TEXT: E L D R I T C H  S O R C E R Y  D O W N L O A D
  1
  The Corpse Caster 
  Class Base 
  Fort 
  Ref 
  Will 
  Level Attack  Save 
  Save 
  Save 
  Special 
   Spells Per Day
  1st  
  +0 
  +2 
  +0 
  +2 
  Corpse component 
  +1 level of existing class
  2nd 
  +1 
  +3 
  +0 
  +3 
  Corpse casting I, stench +1 level of existing class
  3rd 
  +1 
  +3 
  +1 
  +3 
  Spell from the grave 
  +1 level of existing class
  4th 
  +2 
  +4 
  +1 
  +4 
  Death knell 
  +1 level of existing class
  5th 
  +2 
  +4 
  +1 
  +4 
  Corpse casting II 
  +1 level of existing class
  6th 
  +3 
  +5 
  +2 
  +5 
  Corpse walk 
  +1 level of existing class
  7th 
  +3 
  +5 
  +2 
  +5 
  Essence of the dead 
  +1 level of existing class
  8th 
  +4 
  +6 
  +2 
  +6 
  Corpse casting III 
  +1 level of existing class
  9th 
  +4 
  +6 
  +3 
  +6 
  Bond with corpse 
  +1 level of existing class
  10th 
  +5 
  +7 
  +3 
  +7 
  Corpse casting IV 
  +1 level of existing class
  Corpse Caster
  Necromancer’s manipulate, create, or destroy life and 
  life forces. While the main focus of necromancy is the 
  dead, the corpse caster takes it to another level entirely, 
  using the deceased, or portions of such creatures to fuel 
  his spells and personal abilities, eventually learning to cast 
  his magic through specially prepared corpses.
  Wizards (necromancers) and necromantic priests (par-
  ticularly those who worship Orcus) tend to easily and 
  willingly follow the path of the corpse caster. Other classes 
  rarely take up the fight and become corpse casters. Some 
  classes, like paladins, completely disdain corpse casters 
  and the evilness they bring into the world.
  Corpse casters tend to be loners, haunting abandoned 
  castles, mausoleums, cemeteries, and other such areas. 
  Regardless of where a corpse caster makes his home, ready 
  access to fresh corpses is a must, so most tend to lair near 
  cemeteries, crematoriums, and burial mounds.
  Hit Die: d4
  Requirements
  To qualify to become a corpse caster, a character must 
  meet the following criteria.
  Alignment: Any evil.
  Skills: Knowledge (religion) 3 ranks, Knowledge (arcana) 3 
  ranks.
  Spellcasting: Ability to cast 3rd level spells, three of 
  which must be necromancy spells and one of which must 
  be animate dead.
  Class Skills
  The corpse caster’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (alchemy) (Int), 
  Knowledge (anatomy) (Int), Knowledge (arcana) (Int), Lis-
  ten (Wis), Move Silently (Dex), Profession (Wis), Search 
  (Int), and Spellcraft (Int).
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the corpse caster 
  prestige class.
  Weapon and Armor Proficiency: A corpse caster gains 
  no additional proficiency with any weapon or armor.
  Bond with Corpse (Su): At 9th level, the corpse caster 
  can employ a ritual that bonds a portion of his life force 
  to that of a specially prepared corpse. The bonding ritual 
  takes 6 hours to complete and requires 1,000 gp in raw 
  materials (consisting of special perfumes, herbs, and so 
  on). Once the ritual is completed, the caster is bound with 
  that corpse. The corpse caster can only be bonded with a 
  single corpse at any given time.
  The next time the corpse caster suffers damage (hit 
  point damage, ability damage or drain, or energy drain), 
  the damage he would take is instead transferred from him 
  to the corpse and he suffers no effects of the attack (i.e., 
  he does not suffer any damage, ability damage or ability 
  drain, or negative levels from an energy drain attack). The 
  corpse has a number of hit points equal to one-half the 
  corpse caster’s total hit points. At 0 or less hit points, the 
  corpse is destroyed and disintegrates into a pile of dust. 
