TEXT: 1 
  Index 
  Overview ……………………… 
  2 
  Firmament  ……………………. 
  3 
  Guardian ...………………..…… 
  4 
  Negation ………………………. 
  5 
  Chthonurge…………………... 
  6 
  Appendix (Black Spells) .…….. 11 
  Licence …………………………. 
  20 
  B
  Bllaacckk  M
  Maaggiicc  
    
  “How can you be so calm? The magic of the Cult of 
  Andarius has granted their armies victory in the field of every 
  battle that they have joined. Our keep has scant defences in 
  comparison to any of the forces they have overthrown.” The 
  voice of the Duke’s master spy reached a panicked pitch. His 
  muddy shoes spoke of many miles in great haste, and his 
  furrowed brow bore witness to the truth of the tale he spun of 
  the thousands with ill will in their hearts and madness in their 
  eyes barring down on them, led by the Arcmage of Andar.  
     
   
  “Relax, Jaroo. Have you not seen how my family’s 
  resources have bought us out of troubles before?” The Duke 
  waved his goblet in the direction of the spy with 
  nonchalance. “I have recruited Durn the Chthonurge.” 
   
   
  “How did you…” began Jaroo, then stopped, 
  shaking his head. “I gather that the Black Magician wanted 
  something substantial for his services? And are you certain 
  that the rumours of his powers are true?” 
   
   
  “Indeed. I have paid twice a King’s ransom. He 
  stands now, still as stone, by the moat. My servants were 
  sent to attend to his needs, but he had not moved, nor 
  spoken since he arrived yesterday morn. I had tale from 
  a most observant lass that he did not take breath, and 
  that his armour and shield were more akin to black stone 
  than any metal our forge might touch. Since he would not come 
  into my hall, I gathered my guard last night and went to him, but 
  he would not speak with me. Nevertheless, I can attest to his power. 
  For as I was there without caution so it was that the Arcmage 
  struck. Lightning fell around me from the sky, centred upon me, 
  as if I were the heart of a storm, and yet none of it hit home. All 
  my men were likewise protected. I thought to flee back to the 
  keep, but then I saw him raise his gauntlet in a clenched fist. 
  Black wisps of power seemed to surround it in spheres 
  and drop to the exposed ground below. I felt something… the likes of which I 
  have never felt before. The Earth Herself answered to this man. It was like I was 
  cocooned in a warm cavern deep in the Earth, safe, as I had never been before. 
  Seeing the lightning had no effect, the hidden enemy chose to attack more 
  openly. Two dozen men broke cover from the forest, their weapons 
  wreathed in fire, and a kind of berserk madness in their eyes. Durn did not 
  pause, but more power dropped from his hand to the Earth. The magic on 
  their weapons failed, and the madness seemed to retreat from them leaving 
  them disheartened and uncertain. He routed them himself.” 
   
  “They say Black magic is the Magic of Endings. I think 
  rather, that it is the Ending of Magic,” mused the Duke 
  softly. 
  C
  Chhrroom
  maattiicc  A
  Arrccaannaa 
    
  This 
  game 
  supplement 
  requires 
  the 
  Dungeons & Dragons Players Handbook, Third 
  Edition, published by Wizards of the Coast, Inc. It 
  uses material from the updated v3.5 revision. All 
  content in the Game Rule Info sections, all spell 
  descriptions and names and all tables are OGC. All fiction, 
  pictures and other descriptive text are IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Chthonurge. 
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers as an added 
  incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. 
  Included are two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and an advanced power that is available to 
  Mystics and classes like the Chthonurge. Feel free to 
  use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  B
  Bllaacckk  
   
  To incorporate the Colours into your 
  existing campaign, first simply allocate the colours 
  to deities, so in the case of Black, deities of chaos, 
  destruction or transformation might have influence 
  over the Black domains of Firmament, Guardian and 
  Negation. Then allow Specialist Wizards to choose a 
  Colour as their primary school. The colours are 
  opposed to each other in the following manner by 
  default, but please feel free to add in your own 
  chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  For ease of use, the complete list of White 
  spells is shown after the Black Spell descriptions on 
  page 19. These should be prohibited to a Black 
  chromatic specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  FFiirrm
  maam
  meenntt  
   
   
  That which is solid, fundamental, and 
  absolute, the Earth, matter and metal, these are 
  the things that are represented by the Sphere of 
  Firmament. It is more than just the Element of 
  Earth; Firmament represents resilience, solidity 
  and the slow moving but incredibly powerful 
  souls of the planets. They in turn are unlike the 
  spirits of the lesser creatures; they are 
  mysterious, chthonian and elder, in many ways 
  the opposite of the flighty and ephemeral 
  things that inhabit their surfaces.  
   
   
  A specialist in the Firmament is focused 
  upon solidity and the Earth. They learn deep 
  secrets, able to draw power from the planet and 
  hear what stones have to say, and even gaining 
  with the power to draw the strength of metal 
  into the self and evoke the wrath of the planet 
  upon enemies. Firmament has a limited spell 
  selection, made up of mostly defensive or 
  miscellaneous spells, but it does have a few 
  offensive abilities rounding it out. It is, in spite 
  of its limited number, a well-rounded sphere. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  FFiirrm
  maam
  meenntt  
    
   
  The Domain of Firmament is about 
  direct connection with the power of the Earth, 
  as well as metal and stone. Similar to the 
  Domain of Earth, it focuses on abilities that 
  demonstrate this connection. Unlike Earth, 
  Firmament includes some more powerful direct 
  abilities rather than calling to elementals for 
  aid. 
  Table Black 1 All Firmament Spells 
  Spell Name 
  Level 
  Magic Stone 
  0 
  Bear's Endurance  
  1 
  Meld into Stone 
  2 
  Stone Shape 
  3 
  Spike Stones 
  4 
  Stoneskin 
  4 
  Wall of Stone 
  5 
  Bear's Endurance, Mass 
  6 
  Move Earth 
  6 
  Stone Tell 
  6 
  Wall of Iron 
  6 
  Statue 
  7 
  Iron Body 
  8 
  Earthquake 
  9 
   
  Deities of the Earth, ancient Chthonian 
  entities, as well as Titans, gods of endurance 
  and resilience, and powers of the Forge are all 
  likely to grant access over this domain to their 
  clerics. In this respect you might see the 
  difference between the Domain of Earth and 
  the Domain of Firmament: Earth is limited to 
  the elemental aspects of matter, but Firmament 
  deals with the thematic concepts that matter 
  evokes; like fortitude, resilience and solidity. 
  Thus, more deities are likely to have this as an 
  aspect than those who have Earth as a domain. 
    
  The base domain power for Firmament 
  grants a +2 insight bonus to Fortitude saves. 
  The Domain also allows the skill Knowledge 
  (Dungeoneering) as a class skill. 
   
  The advanced domain ability allows the 
  devotee to become extremely difficult to move 
  if they choose to connect to the Earth. This 
  ability can be used as a Move Equivalent action, 
  and requires that the character forgo any 
  movement (even the free 5’ step normally 
  allowed) and also to have only stone and metal 
  between them and the Earth (i.e. no shoes or 
  metal / stone soles).  This ability grants a (+1 
  per class level) natural strength bonus against 
  any action that tries to move the character from 
  their current position, and the character is also 
  treated as if two size categories larger against 
  any such action. For example: a Gnome Mystic 
  (level 7) with Strength 9 uses this ability. An 
  Ogre tries to Bull Rush them. The Ogre would 
  normally get + 5 for Strength and +8 for being 2 
  size categories larger on the opposed Strength 
  check, but instead only gets the +5. The Gnome 
  receives a +3 Strength bonus instead of the 
  normal –1. Not even odds, but still impressive. 
   
  Table Black 2 Firmament Domain 
  Spell Name 
  Level 
  Magic Stone 
  0 
  Bear's Endurance  
  1 
  Meld into Stone 
  2 
  Stone Shape 
  3 
  Stoneskin 
  4 
  Wall of Stone 
  5 
  Stone Tell 
  6 
  Statue 
  7 
  Iron Body 
  8 
  Earthquake 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  G
  Guuaarrddiiaann  
    
   
  Black magic has root in the solid and 
  tangible aspects of reality, drawing upon the 
  strength of matter to resist change and not be 
  affected by the immaterial. In this latter aspect, 
  drawing upon the Black has a powerful 
  capacity to protect against the supernatural and 
  magical forces that might attempt to bring 
  harm or manipulate the mundane. The Sphere 
  of Guardian is the manifestation of this 
  capability. It draws upon the Earth’s fortitude 
  to strengthen resistance against any intangible 
  force or power.  
   
   
  As understanding of the Guardian 
  Sphere increases, the student learns about the 
  interconnectedness of all matter, and becomes 
  able to directly call upon the power of the 
  mundane to act in opposition to any force or 
  even to the powers of the spirit. 
   
   
  Guardian is a powerful protective and 
  preventative sphere. It does not offer a wide 
  spell selection, so may be seen as a specialist 
  sphere with a specific application. It does have 
  some miscellaneous applications and some few 
  offensive capabilities against those whose 
  nature is supernatural or extraordinary.  
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  G
  Guuaarrddiiaann  
   
   
  The Guardian Domain is likely to be 
  commanded by gods of war, defence, the Earth, 
  Law and Order, and any whose role includes 
  defeating undead or supernatural spirits. 
  Table Black 3 All Guardian Spells 
  Spell Name 
  Level 
  Resistance 
  0 
  Endure Elements 
  1 
  Resist Energy 
  2 
  Shield Other 
  2 
  Remove Curse 
  3 
  Death Ward 
  4 
  Dismissal 
  4 
  Disrupting Weapon 
  5 
  Banishment 
  6 
  Repel Metal or Stone 
  7 
  Trap the Soul 
  8 
  Freedom 
  9 
   
   
   
  Guardian is more focused in aspect than 
  the Protection Domain. Protection covers all 
  forms of defence, whereas Guardian is limited 
  to (and devoted to) protection against the 
  supernatural. The two domains are likely to be 
  offered by similar deities, however. 
   
  The base domain power for Guardian 
  grants a +2 insight bonus to Will saves. The 
  Domain also allows the skill Knowledge 
  (Supernatural) as a class skill. 
   
  The 
  advanced domain power for 
  Guardian is the ability to generate a protective 
  circle against the Intangible. This power has 
  two possible applications: the first is as a 
  stationary sphere with touch range that has 5’ 
  per level radius and lasts 1 hour per level, and 
  the second is an emanation sphere of protection 
  centring on the character with the same radius 
  but lasting only 1 minute per level. The effects 
  of this sphere of protection are: 
  • 
  Total protection against possession of any 
  kind for all in the sphere 
  • 
  +2 enhancement bonus to Will saves against 
  any compulsion or supernatural force for 
  the activating character and their allies. 
  • 
  A 
  second 
  save against any ongoing 
  supernatural effect within the field 1 round 
  after any failed save. (If the character is 
  entitled to a second save though another 
  power, they get a third chance) 
  The devotee can use this ability up to 
  three times a day, and must choose which 
  application at the time of usage. Activating this 
  ability is a full round spell like action, with 
  vocal and somatic components. 
   
  Table Black 4 Guardian Domain 
  Spell Name 
  Level 
  Resistance 
  0 
  Endure Elements 
  1 
  Resist Energy 
  2 
  Remove Curse 
  3 
  Death Ward 
  4 
  Disrupting Weapon 
  5 
  Banishment 
  6 
  Repel Metal or Stone 
  7 
  Trap the Soul 
  8 
  Freedom 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  N
  Neeggaattiioonn  
    
  When you push against the Earth, the 
  Earth pushes back with an equal and opposite 
  force, and you end up going nowhere fast. This 
  is the essence of the principle of Negation; 
  dynamic opposition. Should something attempt 
  to manipulate the status quo of mundane 
  reality, Negation is the force that opposes it. 
  Manipulating the Sphere of Negation usually 
  revolves around evoking it to oppose magical 
  or spiritual power.  
   
  Most that learn these abilities seek to 
  have solidity and certainty in situations where 
  others might seek to manipulate or evade them. 
  In short, this is another powerful defensive and 
  protective Black Magic sphere. The spells begin 
  with powers to counteract the detection powers 
  of others, and then move into counter magic 
  and the most powerful of anti-magic abilities 
  available. At its ultimate level, the ability to 
  negate the life force of another by placing the 
  weight of the Earth against it is learned, with 
  the spell Imprisonment. 
   
  Other than this superlative power, the 
  sphere is mostly defensive in nature, with very 
  occasional miscellaneous applications. This 
  sphere has the greatest of interest to scholars 
  and magicians, both for its counter magical 
  applications and for the purpose of protection 
  against supernatural forces. A large number of 
  those who learn Blue Magic are likely to study 
  Black as well, for this reason.  
  Table Black 5 All Negation Spells 
  Spell Name 
  Level 
  Erase 
  0 
  Undetectable Alignment 
  1 
  Dispel Magic 
  2 
  Invisibility Purge 
  3 
  Nondetection 
  3 
  Protection from Energy 
  3 
  Quench 
  3 
  Break Enchantment 
  4 
  Globe of Invulnerability, lesser 
  4 
  Spell Immunity 
  4 
  Spell Resistance 
  5 
  Antimagic Field 
  6 
  Globe of Invulnerability 
  6 
  Dispelling, greater 
  7 
  Spell Immunity, greater 
  8 
  Imprisonment 
  9 
  M.'s Disjunction 
  9 
    
  TThhee  D
  Do
  om
  maaiinn  o
  off  N
  Neeggaattiio
  onn  
   
   
  As with the other Spheres of Black, 
  Negation is favoured by deities of order, the 
  Earth and resistance. There is an element of 
  ending to the power of Negation that also has 
  applicability 
  for 
  deities 
  of 
  Fate, 
  Time, 
  consequences and Justice. 
   
  The base domain power for Guardian 
  grants a +2 insight bonus to Reflex saves. The 
  Domain also allows the skill Knowledge 
  (Arcane) as a class skill. 
   
  The 
  advanced domain power for 
  Negation grants the ability to, at will, when in 
  contact with the Earth, absorb a number of spell 
  levels per day equal to the character’s class 
  level. This power only works against spells that 
  have the character as a target, it has no effect 
  against Area or Effect spells, or any range touch 
  spells. The spell levels absorbed cannot be used 
  for any purpose; they are merely drained away 
  into the Earth. In the instance that a spell is not 
  completely countered by this ability, subtract 
  the amount of levels of spell Negation left from 
  the spell level of the incoming spell, then divide 
  the result by the spell level of the incoming 
  spell to see what fraction of the effect gets 
  through. For damaging spells, the devotee 
  takes the fraction of the damage. For non-
  damaging spells, the fraction determines the 
  probability that the spell works. 
   
  Table Black 6 Negation Domain 
  Spell Name 
  Level 
  Erase 
  0 
  Undetectable Alignment 
  1 
  Dispel Magic 
  2 
  Nondetection 
  3 
  Break Enchantment 
  4 
  Spell Resistance 
  5 
  Antimagic Shell 
  6 
  Dispelling, Greater 
  7 
  Spell Immunity 
  8 
  M.’s Disjunction 
  9 
  
  6 
  TThhee  C
  Chhtthhoonnuurrggee 
  Some are born with direct connection to the Earth on which they live. 
  Others study and learn focus in order to develop the intrinsic link that all living 
  things have to the crèche that gives life. Regardless of the nature of their power, 
  Chthonurgists all share a common key relationship between themselves and the 
  hidden mystical strength of the planet. 
   
  Steadfast, resilient, unwavering, some might say stubborn, the very 
  nature of their power sometimes seems to manifest in their personalities. 
  Whether it is a requirement of the connection to the planet, or a consequence of 
  it, is anyone’s guess. But the ability to claim that the Earth itself listens to your 
  calls can grant one a certain kind of authority, or even arrogance.  
   
  Metal, stone and earth are not just the playthings of Chthonurgists; they 
  are symbols and connections to the power that fuels them. Their magic does not 
  work without this connection. Their powers make them excellent guardians and 
  defenders of anything of which they are given charge, and their interests are 
  material enough that their services can often be bought with gem or coin.  
   
  Adventures 
   
   
  Chthonurgists primary study is the Earth, the source of their power. 
  They often travel great distances to encounter the strange or unusual 
  manifestations of natural wonder or disaster. They can be found in the wake of 
  earthquakes, in the calderas of volcanoes and among the steaming pools of hot 
  springs. Often they delve into the Earth, becoming blood kin to the Under 
  Races, learning the byways and highways of the veins of the Planet. Thus, 
  adventure may find them as they roam the vast expanse of the world, learning 
  all they can. 
   
   
  For those who choose to study the Earth from a more abstract 
  perspective, the many crafts of blacksmithing, gemology and even agronomy 
  might draw attention. While these more sedentary occupations may lead to 
  inactive and unadventurous lives, it can be guaranteed that the neighbors or 
  rulers of Chthonurgists will call upon them in times of trouble. The reputation 
  of Earthspeakers (as they are sometimes known) as defenders against the 
  supernatural or those that might seek to disrupt or destroy is widely known.  
  
  7 
  Characteristics 
   
   
  Chthonurgists draw power from the Earth. 
  They have significant spell abilities, but they are 
  limited to using only Black magic. They become 
  attuned to one Sphere of the Black, gaining the basic 
  and advanced domain powers of this Sphere as they 
  advance in levels.  
   
  They learn all the arts of metal and stone, 
  including the arts of warfare. They are as skilled and 
  able in combat as one might expect of a cleric. They 
  can also learn a significant number of craft and 
  earthwork skills, as well as their studies into the 
  nature of magic.  
   
   
  In general, Chthonurgists are resilient and 
  strong-willed, with the capacity to take a very great 
  amount of punishment before succumbing to 
  wounds. They are also highly intelligent, requiring 
  understanding to be able to learn the secrets of the 
  magic that they wield. As their learning progresses, 
  they gain an intrinsic resistance to the powers of 
  magic and the supernatural that can allow them to 
  shrug off these powers on instinct. 
   
  Alignment 
   
  There is a strong tendency toward Law 
  among Chthonurgists, but this is a tendency rather 
  than a restriction. Chaotic Chthonurgists are just as 
  stubborn about their ideas and beliefs as Lawful 
  ones; they just tend to be less organised in their 
  methods. They are just as likely to sympathise with 
  a rebellion against authority as be an enforcer of the 
  status quo against insurgents, as these human 
  concerns are almost irrelevant when it comes to the 
  governing relationship that rules their being; that of 
  the Earth. They have no specific tendency with 
  regards good and evil, save a preference for 
  Neutrality towards these alignment poles. 
   
  Religion 
   
   
  Chthonurgists are often religious, usually 
  devoting themselves to whatever Earth Goddess or 
  God is relevant for the pantheon that holds sway in 
  their home territory. The connection they have to 
  the nature of the Earth is often seen as a mystical, 
  near religious experience to them.  
   
  In spite of this quasi-religious common 
  experience, there is no formalized faith established 
  to specifically service those that congregate to study 
  black magic. Enclaves of Chthonurgists are more 
  likely to be similar to guilds or universities than 
  churches, with scrolls and magical items, as well as 
  stone-craft or metalwork available for trade or sale. 
   
  Background 
   
   
  Chthonurgists have need of study to 
  develop their powers. The kind of magic they learn 
  tends to be easily available, anti-magic being 
  something that most wizards learn to some degree. 
  There is a loose association among Cthonurgists, 
  and it is likely to be supplemental to any magical 
  society that might exist in a standard world, as all 
  organizations of specialist wizards tend to do. The 
  combat and armour abilities are out of the ordinary 
  for arcane casters, and thus there is likely to be a 
  need for communal training grounds with other 
  similarly able classes (like the Crimson Battlemage).  
   
  Chthonurgists are often born with the 
  talent, or else are mages who seek to develop the 
  association that all living things have with the Earth. 
  Either way, some element of support for the 
  growing talents is needed during the developing 
  years. Most Chthonurgists would come from the 
  middle classes, with the odd talented hedge wizard, 
  barbarian 
  shaman 
  or 
  eccentric 
  noble 
  being 
  noteworthy exceptions.  
   
  Races 
   
   
  Dwarves make excellent Chthonurgists, 
  having a natural association to the Earth and the 
  underground in their genes. Gnomes are another 
  likely race to have members of this class. Of the 
  standard races, Elves tend to be too flighty and 
  fragile to form the strong connection needed with 
  rock and stone to make powerful Cthonurgists. 
   
   
  In the Chrome world, the Aroun and the 
  Gulguth have the largest numbers of this class.  
   
  Other Classes 
   
   
  Chthonurgists get on well with all classes. 
  They are unlikely to go into any association with 
  other people with any firm preconceptions, and 
  collectively have a solid, stoic reputation with other 
  classes. Of the other classes, they are least likely to 
  have cordial relations with clerics. Most priests have 
  strongly held beliefs with regards the metaphysics 
  of the universe, but Chthonurgists are directly in 
  tune with something which colours their perspective 
  in a fundamentally different way. Also, both classes 
  tend to be stubborn and strong willed, which goes a 
  long way toward ensuring long ‘discussions’ should 
  any controversial topic arise.   
   
  Role 
   
   
  Most of the powers of the Chthonurge 
  revolve around improving resilience and dispelling 
  the abilities of others. They are the best guardians 
  
  8 
  you could possibly hope for, whether you are 
  dealing with supernatural, mundane or even 
  overwhelming force arrayed against you. They often 
  form the primary or secondary (perhaps more 
  important) line of defense in any group, acting as 
  guard for the weak with their spells, armor and even 
  body as the situation warrants. 
   
   
  Their knowledge and spells are also 
  extremely useful in disarming (or creating!) magical 
  or mundane defenses, entrapping opponents and 
  assessing tactical situations. As they are adequately 
  skilled in hand to hand combat as well, their abilities 
  give them a varied role applicable to any situation.  
   
  Game rule information 
  Abilities 
   
   
  The key Chthonurge primary statistic is 
  Constitution. Their spell abilities rely heavily on 
  Constitution for bonus spells and for spell strength. 
  Further, they benefit from the bonus to hit points 
  and fortitude saves that Constitution provides. 
  Chthonurgists also benefit from high Intelligence in 
  learning new spells and for skill variety. Strength is 
  useful for hand-to-hand combat prowess, and 
  Wisdom grants bonuses to several skills that are 
  relevant and useful as well as Will saves. The other 
  statistics are much less important to them. 
  Alignment 
   
  Chthonurgists are not limited to any 
  alignment choices, though most tend toward lawful 
  neutrality.  
   
  Hit Die 
   
  D12 
   
  Class Skills  
  Appraise (Int), Climb (Str), Concentration 
  (Con), 
  Craft 
  (Blacksmith, 
  Jeweler, 
  Alchemist, 
  Mason) (Int), Heal (Wis), Knowledge (Arcane, 
  Architecture, Dungeoneering, Geography)  (Int), 
  Profession (Wis), Search (Wis), Spellcraft (Int). 
   
  Skill points at 1st level 
   
  (4+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
  4+Intelligence modifier 
   
  Class Features 
  Weapon and Armour Proficiency 
   
   
  Chthonurgists learn to use Light, Medium 
  and Heavy Armour, as well as shields, but not 
  Tower Shields. They learn proficiency in all martial 
  and simple weapons that can easily be made 
  without organic components. This means any 
  weapon that usually has a wooden shaft, for 
  example, is not learned, but all other weapons are.  
   
  While it is possible to manufacture almost 
  any weapon using only metal and stone, this would 
  require a Masterwork item to be created. Any 
  Chthonurge who chooses to learn a weapon 
  proficiency in such a weapon needs to acquire the 
  feat to do so as separate selection. 
  Table Black 7: The Chthonurge, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 6 7 
  1 
  0 
  2 
  0 
  2 
  Metal/stone weapons, Light, Medium, Heavy
  Metal Armour, Shield, Base Domain power. 
  3 1 
   
   
   
   
   
   
   
   
  2 
  1 
  3 
  0 
  3 
  Spell Resistance, Bonus Feat 
  4 2 
   
   
   
   
   
   
   
   
  3 
  2 
  3 
  1 
  3 
   
  4 2 1 
   
   
   
   
   
   
   
  4 
  3 
  4 
  1 
  4 
   
  4 3 2 
   
   
   
   
   
   
   
  5 
  3 
  4 
  1 
  4 
  Bonus Feat 
  4 3 2 
  1 
   
   
   
   
   
   
  6 
  4 
  5 
  2 
  5 
   
  4 3 3 
  2 
   
   
   
   
   
   
  7 
  5 
  5 
  2 
  5 
  Advanced Domain Power 
  4 4 3 
  3 1 
   
   
   
   
   
  8 
  6/1 
  6 
  2 
  6 
  Bonus Feat 
  4 4 3 
  3 2 
   
   
   
   
   
  9 
  6/1 
  6 
  3 
  6 
   
  4 4 4 
  3 2 1 
   
   
   
   
  10 
  7/2 
  7 
  3 
  7 
  Stone Shield 
  4 4 4 
  4 3 2 
   
   
   
   
  11 
  8/3 
  7 
  3 
  7 
  Bonus Feat 
  4 4 4 
  4 3 2 
  1 
   
   
   
  12 
  9/4 
  8 
  4 
  8 
   
  4 4 4 
  4 3 3 
  2 
   
   
   
  13 
  9/4 
  8 
  4 
  8 
   
  4 4 4 
  4 4 3 
  2 1 
   
   
  14 
  10/5 
  9 
  4 
  9 
  Bonus Feat 
  4 4 4 
  4 4 3 
  3 2 
   
   
  15 
  11/6/1 
  9 
  5 
  9 
   
  4 4 4 
  4 4 4 
  3 2 1 
   
  16 
  12/7/2 
  10 
  5 
  10  
  4 4 4 
  4 4 4 
  3 3 2 
   
  17 
  12/7/2 
  10 
  5 
  10 Bonus Feat 
  4 4 4 
  4 4 4 
  4 3 2 1 
  18 
  13/8/3 
  11 
  6 
  11  
  4 4 4 
  4 4 4 
  4 3 3 2 
  19 
  14/9/4 
  11 
  6 
  11 Stone Armour 
  4 4 4 
  4 4 4 
  4 4 3 3 
  20 
  15/10/15 12 
  6 
  12 Bonus Feat 
  4 4 4 
  4 4 4 
  4 4 4 4 
  
  9 
  The complete list of weapons they learn is as 
  follows: Dagger, Dagger (Punching), Mace (light), 
  Mace (Heavy), Morningstar, Dart, Hammer (light), 
  Kukri, Short-sword, Flail, Long-sword, Rapier, 
  Scimitar, Warhammer, Falchion, Flail (Heavy), 
  Greatsword.  
   
  If a Chthonurge chooses to learn an Exotic 
  Weapon Proficiency, they may. The following Exotic 
  Weapons are the preferred exotic weapons of choice 
  for Chthonurgists, if it is not on this list, the weapon 
  in question would need to be constructed as 
  masterwork with metal and stone only in order to be 
  used: Sai, Bastard Sword, Spiked Chain, Dire Flail, 
  Hammer (Gnome Hooked), Sword (Two bladed).  
   
  Chthonurgists are unusual among arcane 
  spell casters, in that their spell casting abilities are 
  limited by their contact with the earth, stone and 
  metal. They suffer no arcane spell failure chance if 
  they should cast spells while dressed in metal or 
  stone armor or while carrying metal or stone 
  shields, but suffer full failure chance if wearing 
  Armour composed of primarily organic matter. 
  They learn to use all metallic light, medium and 
  heavy armour, as well as shields, but not Tower 
  Shields.  
   
  The following is the allowed Armour list: 
  Chain Shirt, Scale Mail, Chainmail, Breastplate, 
  Splint Mail, Banded Mail, Half-Plate, Full plate. 
   
  Spells and Spheres  
   
  Chthonurgists cast arcane spell, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain within the Black. 
    
  They are required to have Constitution 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Chthonurge's spell is 10 + the spell level + the 
  caster's Constitution modifier. Black magic is closely 
  attuned to physical endurance, as the ability to 
  evoke more powerful effects is directly related to the 
  physical resilience of the spell-caster channeling the 
  magic power from the Earth. 
   
  They are restricted to a limited number of 
  spells per day as per Table Black 7: The Chthonurge, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Constitution score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
   
  Unlike most other arcane spell-casters, the 
  magic they evoke does not suffer spell failure chance 
  due to armour or shield penalties if the relevant 
  protective gear is constituted of most metal or stone. 
  In fact there is a specific limitation that applies to the 
  magic of the Chthonurge that use of metallic armour 
  and shields helps to mitigate.  
   
  Chthonurgists cannot cast spells unless they 
  are in contact with the earth, or a large amount of 
  metal and/or stone. Spells that are cast before losing 
  contact with the earth will continue to last out their 
  durations and remain under the control of the 
  caster, but no new magic can be attempted.  
   
  For example, a Chthonurge dresses as a 
  Gypsy and rides in a cart. They cannot use their 
  magic at all, unless they get down onto the ground. 
  If they chose to cast a spell with hours of duration in 
  the morning before the ride, they would still benefit 
  from the spell’s effects for the full duration, but they 
  would not be able to cast new magic in the mean 
  time.  
   
  The easiest way around this limitation is to 
  simply wear metallic or stone armour. Armour 
  allows 
  the 
  Chthonurge 
  to 
  carry 
  their 
  own 
  attunement to the planet around with them. The 
  Armour Class bonus of any suit of armour or shield 
  is has direct correlation to the level of spell that it 
  allows the Chthonurge to cast while wearing it.  
   
  Examples: A Chain Shirt will allow a 
  Chthonurge to use up to 4th level spells while not in 
  contact with the earth. A large metal shield will 
  allow up to 2nd level spells. A small shield and full 
  plate mail will allow up to 9th level spells to be cast. 
   
  Note that in some game universes, other 
  planes of existence may be able to be visited by 
  characters. It is a GM's call entirely as to whether a 
  Chthonurge’s 
  limitations 
  or 
  abilities 
  have 
  modification in these other planes. The default rule 
  is that the character must retain metal or stone 
  material from their home plane to be able to use 
  their spells. 
   
  A Chthonurge is only able to learn spells of 
  the Black colour designation. A complete spell list is 
  included in the appendix at the end of this section.  
   
  Further, a Chthonurge may choose one of 
  the Black Domains as an area of specialty, and they 
  are granted the base domain power of that domain, 
  and also the ability to spontaneously cast spells on 
  that domain list. Some Chthonurgists thus specialize 
  in Firmament, others in Guardian and others in 
  Negation. The spontaneous casting ability is 
  identical to a cleric’s ability to spontaneously cast 
  healing magic, except it is limited to the spells on 
  the one domain list and not healing magic. 
  
  10 
   
  The Chthonurge gains access to the basic 
  domain power of their chosen primary domain at 1st 
  level, and the advanced domain power of their 
  chosen domain at 7th level. 
   
  Spellbooks 
   
  A Chthonurge must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Chthonurge begins with a spellbook containing 2 0-
  level Black spells and 2 1st level Black spells. At 
  minimum one of the spells of each spell level must 
  be from the character’s chosen domain. At each level 
  that the Chthonurge advances, they gain one new 
  spell of any level they can cast for their spell book. 
  At any time a Chthonurge can transcribe Black 
  spells from a Wizard's or Dabbler's spell books.  
   
  Bonus Feats 
   
   
  The Chthonurge gains bonus feats of any 
  kind at levels 2 then every three levels thereafter 
  (5th, 8th, 11th, 14th, 17th and 20th levels).  
   
  Spell Resistance (Ex) 
   
  At 2nd level, Chthonurgists gain a resistance 
  to all magic, equal to 10 plus their Constitution 
  Bonus, plus their class level divided by two. So a 5th 
  level Chthonurge with a Constitution score of 17 
  would have 10+2+3= 17 spell resistance. 
   
  Stone Shield (Ex) 
   
  At 10th level, Chthonurgists gain the ability 
  to summon a Stone Shield when standing on the 
  Earth. Using this ability is a free action, and the 
  shield generated does not count against the 
  character’s 
  normal 
  encumbrance 
  limits; it is 
  effectively weightless. The shield is similar to a 
  Tower Shield for all purposes, save the following: 
  • 
  The character does not need the specific Tower 
  Shield Proficiency to use the Stone Shield 
  • 
  The Shield is effectively weightless, and thus 
  does not cause a –2 penalty to attacks while 
  being used, and has –5 armour check penalty. 
  • 
  The shield lasts for one minute per level after 
  the character loses contact with the earth. 
  • 
  The shield cannot be given to another character. 
  • 
  If used for total cover, the shield grants 
  protection against range touch spells, as if the 
  character had total cover behind a large rock. 
  • 
  The Shield counts as 4 levels of Armour for the 
  Chthonurgists minimum casting requirements. 
   
  Stone Armour (Ex) 
   
  At 19th level, Chthonurgists gain the ability 
  to summon a suit of Stone Armour around them 
  when they stand on the Earth, if they are not 
  currently wearing any armour. Using this ability is a 
  free action, and the armour generated does not 
  count against the character’s normal encumbrance 
  limits; it is effectively weightless. The Armour is 
  similar to a suit of Full Plate armour, except that: 
  • 
  The Armour lasts one minute per level after the 
  character loses contact with the Earth 
  • 
  The Armour has –3 Armour check penalty. 
  • 
  It cannot be given to another character 
  • 
  The Armour grants +8 to Armour Class and 
  provides 8 levels of Armour for minimum 
  casting requirement purposes.  
  • 
  The Armour provides Damage Resistance 
  5/adamantium to the wearer. 
  • 
  The character gains Elemental Resistance (all 
  attack forms) of 10 points. 
  Ex-Chthonurgists 
   
   
  Chthonurge multiclassing is handled in the 
  same as Specialist Wizard multiclassing. The spell 
  abilities of the Chthonurge are not cumulative with 
  any other spell casing abilities. They are otherwise 
  free to multiclass as per the normal rules. There are 
  some cases of multiclassing with other chromatic 
  magic classes in which the spell casting abilities 
  become cumulative. Please see the Colours of Magic: 
  Chrome product for more details. 
   
  Dwarf Chthonurge Starting Package 
  Armor 
  Scale Mail (AC +5, Max Dex +3, 
  Armour Check penalty –4, 30lbs) 
   
  Small Metal Shield (AC +1, Armour 
  Check Penalty –1, 6lbs) 
  Weapons  
  Longsword (1d8, crit. 19-20 x2, 4lb) 
   
  Light Hammer (1d4, crit 20 x2, 2lb, 
  range increment 20’) 
  Skill selection Pick a number of skills equal to 4+ 
  Int. Modifier: 
  Skill 
  Ranks Ability Armor Penalty 
  Concentration 
  4 
  Con 
  - 
  Appraise 
  4 
  Int 
  - 
  Craft (smith) 
  4 
  Int 
  - 
  Heal 
  4 
  Wis 
  - 
  Climb 
  4 
  Str 
  -5 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Search 
  4 
  Wis 
   
  Spell Craft 
  4 
  Int 
  - 
  Spot 
  2 
  Wis 
  - 
  Feats 
  Metal weapons, Light, medium, 
  heavy armor, Endurance. 
  Spell book 
  Magic 
  Stone, Resistance, Bear’s 
  Endurance, Endure Elements.  
  Gear 
  Spell components pouch, stonework 
  tools, packed lunch. 
  Gold 
   
  2d4gp 
  
  11 
  AAppppeennddiixx::  B
  Bllaacckk  SSppeellllss 
   
  Level 0 Black Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Magic Stone 
  Firmament 
  0 
  0 
  Resistance 
  Guardian 
  0 
  0 
  Erase 
  Negation 
  0 
  0 
   
  Magic Stone 
  Black (Firmament) - Transmutation 
  Level: Clr 1, Drd 1, Earth 1, Black 0, Firmament 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Up to three pebbles touched 
  Duration: 30 minutes or until discharged 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  You transmute as many as three pebbles, which can be no larger 
  than sling bullets, so that they strike with great force when 
  thrown or slung. If hurled, they have a range increment of 20 feet. 
  If slung, treat them as sling bullets (range increment 50 feet). The 
  spell gives them a +1 enhancement bonus on attack and damage 
  rolls. The user of the stones makes a normal ranged attack. Each 
  stone that hits deals 1d6+1 points of damage (including the 
  spell’s enhancement bonus), or 2d6+2 points against undead. 
   
  Resistance 
  Black (Guardian) - Abjuration 
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0, Black 0, Guardian 0 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You imbue the subject with magical energy that protects it from 
  harm, granting it a +1 resistance bonus on saves. 
  Resistance can be made permanent with a permanency spell. 
  Arcane Material Component: A miniature cloak. 
   
  Erase 
  Black (Negation) - Transmutation 
  Level: Brd 1, Sor/Wiz 1, Black 0, Negation 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One scroll or two pages 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
  Erase removes writings of either magical or mundane nature from 
  a scroll or from one or two pages of paper, parchment, or similar 
  surfaces. With this spell, you can remove explosive runes, a glyph of 
  warding, a sepia snake sigil, or an arcane mark, but not illusory script 
  or a symbol spell. Nonmagical writing is automatically erased if 
  you touch it and no one else is holding it. Otherwise, the chance 
  of erasing nonmagical writing is 90%. 
  Magic writing must be touched to be erased, and you also must 
  succeed on a caster level check (1d20 + caster level) against DC 
  15. (A natural 1 or 2 is always a failure on this check.) If you fail 
  to erase explosive runes, a glyph of warding, or a sepia snake sigil, you 
  accidentally activate that writing instead. 
   
  Level 1 Black Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Bear's Endurance  
  Firmament 
  1 
  1 
  Endure Elements 
  Guardian 
  1 
  1 
  Undetectable Alignment 
  Negation 
  1 
  1 
   
  Bear’s Endurance 
  Black (Firmament) - Transmutation 
  Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2, Black 1, Firmament 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw:Will negates (harmless) 
  Spell Resistance: Yes 
  Firmament 
  level Guardian 
  level Negation 
  level 
  Magic Stone 
  0 
  Resistance 
  0 
  Erase 
  0 
  Bear's Endurance  
  1 
  Endure Elements 
  1 
  Undetectable Alignment 
  1 
  Meld into Stone 
  2 
  Resist Energy 
  2 
  Dispel Magic 
  2 
   
   
  Shield Other 
  2 
   
   
  Stone Shape 
  3 
  Remove Curse 
  3 
  Invisibility Purge 
  3 
   
   
   
   
  Nondetection 
  3 
   
   
   
   
  Protection from Energy 
  3 
   
   
   
   
  Quench 
  3 
  Spike Stones 
  4 
  Death Ward 
  4 
  Break Enchantment 
  4 
  Stoneskin 
  4 
  Dismissal 
  4 
  Globe of Invulnerability, lesser 
  4 
   
   
   
   
  Spell Immunity 
  4 
  Wall of Stone 
  5 
  Disrupting Weapon 
  5 
  Spell Resistance 
  5 
  Bear's Endurance, Mass 
  6 
  Banishment 
  6 
  Antimagic Field 
  6 
  Move Earth 
  6 
   
   
  Globe of Invulnerability 
  6 
  Stone Tell 
  6 
   
   
   
   
  Wall of Iron 
  6 
   
   
   
   
  Statue 
  7 
  Repel Metal or Stone 
  7 
  Dispelling, greater 
  7 
  Iron Body 
  8 
  Trap the Soul 
  8 
  Spell Immunity, greater 
  8 
  Earthquake 
  9 
  Freedom 
  9 
  Imprisonment 
  9 
   
   
   
   
  M.'s Disjunction 
  9 
  
  12 
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. 
  Hit points gained by a temporary increase in Constitution score 
  are not temporary hit points. They go away when the subject’s 
  Constitution drops back to normal. They are not lost first as 
  temporary hit points are. 
   
   
   
  Endure Elements 
  Black (Guardian) - Abjuration 
  Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1, Black 1, 
  Guardian 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  A creature protected by endure elements suffers no harm from 
  being in a hot or cold environment. It can exist comfortably in 
  conditions between –50 and 140 degrees Fahrenheit without 
  having to make Fortitude saves). The creature’s equipment is 
  likewise protected. 
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air, and so forth. 
   
   
   
  Undetectable Alignment 
  Black (Negation) - Abjuration 
  Level: Brd 1, Clr 2, Pal 2, Black 1, Negation 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: 24 hours 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  An undetectable alignment spell conceals the alignment of an object 
  or a creature from all forms of divination. 
   
   
   
  Level 2 Black Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Meld into Stone 
  Firmament 
  2 
  2 
  Resist Energy 
  Guardian 
  2 
  2 
  Shield Other 
  Guardian 
  2 
   
  Dispel Magic 
  Negation 
  2 
  2 
   
  Meld into Stone 
  Black (Firmament) - Transmutation [Earth] 
  Level: Clr 3, Drd 3, Black 2, Firmament 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level 
  Meld into stone enables you to meld your body and possessions 
  into a single block of stone. The stone must be large enough to 
  accommodate your body in all three dimensions. When the 
  casting is complete, you and not more than 100 pounds of 
  nonliving gear merge with the stone. If either condition is 
  violated, the spell fails and is wasted. 
  While in the stone, you remain in contact, however tenuous, with 
  the face of the stone through which you melded. You remain 
  aware of the passage of time and can cast spells on yourself while 
  hiding in the stone. Nothing that goes on outside the stone can be 
  seen, but you can still hear what happens around you. Minor 
  physical damage to the stone does not harm you, but its partial 
  destruction (to the extent that you no longer fit within it) expels 
  you and deals you 5d6 points of damage. The stone’s complete 
  destruction expels you and slays you instantly unless you make a 
  DC 18 Fortitude save. 
  Any time before the duration expires, you can step out of the 
  stone through the surface that you entered. If the spell’s duration 
  expires or the effect is dispelled before you voluntarily exit the 
  stone, you are violently expelled and take 5d6 points of damage. 
  The following spells harm you if cast upon the stone that you are 
  occupying: Stone to flesh expels you and deals you 5d6 points of 
  damage. Stone shape deals you 3d6 points of damage but does not 
  expel you. Transmute rock to mud expels you and then slays you 
  instantly unless you make a DC 18 Fortitude save, in which case 
  you are merely expelled. Finally, passwall expels you without 
  damage. 
   
  Resist Energy 
  Black (Guardian) - Abjuration 
  Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2, Black 2, 
  Guardian 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This abjuration grants a creature limited protection from damage 
  of whichever one of five energy types you select: acid, cold, 
  electricity, fire, or sonic. The subject gains energy resistance 10 
  against the energy type chosen, meaning that each time the 
  creature is subjected to such damage (whether from a natural or 
  magical source), that damage is reduced by 10 points before being 
  applied to the creature’s hit points. The value of the energy 
  resistance granted increases to 20 points at 7th level and to a 
  maximum of 30 points at 11th level. The spell protects the 
  recipient’s equipment as well. 
  Resist energy absorbs only damage. The subject could still suffer 
  unfortunate side effects. 
  Note: Resist energy overlaps (and does not stack with) protection 
  from energy. If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power is 
  exhausted. 
   
  Shield Other 
  Black (Guardian) - Abjuration 
  Level: Clr 2, Pal 2, Protection 2, Black 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell wards the subject and creates a mystic connection 
  between you and the subject so that some of its wounds are 
  transferred to you. The subject gains a +1 deflection bonus to AC 
  and a +1 resistance bonus on saves. Additionally, the subject 
  takes only half damage from all wounds and attacks (including 
  that dealt by special abilities) that deal hit point damage. The 
  amount of damage not taken by the warded creature is taken by 
  you. Forms of harm that do not involve hit points, such as charm 
  effects, temporary ability damage, level draining, and death 
  effects, are not affected. If the subject suffers a reduction of hit 
  points from a lowered Constitution score, the reduction is not 
  split with you because it is not hit point damage. When the spell 
  ends, subsequent damage is no longer divided between the 
  subject and you, but damage already split is not reassigned to the 
  subject. 
  If you and the subject of the spell move out of range of each 
  other, the spell ends. 
  Focus: A pair of platinum rings (worth at least 50 gp each) worn 
  by both you and the warded creature. 
  
  13 
  Dispel Magic 
  Black (Negation) - Abjuration 
  Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3, Black 2, 
  Negation 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target or Area: One spellcaster, creature, or object; or 20-ft.-
  radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You can use dispel magic to end ongoing spells that have been cast 
  on a creature or object, to temporarily suppress the magical 
  abilities of a magic item, to end ongoing spells (or at least their 
  effects) within an area, or to counter another spellcaster’s spell. A 
  dispelled spell ends as if its duration had expired. Some spells, as 
  detailed in their descriptions, can’t be defeated by dispel magic. 
  Dispel magic can dispel (but not counter) spell-like effects just as it 
  does spells. 
  Note: The effect of a spell with an instantaneous duration can’t be 
  dispelled, because the magical effect is already over before the 
  dispel magic can take effect.  
  You choose to use dispel magic in one of three ways: a targeted 
  dispel, an area dispel, or a counterspell: 
  Targeted Dispel: One object, creature, or spell is the target of the 
  dispel magic spell. You make a dispel check (1d20 + your caster 
  level, maximum +10) against the spell or against each ongoing 
  spell currently in effect on the object or creature. The DC for this 
  dispel check is 11 + the spell’s caster level. If you succeed on a 
  particular check, that spell is dispelled; if you fail, that spell 
  remains in effect. 
  If you target an object or creature that is the effect of an ongoing 
  spell (such as a monster summoned by monster summoning), you 
  make a dispel check to end the spell that conjured the object or 
  creature. 
  If the object that you target is a magic item, you make a dispel 
  check against the item’s caster level. If you succeed, all the item’s 
  magical properties are suppressed for 1d4 rounds, after which the 
  item recovers on its own. A suppressed item becomes nonmagical 
  for the duration of the effect. An interdimensional interface (such 
  as a bag of holding) is temporarily closed. A magic item’s physical 
  properties are unchanged: A suppressed magic sword is still a 
  sword (a masterwork sword, in fact). Artifacts and deities are 
  unaffected by mortal magic such as this. 
  You automatically succeed on your dispel check against any spell 
  that you cast yourself. 
  Area Dispel: When dispel magic is used in this way, the spell affects 
  everything within a 20-foot radius. 
  For each creature within the area that is the subject of one or 
  more spells, you make a dispel check against the spell with the 
  highest caster level. If that check fails, you make dispel checks 
  against progressively weaker spells until you dispel one spell 
  (which discharges the dispel magic spell so far as that target is 
  concerned) or until you fail all your checks. The creature’s magic 
  items are not affected. 
  For each object within the area that is the target of one or more 
  spells, you make dispel checks as with creatures. Magic items are 
  not affected by an area dispel. 
  For each ongoing area or effect spell whose point of origin is 
  within the area of the dispel magic spell, you can make a dispel 
  check to dispel the spell. 
  For each ongoing spell whose area overlaps that of the dispel 
  magic spell, you can make a dispel check to end the effect, but 
  only within the overlapping area. 
  If an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by monster summoning) is in the area, 
  you can make a dispel check to end the spell that conjured that 
  object or creature (returning it whence it came) in addition to 
  attempting to dispel spells targeting the creature or object. 
  You may choose to automatically succeed on dispel checks 
  against any spell that you have cast. 
  Counterspell: When dispel magic is used in this way, the spell 
  targets a spellcaster and is cast as a counterspell. Unlike a true 
  counterspell, however, dispel magic may not work; you must make 
  a dispel check to counter the other spellcaster’s spell. 
   
  Level 3 Black Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Stone Shape 
  Firmament 
  3 
  3 
  Remove Curse 
  Guardian 
  3 
  3 
  Invisibility Purge 
  Negation 
  3 
   
  Nondetection 
  Negation 
  3 
  3 
  Protection from Energy 
  Negation 
  3 
   
  Quench 
  Negation 
  3 
   
   
  Stone Shape 
  Black (Firmament) - Transmutation [Earth] 
  Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4, Black 3, Firmament 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. 
  ft./level 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You can form an existing piece of stone into any shape that suits 
  your purpose. While it’s possible to make crude coffers, doors, 
  and so forth with stone shape, fine detail isn’t possible. There is a 
  30% chance that any shape including moving parts simply 
  doesn’t work. 
  Arcane Material Component: Soft clay, which must be worked into 
  roughly the desired shape of the stone object and then touched to 
  the stone while the verbal component is uttered. 
   
  Remove Curse 
  Black (Guardian) - Abjuration 
  Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4, Black 3, Guardian 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature or item touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Remove curse instantaneously removes all curses on an object or a 
  creature. Remove curse does not remove the curse from a cursed 
  shield, weapon, or suit of armor, although the spell typically 
  enables the creature afflicted with any such cursed item to 
  remove and get rid of it. Certain special curses may not be 
  countered by this spell or may be countered only by a caster of a 
  certain level or higher. 
  Remove curse counters and dispels bestow curse. 
   
  Invisibility Purge 
  Black (Negation) - Evocation 
  Level: Clr 3, Black 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  You surround yourself with a sphere of power with a radius of 5 
  feet per caster level that negates all forms of invisibility. 
  Anything invisible becomes visible while in the area. 
   
  Nondetection 
  Black (Negation) - Abjuration 
  Level: Rgr 4, Sor/Wiz 3, Trickery 3, Black 3, Negation 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature or object touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  
  14 
  The warded creature or object becomes difficult to detect by 
  divination spells such as clairaudience/clairvoyance, locate object, 
  and detect spells. Nondetection also prevents location by such 
  magic items as crystal balls. If a divination is attempted against 
  the warded creature or item, the caster of the divination must 
  succeed on a caster level check (1d20 + caster level) against a DC 
  of 11 + the caster level of the spellcaster who cast nondetection. If 
  you cast nondetection on yourself or on an item currently in your 
  possession, the DC is 15 + your caster level. 
  If cast on a creature, nondetection wards the creature’s gear as well 
  as the creature itself. 
  Material Component: A pinch of diamond dust worth 50 gp. 
   
  Protection from Energy 
  Black (Negation) - Abjuration 
  Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3, Black 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level or until discharged 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you cast it (acid, cold, electricity, fire, or 
  sonic). When the spell absorbs 12 points per caster level of energy 
  damage (to a maximum of 120 points at 10th level), it is 
  discharged. 
  Note: Protection from energy overlaps (and does not stack with) 
  resist energy. If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power is 
  exhausted. 
   
  Quench 
  Black (Negation) - Transmutation 
  Level: Drd 3, Black 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area or Target: One 20-ft. cube/level (S) or one fire-based magic 
  item 
  Duration: Instantaneous 
  Saving Throw: None or Will negates (object) 
  Spell Resistance: No or Yes (object) 
  Quench is often used to put out forest fires and other 
  conflagrations. It extinguishes all nonmagical fires in its area. The 
  spell also dispels any fire spells in its area, though you must 
  succeed on a dispel check (1d20 +1 per caster level, maximum 
  +15) against each spell to dispel it. The DC to dispel such spells is 
  11 + the caster level of the fire spell. 
  Each elemental (fire) creature within the area of a quench spell 
  takes 1d6 points of damage per caster level (maximum 15d6, no 
  save allowed). 
  Alternatively, you can target the spell on a single magic item that 
  creates or controls flame. The item loses all its fire-based magical 
  abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts 
  are immune to this effect.) 
   
  Level 4 Black Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Spike Stones 
  Firmament 
  4 
   
  Stoneskin 
  Firmament 
  4 
  4 
  Death Ward 
  Guardian 
  4 
  4 
  Dismissal 
  Guardian 
  4 
   
  Break Enchantment 
  Negation 
  4 
  4 
  Globe of Invulnerability, lesser 
  Negation 
  4 
   
  Spell Immunity 
  Negation 
  4 
   
   
  Spike Stones 
  Black (Firmament) - Transmutation [Earth] 
  Level: Drd 4, Earth 4, Black 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One 20-ft. square/level 
  Duration: 1 hour/level (D) 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
  Rocky 
  ground, stone floors, and similar surfaces shape 
  themselves into long, sharp points that blend into the 
  background. 
  Spike stones impede progress through an area and deal damage. 
  Any creature moving on foot into or through the spell’s area 
  moves at half speed. 
  In addition, each creature moving through the area takes 1d8 
  points of piercing damage for each 5 feet of movement through 
  the spiked area. 
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save to avoid injuries to its feet and legs. A failed save 
  causes the creature’s speed to be reduced to half normal for 24 
  hours or until the injured creature receives a cure spell (which 
  also restores lost hit points). Another character can remove the 
  penalty by taking 10 minutes to dress the injuries and succeeding 
  on a Heal check against the spell’s save DC. 
  Spike stones is a magic trap that can’t be disabled with the Disable 
  Device skill. 
  Note: Magic traps such as spike stones are hard to detect. A rogue 
  (only) can use the Search skill to find spike stones. The DC is 25 + 
  spell level, or DC 29 for spike stones. 
  Stoneskin 
  Black (Firmament) - Abjuration 
  Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6, Black 4, Firmament 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level or until discharged 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The warded creature gains resistance to blows, cuts, stabs, and 
  slashes. The subject gains damage reduction 10/adamantine. (It 
  ignores the first 10 points of damage each time it takes damage 
  from a weapon, though an adamantine weapon bypasses the 
  reduction.) Once the spell has prevented a total of 10 points of 
  damage per caster level (maximum 150 points), it is discharged. 
  Material Component: Granite and 250 gp worth of diamond dust 
  sprinkled on the target’s skin. 
   
  Death Ward 
  Black (Guardian) - Necromancy 
  Level: Clr 4, Death 4, Drd 5, Pal 4, Black 4, Guardian 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject is immune to all death spells, magical death effects, 
  energy drain, and any negative energy effects. 
  This spell doesn’t remove negative levels that the subject has 
  already gained, nor does it affect the saving throw necessary 24 
  hours after gaining a negative level. 
  Death ward does not protect against other sorts of attacks even if 
  those attacks might be lethal. 
   
  Dismissal 
  Black (Guardian) - Abjuration 
  Level: Clr 4, Sor/Wiz 5, Black 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One extraplanar creature 
  Duration: Instantaneous 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  This spell forces an extraplanar creature back to its proper plane 
  if it fails a special Will save (DC = spell’s save DC – creature’s HD 
  + your caster level). If the spell is successful, the creature is 
  
  15 
  instantly whisked away, but there is a 20% chance of actually 
  sending the subject to a plane other than its own. 
   
  Break Enchantment 
  Black (Negation) - Abjuration 
  Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5, Black 4, Negation 4 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to one creature per level, all within 30 ft. of each 
  other 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell frees victims from enchantments, transmutations, and 
  curses. Break enchantment can reverse even an instantaneous 
  effect. For each such effect, you make a caster level check (1d20 + 
  caster level, maximum +15) against a DC of 11 + caster level of 
  the effect. Success means that the creature is free of the spell, 
  curse, or effect. For a cursed magic item, the DC is 25. 
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower.  
  If the effect comes from some permanent magic item break 
  enchantment does not remove the curse from the item, but it does 
  frees the victim from the item’s effects.  
   
  Globe of Invulnerability, Lesser 
  Black (Negation) - Abjuration 
  Level: Sor/Wiz 4, Black 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius spherical emanation, centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  An immobile, faintly shimmering magical sphere surrounds you 
  and excludes all spell effects of 3rd level or lower. The area or 
  effect of any such spells does not include the area of the lesser 
  globe of invulnerability. Such spells fail to affect any target located 
  within the globe. Excluded effects include spell-like abilities and 
  spells or spell-like effects from items. However, any type of spell 
  can be cast through or out of the magical globe. Spells of 4th level 
  and higher are not affected by the globe, nor are spells already in 
  effect when the globe is cast. The globe can be brought down by a 
  targeted dispel magic spell, but not by an area dispel magic. You can 
  leave and return to the globe without penalty. 
  Note that spell effects are not disrupted unless their effects enter 
  the globe, and even then they are merely suppressed, not 
  dispelled.  
  If a given spell has more than one level depending on which 
  character class is casting it, use the level appropriate to the caster 
  to determine whether lesser globe of invulnerability stops it. 
  Material Component: A glass or crystal bead that shatters at the 
  expiration of the spell. 
   
  Spell Immunity 
  Black (Negation) - Abjuration 
  Level: Clr 4, Protection 4, Strength 4, Black 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The warded creature is immune to the effects of one specified 
  spell for every four levels you have. The spells must be of 4th 
  level or lower. The warded creature effectively has unbeatable 
  spell resistance regarding the specified spell or spells. Naturally, 
  that immunity doesn’t protect a creature from spells for which 
  spell resistance doesn’t apply. Spell immunity protects against 
  spells, spell-like effects of magic items, and innate spell-like 
  abilities of creatures. It does not protect against supernatural or 
  extraordinary abilities, such as breath weapons or gaze attacks. 
  Only a particular spell can be protected against, not a certain 
  domain or school of spells or a group of spells that are similar in 
  effect.  
  A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time. 
   
  Level 5 Black Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Wall of Stone 
  Firmament 
  5 
  5 
  Disrupting Weapon 
  Guardian 
  5 
  5 
  Spell Resistance 
  Negation 
  5 
  5 
   
  Wall of Stone 
  Black (Firmament) - Conjuration (Creation) [Earth] 
  Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5, Black 5, Firmament 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Stone wall whose area is up to one 5-ft. square/level (S) 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces. A wall of stone is 1 inch thick per four caster levels and 
  composed of up to one 5-foot square per level. You can double 
  the wall’s area by halving its thickness. The wall cannot be 
  conjured so that it occupies the same space as a creature or 
  another object. 
  Unlike a wall of iron, you can create a wall of stone in almost any 
  shape you desire. The wall created need not be vertical, nor rest 
  upon any firm foundation; however, it must merge with and be 
  solidly supported by existing stone. It can be used to bridge a 
  chasm, for instance, or as a ramp. For this use, if the span is more 
  than 20 feet, the wall must be arched and buttressed. This 
  requirement reduces the spell’s area by half. The wall can be 
  crudely shaped to allow crenellations, battlements, and so forth 
  by likewise reducing the area. 
  Like any other stone wall, this one can be destroyed by a 
  disintegrate spell or by normal means such as breaking and 
  chipping. Each 5-foot square of the wall has 15 hit points per inch 
  of thickness and hardness 8. A section of wall whose hit points 
  drop to 0 is breached. If a creature tries to break through the wall 
  with a single attack, the DC for the Strength check is 20 + 2 per 
  inch of thickness. 
  It is possible, but difficult, to trap mobile opponents within or 
  under a wall of stone, provided the wall is shaped so it can hold 
  the creatures. Creatures can avoid entrapment with successful 
  Reflex saves. 
  Arcane Material Component: A small block of granite. 
   
  Disrupting Weapon 
  Black (Guardian) - Transmutation 
  Level: Clr 5, Black 5, Disrupting 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One melee weapon 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless, object); see text 
  Spell Resistance: Yes (harmless, object) 
  This spell makes a melee weapon deadly to undead. Any undead 
  creature with HD equal to or less than your caster level must 
  succeed on a Will save or be destroyed utterly if struck in combat 
  with this weapon. Spell resistance does not apply against the 
  destruction effect. 
   
  Spell Resistance 
  Black (Negation) - Abjuration 
  Level: Clr 5, Magic 5, Protection 5, Black 5, Negation 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  
  16 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The creature gains spell resistance equal to 12 + your caster level. 
   
  Level 6 Black Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Bear's Endurance, Mass 
  Firmament 
  6 
   
  Move Earth 
  Firmament 
  6 
   
  Stone Tell 
  Firmament 
  6 
  6 
  Wall of Iron 
  Firmament 
  6 
   
  Banishment 
  Guardian 
  6 
  6 
  Antimagic Field 
  Negation 
  6 
  6 
  Globe of Invulnerability 
  Negation 
  6 
   
   
  Bear’s Endurance, Mass 
  Black (Firmament) - Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 6, Black 6  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  Mass bear ’s endurance works like bear ’s endurance, except that it 
  affects multiple creatures. 
   
  Move Earth 
  Black (Firmament) - Transmutation [Earth] 
  Level: Drd 6, Sor/Wiz 6, Black 6 
  Components: V, S, M 
  Casting Time: See text 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Move earth moves dirt (clay, loam, sand), possibly collapsing 
  embankments, moving hillocks, shifting dunes, and so forth. 
  However, in no event can rock formations be collapsed or moved. 
  The area to be affected determines the casting time. For every 
  150-foot square (up to 10 feet deep), casting takes 10 minutes. The 
  maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes 
  to move. 
  This spell does not violently break the surface of the ground. 
  Instead, it creates wavelike crests and troughs, with the earth 
  reacting with glacierlike fluidity until the desired result is 
  achieved. Trees, structures, rock formations, and such are mostly 
  unaffected except for changes in elevation and relative 
  topography. 
  The spell cannot be used for tunneling and is generally too slow 
  to trap or bury creatures. Its primary use is for digging or filling 
  moats or for adjusting terrain contours before a battle. 
  This spell has no effect on earth creatures. 
  Material Component: A mixture of soils (clay, loam, and sand) in a 
  small bag, and an iron blade. 
   
  Stone Tell 
  Black (Firmament) - Divination 
  Level: Drd 6, Black 6, Firmament 6 
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You gain the ability to speak with stones, which relate to you 
  who or what has touched them as well as revealing what is 
  covered or concealed behind or under them. The stones relate 
  complete descriptions if asked. A stone’s perspective, perception, 
  and knowledge may prevent the stone from providing the details 
  you are looking for. 
  You can speak with natural or worked stone. 
   
  Wall of Iron 
  Black (Firmament) - Conjuration (Creation) 
  Level: Sor/Wiz 6, Black 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Iron wall whose area is up to one 5-ft. square/level; see 
  text 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
  You cause a flat, vertical iron wall to spring into being. The wall 
  inserts itself into any surrounding nonliving material if its area is 
  sufficient to do so. The wall cannot be conjured so that it occupies 
  the same space as a creature or another object. It must always be a 
  flat plane, though you can shape its edges to fit the available 
  space. 
  A wall of iron is 1 inch thick per four caster levels. You can double 
  the wall’s area by halving its thickness. Each 5- foot square of the 
  wall has 30 hit points per inch of thickness and hardness 10. A 
  section of wall whose hit points drop to 0 is breached. If a 
  creature tries to break through the wall with a single attack, the 
  DC for the Strength check is 25 + 2 per inch of thickness. 
  If you desire, the wall can be created vertically resting on a flat 
  surface but not attached to the surface, so that it can be tipped 
  over to fall on and crush creatures beneath it. The wall is 50% 
  likely to tip in either direction if left unpushed. Creatures can 
  push the wall in one direction rather than letting it fall randomly. 
  A creature must make a DC 40 Strength check to push the wall 
  over. Creatures with room to flee the falling wall may do so by 
  making successful Reflex saves. Any Large or smaller creature 
  that fails takes 10d6 points of damage. The wall cannot crush 
  Huge and larger creatures. 
  Like any iron wall, this wall is subject to rust, perforation, and 
  other natural phenomena. 
  Material Component: A small piece of sheet iron plus gold dust 
  worth 50 gp (1 pound of gold dust). 
   
  Banishment 
  Black (Guardian) - Abjuration 
  Level: Clr 6, Sor/Wiz 7, Black 7, Guardian 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One or more extraplanar creatures, no two of which can 
  be more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  A banishment spell is a more powerful version of the dismissal 
  spell. It enables you to force extraplanar creatures out of your 
  home plane. As many as 2 Hit Dice of creatures per caster level 
  can be banished. 
  You can improve the spell’s chance of success by presenting at 
  least one object or substance that the target hates, fears, or 
  otherwise opposes. For each such object or substance, you gain a 
  +1 bonus on your caster level check to overcome the target’s spell 
  resistance (if any), the saving throw DC increases by 2.  
  Certain rare items might work twice as well as a normal item for 
  the purpose of the bonuses (each providing a +2 bonus on the 
  caster level check against spell resistance and increasing the save 
  DC by 4). 
  Arcane Focus: Any item that is distasteful to the subject (optional, 
  see above). 
   
  Antimagic Field 
  Black (Negation) - Abjuration 
  Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6, Black 6, Negation 6 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation, centered on you 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: See text 
  An invisible barrier surrounds you and moves with you. The 
  space within this barrier is impervious to most magical effects, 
  including spells, spell-like abilities, and supernatural abilities. 
  Likewise, it prevents the functioning of any magic items or spells 
  within its confines. 
  
  17 
  An antimagic field suppresses any spell or magical effect used 
  within, brought into, or cast into the area, but does not dispel it. 
  Time spent within an antimagic field counts against the 
  suppressed spell’s duration. 
  Summoned creatures of any type and incorporeal undead wink 
  out if they enter an antimagic field. They reappear in the same spot 
  once the field goes away. Time spent winked out counts normally 
  against the duration of the conjuration that is maintaining the 
  creature. If you cast antimagic field in an area occupied by a 
  summoned creature that has spell resistance, you must make a 
  caster level check (1d20 + caster level) against the creature’s spell 
  resistance to make it wink out. (The effects of instantaneous 
  conjurations are not affected by an antimagic field because the 
  conjuration itself is no longer in effect, only its result.) 
  A normal creature can enter the area, as can normal missiles. 
  Furthermore, while a magic sword does not function magically 
  within the area, it is still a sword (and a masterwork sword at 
  that). The spell has no effect on golems and other constructs that 
  are imbued with magic during their creation process and are 
  thereafter self-supporting (unless they have been summoned, in 
  which case they are treated like any other summoned creatures). 
  Elementals, corporeal undead, and outsiders are likewise 
  unaffected unless summoned. These creatures’ spell-like or 
  supernatural abilities, however, may be temporarily nullified by 
  the field. Dispel magic does not remove the field. 
  Two or more antimagic fields sharing any of the same space have 
  no effect on each other. Certain spells, such as wall of force, 
  prismatic sphere, and prismatic wall, remain unaffected by antimagic 
  field (see the individual spell descriptions). Artifacts and deities 
  are unaffected by mortal magic such as this.  
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the 
  field. 
  Arcane Material Component: A pinch of powdered iron or iron 
  filings. 
   
   
   
  Globe of Invulnerability 
  Black (Negation) - Abjuration 
  Level: Sor/Wiz 6, Black 6 
  This spell functions like lesser globe of invulnerability, except that it 
  also excludes 4th-level spells and spell-like effects. 
   
   
   
   
   
   
  Level 7 Black Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Statue 
  Firmament 
  7 
  7 
  Repel Metal or Stone 
  Guardian 
  7 
  7 
  Dispelling, greater 
  Negation 
  7 
  7 
   
  Statue 
  Black (Firmament) - Transmutation 
  Level: Sor/Wiz 7, Black 7, Firmament 7 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  A statue spell turns the subject to solid stone, along with any 
  garments and equipment worn or carried. In statue form, the 
  subject gains hardness 8. The subject retains its own hit points. 
  The subject can see, hear, and smell normally, but it does not 
  need to eat or breathe. Feeling is limited to those sensations that 
  can affect the granite-hard substance of the individual’s body. 
  Chipping is equal to a mere scratch, but breaking off one of the 
  statue’s arms constitutes serious damage. 
  The subject of a statue spell can return to its normal state, act, and 
  then return instantly to the statue state (a free action) if it so 
  desires, as long as the spell duration is in effect. 
  Material Component: Lime, sand, and a drop of water stirred by an 
  iron bar, such as a nail or spike. 
   
  Repel Metal or Stone 
  Black (Guardian) - Abjuration [Earth] 
  Level: Drd 8, Black 7, Guardian 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line from you 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Like repel wood, this spell creates waves of invisible and intangible 
  energy that roll forth from you. All metal or stone objects in the 
  path of the spell are pushed away from you to the limit of the 
  range. Fixed metal or stone objects larger than 3 inches in 
  diameter and loose objects weighing more than 500 pounds are 
  not affected. Anything else, including animated objects, small 
  boulders, and creatures in metal armor, moves back. Fixed objects 
  3 inches in diameter or smaller bend or break, and the pieces 
  move with the wave of energy. Objects affected by the spell are 
  repelled at the rate of 40 feet per round. 
  Objects such as metal armor, swords, and the like are pushed 
  back, dragging their bearers with them. Even magic items with 
  metal components are repelled, although an antimagic field blocks 
  the effects. 
  The waves of energy continue to sweep down the set path for the 
  spell’s duration. After you cast the spell, the path is set, and you 
  can then do other things or go elsewhere without affecting the 
  spell’s power. 
   
  Dispel Magic, Greater 
  Black (Negation) - Abjuration 
  Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6, Black 7, Negation 7 
  This spell functions like dispel magic, except that the maximum 
  caster level on your dispel check is +20 instead of +10. 
  Additionally, greater dispel magic has a chance to dispel any effect 
  that remove curse can remove, even if dispel magic can’t dispel that 
  effect. 
   
  Level 8 Black Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Iron Body 
  Firmament 
  8 
  8 
  Trap the Soul 
  Guardian 
  8 
  8 
  Spell Immunity, greater 
  Negation 
  8 
  8 
   
  Iron Body 
  Black (Firmament) - Transmutation 
  Level: Earth 8, Sor/Wiz 8, Black 8, Firmament 8 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  This spell transforms your body into living iron, which grants 
  you several powerful resistances and abilities. 
  You gain damage reduction 15/adamantine. You are immune to 
  blindness, critical hits, ability score damage, deafness, disease, 
  drowning, electricity, poison, stunning, and all spells or attacks 
  that affect your physiology or respiration, because you have no 
  physiology or respiration while this spell is in effect. You take 
  only half damage from acid and fire of all kinds. However, you 
  also become vulnerable to all special attacks that affect iron 
  golems. 
  You gain a +6 enhancement bonus to your Strength score, but 
  you take a –6 penalty to Dexterity as well (to a minimum 
  Dexterity score of 1), and your speed is reduced to half normal. 
  You have an arcane spell failure chance of 50% and a –8 armor 
  check penalty, just as if you were clad in full plate armor. You 
  
  18 
  cannot drink (and thus can’t use potions) or play wind 
  instruments. 
  Your unarmed attacks deal damage equal to a club sized for you 
  (1d4 for Small characters or 1d6 for Medium characters), and you 
  are considered armed when making unarmed attacks. 
  Your weight increases by a factor of ten, causing you to sink in 
  water like a stone. However, you could survive the crushing 
  pressure and lack of air at the bottom of the ocean—at least until 
  the spell duration expires. 
  Arcane Material Component: A small piece of iron that was once 
  part of either an iron golem, a hero’s armor, or a war machine. 
   
  Trap the Soul 
  Black (Guardian) - Conjuration (Summoning) 
  Level: Sor/Wiz 8, Black 8, Firmament 8 
  Components: V, S, M, (F); see text 
  Casting Time: 1 standard action or see text 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent; see text 
  Saving Throw: See text 
  Spell Resistance: Yes; see text 
  Trap the soul forces a creature’s life force (and its material body) 
  into a gem. The gem holds the trapped entity indefinitely or until 
  the gem is broken and the life force is released, which allows the 
  material body to reform. If the trapped creature is a powerful 
  creature from another plane it can be required to perform a 
  service immediately upon being freed. Otherwise, the creature 
  can go free once the gem imprisoning it is broken. 
  Depending on the version selected, the spell can be triggered in 
  one of two ways. 
  Spell Completion: First, the spell can be completed by speaking its 
  final word as a standard action as if you were casting a regular 
  spell at the subject. This allows spell resistance (if any) and a Will 
  save to avoid the effect. If the creature’s name is spoken as well, 
  any spell resistance is ignored and the save DC increases by 2. If 
  the save or spell resistance is successful, the gem shatters. 
  Trigger Object: The second method is far more insidious, for it 
  tricks the subject into accepting a trigger object inscribed with the 
  final spell word, automatically placing the creature’s soul in the 
  trap. To use this method, both the creature’s name and the trigger 
  word must be inscribed on the trigger object when the gem is 
  enspelled. A sympathy spell can also be placed on the trigger 
  object. As soon as the subject picks up or accepts the trigger 
  object, its life force is automatically transferred to the gem 
  without the benefit of spell resistance or a save. 
  Material Component: Before the actual casting of trap the soul, you 
  must procure a gem of at least 1,000 gp value for every Hit Die 
  possessed by the creature to be trapped. If the gem is not valuable 
  enough, it shatters when the entrapment is attempted. (While 
  creatures have no concept of level or Hit Dice as such, the value 
  of the gem needed to trap an individual can be researched. 
  Remember that this value can change over time as creatures gain 
  more Hit Dice.) 
  Focus (Trigger Object Only): If the trigger object method is used, a 
  special trigger object, prepared as described above, is needed. 
   
  Spell Immunity, Greater 
  Black (Negation) - Abjuration 
  Level: Clr 8, Black 8, Negation 8 
  This spell functions like spell immunity, except the immunity 
  applies to spells of 8th level or lower. 
  A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time. 
   
  Level 9 Black Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Earthquake 
  Firmament 
  9 
  9 
  Freedom 
  Guardian 
  9 
  9 
  Imprisonment 
  Negation 
  9 
   
  M.'s Disjunction 
  Negation 
  9 
  9 
   
  Earthquake 
  Black (Firmament) - Evocation [Earth] 
  Level: Clr 8, Destruction 8, Drd 8, Earth 7, Black 9, Firmament 9 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 80-ft.-radius spread (S) 
  Duration: 1 round 
  Saving Throw: See text 
  Spell Resistance: No 
  When you cast earthquake, an intense but highly localized tremor 
  rips the ground. The shock knocks creatures down, collapses 
  structures, opens cracks in the ground, and more. The effect lasts 
  for 1 round, during which time creatures on the ground can’t 
  move or attack. A spellcaster on the ground must make a 
  Concentration check (DC 20 + spell level) or lose any spell he or 
  she tries to cast. The earthquake affects all terrain, vegetation, 
  structures, and creatures in the area. The specific effect of an 
  earthquake spell depends on the nature of the terrain where it is 
  cast. 
  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 
  points of bludgeoning damage to any creature caught under the 
  cave-in (Reflex DC 15 half ) and pinning that creature beneath the 
  rubble (see below). An earthquake cast on the roof of a very large 
  cavern could also endanger those outside the actual area but 
  below the falling debris. 
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide 
  that travels horizontally as far as it fell vertically. Any creature in 
  the path takes 8d6 points of bludgeoning damage (Reflex DC 15 
  half ) and is pinned beneath the rubble (see below). 
  Open Ground: Each creature standing in the area must make a DC 
  15 Reflex save or fall down. Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into one (Reflex 
  DC 20 to avoid a fissure). At the end of the spell, all fissures grind 
  shut, killing any creatures still trapped within. 
  Structure: Any structure standing on open ground takes 100 
  points of damage, enough to collapse a typical wooden or 
  masonry building, but not a structure built of stone or reinforced 
  masonry. Hardness does not reduce this damage, nor is it halved 
  as damage dealt to objects normally is. Any creature caught 
  inside a collapsing structure takes 8d6 points of bludgeoning 
  damage (Reflex DC 15 half ) and is pinned beneath the rubble 
  (see below). 
  River, Lake, or Marsh: Fissures open underneath the water, 
  draining away the water from that area and forming muddy 
  ground. Soggy marsh or swampland becomes quicksand for the 
  duration of the spell, sucking down creatures and structures. 
  Each creature in the area must make a DC 15 Reflex save or sink 
  down in the mud and quicksand. At the end of the spell, the rest 
  of the body of water rushes in to replace the drained water, 
  possibly drowning those caught in the mud. 
  Pinned beneath Rubble: Any creature pinned beneath rubble takes 
  1d6 points of nonlethal damage per minute while pinned. If a 
  pinned character falls unconscious, he or she must make a DC 15 
  Constitution check or take 1d6 points of lethal damage each 
  minute thereafter until freed or dead. 
   
  Freedom 
  Black (Guardian) - Abjuration 
  Level: Sor/Wiz 9, Black 9, Freedom 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) or see text 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The subject is freed from spells and effects that restrict its 
  movement, including binding, entangle, grappling, imprisonment, 
  maze, paralysis, petrification, pinning, sleep, slow, stunning, 
  temporal stasis, and web. To free a creature from imprisonment or 
  maze, you must know its name and background, and you must 
  cast this spell at the spot where it was entombed or banished into 
  the maze. 
   
  
  19 
  Imprisonment 
  Black (Negation) - Abjuration 
  Level: Sor/Wiz 9, Black 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  When you cast imprisonment and touch a creature, it is entombed 
  in a state of suspended animation (see the temporal stasis spell) in 
  a small sphere far beneath the surface of the earth. The subject 
  remains there unless a freedom spell is cast at the locale where the 
  imprisonment took place. Magical search by a crystal ball, a locate 
  object spell, or some other similar divination does not reveal the 
  fact that a creature is imprisoned, but discern location does. A wish 
  or miracle spell will not free the recipient, but will reveal where it 
  is entombed. If you know the target’s name and some facts about 
  its life, the target takes a –4 penalty on its save. 
   
  Mage’s Disjunction 
  Black (Negation) - Abjuration 
  Level: Magic 9, Sor/Wiz 9, Black 9, Negation 9 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: All magical effects and magic items within a 40-ft.-radius 
  burst 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: No 
  All magical effects and magic items within the radius of the spell, 
  except for those that you carry or touch, are disjoined. That is, 
  spells and spell-like effects are separated into their individual 
  components (ending the effect as a dispel magic spell does), and 
  each permanent magic item must make a successful Will save or 
  be turned into a normal item. An item in a creature’s possession 
  uses its own Will save bonus or its possessor’s Will save bonus, 
  whichever is higher. 
  You also have a 1% chance per caster level of destroying an 
  antimagic field. If the antimagic field survives the disjunction, no 
  items within it are disjoined. 
  Even artifacts are subject to disjunction, though there is only a 1% 
  chance per caster level of actually affecting such powerful items. 
  Additionally, if an artifact is destroyed, you must make a DC 25 
  Will save or permanently lose all spellcasting abilities. (These 
  abilities cannot be recovered by mortal magic, not even miracle or 
  wish.) 
  Note: Destroying artifacts is a dangerous business, and it is 
  95% likely to attract the attention of some powerful being 
  who has an interest in or connection with the device. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  W
  Whhiittee  M
  Maaggiicc  
   
  If you are using the standard d20 character 
  classes, you will need to know what spells to limit a 
  specialist in the colour Black from casting. As per 
  the notes on page 2, the opposing Colour to Black is 
  White, so the default limitation is with this colour. 
  You can assume that a Specialist Wizard choosing 
  Black will not be able to learn or cast any of the 
  following spells, which is the spell list for White:  
   
   
   
   
   
   
   
   
   
   
  Divine Favour, Bane, Bless, 
  Bless 
  Water, 
  Bless 
  Weapon, 
  Augury, 
  Consecrate, 
  Gentle 
  Repose, Helping Hand, Prayer, 
  Divination, Planar Ally, Lesser, 
  Atonement, Commune, Planar 
  Ally, Holy Sword, 
  Planar 
  Ally, 
  Greater, 
  Miracle, 
  Detect Snares and Pits, 
  Alarm, Detect Secret Doors, 
  True Strike, Find Traps, Owl 
  Wisdom, 
  See 
  Invisibility, 
  Clairaudience / Clairvoyance, 
  Arcane Eye, Detect Scrying, 
  Scrying, 
  Prying 
  Eyes, 
  True 
  Seeing, Find the Path, Legend 
  Lore, 
  Owl's 
  Wisdom, 
  Mass, 
  Scrying, greater, Vision, Discern 
  Location, 
  Moment of Prescience, 
  Prying 
  Eyes, 
  greater, 
  Foresight, 
  Guidance, Summon Instrument / tool, Mount, 
  Summon Monster I, Spectral Hand, Summon 
  Monster II, Summon Monster III, Planar Binding, 
  lesser, Summon Monster IV, Contact Other Plane, 
  Summon Monster V, Planar Binding, Summon 
  Monster VI, D.'s Instant Summons, Summon 
  Monster VII, Binding, Planar Binding, greater, 
  Summon Monster VIII, Soul Bind, Summon Monster 
  IX 
   
  
  20 
  OPEN GAME LICENSE Version 1.0a 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Character Portrait, Symbol of the White and Symbol of the 
  Black 
  owned 
  by 
  Jesus 
  and 
  Javier 
  Carmona 
  http://www.carmonaart.com 
  Credits: 
  Chthonurge image ………..... Jesus & Javier Carmona
  Magic Symbol images ……… Jesus & Javier Carmona
  Proofing……………………… Michael Christie 
  Writing et al …………………. Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Arcana …………………………. 
  3 
  Semiotics ……………………… 
  4 
  Tempus ……………………. 
  5 
  Metamage ……………………... 
  6 
  Appendix (Blue Spells) ……….. 11 
  Licence …………………………. 
  20 
  B
  Blluuee  M
  Maaggiicc  
   
    TThhee  nneeggoottiiaattiioonnss  w
  weerree  pprroocceeeeddiinngg  w
  weellll..  EEaarrlliieerr  tthhee  
  A
  Am
  mbbaassssaaddoorr  hhaadd  w
  woonn  sseevveerraall  m
  maajjoorr  ttrraaddiinngg  ccoonncceessssiioonnss  w
  wiitthhoouutt  
  ggiivviinngg  w
  waayy  oonn  aannyy  ooff  hhiiss  kkeeyy  oobbjjeeccttiivveess,,  aanndd  nnoow
  w  tthhee  TThhuurrvviiaannss  
  w
  weerree  w
  weeaarriinngg  tthheem
  msseellvveess  oouutt  aarrgguuiinngg  aabboouutt  tthhee  ttrriivviiaalliittiieess  ooff  w
  whhiicchh  
  sshhiippppiinngg  ccoom
  mppaanniieess  w
  woouulldd  bbee  ssppoonnssoorreedd  bbyy  tthhee  aaggrreeeem
  meenntt..  
  TThheeyy  w
  weerree  ffaalllliinngg  aabboouutt  tthheem
  msseellvveess  iinn  ddiissaarrrraayy;;  aannyy  
  ppllaannss  tthheeyy  hhaadd  pprreevviioouussllyy  m
  maaddee  ffoorr  tthheessee  ttaallkkss  
  w
  weerree  lloosstt  ffrroom
  m  tthheeiirr  m
  miinnddss..  TThhee  A
  Am
  mbbaassssaaddoorr  
  ffiinnggeerreedd  tthhee  aam
  muulleett  w
  wiitthh  tthhee  IInnddiiggoo  ggeem
  m  uunnddeerr  
  hhiiss  sshhiirrtt  aanndd  ssm
  miilleedd  iinnw
  waarrddllyy..  TThhee  CCoonnffuussiioonn  
  jjeew
  weell  tthhaatt  tthhee  SSkkeeppttoom
  maanncceerr  hhaadd  ccrraafftteedd  ffoorr  
  hhiim
  m  w
  woorrkkeedd  iittss  m
  maaggiicc  aaddm
  miirraabbllyy..  
    
  O
  Onnee  ooff  tthhee  TThhuurrvviiaannss,,  ssiilleenntt  w
  whhiillee  
  tthhee  ootthheerrss  bbllaatthheerreedd,,  w
  waass  ssttaarriinngg  aatt  hhiim
  m..  
  FFoorr  aa  m
  moom
  meenntt  tthhee  iinntteennssiittyy  ooff  tthhee  ggaazzee  
  ppeerrttuurrbbeedd  hhiim
  m,,  aanndd  tthhee  ppllaattiittuuddee  hhee  w
  waass  
  aabboouutt  ttoo  eelluucciiddaattee  ttoo  tthhee  ccoonnfflliiccttiinngg  
  ttrriibbeessm
  meenn  ddiieedd  oonn  hhiiss  ttoonngguuee..  W
  Whhaatt  w
  waass  
  hhee  ggooiinngg  ttoo  ssaayy??  CCaauugghhtt,,  ttrraannssffiixxeedd,,  aallll  
  w
  woorrddss  aanndd  rreeaassoonn  eessccaappeedd  hhiim
  m..  
    
  TThhee  TThhuurrvviiaannss  w
  weerree  aallll  qquuiieett,,  eeyyeess  
  ttuurrnneedd  bbeettw
  weeeenn  tthhee  A
  Am
  mbbaassssaaddoorr  aanndd  tthheeiirr  
  ffeelllloow
  w,,  w
  whhoo  hhaadd  nnoow
  w  rriisseenn  ttoo  hhiiss  ffeeeett,,  bblluuee  
  eeyyeess  sshhiinniinngg  lliikkee  aaggaatteess  iinn  tthhee  ttoorrcchhlliigghhtt..  
    
  ““W
  Whhaatt  yyoouu  w
  wiisshh  uuppoonn  uuss,,  II  rreettuurrnn  tthhrreeeeffoolldd..  
  FFoorr  eevveerryy  bblleessssiinngg,,  w
  weeaall,,  ffoorr  eevveerryy  ccuurrssee,,  w
  wooee,,””  tthhee  m
  maann  
  ssaaiidd  iinn  hhiiss  nnaattiivvee  ttoonngguuee..  TThhee  A
  Am
  mbbaassssaaddoorr  w
  waass  ttrraaiinneedd  iinn  tthhee  
  llaanngguuaaggee,,  nnaattuurraallllyy,,  bbuutt  tthhee  w
  woorrddss  sseeeem
  meedd  ttoo  bblluurr  aatt  tthhee  eenndd,,  
  bbeeccoom
  miinngg  nnoonnsseennssee  ssyyllllaabblleess,,  ddeevvooiidd  ooff  m
  meeaanniinngg..  TThhoouugghh  hhee  ddiidd  
  nnoott  kknnoow
  w  w
  whhaatt  w
  waass  m
  meeaanntt,,  yyeett  hhee  w
  waass  ffiilllleedd  w
  wiitthh  aa  pprrooffoouunndd  
  ffeeaarr..  H
  Hee  ooppeenneedd  hhiiss  m
  moouutthh  ttoo  ssppeeaakk,,  bbuutt  oonnllyy  m
  muurrm
  muurriinnggss  
  aanndd  iinnaarrttiiccuullaattee  ssoouunnddss  ccaam
  mee  oouutt..  H
  Hee  ggrruunntteedd  iinn  sshhoocckk..  
  TThhee  bblluuee--eeyyeedd  TThhuurrvviiaann  ccoonnttiinnuueedd  ttoo  ssttaarree  aatt  tthhee  bbaabbbblliinngg  m
  maann,,  bbuutt  nnoow
  w  
  hhiiss  eeyyeess  w
  weerree  ffiilllleedd  w
  wiitthh  ppiittyy..  H
  Hee  ttuurrnneedd  ttoo  hhiiss  ffeelllloow
  wss,,  w
  whhoo  m
  meett  hhiiss  ggaazzee  w
  wiitthh  
  rreessppeecctt  oorr  aavvooiiddeedd  iitt  iinn  ffeeaarr..  ““W
  Whhaatt  ddiidd  yyoouu  ddoo  ttoo  hhiim
  m??””  aasskkeedd  aa  ggrreeyy  hhaaiirreedd  eellddeerr..    
    
  ““H
  Hee  ddiidd  iitt  ttoo  hhiim
  msseellff,,””  aannssw
  weerreedd  tthhee  M
  Meettaam
  maaggee  ssaaddllyy..  ““H
  Hiiss  m
  miinndd  hhaass  bbeeeenn  
  m
  maaddee  ffeeeebbllee..  TThhee  ccoonnffuussiioonn  hhee  ccaasstt  ttoow
  waarrdd  uuss  nnoow
  w  ffiillllss  hhiim
  m  ttoo  
  oovveerrfflloow
  w..””  H
  Hee  ttuurrnneedd  ffrroom
  m  tthhee  ddrroooolliinngg  A
  Am
  mbbaassssaaddoorr..    
    
  “Return him home that they may learn to send 
  an honest emissary next time,” said the elder, satisfied. 
  Chromatic Arcana 
   
  This game supplement requires the Dungeons 
  & Dragons Players Handbook, Third Edition, published 
  by Wizards of the Coast, Inc. It uses material from the 
  updated v3.5 revision. All content in the Game Rule Info 
  sections, all spell descriptions and names and all tables are OGC. 
  All fiction, pictures and other descriptive text are IP of the respective 
  creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: TThhee  M
  Meettaam
  maaggee..    
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w  
   
  SScchhooooll,,  SSuubb--sscchhooooll,,  D
  Deessccrriippttoorr  
   
  In the Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorization system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this re-classification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the Domain of 
  Dynamics as an added incentive for specialising. 
   
  SSppeeccttrruum
  m  SShhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes such as the Metamage. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  C
  Coolloouurr  B
  Blluuee  
   
  To incorporate the Colours into your 
  existing campaign, first simply allocate the colours 
  to deities, so in the case of Blue, deities of magic, 
  order, knowledge, learning, time and creation might 
  have influence over the Blue domains of Arcana, 
  Semiotics and Tempus. Then allow Specialist 
  Wizards to choose a Colour as their primary school. 
  The colours are opposed to each other in the 
  following manner by default, but please feel free to 
  add in your own chromatic oppositional restrictions: 
   
  Red (energy)  
  �� Indigo (thought) 
  Blue (pattern) �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  For ease of use, the complete list of Orange 
  spells is shown after the Blue Spell descriptions on 
  page 19. These should be prohibited to a Blue 
  specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  AArrccaannaa  
   
   
  The sphere of Arcana is the study of 
  pure magic. While other spheres are devoted to 
  evoking effects or wielding the power of magic, 
  characters that devote themselves to the field of 
  Arcana are able to better understand the 
  fundamental nature of magic itself, and are 
  better equipped to unravel its mysteries. This is 
  a particularly weak sphere in terms of spell 
  choice, with only a couple of spells outside of 
  the domain basics. What really makes the 
  Sphere shine is the power it allows a mage to 
  wield in conjunction with other magic. Thus it 
  is not highly recommended as an area of 
  speciality. 
   
   
  An Arcane Specialist is not equipped to 
  remove magic, but rather can decipher and 
  build upon it. This yields the capacity to 
  construct spells that can initiate themselves 
  (contingency) or to manipulate spells that 
  others cast (spell turning, protection from 
  spells). Those interested in removing magic 
  usually learn of Black magic. 
   
  TThhee  D
  Doom
  maaiinn  ooff  AArrccaannaa  
    
   
  The Domain of Arcana is only slightly 
  different from the domain of Magic. Where the 
  domain of Magic is broad in scope and ability 
  (one might say unfocused), the sphere of 
  Arcana is specific. The domain of Arcana’s 
  focus is in the knowledge of magic. 
   
  Table Blue 1 All Arcana Spells 
  Spell Name 
  Level 
  Detect Magic 
  0 
  Identify 
  1 
  Magic Missile 
  1 
  L.'s Trap 
  2 
  Arcane Sight 
  3 
  Imbue with Spell Ability 
  4 
  Analyze Dweomer 
  5 
  Contingency 
  6 
  Spellstaff 
  6 
  Spell Turning 
  7 
  Arcane Sight, greater 
  7 
  Limited Wish 
  7 
  Protection from Spells 
  8 
  Wish 
  9 
   
  To break it down further: The domain of 
  Magic grants the ability to clerics to use mage 
  items, as well as a few abilities over magic, and 
  focuses on wielding magic as a force. In essence 
  it allows some limited wizard type spells and 
  abilities to clerics.  
   
  The domain of Arcana, however, has 
  skills and magic comprehension as its core 
  abilities. Understanding magic as concept, and 
  learning how magic itself manifests the primary 
  motif of this sphere. In the spectrum shift magic 
  alteration there is a closer alignment of the 
  cleric and wizard classes, so this sphere mirrors 
  this closer blend, being less direct than the 
  Magic Domain allows for. 
  The sphere of Arcana is the worship of 
  magic through understanding it, while the 
  sphere of Magic is worshipping it through 
  magic’s abilities. The same kind of gods that 
  would have Magic as a domain would have 
  Arcana, so the distinction is actually relatively 
  subtle. 
   
  The base domain ability for Arcana is 
  that 
  the 
  character 
  gains 
  Spellcraft 
  and 
  Knowledge (Arcane) as class skills if they were 
  not 
  already, 
  and 
  further 
  gains 
  a 
  +3 
  enhancement bonus to one of these skills (the 
  character’s choice).  
   
   
  The 
  advanced 
  domain 
  power 
  for 
  Arcana grants a +2 bonus on all saving throws 
  against magic, as well as a +1 enhancement 
  bonus to caster level for all arcane magic cast 
  by the character.  
    
  Table Blue 2 Arcana Domain 
  Spell Name 
  Level 
  Detect Magic 
  0 
  Identify 
  1 
  L.'s Trap 
  2 
  Arcane Sight 
  3 
  Imbue with Spell Ability 
  4 
  Analyze Dweomer 
  5 
  Contingency 
  6 
  Arcane Sight, greater 
  7 
  Protection from Spells 
  8 
  Wish 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  SSeem
  miioottiiccss  
    
   
  Semiotics is the study of meaning and 
  symbols. Where an Arcana specialist can 
  analyse magic and construct complex spell or 
  even layers of spells, a Semiotics specialist is 
  able to embed or extract meaning from symbols 
  and signs in relation to magic. The Sphere 
  focuses on organising and defining mystical 
  concepts, building runes, letters and words of 
  power to evoke magical effects. 
   
   
  As with the other Blue spheres, there 
  are only a few spells outside of the main 
  domain spells that fit into this sphere. 
  Specialists would be ill-served in devoting 
  themselves to only the magic of this sphere if 
  they wished to have a broad depth of ability.  
   
  The Semiotics spells often have a broad 
  application in terms of evoking a wide variety 
  of effects, so even though the spell choice is 
  quite limited, the application of the magic can 
  be quite extensive.  
   
  TThhee  D
  Doom
  maaiinn  ooff  SSeem
  miioottiiccss  
    
   
  The Domain of Semiotics is usually 
  given to clerics by deities of knowledge, secrets 
  or magic, containing as it does the keys to 
  utilizing all kinds of magic through language 
  and symbol. There is a scientific element to the 
  study of signs, so it may be the domain of 
  deities of enlightenment or technology.  
   
  Table Blue 3 All Semiotics Spells 
  Spell Name 
  Level 
  Arcane Mark 
  0 
  Read Magic 
  0 
  N.'s Magic Aura 
  1 
  Arcane Lock 
  2 
  Sepia Snake Sigil 
  3 
  Glyph of Warding 
  4 
  Mark of Justice 
  5 
  Glyph of Warding, greater 
  6 
  Power Word, Blind 
  7 
  Power Word, Stun 
  8 
  Power Word, Kill 
  9 
   
    
  A specialist in Semiotics is very likely 
  the best option you might find should you have 
  need to attempt to decipher codes or long lost 
  scrolls, and the same may be said of clerics with 
  the knowledge sphere. 
   
   
  The base domain power for Semiotics is 
  the ability to use all arcane scrolls of any colour 
  (or school) as if the character were a wizard of 
  equivalent level to their cleric level. Note that 
  clerics do not keep spell books and cannot 
  scribe scrolls for later use, but a cleric with 
  Scribe Scroll could copy a low level arcane 
  scroll and rewrite it at their own level of caster 
  ability. The cleric also gains Decipher Script as 
  a class skill. 
   
   
  There 
  are 
  two 
  advanced 
  domain 
  powers for Semiotics. The first is the ability to 
  spontaneously cast Read Magic at will by 
  sacrificing a memorised 0 level spell. The 
  second is the ability to use Decipher Script to 
  Identify 
  and 
  Disarm 
  any 
  magic 
  traps, 
  substituting the character’s Decipher Script skill 
  for the Disable Device skill and using it as if the 
  character was a rogue. Note that this has no 
  effect whatsoever against mundane traps, only 
  magical ones, so you are best off working in 
  concert with a rogue. See Players Handbook 
  Page 72. Note that this creates a +2 skill 
  synergy with Disable Traps both are known. 
   
   
  Semiotics is a top-heavy powerfully 
  offensive and miscellaneous spell group, with 
  great variety of ability, in offensive, defensive 
  and miscellaneous based areas, as can be seen 
  in the domain listing below. 
    
  Table Blue 4 Semiotics Domain 
  Spell Name 
  Level 
  Arcane Mark 
  0 
  N.'s Magic Aura 
  1 
  Arcane Lock 
  2 
  Sepia Snake Sigil 
  3 
  Glyph of Warding 
  4 
  Mark of Justice 
  5 
  Glyph of Warding, greater 
  6 
  Power Word, Blind 
  7 
  Power Word, Stun 
  8 
  Power Word, Kill 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  TTeem
  mppuuss  
    
   
  Tempus revolves around the study of 
  time itself. It deals with the universal structure 
  of the fourth dimension, learning how to 
  manipulate it in subtly or overtly. Time is the 
  order of the universe, and blue specialists that 
  focus on learning this structure are among the 
  most powerful and feared of wizards. 
   
   
  The effects of this sphere are as far-
  reaching in their own way as other blue spheres 
  in spite of the limited number of spells and 
  their limited focus. This is because time is such 
  a fundamental concept that being able to affect 
  it has a wide spectrum of implications. You can 
  hasten, slow or freeze targets in combat, but 
  more than this, you can move yourself in time. 
   
  The Semiotics spells often have a broad 
  application in terms of evoking a wide variety 
  of effects, so even though the spell choice is 
  quite limited, the application of the magic can 
  be quite extensive.  
   
  TThhee  D
  Doom
  maaiinn  ooff  TTeem
  mppuuss  
    
   
  The Domain of Tempus is usually given 
  to clerics by deities of fate, time, beginnings 
  and destiny. It is a powerful domain, with a 
  similarly scientific element to the study of time, 
  so it too may be the domain of deities of 
  enlightenment or technology. As the other Blue 
  domains, there is an emphasis on order and 
  control that tends toward Lawful deities. 
  Table Blue 5 All Tempus Spells 
  Spell Name 
  Level 
  Longstrider 
  0 
  Expeditious Retreat 
  1 
  Hold Portal 
  1 
  Cat's Grace 
  2 
  Hold Animal 
  2 
  Hold Person 
  2 
  Haste 
  3 
  Slow 
  3 
  Remove Paralysis 
  4 
  Permanency 
  5 
  Cat's Grace, Mass 
  6 
  Hold Monster 
  6 
  Hold Person, Mass 
  7 
  Temporal Stasis 
  8 
  Hold Monster, Mass 
  9 
  Time Stop 
  9 
   
    
  The Domain of Tempus yields some 
  abilities over time to even initiates of its 
  understanding. While there is no specific skill 
  or feat that this results in, you may consider 
  that a cleric with Tempus as a chosen domain is 
  likely to be organised, punctual and good at 
  setting schedules. 
   
   
  The base domain powers for Tempus 
  are as follows: the ability to always know what 
  the local time and date is, irrespective of 
  location (for example, if the cleric is in a dark 
  pit), a +10 bonus to base move per turn, and a 
  +1 enhancement bonus to initiative. The cleric 
  has gained a limited ability to accelerate their 
  own time speed by a fraction. 
   
   
  The 
  advanced 
  domain 
  power 
  for 
  Tempus grants the ability to haste oneself for a 
  number of rounds per day equal to the 
  character’s class level. This haste operates as 
  per the spell, with the added advantage that 
  activating the ability is a free action, and the 
  rounds that it is used per day may be divided 
  up as the character sees fit. So, it is possible for 
  a 5th level mystic with this domain to haste 
  themself for two rounds in the morning, one 
  round in the beginning of a protracted fight in 
  the afternoon and two more rounds at the end 
  of the same fight. 
   
   
  Tempus 
  has 
  some 
  miscellaneous 
  abilities, but is largely an effective offensive 
  and enhancing domain. 
    
  Table Blue 6 Tempus Domain 
  Spell Name 
  Level 
  Longstrider 
  0
  Hold Portal 
  1
  Hold Person 
  2
  Haste 
  3
  Remove Paralysis 
  4
  Permanency 
  5
  Hold Monster 
  6
  Hold Person, Mass 
  7
  Temporal Stasis 
  8
  Time Stop 
  9
    
  
  6 
  TThhee  M
  MeettaaM
  Maaggee  
    
  Metamages have the dubious honor of being 
  the magic using class that other magic 
  using classes are most afraid of. While 
  a Battlemage is unlikely to pause 
  even for a second in summoning 
  vast magic forces to smite even the 
  most 
  powerful 
  of 
  other 
  Battlemages, they are likely to 
  change tactics entirely or even 
  flee if faced by a known 
  Metamage. 
  Non-mages 
  are 
  likely to see a Metamage as we 
  in the modern world might see 
  a nuclear physicist. We have 
  some idea what they do, but it is 
  sufficiently removed from our day-to-day 
  lives so as to be esoteric and all too 
  theoretical for any common ground to be 
  found. Metamages have limited direct 
  abilities, though what they do have is 
  impressive. 
  Where they hold their 
  greatest power is in the manipulation of 
  the spells of others. A skilled Metamage 
  can counterspell, or return, or even redirect 
  and amplify the magic of others, turning the 
  abilities of wizards against themselves and 
  their allies in a way that no others can match 
  and only the most skilled adversary can 
  counteract. 
   
  Adventures 
   
   
  Metamages are the kind of specialist that are 
  usually hired by other mages when knowledge or 
  ability are lacking for any particular task. They tend to 
  be most interested in tasks that give opportunity to 
  test their abilities against other spell casters, or to learn more 
  about the nature of the universal structure of magic, the mental 
  construction of language or the fundamental nature of time. 
   
  Metamages are unschooled in combat arts, and are 
  likely to avoid any situations involving conflict. They have a 
  few powerful abilities to paralyse opponents, deter pursuit and 
  even at higher levels to kill or maim, but if caught off guard, 
  they are easily dealt with by anyone with the skill to wield a 
  weapon against them. A Metamage would never adventure 
  alone, and would in fact prefer a large entourage or many 
  associates more capable of dealing with non magical threats.  
   
  Characteristics 
   
   
  Metamages wield the power of Blue magic, and focus 
  upon one Sphere of the Blue as their primary area of expertise. 
  All Metamages learn to manipulate magic itself, with an 
  increasing ability to affect magic as they gain in levels. They are 
  unskilled in the ways of warfare, learning to use no armor and 
  few weapons, as their studies are far more esoteric and 
  theoretical than the physical arts. They are usually very 
  intelligent and skilled in the abstract or theoretical aspects of 
  magic. 
   
  Alignment 
   
  There is a strong tendency for the lawful alignments 
  amongst Metamages. The kind of magic that they wield 
  requires an organized mind and careful, considered and 
  controlled thoughts. It is possible for a mage who is neutral 
  with respect to law and chaos to focus on Blue magic, but it is a 
  very rare. Chaotic individuals lack the requisite organizational 
  skill and mental disciple to master Blue magic. Optionally, the 
  game master may restrict this class from even neutrally aligned 
  characters with respect to law and chaos.  
  
  7 
  Religion 
   
   
  No religion holds particular sway for 
  Metamages. If they do follow a faith, it will most 
  likely involve gods of Magic, Time, Destiny or 
  Knowledge, as befits the elements of the universe 
  that hold interest for them. Metamages are more 
  likely to be atheists or pay lip-service to deities as 
  necessary than to believe, given that their learning 
  yields some of the greatest understanding into how 
  the universe works, their sense of wonder tends to 
  be colored by their greater understanding of the 
  natural order.   
   
  Background 
   
   
  Understanding the color Blue takes a great 
  deal of study and discipline, which generally means 
  that it takes a great deal of money. Metamages are 
  likely to start at first level with a significant debt to 
  their parents, their benefactors or their mentor. Few, 
  if any, would come from the lower classes. Blue 
  magic has an element of elitism to it, in that the 
  nobility are more likely to see practitioners of the 
  areas of Blue (or Indigo) magic in a better light than 
  those who study other colors. It may even be 
  acceptable for lesser children of the nobility to find 
  respectable employment in this class. 
   
  Blue magic is not as inborn as Red, in that 
  almost anyone with magical talent and the right 
  mindset could take up the study. 
   
  Races 
   
   
  All races might have Metamages, thought 
  the smarter races and more magically inclined races 
  tend to have more natural talent at this kind of 
  magic than others. Given the tendency toward chaos 
  in the minds of Elves, there are fewer Metamages of 
  this race than might be imagined, Half-Elves and 
  Humans, or gnomes might have significant numbers 
  of this class. The mysterious Thuul of the Chrome 
  world have significant numbers of this class. 
   
  Other Classes 
   
   
  Metamages have little to no respect for 
  sorcerers or bards, thinking of their magic as inferior 
  and vulnerable. They have some respect for talented 
  wizards. Of the non-arcane classes, Metamages are 
  more likely to respect clerics of orderly gods than 
  any other classes, having particular distain and even 
  fear of most of the combat oriented classes and 
  rogues. In the latter case, if the rogue has studied in 
  linguistics and trap disarming, there can often be 
  common ground for discussion, and this can 
  sometimes serve to break the ice with those who 
  would otherwise be seen as chaotically dangerous. 
   
  Role 
   
   
  Metamages are the best friend of any group 
  that encounters enemy magic. They can serve a 
  support magician’s role adequately well, but their 
  powers are too indirect and not really flashy enough 
  to perform the task of fire support until they reach 
  medium to high levels. Metamages can also provide 
  a useful back up role as a sage or disarmer of 
  magical traps and tricks. 
   
   
  They are best suited to reasonably sized 
  groups and should be given the physical protection 
  of other characters if that is at all possible. If they 
  should come into hand to hand combat with a non 
  magic using opponent, expect a dead Metamage in 
  short order.  
   
  Game rule information 
   
  Abilities 
   
   
  The key Metamages’ primary statistic is 
  Intelligence. Their spell abilities rely heavily on 
  intelligence for bonus spells and for purposes of 
  learning new magics. A Metamage’s spell Difficulty 
  Class is determined from their Intelligence score as 
  per a normal wizard. Further, they benefit from the 
  greater breadth of skills that a higher intelligence 
  allows. 
   
   
  A Metamage benefits from high Dexterity in 
  defence, and Constitution for some resilience 
  against attacks. The other statistics are much less 
  important to them. 
   
  Alignment 
   
   
  The Battlemage can not be of any Chaotic  
  alignment.  
   
  Hit Die 
   
  D4 
   
  Class Skills  
  Concentration (Con), Decipher Script (Int), 
  Knowledge (Arcane) (Int), Knowledge (History) 
  (Int), Search (Int) (as rogue), Spellcraft (Int). Use 
  Magic Device (Cha). 
   
  Skill points at 1st level 
   
  (2+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level  
  2+Intelligence modifier 
   
  
  8 
  Class Features 
  Weapon and Armour Proficiency 
   
   
  Metamages do not learn any armor or 
  shields, and only have proficiency in the classic 
  Wizard weapons of club, dagger, heavy crossbow, 
  light crossbow and quarterstaff. They suffer full 
  arcane spell failure chance if they should cast spells 
  while dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Metamages cast arcane spells, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  Sphere (see Sphere of Power below). 
    
  They are required to have Intelligence 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Metamage's spell is 10 + the spell level + the caster's 
  Intelligence modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table Blue 7: The Metamage, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Intelligence score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
   
  A Metamage is only able to learn spells of 
  the Blue colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  All other spells are not able to be learned at all, but 
  the Metamage does gain a great deal of power an 
  insight over them as they progress in levels (see the 
  section below on Magic Manipulation). 
  Further, a Metamage may choose one of the 
  Red Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list. Some Metamages thus specialise in 
  Tempus, others in Arcana and others in Semiotics. 
  The spontaneous casting ability is identical to a 
  cleric’s ability to spontaneously cast healing magic, 
  except it is limited to the spells on the one domain 
  list that the character has chosen and not to healing 
  magics. 
   
  The Metamage gains access to the basic 
  domain power at 1st level, and the advanced domain 
  power of their chosen domain at 4th level. 
  Spellbooks 
   
  A Metamage must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Metamage begins with a spellbook containing 3 0-
  level Blue spells and 3 1st level Blue spells.  
   
