate from any you might normally be able 
  to control. 
   
  Material Component: Any gemstone worth at least 1 gp per 
  HD of the animal animated, rounding up. 
   
  Arcane Force 
  Evocation [Force] 
  Level: Mage 2 
  Components: V, S 
  Casting Time: Standard Action 
  Range: Medium (100 ft + 10 ft/level) 
  Effect: 1 bolt plus 1 per 2 caster levels after 1st (5 maximum) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell creates up to five bolts of magical force similar to 
  magic missiles.  Each bolt deals 1d10 damage, and can hit any 
  single object or creature within the spell’s range and line of sight.  
  Unlike magic missile, these bolt of force are unimpeded by the 
  shield spell. 
   
  Bone Skin 
  Transmutation 
  Level: Mage 2, Transmuter 1 
  Components: V, S, M 
  Casting Time: Standard Action 
  Range: Touch 
  Target: One willing creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell causes the subject’s skin to harden into a kind of thin 
  exoskeleton bone carapace.  The carapace gives them +1 natural 
  armor and an extra damage reduction of +1/-.  The thickening of 
  their joints imposes a -2 circumstance penalty to their Dexterity. 
   
  Every two caster levels after 1st the Natural Armor bonus 
  increases by +1, to a maximum of a +4 bonus at 7th level. 
   
  Material Component: A piece of bone. 
   
  Captive Audience 
  Enchantment [Language-Dependant, Mind-Affecting] 
  Level: Bard 2, Enchanter 1, Mage 2 
  Components: V, S 
  Casting Time: Standard Action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell tries to trap the target into obsessing over figuring out 
  the answer to an unanswerable question, such as “what is the 
  answer to life?” or “how many goblins does it take to clean a 
  shirt?”  As long as they are not attacked or interacted with after 
  the spell takes affect, they will remain obsessed with their 
  puzzling dilemma. 
   
  The subject of this spell is not unaware of their surroundings 
  while caught in its effects they just don’t care.  They are not 
  helpless, and have no penalties to their armor class. 
   
  Chain of Flames 
  Evocation [Fire] 
  Level: Evoker 1, Mage 2 
  Components: V, S, M 
  Casting Time: Standard Action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Targets: Up to 1 creature/level 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  This spell causes a pulsing shot of fire to launch itself unerringly 
  at any one target within range.  Once it has hit that target it 
  bounces off to hit any other target within 10 ft of the previous 
  one.  It keeps doing this until it runs out of targets, or until it 
  would have to hit the same target twice. 
   
  Even if a target makes it’s Spell Resistance or Reflex save, 
  the flames still count it as being hit.  The flames will strike one 
  target within line of sight to the caster per level of the caster. 
   
  The flames deal 1d8 + caster level in fire damage, to a 
  maximum of 1d8 +5, to each target. 
   
  Material Component: A paper or string chain. 
   
  Defile Soul 
  Necromancy [Evil] 
  Level: Mage 8 
  Components: V, S, F 
  Casting Time: Full Round 
  Range: Touch 
  Target: Living intelligent creature touched 
  Duration: Special 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  This spell is used to steal the spiritual energy of a sentient living 
  being and consume it for future use in Defiling Magic.  This spell 
  can only be cast by somebody addicted to Defiling Magic, and 
  unlike other spells they cast it does not cause them to defile any 
  land. 
   
  This spell provides the caster with a floating pool of magical 
  energy that they can tap into to provide spell levels for Defiling 
  Magic.  They must channel this energy through a piece of 
  obsidian in order to use it, adding a piece of obsidian that weighs 
  at least 1 lb per level of spell energy channeled as an extra focus 
  for any such spell. 
   
  When it is cast, they must touch another living sentient 
  creature within the next three combat rounds, or the spell is 
  
  wasted.  The victim they touch becomes the target of the spell, 
  and must make their Wills save.  Should the save be successful, 
  then they take a number of Negative Levels equal to a fourth of 
  the caster’s level.  Should they fail the save, then they take a 
  negative level for every character level they have, and die. 
   