  Damage dealt to the bonded corpse cannot be healed or 
  repaired.
  Hit point damage transfers on a 1-to-1 basis (i.e., for 
  every point of damage the caster would normally take, an 
  equal amount is transferred to the bonded corpse). Ability 
  damage or drain transfers to the corpse on a 1-to-2 point 
  basis (for every 1 point of ability damage or drain the caster 
  would normally take, the bonded corpse takes 2 points of 
  damage). Energy drain transfers to the corpse on a 1-to-4 
  point basis (for every negative level dealt to the caster, the 
  corpse takes 4 points of damage).
  The corpse caster and his bonded corpse must always be 
  within 100 feet of each other per caster level (total of his 
  corpse caster class levels plus all other spellcasting class levels) 
  or else the bond is broken. Should the bonded corpse be 
  
  2
  E L D R I T C H  S O R C E R Y  D O W N L O A D
  Component 
  Hit Dice 
  Portion 
  Cost (in gp) 
  of Corpse 
  Required
  0 – 50 
  1  
  portion
  51 – 300 
  3  
  portion
  301 – 750 
  5  
  portion
  751 – 1,000 
  7  
  portion
  1,001 – 3,000 
  9  
  entire corpse
  3,001 – 5,000 11  
  entire corpse
  5,001 – 9,000 13  
  entire corpse
  9,001 – 15,000 15  
  entire corpse
  15,001 + 
  17  
  entire corpse
  attacked directly (with weapons, natural attacks, unarmed, 
  or with spells), it can take 30 points of damage 
  before the bond is broken and the corpse 
  is destroyed. Destroying a corpse in this 
  fashion causes the corpse caster to gain 
  2d4 negative levels (just as if he’d been 
  struck by an enervation spell). The corpse 
  caster does not get a saving throw to 
  avoid the negative levels, but 24 hours 
  later he must make a DC 20 Fortitude 
  save for each negative level to avoid 
  permanent level drain.
  Corpse Casting (Su): Once per day, 
  beginning at 2nd level, a corpse caster 
  can cast any 1st-level spell through a 
  single corpse within 100 feet + 10 feet 
  per corpse caster class level. The corpse 
  caster does not have to see the corpse, 
  but must know its general location. A 
  spell cast using this ability cannot have 
  a range of Personal or Touch. When the 
  spell is cast, it takes effect just as if the corpse 
  caster had cast it. A spell cast using this ability 
  counts toward the corpse caster’s daily allotment of spells.
  At 5th level, a corpse caster can cast spells of 2nd level 
  or lower through a corpse. At 8th level, he can cast spells 
  of 3rd level or lower through a corpse, and finally, at 10th 
  level, a corpse caster can cast spells of 4th level or lower 
  through a corpse.
  Corpse Component (Ex): At 1st level, a corpse caster 
  can substitute a portion of a corpse for the material 
  component(s) needed to fuel his spells. The corpse’s HD/
  level (when it was alive) determines the total value of mate-
  rial components that can be replaced as shown on the table 
  below. Where a portion of the corpse is required, the corpse 
  caster must be touching or holding that portion during 
  the casting of the spell. A portion is defined as any part 
  of a corpse, be it skin, internal organs, and so on. Blood, 
  hair, and fingernails, cannot be used as a portion. Where 
  an entire corpse is required, the corpse caster must remain 
  within 30 feet of the corpse during the casting. 
  the same plane of existence. Both corpses must be large enough 
  to accommodate the caster or else the corpse walk fails. The 
  corpse caster cannot designate a particular corpse as his exit 
  unless he has a portion of that corpse in his possession. There 
  is no maximum range for this ability, other than both corpses 
  must be on the same plane. If the corpse caster emerges from 
  a corpse into a solid space (such as the ground if he emerges 
  from a buried corpse), the corpse caster is shunted aside to the 
  first open space and takes 2d6 points of damage.
  Death Knell (Sp): At 4th level, a corpse caster gains 
  the ability to cast death knell once per day. His caster level 
  equals his corpse caster class levels plus any other spellcast-
  ing class levels he possesses.