  At minimum one of spell of each spell level 
  must be from the character’s chosen domain. At 
  each level that the Metamage advances, they gain 
  one new spell of any level they can cast for their 
  spell book. At any time a Metamage can transcribe 
  Blue spells (only) from a Wizard's or Dabbler's spell 
  books or using the normal scroll transcribing rules.  
  TTaabbllee  BBlluuee  77::  TThhee  M
  Meettaam
  maaggee,,  SSppeellllss  aanndd  SSppeecciiaall  A
  Abbiilliittiieess  
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 3 4 5 6 7 6 7 
  1 
  0 
  0 
  0 
  2 
  Wizard weapon proficiency, base domain 
  power, Scribe Scroll. 
  4 2 
   
   
   
   
   
   
   
   
  2 
  1 
  0 
  0 
  3 
  Bonus Feat, Spontaneous Counterspell 
  5 3 1 
   
   
   
   
   
   
   
  3 
  1 
  1 
  1 
  3 
   
  5 3 2 
   
   
   
   
   
   
   
  4 
  2 
  1 
  1 
  4 
  Advanced domain power 
  5 4 3 1 
   
   
   
   
   
   
  5 
  2 
  1 
  1 
  4 
  Bonus Feat 
  5 4 3 2 
   
   
   
   
   
   
  6 
  3 
  2 
  2 
  5 
   
  5 4 4 3 1 
   
   
   
   
   
  7 
  3 
  2 
  2 
  5 
  Return Spell 
  5 5 4 3 2 
   
   
   
   
   
  8 
  4 
  2 
  2 
  6 
   
  5 5 4 4 3 1 
   
   
   
   
  9 
  4 
  3 
  3 
  6 
  Bonus Feat 
  5 5 5 4 3 2 
   
   
   
   
  10 
  5 
  3 
  3 
  7 
   
  5 5 5 4 4 3 1 
   
   
   
  11 
  5 
  3 
  3 
  7 
  Return with Interest 
  5 5 5 5 4 3 2 
   
   
   
  12 
  6/1 
  4 
  4 
  8 
   
  5 5 5 5 4 4 3 1 
   
   
  13 
  6/1 
  4 
  4 
  8 
  Bonus Feat 
  5 5 5 5 5 4 3 2 
   
   
  14 
  7/2 
  4 
  4 
  9 
   
  5 5 5 5 5 4 4 3 1 
   
  15 
  7/2 
  5 
  5 
  9 
  Control Spell 
  5 5 5 5 5 5 4 3 2 
   
  16 
  8/3 
  5 
  5 
  10  
  5 5 5 5 5 5 4 4 3 1 
  17 
  8/3 
  5 
  5 
  10 Bonus Feat 
  5 5 5 5 5 5 5 4 3 2 
  18 
  9/4 
  6 
  6 
  11  
  5 5 5 5 5 5 5 4 4 3 
  19 
  9/4 
  6 
  6 
  11 Instinctive Counterspell 
  5 5 5 5 5 5 5 5 4 4 
  20 
  10/5 
  6 
  6 
  12  
  5 5 5 5 5 5 5 5 5 5 
  
  9 
  Bonus Feats 
   
   
  The Metamage gains the Scribe Scroll feat at 
  1st level, much as a wizard does. This enables the 
  Metamage to create magic scrolls. The Metamage 
  also gains bonus feats from the metamagic, item 
  creation or Spell Mastery kinds at level 2 and every 
  four levels thereafter (5th, 9th, 13th and 17th levels).  
   
  Magic Manipulation (Ex) 
   
   
  The key ability of the Metamage is the ever-
  increasing power over magic. The game explanation 
  of this varies depending on the chosen domain. An 
  Arcane specialist gains these powers through better 
  understanding the nature and functions of magic. A 
  Semiotics specialist deciphers the secrets of their 
  opponent from their spells, and uses these keys to 
  unlock and take control of others’ magic. Tempus 
  specialists change the subjective flow of time around 
  themselves and their spell-casting opponents, giving 
  them the time to analyze spells, find weaknesses, 
  and turn them to their advantage. The powers that a 
  Metamage gains are as follows: 
   
  Spontaneous Counterspell  
   
   
  At 2nd level, the Metamage gains the ability 
  to spontaneously counterspell any spell cast in their 
  vicinity. This ability requires that the Metamage be 
  within the spellcasters’ range with that spell, and 
  that they successfully identify the spell in question 
  via a Spellcraft roll vs. DC 15 + the spell level. The 
  Metamage does not need to know the spell being 
  cast, they only need to have a spell slot of 
  appropriate level available to use this ability. The 
  Metamage can convert any spell they have 
  memorized of the relevant spell level or higher in 
  order to generate the requisite spell slot, much as a 
  cleric can do in order to spontaneously cast healing 
  or harming magic.  
   
  Casting any spontaneous counterspells 
  operates in all other ways precisely the same way as 
  other counterspells; you must have an action ready 
  at the time that the other caster initiates their spell 
  and you take your action in order to counterspell the 
  opponent’s magic.  
   
  Return Spell 
   
   
  At 7th level, the Metamage gains the ability 
  to return magic that is cast at them back against the 
  original caster, if they have already succeeded in 
  counterspelling the magic in question. As noted, the 
  Metamage must first identify and successfully 
  counterspell the active magic. They then must 
  sacrifice a second spell slot of the same level as the 
  spell that they countered (or higher). The Metamage 
  is not required to know the spell that they are 
  returning to the other caster, but is in all other ways 
  now considered to be the caster of the spell. This 
  ability does not take an extra action, but rather is 
  considered a part of the same action as the 
  counterspell. 
  The 
  spell 
  that 
  is 
  returned 
  is 
  automatically centred on the original spell caster 
  and is cast as the Metamage’s caster level. The spell 
  is only able to be enhanced by metamagical feats 
  that the Metamage has available and only if the 
  original casting of the spell was done using those 
  same feats.  
   
  Example: A Metamage of 12th level has Charm 
  Person cast at them by a wizard of 7th level. The 
  Wizard had enhanced the spell with the feat Silent 
  Spell. The Metamage successfully counterspells the 
  Charm Person by sacrificing a 1st level spell slot. 
  They decide to return it to the original caster. If they 
  have the Silent Spell feat, the Metamage could 
  choose to sacrifice a 2nd level spell slot and make the 
  returned spell Silent, or simply return it as a normal 
  1st level spell. They choose to go with the second 
  option. 
   
  Note that it is possible to try to return a 
  spell but to fail to do so because of range or area 
  effect concerns. The requisite spell slots are still lost 
  in this instance if the casting is attempted. 
   
  Return with Interest 
   
  At 11th level a Metamage can choose to 
  spontaneously add any metamagical feats they have 
  learned to a spell that they are returning, regardless 
  whether or not the original caster added any 
  metamagic feats to the original casting. The use of 
  this ability is contingent on the Metamage using a 
  relevant higher level spell slot to cast the 
  spontaneous retured magic.  
   
  Example: The Metamage of 12th level has Silenced 
  Fireball cast at them by the 7th level Wizard. They 
  successfully identify and Counterspell the spell 
  using a 3rd level spell slot. The Metamage is a little 
  peeved, and decides to return the spell with a little 
  extra. They send it back, centred on the caster and 
  choose to add the Maximized feat to the casting. 
  They sacrifice a 6th level spell slot, and the other 
  mage goes boom.  
   
  Special Metamagic Feat: Quicken Spell. A Metamage 
  of 11th level can use the feat Quicken Spell to 
  spontaneously counterspell or even to return with 
  interest any spell cast at them by enhancing the 
  counterspell with this feat even if they do not have 
  an action ready. Note that all the limitations of the 
  relevant feat and the listed abilities do apply, 
  
  10 
  however, so the counterspell would require a spell 
  slot of level equal to the initial spell plus four, and 
  the caster is only allowed one quickened spell 
  (including counterspells) per round.   
   
  Control Spell 
   
   
  At 15th level, the Metamage gains the ability 
  to take control any spell that they can successfully 
  conterspell. This allows the Metamage to simply 
  assume control of the spell as if they were the 
  original caster. This only works against spells with 
  ongoing effects, and does not require a further spell 
  slot to be used to return the magic to the original 
  caster.  
   
  Example: a 15th level Metamage sees a Wizard cast 
  Monster summoning. The Metamage counterspells 
  the spell, but instead of removing or returning the 
  spell, the Metamage chooses to take command of the 
  summoned creature. This costs no further spell slots. 
  Caster level and all level dependant abilities are 
  now based on the Metamages’ statistics, and the 
  Metamage is now considered to be the spell’s caster 
  for all intents and purposes. 
   
  Instinctive Counterspell 
   
   
  At 19th level, a Metamage’s mastery of 
  magic is so profound that they can instinctively 
  counterspell any magic that they can perceive, if 
  they make the Spellcraft DC 15 + Spell level roll to 
  identify the magic, and sacrifice the relevant spell 
  slot from their available spells for the day. They no 
  longer have to keep an action ready in order to 
  perform a counterspell action. The Metamage can 
  use a Spontaneous Counterspell once per round as a 
  free action. This ability can not be used in 
  conjunction with any other Metamage abilities, in 
  other words, the Metamage must still hold an action 
  ready if they wish to Return Magic or Return with 
  Interest.  
   
  Ex-Metamages 
   
   
  Metamage multiclassing is handled the 
  same as Specialist Wizard multiclassing. The spell 
  abilities of the Metamage are not comulative with 
  any other spell casing abilities. Otherwise they are 
  free to multiclass as per the normal rules. Having 
  said that, there are some cases of multiclassing with 
  other chromatic magic classes in which the spell 
  casting abilities become comulative. Please see the 
  Colours of Magic: Chrome product for more details. 
   
  Gnome Metamage Starting Package 
   
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Dagger (1d3, critical 19-20. x2, 1lb, 
  range increment 10) 
  Skill selection Pick a number of skills equal to 2+ 
  Int. Modifier: 
  Skill 
  Ranks Ability Armor Penalty 
  Concentration 
  4 
  Con 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Decipher Script 
  4 
  Int 
  - 
  Listen 
  2 
  Wis 
  - 
  Search 
  4 
  Wis 
  - 
  Sense Motive 
  2 
  Wis 
  - 
  Use Magic Device 
  4 
  Cha 
  - 
  Feats 
  Scribe Scroll, Wizard Weapons, 
  Toughness. 
  Spell Book 
  Read Magic, Hold Portal,Detect Magic, 
  Longstrider, Magic Missile, Identify 
  Gear 
  Robes, scroll case, 8 sheets of paper, 
  ink, pen, spell components pouch, 
  spell book, packed lunch. 
  Gold 
   
  6d4gp  
  Arcana 
  level Semiotics 
  level 
  Tempus 
  level 
  Detect Magic 
  0 
  Arcane Mark 
  0 
  Longstrider 
  0 
   
   
  Read Magic 
  0 
   
   
  Identify 
  1 
  N.'s Magic Aura 
  1 
  Expeditious Retreat 
  1 
  Magic Missile 
  1 
   
   
  Hold Portal 
  1 
  L.'s Trap 
  2 
  Arcane Lock 
  2 
  Cat's Grace 
  2 
   
   
   
   
  Hold Animal 
  2 
   
   
   
   
  Hold Person 
  2 
  Arcane Sight 
  3 
  Sepia Snake Sigil 
  3 
  Haste 
  3 
   
   
   
   
  Slow 
  3 
  Imbue with Spell Ability 
  4 
  Glyph of Warding 
  4 
  Remove Paralysis 
  4 
  Analyze Dweomer 
  5 
  Mark of Justice 
  5 
  Permanency 
  5 
  Contingency 
  6 
  Glyph of Warding, greater 
  6 
  Cat's Grace, Mass 
  6 
  Spellstaff 
  6 
   
   
  Hold Monster 
  6 
  Spell Turning 
  7 
  Power Word, Blind 
  7 
  Hold Person, Mass 
  7 
  Arcane Sight, greater 
  7 
   
   
   
   
  Limited Wish 
  7 
   
   
   
   
  Protection from Spells 
  8 
  Power Word, Stun 
  8 
  Temporal Stasis 
  8 
  Wish 
  9 
  Power Word, Kill 
  9 
  Hold Monster, Mass 
  9 
   
   
   
   
  Time Stop 
  9 
  
  11 
  AAppppeennddiixx::  B
  Blluuee  SSppeellllss  
    
  LLeevveell  00  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Detect Magic 
  Arcana 
  0 
  0 
  Arcane Mark 
  Semiotics 
  0 
   
  Read Magic 
  Semiotics 
  0 
  0 
  Longstrider 
  Tempus 
  0 
  0 
   
  Detect Magic 
  Blue (Arcana) - Divination 
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0, Blue 0, Arcana 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of magical auras. 
  2nd Round: Number of different magical auras and the power of 
  the most potent aura. 
  3rd Round: The strength and location of each aura. If the items or 
  creatures bearing the auras are in line of sight, you can make 
  Spellcraft skill checks to determine the school of magic involved 
  in each. (Make one check per aura; DC 15 + spell level, or 15 + 
  half caster level for a nonspell effect.) 
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras. 
  Aura Strength: An aura’s power depends on a spell’s functioning 
  spell level or an item’s caster level. If an aura falls into more than 
  one category, detect magic indicates the stronger of the two. 
   
    
   
  ———————— Aura Power ——————— 
   
  Spell or 
  Object 
  Faint 
  Moderate 
  Strong 
  Overwhelming 
  Functioning 
  spell 
  (spell 
  level) 
  3rd or 
  lower 
  4th–6th 
  7th–
  9th 
  10th+ 
  (deity-
  level) 
  Magic 
  item 
  (caster level) 
  5th or 
  lower 
  6th–11th 
  12th–
  20th 
  21st+ (artifact) 
   
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  magic item). If detect magic is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends 
  on its original power: 
   
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate 
  1d6 minutes 
  Strong 
  1d6x10 minutes 
  Overwhelming 
  1d6 days 
   
  Outsiders and elementals are not magical in themselves, but if 
  they are summoned, the conjuration spell registers. 
  Each round, you can turn to detect magic in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Detect magic can be made permanent with a permanency spell. 
   
   
  Arcane Mark 
  Blue (Semiotics) - Universal 
  Level: Sor/Wiz 0, Blue 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: One personal rune or mark, all of which must fit within 1 
  sq. ft. 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
  This spell allows you to inscribe your personal rune or mark, 
  which can consist of no more than six characters. The writing can 
  be visible or invisible. An arcane mark spell enables you to etch the 
  rune upon any substance without harm to the material upon 
  which it is placed. If an invisible mark is made, a detect magic spell 
  causes it to glow and be visible, though not necessarily 
  understandable. 
  See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise 
  allows the user to see an invisible arcane mark. A read magic spell 
  reveals the words, if any. The mark cannot be dispelled, but it can 
  be removed by the caster or by an erase spell. 
  If an arcane mark is placed on a living being, normal wear 
  gradually causes the effect to fade in about a month. 
  Arcane mark must be cast on an object prior to casting instant 
  summons on the same object (see that spell description for details). 
   
  Read Magic 
  Blue (Semiotics) - Divination 
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0, Blue 0, 
  Semiotics 0 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level 
  By means of read magic, you can decipher magical inscriptions on 
  objects—books, scrolls, weapons, and the like—that would 
  otherwise be unintelligible. This deciphering does not normally 
  invoke the magic contained in the writing, although it may do so 
  in the case of a cursed scroll. Furthermore, once the spell is cast 
  and you have read the magical inscription, you are thereafter able 
  to read that particular writing without recourse to the use of read 
  magic. You can read at the rate of one page (250 words) per 
  minute. The spell allows you to identify a glyph of warding with a 
  DC 13 Spellcraft check, a greater glyph of warding with a DC 16 
  Spellcraft check, or any symbol spell with a Spellcraft check (DC 
  10 + spell level). 
  Read magic can be made permanent with a permanency spell. 
  Focus: A clear crystal or mineral prism. 
   
   
   
   
  Longstrider 
  Blue (Tempus) - Transmutation 
  Level: Drd 1, Rgr 1, Travel 1, Blue 0, Tempus 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  This spell increases your base land speed by 10 feet. (This 
  adjustment counts as an enhancement bonus.) It has no effect on 
  other modes of movement, such as burrow, climb, fly, or swim. 
  Material Component: A pinch of dirt. 
   
   
   
   
   
   
   
  
  12 
  LLeevveell  11  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Identify 
  Arcana 
  1 
  1 
  Magic Missile 
  Arcana 
  1 
   
  N.'s Magic Aura 
  Semiotics 
  1 
  1 
  Expeditious Retreat 
  Tempus 
  1 
   
  Hold Portal 
  Tempus 
  1 
  1 
   
  Identify 
  Blue (Arcana) - Divination 
  Level: Brd 1, Magic 2, Sor/Wiz 1, Blue 1, Arcana 1 
  Components: V, S, M/DF 
  Casting Time: 1 hour 
  Range: Touch 
  Targets: One touched object 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  The spell determines all magic properties of a single magic item, 
  including how to activate those functions (if appropriate), and 
  how many charges are left (if any). 
  Identify does not function when used on an artifact. 
  Arcane Material Component: A pearl of at least 100 gp value, 
  crushed and stirred into wine with an owl feather; the infusion 
  must be drunk prior to spellcasting. 
   
   
   
  Magic Missile 
  Blue (Arcana) - Evocation [Force] 
  Level: Sor/Wiz 1, Blue 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Up to five creatures, no two of which can be more than 
  15 ft. apart 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  A missile of magical energy darts forth from your fingertip and 
  strikes its target, dealing 1d4+1 points of force damage. 
  The missile strikes unerringly, even if the target is in melee 
  combat or has less than total cover or total concealment. Specific 
  parts of a creature can’t be singled out. Inanimate objects are not 
  damaged by the spell. 
  For every two caster levels beyond 1st, you gain an additional 
  missile—two at 3rd level, three at 5th, four at 7th, and the 
  maximum of five missiles at 9th level or higher. If you shoot 
  multiple missiles, you can have them strike a single creature or 
  several creatures. A single missile can strike only one creature. 
  You must designate targets before you check for spell resistance 
  or roll damage. 
   
   
  Magic Aura 
  Blue (Semiotics) - Illusion (Glamer) 
  Level: Brd 1, Magic 1, Sor/Wiz 1, Blue 1, Semiotics 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched object weighing up 
  to 5 lb./level 
  Duration: One day/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
  You alter an item’s aura so that it registers to detect spells (and 
  spells with similar capabilities) as though it were nonmagical, or 
  a magic item of a kind you specify, or the subject of a spell you 
  specify.  
  If the object bearing magic aura has identify cast on it or is similarly 
  examined, the examiner recognizes that the aura is false and 
  detects the object’s actual qualities if he succeeds on a Will save. 
  Otherwise, he believes the aura and no amount of testing reveals 
  what the true magic is. 
  If the targeted item’s own aura is exceptionally powerful (if it is 
  an artifact, for instance), magic aura doesn’t work. 
  Note: A magic weapon, shield, or suit of armor must be a 
  masterwork item, so a sword of average make, for example, looks 
  suspicious if it has a magical aura. 
  Focus: A small square of silk that must be passed over the object 
  that receives the aura. 
   
   
   
  Expeditious Retreat 
  Blue (Tempus) - Transmutation 
  Level: Brd 1, Sor/Wiz 1, Blue 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  This spell increases your base land speed by 30 feet. (This 
  adjustment is treated as an enhancement bonus.) There is no 
  effect on other modes of movement, such as burrow, climb, fly, or 
  swim. As with any effect that increases your speed, this spell 
  affects your jumping distance (see the Jump skill). 
   
  Hold Portal 
  Blue (Tempus) - Abjuration 
  Level: Sor/Wiz 1, Blue 1, Tempus 1 
  Component: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One portal, up to 20 sq. ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell magically holds shut a door, gate, window, or shutter 
  of wood, metal, or stone. The magic affects the portal just as if it 
  were securely closed and normally locked. A knock spell or a 
  successful dispel magic spell can negate a hold portal spell. 
  For a portal affected by this spell, add 5 to the normal DC for 
  forcing open the portal. 
   
  LLeevveell  22  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  L.'s Trap 
  Arcana 
  2 
  2 
  Arcane Lock 
  Semiotics 
  2 
  2 
  Cat's Grace 
  Tempus 
  2 
   
  Hold Animal 
  Tempus 
  2 
   
  Hold Person 
  Tempus 
  2 
  2 
   
  Phantom Trap (L.s Trap) 
  Blue (Arcana) - Illusion (Glamer) 
  Level: Sor/Wiz 2, Blue 2, Arcana 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: Permanent (D) 
  Saving Throw: None 
  Spell Resistance: No 
  TThhiiss  ssppeellll  m
  maakkeess  aa  lloocckk  oorr  ootthheerr  ssm
  maallll  m
  meecchhaanniissm
  m  sseeeem
  m  ttoo  bbee  
  ttrraappppeedd  ttoo  aannyyoonnee  w
  whhoo  ccaann  ddeetteecctt  ttrraappss..  YYoouu  ppllaaccee  tthhee  ssppeellll  uuppoonn  
  aannyy  ssm
  maallll  m
  meecchhaanniissm
  m  oorr  ddeevviiccee,,  ssuucchh  aass  aa  lloocckk,,  hhiinnggee,,  hhaasspp,,  ccoorrkk,,  
  ccaapp,,  oorr  rraattcchheett..  A
  Annyy  cchhaarraacctteerr  aabbllee  ttoo  ddeetteecctt  ttrraappss,,  oorr  w
  whhoo  uusseess  
  aannyy  ssppeellll  oorr  ddeevviiccee  eennaabblliinngg  ttrraapp  ddeetteeccttiioonn,,  iiss  110000%
  %  cceerrttaaiinn  aa  rreeaall  
  ttrraapp  eexxiissttss..  O
  Off  ccoouurrssee,,  tthhee  eeffffeecctt  iiss  iilllluussoorryy  aanndd  nnootthhiinngg  hhaappppeennss  iiff  
  tthhee  ttrraapp  iiss  ““sspprruunngg””;;  iittss  pprriim
  maarryy  ppuurrppoossee  iiss  ttoo  ffrriigghhtteenn  aaw
  waayy  
  tthhiieevveess  oorr  m
  maakkee  tthheem
  m  w
  waassttee  pprreecciioouuss  ttiim
  mee..  
  If another phantom trap is active within 50 feet when the spell is 
  cast, the casting fails. 
  Material Component: A piece of iron pyrite touched to the object to 
  be trapped while the object is sprinkled with a special dust 
  requiring 50 gp to prepare. 
   
  
  13 
  Arcane Lock 
  Blue (Semiotics) - Abjuration 
  Level: Sor/Wiz 2, Blue 2, Semiotics 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: The door, chest, or portal touched, up to 30 sq. ft./level in 
  size 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
  An arcane lock spell cast upon a door, chest, or portal magically 
  locks it. You can freely pass your own arcane lock without 
  affecting it; otherwise, a door or object secured with this spell can 
  be opened only by breaking in or with a successful dispel magic or 
  knock spell. Add 10 to the normal DC to break open a door or 
  portal affected by this spell. (A knock spell does not remove an 
  arcane lock; it only suppresses the effect for 10 minutes.) 
  Material Component: Gold dust worth 25 gp. 
   
   
   
  Cat’s Grace 
  Blue (Tempus) - Transmutation 
  Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2, Blue 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to 
  Dexterity, adding the usual benefits to AC, Reflex saves, and 
  other uses of the Dexterity modifier. 
  Material Component: A pinch of cat fur. 
   
   
   
   
  Hold Animal 
  Blue (Tempus) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Animal 2, Drd 2, Rgr 2, Blue 2 
  Components: V, S 
  Target: One animal 
  This spell functions like hold person, except that it affects an 
  animal instead of a humanoid. 
   
  Hold Person 
  Blue (Tempus) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Clr 2, Sor/Wiz 3, Blue 2, Tempus 2 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid creature 
  Duration: 1 round/level (D); see text 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  The subject becomes paralyzed and freezes in place. It is aware 
  and breathes normally but cannot take any actions, even speech. 
  Each round on its turn, the subject may attempt a new saving 
  throw to end the effect. (This is a full-round action that does not 
  provoke attacks of opportunity.) 
  A winged creature who is paralyzed cannot flap its wings and 
  falls. A swimmer can’t swim and may drown. 
  Arcane Focus: A small, straight piece of iron. 
   
   
  LLeevveell  33  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Arcane Sight 
  Arcana 
  3 
  3 
  Sepia Snake Sigil 
  Semiotics 
  3 
  3 
  Haste 
  Tempus 
  3 
  3 
  Slow 
  Tempus 
  3 
   
   
  Arcane Sight 
  Blue (Arcana) - Divination 
  Level: Sor/Wiz 3, Blue 3, Arcana 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  This spell makes your eyes glow blue and allows you to see 
  magical auras within 120 feet of you. The effect is similar to that 
  of a detect magic spell, but arcane sight does not require 
  concentration and discerns aura location and power more 
  quickly. 
  You know the location and power of all magical auras within 
  your sight. An aura’s power depends on a spell’s functioning 
  level or an item’s caster level, as noted in the description of the 
  detect magic spell. If the items or creatures bearing the auras are in 
  line of sight, you can make Spellcraft skill checks to determine the 
  school of magic involved in each. (Make one check per aura; DC 
  15 + spell level, or 15 + one-half caster level for a nonspell effect.) 
  If you concentrate on a specific creature within 120 feet of you as 
  a standard action, you can determine whether it has any 
  spellcasting or spell-like abilities, whether these are arcane or 
  divine (spell-like abilities register as arcane), and the strength of 
  the most powerful spell or spell-like ability the creature currently 
  has available for use. 
  Arcane sight can be made permanent with a permanency spell. 
   
   
   
  Sepia Snake Sigil 
  Blue (Semiotics) - Conjuration (Creation) [Force] 
  Level: Brd 3, Sor/Wiz 3, Blue 3, Semiotics 3 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: One touched book or written work 
  Duration: Permanent or until discharged; until released or 1d4 
  days + one day/level; see text 
  Saving Throw: Reflex negates 
  Spell Resistance: No 
  When you cast sepia snake sigil, a small symbol appears in the text 
  of one written work such as a book, scroll, or map. The text 
  containing the symbol must be at least twenty-five words long. 
  When anyone reads the text containing the symbol, the sepia snake 
  springs into being and strikes the reader, provided there is line of 
  effect between the symbol and the reader. 
  Simply seeing the enspelled text is not sufficient to trigger the 
  spell; the subject must deliberately read it. The target is entitled to 
  a save to evade the snake’s strike. If it succeeds, the sepia snake 
  dissipates in a flash of brown light accompanied by a puff of dun-
  colored smoke and a loud noise. If the target fails its save, it is 
  engulfed in a shimmering amber field of force and immobilized 
  until released, either at your command or when 1d4 days + one 
  day per caster level have elapsed. 
  While trapped in the amber field of force, the subject does not 
  age, breathe, grow hungry, sleep, or regain spells. It is preserved 
  in a state of suspended animation, unaware of its surroundings. It 
  can be damaged by outside forces (and perhaps even killed), 
  since the field provides no protection against physical injury. 
  However, a dying subject does not lose hit points or become 
  stable until the spell ends. 
  The hidden sigil cannot be detected by normal observation, and 
  detect magic reveals only that the entire text is magical. 
  A dispel magic can remove the sigil. An erase spell destroys the 
  entire page of text. 
  Sepia snake sigil can be cast in combination with other spells that 
  hide or garble text, such as secret page. 
  Material Component: 500 gp worth of powdered amber, a scale 
  from any snake, and a pinch of mushroom spores. 
   
  
  14 
  Haste 
  Blue (Tempus) - Transmutation 
  Level: Brd 3, Sor/Wiz 3, Blue 3, Tempus 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The transmuted creatures move and act more quickly than 
  normal. This extra speed has several effects. 
  When making a full attack action, a hasted creature may make 
  one extra attack with any weapon he is holding. The attack is 
  made using the creature’s full base attack bonus, plus any 
  modifiers appropriate to the situation. (This effect is not 
  cumulative with similar effects, such as that provided by a 
  weapon of speed, nor does it actually grant an extra action, so 
  you can’t use it to cast a second spell or otherwise take an extra 
  action in the round.) 
  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. 
  All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase by 30 feet, to a 
  maximum of twice the subject’s normal speed using that form of 
  movement. This increase counts as an enhancement bonus, and it 
  affects the creature’s jumping distance as normal for increased 
  speed. 
  Multiple haste effects don’t stack. Haste dispels and counters slow. 
  Material Component: A shaving of licorice root. 
   
   
  Slow 
  Blue (Tempus) - Transmutation 
  Level: Brd 3, Sor/Wiz 3, Blue 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  An affected creature moves and attacks at a drastically slowed 
  rate. A slowed creature can take only a single move action or 
  standard action each turn, but not both (nor may it take full-
  round actions). Additionally, it takes a –1 penalty on attack rolls, 
  AC, and Reflex saves. A slowed creature moves at half its normal 
  speed (round down to the next 5-foot increment), which affects 
  the creature’s jumping distance as normal for decreased speed. 
  Multiple slow effects don’t stack. Slow counters and dispels haste. 
  Material Component: A drop of molasses. 
   
   
   
   
   
   
  LLeevveell  44  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Imbue with Spell Ability 
  Arcana 
  4 
  4 
  Glyph of Warding 
  Semiotics 
  4 
  4 
  Remove Paralysis 
  Tempus 
  4 
  4 
   
  Imbue with Spell Ability 
  Blue (Arcana) - Evocation 
  Level: Clr 4, Magic 4, Blue 4, Arcana 4 
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Creature touched; see text 
  Duration: Permanent until discharged (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You transfer some of your currently prepared spells, and the 
  ability to cast them, to another creature. Only a creature with an 
  Intelligence score of at least 5 and a Wisdom score of at least 9 can 
  receive this bestowal. Only cleric spells from the schools of 
  abjuration, 
  divination, 
  and 
  conjuration 
  (healing) can be 
  transferred. The number and level of spells that the subject can be 
  granted depends on its Hit Dice; even multiple castings of imbue 
  with spell ability can’t exceed this limit. 
   
  HD of Recipient 
  Spells Imbued 
  2 or lower 
  One 1st-level spell 
  3–4 
  One or two 1st-level spells 
  5 or higher 
  One or two 1st-level spells and one 2nd-
  level spell 
   
  The transferred spell’s variable characteristics (range, duration, 
  area, and the like) function according to your level, not the level 
  of the recipient. 
  Once you cast imbue with spell ability, you cannot prepare a new 
  4th-level spell to replace it until the recipient uses the imbued 
  spells or is slain, or until you dismiss the imbue with spell ability 
  spell. In the meantime, you remain responsible to your deity or 
  your principles for the use to which the spell is put. If the number 
  of 4th-level spells you can cast decreases, and that number drops 
  below your current number of active imbue with spell ability spells, 
  the more recently cast imbued spells are dispelled. 
  To cast a spell with a verbal component, the subject must be able 
  to speak. To cast a spell with a somatic component, it must have 
  humanlike hands. To cast a spell with a material component or 
  focus, it must have the materials or focus. 
   
   
   
   
  Glyph of Warding 
  Blue (Semiotics) - Abjuration 
  Level: Clr 3, Blue 4, Semiotics 4 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Touch 
  Target or Area: Object touched or up to 5 sq. ft./level 
  Duration: Permanent until discharged (D) 
  Saving Throw: See text 
  Spell Resistance: No (object) and Yes; see text 
  This powerful inscription harms those who enter, pass, or open 
  the warded area or object. A glyph of warding can guard a bridge 
  or passage, ward a portal, trap a chest or box, and so on. 
  You set the conditions of the ward. Typically, any creature 
  entering the warded area or opening the warded object without 
  speaking a password (which you set when casting the spell) is 
  subject to the magic it stores. Alternatively or in addition to a 
  password trigger, glyphs can be set according to physical 
  characteristics (such as height or weight) or creature type, 
  subtype, or kind. Glyphs can also be set with respect to good, evil, 
  law, or chaos, or to pass those of your religion. They cannot be set 
  according to class, Hit Dice, or level. Glyphs respond to invisible 
  creatures normally but are not triggered by those who travel past 
  them ethereally. Multiple glyphs cannot be cast on the same area. 
  However, if a cabinet has three drawers, each can be separately 
  warded. 
  When casting the spell, you weave a tracery of faintly glowing 
  lines around the warding sigil. A glyph can be placed to conform 
  to any shape up to the limitations of your total square footage. 
  When the spell is completed, the glyph and tracery become nearly 
  invisible. 
  Glyphs cannot be affected or bypassed by such means as physical 
  or magical probing, though they can be dispelled. Mislead, 
  polymorph, and nondetection (and similar magical effects) can fool 
  a glyph, though nonmagical disguises and the like can’t. Read 
  magic allows you to identify a glyph of warding with a DC 13 
  Spellcraft check. Identifying the glyph does not discharge it and 
  
  15 
  allows you to know the basic nature of the glyph (version, type of 
  damage caused, what spell is stored). 
  Note: Magic traps such as glyph of warding are hard to detect and 
  disable. A rogue (only) can use the Search skill to find the glyph 
  and Disable Device to thwart it. The DC in each case is 25 + spell 
  level, or 28 for glyph of warding. 
  Depending on the version selected, a glyph either blasts the 
  intruder or activates a spell. 
  Blast Glyph: A blast glyph deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to the intruder and to all within 5 
  feet of him or her. This damage is acid, cold, fire, electricity, or 
  sonic (caster’s choice, made at time of casting). Each creature 
  affected can attempt a Reflex save to take half damage. Spell 
  resistance applies against this effect. 
  Spell Glyph: You can store any harmful spell of 3rd level or lower 
  that you know. All level-dependent features of the spell are based 
  on your caster level at the time of casting the glyph. If the spell has 
  a target, it targets the intruder. If the spell has an area or an 
  amorphous effect the area or effect is centered on the intruder. If 
  the spell summons creatures, they appear as close as possible to 
  the intruder and attack. Saving throws and spell resistance 
  operate as normal, except that the DC is based on the level of the 
  spell stored in the glyph. 
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 200 gp. 
   
   
   
   
  Remove Paralysis 
  Blue (Tempus) - Conjuration (Healing) 
  Level: Clr 2, Pal 2, Blue 4, Tempus 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to four creatures, no two of which can be more than 
  30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You can free one or more creatures from the effects of any 
  temporary paralysis or related magic, including a ghoul’s touch 
  or a slow spell. If the spell is cast on one creature, the paralysis is 
  negated. If cast on two creatures, each receives another save with 
  a +4 resistance bonus against the effect that afflicts it. If cast on 
  three or four creatures, each receives another save with a +2 
  resistance bonus. 
  The spell does not restore ability scores reduced by penalties, 
  damage, or drain. 
   
  LLeevveell  55  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Analyze Dweomer 
  Arcana 
  5 
  5 
  Mark of Justice 
  Semiotics 
  5 
  5 
  Permanency 
  Tempus 
  5 
  5 
   
  Analyze Dweomer 
  Blue (Arcana) - Divination 
  Level: Brd 6, Sor/Wiz 6, Blue 5, Arcana 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One object or creature per caster level 
  Duration: 1 round/level (D) 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: No 
  You discern all spells and magical properties present in a number 
  of creatures or objects. Each round, you may examine a single 
  creature or object that you can see as a free action. In the case of a 
  magic item, you learn its functions, how to activate its functions 
  (if appropriate), and how many charges are left (if it uses 
  charges). In the case of an object or creature with active spells cast 
  upon it, you learn each spell, its effect, and its caster level. 
  An attended object may attempt a Will save to resist this effect if 
  its holder so desires. If the save succeeds, you learn nothing about 
  the object except what you can discern by looking at it. An object 
  that makes its save cannot be affected by any other analyze 
  dweomer spells for 24 hours. 
  Analyze dweomer does not function when used on an artifact. 
  Focus: A tiny lens of ruby or sapphire set in a small golden loop. 
  The gemstone must be worth at least 1,500 gp. 
   
   
   
  Mark of Justice 
  Blue (Semiotics) - Necromancy 
  Level: Clr 5, Pal 4, Blue 5, Semiotics 5 
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent; see text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You draw an indelible mark on the subject and state some 
  behavior on the part of the subject that will activate the mark. 
  When activated, the mark curses the subject. Typically, you 
  designate some sort of criminal behavior that activates the mark, 
  but you can pick any act you please. The effect of the mark is 
  identical with the effect of bestow curse. 
  Since this spell takes 10 minutes to cast and involves writing on 
  the target, you can cast it only on a creature that is willing or 
  restrained. 
  Like the effect of bestow curse, a mark of justice cannot be dispelled, 
  but it can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell. Remove curse works only if its 
  caster level is equal to or higher than your mark of justice caster 
  level. These restrictions apply regardless of whether the mark has 
  activated. 
   
   
   
   
  Permanency 
  Blue (Tempus) - Universal 
  Level: Sor/Wiz 5, Blue 5, Tempus 5 
  Components: V, S, XP 
  Casting Time: 2 rounds 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: Permanent; see text 
  Saving Throw: None 
  Spell Resistance: No 
  This spell makes certain other spells permanent. 
  Depending on the spell, you must be of a minimum caster level 
  and must expend a number of XP. 
  You can make the following spells permanent in regard to 
  yourself. 
   
  Spell 
  Minimum Caster 
  Level 
  XP Cost 
  Arcane sight 
  11th 
  1,500 XP 
  Comprehend languages 
  9th 
  500 XP 
  Darkvision 
  10th 
  1,000 XP 
  Detect magic 
  9th 
  500 XP 
  Read magic 
  9th 
  500 XP 
  See invisibility 
  10th 
  1,000 XP 
  Tongues 
  11th 
  1,500 XP 
   
  You cast the desired spell and then follow it with the permanency 
  spell. You cannot cast these spells on other creatures. This 
  application of permanency can be dispelled only by a caster of 
  higher level than you were when you cast the spell. 
  In addition to personal use, permanency can be used to make the 
  following spells permanent on yourself, another creature, or an 
  object (as appropriate). 
   
  
  16 
  Spell 
  Minimum Caster 
  Level 
  XP Cost 
  Enlarge person 
  9th 
  500 XP 
  Magic fang 
  9th 
  500 XP 
  Magic fang, greater 
  11th 
  1,500 XP 
  Reduce person 
  9th 
  500 XP 
  Resistance 
  9th 
  500 XP 
  Telepathic bond1 
  13th 
  2,500 XP 
  1 Only bonds two creatures per casting of permanency. 
   
  Additionally, the following spells can be cast upon objects or 
  areas only and rendered permanent. 
   
  Spell 
  Minimum Caster 
  Level 
  XP Cost 
  Alarm 
  9th 
  500 XP 
  Animate objects 
  14th 
  3,000 XP 
  Dancing lights 
  9th 
  500 XP 
  Ghost sound 
  9th 
  500 XP 
  Gust of wind 
  11th 
  1,500 XP 
  Invisibility 
  10th 
  1,000 XP 
  Mage’s private sanctum 
  13th 
  2,500 XP 
  Magic mouth 
  10th 
  1,000 XP 
  Phase door 
  15th 
  3,500 XP 
  Prismatic sphere 
  17th 
  4,500 XP 
  Prismatic wall 
  16th 
  4,000 XP 
  Shrink item 
  11th 
  1,500 XP 
  Solid fog 
  12th 
  2,000 XP 
  Stinking cloud 
  11th 
  1,500 XP 
  Symbol of death 
  16th 
  4,000 XP 
  Symbol of fear 
  14th 
  3,000 XP 
  Symbol of insanity 
  16th 
  4,000 XP 
  Symbol of pain 
  13th 
  2,500 XP 
  Symbol of persuasion 
  14th 
  3,000 XP 
  Symbol of sleep 
  16th 
  4,000 XP 
  Symbol of stunning 
  15th 
  3,500 XP 
  Symbol of weakness 
  15th 
  3,500 XP 
  Teleportation circle 
  17th 
  4,500 XP 
  Wall of fire 
  12th 
  2,000 XP 
  Wall of force 
  13th 
  2,500 XP 
  Web 
  10th 
  1,000 XP 
   
  Spells cast on other creatures, objects, or locations (not on you) 
  are vulnerable to dispel magic as normal. 
  XP Cost: See tables above. 
   
    
    
  LLeevveell  66  BBlluuee  SSppeellllss  
  Spell Name 
  Domain Level Domain level 
  Contingency 
  Arcana 
  6 
  6 
  Spellstaff 
  Arcana 
  6 
   
  Glyph of Warding, Greater 
  Semiotics 
  6 
  6 
  Cat's Grace, Mass 
  Tempus 
  6 
   
  Hold Monster 
  Tempus 
  6 
  6 
   
   
  Contingency 
  Blue (Arcana) - Evocation 
  Level: Sor/Wiz 6, Blue 6, Arcana 6 
  Components: V, S, M, F 
  Casting Time: At least 10 minutes; see text 
  Range: Personal 
  Target: You 
  Duration: One day/level (D) or until discharged 
  You can place another spell upon your person so that it comes 
  into effect under some condition you dictate when casting 
  contingency. The contingency spell and the companion spell are 
  cast at the same time. The 10-minute casting time is the minimum 
  total for both castings; if the companion spell has a casting time 
  longer than 10 minutes, use that instead. 
  The spell to be brought into effect by the contingency must be one 
  that affects your person and be of a spell level no higher than 
  one-third your caster level (rounded down, maximum 6th level). 
  The conditions needed to bring the spell into effect must be clear, 
  although they can be general. In all cases, the contingency 
  immediately brings into effect the companion spell, the latter 
  being “cast” instantaneously when the prescribed circumstances 
  occur. If complicated or convoluted conditions are prescribed, the 
  whole spell combination (contingency and the companion magic) 
  may fail when called on. The companion spell occurs based solely 
  on the stated conditions, regardless of whether you want it to. 
  You can use only one contingency spell at a time; if a second is 
  cast, the first one (if still active) is dispelled. 
  Material Component: That of the companion spell, plus quicksilver 
  and an eyelash of an ogre mage, rakshasa, or similar spell-using 
  creature. 
  Focus: A statuette of you carved from elephant ivory and 
  decorated with gems (worth at least 1,500 gp). You must carry the 
  focus for the contingency to work. 
   
   
   
   
   
  Spellstaff 
  Blue (Arcana) - Transmutation 
  Level: Drd 6, Blue 6 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Wooden quarterstaff touched 
  Duration: Permanent until discharged (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You store one spell that you can normally cast in a wooden 
  quarterstaff. Only one such spell can be stored in a staff at a given 
  time, and you cannot have more than one spellstaff at any given 
  time. You can cast a spell stored within a staff just as though it 
  were among those you had prepared, but it does not count 
  against your normal allotment for a given day. You use up any 
  applicable material components required to cast the spell when 
  you store it in the spellstaff. 
  Focus: The staff that stores the spell. 
   
  Glyph of Warding, Greater 
  Blue (Semiotics) - Abjuration 
  Level: Clr 6, Blue 6, Semiotics 6 
  This spell functions like glyph of warding, except that a greater blast 
  glyph deals up to 10d8 points of damage, and a greater spell glyph 
  can store a spell of 6th level or lower. 
  Material Component: You trace the glyph with incense, which must 
  first be sprinkled with powdered diamond worth at least 400 gp. 
   
  Cat’s Grace, Mass 
  Blue (Tempus) - Transmutation 
  Level: Brd 6, Drd 6, Sor/Wiz 6, Blue 6 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  This spell functions like cat’s grace, except that it affects multiple 
  creatures. 
   
   
  Hold Monster 
  Blue (Tempus) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 4, Law 6, Sor/Wiz 5, Blue 6, Tempus 6 
  Components: V, S, M/DF 
  Target: One living creature 
  This spell functions like hold person, except that it affects any 
  living creature that fails its Will save. 
  Arcane Material Component: One hard metal bar or rod, which can 
  be as small as a three-penny nail. 
  
  17 
  LLeevveell  77  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Spell Turning 
  Arcana 
  7 
   
  Arcane Sight, greater 
  Arcana 
  7 
  7 
  Limited Wish 
  Arcana 
  7 
   
  Power Word, Blind 
  Semiotics 
  7 
  7 
  Hold Person, Mass 
  Tempus 
  7 
  7 
   
   
   
  Spell Turning 
  Blue (Arcana) - Abjuration 
  Level: Luck 7, Magic 7, Sor/Wiz 7, Blue 7 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: Until expended or 10 min./level 
  Spells and spell-like effects targeted on you are turned back upon 
  the original caster. The abjuration turns only spells that have you 
  as a target. Effect and area spells are not affected. Spell turning 
  also fails to stop touch range spells.  
  From seven to ten (1d4+6) spell levels are affected by the turning. 
  The exact number is rolled secretly. 
  When you are targeted by a spell of higher level than the amount 
  of spell turning you have left, that spell is partially turned. The 
  subtract the amount of spell turning left from the spell level of the 
  incoming spell, then divide the result by the spell level of the 
  incoming spell to see what fraction of the effect gets through. For 
  damaging spells, you and the caster each take a fraction of the 
  damage. For nondamaging spells, each of you has a proportional 
  chance to be affected. 
  If you and a spellcasting attacker are both warded by spell turning 
  effects in operation, a resonating field is created. 
  Roll randomly to determine the result. 
   
  d% 
  Effect 
  01–70 
  Spell drains away without effect. 
  71–80 
  Spell affects both of you equally at full effect. 
  81–97 
  Both turning effects are rendered nonfunctional for 
  1d4 minutes. 
  98–100 
  Both of you go through a rift into another plane. 
   
  Arcane Material Component: A small silver mirror. 
   
   
   
   
  Arcane Sight, Greater 
  Blue (Arcana) - Divination 
  Level: Sor/Wiz 7, Blue 7, Arcana 7 
  This 
  spell 
  functions like arcane sight, except that you 
  automatically know which spells or magical effects are active 
  upon any individual or object you see. 
  Greater arcane sight doesn’t let you identify magic items. 
  Unlike arcane sight, this spell cannot be made permanent with a 
  permanency spell. 
   
   
   
   
  Limited Wish 
  Blue (Arcana) - Universal 
  Level: Sor/Wiz 7, Blue 7 
  Components: V, S, XP 
  Casting Time: 1 standard action 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: See text 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  A limited wish lets you create nearly any type of effect. For 
  example, a limited wish can do any of the following things. 
  • Duplicate any sorcerer/wizard spell of 6th level or lower, 
  provided the spell is not of a school prohibited to you. 
  • Duplicate any other spell of 5th level or lower, provided the 
  spell is not of a school prohibited to you. 
  • Duplicate any sorcerer/wizard spell of 5th level or lower, even 
  if it’s of a prohibited school. 
  • Duplicate any other spell of 4th level or lower, even if it’s of a 
  prohibited school. 
  • Undo the harmful effects of many spells, such as geas/quest or 
  insanity. 
  • Produce any other effect whose power level is in line with the 
  above effects, such as a single creature automatically hitting on its 
  next attack or taking a –7 penalty on its next saving throw. 
  A duplicated spell allows saving throws and spell resistance as 
  normal (but the save DC is for a 7th-level spell). When a limited 
  wish duplicates a spell that has an XP cost, you must pay that cost 
  or 300 XP, whichever is more. When a limited wish spell duplicates 
  a spell with a material component that costs more than 1,000 gp, 
  you must provide that component. 
  XP Cost: 300 XP or more (see above). 
   
   
   
   
  Power Word Blind 
  Blue (Semiotics) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7, War 7, Blue 7, Semiotics 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature with 200 hp or less 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You utter a single word of power that causes one creature of your 
  choice to become blinded, whether the creature can hear the word 
  or not. The duration of the spell depends on the target’s current 
  hit point total. Any creature that currently has 201 or more hit 
  points is unaffected by power word blind. 
   
  Hit Points 
  Duration 
  50 or less 
  Permanent 
  51–100 
  1d4+1 minutes 
  101–200 
  1d4+1 rounds 
   
  Hold Person, Mass 
  Blue (Tempus) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7, Blue 7, Tempus 7 
  Targets: One or more humanoid creatures, no two of which can 
  be more than 30 ft. apart 
  This spell functions like hold person, except as noted above. 
   
  LLeevveell  88  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Protection from Spells 
  Arcana 
  8 
  8 
  Power Word, Stun 
  Semiotics 
  8 
  8 
  Temporal Stasis 
  Tempus 
  8 
  8 
   
  Protection from Spells 
  Blue (Arcana) - Abjuration 
  Level: Magic 8, Sor/Wiz 8, Blue 8, Arcana 8 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Up to one creature touched per four levels 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains a +8 resistance bonus on saving throws against 
  spells and spell-like abilities (but not against supernatural and 
  extraordinary abilities). 
  Material Component: A diamond of at least 500 gp value, which 
  must be crushed and sprinkled over the targets. 
  
  18 
  Focus: One 1,000 gp diamond per creature to be granted the 
  protection. Each subject must carry one such gem for the duration 
  of the spell. If a subject loses the gem, the spell ceases to affect 
  him. 
   
   
   
  Power Word Stun 
  Blue (Semiotics) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 8, War 8, Blue 8, Semiotics 8 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature with 150 hp or less 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You utter a single word of power that instantly causes one 
  creature of your choice to become stunned, whether the creature 
  can hear the word or not. The duration of the spell depends on 
  the target’s current hit point total. Any creature that currently has 
  151 or more hit points is unaffected by power word stun. 
   
  Hit Points 
  Duration 
  50 or less 
  4d4 rounds 
  51–100 
  2d4 rounds 
  101–150 
  1d4 rounds 
   
   
   
  Temporal Stasis 
  Blue (Tempus) - Transmutation 
  Level: Sor/Wiz 8, Blue 8, Tempus 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You must succeed on a melee touch attack. You place the subject 
  into a state of suspended animation. For the creature, time ceases 
  to flow and its condition becomes fixed. The creature does not 
  grow older. Its body functions virtually cease, and no force or 
  effect can harm it. This state persists until the magic is removed 
  (such as by a successful dispel magic spell or a freedom spell). 
  Material Component: A powder composed of diamond, emerald, 
  ruby, and sapphire dust with a total value of at least 5,000 gp. 
   
  LLeevveell  99  BBlluuee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Wish 
  Arcana 
  9 
  9 
  Power Word, Kill 
  Semiotics 
  9 
  9 
  Hold Monster, Mass 
  Tempus 
  9 
   
  Time Stop 
  Tempus 
  9 
  9 
   
   
  Wish 
  Blue (Arcana) - Universal 
  Level: Sor/Wiz 9, Blue 9, Arcana 9 
  Components: V, XP 
  Casting Time: 1 standard action 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: See text 
  Saving Throw: See text 
  Spell Resistance: Yes 
  Wish is the mightiest spell a wizard or sorcerer can cast. By 
  simply speaking aloud, you can alter reality to better suit you. 
  Even wish, however, has its limits. 
  A wish can produce any one of the following effects. 
  • Duplicate any wizard or sorcerer spell of 8th level or lower, 
  provided the spell is not of a school prohibited to you. 
  • Duplicate any other spell of 6th level or lower, provided the 
  spell is not of a school prohibited to you. 
  • Duplicate any wizard or sorcerer spell of 7th level or lower 
  even if it’s of a prohibited school. 
  • Duplicate any other spell of 5th level or lower even if it’s of a 
  prohibited school.  
  • Undo the harmful effects of many other spells, such as 
  geas/quest or insanity. 
  • Create a nonmagical item of up to 25,000 gp in value. 
  • Create a magic item, or add to the powers of an existing magic 
  item. 
  • Grant a creature a +1 inherent bonus to an ability score. Two to 
  five wish spells cast in immediate succession can grant a creature 
  a +2 to +5 inherent bonus to an ability score (two wishes for a +2 
  inherent bonus, three for a +3 inherent bonus, and so on). 
  Inherent bonuses are instantaneous, so they cannot be dispelled. 
  Note: An inherent bonus may not exceed +5 for a single ability 
  score, and inherent bonuses to a particular ability score do not 
  stack, so only the best one applies. 
  • Remove injuries and afflictions. A single wish can aid one 
  creature per caster level, and all subjects are cured of the same 
  kind of affliction. For example, you could heal all the damage you 
  and your companions have taken, or remove all poison effects 
  from everyone in the party, but not do both with the same wish. A 
  wish can never restore the experience point loss from casting a 
  spell or the level or Constitution loss from being raised from the 
  dead. 
  • Revive the dead. A wish can bring a dead creature back to life 
  by duplicating a resurrection spell. A wish can revive a dead 
  creature whose body has been destroyed, but the task takes two 
  wishes, one to recreate the body and another to infuse the body 
  with life again. A wish cannot prevent a character who was 
  brought back to life from losing an experience level. 
  • Transport travelers. A wish can lift one creature per caster level 
  from anywhere on any plane and place those creatures anywhere 
  else on any plane regardless of local conditions. An unwilling 
  target gets a Will save to negate the effect, and spell resistance (if 
  any) applies. 
  • Undo misfortune. A wish can undo a single recent event. The 
  wish forces a reroll of any roll made within the last round 
  (including your last turn). Reality reshapes itself to accommodate 
  the new result. For example, a wish could undo an opponent’s 
  successful save, a foe’s successful critical hit (either the attack roll 
  or the critical roll), a friend’s failed save, and so on. The reroll, 
  however, may be as bad as or worse than the original roll. An 
  unwilling target gets a Will save to negate the effect, and spell 
  resistance (if any) applies. 
  You may try to use a wish to produce greater effects than these, 
  but doing so is dangerous. (The wish may pervert your intent into 
  a literal but undesirable fulfillment or only a partial fulfillment.) 
  Duplicated spells allow saves and spell resistance as normal (but 
  save DCs are for 9th-level spells). 
  Material Component: When a wish duplicates a spell with a 
  material component that costs more than 10,000 gp, you must 
  provide that component. 
  XP Cost: The minimum XP cost for casting wish is 5,000 XP. When 
  a wish duplicates a spell that has an XP cost, you must pay 5,000 
  XP or that cost, whichever is more. When a wish creates or 
  improves a magic item, you must pay twice the normal XP cost 
  for crafting or improving the item, plus an additional 5,000 XP. 
   
   
  Power Word Kill 
  Blue (Semiotics) - Enchantment (Compulsion) [Death, Mind-
  Affecting] 
  Level: Sor/Wiz 9, War 9, Blue 9, Semiotics 9 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with 100 hp or less 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  
  19 
  You utter a single word of power that instantly kills one creature 
  of your choice, whether the creature can hear the word or not. 
  Any creature that currently has 101 or more hit points is 
  unaffected by power word kill. 
   
   
  Hold Monster, Mass 
  Blue (Tempus) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 9, Blue 9 
  Targets: One or more creatures, no two of which can be more 
  than 30 ft. apart 
  This spell functions like hold person, except that it affects multiple 
  creatures and holds any living creature that fails its Will save. 
   
   
  Time Stop 
  Blue (Tempus) - Transmutation 
  Level: Sor/Wiz 9, Trickery 9, Blue 9, Tempus 9 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1d4+1 rounds (apparent time); see text 
  This spell seems to make time cease to flow for everyone but you. 
  In fact, you speed up so greatly that all other creatures seem 
  frozen, though they are actually still moving at their normal 
  speeds. You are free to act for 1d4+1 rounds of apparent time. 
  Normal and magical fire, cold, gas, and the like can still harm 
  you. While the time stop is in effect, other creatures are 
  invulnerable to your attacks and spells; you cannot target such 
  creatures with any attack or spell. A spell that affects an area and 
  has a duration longer than the remaining duration of the time stop 
  have their normal effects on other creatures once the time stop 
  ends. Most spellcasters use the additional time to improve their 
  defenses, summon allies, or flee from combat. 
  You cannot move or harm items held, carried, or worn by a 
  creature stuck in normal time, but you can affect any item that is 
  not in another creature’s possession. 
  You are undetectable while time stop lasts. You cannot enter an 
  area protected by an antimagic field while under the effect of time 
  stop. 
   
   
   
   
   
   
   
  O
  Orraannggee  M
  Maaggiicc  
   
  If you are using the standard d20 character 
  classes, you will need to know what spells to limit a 
  specialist in the colour Blue from casting. As per the 
  notes on page 2, the opposing Colour to Blue is 
  Orange, so the default limitation is with this colour. 
  So you can assume that a Specialist Wizard who 
  chooses Blue will not be able to learn or cast any of 
  the following spells, which is the spell list for 
  Orange:  
   
   
   
   
   
   
   
   
   
   
   
   
  Open/Close, 
  Animate Rope, Entangle, 
  Grease, Doom, Rope Trick, Spider Climb, Warp 
  Wood, Spike Growth, Bestow Curse, Giant Vermin, 
  Reincarnate, Wall of Thorns, Animate Objects, Repel 
  Wood, Eyebite, Reverse Gravity, Maze, Acid Splash, 
  Entropic Shield, Knock, M.'s Acid Arrow, Shatter, 
  Contagion, Freedom of Movement, Poison, Rusting 
  Grasp, Blight, Cloudkill, Acid Fog, Disintegrate, 
  Destruction, Storm of Vengeance, Reduce Person, 
  Enlarge Person, Soften Earth and Stone, Reduce 
  animal, Shrink Item, E.'s Black Tentacles, Enlarge 
  Person, Mass, Polymorph, Reduce Person, Mass, 
  Animal Growth, Baleful Polymorph, Transmute 
  Mud to Rock, Transmute Rock to Mud, Flesh to 
  Stone, Stone to Flesh, Transmute Metal to Wood, 
  Polymorph Any Object, Shapechange 
  
  20 
  OPEN GAME LICENSE Version 1.0a 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
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  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
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  http://www.carmonaart.com  
  Credits: 
  MetaMage image ………….... Benjamin D Richards 
  Red Symbol image …………. Jesus & Javier Carmona 
  Proofing……………………… Michael Christie 
  Writing et al …………………. Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Artifice ………………………… 
  3 
  Force …………………………… 
  4 
  Locus …………………………… 
  5 
  The Demiurge ……………….… 6 
  Appendix (Brown Spells) ……. 10 
  Licence …………………………. 
  25 
  B
  Brro
  ow
  wnn  M
  Maaggiicc  
   
  Farrow locked Kallan in place with a steady glare. “I 
  have not travelled three weeks across the Barren Mire to leave 
  empty handed. I will have the secret of the clockwork mechanoids. 
  I will brook no refusal. Give me the laboratory notes.” The 
  Chthonurge waved, a sphere of Blackness came to hand. 
   
  Kallan sighed. “You have not offered a 
  price for the service, and I in turn have not hidden 
  myself here for your benefit. While this location 
  took me less effort to arrive at than yourself, it 
  was chosen with privacy in mind.”  
    
   
  Farrow bared his teeth. “I was not asking. 
  The Duke of Angarwan has declared his need, and 
  I am the hand of his intervention. Yield or die.” 
    
  Kallan was suddenly no longer there. The 
  Chthonurge started. “Your trinkets will not 
  avail you, Demiurge. You possess no power 
  that can hurt me, but I can, and will, hurt 
  you. Your impure and adulterated Brown 
  magic is no match for the Black.” The Earth 
  trembled slightly. 
   
  A circle of clear ground formed in 
  the midst of the shaking as if an invisible 
  barrier protected it. Kellan stood, back 
  where he was before; clearly having used the moments he 
  was elsewhere to gather his gear and array himself for conflict. A 
  small stone circled him, and he wore shoulder belts and side 
  pouches of components and potions and alchemical tricks. In his 
  left hand he bore a metal staff glowing with subdued multihued 
  light: in his right, a wand of lightning; and on his brow were a 
  set of metal rimmed goggles, pulled back from his eyes for the 
  minute at least. “I’m sorry, I missed the end. You said?” 
   
   
  The Chthonurge gritted his teeth. “You have no direct power to harm 
  others. I have studied your work, Demiurge. Being a hermit, hiding, working on 
  your stilly tricks while others learn real powers of the mystical arts.” With a wave, 
  he directed a bolt of black light at Kellan who instinctively pulled 
  down the goggles over his eyes. The barrier between them failed.  
   
  “You might be able to shut down magic,” said Kallan, 
  “but what about the laws of physics?” He waved his staff. 
  A large machine teleported from its rest nearby, directly 
  over the Chthonurgist’s head. “Well… That’s just about 
  the most awful thing I’ve ever seen.” Kallan muttered 
  a moment later to Farrow’s twitching corpse. 
   
   
   
   
   
   
  Chromatic Arcana 
   
  This 
  game 
  supplement 
  requires 
  the 
  Dungeons & Dragons Players Handbook, Third Edition, 
  published by Wizards of the Coast, Inc. It uses material from the 
  updated v3.5 revision. All content in the Game Rule Info sections, all 
  spell descriptions and names and all tables are OGC. All fiction, pictures 
  and other descriptive text are IP of the respective creators. 
   
   
  Chromatic Artifice is a reorganisation of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Demiurge.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes such as the Demiurge. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  B
  Brro
  ow
  wnn  
   
  Brown is the colour of industry, technology, 
  the blending of elements, and mastery over distance 
  and force. To incorporate the Colours into your 
  existing campaign, first simply allocate the colours 
  to deities, so in the case of Brown, deities of order, 
  knowledge, progress, travel, power and creation 
  might have influence over the Brown domains of 
  Artifice, Force and Locus. Then allow Specialist 
  Wizards to choose a Colour as their primary school. 
  The colours are opposed to each other in the 
  following manner by default, but please feel free to 
  add in your own chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  The complete list of Green spells is shown 
  after the Brown Spell descriptions on page 25. These 
  should be prohibited to a Brown specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  AArrttiiffiiccee  
   
   
  Artifice is the key sphere of Brown. It 
  represents technology, creation and the mastery 
  over the universal elements that practical 
  science brings. It is a composite sphere, much 
  as brown is a composite colour, blending 
  elements from a large number of other colours, 
  primarily the order of the Blue, the resilience of 
  the Black and the creative life force of the 
  Yellow. Artifice is about creating things that 
  did 
  not 
  exist 
  before, 
  constructing 
  and 
  organizing matter according to the will of the 
  magician. 
   
  Brown is a muddying of the colour 
  spectrum. Like its opponent colour, Green, it 
  has a large number of spells, many with the 
  capacity to draw elements of their power from 
  other colours, and thus it contains some spells 
  that might look like they belong in other 
  spheres.  
   
  The spells of this sphere are varied in 
  effect, 
  with 
  abilities 
  that 
  are 
  offensive, 
  defensive and miscellaneous in application. If 
  anything, it is more defensive in ability and 
  miscellaneous in scope, with only a few direct 
  damaging abilities, but plenty of powers that 
  might be considered more dangerous to a 
  pursuer or intruder than to a guarded 
  opponent. This sphere contains synergies 
  between 
  early 
  engineering 
  and 
  magical 
  technology. It might represent the first steps 
  into technomancy for some game universes. 
    
  Table Brown 1 All Artifice Spells 
  Spell Name 
  Level 
  Mending 
  0 
  Magic Weapon 
  1 
  Magic Mouth 
  2 
  Make Whole 
  2 
  Web 
  2 
  Keen Edge 
  3 
  Magic Weapon, Greater 
  3 
  Secret Page 
  3 
  Snare 
  3 
  L.'s Secure Shelter 
  4 
  Magic Vestment 
  4 
  Minor Creation 
  4 
  Fabricate 
  5 
  L.'s Secret Chest 
  5 
  Major Creation 
  5 
  Blade Barrier 
  6 
  Guards and Wards 
  6 
  M.'s Private Sanctum 
  7 
  Simulacrum 
  7 
  M.'s Magnificent Mansion 
  8 
  Clone 
  9 
  TThhee  D
  Do
  om
  maaiinn  o
  off  A
  Arrttiiffiiccee  
   
  Gods of progress, technology, science, 
  engineering, or weapons and war might have 
  Artifice as a domain to grant their worshippers. 
  Some of the powers of this domain move into 
  the realm of artificial life, so deities with 
  subversion of the natural order in their aspect 
  might also have this domain. To extrapolate 
  craft into craftiness, defences or security against 
  intrusion are other aspects represented here. 
  Clerics that are likely to take it up are those that 
  might build the items of legend and craft the 
  relics that manifest divine power. 
   
  The base domain ability for Artifice is 
  that the character gains all Craft skills, and 
  Knowledge (Architecture) as class skills if they 
  were not already, and further gains a +3 
  enhancement bonus to one of these skills (the 
  character’s choice).  
   
   
  The advanced domain Artifice power 
  increases the speed of progress when crafting 
  items. When determining the progress of work 
  on an item, add the character’s class level to the 
  DC to craft the item before multiplying it by the 
  check result to determine effective progress (see 
  the Craft skill PH page 70 for more information 
  on this skill use). Magic item progress is also 
  increased, by 100gp per class level per day. So a 
  thirteenth level Mystic would create 2300gp 
  worth of magic item per day’s work. 
   
  Table Brown 2 Artifice Domain 
  Spell Name 
  Level 
  Mending 
  0 
  Magic Weapon 
  1 
  Make Whole 
  2 
  Magic Weapon, Greater 
  3 
  Minor Creation 
  4 
  Major Creation 
  5 
  Guards and Wards 
  6 
  Simulacrum 
  7 
  M.'s Magnificent Mansion 
  8 
  Clone 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  FFoorrccee  
    
   
  Similar to the other Brown spheres, 
  Force draws from other colours, mostly those 
  that have an elemental aspect, like Black and 
  Red. Force is concerned with the tangible but 
  immaterial power that can exist only through 
  the intervention intelligent power. While the 
  Red provides the energy through the Sun in the 
  sky, the motion in the muscles and the 
  lightning in the nerves, Force empowers pure 
  fields of power that can affect mundane matter 
  but are not limited by it. It draws aspects from 
  the Black firmament, replicating its power, a bit 
  like a manifestation of the aspects of the Black 
  through the power of the Red. 
   
  Force is pure physics. Its spells are 
  manifestations of power, and have widely 
  variable applications. Beginning with defences, 
  then moving into miscellaneous and ultimately 
  extreme offensive powers, the force Sphere is 
  quite variable. It does not include telekinesis, 
  because abilities of that ilk involve power 
  directing matter from within and is thus 
  included in the Red sphere of Dynamics, 
  whereas Force is pure power and requires no 
  physical aspect to channel it.  
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  FFo
  orrccee  
   
   
  Sometimes called “the hand of god”, the 
  domain of Force involves manifesting the 
  power of the divine directly. It includes several 
  powers that might be seen as holy smiting…  
  Table Brown 3 All Force Spells 
  Spell Name 
  Level 
  T.'s Floating Disk 
  0 
  Mage Armor 
  1 
  Shield 
  1 
  Shield of Faith 
  1 
  Unseen Servant 
  1 
  Spiritual Weapon 
  2 
  L.'s Tiny Hut 
  3 
  Phantom Steed 
  3 
  O.'s Resilient Sphere 
  4 
  B.'s Interposing Hand 
  5 
  M.'s Faithful Hound 
  5 
  Wall of Force 
  5 
  B.'s Forceful Hand 
  6 
  Repulsion 
  6 
  B.'s Grasping Hand 
  7 
  Forcecage 
  7 
  M.'s Sword 
  7 
  B.'s Clenched Fist 
  8 
  B.'s Crushing Hand 
  9 
   
   
   
  The base domain power of Force grants 
  a permanent +2 deflection bonus to the armour 
  class of the devotee. This bonus is not 
  cumulative with other deflection bonuses.  
   
   
  The advanced domain power of Force 
  allows the character to deflect ranged attacks or 
  ranged touch attacks that pass through any 
  square within twenty feet. The character must 
  use a standard action to manifest this spell like 
  ability, and it can be used for one round (until 
  their next action). Blocking an attack requires a 
  reflex saving throw be made against DC 15, and 
  use of this ability counts as if the character had 
  used an attack of opportunity. Should a 
  character have multiple available, they can use 
  this ability more times in the round, continuing 
  to sacrifice their attacks of opportunity 
  available for more defences. This ability can be 
  initiated a number of times per day equal to the 
  character’s class level. If a character runs out of 
  attacks of opportunity in any round that they 
  are using this ability, they can choose to reduce 
  the number of rounds per day that they would 
  otherwise be able to use this power, in order to 
  make an attempt to block the ranged attack. For 
  example, a 5th level Mystic (1 AoO) uses this 
  ability and is then shot with three arrows. They 
  can block the first with a successful reflex save 
  vs. 15, but in order to have a chance at blocking 
  the next two, the character will have to sacrifice 
  2 more uses of this ability for that day, leaving 
  them with only 2 uses for the day left. 
   
  Table Brown 4 Force Domain 
  Spell Name 
  Level 
  T.'s Floating Disk 
  0 
  Shield 
  1 
  Spiritual Weapon 
  2 
  L.'s Tiny Hut 
  3 
  O.'s Resilient Sphere 
  4 
  B.'s Interposing Hand 
  5 
  B.'s Forceful Hand 
  6 
  B.'s Grasping Hand 
  7 
  B.'s Clenched Fist 
  8 
  B.'s Crushing Hand 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  LLooccuuss  
    
   
  Locus is mastery over space, distance 
  and location. Those that study its secrets gain 
  great powers of travel; even extra-dimensional 
  movement. Unlike the Red sphere of Dynamics, 
  the transportation powers are not generated 
  through motion of material. Instead, this sphere 
  starts with mundane special relationships and 
  then extends out into the more esoteric. Study 
  begins with the sensing of locations of things in 
  relation to each other, then progresses through 
  short 
  range jaunting to teleporting long 
  distance, and then ultimately to full blown 
  transgression into the vast multiverse beyond.  
   
  Like the other Brown spheres, Locus 
  draws its abilities from the muddying of the 
  edges between some of the other colours, in this 
  case the power of the White to transcend and 
  the ability of the Orange to warp That Which Is. 
  Locus is primarily a miscellaneous sphere, with 
  some defensive abilities. There are no attack 
  powers whatsoever. One of the greatest tactical 
  powers that can be manifest, however, is that of 
  being in the right place at the right time. Locus 
  can thus change tactical environments, yielding 
  great power in battle or in evasion. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  LLo
  occuuss  
   
   
  Deities of the sky, space, travel or death 
  (the transition from one world to the next) are 
  likely to grant Locus as an available domain. 
  Clerics that take it up are likely to have useful 
  occupations and a very widespread ministry...  
  Table Brown 5 All Locus Spells 
  Spell Name 
  Level 
  Know Direction 
  0 
  Locate Object 
  1 
  Blink 
  2 
  Locate Creature 
  3 
  Dimension Door 
  4 
  Dimensional Anchor 
  4 
  Passwall 
  5 
  Plane Shift 
  5 
  Teleport 
  5 
  Word of Recall 
  6 
  Ethereal Jaunt 
  7 
  Phase Door 
  7 
  Refuge 
  7 
  Teleport Object 
  7 
  Teleport, greater 
  7 
  Dimension Lock 
  8 
  Astral Projection 
  9 
  Etherealness 
  9 
  Gate 
  9 
  Teleportation Circle 
  9 
   
  The base domain power for Locus 
  grants the devotee an extra sensory perceptive 
  ability with regards special anomalies, gates 
  and teleportation effects. In other words, they 
  become sensitive to magic of the Locus sphere 
  as well as the White spheres of Summoning 
  and Intervention. This is a spell like ability that 
  requires concentration and a roll of Knowledge 
  (Arcana) vs. DC 15+1 per 50 feet from the 
  perceptible effect, to a maximum range of the 
  character’s class level in miles. The devotee can 
  immediately identify the location of the effect 
  and its general type (gate, summoning of 
  creature, short range blink), but not necessarily 
  its source or cause. If both of the departure and 
  arrival locations of an effect are within range, 
  both must be separately rolled for. If the 
  character makes the roll by more than 10, they 
  may get extra information about the effect 
  (wether it is arrival or departure, number of 
  creatures passing, likely destination, etc) 
   
   
  The advanced domain power for Locus 
  allows the devotee to use an instinctive teleport 
  defence the first three times per day the 
  character would normally have suffered harm, 
  providing they are not caught flat-footed. If 
  there are destination squares within 25’ outside 
  the normal area of effect of the damage source, 
  a successful reflex save vs. DC 20 will allow the 
  character to instantly teleport to any of the 
  available squares (their choice) and avoid the 
  damage completely, attracting no attacks of 
  opportunity for the jaunt. This counts as a free 
  action, and will only occur once per round.  
   
  Table Brown 6 Locus Domain 
  Spell Name 
  Level 
  Know Direction 
  0 
  Locate Object 
  1 
  Blink 
  2 
  Locate Creature 
  3 
  Dimension Door 
  4 
  Teleport 
  5 
  Word of Recall 
  6 
  Teleport, greater 
  7 
  Dimension Lock 
  8 
  Teleportation Circle 
  9 
  
  6 
  TThhee  D
  Deem
  miiuurrggee 
   
  Brown is an amalgam colour; a mix of all the other shades and hues, a blending 
  of them all together, to yield a result that is both more and less that its component parts. 
  It is the colour of the broken earth, and is seen wherever the hand of humanity  (or any 
  other technically-minded race) seeks reorganisation of the order of Nature according to 
  its own desires. The Demiurge is at the forefront of endeavour, always seeking to 
  understand the natural laws of the universe, so as to control them.  
   
  Masters of the forge, experts in the laboratory and inventive gadgeteers, 
  Demiurges are renown tinkers and users of tools. They might be the absent-minded 
  scholar who has learned to apply some elements of theory to practice, or the skilled 
  artisan making a living by creating magical trinkets or weapons, or even the well-
  equipped adventurer, seeking an avenue to test out prototypes of new innovations. 
  Regardless of the specifics, they are all technomancers, learning to blend the power of 
  magic in with the material, and using the power of their magic or machines to give 
  intelligent beings mastery over the natural world. 
   
  Adventures 
   
   
  The Demiurge is a maker, an instigator, and a creator of things. Most do not 
  adventure, save if adventure comes to them. This latter occurrence is not infrequent, 
  however, as a Demiurge is likely to be at the forefront of any technological development. 
  The knowledge they might have, or the tools (or weapons!) they might be able to create 
  could well be at the heart of any plot, and the cause of many an adventure. There are 
  more adventurous members of this class. For them, travel is an opportunity to threat the 
  world at large as one big experiment testing facility, in which they can happily try out 
  the practicalities of the trinkets and inventions they have concocted. They might refer to 
  troubles in their travels as a “field test”, and revel in the opportunity for profit, so as to 
  get better equipment together for their next project.  
   
  Characteristics 
   
  Demiurges primary ability is the magic they have learned to wield. Creating 
  magical constructs, generating force fields and manipulating the space-time continuum 
  are all powers that an expert Demiurge learns to manifest. They also learn to imbue items 
  with magic in an unusual way, allowing them to develop and test new tools in the field 
  rather than at home in the lab. They are likely to be carrying arrays of trinkets and tricks. 
  
  7 
   
  Demiurges wield the power of Brown 
  magic, and focus upon one Sphere of the Brown as 
  their primary area of expertise. They cannot cast all 
  spells, but can learn them all, so as to create new 
  arcane tools. They learn few combat abilities, being 
  roughly the equal of a wizard in conflict. They also 
  suffer full spell failure for any armor they wear, and 
  learn to use no armor and only few weapons.  
   
  Alignment 
   
  Demiurges might be of any alignment or 
  disposition. There are as many eclectic Tinkers 
  among their ranks as considered scientists, though 
  there is a tendency to neutrality with respect to good 
  and evil, as their concerns are not moral as much as 
  they are focused on endeavors. 
   
  Religion 
   
   
  The majority of Demiurges are likely to be 
  agnostic or atheistic, bowing to the power of gods as 
  needed rather than having any tendency toward 
  faith. In fact, the principles of engineering that they 
  do follow have a logical consequence that gods are 
  most likely nothing more then entities empowered 
  by a greater understanding and mastery of universal 
  forces, so that Demiurges might suppose that it is 
  not beyond reach than any mortal might attain 
  divinity. Such thinking might get members of the 
  class into some trouble with less understanding 
  religions.  
   
   
  Some members of this class are drawn 
  towards the fact that the universe is far larger and 
  more complex than can be comprehended or 
  mastered, and they in turn might be proponents of 
  almost any religion that would accept them. Deities 
  of knowledge, understanding and creation or 
  manufacture are likely to have appeal to them. 
  Background 
   
  Brown magic requires intense study, and 
  much 
  book 
  learning, 
  as well as expensive 
  equipment and well supplied laboratories. As such 
  only the wealthiest or most talented might have 
  opportunity to train in this area of magic. Characters 
  are likely to come from upper middle class or lower 
  upper class families, who are not so low that the 
  drain upon finances cannot be managed, yet not so 
  high that the absence from social circles and 
  relinquishment of noble duties are likely to cause 
  consequence.  
   
  Races 
   
   
  Dwarves, Humans and Gnomes, being the 
  most technically minded of races, are likely to have 
  the highest number of members of this class, while 
  Elves, Half Orcs, and Haflings are likely to have the 
  least. Though the Elvish aptitude for magic is in 
  their favor, they simply do not often have the right 
  powers of technical aptitude. In the Chrome world 
  the Thuul are the most likely native race to have 
  members of this class. 
   
  Other Classes 
   
   
  Demiurges are likely to associate with 
  Wizards and Scholars, and are likely to prefer the 
  conversation of generalists over that of specialists. 
  Few of the other classes are likely to share their 
  hunger for discussion of theoretical concerns and 
  their practical applications. Rogues or Professionals, 
  or even Arcane Dabblers might prove interesting to 
  them, if they have a similar mindset.  
   
   
  The other classes are more likely to be seen 
  as conveniences rather than equal associates.  
  Role 
   
  A Demiurge is likely to fill the same role as 
  a primary arcane spellcaster in any group. They are 
  capable of all the same effects: defense, offense, 
  transportation, and so on, but are likely to manifest 
  their abilities in a slightly different way, which is to 
  say, through their items. This is not a limitation in 
  most situations, and in fact may be an advantage, as 
  they can sometimes use their powers to arm other 
  party members with the tools to become alternate 
  spell support in their own right. They may serve a 
  group as a skilled artisan and source of magic items, 
  as well as someone to help decipher and utilise the 
  tools of magic that are found on the way. 
   
  Game rule information 
   
  Abilities 
   
   
  The Demiurges’ key primary statistic is 
  Intelligence. Their spell abilities rely on Intelligence  
  in the same way that a wizard’s do, and it also 
  allows them to develop their key class skills.  
   
   
  They benefit from good Constitution for its 
  survival bonuses, and Dexterity so as to avoid 
  trouble. The other base statistics are less important 
  to them. 
   
  Alignment 
   
   
  A Demiurge might be of any alignment, 
  though there is a trend towards neutrality as regards 
  good and evil. 
   
  Hit Die 
   
  D4 
   
  
  8 
  Class Skills  
  Appraise (Int), Concentration (Con), Craft 
  (Any) (Int), Disable Device (Int), Knowledge 
  (Arcane) (Int), Knowledge (Architecture) (Int), Open 
  Lock (Dex), Profession (any craft or study oriented 
  one) (Wis), Spellcraft (Int), Use Magic Device (Cha). 
   
  Skill points at 1st level 
   
   
  (4+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  4+Intelligence modifier 
   
  Class Features 
  Weapon and Armour Proficiency 
   
   
  Demiurges do not learn to use any armor or 
  shields, and only have proficiency in the classic 
  Wizard weapons of club, dagger, heavy crossbow, 
  light crossbow and quarterstaff. They suffer full 
  arcane spell failure chance if they should cast spells 
  while dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Demiurges cast arcane spells, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain (see below).  
   
  Demiurges learn to cast high level spells 
  earlier than other spell casters. This is due to their 
  broad understanding across all the colours, and 
  their superior ability to engineer and manipulate 
  magic with nothing more than their intellect.  
  They are required to have Intelligence 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Demiurge's spell is 10 + the spell level + the caster's 
  Intelligence modifier. They are restricted to a limited 
  number of spells per day as per Table Brown 7: The 
  Demiurge, Spells and Special Abilities. They receive 
  bonus spells if they have a high Intelligence score as 
  per Player's Handbook Table 1-1: Ability Modifiers 
  and Bonus Spells.  
   
  A Demiurge is only able to cast spells of the 
  Brown colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  All other spells can be learned and recorded in the 
  character’s spellbook. Out of colour spells can even 
  be memorized, but they cannot be cast. Demiurges 
  often use this method in their creation of magic 
  items; see the section on Arcane Artifice below.  
   
  Further, a Demiurge may choose one of the 
  Brown Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list. Some Demiurges thus specialise in 
  Locus, others in Artifice and others in Force. The 
  spontaneous casting ability is identical to a cleric’s 
  ability to spontaneously cast healing magic, except it 
  is limited to the spells on the one domain list that 
  the character has chosen and not to healing magic.  
  Table Brown 7: The Demiurge, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 8 9 
  1 
  0 
  0 
  0 
  2 
  Simple weapon proficiency, base domain 
  power, Scribe Scroll, Arcane Artifice 
  3 1 
   
   
   
   
   
   
   
   
  2 
  1 
  0 
  0 
  3 
  Bonus Feat, Enhanced Brown Magic Item Use 3 1 1 
   
   
   
   
   
   
   
  3 
  1 
  1 
  1 
  3 
   
  4 2 1 
   
   
   
   
   
   
   
  4 
  2 
  1 
  1 
  4 
   
  4 2 2 
  1 
   
   
   
   
   
   
  5 
  2 
  1 
  1 
  4 
  Bonus Feat 
  4 3 2 
  1 1 
   
   
   
   
   
  6 
  3 
  2 
  2 
  5 
  Advanced domain power 
  4 3 3 
  2 1 
   
   
   
   
   
  7 
  3 
  2 
  2 
  5 
   
  5 3 3 
  2 2 1 
   
   
   
   
  8 
  4 
  2 
  2 
  6 
  Bonus Feat 
  5 4 3 
  3 2 1 
  1 
   
   
   
  9 
  4 
  3 
  3 
  6 
   
  5 4 4 
  3 3 2 
  1 
   
   
   
  10 
  5 
  3 
  3 
  7 
   
  5 4 4 
  3 3 2 
  2 1 
   
   
  11 
  5 
  3 
  3 
  7 
  Bonus Feat 
  5 4 4 
  4 3 3 
  2 1 1 
   
  12 
  6/1 
  4 
  4 
  8 
   
  5 5 4 
  4 4 3 
  3 2 1 
   
  13 
  6/1 
  4 
  4 
  8 
   
  5 5 5 
  4 4 3 
  3 2 2 1 
  14 
  7/2 
  4 
  4 
  9 
  Bonus Feat 
  5 5 5 
  4 4 4 
  3 3 2 1 
  15 
  7/2 
  5 
  5 
  9 
   
  5 5 5 
  5 4 4 
  4 3 3 2 
  16 
  8/3 
  5 
  5 
  10  
  5 5 5 
  5 5 4 
  4 3 3 2 
  17 
  8/3 
  5 
  5 
  10 Bonus Feat 
  5 5 5 
  5 5 4 
  4 4 3 3 
  18 
  9/4 
  6 
  6 
  11  
  5 5 5 
  5 5 5 
  4 4 4 3 
  19 
  9/4 
  6 
  6 
  11  
  5 5 5 
  5 5 5 
  5 4 4 4 
  20 
  10/5 
  6 
  6 
  12 Bonus Feat 
  5 5 5 
  5 5 5 
  5 5 5 5 
  
  9 
  The Demiurge gains access to the basic 
  domain power at 1st level, and the advanced domain 
  power of their chosen domain at 6th level. 
   
  Spellbooks 
   
  A Demiurge must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Demiurge begins with a spellbook containing 2 0-
  level Brown spells and 2 1st level Brown spells.  
   
  At minimum one of spell of each spell level 
  must be from the character’s chosen domain. At 
  each level that the Demiurge advances, they gain 
  one new spell of any level they can cast for their 
  spell book. At any time a Demiurge can transcribe 
  spells from a Wizard or Dabbler's spell books or 
  using the normal scroll transcribing rules.  
   
  Bonus Feats 
   
   
  The Demiurge gains the Scribe Scroll feat at 
  1st level, much as a wizard does. This enables the 
  Demiurge to create magic scrolls.  
   
  At 2nd level and every 3 levels thereafter (5th, 
  8th, 11th, 14th, 17th, and 20th levels) the character gains 
  bonus feats from the Item Creation list, Magical 
  Aptitude, or the Skill Focus feat in any Craft skill. 
  The complete list of available feats are: Brew Potion, 
  Craft Magic Arms and Armour, Craft Rod, Craft 
  Staff, Craft Wand, Craft Wondrous Item, Forge 
  Ring, Magical Aptitude, Skill Focus (any Craft).  
   
  The character is able to learn Item Creation 
  Feats one level lower than the normal prerequisites 
  (Brew Potion at 2nd level, or Forge Ring at 11th level 
  for example). 
  Enhanced Brown Magic Item Use 
   
   
  Starting at 2nd level, when a Demiurge uses 
  a magic item to cast or use spells of the brown magic 
  designation, half of the caster level of the Brown 
  mage is added to the item’s normal caster level. 
   
  Arcane Artifice 
   
  Demiurges can use their ability to blend 
  magic into the material, creating magic items with 
  much less personal cost than other spell casters. 
  They can also use this ability to enable them to use 
  magic of other colours than Brown, but imbuing the 
  magic into an item. This ability limits their capacity 
  to cast spells directly in the mean time.  
   
  Instead of using the normal rules to enchant 
  an item (which they can choose to use), a Demiurge 
  can opt to devote a number of spell slots of the 
  appropriate level each day into an item in order to 
  enchant it. To perform this action the character must 
  have the item to be enchanted available (material 
  costs must still be used) and they must memorize all 
  the spells that the item requires in creation, and 
  imbue those spells into the item while they are 
  doing their morning study. Items that do not require 
  any spells cannot be enchanted by this method 
  (metamagic rods for example). 
   
  The item is counted as being complete for 
  the duration of the day, and will act as such, save for 
  all charged items, potions or scrolls which will only 
  have one charge available during that day. It is 
  possible to use this method to create and use one-
  shot items like Potions or Scrolls in the same day, 
  but they still require full enchantment duration to 
  become permanent. It is also possible using the 
  method for a Demiurge to use spells from a different 
  spell list by making an item to channel the spell. 
  The item cost and length of time to enchant 
  remain unchanged when enchanting via this 
  method. So items take 1 day to enchant for every 
  1000gp value, and the base gold piece cost is 25x 
  caster level x spell level (or whatever is on the DMG 
  item list). There is no experience cost to create items 
  via this method. In all other ways the Arcane 
  Artifice is treated the same as normal item creation. 
   
  Ex-Demiurges 
   
   
  Demiurges are free to multiclass as per the 
  normal rules. There are some cases of multiclassing 
  with other chromatic magic classes in which the 
  spell casting abilities become cumulative. Please see 
  the Colours of Magic: Chrome for more details. 
   
  Gnome Demiurge Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Dagger (1d3, critical 19-20. x2, 1lb, 
  range increment 10) 
  Skill selection Pick a # of skills equal to 4+Int Mod 
  Skill 
  Ranks 
  Ability Armour 
  Appraise 
  4 
  Int 
  - 
  Concentration 
  4 
  Con 
  - 
  Craft (Alchemy) 
  4 
  Int 
  - 
  Craft (Smith) 
  4 
  Int 
  - 
  Disable Device 
  4 
  Int 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Use Magic Device 
  4 
  Cha 
  - 
  Feats 
  Scribe Scroll, Wizard Weapons, 
  Toughness, Force Domain power. 
  Spell Book 
  Mending, T.’s Floating Disk, Mage 
  Armour, Magic Weapon 
  Gear 
  Robes, scroll case, 8 sheets of paper, 
  ink, pen, spell components pouch, 
  spell book, packed lunch. 
  Gold 
   
  6d4gp
  
  10 
  AAppppeennddiixx::    
  B
  Brroow
  wnn  SSppeellllss 
   
  Level 0 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Mending 
  Artifice 
  0 
  0 
  T’s Floating Disk 
  Force 
  0 
  0 
  Know Direction 
  Locus 
  0 
  0 
   
  Mending 
  Brown (Artifice) - Transmutation 
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0, Brown 0, Artifice 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Target: One object of up to 1 lb. 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  Mending repairs small breaks or tears in objects (but not warps, 
  such as might be caused by a warp wood spell). It will weld broken 
  metallic objects such as a ring, a chain link, a medallion, or a 
  slender dagger, providing but one break exists. 
  Ceramic or wooden objects with multiple breaks can be invisibly 
  rejoined to be as strong as new. A hole in a leather sack or a 
  wineskin is completely healed over by mending. The spell can 
  repair a magic item, but the item’s magical abilities are not 
  restored. The spell cannot mend broken magic rods, staffs, or 
  wands, nor does it affect creatures (including constructs). 
   
  Floating Disk 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 1, Brown 0, Force 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: 3-ft.-diameter disk of force 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  You create a slightly concave, circular plane of force that follows 
  you about and carries loads for you. The disk is 3 feet in diameter 
  and 1 inch deep at its center. It can hold 100 pounds of weight per 
  caster level. (If used to transport a liquid, its capacity is 2 gallons.) 
  The disk floats approximately 3 feet above the ground at all times 
  and remains level. It floats along horizontally within spell range 
  and will accompany you at a rate of no more than your normal 
  speed each round. If not otherwise directed, it maintains a 
  constant interval of 5 feet between itself and you. The disk winks 
  out of existence when the spell duration expires. The disk also 
  winks out if you move beyond range or try to take the disk more 
  than 3 feet away from the surface beneath it. When the disk 
  winks out, whatever it was supporting falls to the surface beneath 
  it. 
  Material Component: A drop of mercury. 
  Know Direction 
  Brown (Locus) - Divination 
  Level: Brd 0, Drd 0, Brown 0, Locus 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Artifice 
  level 
  Force 
  level 
  Locus 
  Level 
  Artifice 
  Level 
  Force 
  Level 
  Locus 
  Level 
  Mending 
  0 
  T.'s Floating Disk 
  0 
  Know Direction 
  0 
  Magic Weapon 
  1 
  Mage Armor 
  1 
  Locate Object 
  1 
   
   
  Shield 
  1 
   
   
   
   
  Shield of Faith 
  1 
   
   
   
   
  Unseen Servant 
  1 
   
   
  Magic Mouth 
  2 
  Spiritual Weapon 
  2 
  Blink 
  2 
  Make Whole 
  2 
   
   
   
   
  Web 
  2 
   
   
   
   
  Keen Edge 
  3 
  L.'s Tiny Hut 
  3 
  Locate Creature 
  3 
  Magic Weapon, Greater 
  3 
  Phantom Steed 
  3 
   
   
  Secret Page 
  3 
   
   
   
   
  Snare 
  3 
   
   
   
   
  L.'s Secure Shelter 
  4 
  O.'s Resilient Sphere 
  4 
  Dimension Door 
  4 
  Magic Vestment 
  4 
   
   
  Dimensional Anchor 
  4 
  Minor Creation 
  4 
   
   
   
   
  Fabricate 
  5 
  B.'s Interposing Hand 
  5 
  Passwall 
  5 
  L.'s Secret Chest 
  5 
  M.'s Faithful Hound 
  5 
  Plane Shift 
  5 
  Major Creation 
  5 
  Wall of Force 
  5 
  Teleport 
  5 
  Blade Barrier 
  6 
  B.'s Forceful Hand 
  6 
  Word of Recall 
  6 
  Guards and Wards 
  6 
  Repulsion 
  6 
   
   
  M.'s Private Sanctum 
  7 
  B.'s Grasping Hand 
  7 
  Ethereal Jaunt 
  7 
  Simulacrum 
  7 
  Forcecage 
  7 
  Phase Door 
  7 
   
   
  M.'s Sword 
  7 
  Refuge 
  7 
   
   
   
   
  Teleport Object 
  7 
   
   
   
   
  Teleport, greater 
  7 
  M.'s Magnificent Mansion 
  8 
  B.'s Clenched Fist 
  8 
  Dimention Lock 
  8 
  Clone 
  9 
  B.'s Crushing Hand 
  9 
  Astral Projection 
  9 
   
   
   
   
  Etherealness 
  9 
   
   
   
   
  Gate 
  9 
   
   
   
   
  Teleportation Circle 
  9 
  
  11 
  You instantly know the direction of north from your current 
  position. The spell is effective in any environment in which 
  “north” exists, but it may not work in extraplanar settings. Your 
  knowledge of north is correct at the moment of casting, but you 
  can get lost again within moments if you don’t find some external 
  reference point to help you keep track of direction. 
   
   
   
  Level 1 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Magic Weapon 
  Artifice 
  1 
  1 
  Mage Armor 
  Force 
  1 
   
  Shield 
  Force 
  1 
  1 
  Shield of Faith 
  Force 
  1 
   
  Unseen Servant 
  Force 
  1 
   
  Locate Object 
  Locus 
  1 
  1 
   
  Magic Weapon 
  Brown (Artifice) - Transmutation 
  Level: Clr 1, Pal 1, Sor/Wiz 1, War 1, Brown 1, Artifice 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  Magic weapon gives a weapon a +1 enhancement bonus on attack 
  and damage rolls. (An enhancement bonus does not stack with a 
  masterwork weapon’s +1 bonus on attack rolls.) 
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike (instead, see magic fang). A monk’s unarmed strike is 
  considered a weapon, and thus it can be enhanced by this spell. 
   
   
  Mage Armor 
  Brown (Force) - Conjuration (Creation) [Force] 
  Level: Sor/Wiz 1, Brown 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  An invisible but tangible field of force surrounds the subject of a 
  mage armor spell, providing a +4 armor bonus to AC. 
  Unlike mundane armor, mage armor entails no armor check 
  penalty, arcane spell failure chance, or speed reduction. Since 
  mage armor is made of force, incorporeal creatures can’t bypass it 
  the way they do normal armor. 
  Focus: A piece of cured leather. 
   
   
  Shield 
  Brown (Force) - Abjuration [Force] 
  Level: Sor/Wiz 1, Brown 1, Force 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  Shield creates an invisible, tower shield-sized mobile disk of force 
  that hovers in front of you. It negates magic missile attacks 
  directed at you. The disk also provides a +4 shield bonus to AC. 
  This bonus applies against incorporeal touch attacks, since it is a 
  force effect. The shield has no armor check penalty or arcane spell 
  failure chance. Unlike with a normal tower shield, you can’t use 
  the shield spell for cover. 
   
   
  Shield of Faith 
  Brown (Force) - Abjuration 
  Level: Clr 1, Brown 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell creates a shimmering, magical field around the touched 
  creature that averts attacks. The spell grants the subject a +2 
  deflection bonus to AC, with an additional +1 to the bonus for 
  every six levels you have (maximum +5 deflection bonus at 18th 
  level). 
  Material Component: A small parchment with a bit of holy text 
  written upon it. 
   
   
  Unseen Servant 
  Brown (Force) - Conjuration (Creation) 
  Level: Brd 1, Sor/Wiz 1, Brown 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One invisible, mindless, shapeless servant 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command. It can run and fetch 
  things, open unstuck doors, and hold chairs, as well as clean and 
  mend. The servant can perform only one activity at a time, but it 
  repeats the same activity over and over again if told to do so as 
  long as you remain within range. It can open only normal doors, 
  drawers, lids, and the like. It has an effective Strength score of 2 
  (so it can lift 20 pounds or drag 100 pounds). It can trigger traps 
  and such, but it can exert only 20 pounds of force, which is not 
  enough to activate certain pressure plates and other devices. It 
  can’t perform any task that requires a skill check with a DC 
  higher than 10 or that requires a check using a skill that can’t be 
  used untrained. Its speed is 15 feet. 
  The servant cannot attack in any way; it is never allowed an 
  attack roll. It cannot be killed, but it dissipates if it takes 6 points 
  of damage from area attacks. (It gets no saves against attacks.) If 
  you attempt to send it beyond the spell’s range (measured from 
  your current position), the servant ceases to exist. 
  Material Component: A piece of string and a bit of wood. 
   
   
   
  Locate Object 
  Brown (Locus) - Divination 
  Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2, Brown 1, Locus 1 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Circle, centered on you, with a radius of 400 ft. + 40 
  ft./level 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  You sense the direction of a well-known or clearly visualized 
  object. You can search for general items, in which case you locate 
  the nearest one of its kind if more than one is within range. 
  Attempting to find a certain item requires a specific and accurate 
  mental image; if the image is not close enough to the actual 
  object, the spell fails. You cannot specify a unique item unless 
  you have observed that particular item firsthand (not through 
  divination). 
  The spell is blocked by even a thin sheet of lead. Creatures cannot 
  be found by this spell. Polymorph any object fools it. 
  Arcane Focus: A forked twig. 
   
   
   
  
  12 
  Level 2 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Magic Mouth 
  Artifice 
  2 
   
  Make Whole 
  Artifice 
  2 
  2 
  Web 
  Artifice 
  2 
   
  Spiritual Weapon 
  Force 
  2 
  2 
  Blink 
  Locus 
  2 
  2 
   
  Magic Mouth 
  Brown (Artifice) - Illusion (Glamer) 
  Level: Brd 1, Sor/Wiz 2, Brown 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: Permanent until discharged 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This spell imbues the chosen object or creature with an enchanted 
  mouth that suddenly appears and speaks its message the next 
  time a specified event occurs. The message, which must be 
  twenty-five or fewer words long, can be in any language known 
  by you and can be delivered over a period of 10 minutes. The 
  mouth cannot utter verbal components, use command words, or 
  activate magical effects. It does, however, move according to the 
  words articulated; if it were placed upon a statue, the mouth of 
  the statue would move and appear to speak. Of course, magic 
  mouth can be placed upon a tree, rock, or any other object or 
  creature. 
  The spell functions when specific conditions are fulfilled 
  according to your command as set in the spell. Commands can be 
  as general or as detailed as desired, although only visual and 
  audible triggers can be used. Triggers react to what appears to be 
  the case. Disguises and illusions can fool them. Normal darkness 
  does not defeat a visual trigger, but magical darkness or invisibility 
  does. Silent movement or magical silence defeats audible triggers. 
  Audible triggers can be keyed to general types of noises or to a 
  specific noise or spoken word. Actions can serve as triggers if 
  they are visible or audible. A magic mouth cannot distinguish 
  alignment, level, Hit Dice, or class except by external garb. 
  The range limit of a trigger is 15 feet per caster level, so a 6th-
  level caster can command a magic mouth to respond to triggers as 
  far as 90 feet away. Regardless of range, the mouth can respond 
  only to visible or audible triggers and actions in line of sight or 
  within hearing distance. 
  Magic mouth can be made permanent with a permanency spell. 
  Material Component: A small bit of honeycomb and jade dust 
  worth 10 gp. 
   
  Make Whole 
  Brown (Artifice) - Transmutation 
  Level: Clr 2, Brown 2, Artifice 2 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One object of up to 10 cu. ft./ level 
  This spell functions like mending, except that make whole 
  completely repairs an object made of any substance, even one 
  with multiple breaks, to be as strong as new. The spell does not 
  restore the magical abilities of a broken magic item made whole, 
  and it cannot mend broken magic rods, staffs, or wands. The spell 
  does not repair items that have been warped, burned, 
  disintegrated, ground to powder, melted, or vaporized, nor does 
  it affect creatures (including constructs). 
   
  Web 
  Brown (Artifice) - Conjuration (Creation) 
  Level: Sor/Wiz 2, Brown 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Webs in a 20-ft.-radius spread 
  Duration: 10 min./level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
  Web creates a many-layered mass of strong, sticky strands. These 
  strands trap those caught in them. The strands are similar to 
  spider webs but far larger and tougher. These masses must be 
  anchored to two or more solid and diametrically opposed points 
  or else the web collapses upon itself and disappears. Creatures 
  caught within a web become entangled among the gluey fibers. 
  Attacking a creature in a web won’t cause you to become 
  entangled. 
  Anyone in the effect’s area when the spell is cast must make a 
  Reflex save. If this save succeeds, the creature is entangled, but 
  not prevented from moving, though moving is more difficult 
  than normal for being entangled (see below). If the save fails, the 
  creature is entangled and can’t move from its space, but can 
  break loose by spending 1 round and making a DC 20 Strength 
  check or a DC 25 Escape Artist check. Once loose (either by 
  making the initial Reflex save or a later Strength check or Escape 
  Artist check), a creature remains entangled, but may move 
  through the web very slowly. Each round devoted to moving 
  allows the creature to make a new Strength check or Escape Artist 
  check. The creature moves 5 feet for each full 5 points by which 
  the check result exceeds 10. 
  If you have at least 5 feet of web between you and an opponent, it 
  provides cover. If you have at least 20 feet of web between you, it 
  provides total cover. 
  The strands of a web spell are flammable. A magic flaming sword 
  can slash them away as easily as a hand brushes away cobwebs. 
  Any fire can set the webs alight and burn away 5 square feet in 1 
  round. All creatures within flaming webs take 2d4 points of fire 
  damage from the flames. 
  Web can be made permanent with a permanency spell. A 
  permanent web that is damaged (but not destroyed) regrows in 10 
  minutes. 
  Material Component: A bit of spider web. 
   
  Spiritual Weapon 
  Brown (Force) - Evocation [Force] 
  Level: Clr 2, War 2, Brown 2, Force 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Magic weapon of force 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  A weapon made of pure force springs into existence and attacks 
  opponents at a distance, as you direct it, dealing 1d8 force 
  damage per hit, +1 point per three caster levels (maximum +5 at 
  15th level). The weapon takes the shape of a weapon favored by 
  your deity or a weapon with some spiritual significance or 
  symbolism to you (see below) and has the same threat range and 
  critical multipliers as a real weapon of its form. It strikes the 
  opponent you designate, starting with one attack in the round the 
  spell is cast and continuing each round thereafter on your turn. It 
  uses your base attack bonus (possibly allowing it multiple attacks 
  per round in subsequent rounds) plus your Wisdom modifier as 
  its attack bonus. It strikes as a spell, not as a weapon, so, for 
  example, it can damage creatures that have damage reduction. As 
  a force effect, it can strike incorporeal creatures without the 
  normal miss chance associated with incorporeality. The weapon 
  always strikes from your direction. It does not get a flanking 
  bonus or help a combatant get one. Your feats or combat actions 
  do not affect the weapon. If the weapon goes beyond the spell 
  range, if it goes out of your sight, or if you are not directing it, the 
  weapon returns to you and hovers. 
  Each round after the first, you can use a move action to redirect 
  the weapon to a new target. If you do not, the weapon continues 
  to attack the previous round’s target. On any round that the 
  weapon switches targets, it gets one attack. Subsequent rounds of 
  attacking that target allow the weapon to make multiple attacks if 
  your base attack bonus would allow it to. Even if the spiritual 
  weapon is a ranged weapon, use the spell’s range, not the 
  weapon’s normal range increment, and switching targets still is a 
  move action. 
  
  13 
  A spiritual weapon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, or a 
  rod of cancellation affects it. A spiritual weapon’s AC against touch 
  attacks is 12 (10 + size bonus for Tiny object). 
  If an attacked creature has spell resistance, you make a caster 
  level check (1d20 + caster level) against that spell resistance the 
  first time the spiritual weapon strikes it. If the weapon is 
  successfully resisted, the spell is dispelled. If not, the weapon has 
  its normal full effect on that creature for the duration of the spell. 
  The weapon that you get is often a force replica of your deity’s 
  own personal weapon. A cleric without a deity gets a weapon 
  based on his alignment. A neutral cleric without a deity can 
  create a spiritual weapon of any alignment, provided he is acting at 
  least generally in accord with that alignment at the time. The 
  weapons associated with each alignment are as follows. 
  Chaos: Battleaxe 
  Evil: Light flail 
  Good: Warhammer 
  Law: Longsword  
   
  Blink 
  Brown (Locus) - Transmutation 
  Level: Brd 3, Sor/Wiz 3, Brown 2, Locus 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  You “blink” back and forth between the Material Plane and the 
  Ethereal Plane. You look as though you’re winking in and out of 
  reality very quickly and at random. 
  Blinking has several effects, as follows. 
  Physical attacks against you have a 50% miss chance, and the 
  Blind-Fight feat doesn’t help opponents, since you’re ethereal and 
  not merely invisible. If the attack is capable of striking ethereal 
  creatures, the miss chance is only 20% (for concealment). 
  If the attacker can see invisible creatures, the miss chance is also 
  only 20%. (For an attacker who can both see and strike ethereal 
  creatures, there is no miss chance.) Likewise, your own attacks 
  have a 20% miss chance, since you sometimes go ethereal just as 
  you are about to strike. 
  Any individually targeted spell has a 50% chance to fail against 
  you while you’re blinking unless your attacker can target 
  invisible, ethereal creatures. Your own spells have a 20% chance 
  to activate just as you go ethereal, in which case they typically do 
  not affect the Material Plane. 
  While blinking, you take only half damage from area attacks (but 
  full damage from those that extend onto the Ethereal Plane). You 
  strike as an invisible creature (with a +2 bonus on attack rolls), 
  denying your target any Dexterity bonus to AC. 
  You take only half damage from falling, since you fall only while 
  you are material. 
  While blinking, you can step through (but not see through) solid 
  objects. For each 5 feet of solid material you walk through, there 
  is a 50% chance that you become material. If this occurs, you are 
  shunted off to the nearest open space and take 1d6 points of 
  damage per 5 feet so traveled. You can move at only three-
  quarters speed (because movement on the Ethereal Plane is at 
  half speed, and you spend about half your time there and half 
  your time material.) 
  Since you spend about half your time on the Ethereal Plane, you 
  can see and even attack ethereal creatures. You interact with 
  ethereal creatures roughly the same way you interact with 
  material ones. 
  An ethereal creature is invisible, incorporeal, and capable of 
  moving in any direction, even up or down. As an incorporeal 
  creature, you can move through solid objects, including living 
  creatures. 
  An ethereal creature can see and hear the Material Plane, but 
  everything looks gray and insubstantial. Sight and hearing on the 
  Material Plane are limited to 60 feet. 
  Force effects and abjurations affect you normally. Their effects 
  extend onto the Ethereal Plane from the Material Plane, but not 
  vice versa. An ethereal creature can’t attack material creatures, 
  and spells you cast while ethereal affect only other ethereal 
  things. Certain material creatures or objects have attacks or effects 
  that work on the Ethereal Plane. Treat other ethereal creatures 
  and objects as material. 
   
  Level 3 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Keen Edge 
  Artifice 
  3 
   
  Magic Weapon, Greater 
  Artifice 
  3 
  3 
  Secret Page 
  Artifice 
  3 
   
  Snare 
  Artifice 
  3 
   
  L.'s Tiny Hut 
  Force 
  3 
  3 
  Phantom Steed 
  Force 
  3 
   
  Locate Creature 
  Locus 
  3 
  3 
   
  Keen Edge 
  Brown (Artifice) - Transmutation 
  Level: Sor/Wiz 3, Brown 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One weapon or fifty projectiles, all of which must be in 
  contact with each other at the time of casting 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  This spell makes a weapon magically keen, improving its ability 
  to deal telling blows. This transmutation doubles the threat range 
  of the weapon. A threat range of 20 becomes 19–20, a threat range 
  of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–
  20. The spell can be cast only on piercing or slashing weapons. If 
  cast on arrows or crossbow bolts, the keen edge on a particular 
  projectile ends after one use, whether or not the missile strikes its 
  intended target. (Treat shuriken as arrows, rather than as thrown 
  weapons, for the purpose of this spell.) 
  Multiple effects that increase a weapon’s threat range (such as the 
  keen edge spell and the Improved Critical feat) don’t stack. You 
  can’t cast this spell on a natural weapon, such as a claw. 
   
  Magic Weapon, Greater 
  Brown (Artifice) - Transmutation 
  Level: Clr 4, Pal 3, Sor/Wiz 3, Brown 3, Artifice 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon or fifty projectiles (all of which must be in 
  contact with each other at the time of casting) 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  This spell functions like magic weapon, except that it gives a 
  weapon an enhancement bonus on attack and damage rolls of +1 
  per four caster levels (maximum +5). 
  Alternatively, you can affect as many as fifty arrows, bolts, or 
  bullets. The projectiles must be of the same kind, and they have to 
  be together (in the same quiver or other container). Projectiles, 
  but not thrown weapons, lose their transmutation when used. 
  (Treat shuriken as projectiles, rather than as thrown weapons, for 
  the purpose of this spell.) 
  Arcane Material Component: Powdered lime and carbon. 
   
  Secret Page 
  Brown (Artifice) - Transmutation 
  Level: Brd 3, Sor/Wiz 3, Brown 3 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Page touched, up to 3 sq. ft. in size 
  Duration: Permanent 
  Saving Throw: None 
  Spell Resistance: No 
  Secret page alters the contents of a page so that they appear to be 
  something entirely different. The text of a spell can be changed to 
  show even another spell. Explosive runes or sepia snake sigil can be 
  cast upon the secret page. 
  
  14 
  A comprehend languages spell alone cannot reveal a secret page’s 
  contents. You are able to reveal the original contents by speaking 
  a special word. You can then peruse the actual page, and return it 
  to its secret page form at will. You can also remove the spell by 
  double repetition of the special word. A detect magic spell reveals 
  dim magic on the page in question but does not reveal its true 
  contents. True seeing reveals the presence of the hidden material 
  but does not reveal the contents unless cast in combination with 
  comprehend languages. A secret page spell can be dispelled, and the 
  hidden writings can be destroyed by means of an erase spell. 
  Material Component: Powdered herring scales and will-o’-wisp 
  essence. 
   