  The caster gets a number of spell levels worth of energy 
  equal to the Negative Levels the victim took, up to the victim’s 
  actual character level.  If this spell killed the victim, then the 
  amount of spell levels the caster receives is doubled.  The caster 
  can hold on to no more than twice his caster levels in spell levels 
  worth of spell energy. 
   
  Warning: While containing spell energy in this manner, the 
  caster’s body reacts poorly to cure spells and effects.  Whenever 
  they successfully receive such an effect, they take a point of 
  damage for every spell level worth of energy they contain.  If they 
  are undead, this is cumulative with the damage they took from the 
  cure effect itself. 
   
  Arcane Focus: A small obsidian sphere 1 inch in diameter.  
  It costs 10 gp. 
   
  Elemental Speck 
  Conjuration [see text] 
  Level: Conjurer 1, Mage 2 
  Component: V, S 
  Casting Time: Full Round 
  Range: Close (25 ft + 5 ft/2 caster levels) 
  Effect: An elemental speck 
  Duration: 1 minute/level 
  Saving Throw: Special (see text) 
  Spell Resistance: No 
  This spell summons an elemental speck form one of the four main 
  elemental planes: air, earth, fir, or water.  Each speck floats 
  around the caster, and performs a specific type of task like a loyal 
  pet.  Commanding a speck is a free action that can be done 
  telepathically.  This spell has the same elemental descriptor as the 
  kind of speck it is being used to summon. 
   
  Air: Will pick up any unattended object of up to 10 lbs, and 
  return it to the caster at the fastest possible speed.  This speck 
  looks like a foot-wide cyclone of mist.  No save. 
   
  Earth: Will try to “glue” any creature in contact with the 
  earth once per round.  This is handled like a Grapple check, only 
  the speck is not subject to attacks of opportunity or the need to 
  make an attack roll.  This speck looks like a small pile of mud and 
  rocks that pulls itself along the ground.  Grapple instead of save. 
   
  Fire: Will “buzz” any one thing a round, doing 1d8 fire 
  damage.  This speck looks like a small bird made entirely from 
  flames and solid smoke.  Reflex save to negate. 
   
  Water: Will “slick” a single 5-ft square a turn, making it so 
  that any creature walking through or fighting in that square must 
  make a Balance check or fall prone and lose the rest of its turn.  
  The DC for the check equals 10 + your caster level.  This speck 
  looks like a small glass semi-sphere, but is actually made entirely 
  from clear water.  Balance instead of save. 
   
  A speck has an AC of 15 (+2 size, +3 natural), and has twice 
  your caster level in hit points.  They use your base saving throws, 
  but have no modifiers to them.  They are of the Elemental 
  creature type.  Specks do not provoke attacks of opportunity due 
  to actions or movement. 
   
  Fool’s Luck 
  Abjuration (Chaos) 
  Level: Bard 1, Cleric 1 
  Components: F 
  Casting Time: Free Action 
  Range: Caster 
  Target: You 
  Duration: One saving throw 
  Saving Throw: No (harmless) 
  Spell Resistance: No (harmless) 
  This spell is used in the event of a failed saving throw.  The 
  spellcaster gets to make a new saving throw, but only uses his 
  caster level for the bonus added to the d20 roll.  He must accept 
  the outcome of the new saving throw, even if is worse than the 
  old one. 
   
  Focus: A pair of dice. 
   
  Hallucination 
  Illusion [Mind-Affecting, Phantasm] 
  Level: Illusionist 1, Mage 2 
  Components: V, S, M 
  Casting Time: Standard Action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The subject of this spell is told that they perceive a specific 
  creature, object, or location.  The details of what they see is filled 
  in by their own mind, so the caster of this spell does not have to 
  concentrate to make the illusion move realistically.  The illusion 
  is full sensory, covering all of the creature’s senses even if the 
  caster does not know they possess a particular sense.  It can be 
  used to make a real-life object appear to be something different to 
  the subject, but has to be designated during casting if it will be 
  used in this way. 
   