  Essence of the Dead (Su): At 7th level, once per day, 
  a corpse caster can devour a portion of a corpse thereby 
  gaining an enhancement bonus to his Strength, Dexter-
  ity, or Constitution. The corpse caster chooses the ability 
  to enhance when he eats from the corpse, and the exact 
  bonus gained is dependent on the level/HD of the corpse. 
  The enhancement bonus lasts for one hour for every three 
  corpse caster class levels.
  Corpse Walk (Sp): At 6th level, once per day, a corpse caster 
  gains the ability to move from one corpse to another (similar 
  to the ability to move from tree to tree as by the tree stride spell) 
  as a standard action. The caster simply steps into a corpse and 
  vanishes, only to emerge from another corpse somewhere else on 
  HD/Level 
  Enhancement Bonus
  1-5 
  +2
  6-10 
  +4
  11+ 
  +6
  Spell from the Grave (Ex): At 3rd level, a corpse caster gains 
  the ability to store a single spell of 3rd level or lower in a corpse. 
  This ability functions similar to the Brew Potion feat using an 
  alternate medium. All rules, XP costs, material costs, and so on 
  that apply to the Brew Potion feat apply to this ability. 
  A spell is triggered by the first creature to touch the spell-
  laden corpse. The spell takes full effect on the creature, 
  just as if the corpse caster had cast it.
  
  E L D R I T C H  S O R C E R Y  D O W N L O A D
  3
  Stench (Ex): Because of his constant interaction with corpses, 
  at 2nd level, the corpse caster begins to exude a carrion stench 
  from his body. All living creatures in a 10-foot radius spread 
  become sickened for a number of rounds equal to 2 + the corpse 
  caster’s class levels. A successful Fortitude save (DC 10 + the 
  corpse caster’s class levels + his Constitution modifier) negates 
  the sickened effect. A creature that makes a successful save is 
  unaffected by the stench of that corpse caster for one day.
  Mirror Mage
  Mirror mages are specialized casters (most often arcane 
  casters) that have developed the unique art of seeing a spell 
  or effect in action and then being able to replicate that 
  effect any time within the next 24 hours (this is known as 
  mirroring a spell). Mirror mages are quite rare and most 
  tend to be loners though they do enjoy the company of 
  other spellcasters (whose spells they can eventually learn 
  to mirror).
  Mirror mages tend to be either sorcerers or wizards (and 
  characters without any sort of arcane casting ability cannot 
  ever hope to gain levels in this class). Cleric/wizards and 
  cleric/sorcerers sometimes follow the path of the mirror 
  mage. Other classes (though the occasional fighter/sorcerer 
  or fighter/wizard may follow this path) rarely take levels 
  in this class.
  Mirror mages tend to operate with other casters, particu-
  larly other arcane casters. They often form small bands or 
  even guilds making their home base within the confines of 
  a castle or tower, and most always near populated areas.
  Hit Die: d4
  Requirements
  To qualify to become a mirror mage, a character must 
  meet the following criteria.
  Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
  Feats: Any two metamagic feats.
  Spellcasting: Ability to cast arcane spells of 4th level 
  or higher.
  Class Skills
  The mirror mage’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Knowledge (ar-
  cana) (Int), Knowledge (religion) (Int), Spellcraft (Int).
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the mirror mage 
  prestige class.
  Weapon and Armor Proficiency: A mirror mage gains 
  no additional proficiency in any weapons or armor.
  Mirror Magic (Scroll) (Su): At 1st level, a mirror mage 
  begins the art of mirror-casting (that is, replicating a spell or 
  spell effect he has seen or encountered recently). At 1st level, 
  a mirror mage can, while casting a spell from an arcane scroll, 
  burn the components of the spell into his mind. This is called 
  “mirroring a spell”. The spell does not have to be a spell the 
  caster knows; it simply must be an arcane spell. 