  Snare 
  Brown (Artifice) - Transmutation 
  Level: Rgr 2, Drd 3, Brown 3 
  Components: V, S, DF 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: Touched nonmagical circle of vine, rope, or thong with a 
  2 ft. diameter + 2 ft./level 
  Duration: Until triggered or broken 
  Saving Throw: None 
  Spell Resistance: No 
  This spell enables you to make a snare that functions as a magic 
  trap. The snare can be made from any supple vine, a thong, or a 
  rope. When you cast snare upon it, the cordlike object blends with 
  its surroundings (Search DC 23 for a character with the 
  trapfinding ability to locate). One end of the snare is tied in a loop 
  that contracts around one or more of the limbs of any creature 
  stepping inside the circle. 
  If a strong and supple tree is nearby, the snare can be fastened to 
  it. The spell causes the tree to bend and then straighten when the 
  loop is triggered, dealing 1d6 points of damage to the creature 
  trapped and lifting it off the ground by the trapped limb or limbs. 
  If no such tree is available, the cordlike object tightens around the 
  creature, dealing no damage but causing it to be entangled. 
  The snare is magical. To escape, a trapped creature must make a 
  DC 23 Escape Artist check or a DC 23 Strength check that is a full-
  round action. The snare has AC 7 and 5 hit points. A successful 
  escape from the snare breaks the loop and ends the spell. 
   
  Tiny Hut 
  Brown (Force) - Evocation [Force] 
  Level: Brd 3, Sor/Wiz 3, Brown 3, Force 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Effect: 20-ft.-radius sphere centered on your location 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create an unmoving, opaque sphere of force of any color you 
  desire around yourself. Half the sphere projects above the 
  ground, and the lower hemisphere passes through the ground. 
  As many as nine other Medium creatures can fit into the field 
  with you; they can freely pass into and out of the hut without 
  harming it. However, if you remove yourself from the hut, the 
  spell ends. 
  The temperature inside the hut is 70° F if the exterior temperature 
  is between 0° and 100° F. An exterior temperature below 0° or 
  above 100° lowers or raises the interior temperature on a 1-
  degree-for-1 basis. The hut also provides protection against the 
  elements, such as rain, dust, and sandstorms. The hut withstands 
  any wind of less than hurricane force, but a hurricane (75+ mph 
  wind speed) or greater force destroys it. 
  The interior of the hut is a hemisphere. You can illuminate it 
  dimly upon command or extinguish the light as desired. 
  Although the force field is opaque from the outside, it is 
  transparent from within. Missiles, weapons, and most spell 
  effects can pass through the hut without affecting it, although the 
  occupants cannot be seen from outside the hut (they have total 
  concealment). 
  Material Component: A small crystal bead that shatters when the 
  spell duration expires or the hut is dispelled. 
   
  Phantom Steed 
  Brown (Force) - Conjuration (Creation) 
  Level: Brd 3, Sor/Wiz 3, Brown 3 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: 0 ft. 
  Effect: One quasi-real, horselike creature 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You conjure a Large, quasi-real, horselike creature. The steed can 
  be ridden only by you or by the one person for whom you 
  specifically created the mount. A phantom steed has a black head 
  and body, gray mane and tail, and smoke-colored, insubstantial 
  hooves that make no sound. It has what seems to be a saddle, bit, 
  and bridle. It does not fight, but animals shun it and refuse to 
  attack it. 
  The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) 
  and 7 hit points +1 hit point per caster level. If it loses all its hit 
  points, the phantom steed disappears. A phantom steed has a 
  speed of 20 feet per caster level, to a maximum of 240 feet. It can 
  bear its rider’s weight plus up to 10 pounds per caster level. 
  These mounts gain certain powers according to caster level. A 
  mount’s abilities include those of mounts of lower caster levels.  
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed. 
  10th Level: The mount can use water walk at will (as the spell, no 
  action required to activate this ability). 
  12th Level: The mount can use air walk at will (as the spell, no 
  action required to activate this ability) for up to 1 round at a time, 
  after which it falls to the ground. 
  14th 
  Level: The mount can fly at its speed (average 
  maneuverability). 
   
  Locate Creature 
  Brown (Locus) - Divination 
  Level: Brd 4, Sor/Wiz 4, Brown 3, Locus 3 
  Components: V, S, M 
  Duration: 10 min./level 
  This spell functions like locate object, except this spell locates a 
  known or familiar creature. 
  You slowly turn and sense when you are facing in the direction of 
  the creature to be located, provided it is within range. You also 
  know in which direction the creature is moving, if any. 
  The spell can locate a creature of a specific kind or a specific 
  creature known to you. It cannot find a creature of a certain type. 
  To find a kind of creature, you must have seen such a creature up 
  close (within 30 feet) at least once. 
  Running water blocks the spell. It cannot detect objects. It can be 
  fooled by mislead, nondetection, and polymorph spells. 
  Material Component: A bit of fur from a bloodhound. 
   
  Level 4 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  L.'s Secure Shelter 
  Artifice 
  4 
   
  Magic Vestment 
  Artifice 
  4 
   
  Minor Creation 
  Artifice 
  4 
  4 
  O.'s Resilient Sphere 
  Force 
  4 
  4 
  Dimension Door 
  Locus 
  4 
  4 
  Dimensional Anchor 
  Locus 
  4 
   
   
  Secure Shelter 
  Brown (Artifice) - Conjuration (Creation) 
  Level: Brd 4, Sor/Wiz 4, Brown 4 
  Components: V, S, M, F; see text 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: 20-ft.-square structure 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You conjure a sturdy cottage or lodge made of material that is 
  common in the area where the spell is cast. The floor is level, 
  
  15 
  clean, and dry. In all respects the lodging resembles a normal 
  cottage, with a sturdy door, two shuttered windows, and a small 
  fireplace. 
  The shelter has no heating or cooling source (other than natural 
  insulation qualities). Therefore, it must be heated as a normal 
  dwelling, and extreme heat adversely affects it and its occupants. 
  The dwelling does, however, provide considerable security 
  otherwise—it is as strong as a normal stone building, regardless 
  of its material composition. The dwelling resists flames and fire 
  as if it were stone. It is impervious to normal missiles (but not the 
  sort cast by siege engines or giants). 
  The door, shutters, and even chimney are secure against 
  intrusion, the former two being arcane locked and the latter 
  secured by an iron grate at the top and a narrow flue. In addition, 
  these three areas are protected by an alarm spell. Finally, an 
  unseen servant is conjured to provide service to you for the 
  duration of the shelter. 
  The secure shelter contains rude furnishings —eight bunks, a 
  trestle table, eight stools, and a writing desk. 
  Material Component: A square chip of stone, crushed lime, a few 
  grains of sand, a sprinkling of water, and several splinters of 
  wood. These must be augmented by the components of the unseen 
  servant spell (string and a bit of wood) if this benefit is to be 
  included. 
  Focus: The focus of the alarm spell (silver wire and a tiny bell) if 
  this benefit is to be included. 
   
   
  Magic Vestment 
  Brown (Artifice) Transmutation 
  Level: Clr 3, Strength 3, War 3, Brown 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Armor or shield touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  You imbue a suit of armor or a shield with an enhancement 
  bonus of +1 per four caster levels (maximum +5 at 20th level). 
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell. 
   
  Minor Creation 
  Brown (Artifice) - Conjuration (Creation) 
  Level: Sor/Wiz 4, Brown 4, Artifice 4 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: 0 ft. 
  Effect: Unattended, nonmagical object of nonliving plant matter, 
  up to 1 cu. ft./level 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create a nonmagical, unattended object of nonliving, 
  vegetable matter. The volume of the item created cannot exceed 1 
  cubic foot per caster level. You must succeed on an appropriate 
  skill check to make a complex item. 
  Attempting to use any created object as a material component 
  causes the spell to fail. 
  Material Component: A tiny piece of matter of the same sort of item 
  you plan to create with minor creation. 
   
  Resilient Sphere 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 4, Brown 4, Force 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: 1-ft.-diameter/level sphere, centered around a creature 
  Duration: 1 min./level (D) 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
  A globe of shimmering force encloses a creature, provided the 
  creature is small enough to fit within the diameter of the sphere. 
  The sphere contains its subject for the spell’s duration. The sphere 
  is not subject to damage of any sort except from a rod of 
  cancellation, a rod of negation, a disintegrate spell, or a targeted 
  dispel magic spell. These effects destroy the sphere without harm 
  to the subject. Nothing can pass through the sphere, inside or out, 
  though the subject can breathe normally. 
  The subject may struggle, but the sphere cannot be physically 
  moved either by people outside it or by the struggles of those 
  within. 
  Material Component: A hemispherical piece of clear crystal and a 
  matching hemispherical piece of gum arabic. 
   
  Dimension Door 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Brd 4, Sor/Wiz 4, Travel 4, Brown 4, Locus 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: You and touched objects or other touched willing 
  creatures 
  Duration: Instantaneous 
  Saving Throw: None and Will negates (object) 
  Spell Resistance: No and Yes (object) 
  You instantly transfer yourself from your current location to any 
  other spot within range. You always arrive at exactly the spot 
  desired—whether by simply visualizing the area or by stating 
  direction. After using this spell, you can’t take any other actions 
  until your next turn. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. You may also bring 
  one additional willing Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its equivalent per three 
  caster levels. A Large creature counts as two Medium creatures, a 
  Huge creature counts as two Large creatures, and so forth. All 
  creatures to be transported must be in contact with one another, 
  and at least one of those creatures must be in contact with you. 
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of 
  damage and are shunted to a random open space on a suitable 
  surface within 100 feet of the intended location. 
  If there is no free space within 100 feet, you and each creature 
  traveling with you take an additional 2d6 points of damage and 
  are shunted to a free space within 1,000 feet. If there is no free 
  space within 1,000 feet, you and each creature travelling with you 
  take an additional 4d6 points of damage and the spell simply 
  fails. 
   
   
  Dimensional Anchor 
  Brown (Locus) - Abjuration 
  Level: Clr 4, Sor/Wiz 4, Brown 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (object) 
  A green ray springs from your outstretched hand. You must 
  make a ranged touch attack to hit the target. Any creature or 
  object struck by the ray is covered with a shimmering emerald 
  field that completely blocks extradimensional travel. Forms of 
  movement barred by a dimensional anchor include astral projection, 
  blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane 
  shift, shadow walk, teleport, and similar spell-like or psionic 
  abilities. The spell also prevents the use of a gate or teleportation 
  circle for the duration of the spell. 
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, 
  nor does it block extradimensional perception or attack forms. 
  Also, dimensional anchor does not prevent summoned creatures 
  from disappearing at the end of a summoning spell. 
   
  
  16 
  Level 5 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Fabricate 
  Artifice 
  5 
   
  L.'s Secret Chest 
  Artifice 
  5 
   
  Major Creation 
  Artifice 
  5 
  5 
  B.'s Interposing Hand 
  Force 
  5 
  5 
  M.'s Faithful Hound 
  Force 
  5 
   
  Wall of Force 
  Force 
  5 
   
  Passwall 
  Locus 
  5 
   
  Plane Shift 
  Locus 
  5 
   
  Teleport 
  Locus 
  5 
  5 
   
  Fabricate 
  Brown (Artifice) - Transmutation 
  Level: Sor/Wiz 5, Brown 5 
  Components: V, S, M 
  Casting Time: See text 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Up to 10 cu. ft./level; see text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You convert material of one sort into a product that is of the same 
  material. Creatures or magic items cannot be created or 
  transmuted by the fabricate spell. The quality of items made by 
  this spell is commensurate with the quality of material used as 
  the basis for the new fabrication. If you work with a mineral, the 
  target is reduced to 1 cubic foot per level instead of 10 cubic feet. 
  You must make an appropriate Craft check to fabricate articles 
  requiring a high degree of craftsmanship. 
  Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of 
  material to be affected by the spell. 
  Material Component: The original material, which costs the same 
  amount as the raw materials required to craft the item to be 
  created. 
   
  Secret Chest 
  Brown (Artifice) - Conjuration (Summoning) 
  Level: Sor/Wiz 5, Brown 5 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: See text 
  Target: One chest and up to 1 cu. ft. of goods/caster level 
  Duration: Sixty days or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
  You hide a chest on the Ethereal Plane for as long as sixty days 
  and can retrieve it at will. The chest can contain up to 1 cubic foot 
  of material per caster level (regardless of the chest’s actual size, 
  which is about 3 feet by 2 feet by 2 feet). If any living creatures 
  are in the chest, there is a 75% chance that the spell simply fails. 
  Once the chest is hidden, you can retrieve it by concentrating (a 
  standard action), and it appears next to you. 
  The chest must be exceptionally well crafted and expensive, 
  constructed for you by master crafters. The cost of such a chest is 
  never less than 5,000 gp. Once it is constructed, you must make a 
  tiny replica (of the same materials and perfect in every detail), so 
  that the miniature of the chest appears to be a perfect copy. (The 
  replica costs 50 gp.) You can have but one pair of these chests at 
  any given time—even a wish spell does not allow more. The 
  chests are nonmagical and can be fitted with locks, wards, and so 
  on, just as any normal chest can be. 
  To hide the chest, you cast the spell while touching both the chest 
  and the replica. The chest vanishes into the Ethereal Plane. You 
  need the replica to recall the chest. After sixty days, there is a 
  cumulative chance of 5% per day that the chest is irretrievably 
  lost. If the miniature of the chest is lost or destroyed, there is no 
  way, not even with a wish spell, that the large chest can be 
  summoned back, although an extraplanar expedition might be 
  mounted to find it. 
  Living things in the chest eat, sleep, and age normally, and they 
  die if they run out of food, air, water, or whatever they need to 
  survive. 
  Focus: The chest and its replica. 
   
  Major Creation 
  Brown (Artifice) - Conjuration (Creation) 
  Level: Sor/Wiz 5, Brown 5, Artifice 5 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Duration: See text 
  This spell functions like minor creation, except that you can also 
  create an object of mineral nature: stone, crystal, metal, or the 
  like. The duration of the created item varies with its relative 
  hardness and rarity, as indicated on the following table. 
  Hardness and Rarity Examples 
  Duration 
  Vegetable matter 
  2 hr./level 
  Stone, crystal, base metals 
  1 hr./level 
  Precious metals 
  20 min./level 
  Gems 
  10 min./level 
  Rare metal1 
  1 round/level 
  1 Includes adamantine, alchemical silver, and mithral. You 
  can’t use major creation to create a cold iron item. 
   
  Interposing Hand 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 5, Brown 5. Force 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 10-ft. hand 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  Interposing hand creates a Large magic hand that appears between 
  you and one opponent. This floating, disembodied hand then 
  moves to remain between the two of you, regardless of where 
  you move or how the opponent tries to get around it, providing 
  cover (+4 AC) for you against that opponent. Nothing can fool 
  the hand—it sticks with the selected opponent in spite of 
  darkness, invisibility, polymorphing, or any other attempt at 
  hiding or disguise. The hand does not pursue an opponent, 
  however. 
  An interposing hand is 10 feet long and about that wide with its 
  fingers outstretched. It has as many hit points as you do when 
  you’re undamaged, and its AC is 20 (–1 size, +11 natural). It takes 
  damage as a normal creature, but most magical effects that don’t 
  cause damage do not affect it. 
  The hand never provokes attacks of opportunity from opponents. 
  It cannot push through a wall of force or enter an antimagic field, 
  but it suffers the full effect of a prismatic wall or prismatic sphere. 
  The hand makes saving throws as its caster. 
  Disintegrate or a successful dispel magic destroys it. 
  Any creature weighing 2,000 pounds or less that tries to push 
  past the hand is slowed to half its normal speed. The hand cannot 
  reduce the speed of a creature weighing more than 2,000 pounds, 
  but it still affects the creature’s attacks. 
  Directing the spell to a new target is a move action. 
  Focus: A soft glove. 
   
  Mage’s Faithful Hound 
  Brown (Force) - Conjuration (Creation) 
  Level: Sor/Wiz 5, Brown 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Phantom watchdog 
  Duration: 1 hour/caster level or until discharged, then 1 
  round/caster level; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You conjure up a phantom watchdog that is invisible to everyone 
  but yourself. It then guards the area where it was conjured (it 
  does not move). The hound immediately starts barking loudly if 
  any Small or larger creature approaches within 30 feet of it. 
  (Those within 30 feet of the hound when it is conjured may move 
  about in the area, but if they leave and return, they activate the 
  
  17 
  barking.) The hound sees invisible and ethereal creatures. It does 
  not react to figments, but it does react to shadow illusions. 
  If an intruder approaches to within 5 feet of the hound, the dog 
  stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 
  points of piercing damage) once per round. The dog also gets the 
  bonuses appropriate to an invisible creature. 
  The dog is considered ready to bite intruders, so it delivers its 
  first bite on the intruder’s turn. Its bite is the equivalent of a 
  magic weapon for the purpose of damage reduction. The hound 
  cannot be attacked, but it can be dispelled. 
  The spell lasts for 1 hour per caster level, but once the hound 
  begins barking, it lasts only 1 round per caster level. If you are 
  ever more than 100 feet distant from the hound, the spell ends. 
  Material Component: A tiny silver whistle, a piece of bone, and a 
  thread. 
   
  Wall of Force 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 5, Brown 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. square/level 
  Duration: 1 round /level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  A wall of force spell creates an invisible wall of force. The wall 
  cannot move, it is immune to damage of all kinds, and it is 
  unaffected by most spells, including dispel magic. However, 
  disintegrate immediately destroys it, as does a rod of cancellation, a 
  sphere of annihilation, or a mage’s disjunction spell. Breath weapons 
  and spells cannot pass through the wall in either direction, 
  although dimension door, teleport, and similar effects can bypass 
  the barrier. It blocks ethereal creatures as well as material ones 
  (though ethereal creatures can usually get around the wall by 
  floating under or over it through material floors and ceilings). 
  Gaze attacks can operate through a wall of force. 
  The caster can form the wall into a flat, vertical plane whose area 
  is up to one 10- foot square per level. The wall must be 
  continuous and unbroken when formed. If its surface is broken 
  by any object or creature, the spell fails. 
  Wall of force can be made permanent with a permanency spell. 
  Material Component: A pinch of powder made from a clear gem. 
   
  Passwall 
  Brown (Locus) - Transmutation 
  Level: Sor/Wiz 5, Brown 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three 
  additional levels 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create a passage through wooden, plaster, or stone walls, but 
  not through metal or other harder materials. The passage is 10 
  feet deep plus an additional 5 feet deep per three caster levels 
  above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 
  feet deep at 18th level). If the wall’s thickness is more than the 
  depth of the passage created, then a single passwall simply makes 
  a niche or short tunnel. Several passwall spells can then form a 
  continuing passage to breach very thick walls. When passwall 
  ends, creatures within the passage are ejected out the nearest exit. 
  If someone dispels the passwall or you dismiss it, creatures in the 
  passage are ejected out the far exit, if there is one, or out the sole 
  exit if there is only one. 
  Material Component: A pinch of sesame seeds. 
   
  Plane Shift 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Clr 5, Sor/Wiz 7, Brown 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched, or up to eight willing creatures joining 
  hands 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You move yourself or some other creature to another plane of 
  existence or alternate dimension. If several willing persons link 
  hands in a circle, as many as eight can be affected by the plane 
  shift at the same time. Precise accuracy as to a particular arrival 
  location on the intended plane is nigh impossible. From the 
  Material Plane, you can reach any other plane, though you 
  appear 5 to 500 miles (5d%) from your intended destination. 
  Note: Plane shift transports creatures instantaneously and then 
  ends. The creatures need to find other means if they are to travel 
  back. 
  Focus: A small, forked metal rod. The size and metal type dictates 
  to which plane of existence or alternate dimension the spell sends 
  the affected creatures.  
   
  Teleport 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Sor/Wiz 5, Travel 5, Brown 5, Locus 5 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal and touch 
  Target: You and touched objects or other touched willing 
  creatures 
  Duration: Instantaneous 
  Saving Throw: None and Will negates (object) 
  Spell Resistance: No and Yes (object) 
  This spell instantly transports you to a designated destination, 
  which may be as distant as 100 miles per caster level. Interplanar 
  travel is not possible. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. You may also bring 
  one additional willing Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its equivalent (see below) 
  per three caster levels. A Large creature counts as two Medium 
  creatures, a Huge creature counts as two Large creatures, and so 
  forth. All creatures to be transported must be in contact with one 
  another, and at least one of those creatures must be in contact 
  with you. As with all spells where the range is personal and the 
  target is you, you need not make a saving throw, nor is spell 
  resistance applicable to you. Only objects held or in use 
  (attended) by another person receive saving throws and spell 
  resistance. 
  You must have some clear idea of the location and layout of the 
  destination. The clearer your mental image, the more likely the 
  teleportation works. Areas of strong physical or magical energy 
  may make teleportation more hazardous or even impossible. 
  To see how well the teleportation works, roll d% and consult the 
  Teleport table. Refer to the following information for definitions 
  of the terms on the table. 
  Familiarity: “Very familiar” is a place where you have been very 
  often and where you feel at home. “Studied carefully” is a place 
  you know well, either because you can currently see it, you’ve 
  been there often, or you have used other means (such as scrying) 
  to study the place for at least one hour. “Seen casually” is a place 
  that you have seen more than once but with which you are not 
  very familiar. “Viewed once” is a place that you have seen once, 
  possibly using magic.  
  “False destination” is a place that does not truly exist or if you are 
  teleporting to an otherwise familiar location that no longer exists 
  as such or has been so completely altered as to no longer be 
  familiar to you. When traveling to a false destination, roll 
  1d20+80 to obtain results on the table, rather than rolling d%, 
  since there is no real destination for you to hope to arrive at or 
  even be off target from. 
  On Target: You appear where you want to be. 
  Off Target: You appear safely a random distance away from the 
  destination in a random direction. Distance off target is 
  1d10x1d10% of the distance that was to be traveled. The direction 
  off target is determined randomly 
  Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area. 
  
  18 
  Generally, you appear in the closest similar place within range. If 
  no such area exists within the spell’s range, the spell simply fails 
  instead. 
  Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For these rerolls, 
  roll 1d20+80. Each time “Mishap” comes up, the characters take 
  more damage and must reroll. 
  Familiarity 
  On 
  Target 
  Off 
  Target 
  Similar 
  Area 
  Mishap 
  Very familiar 
  01–97 
  98–99 
  100 
  — 
  Studied carefully 
  01–94 
  95–97 
  98–99 
  100 
  Seen casually 
  01–88 
  89–94 
  95–98 
  99–100 
  Viewed once 
  01–76 
  77–88 
  89–96 
  97–100 
  False 
  destination 
  (1d20+80) 
  — 
  — 
  81–92 
  93–100 
   
  Level 6 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Blade Barrier 
  Artifice 
  6 
   
  Guards and Wards 
  Artifice 
  6 
  6 
  B.'s Forceful Hand 
  Force 
  6 
  6 
  Repulsion 
  Force 
  6 
   
  Word of Recall 
  Locus 
  6 
  6 
   
  Blade Barrier 
  Brown (Artifice) - Evocation [Force] 
  Level: Clr 6, Good 6, War 6, Brown 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed 
  wall of whirling blades with a radius of up to 5 ft. per two levels; 
  either form 20 ft. high 
  Duration: 1 min./level (D) 
  Saving Throw: Reflex half or Reflex negates; see text 
  Spell Resistance: Yes 
  An immobile, vertical curtain of whirling blades shaped of pure 
  force springs into existence. Any creature passing through the 
  wall takes 1d6 points of damage per caster level (maximum 
  15d6), with a Reflex save for half damage. 
  If you evoke the barrier so that it appears where creatures are, 
  each creature takes damage as if passing through the wall. Each 
  such creature can avoid the wall (ending up on the side of its 
  choice) and thus take no damage by making a successful Reflex 
  save. 
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on 
  Reflex saves) against attacks made through it. 
   
  Guards and Wards 
  Brown (Artifice) - Abjuration 
  Level: Sor/Wiz 6, Brown 6, Artifice 6 
  Components: V, S, M, F 
  Casting Time: 30 minutes 
  Range: Anywhere within the area to be warded 
  Area: Up to 200 sq. ft./level (S) 
  Duration: 2 hours/level (D) 
  Saving Throw: See text 
  Spell Resistance: See text 
  This powerful spell is primarily used to defend your stronghold. 
  The ward protects 200 square feet per caster level. The warded 
  area can be as much as 20 feet high, and shaped as you desire. 
  You can ward several stories of a stronghold by dividing the area 
  among them; you must be somewhere within the area to be 
  warded to cast the spell. The spell creates the following magical 
  effects within the warded area. 
  Fog: Fog fills all corridors, obscuring all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment (attacks have a 20% miss chance). Creatures farther 
  away have total concealment (50% miss chance, and the attacker 
  cannot use sight to locate the target). Saving Throw: None. Spell 
  Resistance: No. 
  Arcane Locks: All doors in the warded area are arcane locked. 
  Saving Throw: None. Spell Resistance: No. 
  Webs: Webs fill all stairs from top to bottom. These strands are 
  identical with those created by the web spell, except that they 
  regrow in 10 minutes if they are burned or torn away while the 
  guards and wards spell lasts. Saving Throw: Reflex negates; see text 
  for web. Spell Resistance: No. 
  Confusion: Where there are choices in direction—such as a 
  corridor intersection or side passage—a minor confusion-type 
  effect functions so as to make it 50% probable that intruders 
  believe they are going in the opposite direction from the one they 
  actually chose. This is an enchantment, mind-affecting effect. 
  Saving Throw: None. Spell Resistance: Yes. 
  Lost Doors: One door per caster level is covered by a silent image to 
  appear as if it were a plain wall. Saving Throw: Will disbelief (if 
  interacted with). Spell Resistance: No. 
  In addition, you can place your choice of one of the following five 
  magical effects. 
  1. Dancing lights in four corridors. You can designate a simple 
  program that causes the lights to repeat as long as the guards and 
  wards spell lasts. Saving Throw: None. Spell Resistance: No. 
  2. A magic mouth in two places. Saving Throw: None. Spell 
  Resistance: No. 
  3. A stinking cloud in two places. The vapors appear in the places 
  you designate; they return within 10 minutes if dispersed by 
  wind while the guards and wards spell lasts. Saving Throw: 
  Fortitude negates; see text for stinking cloud. Spell Resistance: No. 
  4. A gust of wind in one corridor or room. Saving Throw: Fortitude 
  negates. Spell Resistance: Yes. 
  5. A suggestion in one place. You select an area of up to 5 feet 
  square, and any creature who enters or passes through the area 
  receives the suggestion mentally. Saving Throw: Will negates. 
  Spell Resistance: Yes. 
  The whole warded area radiates strong magic of the abjuration 
  school. A dispel magic cast on a specific effect, if successful, 
  removes only that effect. A successful Mage’s disjunction destroys 
  the entire guards and wards effect. 
  Material Component: Burning incense, a small measure of 
  brimstone and oil, a knotted string, and a small amount of blood. 
  Focus: A small silver rod. 
   
   
   
  Forceful Hand 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 6, Brown 6, Force 6 
  Components: V, S, F 
  This spell functions like interposing hand, except that the forceful 
  hand pursues and pushes away the opponent that you designate. 
  Treat this attack as a bull rush with a +14 bonus on the Strength 
  check (+8 for Strength 27, +4 for being Large, and a +2 bonus for 
  charging, which it always gets). The hand always moves with the 
  opponent to push that target back the full distance allowed, and it 
  has no speed limit. Directing the spell to a new target is a move 
  action. 
  A very strong creature could not push the hand out of its way 
  because the latter would instantly reposition itself between the 
  creature and you, but an opponent could push the hand up 
  against you by successfully bull rushing it. 
  Focus: A sturdy glove made of leather or heavy cloth. 
   
   
   
  Repulsion 
  Brown (Force) - Abjuration 
  Level: Clr 7, Protection 7, Sor/Wiz 6, Brown 6 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Up to 10 ft./level 
  Area: Up to 10-ft.-radius/level emanation centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  An invisible, mobile field surrounds you and prevents creatures 
  from approaching you. You decide how big the field is at the time 
  of casting (to the limit your level allows). Any creature within or 
  
  19 
  entering the field must attempt a save. If it fails, it becomes 
  unable to move toward you for the duration of the spell. Repelled 
  creatures’ actions are not otherwise restricted. 
  They can fight other creatures and can cast spells and attack you 
  with ranged weapons. If you move closer to an affected creature, 
  nothing happens. (The creature is not forced back.) The creature 
  is free to make melee attacks against you if you come within 
  reach. If a repelled creature moves away from you and then tries 
  to turn back toward you, it cannot move any closer if it is still 
  within the spell’s area. 
  Arcane Focus: A pair of small iron bars attached to two small 
  canine statuettes, one black and one white, the whole array worth 
  50 gp. 
   
   
  Word of Recall 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Clr 6, Drd 8, Brown 6, Locus 6 
  Components: V 
  Casting Time: 1 standard action 
  Range: Unlimited 
  Target: You and touched objects or other willing creatures 
  Duration: Instantaneous 
  Saving Throw: None or Will negates (harmless, object) 
  Spell Resistance: No or Yes (harmless, object) 
  Word of recall teleports you instantly back to your sanctuary when 
  the word is uttered. You must designate the sanctuary when you 
  prepare the spell, and it must be a very familiar place. The actual 
  point of arrival is a designated area no larger than 10 feet by 10 
  feet. You can be transported any distance within a plane but 
  cannot travel between planes. You can transport, in addition to 
  yourself, any objects you carry, as long as their weight doesn’t 
  exceed your maximum load. You may also bring one additional 
  willing Medium or smaller creature (carrying gear or objects up 
  to its maximum load) or its equivalent per three caster levels. A 
  Large creature counts as two Medium creatures, a Huge creature 
  counts as two Large creatures, and so forth. All creatures to be 
  transported must be in contact with one another, and at least one 
  of those creatures must be in contact with you. Exceeding this 
  limit causes the spell to fail. 
  An unwilling creature can’t be teleported by word of recall. 
  Likewise, a creature’s Will save (or spell resistance) prevents 
  items in its possession from being teleported. Unattended, 
  nonmagical objects receive no saving throw. 
   
   
   
   
   
  Level 7 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  M.'s Private Sanctum 
  Artifice 
  7 
   
  Simulacrum 
  Artifice 
  7 
  7 
  B.'s Grasping Hand 
  Force 
  7 
  7 
  Forcecage 
  Force 
  7 
   
  M.'s Sword 
  Force 
  7 
   
  Ethereal Jaunt 
  Locus 
  7 
   
  Phase Door 
  Locus 
  7 
   
  Refuge 
  Locus 
  7 
   
  Teleport Object 
  Locus 
  7 
   
  Teleport, greater 
  Locus 
  7 
  7 
   
  Mage’s Private Sanctum 
  Brown (Artifice) - Abjuration 
  Level: Sor/Wiz 5, Brown 7 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 30-ft. cube/level (S) 
  Duration: 24 hours (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell ensures privacy. Anyone looking into the area from 
  outside sees only a dark, foggy mass. Darkvision cannot 
  penetrate it. No sounds, no matter how loud, can escape the area, 
  so nobody can eavesdrop from outside. Those inside can see out 
  normally. 
  Divination (scrying) spells cannot perceive anything within the 
  area, and those within are immune to detect thoughts. The ward 
  prevents speech between those inside and those outside (because 
  it blocks sound), but it does not prevent other communication, 
  such as a sending or message spell, or telepathic communication, 
  such as that between a wizard and her familiar. 
  The spell does not prevent creatures or objects from moving into 
  and out of the area. 
  Mage’s private sanctum can be made permanent with a permanency 
  spell. 
  Material Component: A thin sheet of lead, a piece of opaque glass, 
  a wad of cotton or cloth, and powdered chrysolite. 
   
  Simulacrum 
  Brown (Artifice) - Illusion (Shadow) 
  Level: Sor/Wiz 7, Brown 7, Artifice 7 
  Components: V, S, M, XP 
  Casting Time: 12 hours 
  Range: 0 ft. 
  Effect: One duplicate creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Simulacrum creates an illusory duplicate of any creature. The 
  duplicate creature is partially real and formed from ice or snow. 
  It appears to be the same as the original, but it has only one-half 
  of the real creature’s levels or Hit Dice (and the appropriate hit 
  points, feats, skill ranks, and special abilities for a creature of that 
  level or HD). You can’t create a simulacrum of a creature whose 
  Hit Dice or levels exceed twice your caster level. You must make 
  a Disguise check when you cast the spell to determine how good 
  the likeness is. A creature familiar with the original might detect 
  the ruse with a successful Spot check (opposed by the caster’s 
  Disguise check) or a DC 20 Sense Motive check. 
  At all times the simulacrum remains under your absolute 
  command. No special telepathic link exists, so command must be 
  exercised in some other manner. A simulacrum has no ability to 
  become more powerful. It cannot increase its level or abilities. If 
  reduced to 0 hit points or otherwise destroyed, it reverts to snow 
  and melts instantly into nothingness. A complex process 
  requiring at least 24 hours, 100 gp per hit point, and a fully 
  equipped magical laboratory can repair damage to a simulacrum. 
  Material Component: The spell is cast over the rough snow or ice 
  form, and some piece of the creature to be duplicated (hair, nail, 
  or the like) must be placed inside the snow or ice. Additionally, 
  the spell requires powdered ruby worth 100 gp per HD of the 
  simulacrum to be created. 
  XP Cost: 100 XP per HD of the simulacrum to be created 
  (minimum 1,000 XP). 
   
  Grasping Hand 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 7, Strength 7, Brown 7, Force 7 
  Components: V, S, F/DF 
  This spell functions like interposing hand, except the hand can also 
  grapple one opponent that you select. The grasping hand gets one 
  grapple attack per round. 
  Its attack bonus to make contact equals your caster level + your 
  Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, 
  and sorcerers, respectively), +10 for the hand’s Strength score 
  (31), –1 for being Large. Its grapple bonus is this same figure, 
  except with a +4 modifier for being Large instead of –1. The hand 
  holds but does not harm creatures it grapples. 
  Directing the spell to a new target is a move action. 
  The grasping hand can also bull rush an opponent as forceful hand 
  does, but at a +16 bonus on the Strength check (+10 for Strength 
  35, +4 for being Large, and a +2 bonus for charging, which it 
  always gets), or interpose itself as interposing hand does. 
  Clerics who cast this spell name it for their deities. 
  Arcane Focus: A leather glove. 
   
  
  20 
  Forcecage 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 7, Brown 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This powerful spell brings into being an immobile, invisible 
  cubical prison composed of either bars of force or solid walls of 
  force (your choice). 
  Creatures within the area are caught and contained unless they 
  are too big to fit inside, in which case the spell automatically fails. 
  Teleportation and other forms of astral travel provide a means of 
  escape, but the force walls or bars extend into the Ethereal Plane, 
  blocking ethereal travel. 
  Like a wall of force spell, a forcecage resists dispel magic, but it is 
  vulnerable to a disintegrate spell, and it can be destroyed by a 
  sphere of annihilation or a rod of cancellation. 
  Barred Cage: This version of the spell produces a 20-foot cube 
  made of bands of force (similar to a wall of force spell) for bars. 
  The bands are a half-inch wide, with half-inch gaps between 
  them. Any creature capable of passing through such a small space 
  can escape; others are confined. You can’t attack a creature in a 
  barred cage with a weapon unless the weapon can fit between the 
  gaps. Even against such weapons (including arrows and similar 
  ranged attacks), a creature in the barred cage has cover. All spells 
  and breath weapons can pass through the gaps in the bars. 
  Windowless Cell: This version of the spell produces a 10-foot cube 
  with no way in and no way out. Solid walls of force form its six 
  sides. 
  Material Component: Ruby dust worth 1,500 gp, which is tossed 
  into the air and disappears when you cast the spell. 
   
  Mage’s Sword 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 7, Brown 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One sword 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell brings into being a shimmering, swordlike plane of 
  force. The sword strikes at any opponent within its range, as you 
  desire, starting in the round that you cast the spell. The sword 
  attacks its designated target once each round on your turn. Its 
  attack bonus is equal to your caster level + your Int bonus or your 
  Cha bonus (for wizards or sorcerers, respectively) with an 
  additional +3 enhancement bonus. As a force effect, it can strike 
  ethereal and incorporeal creatures. It deals 4d6+3 points of force 
  damage, with a threat range of 19–20 and a critical multiplier of 
  x2. 
  The sword always strikes from your direction. It does not get a 
  bonus for flanking or help a combatant get one. If the sword goes 
  beyond the spell range from you, if it goes out of your sight, or if 
  you are not directing it, the sword returns to you and hovers. 
  Each round after the first, you can use a standard action to switch 
  the sword to a new target. If you do not, the sword continues to 
  attack the previous round’s target. 
  The sword cannot be attacked or harmed by physical attacks, but 
  dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for 
  Medium object, +3 deflection bonus). 
  If an attacked creature has spell resistance, the resistance is 
  checked the first time Mage’s sword strikes it. If the sword is 
  successfully resisted, the spell is dispelled. If not, the sword has 
  its normal full effect on that creature for the duration of the spell. 
  Focus: A miniature platinum sword with a grip and pommel of 
  copper and zinc. It costs 250 gp to construct. 
   
  Ethereal Jaunt 
  Brown (Locus) - Transmutation 
  Level: Clr 7, Sor/Wiz 7, Brown 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  You become ethereal, along with your equipment. For the 
  duration of the spell, you are in a place called the Ethereal Plane, 
  which overlaps the normal, physical, Material Plane. When the 
  spell expires, you return to material existence. 
  An ethereal creature is invisible, insubstantial, and capable of 
  moving in any direction, even up or down, albeit at half normal 
  speed. As an insubstantial creature, you can move through solid 
  objects, including living creatures. An ethereal creature can see 
  and hear on the Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material Plane are limited 
  to 60 feet. 
  Force effects and abjurations affect an ethereal creature normally. 
  Their effects extend onto the Ethereal Plane from the Material 
  Plane, but not vice versa. An ethereal creature can’t attack 
  material creatures, and spells you cast while ethereal affect only 
  other ethereal things. Certain material creatures or objects have 
  attacks or effects that work on the Ethereal Plane. 
  Treat other ethereal creatures and ethereal objects as if they were 
  material.  
  If you end the spell and become material while inside a material 
  object (such as a solid wall), you are shunted off to the nearest 
  open space and take 1d6 points of damage per 5 feet that you so 
  travel. 
   
  Phase Door 
  Brown (Locus) - Conjuration (Creation) 
  Level: Sor/Wiz 7, Travel 8, Brown 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per 
  three levels 
  Duration: One usage per two levels 
  Saving Throw: None 
  Spell Resistance: No 
  This spell creates an ethereal passage through wooden, plaster, or 
  stone walls, but not other materials. The phase door is invisible and 
  inaccessible to all creatures except you, and only you can use the 
  passage. You disappear when you enter the phase door and appear 
  when you exit. If you desire, you can take one other creature 
  (Medium or smaller) through the door. This counts as two uses of 
  the door. The door does not allow light, sound, or spell effects 
  through it, nor can you see through it without using it. Thus, the 
  spell can provide an escape route, though certain creatures, such 
  as phase spiders, can follow with ease. A gem of true seeing or 
  similar magic reveals the presence of a phase door but does not 
  allow its use. 
  A phase door is subject to dispel magic. If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if he 
  were inside a passwall effect. 
  You can allow other creatures to use the phase door by setting 
  some triggering condition for the door. Such conditions can be as 
  simple or elaborate as you desire. They can be based on a 
  creature’s name, identity, or alignment, but otherwise must be 
  based on observable actions or qualities. Intangibles such as level, 
  class, Hit Dice, and hit points don’t qualify. 
  Phase door can be made permanent with a permanency spell. 
   
  Refuge 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Clr 7, Sor/Wiz 9, Brown 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: Permanent until discharged 
  Saving Throw: None 
  
  21 
  Spell Resistance: No 
  You create powerful magic in some specially prepared object. 
  This object contains the power to instantly transport its possessor 
  across any distance within the same plane to your abode. Once 
  the item is transmuted, you must give it willingly to a creature 
  and at the same time inform it of a command word to be spoken 
  when the item is used. To make use of the item, the subject 
  speaks the command word at the same time that it rends or 
  breaks the item (a standard action). When this is done, the 
  individual and all objects it is wearing and carrying (to a 
  maximum of the character’s heavy load) are instantly transported 
  to your abode. No other creatures are affected (aside from a 
  familiar that is touching the subject). 
  You can alter the spell when casting it so that it transports you to 
  within 10 feet of the possessor of the item when it is broken and 
  the command word spoken. You will have a general idea of the 
  location and situation of the item possessor at the time the refuge 
  spell is discharged, but once you decide to alter the spell in this 
  fashion, you have no choice whether or not to be transported. 
  Material Component: The specially prepared object, whose 
  construction requires gems worth 1,500 gp. 
   
  Teleport Object 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Sor/Wiz 7, Brown 7 
  Range: Touch 
  Target: One touched object of up to 50 lb./level and 3 cu. ft./level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This spell functions like teleport, except that it teleports an object, 
  not you. Creatures and magical forces cannot be teleported. 
  If desired, the target object can be sent to a distant location on the 
  Ethereal Plane. In this case, the point from which the object was 
  teleported remains faintly magical until the item is retrieved. A 
  successful targeted dispel magic spell cast on that point brings the 
  vanished item back from the Ethereal Plane. 
   
  Teleport, Greater 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Sor/Wiz 7, Travel 7, Brown 7, Locus 7 
  This spell functions like teleport, except that there is no range limit 
  and there is no chance you arrive off target. In addition, you need 
  not have seen the destination, but in that case you must have at 
  least a reliable description of the place to which you are 
  teleporting. If you attempt to teleport with insufficient 
  information (or with misleading information), you disappear and 
  simply reappear in your original location. Interplanar travel is not 
  possible. 
   
  Level 8 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  M.'s Magnificent Mansion Artifice 
  8 
  8 
  B.'s Clenched Fist 
  Force 
  8 
  8 
  Dimention Lock 
  Locus 
  8 
  8 
   
   
  Mage’s Magnificent Mansion 
  Brown (Artifice) - Conjuration (Creation) 
  Level: Sor/Wiz 7, Brown 8, Artifice 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Extradimensional mansion, up to three 10-ft. cubes/level 
  (S) 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You conjure up an extradimensional dwelling that has a single 
  entrance on the plane from which the spell was cast. The entry 
  point looks like a faint shimmering in the air that is 4 feet wide 
  and 8 feet high. Only those you designate may enter the mansion, 
  and the portal is shut and made invisible behind you when you 
  enter. You may open it again from your own side at will. Once 
  observers have passed beyond the entrance, they are in a 
  magnificent foyer with numerous chambers beyond. The 
  atmosphere is clean, fresh, and warm. 
  You can create any floor plan you desire to the limit of the spell’s 
  effect. The place is furnished and contains sufficient foodstuffs to 
  serve a nine-course banquet to a dozen people per caster level. A 
  staff of near-transparent servants (as many as two per caster 
  level), liveried and obedient, wait upon all who enter. The 
  servants function as unseen servant spells except that they are 
  visible and can go anywhere in the mansion. 
  Since the place can be entered only through its special portal, 
  outside conditions do not affect the mansion, nor do conditions 
  inside it pass to the plane beyond. 
  Focus: A miniature portal carved from ivory, a small piece of 
  polished marble, and a tiny silver spoon (each item worth 5 gp). 
   
   
   
   
   
   
   
   
  Clenched Fist 
  Brown (Force) - Evocation [Force] 
  Level: Sor/Wiz 8, Strength 8, Brown 8, Force 8 
  Components: V, S, F/DF 
  This spell functions like interposing hand, except that the hand can 
  interpose itself, push, or strike one opponent that you select. The 
  floating hand can move as far as 60 feet and can attack in the 
  same round. Since this hand is directed by you, its ability to 
  notice or attack invisible or concealed creatures is no better than 
  yours. 
  The hand attacks once per round, and its attack bonus equals 
  your caster level + your Intelligence, Wisdom, or Charisma 
  modifier (for a wizard, cleric, or sorcerer, respectively), +11 for 
  the hand’s Strength score (33), –1 for being Large. The hand deals 
  1d8+11 points of damage on each attack, and any creature struck 
  must make a Fortitude save (against this spell’s save DC) or be 
  stunned for 1 round. Directing the spell to a new target is a move 
  action. 
  The clenched fist can also interpose itself as interposing hand does, 
  or it can bull rush an opponent as forceful hand does, but at a +15 
  bonus on the Strength check. 
  Clerics who cast this spell name it for their deities. 
  Arcane Focus: A leather glove. 
   
  Dimensional Lock 
  Brown (Locus) - Abjuration 
  Level: Clr 8, Sor/Wiz 8, Brown 8, Locus 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius emanation centered on a point in space 
  Duration: One day/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel. Forms of movement barred include 
  astral projection, blink, dimension door, ethereal jaunt, etherealness, 
  gate, maze, plane shift, shadow walk, teleport, and similar spell-like or 
  psionic 
  abilities. 
  Once 
  dimensional 
  lock 
  is 
  in 
  place, 
  extradimensional travel into or out of the area is not possible. 
  A dimensional lock does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, 
  nor does it block extradimensional perception or attack forms. 
  Also, the spell does not prevent summoned creatures from 
  disappearing at the end of a summoning spell. 
   
   
   
  
  22 
  Level 9 Brown Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Clone 
  Artifice 
  9 
  9 
  B.'s Crushing Hand 
  Force 
  9 
  9 
  Astral Projection 
  Locus 
  9 
   
  Etherealness 
  Locus 
  9 
   
  Gate 
  Locus 
  9 
   
  Teleportation Circle 
  Locus 
  9 
  9 
   
  Clone 
  Brown (Artifice) - Necromancy 
  Level: Sor/Wiz 8, Brown 9, Artifice 9 
  Components: V, S, M, F 
  Casting Time: 10 minutes 
  Range: 0 ft. 
  Effect: One clone 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell makes an inert duplicate of a creature. If the original 
  individual has been slain, its soul immediately transfers to the 
  clone, creating a replacement (provided that the soul is free and 
  willing to return). The original’s physical remains, should they 
  still exist, become inert and cannot thereafter be restored to life. If 
  the original creature has reached the end of its natural life span 
  (that is, it has died of natural causes), any cloning attempt fails. 
  To create the duplicate, you must have a piece of flesh (not hair, 
  nails, scales, or the like) with a volume of at least 1 cubic inch that 
  was taken from the original creature’s living body. The piece of 
  flesh need not be fresh, but it must be kept from rotting. Once the 
  spell is cast, the duplicate must be grown in a laboratory for 2d4 
  months. 
  When the clone is completed, the original’s soul enters it 
  immediately, if that creature is already dead. The clone is 
  physically identical with the original and possesses the same 
  personality and memories as the original. In other respects, treat 
  the clone as if it were the original character raised from the dead, 
  including the loss of one level or 2 points of Constitution (if the 
  original was a 1st-level character). If this Constitution adjustment 
  would give the clone a Constitution score of 0, the spell fails. If 
  the original creature has lost levels since the flesh sample was 
  taken and died at a lower level than the clone would otherwise 
  be, the clone is one level below the level at which the original 
  died. 
  The spell duplicates only the original’s body and mind, not its 
  equipment. 
  A duplicate can be grown while the original still lives, or when 
  the original soul is unavailable, but the resulting body is merely a 
  soulless bit of inert flesh, which rots if not preserved. 
  Material Component: The piece of flesh and various laboratory 
  supplies (cost 1,000 gp). 
  Focus: Special laboratory equipment (cost 500 gp). 
   
  Crushing Hand 
  Brown (force) - Evocation [Force] 
  Level: Sor/Wiz 9, Strength 9, Brown 9, Force 9 
  Components: V, S, M, F/DF 
  This spell functions like interposing hand, except that the hand can 
  interpose itself, push, or crush one opponent that you select. 
  The crushing hand can grapple an opponent like grasping hand 
  does. Its grapple bonus equals your caster level + your 
  Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, 
  or sorcerer, respectively), +12 for the hand’s Strength score (35), 
  +4 for being Large. The hand deals 2d6+12 points of damage 
  (lethal, not nonlethal) on each successful grapple check against an 
  opponent. 
  The crushing hand can also interpose itself as interposing hand does, 
  or it can bull rush an opponent as forceful hand does, but at a +18 
  bonus. 
  Directing the spell to a new target is a move action. 
  Clerics who cast this spell name it for their deities. 
  Arcane Material Component: The shell of an egg. 
  Arcane Focus: A glove of snakeskin. 
   
  Astral Projection 
  Brown (Locus) - Necromancy 
  Level: Clr 9, Sor/Wiz 9, Travel 9, Brown 9 
  Components: V, S, M 
  Casting Time: 30 minutes 
  Range: Touch 
  Targets: You plus one additional willing creature touched per 
  two caster levels 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
  By freeing your spirit from your physical body, this spell allows 
  you to project an astral body onto another plane altogether. 
  You can bring the astral forms of other willing creatures with 
  you, provided that these subjects are linked in a circle with you at 
  the time of the casting. These fellow travelers are dependent upon 
  you and must accompany you at all times. If something happens 
  to you during the journey, your companions are stranded 
  wherever you left them. 
  You project your astral self onto the Astral Plane, leaving your 
  physical body behind on the Material Plane in a state of 
  suspended animation. The spell projects an astral copy of you 
  and all you wear or carry onto the Astral Plane. Since the Astral 
  Plane touches upon other planes, you can travel astrally to any of 
  these other planes as you will. To enter one, you leave the Astral 
  Plane, forming a new physical body (and equipment) on the 
  plane of existence you have chosen to enter. 
  While you are on the Astral Plane, your astral body is connected 
  at all times to your physical body by a silvery cord. If the cord is 
  broken, you are killed, astrally and physically. Luckily, very few 
  things can destroy a silver cord. When a second body is formed 
  on a different plane, the incorporeal silvery cord remains 
  invisibly attached to the new body. If the second body or the 
  astral form is slain, the cord simply returns to your body where it 
  rests on the Material Plane, thereby reviving it from its state of 
  suspended animation. Although astral projections are able to 
  function on the Astral Plane, their actions affect only creatures 
  existing on the Astral Plane; a physical body must be 
  materialized on other planes. 
  You and your companions may travel through the Astral Plane 
  indefinitely. Your bodies simply wait behind in a state of 
  suspended animation until you choose to return your spirits to 
  them. The spell lasts until you desire to end it, or until it is 
  terminated by some outside means, such as dispel magic cast upon 
  either the physical body or the astral form, the breaking of the 
  silver cord, or the destruction of your body back on the Material 
  Plane (which kills you). 
  Material Component: A jacinth worth at least 1,000 gp, plus a silver 
  bar worth 5 gp for each person to be affected. 
   
  Etherealness 
  Brown (Locus) - Transmutation 
  Level: Clr 9, Sor/Wiz 9, Brown 9 
  Range: Touch; see text 
  Targets: You and one other touched creature per three levels 
  Duration: 1 min./level (D) 
  Spell Resistance: Yes 
  This spell functions like ethereal jaunt, except that you and other 
  willing creatures joined by linked hands (along with their 
  equipment) become ethereal. Besides yourself, you can bring one 
  creature per three caster levels to the Ethereal Plane. Once 
  ethereal, the subjects need not stay together. 
  When the spell expires, all affected creatures on the Ethereal 
  Plane return to material existence. 
   
  Gate 
  Brown (Locus) - Conjuration (Creation or Calling) 
  Level: Clr 9, Sor/Wiz 9, Brown 9 
  Components: V, S, XP; see text 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: See text 
  Duration: Instantaneous or concentration (up to 1 round/level); 
  see text 
  Saving Throw: None 
  
  23 
  Spell Resistance: No 
  Casting a gate spell has two effects. First, it creates an 
  interdimensional connection between your plane of existence and 
  a plane you specify, allowing travel between those two planes in 
  either direction. 
  Second, you may then call a particular individual or kind of being 
  through the gate. 
  The gate itself is a circular hoop or disk from 5 to 20 feet in 
  diameter (caster’s choice), oriented in the direction you desire 
  when it comes into existence (typically vertical and facing you). It 
  is a two-dimensional window looking into the plane you 
  specified when casting the spell, and anyone or anything that 
  moves through is shunted instantly to the other side. 
  A gate has a front and a back. Creatures moving through the gate 
  from the front are transported to the other plane; creatures 
  moving through it from the back are not. 
  Planar Travel: As a mode of planar travel, a gate spell functions 
  much like a plane shift spell, except that the gate opens precisely at 
  the point you desire (a creation effect). Deities and other beings 
  who rule a planar realm can prevent a gate from opening in their 
  presence or personal demesnes if they so desire. Travelers need 
  not join hands with you—anyone who chooses to step through 
  the portal is transported. A gate cannot be opened to another 
  point on the same plane; the spell works only for interplanar 
  travel. 
  You may hold the gate open only for a brief time (no more than 1 
  round per caster level), and you must concentrate on doing so, or 
  else the interplanar connection is severed. 
  Calling Creatures: The second effect of the gate spell is to call an 
  extraplanar creature to your aid (a calling effect). By naming a 
  particular being or kind of being as you cast the spell, you cause 
  the gate to open in the immediate vicinity of the desired creature 
  and pull the subject through, willing or unwilling. Deities and 
  unique beings are under no compulsion to come through the gate, 
  although they may choose to do so of their own accord. This use 
  of the spell creates a gate that remains open just long enough to 
  transport the called creatures. This use of the spell has an XP cost 
  (see below). 
  If you choose to call a kind of creature instead of a known 
  individual you may call either a single creature (of any HD) or 
  several creatures. You can call and control several creatures as 
  long as their HD total does not exceed your caster level. In the 
  case of a single creature, you can control it if its HD do not exceed 
  twice your caster level. A single creature with more HD than 
  twice your caster level can’t be controlled. Deities and unique 
  beings cannot be controlled in any event. An uncontrolled being 
  acts as it pleases, making the calling of such creatures rather 
  dangerous. An uncontrolled being may return to its home plane 
  at any time. 
  A controlled creature can be commanded to perform a service for 
  you. Such services fall into two categories: immediate tasks and 
  contractual service. Fighting for you in a single battle or taking 
  any other actions that can be accomplished within 1 round per 
  caster level counts as an immediate task; you need not make any 
  agreement or pay any reward for the creature’s help. The creature 
  departs at the end of the spell. 
  If you choose to exact a longer or more involved form of service 
  from a called creature, you must offer some fair trade in return 
  for that service. The service exacted must be reasonable with 
  respect to the promised favor or reward; see the lesser planar ally 
  spell for appropriate rewards. (Some creatures may want their 
  payment in “livestock” rather than in coin, which could involve 
  complications.) Immediately upon completion of the service, the 
  being is transported to your vicinity, and you must then and 
  there turn over the promised reward. After this is done, the 
  creature is instantly freed to return to its own plane. 
  Failure to fulfill the promise to the letter results in your being 
  subjected to service by the creature or by its liege and master, at 
  the very least. At worst, the creature or its kin may attack you. 
  Note: When you use a calling spell such as gate to call an air, 
  chaotic, earth, evil, fire, good, lawful, or water creature, it 
  becomes a spell of that type. 
  XP Cost: 1,000 XP (only for the calling creatures function). 
   
  Teleportation Circle 
  Brown (Locus) - Conjuration (Teleportation) 
  Level: Sor/Wiz 9, Brown 9, Locus 9 
  Components: V, M 
  Casting Time: 10 minutes 
  Range: 0 ft. 
  Effect: 5-ft.-radius circle that teleports those who activate it 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create a circle on the floor or other horizontal surface that 
  teleports, as greater teleport, any creature who stands on it to a 
  designated spot. Once you designate the destination for the circle, 
  you can’t change it. The spell fails if you attempt to set the circle 
  to teleport creatures into a solid object, to a place with which you 
  are not familiar and have no clear description, or to another 
  plane. 
  The circle itself is subtle and nearly impossible to notice. If you 
  intend to keep creatures from activating it accidentally, you need 
  to mark the circle in some way. 
  Teleportation circle can be made permanent with a permanency 
  spell. A permanent teleportation circle that is disabled becomes 
  inactive for 10 minutes, then can be triggered again as normal. 
  Note: Magic traps such as teleportation circle are hard to detect and 
  disable. A rogue (only) can use the Search skill to find the circle 
  and Disable Device to thwart it. The DC in each case is 25 + spell 
  level, or 34 in the case of teleportation circle. 
  Material Component: Amber dust to cover the area of the circle 
  (cost 1,000 gp). 
   
   
   
   
  
  24 
   
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  G
  Grreeeenn  M
  Maaggiicc  
   
  If 
  you 
  are 
  using the 
  standard d20 character classes, 
  you will need to know what 
  spells to limit a specialist in the 
  colour Brown from casting. As 
  per the notes on page 2, the 
  opposing Colour to Brown is 
  Green, so the default limitation is 
  with this colour. So you can 
  assume that a Specialist Wizard 
  who chooses Brown will not be 
  able to learn or cast any of the 
  following spells, which is the 
  spell list for Green:  
   
   
   
   
   
   
   
   
   
   
   
   
  Calm Animals, Charm Animal, Detect 
  Animals or Plants, Hide from Animals, 
  Speak with Animals, Summon Nature's 
  Ally I, Animal Messenger, Animal Trance, 
  Summon Nature's Ally II, Summon Swarm, 
  Speak with Plants, Summon Nature's Ally 
  III, Command Plants, Repel Vermin, 
  Summon Nature's Ally IV, Insect Plague, 
  Summon 
  Nature's 
  Ally 
  V, 
  Summon 
  Nature's Ally VI, Creeping Doom, Summon 
  Nature's Ally VII, Control Plants, Summon 
  Nature's Ally VIII, Summon Nature's Ally 
  IX, Create Water, Obscuring Mist, Fog 
  Cloud, Gust of Wind, Whispering Wind, 
  Gaseous Form, Stinking Cloud, Water 
  Breathing, Water Walk, Wind Wall, Air 
  Walk, Control Water, Solid Fog, Control 
  Winds, Commune with Nature, Wind 
  Walk, Control Weather, Whirlwind, Pass 
  without Trace, Magic Fang, Shillelagh, 
  Barkskin, Tree Shape, Wood Shape, Magic 
  Fang, Greater, Plant Growth, Heal Mount, 
  Tree Stride, Ironwood, Liveoak, Transport 
  via Plants, Animate Plants, Changestaff, 
  Animal Shapes, Shambler 
   
   
   
   
  
  25 
  OPEN GAME LICENSE Version 1.0a 
   
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  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols owned by Jesus and Javier 
  Carmona http://www.carmonaart.com, used by permission. 
   
  A.4 Demiurge Character Portrait owned by Jason J McCuiston  
  www.jasonjmccuiston.com 
   
  Credits: 
  Demiurge image ……………. Jason J McCuiston 
  Magic Symbol images ….…... Jesus & Javier Carmona
  Proofing………………………. Michael Christie 
  Writing et al …………………. Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Chrome ………………………… 
  3 
  The ArcMage …….…………… 
  5 
  The Binarist ……….…………… 
  6 
  The Monomancer ...…………… 
  7 
  The Prismatician ….…………… 
  9 
  The Pulsar …...…….…………… 
  10 
  The Ultramancer ….…………… 
  11 
  Appendix (Chrome Spells) …. 
  13 
  Licence ………………………… 
  18 
  C
  Chhrro
  om
  mee  M
  Maaggiicc 
   
  Andarius the ArcMage stood on the battlements and 
  gazed coldly at the armies amassed before his tower. Though his 
  countenance was inscrutable, he seethed inside with barely 
  contained outrage. Apparently his incursions into the realm of 
  Garnan had not only been reported to Emperor Wrak, 
  but in an uncharacteristic show of decisiveness, it 
  seemed that Wrak in turn had brought the vast 
  might of the Imperial Guard and its many 
  Battlemages to bear upon his home in 
  retaliation. This simply would not do.  
   
  Andarius gripped the stone 
  ramparts and sneered. His many Cultists 
  stood well back, and for a moment he was 
  alone, one dark shape upon the rocky 
  outcropping. Far below, the metaconcert of 
  battlemages, chthonurges and metamages 
  worked towards finishing their more 
  powerful magic. The very air itself became 
  luminescent with shades of blue and black, 
  with red flashes showing the drawing in of 
  power, the likes of which had not been seen 
  before in these lands. Time slowed, and an 
  entire battalion of heavily armoured troops 
  rose into the wind, brandishing swords 
  gleaming with lightning and holding shields 
  protected by a black nimbus of arcane negation. 
   
  “Enough!” the word burst out from the 
  ArcMage, and a wind rose up in response to his voice. The 
  rocky outcropping creaked out a sudden groan of protest, then rose 
  up higher and higher, till it stretched above the battlements and 
  over the encroaching forces. Beams of light and bolts of lightning 
  blasted up towards the stony ledge, but failed before reaching it; 
  some greater magic keeping them back. Andarius grinned and 
  grimaced with the effort, and called out into the gathering 
  windstorm as he raised his hand and delineated an arc of 
  multi-hued Chromatic energy. A reciprocal curve of rainbow light bent past him 
  in an unnatural inverse shape from the sky above. His grey hair and long, rune 
  embossed robes caught in the gathering wind, and in that fleeting moment he felt 
  all the power, all the potential, and all the possibility well up around him in an 
  overflow of brightly coloured arcane auras. 
   
  With a motion, he unleashed all the pent up forces. Time froze 
  for all but him, and in the stolen seconds he worked 
  answering spells for each of those arrayed against him: 
  Blue for Blue, Red for Red, and Black for Black. Time 
  restarted. A sudden wail arose from the dark and 
  Andarius smiled with real warmth, finally amused.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & Dragons 
  Players Handbook, Third Edition, published by Wizards of 
  the Coast, Inc. It uses material from the updated v3.5 revision. All 
  content in the Game Rule Info sections, all spell descriptions and names 
  and all tables are OGC. All fiction, pictures and other descriptive text are 
  IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. It is 
  possible to use this supplement directly with the normal classes. Some new 
  prestige classes are included, as are a discussion of Chromatic Alignment spells.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced domain power available 
  to Mystics and classes like the Chymurge. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  S
  Spphheerree  o
  off  C
  Chhrro
  om
  mee  
   
  Chrome is not a colour per say, it exists over 
  and above the other colours. To incorporate Colours 
  into an existing campaign, allocate them to deities; 
  in the case of Chrome, all deities might be 
  Chromatically aligned, and thus might give access. 
  It is not possible for a Specialist Wizards to choose a 
  Chrome as their primary school, although it is 
  possible to focus on it as a part of a prestige class or 
  as part of the Mystic class. The colours are opposed 
  to each other in the following manner by default: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  Chrome spells are a little different to the 
  other kinds of magic. They are a part of the other 
  colours, but distinct nonetheless.  In some ways they 
  are more pure than other magic. Characters that 
  have the ability to manipulate Chromatic magic are 
  not capable of using Grey spells. A complete list of 
  Grey magic is included on page 17. 
  
  3 
  TThhee  SSpphheerreess  aanndd  D
  Doom
  maaiinnss  ooff  C
  Chhrroom
  mee  
   
  Chrome is the distillation of pure magical 
  colour. It represents and manifests chromatic 
  arcane in its absolute essential form. When a 
  specialist seeks the ultimate expression of their 
  chosen colour, they sometimes find that it is 
  possible to isolate all impurities from their magic, 
  leaving only rarefied shade, tone and hue. This 
  Chrome effect is capable of many things, not the 
  least of which is powerful aligned magic. 
   
  Each Colour save Grey has a Chrome 
  essence. Thus there are ten Chrome Spheres, one 
  for each of the main colours except Grey. The 
  spheres of Chrome are simply named after the 
  colours that bring them into existence. So you have 
  a Red Chrome Sphere, a Blue Chrome sphere and a 
  Brown Chrome sphere, and so on. 
   
  Grey is the only colour that sits apart. It 
  constitutes only an image of the other colours, as 
  seen through a glass, darkly. The essence of Grey is 
  such that it is incapable of being distilled itself, 
  excepting where it results in the Sphere of Shadow. 
  Some perceive Grey as being between all the 
  colours, forming a middle ground or blend, others 
  say that Grey is all that is left when the true essence 
  of colours have been obliterated. In any case, the 
  effect is the same; there is no Chrome Grey.  
   
  Colours come with default opposites, and 
  Chrome spells are designed and directed with the 
  natural oppositions that Colours manifest built into 
  their nature. Red is opposed to Indigo, White to 
  Black, Orange to Blue, Green to Brown and Yellow 
  to Purple. Many of the spells of one of the colours 
  is specifically directed in resistance to its opposing 
  colour.  
   
  Chrome spells are of the same kind and 
  basic description at each level, irrespective of the 
  underlying 
  colour 
  that they represent. The 
  template presented on this page applies to all 
  Chrome magical domains. Chrome magic Spheres 
  and Domains are synonymous. There are no 
  Chrome spells that are not a part of the Chrome 
  Domain. 
   
  Any deity focused upon one aspect of 
  reality in absolute exclusion of the other might 
  grant access to a Chrome Domain. These domains 
  are at the core of clerical alignment magic.  
   
  The base domain ability for each of the 
  Chrome domains grants the devotee access to the 
  Knowledge (Religion) skill as a class skill if it was 
  not before, and further grants the ability to 
  manifest one’s chromatic aura in a powerful, 
  luminescent nimbus of coloured light. This effect 
  can be summoned at will, and while this nimbus is 
  manifest, the character can cast spells of that colour 
  designation with a +1 caster level bonus. Anyone 
  using a Detect spell or ability with this colour 
  designation suffers backlash as if the manifesting 
  character has twice their actual level, and the 
  devotee is also –5 to any hide checks. This ability 
  generates as much light as a torch, even with the 
  colour black, which generates a peculiar “ebon 
  light” effect that illuminates in spite of being dark 
  in shade.  This light and all abilities are as powerful 
  as a Zero level spell, and even the weakest of 
  darkness 
  magic will counterspell its effects. 
  Further, any who see the character while their aura 
  is manifest can make a Knowledge (religion or 
  arcana) roll vs. DC 10 to understand what the aura 
  means, and the implications of it.  
   
  The advanced domain power of Chrome 
  grants the devotee the ability to Turn Outsiders 
  and Chromatic Entities of the opposing Chromatic 
  Alignment, 
  and 
  to 
  Rebuke 
  Outsiders 
  and 
  Chromatic 
  Entities 
  of 
  the 
  same 
  Chromatic 
  Alignment. This ability can be used a number of 
  times a day equal to 3 plus the character’s charisma 
  bonus, and works exactly the same as a cleric’s 
  ability to turn or rebuke undead in all other ways 
  save the target creature type. Example creature 
  types aligned to the specific colours are as follows: 
   
  • 
  Black 
  Earth Type, Earth Elementals 
  • 
  White 
  Spirits, Incorporeal Creatures 
  • 
  Yellow 
  Angels, Archons, Celestials 
  • 
  Purple 
  Undead, Demons, Devils 
  • 
  Red 
  Fire Type, Fire Elementals 
  • 
  Indigo 
  Psionic Creatures, Some Undead 
  • 
  Blue 
  Modrons, Inevitables, Lawful Type 
  • 
  Orange 
  Aberrations, Oozes, Shapechangers 
  • 
  Green 
  Animals, Water & Air Elementals 
  • 
  Brown 
  Golems, Constructs 
   
   
  Table Chrome 1: Spell list 
  Spell Name 
  Level 
  Detect (Opposing Colour) 
  0 
  Protection from (Opposing Colour) 
  1 
  (Colour) Align Weapon 
  2 
  Circle Against (Opposing Colour) 
  3 
  (Colour) Chromatic Blast 
  4 
  Align Location to (Colour) 
  5 
  Dispel (Opposing Colour) 
  6 
  (Colour) Chromatic Word 
  7 
  (Colour) Chromatic Aura 
  8 
  (Colour) Chromatic Elemental Swarm 
  9 
  
  4 
   PPPrrreeessstttiiigggeee   C
  C
  Clllaaasssssseeesss   
   
  There are several default prestige classes for the Colours of Magic. Most in 
  turn have several sub-classes. You can create a very wide variety of different 
  abilities and effects from these base classes by developing into them from different 
  Chromatic Magic or standard classes. Here are summaries of the base classes. 
   
  A
  ArrccM
  Maaggee (Spectromancer) After learning the base powers of several 
  universal chromatic elements, a mage may uncover secrets to the full spectrum of 
  magical power. Sometimes also called Rainbow Magicians, they have the capacity 
  to cast almost all spells available as arcane spells and advanced spell progression. 
   
  B
  Biinnaarriisstt (Meld-Mage)  
  For those that seek mastery of two colours 
  simultaneously, a particular path of development is available (providing those 
  colours are not opposed). They might learn to focus on two separate universal 
  elements, and find ways to mesh them together to develop powerful spell abilities.  
   
  M
  Mo
  onno
  om
  maanncceerr (Coherence Mage) When a specialist chooses to align 
  themselves to the principle of one colour absolutely, to the exclusion of all else, 
  they might become a Monomancer. Such single mindedness has certain 
  advantages, but also affects one’s perspective to some extent.  
   
  P
  Prriissm
  maattiicciiaann  (Diffraction Mage) 
  The magic of Light has particular 
  relevance to the nature of Colour, and as such it is possible that a Red mage might 
  learn deeper secrets of arcane power through the creation and manipulation of 
  light itself. Their learning gives them access to abilities that are less like spells and 
  more akin to supernatural powers. 
   
  P
  Puullssaarr (Oscillation Mage) 
  Should a specialist learn that their focus 
  on one chromatic element has made them blind to the opposite, they might seek a 
  balance between the two opposing colours. This often results in fluctuations of 
  ability, but eventually can end in a unique set of powers dependant upon which 
  duality they attempt to bridge. 
   
  U
  Ullttrraam
  maanncceerr (UV Mage) The darker end of the spectrum contains 
  many secrets and vast power. Those that master it might develop a kind of magic 
  from the Shades that is different and yet related to the abilities that Grey Magicians 
  utilise. Some say this represents a hidden colour, or one invisible to the mortal eye 
  that tells of an underlying structure to reality. 
  
  5 
  AAddvvaanncceedd  S
  Sppeellll    
  PPrro
  oggrreessssiio
  onn    
   
  Several of the Chromatic Prestige Classes 
  utilize an advanced spell progression, listed on 
  Table Chrome 2. For each class that uses this 
  progression, it supercedes all totals of previous 
  spells available per day for that character from any 
  other arcane classes that they may have had prior to 
  attaining the Chromatic Prestige Class. When a 
  character chooses to develop a prestige class with 
  Advanced Spell Progression, the character ceases to 
  draw upon the same stores of knowledge and ability 
  that they had learned from all other arcane classes, 
  but continues to retain the spell knowledge that they 
  previously had. If the character had attained a 
  superior level of knowledge in arcane spells to what 
  they now have available, they lose those extra spell 
  slots. In essence, the character has to go back steps 
  in their knowledge of magic and relearn several 
  steps to make up the new style of magic that the 
  Advances Spell Progression constitutes. On the plus 
  side, however, the character’s caster level becomes 
  the sum of their previous arcane classes (irrespective 
  of the type of class).  
   
  So a Sorcerer 4 / Animist 2 / ArcMage 1 
  would count as a level 7 arcane spell caster for all 
  intents and purposes, and would use the spell 
  casting limitations of that particular Prestige Class 
  rather than anything from any of the base classes the 
  character might have. Note that this cumulative 
  effect of caster level does not count for divine spell 
  casting classes, so for example if a character qualifies 
  for any of the classes listed here through gaining 
  domains as a Cleric or Mystic those class levels do 
  not add when determining caster level for any of the 
  prestige classes that use this progression.   
   
  AArrccM
  Maaggee    
    ((S
  Sppeeccttrro
  om
  maanncceerr))  
   
  Any mage that seeks after the greatest 
  variety of power with the most potential effect, 
  seeks to become a Spectromancer. In many ways, 
  ArcMages are the ultimate in chromatic magical 
  prowess, 
  having 
  learned 
  to 
  circumvent 
  the 
  limitations normally placed upon Chromatic Spell 
  Casters. They learn to access the power of the 
  colours directly, bypassing the need for personal 
  attunement to the colour itself, and so can cast 
  almost any spell effect that they desire.  
  Arc mages usually develop from the 
  chromatic magic classes, though ArcMagic is 
  available to Sorcerer/Clerics or Bard/Mystics or 
  other combinations of those classes, with the 
  limitation that their caster level is not likely to be as 
  advanced as those that come to the class through 
  pure chromatic study. There is no particular path to 
  full Spectrum magic, it is open to those that develop 
  any of the base colours save Grey. 
   
  Game rule information 
   
  Requirements 
   
   
  To qualify for full Spectrum magic a 
  character must fulfil the following criteria: 
   
  Alignment: 
  A character that seeks to use Arc 
  Magic 
  cannot 
  cast 
  spells 
  of 
  opposing alignment to their own 
  chromatic attunements. Thus the 
  best ArcMages with the broadest of 
  abilities are Neutral to all primary 
  alignments. This is not a restriction 
  on gaining levels in this class, only 
  upon learning and using all the 
  class’ potential spells. 
  Table Chrome 2: Advanced Spell Progression 
  Level 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  6 
  7 
  1 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  2 
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
  3 
  6 
  5 
  4 
  3 
  2 
  1 
   
   
   
   
  4 
  6 
  6 
  5 
  4 
  3 
  2 
  1 
   
   
   
  5 
  6 
  6 
  6 
  5 
  4 
  3 
  2 
  1 
   
   
  6 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  2 
  1 
   
  7 
  6 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  2 
  1 
  8 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  2 
  9 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  10 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  Table Chrome 3: ArcMage, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  0 
  2 
  2 
  2 
  Advanced Spell Progression 
  Advanced Spell Progression +1 
  2 
  1 
  3 
  3 
  3 
   
  Advanced Spell Progression +1 
  3 
  1 
  3 
  3 
  3 
   
  Advanced Spell Progression +1 
  4 
  2 
  4 
  4 
  4 
   
  Advanced Spell Progression +1 
  5 
  2 
  4 
  4 
  4 
   
  Advanced Spell Progression +1 
  6 
  3 
  5 
  5 
  5 
   
  Advanced Spell Progression +1 
  7 
  3 
  5 
  5 
  5 
   
  Advanced Spell Progression +1 
  8 
  4 
  6 
  6 
  6 
   
  Advanced Spell Progression +1 
  9 
  4 
  6 
  6 
  6 
   
  Advanced Spell Progression +1 
  10 
  5 
  7 
  7 
  7 
   
  Advanced Spell Progression +1 
  
  6 
  Skills: 
  Knowledge 
  (Arcane) 
  12 
  ranks, 
  Spellcraft 12 ranks. 
  Feats:  
  Any two Metamagic feats 
  Spell Casting: Ability to cast any spells of second 
  level from 4 different and non-
  opposed colour spell lists. 
  Special: 
  Ability to spontaneously cast spells 
  of at least second level from at least 
  four colours spell lists. 
   
  Hit Die 
  D6 
   
  Class Skills  
   
  Concentration (Con), Knowledge (Arcane) 
  (Int), Spellcraft (Int) 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  ArcMages do not gain any weapon or 
  armour proficiencies, and suffer full arcane spell 
  failure chance for using arcane magic while wearing 
  armour. They lose any other restrictions to casting 
  spells that any of their previous classes might have 
  (for example, they lose the Black Magic need for 
  contact with the Earth or metallic armour). 
   
  Spells and Spheres  
   
  ArcMages gain access to all allowed arcane 
  spells of all levels that they are able to cast. In 
  essence, if they can conceive of a spell effect that 
  exists within the normal d20 rules, they can 
  memorise that spell. They do not require spell books 
  or any further learning to gain access to new spells, 
  but instead must memorise spells much as clerics 
  do. In a standard Chromatic Magic universe, they 
  have access to all spells, though in other universes 
  there may be some restrictions (in particular upon 
  White, Yellow and Chrome spells).  
   
  An ArcMage uses the Advanced Spell 
  Progression table (Chrome 2) to determine the 
  number of spell slots they have available for use 
  each day. All other arcane spell classes that they 
  held previously no longer grant any spell slots, but 
  the combined caster level for all arcane spell classes 
  is used when determining the character’s caster 
  level for all of their spells for the ArcMage prestige 
  class spells. (See the section on Advanced Spell 
  Progression for more information). 
   
  The base ability for ArcMages is Charisma. 
  Bonus spells, spell saving throw difficulty class and 
  all other game effects are based on the character’s 
  Charisma score. 
   
  The Spectromancer can memorize and cast 
  Chromatic Alignment spells for any alignment that 
  they themselves are of or are Neutral to. Thus a 
  Neutral Good Spectromancer can memorize and 
  cast Detect Law, Detect Chaos and Detect Evil spells 
  if they wish. 
   
  If 
  the 
  character 
  had 
  the 
  ability 
  to 
  spontaneously cast spells previously they retain this 
  ability for those spells or domains obtained through 
  those other classes with the spell slots obtained 
  through the ArcMage Class.  
   
  The ArcMage class levels are added to any 
  domain powers or base class abilities that the 
  character may have gained through their base 
  classes if those domains and abilities have level 
  dependant elements.  
  B
  Biinnaarriisstt    
    ((M
  Meelldd--M
  Maaggee))  
   
  Any arcanist that has studied two areas of 
  magic can learn to develop the Binarist class. The 
  two colours cannot be opposites on the standard 
  chromatic scale, so Green-Brown, Orange-Blue, 
  Yellow-Purple, Red-Indigo or White-Black are not 
  possible, but all other combinations of classes are.  
   
  The most common base classes to develop 
  into Binarists are those that have complimentary 
  base statistics and natural abilities. So for example, 
  the 
  Battlemage/Chthonurge 
  has 
  synergies of 
  armour and weapon use that many see as an 
  advantage, or Skeptomancer/Metamage has similar 
  base statistic advantages. Some take up this class to 
  diversify their abilities with complimentary spells, 
  so a spell caster with a powerful protective focus 
  (like Black) may choose something more direct in 
  effect (like Blue) before developing the Binarist 
  Class of powers. 
   
  This class does not grant benefits to 
  characters not multiclassed between Chromatic 
  Arcana character classes, so is an unlikely selection 
  for any that would develop from those classes. 
   
  If a character has more than two Chromatic 
  Arcana character classes available that they might 
  want to increase the power of, only two of them can 
  be increased, and choosing which is two be 
  increased is entirely at the player’s choice. 
   
  Game rule information 
   
  Requirements 
   
   
  To qualify for the Binarist class a character 
  must fulfil the following criteria: 
  
  7 
   
  Skills: 
  Knowledge 
  (Arcane) 
  8 
  ranks, 
  Spellcraft 6 ranks 
  Feats:  
  Any one Metamagic feat 
  Spell Casting: Ability to cast any spells of second 
  level from 2 different and non-
  opposed colour spell lists. 
  Special: 
  Base 
  Domain 
  powers 
  of 
  two 
  domains of two separate colours. 
   
  Hit Die 
  D6 
   
  Class Skills  
   
  Concentration 
  (Con), Knowledge (Any) 
  (Int), Spellcraft (Int) 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Binarists gain no additional weapon or 
  armour proficiencies. Their magic follows the 
  restrictions of the two base classes. 
   
  Spells and Spheres  
   
  Binarists continue to develop the two base 
  classes that they previously studied, advancing each 
  level as though they had gained a level in each of 
  the two base classes for spell development and 
  caster level purposes. 
   
  Levels in the Binarist Class are added to the 
  base classes for purposes of determining effects of 
  all level dependent abilities and domain powers that 
  the character had through their base classes.  
   
  Further, the Binarist gains the Advanced 
  Domain powers of the two Domains that they have 
  access to, one at level 4 and the other at level 8 
  (order is at the character’s choice). If they already 
  have access to those domain powers when the 
  character reaches these levels, the character gains an 
  additional feat instead. 
   
  The Binarist gains no new level dependent 
  abilities for their base classes when they choose to 
  advance this class. 
   
  Spell learning, memorisation and casting all 
  continue to operate in precisely the same way that 
  they did prior to the character multiclassing.  
   
  For example, a Chymurge/Unmaker would 
  have the ability to immediately know and memorize 
  all Orange magic spells with their orange magic 
  spell slots. They would also know Cartomancy and 
  be able to use it precisely as a Chymurge can using 
  their grey magic spell slots.  
   
  M
  Mo
  onno
  om
  maanncceerr    
    ((C
  Co
  ohheerreennccee  M
  Maaggee))  
   
  Colours can be purified, even rarified down 
  to their utmost elemental form. A specialist that 
  chooses to exclude all other colours from their 
  repertoire on a permanent basis can gain several 
  extra abilities through their increased focus upon 
  these coherent light forms.  
   
  In 
  particular, 
  Monomancers 
  gain 
  the 
  domain of Chrome for their colour of choice, and 
  several other extra abilities besides. Monomancers 
  do suffer from a limited perspective in terms of their 
  relationships with others, as they will tend to not 
  tolerate people of opposing alignment to their 
  chosen specialisation.  
   
   
  If a character has more than one Chromatic 
  Arcana class, they must sacrifice all abilities in the 
  non-base colour in order to achieve levels in 
  Monomancer. It is possible for a Mystic to choose 
  this class, but it is counterproductive for them. 
   
   
  Monomancers are much more focused upon 
  magical development than the base classes that they 
  originate from, but their Monomancer class level 
  continues to add to all attained class abilities from 
  their base class. Many Monomancers choose to 
  develop both classes in concert. 
  Table Chrome 4: Binarist, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  0 
  2 
  2 
  2 
   
  2 Chromatic Class Caster Levels +1  
  2 
  1 
  3 
  3 
  3 
   
  2 Chromatic Class Caster Levels +1 
  3 
  1 
  3 
  3 
  3 
   
  2 Chromatic Class Caster Levels +1  
  4 
  2 
  4 
  4 
  4 
  Advanced Domain Power 
  2 Chromatic Class Caster Levels +1 
  5 
  2 
  4 
  4 
  4 
   
  2 Chromatic Class Caster Levels +1  
  6 
  3 
  5 
  5 
  5 
   
  2 Chromatic Class Caster Levels +1 
  7 
  3 
  5 
  5 
  5 
   
  2 Chromatic Class Caster Levels +1  
  8 
  4 
  6 
  6 
  6 
  Advanced Domain Power 
  2 Chromatic Class Caster Levels +1 
  9 
  4 
  6 
  6 
  6 
   
  2 Chromatic Class Caster Levels +1  
  10 
  5 
  7 
  7 
  7 
   
  2 Chromatic Class Caster Levels +1 
  
  8 
   
  Game rule information 
   
  Requirements 
   
   
  To 
  qualify 
  for Monochrome magic a 
  character must fulfil the following criteria: 
   
  Spell Casting: Ability to cast any spells of second 
  level from all three base colour 
  domains.  
  Special: 
  Advanced Domain Power of at least 
  one domain in the base Colour, 
  Sacrifice of any non-colour spell 
  abilities. 
   
  Hit Die 
  D8 
   
  Class Skills  
   
  Concentration 
  (Con), Knowledge (Any) 
  (Int), Spellcraft (Int) 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Monomancers gain no additional weapon or 
  armour proficiencies. Their magic follows the 
  restrictions of their base class. 
   
  Spells and Spheres  
   
  Monomancers continue to develop their 
  base class, advancing each level as though they had 
  gained a level in the base classes for spell 
  development and caster level purposes. 
   
  Levels in the Monomancer Class are added 
  to the base classes for purposes of determining 
  effects of all level dependent abilities and domain 
  powers that the character had through their base 
  classes.  
   
  Further, the Monomancer gains increasing 
  access to other domains of their chosen Colour and 
  the Advanced Domain powers of the those Domains 
  that they have access to.  
   
  At First level they gain access to the Chrome 
  domain and the Chrome domain base power for 
  their chosen colour. 
   
  At Second, Fifth and Eighth levels the 
  character gains the advanced domain power for one 
  of their known domains. 
   
  At Third and Sixth levels, the character 
  gains access to one of the domains of their chosen 
  colour that they did not previously have access to. 
  They gain the ability to spontaneously cast spells of 
  this domain and the base domain power for this 
  domain at these levels. 
   
  At Fourth level and every four levels 
  thereafter, the Monomancer gains a bonus feat of 
  any kind that the character should desire to learn. 
   
  At Ninth level the Monomancer gains 
  knowledge of all spells of their base colour 
  designation. For some colours this is not that much 
  extra, for others, however it does make a difference. 
  The character no longer requires a spell book, if they 
  needed one previously. 
   
  At Tenth level, the Monomancer gains the 
  ability to spontaneously cast any spell they have 
  knowledge of as if they were a sorcerer. They can 
  choose to memorise spells if they so desire (if they 
  wish to use metamagic feats as a wizard rather than 
  as a sorcerer for example), but it is no longer a 
  requirement.  
   
  The Monomancer gains no new level 
  dependant abilities for their base class when they 
  choose to advance this prestige class. 
   
  Spell learning, memorisation and casting all 
  continue to operate in precisely the same way that 
  Table Chrome 5: Monomancer, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  0 
  0 
  0 
  2 
  Chrome Domain, Base Chrome Domain Power
  Chromatic Class Caster Level +1  
  2 
  1 
  0 
  0 
  3 
  Advanced Domain Power 
  Chromatic Class Caster Level +1 
  3 
  1 
  1 
  1 
  3 
  Bonus Domain 
  Chromatic Class Caster Level +1  
  4 
  2 
  1 
  1 
  4 
  Bonus Feat 
  Chromatic Class Caster Level +1 
  5 
  2 
  1 
  1 
  4 
  Advanced Domain Power 
  Chromatic Class Caster Level +1  
  6 
  3 
  2 
  2 
  5 
  Bonus Domain 
  Chromatic Class Caster Level +1 
  7 
  3 
  2 
  2 
  5 
  Bonus Feat 
  Chromatic Class Caster Level +1  
  8 
  4 
  2 
  2 
  6 
  Advanced Domain Power 
  Chromatic Class Caster Level +1 
  9 
  4 
  3 
  3 
  6 
  Knowledge of all Colour Spells 
  Chromatic Class Caster Level +1  
  10 
  5 
  3 
  3 
  7 
  Total Spontaneity 
  Chromatic Class Caster Level +1 
  
  9 
  they did prior to the character multi-classing except 
  as 
  noted 
  above. 
  So, 
  for 
  example, 
  a 
  Chymurge/Monomancer would know Cartomancy 
  and be able to use it precisely as a Chymurge can 
  using 
  their 
  grey 
  magic 
  spell slots, and a 
  Chthonurge/Monomancer would still have the need 
  for contact with the earth to cast their spells.  
   
  PPrriissm
  maattiicciiaann    
    ((D
  Diiffffrraaccttiio
  onn  M
  Maaggee))  
   
  The generation of Light through arcane 
  means has a powerful implication in universes 
  where principles of colour have direct influence 
  upon magical manifestation. Those that learn to take 
  advantage of this special relationship can gain 
  several specific abilities across the spectrum of 
  powers available to the Chromatic Arcane classes. 
  They also learn to generate light in the specific 
  purified Colours and thus gain the ability to control 
  Prismatic effects that are normally random. 
   
   
  Prismaticians most often come from the 
  ranks of Crimson Battlemages, but might also 
  progress from Sorcerers or Wizards just as easily. 
  Prismaticians are required to be alert and good at 
  noticing subtle colour variations in order to gain 
  access to this class, a fact that some of the standard 
  classes do find harder to master. Prismaticians also 
  learn to react quickly to changing colour in others, 
  an instinctive ability that grants them significant 
  combat prowess and reflexive defenses against 
  spells and area effect. 
   
  Game rule information 
   
  Requirements 
   
   
  To qualify for Prismatics a character must 
  fulfil the following criteria: 
  Skills: 
  Know (arcane) 8 ranks, Spot 5 ranks 
  Feats:  
  Alertness 
  Spell Casting: Ability to cast arcane spells of third 
  level from the Photonic spell list. 
   
  Hit Die 
  D8 
   
  Class Skills  
   
  Concentration 
  (Con), Knowledge (Any) 
  (Int), Search (Int), Spellcraft (Int), Spot (Wis) 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Prismaticians gain no additional weapon or 
  armour proficiencies. Their magic follows the 
  restrictions of any relevant base classes. 
   
  Prismatic Control (SA) 
   
   
  A Prismatician has the supernatural ability 
  to choose to ignore any random roll normally 
  required for prismatic spell effects (such as from 
  Prismatic Spray) and instead may dictate the dice 
  result as they will. If they chose to do so they forego 
  any chance of a Chrome result, and thus of having 
  two effects take hold on their opposition, but they 
  gain the control of being able to dictate which colour 
  hits their target. 
   
  Prismatic Domain & Prismatic Ray (SA) 
   
   
  The generation of light allows a mage with 
  the right understanding to reflect photonic energy 
  off of existing normal matter, and generate powerful 
  magical effects through the generated colour. As this 
  knowledge is learned, the character starts with the 
  simplest colours and progresses to the deeper ones. 
   
  At each level, the Prismatician gains access 
  to a new domain power that is related to the colour 
  of that level. This domain ability can be chosen from 
  any one of the domain base or advanced powers for 
  any domain of that colour (save the Chrome 
  domain). The progression of these powers is listed 
  on Table Chrome 7: Prismatician, spells and special 
  abilities.  
   
  The Primatician also gains the ability to 
  generate a flash of pure Chromatic Light of the 
  Table Chrome 6: Prismatician, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  1 
  0 
  2 
  2 
  Red Prismatic Power, Prismatic Control 
   
  2 
  2 
  0 
  3 
  3 
  Orange Prismatic Power 
  Arcane Class Caster Level +1 
  3 
  3 
  1 
  3 
  3 
  Yellow Prismatic Power 
   
  4 
  4 
  1 
  4 
  4 
  Green Prismatic Power 
  Arcane Class Caster Level +1 
  5 
  5 
  1 
  4 
  4 
  Blue Prismatic Power 
   
  6 
  6 
  2 
  5 
  5 
  Indigo Prismatic Power 
  Arcane Class Caster Level +1 
  7 
  7 
  2 
  5 
  5 
  Violet Prismatic Power 
   
  8 
  8 
  2 
  6 
  6 
  Brown Prismatic Power 
  Arcane Class Caster Level +1 
  9 
  9 
  3 
  6 
  6 
  Black Prismatic Power 
   
  10 
  10 
  3 
  7 
  7 
  White Prismatic Power 
  Arcane Class Caster Level +1 
  
  10 
  colour of their choosing, from any colour which they 
  have gained an understanding from Table Chrome 
  6. This Prismatic Ray can be used at will as a 
  supernatural ability, and so cannot normally be 
  dispelled. The character has a total a number of uses 
  of the Prismatic Ray per day equal to their Charisma 
  bonus plus Prismatician class level. The Range of 
  this power is 20’ per class level, and it counts as a 
  ray with 5’ width, requiring a range touch attack to 
  hit any target in the line. Here is the complete list of 
  possible effects: 
   
  Red 
  40 points light damage, 80 vs. undead 
  (Reflex ½) 
  Orange Turn to stone (as spell) (Fortitude negates) 
  Yellow Sympathy (as spell) (Will negates) 
  Green 40 points storm (physical) damage (Reflex 
  ½) 
  Blue 
  Hold Monster (as spell) (Will negates) 
  Indigo Insanity (as spell) (Will negates) 
  Violet 40 points cold damage (Reflex ½) 
  Brown 40 points force damage (physical) (Reflex ½) 
  Black 
  Imprisonment (as spell) (Will Negates) 
  White Sent to another plane (Will negates) 
   
  Spells and Spheres  
   
  Prismaticians continue to develop their base 
  arcane class, advancing their available spell slots 
  every second level as though they had gained a level 
  in the base classes. If the character has multiple 
  arcane character classes, they can nominate which 
  one will gain the benefit of the increased level of 
  spell access. 
   
  Levels in the Prismatician Class are added 
  to the base classes for purposes of determining 
  effects of all level dependent abilities and domain 
  powers that the character had through their base 
  classes.  
  The Prismatician gains no new level 
  dependent abilities for their base class when they 
  choose to advance this prestige class. 
   
  Spell learning, memorisation and casting all 
  continue to operate in precisely the same way that 
  they did prior to the character multi-classing except 
  as noted above. So a Battlemage/Prismatician 
  would be able to use spells and wear armour at the 
  same time. 
   
  PPuullssaarr    
    ((O
  Osscciillllaattiio
  onn  M
  Maaggee))  
   
  Most Pulsars start out as simple chromatic 
  spell casters, focusing on one colour element of the 
  universe in exclusion of all else. Some, however, 
  learn to see that the opposing side of the universal 
  coin to which they have become devoted not only 
  has merit, but has the capacity to provide greater 
  understanding than their single minded devotion to 
  their chosen colour has granted them.  
   
  Those that discover this fact might in turn 
  attempt to learn the secrets of the opposing colour, 
  and in so doing may become Pulsars. Through their 
  conversion to the deeper comprehension of the 
  duality of magic, they gain rather peculiar and 
  somewhat unusual abilities. 
   
  Game rule information 
   
  Requirements 
   
   
  To qualify for the Pulsar class a character 
  must fulfil the following criteria: 
   
  Alignment: 
  The character must be Neutral to 
  the chromatic alignment of their 
  chosen colour duality  
  Spell Casting: Ability to cast arcane spells of third 
  level from one Colour spell list. 
  Special: 
  Access 
  to 
  any 
  one 
  Chromatic 
  domain base and advanced power. 
  The character must have levels in 
  only one Chromatic Arcane class. 
  The character cannot base their 
  development in the Pulsar class 
  upon the Chymurge (grey magic) 
  class. 
   
  Hit Die 
  D6 
   
  Table Chrome 7: Pulsar, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  0 
  0 
  0 
  2 
  Opposing Colour 0, Oscillation Caster 
  Chromatic Class Caster Level +1  
  2 
  1 
  0 
  0 
  3 
  Opposing Colour 1, One Domain Base Ability Chromatic Class Caster Level +1 
  3 
  2 
  1 
  1 
  3 
  Opposing Colour 2 
  Chromatic Class Caster Level +1  
  4 
  3 
  1 
  1 
  4 
  Opposing Colour 3 
  Chromatic Class Caster Level +1 
  5 
  3 
  1 
  1 
  4 
  Opposing Colour 4 
  Chromatic Class Caster Level +1  
  6 
  4 
  2 
  2 
  5 
  Opposing Colour 5, Advanced Domain Ability
  Chromatic Class Caster Level +1 
  7 
  5 
  2 
  2 
  5 
  Opposing Colour 6 
  Chromatic Class Caster Level +1  
  8 
  6 
  2 
  2 
  6 
  Opposing Colour 7 
  Chromatic Class Caster Level +1 
  9 
  6 
  3 
  3 
  6 
  Opposing Colour 8 
  Chromatic Class Caster Level +1  
  10 
  7 
  3 
  3 
  7 
  Opposing Colour Mastery 
  Chromatic Class Caster Level +1 
  
  11 
  Class Skills  
   
  Concentration (Con), Knowledge (Arcane) 
  (Int), Spellcraft (Int) 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Pulsars gain no additional weapon or 
  armour proficiencies. Their magic follows the 
  restrictions listed below. 
   
  Oscillation Caster (SA) 
   
   
  There are 10 base Pulsar classes, though 
  they are divided into pairs when you consider their 
  spell access. The key colours and their opposites are: 
    
  Red  
  ��  
  Indigo  
  Blue  
  ��  
  Orange  
  White  ��  
  Black  
  Yellow  ��  
  Purple 
  Green  ��  
  Brown  
   
  A Pulsar can choose at the dawn of each day 
  whether for this day they will favour their original 
  class’ colour or its opposite. Once locked in for that 
  day, the Pulsar cannot change their orientation till 
  they have another full night’s sleep. The character 
  can memorize and cast spells of their designated 
  orientation for that day as per the normal rules for 
  their original class. 
   
  For example, if a Chthonurge becomes a 
  Pulsar, they can decide each day whether to 
  memorize and cast Black spells or White spells 
  primarily for that day. They will follow the 
  restrictions of the Chthonurge for spell casting (that 
  is, they will require contact with the earth, and will 
  retain Constitution as their primary statistic for spell 
  strength etc) irrespective whether they focus on 
  White or Black spells for that day. 
   
  They retain their ability to spontaneously 
  cast spells of their chosen domain irrespective of 
  whether they have focused on their base colour or 
  its opposite for the day. 
   
  Opposing Colour  
   
   
  The Pulsar gains an increasing ability to 
  memorise or cast spells of their non-designated 
  colour for that day as they gain in levels. At first 
  level the Pulsar can memorise zero level spells of 
  their non designated colour, at second level they can 
  memorise first level spells, and so on.  
   
  At tenth level the Pulsar no longer needs to 
  designate which colour they will be orienting 
  towards for that day, as they can memorise and cast 
  spells of all levels for both colours. 
   
  Domain Ability 
   
  At second level the Pulsar gains access to 
  one base domain power of the opposing colour to 
  that of their base class. They also gain the ability to 
  spontaneously cast spells of this domain by 
  converting spells of equivalent level to the domain 
  spell in question. They must know and have access 
  to that spell to be able to use this spontaneous 
  casting ability, however. 
   
  At sixth level the Pulsar gains access to the 
  advanced domain power for the domain they chose 
  at second level. 
  Spells and Spheres  
   
  Pulsars continue to develop their base 
  Chromatic class, advancing their available spell slots 
  every level as though they had gained a level in the 
  base class. Levels in the Pulsar class are added to the 
  base class for purposes of determining effects of all 
  level dependent abilities and domain powers that 
  the character had through their base class.  
   
  The Pulsar gains no new level dependent 
  abilities for their base class when they choose to 
  advance this prestige class. 
   
  Spell learning, memorisation and casting all 
  continue to operate in precisely the same way that 
  they did prior to the character multi-classing except 
  as noted above. So a Battlemage/Pulsar would be 
  able to use spells and wear armour at the same time. 
   
  U
  Ullttrraam
  maanncceerr    
    ((U
  UVV  M
  Maaggee))  
   
  In the shadows and darkness, a hidden 
  knowledge awaits those with the courage or 
  foolhardiness to attempt comprehension. Some say 
  that this magic shows the ultimate truth of the 
  universe, that all the colours, all the shades of reality 
  are all just transitory glamour, and the real essence 
  of reality is a construct both greater and lesser than 
  all that can be seen.  
   
  Gaining access to this Other Colour begins 
  with an understanding of Shadow. A student then 
  must progress through several of the deeper shades, 
  picking out similarities and dismissing knowledge 
  that distracts from comprehension of the Other. 
  Thus the vast majority of Ultramancers come from 
  the ranks of Chymurges who have diversified their 
  understanding, though the path to this knowledge is 
  open to clerics or mystics that attempt similar study.  
  
  12 
  The power that this understanding unlocks 
  is a dark reflection of the arcane ability that 
  ArcMages can manifest. They gain the same 
  Advanced 
  Spell 
  Progression, 
  and 
  a 
  similar 
  knowledge of all arcane magic, but have the 
  advantage that they can spontaneously cast all spells 
  and the limitation that there are some effects they 
  can never replicate with Ultraviolet magic. UV 
  magic is based on reflexes and precision rather than 
  any mental attributes: drawing the necessary arcane 
  symbols, and reacting quick enough are the keys. 
   
  Game rule information 
   
  Requirements 
   
   
  To qualify for the Ultramancer class a 
  character must fulfil the following criteria: 
   
  Alignment: 
  The character cannot be of the 
  brighter or Prime alignments (Good, 
  Law, Blue, Yellow, Red)  
  Skills: 
  Knowledge 
  (Arcane) 
  13 
  ranks, 
  Spellcraft 13 ranks. 
  Feats:  
  Any Three Metamagic feats 
  Spell Casting: Ability to spontaneously cast arcane 
  spells of second level from at least 
  four of Grey, Black, Brown, Indigo , 
  Orange or Purple spell spheres. 
  Special: 
  The Shadow Domain base power. 
   
  Hit Die 
  D4 
   
  Class Skills 
   
  Bluff (Cha), Concentration (Con), Disguise 
  (Cha), Forgery (Int), Hide (Dex), Knowledge 
  (Arcane) (Int), Move Silently (Dex), Perform (Cha), 
  Sleight of hand (Dex), Spellcraft (Int) 
   
  Skill points at Each Additional Level 
   
   
  4+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Ultramancers do not gain any weapon or 
  armour proficiencies, and suffer full arcane spell 
  failure chance for using arcane magic while wearing 
  armour. They lose any other restrictions to casting 
  spells that any of their previous classes might have 
  (for example, they lose the Black Magic need for 
  contact with the Earth or metallic armour) 
   
  Spells and Spheres  
   
  Ultramancers gain access to all allowed 
  arcane spells of all levels that they are able to cast 
  except for Chrome (Alignment) spells. In essence, if 
  they can conceive of a spell effect that exists within 
  the normal d20 rules, they can spontaneously cast 
  that spell. They do not require spell books or any 
  further learning to gain access to new spells, but 
  instead can cast spells much as sorcerers do. In a 
  standard Chromatic Magic universe, they have 
  access to most spells (save Chrome), though in other 
  universes there may be some further restrictions (in 
  particular upon White, and Yellow spells).  
   
  An Ultramancer uses the Advanced Spell 
  Progression table (Chrome 2) to determine the 
  number of spells slots they have available for use 
  each day. All other arcane spell classes that they 
  held previously grant no spell slots any longer, but 
  the caster level for all arcane spell classes is added 
  together when determining the character’s caster 
  level for all of their spells for the Ultramancer 
  prestige class spells. (See the section on Advanced 
  Spell Progression for more information) 
   
  The 
  base 
  ability for Ultramancers is 
  Dexterity. Bonus spells, spell saving throw difficulty 
  class and all other game effects are based on the 
  character’s Dexterity score. Their abilities require 
  the 
  same 
  quick 
  reflexes and precision that 
  Unmakers need for their magic abilities. 
   
  The Ultramancer class levels are not added 
  to any domain powers or base class abilities that the 
  character may have gained through their base class 
  if those domains and abilities have level dependant 
  elements. The character retains these abilities, but 
  they do not advance in them or gain new ones. 
  Table Chrome 8: Ultramancer, Spells and Special Abilities 
  Level BAB Fort. Ref. Will 
  Abilities 
  Spells per day 
  1 
  0 
  0 
  2 
  2 
  Advanced Spell Progression 
  Advanced Spell Progression +1 
  2 
  1 
  0 
  3 
  3 
   
  Advanced Spell Progression +1 
  3 
  1 
  1 
  3 
  3 
   
  Advanced Spell Progression +1 
  4 
  2 
  1 
  4 
  4 
   
  Advanced Spell Progression +1 
  5 
  2 
  1 
  4 
  4 
   
  Advanced Spell Progression +1 
  6 
  3 
  2 
  5 
  5 
   
  Advanced Spell Progression +1 
  7 
  3 
  2 
  5 
  5 
   
  Advanced Spell Progression +1 
  8 
  4 
  2 
  6 
  6 
   
  Advanced Spell Progression +1 
  9 
  4 
  3 
  6 
  6 
   
  Advanced Spell Progression +1 
  10 
  5 
  3 
  7 
  7 
   
  Advanced Spell Progression +1 
  
  13 
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  Geenneerraalliisseedd  AAlliiggnnm
  meenntt  SSppeellllss  
   
  Detect Opposite 
  Chrome (Alignment) - Divination 
  Level: Clr 1, Chrome 0, Alignment 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./ level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You can sense the presence of Opposite Alignment 
  attunement. The amount of information revealed 
  depends on how long you study a particular area or 
  subject. 
  1st Round: Presence or absence of Opposite focused 
  attenuation. 
  2nd Round: Number of Opposite auras (creatures, 
  objects, or spells) in the area and the power of the 
  most potent Opposite aura present. 
  If you are of Alignment attunement, and the 
  strongest Opposite aura’s power is overwhelming 
  (see below), and the HD or level of the aura’s source 
  is at least twice your character level, you are 
  stunned for 1 round and the spell ends. 
  3rd Round: The power and 
  location of each aura. If an 
  aura is outside your line of 
  sight, then you discern its 
  direction but not its exact 
  location. 
  Aura Power: An Opposite 
  aligned 
  aura’s 
  power 
  depends on the type of 
  Opposite creature or object 
  that you’re detecting and its 
  HD, caster level, or (in the 
  case of a cleric) class level; 
  see the accompanying table. 
  If an aura falls into more 
  than one strength category, 
  the 
  spell 
  indicates 
  the 
  stronger of the two. 
  Lingering Aura: An Opposite aura lingers after its 
  original source dissipates (in the case of a spell) or is 
  destroyed (in the case of a creature or magic item). If 
  detect Opposite is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even 
  weaker than a faint aura). How long the aura lingers 
  at this dim level depends on its original power: 
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate  
  1d6 minutes 
  Strong 
  1d6x10 minutes 
  Overwhelming 
  1d6 days 
  Animals, traps, poisons, and other potential perils 
  are not naturally Aligned, and as such this spell 
  does not detect them. 
  Each round, you can turn to detect Opposite in a 
  new area. The spell can penetrate barriers, but 1 foot 
  of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood or dirt blocks it. 
   
  Protection from Opposite 
  Chrome (Alignment) - Abjuration [Good] 
  Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1, Chrome 1, 
  Alignment 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No; see text 
  This spell wards a creature from attacks by Opposite 
  aligned creatures, from mental control, and from 
  summoned creatures. It creates a magical barrier 
  around the subject at a distance of 1 foot. The barrier 
  moves with the subject and has three major effects. 
  First, the subject gains a +2 deflection bonus to AC 
  and a +2 resistance bonus on saves. Both these 
  Spell Name 
  Level 
  Detect Opposite 
  0 
  Protection from Opposite 
  1 
  Align Weapon to Alignment 
  2 
  Circle Against Opposite 
  3 
  Alignment Blast 
  4 
  Align Location to Alignment 
  5 
  Dispel Opposite 
  6 
  Alignment Power Word 
  7 
  Alignment Aura 
  8 
  Alignment Elemental Swarm 
  9 
   
  ——————— Aura Power ——————— 
  Creature/Object 
  Faint 
  Moderate 
  Strong 
  Overwhelming 
  Opposite 
  aligned 
  creature1 (HD) 
  10 
  or 
  lower 
  11–25 
  26–50 
  51 or higher 
  Undead (HD) 
  2 
  or 
  lower 
  3–8 
  9–20 
  21 or higher 
  Opposite 
  aligned 
  outsider (HD) 
  1 
  or 
  lower 
  2–4 
  5–10 
  11 or higher 
  Cleric of an Opposite 
  aligned 
  deity 
  2 (class 
  levels) 
  1 
  2–4 
  5–10 
  11 or higher 
  Opposite magic item or 
  spell (caster level) 
  2nd or 
  lower 
  3rd–8th 
  9th–
  20th 
  21st or higher 
  1 Except for undead and outsiders, which have their own entries on the table. 
  2 Some characters who are not clerics may radiate an aura of equivalent 
  power. The class description will indicate whether this applies. 
  
  14 
  bonuses apply against attacks made or effects 
  created by Opposite aligned creatures. 
  Second, the barrier blocks any attempt to possess the 
  warded creature (by a magic jar attack, for example) 
  or to exercise mental control over the creature 
  (including 
  enchantment 
  (charm) 
  effects 
  and 
  enchantment (compulsion) effects that grant the 
  caster ongoing control over the subject, such as 
  dominate person). The protection does not prevent 
  such effects from targeting the protected creature, 
  but it suppresses the effect for the duration of the 
  protection from Opposite effect. If the protection from 
  Opposite effect ends before the effect granting mental 
  control does, the would-be controller would then be 
  able to mentally command the controlled creature. 
  Likewise, the barrier keeps out a possessing life 
  force but does not expel one if it is in place before 
  the spell is cast. This second effect works regardless 
  of how they are aligned. 
  Third, the spell prevents bodily contact by 
  summoned creatures. This causes the natural 
  weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching 
  the warded creature. Alignment aligned summoned 
  creatures are immune to this effect. The protection 
  against contact by summoned creatures ends if the 
  warded creature makes an attack against or tries to 
  force the barrier against the blocked creature. Spell 
  resistance can allow a creature to overcome this 
  protection and touch the warded creature. 
  Arcane Material Component: A little powdered silver 
  with which you trace a 3-foot diameter circle on the 
  floor (or ground) around the creature to be warded. 
   
  Align Weapon to Alignment 
  Chrome (Alignment) - Transmutation [see text] 
  Level: Clr 2, Chrome 2, Alignment 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched or fifty projectiles (all of 
  which must be in contact with each other at the time 
  of casting) 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  Align weapon makes a weapon aligned to Alignment. 
  A weapon that is aligned can bypass the damage 
  reduction of certain creatures. This spell has no 
  effect on a weapon that is already aligned. 
  You can’t cast this spell on a natural weapon, such 
  as an unarmed strike. 
   