  The subject cannot be made to not perceive something, nor 
  can they be made to perceive something that would prevent their 
  regular perception of their environment (such as total darkness or 
  being in a locked cell).  No matter the type of hallucination, it 
  must be fairly realistic and believable. 
   
  Only the subject perceives the illusion.  All observers just 
  perceive the subject’s reactions.  The subject still perceives the 
  real world within the context of the imposed hallucination, so 
  they are not flat footed or helpless. 
   
  Material Component: A piece of gauzy cloth or webbing. 
   
  Hero’s Requiem 
  Necromancy 
  Level: Cleric 4 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Dead creature touched 
  Duration: Instantaneous 
  Saving Throw: None (see text) 
  Spell Resistance: Yes (harmless) 
  This spell is used to coerce a fallen comrade back into his body.  
  It functions as a weaker version of raise dead.  It has all of raise 
  dead’s abilities, but also has one drawback: the creature must 
  make a Wills save against a DC of 15 or die again. 
   
  If a creature dies from this failed Will save, then another 
  casting of hero’s requiem will have no effect on it.  
   
  
  Rebound 
  Alteration 
  Level: Bard 2, Cleric 3, Mage 3 
  Components: S, F 
  Casting Time: Free Action 
  Range: Caster 
  Effect: One attack 
  Duration: Instantaneous 
  Saving Throw: Reflex negates 
  Spell Resistance: No 
  When cast this spell causes the energy of one attack on the caster 
  to strike its source rather than the caster.  The attack must have 
  been made against the caster, and have required an attack roll. 
   
  The attacker gets a Reflex save to dodge the returning 
  energy. 
   
  Focus: A small mirror or reflective surface. 
   
  Sense of Destruction 
  Divination 
  Level: Druid 0, Cleric 1, Mage 1 
  Components: V, S 
  Casting Time: Full Round 
  Range: Touch 
  Area: Land touched 
  Duration: Instantaneous 
  Saving Throw: No 
  Spell Resistance: No 
  The caster of this spell must touch land or plants that have been 
  harmed by supernatural means.  The spell instantly gives him the 
  knowledge of when the last time magic, psionics, defiling, or 
  other supernatural effect harmed the touched subject.  It also tells 
  him which kind of effect was responsible for the harm done to the 
  land.  On a successful Knowledge (arcana) check, or Knowledge 
  (psionics) if it was psionic, the caster also knows exactly what 
  was used to cause the harm. 
   
  This spell does not provide information about who harmed 
  the land, but it can be used to gather clues in order to pursue an 
  investigation. 
   
  Tracking Alarm 
  Divination 
  Level: Diviner 1, Mage 2 
  Components: V, S, F 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One creature or object 
  Duration: 1 day/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell allows the caster to always know the relative location 
  of the creature or object it was cast on, as well as it’s general 
  condition.  He knows how far away it is, and in what direction it 
  lies.  If it is on another plane, he knows that it is no longer on the 
  same plane as he is, but nothing more.  He knows if it is intact, 
  slightly injured, very injured, or destroyed. 
   
  This spell is often used to keep track of valuable objects such 
  as spellbooks, but also to coordinate group activities over large 
  areas. 
   
  Focus: A small piece of wood with a bone needle laying 
  atop it. 
   
  Waiting Ward 
  Abjuration 
  Level: Abjurer 1, Mage 2 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One willing creature 
  Duration: Until discharged 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell places a powerful protection on the subject, which tries 
  to bend probability in order to help them survive potential 
  dangers.  The subject gets a +1 luck bonus to all of his saving 
  throws, which goes up by +1 for every two caster levels after 1st.  
  Every time they make a saving throw, whether or not it succeeds, 
  this bonus drops by a point.  Once the entire bonus is gone, the 
  spell’s duration ends. 
   
  This spell is not cumulative with multiple castings.  If a 
  subject is affected by it more than once, then only the spell that 
  provides the greatest bonus applies.  All other castings of the spell 
  are negated. 
   