  In order to successfully mirror a spell, the mirror mage 
  must lose a prepared spell (or slot) of the same spell level or 
  higher. Once the spell is mirrored into his mind, the mirror 
  mage can cast the spell at any time (just as if he had prepared 
  it) within the next one day. The spell takes effect with a caster 
  level equal to the mage’s total caster level (mirror mage class 
  levels plus all other arcane caster class levels).
  A mirror mage cannot mirror divine spells unless he has 
  levels in a divine spellcasting class. A mirror mage with 
  class levels in a divine spellcasting class can mirror a divine 
  spell using the rules above (caster level equals mirror mage 
  class levels plus all other divine caster class levels).
  Mirror Magic (Potion) (Su): At 2nd level, a mirror mage 
  can mirror any spell from a potion he has consumed within 
  the last one minute. This follows the same rules as above 
  for mirror magic (scroll).
  Mirror Magic (Wand) (Su): At 3rd level, a mirror mage 
  can mirror any spell from a wand. This follows the same 
  rules as above for mirror magic (scroll).
  Mirror Divine (Su): At 4th level, a mirror caster can 
  attempt to mirror a divine spell from a scroll, potion, or 
  wand, even if he doesn’t have any class levels in a divine 
  spellcasting class. To do so, the mirror mage must succeed 
  on an Intelligence check (DC 12 + divine spell level). If the 
  check succeeds, the mirror mage mirrors the spell and stores 
  it in his mind (as per the rules given under mirror magic 
  above). If the check fails, the mirror mage cannot mirror the 
  spell but still loses the spell he would’ve sacrificed had his 
  check succeeded. A mirror mage that successfully mirrors 
  a divine spell casts it as an arcane spell with a caster level 
  The Mirror Mage 
  Class 
  Base 
  Fort 
  Ref 
  Will 
  Level 
  Attack  Save 
  Save 
  Save 
  Special 
   Spells Per Day
  1st  
  +0 
  +0 
  +0 
  +2 
  Mirror magic (scroll) 
  +1 level of existing class
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mirror magic (potion) 
  +1 level of existing class
  3rd 
  +1 
  +1 
  +1 
  +3 
  Mirror magic (wand) 
  +1 level of existing class
  4th 
  +2 
  +1 
  +1 
  +4 
  Mirror divine 
  +1 level of existing class
  5th 
  +2 
  +1 
  +1 
  +4 
  Mirror caster 
  +1 level of existing class
  
  4
  E L D R I T C H  S O R C E R Y  D O W N L O A D
  equal to his mirror mage class levels plus all other arcane 
  caster class levels. A mirror mage is not required to have 
  a holy/unholy symbol when mirror-casting a divine spell 
  as an arcane spell.
  Note, a mirror mage with classes in a divine spellcasting 
  class does not have to make this check.
  Mirror Caster (Su): At 5th level, the mirror mage’s most 
  potent ability allows him to mirror any spell he sees another 
  spellcaster use (whether the caster is divine or arcane). To 
  do so, the mirror mage must have a clear line of sight to the 
  caster and must spend one round studying the caster as he 
  casts a spell. Afterwards, the mirror mage can mirror the spell 
  he just witnessed using the rules above (given under mirror 
  magic [scroll]). If the spell requires a material component 
  of 500 gp or greater value, the mirror mage must have that 
  component in order to cast the spell. A divine spell mirrored 
  in this manner functions as an arcane if the mirror mage 
  doesn’t have any levels in a divine spellcasting class. A mirror 
  mage is not required to have a holy/unholy symbol when 
  mirror-casting a divine spell as an arcane spell.
  Spellfilcher
  Spellfilchers are a unique and rare form of thief who 
  have perfected the art of stealing magic; not that contained 
  within museums or treasure chambers, but that contained 
  within the mind of a spellcaster. For this talent, spellfilchers 
  are often sought after and hired by those who can afford 
  them and put their unique talent to (good or bad) use.
  Spellfilchers are always some combination of rogue. As 
  a matter of fact, no character without at least three levels 
  or rogue can become a spellfilcher. Fighter/rogues, cleric/
  rogues, and sorcerer/rogues usually take up the mantle of 
  the spellfilcher. Most other classes do not.