  Alignment Circle against Opposite 
  Chrome (Alignment) - Abjuration [Good] 
  Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3, Chrome 3, 
  Alignment 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Area: 10-ft.-radius emanation from touched creature 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No; see text 
  All creatures within the area gain the effects of a 
  protection from Opposite spell, and no non-Alignment 
  aligned summoned creatures can enter the area 
  either. You must overcome a creature’s spell 
  resistance in order to keep it at bay (as in the third 
  function of protection from Alignment), but the 
  deflection and resistance bonuses and the protection 
  from mental control apply regardless of enemies’ 
  spell resistance. 
  This spell has an alternative version that you may 
  choose when casting it. A magic circle against 
  Opposite can be focused inward rather than outward. 
  When focused inward, the spell binds a non-
  Alignment called creature (such as those called by 
  the lesser planar binding, planar binding, and greater 
  planar binding spells) for a maximum of 24 hours per 
  caster level, provided that you cast the spell that 
  calls the creature within 1 round of casting the magic 
  circle. 
  The creature cannot cross the circle’s 
  boundaries. If a creature too large to fit into the 
  spell’s area is the subject of the spell, the spell acts as 
  a normal protection from Opposite spell for that 
  creature only. 
  A magic circle leaves much to be desired as a trap. If 
  the circle of powdered silver laid down in the 
  process 
  of 
  spellcasting is broken, the effect 
  immediately ends. The trapped creature can do 
  nothing 
  that 
  disturbs the circle, directly or 
  indirectly, but other creatures can. If the called 
  creature has spell resistance, it can test the trap once 
  a day. If you fail to overcome its spell resistance, the 
  creature breaks free, destroying the circle. A 
  creature capable of any form of dimensional travel 
  (astral projection, blink, dimension door, etherealness, 
  gate, plane shift, shadow walk, teleport, and similar 
  abilities) can simply leave the circle through that 
  means. 
  You 
  can 
  prevent 
  the 
  creature’s 
  extradimensional escape by casting a dimensional 
  anchor spell on it, but you must cast the spell before 
  the creature acts. If you are successful, the anchor 
  effect lasts as long as the magic circle does. The 
  creature cannot reach across the magic circle, but its 
  ranged attacks (ranged weapons, spells, magical 
  abilities, and the like) can. The creature can attack 
  any target it can reach with its ranged attacks except 
  for the circle itself. 
  You can add a special diagram (a two-dimensional 
  bounded 
  figure 
  with 
  no 
  gaps 
  along 
  its 
  circumference, augmented with various magical 
  sigils) to make the magic circle more secure. Drawing 
  the diagram by hand takes 10 minutes and requires 
  a DC 20 Spellcraft check. You do not know the result 
  of this check. If the check fails, the diagram is 
  ineffective. You can take 10 when drawing the 
  diagram if you are under no particular time 
  pressure to complete the task. This task also takes 10 
  
  15 
  full minutes. If time is no factor at all, and you 
  devote 3 hours and 20 minutes to the task, you can 
  take 20. 
  A successful diagram allows you to cast a 
  dimensional anchor spell on the magic circle during the 
  round before casting any summoning spell. The 
  anchor holds any called creatures in the magic circle 
  for 24 hours per caster level. A creature cannot use 
  its spell resistance against a magic circle prepared 
  with a diagram, and none of its abilities or attacks 
  can cross the diagram. If the creature tries a 
  Charisma check to break free of the trap (see the 
  lesser planar binding spell), the DC increases by 5. The 
  creature is immediately released if anything disturbs 
  the diagram—even a straw laid across it. However, 
  the creature itself cannot disturb the diagram either 
  directly or indirectly, as noted above. 
  This spell is not cumulative with protection from 
  Opposite and vice versa. 
  Arcane Material Component: A little powdered silver 
  with which you trace a 3-foot diameter circle on the 
  floor (or ground) around the creature to be warded. 
   
  Alignment Blast  
  Chrome (Alignment) - Evocation  
  Level: Chrome 4, Alignment 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius burst 
  Duration: Instantaneous (1d6 rounds); see text 
  Saving Throw: Will partial; see text 
  Spell Resistance: Yes 
  You unleash Alignment power to smite your 
  enemies. The power takes the form of a pure 
  coloured explosion of energy. Only creatures not 
  aligned to the opposite colour are harmed by the 
  spell. 
  The spell deals 1d8 points of damage per two caster 
  levels (maximum 5d8) to creatures aligned to the 
  Opposite (or 1d6 points of damage per caster level, 
  maximum 10d6, to outsiders aligned to the 
  opposite) and has an extra effect listed on the table 
  below. A successful Will save reduces the damage 
  by half and negates the extra effect. 
  The spell deals only half damage against creatures 
  neutral with respect to that align duality, and they 
  are not affected by the extra effect from the table. 
  Such a creature can reduce the damage by half again 
  (down to one-quarter) with a successful Will save. 
   
  Here is an example list of effects from the Chrome 
  World. Please assign these / similar to custom work. 
  Spell 
  Colour 
  Effect 
  Red 
  Indigo aligned targets are Dazzled for 2d4 
  rounds 
  Indigo 
  Red aligned targets are Dazed for 1d4 
  round 
  Black 
  White aligned targets are Dampened* for 
  1d4 rounds 
  White 
  Black aligned targets are Fascinated for 
  1d6 rounds 
  Blue 
  Orange aligned targets are Slowed for 1d4 
  rounds 
  Orange 
  Blue aligned targets become Clumsy (-6 
  Dex) for 1d6 rounds 
  Yellow 
  Opposite aligned targets are Shaken for 
  1d6 rounds 
  Purple 
  Alignment aligned targets are Fatigued for 
  1d6 rounds 
  Green 
  Brown aligned targets are Sickened for 
  1d6 round 
  Brown 
  Green aligned targets are Repulsed (as 
  spell) for 1d6 rounds 
   
  * Dampened characters are unable to draw upon 
  magic, psionics or any spell like abilities, though 
  they are able to still use magic items. 
  Align Location to Alignment  
  Chrome (Alignment)  
  Level: Chrome 5, (Alignment) 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch  
  Area: 4 x 10’ squares per level 
  Duration: Permanent; see text 
  Saving Throw: Will negates, see text 
  Spell Resistance: Yes 
  This spell allows a character to permanently align an 
  area to Alignment, making it an appropriate place 
  for worship and granting advantages for entities 
  aligned to Alignment while inconveniencing or 
  denying entry to entities not so aligned.  
  All creatures within the area gain the effects of a 
  protection from Opposite spell, and no non-aligned 
  summoned creatures can enter the area either. You 
  must overcome a creature’s spell resistance in order 
  to keep it at bay (as in the third function of protection 
  from Alignment), but the deflection and resistance 
  bonuses and the protection from mental control 
  apply regardless of enemies’ spell resistance. 
  It is not possible to use this spell to trap an entity, it 
  has no “inward” effect. 
  You can add a special diagram (a two-dimensional 
  bounded 
  figure 
  with 
  no 
  gaps 
  along 
  its 
  circumference, augmented with various magical 
  sigils) to make the magic circle more secure. Drawing 
  the diagram by hand takes 10 minutes and requires 
  a DC 20 Spellcraft check. You do not know the result 
  of this check. If the check fails, the diagram is 
  ineffective. You can take 10 when drawing the 
  diagram if you are under no particular time 
  pressure to complete the task. This task also takes 10 
  full minutes. If time is no factor at all, and you 
  devote 3 hours and 20 minutes to the task, you can 
  take 20. Using a building as the bounds of this spell, 
  providing you can manifest this spell over a large 
  enough area, allows the caster to automatically take 
  
  16 
  20 within one action, providing the building has 
  appropriate accoutrements for Alignment. 
  A successful diagram allows you to cast a 
  dimensional anchor spell on the sanctified area, which 
  prevents any non-aligned entities to be barred from 
  being summoned into or transporting out of the area 
  permanently. 
  Turning or Rebuking creatures of the relevant 
  aligned energy gains a +3 bonus if the spell effect 
  occurs outside of a building or specifically created 
  area, and +6 if it occurs within such an area. 
  Creatures aligned to the Colour of this spell gain a 
  +1 bonus to attack rolls, damage rolls and saving 
  throws, or +2 if this spells is in a constructed area. 
  Any creature aligned to Alignment summoned or 
  created in the aligned area gains +1 hit point per 
  dice, and twice as many creatures or hit dice of 
  creatures can be created or summoned by the spells 
  cast in this area of the relevant colour. 
  This spell is not cumulative with any protection from 
  Alignment effects or spells. 
  Arcane Material Component: A little powdered silver 
  with which you trace a 3-foot diameter circle on the 
  floor (or ground) around the area to be warded. 
   
  Dispel Opposite 
  Chrome (Alignment) 
  Level: Chrome 6, Alignment 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target or Targets: You and a touched creature from 
  another plane; or you and an enchantment or 
  aligned spell on a touched creature or object 
  Duration: 1 round/level or until discharged, 
  whichever comes first 
  Saving Throw: See text 
  Spell Resistance: See text 
  Shimmering Alignment energy surrounds you. This 
  power has three effects. 
  First, you gain a +4 deflection bonus to AC against 
  attacks by creatures aligned to the Opposite. 
  Second, on making a successful melee touch attack 
  against a creature aligned to Opposite from another 
  plane, you can choose to drive that creature back to 
  its home plane. The creature can negate the effects 
  with a successful Will save (spell resistance applies). 
  This use discharges and ends the spell. 
  Third, with a touch you can automatically dispel 
  any one spell cast by a creature aligned to the 
  opposite, or any spell aligned to the opposite. 
  Exception: Spells that can’t be dispelled by dispel 
  magic also can’t be dispelled by Dispel Opposite. 
  Saving throws and spell resistance do not apply to 
  this effect. This use discharges and ends the spell. 
   
  Alignment Word 
  Chrome (Alignment) - Evocation [Alignment, Sonic] 
  Level: Clr 7, Alignment 7, Chrome 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: Non-aligned creatures in a 40-ft.-radius 
  spread centred on you 
  Duration: Instantaneous 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: Yes 
  Any non-Alignment aligned creature within the area 
  that hears the Alignment word suffers the following 
  ill effects: 
  Note, effects are cumulative, so if a creature is 6 hit 
  dice less than the caster, it suffers effects as if it was 
  equal, -1 and –5 of the caster level. 
  The effects are cumulative and concurrent. No 
  saving throw is allowed against these effects. 
  Furthermore, if you are on your home plane when 
  you 
  cast 
  this spell, non-Aligned extraplanar 
  creatures within the area are instantly banished back 
  to their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place 
  regardless of whether the creatures hear the 
  Alignment Word. The banishment effect allows a Will 
  save (at a –4 penalty) to negate. 
  Creatures whose HD exceed your caster level are 
  unaffected by Alignment word. 
  Example effects are listed in the table below, taken 
  from the Colours of Magic series and the Chrome 
  World. 
   
  *Dampened cannot cast spells, use psionics, or any 
  spell like abilities. 
   
   
   
  Spell Colour 
  HD = Caster level 
  HD up to Caster -1 
  HD up to caster –5 
  HD up to -10 
  Red 
  Dazzled 2d6 rnds 
  Blinded 1d4 rnds 
  Paralysed 1d10 min 
  Dead 
  Indigo 
  Dazed 1d6 rnds 
  Held 1d4 rnds 
  Paralysed 1d10 min 
  Dead 
  Black 
  Dampened* 1d6 rnds 
  Petrified 1d4 rnds 
  Paralysed 1d10 min 
  Dead 
  White 
  Fascinated 2d4 rnds 
  Stunned 1d4 rnds 
  Paralysed 1d10 min 
  Dead 
  Blue 
  Slowed 1d6 rnds 
  Deafened 1d4 rnds 
  Paralysed 1d10 min 
  Dead 
  Orange 
  Clumsy –6dx 2d4 rnds 
  Confusion 1d6 rnds 
  Paralysed 1d10 min 
  Dead 
  Yellow 
  Shaken 2d4 rnds 
  Frightened 1d6 rnds 
  Paralysed 1d10 min 
  Dead 
  Purple 
  Fatigued 2d4 rnds 
  Exhausted 1d6 rnds 
  Paralysed 1d10 min 
  Dead 
  Green 
  Sickened 2d4 rnds 
  Nauseated 1d6 rnds 
  Paralysed 1d10 min 
  Dead 
  Brown 
  Repulsed 2d4 rnds 
  Knocked prone 
  Paralysed 1d10 min 
  Dead 
  
  17 
  Alignment Aura 
  Chrome (Alignment) - Abjuration  
  Level: Clr 8, Chrome 8, Alignment 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Targets: One creature/level in a 20-ft.-radius burst 
  centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless) 
  A brilliant Alignment radiance surrounds the 
  subjects, protecting them from attacks, granting 
  them resistance to spells cast by opposing aligned 
  creatures, and causing Opposite creatures to become 
  afflicted by the Alignment Blast special effect when 
  they strike the subjects. This abjuration has four 
  effects. 
  First, each warded creature gains a +4 deflection 
  bonus to AC and a +4 resistance bonus on saves. 
  Unlike protection from Opposite, this benefit applies 
  against all attacks, not just against attacks by 
  Opposite aligned creatures. 
  Second, each warded creature gains spell resistance 
  25 against Opposite aligned spells and spells cast by 
  Opposite aligned creatures. 
  Third, the abjuration blocks possession and mental 
  influence, just as protection from Opposite does. 
  Finally, if a creature aligned to the Opposite 
  succeeds on a melee attack against a warded 
  creature, the offending attacker is afflicted as the 
  special effect of Alignment Blast (Fortitude save 
  negates, as but against Alignment aura’s save DC). 
  Focus: A tiny reliquary containing some coloured 
  relic. The reliquary costs at least 500 gp. 
   
   
   
  Alignment Elemental Swarm 
  Chrome (Alignment) Conjuration (Summoning) [see 
  text] 
  Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9, Chrome 
  9, Alignment 9 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Two or more summoned creatures, no two of 
  which can be more than 30 ft. apart 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell opens a portal to another plane, aligned to 
  the Alignment aspect and summons elementals or 
  intrinsic creatures from it. 
  When the spell is complete, 2d4 Large elementals 
  appear. Ten minutes later, 1d4 Huge elementals 
  appear. Ten minutes after that, one greater 
  elemental appears. Each elemental has maximum hit 
  points per HD. Once these creatures appear, they 
  serve you for the duration of the spell. 
  The elementals obey you explicitly and never attack 
  you, even if someone else manages to gain control 
  over them. You do not need to concentrate to 
  maintain control over the elementals. You can 
  dismiss them singly or in groups at any time. 
   
   
  G
  Grreeyy  M
  Maaggiicc  
   
  The opposing Colour to Chrome is Grey, so 
  the default limitation under some circumstances (in 
  particular as regards clerical magic) is the inability 
  to utilise Shadow, Effigy and Resonance magic. 
  Here is the complete spell list, for your information, 
  though no classes listed here are so limited.  
   
   
  Prestidigitation, Disguise Self, Silent Image, 
  Alter Self, Minor Image, Mirror Image, Illusory 
  Script, Major Image, Hallucinatory Terrain, Illusory 
  Wall, Mirage Arcana, Persistent Image, Seeming, 
  Programmed Image, Permanent Image, Veil, Screen, 
  Ghost Sound, Ventriloquism, Misdirection, Silence, 
  Sound Burst, Obscure Object, Displacement, Sculpt 
  Sound, Shout, False Vision, Zone of silence, Mislead, 
  Project 
  Image, 
  Sympathetic 
  Vibration, 
  Shout, 
  Greater, Wail of the Banshee, Shadows, Darkness, 
  Blur, Invisibility, Darkvision, Invisibility Sphere, 
  Deeper Darkness, Invisibility Greater, Shadow 
  Colour, Lesser, Shadow Walk, Shadow Colour, 
  Invisibility, Mass, Shadow Colour, Greater, Shades 
  
  18 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols and ArcMage image owned by 
  Jesus and Javier Carmona http://www.carmonaart.com, used by 
  permission. 
   
   
   
  Credits: 
  ArcMage image ……….…… Jesus & Javier Carmona 
  Magic Symbol images …….  Jesus & Javier Carmona 
  Proofing………………..……  Michael Christie 
  Writing et al ………………... Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Biomancy ……………………… 
  3 
  Environment ………………….. 
  4 
  Symbiosis ……………………… 
  5 
  The Animist ……………….….. 
  6 
  Appendix (Green Spells) …….. 14 
  Licence …………………………. 
  26 
  G
  Grreeeenn  M
  Maaggiicc  
   
   The ranger raised an eyebrow, and released her grip on 
  the handles of her twin axes. “You are studying what?” she asked. 
   
  Darius sighed. “Pollination patterns of the Invitrus 
  Nosfala.” Seeing her blank expression, he tried again. “I 
  am attempting to ascertain whether there is a viable 
  method of ecological manipulation to control their 
  spread into the farmlands.” Her expression did not 
  change. “Look, you have seen the Queen’s writ, 
  you must let me continue to collect samples. It is 
  of vast importance to the entire region.” 
   
   
  “I can read, I know what the writ 
  says,” muttered the ranger tersely, “But you 
  clearly could not know that you are about to 
  cut the seedlings from a raptorvine. That thing 
  will take your head off if you try to remove its 
  young, and I don’t want to have to explain 
  the death of a Queen’s Advisor to the guard.” 
   
  Darius started. “That’s the name! 
  Raptorvine. I am studying them. I assure you, I 
  have this situation well in hand. Now please, 
  just stand back if you are concerned, you will see 
  I know what I am doing.” He turned from the 
  ranger, and knelt next to the black-thorned bush 
  once more, humming quietly in an atonal cadence.  
   
  She shook her head then stood well back. Her 
  hands were once more on axes and she swore quietly. The 
  words caught in her throat when a verdant nimbus began to 
  emanate from the stranger. He drew a little spoon-like blade, and 
  with a gentle care, began to trowel the earth from around the 
  seedling. Then, in a swift no-nonsense motion, he uprooted the 
  plant, wrapped it in cloth and deposited it into his backpack. 
  He stood and turned back to the open mouthed woman. 
  The ranger kneeled instinctively to Darius. “I ask forgiveness. I did not 
  know that a Servant of the Grove had been sent to guide the Queen’s choices.” 
   
  Darius blinked, then laughed. “No, dear lady, you mistake me. I am a 
  student of Green Magic, not a child of the Earth Mother.” 
   
  “But the living things listen to your call…” said the ranger as 
  Darius helped her to her feet, “How can this be?” 
   
  “They 
  aren’t 
  too bright,” chuckled Darius. Her 
  responding frozen glare and tightening grip made him 
  wince and bite his tongue hard. No friend made today. 
   
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & 
  Dragons Players Handbook, Third Edition, published by 
  Wizards of the Coast, Inc. It uses material from the updated v3.5 
  revision. All content in the Game Rule Info sections, all spell 
  descriptions and names and all tables are OGC. All fiction, pictures and 
  other descriptive text are IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Animist.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes such as the Animist. Feel free to 
  use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  G
  Grreeeenn  
   
  Green is the colour of nature and the 
  environment, but is a little askew from the classic 
  druid abilities. To incorporate the Colours into your 
  existing campaign, first simply allocate the colours 
  to deities, so in the case of Green, deities of water, 
  air, nature, animals and plants might have influence 
  over the Green domains of Biomancy, Environment 
  and Symbiosis. Then allow Specialist Wizards to 
  choose a Colour as their primary school. The colours 
  are opposed to each other in the following manner 
  by default, but please feel free to add in your own 
  chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  The complete list of Brown spells is shown 
  after the Green Spell descriptions on page 25. These 
  should be prohibited to a Green specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  B
  Biioom
  maannccyy  
   
   
  Biomancy is magic revolving around 
  natural living things, allowing the magician to 
  communicate with them, coerce them or even 
  summon their essence or forms to act at the 
  bidding of the magician. This sphere and the 
  spells within it convey mastery over natural 
  living things. For wizards, this does not convey 
  the sympathy with nature that one might 
  associate with this kind of magic thanks to the 
  normal use of these spells by druids. Biomancy 
  is to the natural order and all living things what 
  Necromancy is to the dead: it is control, 
  communication, command and coercion. 
   
  Green is in the middle of the colour 
  spectrum. Like its opponent colour, Brown, it 
  has a large number of spells, many with the 
  capacity to draw elements of their power from 
  other colours, and thus it contains some spells 
  that might look like they belong in other 
  spheres. Green combines them all together by 
  focussing on influencing and interacting with 
  the natural world and all normal living things.  
   
  Biomancy is a sphere close to the Yellow 
  sphere Motive, the Indigo sphere Thought and 
  the White sphere Summoning. It differentiates 
  itself by being focused on the natural order, 
  and blending the magic styles of these other 
  spheres into its own powerful concoction of 
  spells. For the most part the spells are offensive 
  or miscellaneous in nature, with some limited 
  defensive abilities most useful against animals. 
   
  Table Green 1 All Biomancy Spells 
  Spell Name 
  Level 
  Calm Animals 
  0 
  Charm Animal 
  1 
  Detect Animals or Plants 
  1 
  Hide from Animals 
  1 
  Speak with Animals 
  1 
  Summon Nature's Ally I 
  1 
  Animal Messenger 
  2 
  Animal Trance 
  2 
  Summon Nature's Ally II 
  2 
  Summon Swarm 
  2 
  Summon Nature's Ally III 
  3 
  Speak with Plants 
  3 
  Summon Nature's Ally IV 
  4 
  Repel Vermin 
  4 
  Command Plants 
  4 
  Summon Nature's Ally V 
  5 
  Insect Plague 
  5 
  Summon Nature's Ally VI 
  6 
  Summon Nature's Ally VII 
  7 
  Creeping Doom 
  7 
  Summon Nature's Ally VIII 
  8 
  Control Plants 
  8 
  Summon Nature's Ally IX 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  B
  Biio
  om
  maannccyy  
   
  The Domain of Biomancy is similar to 
  the Animal and Plant domains, being a close 
  approximation of a blending of these two while 
  removing any powers that involve the taking 
  on of animal traits or plant abilities by the 
  cleric. If interested in these latter powers, look 
  to the domain of Symbiosis, below. 
  Biomancy forms a broad power base for 
  natural deities. It is the study of natural animal 
  and plants. It is the most fundamental of the 
  Green domains for those who are devoted to 
  interacting with the natural order.  
   
  The base domain ability for Biomancy is 
  that the character gains Handle Animal, 
  Knowledge (Nature) and Survival as class skills 
  if they were not already, and further gains a +3 
  enhancement bonus to one of these skills (the 
  character’s choice).  
   
   
  The advanced domain Biomancy power 
  allows the character to use the ability of Wild 
  Empathy as if the character were a druid of the 
  same level as their class level (see PH page 35). 
  The character can use this ability upon plant 
  type creatures with intelligence 1 to 2 as well as 
  magical beast types with a – 4 to the roll.  
   
  Table Green 2 Biomancy Domain 
  Spell Name 
  Level 
  Calm Animals 
  0 
  Speak with Animals 
  1 
  Animal Trance 
  2 
  Speak with Plants 
  3 
  Command Plants 
  4 
  Insect Plague 
  5 
  Summon Nature's Ally VI 
  6 
  Creeping Doom 
  7 
  Control Plants 
  8 
  Summon Nature's Ally IX 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  tthhee  EEnnvviirroonnm
  meenntt  
    
   
  Similar to the other Green spheres, 
  Environment draws from other colours, mostly 
  the others that have an elemental aspect, like 
  Black and Red. Environment is concerned with 
  the elements that surround living things and 
  make life possible. While the Red provides the 
  energy through the Sun in the sky, the motion 
  in the muscles and the lightning in the nerves, 
  and the Black provides the Earth below and the 
  fabric of being, the Green involves the water 
  that fills living things and the gasses that 
  surrounds or permeates them.  
   
  Environment is the Green sphere least 
  involved with living things. It is instead 
  concerned with the nature of the surface world 
  itself, and the spirit of nature at its most 
  fundamental level. Environment spells involve 
  a blending of water and air magic, allowing 
  mists, 
  gases, 
  liquids 
  and winds to be 
  manipulated. At the highest levels, the most 
  powerful of weather effects can be summoned 
  or manipulated. These powers are mostly 
  miscellaneous 
  in 
  nature, 
  with occasional 
  offensive or indirectly defensive abilities. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  E
  Ennvviirro
  onnm
  meenntt  
   
   
  The Domain of Environment commands 
  great respect from any who live their lives at 
  the mercy of nature. Calling for rain, or breaks 
  in storms, or asking for favourable winds, these 
  powers are often most sought after.  
  Table Green 3 All Environment Spells 
  Spell Name 
  Level 
  Create Water 
  0 
  Obscuring Mist 
  1 
  Fog Cloud 
  2 
  Gust of Wind 
  2 
  Whispering Wind 
  2 
  Gaseous Form 
  3 
  Stinking Cloud 
  3 
  Water Breathing 
  3 
  Water Walk 
  3 
  Wind Wall 
  3 
  Air Walk 
  4 
  Control Water 
  4 
  Solid Fog 
  4 
  Control Winds 
  5 
  Commune with Nature 
  6 
  Wind Walk 
  7 
  Control Weather 
  8 
  Whirlwind 
  9 
   
   
   
  The base domain power of the domain 
  of Environment grants the Knowledge (Nature) 
  and Survival skills as class skills and the ability 
  to foretell the natural weather conditions in 10 
  miles per level radius for a number of days in 
  advance as the character has class levels. The 
  forecast takes into account all prevalent water 
  and wind conditions, but not the influence of 
  magic or divine intervention. For example, a 3rd 
  level cleric can determine what the natural 
  weather is likely to be like for the next three 
  days in a 30 mile radius from where they are. 
  The character will be aware should the weather 
  be manipulated by any power.  
   
   
  The 
  advanced 
  domain 
  power 
  is 
  Environmental Sympathy. The character gains 
  the ability to speak the native tongue of air and 
  water elementals, (in standard universe Auran 
  and Aquan), and gains a +3 reaction bonus to 
  interactions with elementals of these kinds as 
  well as any natural spirits of rivers, oceans or 
  weather systems. The weather of the region 
  (100 feet emanation per level) around the 
  character shifts slightly according to the 
  character’s mood and preference. The effect is 
  enough to change the ambient temperature by 5 
  degrees, start or stop a light rain or snow if 
  conditions are favourable, bring on or dispel a 
  light cover fog or cloud (- 2 or + 2 to visibility) 
  or 
  modify 
  inclement 
  weather 
  conditions 
  slightly in the character’s favour (decrease a 
  gale to a storm).  This ability is automatic at 
  will, and is entirely at the GM’s discretion. 
   
  Table Green 4 Environment Domain 
  Spell Name 
  Level 
  Create Water 
  0 
  Obscuring Mist 
  1 
  Gust of Wind 
  2 
  Wind Wall 
  3 
  Control Water 
  4 
  Control Winds 
  5 
  Commune with Nature 
  6 
  Wind Walk 
  7 
  Control Weather 
  8 
  Whirlwind 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  SSyym
  mbbiioossiiss  
    
   
  Symbiosis is the blending of traits and 
  roles by animals or plants in order to form a 
  more perfect mutually beneficial relationship. It 
  goes beyond simple coexistence with the 
  natural world, and into the realm of reflexive 
  ecological relationships. As with the other 
  Green Spheres, this one draws upon aspects of 
  other colours, in this instance the Orange’s 
  ability to manipulate form and substance, the 
  Yellow’s support of life and the Blue’s ability to 
  channel the effects of magic. These elements are 
  combined into the unique result of a sphere 
  that allows humans to draw upon natural traits 
  and incorporate them into their own nature, or 
  to manipulate the natural order by imparting 
  human or magical traits upon it. 
   
   
  Symbiosis is a mostly miscellaneous 
  sphere, with some defensive or indirectly 
  miscellaneous abilities tossed into the mix. As 
  most of the Green Spheres, there is a reasonably 
  sized spell selection to choose from. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  S
  Syym
  mbbiio
  ossiiss  
   
   
  As with all of the Green domains, 
  Symbiosis is favoured by natural deities. 
  However, some aspects of this domain have a 
  peculiar resonance for the unnatural or for 
  allowing manipulation of the natural. As the 
  closest domain to Orange, deities of chaos, 
  disorder, fecundity, or madness might grant 
  access to this domain. 
  Table Green 5 All Symbiosis Spells 
  Spell Name 
  Level 
  Pass without Trace 
  0 
  Magic Fang 
  1 
  Shillelagh 
  1 
  Barkskin 
  2 
  Tree Shape 
  2 
  Wood Shape 
  2 
  Magic Fang, Greater 
  3 
  Plant Growth 
  3 
  Heal Mount 
  4 
  Tree Stride 
  5 
  Ironwood 
  6 
  Liveoak 
  6 
  Transport via Plants 
  6 
  Animate Plants 
  7 
  Changestaff 
  7 
  Animal Shapes 
  8 
  Shambler 
  9 
   
   
   
  There is an element of community and 
  the major life events in this domain, so births, 
  deaths and marriages all find place here. 
   
   
  The base domain power for Symbiosis 
  grants Knowledge (Nature) as a class skill, and 
  allows the character to enter into a Symbiotic 
  relationship with one willing touched target as 
  a spell like action once per day. This grants 
  both the caster and the target each +1d8 
  +character level temporary hit points and acts 
  as a Shield Other spell over both characters for 
  one minute per character level. The Shield 
  Other effect is unusual, however, in that it is 
  two-way. For example, a Cleric uses this power 
  on 
  his 
  Barbarian friend. Both gain the 
  temporary hit points, and are given the normal 
  save and armour class bonuses. Should the 
  Barbarian be targeted with a damaging effect 
  but the cleric not, the effect is as a normal 
  Shield Other spell. If the Cleric is targeted and 
  the Barbarian is not, then the Barbarian will 
  absorb half of the damage that the cleric 
  receives. If both characters are targets of the 
  same damaging effect, resolve the damage 
  without dividing it.  
   
   
  The 
  advanced domain power for 
  Symbiosis grants a second save against any 
  Orange (transformation) magic one round after 
  a first save is failed, if the effect is not an 
  instantaneous damaging one. So for example, 
  of the character fails a saving throw against a 
  baleful polymorph, they will get a second 
  saving throw against the effect one round after 
  the first.  
   
  Table Green 6 Symbiosis Domain 
  Spell Name 
  Level 
  Pass without Trace 
  0 
  Shillelagh 
  1 
  Barkskin 
  2 
  Magic Fang, Greater 
  3 
  Heal Mount 
  4 
  Tree Stride 
  5 
  Transport via Plants 
  6 
  Animate Plants 
  7 
  Animal Shapes 
  8 
  Shambler 
  9 
  
  6 
  TThhee  AAnniim
  miisstt 
  An Animist believes there are spirits in all things in the natural universe. 
  They hold that these entities can be conversed with, called, tapped for power, and 
  even commanded. They do not hold that these natural spirits are worthy of 
  worship. An Animist is more likely to assume their purpose is to serve.  
   
  Wizards do not gain understanding of the natural universe or the relevant 
  magic powers that Druids have. Druids in turn do not have the learning methods 
  of wizards, nor their variety of power, instead drawing all they do from 
  connection to nature directly. An Animist stands in a peculiar middle ground 
  between these two, seeking to understand and study, and indeed master the 
  natural order of life, nature and the environment in the same way that a wizard 
  seeks to learn magic, while achieving resultant abilities similar to those of a druid. 
  They are in essence Nature Wizards, in the way that Druids are Nature Clerics.  
   
  Adventures 
   
   
  Exploring the wild and untamed world is second nature to an Animist. 
  They learn their secrets through the specimens they gather, and by studying the 
  ecology and environments of various places around the world. Unlike druids, they 
  are not tied to groves or sacred places. 
   
  While book learning is needed to learn the secrets that others have 
  uncovered, the truths of the journeys into the wild done by other explorers are 
  often to be found in journals far from civilised lands, or only available at great 
  personal expense from their owners. All these concerns make the Animist an avid 
  adventurer and delver into the unknown. Animists are likely to be sponsors of 
  expeditions, or supplicants for funds so as to be able to set out on expeditions, and 
  make an excellent plot impetus for other characters. 
   
  Characteristics 
   
  Animists learn to control nature, but nature holds no sway over them. 
  They are bound by the restrictions of arcane magic, not faith. The blending of the 
  elements in their lore and their explorations into the wild make them healthier, 
  and more physically able than most other Wizards. Even so, their greatest powers 
  are in their magic, and in the capacity that their lore grants them to tap into the 
  spirits of the nature. Their familiars are usually strong animal companions. 
  
  7 
   
  Animists wield the power of Green magic, 
  and focus upon one Sphere of the Green as their 
  primary area of expertise. They learn some combat 
  abilities, usually from the school of hard knocks 
  rather than through any formal study of warfare. 
  They suffer full spell failure for any armor they 
  wear, and so learn to use no armor and only a few 
  weapons. They usually have strong personalities 
  and quick minds, since their powers are in essence 
  commanding the forces of nature through sheer ego 
  and secret knowledge. 
   
  Alignment 
   
  Animists might be of any alignment or 
  disposition. Their key attitude is for seeking mastery 
  over nature, and the mind with this kind of egoism 
  might be of any belief structure with regards law, 
  chaos, good or evil.  
   
  Religion 
   
   
  Animists may indeed follow faiths of the 
  natural order that they seek control of. For some this 
  is merely lip service. Some might play up to the 
  faithful or even natural spirits for the sake of 
  ingratiating themselves. This might have the aim of 
  simply facilitating coexistence or might be more 
  sinister. They might pretend faith in order to better 
  use believers for support or information. 
   
   
  Other Animists may indeed be believers in 
  whatever deities have governance over the natural 
  sphere for their home territory. Given that they have 
  a practical understanding of natural forces greater 
  even than nature priests do, when such faith it does 
  occur, it usually is far more unshakeable for being 
  founded in science. It is not unlikely for Animists to 
  multi-class with Druid levels. 
  Background 
   
   
  Green magicians often become outsiders 
  through their choice of study. There is an element of 
  wanderlust to most of the members of this class, as 
  they desire to have personal experience of the 
  natural world in all its splendor. This attitude can 
  cause the Animist to be outcast from whatever social 
  class they were born to.  
   
  Green magic is available as an area of study 
  to any with the magical talent, arrogance and 
  strength of personality to take it on.  
   
  Races 
   
   
  Animists might come from any race, though 
  the underground or earth-associated races (Dwarves 
  and Gnomes) tend to have fewer members than the 
  other races. Similarly, few Half Orcs have the 
  requisite personality or intelligence to master this 
  kind of magic. Elves and Half Elves, or surprisingly 
  Haflings might have significant numbers of this 
  class. In the Chrome world the mysterious Gren 
  tend to have significant numbers of this class. 
   
  Other Classes 
   
   
  Much has been written already about the 
  relationship between Animists and Druids. Animists 
  have a strained relationship with other arcane spell 
  using classes, largely due to what other spellcasters 
  might consider a somewhat parochial area of study, 
  not to mention the Animists general hardiness and 
  outdoors skills. 
   
   
  Animists are likely to respect the skills of 
  rangers and barbarians. They will associate with any 
  other class amicably. 
  Role 
   
   
  Similar to a druid in terms of attack abilities 
  but more limited in defenses, an Animist is likely to 
  occupy the role of secondary arcane spell caster. 
  They do not have the healing magic of clerics or 
  druids, but do instead have the capacity to draw 
  power from the environment and all living things 
  around them, which makes them able to cast 
  extremely powerful magic at much lower levels than 
  other spellcasters.  
   
  The kind of magic Animists wield is much 
  less directly offensive than that which other spell-
  casters can master, so they probably should not be 
  relied upon in a primary spell caster role. They can 
  also form a last line of hand-to-hand defense should 
  it be needed, and can be surprisingly effective in this 
  role. 
   
  Game rule information 
   
  Abilities 
   
   
  An Animists’ most important attributes are 
  Charisma and Intelligence. Their spell abilities rely 
  heavily on Charisma for bonus spells and for spell 
  strength. Intelligence allows them to develop the 
  requisite skills they need to survive and thrive in the 
  wilderness. All the other basic abilities have 
  relevance to one degree or another, with Wisdom 
  assisting in perception skills, Strength in hand-to-
  hand combat, Constitution in survival and Dexterity 
  in avoiding blows. A good Animist will be well 
  rounded with regards to basic abilities. 
   
  Alignment 
   
   
  An Animist might be of any alignment.  
  
  8 
  Hit Die 
   
  D8 
   
  Class Skills  
  Climb (Str), Concentration (Con), Handle 
  Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), 
  Knowledge (Arcane) (Int), Knowledge (Nature) 
  (Int), Knowledge (Local) (Int), Listen (Wis), Move 
  Silently (Dex), Ride (Dex), Spellcraft (Int), Spot 
  (Wis), Survival (Wis), Swim (Str), Use Rope (Dex). 
   
  Skill points at 1st level 
   
  (4+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
  4+Intelligence modifier 
   
  Class Features 
  Weapon and Armour Proficiency 
   
   
  Animists do not learn any armor or shields, 
  and only learn have proficiency with simple 
  weapons. They suffer full arcane spell failure chance 
  if they should cast spells while dressed in armor or 
  carrying a shield. 
   
  Spells and Spheres  
   
  Animists cast arcane spells, of the same kind 
  as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain (see below). 
    
  They are required to have Intelligence 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Animist's spell is 10 + the spell level + the caster's 
  Charisma modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table Green 7: The Animist, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Charisma score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
   
  An Animist is only able to learn spells of the 
  Green colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  All other spells are not able to be learned. 
   
  Further, a Animist may choose one of the 
  Green Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list. Some Animists thus specialise in 
  Symbiosis, others in Biomancy and others in 
  Environment. The spontaneous casting ability is 
  identical to a cleric’s ability to spontaneously cast 
  healing magic, except it is limited to the spells on 
  the one domain list that the character has chosen 
  and not to healing magics. 
   
  The Animist gains access to the basic 
  domain power at 1st level, and the advanced domain 
  power of their chosen domain at 5th level. 
   
  Table Green 7: The Animist, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 6 7 
  1 
  0 
  2 
  0 
  2 
  Simple weapon proficiency, base domain 
  power, Companion familiar, Scribe Scroll 
  3 1 
   
   
   
   
   
   
   
   
  2 
  1 
  3 
  0 
  3 
  Brew Potion 
  3 1 1 
   
   
   
   
   
   
   
  3 
  2 
  3 
  1 
  3 
  Totem 1/day 
  4 2 1 
   
   
   
   
   
   
   
  4 
  3 
  4 
  1 
  4 
   
  4 2 2 
  1 
   
   
   
   
   
   
  5 
  3 
  4 
  1 
  4 
  Advanced domain power 
  4 3 2 
  1 1 
   
   
   
   
   
  6 
  4 
  5 
  2 
  5 
  Totem 2/day 
  4 3 3 
  2 1 
   
   
   
   
   
  7 
  5 
  5 
  2 
  5 
   
  5 3 3 
  2 2 1 
   
   
   
   
  8 
  6/1 
  6 
  2 
  6 
   
  5 4 3 
  3 2 1 
  1 
   
   
   
  9 
  6/1 
  6 
  3 
  6 
  Totem 3/day 
  5 4 4 
  3 3 2 
  1 
   
   
   
  10 
  7/2 
  7 
  3 
  7 
   
  5 4 4 
  3 3 2 
  2 1 
   
   
  11 
  8/3 
  7 
  3 
  7 
  Enhanced Totem 
  5 4 4 
  4 3 3 
  2 1 1 
   
  12 
  9/4 
  8 
  4 
  8 
  Totem 4/day 
  5 5 4 
  4 4 3 
  3 2 1 
   
  13 
  9/4 
  8 
  4 
  8 
   
  5 5 5 
  4 4 3 
  3 2 2 1 
  14 
  10/5 
  9 
  4 
  9 
  Tap Nature 
  5 5 5 
  4 4 4 
  3 3 2 1 
  15 
  11/6/1 
  9 
  5 
  9 
  Totem 5/day 
  5 5 5 
  5 4 4 
  4 3 3 2 
  16 
  12/7/2 
  10 
  5 
  10  
  5 5 5 
  5 5 4 
  4 3 3 2 
  17 
  12/7/2 
  10 
  5 
  10  
  5 5 5 
  5 5 4 
  4 4 3 3 
  18 
  13/8/3 
  11 
  6 
  11 Totem 6/day 
  5 5 5 
  5 5 5 
  4 4 4 3 
  19 
  14/9/4 
  11 
  6 
  11  
  5 5 5 
  5 5 5 
  5 4 4 4 
  20 
  15/10/5 
  12 
  6 
  12 Ultimate Totem 
  5 5 5 
  5 5 5 
  5 5 5 5 
  
  9 
  Spellbooks 
   
  An Animist must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Animist begins with a spellbook containing 2 0-level 
  Green spells and 2 1st level Green spells.  
   
  At minimum one of spell of each spell level 
  must be from the character’s chosen domain. At 
  each level that the Animist advances, they gain one 
  new spell of any level they can cast for their spell 
  book. At any time a Animist can transcribe Green 
  spells (only) from a Wizard's or Dabbler's spell 
  books or using the normal scroll transcribing rules.  
   
  Companion Familiar 
   
   
  Animists learn to develop the relationship 
  that wizards establish with their familiars, and 
  utilize their understanding of nature to enhance it 
  further. They may start play with an animal 
  companion familiar from the normal list for druids 
  (PHP page 35) or sorcerers / wizards (PHB page 52). 
  The lists have been amalgamated and expanded in 
  Table Green 9 and 10. 
   
  A companion familiar is a loyal animal 
  companion that has become enhanced by the 
  connection to the Animist to the point that in some 
  ways the companion is an extension of the Animist. 
  The animal starts as a completely typical member of 
  its species, save for the bonus abilities in Tables 8 
  and 9 or 10.  
   
  If an Animist releases their companion from 
  service or it dies, the Animist may gain a new one 
  by performing a ritual that lasts 24 hours and uses 
  100 gold worth of magical materials. Losing a 
  companion familiar is a traumatic experience, 
  irrespective of whether it occurs through decision or 
  ill fate. The Animist must make a Fortitude save vs. 
  DC 15 or lose 200 experience per Animist level. If 
  the save is made, the character loses only 100 
  experience points per Animist level. This can lower 
  a character by levels (see the DMG for rules for 
  losing levels) but cannot lower a character’s total 
  Experience points below 0. Unlike a Wizard or 
  Sorcerer, if a n Animist loses a Companion Familiar, 
  they are not required to wait any particular length 
  of time until they are able summon a new one.  
   
   
  An Animist of 4th level or higher may select 
  from an alternate list of animals (see Table Green 
  10). Should a companion familiar be selected from 
  the alternate list, the creature gains abilities from 
  Table Green 8 as if the Animist were lower in level. 
  Subtract the value indicated from the Animist’s 
  actual level when determining the creature’s 
  abilities. An Animist cannot select an animal that 
  would result in an effective level of 0 or less.  
   
   
  The 
  abilities 
  of 
  that the relationship 
  develops increase as the character gains levels. Table 
  Green 8 indicates the level dependant abilities that 
  Companion familiars gain. Each of the following 
  abilities are affected as time goes on: 
  Table Green 8: Companion familiar Level Abilities 
  Level HD, Nat Armr 
  Int 
  Str, Dex Special 
  1 
  0 
  6 
  1 
  Evasion, Share Spells, Empathic Link, Minimum HP (5) 
  2 
  1 
  6 
  1 
   
  3 
  2 
  7 
  1 
  Deliver touch spells 
  4 
  2 
  7 
  2 
   
  5 
  3 
  8 
  2 
  Speak with Master 
  6 
  4 
  8 
  2 
  Devotion +4 will 
  7 
  4 
  9 
  3 
  Speak with Animals of Kind 
  8 
  5 
  9 
  3 
  Improve Speed +10’ 
  9 
  6 
  10 
  3 
  Multiattack 
  10 
  6 
  10 
  4 
  Improved evasion (or Animal Growth 1/day) 
  11 
  7 
  11 
  4 
  Spell Resistance, Command Animals of kind 1/day per 2 levels. 
  12 
  8 
  11 
  4 
   
  13 
  8 
  12 
  5 
  Scry 1/day on Familiar 
  14 
  9 
  12 
  5 
   
  15 
  10 
  13 
  5 
   
  16 
  10 
  13 
  6 
   
  17 
  11 
  14 
  6 
   
  18 
  12 
  14 
  6 
   
  19 
  12 
  15 
  7 
   
  20 
  13 
  15 
  7 
   
  
  10 
  Hit Dice and Basic Abilities 
   
   
  The Companion familiar gains an 8-sided 
  hit dice and normal Constitution bonus. The 
  creature gains all the respective abilities that this 
  entails (skills, hit points, feats, saving throws and 
  base attack bonuses)  
   
  The Companion familiar is treated as having 
  a minimum Hit Dice of 1, with a minimum Hit point 
  total at 1st level of 5 points irrespective of the 
  creature type. This advances as per table 8 as the 
  Animist gains levels. 
   
  The Companion familiars have a base attack 
  bonus equal to that of the Animist.  
   
  Saving Throws for the Companion familiar 
  are the same as the Animist’s saving throws, or an 
  animal of the Creatures hit dice, which ever is better. 
  Animals have good Fortitude and Reflex saves. Note 
  that the creature does not benefit from bonuses that 
  the Animist receives from magic or statistics, using 
  only the ones that it possesses.  
   
  The Companion familiar can use any of the 
  Animist’s skills, with its own statistic modifiers, or 
  the creature’s own skills that each advance exactly 
  as a creature of the animal’s type (see the Monster 
  Manual) 
   
  Natural Armour 
   
   
  A bonus to Armour Class is granted as a 
  Natural Armour bonus for the Companion familiar. 
   
  Intelligence, Strength, Dexternity 
   
   
  The Companion familiar’s base statistics 
  increase as levels increase based on the chart. 
  Table Green 9: Base Companion familiars 
   
  Animal 
  Bonus Animist Abilities 
  Bonus Creature Abilities 
  Bat 
  Listen +3, Will +2, Alertness 
  Improved evasion, 1d3-5 damage 
  Toad 
  Hit Points +3, Will +2, Alertness 
  Improved evasion, 1d3-5 damage 
  Rat 
  Fortitude +2, Will +2, Alertness 
  Improved evasion  
  Donkey 
  Balance +3, Will +2, Alertness 
  Improved evasion  
  Lizard 
  Climb +3, Will +2, Alertness 
  Improved evasion  
  Monkey 
  Jump +3, Will +2, Alertness 
  Improved evasion  
  Raven 
  Appraise +3, Will +2, Alertness 
  Improved evasion, 1 language spoken 
  Cat 
  Move Silent +3, Alertness 
  Improved evasion  
  Owl 
  Spot (dark) +3, Alertness 
  Improved evasion  
  Pony 
  Ride +3, Alertness 
  Improved evasion  
  Weasel 
  Reflex Save +2, Alertness 
  Improved evasion  
  Dire Rat 
  Survival +3, Alertness 
  Improved evasion  
  Dog 
  Listen +3, Alertness 
  Improved evasion  
  Hawk 
  Spot (light) +3, Alertness 
  Improved evasion  
  Snake, Tiny Viper 
  Bluff +3, Alertness 
  Improved evasion  
  Baboon 
  Alertness 
  Improved evasion  
  Badger 
  Alertness 
  Improved evasion  
  Eagle 
  Alertness 
  Improved evasion  
  Pony, War 
  Alertness 
  Improved evasion  
  Porpoise 
  Alertness 
  Improved evasion  
  Snake, Small Viper 
  Alertness 
  Improved evasion  
  Camel 
  N/A 
  N/A 
  Dog, Riding 
  N/A 
  N/A 
  Horse, heavy 
  N/A 
  N/A 
  Horse, light 
  N/A 
  N/A 
  Hyena 
  N/A 
  N/A 
  Manta Ray 
  N/A 
  N/A 
  Mule 
  N/A 
  N/A 
  Octopus  
  N/A 
  N/A 
  Shark, Medium 
  N/A 
  N/A 
  Snake, Medium Viper N/A 
  N/A 
  Squid 
  N/A 
  N/A 
  Warhorse, Light 
  N/A 
  N/A 
  Wolf 
  N/A 
  N/A 
  
  11 
  Evasion (Ex) 
   
   
  If a Companion Familiar is subjected to an 
  attack that normally requires a Reflex Saving Throw 
  for half damage, it takes no damage on a successful 
  save.  
   
  Share Spells (Ex) 
   
   
  At the Animist’s option, they may have any 
  spell (but not any spell-like ability) they use on 
  themself also affect the Companion familiar. The 
  Companion familiar must be within 5 feet of the 
  Animist at the time of casting to receive the benefit. 
  If the spell has an effect other than instantaneous it 
  stops affecting the Companion familiar if it moves 
  further away than 5 feet, and will not affect the 
  animal again even if it should return to within 5 feet 
  from the caster. Additionally an Animist may cast 
  any spell with a target of “you” on the Companion 
  familiar as a range touch spell instead of on 
  themselves. Spells can be shared even if they are not 
  normally able to be cast on the creature type of the 
  Companion familiar.  
  Empathic Link (Su) 
   
   
  The master has an empathic link with the 
  companion familiar out to a distance of one mile. It 
  is not possible to use the creature’s senses, only to 
  communicate feelings and emotions. Note that low 
  level companion familiars may have issues making 
  themselves be understood, given their lower 
  intelligence. And always remember that the familiar 
  is unlikely to have the same perspective as a human. 
  The Animist does gain the connection of location 
  through their companion familiar, for such spells as 
  Teleport or Scry. 
   
   
  Deliver Touch Spells (Su) 
   
   
  If the Animist is 3rd level or higher, their 
  companion familiar can deliver Touch attack spells 
  for them. If the caster and the familiar are in contact 
  at the time that the spell is cast, the caster can 
  designate the Companion familiar as the ‘toucher’. 
  The Companion familiar can then deliver the touch 
  spell just as the master could.  
   
  As usual, if the master should cast another 
  spell before the touch attach is discharged, the 
  original touch spell will dissipate.  
   
  Speak with Master (Ex) 
   
   
  At the Animist’s 5th level the companion 
  familiar can converse with the Animist verbally as if 
  they were using a common language. Other 
  creatures do not understand this communication. 
   
  Devotion (Ex) 
   
   
  A companion familiar‘s devotion to its 
  master is so complete that it gains a +4 moral bonus 
  to Will saves against enchantment spells and effects. 
  Table Green 10: Alternate Animals  
   
   
   
   
  Animal 
  Min Level Level Modifier Animal 
  Min Level Level Modifier
  Ape 
  4th 
  Level -3 
  Bear, Polar 
  7th 
  Level -6 
  Bear, Black 
  4th 
  Level -3 
  Crocodile, Giant 
  7th 
  Level -6 
  Bison 
  4th 
  Level -3 
  Dire Boar 
  7th 
  Level -6 
  Boar 
  4th 
  Level -3 
  Dire Wolverine 
  7th 
  Level -6 
  Cheetah 
  4th 
  Level -3 
  Rhinoceros 
  7th 
  Level -6 
  Crocodile 
  4th 
  Level -3 
  Shark, Huge 
  7th 
  Level -6 
  Dire Badger 
  4th 
  Level -3 
  Tiger 
  7th 
  Level -6 
  Dire Bat 
  4th 
  Level -3 
  Dire Lion 
  10th 
  Level -9 
  Dire Weasel 
  4th 
  Level -3 
  Snake, Constrictor Giant 
  10th 
  Level -9 
  Leopard 
  4th 
  Level -3 
  Whale, Orca 
  10th 
  Level -9 
  Lizard, Monitor 
  4th 
  Level -3 
  Dinosaur, Megaraptor 
  10th 
  Level -9 
  Shark, Large 
  4th 
  Level -3 
  Whale, Baleen 
  10th 
  Level -9 
  Snake, Constrictor 
  4th 
  Level -3 
  Dinosaur, Elamosaurus 
  13th 
  Level -12 
  Snake, Huge Viper 
  4th 
  Level -3 
  Dire Bear 
  13th 
  Level -12 
  Warhorse, Heavy 
  4th 
  Level -3 
  Elephant 
  13th 
  Level -12 
  Wolverine 
  4th 
  Level -3 
  Whale, Cachalot 
  13th 
  Level -12 
  Dinosaur, Demonychus 
  7th 
  Level -6 
  Dinosaur, Tyrannosaurus 
  13th 
  Level -12 
  Dire Ape 
  7th 
  Level -6 
  Dire Tiger 
  13th 
  Level -12 
  Dire Wolf 
  7th 
  Level -6 
  Octopus, Giant 
  13th 
  Level -12 
  Lion 
  7th 
  Level -6 
  Dinosaur, Triceratops 
  16th 
  Level -15 
  Snake, Large Viper 
  7th 
  Level -6 
  Dire Shark 
  16th 
  Level -15 
  Bear, Brown 
  7th 
  Level -6 
  Squid, giant 
  16th 
  Level -15 
  
  12 
  Speak with Animals of Kind (Ex) 
   
   
  At the Animist’s 7th level, the companion 
  familiar 
  can 
  communicate 
  with 
  animals 
  of 
  approximately the same kinds as itself. Such 
  communication is limited by the intelligence of the 
  conversing creatures. 
   
  Improve Speed (Ex) 
   
   
  At the Animist’s 8th level, the companion 
  familiar gains a +10’ per round increase in speed. 
   
  Multiattack 
   
   
  A Companion Familiar gains Multiattack as 
  a bonus feat if it has three or more natural attacks 
  (see the Monster Manual for details on this feat) and 
  does not already have this feat. If it does not have 
  the requisite three or more attacks, the companion 
  familiar gains a second attack with its primary 
  natural weapon with a –5 penalty instead. 
   
  Improved Evasion (Ex) 
   
   
  When subject to an attack that normally 
  allows a reflex saving throw for half damage, a 
  companion familiar takes no damage if it makes a 
  successful saving throw and only half damage if the 
  saving throw fails. If the Companion Familiar has 
  Improved Evasion already when the Animist 
  reaches 10th level, then it instead gains the ability to 
  use Animal Growth on itself as a Spell Like ability 
  once per day.  
   
  Spell Resistance (Ex) 
   
   
  When the Animist reaches 11th level, their 
  companion familiar gains spell resistance equal to 
  their master’s level +5. 
  Command Animals of Kind (Ex) 
   
   
  Once per day per two Animist levels, the 
  companion familiar of an Animist of level 11 or 
  higher can issue a Command as per the spell upon 
  any creatures of the same approximate type as the 
  creature (horses to horses and ponies, dogs to 
  wolves and dogs, etc). If the companion familiar is 
  doing this as a secondary action (for example, while 
  being ridden or attacking) it must succeed in a 
  Concentration check vs. DC 21 to succeed in using 
  this ability, and failures will count against the total 
  number of daily usages. The DC to resist this 
  command is 10 + half the Animist level + the 
  Animist’s Charisma modifier. 
   
  Scry 
   
   
  Once per day, after the Animist reaches 13th 
  level, they can use the Scry spell upon the familiar.  
   
  Note: Base Companion familiar abilities 
   
   
  Some companion familiars are of a lower 
  challenge rating level than others. As such, Animists 
  choosing 
  them 
  and the companion familiars 
  themselves gain bonus powers and abilities to 
  compensate. In particular, there are bonuses to 
  skills, feats and saving throws depending on the 
  kind of creature. The creatures in turn might gain 
  some base damage abilities, the ability to speak a 
  language or might begin with improved evasion as 
  opposed to the simple evasion that others start with. 
   
   
  Note that in some universes, a designer may 
  wish to allow other creature types (giant vermin, 
  aberrations, 
  or 
  even 
  other 
  humanoids) 
  as 
  companion familiars. If you do choose to allow this 
  option, simply use the following information to 
  allocate a negative level dependent upon the 
  Challenge Rating of the creature: 
   
  CR 
  Minimum Level 
  Level Modifier 
  <1 
  1 
  0 
  1 
  1 
  0 
  2 
  4 
  -3 
  3-4 
  7 
  -6 
  5-6 
  10 
  -9 
  7-8 
  13 
  -12 
  9-10 
  16 
  -15 
  11-12 
  19 
  -18 
   
  Totem (Ex) 
   
   
  At 3rd level, Animists begin to learn to tap 
  power from nature. They can establish a mystical 
  connection between themselves and one aspect of 
  nature. For Biomancers this tends to be a species of 
  animal, usually also manifest in their Familiar. For 
  Environmentalists, this is usually manifest in a 
  particular natural occurrence of wind or water (a 
  phase of the tide, or direction of wind, or when it 
  rains or hails or shines). For Symbionts, this focus is 
  usually manifest at critical life events like emergence 
  from chrysalis, birth, social festivals, sex or death.  
   
   
  The Animist learns to draw power from 
  their totem a number of times per day equal to their 
  Animist level divided by 3 (once at 3rd, twice at 6th 
  and so on). The ability can only be used when there 
  is a connection present to the Totemic element, so 
  the familiar or an animal of kind must be within 5 
  foot for a Biomancer to use this ability, running 
  water, rain, or wind must be present for the 
  Environmentalist, and Symbionts need to be in the 
  location where a major life event happened or is 
  happening, or be in the presence of believers to use 
  this power. In each case, the character can fashion a 
  
  13 
  Fetish of the Totemic Image as a connection for the 
  purpose of evoking this power, at a cost of 100 gold 
  and 8 hours of rituals, and the fetish acts as a 
  substitute for the needed connection.  
   
  Each used of this ability lasts 3 + the 
  Animist’s (potentially modified) Charisma bonus in 
  rounds. There are three possible uses for this ability: 
   
  • 
  Nature’s Fury: The Animist gains +4 natural 
  bonus to Strength and Constitution. 
  • 
  Primal Persona: The Animist’s Charisma and 
  Intelligence both gain a +4 natural bonus. 
  • 
  Pure Intuition: The Animist gains +4 to Wisdom 
  and Dexterity. 
   
  There are no limits to the Animist’s abilities 
  while they are evoking their Totem, and there are no 
  disadvantages after a Totemic power wears off. It is 
  a move equivalent action to activate this ability and 
  only one aspect may be evoked at any one time. 
   
  Enhanced Totem 
   
   
  At 10th level the Totemic powers of the 
  Animist are increased to +6 to the relevant abilities 
  when the character is enhanced. 
   
  Ultimate Totem 
   
   
  At 20th level the Totemic powers of the 
  Animist are increased to +8 to the relevant abilities 
  when the character is enhanced. 
   
  Tap Nature 
   
   
  At 14th level an Animist can attempt to tap 
  Nature whenever they cast a spell so that Nature 
  itself provides the spell energy instead of the 
  Animist. The Animist can use this ability a number 
  of times per day equal to the character’s class level 
  divided by 2. This ability is more difficult to use in 
  unnatural settings or in places far from living things 
  or the wind and waves (2 uses per attempt). If the 
  ability succeeds, the spell is cast and the Animist 
  retains the memorised spell. Using this ability 
  requires a Concentration roll vs. DC 20 + the Spell 
  level, and this attempt is a free action that occurs 
  simultaneously with the spell casting. If the Animist 
  rolls a 1 when attempting to Tap Nature, they suffer 
  a backlash as Nature draws back the power the 
  Animist sought to Tap. The Animist’s caster level is 
  halved (round up) for the next (spell level) rounds.  
   
  Bonus Feats 
   
   
  The Animist gains the Scribe Scroll feat at 1st 
  level, much as a wizard does. This enables the 
  Animist to create magic scrolls. The Animist also 
  gains the Brew Potion feat as a bonus feat at 2nd 
  level, which enables them to create magic potions.  
   
  Ex-Animists 
   
   
  Animist multiclassing is handled the same 
  as Specialist Wizard multiclassing. The spell abilities 
  of the Animist are not cumulative with any other 
  spellcasing abilities. Note that the Companion 
  Familiar will continue to advance in power if the 
  alternate class(es) that the character learns also has 
  familiars, animal companions or mounts. For 
  Ranger/Animists treat the equivalent class of 
  Animist for Companion Familiar purposes as being 
  equal to the Animist Level plus half of the Ranger 
  Level, rounded down. For Animist/Druids, Animist 
  Sorcerers or Animist/Wizards, simply total the 
  levels. For Animist Paladins, total the levels if the 
  Paladin class has reached sufficient level to gain a 
  mount, or else simply use the Animist level. This 
  rule supersedes the standard rules regarding 
  familiars and animal companions and mounts. 
  Otherwise Animists are free to multiclass as per the 
  normal rules. There are some cases of multiclassing 
  with other chromatic magic classes in which the 
  spell casting abilities become cumulative. Please see 
  the Colours of Magic: Chrome for more details. 
   
  Human Animist Starting Package 
   
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Dagger (1d3, critical 19-20. x2, 1lb, 
  range increment 10) 
  Skill selection Pick a number of skills equal to 5+ 
  Int. Modifier: 
  Skill 
  Ranks Ability Armor Penalty 
  Concentration 
  4 
  Con 
  - 
  Handle Animal 
  4 
  Cha 
  - 
  Heal 
  4 
  Wis 
  - 
  Hide 
  3 
  Dex 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Knowledge (Nature) 
  4 
  Ine 
  - 
  Listen 
  4 
  Wis 
  +3* 
  Move Silently 
  4 
  Dex 
  - 
  Ride 
  4 
  Dex 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Spot 
  4 
  Wis 
  - 
  Survival 
  4 
  Wis 
  - 
  Feats 
  Scribe 
  Scroll, 
  Simple Weapons, 
  Toughness, Environment Domain 
  power, Endurance, Alertness*. 
  Spell Book 
  Calm 
  Animals, 
  Create 
  Water, 
  Obscuring mist, Magic Fang 
  Gear 
  Robes, scroll case, 8 sheets of paper, 
  ink, pen, spell components pouch, 
  spell book, packed lunch. 
  Companion* 
  Dog (see MM and notes here) 
  Gold 
   
  6d4gp
  
  14 
  AAppppeennddiixx::  G
  Grreeeenn  SSppeellllss 
   
  Level 0 Green Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Calm Animals 
  Biomancy 
  0 
  0 
  Create Water 
  Environment 
  0 
  0 
  Pass without Trace 
  Symbiosis 
  0 
  0 
   
  Calm Animals 
  Green (Biomancy) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Animal 1, Drd 1, Rgr 1, Green 0, Biomancy 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Animals within 30 ft. of each other 
  Duration: 1 min./level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  This spell soothes and quiets animals, rendering them docile and 
  harmless. Only ordinary animals (those with Intelligence scores 
  of 1 or 2) can be affected by this spell. All the subjects must be of 
  the same kind, and no two may be more than 30 feet apart. The 
  maximum number of Hit Dice of animals you can affect is equal 
  to 2d4 + caster level. A dire animal or an animal trained to attack 
  or guard is allowed a saving throw; other animals are not. 
  The affected creatures remain where they are and do not attack or 
  flee. They are not helpless and defend themselves normally if 
  attacked. Any threat breaks the spell on the threatened creatures. 
   
  Create Water 
  Green (Environment) - Conjuration (Creation) [Water] 
  Level: Clr 0, Drd 0, Pal 1, Green 0, Environment 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Up to 2 gallons of water/level 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell generates wholesome, drinkable water, just like clean 
  rain water. Water can be created in an area as small as will 
  actually contain the liquid, or in an area three times as large—
  possibly creating a downpour or filling many small receptacles. 
  Note: Conjuration spells can’t create substances or objects within a 
  creature. Water weighs about 8 pounds per gallon. One cubic foot 
  of water contains roughly 8 gallons and weighs about 60 pounds. 
   
   
  Pass without Trace 
  Green (Symbiosis) - Transmutation 
  Level: Drd 1, Rgr 1, Green 0, Symbiosis 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One creature/level touched 
  Duration: 1 hour/level (D) 
   
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject or subjects can move through any type of terrain and 
  leave neither footprints nor scent. Tracking the subjects is 
  impossible by nonmagical means. 
   
   
  Biomancy 
  level Environment 
  level Symbiosis 
  level 
  Calm Animals 
  0 
  Create Water 
  0 
  Pass without Trace 
  0 
  Charm Animal 
  1 
  Obscuring Mist 
  1 
  Magic Fang 
  1 
  Detect Animals or Plants 
  1 
   
   
  Shillelagh 
  1 
  Hide from Animals 
  1 
   
   
   
   
  Speak with Animals 
  1 
   
   
   
   
  Summon Nature's Ally I 
  1 
   
   
   
   
  Animal Messenger 
  2 
  Fog Cloud 
  2 
  Barkskin 
  2 
  Animal Trance 
  2 
  Gust of Wind 
  2 
  Tree Shape 
  2 
  Summon Nature's Ally II 
  2 
  Whispering Wind 
  2 
  Wood Shape 
  2 
  Summon Swarm 
  2 
   
   
   
   
  Summon Nature's Ally III 
  3 
  Gaseous Form 
  3 
  Magic Fang, Greater 
  3 
  Speak with Plants 
  3 
  Stinking Cloud 
  3 
  Plant Growth 
  3 
   
   
  Water Breathing 
  3 
   
   
   
   
  Water Walk 
  3 
   
   
   
   
  Wind Wall 
  3 
   
   
  Summon Nature's Ally IV 
  4 
  Air Walk 
  4 
  Heal Mount 
  4 
  Repel Vermin 
  4 
  Control Water 
  4 
   
   
  Command Plants 
  4 
  Solid Fog 
  4 
   
   
  Summon Nature's Ally V 
  5 
  Control Winds 
  5 
  Tree Stride 
  5 
  Insect Plague 
  5 
   
   
   
   
  Summon Nature's Ally VI 
  6 
  Commune with Nature 
  6 
  Ironwood 
  6 
   
   
   
   
  Liveoak 
  6 
   
   
   
   
  Transport via Plants 
  6 
  Summon Nature's Ally VII 
  7 
  Wind Walk 
  7 
  Animate Plants 
  7 
  Creeping Doom 
  7 
   
   
  Changestaff 
  7 
  Summon Nature's Ally VIII 
  8 
  Control Weather 
  8 
  Animal Shapes 
  8 
  Control Plants 
  8 
   
   
   
   
  Summon Nature's Ally IX 
  9 
  Whirlwind 
  9 
  Shambler 
  9 
  
  15 
  Level 1 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Charm Animal 
  Biomancy 
  1 
  Detect Animals or Plants Biomancy 
  1 
  Hide from Animals 
  Biomancy 
  1 
  Speak with Animals 
  Biomancy 
  1
  1
  Summon Nature's Ally I Biomancy 
  1 
  Obscuring Mist 
  Environment 
  1
  1
  Magic Fang 
  Symbiosis 
  1 
  Shillelagh 
  Symbiosis 
  1
  1
   
  Charm Animal 
  Green (Biomancy) - Enchantment (Charm) [Mind-Affecting] 
  Level: Drd 1, Rgr 1, Green 1 
  Target: One animal 
  This spell functions like charm person, except that it affects a 
  creature of the animal type. 
   
  Detect Animals or Plants 
  Green (Biomancy) - Divination 
  Level: Drd 1, Rgr 1, Green 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You can detect a particular kind of animal or plant in a cone 
  emanating out from you in whatever direction you face. You 
  must think of a kind of animal or plant when using the spell, but 
  you can change the animal or plant kind each round. The amount 
  of information revealed depends on how long you search a 
  particular area or focus on a specific kind of animal or plant. 
  1st Round: Presence or absence of that kind of animal or plant in 
  the area. 
  2nd Round: Number of individuals of the specified kind in the 
  area, and the condition of the healthiest specimen. 
  3rd Round: The condition (see below) and location of each 
  individual present. If an animal or plant is outside your line of 
  sight, then you discern its direction but not its exact location. 
  Conditions: For purposes of this spell, the categories of condition 
  are as follows: 
  Normal: Has at least 90% of full normal hit points, free of disease. 
  Fair: 30% to 90% of full normal hit points remaining. 
  Poor: Less than 30% of full normal hit points remaining, afflicted 
  with a disease, or suffering from a debilitating injury. 
  Weak: 0 or fewer hit points remaining, afflicted with a disease in 
  the terminal stage, or crippled. 
  If a creature falls into more than one category, the spell indicates 
  the weaker of the two. 
  Each round you can turn to detect a kind of animal or plant in a 
  new area. The spell can penetrate barriers, but 1 foot of stone, 1 
  inch of common metal, a thin sheet of lead, or 3 feet of wood or 
  dirt blocks it. 
   
  Hide from Animals 
  Green (Biomancy) - Abjuration 
  Level: Drd 1, Rgr 1, Green 1 
  Components: S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One creature touched/level 
  Duration: 10 min./level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  Animals cannot see, hear, or smell the warded creatures. Even 
  extraordinary or supernatural sensory capabilities, such as 
  blindsense, blindsight, scent, and tremorsense, cannot detect or 
  locate warded creatures. Animals simply act as though the 
  warded creatures are not there. If a warded character touches an 
  animal or attacks any creature, even with a spell, the spell ends 
  for all recipients. 
   
  Speak with Animals 
  Green (Biomancy) - Divination 
  Level: Brd 3, Drd 1, Rgr 1, Green 1, Biomancy 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You can comprehend and communicate with animals. You are 
  able to ask questions of and receive answers from animals, 
  although the spell doesn’t make them any more friendly or 
  cooperative than normal. Furthermore, wary and cunning 
  animals are likely to be terse and evasive, while the more stupid 
  ones make inane comments. If an animal is friendly toward you, 
  it may do some favor or service for you. 
   
  Summon Nature’s Ally I 
  Green (Biomancy) - Conjuration (Summoning) 
  Level: Drd 1, Rgr 1, Green 1 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell summons a natural creature. It appears where you 
  designate and acts immediately, on your turn. It attacks your 
  opponents to the best of its ability. If you can communicate with 
  the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. 
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment 
  that cannot support them. 
  The spell conjures one of the creatures from the 1st-level list on 
  the accompanying Summon Nature’s Ally table. You choose 
  which kind of creature to summon, and you can change that 
  choice each time you cast the spell. All the creatures on the table 
  are neutral unless otherwise noted. 
  1st Level 
  Dire rat 
  Eagle (animal) 
  Monkey (animal) 
  Octopus1 (animal) 
  Owl (animal) 
  Porpoise1 (animal) 
  Snake, Small viper (animal) 
  Wolf (animal) 
   
  Obscuring Mist 
  Green (Environment) - Conjuration (Creation) 
  Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1, Green 1, 
  Environment 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  A misty vapor arises around you. It is stationary once created. 
  The vapor obscures all sight, including darkvision, beyond 5 feet. 
  A creature 5 feet away has concealment (attacks have a 20% miss 
  chance). Creatures farther away have total concealment (50% 
  miss chance, and the attacker cannot use sight to locate the 
  target). 
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the fog in 4 rounds. A strong wind (21+ mph) disperses 
  the fog in 1 round. A fireball, flame strike, or similar spell burns 
  away the fog in the explosive or fiery spell’s area. A wall of fire 
  burns away the fog in the area into which it deals damage. 
  This spell does not function underwater. 
   
  
  16 
  Magic Fang 
  Green (Symbiosis) - Transmutation 
  Level: Drd 1, Rgr 1, Green 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Magic fang gives one natural weapon of the subject a +1 
  enhancement bonus on attack and damage rolls. The spell can 
  affect a slam attack, fist, bite, or other natural weapon. (The spell 
  does not change an unarmed strike’s damage from nonlethal 
  damage to lethal damage.) 
  Magic fang can be made permanent with a permanency spell. 
   
  Shillelagh 
  Green (Symbiosis) - Transmutation 
  Level: Drd 1, Green 1, Symbiosis 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched nonmagical oak club or quarterstaff 
  Duration: 1 min./level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  Your own nonmagical club or quarterstaff becomes a weapon 
  with a +1 enhancement bonus on attack and damage rolls. (A 
  quarterstaff gains this enhancement for both ends of the weapon.) 
  It deals damage as if it were two size categories larger (a Small 
  club or quarterstaff so transmuted deals 1d8 points of damage, a 
  Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. 
  These effects only occur when the weapon is wielded by you. If 
  you do not wield it, the weapon behaves as if unaffected by this 
  spell. 
   
  Level 2 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Animal Messenger 
  Biomancy 
  2 
   
  Animal Trance 
  Biomancy 
  2 
  2 
  Summon Nature's Ally II Biomancy 
  2 
   
  Summon Swarm 
  Biomancy 
  2 
   
  Fog Cloud 
  Environment 
  2 
   
  Gust of Wind 
  Environment 
  2 
  2 
  Whispering Wind 
  Environment 
  2 
   
  Barkskin 
  Symbiosis 
  2 
  2 
  Tree Shape 
  Symbiosis 
  2 
   
  Wood Shape 
  Symbiosis 
  2 
   
  Animal Messenger 
  Green (Biomancy) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Drd 2, Rgr 1, Green 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One Tiny animal 
  Duration: One day/level 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  You compel a Tiny animal to go to a spot you designate. The 
  most common use for this spell is to get an animal to carry a 
  message to your allies. The animal cannot be one tamed or 
  trained by someone else, including such creatures as familiars 
  and animal companions. 
  Using some type of food desirable to the animal as a lure, you call 
  the animal to you. It advances and awaits your bidding. You can 
  mentally impress on the animal a certain place well known to you 
  or an obvious landmark. The directions must be simple, because 
  the animal depends on your knowledge and can’t find a 
  destination on its own. You can attach some small item or note to 
  the messenger. The animal then goes to the designated location 
  and waits there until the duration of the spell expires, whereupon 
  it resumes its normal activities. 
  During this period of waiting, the messenger allows others to 
  approach it and remove any scroll or token it carries. The 
  intended recipient gains no special ability to communicate with 
  the animal or read any attached message (if it’s written in a 
  language he or she doesn’t know, for example). 
  Material Component: A morsel of food the animal likes. 
   
   
  Animal Trance 
  Green (Biomancy) - Enchantment (Compulsion) [Mind-Affecting, 
  Sonic] 
  Level: Brd 2, Drd 2, Green 2, Biomancy 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Animals or magical beasts with Intelligence 1 or 2 
  Duration: Concentration 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  Your swaying motions and music (or singing, or chanting) 
  compel animals and magical beasts to do nothing but watch you. 
  Only a creature with an Intelligence score of 1 or 2 can be 
  fascinated by this spell. Roll 2d6 to determine the total number of 
  HD worth of creatures that you fascinate. The closest targets are 
  selected first until no more targets within range can be affected. 
  A magical beast, a dire animal, or an animal trained to attack or 
  guard is allowed a saving throw; an animal not trained to attack 
  or guard is not. 
   
  Summon Nature’s Ally II 
  Green (Biomancy) - Conjuration (Summoning) 
  Level: Drd 2, Rgr 2, Green 2 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 2nd-level creature or 1d3 1st-level creatures of 
  the same kind. 
  2nd Level 
  Bear, black (animal) 
  Crocodile (animal) 
  Dire badger 
  Dire bat 
  Elemental, Small (any) 
  Hippogriff 
  Shark, Medium1 (animal) 
  Snake, Medium viper (animal) 
  Squid1 (animal) 
  Wolverine (animal) 
   
  Summon Swarm 
  Green (Biomancy) - Conjuration (Summoning) 
  Level: Brd 2, Drd 2, Sor/Wiz 2, Green 2 
  Components: V, S, M/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One swarm of bats, rats, or spiders 
  Duration: Concentration + 2 rounds 
  Saving Throw: None 
  Spell Resistance: No 
  You summon a swarm of bats, rats, or spiders (your choice), 
  which attacks all other creatures within its area. (You may 
  summon the swarm so that it shares the area of other creatures.) 
  If no living creatures are within its area, the swarm attacks or 
  pursues the nearest creature as best it can. The caster has no 
  control over its target or direction of travel. 
  Arcane Material Component: A square of red cloth. 
   
  Fog Cloud 
  Green (Environment) - Conjuration (Creation) 
  Level: Drd 2, Sor/Wiz 2, Water 2, Green 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. level) 
  Effect: Fog spreads in 20-ft. radius, 20 ft. high 
  
  17 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  A bank of fog billows out from the point you designate. The fog 
  obscures all sight, including darkvision, beyond 5 feet. A creature 
  within 5 feet has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, 
  and the attacker can’t use sight to locate the target). 
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round. 
  The spell does not function underwater. 
   
  Gust of Wind 
  Green (Environment) - Evocation [Air] 
  Level: Drd 2, Sor/Wiz 2, Green 2, Environment 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: Line-shaped gust of severe wind emanating out from you 
  to the extreme of the range 
  Duration: 1 round 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  This spell creates a severe blast of air (approximately 50 mph) 
  that originates from you, affecting all creatures in its path. 
  A Tiny or smaller creature on the ground is knocked down and 
  rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 
  feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet 
  and takes 2d6 points of nonlethal damage due to battering and 
  buffeting. 
  Small creatures are knocked prone by the force of the wind, or if 
  flying are blown back 1d6x10 feet. 
  Medium creatures are unable to move forward against the force 
  of the wind, or if flying are blown back 1d6x5 feet. 
  Large or larger creatures may move normally within a gust of 
  wind effect. 
  A gust of wind can’t move a creature beyond the limit of its range. 
  Any creature, regardless of size, takes a –4 penalty on ranged 
  attacks and Listen checks in the area of a gust of wind. 
  The force of the gust automatically extinguishes candles, torches, 
  and similar unprotected flames. It causes protected flames, such 
  as those of lanterns, to dance wildly and has a 50% chance to 
  extinguish those lights. 
  In addition to the effects noted, a gust of wind can do anything 
  that a sudden blast of wind would be expected to do. It can create 
  a stinging spray of sand or dust, fan a large fire, overturn delicate 
  awnings or hangings, heel over a small boat, and blow gases or 
  vapors to the edge of its range. 
  Gust of wind can be made permanent with a permanency spell. 
   
  Whispering Wind 
  Green (Environment) - Transmutation [Air] 
  Level: Brd 2, Sor/Wiz 2, Green 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 1 mile/level 
  Area: 10-ft.-radius spread 
  Duration: No more than 1 hour/level or until discharged 
  (destination is reached) 
  Saving Throw: None 
  Spell Resistance: No 
  You send a message or sound on the wind to a designated spot. 
  The whispering wind travels to a specific location within range that 
  is familiar to you, provided that it can find a way to the location. 
  A whispering wind is as gentle and unnoticed as a zephyr until it 
  reaches the location. It then delivers its whisper-quiet message or 
  other sound. Note that the message is delivered regardless of 
  whether anyone is present to hear it. The wind then dissipates. 
  You can prepare the spell to bear a message of no more than 
  twenty-five words, cause the spell to deliver other sounds for 1 
  round, or merely have the whispering wind seem to be a faint 
  stirring of the air. You can likewise cause the whispering wind to 
  move as slowly as 1 mile per hour or as quickly as 1 mile per 10 
  minutes. 
  When the spell reaches its objective, it swirls and remains in place 
  until the message is delivered. As with magic mouth, whispering 
  wind cannot speak verbal components, use command words, or 
  activate magical effects. 
   
   
   
  Barkskin 
  Green (Symbiosis) - Transmutation 
  Level: Drd 2, Rgr 2, Plant 2, Green 2, Symbiosis 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  Barkskin toughens a creature’s skin. The effect grants a +2 
  enhancement bonus to the creature’s existing natural armor 
  bonus. This enhancement bonus increases by 1 for every three 
  caster levels above 3rd, to a maximum of +5 at caster level 12th. 
  The enhancement bonus provided by barkskin stacks with the 
  target’s natural armor bonus, but not with other enhancement 
  bonuses to natural armor. A creature without natural armor has 
  an effective natural armor bonus of +0. 
   
  Tree Shape 
  Green (Symbiosis) - Transmutation 
  Level: Drd 2, Rgr 3, Green 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  By means of this spell, you are able to assume the form of a Large 
  living tree or shrub or a Large dead tree trunk with a small 
  number of limbs. The closest inspection cannot reveal that the 
  tree in question is actually a magically concealed creature. To all 
  normal tests you are, in fact, a tree or shrub, although a detect 
  magic spell reveals a faint transmutation on the tree. While in tree 
  form, you can observe all that transpires around you just as if you 
  were in your normal form, and your hit points and save bonuses 
  remain unaffected. You gain a +10 natural armor bonus to AC but 
  have an effective Dexterity score of 0 and a speed of 0 feet. You 
  are immune to critical hits while in tree form. All clothing and 
  gear carried or worn changes with you. 
  You can dismiss tree shape as a free action (instead of as a 
  standard action). 
   
   
   
   
   
   
   
   
  Wood Shape 
  Green (Symbiosis) - Transmutation 
  Level: Drd 2, Green 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched piece of wood no larger than 10 cu. ft. + 1 
  cu. ft./level 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  Wood shape enables you to form one existing piece of wood into 
  any shape that suits your purpose. While it is possible to make 
  crude coffers, doors, and so forth, fine detail isn’t possible. There 
  is a 30% chance that any shape that includes moving parts simply 
  doesn’t work. 
   
   
   
  
  18 
  Level 3 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Speak with Plants 
  Biomancy 
  3 
  3 
  Summon Nature's Ally III Biomancy 
  3 
   
  Gaseous Form 
  Environment 
  3 
   
  Stinking Cloud 
  Environment 
  3 
   
  Water Breathing 
  Environment 
  3 
   
  Water Walk 
  Environment 
  3 
   
  Wind Wall 
  Environment 
  3 
  3 
  Magic Fang, Greater 
  Symbiosis 
  3 
  3 
  Plant Growth 
  Symbiosis 
  3 
   
   
  Speak with Plants 
  Green (Biomancy) - Divination 
  Level: Brd 4, Drd 3, Rgr 2, Green 3, Biomancy 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You can comprehend and communicate with plants, including 
  both normal plants and plant creatures. You are able to ask 
  questions of and receive answers from plants. A regular plant’s 
  sense of its surroundings is limited, so it won’t be able to give (or 
  recognize) detailed descriptions of creatures or answer questions 
  about events outside its immediate vicinity. 
  The spell doesn’t make plant creatures any more friendly or 
  cooperative than normal. Furthermore, wary and cunning plant 
  creatures are likely to be terse and evasive, while the more stupid 
  ones may make inane comments. If a plant creature is friendly 
  toward you, it may do some favor or service for you. 
   
  Summon Nature’s Ally III 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Drd 3, Rgr 3, Green 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 3rd-level creature, 1d3 2nd-level creatures of 
  the same kind, or 1d4+1 1st-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  Ape (animal) 
  Dire weasel 
  Dire wolf 
  Eagle, giant [NG] 
  Lion 
  Owl, giant [NG] 
  Satyr [CN; without pipes] 
  Shark, Large1 (animal) 
  Snake, constrictor (animal) 
  Snake, Large viper (animal) 
  Thoqqua 
   
  Gaseous Form 
  Green (Environment) - Transmutation 
  Level: Air 3, Brd 3, Sor/Wiz 3, Green 3 
  Components: S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing corporeal creature touched 
  Duration: 2 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  The subject and all its gear become insubstantial, misty, and 
  translucent. Its material armor (including natural armor) becomes 
  worthless, though its size, Dexterity, deflection bonuses, and 
  armor bonuses from force effects still apply. The subject gains 
  damage reduction 10/magic and becomes immune to poison and 
  critical hits. It can’t attack or cast spells with verbal, somatic, 
  material, or focus components while in gaseous form. (This does 
  not rule out the use of certain spells that the subject may have 
  prepared using the feats Silent Spell, Still Spell, and Eschew 
  Materials.) The subject also loses supernatural abilities while in 
  gaseous form. If it has a touch spell ready to use, that spell is 
  discharged harmlessly when the gaseous form spell takes effect. 
  A gaseous creature can’t run, but it can fly at a speed of 10 feet 
  (maneuverability perfect). It can pass through small holes or 
  narrow openings, even mere cracks, with all it was wearing or 
  holding in its hands, as long as the spell persists. The creature is 
  subject to the effects of wind, and it can’t enter water or other 
  liquid. It also can’t manipulate objects or activate items, even 
  those carried along with its gaseous form. Continuously active 
  items remain active, though in some cases their effects may be 
  moot. 
  Arcane Material Component: A bit of gauze and a wisp of smoke. 
   
  Stinking Cloud 
  Green (Environment) - Conjuration (Creation) 
  Level: Sor/Wiz 3, Green 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; see text 
  Spell Resistance: No 
  Stinking cloud creates a bank of fog like that created by fog cloud, 
  except that the vapors are nauseating. Living creatures in the 
  cloud become nauseated. This condition lasts as long as the 
  creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll 
  separately for each nauseated character.) Any creature that 
  succeeds on its save but remains in the cloud must continue to 
  save each round on your turn. 
  Stinking cloud can be made permanent with a permanency spell. A 
  permanent stinking cloud dispersed by wind reforms in 10 
  minutes. 
  Material Component: A rotten egg or several skunk cabbage leaves. 
   
  Water Breathing 
  Green (Environment) - Transmutation 
  Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3, Green 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 2 hours/level; see text 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can breathe water freely. Divide the 
  duration evenly among all the creatures you touch. 
  The spell does not make creatures unable to breathe air. 
  Arcane Material Component: A short reed or piece of straw. 
   
  Water Walk 
  Green (Environment) - Transmutation [Water] 
  Level: Clr 3, Rgr 3, Green 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One touched creature/level 
  Duration: 10 min./level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can tread on any liquid as if it were 
  firm ground. Mud, oil, snow, quicksand, running water, ice, and 
  even lava can be traversed easily, since the subjects’ feet hover an 
  inch or two above the surface. (Creatures crossing molten lava 
  still take damage from the heat because they are near it.) The 
  subjects can walk, run, charge, or otherwise move across the 
  surface as if it were normal ground. 
  If the spell is cast underwater (or while the subjects are partially 
  or wholly submerged in whatever liquid they are in), the subjects 
  are borne toward the surface at 60 feet per round until they can 
  stand on it. 
   
  
  19 
  Wind Wall 
  Green (Environment) - Evocation [Air] 
  Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Green 3, Environment 
  3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall up to 10 ft./level long and 5 ft./level high (S) 
  Duration: 1 round/level 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  An invisible vertical curtain of wind appears. It is 2 feet thick and 
  of considerable strength. It is a roaring blast sufficient to blow 
  away any bird smaller than an eagle, or tear papers and similar 
  materials from unsuspecting hands. (A Reflex save allows a 
  creature to maintain its grasp on an object.) Tiny and Small flying 
  creatures cannot pass through the barrier. Loose materials and 
  cloth garments fly upward when caught in a wind wall. Arrows 
  and bolts are deflected upward and miss, while any other normal 
  ranged weapon passing through the wall has a 30% miss chance. 
  (A giant-thrown boulder, a siege engine projectile, and other 
  massive ranged weapons are not affected.) Gases, most gaseous 
  breath weapons, and creatures in gaseous form cannot pass 
  through the wall (although it is no barrier to incorporeal 
  creatures). 
  While the wall must be vertical, you can shape it in any 
  continuous path along the ground that you like. It is possible to 
  create cylindrical or square wind walls to enclose specific points.  
  Arcane Material Component: A tiny fan and a feather of exotic 
  origin. 
   
  Magic Fang, Greater 
  Green (Symbiosis) - Transmutation 
  Level: Drd 3, Rgr 3, Green 3, Symbiosis 3 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 hour/level 
  This spell functions like magic fang, except that the enhancement 
  bonus on attack and damage rolls is +1 per four caster levels 
  (maximum +5). 
  Alternatively, you may imbue all of the creature’s natural 
  weapons with a +1 enhancement bonus (regardless of your caster 
  level). 
  Greater magic fang can be made permanent with a permanency 
  spell. 
   
  Plant Growth 
  Green (Symbiosis) - Transmutation 
  Level: Drd 3, Plant 3, Rgr 3, Green 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: See text 
  Target or Area: See text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Plant growth has different effects depending on the version 
  chosen. 
  Overgrowth: This effect causes normal vegetation (grasses, briars, 
  bushes, creepers, thistles, trees, vines) within long range (400 feet 
  + 40 feet per caster level) to become thick and overgrown. The 
  plants entwine to form a thicket or jungle that creatures must 
  hack or force a way through. Speed drops to 5 feet, or 10 feet for 
  Large or larger creatures. The area must have brush and trees in it 
  for this spell to take effect. 
  At your option, the area can be a 100-foot-radius circle, a 150-foot-
  radius semicircle, or a 200-foot-radius quarter circle. 
  You may designate places within the area that are not affected. 
  Enrichment: This effect targets plants within a range of one-half 
  mile, raising their potential productivity over the course of the 
  next year to one-third above normal. 
  Plant growth counters diminish plants. 
  This spell has no effect on plant creatures. 
   
  Level 4 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Command Plants 
  Biomancy 
  4 
  4 
  Repel Vermin 
  Biomancy 
  4 
   
  Summon Nature's Ally IV Biomancy 
  4 
   
  Air Walk 
  Environment 
  4 
   
  Control Water 
  Environment 
  4 
  4 
  Solid Fog 
  Environment 
  4 
   
  Heal Mount 
  Symbiosis 
  4 
  4 
   
  Command Plants 
  Green (Biomancy) - Transmutation 
  Level: Drd 4, Plant 4, Rgr 3, Green 4, Biomancy 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 2 HD/level of plant creatures, no two of which can 
  be more than 30 ft. apart 
  Duration: One day/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell allows you some degree of control over one or more 
  plant creatures. Affected plant creatures can understand you, and 
  they perceive your words and actions in the most favorable way 
  (treat their attitude as friendly). They will not attack you while 
  the spell lasts. You can try to give a subject orders, but you must 
  win an opposed Charisma check to convince it to do anything it 
  wouldn’t ordinarily do. (Retries are not allowed.) A commanded 
  plant never obeys suicidal or obviously harmful orders, but it 
  might be convinced that something very dangerous is worth 
  doing. 
  You can affect a number of plant creatures whose combined level 
  or HD do not exceed twice your level. 
   
  Repel Vermin 
  Green (Biomancy) - Abjuration 
  Level: Brd 4, Clr 4, Drd 4, Rgr 3, Green 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation centered on you 
  Duration: 10 min./level (D) 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: Yes 
  An invisible barrier holds back vermin. A vermin with Hit Dice of 
  less than one-third your level cannot penetrate the barrier. 
  A vermin with Hit Dice of one-third your level or more can 
  penetrate the barrier if it succeeds on a Will save. Even so, 
  crossing the barrier deals the vermin 2d6 points of damage, and 
  pressing against the barrier causes pain, which deters most 
  vermin. 
   
  Summon Nature’s Ally IV 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Animal 4, Drd 4, Rgr 4, Green 4 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 4th-level creature, 1d3 3rd-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
   
  4th Level 
  Arrowhawk, juvenile 
  Bear, brown (animal) 
  Crocodile, giant (animal) 
  Deinonychus (dinosaur) 
  Dire ape 
  Dire boar 
  Dire wolverine 
  Elemental, Medium (any) 
  Salamander, flamebrother [NE] 
  
  20 
  Sea cat1 
  Shark, Huge1 (animal) 
  Snake, Huge viper (animal) 
  Tiger (animal) 
  Tojanida, juvenile1 
  Unicorn [CG] 
  Xorn, minor 
   
  Air Walk 
  Green (Environment) - Transmutation [Air] 
  Level: Air 4, Clr 4, Drd 4, Green 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature (Gargantuan or smaller) touched 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  The subject can tread on air as if walking on solid ground. 
  Moving upward is similar to walking up a hill. The maximum 
  upward or downward angle possible is 45 degrees, at a rate equal 
  to one-half the air walker’s normal speed. 
  A strong wind (21+ mph) can push the subject along or hold it 
  back. At the end of its turn each round, the wind blows the air 
  walker 5 feet for each 5 miles per hour of wind speed. The 
  creature may be subject to additional penalties in exceptionally 
  strong or turbulent winds, such as loss of control over movement 
  or physical damage from being buffeted about. 
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round 
  for 1d6 rounds. If it reaches the ground in that amount of time, it 
  lands safely. If not, it falls the rest of the distance, taking 1d6 
  points of damage per 10 feet of fall. Since dispelling a spell 
  effectively ends it, the subject also descends in this way if the air 
  walk spell is dispelled, but not if it is negated by an antimagic field. 
  You can cast air walk on a specially trained mount so it can be 
  ridden through the air. You can train a mount to move with the 
  aid of air walk (counts as a trick; see Handle Animal skill) with 
  one week of work and a DC 25 Handle Animal check. 
   
  Control Water 
  Green (Environment) - Transmutation [Water] 
  Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4, Environment 4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Water in a volume of 10 ft./level by 10 ft./level by 2 
  ft./level (S) 
  Duration: 10 min./level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
  Depending on the version you choose, the control water spell 
  raises or lowers water. 
  Lower Water: This causes water or similar liquid to reduce its 
  depth by as much as 2 feet per caster level (to a minimum depth 
  of 1 inch). The water is lowered within a squarish depression 
  whose sides are up to caster level x 10 feet long. In extremely 
  large and deep bodies of water, such as a deep ocean, the spell 
  creates a whirlpool that sweeps ships and similar craft 
  downward, putting them at risk and rendering them unable to 
  leave by normal movement for the duration of the spell. When 
  cast on water elementals and other water-based creatures, this 
  spell acts as a slow spell (Will negates). The spell has no effect on 
  other creatures. 
  Raise Water: This causes water or similar liquid to rise in height, 
  just as the lower water version causes it to lower. Boats raised in 
  this way slide down the sides of the hump that the spell creates. If 
  the area affected by the spell includes riverbanks, a beach, or 
  other land nearby, the water can spill over onto dry land. 
  With either version, you may reduce one horizontal dimension by 
  half and double the other horizontal dimension. 
  Arcane Material Component: A drop of water (for raise water) or a 
  pinch of dust (for lower water). 
   
   
   
   
  Solid Fog 
  Green (Environment) - Conjuration (Creation) 
  Level: Sor/Wiz 4, Green 4 
  Components: V, S, M 
  Duration: 1 min./level 
  Spell Resistance: No 
  This spell functions like fog cloud, but in addition to obscuring 
  sight, the solid fog is so thick that any creature attempting to move 
  through it progresses at a speed of 5 feet, regardless of its normal 
  speed, and it takes a –2 penalty on all melee attack and melee 
  damage rolls. The vapors prevent effective ranged weapon 
  attacks (except for magic rays and the like). A creature or object 
  that falls into solid fog is slowed, so that each 10 feet of vapor that 
  it passes through reduces falling damage by 1d6. A creature can’t 
  take a 5-foot step while in solid fog. 
  However, unlike normal fog, only a severe wind (31+ mph) 
  disperses these vapors, and it does so in 1 round. 
  Solid fog can be made permanent with a permanency spell. A 
  permanent solid fog dispersed by wind reforms in 10 minutes. 
  Material Component: A pinch of dried, powdered peas combined 
  with powdered animal hoof. 
   
  Heal Mount 
  Green (Symbiosis) - Conjuration (Healing) 
  Level: Pal 3, Green 4, Symbiosis 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Your mount touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell functions like heal, but it affects only the Animist’s 
  Companion Familiar. 
   
  Level 5 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Insect Plague 
  Biomancy 
  5 
  5 
  Summon Nature's Ally V Biomancy 
  5 
   
  Control Winds 
  Environment 
  5 
  5 
  Tree Stride 
  Symbiosis 
  5 
  5 
   
  Insect Plague 
  Green (Biomancy) - Conjuration (Summoning) 
  Level: Clr 5, Drd 5, Green 5, Biomancy 5 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One swarm of locusts per three levels, each of which must 
  be adjacent to at least one other swarm 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  You summon a number of swarms of locusts (one per three 
  levels, to a maximum of six swarms at 18th level). The swarms 
  must be summoned so that each one is adjacent to at least one 
  other swarm (that is, the swarms must fill one contiguous area). 
  You may summon the locust swarms so that they share the area 
  of other creatures. Each swarm attacks any creatures occupying 
  its area. The swarms are stationary after being summoned, and 
  won’t pursue creatures that flee. 
   
  Summon Nature’s Ally V 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Drd 5, Green 5 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 5th-level creature, 1d3 4th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  
  21 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  5th Level 
  Arrowhawk, adult 
  Bear, polar (animal) 
  Dire lion 
  Elasmosaurus1 (dinosaur) 
  Elemental, Large (any) 
  Griffon 
  Janni (genie) 
  Rhinoceros (animal) 
  Satyr [CN; with pipes] 
  Snake, giant constrictor (animal) 
  Nixie (sprite) 
  Tojanida, adult1 
  Whale, orca1 (animal) 
   
  Control Winds 
  Green (Control Winds) - Transmutation [Air] 
  Level: Air 5, Drd 5, Green 5, Environment 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 40 ft./level 
  Area: 40 ft./level radius cylinder 40 ft. high 
  Duration: 10 min./level 
  Saving Throw: Fortitude negates 
  Spell Resistance: No 
  You alter wind force in the area surrounding you. You can make 
  the wind blow in a certain direction or manner, increase its 
  strength, or decrease its strength. The new wind direction and 
  strength persist until the spell ends or until you choose to alter 
  your handiwork, which requires concentration. You may create 
  an “eye” of calm air up to 80 feet in diameter at the center of the 
  area if you so desire, and you may choose to limit the area to any 
  cylindrical area less than your full limit. 
  Wind Direction: You may choose one of four basic wind patterns 
  to function over the spell’s area. 
  • A downdraft blows from the center outward in equal strength 
  in all directions. 
  • An updraft blows from the outer edges in toward the center in 
  equal strength from all directions, veering upward before 
  impinging on the eye in the center. 
  • A rotation causes the winds to circle the center in clockwise or 
  counterclockwise fashion. 
  • A blast simply causes the winds to blow in one direction across 
  the entire area from one side to the other. 
  Wind Strength: For every three caster levels, you can increase or 
  decrease wind strength by one level. Each round on your turn, a 
  creature in the wind must make a Fortitude save or suffer the 
  effect of being in the windy area. 
  Strong winds (21+ mph) make sailing difficult. 
  A severe wind (31+ mph) causes minor ship and building 
  damage. 
  A windstorm (51+ mph) drives most flying creatures from the 
  skies, uproots small trees, knocks down light wooden structures, 
  tears off roofs, and endangers ships. 
  Hurricane force winds (75+ mph) destroy wooden buildings, 
  sometimes uproot even large trees, and cause most ships to 
  founder. 
  A tornado (175+ mph) destroys all nonfortified buildings and 
  often uproots large trees. 
   
  Tree Stride 
  Green (Symbiosis) - Conjuration (Teleportation) 
  Level: Drd 5, Rgr 4, Green 5, Symbiosis 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until expended; see text 
  You gain the ability to enter trees and move from inside one tree 
  to inside another tree. The first tree you enter and all others you 
  enter must be of the same kind, must be living, and must have 
  girth at least equal to yours. By moving into an oak tree (for 
  example), you instantly know the location of all other oak trees 
  within transport range (see below) and may choose whether you 
  want to pass into one or simply step back out of the tree you 
  moved into. You may choose to pass to any tree of the 
  appropriate kind within the transport range as shown on the 
  following table. 
  Type of Tree 
  Transport Range 
  Oak, ash, yew 
  3,000 feet 
  Elm, linden 
  2,000 feet 
  Other deciduous 
  1,500 feet 
  Any coniferous 
  1,000 feet 
  All other trees 
  500 feet 
  You may move into a tree up to one time per caster level (passing 
  from one tree to another counts only as moving into one tree). 
  The spell lasts until the duration expires or you exit a tree. Each 
  transport is a full-round action. 
  You can, at your option, remain within a tree without 
  transporting yourself, but you are forced out when the spell ends. 
  If the tree in which you are concealed is chopped down or 
  burned, you are slain if you do not exit before the process is 
  complete. 
   
   
  Level 6 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Summon Nature's Ally VI Biomancy 
  6 
  6 
  Commune with Nature 
  Environment 
  6 
  6 
  Ironwood 
  Symbiosis 
  6 
   
  Liveoak 
  Symbiosis 
  6 
   
  Transport via Plants 
  Symbiosis 
  6 
  6 
   
  Summon Nature’s Ally VI 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Drd 6, Green 6, Biomancy 6 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 6th-level creature, 1d3 5th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  6th Level 
  Dire bear 
  Elemental, Huge (any) 
  Elephant (animal) 
  Girallon 
  Megaraptor (dinosaur) 
  Octopus, giant1 (animal) 
  Pixie* (sprite) [NG; no special arrows] 
  Salamander, average [NE] 
  Whale, baleen1 
  Xorn, average 
  *Can’t cast irresistible dance 
   
   
  Commune with Nature 
  Green (Environment) - Divination 
  Level: Animal 5, Drd 5, Rgr 4, Green 6, Environment 6 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  You become one with nature, attaining knowledge of the 
  surrounding territory. You instantly gain knowledge of as many 
  as three facts from among the following subjects: the ground or 
  terrain, plants, minerals, bodies of water, people, general animal 
  population, presence of woodland creatures, presence of 
  powerful unnatural creatures, or even the general state of the 
  natural setting. 
  
  22 
  In outdoor settings, the spell operates in a radius of 1 mile per 
  caster level. In natural underground settings—caves, caverns, and 
  the like—the radius is limited to 100 feet per caster level. The 
  spell does not function where nature has been replaced by 
  construction or settlement, such as in dungeons and towns. 
   
   
  Ironwood 
  Green (Symbiosis) - Transmutation 
  Level: Drd 6, Green 6 
  Components: V, S, M 
  Casting Time: 1 minute/lb. created 
  Range: 0 ft. 
  Effect: An ironwood object weighing up to 5 lb./level 
  Duration: One day/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Ironwood is a magical substance created by druids from normal 
  wood. While remaining natural wood in almost every way, 
  ironwood is as strong, heavy, and resistant to fire as steel. Spells 
  that affect metal or iron do not function on ironwood. Spells that 
  affect wood do affect ironwood, although ironwood does not burn. 
  Using this spell with wood shape or a wood-related Craft check, 
  you can fashion wooden items that function as steel items. Thus, 
  wooden plate armor and wooden swords can be created that are 
  as durable as their normal steel counterparts. These items are 
  freely usable by druids, and Animists suffer only half Spell 
  percentage failure (round down) when using them (if they have 
  the relevant proficiency). 
  Further, if you make only half as much ironwood as the spell 
  would normally allow, any weapon, shield, or suit of armor so 
  created is treated as a magic item with a +1 enhancement bonus. 
  Material Component: Wood shaped into the form of the intended 
  ironwood object. 
   
   
  Liveoak 
  Green (Symbiosis) - Transmutation 
  Level: Drd 6, Green 6 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Tree touched 
  Duration: One day/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell turns an oak tree into a protector or guardian. The spell 
  can be cast on only a single tree at a time; while liveoak is in effect, 
  you can’t cast it again on another tree. The tree on which the spell 
  is cast must be within 10 feet of your dwelling place, within a 
  place sacred to you, or within 300 feet of something that you wish 
  to guard or protect. 
  Liveoak must be cast on a healthy, Huge oak. A triggering phrase 
  of up to one word per caster level is placed on the targeted oak. 
  The liveoak spell triggers the tree into animating as a treant.  
  If liveoak is dispelled, the tree takes root immediately, wherever it 
  happens to be. If released by you, the tree tries to return to its 
  original location before taking root. 
   
   
   
  Transport via Plants 
  Green (Symbiosis) - Conjuration (Teleportation) 
  Level: Drd 6, Green 6, Symbiosis 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Unlimited 
  Target: You and touched objects or other touched willing 
  creatures 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
  You can enter any normal plant (Medium or larger) and pass any 
  distance to a plant of the same kind in a single round, regardless 
  of the distance separating the two. The entry plant must be alive. 
  The destination plant need not be familiar to you, but it also must 
  be alive. If you are uncertain of the location of a particular kind of 
  destination plant, you need merely designate direction and 
  distance and the transport via plants spell moves you as close as 
  possible to the desired location. If a particular destination plant is 
  desired but the plant is not living, the spell fails and you are 
  ejected from the entry plant. 
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load. You may also bring one additional willing 
  Medium or smaller creature (carrying gear or objects up to its 
  maximum load) or its equivalent per three caster levels. Use the 
  following equivalents to determine the maximum number of 
  larger creatures you can bring along: A Large creature counts as 
  two Medium creatures, a Huge creature counts as two Large 
  creatures, and so forth. All creatures to be transported must be in 
  contact with one another, and at least one of those creatures must 
  be in contact with you. 
  You can’t use this spell to travel through plant creatures. 
  The destruction of an occupied plant slays you and any creatures 
  you have brought along, and ejects the bodies and all carried 
  objects from the tree. 
   
   
   
  Level 7 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Creeping Doom 
  Biomancy 
  7 
  7 
  Summon Nature's Ally VII Biomancy 
  7 
   
  Wind Walk 
  Environment 
  7 
  7 
  Animate Plants 
  Symbiosis 
  7 
  7 
  Changestaff 
  Symbiosis 
  7 
   
   
  Creeping Doom 
  Green (Biomancy) - Conjuration (Summoning) 
  Level: Drd 7, Green 7, Biomancy 7 
  Components: V, S 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text 
  Effect: One swarm of centipedes per two levels 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  When you utter the spell of creeping doom, you call forth a mass of 
  centipede swarms (one per two caster levels, to a maximum of ten 
  swarms at 20th level), which need not appear adjacent to one 
  another. 
  You may summon the centipede swarms so that they share the 
  area of other creatures. The swarms remain stationary, attacking 
  any creatures in their area, unless you command the creeping 
  doom to move (a standard action). As a standard action, you can 
  command any number of the swarms to move toward any prey 
  within 100 feet of you. You cannot command any swarm to move 
  more than 100 feet away from you, and if you move more than 
  100 feet from any swarm, that swarm remains stationary, 
  attacking any creatures in its area (but it can be commanded 
  again if you move within 100 feet). 
   
   
  Summon Nature’s Ally VII 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Drd 7, Green7 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 7th-level creature, 1d3 6th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  7th Level 
  Arrowhawk, elder 
  Dire tiger 
  Elemental, greater (any) 
  
  23 
  Djinni (genie) [NG] 
  Invisible stalker 
  Pixie* (sprite) [NG; with sleep arrows] 
  Squid, giant1 (animal) 
  Triceratops (dinosaur) 
  Tyrannosaurus (dinosaur) 
  Whale, cachalot1 (animal) 
  Xorn, elder 
  *Can’t cast irresistible dance 
   
   
  Wind Walk 
  Green (Environment) - Transmutation [Air] 
  Level: Clr 6, Drd 7, Green 7, Environment 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: You and one touched creature per three levels 
  Duration: 1 hour/level (D); see text 
  Saving Throw: No and Will negates (harmless) 
  Spell Resistance: No and Yes (harmless) 
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great 
  speed. You can take other creatures with you, each of which acts 
  independently. 
  Normally, a wind walker flies at a speed of 10 feet with perfect 
  maneuverability. If desired by the subject, a magical wind wafts a 
  wind walker along at up to 600 feet per round (60 mph) with poor 
  maneuverability. Wind walkers are not invisible but rather appear 
  misty and translucent. If fully clothed in white, they are 80% 
  likely to be mistaken for clouds, fog, vapors, or the like. 
  A wind walker can regain its physical form as desired and later 
  resume the cloud form. Each change to and from vaporous form 
  takes 5 rounds, which counts toward the duration of the spell (as 
  does any time spent in physical form). As noted above, you can 
  dismiss the spell, and you can even dismiss it for individual wind 
  walkers and not others. 
  For the last minute of the spell’s duration, a wind walker in cloud 
  form automatically descends 60 feet per round (for a total of 600 
  feet), though it may descend faster if it wishes. This descent 
  serves as a warning that the spell is about to end. 
   
   
  Animate Plants 
  Green (Symbiosis) - Transmutation 
  Level: Drd 7, Plant 7, Green 7, Symbiosis 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One Large plant per three caster levels or all plants 
  within range; see text 
  Duration: 1 round/level or 1 hour/level; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You imbue inanimate plants with mobility and a semblance of 
  life. Each animated plant then immediately attacks whomever or 
  whatever you initially designate as though it were an animated 
  object of the appropriate size category. You may animate one 
  Large or smaller plant, or an equivalent number of larger plants, 
  per three caster levels. A Huge plant counts as two Large or 
  smaller plants, a Gargantuan plant as four, and a Colossal plant 
  as eight. You can change the designated target or targets as a 
  move action, as if directing an active spell. 
  Use the statistics for animated objects, except that plants smaller 
  than Large usually don’t have hardness. 
  Animate plants cannot affect plant creatures, nor does it affect 
  nonliving vegetable material. 
  Entangle: Alternatively, you may imbue all plants within range 
  with a degree of mobility, which allows them to entwine around 
  creatures in the area. This usage of the spell duplicates the effect 
  of an entangle spell. Spell resistance does not keep creatures from 
  being entangled. This effect lasts 1 hour per caster level. 
   