  
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  distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means 
  the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.  
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.  
   
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.  
   
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, 
  based on original material by E. Gary Gygax and Dave Arneson. 
   
  Liber Magus Copyright 2004, DaemonEye Publishing and Jay Tyler 
  Barrell; Author Jay Tyler Barrell. 
   
   
   
   
  
  PROMETHEUS GAMING LICENSE 
   
  1. Definitions 
  (a) "ASCII text file" means a software file 
  containing data that consists of text characters 
  without formatting or graphic displays. 
  (b) "Covered Product" means any release of 
  material using the Prometheus Compatibility 
  Logo Trademark License, including: a box 
  containing one or more volumes of material, a 
  book or flyer, any collection of material 
  marketed as a unit with a single price, a 
  collection of material physically combined using 
  packaging including shrink wrap or adhesive 
  tape, a computer file or combination of computer 
  files combined into an archive, a web page. 
  (c) "Open Gaming License" refers to the Open 
  Gaming License, version 1.0a. 
  (d) "Prometheus Reference Documents" refers to 
  the collection of rules references documents 
  made available by the Free Gaming Association 
  under the same name. 
   
  2. Copyright & Trademark 
  The Free Gaming Association retains title and 
  ownership of the Prometheus Compatibility 
  trademark logos, and all other copyrights and 
  trademarks claimed by The Free Gaming 
  Association in this License. 
   
  3. Agreement not to Contest 
  By making use of and/or distributing material 
  using the Prometheus Compatibility trademark 
  logos under the terms of this License, You agree 
  not to contest the ownership of the Licensed 
  Articles. 
   
  4. License to use 
  You are hereby granted the non-transferable, 
  non-exclusive, non-sub licensable, royalty-free 
  license to use the Prometheus Compatibility 
  trademark logos, and certain other trademarks 
  and copyrights owned by The Free Gaming 
  Association (the "Licensed Articles") in a work 
  licensed under the Open Gaming License in 
  accordance with the conditions specified in this 
  License to indicate compatibility between the 
  licensed work and the rules embodied in the 
  Prometheus Reference Documents. 
   
  5. Logo Usage 
  All 
  Covered 
  Products 
  must 
  display 
  the 
  Prometheus Compatibility Trademark logo in a 
  reasonable size without stretching or distorting 
  the dimensions of the logos, nor alteration of the 
  color, typography or design. You may not allow 
  any part of the Logo to be overprinted by another 
  graphic. In the specific case of an ASCII text file, 
  include the words "A Prometheus Compatible 
  Product." 
   
  6. Trademark Acknowledgement 
  All Covered Products must include the following 
  text in a reasonably legible font and color.  
  "'Prometheus 
  Compatibility” 
  logos 
  are 
  trademarks of the Free Gaming Association and 
  are used according to the terms of the 
  Prometheus Compatibility Trademark Logo 
  License. A copy of this License can be found at 
  “http://www.thefga.com"; Permission is granted 
  to translate this text into a non-English language, 
  provided that the English text is also included, 
  and that the translated text is identified as non-
  official. 
   
  7. Required Compatibility 
  The Covered Product must be reasonably 
  compatible with one or more of the Prometheus 
  Reference Documents made available by the Free 
  Gaming Association. Should your product be 
  found not to be reasonably compatible by the 
  Free Gaming Association, you are required to 
  make available, for free and without cost and 
  under the Open Gaming License or another 
  license 
  approved 
  by 
  the 
  Free 
  Gaming 
  Association, a conversion document that will 
  allow the use of the Covered Product with one of 
  the Prometheus Reference Documents made 
  available by the Free Gaming Association. If you 
  fail to make available said conversion document 
  within 30 days, you will be considered in breach 
  of the Prometheus Compatibility Trademark 
  Logo License, and subject to the terms contained 
  within. For more information regarding the 
  process used to determine if a product is 
  incompatible, 
  please 
  see 
  the 
  Prometheus 
  Compatibility Guide available from the Free 
  Gaming Association's Website. 
   