  Spellfilchers are found just about anywhere people are. 
  They know that given their unique talent, their services 
  are often in high demand, and most spellfilchers have no 
  qualms about selling their services to the highest bidder.
  Hit Die: d6
  Requirements
  To qualify to become a spellfilcher, a character must 
  meet the following criteria.
  Skills: Search 8 ranks, Disable Device 8 ranks, Knowledge 
  (arcana) 2 ranks, Spellcraft 2 ranks.
  Abilities: Trapfinding, trap sense +1.
  Class Skills
  The spellfilcher’s class skills (and the key ability for 
  each skill) are Appraise (Int), Bluff (Cha), Climb (Str), 
  Concentration (Con), Decipher Script (Int), Disable Device 
  (Dex), Disguise (Cha), Forgery (Dex), Gather Information 
  (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), 
  Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), 
  Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), 
  Use Magic Device (Cha), Use Rope (Dex).
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  All the following are class features of the spellfilcher 
  prestige class.
  Weapon and Armor Proficiency: The spellfilcher gains no 
  additional proficiency with any weapon or armor and shield.
  Sense Magic Trap (Ex): At 1st level, a spellfilcher gains a 
  +2 bonus on Search and Disable Device checks when used to 
  locate or disarm magic or spell-laden traps. This bonus rises to 
  +3 at 3rd level, to +4 at 6th level, and to +5 at 9th level.
  Spell Attunement (Sp): At 1st level, a spellfilcher can 
  detect magic and read magic once per day as the spells of 
  the same name with a caster level equal to her spellfilcher 
  class level. As the spellfilcher increases in level, she gains 
  more uses per day of this ability.
  Filch Spell (Su): At 2nd level, a spellfilcher can spend a full 
  round studying the mind of any spellcaster within 30 feet. By 
  making a successful Search check (DC 12 + one-half the target’s 
  caster level), the spellfilcher can identify all 1st-level spells the target 
  caster has prepared. This ability does not work on those that do 
  not prepare spells (such as bards and sorcerers). As the spellfilcher 
  increases in level, she can identify higher level spells.
  The Spellfilcher 
  Class Base 
  Fort 
  Ref 
  Will
  Level Attack  
  Save 
  Save 
  Save 
  Special
  1st  
  +0 
  +0 
  +2 
  +2 
  Spell attunement 1/day, sense magic trap +2
  2nd 
  +1 
  +0 
  +3 
  +3 
  Filch spell (1st level)
  3rd 
  +2 
  +1 
  +3 
  +3 
  Sense magic trap +3
  4th 
  +3 
  +1 
  +4 
  +4 
  Spell attunement 2/day
  5th 
  +3 
  +1 
  +4 
  +4 
  Filch spell (2nd–4th level)
  6th 
  +4 
  +2 
  +5 
  +5 
  Sense magic trap +4
  7th 
  +5 
  +2 
  +5 
  +5 
  Spell attunement 3/day
  8th 
  +6 
  +2 
  +6 
  +6 
  Filch spell (5th–7th level)
  9th 
  +6 
  +3 
  +6 
  +6 
  Sense magic trap +5
  10th 
  +7 
  +3 
  +7 
  +7 
  Spell attunement 4/day, ﬁlch spell (8th–9th level)
  
  E L D R I T C H  S O R C E R Y  D O W N L O A D
  5
  If she moves within 5 feet of the caster, she can, by suc-
  ceeding at a melee touch attack, touch the caster and in the 
  same round by making a successful Disable Device check 
  (DC 10 + spell level + one-half the target spellcaster’s class 
  level), remove (filch) a single 1st-level spell from the caster’s 
  mind and store it in a gemstone whose total value is at least 
  100 gp. If she succeeded at her Search check (above) she 
  can select the filched spell; otherwise the DM determines 
  the exact spell stolen. A stolen spell is wiped from a caster’s 
  mind just as if he or she had cast that spell.