   
  Changestaff 
  Green (Symbiosis) - Transmutation 
  Level: Drd 7, Green 7 
  Components: V, S, F 
  Casting Time: 1 round 
  Range: Touch 
  Target: Your touched staff 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You change a specially prepared quarterstaff into a Huge 
  treantlike creature, about 24 feet tall. When you plant the end of 
  the staff in the ground and speak a special command to conclude 
  the casting of the spell, your staff turns into a creature that looks 
  and fights just like a treant. The staff-treant defends you and 
  obeys any spoken commands. However, it is by no means a true 
  treant; it cannot converse with actual treants or control trees. If 
  the staff-treant is reduced to 0 or fewer hit points, it crumbles to 
  powder and the staff is destroyed. Otherwise, the staff returns to 
  its normal form when the spell duration expires (or when the 
  spell is dismissed), and it can be used as the focus for another 
  casting of the spell. The staff-treant is always at full strength 
  when created, despite any wounds it may have incurred the last 
  time it appeared. 
  Focus: The quarterstaff, which must be specially prepared. The 
  staff must be a sound limb cut from an ash, oak, or yew, then 
  cured, shaped, carved, and polished (a process requiring twenty-
  eight days). 
  You cannot adventure or engage in other strenuous activity 
  during the shaping and carving of the staff. 
   
  Level 8 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Control Plants 
  Biomancy 
  8 
  8 
  Summon Nature's Ally VIII Biomancy 
  8 
   
  Control Weather 
  Environment 
  8 
  8 
  Animal Shapes 
  Symbiosis 
  8 
  8 
   
  Control Plants 
  Green (Biomancy) - Transmutation 
  Level: Drd 8, Plant 8, Green 8, Biomancy 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 2 HD/level of plant creatures, no two of which can 
  be more than 30 ft. apart 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: No 
  This spell enables you to control the actions of one or more plant 
  creatures for a short period of time. You command the creatures 
  by voice and they understand you, no matter what language you 
  speak. Even if vocal communication is impossible  the controlled 
  plants do not attack you. At the end of the spell, the subjects 
  revert to their normal behavior. 
  Suicidal or self-destructive commands are simply ignored. 
   
  Summon Nature’s Ally VIII 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Animal 8, Drd 8, Green 8 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 8th-level creature, 1d3 7th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  8th Level 
  Dire shark1 
  Roc 
  Salamander, noble [NE] 
  Tojanida, elder 
  
  24 
   
  Control Weather 
  Green (Environment) - Transmutation 
  Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7, Green 8, Environment 8 
  Components: V, S 
  Casting Time: 10 minutes; see text 
  Range: 2 miles 
  Area: 2-mile-radius circle, centered on you; see text 
  Duration: 4d12 hours; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You change the weather in the local area. It takes 10 minutes to 
  cast the spell and an additional 10 minutes for the effects to 
  manifest. You can call forth weather appropriate to the climate 
  and season of the area you are in. 
  Season 
  Possible Weather 
  Spring 
  Tornado, 
  thunderstorm, sleet storm, or hot 
  weather 
  Summer 
  Torrential rain, heat wave, or hailstorm 
  Autumn 
  Hot or cold weather, fog, or sleet 
  Winter 
  Frigid cold, blizzard, or thaw 
  Late 
  winter 
  Hurricane-force winds or early spring (coastal 
  area) 
  You control the general tendencies of the weather, such as the 
  direction and intensity of the wind. You cannot control specific 
  applications of the weather—where lightning strikes, for 
  example, or the exact path of a tornado. When you select a certain 
  weather condition to occur, the weather assumes that condition 
  10 minutes later (changing gradually, not abruptly). The weather 
  continues as you left it for the duration, or until you use a 
  standard action to designate a new kind of weather (which fully 
  manifests itself 10 minutes later). Contradictory conditions are 
  not possible simultaneously. 
  Control weather can do away with atmospheric phenomena 
  (naturally occurring or otherwise) as well as create them. 
  A druid casting this spell doubles the duration and affects a circle 
  with a 3-mile radius. 
   
  Animal Shapes 
  Green (Symbiosis) - Transmutation 
  Level: Animal 7, Drd 8, Green 8, Symbiosis 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to one willing creature per level, all within 30 ft. of 
  each other 
  Duration: 1 hour/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  As polymorph, except you polymorph up to one willing creature 
  per caster level into an animal of your choice; the spell has no 
  effect on unwilling creatures. All creatures must take the same 
  kind of animal form. Recipients remain in the animal form until 
  the spell expires or until you dismiss it for all recipients. In 
  addition, an individual subject may choose to resume its normal 
  form as a full-round action; doing so ends the spell for that 
  subject alone. The maximum HD of an assumed form is equal to 
  the subject’s HD or your caster level, whichever is lower, to a 
  maximum of 20 HD at 20th level. 
   
  Level 9 Green Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Summon Nature's Ally IX Biomancy 
  9 
  9 
  Whirlwind 
  Environment 
  9 
  9 
  Shambler 
  Symbiosis 
  9 
  9 
   
  Summon Nature’s Ally IX 
  Green (Biomancy) - Conjuration (Summoning) [see text] 
  Level: Drd 9, Green 9, Biomancy 9 
  Effect: One or more creatures, no two of which can be more than 
  30 ft. apart 
  This spell functions like summon nature’s ally I, except that you 
  can summon one 9th-level creature, 1d3 8th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  9th Level 
  Elemental, elder 
  Grig [NG; with fiddle] (sprite) 
  Pixie* (sprite) [NG; with sleep and memory loss arrows] 
  Unicorn, celestial charger 
  *Can cast irresistible dance 
   
  Whirlwind 
  Green (Environment) - Evocation [Air] 
  Level: Air 8, Drd 8, Green 9, Environment 9 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
  This spell creates a powerful cyclone of raging wind that moves 
  through the air, along the ground, or over water at a speed of 60 
  feet per round. You can concentrate on controlling the cyclone’s 
  every movement or specify a simple program. Directing the 
  cyclone’s movement or changing its programmed movement is a 
  standard action for you. The cyclone always moves during your 
  turn. If the cyclone exceeds the spell’s range, it moves in a 
  random, uncontrolled fashion for 1d3 rounds and then dissipates. 
  (You can’t regain control of the cyclone, even if comes back 
  within range.) 
  Any Large or smaller creature that comes in contact with the spell 
  effect must succeed on a Reflex save or take 3d6 points of 
  damage. A Medium or smaller creature that fails its first save 
  must succeed on a second one or be picked up bodily by the 
  cyclone and held suspended in its powerful winds, taking 1d8 
  points of damage each round on your turn with no save allowed. 
  You may direct the cyclone to eject any carried creatures 
  whenever you wish, depositing the hapless souls wherever the 
  cyclone happens to be when they are released. 
   
  Shambler 
  Green (Symbiosis) - Conjuration (Creation) 
  Level: Drd 9, Plant 9, Green 9, Symbiosis 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Three or more shambling mounds, no two of which can be 
  more than 30 ft. apart; see text 
  Duration: Seven days or seven months (D); see text 
  Saving Throw: None 
  Spell Resistance: No 
  The shambler spell creates 1d4+2 shambling mounds with 11 HD 
  each. The creatures willingly aid you in combat or battle, perform 
  a specific mission, or serve as bodyguards. The creatures remain 
  with you for seven days unless you dismiss them. If the 
  shamblers are created only for guard duty, however, the duration 
  of the spell is seven months. In this case, the shamblers can only 
  be ordered to guard a specific site or location. Shamblers 
  summoned to guard duty cannot move outside the spell’s range, 
  which is measured from the point where each first appeared.  
  The shamblers have resistance to fire as normal shambling 
  mounds do only if the terrain is rainy, marshy, or damp. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  25 
  B
  Brro
  ow
  wnn  M
  Maaggiicc  
   
  If you are using the standard d20 character 
  classes, you will need to know what spells to limit a 
  specialist in the colour Green from casting. As per 
  the notes on page 2, the opposing Colour to Green is 
  Brown, so the default limitation is with this colour. 
  So you can assume that a Specialist Wizard who 
  chooses Green will not be able to learn or cast any of 
  the following spells, which is the spell list for 
  Brown:  
   
   
   
   
   
  Mending, Magic Weapon, Magic Mouth, 
  Make Whole, Web, Keen Edge, Magic Weapon, 
  Greater, Secret Page, Snare, L.'s Secure Shelter, 
  Magic Vestment, Minor Creation, Fabricate, L.'s 
  Secret Chest, Major Creation, Blade Barrier, Guards 
  and Wards, M.'s Private Sanctum, Simulacrum, M.'s 
  Magnificent Mansion, Clone, T.'s Floating Disk, 
  Mage Armour, Shield, Shield of Faith, Unseen 
  Servant, Spiritual Weapon, L.'s Tiny Hut, Phantom 
  Steed, O.'s Resilient Sphere, B.'s Interposing Hand, 
  M.'s Faithful Hound, Wall of Force, B.'s Forceful 
  Hand, Repulsion, B.'s Grasping Hand, Forcecage, 
  M.'s Sword, B.'s Clenched Fist, B.'s Crushing Hand, 
  Know Direction, Locate Object, Blink, Locate 
  Creature, Dimension Door, Dimensional Anchor, 
  Passwall, Plane Shift, Teleport, Word of Recall, 
  Ethereal Jaunt, Phase Door, Refuge, Teleport Object, 
  Teleport, greater, Dimension Lock, Astral Projection, 
  Etherealness, Gate, Teleportation Circle 
   
   
   
   
   
   
   
   
   
  
  26 
  OPEN GAME LICENSE Version 1.0a 
   
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  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
   
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  13 Termination: This License will terminate automatically if You 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols and Colour Mage images owned 
  by Jesus and Javier Carmona http://www.carmonaart.com, used 
  by permission. 
  Credits: 
  Animist image …………….… Jesus & Javier Carmona 
  Magic Symbol images ….….. Jesus & Javier Carmona
  Proofing……………………… Michael Christie 
  Writing et al …………………. Evangelos Paliatseas 
  
  1 
  Index 
  Overview …………………… 
  2 
  Effigy ……………………….. 
  3 
  Resonance ………………..…. 
  4 
  Shadow ……………………… 
  5 
  The Chymurge …….………… 
  6 
  Appendix (Grey Spells) ……. 
  11 
  Licence …………………………. 
  24 
  G
  Grreeyy  M
  Maaggiicc 
   
  Lukus leaned against the wall, and shuffled his spell 
  deck. The arcane engrams and pseudo colours flashed random 
  grey sparks and half formed imaginings around his fingers, calling 
  incautious eyes to their intricate dance, while his gaze 
  was intensely focused on the tavern door. He 
  was tense, but ready. The informant had been 
  very forthcoming; the anticipation of getting 
  the phantasm that Lukus constructed for him 
  was a little disconcerting. “You know that it will be 
  only a figment of your imagination, yes?” he had said. 
  “But I’ll be able to touch her, right, Chymurge?” 
  Lukus had tried not to shudder. “That and more,” 
  he had assured the small man, “Just tell me 
  where Giri will be tonight.” So here he stood.  
   
  A tall woman strode from the bar, her 
  two bodyguards marking but dismissing him. 
  Lukus crossed the street, slipping his deck 
  back into a pocket, but palming four cards, 
  just in case. “Hey! Lady Giri!,” he called out, 
  motioning for her to stop. She ignored him, 
  and one of her minders interposed. Lukus 
  made a judgement call, then flipped one of the cards 
  out with a flourish. The guard was about to react, but then 
  the magic caught him. Blank Indigo. He was struck dumb 
  and drooling, and Lucien pushed past. 
   
  “It’s such an honour to finally meet you.” He 
  continued, moving up beside the woman. She blinked in 
  surprise, looking back to see the bodyguard standing 
  listlessly in the street. The other guard moved towards 
  Lukus, hand on sword hilt, and Lukus flinched. 
   
  Giri looked irritated, and waved her hand to the minder. 
  He drew his blade, and made to swing at the other man’s head. 
  Eyes widening with rising panic kept barely in check, Lukus 
  drew a second card. The Shadow Man. A dark and unclear 
  figure interposed between the swordsman and Lukus.  “…Right. I know you are 
  busy, and I am very sorry to intrude…” The minder took a swing at the gathering 
  darkness, and the blade passed through. It was his turn to choke back rising fear, 
  as the dark shape lifted what might have been an umbral blade and 
  made to strike with it. Giri raised her hand again, and the guard 
  stepped back with relief. “What do you want?” 
   
  Lukus froze the illusion, and touched the 
  Resonant card, upping the appeal in his voice. 
  He started into the prepared speech, “I have a 
  proposition regarding the Guild of Daggers…” 
   
  She interrupted him with a keen eye on his 
  hands. “Your last card. What spell is it?” 
   
  He gulped. “Crimson Shade of Firestorm. Just in case.” 
   
  She smiled at him for the first time. “You’re hired.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & Dragons Players 
  Handbook, Third Edition, published by Wizards of the Coast, Inc. It uses 
  material from the updated v3.5 revision. All content in the Game Rule 
  Info sections, all spell descriptions and names and all tables are OGC. All 
  fiction, pictures and other descriptive text are IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Chymurge.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours, in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes like the Chymurge. Feel free to 
  use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  G
  Grreeyy  
   
  Grey is the colour of the shapes, images, 
  illusions and shadows. To incorporate Colours into 
  an existing campaign, allocate them to deities; in the 
  case of Grey, deities of trickery, darkness, music or 
  art might have influence over the domains of Effigy, 
  Resonance and Shadow. Next allow Specialist 
  Wizards to choose a Colour as their primary school. 
  The colours are opposed to each other in the 
  following manner by default: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  Chrome spells are a little different to the 
  other kinds of magic. Grey is only an image of the 
  other colours, an umbra of half-light, and gets no 
  chrome spells of its own. Here is the Chrome list: 
  Detect Colour, Protection from Colour, Align 
  Weapon, Circle against Colour, Chromatic Blast, Align 
  Location, Dispel Colour, Chromatic Word, Chromatic 
  Aura, Chromatic Elemental Swarm. 
  
  3 
  TThhee  SSpphheerree  ooff  EEffffiiggyy  
   
  Effigy concentrates on figments of the 
  imagination, optical illusions, and trickery, 
  eventually learning to mimic all elements of 
  reality, and fool any of the normal senses. 
  Drawing from the grey after effect of all that is 
  real, or extracting the perception of that which 
  is and superimposing it over empty matter, or 
  even layering it over something actually real; 
  all are powers that someone studying this style 
  of magic can evoke. At higher levels, Effigy can 
  create effects to fool an Oracle, obscuring the 
  truth of things to even supernatural senses. 
   
  While other kinds of Grey magic have 
  an element of half-truths and deception, Effigy 
  is ultimate expression of the magic of lies. 
  There is no physical effect to any of the spells in 
  this sphere; they all are based on illusion and 
  misdirection. All spells are thus miscellaneous 
  in scope. Nevertheless, it is wise not to make 
  the mistake of assuming that this style of magic 
  can do no harm. The opposite, in fact. For if 
  knowledge can give power, deception can take 
  it away. If you cannot find the target of your 
  ire, you cannot hurt them. Worse yet things 
  may happen if you mistake them for a friend. 
   
   
  This is a very powerful miscellaneous 
  sphere of magic with many useful effects to 
  manipulate the perceptions of others. There are 
  no direct offensive or defensive powers at all. It 
  is the definition of the concept of Illusion, but 
  contains no means to remove things from 
  perception, save by layering illusion over them. 
  Table Grey 1 All Effigy Spells 
  Spell Name 
  Level 
  Prestidigitation 
  0 
  Disguise Self 
  1 
  Silent Image 
  1 
  Alter Self 
  2 
  Minor Image 
  2 
  Mirror Image 
  2 
  Illusory Script 
  3 
  Major Image 
  3 
  Hallucinatory Terrain 
  4 
  Illusory Wall 
  4 
  Mirage Arcana 
  5 
  Persistent Image 
  5 
  Seeming 
  5 
  Programmed Image 
  6 
  Permanent Image 
  7 
  Veil 
  8 
  Screen 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  E
  Effffiiggyy  
   
  Effigy has powers that are of interest to 
  trickster gods and their worshippers. Adding to 
  this are deities of secrets, artists, dreams and 
  the imagination. It has implicit elements of 
  deception, so very few lawful entities are likely 
  to own or grant access to these abilities.  
   
  The base domain ability for the domain 
  of Effigy grants the supplicant access to the 
  skills Bluff, Disguise, and Forgery class skills if 
  they were not already, and also grants a +3 
  natural bonus to one of these skills (character’s 
  choice).  
   
   
  The advanced domain power of Effigy 
  grants the devotee the ability to change their 
  physical appearance and even the tactile 
  presence of their body with only a thought. The 
  spells Disguise Self and Alter Self can be cast by 
  the devotee as a free action instead of the 
  normal standard action needed to cast most 
  magic. This can allow a devotee to cast multiple 
  spells in the one round.  
   
  These spells can be cast spontaneously 
  as if they were part of a sorcerer’s chosen 
  known spells, and all standard spontaneous 
  casting rules apply. Furthermore, the devotee 
  need not use any Vocal or Somatic components 
  when casting these spells, and they do not 
  attract attacks of opportunity when casting 
  these two spells (only). In all other ways, the 
  spells act as per the normal spell rules. 
   
  Table Grey 2 Effigy Domain 
  Spell Name 
  Level 
  Prestidigitation 
  0 
  Silent Image 
  1 
  Minor Image 
  2 
  Major Image 
  3 
  Illusory Wall 
  4 
  Persistent Image 
  5 
  Programmed Image 
  6 
  Permanent Image 
  7 
  Veil 
  8 
  Screen 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  R
  Reessoonnaannccee  
    
   
  Sound and soul both resonate, but in 
  very different ways. For sound, Resonance is 
  the power to generate, muffle, manipulate and 
  amplify sonic waves. For the soul, the effects 
  are less ostentatious but are nevertheless quite 
  powerful; manipulating spiritual Resonance 
  can allow a spellcaster to create reflections or 
  false images of the intangible aspects of the self 
  in the ethereal and magical planes. Having the 
  ability to create these reflections means being 
  able to hide or project some element of one’s 
  nature to elsewhere through the underlying 
  trembling of That Which Is. 
   
  Theoreticians speculate that this sphere 
  might be a result of aftershocks from a great 
  and terrible shattering of nature of the universe, 
  the full effects of which have yet to manifest. 
  Others believe that there is a perfect wave of 
  cosmic sound, music of the spheres if you will, 
  that the Sphere of Resonance can tap into. Some 
  instead believe that the magic is simply tapping 
  into the tendency of similar objects to manifest 
  similar properties, even if they are not directly 
  connected to each other. Irrespective of these 
  musings, the effects of the sphere are the same.  
   
  This is a well-rounded sphere, with few 
  direct defensive abilities but plenty of indirect 
  ones. For example, Silence and Zone of Silence 
  are excellent at thwarting spellcasters, and 
  Displacement and Project Image are the very 
  essence of powerful defensive magic. There are 
  more than a couple of solid attack powers too.  
  Table Grey 3 All Resonance Spells 
  Spell Name 
  Level 
  Ghost Sound 
  0 
  Ventriloquism 
  1 
  Misdirection 
  2 
  Silence 
  2 
  Sound Burst 
  2 
  Obscure Object 
  2 
  Displacement 
  3 
  Sculpt Sound 
  3 
  Shout 
  4 
  False Vision 
  5 
  Zone of silence 
  5 
  Mislead 
  6 
  Project Image 
  7 
  Sympathetic Vibration 
  7 
  Shout, Greater 
  8 
  Wail of the Banshee 
  9 
   
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  R
  Reesso
  onnaannccee  
   
   
  Deities of song, music, bards, diplomats, 
  secrets and spies are the most likely to grant 
  access to this domain. The powers that it grants 
  are very useful to preachers and proselytisers 
  for the effects it can grant over crowds, but 
  more than this it has a broad spectrum of 
  abilities that are generically useful to any priest. 
  Not as directly offensive as mind control either. 
   
  The base domain power of Resonance 
  grants the devotee access to the skills Bluff and 
  Diplomacy, making them both class skills if 
  they were not already and granting one of them 
  a +3 insight bonus (character’s choice). 
  The 
  advanced 
  domain 
  ability 
  of 
  Resonance gives the devotee the ability to set 
  up resonant waves of attraction or repulsion (or 
  even transition) inside their own flesh. This has 
  a number of possible applications. The devotee 
  can initiate this ability as a move equivalent 
  action, and they can use it a number of rounds 
  per day equal to the character’s class level. 
  These rounds do not need to be consecutive, 
  and changing the type of effect from one round 
  to the next is another move equivalent action. 
  Only one effect can be evoked at once. 
  • 
  Grant a +4 Dodge bonus to Armour class. 
  • 
  Allow the character to pass through 6” of 
  solid, inanimate matter as if it were 
  intangible instead of a free 5’ move.  
  • 
  Grant a +4 bonus to Charisma 
  • 
  Increase bare hand attack damage by 1d6 
  and makes wounds inflicted lethal. 
  • 
  Gain a +3 Deflection bonus to Reflex saves. 
   
  Table Grey 4 Resonance Domain 
  Spell Name 
  Level 
  Ghost Sound 
  0 
  Ventriloquism 
  1 
  Sound Burst 
  2 
  Sculpt Sound 
  3 
  Shout 
  4 
  Zone of silence 
  5 
  Mislead 
  6 
  Sympathetic Vibration 
  7 
  Shout, Greater 
  8 
  Wail of the Banshee 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  SShhaaddoow
  w  
    
  The Shadows might be the ultimate 
  source of Grey magical power. Some claim that 
  this sphere represents is the quintessential 
  essence of the Grey, and indeed it holds the 
  core powers that many consider pre-eminent of 
  those that exemplify the concepts of this colour. 
  With an extremely broad scope of ability in 
  mimicking other magical effects added to the 
  fundamental power of obfuscation, Shadow is a 
  powerful and greatly feared sphere.  
   
   
  The key element of this sphere is the 
  ability to draw on the shadow, or after effect, or 
  dark reflection of any thing or any power that 
  exists in the universe. At the start, abilities 
  revolve around blending into the darkness, or 
  obscuring things or people from normal visual 
  perception. This develops into the ability to 
  penetrate darkness with one’s own perceptions, 
  and then leads to the capacity to traverse the 
  shadows directly. At the middle to high levels 
  of proficiency, this sphere starts to get really 
  interesting, as mages learn to mimic the powers 
  of other kinds of magic by drawing power from 
  the darker shades of other colours.  
   
  Shadow is a powerful defensive sphere 
  with an increasing variety of application at the 
  higher end, resulting in a variable, dangerous 
  and highly useful miscellaneous sphere as well. 
  These powers can be extremely useful in 
  allowing a multiplicity of effects that are not 
  generally available to a specialist, or can give a 
  generalist an edge in allowing many possible 
  results from one memorised spell. 
  Table Grey 5 All Shadow Spells 
  Spell Name 
  Level 
  Shadows 
  0 
  Darkness 
  1 
  Blur 
  2 
  Invisibility 
  2 
  Darkvision 
  2 
  Invisibility Sphere 
  3 
  Deeper Darkness 
  3 
  Invisibility Greater 
  4 
  Shadow Colour, lesser 
  4 
  Shadow Walk 
  5 
  Shadow Colour 
  6 
  Invisibility, mass 
  7 
  Shadow Colour, Greater 
  8 
  Shades 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  S
  Shhaaddo
  ow
  w  
   
   
  An extremely wide variety of entities 
  might have access to and grant powers over the 
  Domain of Shadow, for a number of different 
  reasons. Deities of night, stars, the imagination, 
  or artistry are at one end of the possibilities, but 
  at the other you might have elder beings that 
  exist outside of time and space, creatures of 
  chaos and destruction, gods of thieves, warfare 
  or assassination and beings made of the stuff of 
  nightmares.  
   
  Clerics that might focus on this sphere 
  are likely to have an antithetical relationship 
  with powers that represent pure daylight. In 
  some limited contrary examples, entities that 
  empower dualities of light and dark may hold 
  sway here too.  
  The base domain ability gives a natural 
  bonus of +3 to the Hide in Shadows skill, and 
  makes both it and the Move Silently skills class 
  skills if they were not before.  
   
   
  The 
  advanced domain power for 
  Shadow allows the devotee the power to 
  Shadow Jump as per the Shadowdancer special 
  power (DMG pg 195). This power is similar to a 
  dimension door spell with the modifications that 
  the initial and destination squares must both 
  have some element of shadow in them, and the 
  character can treat the distance travelled as a 
  part of their move action, and can break up the 
  distance per day into 10’ increments. This 
  ability starts with a range of 20’ and this 
  distance doubles every two levels beyond 4th 
  that the character obtains (40’ at 6th level, 80’ at 
  8th, 160’ at 10th and so on). Class levels for 
  classes with access to this ability are cumulative 
  in determining the maximum distance per day 
  that the character can jump. 
   
  Table Grey 6 Shadow Domain 
  Spell Name 
  Level 
  Shadows 
  0 
  Darkness 
  1 
  Blur 
  2 
  Deeper Darkness 
  3 
  Shadow Colour, Lesser 
  4 
  Shadow Walk 
  5 
  Shadow Colour 
  6 
  Invisibility, mass 
  7 
  Shadow Colour, Greater 
  8 
  Shades 
  9 
  
  6 
      TTThhheee   C
  C
  Chhhyyym
  mmuuurrrgggeee   
  Ephemeral, 
  chimerical, and illusionary 
  magic is the work and trade of a Chymurge. In a 
  more modern and mundane world we might call 
  them an Illusionist, or a Trickster, or even just an 
  Entertainer. But in a world in which colours 
  themselves are foci of magical potential, the ability 
  to make chromatic illusions is far more than merely 
  trickery. Masters of Grey magic, Chymurges are 
  capable of giving their illusions a kind of shadow 
  reality, or even of giving that same shadow reality a 
  portal through which to access the normal world. In 
  any case, their powers are not to be trifled with, and 
  they can be the match or even the master of any 
  other kind of magic. 
   
  Much as an illusionist might, a Chymurge 
  may ply their skills in the simplest way in order to 
  get by in the world. They learn the skills needed to 
  perform, and are capable of adding to them the 
  power of their magic. They might achieve similar 
  social status to bards as entertainers and magicians. 
  But there are many other purposes to which their 
  skills and spells may lend them efficacy. They have 
  many services to offer the rogues and underworld 
  elements of a world, or indeed they may be among 
  the more dangerous rivals that such elements might 
  encounter.  
   
  Some educated wizards consider the power 
  that Chymurges have to call upon the Shadow 
  realms to be the most dangerous threat to the 
  natural state of the universe that exists in the world. 
  Others scoff at this as overreaction, but there is 
  nevertheless a strong element of arcane society that 
  considers Chymurges a dangerous menace. In 
  combination with the perception that they receive in 
  the less savory elements of society, this can result in 
  the belief that they are meddlers and hedge mages 
  with no real power and due little respect. Which is a 
  very dangerous mistaken impression to have. 
   
  Adventures 
   
  Chymurges are often drifters, seeking to 
  learn new tricks and magic as they travel. 
  Occasionally 
  they 
  band 
  together 
  with other 
  wanderers and rogues, and they might make for 
  themselves a home on the road in circuses or 
  traveling fairs or trader’s caravans.  
   
  In cities, a Chymurge is likely to get 
  embroiled in the politics of the underworld, either 
  as player or as pawn. They are not affluent enough 
  nor do they occupy a respected enough occupation 
  to allow them access to the higher or more 
  professional circles, save as any entertainer perhaps. 
   
  The magic of a Chymurge has very broad 
  applicability, even in places that they might not 
  wish to go. As such they might be found delving 
  into dungeons or traversing the wild as easily as any 
  other adventurer, perhaps more so. 
   
  Characteristics 
   
  Where other mages have spell books and 
  scrolls, a Chymurge instead learns to script arcane 
  power into simplified artistic renditions of arcane 
  symbols and images, giving them the ability to 
  imprint specific spell effects into cards, to be 
  called into reality as soon as they are needed. 
  Not able to cast spells as others do, they store 
  their entire magical repertoire in this way, 
  creating decks of spell cards ready for use. 
  
  7 
  Chymurges seek to develop skill groups 
  and magic that involves trickery as well as the 
  ability to entertain others. They can learn sleight of 
  hand and other similar skills normally associated 
  with rogues, and indeed much of their magic relies 
  upon rapid movement and manual dexterity, so as 
  to create physical illusions. Such tricks also need an 
  quick mind and winning personality. As such, they 
  are likely to be agile, intelligent and charismatic. The 
  style of magic requires some physical development, 
  but they do not study the combat arts, and armour 
  of any kind gets in the way of their spellcasting 
  abilities.  
   
  Alignment 
   
  Chymurges tend toward neutrality; with a 
  slightly chaotic leaning due to their rogue-like 
  associations. They feel no strong pull towards any of 
  the other alignment poles by their nature, but might 
  indeed be of any alignment. The tendency is to 
  ignore moral and ethical concerns in favor of doing 
  what is needed to get by.  
   
  Religion 
   
   
  Few Chymurges have theological concerns. 
  The only tendency for them as a group comes from 
  the sense they may gain through their magic that the 
  Shadow is more palpable than normal thought 
  might make it out to be. This can lead to a kind of 
  mysticism among Chymurges for whom this 
  perception 
  gains 
  a 
  kind 
  of pseudo-religious 
  significance. When the wizards that have questions 
  about the nature of Shadow Magic make mention of 
  this mysticism, they do so with no small amount of 
  trepidation. As to whether this perception has any 
  justification in reality is pure speculation, as it may 
  be nothing more than common experience being 
  attributed greater meaning than it should have.  
  Background 
   
  The tricks and illusions that Chymurges 
  learn must be taught or invented. The fact that they 
  have low social esteem means that few save the 
  driven or inspired will seek out the masters of these 
  arts to learn them. Considered little more than a 
  quirky hobby to the rich, any noble is likely to do 
  little more than pick up some of the basic skills of 
  this class to entertain friends, and similarly those of 
  lower social standing who choose to pursue this 
  class might be seen as ‘free spirited’ or shiftless.  
   
  In light of this prejudice, only the talented 
  are likely to develop this class, and they are likely to 
  hold each other in the kind of esteem that others so 
  often withhold from them. They form a small 
  subculture, and are likely to seek each other out 
  when arriving in new towns or countries, to share 
  tales, tricks and experiences, in spite of any personal 
  differences that might otherwise keep them apart. It 
  would not be unlikely, for example, for Chymurges 
  who are the moral opposite of each other to be able 
  to relate to one another peacefully through the 
  medium of their skills and abilities. 
   
  Races 
   
   
  The more dexterous races have certain 
  advantages with this style of magic, as to those of a 
  smaller size and more nimble mind. As such, 
  Gnomes, Halflings, and even Elves or Half-Elves 
  have an affinity for the style of magic and abilities of 
  this class. In particular, Gnomes are renown for their 
  affinity for illusions, and the same affinity also 
  applies to the art of Grey Magic in general.  
   
  In the Chrome world, the long fingered 
  Batrak have numerous individuals that study this 
  style of magic.  
  Other Classes 
   
   
  Chymurges will often multiclass with bard 
  or rogue levels, so as to better focus on either the 
  entertainment and general knowledge aspects of 
  this class or to gain greater proficiency with the 
  physical tricks and abilities that they have an 
  affinity for. Even those that do not go down the path 
  towards diversification are likely to have good 
  associations with members of those mentioned other 
  classes, and indeed their abilities complement one 
  another very well. Sorcerers are likely to have a 
  similar view. 
   
   
  The more lawful or socially conscious 
  classes (paladins, monks and clerics) are the least 
  likely to have cordial relations with Chymurgists, 
  but this is only a tendency. 
   
  Role 
   
  The 
  Chymurge’s abilities make them 
  extremely versatile. They can trick opponents, hide 
  or disguise themselves and allies, and, when the 
  chips are down, dish out sonic and shadow magic 
  attacks. They are generically useful to have around. 
  They are almost as useless as wizards in hand to 
  hand or ranged weapon combat, however, having 
  only a slight advantage in being able to take a little 
  more punishment than pure arcanists can survive. 
  Their focus on dexterity usually gives them an extra 
  edge over the other arcane spell casting classes in 
  terms of avoiding blows.  
   
  Grey magic and the other abilities of a 
  Chymurge are quite diverse. They are excellent 
  generalists in both the magical and rogue-like 
  arenas, and they can substitute for a rogue and 
  secondary spell caster in a party without missing too 
  many rogue class-specific skills.  
  
  8 
  Game rule information 
   
  Abilities 
   
   
  The Chymurges’ key primary statistics is 
  Dexterity. Their spell abilities rely on their ability to 
  craft, draw, manipulate and evoke arcane patterns 
  as quickly and accurately as possible. Secondarily 
  Intelligence is important for learning key class 
  abilities and skills, and Charisma is also useful for 
  performance and other social skills. They also 
  benefit from good Constitution for its improvement 
  to survivability. Strength and wisdom are not as 
  important to a Chymurge. 
   
  Alignment 
   
   
  A Chymurge can choose any alignment. 
   
  Hit Die 
   
   
  D6 
   
  Class Skills  
   
  Appraise (Int), Balance (Dex), Bluff (Cha), 
  Concentration (Con), Craft (drawing and any) (Int), 
  Diplomacy (Wis), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Hide 
  (Dex), Knowledge (Arcane) (Int), Listen (Wis), Move 
  Silently (Dex), Perform (Cha), Sleight of Hand (Dex), 
  Spellcraft (Int), Spot (Wis). 
   
  Skill points at 1st level 
   
   
  (6+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  6+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Chymurges do not learn any armor or 
  shields, and only have proficiency in the classic 
  Wizard weapons of club, dagger, heavy crossbow, 
  light crossbow and quarterstaff. They suffer full 
  arcane spell failure chance if they should cast spells 
  while dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Chymurges cast arcane spells, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain (see below).  
   
  They are required to have Dexterity 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Chymurge's spell is 10 + the spell level + the caster's 
  Dexterity modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table Grey 7: The Chymurge, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Dexterity score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
  Table Grey 7: The Chymurge, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 8 9 
  1 
  0 
  0 
  2 
  2 
  Wizard weapons, Base Domain power 
  4 2 
   
   
   
   
   
   
   
   
  2 
  1 
  0 
  3 
  3 
  Bonus Metamagic Feat 
  5 3 1 
   
   
   
   
   
   
   
  3 
  1 
  1 
  3 
  3 
   
  5 3 2 
   
   
   
   
   
   
   
  4 
  2 
  1 
  4 
  4 
   
  5 4 3 
  1 
   
   
   
   
   
   
  5 
  2 
  1 
  4 
  4 
  Advanced Domain Power 
  5 4 3 
  2 
   
   
   
   
   
   
  6 
  3 
  2 
  5 
  5 
  Bonus Metamagic Feat 
  5 4 4 
  3 1 
   
   
   
   
   
  7 
  3 
  2 
  5 
  5 
   
  5 5 4 
  3 2 
   
   
   
   
   
  8 
  4 
  2 
  6 
  6 
   
  5 5 4 
  4 3 1 
   
   
   
   
  9 
  4 
  3 
  6 
  6 
   
  5 5 5 
  4 3 2 
   
   
   
   
  10 
  5 
  3 
  7 
  7 
  Bonus Metamagic Feat 
  5 5 5 
  4 4 3 
  1 
   
   
   
  11 
  5 
  3 
  7 
  7 
   
  5 5 5 
  5 4 3 
  2 
   
   
   
  12 
  6/1 
  4 
  8 
  8 
   
  5 5 5 
  5 4 4 
  3 1 
   
   
  13 
  6/1 
  4 
  8 
  8 
   
  5 5 5 
  5 5 4 
  3 2 
   
   
  14 
  7/2 
  4 
  9 
  9 
  Bonus Metamagic Feat 
  5 5 5 
  5 5 4 
  4 3 1 
   
  15 
  7/2 
  5 
  9 
  9 
   
  5 5 5 
  5 5 5 
  4 3 2 
   
  16 
  8/3 
  5 
  10 
  10  
  5 5 5 
  5 5 5 
  4 4 3 1 
  17 
  8/3 
  5 
  10 
  10  
  5 5 5 
  5 5 5 
  5 4 3 2 
  18 
  9/4 
  6 
  11 
  11 Bonus Metamagic Feat 
  5 5 5 
  5 5 5 
  5 4 4 3 
  19 
  9/4 
  6 
  11 
  11  
  5 5 5 
  5 5 5 
  5 5 4 4 
  20 
  10/5 
  6 
  12 
  12  
  5 5 5 
  5 5 5 
  5 5 5 5 
  
  9 
  A Chymurge is only able to cast spells of the 
  Grey colour designation, except for as noted in the 
  Shaded Colour Magic section below. A complete 
  spell list of the Grey is included in the appendix at 
  the end of this section. No other spells can be 
  learned or recorded in the character’s spell deck, 
  except as noted in the Scribe Grey Spell Cards and 
  Shaded Colour Magic sections below. 
    
  Further, a Chymurge may choose one of the 
  Grey Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list if they have the relevant spells scribed 
  on an available card. Some Chymurges thus 
  specialise in Shadow, others in Effigy and yet others 
  in Resonance.  
   
  The spontaneous casting ability is identical 
  to a cleric’s ability to spontaneously cast healing 
  magic, except it is limited to the spells on the one 
  domain list that the character has chosen and not to 
  all healing magic, and the character must have the 
  relevant spell card available.  
   
  The Chymurge gains access to the base 
  domain power of their chosen specialist domain at 
  1st level, and the advanced domain power at 5th 
  level. 
   
  Bonus Metamagic Feats  
   
  Starting at second level and then every four 
  levels thereafter (2nd, 6th, 10th, 14th and then 18th) the 
  Chymurge gains a bonus feat from the list of 
  Metamagic feats. The complete list is: Empower 
  Spell, Enlarge Spell, Extend Spell, Heighten Spell, 
  Maximize Spell, Quicken Spell, Silent Spell, Still 
  Spell, and Widen spell.  
   
  Scribe Spell Cards (Ex) 
   
  A Chymurge begins with a spell deck 
  containing 2 0-level Grey spells and 2 1st level Grey 
  spells. At minimum of one spell of each spell level 
  must be from the character’s chosen domain. At 
  each level that the Chymurge advances, they gain 
  one new spell of any level they can cast for their 
  spell book.  
   
  The Chymurge’s memorizing and casting of 
  spells is a little different to the process of other 
  arcane casters. Firstly, unlike other mages, they do 
  not write spell books in the same way. Instead they 
  learn to craft mystical engrams into cards, of the 
  same kind and size as playing cards.  
   
  Chymurges begin play with the ability to 
  scribe spell cards much as other mages learn to 
  write a spell book. This ability has no experience 
  point cost and only the gold cost for the cards 
  themselves, which are a luxury item costing 1gp 
  each from any papermaker.  
   
  The cards that a Chymurge creates are 
  useless to other mages, however; they cannot be 
  copied into spellbooks nor used as scrolls. These 
  cards can be used as a focal point for a Chymurge to 
  memorize Grey spells much as wizards use their 
  spell books. It is possible for a Chymurge to scribe 
  any Grey spell on a card, and further, they can also 
  scribe metamagical feat cards and even spells of 
  other colours, but in the latter case the spells must 
  be learned and used for Shaded Colour Magic, see 
  below. 
   
  There is one restriction that Chymurges 
  must live with to use their spell cards: they must 
  hold cards of the relevant spell and feats in hand to 
  cast any magic. The card does need to be sighted by 
  a target; it merely counts as an extra material 
  component that is needed by the Chymurge in order 
  for them to manifest their magic. This is similar in 
  game effect to that of a Cleric needing to use their 
  holy symbol in their spell casting. A Chymurge can 
  keep a number of spells cards in hand and available 
  to be used equal to their Dexterity bonus plus their 
  Intelligence bonus. Swapping cards out of their 
  available hand is a partial move equivalent action 
  costing 5’ of movement for each card changed in the 
  available hand.  
   
  So, for example, a Chymurge with Dex 16 
  and Intelligence 13 would have an available hand 
  size of 4 cards. If they had Silent Spell, Cure Light 
  Wounds, Haste and Shadows in hand, but wanted 
  to cast Extended Empowered Shadow Bull Strength, 
  they would need to swap in 3 cards (2 for the feats 
  and one for the spell) so this would cost 15’ move 
  from the character in that round. 
   
  A Chymurge that observes any arcane spell 
  being cast by any spell caster (not via any spell like 
  abilities) has a chance to be able to pick up enough 
  of the spell information in order to craft a Grey 
  Magic version of the spell on a card. To succeed in 
  this attempt, the Chymurge must make a Spellcraft 
  check against DC 15 + the spell’s level, and then 
  spend an hour on the same day crafting a card for 
  that spell with a Craft (drawing) roll vs. DC 15 + the 
  spell level. This ability does not work on Chrome 
  magic or any Alignment spells.  
   
  The Chymurge must craft the spell exactly 
  as it was cast: for example in the case of summoned 
  creatures, they must craft the card with the specific 
  creature they saw summoned with the original spell, 
  or in the case of Fire Shield, whether the spell is cast 
  as hot or cold. If the spell was cast with metamagical 
  feats associated, only the base spell is copied onto 
  the card. 
  
  10 
  A Chymurge can not transcribe any spells 
  from a Wizard or Dabbler's spell books using the 
  normal scroll transcribing rules, nor can they 
  transcribe them from scrolls. They must see them 
  cast to be able to copy them over. A Chymurge can 
  likewise 
  not 
  use 
  magical 
  scrolls 
  that other 
  spellcasters create. 
   
  If the character desires they can scribe any 
  of their standard Grey spells as one-shot card-
  scrolls. This acts exactly as the feat Scribe Scroll, 
  with the one restriction that no spell card that a 
  Chymurge creates can be used by other mages. 
  Similarly, the Chymurge can also scribe card-scrolls 
  with spells that they have gained through Shaded 
  Colour Magic, and these are treated in exactly the 
  same way as other card scrolls of the same level. 
   
  Scribe Metamagic Feat Card (Ex) 
   
  The Chymurge can scribe any metamagic 
  feat that they possess into a card. This card can then 
  be used in conjunction with any casting of a 
  memorized or spontaneous spell that the Chymurge 
  might do, requiring only that they sacrifice an 
  available spell of level equal to the relevant level 
  increase that the metamagic feat normally costs. So 
  to add the enhancement Silent to a spell, the caster 
  would need to have the cards for the base spell and 
  the feat in hand, and would need to spontaneously 
  sacrifice a 1st level spell to enhance the other magic 
  as well as casting the original spell.  
   
  Shaded Colour Magic (Ex) 
   
   
  Starting at 1st level, the Chymurge gains the 
  ability to spontaneously cast any spell with any 
  enhancement that they desire as a Shaded Colour 
  spell, providing they have the relevant cards in 
  hand. This power is an enhancement on the basic 
  Shadow Magic spells, and replaces them for the 
  members of this class. 
   
   
  First, the character chooses what spell they 
  want to cast, and with what feat enhancements. 
  They must have the relevant cards in hand for the 
  spell and the feats in question. The character then 
  sacrifices one memorized spell of the same level as 
  the desired effect or higher, and also one spell for 
  each feat enhancement as per the rules above for 
  metamagic feat cards. The spell effect is identical to 
  the desired magical spell; save that it is a weaker, 
  shadowy version of the magic in question. The effect 
  has a real component equal to the base sacrificed 
  spell times 10%. So if a 5th level spell was sacrificed 
  to create a shaded Fireball, even if it were 
  disbelieved, it would still have 50% damage and 
  effect.Any creature that interacts with the conjured 
  object, force, energy or creature can make a Will 
  save to recognize its true nature. Spells that deal 
  damage have normal effects unless an affected 
  creature succeeds on a Will save.  
   
  Non-damaging effects have normal effects 
  except against those who disbelieve them. Against 
  disbelievers, they have no effect. A creature that 
  succeeds on its save sees shadow magic as transparent 
  images superimposed on vague, shadowy forms. 
   
  Spells that have no physical effect (mind 
  control etc) are treated exactly the same as other 
  spells, the target gets to save to see wether they 
  believe that the caster is capable of creating the 
  magic.  
   
   
  Shaded Colour magic in all other ways acts 
  as a spontaneous casting of Shadow Colour, lesser, 
  with the obvious exception being the level of spell. 
  See the spell listing in the appendix, page 15) 
  Ex-Chymurges 
   
   
  Chymurges are free to multiclass as per the 
  normal rules. There are some cases of multiclassing 
  with other chromatic magic classes in which the 
  spell casting abilities become cumulative. Please see 
  the Colours of Magic: Chrome for more details. 
   
  Gnome Chymurge Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Dagger (1d3, critical 19-20. x2, 1lb, 
  range increment 10) 
  Skill selection Pick a # of skills equal to 6+Int 
  Modifier 
  Skill 
  Ranks 
  Ability Armour 
  Appraise 
  4 
  Int 
  - 
  Balance 
  4 
  Dex 
  - 
  Bluff 
  4 
  Cha 
  - 
  Concentrate 
  4 
  Con 
  - 
  Craft (Drawing) 
  4 
  Int 
  - 
  Disguise 
  4 
  Cha 
  - 
  Forgery 
  4 
  Int 
  - 
  Hide in Shadows 
  4* 
  Wis 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Listen 
  4 
  Wis 
  - 
  Move Silently 
  4 
  Dex 
  - 
  Perform 
  4 
  Cha 
  - 
  Sleight of Hand 
  4 
  Dex 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Spot 
  4 
  Wis 
  - 
  Feats 
  Wizard Weapons, Stelthy, Effigy 
  Domain power (+3)* 
  Spell Book 
  Prestidigitation, 
  Shadows, 
  Silent 
  Image, Darkness. 
  Gear 
  Robes, spell components pouch, 
  packed lunch, water skin, spell 
  deck. 
  Gold 
   
  6d4gp 
   
  
  11 
  AAppppeennddiixx::  G
  Grreeyy  SSppeellllss 
   
  Level 0 Grey Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Prestidigitation 
  Effigy 
  0 
  0 
  Ghost Sound 
  Resonance 
  0 
  0 
  Shadows 
  Shadow 
  0 
  0 
   
  Prestidigitation 
  Grey (Effigy) - Universal 
  Level: Brd 0, Sor/Wiz 0, Grey 0, Effigy 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Target, Effect, or Area: See text 
  Duration: 1 hour 
  Saving Throw: See text 
  Spell Resistance: No 
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice. Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour. The effects are minor and have 
  severe limitations. A prestidigitation can slowly lift 1 pound of 
  material. It can color, clean, or soil items in a 1-foot cube each 
  round. It can chill, warm, or flavor 1 pound of nonliving material. 
  It cannot deal damage or affect the concentration of spellcasters. 
  Prestidigitation can create small objects, but they look crude and 
  artificial. The materials created by a prestidigitation spell are 
  extremely fragile, and they cannot be used as tools, weapons, or 
  spell components. Finally, a prestidigitation lacks the power to 
  duplicate any other spell effects. Any actual change to an object 
  (beyond just moving, cleaning, or soiling it) persists only 1 hour. 
   
  Ghost Sound 
  Grey (Resonance) - Illusion (Figment) 
  Level: Brd 0, Sor/Wiz 0, Grey 0, Resonance 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Illusory sounds 
  Duration: 1 round/level (D) 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  Ghost sound allows you to create a volume of sound that rises, 
  recedes, approaches, or remains at a fixed place. You choose what 
  type of sound ghost sound creates when casting it and cannot 
  thereafter change the sound’s basic character. 
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum twenty humans). Thus, talking, singing, shouting, 
  walking, marching, or running sounds can be created. The noise a 
  ghost sound spell produces can be virtually any type of sound 
  within the volume limit. A horde of rats running and squeaking 
  is about the same volume as eight humans running and shouting. 
  A roaring lion is equal to the noise from sixteen humans, while a 
  roaring dire tiger is equal to the noise from twenty humans. 
  Ghost sound can enhance the effectiveness of a silent image spell. 
  Ghost sound can be made permanent with a permanency spell. 
  Material Component: A bit of wool or a small lump of wax. 
   
  Shadows 
  Grey (Shadow) - Evocation [Darkness] 
  Level: Grey 0, Shadow 0 
  Components: V, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell causes an object to radiate shadows out to a 20-foot 
  radius. All creatures in the area gain concealment (20% miss 
  chance). Creatures that can normally see in such conditions (such 
  as with darkvision or low-light vision) have no miss chance in an 
  area shrouded in Shadows. Normal lights (torches, candles, 
  lanterns, and so forth) are capable of brightening the area, as are 
  light spells. The area allows a Hide roll to be attempted even if 
  the area would normally be in view of others. If Shadows is cast on 
  a small object that is then placed inside or under a lightproof 
  covering, the spell’s effect is blocked until the covering is 
  removed. Shadows counters or dispels the light spell. 
  Arcane Material Component: A bit of bat fur and either a drop of 
  pitch or a piece of coal. 
   
  Level 1 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Disguise Self 
  Effigy 
  1 
   
  Silent Image 
  Effigy 
  1 
  1 
  Ventriloquism 
  Resonance 
  1 
  1 
  Darkness 
  Shadow 
  1 
  1 
   
  Disguise Self 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Brd 1, Sor/Wiz 1, Trickery 1, Grey 1 
  Effigy 
  Level 
  Resonance 
  Level 
  Shadow 
  Level 
  Prestidigitation 
  0 
  Ghost Sound 
  0 
  Shadows 
  0 
  Disguise Self 
  1 
  Ventriloquism 
  1 
  Darkness 
  1 
  Silent Image 
  1 
   
   
   
   
  Alter Self 
  2 
  Misdirection 
  2 
  Blur 
  2 
  Minor Image 
  2 
  Silence 
  2 
  Invisibility 
  2 
  Mirror Image 
  2 
  Sound Burst 
  2 
  Darkvision 
  2 
   
   
  Obscure Object 
  2 
   
   
  Illusory Script 
  3 
  Displacement 
  3 
  Invisibility Sphere 
  3 
  Major Image 
  3 
  Sculpt Sound 
  3 
  Deeper Darkness 
  3 
  Hallucinatory Terrain 
  4 
  Shout 
  4 
  Invisibility Greater 
  4 
  Illusory Wall 
  4 
   
   
  Shadow Colour, lesser 
  4 
  Mirage Arcana 
  5 
  False Vision 
  5 
  Shadow Walk 
  5 
  Persistent Image 
  5 
  Zone of silence 
  5 
   
   
  Seeming 
  5 
   
   
   
   
  Programmed Image 
  6 
  Mislead 
  6 
  Shadow Colour 
  6 
  Permanent Image 
  7 
  Project Image 
  7 
  Invisibility, mass 
  7 
   
   
  Sympathetic Vibration 
  7 
   
   
  Veil 
  8 
  Shout, Greater 
  8 
  Shadow Colour, Greater 
  8 
  Screen 
  9 
  Wail of the Banshee 
  9 
  Shades 
  9 
  
  12 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
  You make yourself—including clothing, armor, weapons, and 
  equipment—look different. You can seem 1 foot shorter or taller, 
  thin, fat, or in between. You cannot change your body type. 
  Otherwise, the extent of the apparent change is up to you. You 
  could add or obscure a minor feature or look like an entirely 
  different person. 
  The spell does not provide the abilities or mannerisms of the 
  chosen form, nor does it alter the perceived tactile (touch) or 
  audible (sound) properties of you or your equipment.  
  If you use this spell to create a disguise, you get a +10 bonus on 
  the Disguise check. 
  A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion. 
   
  Silent Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 1, Sor/Wiz 1, Grey 1, Effigy 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Visual figment that cannot extend beyond four 10-ft. cubes 
  + one 10-ft. cube/level (S) 
  Duration: Concentration 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  This spell creates the visual illusion of an object, creature, or 
  force, as visualized by you. The illusion does not create sound, 
  smell, texture, or temperature. You can move the image within 
  the limits of the size of the effect. 
  Focus: A bit of fleece. 
   
  Ventriloquism 
  Grey (Resonance) - Illusion (Figment) 
  Level: Brd 1, Sor/Wiz 1, Grey 1, Resonance 1 
  Components: V, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Intelligible sound, usually speech 
  Duration: 1 min./level (D) 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  You can make your voice (or any sound that you can normally 
  make vocally) seem to issue from someplace else. You can speak 
  in any language you know. With respect to such voices and 
  sounds, anyone who hears the sound and rolls a successful save 
  recognizes it as illusory (but still hears it). 
  Focus: A parchment rolled up into a small cone. 
   
  Darkness 
  Grey (Shadow) - Evocation [Darkness] 
  Level: Brd 2, Clr 2, Sor/Wiz 2, Grey 1, Shadow 1 
  Components: V, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell causes an object to radiate shadowy illumination out to 
  a 20-foot radius. All creatures in the area gain concealment (20% 
  miss chance). Even creatures that can normally see in such 
  conditions (such as with darkvision or low-light vision) have the 
  miss chance in an area shrouded in magical darkness. 
  Normal lights (torches, candles, lanterns, and so forth) are 
  incapable of brightening the area, as are light spells of lower 
  level. Higher level light spells are not affected by darkness. 
  If darkness is cast on a small object that is then placed inside or 
  under a lightproof covering, the spell’s effect is blocked until the 
  covering is removed. 
  Darkness counters or dispels any light spell of equal or lower spell 
  level. 
  Arcane Material Component: A bit of bat fur and either a drop of 
  pitch or a piece of coal. 
   
  Level 2 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Alter Self 
  Effigy 
  2 
   
  Minor Image 
  Effigy 
  2 
  2 
  Mirror Image 
  Effigy 
  2 
   
  Misdirection 
  Resonance 
  2 
   
  Silence 
  Resonance 
  2 
   
  Sound Burst 
  Resonance 
  2 
  2 
  Obscure Object 
  Resonance 
  2 
   
  Blur 
  Shadow 
  2 
  2 
  Invisibility 
  Shadow 
  2 
   
  Darkvision 
  Shadow 
  2 
   
   
  Alter Self 
  Grey (Effigy) - Transmutation 
  Level: Brd 2, Sor/Wiz 2, Grey 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
  You assume the form of a creature of the same type as your 
  normal form. The new form must be within one size category of 
  your normal size. The maximum HD of an assumed form is equal 
  to your caster level, to a maximum of 5 HD at 5th level. You can 
  change into a member of your own kind or even into yourself. 
  You retain your own ability scores. Your class and level, hit 
  points, alignment, base attack bonus, and base save bonuses all 
  remain the same. You retain all supernatural and spell-like 
  special attacks and qualities of your normal form, except for those 
  requiring a body part that the new form does not have (such as a 
  mouth for a breath weapon or eyes for a gaze attack). 
  You keep all extraordinary special attacks and qualities derived 
  from class levels, but you lose any from your normal form that 
  are not derived from class levels. 
  If the new form is capable of speech, you can communicate 
  normally. You retain any spellcasting ability you had in your 
  original form, but the new form must be able to speak intelligibly 
  (that is, speak a language) to use verbal components and must 
  have limbs capable of fine manipulation to use somatic or 
  material components. 
  You acquire the physical qualities of the new form while 
  retaining your own mind. Physical qualities include natural size, 
  mundane movement capabilities (such as burrowing, climbing, 
  walking, swimming, and flight with wings, to a maximum speed 
  of 120 feet for flying or 60 feet for nonflying movement), natural 
  armor bonus, natural weapons (such as claws, bite, and so on), 
  racial skill bonuses, racial bonus feats, and any gross physical 
  qualities (presence or absence of wings, number of extremities, 
  and so forth). A body with extra limbs does not allow you to 
  make more attacks (or more advantageous two-weapon attacks) 
  than normal. 
  You do not gain any extraordinary special attacks or special 
  qualities not noted above under physical qualities, such as 
  darkvision, low-light vision, blindsense, blindsight, fast healing, 
  regeneration, scent, and so forth. 
  You do not gain any supernatural special attacks, special 
  qualities, or spell-like abilities of the new form. Your creature 
  type and subtype (if any) remain the same regardless of your new 
  form. You cannot take the form of any creature with a template, 
  even if that template doesn’t change the creature type or subtype. 
  You can freely designate the new form’s minor physical qualities 
  (such as hair color, hair texture, and skin color) within the normal 
  ranges for a creature of that kind. The new form’s significant 
  physical qualities (such as height, weight, and gender) are also 
  under your control, but they must fall within the norms for the 
  new form’s kind. You are effectively disguised as an average 
  member of the new form’s race. If you use this spell to create a 
  disguise, you get a +10 bonus on your Disguise check. 
  
  13 
  When the change occurs, your equipment, if any, either remains 
  worn or held by the new form (if it is capable of wearing or 
  holding the item), or melds into the new form and becomes 
  nonfunctional. When you revert to your true form, any objects 
  previously melded into the new form reappear in the same 
  location on your body they previously occupied and are once 
  again functional. Any new items you wore in the assumed form 
  and can’t wear in your normal form fall off and land at your feet; 
  any that you could wear in either form or carry in a body part 
  common to both forms at the time of reversion are still held in the 
  same way. Any part of the body or piece of equipment that is 
  separated from the whole reverts to its true form. 
   
  Minor Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 2, Sor/Wiz 2, Grey 2, Effigy 2 
  Duration: Concentration +2 rounds 
  This spell functions like silent image, except that minor image 
  includes some minor sounds but not understandable speech. 
   
  Mirror Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 2, Sor/Wiz 2, Grey 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal; see text 
  Target: You 
  Duration: 1 min./level (D) 
  Several illusory duplicates of you pop into being, making it 
  difficult for enemies to know which target to attack. The figments 
  stay near you and disappear when struck. 
  Mirror image creates 1d4 images plus one image per three caster 
  levels (maximum eight images total). These figments separate 
  from you and remain in a cluster, each within 5 feet of at least one 
  other figment or you. You can move into and through a mirror 
  image. When you and the mirror image separate, observers can’t 
  use vision or hearing to tell which one is you and which the 
  image. The figments may also move through each other. The 
  figments mimic your actions, pretending to cast spells when you 
  cast a spell, drink potions when you drink a potion, levitate when 
  you levitate, and so on. 
  Enemies attempting to attack you or cast spells at you must select 
  from among indistinguishable targets. Generally, roll randomly 
  to see whether the selected target is real or a figment. Any 
  successful attack against an image destroys it. An image’s AC is 
  10 + your size modifier + your Dex modifier. Figments seem to 
  react normally to area spells (such as looking like they’re burned 
  or dead after being hit by a fireball). 
  While moving, you can merge with and split off from figments so 
  that enemies who have learned which image is real are again 
  confounded. 
  An attacker must be able to see the images to be fooled. If you are 
  invisible or an attacker shuts his or her eyes, the spell has no 
  effect. (Being unable to see carries the same penalties as being 
  blinded.) 
   
  Misdirection 
  Grey (Resonance) - Illusion (Glamer) 
  Level: Brd 2, Sor/Wiz 2, Grey 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object, up to a 10-ft. cube in size 
  Duration: 1 hour/level 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: No 
  By means of this spell, you misdirect the information from 
  divination spells that reveal auras (detect evil, detect magic, discern 
  lies, and the like). On casting the spell, you choose another object 
  within range. For the duration of the spell, the subject of 
  misdirection is detected as if it were the other object. (Neither the 
  subject nor the other object gets a saving throw against this 
  effect.) Detection spells provide information based on the second 
  object rather than on the actual target of the detection unless the 
  caster of the detection succeeds on a Will save. For instance, you 
  could make yourself detect as a tree if one were within range at 
  casting: not evil, not lying, not magical, neutral in alignment, and 
  so forth. This spell does not affect other types of divination magic 
  (augury, detect thoughts, clairaudience/clairvoyance, and the like). 
   
  Silence 
  Grey (Resonance) - Illusion (Glamer) 
  Level: Brd 2, Clr 2, Grey 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.-radius emanation centered on a creature, object, or 
  point in space 
  Duration: 1 min./level (D) 
  Saving Throw: Will negates; see text or none (object) 
  Spell Resistance: Yes; see text or no (object) 
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, 
  spells with verbal components cannot be cast, and no noise 
  whatsoever issues from, enters, or passes through the area. The 
  spell can be cast on a point in space, but the effect is stationary 
  unless cast on a mobile object. The spell can be centered on a 
  creature, and the effect then radiates from the creature and moves 
  as it moves. An unwilling creature can attempt a Will save to 
  negate the spell and can use spell resistance, if any. Items in a 
  creature’s possession or magic items that emit sound receive the 
  benefits of saves and spell resistance, but unattended objects and 
  points in space do not. This spell provides a defense against sonic 
  or language-based attacks. 
   
  Sound Burst 
  Grey (Resonance) - Evocation [Sonic] 
  Level: Brd 2, Clr 2, Grey 2, Resonance 2 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You blast an area with a tremendous cacophony. Every creature 
  in the area takes 1d8 points of sonic damage and must succeed on 
  a Fortitude save to avoid being stunned for 1 round.  
  Creatures that cannot hear are not stunned but are still damaged. 
  Arcane Focus: A musical instrument. 
   
  Obscure Object 
  Grey (Resonance) - Abjuration 
  Level: Brd 1, Clr 3, Sor/Wiz 2, Grey 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One object touched of up to 100 lb./level 
  Duration: 8 hours (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This spell hides an object from location by divination (scrying) 
  effects, such as the scrying spell or a crystal ball. Such an attempt 
  automatically fails (if the divination is targeted on the object) or 
  fails to perceive the object (if the divination is targeted on a 
  nearby location, object, or person). 
  Arcane Material Component: A piece of chameleon skin. 
   
  Blur 
  Grey (Shadow) - Illusion (Glamer) 
  Level: Brd 2,Sor/Wiz 2, Grey 2, Shadow 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  
  14 
  The subject’s outline appears blurred, shifting and wavering. This 
  distortion grants the subject concealment (20% miss chance). 
  A see invisibility spell does not counteract the blur effect, but a true 
  seeing spell does. 
  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own). 
   
  Invisibility 
  Grey (Shadow) - Illusion (Glamer) 
  Level: Brd 2, Sor/Wiz 2, Trickery 2, Grey 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Target: You or a creature or object weighing no more than 100 
  lb./level 
  Duration: 1 min./level (D) 
  Saving Throw: Will negates (harmless) or Will negates (harmless, 
  object) 
  Spell Resistance: Yes (harmless) or Yes (harmless, object) 
  The creature or object touched becomes invisible, vanishing from 
  sight, even from darkvision. If the recipient is a creature carrying 
  gear, that vanishes, too. If you cast the spell on someone else, 
  neither you nor your allies can see the subject, unless you can 
  normally see invisible things or you employ magic to do so. 
  Items dropped or put down by an invisible creature become 
  visible; items picked up disappear if tucked into the clothing or 
  pouches worn by the creature. Light, however, never becomes 
  invisible, although a source of light can become so (thus, the 
  effect is that of a light with no visible source). Any part of an item 
  that the subject carries but that extends more than 10 feet from it 
  becomes visible. 
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as stepping in 
  a puddle). The spell ends if the subject attacks any creature. For 
  purposes of this spell, an attack includes any spell targeting a foe 
  or whose area or effect includes a foe. (Exactly who is a foe 
  depends on the invisible character’s perceptions.) Actions 
  directed at unattended objects do not break the spell. Causing 
  harm indirectly is not an attack. Thus, an invisible being can open 
  doors, talk, eat, climb stairs, summon monsters and have them 
  attack, cut the ropes holding a rope bridge while enemies are on 
  the bridge, remotely trigger traps, open a portcullis to release 
  attack dogs, and so forth. If the subject attacks directly, however, 
  it immediately becomes visible along with all its gear. Spells such 
  as bless that specifically affect allies but not foes are not attacks for 
  this purpose, even when they include foes in their area. 
  Invisibility can be made permanent (on objects only) with a 
  permanency spell. 
  Arcane Material Component: An eyelash encased in a bit of gum 
  arabic. 
  Darkvision 
  Grey (Shadow) - Transmutation 
  Level: Rgr 3, Sor/Wiz 2, Grey 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains the ability to see 60 feet even in total darkness. 
  Darkvision is black and white only but otherwise like normal 
  sight. Darkvision does not grant one the ability to see in magical 
  darkness. 
  Darkvision can be made permanent with a permanency spell. 
  Material Component: Either a pinch of dried carrot or an agate. 
   
  Level 3 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Illusory Script 
  Effigy 
  3 
   
  Major Image 
  Effigy 
  3 
  3 
  Displacement 
  Resonance 
  3 
   
  Sculpt Sound 
  Resonance 
  3 
  3 
  Invisibility Sphere 
  Shadow 
  3 
   
  Deeper Darkness 
  Shadow 
  3 
  3 
   
  Illusory Script 
  Grey (Effigy) - Illusion (Phantasm) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 3, Grey 3 
  Components: V, S, M 
  Casting Time: 1 minute or longer; see text 
  Range: Touch 
  Target: One touched object weighing no more than 10 lb. 
  Duration: One day/level (D) 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You write instructions or other information on parchment, paper, 
  or any suitable writing material. The illusory script appears to be 
  some form of foreign or magical writing. Only the person (or 
  people) designated by you at the time of the casting are able to 
  read the writing; it’s unintelligible to any other character, 
  although an illusionist recognizes it as illusory script. 
  Any unauthorized creature attempting to read the script triggers 
  a potent illusory effect and must make a saving throw. A 
  successful saving throw means the creature can look away with 
  only a mild sense of disorientation. Failure means the creature is 
  subject to a suggestion implanted in the script by you at the time 
  the illusory script spell was cast. The suggestion lasts only 30 
  minutes. Typical suggestions include “Close the book and leave,” 
  “Forget the existence of the book,” and so forth. If successfully 
  dispelled by dispel magic, the illusory script and its secret message 
  disappear. The hidden message can be read by a combination of 
  the true seeing spell with the read magic or comprehend languages 
  spell. 
  The casting time depends on how long a message you wish to 
  write, but it is always at least 1 minute. 
  Material Component: A lead-based ink (cost of not less than 50 gp). 
   
  Major Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 3, Sor/Wiz 3, Grey 3, Effigy 3 
  Duration: Concentration + 3 rounds 
  This spell functions like silent image, except that sound, smell, and 
  thermal illusions are included in the spell effect. While 
  concentrating, you can move the image within the range.  
  The image disappears when struck by an opponent unless you 
  cause the illusion to react appropriately. 
   
  Displacement 
  Grey (Resonance) - Illusion (Glamer) 
  Level: Brd 3, Sor/Wiz 3, Grey 3 
  Components: V, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject of this spell appears to be about 2 feet away from its 
  true location. The creature benefits from a 50% miss chance as if it 
  had total concealment. However, unlike actual total concealment, 
  displacement does not prevent enemies from targeting the creature 
  normally. True seeing reveals its true location. 
  Material Component: A small strip of leather twisted into a loop. 
   
  Sculpt Sound 
  Grey (Resonance) - Transmutation 
  Level: Brd 3, Grey 3, Resonance 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature or object/level, no two of which can be 
  more than 30 ft. apart 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You change the sounds that creatures or objects make. You can 
  create sounds where none exist, deaden sounds, or transform 
  sounds into other sounds. All affected creatures or objects must 
  
  15 
  be transmuted in the same way. Once the transmutation is made, 
  you cannot change it. 
  You can change the qualities of sounds but cannot create words 
  with which you are unfamiliar yourself. 
  A spellcaster whose voice is changed dramatically is unable to 
  cast spells with verbal components. 
   
  Invisibility Sphere 
  Grey (Shadow) - Illusion (Glamer) 
  Level: Brd 3, Sor/Wiz 3, Grey 3 
  Components: V, S, M 
  Area: 10-ft.-radius emanation around the creature or object 
  touched 
  This spell functions like invisibility, except that this spell confers 
  invisibility upon all creatures within 10 feet of the recipient. The 
  center of the effect is mobile with the recipient. 
  Those affected by this spell can see each other and themselves as 
  if unaffected by the spell. Any affected creature moving out of the 
  area becomes visible, but creatures moving into the area after the 
  spell is cast do not become invisible. Affected creatures (other 
  than the recipient) who attack negate the invisibility only for 
  themselves. If the spell recipient attacks, the invisibility sphere 
  ends. 
   
  Deeper Darkness 
  Grey (Shadow) - Evocation [Darkness] 
  Level: Clr 3, Grey 3, Shadow 3 
  Duration: One day/level (D) 
  This spell functions like darkness, except that the object radiates 
  shadowy illumination in a 60-foot radius and the darkness lasts 
  longer. 
  Daylight brought into an area of deeper darkness (or vice versa) is 
  temporarily negated, so that the otherwise prevailing light 
  conditions exist in the overlapping areas of effect. 
  Deeper darkness counters and dispels any light spell of equal or 
  lower level, including daylight and light. 
   
  Level 4 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Hallucinatory Terrain 
  Effigy 
  4 
   
  Illusory Wall 
  Effigy 
  4 
  4 
  Shout 
  Resonance 
  4 
  4 
  Invisibility Greater 
  Shadow 
  4 
   
  Shadow Colour, lesser 
  Shadow 
  4 
  4 
   
  Hallucinatory Terrain 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Brd 4, Sor/Wiz 4, Grey 4 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Long (400 ft. + 40 ft./level) 
  Area: One 30-ft. cube/level (S) 
  Duration: 2 hours/level (D) 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  You make natural terrain look, sound, and smell like some other 
  sort of natural terrain. Structures, equipment, and creatures 
  within the area are not hidden or changed in appearance. 
  Material Component: A stone, a twig, and a bit of green plant. 
   
  Illusory Wall 
  Grey (Effigy) - Illusion (Figment) 
  Level: Sor/Wiz 4, Grey 4, Effigy 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Image 1 ft. by 10 ft. by 10 ft. 
  Duration: Permanent 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  This spell creates the illusion of a wall, floor, ceiling, or similar 
  surface. It appears absolutely real when viewed, but physical 
  objects can pass through it without difficulty. When the spell is 
  used to hide pits, traps, or normal doors, any detection abilities 
  that do not require sight work normally. Touch or a probing 
  search reveals the true nature of the surface, though such 
  measures do not cause the illusion to disappear. 
   
  Shout 
  Grey (Resonance) - Evocation [Sonic] 
  Level: Brd 4, Sor/Wiz 4, Grey 4, Resonance 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Reflex negates (object); see 
  text 
  Spell Resistance: Yes (object) 
  You emit an ear-splitting yell that deafens and damages creatures 
  in its path. Any creature within the area is deafened for 2d6 
  rounds and takes 5d6 points of sonic damage. A successful save 
  negates the deafness and reduces the damage by half. Any 
  exposed brittle or crystalline object or crystalline creature takes 
  1d6 points of sonic damage per caster level (maximum 15d6). An 
  affected creature is allowed a Fortitude save to reduce the 
  damage by half, and a creature holding fragile objects can negate 
  damage to them with a successful Reflex save. 
  A shout spell cannot penetrate a silence spell. 
   
  Invisibility, Greater 
  Grey (Shadow) - Illusion (Glamer) 
  Level: Brd 4, Sor/Wiz 4, Grey 4 
  Components: V, S 
  Target: You or creature touched 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  This spell functions like invisibility, except that it doesn’t end if 
  the subject attacks. 
   
  Shadow Colour, Lesser 
  Grey (Shadow) 
  Level: Grey 4, Shadow 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: Yes 
  You tap energy and use material from the Grey essence of 
  Shadow to cast a quasi-real, illusory version of any arcane spell of 
  3rd level or lower. (For a spell with more than one level, use the 
  best one applicable to you.) When this spell is memorized, a 
  specific other colour (other than Chrome) must be chosen by the 
  spellcaster. That spell slot can only be used to mimic spells of that 
  colour for that day. 
  Any creature that interacts with the conjured object, force, energy 
  or creature can make a Will save to recognize its true nature. 
  Spells that deal damage have normal effects unless an affected 
  creature succeeds on a Will save. Each disbelieving creature takes 
  only one-fifth damage from the attack. If the disbelieved attack 
  has a special effect other than damage, that effect is one-fifth as 
  strong (if applicable) or only 20% likely to occur. If recognized as 
  a shadow colour, a damaging spell deals only one-fifth (20%) 
  damage. Regardless of the result of the save to disbelieve, an 
  affected creature is also allowed any save (or spell resistance) that 
  the spell being simulated allows, but the save DC is set according 
  to shadow colour, lesser’s level (4th) rather than the spell’s normal 
  level. Against disbelievers, spells are 20% likely to work. Shadow 
  objects or substances have normal effects except against those 
  who disbelieve them. Creations, summonings etc. are actually 
  one-fifth (20%) as strong as the real things, though creatures thet 
  believe the shadow colour to be real are affected by them at full 
  strength. 
  Non-damaging effects have normal effects except against those 
  who disbelieve them. A shadow creature has one-fifth the hit 
  points of a normal creature of its kind (regardless of whether it’s 
  recognized as shadowy). It deals normal damage and has all 
  normal abilities and weaknesses. Against a creature that 
  
  16 
  recognizes it as a shadow creature, however, the shadow 
  creature’s damage is one-fifth (20%) normal, and all special 
  abilities that do not deal lethal damage are only 20% likely to 
  work. (Roll for each use and each affected character separately.) 
  Furthermore, the shadow creature’s AC bonuses are one-fifth as 
  large. A creature that succeeds on its save sees shadow magic as 
  transparent images superimposed on vague, shadowy forms. 
  Spells that have no physical effect (mind control etc) are treated 
  exactly the same as other spells, the target gets to save to see 
  wether they believe that the caster is capable of creating the 
  magic. If the target succeeds, but fails the save against the 
  underlying effect the spell only has a 20% chance of success. 
  Beneficial spells that have direct positive effect and spells that 
  require no saving throws only create 20% of the effect (curing 
  magic for example), although the targeted character will appear 
  to be fully recovered or enhanced by the effect to an outside 
  perspective. 
  Objects automatically succeed on their Will saves against this 
  spell. 
   
  Level 5 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Mirage Arcana 
  Effigy 
  5 
   
  Persistent Image 
  Effigy 
  5 
  5 
  Seeming 
  Effigy 
  5 
   
  False Vision 
  Resonance 
  5 
   
  Zone of silence 
  Resonance 
  5 
  5 
  Shadow Walk 
  Shadow 
  5 
  5 
   
  Mirage Arcana 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5, Grey 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Area: One 20-ft. cube/level (S) 
  Duration: Concentration +1 hour/ level (D) 
  This spell functions like hallucinatory terrain, except that it enables 
  you to make any area appear to be something other than it is. The 
  illusion includes audible, visual, tactile, and olfactory elements. 
  Unlike hallucinatory terrain, the spell can alter the appearance of 
  structures (or add them where none are present). Still, it can’t 
  disguise, conceal, or add creatures (though creatures within the 
  area might hide themselves within the illusion just as they can 
  hide themselves within a real location). 
   
  Persistent Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 5, Sor/Wiz 5, Grey 5, Effigy 5 
  Duration: 1 min./level (D) 
  This spell functions like silent image, except that the figment 
  includes visual, auditory, olfactory, and thermal components, and 
  the figment follows a script determined by you. The figment 
  follows that script without your having to concentrate on it. The 
  illusion can include intelligible speech if you wish.  
  Material Component: A bit of fleece and several grains of sand. 
   
  Seeming 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5, Grey 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature per two levels, no two of which can be 
  more than 30 ft. apart 
  Duration: 12 hours (D) 
  Saving Throw: Will negates or Will disbelief (if interacted with) 
  Spell Resistance: Yes or No; see text 
  This spell functions like disguise self, except that you can change 
  the appearance of other people as well. Affected creatures resume 
  their normal appearances if slain. 
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance. 
   
  False Vision 
  Grey  (Resonance) - Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5, Trickery 5, Grey 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Area: 40-ft.-radius emanation 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Any divination (scrying) spell used to view anything within the 
  area of this spell instead receives a false image (as the major image 
  spell), as defined by you at the time of casting. As long as the 
  duration lasts, you can concentrate to change the image as 
  desired. While you aren’t concentrating, the image remains static. 
  Arcane Material Component: The ground dust of a piece of jade 
  worth at least 250 gp, which is sprinkled into the air when the 
  spell is cast. 
   
  Zone of Silence 
  Grey (Resonance) - Illusion (Glamer) 
  Level: Brd 4, Grey 5, Resonance 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Area: 5-ft.-radius emanation centered on you 
  Duration: 1 hour/level (D) 
  By casting zone of silence, you manipulate sound waves in your 
  immediate vicinity so that you and those within the spell’s area 
  can converse normally, yet no one outside can hear your voices or 
  any other noises from within, including language-dependent or 
  sonic spell effects. This effect is centered on you and moves with 
  you. Anyone who enters the zone immediately becomes subject 
  to its effects, but those who leave are no longer affected. Note, 
  however, that a successful Spot check to read lips can still reveal 
  what’s said inside a zone of silence. 
   
  Shadow Walk 
  Grey (Shadow) - Illusion (Shadow) 
  Level: Brd 5, Sor/Wiz 6, Grey 5, Shadow 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Up to one touched creature/ level 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  To use the shadow walk spell, you must be in an area of shadowy 
  illumination. You and any creature you touch are then 
  transported along a coiling path of shadowstuff to the edge of the 
  Material Plane where it borders the Plane of Shadow. The effect is 
  largely illusory, but the path is quasi-real. You can take more 
  than one creature along with you (subject to your level limit), but 
  all must be touching each other. 
  In the region of shadow, you move at a rate of 50 miles per hour, 
  moving normally on the borders of the Plane of Shadow but 
  much more rapidly relative to the Material Plane. Thus, you can 
  use this spell to travel rapidly by stepping onto the Plane of 
  Shadow, moving the desired distance, and then stepping back 
  onto the Material Plane. Because of the blurring of reality 
  between the Plane of Shadow and the Material Plane, you can’t 
  make out details of the terrain or areas you pass over during 
  transit, nor can you predict perfectly where your travel will end. 
  It’s impossible to judge distances accurately, making the spell 
  virtually useless for scouting or spying. Furthermore, when the 
  spell effect ends, you are shunted 1d10x100 feet in a random 
  horizontal direction from your desired endpoint. If this would 
  place you within a solid object, you are shunted 1d10x1,000 feet 
  in the same direction. If this would still place you within a solid 
  object, you (and any creatures with you) are shunted to the 
  nearest empty space available, but the strain of this activity 
  renders each creature fatigued (no save). 
  Shadow walk can also be used to travel to other planes that border 
  on the Plane of Shadow, but this usage requires the transit of the 
  Plane of Shadow to arrive at a border with another plane of 
  reality. The transit of the Plane of Shadow requires 1d4 hours. 
  
  17 
  Any creatures touched by you when shadow walk is cast also make 
  the transition to the borders of the Plane of Shadow. 
  They may opt to follow you, wander off through the plane, or 
  stumble back into the Material Plane (50% chance for either of the 
  latter results if they are lost or abandoned by you). Creatures 
  unwilling to accompany you into the Plane of Shadow receive a 
  Will saving throw, negating the effect if successful. 
   
  Level 6 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Programmed Image 
  Effigy 
  6 
  6 
  Mislead 
  Resonance 
  6 
  6 
  Shadow Colour 
  Shadow 
  6 
  6 
   
  Programmed Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 6, Sor/Wiz 6, Grey 6, Effigy 6 
  Effect: Visual figment that cannot extend beyond a 20-ft. cube + 
  one 10-ft. cube/level (S) 
  Duration: Permanent until triggered, then 1 round/level 
  This spell functions like silent image, except that this spell’s 
  figment activates when a specific condition occurs. The figment 
  includes visual, auditory, olfactory, and thermal elements, 
  including intelligible speech. 
  You set the triggering condition (which may be a special word) 
  when casting the spell. The event that triggers the illusion can be 
  as general or as specific and detailed as desired but must be 
  based on an audible, tactile, olfactory, or visual trigger. The 
  trigger cannot be based on some quality not normally obvious to 
  the senses, such as alignment. (See magic mouth for more details 
  about such triggers.) 
  Material Component: A bit of fleece and jade dust worth 25 gp. 
   
  Mislead 
  Grey (Resonance) - Illusion (Figment, Glamer) 
  Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6, Grey 6, Resonance 6 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target/Effect: You/one illusory double 
  Duration: 1 round/level (D) and concentration + 3 rounds; see 
  text 
  Saving Throw: None or Will disbelief (if interacted with); see text 
  Spell Resistance: No 
  You become invisible (as improved invisibility, a glamer), and at 
  the same time, an illusory double of you (as major image, a 
  figment) appears. You are then free to go elsewhere while your 
  double moves away. The double appears within range but 
  thereafter moves as you direct it (which requires concentration 
  beginning on the first round after the casting). You can make the 
  figment appear superimposed perfectly over your own body so 
  that observers don’t notice an image appearing and you turning 
  invisible. You and the figment can then move in different 
  directions. The double moves at your speed and can talk and 
  gesture as if it were real, but it cannot attack or cast spells, though 
  it can pretend to do so. 
  The illusory double lasts as long as you concentrate upon it, plus 
  3 additional rounds. After you cease concentration, the illusory 
  double continues to carry out the same activity until the duration 
  expires. The improved invisibility lasts for 1 round per level, 
  regardless of concentration. 
   
  Shadow Colour 
  Grey (Shadow) 
  Level: Grey 6, Shadow 6 
  This spell functions like shadow colour, lesser, except that it can 
  duplicate any arcane spell of 5th level or lower. The illusory 
  conjurations created deal two-fifths (40%) damage to non-
  believers, and non-damaging effects are 40% likely to work 
  against non-believers. 
   
  Level 7 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Permanent Image 
  Effigy 
  7 
  7 
  Project Image 
  Resonance 
  7 
   
  Sympathetic Vibration 
  Resonance 
  7 
  7 
  Invisibility, mass 
  Shadow 
  7 
  7 
   
  Permanent Image 
  Grey (Effigy) - Illusion (Figment) 
  Level: Brd 6, Sor/Wiz 6, Grey 7, Effigy 7 
  Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-
  ft. cube/level (S) 
  Duration: Permanent (D) 
  This spell functions like silent image, except that the figment 
  includes visual, auditory, olfactory, and thermal elements, and 
  the spell is permanent. By concentrating, you can move the image 
  within the limits of the range, but it is static while you are not 
  concentrating. 
  Material Component: A bit of fleece plus powdered jade worth 100 
  gp. 
   
  Project Image 
  Grey (Resonance) - Illusion (Shadow) 
  Level: Brd 6, Sor/Wiz 7, Grey 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One shadow duplicate 
  Duration: 1 round/level (D) 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: No 
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself. The projected image looks, sounds, 
  and smells like you but is intangible. The projected image mimics 
  your actions (including speech) unless you direct it to act 
  differently (which is a move action). 
  You can see through its eyes and hear through its ears as if you 
  were standing where it is, and during your turn you can switch 
  from using its senses to using your own, or back again, as a free 
  action. While you are using its senses, your body is considered 
  blinded and deafened. 
  If you desire, any spell you cast whose range is touch or greater 
  can originate from the projected image instead of from you. The 
  projected image can’t cast any spells on itself except for illusion 
  spells. The spells affect other targets normally, despite originating 
  from the projected image. 
  Objects are affected by the projected image as if they had 
  succeeded on their Will save. 
  You must maintain line of effect to the projected image at all 
  times. If your line of effect is obstructed, the spell ends. If you use 
  dimension door, teleport, plane shift, or a similar spell that breaks 
  your line of effect, even momentarily, the spell ends. 
  Material Component: A small replica of you (a doll), which costs 5 
  gp to create. 
   
  Sympathetic Vibration 
  Grey (Resonance) - Evocation [Sonic] 
  Level: Brd 6, Grey 7, Resonance 7 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: One freestanding structure 
  Duration: Up to 1 round/level 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  By attuning yourself to a freestanding structure such you can 
  create a damaging vibration within it. Once it begins, the 
  vibration deals 2d10 points of damage per round to the target 
  structure. (Hardness has no effect on the spell’s damage.) You can 
  choose at the time of casting to limit the duration of the spell; 
  otherwise it lasts for 1 round/ level. If the spell is cast upon a 
  target that is not freestanding the surrounding stone dissipates 
  the effect and no damage occurs. 
  Sympathetic 
  vibration 
  cannot 
  affect 
  creatures 
  (including 
  constructs). Since a structure is an unattended object, it gets no 
  saving throw to resist the effect. 
  Focus: A tuning fork. 
  
  18 
   
  Invisibility, Mass 
  Grey (Shadow) - Illusion (Glamer) 
  Level: Sor/Wiz 7, Grey 7, Shadow 7 
  Components: V, S, M 
  Range: Long (400 ft. + 40 ft./level) 
  Targets: Any number of creatures, no two of which can be more 
  than 180 ft. apart 
  This spell functions like invisibility, except that the effect is mobile 
  with the group and is broken when anyone in the group attacks. 
  Individuals in the group cannot see each other. The spell is 
  broken for any individual who moves more than 180 feet from 
  the nearest member of the group. (If only two individuals are 
  affected, the one moving away from the other one loses its 
  invisibility. If both are moving away from each other, they both 
  become visible when the distance between them exceeds 180 
  feet.) 
  Material Component: An eyelash encased in a bit of gum arabic. 
   
  Level 8 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Veil 
  Effigy 
  8 
  8 
  Shout, Greater 
  Resonance 
  8 
  8 
  Shadow Colour, Greater 
  Shadow 
  8 
  8 
   
  Veil 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Brd 6, Sor/Wiz 6, Grey 8, Effigy 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Targets: One or more creatures, no two of which can be more 
  than 30 ft. apart 
  Duration: Concentration + 1 hour/level (D) 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes; see text 
  You instantly change the appearance of the subjects and then 
  maintain that appearance for the spell’s duration. You can make 
  the subjects appear to be anything you wish. The subjects look, 
  feel, and smell just like the creatures the spell makes them 
  resemble. Affected creatures resume their normal appearances if 
  slain. You must succeed on a Disguise check to duplicate the 
  appearance of a specific individual. This spell gives you a +10 
  bonus on the check. 
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance. Those who interact with the 
  subjects can attempt Will disbelief saves to see through the 
  glamer, but spell resistance doesn’t help. 
   
  Shout, Greater 
  Grey (Resonance) - Evocation [Sonic] 
  Level: Brd 6, Sor/Wiz 8, Grey 8, Resonance 8 
  Components: V, S, F 
  Range: 60 ft. 
  Saving Throw: Fortitude partial or Reflex negates (object); see 
  text 
  This spell functions like shout, except that the cone deals 10d6 
  points of sonic damage (or 1d6 points of sonic damage per caster 
  level, maximum 20d6, against exposed brittle or crystalline 
  objects or crystalline creatures). It also causes creatures to be 
  stunned for 1 round and deafened for 4d6 rounds. A creature in 
  the area of the cone can negate the stunning and halve both the 
  damage and the duration of the deafness with a successful 
  Fortitude save. A creature holding vulnerable objects can attempt 
  a Reflex save to negate the damage to those objects. 
  Arcane Focus: A small metal or ivory horn. 
   
  Shadow Colour, Greater 
  Grey (Shadow) 
  Level: Grey 8, Shadow 8 
  This spell functions like shadow colour, lesser, except that it can 
  duplicate any arcane spell of 7th level or lower. The illusory 
  conjurations created deal three-fifths (60%) damage to non-
  believers, and non-damaging effects are 60% likely to work 
  against non-believers. 
   
  Level 9 Grey Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Screen 
  Effigy 
  8 
  8 
  Wail of the Banshee 
  Resonance 
  8 
  8 
  Shades 
  Shadow 
  8 
  8 
   
  Screen 
  Grey (Effigy) - Illusion (Glamer) 
  Level: Sor/Wiz 8, Trickery 7, Grey 9, Effigy 9 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 30-ft. cube/level (S) 
  Duration: 24 hours 
  Saving Throw: None or Will disbelief (if interacted with); see text 
  Spell Resistance: No 
  This spell combines several elements to create a powerful 
  protection from scrying and direct observation. When casting the 
  spell, you dictate what will and will not be observed in the spell’s 
  area. The illusion created must be stated in general terms. Once 
  the conditions are set, they cannot be changed. 
  Attempts to scry the area automatically detect the image stated 
  by you with no save allowed. Sight and sound are appropriate to 
  the illusion created.  
  Direct observation may allow a save (as per a normal illusion), if 
  there is cause to disbelieve what is seen. Even entering the area 
  does not cancel the illusion or necessarily allow a save, assuming 
  that hidden beings take care to stay out of the way of those 
  affected by the illusion. 
   
  Wail of the Banshee 
  Grey (Resonance) - Necromancy [Death, Sonic] 
  Level: Death 9, Sor/Wiz 9, Grey 9, Resonance 9 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One living creature/level within a 40-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You emit a terrible scream that kills creatures that hear it (except 
  for yourself ). Creatures closest to the point of origin are affected 
  first. 
   
  Shades 
  Grey (Shadow) 
  Level: Grey 9, Shadow 9 
  This spell functions like shadow colour, lesser, except that it can 
  duplicate any arcane spell of 8th level or lower. The illusory 
  conjurations created deal three-fifths (80%) damage to non-
  believers, and non-damaging effects are 80% likely to work 
  against non-believers. 
   
   
  
  19 
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  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 
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  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 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols owned by Jesus and Javier 
  Carmona http://www.carmonaart.com, used by permission. 
   
  A.4 Chymurge Character Portrait owned by Jason J McCuiston  
  www.jasonjmccuiston.com 
   
   
  Credits: 
  Chymurge image …….……  Jason J McCuiston 
  Magic Symbol images …….  Jesus & Javier Carmona 
  Proofing………………..……  Michael Christie 
  Writing et al ………………... Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Dominion ……………………… 
  3 
  Oblivion ………………...……… 
  4 
  Thought ………………………… 
  5 
  Skeptomancer ……………….… 
  6 
  Appendix (Indigo Spells) ……. 11 
  Licence …………………………. 
  21 
  IInnddiiggo
  o  M
  Maaggiicc  
   
  Callus counted prime numbers, and tried not to breathe. 
  Many had attempted the defences of the mage guild before. Most 
  were dead, and they were considered the lucky ones. But he knew 
  he had no choice. The Family held his partner, and he did not want 
  to think… his breath paused, don’t think, start again, one, two, three, 
  five, seven… He was a silent shadow, moving with the 
  flickering light of the candles, scaling walls, seeking 
  windows, clinging to ledges and sills. He did not 
  doubt his skills, took no chances, followed the path he 
  had planned, no thought, he thought, no thought. 
    
  Laughter came from behind him, and he 
  froze in place. “Come out into the light, thief, the 
  game is up,” the voice came, melodic, gentle. Callus 
  stayed where he was, eyes searching, till he found 
  the source. He blinked in surprise, but did not 
  move. “You are cautious, which is fair, but you 
  are in my domain now, so any further 
  ignoring of my request would just be 
  impolite. I’ll make us some tea, if you 
  will be so kind,” added the small, 
  robed bald man with the glowing 
  third eye in his forehead. Callus 
  weighed his options, then stood 
  away from the wall, and sat where 
  the Skeptomancer gestured. “What is 
  going to happen to me?” he asked simply. 
   
  “Well, that is largely dependant upon you…” the mage’s 
  three eyes squinted, then “Callus is it? You see, I have not 
  encountered anyone before with such a capacity to resist my 
  perceptions, and I must attest to some curiosity about it. I can 
  reach in with the power of my magic and sense your deepest 
  motivations, but your immediate thoughts are beyond my 
  reach. What a remarkable thing!  How do you manage to 
  do that?” The mage poured two cups of tea and smiled warmly. 
   
  “To be honest, it is a trick a Scholar friend taught me,” said Callus. No 
  point holding back now. “Keep the mind on trivial things when urgent ones are 
  learned to the point of being automatic. But you haven’t answered my question. 
  What will happen to me?” 
   
  “Why, nothing, of course. All others that attempted to enter 
  here did so for greed. You, however, have been coerced. It is 
  those that have compelled you that should be afraid now. 
  Because now they face a real master in the art of dominating 
  the will of others.” The bald man smiled warmly, and Callus 
  felt a strange mingling of profound fear with the dawning of 
  new hope. 
   
   
   
  Chromatic Arcana 
   
  This game supplement requires the 
  Dungeons & Dragons Players Handbook, Third 
  Edition, published by Wizards of the Coast, Inc. It uses material from the updated 
  v3.5 revision. All content in the Game Rule Info sections, all spell descriptions and 
  names and all tables are OGC. All fiction, pictures and other descriptive text are IP 
  of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Skeptomancer.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes like the Skeptomancer. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  IInnddiiggo
  o  
   
  Indigo is the colour of the mind, covering 
  thought, intellect, memory and will. To incorporate 
  the Colours into your existing campaign, first 
  simply allocate the colours to deities, so in the case 
  of Indigo, deities of order, knowledge, progress, 
  travel, power and creation might have influence 
  over the Indigo domains of Dominion, Oblivion and 
  Thought. Then allow Specialist Wizards to choose a 
  Colour as their primary school. The colours are 
  opposed to each other in the following manner by 
  default, but please feel free to add in your own 
  chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  The complete list of Red spells is shown 
  after the Indigo Spell descriptions on page 25. These 
  should be prohibited to an Indigo specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  D
  Doom
  miinniioonn  
   
   
  Dominion focuses on the superlative 
  mental powers of command and control. It 
  represents the capacity of a person’s ego and 
  will to overwhelm those of others, bending 
  action, thought and even belief at the will of the 
  more powerful mind. The power that this 
  sphere grants is intrinsically offensive and 
  contrary to the fundamental belief structures of 
  most civilised peoples. The power to take away 
  the free will of others via mental domination is 
  one of the most feared abilities that can be 
  learned from magic. While some might see 
  advantages to the freedom from responsibility 
  that being subjected to this kind of magic 
  grants, such abdication of intrinsic rights is 
  nothing more or less than slavery. 
   
  Some learn this style of magic for its 
  ability to grant the many social benefits that can 
  be commanded with its spells; others seek this 
  kind of power with a wilful disregard for the 
  desire of others. A few learn this style of magic 
  with the intent to only use it upon evil; to 
  enforce punishment or to avoid having to kill a 
  foe deserving of slaughter. Regardless of the 
  intent, some cultures abhor this sphere and 
  treat those that study it as criminals.  
   
  There are many powerful indirectly 
  offensive spells in this sphere that can turn 
  your enemies upon themselves. There are no 
  defensive 
  spells 
  here, 
  and 
  only 
  a 
  few 
  miscellaneous ones. None of the powers are 
  designed to do physical harm, only mental. 
  Table Indigo 1 All Dominion Spells 
  Spell Name 
  Level 
  Command 
  0 
  Charm Person 
  1 
  T.'s Hideous Laughter 
  2 
  Zone of Truth 
  2 
  Dominate Animal 
  3 
  Charm Monster 
  4 
  Geas, Lesser 
  4 
  Command, Greater 
  5 
  Dominate Person 
  5 
  Magic Jar 
  5 
  Geas/Quest 
  6 
  Charm Monster, mass 
  7 
  Demand 
  8 
  O.'s Irresistible Dance 
  8 
  Dominate Monster 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  D
  Do
  om
  miinniio
  onn  
   
  Deities of justice, rulership, command, 
  seduction, punishment or influence are likely to 
  grant access to this domain to their clerics. It is 
  also a fairly popular domain for fanatics. 
   
  The base domain ability for Dominion 
  is that the character gains the Intimidate, Bluff 
  and Diplomacy skills as class skills if they were 
  not already, further gaining a +3 enhancement 
  bonus to one of these (the character’s choice).  
   
   
  The 
  advanced domain power for 
  Dominion allows the devotee to possess any 
  another intelligent being (anyone that has a 
  Will save) in 10’ per level range for, one hour 
  per level. Three attempts to possess are allowed 
  per day, each counting as a standard spell like 
  action, resisted by a Will save vs. DC 10 + the 
  initiator’s base Will save bonus and Wisdom 
  modifier. If the target should succeed their will 
  save by more than 10, there is a chance they can 
  return the possession attempt (Knowledge 
  Arcane DC 20 to figure out this is an option for 
  the target), in which case the caster must in 
  turn make a save (as above). While possessing 
  the desired target, the character’s body lapses 
  into unconsciousness, and the character can use 
  the target’s physical attributes, armour class 
  and hit points, but only their own feats, spells 
  and skills. If the target should die while 
  possessed, the devotee must make a will save 
  vs. DC 20 or return to their body unconscious 
  (as if they had failed a save vs. a Sleep effect). 
  Even making the save results in a Stunned 
  status for 3 rounds when back in their body. 
   
  Table Indigo 2 Dominion Domain 
  Spell Name 
  Level 
  Command 
  0 
  Charm Person 
  1 
  T.'s Hideous Laughter 
  2 
  Dominate Animal 
  3 
  Charm Monster 
  4 
  Dominate Person 
  5 
  Geas/Quest 
  6 
  Charm Monster, Mass 
  7 
  Demand 
  8 
  Dominate Monster 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  O
  Obblliivviioonn  
    
   
  Most Spheres of magic evoke positive or 
  powerful aspects of the universe. There are 
  some fundamentally negative ones, however, in 
  which the magic intrinsically seeks to harm, 
  weaken or lessen. Oblivion is one such sphere.  
   
  Lack of knowledge, unconsciousness, 
  fear, antipathy, despair, even insanity; all the 
  effects learned lower the intellect and affect 
  rationality. This sphere is primarily offensive; 
  there are very few defensive or miscellaneous 
  spells. A specialist in this sphere might see the 
  perspective that such power is less damaging to 
  body and material than other, more direct 
  magic. In response, it might be said that the 
  power of this kind of magic leaves invisible 
  scars that take much longer than the body to 
  heal. Some broader power over matter and 
  structure is also gained. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  O
  Obblliivviio
  onn  
   
   
  Deities that hold sway over the domain 
  of Oblivion are likely to be gods of madness, 
  prejudice, comedy, fate and rulership. Clerics 
  that seek out the powers of Oblivion are most 
  often interested in manipulation, disarray and 
  controlling others through fear. Overall, not a 
  friendly lot. There are some few that learn the 
  powers of Oblivion so as to better protect any 
  that might be in their charge while not causing 
  bodily harm. Some faiths turn a blind eye to 
  crimes against the mind, though they have 
  strict rules against crimes on the material body. 
  Table Indigo 3 All Oblivion Spells 
  Spell Name 
  Level 
  Daze 
  0 
  Lullaby 
  0 
  Cause Fear 
  1 
  Confusion, Lesser 
  1 
  Sleep 
  1 
  Calm Emotions 
  2 
  Daze Monster 
  2 
  Touch of Idiocy 
  2 
  Deep Slumber 
  3 
  Confusion 
  4 
  Crushing Despair 
  4 
  Fear 
  4 
  Feeblemind 
  5 
  Mind Fog 
  5 
  Song of Discord 
  5 
  Symbol of Fear 
  6 
  Insanity 
  7 
  Sequester 
  7 
  Antipathy 
  8 
  Symbol of Insanity 
  9 
   
   
  The base domain power of Oblivion is 
  Monotone Drone. This ability grants the power 
  of Fascination much as the same ability a Bard 
  is capable of, using the Knowledge (religion) 
  skill as its base instead of the Perform skill. In 
  essence, the difference is that a Bard fascinates 
  through musical or artistic skill, but a devotee 
  of this domain fascinates by draining the mind 
  of the audience with pseudo-intellectual drivel. 
  This can be used a number of times a day as the 
  devotee has levels, and follows all the other 
  restrictions and enhancements that apply to the 
  Bard’s fascinate ability (see the PHB page 29.) 
  The character must have the Knowledge 
  (religion) skill at level 3 to use this power, and 
  that skill becomes a class skill for the devotee if 
  it was not one before. 
   
   
  The advanced domain ability of the 
  domain of Oblivion is Plausible Deniability. 
  This grants the devotee the ability to at will 
  feign ignorance of anything. This grants an 
  automatic save roll of 20, or the ability to take 
  20 in any relevant skill contest. For example, if 
  attempting to bluff that they do not know 
  something, or if under a Zone of Truth, they 
  can use this ability to plead ignorance. This 
  ability offers no protection against other kinds 
  of compulsion (for example it does not help 
  versus a charm that might make the devotee 
  someone’s friend). It only assists in situations 
  where the devotee wants to pretend ignorance. 
   
   
  Table Indigo 4 Oblivion Domain 
  Spell Name 
  Level 
  Daze 
  0 
  Sleep 
  1 
  Touch of Idiocy 
  2 
  Deep Slumber 
  3 
  Confusion 
  4 
  Feeblemind 
  5 
  Symbol of Fear 
  6 
  Insanity 
  7 
  Antipathy 
  8 
  Symbol of Insanity 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  TThhoouugghhtt  
    
  Unsurprisingly, the sphere of thought is 
  for spells focussed upon the quintessential 
  power of the mind itself. It manifests both 
  internally with comprehension and intelligence 
  and externally through contacting others by 
  thoughts or even killing people through their 
  fears and dreams. It is the superlative Indigo 
  sphere, devoted to the mind in exclusion of all 
  other concerns.  
   
  This is a largely miscellaneous sphere, 
  with many useful abilities to detect, understand 
  or enhance natural abilities. It is only in the 
  medium to higher levels that offensive powers 
  manifest. Much like the other indigo spheres 
  there are practically no defensive abilities, at 
  least not until the power of Mind Blank 
  becomes available at 8th level. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  TThho
  ouugghhtt  
   
   
  This is the purest of the Indigo domains, 
  and as such has the avenue for the greatest 
  number of benevolent deities to offer it to their 
  clerics. Deities of order, rationality, science, the 
  forge, engineering, justice, the sky, the air, 
  dreams, nightmares and memories are just a 
  few of those that might offer this domain.  
   
  Which is not to say that beings of a less 
  benign nature would not have access or offer it, 
  just merely that of the Indigo, this one is the 
  least morally ambiguous. Matters of invasion of 
  privacy aside, of course. 
  Table Indigo 5 All Thought Spells 
  Spell Name 
  Level 
  Message 
  0 
  Comprehend Languages 
  1 
  Detect Thoughts 
  2 
  Fox cunning 
  2 
  Tongues 
  3 
  Discern Lies 
  4 
  Modify Memory 
  4 
  Phantasmal Killer 
  4 
  R.'s Telepathic Bond 
  4 
  Sending 
  4 
  Dream 
  5 
  Nightmare 
  6 
  Fox Cunning, Mass 
  7 
  Mind Blank 
  8 
  Weird 
  9 
   
   
  The base domain power for Thought 
  grants the Sense Motive skill as a class skill if it 
  was not one before. It also allows the character 
  to read minds with a range of touch only up to 
  one minute per day per level. This ability is 
  equivalent to using the Detect Thoughts spell in 
  terms of effects, with the restriction on range 
  being the primary limitation. Ability use 
  requires a standard spell like action to activate. 
  The duration does not need to be consecutive, 
  but rather can be spread throughout the day as 
  desired.  
   
   
  The 
  advanced domain power for 
  Thought allows the devotee to penetrate into 
  the deepest memories of others. This ability is 
  usable at will, but only in conjunction with the 
  usage of a Detect Thoughts or Telepathic Bond 
  spell, or any other effect that enables reading of 
  thoughts. On the fourth round of contact of 
  detect thoughts, or at any time that a telepathic 
  bond is active, the devotee can choose a target 
  to probe for whom the primary spell has 
  created a link. Each round that the telepathic 
  contact continues, the devotee is allowed to ask 
  one question that they are searching for the 
  answer to in the target’s memory. The target is 
  allowed a will save to resist this effect at the 
  primary spell’s effective DC. The answer 
  achieved on a failed save will be truthful, and 
  include information to the best of the target’s 
  knowledge. Each new question allows a new 
  saving throw and requires one round, and if 
  the target is successful the devotee will not be 
  able to learn the answer to that question, even 
  with repeat attempts, unless they cast the base 
  spell again and go through the full normal 
  mental re-contact process.  
   
  Table Indigo 6 Thought Domain 
  Spell Name 
  Level 
  Message 
  0 
  Comprehend Languages 
  1 
  Detect Thoughts 
  2 
  Tongues 
  3 
  Sending 
  4 
  Dream 
  5 
  Nightmare 
  6 
  Fox Cunning, Mass 
  7 
  Mind Blank 
  8 
  Weird 
  9 
  
  6 
  TThhee  SSkkeeppttoom
  maanncceerr 
   
  Also known as Mind Mages, Skeptomancers are individuals devoted 
  to developing the magic of thought as well as their own minds. Their powers 
  grant them vast ability to control others, either directly though mental 
  domination, or indirectly through fear of what they might be capable of. In 
  some game worlds they might be respected for this power, and granted status 
  and position because of it, while in others they might be hunted down by the 
  powers that be out of fear of what they might do or prejudice toward any with 
  these kind of capabilities. 
   
  With roles in advisory positions to people of power, or within guilds 
  and organizations, Skeptomancers always seek to be around people. They are 
  useless in the wild or in situations with pure physical threats, like natural 
  disasters. They do not need to be gregarious, or even personable, but they 
  have keen insight into social dynamics, and are often exemplary students of 
  human (and other races’!) nature.  
   
  Some seek the magic of the mind for the power it grants over others, 
  pure and simple. These are likely to be amongst the most feared of overlords, 
  spymasters or organizational heads. An evil Skeptomancer makes for an 
  incredibly dangerous villain, able to turn friends or lovers against one another 
  and cause entire dynasties to fall to ruin, or bow to their intellectual might.  
   
  Adventures 
   
   
  There is a tendency among Skeptomancers toward meditation and 
  other kinds of internal contemplation, which can lead to them being sedentary 
  in their choice of living. Many members of this class prefer to stay in one 
  place, even to congregate so as to share mental experiences and techniques in 
  the study of the pure mind. That being said, there are many of this class that 
  are involved and active in social games and political intrigues. 
   
  Skeptomancers are skilled manipulators, excellent investigators, and 
  extraordinarily good spies. They are able to ferret out information from the 
  most unlikely of sources. Their specialist abilities are highly sought after in 
  any gathering of people, and city adventures are likely to be but a tavern visit 
  away. At higher levels, such tasks are likely to be child’s play to them, and 
  they are more likely to become focal points in any intrigues that interest them. 
  Characteristics 
   
  Skeptomancers’ primary ability is 
  mind magic. They wield the arcane power 
  of the colour Indigo, and focus upon one 
  Sphere as their primary area of expertise. 
  They cannot cast all spells, only those of the 
  Indigo colour designation. They are strong 
  willed, and usually have quick intellects 
  and powerful personalities.  
   
  Indigo is a colour of abstracts and 
  intangibles. Unlike primary colours like 
  Red or Yellow, effects of Indigo magic are 
  not likely to be obvious. The Skeptomancer 
  learns to evoke their powers without the 
  ostentatious display that other spell casters 
  require, over time learning to create the 
  patterns and sympathetic associations with 
  the magical forces in their own mind.  
   
  Their focus on the mind and mental 
  spells leaves them little time to develop 
  physical abilities. They learn few combat 
  skills, being roughly the equal of a wizard 
  in conflict. They also suffer full spell failure 
  for any armor they wear, and so learn to 
  use no armor and only few weapons. 
   
  Beyond the power of their magic, 
  Skeptomancers also learn special mental 
  techniques, similar to 
  those that a Scholar 
  develops. They have 
  little time for skills, 
  mainly learning key 
  ones wizards use. 
  
  7 
  Alignment 
   
  Skeptomancers share the common traits of 
  aptitude and intellect for mental development, but 
  this causes no commonality in terms of morals or 
  ethics. They may be of any alignment or disposition.  
   
  Religion 
   
   
  Developing the powers of the mind has 
  some mystical connotations. Skeptomancers often 
  congregate together to share mental connection with 
  those of a similar skill and development, and this 
  partaking of a group mind will often leave an 
  individual with a transcendental experience. While 
  this does not lead Skeptomancers to any of the 
  standard faiths that might exist in a fantasy world, it 
  can to outsiders be seen as a kind of cult or religious 
  organization.  
   
   
  Lone Skeptomancers might choose to pay 
  lip service to local religions for the sake of their own 
  peace, but are not likely to follow any religion. If 
  they are believers, it will most likely be of a deity of 
  wisdom and intelligence.  
   
  There are unscrupulous individuals who 
  might decide to develop a cult of personality around 
  themselves, using the powers of their magic to 
  enforce their will upon those with less powerful 
  minds. Thus some Skeptomancers might be cult 
  leaders, or might choose to infiltrate any organized 
  religion for their own benefit. 
   
  Background 
   
  Indigo magic requires intense study and 
  some book learning. Developing the talent for mind 
  magic will most often require a mentor. However, 
  the talent for this style of magic tends to be easy to 
  identify, with Skeptomancers being able to tell by 
  how a child’s thoughts are structured that they will 
  show aptitude as pupils. Masters are likely to be 
  pro-active in recruiting new members of this class, 
  either to enhance the group of an already existent 
  organization or to stave off the chance of a youth 
  developing mind spells off their own intuition. For it 
  is quite possible for this style of magic to develop 
  into random mind sorcery, which can cause entire 
  communities to descend into madness and despair if 
  the youth is not guided.  
   