  8. Trademark Use in Marketing 
  Permission is granted to use the Licensed 
  Articles for the purposes of marketing a Covered 
  Product. When doing so, the marketing content 
  must include the following text in a reasonably 
  legible font and color.  "The Prometheus 
  Compatibility Trademark logos are trademarks of 
  The Free Gaming Association in the United 
  States and other countries and are used with 
  permission." 
   
  9. Termination for Breach 
  In the event that you fail to comply with the 
  terms of this License, You will be considered to 
  be in breach of this License. The Free Gaming 
  Association will attempt to notify you via the 
  contact information supplied by You to the Free 
  Gaming Association. The breach of the license 
  will be posted on the Free Gaming Association's 
  website, as well as any cure or outcome of said 
  breach. You will have 30 days from the date of 
  the notice (the "cure period") to cure the breach 
  to the satisfaction of The Free Gaming 
  Association. If, at the end of the cure period, the 
  breach is not cured, The Free Gaming 
  Association may terminate this License without 
  further written notice to you. 
   
  10. Effects of Termination 
  Upon termination, you shall immediately stop all 
  use of the Licensed Articles. You will remove or 
  make illegible/unreadable, any use of the 
  Licensed 
  Articles 
  from 
  your 
  covered 
  work/product, advertising, web site, letterhead, 
  or any other use. You will solely bear any costs 
  related to carrying out this term of the License. 
   
  11. Penalty for Failure to Comply with 
  Termination Instructions 
  If You fail to comply with the Effects of 
  Termination, The Free Gaming Association may, 
  at its option, pursue litigation or public 
  disclosure, for which You shall be responsible 
  for all legal costs, against You to the full extent 
  of the law for breach of contract, copyright and 
  trademark infringement, damages and any other 
  remedy available. 
   
  12. Logo Updates 
  The Free Gaming Association may issue updates 
  and/or 
  new 
  releases 
  of 
  the 
  Prometheus 
  Compatibility trademark logos without prior 
  notice. You may continue to distribute any pre-
  existing material that bears an older version of 
  the Prometheus Compatibility trademark logo. 
   
  13. Changes to Terms of the License 
  The Free Gaming Association may issue updates 
  and/or revisions to this License without prior 
  notice. You may use any prior or current version, 
  excluding draft or provisional versions, of this 
  License authorized by The Free Gaming 
  Association in conjunction with the Licensed 
  Articles. 
   
  14. Notices to Licensor 
  The Free Gaming Association 
  438 Charwila Lane 
  Enumclaw, Washington 98022 
   
  15. Notices to Licensee 
  You are solely responsible for providing your 
  contact information to The Free Gaming 
  Association for use in notifying You of license 
  changes, and breach notification. This contact 
  information will only be used to contact you 
  for license changes and/or notice of license 
  breaches. 
   
  16. No maintenance or support 
  The Free Gaming Association shall have no 
  obligation whatsoever to provide You with any 
  kind of maintenance or support in relation to the 
  Licensed Articles. 
   
  17. No Warranty / Disclaimer 
  THE 
  PROMETHEUS 
  COMPATIBILITY 
  TRADEMARK LOGO FILES ARE MADE 
  AVAILABLE ON AN "AS IS" BASIS. THE 
  FREE GAMING ASSOCIATION DOES NOT 
  MAKE ANY REPRESENTATION OR 
  WARRANTY, 
  WHETHER 
  EXPRESS 
  OR 
  IMPLIED, AS TO THE FITNESS FOR A 
  PARTICULAR 
  PURPOSE, 
  USE 
  OR 
  MERCHANTABILITY. THE FREE GAMING 
  ASSOCIATION 
  MAKES 
  NO  
  REPRESENTATION OR WARRANTY THAT 
  THE 
  PROMETHEUS 
  COMPATIBILITY 
  TRADEMARK LOGO FILES ARE ERROR 
  FREE. 
   
   
  
SOURCE: textdata/thevault/DaemonEye Publishing (d20)/Liber Magus.pdf