  The gemstone holds the spell until it is cast, the gem 
  is shattered, or dispel magic is cast on it, after which it 
  crumbles to dust. A spellcaster can detect the presence 
  of a spell in the gem by touching the stone and making 
  a successful Spellcraft check (DC 10 + level of the spell 
  contained in the gem). 
  Only a spellcaster or a spellfilcher can release a stored 
  spell. The spell released takes effect at a caster level equal 
  to that of the original caster (the one the spell was filched 
  from). A spellcaster must be able to cast the type of spell 
  contained in the gem (either divine or arcane) or the spell 
  fails and the gem crumbles. A spellfilcher can release the 
  spell (regardless of the type of magic it is) but must make 
  a successful Intelligence check (DC 10 + level of the spell) 
  or else the spell fails and the gem crumbles to dust. If the 
  spellfilcher has levels in either a divine or arcane class, he 
  follows the rules for spellcasters above.
  As the spellfilcher increases in level, he gains the ability 
  to filch higher level spells. The gem to contain a spell must 
  have a value of at least 100 gp per spell level. A gem can 
  only contain a single spell. A spellfilcher can only carry 
  at one time a number of spell-laden gems equal to or less 
  than his Intelligence bonus +3.
  
  Legal Appendix 
  This printing of Eldritch Sorcery is done under version 1.0a of the 
  Open Game License, below, and version 6.0 of the d20 System 
  Trademark License and version 5.0 of the d20 System Trademark 
  Logo Guide. 
  Notice of Open Game Content: This product contains Open 
  Game Content, as defined in the Open Game License, below. Open 
  Game Content may only be Used under and in terms of the Open 
  Game License. 
  Designation of Open Game Content: All spells, spell 
  descriptions, spell stat blocks, and spell names as well as all feats, 
  feat stat blocks, feat descriptions, and feat names and any other 
  content that comes directly from the d20 System Reference 
  Document within the book—excluding any text on the inside or 
  outside of the front or back cover or on the Credits page—is 
  hereby designated as Open Game Content, subject to the Product 
  Identity designation below. Any questions regarding the Open 
  Game Content within this module should be directed to Clark 
  Peterson at clark@necromancergames.com. 
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity as provided in section 1(e) of the 
  Open Game License: 
  Any and all material or content that could be claimed as Product 
  Identity pursuant to section 1(e) below, is hereby claimed as 
  product identity, including but not limited to: 
  1. The name “Necromancer Games” as well as all logos and 
  identifying marks of Necromancer Games, Inc., including but not 
  limited to the Orcus logo and the phrase “Third Edition Rules, First 
  Edition Feel” as well as the trade dress of Necromancer Games 
  products; 
  2. The Necromancer Games product name “Eldritch Sorcery,” as 
  well as any and all Necromancer Games product names referenced 
  in the work; 
  3. All artwork, illustration, graphic design, maps, and cartography, 
  including any text contained within such artwork, illustration, 
  maps, or cartography; 
  4. The proper names, personality, descriptions, and/or motivations 
  of all artifacts, characters, races, countries, creatures, geographic 
  locations, gods, deities, historic events, magic items, organizations, 
  and/or groups unique to this book, but not their stat blocks or other 
  game mechanic descriptions (if any), and also excluding any such 
  names when they are included in spell or feat names. 
  5. Any other content previously designated as Product Identity is 
  hereby designated as Product Identity and is used with permission 
  and/or pursuant to license. 
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved.  
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)"Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement.  
  2. 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 2003, Wizards of the 
  Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Original Spell Name Compendium Copyright 2002 Clark 
  Peterson; based on NPC-named spells from the Player’s 
  Handbook that were renamed in the System Reference Document. 
  The Compendium can be found on the legal page of 
  www.necromancergames.com 
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; 
  Authors Patrick Lawinger, Scott Greene, and David Mannes, with 
  Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill 
  Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, 
  Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard 
  Hughes, Robert Hunter, AL Krombach, Rob Mason, Matt McGee, 
  Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe 
  Walmsley, and Bill Webb. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/Eldritch Sorcery/d20-3.5 - FGG - Eldritch Sorcery Download.pdf