  Races 
   
   
  There is no association of race to class with 
  Skeptomancers. Any race might have members 
  capable of developing these powers. Some races 
  might have more mental taboos about this kind of 
  power than others, though, dependant upon the 
  campeign world in question. In a standard fantasy 
  universe Elves are the most likely race to have 
  individuals utilizing this style of magic. 
   
   
  In the Chrome World, the Thuul have entire 
  populations under the rulership and dominion of 
  Indigo spell masters. 
   
  Other Classes 
   
   
  Skeptomancers are likely to associate with 
  Wizards and Scholars, and are likely to prefer the 
  company of intelligent individuals with developed 
  minds from other classes. Often rogues or bards 
  form the most interesting associates. Of the more 
  physically apt classes, Monks are the most likely to 
  get on well with Skeptomancers, and in fact there 
  are numerous individuals that multiclass with these 
  two classes, so as to better develop both mind and 
  body in harmony (assuming they are of lawful 
  alignment of course. 
   
  Skeptomancers are not likely to associate in 
  a positive way with clerics, as the latter class tend to 
  abdicate responsibility and mental development in 
  favor of devotion to a higher or more esoteric cause 
   
  Role 
   
  A Skeptomancer can take the role of 
  primary spell caster for a group, as their style of 
  magic is such that they can usually perform as many 
  powerful offensive spells as any other caster. They 
  have a profound weakness against constructs, 
  undead and any entity immune to mental attacks, so 
  they must usually be backed up with other powers. 
  A good cleric with strong defensive magic is the best 
  choice tactically.  
   
  They also can perform powerful magic in 
  aiding an investigation, infiltration or subversion 
  activity. In an intrigue filled city, a Skeptomancer 
  comes into their own. In the wilderness, they can be 
  worse than useless. 
   
  Game rule information 
   
  Abilities 
   
   
  The Skeptomancer’s key primary statistic is 
  Wisdom. Their spell abilities rely on Intelligence  
  and Wisdom jointly, but Wisdom is the most 
  fundamentally important statistic for power, and 
  Intelligence for class skills. Secondarily, Charisma is 
  important for social manipulation skills, often used 
  when the character is low on magic. 
   
   
  They do benefit from good Constitution for 
  its survival benefits, and Dexterity so as to avoid 
  trouble, but these are tertiary considerations. 
  Strength is next to useless for a Skeptomancer. 
  
  8 
  Alignment 
   
   
  A Skeptomancer can choose any alignment. 
   
  Hit Die 
   
   
  D4 
   
  Class Skills  
   
  Bluff 
  (Cha), 
  Concentration 
  (Con), 
  Diplomacy 
  (Cha), 
  Gather 
  Information 
  (Cha), 
  Knowledge (Arcane) (Int), Sense Motive (Wis), 
  Spellcraft (Int) 
   
  Skill points at 1st level 
   
   
  (2+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Skeptomancers do not learn to use armor or 
  shields, and only have proficiency in the classic 
  Wizard weapons of club, dagger, heavy crossbow, 
  light crossbow and quarterstaff. They suffer full 
  arcane spell failure chance if they should cast spells 
  while dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Skeptomancers cast arcane spells, of the 
  same kind as Wizards, Sorcerers, and Bards. They 
  must prepare their spells in advance in the same 
  way that Wizards or Clerics do, though they do 
  learn the ability to spontaneously cast spells of one 
  chosen domain (see below).  
   
  They are required to have Intelligence 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Skeptomancer's spell is 10 + the spell level + the 
  caster's Wisdom modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table Indigo 7: The 
  Skeptomancer, Spells and Special Abilities. They 
  receive bonus spells if they have a high Wisdom 
  score as per Player's Handbook Table 1-1: Ability 
  Modifiers and Bonus Spells.  
   
  A Skeptomancer is only able to cast spells of 
  the Indigo colour designation. A complete spell list 
  is included in the appendix at the end of this section. 
  All other spells can be learned and recorded in the 
  character’s spellbook.  
   
  Further, a Skeptomancer may choose one of 
  the Indigo Domains as an area of specialty, and they 
  are granted the base domain power of that domain, 
  and also the ability to spontaneously cast spells on 
  that domain list. Some Skeptomancers specialise in 
  Thought, others in Dominion and yet others in 
  Oblivion.  
   
  Table Indigo 7: The Skeptomancer, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 8 9 
  1 
  0 
  0 
  0 
  2 
  Wizard weapon prof., base domain power 
  4 2 
   
   
   
   
   
   
   
   
  2 
  1 
  0 
  0 
  3 
  Silent Spell Feat 
  5 3 1 
   
   
   
   
   
   
   
  3 
  1 
  1 
  1 
  3 
  Thought technique 
  5 3 2 
   
   
   
   
   
   
   
  4 
  2 
  1 
  1 
  4 
   
  5 4 3 
  1 
   
   
   
   
   
   
  5 
  2 
  1 
  1 
  4 
  Advanced domain power. 
  5 4 3 
  2 
   
   
   
   
   
   
  6 
  3 
  2 
  2 
  5 
  Still Spell Feat 
  5 4 4 
  3 1 
   
   
   
   
   
  7 
  3 
  2 
  2 
  5 
  Thought technique, Loremaster secret 
  5 5 4 
  3 2 
   
   
   
   
   
  8 
  4 
  2 
  2 
  6 
   
  5 5 4 
  4 3 1 
   
   
   
   
  9 
  4 
  3 
  3 
  6 
  Eschew Materials Feat 
  5 5 5 
  4 3 2 
   
   
   
   
  10 
  5 
  3 
  3 
  7 
  Third Eye 
  5 5 5 
  4 4 3 
  1 
   
   
   
  11 
  5 
  3 
  3 
  7 
  Thought technique 
  5 5 5 
  5 4 3 
  2 
   
   
   
  12 
  6/1 
  4 
  4 
  8 
   
  5 5 5 
  5 4 4 
  3 1 
   
   
  13 
  6/1 
  4 
  4 
  8 
  Mental Vocalize 
  5 5 5 
  5 5 4 
  3 2 
   
   
  14 
  7/2 
  4 
  4 
  9 
  Loremaster secret 
  5 5 5 
  5 5 4 
  4 3 1 
   
  15 
  7/2 
  5 
  5 
  9 
  Thought technique 
  5 5 5 
  5 5 5 
  4 3 2 
   
  16 
  8/3 
  5 
  5 
  10  
  5 5 5 
  5 5 5 
  4 4 3 1 
  17 
  8/3 
  5 
  5 
  10 Mental Somatic 
  5 5 5 
  5 5 5 
  5 4 3 2 
  18 
  9/4 
  6 
  6 
  11  
  5 5 5 
  5 5 5 
  5 4 4 3 
  19 
  9/4 
  6 
  6 
  11 Thought technique 
  5 5 5 
  5 5 5 
  5 5 4 4 
  20 
  10/5 
  6 
  6 
  12  
  5 5 5 
  5 5 5 
  5 5 5 5 
  
  9 
  The spontaneous casting ability is identical 
  to a cleric’s ability to spontaneously cast healing 
  magic, except it is limited to the spells on the one 
  domain list that the character has chosen and not to 
  healing magic.  
   
  The Skeptomancer gains access to the basic 
  domain power at 1st level, and the advanced domain 
  power of their chosen domain at 5th level. 
   
  Spellbooks 
   
  A 
  Skeptomancer 
  must 
  study 
  their 
  spellbooks daily to prepare spells as a Wizard does. 
  They cannot prepare any spell not in their spellbook. 
  A Skeptomancer begins with a spellbook containing 
  2 0-level Indigo spells and 2 1st level Indigo spells.  
   
  At minimum one of spell of each spell level 
  must be from the character’s chosen domain. At 
  each level that the Skeptomancer advances, they 
  gain one new spell of any level they can cast for 
  their spell book.  
   
  At any time a Skeptomancer can transcribe 
  any Indigo spells from a Wizard or Dabbler's spell 
  books using the normal scroll transcribing rules.  
   
  Bonus Feats 
   
   
  At 2nd level Skeptomancers gain the Silent 
  Spell feat as a bonus feat. 
   
   
  At 6th level Skeptomancers gain the Still 
  Spell feat as a bonus feat. 
   
   
  At 9th level Skeptomancers gain the Eschew 
  Materials feat as a bonus feat. 
   
  Third Eye (Ex) 
   
   
  At 10th level the Skeptomancer can choose to 
  reveal their Third Eye at will as a free action. This is 
  a mystical manifestation of their arcane mental 
  power, and demonstrates to anyone in view of them 
  that they are supernatural in some way. A 
  Knowledge (Arcane) roll vs. DC 15 will provide an 
  observer 
  with 
  the 
  specifics 
  of 
  what 
  this 
  manifestation means.  
   
   
  When manifesting their Third Eye, the 
  character makes a lot of psychic noise: anyone with 
  detect thoughts or detect magic (or other similar 
  powers) active and in range automatically detects 
  them and gains an idea of the Skeptomancer’s 
  abilities 
  and 
  power level as per the most 
  information 
  that the relevant spell normally 
  provides. On the plus side, the Skeptomancer gains 
  +2 to all Spell DCs, +2 on all relevant skill or ability 
  use (such as for Possession or Sense Motive 
  purposes) and +2 insight bonus to all Will Saves. 
   
  Mental Vocalize (Ex) 
   
   
  At 13th level the Skeptomancer no longer 
  requires vocal components when casting spells. All 
  spells with vocal components can now be cast 
  without them, and there is no spell slot penalty for 
  this ability. 
   
  Mental Somatic (Ex) 
   
   
  At 17th level the Skeptomancer no longer 
  requires somatic components when casting spells. 
  All spells with somatic components can now be cast 
  without them, and there is no spell slot penalty for 
  this ability. 
   
  Loremaster Secret 
   
   
  At 7th level and every seven levels 
  thereafter, a Skeptomancer gains a Loremaster 
  Secret, from the Loremaster table on page 103 of the 
  Dungeon Master’s Guide. They must choose from 
  secrets that are available based on their intelligence 
  modifier only, as they have no levels of the 
  Loremaster class, unless they multiclass with that 
  prestige class. 
   
  Thought Techniques (Ex) 
   
   
  At 3rd level and every four levels thereafter, 
  the Skeptomancer learns one thought technique of 
  their choice of the same kind that are available to 
  Scholars. The specific techniques are listed  in the 
  following list: 
   
  Mundane Mind 
   
   
  The Skeptomancer can choose to occupy 
  their thoughts with mundane, repetitive items like 
  times tables or their recollections of a particularly 
  boring part of history. This requires a concentrate 
  check versus DC 15. If they succeed, their actual 
  thoughts are undetectable by detect thoughts, 
  telepathy and other means of mind reading. While 
  maintaining the Mundane Mind, the Skeptomancer 
  counts as distracted (-2 to skill checks and ability 
  checks). 
   
  Total Recall  
   
  The Skeptomancer can make an intelligence 
  roll versus DC 15 to recall the most obscure and 
  unlikely pieces of information they have been 
  exposed to, down to the smallest detail (E.g. Pi to 
  two hundred decimal places, the markings on the 
  
  10 
  hilt of a sword a guard carried to a wedding you 
  visited seventeen years ago.) This provides no bonus 
  to Knowledge skills, as they are more analytical than 
  recall related, but can help with clues or transcribing 
  things that you have seen or heard. 
   
  Find Weakness 
   
   
  Make a Lore roll versus DC 20 + the 
  challenge rating of an opponent to gain an insight 
  into it’s weaknesses. If the opponent has no 
  weaknesses or vulnerabilities, gain a +2 insight 
  bonus to your attack rolls or spell DC against that 
  opponent for the duration of the encounter. 
   
  Intuition 
   
   
  If a Skeptomancer with intuition should fail 
  a skill roll and there are immediate consequences, 
  providing they did not roll a 1 on the original roll, 
  they gain a +4 insight bonus to any immediately 
  subsequent consequence that requires a roll. For 
  example, if a Skeptomancer fails to disarm a trap but 
  does not roll a 1, and it goes off, they gain a +4 
  insight bonus to save against the subsequent 
  payload of the trap. Or, if they fail to sneak past a 
  guard not rolling a 1, they gain +4 to initiative for 
  the first round of combat.  
   
  Contemplation 
   
   
  By calmly preparing for five minutes before 
  making an attempt at any skill, the Skeptomancer 
  can gain a +2 insight bonus to their first roll. If the 
  character prepares for one hour, they gain a +4 
  bonus instead. Preparation must be uninterrupted. 
  It is not possible to take 20 in combination with this 
  ability, but taking 10 is possible, if the skill use 
  allows that. 
  Jack-of-all-Trades  
   
  Identical to the feat of the same name, the 
  Skeptomancer gains the ability to use all skills at 
  default, even if they are class specific. Skills still cost 
  the same to advance to higher levels, this ability just 
  gives a base chance to give them a go at default 
  level. 
   
  Meditation  
   
  A Skeptomancer with this ability can sleep 
  while remaining aware of what is going on around 
  them. Time spent meditation counts as time sleeping 
  for recovery purposes, and it is a free action to snap 
  out of Meditation. It is possible to combine this state 
  with the Zen state and Contemplation if the 
  character so desires and has those abilities.   
   
  Slippery Mind 
   
   
  This ability represents the Skeptomancer’s 
  ability to wriggle free from magical effects that 
  would otherwise control or compel them. If a 
  Skeptomancer with a slippery mind is affected by an 
  enchantment spell or effect and fails their saving 
  throw, they can attempt it again one round later at 
  the same DC. They get only his one extra chance to 
  succeed on their saving throw. 
   
  Zen State 
   
   
  The Skeptomancer can assume the Zen state 
  after a minute of preparation and a Concentrate roll 
  versus DC 15. This state allows the Skeptomancer to 
  feign death for as long as they desire, or empty their 
  mind of all thoughts. No action can be performed 
  while in this state, and even detecting life in the 
  Skeptomancer requires a Spot or Heal roll versus 
  DC 20. While in this state the Skeptomancer remains 
  aware, and can later recall all that occurred around 
  them. They can snap out of this state as a free action 
  without disorientation. It is possible to combine this 
  state with Meditation and Contemplation if the 
  Skeptomancer has these abilities. 
   
  Ex-Skeptomancers 
   
   
  Skeptomancers are free to multiclass as per 
  the normal rules. There are some cases of 
  multiclassing with other chromatic magic classes in 
  which the spell casting abilities become cumulative. 
  Please see the Colours of Magic: Chrome for more 
  details. 
   
  Human Skeptomancer Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Dagger (1d3, critical 19-20. x2, 1lb, 
  range increment 10) 
  Skill selection Pick a # of skills equal to 3+Int Mod 
  Skill 
  Ranks 
  Ability Armour 
  Bluff 
  4 
  Cha 
  - 
  Concentration 
  4 
  Con 
  - 
  Diplomacy 
  4 
  Cha 
  - 
  Gather Information 
  4 
  Cha 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Sense Motive 
  4 
  Wis 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Feats 
  Wizard 
  Weapons, 
  Spell 
  Focus 
  (Indigo), 
  Toughness, 
  Dominion 
  Domain power. 
  Spell Book 
  Command, Message, Charm Person, 
  Sleep 
  Gear 
  Robes, spell components pouch, 
  spell book, packed lunch. 
  Gold 
   
  6d4gp
  
  11 
  AAppppeennddiixx::  IInnddiiggoo  SSppeellllss 
   
  Level 0 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Command 
  Dominion 
  0 
  0 
  Daze 
  Oblivion 
  0 
  0 
  Lullaby 
  Oblivion 
  0 
   
  Message 
  Thought 
  0 
  0 
   
  Command 
  Indigo (Dominion) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Clr 1, Indigo 0, Dominion 0 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You give the subject a single command, which it obeys to the best 
  of its ability at its earliest opportunity. You may select from the 
  following options. 
  Approach: On its turn, the subject moves toward you as quickly 
  and directly as possible for 1 round. The creature may do nothing 
  but move during its turn, and it provokes attacks of opportunity 
  for this movement as normal. 
  Drop: On its turn, the subject drops whatever it is holding. It can’t 
  pick up any dropped item until its next turn. 
  Fall: On its turn, the subject falls to the ground and remains prone 
  for 1 round. It may act normally while prone but takes any 
  appropriate penalties. 
  Flee: On its turn, the subject moves away from you as quickly as 
  possible for 1 round. It may do nothing but move during its turn, 
  and it provokes attacks of opportunity for this movement as 
  normal. 
  Halt: The subject stands in place for 1 round. It may not take any 
  actions but is not considered helpless. 
  If the subject can’t carry out your command on its next turn, the 
  spell automatically fails. 
   
  Daze 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 0, Sor/Wiz 0, Indigo 0, Oblivion 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid creature of 4 HD or less 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This enchantment clouds the mind of a humanoid creature with 4 
  or fewer Hit Dice so that it takes no actions. Humanoids of 5 or 
  more HD are not affected. A dazed subject is not stunned, so 
  attackers get no special advantage against it. 
  Material Component: A pinch of wool or similar substance. 
   
  Lullaby 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 0, Indigo 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Living creatures within a 10-ft.-radius burst 
  Duration: Concentration + 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Any creature within the area that fails a Will save becomes 
  drowsy and inattentive, taking a –5 penalty on Listen and Spot 
  checks and a –2 penalty on Will saves against sleep effects while 
  the lullaby is in effect. Lullaby lasts for as long as the caster 
  concentrates, plus up to 1 round per caster level thereafter. 
   
  Message 
  Indigo (Thought) - Transmutation [Language-Dependent] 
  Level: Brd 0, Sor/Wiz 0, Indigo 0, Thought 0 
  Dominion 
  Level Oblivion 
  Level Thought 
  Level 
  Command 
  0 
  Daze 
  0 
  Message 
  0 
   
   
  Lullaby 
  0 
   
   
  Charm Person 
  1 
  Cause Fear 
  1 
  Comprehend Languages 
  1 
   
   
  Confusion, Lesser 
  1 
   
   
   
   
  Sleep 
  1 
   
   
  T.'s Hideous Laughter 
  2 
  Calm Emotions 
  2 
  Detect Thoughts 
  2 
  Zone of Truth 
  2 
  Daze Monster 
  2 
  Fox cunning 
  2 
   
   
  Touch of Idiocy 
  2 
   
   
  Dominate Animal 
  3 
  Deep Slumber 
  3 
  Tongues 
  3 
  Charm Monster 
  4 
  Confusion 
  4 
  Discern Lies 
  4 
  Geas, Lesser 
  4 
  Crushing Dispair 
  4 
  Modify Memory 
  4 
   
   
  Fear 
  4 
  Phantasmal Killer 
  4 
   
   
   
   
  R.'s Telepathic Bond 
  4 
   
   
   
   
  Sending 
  4 
  Command, Greater 
  5 
  Feeblemind 
  5 
  Dream 
  5 
  Dominate Person 
  5 
  Mind Fog 
  5 
   
   
  Magic Jar 
  5 
  Song of Discord 
  5 
   
   
  Geas/Quest 
  6 
  Symbol of Fear 
  6 
  Nightmare 
  6 
  Charm Monster, mass 
  7 
  Insanity 
  7 
  Fox Cunning, Mass 
  7 
   
   
  Sequester 
  7 
   
   
  Demand 
  8 
  Antipathy 
  8 
  Mind Blank 
  8 
  O.'s Irresistible Dance 
  8 
   
   
   
   
  Dominate Monster 
  9 
  Symbol of Insanity 
  9 
  Weird 
  9 
  
  12 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  You can whisper messages and receive whispered replies with 
  little chance of being overheard. You point your finger at each 
  creature you want to receive the message. When you whisper, the 
  whispered message is audible to all targeted creatures within 
  range. Magical silence, 1 foot of stone, 1 inch of common metal (or 
  a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The 
  message does not have to travel in a straight line. It can 
  circumvent a barrier if there is an open path between you and the 
  subject, and the path’s entire length lies within the spell’s range. 
  The creatures that receive the message can whisper a reply that 
  you hear. The spell transmits sound, not meaning. It doesn’t 
  transcend language barriers. 
  Note: To speak a message, you must mouth the words and 
  whisper, possibly allowing observers the opportunity to read 
  your lips. 
  Focus: A short piece of copper wire. 
   
  Level 1 Indigo Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Charm Person 
  Dominion 
  1 
  1 
  Cause Fear 
  Oblivion 
  1 
   
  Confusion, Lesser 
  Oblivion 
  1 
   
  Sleep 
  Oblivion 
  1 
  1 
  Comprehend Languages 
  Thought 
  1 
  1 
   
  Charm Person 
  Indigo (Dominion) - Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1, Indigo 1, Dominion 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid creature 
  Duration: 1 hour/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This charm makes a humanoid creature regard you as its trusted 
  friend and ally (treat the target’s attitude as friendly). If the 
  creature is currently being threatened or attacked by you or your 
  allies, however, it receives a +5 bonus on its saving throw. 
  The spell does not enable you to control the charmed person as if it 
  were an automaton, but it perceives your words and actions in 
  the most favorable way. You can try to give the subject orders, 
  but you must win an opposed Charisma check to convince it to 
  do anything it wouldn’t ordinarily do. (Retries are not allowed.) 
  An affected creature never obeys suicidal or obviously harmful 
  orders, but it might be convinced that something very dangerous 
  is worth doing.  Any act by you or your apparent allies that 
  threatens the charmed person breaks the spell. You must speak the 
  person’s language to communicate your commands, or else be 
  good at pantomiming. 
   
  Cause Fear 
  Indigo (Oblivion) - Necromancy [Fear, Mind-Affecting] 
  Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1, Indigo 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with 5 or fewer HD 
  Duration: 1d4 rounds or 1 round; see text 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  The affected creature becomes frightened. If the subject succeeds 
  on a Will save, it is shaken for 1 round. Creatures with 6 or more 
  Hit Dice are immune to this effect. 
  Cause fear counters and dispels remove fear. 
   
  Confusion, Lesser 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Indigo 1 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round 
  This spell causes a single creature to become confused for 1 round. 
  See the confusion spell, below, to determine the exact effect on the 
  subject. 
   
  Sleep 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1, Indigo 1, Oblivion 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One or more living creatures within a 10-ft.-radius burst 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  A sleep spell causes a magical slumber to come upon 4 Hit Dice of 
  creatures. Creatures with the fewest HD are affected first. 
  Among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first. Hit Dice that are not 
  sufficient to affect a creature are wasted. 
  Sleeping creatures are helpless. Slapping or wounding awakens 
  an affected creature, but normal noise does not. Awakening a 
  creature is a standard action (an application of the aid another 
  action). 
  Sleep does not target unconscious creatures, constructs, or undead 
  creatures. 
  Material Component: A pinch of fine sand, rose petals, or a live 
  cricket. 
   
  Comprehend Languages 
  Indigo (Thought) - Divination 
  Level: Brd 1, Clr 1, Sor/Wiz 1, Indigo 1, Divination 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level 
  You can understand the spoken words of creatures or read 
  otherwise incomprehensible written messages. In either case, you 
  must touch the creature or the writing. The ability to read does 
  not necessarily impart insight into the material, merely its literal 
  meaning. The spell enables you to understand or read an 
  unknown language, not speak or write it. 
  Written material can be read at the rate of one page (250 words) 
  per minute. Magical writing cannot be read, though the spell 
  reveals that it is magical. This spell can be foiled by certain 
  warding magic (such as the secret page and illusory script spells). It 
  does not decipher codes or reveal messages concealed in 
  otherwise normal text. 
  Comprehend languages can be made permanent with a permanency 
  spell. 
  Arcane Material Component: A pinch of soot and a few grains of 
  salt. 
   
  Level 2 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  T.'s Hideous Laughter 
  Dominion 
  2 
  2 
  Zone of Truth 
  Dominion 
  2 
   
  Calm Emotions 
  Oblivion 
  2 
   
  Daze Monster 
  Oblivion 
  2 
   
  Touch of Idiocy 
  Oblivion 
  2 
  2 
  Detect Thoughts 
  Thought 
  2 
  2 
  Fox cunning 
  Thought 
  2 
   
   
  Hideous Laughter 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Brd 1, Sor/Wiz 2, Indigo 2, Dominion 2 
  Components: V, S, M 
  
  13 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature; see text 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell afflicts the subject with uncontrollable laughter. It 
  collapses into gales of manic laughter, falling prone. The subject 
  can take no actions while laughing, but is not considered helpless. 
  After the spell ends, it can act normally. 
  A creature with an Intelligence score of 2 or lower is not affected. 
  A creature whose type is different from the caster’s receives a +4 
  bonus on its saving throw, because humor doesn’t “translate” 
  well. 
  Material Component: Tiny tarts that are thrown at the target and a 
  feather that is waved in the air. 
   
  Zone of Truth 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Clr 2, Pal 2, Indigo 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Creatures within the emanation area (or those who enter it) can’t 
  speak any deliberate and intentional lies. Each potentially 
  affected creature is allowed a save to avoid the effects when the 
  spell is cast or when the creature first enters the emanation area. 
  Affected creatures are aware of this enchantment. Therefore, they 
  may avoid answering questions to which they would normally 
  respond with a lie, or they may be evasive as long as they remain 
  within the boundaries of the truth. Creatures who leave the area 
  are free to speak as they choose. 
   
  Calm Emotions 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Clr 2, Law 2, Indigo 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Creatures in a 20-ft.-radius spread 
  Duration: Concentration, up to 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures 
  from fighting or joyous ones from reveling. Creatures so affected 
  cannot take violent actions (although they can defend 
  themselves) or do anything destructive. Any aggressive action 
  against or damage dealt to a calmed creature immediately breaks 
  the spell on all calmed creatures. 
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, and 
  rage, as well as negating a bard’s ability to inspire courage or a 
  barbarian’s rage ability. It also suppresses any fear effects and 
  removes the confused condition from all targets. While the spell 
  lasts, a suppressed spell or effect has no effect. When the calm 
  emotions spell ends, the original spell or effect takes hold of the 
  creature again, provided that its duration has not expired in the 
  meantime. 
   
  Daze Monster 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 2, Indigo 2 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature of 6 HD or less 
  This spell functions like daze, but daze monster can affect any one 
  living creature of any type. Creatures of 7 or more HD are not 
  affected. 
   
  Touch of Idiocy 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 2, Indigo 2, Oblivion 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 min./level 
  Saving Throw: No 
  Spell Resistance: Yes 
  With a touch, you reduce the target’s mental faculties. Your 
  successful melee touch attack applies a 1d6 penalty to the target’s 
  Intelligence, Wisdom, and Charisma scores. This penalty can’t 
  reduce any of these scores below 1. 
  This spell’s effect may make it impossible for the target to cast 
  some or all of its spells, if the requisite ability score drops below 
  the minimum required to cast spells of that level. 
   
  Detect Thoughts 
  Indigo (Thought) - Divination [Mind-Affecting] 
  Level: Brd 2, Knowledge 2, Sor/Wiz 2, Indigo 2, Thought 2 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: Will negates; see text 
  Spell Resistance: No 
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher). 
  2nd Round: Number of thinking minds and the Intelligence score 
  of each. If the highest Intelligence is 26 or higher (and at least 10 
  points higher than your own Intelligence score), you are stunned 
  for 1 round and the spell ends. This spell does not let you 
  determine the location of the thinking minds if you can’t see the 
  creatures whose thoughts you are detecting. 
  3rd Round: Surface thoughts of any mind in the area. A target’s 
  Will save prevents you from reading its thoughts, and you must 
  cast detect thoughts again to have another chance. Creatures of 
  animal intelligence (Int 1 or 2) have simple, instinctual thoughts 
  that you can pick up. 
  Each round, you can turn to detect thoughts in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Arcane Focus: A copper piece. 
   
  Fox’s Cunning 
  Indigo (Thought) - Transmutation 
  Level: Brd 2, Sor/Wiz 2, Indigo 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The transmuted creature becomes smarter. The spell grants a +4 
  enhancement bonus to Intelligence, adding the usual benefits to 
  Intelligence-based skill checks and other uses of the Intelligence 
  modifier. 
  Wizards 
  (and other spellcasters who rely on 
  Intelligence) affected by this spell do not gain any additional 
  bonus spells for the increased Intelligence, but the save DCs for 
  spells they cast while under this spell’s effect do increase. This 
  spell doesn’t grant extra skill points. 
  Arcane Material Component: A few hairs, or a pinch of dung, from 
  a fox. 
   
  
  14 
  Level 3 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Dominate Animal 
  Dominion 
  3 
  3 
  Deep Slumber 
  Oblivion 
  3 
  3 
  Tongues 
  Thought 
  3 
  3 
   
  Dominate Animal 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Animal 3, Drd 3, Indigo 3, Dominion 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One animal 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You can enchant an animal and direct it with simple commands 
  such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive 
  commands (including an order to attack a creature two or more 
  size categories larger than the dominated animal) are simply 
  ignored. 
  Dominate animal establishes a mental link between you and the 
  subject creature. The animal can be directed by silent mental 
  command as long as it remains in range. You need not see the 
  creature to control it. You do not receive direct sensory input 
  from the creature, but you know what it is experiencing. Because 
  you are directing the animal with your own intelligence, it may 
  be able to undertake actions normally beyond its own 
  comprehension. You need not concentrate exclusively on 
  controlling the creature unless you are trying to direct it to do 
  something it normally couldn’t do. Changing your instructions or 
  giving a dominated creature a new command is the equivalent of 
  redirecting a spell, so it is a move action. 
   
  Deep Slumber 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 3, Indigo 3, Oblivion 3 
  Range: Close (25 ft. + 5 ft./2 levels) 
  This spell functions like sleep, except that it affects 10 HD of 
  creatures. 
   
  Tongues 
  Indigo (Thought) - Divination 
  Level: Brd 2, Clr 4, Sor/Wiz 3, Indigo 3, Thought 3 
  Components: V, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is 
  a racial tongue or a regional dialect. The subject can speak only 
  one language at a time, although it may be able to understand 
  several languages. Tongues does not enable the subject to speak 
  with creatures who don’t speak. The subject can make itself 
  understood as far as its voice carries. This spell does not 
  predispose any creature addressed toward the subject in any 
  way. 
  Tongues can be made permanent with a permanency spell. 
  Arcane Material Component: A small clay model of a ziggurat, 
  which shatters when the verbal component is pronounced. 
   
  Level 4 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Charm Monster 
  Dominion 
  4 
  4 
  Geas, Lesser 
  Dominion 
  4 
   
  Confusion 
  Oblivion 
  4 
  4 
  Crushing Dispair 
  Oblivion 
  4 
   
  Fear 
  Oblivion 
  4 
   
  Discern Lies 
  Thought 
  4 
   
  Modify Memory 
  Thought 
  4 
   
  Phantasmal Killer 
  Thought 
  4 
   
  R.'s Telepathic Bond 
  Thought 
  4 
   
  Sending 
  Thought 
  4 
  4 
   
  Charm Monster 
  Indigo (Dominion) - Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Indigo 4, Dominion 4 
  Target: One living creature 
  Duration: One day/level 
  This spell functions like charm person, except that the effect is not 
  restricted by creature type or size. 
   
  Geas, Lesser 
  Indigo (Dominion) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Indigo 4 
  Components: V 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with 7 HD or less 
  Duration: One day/level or until discharged (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  A lesser geas places a magical command on a creature to carry out 
  some service or to refrain from some action or course of activity, 
  as desired by you. The creature must have 7 or fewer Hit Dice 
  and be able to understand you. While a geas cannot compel a 
  creature to kill itself or perform acts that would result in certain 
  death, it can cause almost any other course of activity. 
  The geased creature must follow the given instructions until the 
  geas is completed, no matter how long it takes. 
  If the instructions involve some open-ended task that the 
  recipient cannot complete through his own actions the spell 
  remains in effect for a maximum of one day per caster level. A 
  clever recipient can subvert some instructions: 
  If the subject is prevented from obeying the lesser geas for 24 
  hours, it takes a –2 penalty to each of its ability scores. Each day, 
  another –2 penalty accumulates, up to a total of –8. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the lesser geas. 
  A lesser geas (and all ability score penalties) can be ended by break 
  enchantment, limited wish, remove curse, miracle, or wish. Dispel 
  magic does not affect a lesser geas. 
   
  Confusion 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Trickery 4, Indigo 4, Oblivion 4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: All creatures in a 15-ft. radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell causes the targets to become confused, making them 
  unable to independently determine what they will do. 
  Roll on the following table at the beginning of each subject’s turn 
  each round to see what the subject does in that round. 
  d% 
  Behavior 
  01–10 
  Attack caster with melee or ranged weapons (or close 
  with caster if attack is not possible). 
  11–20 
  Act normally. 
  21–50 
  Do nothing but babble incoherently. 
  51–70 
  Flee away from caster at top possible speed. 
  71–100 
  Attack nearest creature (for this purpose, a familiar 
  counts as part of the subject’s self). 
  A confused character who can’t carry out the indicated action does 
  nothing but babble incoherently. Attackers are not at any special 
  advantage when attacking a confused character. Any confused 
  character who is attacked automatically attacks its attackers on its 
  next turn, as long as it is still confused when its turn comes. Note 
  
  15 
  that a confused character will not make attacks of opportunity 
  against any creature that it is not already devoted to attacking 
  (either because of its most recent action or because it has just been 
  attacked). 
  Arcane Material Component: A set of three nut shells. 
   
  Crushing Despair 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Indigo 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  An invisible cone of despair causes great sadness in the subjects. 
  Each affected creature takes a –2 penalty on attack rolls, saving 
  throws, ability checks, skill checks, and weapon damage rolls. 
  Crushing despair counters and dispels good hope. 
  Material Component: A vial of tears. 
   
  Fear 
  Indigo (Oblivion) - Necromancy [Fear, Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Indigo 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level or 1 round; see text 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  An invisible cone of terror causes each living creature in the area 
  to become panicked unless it succeeds on a Will save. If cornered, 
  a panicked creature begins cowering. If the Will save succeeds, 
  the creature is shaken for 1 round. 
  Material Component: Either the heart of a hen or a white feather. 
   
  Discern Lies 
  Indigo (Thought) - Divination 
  Level: Clr 4, Pal 3, Indigo 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: No 
  Each round, you concentrate on one subject, who must be within 
  range. You know if the subject deliberately and knowingly speaks 
  a lie by discerning disturbances in its aura caused by lying. The 
  spell does not reveal the truth, uncover unintentional 
  inaccuracies, or necessarily reveal evasions. 
  Each round, you may concentrate on a different subject. 
   
  Modify Memory 
  Indigo (Thought) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 4, Indigo 4 
  Components: V, S 
  Casting Time: 1 round; see text 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You reach into the subject’s mind and modify as many as 5 
  minutes of its memories in one of the following ways. 
  • Eliminate all memory of an event the subject actually 
  experienced. This spell cannot negate charm, geas/quest, suggestion, 
  or similar spells. 
  • Allow the subject to recall with perfect clarity an event it 
  actually experienced. 
  • Change the details of an event the subject actually experienced. 
  • Implant a memory of an event the subject never experienced. 
  Casting the spell takes 1 round. If the subject fails to save, you 
  proceed with the spell by spending as much as 5 minutes (a 
  period of time equal to the amount of memory time you want to 
  modify) visualizing the memory you wish to modify in the 
  subject. If your concentration is disturbed before the visualization 
  is complete, or if the subject is ever beyond the spell’s range 
  during this time, the spell is lost. 
  A modified memory does not necessarily affect the subject’s 
  actions, particularly if it contradicts the creature’s natural 
  inclinations. An illogical modified memory is dismissed by the 
  creature as a bad dream or a memory muddied by too much 
  wine.  
   
  Phantasmal Killer 
  Indigo (Thought) - Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sor/Wiz 4, Indigo 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then Fortitude 
  partial; see text 
  Spell Resistance: Yes 
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the 
  subject’s subconscious mind into something that its conscious 
  mind can visualize: this most horrible beast. Only the spell’s 
  subject can see the phantasmal killer. You see only a vague shape. 
  The target first gets a Will save to recognize the image as unreal. 
  If that save fails, the phantasm touches the subject, and the 
  subject must succeed on a Fortitude save or die from fear. Even if 
  the Fortitude save is successful, the subject takes 3d6 points of 
  damage. 
  If the subject of a phantasmal killer attack succeeds in disbelieving 
  and is wearing a helm of telepathy, the beast can be turned upon 
  you. You must then disbelieve it or become subject to its deadly 
  fear attack. 
   
  Telepathic Bond 
  Indigo (Thought) - Divination 
  Level: Sor/Wiz 5, Indigo 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: You plus one willing creature per three levels, no two of 
  which can be more than 30 ft. apart 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You forge a telepathic bond among yourself and a number of 
  willing creatures, each of which must have an Intelligence score 
  of 3 or higher. Each creature included in the link is linked to all 
  the others. The creatures can communicate telepathically through 
  the bond regardless of language. No special power or influence is 
  established as a result of the bond. Once the bond is formed, it 
  works over any distance (although not from one plane to 
  another). 
  If desired, you may leave yourself out of the telepathic bond 
  forged. This decision must be made at the time of casting. 
  Telepathic bond can be made permanent with a permanency spell, 
  though it only bonds two creatures per casting of permanency. 
  Material Component: Pieces of eggshell from two different kinds of 
  creatures. 
   
  Sending 
  Indigo (Thought) - Evocation 
  Level: Clr 4, Sor/Wiz 5, Indigo 5, Thought 5 
  Components: V, S, M/DF 
  Casting Time: 10 minutes 
  Range: See text 
  Target: One creature 
  Duration: 1 round; see text 
  Saving Throw: None 
  
  16 
  Spell Resistance: No 
  You contact a particular creature with which you are familiar and 
  send a short message of twenty-five words or less to the subject. 
  The subject recognizes you if it knows you. It can answer in like 
  manner immediately. A creature with an Intelligence score as low 
  as 1 can understand the sending, though the subject’s ability to 
  react is limited as normal by its Intelligence score. Even if the 
  sending is received, the subject is not obligated to act upon it in 
  any manner. 
  If the creature in question is not on the same plane of existence as 
  you are, there is a 5% chance that the sending does not arrive. 
  (Local conditions on other planes may worsen this chance 
  considerably.) 
  Arcane Material Component: A short piece of fine copper wire. 
   
  Level 5 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Command, Greater 
  Dominion 
  5 
   
  Dominate Person 
  Dominion 
  5 
  5 
  Magic Jar 
  Dominion 
  5 
   
  Feeblemind 
  Oblivion 
  5 
  5 
  Mind Fog 
  Oblivion 
  5 
   
  Song of Discord 
  Oblivion 
  5 
   
  Dream 
  Thought 
  5 
  5 
   
  Command, Greater 
  Indigo (Dominion) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Clr 5, Indigo 5 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: 1 round/level 
  This spell functions like command, except that up to one creature 
  per level may be affected, and the activities continue beyond 1 
  round. At the start of each commanded creature’s action after the 
  first, it gets another Will save to attempt to break free from the 
  spell. Each creature must receive the same command. 
   
  Dominate Person 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Brd 4, Sor/Wiz 5, Indigo 5, Dominion 5 
  Components: V, S 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: One day/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind. 
  If you and the subject have a common language, you can 
  generally force the subject to perform as you desire, within the 
  limits of its abilities. If no common language exists, you can 
  communicate only basic commands, such as “Come here,” “Go 
  there,” “Fight,” and “Stand still.” You know what the subject is 
  experiencing, but you do not receive direct sensory input from it, 
  nor can it communicate with you telepathically. 
  Once you have given a dominated creature a command, it 
  continues to attempt to carry out that command to the exclusion 
  of all other activities except those necessary for day-to-day 
  survival (such as sleeping, eating, and so forth). Because of this 
  limited range of activity, a Sense Motive check against DC 15 
  (rather than DC 25) can determine that the subject’s behavior is 
  being influenced by an enchantment effect (see the Sense Motive 
  skill description). 
  Changing your instructions or giving a dominated creature a new 
  command is the equivalent of redirecting a spell, so it is a move 
  action. 
  By concentrating fully on the spell (a standard action), you can 
  receive full sensory input as interpreted by the mind of the 
  subject, though it still can’t communicate with you. You can’t 
  actually see through the subject’s eyes, so it’s not as good as being 
  there yourself, but you still get a good idea of what’s going on. 
  Subjects resist this control, and any subject forced to take actions 
  against its nature receives a new saving throw with a +2 bonus. 
  Obviously self-destructive orders are not carried out. Once 
  control is established, the range at which it can be exercised is 
  unlimited, as long as you and the subject are on the same plane. 
  You need not see the subject to control it. 
  If you don’t spend at least 1 round concentrating on the spell each 
  day, the subject receives a new saving throw to throw off the 
  domination. 
  Protection from evil or a similar spell can prevent you from 
  exercising control or using the telepathic link while the subject is 
  so warded, but such an effect neither prevents the establishment 
  of domination nor dispels it. 
   
  Magic Jar 
  Indigo (Dominion) - Necromancy 
  Level: Sor/Wiz 5, Indigo 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 hour/level or until you return to your body 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  By casting magic jar, you place your soul in a gem or large crystal 
  (known as the magic jar), leaving your body lifeless. Then you can 
  attempt to take control of a nearby body, forcing its soul into the 
  magic jar. You may move back to the jar (thereby returning the 
  trapped soul to its body) and attempt to possess another body. 
  The spell ends when you send your soul back to your own body, 
  leaving the receptacle empty. 
  To cast the spell, the magic jar must be within spell range and you 
  must know where it is, though you do not need line of sight or 
  line of effect to it. When you transfer your soul upon casting, 
  your body is, as near as anyone can tell, dead.  
  While in the magic jar, you can sense and attack any life force 
  within 10 feet per caster level (and on the same plane of 
  existence). You do need line of effect from the jar to the creatures. 
  You cannot determine the exact creature types or positions of 
  these creatures. In a group of life forces, you can sense a 
  difference of 4 or more Hit Dice between one creature and 
  another and can determine whether a life force is powered by 
  positive or negative energy. (Undead creatures are powered by 
  negative energy. Only sentient undead creatures have, or are, 
  souls.) 
  You could choose to take over either a stronger or a weaker 
  creature, but which particular stronger or weaker creature you 
  attempt to possess is determined randomly. 
  Attempting to possess a body is a full-round action. It is blocked 
  by protection from evil or a similar ward. You possess the body and 
  force the creature’s soul into the magic jar unless the subject 
  succeeds on a Will save. Failure to take over the host leaves your 
  life force in the magic jar, and the target automatically succeeds on 
  further saving throws if you attempt to possess its body again. 
  If you are successful, your life force occupies the host body, and 
  the host’s life force is imprisoned in the magic jar. You keep your 
  Intelligence, Wisdom, Charisma, level, class, base attack bonus, 
  base save bonuses, alignment, and mental abilities. The body 
  retains its Strength, Dexterity, Constitution, hit points, natural 
  abilities, and automatic abilities. A body with extra limbs does 
  not allow you to make more attacks (or more advantageous two-
  weapon attacks) than normal. You can’t choose to activate the 
  body’s extraordinary or supernatural abilities. The creature’s 
  spells and spell-like abilities do not stay with the body. 
  As a standard action, you can shift freely from a host to the magic 
  jar if within range, sending the trapped soul back to its body. The 
  spell ends when you shift from the jar to your own body. 
  If the host body is slain, you return to the magic jar, if within 
  range, and the life force of the host departs (it is dead). If the host 
  body is slain beyond the range of the spell, both you and the host 
  die. Any life force with nowhere to go is treated as slain. 
  If the spell ends while you are in the magic jar, you return to your 
  body (or die if your body is out of range or destroyed). If the spell 
  ends while you are in a host, you return to your body (or die, if it 
  
  17 
  is out of range of your current position), and the soul in the magic 
  jar returns to its body (or dies if it is out of range). Destroying the 
  receptacle ends the spell, and the spell can be dispelled at either 
  the magic jar or at the host’s location. 
  Focus: A gem or crystal worth at least 100 gp. 
   
  Feeblemind 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 5, Indigo 5, Oblivion 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  If the target creature fails a Will saving throw, its Intelligence and 
  Charisma scores each drop to 1. The affected creature is unable to 
  use Intelligence- or Charisma-based skills, cast spells, understand 
  language, or communicate coherently. Still, it knows who its 
  friends are and can follow them and even protect them. The 
  subject remains in this state until a heal, limited wish, miracle, or 
  wish spell is used to cancel the effect of the feeblemind. A creature 
  that can cast arcane spells, such as a sorcerer or a wizard, takes a 
  –4 penalty on its saving throw. 
  Material Component: A handful of clay, crystal, glass, or mineral 
  spheres. 
   
  Mind Fog 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 5, Indigo 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Fog spreads in 20-ft. radius, 20 ft. high 
  Duration: 30 minutes and 2d6 rounds; see text 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it. Creatures in the mind fog take a –
  10 competence penalty on Wisdom checks and Will saves. (A 
  creature that successfully saves against the fog is not affected and 
  need not make further saves even if it remains in the fog.) 
  Affected creatures take the penalty as long as they remain in the 
  fog and for 2d6 rounds thereafter. The fog is stationary and lasts 
  for 30 minutes (or until dispersed by wind). 
  A moderate wind (11+ mph) disperses the fog in four rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round. 
  The fog is thin and does not significantly hamper vision. 
   
  Song of Discord 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting, 
  Sonic] 
  Level: Brd 5, Indigo 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Creatures within a 20-ft.-radius spread 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell causes those within the area to turn on each other 
  rather than attack their foes. Each affected creature has a 50% 
  chance to attack the nearest target each round. (Roll to determine 
  each creature’s behavior every round at the beginning of its turn.) 
  A creature that does not attack its nearest neighbor is free to act 
  normally for that round. 
  Creatures forced by a song of discord to attack their fellows employ 
  all methods at their disposal, choosing their deadliest spells and 
  most advantageous combat tactics. They do not, however, harm 
  targets that have fallen unconscious. 
   
  Dream 
  Indigo (Thought) - Illusion (Phantasm) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 5, Indigo 5, Thought 5 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Unlimited 
  Target: One living creature touched 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You, or a messenger touched by you, sends a phantasmal 
  message to others in the form of a dream. At the beginning of the 
  spell, you must name the recipient or identify him or her by some 
  title that leaves no doubt as to identity. The messenger then 
  enters a trance, appears in the intended recipient’s dream, and 
  delivers the message. The message can be of any length, and the 
  recipient 
  remembers 
  it 
  perfectly 
  upon 
  waking. 
  The 
  communication is one-way. The recipient cannot ask questions or 
  offer information, nor can the messenger gain any information by 
  observing the dreams of the recipient. 
  Once the message is delivered, the messenger’s mind returns 
  instantly to its body. The duration of the spell is the time required 
  for the messenger to enter the recipient’s dream and deliver the 
  message. 
  If the recipient is awake when the spell begins, the messenger can 
  choose to wake up (ending the spell) or remain in the trance. The 
  messenger can remain in the trance until the recipient goes to 
  sleep, then enter the recipient’s dream and deliver the message as 
  normal. A messenger that is disturbed during the trance comes 
  awake, ending the spell. 
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  don’t dream cannot be contacted by this spell. 
  The messenger is unaware of its own surroundings or of the 
  activities around it while in the trance. It is defenseless both 
  physically and mentally (always fails any saving throw) while in 
  the trance. 
   
  Level 6 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Geas/Quest 
  Dominion 
  6 
  6 
  Symbol of Fear 
  Oblivion 
  6 
  6 
  Nightmare 
  Thought 
  6 
  6 
   
  Geas/Quest 
  Indigo (Dominion) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Brd 6, Clr 6, Sor/Wiz 6, Indigo 6, Dominion 6 
  Casting Time: 10 minutes 
  Target: One living creature 
  Saving Throw: None 
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw. 
  Instead of taking penalties to ability scores (as with lesser geas), 
  the subject takes 3d6 points of damage each day it does not 
  attempt to follow the geas/quest. Additionally, each day it must 
  make a Fortitude saving throw or become sickened. These effects 
  end 24 hours after the creature attempts to resume the geas/ quest. 
  A remove curse spell ends a geas/quest spell only if its caster level is 
  at least two higher than your caster level. Break enchantment does 
  not end a geas/quest, but limited wish, miracle, and wish do. 
  Bards, sorcerers, and wizards usually refer to this spell as geas, 
  while clerics call the same spell quest. 
   
  Symbol of Fear 
  Indigo (Oblivion) - Necromancy [Fear, Mind-Affecting] 
  Level: Clr 6, Sor/Wiz 6, Indigo 6, Oblivion 6 
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of the symbol of fear instead become panicked for 1 
  round per caster level. 
  Note: Magic traps such as symbol of fear are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  fear and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 31 for symbol of fear. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
   
  
  18 
  Nightmare 
  Indigo (Thought) - Illusion (Phantasm) [Mind-Affecting, Evil] 
  Level: Brd 5, Sor/Wiz 5, Indigo 6, Thought 6 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Unlimited 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You send a hideous and unsettling phantasmal vision to a specific 
  creature that you name or otherwise specifically designate. 
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage. The nightmare leaves the subject fatigued and unable to 
  regain arcane spells for the next 24 hours. 
  The difficulty of the save depends on how well you know the 
  subject and what sort of physical connection (if any) you have to 
  that creature. 
   
  Knowledge 
  Will Save 
  Modifier 
  None1 
  +10 
  Secondhand (you have heard of the subject) 
  +5 
  Firsthand (you have met the subject) 
  +0 
  Familiar (you know the subject well) 
  –5 
  1 You must have some sort of connection to a creature you have 
  no knowledge of. 
   
  Connection 
  Will Save Modifier 
  Likeness or picture 
  –2 
  Possession or garment 
  –4 
  Body part, lock of hair, bit of nail, etc. 
  –10 
   
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and causes you to be stunned for 10 minutes 
  per caster level of the dispel evil. 
  If the recipient is awake when the spell begins, you can choose to 
  cease casting (ending the spell) or to enter a trance until the 
  recipient goes to sleep, whereupon you become alert again and 
  complete the casting. If you are disturbed during the trance, you 
  must succeed on a Concentration check as if you were in the 
  midst of casting a spell or the spell ends. 
  If you choose to enter a trance, you are not aware of your 
  surroundings or the activities around you while in the trance. 
  You are defenseless, both physically and mentally, while in the 
  trance. (You always fail any saving throw, for example.) 
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  dream are immune to this spell. 
   
  Level 7 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Charm Monster, mass 
  Dominion 
  7 
  7 
  Insanity 
  Oblivion 
  7 
  7 
  Sequester 
  Oblivion 
  7 
   
  Fox Cunning, Mass 
  Thought 
  7 
  7 
   
  Charm Monster, Mass 
  Indigo (Dominion) - Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 6, Sor/Wiz 8, Indigo 7, Dominion 7 
  Components: V 
  Targets: One or more creatures, no two of which can be more 
  than 30 ft. apart 
  Duration: One day/level 
  This spell functions like charm monster, except that mass charm 
  monster affects a number of creatures whose combined HD do not 
  exceed twice your level, or at least one creature regardless of HD. 
  If there are more potential targets than you can affect, you choose 
  them one at a time until you choose a creature with too many 
  HD. 
   
  Insanity 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7, Indigo 7, Oblivion 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The affected creature suffers from a continuous confusion effect, as 
  the spell. 
  Remove curse does not remove insanity. Greater restoration, heal, 
  limited wish, miracle, or wish can restore the creature. 
   
  Sequester 
  Indigo (Oblivion) - Abjuration 
  Level: Sor/Wiz 7, Indigo 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One willing creature or object (up to a 2-ft. cube/level) 
  touched 
  Duration: One day/level (D) 
  Saving Throw: None or Will negates (object) 
  Spell Resistance: No or Yes (object) 
  When cast, this spell not only prevents divination spells from 
  working to detect or locate the creature or object affected by 
  sequester, it also renders the affected creature or object invisible to 
  any form of sight or seeing (as the invisibility spell). The spell does 
  not prevent the subject from being discovered through tactile 
  means or through the use of devices. Creatures affected by 
  sequester become comatose and are effectively in a state of 
  suspended animation until the spell wears off or is dispelled. 
  Note: The Will save prevents an attended or magical object from 
  being sequestered. There is no save to see the sequestered creature 
  or object or to detect it with a divination spell. 
  Material Component: A basilisk eyelash, gum arabic, and a dram of 
  whitewash. 
   
  Fox’s Cunning, Mass 
  Indigo (Thought) - Transmutation 
  Level: Brd 6, Sor/Wiz 6, Indigo 7, Thought 7 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 
  ft. apart 
  This spell functions like fox’s cunning, except that it affects 
  multiple creatures. 
   
   
  Level 8 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Demand 
  Dominion 
  8 
  8 
  O.'s Irresistible Dance 
  Dominion 
  8 
   
  Antipathy 
  Oblivion 
  8 
  8 
  Mind Blank 
  Thought 
  8 
  8 
   
  Demand 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Sor/Wiz 8, Indigo 8, Dominion 8 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  This spell functions like sending, but the message can also contain 
  a suggestion (see the suggestion spell), which the subject does its 
  best to carry out. A successful Will save negates the suggestion 
  effect but not the contact itself. The demand, if received, is 
  understood even if the subject’s Intelligence score is as low as 1. If 
  the message is impossible or meaningless according to the 
  circumstances that exist for the subject at the time the demand is 
  issued, the message is understood but the suggestion is ineffective. 
  The demand’s message to the creature must be twenty-five words 
  or less, including the suggestion. The creature can also give a short 
  reply immediately. 
  Material Component: A short piece of copper wire and some small 
  part of the subject—a hair, a bit of nail, or the like. 
   
  
  19 
  Irresistible Dance 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Brd 6, Sor/Wiz 8, Indigo 8 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1d4+1 rounds 
  Saving Throw: None 
  Spell Resistance: Yes 
  The subject feels an undeniable urge to dance and begins doing 
  so, complete with foot shuffling and tapping. The spell effect 
  makes it impossible for the subject to do anything other than 
  caper and prance in place. The effect imposes a –4 penalty to 
  Armor Class and a –10 penalty on Reflex saves, and it negates 
  any AC bonus granted by a shield the target holds. The dancing 
  subject provokes attacks of opportunity each round on its turn. 
   
  Antipathy 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 9, Sor/Wiz 8, Indigo 8, Oblivion 8 
  Components: V, S, M/DF 
  Casting Time: 1 hour 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One location (up to a 10-ft. cube/level) or one object 
  Duration: 2 hours/level (D) 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  You cause an object or location to emanate magical vibrations 
  that repel either a specific kind of intelligent creature or creatures 
  of a particular alignment, as defined by you. The kind of creature 
  to be affected must be named specifically. A creature subtype is 
  not specific enough. Likewise, the specific alignment to be 
  repelled must be named. 
  Creatures of the designated kind or alignment feel an 
  overpowering urge to leave the area or to avoid the affected item. 
  A compulsion forces them to abandon the area or item, shunning 
  it and never willingly returning to it while the spell is in effect. A 
  creature that makes a successful saving throw can stay in the area 
  or touch the item but feels uncomfortable doing so. This 
  distracting discomfort reduces the creature’s Dexterity score by 4 
  points. 
  Antipathy counters and dispels sympathy. 
  Arcane Material Component: A lump of alum soaked in vinegar. 
   
  Mind Blank 
  Indigo (Thought) - Abjuration 
  Level: Protection 8, Sor/Wiz 8, Indigo 8, Thought 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject is protected from all devices and spells that detect, 
  influence, or read emotions or thoughts. This spell protects 
  against all mind-affecting spells and effects as well as information 
  gathering by divination spells or effects. Mind blank even foils 
  limited wish, miracle, and wish spells when they are used in such a 
  way as to affect the subject’s mind or to gain information about it. 
  In the case of scrying that scans an area the creature is in, such as 
  arcane eye, the spell works but the creature simply isn’t detected. 
  Scrying attempts that are targeted specifically at the subject do 
  not work at all. 
   
   
  Level 9 Indigo Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Dominate Monster 
  Dominion 
  9 
  9 
  Symbol of Insanity 
  Oblivion 
  9 
  9 
  Weird 
  Thought 
  9 
  9 
   
  Dominate Monster 
  Indigo 
  (Dominion) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Sor/Wiz 9, Indigo 9, Dominion 9 
  Target: One creature 
  This spell functions like dominate person, except that the spell is 
  not restricted by creature type. 
   
  Symbol of Insanity 
  Indigo (Oblivion) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 8, Sor/Wiz 8, Indigo 9, Oblivion 9 
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of the symbol of insanity instead become 
  permanently insane (as the insanity spell). 
  Unlike symbol of death, symbol of insanity has no hit point limit; 
  once triggered, a symbol of insanity simply remains active for 10 
  minutes per caster level. 
  Note: Magic traps such as symbol of insanity are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  insanity and Disable Device to thwart it. The DC in each case is 25 
  + spell level, or 33 for symbol of insanity. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Weird 
  Indigo (Thought) - Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sor/Wiz 9, Indigo 9, Thought 9 
  Targets: Any number of creatures, no two of which can be more 
  than 30 ft. apart 
  This spell functions like phantasmal killer, except it can affect more 
  than one creature. Only the affected creatures see the phantasmal 
  creatures attacking them, though you see the attackers as 
  shadowy shapes. 
  If a subject’s Fortitude save succeeds, it still takes 3d6 points of 
  damage and is stunned for 1 round. The subject also takes 1d4 
  points of temporary Strength damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  20 
   
    
    
    
  R
  Reedd  M
  Maaggiicc  
   
  If you are using the standard d20 character classes, you will 
  need to know what spells to limit a specialist in the colour Indigo 
  from casting. As per the notes on page 2, the opposing Colour to 
  Indigo is Red, so the default limitation is with this colour. So you 
  can assume that a Specialist Wizard who chooses Indigo will not be 
  able to learn or cast any of the following spells, which is the spell 
  list for Red:  
   
   
   
   
  Dancing Lights, Flare, Light, Mage Hand, Burning Hands, Color 
  Spray, Faerie Fire, Feather Fall, Jump, Shocking Grasp, Bull's Strength, 
  Continual Flame, Eagle Splendour, Fire Trap, Flame Blade, Flaming 
  Sphere, Heat Metal, Levitate, Produce Flame, Protection from Arrows, 
  Pyrotechnics, Scorching ray, Call Lightning, Daylight, Explosive Runes, 
  Fireball, Flame Arrow, Fly, Glitterdust, Lightning Bolt, Searing Light, 
  Divine Power, Fire Shield, Rainbow Pattern, Call Lightning Storm, Flame 
  Strike, Overland Flight, Righteous Might, Telekinesis, Wall of Fire, Chain 
  Lightning, Eagle's Splendour, Mass, Fire Seeds, T.'s Transformation, Bull's 
  Strength, Mass, Delayed Blast Fireball, Fire Storm, Prismatic Spray, 
  Sunbeam, Incendiary Cloud, O.'s Telekinetic Sphere, Prismatic Wall, 
  Scintilating pattern, Sunburst, Implosion, Meteor Swarm, Prismatic 
  Sphere 
   
   
   
   
   
  
  21 
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  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 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols owned by Jesus and Javier 
  Carmona http://www.carmonaart.com, used by permission. 
   
  A.4 Skeptomancer Character Portrait owned by Herman Lau 
   
  Credits: 
  Skeptomancer image ……...  Herman Lau 
  Magic Symbol images …….  Jesus & Javier Carmona 
  Proofing………………..……  Michael Christie 
  Writing et al ………………... Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Aberrance  ……………………. 
  3 
  Entropy ...……………………… 
  4 
  Metamorph ……………………. 
  5 
  Unmaker ..……………………... 
  6 
  Appendix (Orange Spells) .….. 11 
  Licence …………………………. 
  21 
  O
  Orraannggee  M
  Maaggiicc  
    
    ““CCaann’’tt  ssaayy  aass  II  hhaavvee  hheeaarrdd  ttaallee  ooff  aann  O
  Orraannggee  m
  maaggee,,””  
  ssaaiidd  tthhee  yyoouunngg  ffaarrm
  meerr  oovveerr  hhiiss  aallee,,  aa  bbllaanndd  nnoottee  ooff  ddeerriissiioonn  iinn  hhiiss  
  ttoonnee..  ““W
  Whhaatt  m
  maannnneerr  ooff  vvaasstt  ccoossm
  miicc  ppoow
  weerr  ddooeess  aann  O
  Orraannggee  ggiivvee  yyoouu  
  aannyyhhoow
  w??””  TThhee  cchhuucckklleess  ooff  hhiiss  ccoom
  mppaattrriioottss  ffiilllleedd  tthhee  bbaarr..  A
  Allll  bbuutt  
  tthhee  oolldd  iinnnnkkeeeeppeerr  ssaaw
  w  aann  ooppppoorrttuunniittyy  ffoorr  ffuunn  iinn  tthhee  
  ssttrraannggeerr  w
  wiitthh  tthhee  rruunnee--ppaaiinntteedd  lleeaatthheerr  ssuurrccooaatt  aanndd  
  oouuttllaannddiisshh  ttuurrbbaann..  O
  Ouuttssiiddeerrss  w
  weerree  oofftteenn  aa  ssoouurrccee  ooff  
  aam
  muusseem
  meenntt,,  ssoom
  meetthhiinngg  ttoo  ppaassss  ttiim
  mee  oonn  tthhee  ccoolldd  
  w
  wiinntteerr  nniigghhttss..  FFeew
  w,,  iiff  aannyy,,  nnoottiicceedd  tthhee  iinnnnkkeeeeppeerr  
  ccaarreeffuullllyy  rreem
  moovvee  tthhee  bbrreeaakkaabbllee  iitteem
  mss  ffrroom
  m  tthhee  
  bbeenncchh--ttoopp,,  tthheenn  sslliinnkk  bbaacckk  ttoo  tthhee  ddoooorr  ttoo  tthhee  cceellllaarr..  
  N
  Noonnee  ssaaw
  w  tthhee  ffeeaarr  iinn  hhiiss  eeyyeess,,  tthhee  ppaarraallyyssiinngg  ffoorrccee  
  ooff  w
  whhiicchh  ssttooppppeedd  hhiim
  m  ffrroom
  m  eevveenn  w
  waarrnniinngg  hhiiss  
  lloonngg--ttiim
  mee  ccuussttoom
  meerrss  aanndd  ffrriieennddss  ooff  tthheeiirr  ddaannggeerr..    
    
  TThhee  ssttrraannggeerr  ggrriinnnneedd  aatt  tthhee  ffaarrm
  meerr..  
  ““PPoow
  weerr,,  ppoow
  weerr,,  ddoouurr  ppoow
  weerr..  W
  Whhyy  iiss  iitt  
  aallw
  waayyss  aabboouutt  ppoow
  weerr??  SShhoouullddnn’’tt  m
  maaggiicc  
  ssoom
  meettiim
  meess  bbee  aabboouutt  ffuunn??    FFuunnnnyy,,  ffuunnnnyy  
  ffuunn,,  ffuunn..””  H
  Hee  eennddeedd  bbyy  bbaannggiinngg  hhiiss  
  m
  muugg  oonn  tthhee  bbaarr  ttoo  eem
  mpphhaassiissee  hhiiss  w
  woorrddss..    
    
  TThhee  ffaarrm
  meerr  rraaiisseedd  aann  eeyyeebbrroow
  w..  
  TThhiiss  w
  waass  nnoott  eexxaaccttllyy  w
  whhaatt  hhee  hhaadd  eexxppeecctteedd..  
  H
  Hiiss  ffeelllloow
  wss  ssttaarreedd  ffrroom
  m  hhiim
  m  ttoo  tthhee  ssttrraannggeerr  
  aanndd  bbaacckk..  H
  Hee  ddeecciiddeedd  ttoo  ttrryy  ttoo  ssaallvvaaggee  tthhee  
  ssiittuuaattiioonn..  ““W
  Weellll,,  hhaavvee  tthheerree  bbeeeenn  ppoow
  weerrffuull  
  O
  Orraannggee  m
  maaggeess  iinn  tthhee  aanncciieenntt  ppaasstt,,  ooff  w
  whhiicchh  w
  wee  
  m
  miigghhtt  hhaavvee  hheeaarrdd  ttaallee??  SSoom
  mee  hhiissttoorryy  ttoo  ppaassss  oouurr  ttiim
  mee,,  ffrriieenndd??””  
    
  ““TThhaalllliiuuss  tthhee  U
  Unnm
  maakkeerr,,  A
  Annggeelliiqquuee  tthhee  bbeettrraayyeerr,,  KKuullkkuuss  
  tthhee  kknniiffee--jjeesstteerr,,  yyeess,,  yyeess..  A
  Arroonniiee  tthhee  ttoorrttuurreerr,,  SSaall  tthhee  kkiinnssllaayyeerr,,  
  JJaakkoo  tthhee  ffrroogg--m
  maakkeerr......  w
  whhyy  aatt  llaasstt  iitt  iiss  m
  mee!!””  eexxccllaaiim
  meedd  tthhee  
  ssttrraannggeerr..  TThhee  lliittaannyy  ooff  nnaam
  meess  w
  weerree  ffrriigghhttffuull,,  tthhee  rreeppuuttaattiioonnss  
  ooff  tthheessee  w
  wiizzaarrddss  m
  moosstt  ddeeffiinniitteellyy  pprreecceeddeedd  tthheem
  m..  EEvveenn  tthhiiss  
  llaasstt  tthhee  ffaarrm
  meerr  hhaadd  hheeaarrdd  ooff,,  aanndd  tthhee  m
  maann’’ss  pprreesseennccee  nnoow
  w  cchhiilllleedd  hhiim
  m  ttoo  tthhee  bboonnee..    
    
  ““CCaann’’tt  ssaayy  aass  II’’vvee  hheeaadd  ooff  ‘‘eem
  m,,””  m
  muutttteerreedd  oonnee  ooff  tthhee  m
  moorree  ssiim
  mppllee  ooff  tthhee  
  ffaarrm
  meerr’’ss  ffrriieennddss..  ““  W
  Whhaatt’’ss  tthhee  bbiigg  ddeeaall??””    
   
  ““A
  Alllloow
  w  m
  mee  ttoo  sshhoow
  w  yyoouu,,  ffrriieenndd,,””  ssaaiidd  JJaakkoo,,  hhiiss  ggrriinn  w
  wiiddeenniinngg  ttoo  aa  ffaarr  
  ggrreeaatteerr  w
  wiiddtthh  tthhaann  iitt  sshhoouulldd,,  ““FF  iiss  ffoorr  FFrroogg,,  aanndd  FFrroogg  iiss  ffoorr  FFuunn!!””  
  H
  Hee  ddrreew
  w  aa  sshhoorrtt  ssw
  woorrdd  ffrroom
  m  uunnddeerr  hhiiss  lleeaatthheerrss,,  w
  waavviinngg  tthhee  ootthheerrss  
  bbaacckk,,  aanndd  ggrraabbbbeedd  tthhee  ffaarrm
  meerr  bbyy  tthhee  hhaanndd..  A
  A  ffllaasshh  ooff  
  O
  Orraannggee  lliigghhtt,,  tthheenn  JJaakkoo  hheelldd  aa  ffrroogg  bbyy  tthhee  hhaanndd..  ““A
  A  
  ccrrooaakk  iiss  aa  jjookkee,,””  hhee  llaauugghheedd  iinnttoo  tthhee  ssiilleennccee  ““FFuunn..””  
  CChhrroom
  maattiicc  AArrccaannaa  
    
  TThhiiss  
  ggaam
  mee  
  ssuupppplleem
  meenntt  
  rreeqquuiirreess  
  tthhee  
  D
  Duunnggeeoonnss  &
  &  D
  Drraaggoonnss  PPllaayyeerrss  H
  Haannddbbooookk,,  TThhiirrdd  
  EEddiittiioonn,,  ppuubblliisshheedd  bbyy  W
  Wiizzaarrddss  ooff  tthhee  CCooaasstt,,  IInncc..  IItt  uusseess  
  m
  maatteerriiaall  ffrroom
  m  tthhee  uuppddaatteedd  vv33..55  rreevviissiioonn..  A
  Allll  ccoonntteenntt  iinn  tthhee  G
  Gaam
  mee  RRuullee  IInnffoo  
  sseeccttiioonnss,,  aallll  ssppeellll  ddeessccrriippttiioonnss  aanndd  nnaam
  meess  aanndd  aallll  ttaabblleess  aarree  O
  OG
  GCC..  A
  Allll  ffiiccttiioonn,,  
  ppiiccttuurreess  aanndd  ootthheerr  ddeessccrriippttiivvee  tteexxtt  aarree  IIPP  ooff  tthhee  rreessppeeccttiivvee  ccrreeaattoorrss..  
    
    
  CChhrroom
  maattiicc  A
  Arrccaannaa  iiss  aa  rreeoorrggaanniizzaattiioonn  ooff  tthhee  m
  maaggiicc  ssyysstteem
  m  ooff  dd2200  ffaannttaassyy..  
  IInnsstteeaadd  ooff  IIlllluussiioonn,,  oorr  EEvvooccaattiioonn,,  ssppeellllss  aarree  ccllaassssiiffiieedd  aaccccoorrddiinngg  ttoo  ccoolloouurrss..  TThhrreeee  
  nneew
  w  cclleerriicc  ddoom
  maaiinnss  aarree  aallssoo  iinncclluuddeedd..  IItt  iiss  ppoossssiibbllee  ttoo  uussee  tthhiiss  ssuupppplleem
  meenntt  ddiirreeccttllyy  
  w
  wiitthh  tthhee  nnoorrm
  maall  ccllaasssseess..  A
  A  nneew
  w  ccllaassss  iiss  aallssoo  iinncclluuddeedd::  TThhee  U
  Unnm
  maakkeerr..  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w  
   
  SScchhooooll,,  SSuubb--sscchhooooll,,  D
  Deessccrriippttoorr  
   
  In the Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorization system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the Domain of 
  Dynamics as an added incentive for specialising. 
   
  SSppeeccttrruum
  m  SShhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes such as the Unmaker. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  C
  Coolloouurr  O
  Orraannggee  
   
  To incorporate the Colours into your 
  existing campaign, first simply allocate the colours 
  to deities, so in the case of Orange, deities of chaos, 
  destruction or transformation might have influence 
  over the Orange domains of Aberrance, Entropy and 
  Metamorph. Then allow Specialist Wizards to 
  choose a Colour as their primary school. The colours 
  are opposed to each other in the following manner 
  by default, but please feel free to add in your own 
  chromatic oppositional restrictions: 
   
  Red (energy)  
  �� Indigo (thought) 
  Blue (pattern) �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  For ease of use, the complete list of Blue 
  spells is shown after the Orange Spell descriptions 
  on page 20. These should be prohibited to an 
  Orange specialist. 
  
  3 
  TThhee  SSpphheerree  ooff  AAbbeerrrraannccee  
   
   
  Aberrance is deviation from the norm. 
  This sphere is classic chaos, where order has 
  given way to the incomprehensible, and 
  nothing is certain. The spells that Aberrance 
  holds sway over are ones that are strange 
  alterations upon that which is, manipulating 
  fate or chance, or the natural order. Curses, 
  people coming back from the dead in other 
  forms, plants moving as animals or even 
  inanimate objects coming to life all fit into this 
  very peculiar sphere. Those who summon forth 
  the power of Aberrance do so at their own risk, 
  for it is a power not altogether predictable; it is 
  the very opposite of wholesome and orderly. 
   
   
  An Aberrance specialist is likely to be a 
  very strange individual. The kind of person 
  that would take the time to try to master (but 
  not understand) the mysteries of this sphere is 
  likely to be as chaotic as the powers they are 
  granted. One thing is certain of specialists in 
  Aberrance: expect the unexpected. The spells 
  are few, but varied in scope and power. 
   
  TThhee  D
  Doom
  maaiinn  ooff  AAbbeerrrraannccee  
    
   
  The Domain of Aberrance is uncertainty 
  manifest. It is different to the domain of Chaos 
  in principle, in that Chaos focuses upon people 
  and entities that are aligned toward or against 
  chaos whereas Aberrance is involved with the 
  actual effects that chaos may manifest. It is anti-
  intellectual in scope and ability. 
  Table Orange 1 All Aberrance Spells 
  Spell Name 
  Level 
  Open/Close 
  0 
  Animate Rope 
  1 
  Entangle 
  1 
  Grease 
  1 
  Rope Trick 
  2 
  Spider Climb 
  2 
  Warp Wood 
  2 
  Spike Growth 
  3 
  Bestow Curse 
  4 
  E.'s Black Tentacles 
  4 
  Reincarnate 
  4 
  Wall of Thorns 
  5 
  Animate Objects 
  6 
  Repel Wood 
  6 
  Eyebite 
  7 
  Reverse Gravity 
  8 
  Maze 
  9 
   
  A 
  deity 
  that 
  grants 
  power 
  over 
  Aberrance is as likely to be a mindless lump of 
  semi-animate chaos at the heart of the universe 
  as a thinking god of fate or chance. This 
  domain is the playground of unpredictable and 
  unnatural forces. Clerics worshipping chaos, 
  disorder, chance, or freedom are likely to 
  choose this domain. They are likely to be in 
  opposition to the forces of Blue, which focuses 
  on understanding the mysteries rather than 
  evoking them without comprehension or fear 
  of the consequences. 
  The base domain power for Aberrance 
  allows the devotee to Summon Chaos into their 
  body. This is a free action to initiate that lasts 
  class level rounds, and can only be done once 
  per day. While the effect remains, any weapon 
  or person doing damage to the devotee must 
  roll a DC10+class level fortitude save or suffer 
  1d4+class level damage from chaos backlash. 
   
   
  The 
  advanced 
  domain 
  ability 
  for 
  Aberrance allows projection of a Sphere of 
  Disorder as a free action, for a number of 
  rounds per day as class levels. These rounds of 
  effect need not be consecutive. The sphere has a 
  radius of 5’ per class level, emanating from the 
  devotee, and has the effect of causing all to 
  become Staggered as if they had sustained non 
  lethal damage to reduce their hit points to zero 
  for as long as the Sphere is active, unless they 
  make a fortitude save vs. DC 10 + Class level.  
    
  Table Orange 2 Aberrance Domain 
  Spell Name 
  Level 
  Open/Close 
  0 
  Entangle 
  1 
  Spider Climb 
  2 
  Spike Growth 
  3 
  Bestow Curse 
  4 
  Wall of Thorns 
  5 
  Animate Objects 
  6 
  Eyebite 
  7 
  Reverse Gravity 
  8 
  Maze 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  EEnnttrrooppyy  
    
   
  Unlike 
  Aberrance, 
  Entropy 
  is not 
  exactly a chaotic force. Entropy is the state at 
  which all matter reaches its most inactive and 
  stable equilibrium. As most matter is in fact in a 
  high-energy state, entropy can be seen by the 
  ignorant as a force of utter destruction, but in 
  fact it is not that at all. It is the ultimate 
  stabilizing force, reducing everything to the 
  lowest common denominator. Entropy seeks 
  heat death, the absence of activity and the 
  reduction of everything to its most basic and 
  simple parts.  
   
   
  It is, in truth, a lot like utter destruction. 
  But there is more to it than that. This is a sphere 
  of undoing, unmaking and manifesting the 
  effects of age and time.  
   
   
  Manipulating the forces of entropy is 
  usually done with one idea in mind: wrecking 
  things. There is a little more to this sphere than 
  destroying, though. Anything that increases 
  entropy 
  by 
  reducing 
  structure, 
  lowering 
  complexity or increasing disorder has a place 
  here. Life itself is one of the few counter-
  entropic things in the universe, so there are 
  more than a few lethal spells to play with...  
   
  TThhee  D
  Doom
  maaiinn  ooff  EEnnttrrooppyy  
    
   
  Gods of endings, time, chaos, and 
  destruction are likely to have Entropy as a 
  chosen domain.  
  Table Orange 3 All Entropy Spells 
  Spell Name 
  Level 
  Acid Splash 
  0 
  Doom 
  1 
  Entropic Shield 
  1 
  Knock 
  2 
  M.'s Acid Arrow 
  2 
  Shatter 
  2 
  Contagion 
  3 
  Freedom of Movement 
  4 
  Poison 
  4 
  Rusting Grasp 
  4 
  Blight 
  5 
  Cloudkill 
  5 
  Acid Fog 
  6 
  Disintegrate 
  7 
  Destruction 
  8 
  Storm of Vengeance 
  9 
   
    
   
  The base domain power for Entropy is 
  the ability to use a lesser Rusting / Caustic 
  Grasp ability for one use per day per class level, 
  as a spell like action. The character can cause 
  1d6 hit points of damage with one touch attack 
  to flesh or ferrous based material, bypassing 
  hardness damage resistance. If the character 
  should target an object, use the normal object 
  damage rules from the DMG and PH, with the 
  exception of non-magical Armour or Shields, 
  which are automatically reduced by 1 AC 
  effective defence per successful attack with this 
  power. Each hit with this ability that does not 
  destroy a non-magical item reduces its effective 
  value by 50%, and repair attempts have a 
  negative modifier on the Craft skill roll equal to 
  twice the damage done. Note: attacks on 
  weapons attract an attack of opportunity in 
  combat. 
   
   
  Example: The character uses their lesser 
  Rusting Grasp on an opponent’s longsword. 
  The opponent gets an attack of opportunity 
  against the spellcaster, then the spellcaster 
  must hit the weapon with a touch attack. 
  Assuming success, the longsword’s hardness is 
  10 and hit points are 5. The power bypasses the 
  Hardness, and does 1d6 hit points of damage to 
  the sword. If this does only 2 points, the sale 
  value of the weapon is reduced by 50% and 
  craft rolls to repair the weapon are at -4. 
   
   
  The 
  advanced 
  domain 
  power 
  for 
  Entropy is Acid Resistance of 15 points.  
    
  Table Orange 4 Entropy Domain 
  Spell Name 
  Level 
  Acid Splash 
  0 
  Entropic Shield 
  1 
  Shatter 
  2 
  Contagion 
  3 
  Rusting Grasp 
  4 
  Blight 
  5 
  Acid Fog 
  6 
  Disintegrate 
  7 
  Destruction 
  8 
  Storm of Vengeance 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  M
  MeettaaM
  Moorrpphh  
    
  Mutability of form and shape is the 
  focus of the Metamorph sphere. From the base 
  abilities that allow a temporary change of size, 
  to the greatest powers of shape-shifting or 
  transformation of matter, this area of Orange 
  magic 
  has 
  wide 
  applicability 
  and effect 
  Specialists in this area learn about the differing 
  natures of the material, and master the capacity 
  of magic to manipulate the differing layers so 
  as to bend them to one’s will.  
   
  The 
  Metamorphic 
  sphere 
  has 
  an 
  extensive repertoire of spells. For the most part 
  they are miscellaneous or occasionally offensive 
  in effect, with few if any defensive abilities. Of 
  the specialists in Orange magic, those that learn 
  the art of this sphere are most likely to be 
  rational and scientific individuals. The power 
  of this sphere can seen as mastery over the 
  limitations of matter, and is thus an avenue for 
  a mortal magician to gain control over their 
  environment. It can allow wizards to put their 
  own stamp of order on the universe.  
   
  Some might seek to use this style of 
  magic for the transformative power of the 
  philosopher’s stone: making gold from lead. 
  Others could aim to gain mastery over their 
  own form: allowing them to slip from the 
  limitations of being held to one shape. Orange 
  magic’s transformative energy is complex and 
  risky to master, but holds great benefit for any 
  that succeed in controlling the chaotic power. 
  Table Orange 5 All Metamorph Spells 
  Spell Name 
  Level 
  Reduce Person 
  0 
  Enlarge Person 
  1 
  Soften Earth and Stone 
  2 
  Reduce animal 
  3 
  Shrink Item 
  3 
  Enlarge Person, Mass 
  4 
  Polymorph 
  4 
  Reduce Person, Mass 
  4 
  Animal Growth 
  5 
  Baleful Polymorph 
  5 
  Transmute Mud to Rock 
  5 
  Transmute Rock to Mud 
  5 
  Flesh to Stone 
  6 
  Stone to Flesh 
  6 
  Transmute Metal to Wood 
  7 
  Polymorph Any Object 
  8 
  Shapechange 
  9 
    
  TThhee  D
  Doom
  maaiinn  ooff  M
  Meettaam
  moorrpphh  
    
   
  As with the other Spheres of Orange, 
  Metamorph is favoured by chaotic deities. It 
  also has applicability for entities of shape-
  shifting, deities of magic, transformation, birth, 
  the earth, plants and animals. 
   
   
  The base domain power for Metamorph 
  is the ability to make one’s body slightly 
  mutable in form for a number of rounds per 
  day equal to class level. This is a free action. It 
  increases the character’s reach by 5’, widening 
  their threatened area, as well as allowing them 
  to fit through any space large enough to 
  accommodate their skull, providing they move 
  at a rate of no more than 10’ per round. Note 
  that the movement aspects of this power can 
  only be manifest if the caster is wearing Light 
  or no Armour, and it provides a +6 synergy 
  bonus to the Escape skill when being used. 
   
   
  The 
  advanced 
  domain 
  power 
  for 
  Metamorph grants the ability to absorb the 
  form of any material or creature touched once 
  per day for a number of rounds equal to class 
  level. This is equivalent to a polymorph self 
  spell, with the limitation that the character 
  must touch the creature or object, and in the 
  instance that an inanimate object is touched, the 
  character has the option of becoming either an 
  Animated Item (as the creature type) or an 
  Elemental of their size (as the elemental type).   
   
  Table Orange 6 Metamorph Domain 
  Spell Name 
  Level 
  Reduce Person 
  0 
  Enlarge Person 
  1 
  Soften Earth and Stone 
  2 
  Shrink Item 
  3 
  Polymorph 
  4 
  Baleful Polymorph 
  5 
  Flesh to Stone 
  6 
  Transmute Metal to Wood 
  7 
  Polymorph Any Object 
  8 
  Shapechange 
  9 
  
  6 
  TThhee  U
  UnnM
  Maakkeerr  
    
  Unmakers are a bunch of certifiably insane lunatics with the power 
  to summon the forces of chaos, destruction and mutation at their fingertips.  
   
  I am generalising a little. There are some Unmakers that are not 
  working either covertly or overtly to destroy the universe. But, even they 
  are likely to take advantage of every opportunity that presents itself to 
  further their own desires and increase their abilities at the expense of 
  others. Orange magic is the power of change itself, and exposure to its raw 
  force for a long enough time will guarantee a certain degree of oddness, 
  not to mention an appetite for destruction.  
   
  Becoming an Unmaker requires a particular mindset: a willingness 
  to bypass the rational and commonsense, and instead rely upon the 
  random and unknown. It certainly requires a powerful aptitude for the 
  magical arts akin to that of sorcerers, but does not require their force of 
  personality or even their comprehension of the forces that are wielded. 
  Instead, Unmakers rely upon an instinct born of pure reflexes and agility, 
  to feel the flow of magic and twist the end results of it by manipulating it 
  fast enough and dexterously enough to yield the desired ends.  
   
  Unmakers speak of magic not so much as a force, but as a string, or 
  perhaps a cloth-like material. While others might try to weave it into 
  patterns of their own desire, Unmakers instead feel their way to the frays 
  and knots and learn to unravel it into tassels and balls of fluff. 
   
  Adventures 
   
   
  Unmakers are wanderers, occasionally outcasts, even prisoners. 
  Sometimes they are locked in asylums or dungeons, to be unleashed upon 
  the enemies of their captors as one might let loose a fell beast. Some are so 
  detached from reality that they do not mind, or even know enough to care. 
   
   
  For those that are of a more focused or powerful nature, they may 
  occupy any station in society that their power grants them. Much like 
  money, pure power has the capacity to transform what might be 
  considered madness into eccentricity. Even so, they are likely to wander. 
  
  7 
  Unmakers continually seek challenges and 
  new experiences. They are curious and free-spirited, 
  with a great desire to see all the wide variety of 
  things that life and the universe have to offer. Then 
  wreck them all.  
   
  They are likely to seek groups to adventure 
  with, even if their company is explicitly not desired. 
  They have little concern for social niceties. 
   
  They also make excellent villains. 
   
  Characteristics 
   
   
  The primary ability of the Unmaker is the 
  power of the Orange magic fueling them. They 
  become attune to one Sphere of the Orange as a part 
  of their nature, gaining the basic and advanced 
  domain powers of this Sphere as they advance in 
  levels. They are casual killers, learning combat arts 
  much as rogues might, in a haphazard and 
  unschooled manner, and though they can learn a 
  significant number of rogue type skills, they are too 
  disorganized to learn too many skills to any great 
  level of proficiency.  
   
   
  What they lack in focus upon normal 
  abilities, they more than make up for in the random 
  power of chaos magic itself. They are usually very 
  dexterous and able when it comes to avoiding blows 
  or direct them towards others at range. 
   
  Alignment 
   
  Chaos, Chaos, Chaos. You might  happen to 
  find an Unmaker who is neutral with respect to law 
  and chaos, but they would be a very rare exception. 
  None may ever be Lawful, and the vast majority of 
  them are Chaotic. Also, while the natural inclination 
  of an Unmaker is toward destruction, the moral 
  choice of what to destroy is still very much in the 
  hands of the character, so as such there can be 
  Neutral or even Good Unmakers, with respect to 
  good and evil. The majority of Unmakers are evil 
  though. Chaotically so. 
   
  Religion 
   
   
  Being a somewhat anti-intellectual bunch, 
  Unmakers do have the distinction of being quite 
  liberal when it comes to religion. They tend to be 
  accepting of all faiths without question. All gods 
  may have influence upon that which is, much as an 
  Unmaker sees themself as having. The main issue is 
  that most organized religions consider Unmakers to 
  be dangerous and disruptive forces of Chaos and 
  Evil. Naturally enough, Chaotic Evil deities and 
  faith are very accepting of Unmakers, but for those 
  few exceptions to the norm, there are significant 
  obstacles to overcome.   
   
  Background 
   
   
  There is little to no learning that needs be 
  done to become an Unmaker. The school of hard 
  knocks breeds as many of these as inbreeding 
  among the elevated classes might. They might come 
  from any walk of life; all that is required is the right 
  mindset and the inbuilt talent. 
   
  Races 
   
   
  All races might have Unmakers, with Half-
  Elves often showing the requisite ability or mindset. 
  Dwarves are the least likely Unmakers, their natural 
  tendencies point in the other direction in a couple of 
  ways. In the Chrome world, the changeable Batrak 
  are the most populous origin of Unmakers.  
  Other Classes 
   
   
  Unmakers are likely to get on well with the 
  right (or wrong!) kind of Bards, Rogues, Clerics and 
  Barbarians. They have talents and inclination similar 
  to some Sorcerers, so they often have a lot to say to 
  each other. They are likely to have problems 
  associating with Paladins, Monks or anyone of a 
  Lawful nature. 
   
  Role 
   
   
  Unmakers are excellent support wizards, 
  with many of the classic destructive or miscelanous 
  abilities that prove Wizards valuable throughout the 
  lands. Their spells are not so flashy or as powerfully 
  damaging as those of Red magic, at least not until 
  significantly higher level, but they are capable of 
  serving better in close quarters or underground. 
  They also have some combat ability and so can serve 
  in a support role in conflict, both hand to hand and 
  at range. The greatest risk that any group takes on 
  when they bring in an Unmaker is the personality of 
  the Unmaker themself. 
   
  Game rule information 
  Abilities 
   
   
  The key Unmaker primary statistic is 
  Dexterity. Their spell abilities rely heavily on 
  Dexterity for bonus spells and for spell strength. 
  Further, they benefit from the bonus to Armour 
  Class and several key class skills that Dexterity 
  provides. 
  Unmakers 
  also 
  benefit from high 
  Constitution for some resilience against attacks and 
  Strength for hand-to-hand combat prowess. The 
  mental statistics are much less important to them, 
  but each has some relevance for skills. 
  
  8 
  Alignment 
   
  Unmakers cannot be of a Lawful alignment.  
   
  Hit Die 
   
  D6 
   
  Class Skills  
  Bluff(Cha), Climb(Str), Concentration (Con), 
  Disable Device (Int), Escape Artist (Dex), Hide 
  (Dex), Intimidate (Cha), Open Lock (Dex), Sleight of 
  Hand (Dex), Sneak (Dex). 
   
  Skill points at 1st level 
   
  (2+Intelligence modifier) x 4 
  Skill points at Each Additional Level  
  2+Intelligence modifier 
   
  Class Features 
  Weapon and Armour Proficiency 
   
   
  Unmakers learn to use Light Armour but 
  not shields. They have proficiency in all simple 
  weapons and also learn to use Rogue type weapons 
  (hand crossbow, rapier, short-bow and short-
  sword). They suffer no arcane spell failure chance if 
  they should cast spells while dressed in light 
  armour, but suffer full failure chance in medium or 
  heavy armour or while using shields. 
  Spells and Spheres  
   
  Unmakers cast arcane spells, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Clerics do, though they do have the ability to 
  spontaneously cast spells of one chosen Sphere. 
    
  They are required to have Dexterity 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against an 
  Unmaker's spell is 10 + the spell level + the caster's 
  Dexterity modifier. They are restricted to a limited 
  number of spells per day as per Table Orange 7: The 
  Unmaker, Spells and Special Abilities. They receive 
  bonus spells if they have a high Dexterity score as 
  per Player's Handbook Table 1-1: Ability Modifiers 
  and Bonus Spells.  
   
  An Unmaker is only able to cast spells of the 
  Orange colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  All other spells cannot be used at all. They have 
  access to all Orange spells of every level they have 
  available to cast, requiring no spellbook or learning. 
   
  Further, an Unmaker may choose one of the 
  Orange Domains as an area of specialty, and they 
  are granted the base domain power of that domain, 
  and also the ability to spontaneously cast spells on 
  that domain list. Some Unmakers thus specialise in 
  Aberrance, others in Entropy and yet others in 
  Metamorph. The spontaneous casting ability is 
  identical to a cleric’s ability to spontaneously cast 
  healing magic, except it is limited to the spells on 
  the one domain list that the character has chosen. 
  They gain access to the basic domain power of their 
  chosen domain at 1st level, and the advanced 
  domain power of their chosen domain at 4th level. 
  TTaabbllee  O
  Orraannggee  77::  TThhee  U
  Unnm
  maakkeerr,,  SSppeellllss  aanndd  SSppeecciiaall  A
  Abbiilliittiieess  
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 3 4 5 6 7 6 7 
  1 
  0 
  0 
  2 
  0 
  Simple, Rogue WP proficiency, Light Armor, 
  base domain power, Chaotic Magic d4 
  4 2 
   
   
   
   
   
   
   
   
  2 
  1 
  0 
  3 
  0 
  Chaotic Magic d6 
  5 3 
   
   
   
   
   
   
   
   
  3 
  2 
  1 
  3 
  1 
  Chaotic Magic d8 
  5 3 2 
   
   
   
   
   
   
   
  4 
  3 
  1 
  4 
  1 
  Advanced domain power, Chaotic Magic d10 5 4 3 
   
   
   
   
   
   
   
  5 
  3 
  1 
  4 
  1 
  Bonus Feat, Chaotic Magic d12 
  5 4 3 2 
   
   
   
   
   
   
  6 
  4 
  2 
  5 
  2 
   
  5 4 4 3 
   
   
   
   
   
   
  7 
  5 
  2 
  5 
  2 
   
  5 5 4 3 2 
   
   
   
   
   
  8 
  6/1 
  2 
  6 
  2 
   
  5 5 4 4 3 
   
   
   
   
   
  9 
  6/1 
  3 
  6 
  3 
   
  5 5 5 4 3 2 
   
   
   
   
  10 
  7/2 
  3 
  7 
  3 
  Bonus Feat, Chaotic Magic d20 
  5 5 5 4 4 3 
   
   
   
   
  11 
  8/3 
  3 
  7 
  3 
   
  5 5 5 5 4 3 2 
   
   
   
  12 
  9/4 
  4 
  8 
  4 
   
  5 5 5 5 4 4 3 
   
   
   
  13 
  9/4 
  4 
  8 
  4 
   
  5 5 5 5 5 4 3 2 
   
   
  14 
  10/5 
  4 
  9 
  4 
   
  5 5 5 5 5 4 4 3 
   
   
  15 
  11/6/1 
  5 
  9 
  5 
  Bonus Feat 
  5 5 5 5 5 5 4 3 2 
   
  16 
  12/7/2 
  5 
  10 
  5 
   
  5 5 5 5 5 5 4 4 3 
   
  17 
  12/7/2 
  5 
  10 
  5 
   
  5 5 5 5 5 5 5 4 3 2 
  18 
  13/8/3 
  6 
  11 
  6 
   
  5 5 5 5 5 5 5 4 4 3 
  19 
  14/9/4 
  6 
  11 
  6 
   
  5 5 5 5 5 5 5 5 4 4 
  20 
  15/10/15 
  6 
  12 
  6 
  Bonus Feat 
  5 5 5 5 5 5 5 5 5 5 
  
  9 
  Bonus Feats 
   
   
  The Unmaker gains bonus feats from the 
  metamagic, item creation or spell mastery kinds at 
  levels 5 then and every five levels thereafter (10th, 
  15th and 20th levels).  
   
  Chaotic Magic (Ex) 
   
  Unmakers have the ability to draw power 
  from the random nature of the Orange at will. They 
  may choose to evoke this ability whenever they cast 
  a spell. This has the effect of randomising their 
  caster level for the purpose of all level-dependant 
  effects of their magic.  
   
  After the caster has determined to use 
  Chaotic Magic, and just as the effects of the spell are 
  being calculated, roll d4 and subtract 2, then modify 
  the devotee’s caster level by this amount for the 
  purpose of all level dependant effects of the relevant 
  spell. If this results in a 0 or negative caster level, the 
  spell fails altogether, and similarly if the new spell 
  range is insufficient to hit the desired target, the 
  magic will go as far as it is able along the line from 
  the caster to the target, then either fizzle out or hit 
  the indicated location, dependant upon the nature of 
  the spell (use common sense here: a flesh to stone 
  will not work if there is no flesh target in the 
  relevant square, but acid fog will appear centred on 
  the resultant square.)  
   
  If the Unmaker rolls a 4 on this dice, ignore 
  the result, and instead roll a d6 and subtract 3. If the 
  result is then a 6, ignore the result and roll d8 and 
  subtract 4. If the d8 rolls an 8 on the dice, ignore the 
  result and roll a d10 and subtract 5. If the d10 rolls a 
  10 on the dice, ignore the result and roll a d12 and 
  subtract 6. If the d12 rolls a 12 on the dice, ignore the 
  result and roll a d20 and subtract 10. At this point 
  use the modifier, regardless of the result. 
   
  At second level, chaos magic automatically 
  starts at d6 minus 3. At third level, chaotic magic 
  starts at d8 minus 4. At fourth level, chaotic magic 
  starts at d10 minus 5. At fifth level, chaotic magic 
  starts at d12 minus 6. At sixth level chaotic magic no 
  longer has a chance of causing spell failure. At tenth 
  level chaotic magic automatically starts at d20. 
   
  Example: a 5th level Unmaker uses Chaotic 
  Magic to cast Acid Arrow. Rolling d12, a 3 is the 
  result. Subtracting 6 from this leaves a result of –3, 
  so the caster level for this spell is deemed to be 2nd 
  level for range, damage and all other purposes.  
   
   
  Second example: a 3rd level Unmaker uses 
  Chaotic Magic to cast Acid Arrow. Rolling d8, an 8 
  is rolled. The player then rolls d10, and rolls a 10. 
  The character then rolls d12 and rolls an 11. The 
  caster level of the spell is deemed to be 8 for all 
  intents and purposes. If the last roll had been a 3 or 
  less, the spell would have failed altogether. 
   
   
  Chaotic Magic is harder to identify than 
  other spells. When an Unmaker uses this ability, 
  increase the difficulty class of any usage of Spellcraft 
  to figure out what spell is being cast by the dice 
  result before subtraction.  
   
   
  Example: the DC to identify that Acid 
  Arrow is being used is normally 15+spell level (2), 
  but in the first example above it is increased by 3 
  and in the second example it is increased by 11. This 
  makes Chaotic Magic much harder identify, and 
  thus harder to counter-spell than any other types of 
  magic. 
   
  Ex-Unmakers 
   
   
  An Unmaker that becomes Lawful loses all 
  abilities of the class. They can choose to learn orange 
  magic again as a wizard might, assuming that they 
  have a second arcane class, but they forgo all 
  domain and magic capabilities of the Unmaker class. 
  In all other ways, Unmaker multiclassing is handled 
  in the same as Specialist Wizard multiclassing. The 
  spell abilities of the Unmaker are not comulative 
  with any other spell casing abilities. They are 
  otherwise free to multiclass as per the normal rules. 
  There are some cases of multiclassing with other 
  chromatic magic classes in which the spell casting 
  abilities become cumulative. Please see the Colours 
  of Magic: Chrome product for more details. 
   
  Half Elf Unmaker Starting Package 
  Armor 
  Leather Armour (AC +2, 10lbs) 
  Weapons  
  Short-Sword (1d6, critical 19-20. x2, 
  2lb), Short-bow (1d6, critical 20, x3, 
  range increment ) 
  Skill selection Pick a number of skills equal to 2+ 
  Int. Modifier: 
  Skill 
  Ranks Ability Armor Penalty 
  Concentration 
  4 
  Con 
  - 
  Sneak 
  4 
  Dex 
  - 
  Hide 
  4 
  Dex 
  - 
  Bluff 
  4 
  Cha 
  - 
  Escape Artist 
  4 
  Dex 
  - 
  Open Locks 
  4 
  Dex 
  - 
  Intimidate 
  4 
  Cha 
   
  Slight of Hand 
  4 
  Dex 
  - 
  Disable Device 
  4 
  Int 
  - 
  Feats 
  Light weapons, Rogue Weapons, 
  Light armor, Improved initiative. 
  Gear 
  Spell components pouch, lock-picks, 
  tools, packed lunch. 
  Gold 
   
  6d4gp 
  
  10 
  AAppppeennddiixx::  O
  Orraannggee  SSppeellllss  
    
  LLeevveell  00  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Open/Close 
  Aberrance 
  0 
  0 
  Acid Splash 
  Entropy 
  0 
  0 
  Reduce Person 
  Metamorph 
  0 
  0 
   
  Open/Close 
  Orange (Aberrance), Transmutation 
  Level: Brd 0, Sor/Wiz 0, Orange 0, Aberrance 0 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Object weighing up to 30 lb. or portal that can be opened 
  or closed 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You can open or close (your choice) a door, chest, box, window, 
  bag, pouch, bottle, barrel, or other container. If anything resists 
  this activity (such as a bar on a door or a lock on a chest), the spell 
  fails. In addition, the spell can only open and close things 
  weighing 30 pounds or less. Thus, doors, chests, and similar 
  objects sized for enormous creatures may be beyond this spell’s 
  ability to affect. 
  Focus: A brass key. 
   
  Acid Splash 
  Orange (Entropy), Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 0, Orange 0, Entropy 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One missile of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You fire a small orb of acid at the target. You must succeed on a 
  ranged touch attack to hit your target. The orb deals 1d3 points of 
  acid damage. 
   
  Reduce Person 
  Orange (Metamorph), Transmutation 
  Level: Sor/Wiz 1, Orange 0, Metamorph 0 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid creature 
  Duration: 1 min./level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  This spell causes instant diminution of a humanoid creature, 
  halving its height, length, and width and dividing its weight by 8. 
  This decrease changes the creature’s size category to the next 
  smaller one. The target gains a +2 size bonus to Dexterity, a –2 
  size penalty to Strength (to a minimum of 1), and a +1 bonus on 
  attack rolls and AC due to its reduced size. 
  A Small humanoid creature whose size decreases to Tiny has a 
  space of 2-1/2 feet and a natural reach of 0 feet (meaning that it 
  must enter an opponent’s square to attack). A Large humanoid 
  creature whose size decreases to Medium has a space of 5 feet 
  and a natural reach of 5 feet. This spell doesn’t change the target’s 
  speed.  
  All equipment worn or carried by a creature is similarly reduced 
  by the spell.  
  Melee and projectile weapons deal less damage. Other magical 
  properties are not affected by this spell. Any reduced item that 
  leaves the reduced creature’s possession (including a projectile or 
  thrown weapon) instantly returns to its normal size. This means 
  that thrown weapons deal their normal damage (projectiles deal 
  damage based on the size of the weapon that fired them). 
  Multiple magical effects that reduce size do not stack. 
  Reduce person counters and dispels enlarge person. 
  Reduce person can be made permanent with a permanency spell. 
  Material Component: A pinch of powdered iron. 
   
  Aberrance 
  level 
  Entropy 
  level Metamorph 
  level 
  Open/Close 
  0 
  Acid Splash 
  0 
  Reduce Person 
  0 
  Animate Rope 
  1 
  Doom 
  1 
  Enlarge Person 
  1 
  Entangle 
  1 
  Entropic Shield 
  1 
   
   
  Grease 
  1 
   
   
   
   
  Rope Trick 
  2 
  Knock 
  2 
  Soften Earth and Stone 
  2 
  Spider Climb 
  2 
  M.'s Acid Arrow 
  2 
   
   
  Warp Wood 
  2 
  Shatter 
  2 
   
   
  Spike Growth 
  3 
  Contagion 
  3 
  Reduce animal 
  3 
   
   
   
   
  Shrink Item 
  3 
  Bestow Curse 
  4 
  Freedom of Movement 
  4 
  Enlarge Person, Mass 
  4 
  E’ Black Tentacles 
  4 
  Poison 
  4 
  Polymorph 
  4 
  Giant Vermin 
  4 
  Rusting Grasp 
  4 
  Reduce Person, Mass 
  4 
  Reincarnate 
  4 
   
   
   
   
  Wall of Thorns 
  5 
  Blight 
  5 
  Animal Growth 
  5 
   
   
  Cloudkill 
  5 
  Baleful Polymorph 
  5 
   
   
   
   
  Transmute Mud to Rock 
  5 
   
   
   
   
  Transmute Rock to Mud 
  5 
  Animate Objects 
  6 
  Acid Fog 
  6 
  Flesh to Stone 
  6 
  Repel Wood 
  6 
   
   
  Stone to Flesh 
  6 
  Eyebite 
  7 
  Disintegrate 
  7 
  Transmute Metal to Wood 
  7 
  Reverse Gravity 
  8 
  Destruction 
  8 
  Polymorph Any Object 
  8 
  Maze 
  9 
  Storm of Vengeance 
  9 
  Shapechange 
  9 
  
  11 
  LLeevveell  11  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level 
  Domain level 
  Animate Rope 
  Aberrance 
  1 
   
  Entangle 
  Aberrance 
  1 
  1 
  Grease 
  Aberrance 
  1 
   
  Doom 
  Entropy 
  1 
   
  Entropic Shield 
  Entropy 
  1 
  1 
  Enlarge Person 
  Metamorph 
  1 
  1 
   
   
  Animate Rope 
  Orange (Aberrance) - Transmutation 
  Level: Brd 1, Sor/Wiz 1, Orange 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One ropelike object, length up to 50 ft. + 5 ft./level; see 
  text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You can animate a nonliving ropelike object. The maximum 
  length assumes a rope with a 1-inch diameter. 
  Reduce the maximum length by 50% for every additional inch of 
  thickness, and increase it by 50% for each reduction of the rope’s 
  diameter by half. 
  The possible commands are “coil” (form a neat, coiled stack), 
  “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the 
  opposites of all of the above (“uncoil,” and so forth). You can give 
  one command each round as a move action, as if directing an 
  active spell. 
  The rope can enwrap only a creature or an object within 1 foot of 
  it—it does not snake outward—so it must be thrown near the 
  intended target. Doing so requires a successful ranged touch 
  attack roll (range increment 10 feet). A typical 1- inch-diameter 
  hempen rope has 2 hit points, AC 10, and requires a DC 23 
  Strength check to burst it. The rope does not deal damage, but it 
  can be used as a trip line or to cause a single opponent that fails a 
  Reflex saving throw to become entangled. A creature capable of 
  spellcasting that is bound by this spell must make a DC 15 
  Concentration check to cast a spell. An entangled creature can 
  slip free with a DC 20 Escape Artist check. 
  The rope itself and any knots tied in it are not magical. 
  This spell grants a +2 bonus on any Use Rope checks you make 
  when using the transmuted rope. 
  The spell cannot animate objects carried or worn by a creature. 
   
   
  Entangle 
  Orange (Aberrance) - Transmutation 
  Level: Drd 1, Plant 1, Rgr 1, Orange 1, Aberrance 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Plants in a 40-ft.-radius spread 
  Duration: 1 min./level (D) 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
  Grasses, weeds, bushes, and even trees wrap, twist, and entwine 
  about creatures in the area or those that enter the area, holding 
  them fast and causing them to become entangled. The creature 
  can break free and move half its normal speed by using a full-
  round action to make a DC 20 Strength check or a DC 20 Escape 
  Artist check. A creature that succeeds on a Reflex save is not 
  entangled but can still move at only half speed through the area. 
  Each round on your turn, the plants once again attempt to 
  entangle 
  all 
  creatures 
  that 
  have 
  avoided 
  or 
  escaped 
  entanglement. Note: The effects of the spell may be altered 
  somewhat, based on the nature of the entangling plants. 
   
  Grease 
  Orange (Aberrance) - Conjuration (Creation) 
  Level: Brd 1, Sor/Wiz 1, Orange 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target or Area: One object or a 10-ft. square 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: No 
  A grease spell covers a solid surface with a layer of slippery 
  grease. Any creature in the area when the spell is cast must make 
  a successful Reflex save or fall. This save is repeated on your turn 
  each round that the creature remains within the area. A creature 
  can walk within or through the area of grease at half normal 
  speed with a DC 10 Balance check. Failure means it can’t move 
  that round (and must then make a Reflex save or fall), while 
  failure by 5 or more means it falls (see Balance skill for details). 
  The spell can also be used to create a greasy coating on an item. 
  Material objects not in use are always affected by this spell, while 
  an object wielded or employed by a creature receives a Reflex 
  saving throw to avoid the effect. If the initial saving throw fails, 
  the creature immediately drops the item. A saving throw must be 
  made in each round that the creature attempts to pick up or use 
  the greased item. A creature wearing greased armor or clothing 
  gains a +10 circumstance bonus on Escape Artist checks and on 
  grapple checks made to resist or escape a grapple or escape a pin. 
  Material Component: A bit of pork rind or butter. 
  Doom 
  Orange (Entropy) - Necromancy [Fear, Mind-Affecting] 
  Level: Clr 1, Orange 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell fills a single subject with a feeling of horrible dread that 
  causes it to become shaken. 
   
  Entropic Shield 
  Orange (Entropy) - Abjuration 
  Level: Clr 1, Luck 1, Orange 1, Entropy 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  A magical field appears around you, glowing with a chaotic blast 
  of multicolored hues. This field deflects incoming arrows, rays, 
  and other ranged attacks. Each ranged attack directed at you for 
  which the attacker must make an attack roll has a 20% miss 
  chance (similar to the effects of concealment). Other attacks that 
  simply work at a distance are not affected. 
   
  Enlarge Person 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 1, Strength 1, Orange 1, Metamorph 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid creature 
  Duration: 1 min./level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  This spell causes instant growth of a humanoid creature, 
  doubling its height and multiplying its weight by 8. This increase 
  changes the creature’s size category to the next larger one. The 
  target gains a +2 size bonus to Strength, a –2 size penalty to 
  Dexterity (to a minimum of 1), and a –1 penalty on attack rolls 
  and AC due to its increased size. 
  A humanoid creature whose size increases to Large has a space of 
  10 feet and a natural reach of 10 feet. This spell does not change 
  the target’s speed. 
  If insufficient room is available for the desired growth, the 
  creature attains the maximum possible size and may make a 
  Strength check (using its increased Strength) to burst any 
  
  12 
  enclosures in the process. If it fails, it is constrained without harm 
  by the materials enclosing it— the spell cannot be used to crush a 
  creature by increasing its size. 
  All equipment worn or carried by a creature is similarly enlarged 
  by the spell. Melee and projectile weapons affected by this spell 
  deal more damage. Other magical properties are not affected by 
  this spell. Any enlarged item that leaves an enlarged creature’s 
  possession (including a projectile or thrown weapon) instantly 
  returns to its normal size. This means that thrown weapons deal 
  their normal damage, and projectiles deal damage based on the 
  size of the weapon that fired them. Magical properties of enlarged 
  items are not increased by this spell. 
  Multiple magical effects that increase size do not stack,. 
  Enlarge person counters and dispels reduce person. 
  Enlarge person can be made permanent with a permanency spell. 
  Material Component: A pinch of powdered iron. 
   
  LLeevveell  22  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Rope Trick 
  Aberrance 
  2 
   
  Spider Climb 
  Aberrance 
  2 
  2 
  Warp Wood 
  Aberrance 
  2 
   
  Knock 
  Entropy 
  2 
   
  M.'s Acid Arrow 
  Entropy 
  2 
   
  Shatter 
  Entropy 
  2 
  2 
  Soften Earth and Stone 
  Metamorph 
  2 
  2 
   
  Rope Trick 
  Orange (Aberrance) - Transmutation 
  Level: Sor/Wiz 2, Orange 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched piece of rope from 5 ft. to 30 ft. long 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  When this spell is cast upon a piece of rope from 5 to 30 feet long, 
  one end of the rope rises into the air until the whole rope hangs 
  perpendicular to the ground, as if affixed at the upper end. The 
  upper end is, in fact, fastened to an extradimensional space that is 
  outside the multiverse of extradimensional spaces (“planes”). 
  Creatures in the extradimensional space are hidden, beyond the 
  reach of spells (including divinations), unless those spells work 
  across planes. The space holds as many as eight creatures (of any 
  size). Creatures in the space can pull the rope up into the space, 
  making the rope “disappear.” In that case, the rope counts as one 
  of the eight creatures that can fit in the space. The rope can 
  support up to 16,000 pounds. A weight greater than that can pull 
  the rope free. 
  Spells cannot be cast across the extradimensional interface, nor 
  can area effects cross it. Those in the extradimensional space can 
  see out of it as if a 3-foot-by- 5-foot window were centered on the 
  rope. The window is present on the Material Plane, but it’s 
  invisible, and even creatures that can see the window can’t see 
  through it. Anything inside the extradimensional space drops out 
  when the spell ends. The rope can be climbed by only one person 
  at a time. The rope trick spell enables climbers to reach a normal 
  place if they do not climb all the way to the extradimensional 
  space. 
  Note: It is hazardous to create an extradimensional space within 
  an existing extradimensional space or to take an extradimensional 
  space into an existing one. 
  Material Component: Powdered corn extract and a twisted loop of 
  parchment. 
   
  Spider Climb 
  Orange (Aberrance) - Transmutation 
  Level: Drd 2, Sor/Wiz 2, Orange 2, Aberrance 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. The affected creature 
  must have its hands free to climb in this manner. The subject 
  gains a climb speed of 20 feet; furthermore, it need not make 
  Climb checks to traverse a vertical or horizontal surface (even 
  upside down). A spider climbing creature retains its Dexterity 
  bonus to Armor Class (if any) while climbing, and opponents get 
  no special bonus to their attacks against it. It cannot, however, 
  use the run action while climbing. 
  Material Component: A drop of bitumen and a live spider, both of 
  which must be eaten by the subject. 
   
  Warp Wood 
  Orange (Aberrance) - Transmutation 
  Level: Drd 2, Orange 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 Small wooden object/level, all within a 20-ft. radius 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You cause wood to bend and warp, permanently destroying its 
  straightness, form, and strength. A warped door springs open (or 
  becomes stuck, requiring a Strength check to open, at your 
  option). A boat or ship springs a leak. Warped ranged weapons 
  are useless. A warped melee weapon causes a –4 penalty on 
  attack rolls. 
  You may warp one Small or smaller object or its equivalent per 
  caster level. A Medium object counts as two Small objects, a 
  Large object as four, a Huge object as eight, a Gargantuan object 
  as sixteen, and a Colossal object as thirty-two. 
  Alternatively, you can unwarp wood (effectively warping it back 
  to normal) with this spell, straightening wood that has been 
  warped by this spell or by other means. Make whole, on the other 
  hand, does no good in repairing a warped item. 
  You can combine multiple consecutive warp wood spells to warp 
  (or unwarp) an object that is too large for you to warp with a 
  single spell.  
  Until the object is completely warped, it suffers no ill effects. 
   
  Knock 
  Orange (Entropy) - Transmutation 
  Level: Sor/Wiz 2, Orange 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One door, box, or chest with an area of up to 10 sq. 
  ft./level 
  Duration: Instantaneous; see text 
  Saving Throw: None 
  Spell Resistance: No 
  The knock spell opens stuck, barred, locked, held, or arcane locked 
  doors. It opens secret doors, as well as locked or trick-opening 
  boxes or chests. It also loosens welds, shackles, or chains 
  (provided they serve to hold closures shut). If used to open a 
  arcane locked door, the spell does not remove the arcane lock but 
  simply suspends its functioning for 10 minutes. In all other cases, 
  the door does not relock itself or become stuck again on its own. 
  Knock does not raise barred gates or similar impediments (such as 
  a portcullis), nor does it affect ropes, vines, and the like. The 
  effect is limited by the area. Each spell can undo as many as two 
  means of preventing egress.  
   
  Acid Arrow 
  Orange (Entropy) - Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 2, Orange 2 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One arrow of acid 
  Duration: 1 round + 1 round per three levels 
  Saving Throw: None 
  Spell Resistance: No 
  
  13 
  A magical arrow of acid springs from your hand and speeds to its 
  target. You must succeed on a ranged touch attack to hit your 
  target. The arrow deals 2d4 points of acid damage with no splash 
  damage. For every three caster levels (to a maximum of 18th), the 
  acid, unless somehow neutralized, lasts for another round, 
  dealing another 2d4 points of damage in that round. 
  Material Component: Powdered rhubarb leaf and an adder’s 
  stomach. 
  Focus: A dart. 
   
  Shatter 
  Orange (Entropy) - Evocation [Sonic] 
  Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Orange 2, 
  Entropy 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area or Target: 5-ft.-radius spread; or one solid object or one 
  crystalline creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (object); Will negates (object) or 
  Fortitude half; see text 
  Spell Resistance: Yes (object) 
  Shatter creates a loud, ringing noise that breaks brittle, 
  nonmagical objects; sunders a single solid, nonmagical object; or 
  damages a crystalline creature. 
  Used as an area attack, shatter destroys nonmagical objects of 
  crystal, glass, ceramic, or porcelain. All such objects within a 5-
  foot radius of the point of origin are smashed into dozens of 
  pieces by the spell. Objects weighing more than 1 pound per your 
  level are not affected, but all other objects of the appropriate 
  composition are shattered. 
  Alternatively, you can target shatter against a single solid object, 
  regardless of composition, weighing up to 10 pounds per caster 
  level. Targeted against a crystalline creature (of any weight), 
  shatter deals 1d6 points of sonic damage per caster level 
  (maximum 10d6), with a Fortitude save for half damage. 
  Arcane Material Component: A chip of mica. 
   
  Soften Earth and Stone 
  Orange (Metamorph) - Transmutation [Earth] 
  Level: Drd 2, Earth 2, Orange 2, Metamorph 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft. square/level; see text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  When this spell is cast, all natural, undressed earth or stone in the 
  spell’s area is softened. Wet earth becomes thick mud, dry earth 
  becomes loose sand or dirt, and stone becomes soft clay that is 
  easily molded or chopped. You affect a 10-footsquare area to a 
  depth of 1 to 4 feet, depending on the toughness or resilience of 
  the ground at that spot. Magical, enchanted, dressed, or worked 
  stone cannot be affected. Earth or stone creatures are not affected. 
  A creature in mud must succeed on a Reflex save or be caught for 
  1d2 rounds and unable to move, attack, or cast spells. A creature 
  that succeeds on its save can move through the mud at half 
  speed, and it can’t run or charge. 
  Loose dirt is not as troublesome as mud, but all creatures in the 
  area can move at only half their normal speed and can’t run or 
  charge over the surface. 
  Stone softened into clay does not hinder movement, but it does 
  allow characters to cut, shape, or excavate areas they may not 
  have been able to affect before. 
  While soften earth and stone does not affect dressed or worked 
  stone, cavern ceilings or vertical surfaces such as cliff faces can be 
  affected. Usually, this causes a moderate collapse or landslide as 
  the loosened material peels away from the face of the wall or roof 
  and falls. 
  A moderate amount of structural damage can be dealt to a 
  manufactured structure by softening the ground beneath it, 
  causing it to settle. However, most well-built structures will only 
  be damaged by this spell, not destroyed. 
   
  LLeevveell  33  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Spike Growth 
  Aberrance 
  3 
  3 
  Contagion 
  Entropy 
  3 
  3 
  Reduce animal 
  Metamorph 
  3 
   
  Shrink Item 
  Metamorph 
  3 
  3 
   
  Spike Growth 
  Orange (Aberrance) - Transmutation 
  Level: Drd 3, Rgr 2, Orange 3, Aberrance 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One 20-ft. square/level 
  Duration: 1 hour/level (D) 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
  Any ground-covering vegetation in the spell’s area becomes very 
  hard and sharply pointed without changing its appearance. 
  In areas of bare earth, roots and rootlets act in the same way. 
  Typically, spike growth can be cast in any outdoor setting except 
  open water, ice, heavy snow, sandy desert, or bare stone. Any 
  creature moving on foot into or through the spell’s area takes 1d4 
  points of piercing damage for each 5 feet of movement through 
  the spiked area. 
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save or suffer injuries to its feet and legs that slow its 
  land speed by one-half. This speed penalty lasts for 24 hours or 
  until the injured creature receives a cure spell (which also restores 
  lost hit points). Another character can remove the penalty by 
  taking 10 minutes to dress the injuries and succeeding on a Heal 
  check against the spell’s save DC. 
  Spike growth can’t be disabled with the Disable Device skill. 
  Note: Magic traps such as spike growth are hard to detect. A rogue 
  (only) can use the Search skill to find a spike growth. The DC is 25 
  + spell level, or DC 28 for spike growth (or DC 27 for spike growth 
  cast by a ranger). 
   
  Contagion 
  Orange (Entropy) - Necromancy [Evil] 
  Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4, Orange 3, Entropy 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  The subject contracts a disease selected from the table below, 
  which strikes immediately (no incubation period). The DC noted 
  is for the subsequent saves (use contagion’s normal save DC for 
  the initial saving throw). 
  Disease 
  DC 
  Damage 
  Blinding sickness 
  16 
  1d4 Str1 
  Cackle fever 
  16 
  1d6 Wis 
  Filth fever 
  12 
  1d3 Dex and 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy doom 
  14 
  1d4 Con 
  1 Each time a victim takes 2 or more points of Strength damage 
  from blinding sickness, he or she must make another Fortitude 
  save (using the disease’s save DC) or be permanently blinded. 
   
  Reduce Animal 
  Orange (Metamorph) - Transmutation 
  Level: Drd 2, Rgr 3, Orange 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  
  14 
  Target: One willing animal of Small, Medium, Large, or Huge 
  size 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like reduce person, except that it affects a 
  single willing animal. Reduce the damage dealt by the animal’s 
  natural attacks as appropriate for its new size. 
   
  Shrink Item 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 3, Orange 3, Metamorph 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched object of up to 2 cu. ft./level 
  Duration: One day/level; see text 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You are able to shrink one nonmagical item (if it is within the size 
  limit) to 1/16 of its normal size in each dimension (to about 
  1/4,000 the original volume and mass). This change effectively 
  reduces the object’s size by four categories. Optionally, you can 
  also change its now shrunken composition to a clothlike one. 
  Objects changed by a shrink item spell can be returned to normal 
  composition and size merely by tossing them onto any solid 
  surface or by a word of command from the original caster. Even a 
  burning fire and its fuel can be shrunk by this spell. Restoring the 
  shrunken object to its normal size and composition ends the spell. 
  Shrink item can be made permanent with a permanency spell, in 
  which case the affected object can be shrunk and expanded an 
  indefinite number of times, but only by the original caster. 
   
  LLeevveell  44  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Bestow Curse 
  Aberrance 
  4
  4
  E.'s Black Tentacles 
  Aberrance 
  4 
  Reincarnate 
  Aberrance 
  4 
  Freedom of Movement 
  Entropy 
  4 
  Poison 
  Entropy 
  4 
  Rusting Grasp 
  Entropy 
  4
  4
  Enlarge Person, Mass 
  Metamorph 
  4 
  Giant Vermin 
  Metamorph 
  4 
  Polymorph 
  Metamorph 
  4
  4
  Reduce Person, Mass 
  Metamorph 
  4 
   
  Bestow Curse 
  Orange (Aberrance) - Necromancy 
  Level: Clr 3, Sor/Wiz 4, Orange 4, Aberrance 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You place a curse on the subject. Choose one of the following 
  three effects. 
  • –6 decrease to an ability score (minimum 1). 
  • –4 penalty on attack rolls, saves, ability checks, and skill checks. 
  • Each turn, the target has a 50% chance to act normally; 
  otherwise, it takes no action. 
  You may also invent your own curse, but it should be no more 
  powerful than those described above. 
  The curse bestowed by this spell cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell. 
  Bestow curse counters remove curse. 
   
  Black Tentacles 
  Orange (Aberrance) - Conjuration (Creation) 
  Level: Sor/Wiz 4, Orange 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell conjures a field of rubbery black tentacles, each 10 feet 
  long. These waving members seem to spring forth from the earth, 
  floor, or whatever surface is underfoot—including water. They 
  grasp and entwine around creatures that enter the area, holding 
  them fast and crushing them with great strength. 
  Every creature within the area of the spell must make a grapple 
  check, opposed by the grapple check of the tentacles. Treat the 
  tentacles attacking a particular target as a Large creature with a 
  base attack bonus equal to your caster level and a Strength score 
  of 19. Thus, its grapple check modifier is equal to your caster 
  level +8. The tentacles are immune to all types of damage. 
  Once the tentacles grapple an opponent, they may make a 
  grapple check each round on your turn to deal 1d6+4 points of 
  bludgeoning damage. The tentacles continue to crush the 
  opponent until the spell ends or the opponent escapes. 
  Any creature that enters the area of the spell is immediately 
  attacked by the tentacles. Even creatures who aren’t grappling 
  with the tentacles may move through the area at only half normal 
  speed. 
  Material Component: A piece of tentacle from a giant octopus or a 
  giant squid. 
   
  Reincarnate 
  Orange (Aberrance) - Transmutation 
  Level: Drd 4, Orange 4 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Dead creature touched 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  With this spell, you bring back a dead creature in another body, 
  provided that its death occurred no more than one week before 
  the casting of the spell and the subject’s soul is free and willing to 
  return. If the subject’s soul is not willing to return, the spell does 
  not work; therefore, a subject that wants to return receives no 
  saving throw. 
  Since the dead creature is returning in a new body, all physical 
  ills and afflictions are repaired. The condition of the remains is 
  not a factor. So long as some small portion of the creature’s body 
  still exists, it can be reincarnated, but the portion receiving the 
  spell must have been part of the creature’s body at the time of 
  death. The magic of the spell creates an entirely new young adult 
  body for the soul to inhabit from the natural elements at hand. 
  This process takes 1 hour to complete.  When the body is ready, 
  the subject is reincarnated. 
  A reincarnated creature recalls the majority of its former life and 
  form. It retains any class abilities, feats, or skill ranks it formerly 
  possessed. Its class, base attack bonus, base save bonuses, and hit 
  points are unchanged. Strength, Dexterity, and Constitution 
  scores depend partly on the new body. First eliminate the 
  subject’s racial adjustments (since it is no longer of his previous 
  race) and then apply the adjustments found below to its 
  remaining ability scores. The subject’s level (or Hit Dice) is 
  reduced by 1. If the subject was 1st level, its new Constitution 
  score is reduced by 2. (If this reduction would put its Con at 0 or 
  lower, it can’t be reincarnated). This level/HD loss or 
  Constitution loss cannot be repaired by any means. 
  It’s possible for the change in the subject’s ability scores to make 
  it difficult for it to pursue its previous character class. If this is the 
  case, the subject is well advised to become a multiclass character. 
  For a humanoid creature, the new incarnation is determined 
  using the following table. For nonhumanoid creatures, a similar 
  table of creatures of the same type should be created. 
  A creature that has been turned into an undead creature or killed 
  by a death effect can’t be returned to life by this spell.  Constructs, 
  elementals, 
  outsiders, 
  and 
  undead 
  creatures 
  can’t 
  be 
  
  15 
  reincarnated. The spell cannot bring back a creature who has died 
  of old age. 
   
  d% 
  Incarnation 
  Str 
  Dex 
  Con 
  01 
  Bugbear 
  +4 
  +2 
  +2 
  02–13 
  Dwarf 
  +0 
  +0 
  +2 
  14–25 
  Elf 
  +0 
  +2 
  –2 
  26 
  Gnoll 
  +4 
  +0 
  +2 
  27–38 
  Gnome 
  –2 
  +0 
  +2 
  39–42 
  Goblin 
  –2 
  +2 
  +0 
  43–52 
  Half-elf 
  +0 
  +0 
  +0 
  53–62 
  Half-orc 
  +2 
  +0 
  +0 
  63–74 
  Halfling 
  –2 
  +2 
  +0 
  75–89 
  Human 
  +0 
  +0 
  +0 
  90–93 
  Kobold 
  –4 
  +2 
  –2 
  94 
  Lizardfolk 
  +2 
  +0 
  +2 
  95–98 
  Orc 
  +4 
  +0 
  +0 
  99 
  Troglodyte 
  +0 
  –2 
  +4 
  100 
  Other 
  ? 
  ? 
  ? 
   
  The reincarnated creature gains all abilities associated with its 
  new form, including forms of movement and speeds, natural 
  armor, natural attacks, extraordinary abilities, and the like, but it 
  doesn’t automatically speak the language of the new form.  
  A wish or a miracle spell can restore a reincarnated character to his 
  or her original form. 
  Material Component: Rare oils and unguents worth a total of least 
  1,000 gp, spread over the remains. 
   
  Freedom of Movement 
  Orange (Entropy) - Abjuration 
  Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4, Orange 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Target: You or creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid 
  fog, slow, and web. The subject automatically succeeds on any 
  grapple check made to resist a grapple attempt, as well as on 
  grapple checks or Escape Artist checks made to escape a grapple 
  or a pin. 
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, 
  and maces, provided that the weapon is wielded in the hand 
  rather than hurled. The freedom of movement spell does not, 
  however, allow water breathing. 
  Material Component: A leather thong, bound around the arm or a 
  similar appendage. 
   
  Poison 
  Orange (Entropy) - Necromancy 
  Level: Clr 4, Drd 3, Orange 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous; see text 
  Saving Throw: Fortitude negates; see text 
  Spell Resistance: Yes 
  Calling upon the venomous powers of natural predators, you 
  infect the subject with a horrible poison by making a successful 
  melee touch attack. The poison deals 1d10 points of temporary 
  Constitution damage immediately and another 1d10 points of 
  temporary Constitution damage 1 minute later. Each instance of 
  damage can be negated by a Fortitude save (DC 10 + 1/2 your 
  caster level + your Wis modifier). 
   
  Rusting Grasp 
  Orange (Entropy) - Transmutation 
  Level: Drd 4, Orange 4, Entropy 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One nonmagical ferrous object (or the volume of the 
  object within 3 ft. of the touched point) or one ferrous creature 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: No 
  Any iron or iron alloy item you touch becomes instantaneously 
  rusted, pitted, and worthless, effectively destroyed. If the item is 
  so large that it cannot fit within a 3-foot radius a 3-foot-radius 
  volume of the metal is rusted and destroyed. Magic items made 
  of metal are immune to this spell. 
  You may employ rusting grasp in combat with a successful melee 
  touch attack. Rusting grasp used in this way instantaneously 
  destroys 1d6 points of Armor Class gained from metal armor (to 
  the maximum amount of protection the armor offered) through 
  corrosion.  
  Weapons in use by an opponent targeted by the spell are more 
  difficult to grasp. You must succeed on a melee touch attack 
  against the weapon. A metal weapon that is hit is destroyed. 
  Note: Striking at an opponent’s weapon provokes an attack of 
  opportunity. Also, you must touch the weapon and not the other 
  way around. 
  Against a ferrous creature, rusting grasp instantaneously deals 3d6 
  points of damage +1 per caster level (maximum +15) per 
  successful attack. The spell lasts for 1 round per level, and you 
  can make one melee touch attack per round. 
   
  Enlarge Person, Mass 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 4, Orange 4 
  Target: One humanoid creature/level, no two of which can be 
  more than 30 ft. apart 
  This spell functions like enlarge person, except that it affects 
  multiple creatures. 
   
  Giant Vermin 
  Orange (Metamorph) - Transmutation 
  Level: Clr 4, Drd 4, Orange 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to three vermin, no two of which can be more than 30 
  ft. apart 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: Yes 
  You turn three normal-sized centipedes, two normal-sized 
  spiders, or a single normal-sized scorpion into larger forms. Only 
  one type of vermin can be transmuted (so a single casting cannot 
  affect both a centipede and a spider), and all must be grown to 
  the same size. The size to which the vermin can be grown 
  depends on your level; see the table below. 
  Any giant vermin created by this spell do not attempt to harm 
  you, but your control of such creatures is limited to simple 
  commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to 
  attack a certain creature when it appears or guard against a 
  particular occurrence are too complex for the vermin to 
  understand. Unless commanded to do otherwise, the giant 
  vermin attack whoever or whatever is near them. 
   
  Caster Level 
  Vermin Size 
  9th or lower 
  Medium 
  10th–13th 
  Large 
  14th–17th 
  Huge 
  18th–19th 
  Gargantuan 
  20th or higher 
  Colossal 
   
  
  16 
  Polymorph 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 4, Orange 4, Metamorph 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like alter self, except that you change the 
  willing subject into another form of living creature. The new form 
  may be of the same type as the subject or any of the following 
  types: aberration, animal, dragon, fey, giant, humanoid, magical 
  beast, monstrous humanoid, ooze, plant, or vermin. The assumed 
  form can’t have more Hit Dice than your caster level (or the 
  subject’s HD, whichever is lower), to a maximum of 15 HD at 
  15th level. You can’t cause a subject to assume a form smaller 
  than Fine, nor can you cause a subject to assume an incorporeal 
  or gaseous form. The subject’s creature type and subtype (if any) 
  change to match the new form. 
  Upon changing, the subject regains lost hit points as if it had 
  rested for a night (though this healing does not restore temporary 
  ability damage and provide other benefits of resting; and 
  changing back does not heal the subject further). If slain, the 
  subject reverts to its original form, though it remains dead. 
  The subject gains the Strength, Dexterity, and Constitution scores 
  of the new form but retains its own Intelligence, Wisdom, and 
  Charisma scores. It also gains all extraordinary special attacks 
  possessed by the form but does not gain the extraordinary special 
  qualities possessed by the new form or any supernatural or spell-
  like abilities. 
  Incorporeal or gaseous creatures are immune to being 
  polymorphed, and a creature with the shapechanger subtype can 
  revert to its natural form as a standard action. 
  Material Component: An empty cocoon. 
   
  Reduce Person, Mass 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 4, Orange 4 
  Target: One humanoid creature/level, no two of which can be 
  more than 30 ft. apart 
  This spell functions like reduce person, except that it affects 
  multiple creatures. 
   
   
   
   
   
   
  LLeevveell  55  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Wall of Thorns 
  Aberrance 
  5 
  5 
  Blight 
  Entropy 
  5 
  5 
  Cloudkill 
  Entropy 
  5 
   
  Animal Growth 
  Metamorph 
  5 
   
  Baleful Polymorph 
  Metamorph 
  5 
  5 
  Transmute Mud to Rock 
  Metamorph 
  5 
   
  Transmute Rock to Mud 
  Metamorph 
  5 
   
   
  Wall of Thorns 
  Orange (Aberrance) - Conjuration (Creation) 
  Level: Drd 5, Plant 5, Orange 5, Aberrance 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall of thorny brush, up to one 10-ft. cube/level (S) 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  A wall of thorns spell creates a barrier of very tough, pliable, 
  tangled brush bearing needle-sharp thorns as long as a human’s 
  finger. Any creature forced into or attempting to move through a 
  wall of thorns takes slashing damage per round of movement 
  equal to 25 minus the creature’s AC. Dexterity and dodge 
  bonuses to AC do not count for this calculation. (Creatures with 
  an Armor Class of 25 or higher, without considering Dexterity 
  and dodge bonuses, take no damage from contact with the wall.) 
  You can make the wall as thin as 5 feet thick, which allows you to 
  shape the wall as a number of 10-by-10-by-5-foot blocks equal to 
  twice your caster level. This has no effect on the damage dealt by 
  the thorns, but any creature attempting to break through takes 
  that much less time to force its way through the barrier. 
  Creatures can force their way slowly through the wall by making 
  a Strength check as a full-round action. For every 5 points by 
  which the check exceeds 20, a creature moves 5 feet (up to a 
  maximum distance equal to its normal land speed). Of course, 
  moving or attempting to move through the thorns incurs damage 
  as described above. A creature trapped in the thorns can choose 
  to remain motionless in order to avoid taking any more damage. 
  Any creature within the area of the spell when it is cast takes 
  damage as if it had moved into the wall and is caught inside. In 
  order to escape, it must attempt to push its way free, or it can 
  wait until the spell ends. Creatures with the ability to pass 
  through overgrown areas unhindered can pass through a wall of 
  thorns at normal speed without taking damage. 
  A wall of thorns can be breached by slow work with edged 
  weapons. Chopping away at the wall creates a safe passage 1 foot 
  deep for every 10 minutes of work. Normal fire cannot harm the 
  barrier, but magical fire burns it away in 10 minutes. 
  Despite its appearance, a wall of thorns is not actually a living 
  plant, and thus is unaffected by spells that affect plants. 
   
  Blight 
  Orange (Entropy) - Necromancy 
  Level: Drd 4, Sor/Wiz 5, Orange 5, Entropy 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Duration: Instantaneous 
  Saving Throw: Fortitude half; see text 
  Spell Resistance: Yes 
  This spell withers a single plant of any size. An affected plant 
  creature takes 1d6 points of damage per level (maximum 15d6) 
  and may attempt a Fortitude saving throw for half damage. A 
  plant that isn’t a creature doesn’t receive a save and immediately 
  withers and dies. 
  This spell has no effect on the soil or surrounding plant life. 
   
  Cloudkill 
  Orange (Entropy) - Conjuration (Creation) 
  Level: Sor/Wiz 5, Orange 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high 
  Duration: 1 min./level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  This spell generates a bank of fog, similar to a fog cloud, except 
  that its vapors are yellowish green and poisonous. These vapors 
  automatically kill any living creature with 3 or fewer HD (no 
  save). A living creature with 4 to 6 HD is slain unless it succeeds 
  on a Fortitude save (in which case it takes 1d4 points of 
  Constitution damage on your turn each round while in the 
  cloud). 
  A living creature with 6 or more HD takes 1d4 points of 
  Constitution damage on your turn each round while in the cloud 
  (a successful Fortitude save halves this damage). Holding one’s 
  breath doesn’t help, but creatures immune to poison are 
  unaffected by the spell. 
  Unlike a fog cloud, the cloudkill moves away from you at 10 feet 
  per round, rolling along the surface of the ground. 
  Figure out the cloud’s new spread each round based on its new 
  point of origin, which is 10 feet farther away from the point of 
  origin where you cast the spell. 
  
  17 
  Because the vapors are heavier than air, they sink to the lowest 
  level of the land, even pouring down den or sinkhole openings. It 
  cannot penetrate liquids, nor can it be cast underwater. 
   
  Animal Growth 
  Orange (Metamorph) - Transmutation 
  Level: Drd 5, Rgr 4, Sor/Wiz 5, Orange 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Up to one animal (Gargantuan or smaller) per two 
  levels, no two of which can be more than 30 ft. apart 
  Duration: 1 min./level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A number of animals grow to twice their normal size and eight 
  times their normal weight. This alteration changes each animal’s 
  size category to the next largest, grants it a +8 size bonus to 
  Strength and a +4 size bonus to Constitution (and thus an extra 2 
  hit points per HD), and imposes a –2 size penalty to Dexterity. 
  The creature’s existing natural armor bonus increases by 2. The 
  size change also affects the animal’s modifier to AC and attack 
  rolls and its base damage. The animal’s space and reach change 
  as appropriate to the new size, but its speed does not change. 
  The spell also grants each subject damage reduction 10/magic 
  and a +4 resistance bonus on saving throws. If insufficient room 
  is available for the desired growth, the creature attains the 
  maximum possible size and may make a Strength check (using its 
  increased Strength) to burst any enclosures in the process. If it 
  fails, it is constrained without harm by the materials enclosing 
  it— the spell cannot be used to crush a creature by increasing its 
  size. 
  All equipment worn or carried by an animal is similarly enlarged 
  by the spell, though this change has no effect on the magical 
  properties of any such equipment. 
  Any enlarged item that leaves the enlarged creature’s possession 
  instantly returns to its normal size. 
  The spell gives no means of command or influence over the 
  enlarged animals. 
  Multiple magical effects that increase size do not stack. 
   
  Baleful Polymorph 
  Orange (Metamorph) - Transmutation 
  Level: Drd 5, Sor/Wiz 5, Orange 5, Metamorph 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent 
  Saving Throw: Fortitude negates, Will partial; see text 
  Spell Resistance: Yes 
  As polymorph, except that you change the subject into a Small or 
  smaller animal of no more than 1 HD. If the new form would 
  prove fatal to the creature the subject gets a +4 bonus on the save. 
  If the spell succeeds, the subject must also make a Will save. If 
  this second save fails, the creature loses its extraordinary, 
  supernatural, and spell-like abilities, loses its ability to cast spells 
  (if it had the ability), and gains the alignment, special abilities, 
  and Intelligence, Wisdom, and Charisma scores of its new form in 
  place of its own. It still retains its class and level (or HD), as well 
  as all benefits deriving therefrom (such as base attack bonus, base 
  save bonuses, and hit points). It retains any class features (other 
  than spellcasting) that aren’t extraordinary, supernatural, or 
  spell-like abilities. 
  Incorporeal or gaseous creatures are immune to being 
  polymorphed, and a creature with the shapechanger subtype can 
  revert to its natural form as a standard action. 
   
  Transmute Mud to Rock 
  Orange (Metamorph) - Transmutation [Earth] 
  Level: Drd 5, Sor/Wiz 5, Orange 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Up to two 10-ft. cubes/level (S) 
  Duration: Permanent 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell transforms normal mud or quicksand of any depth into 
  soft stone (sandstone or a similar mineral) permanently. 
  Any creature in the mud is allowed a Reflex save to escape before 
  the area is hardened to stone. 
  Transmute mud to rock counters and dispels transmute rock to mud. 
  Arcane Material Component: Sand, lime, and water. 
   
  Transmute Rock to Mud 
  Orange (Metamorph) - Transmutation [Earth] 
  Level: Drd 5, Sor/Wiz 5, Orange 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Up to two 10-ft. cubes/level (S) 
  Duration: Permanent; see text 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell turns natural, uncut or unworked rock of any sort into 
  an equal volume of mud. Magical stone is not affected by the 
  spell. The depth of the mud created cannot exceed 10 feet. A 
  creature unable to levitate, fly, or otherwise free itself from the 
  mud sinks until hip- or chest-deep, reducing its speed to 5 feet 
  and causing a –2 penalty on attack rolls and AC. Brush thrown 
  atop the mud can support creatures able to climb on top of it. 
  Creatures large enough to walk on the bottom can wade through 
  the area at a speed of 5 feet. 
  If transmute rock to mud is cast upon the ceiling of a cavern or 
  tunnel, the mud falls to the floor and spreads out in a pool at a 
  depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 
  points of bludgeoning damage to anyone caught directly beneath 
  the area, or half damage to those who succeed on Reflex saves. 
  Castles and large stone buildings are generally immune to the 
  effect of the spell, since transmute rock to mud can’t affect worked 
  stone and doesn’t reach deep enough to undermine such 
  buildings’ foundations. However, small buildings or structures 
  often rest upon foundations shallow enough to be damaged or 
  even partially toppled by this spell. 
  The mud remains until a successful dispel magic or transmute mud 
  to rock spell restores its substance—but not necessarily its form. 
  Evaporation turns the mud to normal dirt over a period of days. 
  The exact time depends on exposure to the sun, wind, and 
  normal drainage. 
  Arcane Material Component: Clay and water. 
   
  LLeevveell  66  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Animate Objects 
  Aberrance 
  6
  6
  Repel Wood 
  Aberrance 
  6 
  Acid Fog 
  Entropy 
  6
  6
  Flesh to Stone 
  Metamorph 
  6
  6
  Stone to Flesh 
  Metamorph 
  6 
   
  Animate Objects 
  Orange (Aberrance) - Transmutation 
  Level: Brd 6, Chaos 6, Clr 6, Orange 6, Aberrance 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One Small object per caster level; see text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You imbue inanimate objects with mobility and a semblance of 
  life. Each such animated object then immediately attacks 
  whomever or whatever you initially designate. 
  An animated object can be of any nonmagical material. You may 
  animate one Small or smaller object or an equivalent number of 
  larger objects per caster level. A Medium object counts as two 
  Small or smaller objects, a Large object as four, a Huge object as 
  eight, a Gargantuan object as sixteen, and a Colossal object as 
  
  18 
  thirty-two. You can change the designated target or targets as a 
  move action, as if directing an active spell. 
  This spell cannot animate objects carried or worn by a creature. 
  Animate objects can be made permanent with a permanency spell. 
   
  Repel Wood 
  Orange (Aberrance) - Transmutation 
  Level: Drd 6, Plant 6, Orange 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line-shaped emanation from you 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Waves of energy roll forth from you, moving in the direction that 
  you determine, causing all wooden objects in the path of the spell 
  to be pushed away from you to the limit of the range. Wooden 
  objects larger than 3 inches in diameter that are fixed firmly are 
  not affected, but loose objects are. Objects 3 inches in diameter or 
  smaller that are fixed in place splinter and break, and the pieces 
  move with the wave of energy. Objects affected by the spell are 
  repelled at the rate of 40 feet per round. 
  Objects such as wooden shields, spears, wooden weapon shafts 
  and hafts, and arrows and bolts are pushed back, dragging those 
  carrying them along. (A creature being dragged by an item it is 
  carrying can let go. A creature being dragged by a shield can 
  loose it as a move action and drop it as a free action.) If a spear is 
  planted (set) to prevent this forced movement, it splinters. Even 
  magic items with wooden sections are repelled, although an 
  antimagic field blocks the effects. 
  The waves of energy continue to sweep down the set path for the 
  spell’s duration. After you cast the spell, the path is set, and you 
  can then do other things or go elsewhere without affecting the 
  spell’s power. 
   
  Acid Fog 
  Orange (Entropy) -  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 6, Water 7, Orange 6, Entropy 6 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Fog spreads in 20-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  Acid fog creates a billowing mass of misty vapors similar to that 
  produced by a solid fog spell. In addition to slowing creatures 
  down and obscuring sight, this spell’s vapors are highly acidic. 
  Each round on your turn, starting when you cast the spell, the fog 
  deals 2d6 points of acid damage to each creature and object 
  within it. 
  Arcane Material Component: A pinch of dried, powdered peas 
  combined with powdered animal hoof. 
   
  Flesh to Stone 
  Orange (Metamorph) - Transmutation 
  Level: Sor/Wiz 6, Orange 6, Metamorph 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  The subject, along with all its carried gear, turns into a mindless, 
  inert statue. If the statue resulting from this spell is broken or 
  damaged, the subject (if ever returned to its original state) has 
  similar damage or deformities. The creature is not dead, but it 
  does not seem to be alive either when viewed with spells such as 
  deathwatch. 
  Only creatures made of flesh are affected by this spell. 
  Material Component: Lime, water, and earth. 
   
  Stone to Flesh 
  Orange (Metamagic) - Transmutation 
  Level: Sor/Wiz 6, Orange 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One petrified creature or a cylinder of stone from 1 ft. to 3 
  ft. in diameter and up to 10 ft. long 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (object); see text 
  Spell Resistance: Yes 
  This spell restores a petrified creature to its normal state, 
  restoring life and goods. The creature must make a DC 15 
  Fortitude save to survive the process. Any petrified creature, 
  regardless of size, can be restored. 
  The spell also can convert a mass of stone into a fleshy substance. 
  Such flesh is inert and lacking a vital life force unless a life force 
  or magical energy is available. (For example, this spell would 
  turn a stone golem into a flesh golem, but an ordinary statue 
  would become a corpse.) You can affect an object that fits within 
  a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long 
  or a cylinder of up to those dimensions in a larger mass of stone. 
  Material Component: A pinch of earth and a drop of blood. 
   
   
  LLeevveell  77  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Eyebite 
  Aberrance 
  7 
  7 
  Disintegrate 
  Entropy 
  7 
  7 
  Transmute Metal to Wood 
  Metamorph 
  7 
  7 
   
  Eyebite 
  Orange (Abberance) - Necromancy [Evil] 
  Level: Brd 6, Sor/Wiz 6, Orange 7, Aberrance 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round per three levels; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Each round, you may target a single living creature, striking it 
  with waves of evil power. Depending on the target’s HD, this 
  attack has as many as three effects. 
   
  HD 
  Effect 
  10 or more 
  Sickened 
  5–9 
  Panicked, sickened 
  4 or less 
  Comatose, panicked, sickened 
   
  The effects are cumulative and concurrent. 
  Sickened: Sudden pain and fever sweeps over the subject’s body. 
  A sickened creature takes a –2 penalty on attack rolls, weapon 
  damage rolls, saving throws, skill checks, and ability checks. A 
  creature affected by this spell remains sickened for 10 minutes 
  per caster level. The effects cannot be negated by a remove disease 
  or heal spell, but a remove curse is effective. 
  Panicked: The subject becomes panicked for 1d4 rounds. Even 
  after the panic ends, the creature remains shaken for 10 minutes 
  per caster level, and it automatically becomes panicked again if it 
  comes within sight of you during that time. This is a fear effect. 
  Comatose: The subject falls into a catatonic coma for 10 minutes 
  per caster level. During this time, it cannot be awakened by any 
  means short of dispelling the effect. This is not a sleep effect, and 
  thus elves are not immune to it. 
  The spell lasts for 1 round per three caster levels. You must spend 
  a move action each round after the first to target a foe. 
   
  Disintegrate 
  Orange (Entropy) - Transmutation 
  Level: Destruction 7, Sor/Wiz 6, Orange 7, Entropy 7 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  
  19 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial (object) 
  Spell Resistance: Yes 
  A thin, green ray springs from your pointing finger. You must 
  make a successful ranged touch attack to hit. Any creature struck 
  by the ray takes 2d6 points of damage per caster level (to a 
  maximum of 40d6). Any creature reduced to 0 or fewer hit points 
  by this spell is entirely disintegrated, leaving behind only a trace 
  of fine dust. A disintegrated creature’s equipment is unaffected. 
  When used against an object, the ray simply disintegrates as 
  much as one 10- foot cube of nonliving matter. Thus, the spell 
  disintegrates only part of any very large object or structure 
  targeted. The ray affects even objects constructed entirely of force, 
  such as forceful hand or a wall of force, but not magical effects such 
  as a globe of invulnerability or an antimagic field. 
  A creature or object that makes a successful Fortitude save is 
  partially affected, taking only 5d6 points of damage. If this 
  damage reduces the creature or object to 0 or fewer hit points, it is 
  entirely disintegrated. 
  Only the first creature or object struck can be affected; that is, the 
  ray affects only one target per casting. 
  Arcane Material Component: A lodestone and a pinch of dust. 
   
  Transmute Metal to Wood 
  Orange (Metamorph) Transmutation 
  Level: Drd 7, Colour 7, Metamorph 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: All metal objects within a 40-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (object; see text) 
  This spell enables you to change all metal objects within its area 
  to wood. Weapons, armor, and other metal objects carried by 
  creatures are affected as well. A magic object made of metal 
  effectively has spell resistance equal to 20 + its caster level against 
  this spell. Artifacts cannot be transmuted. Weapons converted 
  from metal to wood take a –2 penalty on attack and damage rolls. 
  The armor bonus of any armor converted from metal to wood is 
  reduced by 2. Weapons changed by this spell splinter and break 
  on any natural attack roll of 1 or 2, and armor changed by this 
  spell loses an additional point of armor bonus every time it is 
  struck with a natural attack roll of 19 or 20. 
  Only limited wish, miracle, wish, or similar magic can restore a 
  transmuted object to its metallic state. 
   
   
   
  LLeevveell  88  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Reverse Gravity 
  Aberrance 
  8 
  8 
  Destruction 
  Entropy 
  8 
  8 
  Polymorph Any Object 
  Metamorph 
  8 
  8 
   
  Reverse Gravity 
  Orange (Aberrance) - Transmutation 
  Level: Drd 8, Sor/Wiz 7, Orange 8, Aberrance 8 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Up to one 10-ft. cube per two levels (S) 
  Duration: 1 round/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
  This spell reverses gravity in an area, causing all unattached 
  objects and creatures within that area to fall upward and reach 
  the top of the area in 1 round. If some solid object (such as a 
  ceiling) is encountered in this fall, falling objects and creatures 
  strike it in the same manner as they would during a normal 
  downward fall. If an object or creature reaches the top of the area 
  without striking anything, it remains there, oscillating slightly, 
  until the spell ends. At the end of the spell duration, affected 
  objects and creatures fall downward. 
  Provided it has something to hold onto, a creature caught in the 
  area can attempt a Reflex save to secure itself when the spell 
  strikes. Creatures who can fly or levitate can keep themselves 
  from falling. 
  Arcane Material Component: A lodestone and iron filings. 
   
  Destruction 
  Orange (Entropy) - Necromancy [Death] 
  Level: Clr 7, Death 7, Orange 8, Entropy 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  This spell instantly slays the subject and consumes its remains 
  (but not its equipment and possessions) utterly. If the target’s 
  Fortitude saving throw succeeds, it instead takes 10d6 points of 
  damage. The only way to restore life to a character who has failed 
  to save against this spell is to use true resurrection, a carefully 
  worded wish spell followed by resurrection, or miracle. 
  Focus: A special holy (or unholy) symbol of silver marked with 
  verses of anathema (cost 500 gp). 
  Polymorph Any Object 
  Transmutation 
  Level: Sor/Wiz 8, Trickery 8 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature, or one nonmagical object of up to 100 cu. 
  ft./level 
  Duration: See text 
  Saving Throw: Fortitude negates (object); see text 
  Spell Resistance: Yes (object) 
  This spell functions like polymorph, except that it changes one 
  object or creature into another. The duration of the spell depends 
  on how radical a change is made from the original state to its 
  enchanted state. The duration is determined by using the 
  following guidelines; 
   
  Changed Subject Is: 
  Increase to 
  Duration Factor1 
  Same kingdom (animal, vegetable, mineral) 
  +5 
  Same class (mammals, fungi, metals, etc.) 
  +2 
  Same size 
  +2 
  Related (twig is to tree, wolf fur is to wolf, 
  etc.) 
  +2 
  Same or lower Intelligence 
  +2 
  1 Add all that apply. Look up the total on the next table. 
   
  Duration 
  Factor 
  Duration 
  Example 
  0 
  20 minutes 
  Pebble to human 
  2 
  1 hour 
  Marionette to human 
  4 
  3 hours 
  Human to marionette 
  5 
  12 hours 
  Lizard to manticore 
  6 
  2 days 
  Sheep to wool coat 
  7 
  1 week 
  Shrew to manticore 
  9+ 
  Permanent 
  Manticore to shrew 
   
  Unlike polymorph, polymorph any object does grant the creature the 
  Intelligence score of its new form. If the original form didn’t have 
  a Wisdom or Charisma score, it gains those scores as appropriate 
  for the new form. 
  Damage taken by the new form can result in the injury or death 
  of the polymorphed creature. In general, damage occurs when 
  the new form is changed through physical force. 
  A nonmagical object cannot be made into a magic item with this 
  spell. Magic items aren’t affected by this spell. 
  This spell cannot create material of great intrinsic value, such as 
  copper, silver, gems, silk, gold, platinum, mithral, or adamantine. 
  
  20 
  It also cannot reproduce the special properties of cold iron in 
  order to overcome the damage reduction of certain creatures. 
  This spell can also be used to duplicate the effects of baleful 
  polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to 
  rock, transmute metal to wood, or transmute rock to mud. 
  Arcane Material Component: Mercury, gum arabic, and smoke. 
   
  LLeevveell  99  O
  Orraannggee  SSppeellllss  
  Spell Name 
  Domain 
  Level Domain level 
  Maze 
  Aberrance 
  8 
  8 
  Storm of Vengeance 
  Entropy 
  8 
  8 
  Shapechange 
  Metamorph 
  8 
  8 
   
  Maze 
  Orange (Aberrance) - Conjuration (Teleportation) 
  Level: Sor/Wiz 8, Orange 9, Aberrance 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You banish the subject into an extradimensional labyrinth of force 
  planes. Each round on its turn, it may attempt a DC 20 
  Intelligence check to escape the labyrinth as a full-round action. If 
  the subject doesn’t escape, the maze disappears after 10 minutes, 
  forcing the subject to leave. 
  On escaping or leaving the maze, the subject reappears where it 
  had been when the maze spell was cast. If this location is filled 
  with a solid object, the subject appears in the nearest open space. 
  Spells and abilities that move a creature within a plane, such as 
  teleport and dimension door, do not help a creature escape a maze 
  spell, although a plane shift spell allows it to exit to whatever 
  plane is designated in that spell. Minotaurs are not affected by 
  this spell. 
   
  Storm of Vengeance 
  Orange (Entropy) - Conjuration (Summoning) 
  Level: Drd 9, Clr 9, Orange 9, Entropy 9 
  Components: V, S 
  Casting Time: 1 round 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: 360-ft.-radius storm cloud 
  Duration: Concentration (maximum 10 rounds) (D) 
  Saving Throw: See text 
  Spell Resistance: Yes 
  This spell creates an enormous black storm cloud. Lightning and 
  crashing claps of thunder appear within the storm. Each creature 
  beneath the cloud must succeed on a Fortitude save or be 
  deafened for 1d4x10 minutes. 
  If you do not maintain concentration on the spell after casting it, 
  the spell ends.  If you continue to concentrate, the spell generates 
  additional effects in each following round, as noted below. Each 
  effect occurs during your turn. 
  2nd Round: Acid rains down in the area, dealing 1d6 points of 
  acid damage (no save). 
  3rd Round: You call six bolts of lightning down from the cloud. 
  You decide where the bolts strike. No two bolts may be directed 
  at the same target. Each bolt deals 10d6 points of electricity 
  damage. A creature struck can attempt a Reflex save for half 
  damage. 
  4th Round: Hailstones rain down in the area, dealing 5d6 points of 
  bludgeoning damage (no save). 
  5th through 10th Rounds: Violent rain and wind gusts reduce 
  visibility. The rain obscures all sight, including darkvision, 
  beyond 5 feet. A creature 5 feet away has concealment (attacks 
  have a 20% miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker cannot use 
  sight to locate the target). Speed is reduced by 
  three-quarters. 
  Ranged attacks within the area of the storm are 
  impossible. Spells cast within the area are 
  disrupted unless the caster succeeds on a 
  Concentration check against a DC equal 
  to the storm of vengeance’s save DC + the 
  level of the spell the caster is trying to 
  cast. 
   
  Shapechange 
  Orange (Metamorph) - Transmutation 
  Level: Animal 9, Drd 9, Sor/Wiz 9, 
  Orange 9, Metamorph 9 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
  This spell functions like polymorph, except that it enables you to 
  assume the form of any single nonunique creature (of any type) 
  from Fine to Colossal size. The assumed form cannot have more 
  than your caster level in Hit Dice (to a maximum of 25 HD). 
  Unlike polymorph, this spell allows incorporeal or gaseous forms 
  to be assumed. 
  You gain all extraordinary and supernatural abilities (both 
  attacks and qualities) of the assumed form, but you lose your 
  own supernatural abilities. You also gain the type of the new 
  form in place of your own. The new form does not disorient you. 
  Parts of your body or pieces of equipment that are separated from 
  you do not revert to their original forms. 
  You can become just about anything you are familiar with. You 
  can change form once each round as a free action. The change 
  takes place either immediately before your regular action or 
  immediately after it, but not during the action. If you use this 
  spell to create a disguise, you get a +10 bonus on your Disguise 
  check. 
  Focus: A jade circlet worth no less than 1,500 gp, which you must 
  place on your head when casting the spell. (The focus melds into 
  your new form when you change shape.) 
   
  B
  Blluuee  M
  Maaggiicc  
   
  If you are using the standard d20 character 
  classes, you will need to know what spells to limit a 
  specialist in the colour Orange from casting. As per 
  the notes on page 2, the opposing Colour to Orange 
  is Blue, so the default limitation is with 
  this colour. You can assume that a 
  Specialist Wizard choosing Orange 
  will not be able to learn or cast 
  any of the following spells, 
  which is the spell list for Blue:  
   
  Analyze Dweomer, Arcane 
  Lock, Arcane Mark, Arcane 
  Sight, Arcane Sight, greater, 
  Cat's Grace, Cat's Grace, Mass, 
  Contingency, 
  Detect 
  Magic, 
  Expeditious Retreat, Glyph of 
  Warding, 
  Glyph 
  of 
  Warding, 
  greater, Haste, Hold Animal, Hold 
  Monster, Hold Monster, Mass, Hold Person, 
  Hold Person, Mass, Hold Portal, Identify, Imbue 
  with Spell Ability, L.'s Trap, Limited Wish, 
  Longstrider, Magic Missile, Mark of Justice, N.'s 
  Magic Aura, Permanency, Power Word, Blind, 
  Power Word, Kill, Power Word, Stun, Protection 
  from Spells, Read Magic, Remove Paralysis, Sepia 
  Snake 
  Sigil, Slow, Spell Turning, Spellstaff, 
  Temporal Stasis, Time Stop, Wish 
  
  21 
  OPEN GAME LICENSE Version 1.0a 
   
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  13 Termination: This License will terminate automatically if You 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Character Portrait, Symbol of the Red and Symbol of the Blue 
  owned by Jesus and Javier Carmona http://www.carmonaart.com  
  Credits: 
  Unmaker image …………...... Jesus & Javier Carmona 
  Orange Symbol image ……... Jesus & Javier Carmona 
  Proofing……………………… Michael Christie 
  Writing et al …………………. Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………... 
  2 
  Void …………………………… 
  3 
  Mortality ………………..…….. 
  4 
  Siphon …………………………. 
  5 
  The Devolutionist …….………. 6 
  Appendix (Purple Spells) ……. 10 
  Licence …………………………. 
  20 
  PPuurrppllee  M
  Maaggiicc 
   
  The executioner smiled at the tall man, offering her 
  gloved hand with a graceful bend of the wrist. “A pleasure,” she 
  murmured, conveying the irony of the word with a gentle tone. 
   
  He wrung his hands in show of his nerves. “Your reputation 
  precedes you, Lady Felicity. I, Duke Ester, am…” he paused, 
  uncomfortably searching for words before rejoining, “I 
  am at your service.” 
   
  She laughed at him softly, 
  but did not prolong his suffering. “I 
  am honoured. Welcome to the House 
  of Return. You will find your quarters 
  in the east wing, and I have hope that 
  your stay will not lack in comfort.” 
  She made to dismiss him, but a 
  question in his stance gave her pause. 
  “Something troubles you?” 
   
  “I had thought...” he started, an expression 
  somewhere between astonishment and fear on his face, 
  though something was being held back, “I thought that 
  my sentence was to be actioned immediately.” 
   
  “And so it is. You shall die here, Duke. Of that make 
  no mistake.” The cold of her words chilled any thought of hope 
  that might have crept into his heart. “But, as a member of the 
  aristocracy you are afforded certain privileges in this house. You 
  are committed to us now. Yet how you serve, and the hour and 
  manner of your passing are yet to be determined. You must now 
  learn our ways, and obey us, much as you once served king and 
  crown.” She smiled again. “If not with the same variance of fealty. 
  Here we deal in absolutes. From nothing we come. To nothing we 
  go. When here, we are but fluids, fibre and bone. In this house we 
  take those loose elements after life has left and bind them into 
  the useful, the valuable and even the beautiful. You must find 
  some manner to make your service valuable to us, or become 
  the material of our next constructs. Such is the way here.” 
  He seemed to consider her words carefully, weighing them with deep 
  consideration before he spoke again. “I am not comfortable with this arrangement, 
  Lady. I have no intention of becoming the scion of your house, or some trophy to 
  the system of justice. I was convicted for political reasons, and will act against any 
  means you utilize to enforce this sentence.” He frowned apologetically, and 
  raised his arms, drawing from beneath his robes a concealed 
  blade. He stepped forward quickly, taking her stillness 
  as surprise to be pressed to full advantage, and 
  stabbed once. The blooded blade fell with a 
  clatter to the floor, and the frozen and 
  emaciated corpse of the Duke followed quietly.  
   
  Felicity winced, motioning to the acolytes, 
  who came from their recesses to claim the new 
  material. “Through reciprocity the time of passing is 
  determined. Cut Death, and she cuts you back, fool.” 
   
   
   
   
   
   
   
   
   
   
   
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & Dragons 
  Players Handbook, Third Edition, published by Wizards of the Coast, 
  Inc. It uses material from the updated v3.5 revision. All content in the Game 
  Rule Info sections, all spell descriptions and names and all tables are OGC. All 
  fiction, pictures and other descriptive text are IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Devolutionist.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes like the Devolutionist. Feel free 
  to use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  o
  off  P
  Puurrppllee  
   
  Purple is the colour of cold, death, endings, 
  and absence. To incorporate Colours into an existing 
  campaign, first allocate deities to them; in the case of 
  Purple, deities of death, suffering, loss, undeath, and 
  hunger might have influence over the domains of 
  Void, Mortality and Siphon. Then allow Specialist 
  Wizards to choose a Colour as their primary school. 
  The colours are opposed to each other in the 
  following manner by default, but please feel free to 
  add in your own chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  For ease of use, the complete list of Yellow 
  spells is shown after the Purple Spell descriptions on 
  page 19. If your universe limits the Yellow spells to 
  clerics only, you should chose another colour to 
  prohibit to the Purple Specialist. I recommend Red. 
  
  3 
  TThhee  SSpphheerree  ooff  tthhee  VVooiidd  
   
  All nature abhors a vacuum. 
   
   
  Some magic creates. Some manipulates 
  what is there already. Some even destroys. But 
  all of it, all action, essence and power at some 
  point ends, even the power to destroy will run 
  out of things to annihilate, and thus it too will 
  die. After all the other kinds of magic are over, 
  and everything else has ended in cold absence 
  and silence, then there is the Void. 
   
   
  Evoking the power of the Void allows 
  the mage to tap into the place where nothing 
  exists. Drawing that connection into the normal 
  world is a powerful destructive capability. 
  Some elements of the Void resonate with the 
  Green sphere of the Environment, in particular 
  in reference to the effects of winter and the 
  cold, but this sphere is much more direct and 
  immediately powerful, over a much closer and 
  more focused area.  
   
  Void is the very essence of absence, cold 
  and emptiness. It is a powerful offensive 
  sphere, with only very limited defensive 
  powers (wall of ice for example). Those seeking 
  mastery and understanding of this kind of 
  magic are invariably learning it in the cause of 
  harm, destruction and death. Of the three 
  Purple spheres it is the one that most absolutely 
  represents the ultimate end. Mortality I focused 
  upon the end of the spark of life, Siphon with 
  draining energy for the benefit of the mage, but 
  only the Void is absolute in terms of finality. 
  Table Purple 1 All Void Spells 
  Spell Name 
  Level 
  Inflict Minor Wounds 
  0 
  Ray of Frost 
  0 
  Chill Touch 
  1 
  Inflict Light Wounds 
  1 
  Chill Metal 
  2 
  Inflict Moderate Wounds 
  2 
  Inflict Serious Wounds 
  3 
  Sleet Storm 
  3 
  Ice Storm 
  4 
  Inflict Critical Wounds 
  4 
  Wall of Ice 
  4 
  Cone of Cold 
  5 
  Inflict Light Wounds, mass 
  5 
  Harm 
  6 
  Inflict Moderate Wounds, Mass 
  6 
  O.'s Freezing Sphere 
  6 
  Inflict Serious Wounds, mass 
  7 
  Inflict Critical Wounds, Mass 
  8 
  Polar Ray 
  8 
  Mass Harm 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  VVo
  oiidd  
   
  Deities of death, winter, destruction, 
  and cold are likely to grant access to this 
  domain to their clerics. While many that have 
  influence over the power of the void are entities 
  that seek ultimate destruction of all that is in 
  the universe, some weather spirits or beings 
  that manifest universal elements like outer 
  space or the sky might have access as well. 
  Clerics that choose this domain are likely to 
  want to hurt people or things. A lot. They are 
  likely to command respect through fear and use 
  of force.  
   
  The base domain ability for Void grants 
  the power to inflict cold with a touch. As many 
  times a day as desired, the devotee can cause 
  water to freeze, frost to form, even flesh or 
  stone to become cold and brittle. Prolonged 
  exposure and concentrated effort will allow a 
  devotee to freeze any object, even shatter all but 
  the hardest and most protected of things. This 
  ability requires a spell like action each round 
  that it is used, and causes 1 hit point damage 
  (cold) to any touched target. If the target is 
  inanimate this touch reduces the damage 
  resistance of the object by one point if it fails a 
  fortitude save vs. DC 10 + the caster level, 
  down to hardness 0. 
   
   
  The advanced domain power for Void 
  grants elemental resistance to cold of 10 points.  
   
  Table Purple 2 Void Domain 
  Spell Name 
  Level 
  Ray of Frost 
  0 
  Chill Touch 
  1 
  Chill Metal 
  2 
  Sleet Storm 
  3 
  Ice Storm 
  4 
  Cone of Cold 
  5 
  O.'s Freezing Sphere 
  6 
  Inflict Serious Wounds, mass 
  7 
  Polar Ray 
  8 
  Mass Harm 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  M
  Moorrttaalliittyy  
    
   
  Mortality is power over death itself. It 
  has no abilty to return things to life after death 
  has taken them, quite the opposite in fact. The 
  power it does hold is over death only, granting 
  the mage the ability to cause death, use death 
  for their own purposes, even draw power from 
  death to motivate corpses or return undead 
  things back to their more natural state. It is the 
  classic sphere of necromancy, focused and 
  magnified across the entire spell spectrum.  
   
  This is primarily a miscellaneous and 
  occasionally offensive sphere. Most of the spells 
  can be used to evoke effects that assist the mage 
  in dealing with issues of death, which, while 
  pervasive, are not all encompassing in normal 
  situations. Those that study this style of magic 
  are often ostracised by association to the nature 
  of the forces they seek to master. Certainly 
  there are unpleasant connotations to the 
  concept of death and necromancy, and there is 
  no end to the number of magicians that studied 
  these arts for evil or twisted purposes.  
   
  Mortality is the natural opposite of the 
  Yellow sphere of Vitality, and similarly has 
  some opposing resonance with the Green 
  sphere of Biomancy.  
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  M
  Mo
  orrttaalliittyy  
   
   
  Unsurprisingly, Death gods, or deities 
  of undeath and evil are likely to hold sway over 
  this sphere. Clerics that seek out the powers of 
  Mortality are usually bad, bad people.  
   Table Purple 3 All Mortality Spells 
  Spell Name 
  Level 
  Disrupt Undead 
  0 
  Curse Water 
  1 
  Detect Undead 
  1 
  Hide from Undead 
  1 
  Command Undead 
  2 
  Death Knell 
  2 
  Animate Dead 
  3 
  Halt Undead 
  3 
  Speak with Dead 
  3 
  Antiplant Shell 
  4 
  Slay Living 
  5 
  Antilife Shell 
  6 
  Circle of Death 
  6 
  Create Undead 
  6 
  Undeath to Death 
  6 
  Control Undead 
  7 
  Finger of Death 
  7 
  Create Greater Undead 
  8 
  Symbol of death 
  9 
   
   
  The base domain power of Mortality 
  allows the devotee to sense the proximity of 
  death with only a touch. This is a free action to 
  do, and they instantly know whether any 
  creature touched is dead, fragile (alive and 
  wounded, with 3 or fewer hit points left), 
  fighting off death (alive with 4 or more hit 
  points), undead, or neither alive nor dead (such 
  as a construct).  
   
  This ability is identical in effect to a 
  limited range Deathwatch spell of permanent 
  duration. The devotee can, with their touch, 
  penetrate any spell or ability that allows 
  creatures to feign death. 
   
   
  The advanced domain ability of the 
  domain of Mortality is Unrest. If the devotee 
  can touch a corpse of any creature, even their 
  ashes, they can create a state of disturbance in 
  the remains, such that any supernatural force 
  that is capable of motivating the dead finds it 
  much easier to manipulate or possess it. This 
  effectively allows the bodies to be animated as 
  if they possessed half as many hit dice as their 
  eventual creatures would normally have. Thus 
  if a Mystic of 12th level with this power was on 
  a battlefield and used this ability upon the 
  fallen, they would be able to animate 48 hit dice 
  worth of zombies or skeletons with an Animate 
  Dead spell, and the same hit dice worth of 
  Ghouls or Ghasts with a Create Undead spell. 
   
  Table Purple 4 Mortality Domain 
  Spell Name 
  Level 
  Disrupt Undead 
  0 
  Detect Undead 
  1 
  Death Knell 
  2 
  Speak with Dead 
  3 
  Antiplant Shell 
  4 
  Slay Living 
  5 
  Circle of Death 
  6 
  Finger of Death 
  7 
  Create Greater Undead 
  8 
  Symbol of death 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  SSiipphhoonn  
    
  While the sphere of Void directly taps 
  into the nothingness at the end of all things, 
  Siphon is a bit more sophisticated. Instead, it  
  teaches the mage the power to emulate the 
  Void directly, turning their own existence into 
  one end point of a powerful energy sink, and 
  the target of the magic into a focal spike from 
  which to drain. Siphon creates effects that are 
  best described as magical essence vampirism: 
  sucking the energy, consciousness or even the 
  life out of others, all for the benefit of the mage. 
   
   
  Siphon is another powerful offensive 
  sphere, though the effects are at first more 
  subtle and less overt than the other Purple 
  spheres, relying upon weakening targets and 
  draining their abilities. There are in fact no 
  defensive and few miscellaneous spells in this 
  sphere, and much like the rest of the Purple, it 
  is primarily learned with intent to harm or 
  diminish others. Some might see this sphere as 
  less fundamentally objectionable than the 
  others of Purple, as it is aimed at weakening, 
  rather than destroying or killing. 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  S
  Siipphho
  onn  
   
   
  Siphoning energy is the province of 
  deities of trickery, sleep, nightmares, weakness, 
  evil and destruction.  Clerics that learn this 
  domain are universally interested in the power 
  they can command at the expense of others. As 
  with the other kinds of Purple domains, the 
  clerics learning it are likely to be evil.  
  Table Purple 5 All Siphon Spells 
  Spell Name 
  Level 
  Touch of Fatigue 
  0 
  Ray of Enfeeblement 
  1 
  Blindness/Deafness 
  2 
  Desecrate 
  2 
  Ghoul Touch 
  2 
  Diminish Plants 
  3 
  Ray of Exhaustion 
  3 
  Vampiric Touch 
  3 
  Enervation 
  4 
  Symbol of Pain 
  5 
  Symbol of Sleep 
  5 
  Waves of Fatigue 
  5 
  Waves of Exhaustion 
  6 
  Symbol of Weakness 
  7 
  Horrid Wilting 
  8 
  Energy Drain 
  9 
   
  The base domain power for Siphon 
  allows the devotee whenever wounded to 
  slowly absorb a target’s life energy. Every 
  round that the devotee remains in direct 
  contact with a target, they can force the target 
  to make a fortitude save vs. DC 10 plus the 
  character’s class level, or suffer 1 hit point 
  damage. The devotee absorbs this hit point, and 
  it restores their wounds up to maximum. This 
  power 
  is not usable if the devotee is 
  unwounded.  
   
   
  The 
  advanced domain power for 
  Siphon extends the base power into a full 
  blown devastating attack upon the life force of 
  all within a 5’ per level range. Up to 3 times per 
  day as a free action, whenever they suffer hit 
  point damaged in one attack for more points 
  than their Constitution score, they can choose 
  to manifest into a Life Siphon. This allows them 
  to absorb the life energy of all within range, 
  and thus afflict all others with the harm instead 
  of themself. This power can even be activated if 
  the damage would normally incapacitate or kill 
  the devotee, if they succeed in a will save vs. 
  DC 20. To activate this power there must be a 
  living being (not undead, who are immune to 
  this power, and suffer no positive or negative 
  effects when it is manifest) within range. All 
  living things within range indiscriminately 
  must make Fortitude saves against DC 5 plus 
  the character’s Constitution bonus and class 
  level. Any that fail in this save suffer half of the 
  hit points of damage that the devotee would 
  have suffered from the original attack. If even 
  one living thing in range fails this save, the 
  devotee suffers only half damage in the attack.  
   
  Table Purple 6 Siphon Domain 
  Spell Name 
  Level 
  Touch of Fatigue 
  0 
  Ray of Enfeeblement 
  1 
  Blindness/Deafness 
  2 
  Ray of Exhaustion 
  3 
  Enervation 
  4 
  Symbol of Sleep 
  5 
  Waves of Exhaustion 
  6 
  Symbol of Weakness 
  7 
  Horrid Wilting 
  8 
  Energy Drain 
  9 
  
  6 
  TThhee  D
  Deevvoolluuttiioonniisstt 
   
  Life is fire and fury, action and impulse, body and soul, all bound 
  together in an intricate web of complexity. To a Devolutionist, it all 
  signifies nothing. Because in the end, the only absolute and sure 
  thing, is that it will all come to nothing. All that is left is death, 
  cold, and silence.  
   
  Devolutionists see past all the delusions that life 
  and living throw in the way, and learn to draw power 
  from the hole that is left when all else dies and is gone. 
  They tap into the emptiness to bring cold and death, or 
  learn to fill mortal vessels with the absence of all that 
  once was, making mocking shells out of corpses, or 
  even learn to steal the warmth and breath of the living, 
  taking that which sustains others and using it to sustain 
  them. They are occasionally reminded of all that is so ephemeral and 
  temporary in their own existence, but nevertheless they too struggle 
  with the eternal slide into oblivion. 
   
  There are some Devolutionists who are not evil, but all are 
  tortured souls, wracked with the limitations of their own existence, 
  and drawn inexorably towards the simple nothingness that will 
  eventually swallow all things.   
   
  Adventures 
   
  Many who seek knowledge of the End are 
  branded with the word Necromancer, and seen as 
  intrinsically evil. Not all beings are comfortable 
  with being confronted with the absolutes of 
  their own existence, and some seek to make a 
  scapegoat of any who might seek to associate 
  themselves with this kind of knowledge or 
  power. So adventure might very easily come 
  looking for the Devolutionist without their 
  call, at the hand or an Inquisitor, or at the 
  burning end of the torches of an unruly mob. For 
  most races, any who would desecrate the dead for the benefit of further 
  understanding or indeed for any purpose, are aberrant. 
   
  Those that adventure on their own impetus often do so 
  for the purpose of further study and understanding, directly or 
  indirectly. They might be searching for secrets in alien cultures, 
  or working at the behest of others for the monetary gain, in turn 
  to be used for furthering their own researches. And yet others 
  are themselves at the heart of adventures, because many of the 
  kinds of magic and rituals that a Devolutionist might seek to 
  use, and not all are simply knowledge for the sake of 
  knowledge. Many who study this style of magic do so for the 
  power, and indeed, a Devolutionist makes a very dangerous 
  villain.  
   
  Characteristics 
   
  Purple magic is the ending of life, warmth 
  and vitality. The Devolutionist must be physically 
  resilient in the extreme to be able to draw on this power 
  without great personal consequence. They learn special techniques 
  from their magic that grant some longevity and resistance to the 
  powers of death, toughening their fibre and granting them 
  some resistance against harm. They also learn the art of 
  reciprocity; turning death and damage back upon any 
  that wills it upon them. 
   
  In the cultures that accept them they are 
  granted the status of mortician or executioner 
  and will learn to use the weapons that these 
  occupations require. As they study arcane 
  magic, they suffer from an incompatibility 
  between their magic style and most armor, 
  however. They have little time for mundane 
  skills being much more concerned with the 
  forces beyond the pale. 
  
  7 
  Alignment 
   
  Devolutionists are most often evil in 
  alignment but bear no tendency on the poles of 
  order and chaos. It is possible to find Devolutionists 
  that are neutral with respect to good and ill, and 
  usually these individuals are more concerned with 
  the study itself or lining their own pockets rather 
  than any morality. There are some few good 
  Devolutionists, who learn the art so as to better 
  understand the ending that awaits all things, and 
  turn the powers of darkness against itself. They are 
  few and far between, however. 
   
  Religion 
   
   
  Devolutionists often find themselves at 
  odds with established religions, which often have 
  rituals, practices and beliefs surrounding death that 
  differ significantly from what Purple magic will 
  allow or ask. Some religions, however, closely match 
  their beliefs to the philosophical ends that Purple 
  magic evokes, and in these faiths, a Devolutionist 
  might be seen as a powerful secular supporter or 
  proponent, even a saint. Lone Devolutionists might 
  choose to lie or deceive local religions for the sake of 
  their own peace, but are not likely to follow any 
  religion. Their concern with absolutes and endings 
  often precludes any faith.  
   
  Background 
   
  Not only must there be book learning to 
  study purple magic, but the study of weather, 
  anatomy, environment and energy must also be 
  included. Learning to be a Devolutionist also 
  requires dedication, resilience, and a willingness to 
  bypass the legal in many countries (who frown 
  upon exhumations and post mortem examinations). 
  Devolutionists are likely to come from only 
  situations that breed their kind of peculiarity. It is 
  more a calling or an obsession than an occupation, 
  and as such they might come from any walk of life, 
  and are likely to be disowned or distant from their 
  origins because of it. 
   
  In some societies, the Devolutionist may 
  hold a valuable position, in terms of managing and 
  dealing with the dead. This is especially the case 
  with any land that suffers from the attentions of 
  undead invaders or the incursions of religions that 
  might cause the dead to rise again.  
   
  They might have equal footing with clerics 
  of good or neutral religions, or might even be 
  accorded their own rank and title. Some might take 
  up occupations as mortician or executioner and 
  receive a measure of social acceptance by these 
  means. In such situations, the Devolutionist class 
  might be one aspired to by the lower middle classes, 
  as one with a task of low social desirability but 
  lucrative and respectable means. 
   
  Races 
   
   
  Shorter-lived races (humans in particular) 
  are more likely to have a morbid obsession with 
  death, and thus tend to have more members of this 
  class.  In the Chrome World, the Devolutionists 
  mostly come from the carrion eating Kra. 
   
  Other Classes 
   
   
  Good clerics and Paladins are likely to treat 
  the Devolutionist as anathema, and the other classes 
  will harbour as much fear and respect as any 
  mundane person might toward the Devolutionist. 
  Evil clerics, mages or sorcerers are likely to associate 
  with them without too many questions.  
   
  Role 
   
  Purple magic has a powerful offensive 
  application, and as such the Devolutionist is likely 
  to occupy a classic wizard role of primary attack 
  spell caster. They have few defensive spells, but 
  many miscellaneous effects around the undead, and 
  these powers can be of some use to them and their 
  associates in conflict, providing the associates are 
  not too squeamish.  
   
  Their health and broader weapon use and 
  skill than most other mages grant them a secondary 
  hand to hand combat ability at least the equal of 
  most clerics, though their inability to use armour or 
  shields can substantially weaken their ability to 
  fulfill this role, strengthened though it is with their 
  other supernatural powers. 
   
  Game rule information 
   
  Abilities 
   
   
  The Devolutionists’ key primary statistics is 
  Constitution. Their spell abilities rely on physical 
  resilience so that they can access the negative energy 
  that is required to empower Purple magic.  
   
  Secondarily Intelligence is important for key 
  class skills, and Charisma for the ability it grants in 
  rebuking undead. They also benefit from good 
  Dexterity for its dodge bonuses and Strength to 
  facilitate their role in melee combat. Wisdom is not 
  that important for a Devolutionist. 
   
  Alignment 
   
   
  A Devolutionist can choose any alignment, 
  though most are evilly aligned, and few are good. 
  
  8 
  Hit Die 
   
   
  D10 
   
  Class Skills  
   
  Concentration 
  (Con), 
  Heal 
  (Wis), 
  Knowledge (Arcane) (Int), Knowledge (Religion) 
  (Int), Profession (Mortician or Executioner)  (Wis), 
  Spellcraft (Int) 
   
  Skill points at 1st level 
   
   
  (2+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  2+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Devolutionists do not learn to use armor or 
  shields. They suffer full arcane spell failure chance if 
  they should cast spells while dressed in armor or 
  carrying a shield. 
   
  As regards weaponry, Devolutionists often 
  serve office as executioners, and so become familiar 
  with the use of numerous weapons that service 
  these occupations, mostly for the purpose of quick 
  and efficient state sanctioned murder. In order to 
  fulfill these tasks with the requisite level of 
  painlessness, or at least the appearance of mercy, 
  executions are usually committed by beheading, or 
  by the slashing of the throat so that the victim bleeds 
  out. As such, Devolutionists learn proficiency in the 
  bastard sword, battleaxe, dagger, falchion, great axe, 
  great sword, hand axe, long sword, scimitar, scythe, 
  short sword, and sickle.  
   
  Spells and Spheres  
   
  Devolutionists cast arcane spells, of the 
  same kind as Wizards, Sorcerers, and Bards. They 
  must prepare their spells in advance in the same 
  way that Wizards or Clerics do, though they do 
  learn the ability to spontaneously cast spells of one 
  chosen domain (see below). They are required to 
  have Constitution sufficient to have any spell 
  available (10+spell level). The Difficulty Class for a 
  saving throw against a Devolutionist's spell is 10 + 
  the spell level + the caster's Constitution modifier.  
  They are restricted to a limited number of 
  spells per day as per Table Purple 7: The 
  Devolutionist, Spells and Special Abilities. They 
  receive bonus spells if they have a high Constitution 
  score as per Player's Handbook Table 1-1: Ability 
  Modifiers and Bonus Spells.  
   
  A Devolutionist is only able to cast spells of 
  the Purple colour designation. A complete spell list 
  is included in the appendix at the end of this section. 
  No other spells can be learned or recorded in the 
  character’s spellbook.  
   
  Further, a Devolutionist may choose one of 
  the Purple Domains as an area of specialty, and they 
  Table Purple 7: The Devolutionist, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  Undead 0 1 2 3 4 5 6 7 8 9 
  1 
  0 
  2 
  0 
  2 
  Execution weapon proficiencies, base domain 
  power, rebuke undead. 
  1 
  3 1  
   
   
   
   
   
   
   
  2 
  1 
  3 
  0 
  3 
  Reciprocity 0 
  2 
  4 2  
   
   
   
   
   
   
   
  3 
  2 
  3 
  1 
  3 
  Influence Undead level + ½ 
  4 
  4 2 1  
   
   
   
   
   
   
  4 
  3 
  4 
  1 
  4 
  Reciprocity 1 
  6 
  4 3 2  
   
   
   
   
   
   
  5 
  3 
  4 
  1 
  4 
  Advanced domain power 
  7 
  4 3 2 1  
   
   
   
   
   
  6 
  4 
  5 
  2 
  5 
  Reciprocity 2 
  9 
  4 3 3 2  
   
   
   
   
   
  7 
  5 
  5 
  2 
  5 
  Cold Fire Shield 1/day 
  10 
  4 4 3 2 1  
   
   
   
   
  8 
  6/1 
  6 
  2 
  6 
  Reciprocity 3 
  12 
  4 4 3 3 2  
   
   
   
   
  9 
  6/1 
  6 
  3 
  6 
   
  13 
  4 4 4 3 2 1  
   
   
   
  10 
  7/2 
  7 
  3 
  7 
  Reciprocity 4 
  15 
  4 4 4 3 3 2  
   
   
   
  11 
  8/3 
  7 
  3 
  7 
  Cold Fire Shield 2/day 
  16 
  4 4 4 4 3 2 1  
   
   
  12 
  9/4 
  8 
  4 
  8 
  Reciprocity 5 
  18 
  4 4 4 4 3 3 2  
   
   
  13 
  9/4 
  8 
  4 
  8 
   
  19 
  4 4 4 4 4 3 2 1  
   
  14 
  10/5 
  9 
  4 
  9 
  Reciprocity 6 
  21 
  4 4 4 4 4 3 3 2  
   
  15 
  11/6/1 
  9 
  5 
  9 
  Cold Fire Shield 3/day 
  22 
  4 4 4 4 4 4 3 2 1  
  16 
  12/7/2 
  10 
  5 
  10 Reciprocity 7 
  24 
  4 4 4 4 4 4 3 3 2  
  17 
  12/7/2 
  10 
  5 
  10  
  25 
  4 4 4 4 4 4 4 3 2 1 
  18 
  13/8/3 
  11 
  6 
  11 Reciprocity 8 
  27 
  4 4 4 4 4 4 4 3 3 2 
  19 
  14/9/4 
  11 
  6 
  11 Cold Fire Shield 4/day 
  28 
  4 4 4 4 4 4 4 4 3 3 
  20 
  15/10/5 
  12 
  6 
  12 Reciprocity 9 
  30 
  4 4 4 4 4 4 4 4 4 4 
  
  9 
  are granted the base domain power of that domain, 
  and also the ability to spontaneously cast spells on 
  that domain list. Some Devolutionists specialise in 
  Siphon, others in Void and yet others in Mortality. 
  The spontaneous casting ability is identical to a 
  cleric’s ability to spontaneously cast healing magic, 
  except it is limited to the spells on the one domain 
  list that the character has chosen and not to all 
  healing magic. The Devolutionist gains access to the 
  basic domain power at 1st level, and the advanced 
  domain power of their chosen domain at 5th level. 
   
  Spellbooks 
   
  A Devolutionist must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Devolutionist begins with a spellbook containing 2 
  0-level Purple spells and 2 1st level Purple spells. At 
  minimum one of spell of each spell level must be 
  from the character’s chosen domain. At each level 
  that the Devolutionist advances, they gain one new 
  spell of any level they can cast for their spell book.  
   
  At any time a Devolutionist can transcribe 
  any Purple spells from a Wizard or Dabbler's spell 
  books using the normal scroll transcribing rules.  
   
  Reciprocity (Ex) 
   
   
  Starting at 2nd level, the Devolutionist gains 
  the ability to cast a limited number of spells in a pre-
  emptive fashion, so that they take effect when the 
  character is wounded in hand to hand combat, so 
  that the spell automatically takes effect upon the 
  person that wounds them. Only one such spell can 
  be pre-cast in this fashion at any one time. The 
  maximum level of the spell that can be used in this 
  ability begins at 0 level spells at 2nd level, and 
  increases by one spell level for every two class levels 
  that the character advances. This ability can be used 
  as often as the character chooses to, providing they 
  have the spells they want to use in this ability 
  prepared. Only spells that can be targeted with a 
  touch attack can be used for this ability, and if the 
  spell would normally have multiple targets, only the 
  person that hit the caster will be affected. Thus if a 
  Mass Inflict Light Wounds was used, it would only 
  affect the first person to hit the caster, and thus only 
  be as effective as a normal Inflict Light Wounds 
  spell. The spell automatically inflicts itself upon the 
  first person that the spell will work upon that hits 
  the character in hand to hand combat, and will work 
  as though the caster had succeeded in a touch attack 
  against the person inflicting the wound.  
   
  E.g. a 15th level Devolutionist can pre-cast 
  any one spell up to 6th level. They can choose to 
  prepare a Slay Living spell, or a Harm spell, or a 
  vampiric touch spell to affect the first person to 
  harm them. If the character is first hit by a construct 
  or undead creature the spell will be retained. 
   
  Rebuke Undead (Su) 
   
   
  All Devolutionists have the power to affect 
  undead creatures by channeling the direct power of 
  Purple magic through themselves. See Turn or 
  Rebuke Undead, page 159 of the Player’s handbook. 
  They may rebuke undead a number of times per day 
  equal to their Charisma modifier plus three. A 
  Devolutionist with five or more ranks in Knowledge 
  (Arcane) gets +2 bonus on their turning checks. 
   
  Undead Influence (Su) 
   
   
  Starting from 3rd level, the Devolutionist can 
  Turn Undead and Create Undead as if their caster 
  level was 50% higher than their class level indicates. 
  The effective level is listed on Table Purple 7: The 
  Devolutionist, Spells and Spell like abilities.  
   
  Fire Shield (cold) (Su) 
   
   
  Starting at 7th level, and once more per day 
  per four levels after this (twice at 11th, three times at 
  15th and four at 19th), the Devolutionist can summon 
  a cold fire shield as per the spell as a spell like 
  action.  
   
  Ex-Devolutionists 
   
   
  Devolutionists are free to multiclass as per 
  the normal rules. There are some cases of 
  multiclassing with other chromatic magic classes in 
  which the spell casting abilities become cumulative. 
  Please see the Colours of Magic: Chrome for more 
  details. 
   
  Human Devolutionist Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Scythe 
  (2d4, 
  critical 
  x4, 
  10lb, 
  slashing) 
  Skill selection Pick a # of skills equal to 3+Int Mod 
  Skill 
  Ranks 
  Ability Armour 
  Concentration 
  4 
  Con 
  - 
  Heal 
  4 
  Wis 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Knowledge (Religion) 
  4 
  Int 
  - 
  Profession (Executioner) 
  4 
  Wis 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Feats 
  Execution Weapons, Weapon Focus 
  (scythe), 
  Combat Casting, Void 
  Domain power. 
  Spell Book 
  Ray of Frost, Disrupt Undead, Chill 
  Touch, Ray of Enfeeblement 
  Gear 
  Robes, spell components pouch, 
  spell book, packed lunch, water 
  skin, first aid kit. 
  Gold 
   
  6d4gp  
  
  10 
  AAppppeennddiixx::  PPuurrppllee  SSppeellllss 
   
   
  Level 0 Purple Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Inflict Minor Wounds 
  Void 
  0 
   
  Ray of Frost 
  Void 
  0 
  0 
  Disrupt Undead 
  Mortality 
  0 
  0 
  Touch of Fatigue 
  Siphon 
  0 
  0 
   
  Inflict Minor Wounds 
  Purple (Void) - Necromancy 
  Level: Clr 0, Purple 0 
  Saving Throw: Will negates 
  This spell functions like inflict light wounds, except that you deal 1 
  point of damage and a Will save negates the damage instead of 
  halving it. 
   
  Ray of Frost 
  Purple (Void) - Evocation [Cold] 
  Level: Sor/Wiz 0, Purple 0, Void 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  A ray of freezing air and ice projects from your pointing finger. 
  You must succeed on a ranged touch attack with the ray to deal 
  damage to a target. The ray deals 1d3 points of cold damage. 
   
  Disrupt Undead 
  Purple (Mortality) - Necromancy 
  Level: Sor/Wiz 0, Purple 0, Mortality 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You direct a ray of purple energy. You must make a ranged touch 
  attack to hit, and if the ray hits an undead creature, it deals 1d6 
  points of damage to it. 
   
   
   
   
  Touch of Fatigue 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 0, Purple 0, Siphon 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
   
  Spell Resistance: Yes 
  You channel negative energy through your touch, fatiguing the 
  target. You must succeed on a touch attack to strike a target. 
  The subject is immediately fatigued for the spell’s duration. 
  This spell has no effect on a creature that is already fatigued. 
  Unlike with normal fatigue, the effect ends as soon as the spell’s 
  duration expires. 
  Material Component: A drop of sweat. 
   
  Void 
  Level Mortality 
  Level Siphon 
  Level 
  Inflict Minor Wounds 
  0 
  Disrupt Undead 
  0 
  Touch of Fatigue 
  0 
  Ray of Frost 
  0 
   
   
   
   
  Chill Touch 
  1 
  Curse Water 
  1 
  Ray of Enfeeblement 
  1 
  Inflict Light Wounds 
  1 
  Detect Undead 
  1 
   
   
   
   
  Hide from Undead 
  1 
   
   
  Chill Metal 
  2 
  Command Undead 
  2 
  Blindness/Deafness 
  2 
  Inflict Moderate Wounds 
  2 
  Death Knell 
  2 
  Desecrate 
  2 
   
   
   
   
  Ghoul Touch 
  2 
  Inflict Serious Wounds 
  3 
  Animate Dead 
  3 
  Diminish Plants 
  3 
  Sleet Storm 
  3 
  Halt Undead 
  3 
  Ray of Exhaustion 
  3 
   
   
  Speak with Dead 
  3 
  Vampiric Touch 
  3 
  Ice Storm 
  4 
  Antiplant Shell 
  4 
  Enervation 
  4 
  Inflict Critical Wounds 
  4 
   
   
   
   
  Wall of Ice 
  4 
   
   
   
   
  Cone of Cold 
  5 
  Slay Living 
  5 
  Symbol of Pain 
  5 
  Inflict Light Wounds, mass 
  5 
   
   
  Symbol of Sleep 
  5 
   
   
   
   
  Waves of Fatigue 
  5 
  Harm 
  6 
  Antilife Shell 
  6 
  Waves of Exhaustion 
  6 
  Inflict Moderate Wounds, Mass 
  6 
  Circle of Death 
  6 
   
   
  O.'s Freezing Sphere 
  6 
  Create Undead 
  6 
   
   
   
   
  Undeath to Death 
  6 
   
   
  Inflict Serious Wounds, mass 
  7 
  Control Undead 
  7 
  Symbol of Weakness 
  7 
   
   
  Finger of Death 
  7 
   
   
  Inflict Critical Wounds, Mass 
  8 
  Create Greater Undead 
  8 
  Horrid Wilting 
  8 
  Polar Ray 
  8 
   
   
   
   
  Mass Harm 
  9 
  Symbol of death 
  9 
  Energy Drain 
  9 
  
  11 
   
   
  Level 1 Purple Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Chill Touch 
  Void 
  1 
  1 
  Inflict Light Wounds 
  Void 
  1 
   
  Curse Water 
  Mortality 
  1 
   
  Detect Undead 
  Mortality 
  1 
  1 
  Hide from Undead 
  Mortality 
  1 
   
  Ray of Enfeeblement 
  Siphon 
  1 
  1 
   
  Chill Touch 
  Purple (Void) - Necromancy 
  Level: Sor/Wiz 1, Purple 1, Void 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Creature or creatures touched (up to one/level) 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Will negates; see text 
  Spell Resistance: Yes 
  A touch from your hand, which glows with blue energy, disrupts 
  the life force of living creatures. Each touch channels negative 
  energy that deals 1d6 points of damage. The touched creature 
  also takes 1 point of Strength damage unless it makes a successful 
  Fortitude saving throw. You can use this melee touch attack up to 
  one time per level. 
  An undead creature you touch takes no damage of either sort, but 
  it must make a successful Will saving throw or flee as if panicked 
  for 1d4 rounds +1 round per caster level. 
   
  Inflict Light Wounds 
  Purple (Void) Necromancy 
  Level: Clr 1, Destruction 1, Purple 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  When laying your hand upon a creature, you channel negative 
  energy that deals 1d8 points of damage +1 point per caster level 
  (maximum +5). 
  Since undead are powered by negative energy, this spell cures 
  such a creature of a like amount of damage, rather than harming 
  it. 
   
   
   
   
  Curse Water 
  Purple (Mortality) - Necromancy [Evil] 
  Level: Clr 1, Purple 1 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Flask of water touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This spell imbues a flask (1 pint) of water with negative energy, 
  turning it into unholy water. Unholy water damages good 
  outsiders the way holy water damages undead and evil outsiders. 
  Material Component: 5 pounds of powdered silver (worth 25 gp). 
   
  Detect Undead 
  Purple (Mortality) - Divination 
  Level: Clr 1, Pal 1, Sor/Wiz 1, Purple 1, Mortality 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 minute/ level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study 
  a particular area. 
  1st Round: Presence or absence of undead auras. 
  2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present. If you are of good 
  alignment, and the strongest undead aura’s strength is 
  overwhelming (see below), and the creature has HD of at least 
  twice your character level, you are stunned for 1 round and the 
  spell ends. 
  3rd Round: The strength and location of each undead aura. If an 
  aura is outside your line of sight, then you discern its direction 
  but not its exact location. 
  Aura Strength: The strength of an undead aura is determined by 
  the HD of the undead creature, as given on the following table: 
  HD 
  Strength 
  1 or lower 
  Faint 
  2–4 
  Moderate 
  5–10 
  Strong 
  11 or higher 
  Overwhelming 
  Lingering Aura: An undead aura lingers after its original source is 
  destroyed. If detect undead is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends 
  on its original power: 
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate 
  1d6 minutes 
  Strong 
  1d6x10 minutes 
  Overwhelming 
  1d6 days 
  Each round, you can turn to detect undead in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Arcane Material Component: A bit of earth from a grave. 
   
  Hide from Undead 
  Purple (Mortality) - Abjuration 
  Level: Clr 1, Purple 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One touched creature/level 
  Duration: 10 min./level (D) 
  Saving Throw: Will negates (harmless); see text 
  Spell Resistance: Yes 
  Undead cannot see, hear, or smell the warded creatures. Even 
  extraordinary or supernatural sensory capabilities, such as 
  blindsense, blindsight, scent, and tremorsense, cannot detect or 
  locate warded creatures. Nonintelligent undead creatures are 
  automatically affected and act as though the warded creatures are 
  not there. An intelligent undead creature gets a single Will saving 
  throw. If it fails, the subject can’t see any of the warded creatures. 
  However, if it has reason to believe unseen opponents are 
  present, it can attempt to find or strike them. If a warded creature 
  attempts to turn or command undead, touches an undead 
  creature, or attacks any creature (even with a spell), the spell ends 
  for all recipients. 
   
  Ray of Enfeeblement 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 1, Purple 1, Siphon 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: Yes 
  A coruscating ray springs from your hand. You must succeed on 
  a ranged touch attack to strike a target. The subject takes a 
  penalty to Strength equal to 1d6+1 per two caster levels 
  
  12 
  (maximum 1d6+5). The subject’s Strength score cannot drop 
  below 1. 
   
   
  Level 2 Purple Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Chill Metal 
  Void 
  2 
  2 
  Inflict Moderate Wounds 
  Void 
  2 
   
  Command Undead 
  Mortality 
  2 
   
  Death Knell 
  Mortality 
  2 
  2 
  Blindness/Deafness 
  Siphon 
  2 
  2 
  Desecrate 
  Siphon 
  2 
   
  Ghoul Touch 
  Siphon 
  2 
   
   
  Chill Metal 
  Purple (Void) - Transmutation [Cold] 
  Level: Drd 2, Purple 2, Void 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Metal equipment of one creature per two levels, no two of 
  which can be more than 30 ft. apart; or 25 lb. of metal/level, none 
  of which can be more than 30 ft. away from any of the rest 
  Duration: 7 rounds 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  Chill metal makes metal extremely cold. Unattended, nonmagical 
  metal gets no saving throw. Magical metal is allowed a saving 
  throw against the spell. An item in a creature’s possession uses 
  the creature’s saving throw bonus unless its own is higher. 
  A creature takes cold damage if its equipment is chilled. It takes 
  full damage if its armor is affected or if it is holding, touching, 
  wearing, or carrying metal weighing one-fifth of its weight. The 
  creature takes minimum damage (1 point or 2 points; see the 
  table) if it’s not wearing metal armor and the metal that it’s 
  carrying weighs less than one-fifth of its weight. 
  On the first round of the spell, the metal becomes chilly and 
  uncomfortable to touch but deals no damage. The same effect also 
  occurs on the last round of the spell’s duration. During the 
  second (and also the next-to-last) round, icy coldness causes pain 
  and damage. In the third, fourth, and fifth rounds, the metal is 
  freezing cold, causing more damage, as shown on the table 
  below. 
  Round 
  Metal Temperature 
  Damage 
  1 
  Cold 
  None 
  2 
  Icy 
  1d4 points 
  3–5 
  Freezing 
  2d4 points 
  6 
  Icy 
  1d4 points 
  7 
  Cold 
  None 
  Any heat intense enough to damage the creature negates cold 
  damage from the spell (and vice versa) on a point-for-point basis. 
  Underwater, chill metal deals no damage, but ice immediately 
  forms around the affected metal, making it more buoyant. 
  Chill metal counters and dispels heat metal. 
   
  Inflict Moderate Wounds 
  Purple (Void) - Necromancy 
  Level: Clr 2, Purple 2 
  This spell functions like inflict light wounds, except that you deal 
  2d8 points of damage +1 point per caster level (maximum +10). 
   
  Command Undead 
  Purple (Mortality) - Necromancy 
  Level: Sor/Wiz 2, Purple 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One undead creature 
  Duration: One day/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  This spell allows you some degree of control over an undead 
  creature. Assuming the subject is intelligent, it perceives your 
  words and actions in the most favorable way (treat its attitude as 
  friendly). It will not attack you while the spell lasts. You can try 
  to give the subject orders, but you must win an opposed 
  Charisma check to convince it to do anything it wouldn’t 
  ordinarily 
  do. 
  (Retries are not allowed.) An intelligent 
  commanded undead never obeys suicidal or obviously harmful 
  orders, but it might be convinced that something very dangerous 
  is worth doing. 
  A nonintelligent undead creature gets no saving throw against 
  this spell. When you control a mindless being, you can 
  communicate only basic commands, such as “come here,” “go 
  there,” “fight,” “stand still,” and so on. Nonintelligent undead 
  won’t resist suicidal or obviously harmful orders. 
  Any act by you or your apparent allies that threatens the 
  commanded undead (regardless of its Intelligence) breaks the 
  spell. 
  Your commands are not telepathic. The undead creature must be 
  able to hear you. 
  Material Component: A shred of raw meat and a splinter of bone. 
   
  Death Knell 
  Purple (Mortality) - Necromancy [Death, Evil] 
  Level: Clr 2, Death 2, Purple 2, Mortality 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous/10 minutes per HD of subject; see text 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You draw forth the ebbing life force of a creature and use it to 
  fuel your own power. Upon casting this spell, you touch a living 
  creature that has –1 or fewer hit points. If the subject fails its 
  saving throw, it dies, and you gain 1d8 temporary hit points and 
  a +2 bonus to Strength. Additionally, your effective caster level 
  goes up by +1, improving spell effects dependent on caster level. 
  (This increase in effective caster level does not grant you access to 
  more spells.) These effects last for 10 minutes per HD of the 
  subject creature. 
   
  Blindness/Deafness 
  Purple (Siphon) - Necromancy 
  Level: Brd 2, Clr 3, Sor/Wiz 2, Purple 2, Siphon 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Permanent (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You call upon the powers of unlife to render the subject blinded 
  or deafened, as you choose. 
   
  Desecrate 
  Purple (Siphon) - Evocation [Evil] 
  Level: Clr 2, Evil 2, Purple 2 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation 
  Duration: 2 hours/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell imbues an area with negative energy. Each Charisma 
  check made to turn undead within this area takes a –3 profane 
  penalty, and every undead creature entering a desecrated area 
  gains a +1 profane bonus on attack rolls, damage rolls, and saving 
  throws. An undead creature created within or summoned into 
  such an area gains +1 hit points per HD. 
  If the desecrated area contains an altar, shrine, or other permanent 
  fixture dedicated to your deity or aligned higher power, the 
  modifiers given above are doubled (–6 profane penalty on 
  turning checks, +2 profane bonus and +2 hit points per HD for 
  undead in the area). 
  
  13 
  Furthermore, anyone who casts animate dead within this area may 
  create as many as double the normal amount of undead (that is, 4 
  HD per caster level rather than 2 HD per caster level). 
  If the area contains an altar, shrine, or other permanent fixture of 
  a deity, pantheon, or higher power other than your patron, the 
  desecrate spell instead curses the area, cutting off its connection 
  with the associated deity or power. This secondary function, if 
  used, does not also grant the bonuses and penalties relating to 
  undead, as given above. 
  Desecrate counters and dispels consecrate. 
  Material Component: A vial of unholy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around the 
  area. 
   
  Ghoul Touch 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 2, Purple 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living humanoid touched 
  Duration: 1d6+2 rounds 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Imbuing you with negative energy, this spell allows you to 
  paralyze a single living humanoid for the duration of the spell 
  with a successful melee touch attack. 
  Additionally, the paralyzed subject exudes a carrion stench that 
  causes all living creatures (except you) in a 10-foot-radius spread 
  to become sickened (Fortitude negates). A neutralize poison spell 
  removes the effect from a sickened creature, and creatures 
  immune to poison are unaffected by the stench. 
  Material Component: A small scrap of cloth taken from clothing 
  worn by a ghoul, or a pinch of earth from a ghoul’s lair. 
   
  Level 3 Purple Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Inflict Serious Wounds 
  Void 
  3 
   
  Sleet Storm 
  Void 
  3 
  3 
  Animate Dead 
  Mortality 
  3 
   
  Halt Undead 
  Mortality 
  3 
   
  Speak with Dead 
  Mortality 
  3 
  3 
  Diminish Plants 
  Siphon 
  3 
   
  Ray of Exhaustion 
  Siphon 
  3 
  3 
  Vampiric Touch 
  Siphon 
  3 
   
   
  Inflict Serious Wounds 
  Purple (Void) - Necromancy 
  Level: Clr 3, Purple 3 
  This spell functions like inflict light wounds, except that you deal 
  3d8 points of damage +1 point per caster level (maximum +15). 
   
  Sleet Storm 
  Purple (Void) - Conjuration (Creation) [Cold] 
  Level: Drd 3, Sor/Wiz 3, Purple 3, Void 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cylinder (40-ft. radius, 20 ft. high) 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  Driving sleet blocks all sight (even darkvision) within it and 
  causes the ground in the area to be icy. A creature can walk 
  within or through the area of sleet at half normal speed with a DC 
  10 Balance check. Failure means it can’t move in that round, 
  while failure by 5 or more means it falls (see the Balance skill for 
  details). 
  The sleet extinguishes torches and small fires. 
  Arcane Material Component: A pinch of dust and a few drops of 
  water. 
   
  Animate Dead 
  Purple (Mortality) - Necromancy [Evil] 
  Level: Clr 3, Death 3, Sor/Wiz 4, Purple 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One or more corpses touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell turns the bones or bodies of dead creatures into undead 
  skeletons or zombies that follow your spoken commands. 
  The undead can follow you, or they can remain in an area and 
  attack any creature (or just a specific kind of creature) entering 
  the place. They remain animated until they are destroyed. (A 
  destroyed skeleton or zombie can’t be animated again.) 
  Regardless of the type of undead you create with this spell, you 
  can’t create more HD of undead than twice your caster level with 
  a single casting of animate dead. (The desecrate spell doubles this 
  limit) 
  The undead you create remain under your control indefinitely. 
  No matter how many times you use this spell, however, you can 
  control only 4 HD worth of undead creatures per caster level. If 
  you exceed this number, all the newly created creatures fall under 
  your control, and any excess undead from previous castings 
  become uncontrolled. (You choose which creatures are released.) 
  If you are a cleric, any undead you might command by virtue of 
  your power to command or rebuke undead do not count toward 
  the limit. 
  Skeletons: A skeleton can be created only from a mostly intact 
  corpse or skeleton. The corpse must have bones. If a skeleton is 
  made from a corpse, the flesh falls off the bones.  
  Zombies: A zombie can be created only from a mostly intact 
  corpse. The corpse must be that of a creature with a true 
  anatomy. 
  Material Component: You must place a black onyx gem worth at 
  least 25 gp per Hit Die of the undead into the mouth or eye socket 
  of each corpse you intend to animate. The magic of the spell turns 
  these gems into worthless, burned-out shells. 
   
  Halt Undead 
  Purple (Mortality) - Necromancy 
  Level: Sor/Wiz 3, Purple 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Up to three undead creatures, no two of which can be 
  more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates (see text) 
  Spell Resistance: Yes 
  This spell renders as many as three undead creatures immobile. A 
  nonintelligent undead creature gets no saving throw; an 
  intelligent undead creature does. If the spell is successful, it 
  renders the undead creature immobile for the duration of the 
  spell (similar to the effect of hold person on a living creature). The 
  effect is broken if the halted creatures are attacked or take damage. 
  Material Component: A pinch of sulfur and powdered garlic. 
   
  Speak with Dead 
  Purple (Mortality) - Necromancy [Language-Dependent] 
  Level: Clr 3, Purple 3, Mortality 3 
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: 10 ft. 
  Target: One dead creature 
  Duration: 1 min./level 
  Saving Throw: Will negates; see text 
  Spell Resistance: No 
  You grant the semblance of life and intellect to a corpse, allowing 
  it to answer several questions that you put to it. You may ask one 
  question per two caster levels. Unasked questions are wasted if 
  the duration expires. The corpse’s knowledge is limited to what 
  the creature knew during life, including the languages it spoke (if 
  any). Answers are usually brief, cryptic, or repetitive. If the 
  creature’s alignment was different from yours, the corpse gets a 
  Will save to resist the spell as if it were alive. 
  
  14 
  If the corpse has been subject to speak with dead within the past 
  week, the new spell fails. You can cast this spell on a corpse that 
  has been deceased for any amount of time, but the body must be 
  mostly intact to be able to respond. A damaged corpse may be 
  able to give partial answers or partially correct answers, but it 
  must at least have a mouth in order to speak at all.  
  This spell does not let you actually speak to the person (whose 
  soul has departed). It instead draws on the imprinted knowledge 
  stored in the corpse. The partially animated body retains the 
  imprint of the soul that once inhabited it, and thus it can speak 
  with all the knowledge that the creature had while alive. The 
  corpse, however, cannot learn new information. 
  Indeed, it can’t even remember being questioned. 
  This spell does not affect a corpse that has been turned into an 
  undead creature. 
   
  Diminish Plants 
  Purple (Siphon) - Transmutation 
  Level: Drd 3, Rgr 3, Purple 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: See text 
  Target or Area: See text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell has two versions. 
  Prune Growth: This version causes normal vegetation within long 
  range (400 feet + 40 feet per level) to shrink to about one-third of 
  their normal size, becoming untangled and less bushy. The 
  affected vegetation appears to have been carefully pruned and 
  trimmed. 
  At your option, the area can be a 100- foot-radius circle, a 150-
  foot-radius semicircle, or a 200-foot-radius quarter-circle. 
  You may also designate portions of the area that are not affected. 
  Stunt Growth: This version targets normal plants within a range of 
  1/2 mile, reducing their potential productivity over the course of 
  the following year to one third below normal. 
  Diminish plants counters plant growth. 
  This spell has no effect on plant creatures. 
   
  Ray of Exhaustion 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 3, Purple 3, Siphon 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 min./level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  A black ray projects from your pointing finger. You must succeed 
  on a ranged touch attack with the ray to strike a target. 
  The subject is immediately exhausted for the spell’s duration. A 
  successful Fortitude save means the creature is only fatigued. 
  A character that is already fatigued instead becomes exhausted. 
  This spell has no effect on a creature that is already exhausted. 
  Unlike normal exhaustion or fatigue, the effect ends as soon as 
  the spell’s duration expires. 
  Material Component: A drop of sweat. 
   
  Vampiric Touch 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 3, Purple 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous/1 hour; see text 
  Saving Throw: None 
  Spell Resistance: Yes 
  You must succeed on a melee touch attack. Your touch deals 1d6 
  points of damage per two caster levels (maximum 10d6). You 
  gain temporary hit points equal to the damage you deal. 
  However, you can’t gain more than the subject’s current hit 
  points +10, which is enough to kill the subject. The temporary hit 
  points disappear 1 hour later. 
   
  Level 4 Purple Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Ice Storm 
  Void 
  4 
  4 
  Inflict Critical Wounds 
  Void 
  4 
   
  Wall of Ice 
  Void 
  4 
   
  Antiplant Shell 
  Mortality 
  4 
  4 
  Enervation 
  Siphon 
  4 
  4 
   
  Ice Storm 
  Purple (Void) - Evocation [Cold] 
  Level: Drd 4, Sor/Wiz 4, Water 5, Purple 4, Void 4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cylinder (20-ft. radius, 40 ft. high) 
  Duration: 1 full round 
  Saving Throw: None 
  Spell Resistance: Yes 
  Great magical hailstones pound down for 1 full round, dealing 
  3d6 points of bludgeoning damage and 2d6 points of cold 
  damage to every creature in the area. A –4 penalty applies to each 
  Listen check made within the ice storm’s effect, and all land 
  movement within its area is at half speed. At the end of the 
  duration, the hail disappears, leaving no aftereffects (other than 
  the damage dealt). 
  Arcane Material Component: A pinch of dust and a few drops of 
  water. 
   
  Inflict Critical Wounds 
  Purple (Void) - Necromancy 
  Level: Clr 4, Destruction 4, Purple 4 
  This spell functions like inflict light wounds, except that you deal 
  4d8 points of damage +1 point per caster level (maximum +20). 
   
  Wall of Ice 
  Purple (Void) - Evocation [Cold] 
  Level: Sor/Wiz 4, Purple 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Anchored plane of ice, up to one 10-ft. square/level, or 
  hemisphere of ice with a radius of up to 3 ft. + 1 ft./level 
  Duration: 1 min./level 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
  This spell creates an anchored plane of ice or a hemisphere of ice, 
  depending on the version selected. A wall of ice cannot form in an 
  area occupied by physical objects or creatures. Its surface must be 
  smooth and unbroken when created. Any creature adjacent to the 
  wall when it is created may attempt a Reflex save to disrupt the 
  wall as it is being formed. A successful save indicates that the 
  spell automatically fails. Fire can melt a wall of ice, and it deals full 
  damage to the wall (instead of the normal half damage taken by 
  objects). Suddenly melting a wall of ice creates a great cloud of 
  steamy fog that lasts for 10 minutes. 
  Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch 
  thick per caster level. It covers up to a 10-foot-square area per 
  caster level (so a 10th-level wizard can create a wall of ice 100 feet 
  long and 10 feet high, a wall 50 feet long and 20 feet high, or some 
  other combination of length and height that does not exceed 1,000 
  square feet). The plane can be oriented in any fashion as long as it 
  is anchored. A vertical wall need only be anchored on the floor, 
  while a horizontal or slanting wall must be anchored on two 
  opposite sides. 
  Each 10-foot square of wall has 3 hit points per inch of thickness. 
  Creatures can hit the wall automatically. A section of wall whose 
  hit points drop to 0 is breached. If a creature tries to break 
  through the wall with a single attack, the DC for the Strength 
  check is 15 + caster level. 
  Even when the ice has been broken through, a sheet of frigid air 
  remains. Any creature stepping through it (including the one 
  
  15 
  who broke through the wall) takes 1d6 points of cold damage +1 
  point per caster level (no save). 
  Hemisphere: The wall takes the form of a hemisphere whose 
  maximum radius is 3 feet + 1 foot per caster level. The hemisphere 
  is as hard to break through as the ice plane form, but it does not 
  deal damage to those who go through a breach. 
  Material Component: A small piece of quartz or similar rock 
  crystal. 
   
  Antiplant Shell 
  Purple (Mortality) - Abjuration 
  Level: Drd 4, Purple 4, Mortality 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation, centered on you 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  The antiplant shell spell creates an invisible, mobile barrier that 
  keeps all creatures within the shell protected from attacks by 
  plant creatures or animated plants. As with many abjuration 
  spells, forcing the barrier against creatures that the spell keeps at 
  bay strains and collapses the field. 
   
  Enervation 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 4, Purple 4, Siphon 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray of negative energy 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You point your finger and utter the incantation, releasing a black 
  ray of crackling negative energy that suppresses the life force of 
  any living creature it strikes. You must make a ranged touch 
  attack to hit. If the attack succeeds, the subject gains 1d4 negative 
  levels. 
  If the subject has at least as many negative levels as HD, it dies. 
  Each negative level gives a creature a –1 penalty on attack rolls, 
  saving throws, skill checks, ability checks, and effective level (for 
  determining the power, duration, DC, and other details of spells 
  or special abilities). 
  Additionally, a spellcaster loses one spell or spell slot from his or 
  her highest available level. Negative levels stack. 
  Assuming the subject survives, it regains lost levels after a 
  number of hours equal to your caster level (maximum 15 hours). 
  Usually, negative levels have a chance of permanently draining 
  the victim’s levels, but the negative levels from enervation don’t 
  last long enough to do so. 
  An undead creature struck by the ray gains 1d4x5 temporary hit 
  points for 1 hour. 
   
  Level 5 Purple Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Cone of Cold 
  Void 
  5 
  5 
  Inflict Light Wounds, mass 
  Void 
  5 
   
  Slay Living 
  Mortality 
  5 
  5 
  Symbol of Pain 
  Siphon 
  5 
   
  Symbol of Sleep 
  Siphon 
  5 
  5 
  Waves of Fatigue 
  Siphon 
  5 
   
   
  Cone of Cold 
  Purple (Void) - Evocation [Cold] 
  Level: Sor/Wiz 5, Water 6, Purple 5, Void 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Cone of cold creates an area of extreme cold, originating at your 
  hand and extending outward in a cone. It drains heat, dealing 1d6 
  points of cold damage per caster level (maximum 15d6). 
  Arcane Material Component: A very small crystal or glass cone. 
   
  Inflict Light Wounds, Mass 
  Purple (Void) - Necromancy 
  Level: Clr 5, Destruction 5, Purple 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  Negative energy spreads out in all directions from the point of 
  origin, dealing 1d8 points of damage +1 point per caster level 
  (maximum +25) to nearby living enemies. 
  Like other inflict spells, mass inflict light wounds cures undead in 
  its area rather than damaging them. A cleric capable of 
  spontaneously casting inflict spells can also spontaneously cast 
  mass inflict spells. 
   
  Slay Living 
  Purple (Mortality) - Necromancy [Death] 
  Level: Clr 5, Death 5, Purple 5, Mortality 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You can slay any one living creature. You must succeed on a 
  melee touch attack to touch the subject, and it can avoid death 
  with a successful Fortitude save. If it succeeds, it instead takes 
  3d6 points of damage +1 point per caster level. 
   
  Symbol of Pain 
  Purple (Siphon) - Necromancy [Evil] 
  Level: Clr 5, Sor/Wiz 5, Purple 5 
  This spell functions like symbol of death, except that each creature 
  within the radius of a symbol of pain instead suffers wracking 
  pains that impose a –4 penalty on attack rolls, skill checks, and 
  ability checks. These effects last for 1 hour after the creature 
  moves farther than 60 feet from the symbol. 
  Unlike symbol of death, symbol of pain has no hit point limit; once 
  triggered, a symbol of pain simply remains active for 10 minutes 
  per caster level. 
  Note: Magic traps such as symbol of pain are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  pain and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 30 for symbol of pain. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
   
  Symbol of Sleep 
  Purple (Siphon) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 5, Sor/Wiz 5, Purple 5, Siphon 5 
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures of 
  10 HD or less within 60 feet of the symbol of sleep instead fall into a 
  catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, 
  sleeping creatures cannot be awakened by nonmagical means 
  before this time expires. 
  Unlike symbol of death, symbol of sleep has no hit point limit; once 
  triggered, a symbol of sleep simply remains active for 10 minutes 
  per caster level. 
  Note: Magic traps such as symbol of sleep are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  sleep and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 30 for symbol of sleep. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
  
  16 
   
   
  Waves of Fatigue 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 5, Purple 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: No 
  Spell Resistance: Yes 
  Waves of negative energy render all living creatures in the spell’s 
  area fatigued. This spell has no effect on a creature that is already 
  fatigued. 
   
  Level 6 Purple Spells 
  Spell Name 
  Domain Level Domain level 
  Harm 
  Void 
  6 
   
  Inflict Moderate Wounds, Mass 
  Void 
  6 
   
  O.'s Freezing Sphere 
  Void 
  6 
  6 
  Antilife Shell 
  Mortality 
  6 
   
  Circle of Death 
  Mortality 
  6 
  6 
  Create Undead 
  Mortality 
  6 
   
  Undeath to Death 
  Mortality 
  6 
   
  Waves of Exhaustion 
  Siphon 
  6 
  6 
   
  Harm 
  Purple (Void) - Necromancy 
  Level: Clr 6, Destruction 6, Purple 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half; see text 
  Spell Resistance: Yes 
  Harm charges a subject with negative energy that deals 10 points 
  of damage per caster level (to a maximum of 150 points at 15th 
  level). If the creature successfully saves, harm deals half this 
  amount, but it cannot reduce the target’s hit points to less than 1. 
  If used on an undead creature, harm acts like heal. 
   
  Inflict Moderate Wounds, Mass 
  Purple (Void) - Necromancy 
  Level: Clr 6, Purple 6 
  This spell functions like mass inflict light wounds, except that it 
  deals 2d8 points of damage +1 point per caster level (maximum 
  +30). 
   
   
  Freezing Sphere 
  Purple (Void) - Evocation [Cold] 
  Level: Sor/Wiz 6, Purple 6, Void 6 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target, Effect, or Area: See text 
  Duration: Instantaneous or 1 round/level; see text 
  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
  Freezing sphere creates a frigid globe of cold energy that streaks 
  from your fingertips to the location you select, where it explodes 
  in a 10-foot-radius burst, dealing 1d6 points of cold damage per 
  caster level (maximum 15d6) to each creature in the area. An 
  elemental (water) creature instead takes 1d8 points of cold 
  damage per caster level (maximum 15d8). 
  If the freezing sphere strikes a body of water or a liquid that is 
  principally water (not including water-based creatures), it freezes 
  the liquid to a depth of 6 inches over an area equal to 100 square 
  feet (a 10- foot square) per caster level (maximum 1,500 square 
  feet). This ice lasts for 1 round per caster level. Creatures that 
  were swimming on the surface of frozen water become trapped in 
  the ice. Attempting to break free is a full-round action. A trapped 
  creature must make a DC 25 Strength check or a DC 25 Escape 
  Artist check to do so. 
  You can refrain from firing the globe after completing the spell, if 
  you wish. Treat this as a touch spell for which you are holding 
  the charge. You can hold the charge for as long as 1 round per 
  level, at the end of which time the freezing sphere bursts centered 
  on you (and you receive no saving throw to resist its effect). 
  Firing the globe in a later round is a standard action. 
  Focus: A small crystal sphere. 
   
  Antilife Shell 
  Purple (Mortality) - Abjuration 
  Level: Animal 6, Clr 6, Drd 6, Purple 6 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation, centered on you 
  Duration: 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  You bring into being a mobile, hemispherical energy field that 
  prevents the entrance of most types of living creatures. 
  The effect hedges out animals, aberrations, dragons, fey, giants, 
  humanoids, magical beasts, monstrous humanoids, oozes, plants, 
  and vermin, but not constructs, elementals, outsiders, or undead. 
  This spell may be used only defensively, not aggressively. 
  Forcing a Mortality barrier against creatures that the spell keeps 
  at bay collapses the barrier. 
   
  Circle of Death 
  Purple (Mortality) - Necromancy [Death] 
  Level: Sor/Wiz 6, Purple 6, Mortality 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Several living creatures within a 40-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A circle of death snuffs out the life force of living creatures, killing 
  them instantly. 
  The spell slays 1d4 HD worth of living creatures per caster level 
  (maximum 20d4). Creatures with the fewest HD are affected first; 
  among creatures with equal HD, those who are closest to the 
  burst’s point of origin are affected first. No creature of 9 or more 
  HD can be affected, and Hit Dice that are not sufficient to affect a 
  creature are wasted. 
  Material Component: The powder of a crushed black pearl with a 
  minimum value of 500 gp. 
   
  Create Undead 
  Purple (Mortality) - Necromancy [Evil] 
  Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6, Purple 6 
  Components: V, S, M 
  Casting Time: 1 hour 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One corpse 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  A much more potent spell than animate dead, this evil spell allows 
  you to create more powerful sorts of undead: ghouls, ghasts, 
  mummies, and mohrgs. The type or types of undead you can 
  create is based on your caster level, as shown on the table below. 
  Caster Level 
  Undead Created 
  11th or lower 
  Ghoul 
  12th–14th 
  Ghast 
  15th–17th 
  Mummy 
  18th or higher 
  Mohrg 
  You may create less powerful undead than your level would 
  allow if you choose. Created undead are not automatically under 
  the control of their animator. If you are capable of commanding 
  undead, you may attempt to command the undead creature as it 
  forms. 
  
  17 
  This spell must be cast at night. 
  Material Component: A clay pot filled with grave dirt and another 
  filled with brackish water. The spell must be cast on a dead body. 
  You must place a black onyx gem worth at least 50 gp per HD of 
  the undead to be created into the mouth or eye socket of each 
  corpse. The magic of the spell turns these gems into worthless 
  shells. 
   
  Undeath to Death 
  Purple (Mortality) - Necromancy 
  Level: Clr 6, Sor/Wiz 6, Purple 6 
  Components: V, S, M/DF 
  Area: Several undead creatures within a 40-ft.-radius burst 
  Saving Throw: Will negates 
  This spell functions like circle of death, except that it destroys 
  undead creatures as noted above. 
  Material Component: The powder of a crushed diamond worth at 
  least 500 gp. 
   
  Waves of Exhaustion 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 7, Purple 6, Siphon 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: No 
  Spell Resistance: Yes 
  Waves of negative energy cause all living creatures in the spell’s 
  area to become exhausted. This spell has no effect on a creature 
  that is already exhausted. 
   
  Level 7 Purple Spells 
  Spell Name 
  Domain Level Domain level 
  Inflict Serious Wounds, mass 
  Void 
  7 
  7 
  Control Undead 
  Mortality 
  7 
   
  Finger of Death 
  Mortality 
  7 
  7 
  Symbol of Weakness 
  Siphon 
  7 
  7 
   
  Inflict Serious Wounds, Mass 
  Purple (Void) - Necromancy 
  Level: Clr 7, Purple 7, Void 7 
  This spell functions like mass inflict light wounds, except that it 
  deals 3d8 points of damage +1 point per caster level (maximum 
  +35). 
   
  Control Undead 
  Purple (Void) - Necromancy 
  Level: Sor/Wiz 7, Purple 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 2 HD/level of undead creatures, no two of which 
  can be more than 30 ft. apart 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell enables you to command undead creatures for a short 
  period of time. You command them by voice and they 
  understand you, no matter what language you speak. Even if 
  vocal communication is impossible the controlled undead do not 
  attack you. At the end of the spell, the subjects revert to their 
  normal behavior. 
  Intelligent undead creatures remember that you controlled them. 
  Material Component: A small piece of bone and a small piece of 
  raw meat. 
   
  Finger of Death 
  Purple (Mortality) - Necromancy [Death] 
  Level: Drd 8, Sor/Wiz 7, Purple 7, Mortality 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You can slay any one living creature within range. The target is 
  entitled to a Fortitude saving throw to survive the attack. If the 
  save is successful, the creature instead takes 3d6 points of 
  damage +1 point per caster level (maximum +25). 
  The subject might die from damage even if it succeeds on its 
  saving throw. 
   
  Symbol of Weakness 
  Purple (Siphon) - Necromancy 
  Level: Clr 7, Sor/Wiz 7, Purple 7, Siphon 7 
  This spell functions like symbol of death, except that every creature 
  within 60 feet of a symbol of weakness instead suffers crippling 
  weakness that deals 3d6 points of Strength damage. 
  Unlike symbol of death, symbol of weakness has no hit point limit; 
  once triggered, a symbol of weakness simply remains active for 10 
  minutes per caster level. 
  Note: Magic traps such as symbol of weakness are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  weakness and Disable Device to thwart it. The DC in each case is 
  25 + spell level, or 32 for symbol of weakness. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Level 8 Purple Spells 
  Spell Name 
  Domain Level Domain level 
  Inflict Critical Wounds, Mass 
  Void 
  8 
   
  Polar Ray 
  Void 
  8 
  8 
  Create Greater Undead 
  Mortality 
  8 
  8 
  Horrid Wilting 
  Siphon 
  8 
  8 
   
  Inflict Critical Wounds, Mass 
  Purple (Void) - Necromancy 
  Level: Clr 8, Purple 8 
  This spell functions like mass inflict light wounds, except that it 
  deals 4d8 points of damage +1 point per caster level (maximum 
  +40). 
   
  Polar Ray 
  Purple (Void) - Evocation [Cold] 
  Level: Sor/Wiz 8, Purple 8, Void 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  A blue-white ray of freezing air and ice springs from your hand. 
  You must succeed on a ranged touch attack with the ray to deal 
  damage to a target. The ray deals 1d6 points of cold damage per 
  caster level (maximum 25d6). 
  Focus: A small, white ceramic cone or prism. 
   
  Create Greater Undead 
  Purple (Mortality) - Necromancy [Evil] 
  Level: Clr 8, Death 8, Sor/Wiz 8, Purple 8, Mortality 8 
  This spell functions like create undead, except that you can create 
  more powerful and intelligent sorts of undead: shadows, wraiths, 
  spectres, and devourers. The type or types of undead you can 
  create is based on your caster level, as shown on the table below. 
  Caster Level 
  Undead Created 
  15th or lower 
  Shadow 
  16th–17th 
  Wraith 
  18th–19th 
  Spectre 
  20th or higher 
  Devourer 
   
  Horrid Wilting 
  Purple (Siphon) - Necromancy 
  Level: Sor/Wiz 8, Water 8, Purple 8, Siphon 8 
  
  18 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Targets: Living creatures, no two of which can be more than 60 ft. 
  apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell evaporates moisture from the body of each subject 
  living creature, dealing 1d6 points of damage per caster level 
  (maximum 20d6). This spell is especially devastating to water 
  elementals and plant creatures, which instead take 1d8 points of 
  damage per caster level (maximum 20d8). 
  Arcane Material Component: A bit of sponge. 
   
  Level 9 Purple Spells 
  Spell Name 
  Domain Level Domain level 
  Mass Harm 
  Void 
  9 
  9 
  Symbol of death 
  Mortality 
  9 
  9 
  Energy Drain 
  Siphon 
  9 
  9 
   
  Harm, Mass 
  Purple (Void) - Necromancy 
  Level: Clr 9, Purple 9, Void 9 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  This spell functions like Harm, except as noted above. The 
  maximum number of hit points done to each creature is 250. 
   
  Symbol of Death 
  Purple (Mortality) - Necromancy [Death] 
  Level: Clr 8, Sor/Wiz 8, Purple 9, Mortality 9 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: 0 ft.; see text 
  Effect: One symbol 
  Duration: See text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  This spell allows you to scribe a potent rune of power upon a 
  surface. When triggered, a symbol of death slays one or more 
  creatures within 60 feet of the symbol (treat as a burst) whose 
  combined total current hit points do not exceed 150. The symbol of 
  death affects the closest creatures first, skipping creatures with too 
  many hit points to affect. Once triggered, the symbol becomes 
  active and glows, lasting for 10 minutes per caster level or until it 
  has affected 150 hit points’ worth of creatures, whichever comes 
  first. Any creature that enters the area while the symbol of death is 
  active is subject to its effect, whether or not that creature was in 
  the area when it was triggered. A creature need save against the 
  symbol only once as long as it remains within the area, though if it 
  leaves the area and returns while the symbol is still active, it must 
  save again. 
  Until it is triggered, the symbol of death is inactive (though visible 
  and legible at a distance of 60 feet). To be effective, a symbol of 
  death must always be placed in plain sight and in a prominent 
  location. Covering or hiding the rune renders the symbol of death 
  ineffective, unless a creature removes the covering, in which case 
  the symbol of death works normally. 
  As a default, a symbol of death is triggered whenever a creature 
  does one or more of the following, as you select: looks at the rune; 
  reads the rune; touches the rune; passes over the rune; or passes 
  through a portal bearing the rune. Regardless of the trigger 
  method or methods chosen, a creature more than 60 feet from a 
  symbol of death can’t trigger it (even if it meets one or more of 
  the triggering conditions, such as reading the rune). Once the 
  spell is cast, a symbol of death’s triggering conditions cannot be 
  changed. 
  In this case, “reading” the rune means any attempt to study it, 
  identify it, or fathom its meaning. Throwing a cover over a symbol 
  of death to render it inoperative triggers it if the symbol reacts to 
  touch. You can’t use a symbol of death offensively; for instance, a 
  touch-triggered symbol of death remains untriggered if an item 
  bearing the symbol of death is used to touch a creature. Likewise, a 
  symbol of death cannot be placed on a weapon and set to activate 
  when the weapon strikes a foe. 
  You can also set special triggering limitations of your own. These 
  can be as simple or elaborate as you desire. Special conditions for 
  triggering a symbol of death can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on 
  observable actions or qualities. Intangibles such as level, class, Hit 
  Dice, and hit points don’t qualify.  
  When scribing a symbol of death, you can specify a password or 
  phrase that prevents a creature using it from triggering the effect. 
  Anyone using the password remains immune to that particular 
  rune’s effects so long as the creature remains within 60 feet of the 
  rune. If the creature leaves the radius and returns later, it must 
  use the password again. 
  You also can attune any number of creatures to the symbol of 
  death, but doing this can extend the casting time. Attuning one or 
  two creatures takes negligible time, and attuning a small group 
  (as many as ten creatures) extends the casting time to 1 hour. 
  Attuning a large group (as many as twenty-five creatures) takes 
  24 hours. Attuning larger groups takes proportionately longer. 
  Any creature attuned to a symbol of death cannot trigger it and is 
  immune to its effects, even if within its radius when triggered. 
  You are automatically considered attuned to your own symbols of 
  death, and thus always ignore the effects and cannot inadvertently 
  trigger them. 
  Read magic allows you to identify a symbol of death with a DC 19 
  Spellcraft check. Of course, if the symbol of death is set to be 
  triggered by reading it, this will trigger the symbol. 
  A symbol of death can be removed by a successful dispel magic 
  targeted solely on the rune. An erase spell has no effect on a 
  symbol of death. Destruction of the surface where a symbol of death 
  is inscribed destroys the symbol but also triggers it. 
  Symbol of death can be made permanent with a permanency spell. A 
  permanent symbol of death that is disabled or that has affected its 
  maximum number of hit points becomes inactive for 10 minutes, 
  then can be triggered again as normal. 
  Note: Magic traps such as symbol of death are hard to detect and 
  disable. A rogue (only) can use the Search skill to find a symbol of 
  death and Disable Device to thwart it. The DC in each case is 25 + 
  spell level, or 33 for symbol of death. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp each. 
   
  Energy Drain 
  Purple (Siphon) - Necromancy 
  Level: Clr 9, Sor/Wiz 9, Purple 9, Siphon 9 
  Saving Throw: Fortitude partial; see text for enervation 
  This spell functions like enervation, except that the creature struck 
  gains 2d4 negative levels, and the negative levels last longer. 
  There is no saving throw to avoid gaining the negative levels, but 
  24 hours after gaining them, the subject must make a Fortitude 
  saving throw (DC = energy drain spell’s save DC) for each 
  negative level. If the save succeeds, that negative level is 
  removed. If it fails, the negative level also goes away, but one of 
  the subject’s character levels is permanently drained. 
  An undead creature struck by the ray gains 2d4x5 temporary hit 
  points for 1 hour. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
   
   
   
   
   
   
   
    
    
  YYeellllo
  ow
  w  M
  Maaggiicc  
   
  If you are using the standard d20 character classes, you will 
  need to know what spells to limit a specialist in the colour Purple 
  from casting. As per the notes on page 2, the opposing Colour to 
  Purple is Yellow, so the default limitation is with this colour. So 
  you can assume that a Specialist Wizard who chooses Purple will 
  not be able to learn or cast any of the following spells, which is the 
  spell list for Yellow:  
   
   
  Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, 
  Restoration, lesser, Cure Serious Wounds, Remove Blindness/Deafness, Remove 
  Disease, Cure Critical Wounds, Restoration, Cure Light Wounds, mass, Cure 
  Moderate Wounds, Mass, Heal, Cure Serious Wounds, mass, Regenerate, 
  Restoration, greater, Cure Critical Wounds, Mass, Heal, mass, Hypnotism, 
  Remove Fear, Sanctuary, Eagle Splendour, Enthrall, Hypnotic Pattern, Scare, 
  Glibness, Good Hope, Heroism, Rage, Suggestion, Awaken, Eagle's Splendour, 
  Mass, Heroism, Greater, Suggestion, Mass, Symbol of Persuasion, Sympathy, 
  Detect Poison, Purify Food and Drink, Virtue, Deathwatch, Goodberry, Aid, 
  Delay Poison, Status, Create Food and Water, Neutralize Poison, Raise Dead, 
  Heroes' Feast, Resurrection, True Resurrection 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  20 
  OPEN GAME LICENSE Version 1.0a 
   
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  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
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  owned by Wizards of the Coast and are used according to the 
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  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols owned by Jesus and Javier 
  Carmona http://www.carmonaart.com, used by permission. 
   
  A.4 Devolutionist image Owned by Herman Lao 
   
   
  Credits: 
  Devolutionist image ……...  Herman Lao 
  Magic Symbol images …….  Jesus & Javier Carmona 
  Proofing………………..……  Michael Christie 
  Writing et al ………………... Evangelos Paliatseas 
  
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  2000, Wizards of the Coast,  
   
  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
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  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Character Portraits owned by Benjamin D. Richards 
  http://dungeondamage.com.au 
   
  A.4 Symbol of the Red owned by Jesus and  Javier Carmona 
  http://www.carmonaart.com��
  �������.�
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  ����,�������������3����������������
  ;����������������������:������������������ 
  
  1 
  Index 
  Overview …………………….… 
  2 
  Intervention …………………… 
  3 
  Omniscience ………………..…. 
  4 
  Summoning ……………………. 
  5 
  The Oracle …….……………….. 
  6 
  Appendix (White Spells) ……. 11 
  Licence …………………………. 
  24 
  W
  Whhiittee  M
  Maaggiicc 
  The Oracle sat quietly in his chair, twirling his thumbs, 
  and waiting with some measure of impatience. The fact that he 
  knew exactly when what was going to happen was going to 
  happen did not calm him in the slightest. He hated the waiting as 
  much as anyone else, but for different reasons. It was just so 
  darned boring. “Finally,” he muttered, about a tenth of a second 
  before the rapping came at the door. He paused to assume his best 
  spot and brushed the hair from his eyes. He waved to his 
  attendant, who smiled at him warmly before going to open 
  the door. Foolish woman. He would have to make up a 
  story to upset her later. Something about her son, 
  that would show her proper place.  
   
  “Greetings, Senator Wrythor. You are 
  most welcome. All is well with you personally, 
  I see. It pleases me to renew our 
  acquaintance.” He smiled. 
   
  The Senator was unnerved, 
  but chose not to make a display. “Greetings, Seer. 
  I have needs of your …” he managed before being 
  cut off. “Yes, and though you will protest it once, 
  you will agree to the price of forty thousand gold.” 
   
  “But, that is…” The Senator stopped himself, 
  and then continued, “acceptable.” He swallowed 
  then smiled wryly. “So is there actually anything 
  that you do not know?”  
   
  “Actually, yes. What is it exactly that you 
  want me to do?” said the Oracle with an eager, 
  almost hungry look in his eyes. All hope of maintaining 
  a semblance of dignity left the Senator and he stared at the 
  Oracle in total incredulity. “But you have agreed… That is to say, 
  how could you know…? I am sorry, what?” 
    
  “I only got the silly details in my last vision, I know 
  nothing of the specifics of what you want of me. I just know 
  how I am going to feel about it when you tell me, and I 
  am so looking forward to that. Quickly, Quickly, it will only take a minute!” 
   
  The Senator shook his head, but under the withering gaze of the Oracle he 
  opened he decided to speak rather than risk any further incident. “I need to find 
  the way to the city of the Nine Seals, to place a wreath on the throne of an 
  ancient Queen and convey the wishes of the government to the Verdant Isle.” 
   
  The Oracle sat up in his chair. “That sounds totally amazing,” his eyes 
  lit up with enthusiasm, and he got an eerie, far away look. “The seals are in 
  the hands of a crying man, whose beard drags in the river, as he 
  stands on planks and speaks to the wind. Seek him in the 
  heart of the forest.” He blinked.  “Now tell me I can come 
  too!” He grinned at the man, who looked about for help. 
   
  “Under no circumstances, my son,” said the 
  caretaker, shaking her head. “The Forest is no place for 
  a ten year old.” Her tone brooked no appeal.  
   
   
   
   
   
   
   
   
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & 
  Dragons Players Handbook, Third Edition, published by 
  Wizards of the Coast, Inc. It uses material from the updated 
  v3.5 revision. All content in the Game Rule Info sections, all spell 
  descriptions and names and all tables are OGC. All fiction, pictures and other 
  descriptive text are IP of the respective creators. 
   
   
  Chromatic Arcana is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Oracle.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into three sub-sections, 
  or “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes like the Oracle. Feel free to use 
  or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  W
  Whhiittee  
   
  White is the colour of the spirit world, 
  granting perception, influence and power to the 
  intangible soul. To incorporate Colours into an 
  existing campaign, allocate them to deities; in the 
  case of White, deities of knowledge or the afterlife, 
  ruling gods, or indeed any deity at all might have 
  influence 
  over 
  the 
  domains 
  of Intervention, 
  Omniscience and Summoning. Next allow Specialist 
  Wizards to choose a Colour as their primary school. 
  The colours are opposed to each other in the 
  following manner by default, but please feel free to 
  add in your own chromatic oppositional restrictions: 
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  For ease of use, the complete list of Black 
  spells is shown after the White Spell descriptions on 
  page 22. An alternate limitation might be Brown or 
  Grey magic. 
  
  3 
  TThhee  SSpphheerree  ooff  IInntteerrvveennttiioonn  
   
  A fundamental premise of most d20 
  fantasy worlds is that gods and spirits of the 
  other world like to meddle. Every cleric calls on 
  them for assistance, and every one of them gets 
  the help they ask for, within the limits of their 
  level and memorised spells. Intervention is the 
  sphere for those powers that can be evoked by 
  calling on the other world to perform action 
  upon the mundane universe.  
   
   
  Like most of the Yellow spheres, the 
  spells this White sphere contains are classically 
  associated to divine or clerical magic, so you 
  may feel it is inappropriate to grant this sphere 
  to arcane spell casters. If you do allow these 
  spells broader access be very aware of the 
  consequence to the cleric class, as several key 
  abilities that only they have will subsequently 
  be shared with arcane casters. Justifying 
  allowing this style of magic is easy enough: 
  arcane spell casters that learn Intervention 
  magic do not draw upon specific deities or even 
  their own natural piety toward a particular 
  alignment as their source of influence on the 
  other world, but rather draw directly upon the 
  power of magic itself as a force, and through 
  their command of arcane power, gain the 
  needed respect and influence needed to call 
  upon these effects. This justification is not 
  without fantasy examples, quite the opposite.  
   
  This is a very powerful miscellaneous 
  sphere, with many useful effects to bolster, 
  assist and mitigate the abilities of others. 
  Table White 1 All Intervention Spells 
  Spell Name 
  Level 
  Divine Favour 
  0 
  Bane 
  1 
  Bless 
  1 
  Bless Water 
  1 
  Bless Weapon 
  1 
  Augury 
  2 
  Consecrate 
  2 
  Gentle Repose 
  2 
  Spectral Hand 
  2 
  Helping Hand 
  3 
  Prayer 
  3 
  Divination 
  4 
  Planar Ally, Lesser 
  5 
  Atonement 
  5 
  Commune 
  6 
  Forbiddance 
  6 
  Planar Ally 
  7 
  Holy Sword 
  8 
  Planar Ally, Greater 
  8 
  Miracle 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  IInntteerrvveennttiio
  onn  
   
  Practically any deity at all might grant 
  the powers of this domain. In fact, you might 
  say that this is a Common domain, and all 
  deities offer it to their clerics. The principle of 
  intervening on behalf of a supplicant is intrinsic 
  to the very nature of divine magic, so this is not 
  at all out of concept. Any cleric might gain 
  access to these powers. Note that there are 
  some spells that have been historically classed 
  as “good” spells (consecrate, gentle repose) but 
  this does not preclude or limit this sphere to 
  good aligned clerics. The ability to Intervene is 
  indiscriminate as regards morality. 
   
  The base domain ability for the domain 
  of Intervention grants the supplicant access to 
  the Knowledge (religion) skill as a class skill if 
  it was not one already, and also grants a +3 
  natural bonus to this skill.  
   
   
  The 
  advanced 
  domain 
  power 
  of 
  Intervention grants the devotee the ability to 
  call on the powers to protect them, as per the 
  spell Sanctuary, except as noted below. This 
  ability can be used a number of rounds per day 
  equal to the character’s class levels, and these 
  rounds do not need to be sequential. It is a free 
  action to activate this ability on the characters 
  turn. The DC of the will roll to avoid this affect 
  is 5 + the character’s Charisma bonus + the 
  character’s class level. 
   
  Table White 2 Intervention Domain 
  Spell Name 
  Level 
  Divine Favour 
  0 
  Bless 
  1 
  Augury 
  2 
  Prayer 
  3 
  Divination 
  4 
  Planar Ally, Lesser 
  5 
  Commune 
  6 
  Planar Ally 
  7 
  Planar Ally, Greater 
  8 
  Miracle 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  O
  Om
  mnniisscciieennccee  
    
   
  Omniscience consists of awareness and 
  pure perception. Some theoreticians attribute 
  the powers of this sphere to a natural sixth 
  sense or so-called “Sight” that is natural to all 
  spiritual entities, even those that are currently 
  living or bound to mortal forms. They further 
  speculate that this sensory capacity remains 
  blinded when we are within corporeal form, 
  accessible only with the power of this kind of 
  magic. Others say that this sphere allows 
  casters to tap into the awareness of the gods, 
  and thus share in their superlative perceptive 
  abilities. Some, in turn, speculate that there are 
  no otherworld elements to this sphere at all, 
  and magic itself is simply giving extra senses 
  where none existed before, or amplifying the 
  natural faculties of the spell-casting individuals 
  in some other way. 
   
  Irrespective of the theoretical origins of 
  this sphere, it grants extremely powerful 
  miscellaneous abilities. The ability to know 
  what is transpiring, or to grant insight into the 
  true nature of things is extremely useful in so 
  many ways. In times of conflict it is often this 
  kind of power that governs the course of wars 
  or skirmishes, determining victor and victim.  
   
  Though there are no direct offensive 
  abilities here, one indirect one (True Strike), 
  and only very few defensive ones at the highest 
  of levels, nevertheless this is a very powerful 
  sphere both in combat and out of it.  
   
  Table White 3 All Omniscience Spells 
  Spell Name 
  Level 
  Guidance 
  0 
  Detect Snares and Pits 
  1 
  Alarm 
  1 
  Detect Secret Doors 
  1 
  True Strike 
  1 
  Find Traps 
  2 
  Owl Wisdom 
  2 
  See Invisibility 
  2 
  Clairaudience/Clairvoyance 
  3 
  Arcane Eye 
  4 
  Detect Scrying 
  4 
  Scrying 
  4 
  Prying Eyes 
  5 
  True Seeing 
  5 
  Find the Path 
  6 
  Legend Lore 
  6 
  Owl's Wisdom, Mass 
  6 
  Scrying, greater 
  7 
  Vision 
  7 
  Discern Location 
  8 
  Moment of Prescience 
  9 
  Prying Eyes, greater 
  9 
  Foresight 
  9 
   
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  O
  Om
  mnniisscciieennccee  
   
   
  Much like the other white domains, 
  almost any deity might grant access to the 
  powers of Omniscience. It has particular 
  association with the concepts of knowledge, 
  wisdom and forethought, so it is likely to have 
  favour 
  with 
  any 
  being 
  whose influence 
  includes these. 
   
  The base domain power of Omniscience 
  grants the devotee a +2 insight bonus to the 
  skills Listen and Spot, making them both class 
  skills if they were not already. 
   
  The 
  advanced 
  domain 
  ability 
  of 
  Omniscience gives the devotee a limited form 
  of prescience. This extra sensory perception 
  gives the character a cumulative insight bonus 
  of +2 that is usable for one round per level per 
  day, which do not need to be consecutive 
  rounds. Activating this insight bonus is a free 
  action, and when this ability is used, the 
  character must choose one of the following 
  areas to apply it to until their next action:  
  • 
  Attack rolls  
  • 
  Armour class  
  • 
  One saving throw (will, fortitude, reflex) 
  • 
  Damage from one weapon used 
  • 
  Spell DC for one spell the character casts. 
   
  Table White 4 Omniscience Domain 
  Spell Name 
  Level 
  Guidance 
  0 
  Alarm 
  1 
  See Invisibility 
  2 
  Clairaudience/Clairvoyance 
  3 
  Scrying 
  4 
  True Seeing 
  5 
  Find the Path 
  6 
  Vision 
  7 
  Discern Location 
  8 
  Foresight 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  SSuum
  mm
  moonniinngg  
    
  While the sphere of Omniscience allows 
  sensing things that are elsewhere in time or 
  space, or enhances the ability to perceive of the 
  mage; and the sphere of Intervention allows the 
  caster to draw power or abilities from beings 
  from elsewhere, often leading to interacting 
  with them with mutual respect; Summoning is 
  something else entirely. The power that this 
  sphere holds is much more direct and 
  immediate, and relies upon universal laws and 
  structures that govern how interaction between 
  different dimensions occur. This sphere allows 
  the caster to summon the physical essence of a 
  being from elsewhere, and command it to act as 
  the character wills.  
   
   
  Unlike the power of command over 
  others that the purple sphere of Dominion 
  holds, or indeed the influence over others that 
  the yellow sphere of Motive allows, this power 
  does not convey any influence over creatures 
  belonging to the natural realm. There is some 
  aspect to Summoning that seems to limit the 
  will and fundamental abilities of the creature 
  summoned. Some have speculated that this is 
  because only the mystical and physical nature 
  of the creature is in fact called, and not the 
  entirety of the creature at all.  
   
  Some elements of this sphere allow 
  communication to other planes of existence. 
  Unlike Intervention, communication does not 
  convey affiliation, and any interactions must be 
  coerced or called through other magic.  
  Table White 5 All Summoning Spells 
  Spell Name 
  Level 
  Summon Instrument / tool 
  0 
  Mount 
  1 
  Summon Monster I 
  1 
  Summon Monster II 
  2 
  Summon Monster III 
  3 
  Planar Binding, lesser 
  4 
  Summon Monster IV 
  4 
  Contact Other Plane 
  5 
  Summon Monster V 
  5 
  Planar Binding 
  6 
  Summon Monster VI 
  6 
  D.'s Instant Summons 
  7 
  Summon Monster VII 
  7 
  Binding 
  8 
  Planar Binding, greater 
  8 
  Summon Monster VIII 
  8 
  Soul Bind 
  9 
  Summon Monster IX 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  S
  Suum
  mm
  mo
  onniinngg  
   
   
  Like the other White domains, any deity 
  might grant Summoning to their priests. 
  Specific entities renown for having hoards of 
  creatures at their beck and call are particularly 
  likely to favour it. Before allowing this sphere 
  to be used by a cleric it is best to create a 
  specific list of relevant CR creatures that spells 
  of a particular pantheon or deity are likely to 
  call. It is, for example, bad form for a demonic 
  god to allow summoning of angelic creatures. 
  You can use the default alignments from the 
  standard summoned creatures as a guide 
  (replicated on page 23). 
  The base domain ability of Summoning 
  grants an insight bonus of +3 to the Knowledge 
  (The Planes) skill, and makes it a class skill if it 
  was not one before. Furthermore, it allows the 
  devotee to select any extra planer or elemental 
  language as one of their initial or subsequent 
  language choices at no penalty. 
   
   
  The 
  advanced domain power for 
  Summoning allows the devotee to choose a 
  specific plane of existence upon which to focus 
  (not their home plane). When summoning 
  creatures from this other plane the caster is 
  capable of ensuring they get only the larger and 
  more powerful specimens of creatures, giving 
  them automatically maximum hit points for 
  creatures of their type. Further, the devotee 
  gains +2 insight bonus on all rolls to do with 
  creatures from this plane, including skill rolls, 
  attack rolls, armour class against their attacks, 
  DC of spells cast upon them and saving throws 
  against their powers. 
   
  Table White 6 Summoning Domain 
  Spell Name 
  Level 
  Summon Instrument / tool 
  0 
  Summon Monster I 
  1 
  Summon Monster II 
  2 
  Summon Monster III 
  3 
  Summon Monster IV 
  4 
  Summon Monster V 
  5 
  Summon Monster VI 
  6 
  Summon Monster VII 
  7 
  Summon Monster VIII 
  8 
  Summon Monster IX 
  9 
  
  6 
  TTThhheee   O
  O
  Orrraaacccllleee   
   
  The Sight. Sixth Sense. ESP. Divination. It goes by many names, and is 
  capable of manifesting many effects, but it all comes down to one fundamental 
  concept. Oracles can see (and hear and communicate with) things that others 
  cannot. They have affinity with the kind of magic that enhances perception, or 
  extends it into new kinds of sensing, and even that which allows the caster to call 
  on other places and other entities for assistance or intervention.  
   
  Oracles can see into all kinds of things, and this power in the hands of an 
  arcane spell caster can generate social, political, even religious power and conflict 
  the likes of which can form or destroy entire kingdoms, or affect the course of 
  history. While they might try to sit above the game of life, attesting to or even 
  attaining true neutrality, the fact remains that knowledge is power, and truthful 
  Oracle is more than worth their weight in gold. Some truths are not palatable to 
  those that might ask for them, however, and therein lies the Oracle’s classic 
  dilemma: Tell the truth and face the consequences of being the bringer of bad 
  tidings, or to lie for survival’s sake, or even to colour the true perceptions and 
  foretelling with doggerel and rhyme so as to disguise the meaning of unsavory 
  news to the supplicant. Mythology and fantasy abound with many examples of 
  Oracles facing this sort of problem, as well as that of actually being believed in 
  the first place. In a d20 fantasy universe, the latter problem is less likely to occur 
  however, as most if not all accept the power of magic by default. Note that in 
  some worlds the Oracle might be called a Summoner, or even just a White Mage. 
   
  Adventures 
   
  Oracles are most often portrayed as static individuals that are the end of 
  specific quests to find answers. Adventurers, Royalty or even ordinary folk are 
  likely to come knocking at the door of an Oracle, rather than the reverse. Those 
  few Oracles that adventure are often drawn out to act on behalf of one prophecy 
  or another, leading to the circular question of whether any prophesy is self 
  fulfilling or indeed what role free will might play in any universe where the 
  future is an open book to be read by any with the right eyes to see it. As a 
  consequence of their own abilities, Oracles might form the core driving force 
  behind any adventure. They may know of an unpleasant reality that will come to 
  pass if certain other things are not stopped or do not happen. Or, they might 
  instead be required to act by the powers that intervene at their request, much as 
  clerics often receive the same kind of calling (or demand).  
  
  7 
  Characteristics 
   
  Oracles seek to develop powers of the mind, 
  and as such are likely to be wise, intelligent and 
  charismatic. They tend to neglect physical concerns, 
  being more likely to be lost in their perceptions than 
  focused on the material. They are empowered with 
  White magic, and thus able to perceive things that 
  others cannot, and further to call on assistance from 
  other powers to intervene on their behalf, both 
  indirectly and through direct summoning.  
   
  Oracles can develop vast stores of esoteric 
  knowledge but are likely to be incompetent with 
  any practical matters. Their involvement with the 
  things going on in their own mind can make them 
  somewhat vulnerable in direct combat, though they 
  have many abilities that are useful or even vital in 
  conflicts. Though they do not study combat, the 
  very nature of their power allows them some 
  remarkable advantages if they should ever be 
  involved in it; knowing how an opponent will strike 
  or where to be so as to not face the full brunt of a 
  magical attack are among the advantages that an 
  Oracle might manifest.  
   
  Alignment 
   
  Oracles try to maintain a state of neutrality; 
  their perceptions do push them toward acceptance 
  of the inevitable, and thus simply observing the 
  dynamic and continuing balance between all things. 
  Many members of this class rebel against that 
  impulse, in direction of their own benefit or toward 
  the sense of the good of all, but all feel that 
  fundamental distance and loneliness that knowing 
  the ultimate truths or even possibilities can bring. 
  Oracles are unlikely to feel a pull towards either of 
  the alignment poles of chaos or law for similar 
  reasons; mundane rules and breaking them is petty.   
  Religion 
   
   
  Oracles often find themselves at odds with 
  established religions, some of which may feel that 
  an Oracle is treading on their own turf. As such, 
  Oracles might be branded as heretics and cast out of 
  established faiths, or even hunted down for their 
  powers. On the flipside, they can serve as valuable 
  members of any religion, especially religions that do 
  not hold that their own deities are omniscient, so 
  they may be treated as respected magical members 
  of any congregation. Intrinsically, an Oracle is likely 
  to not experience much doubt as far as the nature of 
  faith and religion is concerned, as they have too 
  many insights into the truth of things. They are 
  likely to find religions that have correct teachings 
  and honest appraisals of the nature of the other 
  worlds appealing, irrespective of alignment. 
   
  Background 
   
  An Oracle’s power is intrinsic. It often 
  manifests in early childhood, and many potential 
  members of this class might go mad or be seen as 
  such due to their inability to relate to the normal 
  world. The lucky or more able to manage of these 
  might seek to avoid their powers, or even to 
  multiclass with their normal profession. Oracles do 
  not require study to gain their abilities; they simply 
  can manifest them at will, or gain insight into them 
  as they develop mentally. 
   
  Oracles might be downtrodden and hunted 
  for their powers, or hide them, or might seek to blot 
  their capabilities out with alcohol or other drugs.  
  They might be highly respected and sought after by 
  all and sundry for their abilities, and they may feel a 
  calling to use their powers for some greater purpose. 
  All of this means that Oracles might come from any 
  walk of life, and indeed might be anyone anywhere. 
  Races 
   
   
  There is no correlation between the classic 
  d20 fantasy races and the Oracle class. Anyone 
  might have the gift for these abilities. In some 
  universes there would be a correlation between 
  psionic ability and this style of magic, so any race 
  that begins with or has a tendency toward psychic 
  powers is likely to have more numerous individuals 
  that manifest these kind of abilities. In the Chrome 
  world the mysterious Thuul have slightly more 
  Oracles than other species. 
   
  Other Classes 
   
   
  Oracles often multiclass; the abilities they 
  manifest have infrequent practical application. 
  Those that specialize in these abilities might be seen 
  as competition to priests or indeed they might be 
  seen as holy people themselves. This can create 
  conflict with classic clerics. That being said, Oracles 
  get on well with almost any class that will accept 
  their visions and perceptions with grace. 
   
  Role 
   
  White magic has many powerful uses. An 
  Oracle is a valuable addition to any party, both as a 
  primary spell caster in combat and for information 
  purposes out of it. They have no direct damaging 
  powers, but can summon beings to act on their 
  behalf with more than enough damage dealing 
  powers, a fact that frees them up to act in a directory 
  or advisory capacity. They are likely to be able to 
  find weaknesses in opponents, can strengthen and 
  assist allies and generally be a powerful cross 
  between mage and cleric. Their lack of healing 
  magic and direct offensive power mean that they are 
  unlikely to be effective lone adventurers, and will 
  require other spell caster assistance in groups. 
  
  8 
  Game rule information 
   
  Abilities 
   
   
  The Oracle’s primary statistic is Wisdom. 
  Their spell abilities rely on mental will and 
  perception so as to sense what they are able to, and 
  mentally be tough enough to survive the images.  
   
  Secondarily, Intelligence is important for 
  key class abilities and skills, and Charisma can be 
  useful in convincing others to not shoot the 
  messenger. They also benefit from good Dexterity 
  for its dodge bonuses and Constitution for its 
  improvement to survivability. Strength is not 
  important to an Oracle. 
  Alignment 
   
   
  A Oracle can choose any alignment, though 
  most tend toward true neutrality with respect to 
  good and evil as well as law and chaos. 
   
  Hit Die 
   
   
  D4 
   
  Class Skills  
   
  Concentration 
  (Con), 
  Diplomacy 
  (Wis), 
  Knowledge (Any) (Int), Spellcraft (Int). 
   
  Skill points at 1st level 
   
   
  (4+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  4+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Oracles do not learn any armor or shields, 
  and only have proficiency in the classic Wizard 
  weapons of club, dagger, heavy crossbow, light 
  crossbow and quarterstaff. They suffer full arcane 
  spell failure chance if they should cast spells while 
  dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Oracles cast arcane spells, of the same kind 
  as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain (see below).  
   
  They 
  are 
  required 
  to 
  have Wisdom 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Oracle's spell is 10 + the spell level + the caster's 
  Wisdom modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table White 7: The Oracle, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Wisdom score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
  Table White 7: The Oracle, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 8 9 
  1 
  0 
  2 
  2 
  2 
  Wizard weapons, Base Domain power, Lore 
  3 1 
   
   
   
   
   
   
   
   
  2 
  1 
  3 
  3 
  3 
  Extra Sensory Perception 
  4 2 
   
   
   
   
   
   
   
   
  3 
  1 
  3 
  3 
  3 
   
  4 2 1 
   
   
   
   
   
   
   
  4 
  2 
  4 
  4 
  4 
  Extra Sensory Perception 
  4 3 2 
   
   
   
   
   
   
   
  5 
  2 
  4 
  4 
  4 
  Advanced Domain Power 
  4 3 2 
  1 
   
   
   
   
   
   
  6 
  3 
  5 
  5 
  5 
  Extra Sensory Perception 
  4 3 3 
  2 
   
   
   
   
   
   
  7 
  3 
  5 
  5 
  5 
   
  4 4 3 
  3 1 
   
   
   
   
   
  8 
  4 
  6 
  6 
  6 
  Extra Sensory Perception 
  4 4 3 
  3 2 
   
   
   
   
   
  9 
  4 
  6 
  6 
  6 
   
  4 4 4 
  3 2 1 
   
   
   
   
  10 
  5 
  7 
  7 
  7 
  Extra Sensory Perception 
  4 4 4 
  4 3 2 
   
   
   
   
  11 
  5 
  7 
  7 
  7 
   
  4 4 4 
  4 3 2 
  1 
   
   
   
  12 
  6/1 
  8 
  8 
  8 
  Extra Sensory Perception 
  4 4 4 
  4 3 3 
  2 
   
   
   
  13 
  6/1 
  8 
  8 
  8 
   
  4 4 4 
  4 4 3 
  2 1 
   
   
  14 
  7/2 
  9 
  9 
  9 
  Extra Sensory Perception 
  4 4 4 
  4 4 3 
  3 2 
   
   
  15 
  7/2 
  9 
  9 
  9 
   
  4 4 4 
  4 4 4 
  3 2 1 
   
  16 
  8/3 
  10 
  10 
  10 Extra Sensory Perception 
  4 4 4 
  4 4 4 
  3 3 2 
   
  17 
  8/3 
  10 
  10 
  10  
  4 4 4 
  4 4 4 
  4 3 2 1 
  18 
  9/4 
  11 
  11 
  11 Extra Sensory Perception 
  4 4 4 
  4 4 4 
  4 3 3 2 
  19 
  9/4 
  11 
  11 
  11  
  4 4 4 
  4 4 4 
  4 4 3 3 
  20 
  10/5 
  12 
  12 
  12 Extra Sensory Perception 
  4 4 4 
  4 4 4 
  4 4 4 4 
  
  9 
  An Oracle is only able to cast spells of the 
  White colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  No other spells can be learned. They have access to 
  all White spells of every level they have available to 
  cast, requiring no spellbook or learning. 
   
  Further, a Oracle may choose one of the 
  White Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list. Some Oracles thus specialise in 
  Summoning, others in Intervention and yet others in 
  Omniscience. The spontaneous casting ability is 
  identical to a cleric’s ability to spontaneously cast 
  healing magic, except it is limited to the spells on 
  the one domain list that the character has chosen 
  and not to all healing magic.  
   
  The Oracle gains access to the basic domain 
  power of their chosen specialist domain at 1st level, 
  and the advanced domain power at 5th level. 
   
  Lore 
   
   
  Oracles gain insight into all knowledge 
  without need to study. They are capable of intuit in 
  depth general knowledge on any topic. Except as 
  noted, this ability is in game effect identical to and 
  cumulative with the ability of the Loremaster class 
  of the same name, and the Bardic Knowledge 
  ability. Through it they gain the ability to know of 
  legends or information regarding various topics. 
   
  The Oracle adds their level and Intelligence 
  modifier and consults the notes on page 28 of the 
  Player's Handbook for what information this ability 
  yields on the subject in question. This power 
  requires no study, the knowledge is directly granted 
  through the Oracle’s natural intuition.  
  Extra Sensory Perception (Ex) 
   
   
  At 2nd level and every three levels 
  thereafter (5th, 8th, 11th, 14th, 17th and 20th), the Oracle 
  gains one Extra Sensory Perceptive ability of their 
  choice from the following list. These abilities stem 
  from the Oracle’s superlative powers of foresight 
  and sensory enhancement, and their subsequent 
  capacity for pre-emptive action. 
   
  Find Weakness 
   
   
  Make a Lore roll versus DC 20 + the challenge rating 
  of an opponent to gain an insight into it's 
  weaknesses. If the opponent has no weaknesses or 
  vulnerabilities, gain a +2 insight bonus to your 
  attack rolls or spell DC against that opponent for the 
  duration of the encounter. 
   
  Rapid True Strike 
   
  An Oracle must already have the Find 
  Weakness ability in order to quality for Rapid True 
  Strike. The Oracle can use the spell True Strike once 
  per day without having to memorize it, and further, 
  they are capable of casting this spell only as a move 
  equivalent action instead of a standard action. This 
  allows them to use a free five foot step, and strike 
  with a +20 insight bonus to hit with one attack in the 
  same round (avoiding any miss percentage chance 
  that might apply due to concealment). This 
  modification to the spell applies whether or not it is 
  cast using the bonus spell from this ability or 
  through normal spell use. 
   
  Intuition 
   
  If an Oracle with intuition should fail a skill 
  roll 
  and 
  there 
  are immediate consequences, 
  providing they did not roll a 1 on the original roll, 
  they gain a +4 insight bonus to any immediately 
  subsequent consequence that requires a roll. For 
  example, if an Oracle fails to disarm a trap but does 
  not roll a 1, and it goes off, they gain a +4 insight 
  bonus to save against the subsequent payload of the 
  trap. Or, if they fail to sneak past a guard not rolling 
  a 1, they gain +4 to initiative for the first round of 
  combat. 
   
  Uncanny Dodge 
   
   
  The Oracle gains the ability to react to 
  danger on instinct. In situations where caught flat-
  footed or struck by an invisible opponent, the Oracle 
  retains their Dexterity bonus to armor class (if any). 
  If completely immobilized, they lose this ability. 
    
  Improved Uncanny Dodge  
   
   
  The Oracle must have the Uncanny Dodge 
  ability through in order to gain the Improved 
  version. With this ability the Oracle can no longer be 
  flanked, reacting to opponents to either side as 
  easily as a single opponent or opponents in front 
  and behind. This ability denies a Rogue the ability to 
  perform sneak attacks on the Oracle by flanking 
  them, unless the Rogue has at least four more Rogue 
  levels than the target has Oracle levels. If the 
  character already has the Uncanny Dodge ability 
  from another class, the levels from the classes that 
  grant Uncanny Dodge stack to determine the 
  minimum level a rogue must be to flank the 
  character. 
   
  Evasion 
   
  An Oracle with Evasion can avoid even 
  magical and unusual attacks through their ability to 
  foresee what is about to transpire. If the character 
  
  10 
  makes a successful Reflex save against an attack that 
  normally deals half damage on a successful save 
  they will instead take no damage. A helpless Oracle 
  does not gain the benefit of evasion, and this ability 
  does not function in heavier than light armour.  
   
  Improved Evasion 
   
  An Oracle must already have the Evasion 
  ability to qualify for Improved Evasion. This ability 
  works like Evasion except that while the Oracle still 
  takes no damage on a successful Reflex saving 
  throw against attacks like Fireball, they also only 
  suffer half damage on a failed save. As per evasion 
  this ability does not function if the Oracle is 
  unconscious, held or paralysed, or if they are 
  wearing heavier armour than light. 
   
  Speak with Animal 
   
   
  Though normally only a power of Green 
  magic, an Oracle with this ability can cast the spell 
  Speak with Animal once per day. 
   
  Speak with Plant 
   
   
  The Oracle must have the ability to Speak 
  with Animals to qualify for Speak with Plant. 
  Though normally a power of only Green magic, an 
  Oracle with this ability can cast the spell Speak with 
  Plant once per day. 
   
  Speak with Dead 
   
   
  Though normally usable only with Purple 
  magic, an Oracle with this ability can cast the spell 
  Speak with Dead once per day. 
   
  Call to Beyond 
   
   
  The Oracle must have the ability Speak with 
  Dead to qualify for this power. The Oracle can cast 
  the spell Contact Other Plane once per day without 
  having to memorize or spontaneously cast it. 
  Furthermore, any loss to mental faculties through 
  failure of this spell is measured in days rather than 
  weeks for any Oracle with the Call to Beyond 
  ability.  
   
  Omniscient Vision 
   
  The Oracle can use the Vision spell once per 
  day without having to memorize or spontaneously 
  cast it. Furthermore, Vision spell only costs half 
  experience to the Oracle when they have this ability 
  (50 experience points).  
   
  Omniscient Grace 
   
  An Oracle must already have the Omniscient Vision 
  ability to qualify for Omniscient Grace. The Oracle 
  gains a bonus to all saving throws equal to their 
  Charisma bonus. This ability is identical in effect to 
  Divine Grace, and is not cumulative with it. 
   
  Divine Inspiration 
   
   
  The Oracle must have the Call to Beyond 
  and Omniscient Grace abilities to qualify for Divine 
  Inspiration. This ability allows the Oracle once per 
  day to sense what it is like to have the mental 
  faculties of a god. This empowers them with a 
  profound sense of confidence and certainty that lasts 
  one minute per class level. While under the effect of 
  inspiration the character is granted a +10 insight 
  bonus that they may apply to any roll they desire (or 
  their armour class), once per round.  
   
  So an Oracle with this ability could choose 
  to gain a +10 bonus to one attack, or one saving 
  throw, or statistic check, or their armour class 
  against one attack only (not for the whole round) 
  once per round. This ability is cumulative with the 
  domain powers of the Omniscience Domain. 
   
  Ex-Oracles 
   
   
  Oracles are free to multiclass as per the 
  normal rules. There are some cases of multiclassing 
  with other chromatic magic classes in which the 
  spell casting abilities become cumulative. Please see 
  the Colours of Magic: Chrome for more details. 
   
  Gnome Oracle Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Quarter staff (1d4/1d4, critical x2, 
  4lb, two hands, bludgeoning) 
  Skill selection Pick a # of skills equal to 4+Int Mod 
  Skill 
  Ranks 
  Ability Armour 
  Concentration 
  4 
  Con 
  - 
  Diplomacy 
  4 
  Cha 
  - 
  Heal 
  2 
  Wis 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Knowledge (Religion) 
  4* 
  Int 
  - 
  Knowledge (any) 
  4 
  Int 
  - 
  Listen 
  2 
  Wis 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Spot 
  2 
  Wis 
  - 
  Feats 
  Wizard 
  Weapons, 
  Toughness, 
  Intervention Domain power* (+3). 
  Gear 
  Robes, spell components pouch, 
  packed lunch, water skin, first aid 
  kit. 
  Gold 
   
  6d4gp 
  
  11 
  AAppppeennddiixx::  W
  Whhiittee  SSppeellllss 
   
   Level 0 White Spells 
  Spell Name 
  Domain 
  Level Domain level 
  Divine Favour 
  Intervention 
  0 
  0 
  Guidance 
  Omniscience 
  0 
  0 
  Summon Instrument / tool Summoning 
  0 
  0 
   
  Divine Favor 
  White (Intervention) - Evocation 
  Level: Clr 1, Pal 1, White 0, Intervention 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
  Calling upon the strength and wisdom of a deity, you gain a +1 
  luck bonus on attack and weapon damage rolls for every three 
  caster levels you have (at least +1, maximum +6). The bonus 
  doesn’t apply to spell damage. 
   
  Guidance 
  White (Omniscience) - Divination 
  Level: Clr 0, Drd 0, White 0, Omniscience 0  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute or until discharged 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  This spell imbues the subject with a touch of divine guidance. The 
  creature gets a +1 competence bonus on a single attack roll, 
  saving throw, or skill check. It must choose to use the bonus 
  before making the roll to which it applies. 
   
  Summon Instrument / Tool 
  White (Summoning) - Conjuration (Summoning) 
  Level: Brd 0, White 0, Summoning 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: 0 ft. 
  Effect: One summoned handheld musical instrument 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell summons one handheld musical instrument or tool of 
  your choice. This instrument appears in your hands or at your 
  feet (your choice). The instrument or tool is typical for its type. 
  Only one instrument or tool appears per casting, and only you 
  can use it. You can’t summon any instrument or tool too large to 
  be held in two hands. This spell allows any skill use that requires 
  tools to be done without penalty.  
   
  Level 1 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Bane 
  Intervention 
  1 
   
  Bless 
  Intervention 
  1 
  1 
  Bless Water 
  Intervention 
  1 
   
  Bless Weapon 
  Intervention 
  1 
   
  Detect Snares and Pits 
  Omniscience 
  1 
   
  Alarm 
  Omniscience 
  1 
  1 
  Detect Secret Doors 
  Omniscience 
  1 
   
  True Strike 
  Omniscience 
  1 
   
  Mount 
  Summoning 
  1 
   
  Summon Monster I 
  Summoning 
  1 
  1 
   
  Bane 
  White (Intervention) - Enchantment (Compulsion) [Fear, Mind-
  Affecting] 
  Level: Clr 1, White 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Intervention 
  Level 
  Omniscience 
  Level 
  Summoning 
  Level 
  Divine Favour 
  0 
  Guidance 
  0 
  Summon Instrument / tool 
  0 
  Bane 
  1 
  Alarm 
  1 
  Mount 
  1 
  Bless 
  1 
  Detect Secret Doors 
  1 
  Summon Monster I 
  1 
  Bless Water 
  1 
  Detect Snares and Pits 
  1 
   
   
  Bless Weapon 
  1 
  True Strike 
  1 
   
   
  Augury 
  2 
  Find Traps 
  2 
  Summon Monster II 
  2 
  Consecrate 
  2 
  Owl Wisdom 
  2 
   
   
  Gentle Repose 
  2 
  See Invisibility 
  2 
   
   
  Spectral Hand 
  2 
   
   
   
   
  Helping Hand 
  3 
  Clairaudience/Clairvoyance 
  3 
  Summon Monster III 
  3 
  Prayer 
  3 
   
   
   
   
  Divination 
  4 
  Arcane Eye 
  4 
  Planar Binding, lesser 
  4 
   
   
  Detect Scrying 
  4 
  Summon Monster IV 
  4 
   
   
  Scrying 
  4 
   
   
  Planar Ally, Lesser 
  5 
  Prying Eyes 
  5 
  Contact Other Plane 
  5 
  Atonement 
  5 
  True Seeing 
  5 
  Summon Monster V 
  5 
  Commune 
  6 
  Find the Path 
  6 
  Planar Binding 
  6 
  Forbiddance 
  6 
  Legend Lore 
  6 
  Summon Monster VI 
  6 
   
   
  Owl's Wisdom, Mass 
  6 
   
   
  Planar Ally 
  7 
  Scrying, greater 
  7 
  D.'s Instant Summons 
  7 
   
   
  Vision 
  7 
  Summon Monster VII 
  7 
  Holy Sword 
  8 
  Discern Location 
  8 
  Binding 
  8 
  Planar Ally, Greater 
  8 
  Moment of Precience 
  8 
  Planar Binding, greater 
  8 
   
   
  Prying Eyes, greater 
  8 
  Summon Monster VIII 
  8 
  Miracle 
  9 
  Foresight 
  9 
  Soul Bind 
  9 
   
   
   
   
  Summon Monster IX 
  9 
  
  12 
  Area: All enemies within 50 ft. 
  Duration: 1 min./level 
  Saving Throw:Will negates 
  Spell Resistance: Yes 
  Bane fills your enemies with fear and doubt. Each affected 
  creature takes a –1 penalty on attack rolls and a –1 penalty on 
  saving throws against fear effects. 
  Bane counters and dispels bless. 
   
  Bless 
  White (Intervention) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Clr 1, Pal 1, White 1, Intervention 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area: The caster and all allies within a 50-ft. burst, centered on 
  the caster 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  Bless fills your allies with courage. Each ally gains a +1 morale 
  bonus on attack rolls and on saving throws against fear effects. 
  Bless counters and dispels bane. 
   
  Bless Water 
  White (Interventions) 0 Transmutation [Good] 
  Level: Clr 1, Pal 1, White 1 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Flask of water touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This transmutation imbues a flask (1 pint) of water with positive 
  energy, turning it into holy water. 
  Material Component: 5 pounds of powdered silver (worth 25 gp). 
   
  Bless Weapon 
  White (Intervention) - Transmutation 
  Level: Pal 1, White 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  This transmutation makes a weapon strike true against evil foes. 
  The weapon is treated as having a +1 enhancement bonus for the 
  purpose of bypassing the damage reduction of evil creatures or 
  striking evil incorporeal creatures (though the spell doesn’t grant 
  an actual enhancement bonus). The weapon also becomes good, 
  which means it can bypass the damage reduction of certain 
  creatures. (This effect overrides and suppresses any other 
  alignment the weapon might have.) Individual arrows or bolts 
  can be transmuted, but affected projectile weapons (such as 
  bows) don’t confer the benefit to the projectiles they shoot. 
  In addition, all critical hit rolls against evil foes are automatically 
  successful, so every threat is a critical hit. This last effect does not 
  apply to any weapon that already has a magical effect related to 
  critical hits, such as a keen weapon or a vorpal sword. 
   
   
  Detect Snares and Pits 
  White (Omniscience) - Divination 
  Level: Drd 1, Rgr 1, White 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You can detect simple pits, deadfalls, and snares as well as 
  mechanical traps constructed of natural materials. The spell does 
  not detect complex traps, including trapdoor traps. 
  Detect snares and pits does detect certain natural hazards—
  quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural 
  rock (a deadfall). However, it does not reveal other potentially 
  dangerous conditions. The spell does not detect magic traps 
  (except those that operate by pit, deadfall, or snaring; see the spell 
  snare), nor mechanically complex ones, nor those that have been 
  rendered safe or inactive. 
  The amount of information revealed depends on how long you 
  study a particular area. 
  1st Round: Presence or absence of hazards. 
  2nd Round: Number of hazards and the location of each. If a 
  hazard is outside your line of sight, then you discern its direction 
  but not its exact location. 
  Each Additional Round: The general type and trigger for one 
  particular hazard closely examined by you. 
  Each round, you can turn to detect snares and pits in a new area. 
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it. 
   
   
  Alarm 
  White (Omniscience) - Abjuration 
  Level: Brd 1, Rgr 1, Sor/Wiz 1, White 1, Omniscience 1 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation centered on a point in space 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Alarm sounds a mental or audible alarm each time a creature of 
  Tiny or larger size enters the warded area or touches it. A 
  creature that speaks the password (determined by you at the time 
  of casting) does not set off the alarm. You decide at the time of 
  casting whether the alarm will be mental or audible. 
  Mental Alarm: A mental alarm alerts you (and only you) so long as 
  you remain within 1 mile of the warded area. You note a single 
  mental “ping” that awakens you from normal sleep but does not 
  otherwise disturb concentration. A silence spell has no effect on a 
  mental alarm. 
  Audible Alarm: An audible alarm produces the sound of a hand 
  bell, and anyone within 60 feet of the warded area can hear it 
  clearly. Reduce the distance by 10 feet for each interposing closed 
  door and by 20 feet for each substantial interposing wall. 
  In quiet conditions, the ringing can be heard faintly as far as 180 
  feet away. The sound lasts for 1 round. Creatures within a silence 
  spell cannot hear the ringing. 
  Ethereal or astral creatures do not trigger the alarm. 
  Alarm can be made permanent with a permanency spell. 
  Arcane Focus: A tiny bell and a piece of very fine silver wire 
   
  Detect Secret Doors 
  White (Omniscience) - Divination 
  Level: Brd 1, Knowledge 1, Sor/Wiz 1, White 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You can detect secret doors, compartments, caches, and so forth. 
  Only passages, doors, or openings that have been specifically 
  constructed to escape detection are detected by this spell. The 
  amount of information revealed depends on how long you study 
  a particular area or subject. 
  1st Round: Presence or absence of secret doors. 
  2nd Round: Number of secret doors and the location of each. If an 
  aura is outside your line of sight, then you discern its direction 
  but not its exact location. 
  
  13 
  Each Additional Round: The mechanism or trigger for one 
  particular secret portal closely examined by you. Each round, you 
  can turn to detect secret doors in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it. 
   
  True Strike 
  White (Omniscience) - Divination 
  Level: Sor/Wiz 1, White 1 
  Components: V, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: See text 
  You gain temporary, intuitive insight into the immediate future 
  during your next attack. Your next single attack roll (if it is made 
  before the end of the next round) gains a +20 insight bonus. 
  Additionally, you are not affected by the miss chance that applies 
  to attackers trying to strike a concealed target. 
  Focus: A small wooden replica of an archery target. 
   
  Mount 
  White (Summoning) - Conjuration (Summoning) 
  Level: Sor/Wiz 1, White 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One mount 
  Duration: 2 hours/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You summon a light horse or a pony (your choice) to serve you as 
  a mount. The steed serves willingly and well. The mount comes 
  with a bit and bridle and a riding saddle. 
  Material Component: A bit of horse hair. 
   
  Summon Monster I 
  White (Summoning) - Conjuration (Summoning) [see text] 
  Level: Brd 1, Clr 1, Sor/Wiz 1, White 1, Summoning 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell summons an extraplanar creature (typically an 
  outsider, elemental, or magical beast native to another plane). It 
  appears where you designate and acts immediately, on your turn. 
  It attacks your opponents to the best of its ability. If you can 
  communicate with the creature, you can direct it not to attack, to 
  attack particular enemies, or to perform other actions. 
  The spell conjures one of the creatures from the 1st-level list on 
  the accompanying Summon Monster table. You choose which 
  kind of creature to summon, and you can change that choice each 
  time you cast the spell. 
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment 
  that cannot support them. 
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  Arcane Focus: A tiny bag and a small (not necessarily lit) candle. 
   
  Level 2 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Augury 
  Intervention 
  2 
  2 
  Consecrate 
  Intervention 
  2 
   
  Gentle Repose 
  Intervention 
  2 
   
  Spectral Hand 
  Intervention 
  2 
   
  Find Traps 
  Omniscience 
  2 
   
  Owl Wisdom 
  Omniscience 
  2 
   
  See Invisibility 
  Omniscience 
  2 
  2 
  Summon Monster II 
  Summoning 
  2 
  2 
   
  Augury 
  White (Intervention) - Divination 
  Level: Clr 2, White 2, Intervention 2 
  Components: V, S, M, F 
  Casting Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  An augury can tell you whether a particular action will bring 
  good or bad results for you in the immediate future. 
  The base chance for receiving a meaningful reply is 70% + 1% per 
  caster level, to a maximum of 90%; this roll is made secretly. A 
  question may be so straightforward that a successful result is 
  automatic, or so vague as to have no chance of success. If the 
  augury succeeds, you get one of four results: 
  • Weal (if the action will probably bring good results). 
  • Woe (for bad results). 
  • Weal and woe (for both). 
  • Nothing (for actions that don’t have especially good or bad 
  results). 
  If the spell fails, you get the “nothing” result. A cleric who gets 
  the “nothing” result has no way to tell whether it was the 
  consequence of a failed or successful augury. 
  The augury can see into the future only about half an hour, so 
  anything that might happen after that does not affect the result. 
  Thus, the result might not take into account the long-term 
  consequences of a contemplated action. All auguries cast by the 
  same person about the same topic use the same dice result as the 
  first casting. 
  Material Component: Incense worth at least 25 gp. 
  Focus: A set of marked sticks, bones, or similar tokens of at least 
  25 gp value. 
   
  Consecrate 
  White (Intervention) - Evocation [Good] 
  Level: Clr 2, White 2 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation 
  Duration: 2 hours/level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell blesses an area with positive energy. Each Charisma 
  check made to turn undead within this area gains a +3 sacred 
  bonus. Every undead creature entering a consecrated area suffers 
  minor disruption, giving it a –1 penalty on attack rolls, damage 
  rolls, and saves. Undead cannot be created within or summoned 
  into a consecrated area. 
  If the consecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity, pantheon, or aligned 
  higher power, the modifiers given above are doubled (+6 sacred 
  bonus on turning checks, –2 penalties for undead in the area). 
  You cannot consecrate an area with a similar fixture of a deity 
  other than your own patron. 
  If the area does contain an altar, shrine, or other permanent 
  fixture of a deity, pantheon, or higher power other than your 
  patron, the consecrate spell instead curses the area, cutting off its 
  connection with the associated deity or power. This secondary 
  function, if used, does not also grant the bonuses and penalties 
  relating to undead, as given above. 
  Consecrate counters and dispels desecrate. 
  Material Component: A vial of holy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around the 
  area. 
   
  Gentle Repose 
  White (Intervention) - Necromancy 
  Level: Clr 2, Sor/Wiz 3, White 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Corpse touched 
  
  14 
  Duration: One day/level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  You preserve the remains of a dead creature so that they do not 
  decay. Doing so effectively extends the time limit on raising that 
  creature from the dead (see raise dead). Days spent under the 
  influence of this spell don’t count against the time limit. 
  Additionally, this spell makes transporting a fallen comrade more 
  pleasant. 
  The spell also works on severed body parts and the like. 
  Arcane Material Component: A pinch of salt, and a copper piece for 
  each eye the corpse has (or had). 
   
  Spectral Hand 
  White (Summoning) - Necromancy 
  Level: Sor/Wiz 2, White 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One spectral hand 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  A ghostly, glowing hand shaped from your life force materializes 
  and moves as you desire, allowing you to deliver low-level, touch 
  range spells at a distance. On casting the spell, you lose 1d4 hit 
  points that return when the spell ends (even if it is dispelled), but 
  not if the hand is destroyed. (The hit points can be healed as 
  normal.) For as long as the spell lasts, any touch range spell of 4th 
  level or lower that you cast can be delivered by the spectral hand. 
  The spell gives you a +2 bonus on your melee touch attack roll, 
  and attacking with the hand counts normally as an attack. The 
  hand always strikes from your direction. The hand cannot flank 
  targets like a creature can. After it delivers a spell, or if the hand 
  goes beyond the spell range, goes out of your sight, the hand 
  returns to you and hovers. 
  The hand is incorporeal and thus cannot be harmed by normal 
  weapons. It has improved evasion (half damage on a failed Reflex 
  save and no damage on a successful save), your save bonuses, 
  and an AC of at least 22. Your Intelligence modifier applies to the 
  hand’s AC as if it were the hand’s Dexterity modifier. The hand 
  has 1 to 4 hit points, the same number that you lost in creating it. 
   
  Find Traps 
  White (Omniscience) - Divination 
  Level: Clr 2, White 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You gain intuitive insight into the workings of traps. You can use 
  the Search skill to detect traps just as a rogue can. In addition, 
  you gain an insight bonus equal to one-half your caster level 
  (maximum +10) on Search checks made to find traps while the 
  spell is in effect. 
  Note that find traps grants no ability to disable the traps that you 
  may find. 
   
  Owl’s Wisdom 
  White (Omniscience) - Transmutation 
  Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2, White 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to 
  Wisdom-related skills. Clerics, druids, paladins, and rangers (and 
  other Wisdom-based spellcasters) who receive owl’s wisdom do 
  not gain any additional bonus spells for the increased Wisdom, 
  but the save DCs for their spells increase. 
  Arcane Material Component: A few feathers, or a pinch of 
  droppings, from an owl. 
   
  See Invisibility 
  White (Omniscience) - Divination 
  Level: Brd 3, Sor/Wiz 2, White 2, Omniscience 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
  You can see any objects or beings that are invisible within your 
  range of vision, as well as any that are ethereal, as if they were 
  normally visible. Such creatures are visible to you as translucent 
  shapes, allowing you easily to discern the difference between 
  visible, invisible, and ethereal creatures. 
  The spell does not reveal the method used to obtain invisibility. It 
  does not reveal illusions or enable you to see through opaque 
  objects. It does not reveal creatures who are simply hiding, 
  concealed, or otherwise hard to see. 
  See invisibility can be made permanent with a permanency spell. 
  Material Component: A pinch of talc and a small sprinkling of 
  powdered silver. 
   
   
  Summon Monster II 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Brd 2, Clr 2, Sor/Wiz 2, White 2, Summoning 2 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 2nd-level list or 1d3 creatures of 
  the same kind from the 1st-level list. 
   
  Level 3 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Helping Hand 
  Intervention 
  3 
   
  Prayer 
  Intervention 
  3 
  3 
  Clairaudience/Clairvoyance Omniscience 
  3 
  3 
  Summon Monster III 
  Summoning 
  3 
  3 
   
  Helping Hand 
  White (Intervention) - Evocation 
  Level: Clr 3, White 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 5 miles 
  Effect: Ghostly hand 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  You create the ghostly image of a hand, which you can send to 
  find a creature within 5 miles. The hand then beckons to that 
  creature and leads it to you if the creature is willing to follow. 
  When the spell is cast, the hand appears in front of you. You then 
  specify a person (or any creature) by physical description, which 
  can include race, gender, and appearance but not ambiguous 
  factors such as level, alignment, or class. When the description is 
  complete, the hand streaks off in search of a subject that fits the 
  description. The amount of time it takes to find the subject 
  depends on how far away she is. 
  Distance 
  Time to Locate 
  100 ft. or less 
  1 round 
  1,000 ft. 
  1 minute 
  1 mile 
  10 minutes 
  2 miles 
  1 hour 
  3 miles 
  2 hours 
  4 miles 
  3 hours 
  5 miles 
  4 hours 
  Once the hand locates the subject, it beckons the creature to 
  follow it. If the subject does so, the hand points in your direction, 
  indicating the most direct feasible route. The hand hovers 10 feet 
  in front of the subject, moving before it at a speed of as much as 
  
  15 
  240 feet per round. Once the hand leads the subject back to you, it 
  disappears. 
  The subject is not compelled to follow the hand or act in any 
  particular way toward you. If the subject chooses not to follow, 
  the hand continues to beckon for the duration of the spell, then 
  disappears. If the spell expires while the subject is en route to 
  you, the hand disappears; the subject must then rely on her own 
  devices to locate you. 
  If more than one subject in a 5-mile radius meets the description, 
  the hand locates the closest creature. If that creature refuses to 
  follow the hand, the hand does not seek out a second subject. 
  If, at the end of 4 hours of searching, the hand has found no 
  subject that matches the description within 5 miles, it returns to 
  you, displays an outstretched palm (indicating that no such 
  creature was found), and disappears. 
  The ghostly hand has no physical form. It is invisible to anyone 
  except you and a potential subject. It cannot engage in combat or 
  execute any other task aside from locating a subject and leading it 
  back to you. The hand can’t pass through solid objects but can 
  ooze through small cracks and slits. The hand cannot travel more 
  than 5 miles from the spot it appeared when you cast the spell. 
   
  Prayer 
  White (Intervention) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Clr 3, Pal 3, White 3, Intervention 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: All allies and foes within a 40-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  You bring special favor upon yourself and your allies while 
  bringing disfavor to your enemies. You and your each of your 
  allies gain a +1 luck bonus on attack rolls, weapon damage rolls, 
  saves, and skill checks, while each of your foes takes a –1 penalty 
  on such rolls. 
   
  Clairaudience/Clairvoyance 
  White (Omniscience) - Divination (Scrying) 
  Level: Brd 3, Knowledge 3, Sor/Wiz 3, White 3, Omniscience 3 
  Components: V, S, F/DF 
  Casting Time: 10 minutes 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Magical sensor 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Clairaudience/clairvoyance creates an invisible magical sensor at a 
  specific location that enables you to hear or see (your choice) 
  almost as if you were there. You don’t need line of sight or line of 
  effect, but the locale must be known—a place familiar to you or 
  an obvious one. Once you have selected the locale, the sensor 
  doesn’t move, but you can rotate it in all directions to view the 
  area as desired. Unlike other scrying spells, this spell does not 
  allow magically or supernaturally enhanced senses to work 
  through it. If the chosen locale is magically dark, you see nothing. 
  If it is naturally pitch black, you can see in a 10- foot radius 
  around the center of the spell’s effect. Clairaudience/clairvoyance 
  functions only on the plane of existence you are currently 
  occupying. 
  Arcane Focus: A small horn (for hearing) or a glass eye (for 
  seeing). 
   
  Summon Monster III 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Brd 3, Clr 3, Sor/Wiz 3, White 3, Summoning 3 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 3rd-level list, 1d3 creatures of the 
  same kind from the 2nd-level list, or 1d4+1 creatures of the same 
  kind from the 1st-level list. 
   
  Level 4 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Divination 
  Intervention 
  4 
  4 
  Arcane Eye 
  Omniscience 
  4 
   
  Detect Scrying 
  Omniscience 
  4 
   
  Scrying 
  Omniscience 
  4 
  4 
  Planar Binding, lesser 
  Summoning 
  4 
   
  Summon Monster IV 
  Summoning 
  4 
  4 
   
  Divination 
  White (Intervention) - Divination 
  Level: Clr 4, Knowledge 4, White 4, Intervention 4 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: Instantaneous  
  Similar to augury but more powerful, a divination spell can 
  provide you with a useful piece of advice in reply to a question 
  concerning a specific goal, event, or activity that is to occur 
  within one week. The advice can be as simple as a short phrase, 
  or it might take the form of a cryptic rhyme or omen. If your 
  party doesn’t act on the information, the conditions may change 
  so that the information is no longer useful. The base chance for a 
  correct divination is 70% + 1% per caster level, to a maximum of 
  90%. If the dice roll fails, you know the spell failed, unless specific 
  magic yielding false information is at work. 
  As with augury, multiple divinations about the same topic by the 
  same caster use the same dice result as the first divination spell 
  and yield the same answer each time. 
  Material Component: Incense and a sacrificial offering appropriate 
  to your religion, together worth at least 25 gp. 
   
  Arcane Eye 
  White (Omniscience) - Divination (Scrying) 
  Level: Sor/Wiz 4, White 4 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Unlimited 
  Effect: Magical sensor 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create an invisible magical sensor that sends you visual 
  information. You can create the arcane eye at any point you can 
  see, but it can then travel outside your line of sight without 
  hindrance. An arcane eye travels at 30 feet per round (300 feet per 
  minute) if viewing an area ahead as a human would (primarily 
  looking at the floor) or 10 feet per round (100 feet per minute) if 
  examining the ceiling and walls as well as the floor ahead. It sees 
  exactly as you would see if you were there. 
  The eye can travel in any direction as long as the spell lasts. Solid 
  barriers block its passage, but it can pass through a hole or space 
  as small as 1 inch in diameter. The eye can’t enter another plane 
  of existence, even through a gate or similar magical portal. 
  You must concentrate to use an arcane eye. If you do not 
  concentrate, the eye is inert until you again concentrate. 
  Material Component: A bit of bat fur. 
   
  Detect Scrying 
  White (Omniscience) - Divination 
  Level: Brd 4, Sor/Wiz 4, White 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: 40-ft.-radius emanation centered on you 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
  You immediately become aware of any attempt to observe you by 
  means of a divination (scrying) spell or effect. The spell’s area 
  
  16 
  radiates from you and moves as you move. You know the 
  location of every magical sensor within the spell’s area. 
  If the scrying attempt originates within the area, you also know 
  its location; otherwise, you and the scrier immediately make 
  opposed caster level checks (1d20 + caster level). If you at least 
  match the scrier’s result, you get a visual image of the scrier and 
  an accurate sense of his or her direction and distance from you. 
  Material Component: A small piece of mirror and a miniature brass 
  hearing trumpet. 
   
  Scrying 
  White (Omniscience) - Divination (Scrying) 
  Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4, White 4, Omniscience 4 
  Components: V, S, M/DF, F 
  Casting Time: 1 hour 
  Range: See text 
  Effect Magical sensor 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You can see and hear some creature, which may be at any 
  distance. If the subject succeeds on a Will save, the scrying 
  attempt simply fails. The difficulty of the save depends on how 
  well you know the subject and what sort of physical connection 
  (if any) you have to that creature. Furthermore, if the subject is on 
  another plane, it gets a +5 bonus on its Will save. 
  Knowledge 
  Will Save Modifier 
  None1 
  +10 
  Secondhand (you have heard of the 
  subject) 
  +5 
  Firsthand (you have met the subject) 
  +0 
  Familiar (you know the subject well) 
  –5 
  1 You must have some sort of connection to a creature you have 
  no knowledge of. 
  Connection 
  Will Save Modifier 
  Likeness or picture 
  –2 
  Possession or garment 
  –4 
  Body part, lock of hair, bit of nail, etc. 
  –10 
  If the save fails, you can see and hear the subject and the subject’s 
  immediate surroundings (approximately 10 feet in all directions 
  of the subject). If the subject moves, the sensor follows at a speed 
  of up to 150 feet. 
  As with all divination (scrying) spells, the sensor has your full 
  visual acuity, including any magical effects. In addition, the 
  following spells have a 5% chance per caster level of operating 
  through the sensor: detect chaos, detect evil, detect good, detect law, 
  detect magic, and message. 
  If the save succeeds, you can’t attempt to scry on that subject 
  again for at least 24 hours. 
  Arcane Material Component: The eye of a hawk, an eagle, or a roc, 
  plus nitric acid, copper, and zinc. 
  Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and 
  highly polished silver costing not less than 1,000 gp. The mirror 
  must be at least 2 feet by 4 feet. 
  Cleric Focus: A holy water font costing not less than 100 gp. 
  Druid Focus: A natural pool of water.  
   
  Planar Binding, Lesser 
  White (Summoning) - Conjuration (Calling) [see text] 
  Level: Sor/Wiz 5, White 4 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels); see text 
  Target: One elemental or outsider with 6 HD or less 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: No and Yes; see text 
  Casting this spell attempts a dangerous act: to lure a creature 
  from another plane to a specifically prepared trap, which must lie 
  within the spell’s range. The called creature is held in the trap 
  until it agrees to perform one service in return for its freedom. 
  To create the trap, you must use a magic circle spell, focused 
  inward. The kind of creature to be bound must be known and 
  stated. If you wish to call a specific individual, you must use that 
  individual’s proper name in casting the spell. 
  The target creature is allowed a Will saving throw. If the saving 
  throw succeeds, the creature resists the spell. If the saving throw 
  fails, the creature is immediately drawn to the trap (spell 
  resistance does not keep it from being called). The creature can 
  escape from the trap with by successfully pitting its spell 
  resistance against your caster level check, by dimensional travel, 
  or with a successful Charisma check (DC 15 + 1/2 your caster 
  level + your Cha modifier). It can try each method once per day. 
  If it breaks loose, it can flee or attack you. A dimensional anchor 
  cast on the creature prevents its escape via dimensional travel. 
  You can also employ a calling diagram (see magic circle against 
  evil) to make the trap more secure. 
  If the creature does not break free of the trap, you can keep it 
  bound for as long as you dare. You can attempt to compel the 
  creature to perform a service by describing the service and 
  perhaps offering some sort of reward. You make a Charisma 
  check opposed by the creature’s Charisma check. The check is 
  assigned a bonus of +0 to +6 based on the nature of the service 
  and the reward. If the creature wins the opposed check, it refuses 
  service. New offers, bribes, and the like can be made or the old 
  ones reoffered every 24 hours. This process can be repeated until 
  the creature promises to serve, until it breaks free, or until you 
  decide to get rid of it by means of some other spell. Impossible 
  demands or unreasonable commands are never agreed to. If you 
  roll a 1 on the Charisma check, the creature breaks free of the 
  binding and can escape or attack you. 
  Once the requested service is completed, the creature need only 
  so inform you to be instantly sent back whence it came. The 
  creature might later seek revenge. If you assign some open-ended 
  task that the creature cannot complete though its own actions the 
  spell remains in effect for a maximum of one day per caster level, 
  and the creature gains an immediate chance to break free. Note 
  that a clever recipient can subvert some instructions. 
  When you use a calling spell to call an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.  
   
  Summon Monster IV 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Brd 4, Clr 4, Sor/Wiz 4, White 4, Summoning 4 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 4th-level list, 1d3 creatures of the 
  same kind from the 3rd-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
   
  Level 5 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Planar Ally, Lesser 
  Intervention 
  5 
  5 
  Atonement 
  Intervention 
  5 
   
  Prying Eyes 
  Omniscience 
  5 
   
  True Seeing 
  Omniscience 
  5 
  5 
  Contact Other Plane 
  Summoning 
  5 
   
  Summon Monster V 
  Summoning 
  5 
  5 
   
  Planar Ally, Lesser 
  White (Intervention) - Conjuration (Calling) [see text] 
  Level: Clr 4, White 5, Intervention 5 
  Components: V, S, DF, XP 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One called elemental or outsider of 6 HD or less 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  By casting this spell, you request your deity to send you an 
  elemental or outsider (of 6 HD or less) of the deity’s choice. If you 
  serve no particular deity, the spell is a general plea answered by a 
  creature sharing your philosophical alignment. If you know an 
  individual creature’s name, you may request that individual by 
  speaking the name during the spell (though you might get a 
  different creature anyway). 
  
  17 
  You may ask the creature to perform one task in exchange for a 
  payment from you. Tasks might range from the simple to the 
  complex. You must be able to communicate with the creature 
  called in order to bargain for its services. 
  The creature called requires a payment for its services. This 
  payment can take a variety of forms, from donating gold or magic 
  items to an allied temple, to a gift given directly to the creature, to 
  some other action on your part that matches the creature’s 
  alignment and goals. Regardless, this payment must be made 
  before the creature agrees to perform any services. The 
  bargaining takes at least 1 round, so any actions by the creature 
  begin in the round after it arrives. 
  A task taking up to 1 minute per caster level requires a payment 
  of 100 gp per HD of the creature called. For a task taking up to 1 
  hour per caster level, the creature requires a payment of 500 gp 
  per HD. A long-term task, one requiring up to one day per caster 
  level, requires a payment of 1,000 gp per HD. 
  A nonhazardous task requires only half the indicated payment, 
  while an especially hazardous task might require a greater gift. 
  Few if any creatures will accept a task that seems suicidal 
  (remember, a called creature actually dies when it is killed, unlike 
  a summoned creature). However, if the task is strongly aligned 
  with the creature’s ethos, it may halve or even waive the 
  payment.  
  At the end of its task, or when the duration bargained for expires, 
  the creature returns to its home plane (after reporting back to 
  you, if appropriate and possible). 
  Note: When you use a calling spell that calls an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type. 
  XP Cost: 100 XP. 
   
  Atonement 
  White (Intervention) - Abjuration 
  Level: Clr 5, Drd 5, White 5 
  Components: V, S, M, F, DF, XP 
  Casting Time: 1 hour 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell removes the burden of evil acts or misdeeds from the 
  subject. The creature seeking atonement must be truly repentant 
  and desirous of setting right its misdeeds. If the atoning creature 
  committed the evil act unwittingly or under some form of 
  compulsion, atonement operates normally at no cost to you. 
  However, in the case of a creature atoning for deliberate 
  misdeeds and acts of a knowing and willful nature, you must 
  intercede with your deity (requiring you to expend 500 XP) in 
  order to expunge the subject’s burden. Many casters first assign a 
  subject of this sort a quest (see geas/quest) or similar penance to 
  determine whether the creature is truly contrite before casting the 
  atonement spell on its behalf. 
  Atonement may be cast for one of several purposes, depending on 
  the version selected. 
  Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment to 
  its original status at no cost in experience points. 
  Restore Class: A paladin who has lost her class features due to 
  committing an evil act may have her paladinhood restored to her 
  by this spell. 
  Restore Cleric or Druid Spell Powers: A cleric or druid who has lost 
  the ability to cast spells by incurring the anger of his or her deity 
  may regain that ability by seeking atonement from another cleric 
  of the same deity or another druid. If the transgression was 
  intentional, the casting cleric loses 500 XP for his intercession. If 
  the transgression was unintentional, he does not lose XP. 
  Redemption or Temptation: You may cast this spell upon a creature 
  of an opposing alignment in order to offer it a chance to change 
  its alignment to match yours. The prospective subject must be 
  present for the entire casting process. Upon completion of the 
  spell, the subject freely chooses whether it retains its original 
  alignment or acquiesces to your offer and changes to your 
  alignment. No duress, compulsion, or magical influence can force 
  the subject to take advantage of the opportunity offered if it is 
  unwilling to abandon its old alignment. This use of the spell does 
  not work on outsiders or any creature incapable of changing its 
  alignment naturally. 
  Though the spell description refers to evil acts, atonement can also 
  be used on any creature that has performed acts against its 
  alignment, whether those acts are evil, good, chaotic, or lawful. 
  Note: Normally, changing alignment is up to the player. This use 
  of atonement simply offers a believable way for a character to 
  change his or her alignment drastically, suddenly, and 
  definitively. 
  Material Component: Burning incense. 
  Focus: In addition to your holy symbol or normal divine focus, 
  you need a set of prayer beads (or other prayer device, such as a 
  prayer wheel or prayer book) worth at least 500 gp. 
  XP Cost: When cast for the benefit of a creature whose guilt was 
  the result of deliberate acts, the cost to you is 500 XP per casting 
  (see above). 
   
  Prying Eyes 
  White (Omniscience) - Divination 
  Level: Sor/Wiz 5, White 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: One mile 
  Effect: Ten or more levitating eyes 
  Duration: 1 hour/level; see text (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You create a number of semitangible, visible magical orbs (called 
  “eyes”) equal to 1d4 + your caster level. These eyes move out, 
  scout around, and return as you direct them when casting the 
  spell. Each eye can see 120 feet (normal vision only) in all 
  directions. 
  While the individual eyes are quite fragile, they’re small and 
  difficult to spot. Each eye is a Fine construct, about the size of a 
  small apple, that has 1 hit point, AC 18 (+8 bonus for its size), 
  flies at a speed of 30 feet with perfect maneuverability, and has a 
  +16 Hide modifier. It has a Spot modifier equal to your caster 
  level (maximum +15) and is subject to illusions, darkness, fog, 
  and any other factors that would affect your ability to receive 
  visual information about your surroundings. An eye traveling 
  through darkness must find its way by touch. 
  When you create the eyes, you specify instructions you want 
  them to follow in a command of no more than twenty-five words. 
  Any knowledge you possess is known by the eyes as well. 
  In order to report their findings, the eyes must return to your 
  hand. Each replays in your mind all it has seen during its 
  existence. It takes an eye 1 round to replay 1 hour of recorded 
  images. After relaying its findings, an eye disappears.  
  If an eye ever gets more than 1 mile away from you, it instantly 
  ceases to exist. However, your link with the eye is such that you 
  won’t know if the eye was destroyed because it wandered out of 
  range or because of some other event. 
  The eyes exist for up to 1 hour per caster level or until they return 
  to you. Dispel magic can destroy eyes. Roll separately for each eye 
  caught in an area dispel. Of course, if an eye is sent into darkness, 
  it could hit a wall or similar obstacle and destroy itself. 
  Material Component: A handful of crystal marbles. 
   
  True Seeing 
  White (Omniscience) - Divination 
  Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6, White 5, 
  Omniscience 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You confer on the subject the ability to see all things as they 
  actually are. The subject sees through normal and magical 
  darkness, notices secret doors hidden by magic, sees the exact 
  locations of creatures or objects under blur or displacement effects, 
  sees invisible creatures or objects normally, sees through 
  
  18 
  illusions, and sees the true form of polymorphed, changed, or 
  transmuted things. Further, the subject can focus its vision to see 
  into the Ethereal Plane (but not into extradimensional spaces). 
  The range of true seeing conferred is 120 feet. 
  True seeing, however, does not penetrate solid objects. It in no 
  way confers X-ray vision or its equivalent. It does not negate 
  concealment, including that caused by fog and the like. True 
  seeing does not help the viewer see through mundane disguises, 
  spot creatures who are simply hiding, or notice secret doors 
  hidden by mundane means. In addition, the spell effects cannot 
  be further enhanced with known magic, so one cannot use true 
  seeing 
  through 
  a 
  crystal 
  ball 
  or 
  in 
  conjunction 
  with 
  clairaudience/clairvoyance. 
  Material Component: An ointment for the eyes that costs 250 gp 
  and is made from mushroom powder, saffron, and fat. 
   
  Contact Other Plane 
  White (Summoning) - Divination 
  Level: Sor/Wiz 5, White 5 
  Components: V 
  Casting Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: Concentration 
  You send your mind to another plane of existence (an Elemental 
  Plane or some plane farther removed) in order to receive advice 
  and information from powers there. (See the accompanying table 
  for possible consequences and results of the attempt.) The powers 
  reply in a language you understand, but they resent such contact 
  and give only brief answers to your questions. (All questions are 
  answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or 
  some other one-word answer.) 
  You must concentrate on maintaining the spell (a standard 
  action) in order to ask questions at the rate of one per round. A 
  question is answered by the power during the same round. For 
  every two caster levels, you may ask one question. 
  Contact with minds far removed from your home plane increases 
  the probability that you will incur a decrease to Intelligence and 
  Charisma, but the chance of the power knowing the answer, as 
  well as the probability of the entity answering correctly, are 
  likewise increased by moving to distant planes. 
  Once the Outer Planes are reached, the power of the deity 
  contacted determines the effects. (Random results obtained from 
  the table are subject to the personalities of individual deities.) 
  On rare occasions, this divination may be blocked by an act of 
  certain deities or forces. 
   
   
   
  Plane 
  Contacted 
  Avoid 
  Stat loss 
  True 
  Don’t 
  Know 
  Lie 
  Random 
  Answer 
  Elemental 
  Plane 
  DC 7/ 
  1 week 
  01–34 
  35–62 
  63–83 
  84–100 
  (appropriate) 
  (DC 7/ 
  1 week) 
  (01–68) 
  (69–75) 
  (76–98) 
  (99–100) 
  Positive/Neg
  ative Energy  
  DC 8/ 
  1 week 
  01–39 
  40–65 
  66–86 
  87–100 
  Astral 
  DC 9/ 
  1 week 
  01–44 
  45–67 
  68–88 
  89–100 
  Outer, demi-
  deity 
  DC 10/ 
  2 weeks 
  01–49 
  50–70 
  71–91 
  92–100 
  Outer, lesser 
  deity 
  DC 12/ 
  3 weeks 
  01–60 
  61–75 
  76–95 
  96–100 
  Outer, 
  intermediate 
  deity 
  DC 14/ 
  4 weeks 
  01–73 
  74–81 
  82–98 
  99–100 
  Outer, 
  greater deity 
  DC 16/ 
  5 weeks 
  01–88 
  89–90 
  91–99 
  100 
  Avoid Int/Cha Decrease: You must succeed on an Intelligence check 
  against this DC to avoid a decrease in Intelligence and Charisma. 
  If the check fails, your Intelligence and Charisma scores each fall 
  to 8 for the stated duration, and you become unable to cast arcane 
  spells. If you lose Intelligence and Charisma, the effect strikes as 
  soon as the first question is asked, and no answer is received. 
  (The entries in parentheses are for questions that pertain to the 
  appropriate Elemental Plane.) 
  Results of a Successful Contact: d% is rolled for the result shown 
  on the table: 
  True Answer: You get a true, one-word answer. Questions that 
  cannot be answered in this way are answered randomly. 
  Don’t Know: The entity tells you that it doesn’t know. 
  Lie: The entity intentionally lies to you. 
  Random Answer: The entity tries to lie but doesn’t know the 
  answer, so it makes one up. 
   
  Summon Monster V 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Brd 5, Clr 5, Sor/Wiz 5, White 5, Summoning 5 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 5th-level list, 1d3 creatures of the 
  same kind from the 4th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
   
   
  Level 6 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Commune 
  Intervention 
  6 
  6 
  Forbiddance 
  Intervention 
  6 
   
  Find the Path 
  Omniscience 
  6 
  6 
  Legend Lore 
  Omniscience 
  6 
   
  Owl's Wisdom, Mass 
  Omniscience 
  6 
   
  Planar Binding 
  Summoning 
  6 
   
  Summon Monster VI 
  Summoning 
  6 
  6 
   
   
  Commune 
  White (Intervention) - Divination 
  Level: Clr 5, White 6, Intervention 6 
  Components: V, S, M, DF, XP 
  Casting Time: 10 minutes 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  You contact your deity—or agents thereof —and ask questions 
  that can be answered by a simple yes or no. (A cleric of no 
  particular deity contacts a philosophically allied deity.) You are 
  allowed one such question per caster level. The answers given are 
  correct within the limits of the entity’s knowledge. “Unclear” is a 
  legitimate answer, because powerful beings of the Outer Planes 
  are not necessarily omniscient. In cases where a one-word answer 
  would be misleading or contrary to the deity’s interests, a short 
  phrase (five words or less) may be given as an answer instead. 
  The spell, at best, provides information to aid character decisions. 
  The entities contacted structure their answers to further their own 
  purposes. If you lag, discuss the answers, or go off to do anything 
  else, the spell ends. 
  Material Component: Holy (or unholy) water and incense. 
  XP Cost: 100 XP. 
   
   
  Forbiddance 
  White (Intervention) - Abjuration 
  Level: Clr 6, White 6 
  Components: V, S, M, DF 
  Casting Time: 6 rounds 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 60-ft. cube/level (S) 
  Duration: Permanent 
  Saving Throw: See text 
  Spell Resistance: Yes 
  Forbiddance seals an area against all planar travel into or within it. 
  This includes all teleportation spells (such as dimension door and 
  
  19 
  teleport), plane shifting, astral travel, ethereal travel, and all 
  summoning spells. Such effects simply fail automatically. 
  In addition, it damages entering creatures whose alignments are 
  different from yours. The effect on those attempting to enter the 
  warded area is based on their alignment relative to yours (see 
  below). A creature inside the area when the spell is cast takes no 
  damage unless it exits the area and attempts to reenter, at which 
  time it is affected as normal. 
  Alignments identical: No effect. The creature may enter the area 
  freely (although not by planar travel). 
  Alignments different with respect to either law/chaos or good/evil: The 
  creature takes 6d6 points of damage. A successful Will save 
  halves the damage, and spell resistance applies. 
  Alignments different with respect to both law/chaos and good/evil: The 
  creature takes 12d6 points of damage. A successful Will save 
  halves the damage, and spell resistance applies. 
  At your option, the abjuration can include a password, in which 
  case creatures of alignments different from yours can avoid the 
  damage by speaking the password as they enter the area. You 
  must select this option (and the password) at the time of casting. 
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level. 
  You can’t have multiple overlapping forbiddance effects. In such a 
  case, the more recent effect stops at the boundary of the older 
  effect. 
  Material Component: A sprinkling of holy water and rare incenses 
  worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a 
  password is desired, this requires the burning of additional rare 
  incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube. 
   
   
   
  Find the Path 
  White(Omniscience) - Divination 
  Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6, White 6, 
  Omniscience 6 
  Components: V, S, F 
  Casting Time: 3 rounds 
  Range: Personal or touch 
  Target: You or creature touched 
  Duration: 10 min./level 
  Saving Throw: None or Will negates (harmless) 
  Spell Resistance: No or Yes (harmless) 
  The recipient of this spell can find the shortest, most direct 
  physical route to a specified destination, be it the way into or out 
  of a locale. The locale can be outdoors, underground, or even 
  inside a maze spell. Find the path works with respect to locations, 
  not objects or creatures at a locale. The location must be on the 
  same plane as you are at the time of casting. 
  The spell enables the subject to sense the correct direction that 
  will eventually lead it to its destination, indicating at appropriate 
  times the exact path to follow or physical actions to take. For 
  example, the spell enables the subject to sense trip wires or the 
  proper word to bypass a glyph of warding. The spell ends when 
  the destination is reached or the duration expires, whichever 
  comes first. Find the path can be used to remove the subject and its 
  companions from the effect of a maze spell in a single round. 
  This divination is keyed to the recipient, not its companions, and 
  its effect does not predict or allow for the actions of creatures 
  (including guardians). 
  Focus: A set of divination counters of the sort you favor. 
   
   
  Owl’s Wisdom, Mass 
  White (Omniscience) - Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 6, White 6 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 
  ft. apart 
  This spell functions like owl’s wisdom, except that it affects 
  multiple creatures. 
   
   
  Planar Binding 
  White (Summoning) - Conjuration (Calling) [see text for lesser 
  planar binding] 
  Level: Sor/Wiz 6, White 6 
  Components: V, S 
  Targets: Up to three elementals or outsiders, totaling no more 
  than 12 HD, no two of which can be more than 30 ft. apart when 
  they appear 
  This spell functions like lesser planar binding, except that you may 
  call a single creature of 12 HD or less, or up to three creatures of 
  the same kind whose Hit Dice total no more than 12. Each 
  creature gets a save, makes an independent attempt to escape, 
  and must be individually persuaded to aid you. 
   
   
  Summon Monster VI 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Brd 6, Clr 6, Sor/Wiz 6, White 6, Summoning 6 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except you can 
  summon one creature from the 6th-level list, 1d3 creatures of the 
  same kind from the 5th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
  Level 7 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Planar Ally 
  Intervention 
  7 
  7 
  Scrying, greater 
  Omniscience 
  7 
   
  Vision 
  Omniscience 
  7 
  7 
  D.'s Instant Summons 
  Summoning 
  7 
   
  Summon Monster VII 
  Summoning 
  7 
  7 
   
  Planar Ally 
  White (Intervention) - Conjuration (Calling) [see text for lesser 
  planar ally] 
  Level: Clr 6, White 7, Intervention 7 
  Effect: One or two called elementals or outsiders, totaling no 
  more than 12 HD, which cannot be more than 30 ft. apart when 
  they appear 
  This spell functions like lesser planar ally, except you may call a 
  single creature of 12 HD or less, or two creatures of the same kind 
  whose Hit Dice total no more than 12. The creatures agree to help 
  you and request your return payment together. 
  XP Cost: 250 XP. 
   
  Scrying, Greater 
  White (Omniscience) - Divination (Scrying) 
  Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7, White 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Duration: 1 hour/level 
  This spell functions like scrying, except as noted above. 
  Additionally, all of the following spells function reliably through 
  the sensor: detect chaos, detect evil, detect good, detect law, detect 
  magic, message, read magic, and tongues. 
   
  Vision 
  White (Omniscience) - Divination 
  Level: Sor/Wiz 7, White 7, Omniscience 7 
  Components: V, S, M, XP 
  Casting Time: 1 standard action 
  This spell functions like legend lore, except that it works more 
  quickly but produces some strain on you. You pose a question 
  about some person, place, or object, then cast the spell. If the 
  person or object is at hand or if you are in the place in question, 
  you receive a vision about it by succeeding on a caster level check 
  (1d20 +1 per caster level; maximum +25) against DC 20. If only 
  detailed information on the person, place, or object is known, the 
  DC is 25, and the information gained is incomplete. If only 
  rumors are known, the DC is 30, and the information gained is 
  vague. 
  XP Cost: 100 XP. 
   
  
  20 
  Instant Summons 
  White (Summoning) - Conjuration (Summoning) 
  Level: Sor/Wiz 7, White 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: See text 
  Target: One object weighing 10 lb. or less whose longest 
  dimension is 6 ft. or less 
  Duration: Permanent until discharged 
  Saving Throw: None 
  Spell Resistance: No 
  You call some nonliving item from virtually any location directly 
  to your hand. 
  First, you must place your arcane mark on the item. Then you cast 
  this spell, which magically and invisibly inscribes the name of the 
  item on a sapphire worth at least 1,000 gp. Thereafter, you can 
  summon the item by speaking a special word (set by you when 
  the spell is cast) and crushing the gem. The item appears instantly 
  in your hand. Only you can use the gem in this way. 
  If the item is in the possession of another creature, the spell does 
  not work, but you know who the possessor is and roughly where 
  that creature is located when the summons occurs. 
  The inscription on the gem is invisible. It is also unreadable, 
  except by means of a read magic spell, to anyone but you. 
  The item can be summoned from another plane, but only if no 
  other creature has claimed ownership of it. 
  Material Component: A sapphire worth at least 1,000 gp. 
   
  Summon Monster VII 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Clr 7, Sor/Wiz 7, White 7, Summoning 7 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 7th-level list, 1d3 creatures of the 
  same kind from the 6th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
   
  Level 8 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Holy Sword 
  Intervention 
  8 
   
  Planar Ally, Greater 
  Intervention 
  8 
  8 
  Discern Location 
  Omniscience 
  8 
  8 
  Moment of Prescience 
  Omniscience 
  8 
   
  Prying Eyes, greater 
  Omniscience 
  8 
   
  Binding 
  Summoning 
  8 
   
  Planar Binding, greater 
  Summoning 
  8 
   
  Summon Monster VIII 
  Summoning 
  8 
  8 
   
  Holy Sword 
  White (Intervention) - Evocation [Good] 
  Level: Pal 4, White 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Melee weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell allows you to channel White power into your sword, or 
  any other melee weapon you choose. The weapon acts as a +5 
  aligned weapon (+5 enhancement bonus on attack and damage 
  rolls, extra 2d6 damage against opposite aligned opponents). It 
  also emits a magic circle against opposite alignment effect (as the 
  spell). If the magic circle ends, the sword creates a new one on 
  your turn as a free action. The spell is automatically cancelled 1 
  round after the weapon leaves your hand. You cannot have more 
  than one holy sword at a time. 
  If this spell is cast on a magic weapon, the powers of the spell 
  supersede any that the weapon normally has, rendering the 
  normal enhancement bonus and powers of the weapon 
  inoperative for the duration of the spell. This spell is not 
  cumulative with bless weapon or any other spell that might modify 
  the weapon in any way. 
  This spell does not work on artefacts. 
  Note: A masterwork weapon’s bonus to attack does not stack with 
  an enhancement bonus to attack. 
   
  Planar Ally, Greater 
  White (Intervention) - Conjuration (Calling) [see text for lesser 
  planar ally] 
  Level: Clr 8, White 8, Intervention 8 
  Effect: Up to three called elementals or outsiders, totaling no 
  more than 18 HD, no two of which can be more than 30 ft. apart 
  when they appear. 
  This spell functions like lesser planar ally, except that you may call 
  a single creature of 18 HD or less, or up to three creatures of the 
  same kind whose Hit Dice total no more than 18. The creatures 
  agree to help you and request your return payment together. 
  XP Cost: 500 XP. 
   
  Discern Location 
  White (Omniscience) - Divination 
  Level: Clr 8, Knowledge 8, Sor/Wiz 8, White 8, Omniscience 8 
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: Unlimited 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  A discern location spell is among the most powerful means of 
  locating creatures or objects. Nothing short of a mind blank spell 
  or the direct intervention of a deity keeps you from learning the 
  exact location of a single individual or object. Discern location 
  circumvents normal means of protection from scrying or location. 
  The spell reveals the name of the creature or object’s location 
  (place, name, business name, building name, or the like), 
  community, county (or similar political division), country, 
  continent, and the plane of existence where the target lies. 
  To find a creature with the spell, you must have seen the creature 
  or have some item that once belonged to it. To find an object, you 
  must have touched it at least once. 
   
  Moment of Prescience 
  White (Omniscience) - Divination 
  Level: Luck 8, Sor/Wiz 8, White 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until discharged 
  This spell grants you a powerful sixth sense in relation to 
  yourself. Once during the spell’s duration, you may choose to use 
  its effect. This spell grants you an insight bonus equal to your 
  caster level (maximum +25) on any single attack roll, opposed 
  ability or skill check, or saving throw. Alternatively, you can 
  apply the insight bonus to your AC against a single attack (even 
  if flatfooted). Activating the effect doesn’t take an action; you can 
  even activate it on another character’s turn if needed. You must 
  choose to use the moment of prescience before you make the roll it 
  is to modify. Once used, the spell ends. 
  You can’t have more than one moment of prescience active on you 
  at the same time. 
   
  Prying Eyes, Greater 
  White (Omniscience) - Divination 
  Level: Sor/Wiz 8, White 8 
  This spell functions like prying eyes, except that the eyes can see 
  all things as they actually are, just as if they had true seeing with a 
  range of 120 feet. Thus, they can navigate darkened areas at full 
  normal speed. Also, a greater prying eye’s maximum Spot modifier 
  is +25 instead of +15. 
   
  Binding 
  White (Summoning) - Enchantment (Compulsion) [Mind-
  Affecting] 
  Level: Sor/Wiz 8, White 8 
  Components: V, S, M 
  Casting Time: One minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  
  21 
  Target: One living creature 
  Duration: See text (D) 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  A binding spell creates a magical restraint to hold a creature. The 
  target gets an initial saving throw only if its Hit Dice equal at 
  least one-half your caster level. 
  You may have as many as six assistants help you with the spell. 
  For each assistant who casts suggestion, your caster level for this 
  casting of binding increases by 1. For each assistant who casts 
  dominate animal, dominate person, or dominate monster, your caster 
  level for this casting of binding increases by a number equal to 
  one-third of that assistant’s level, provided that the spell’s target 
  is appropriate for a binding spell. Since the assistants’ spells are 
  cast simply to improve your caster level for the purpose of the 
  binding spell, saving throws and spell resistance against the 
  assistants’ spells are irrelevant. Your caster level determines 
  whether the target gets an initial Will saving throw and how long 
  the binding lasts. All binding spells are dismissible. 
  Regardless of the version of binding you cast, you can specify 
  triggering conditions that end the spell and release the creature 
  whenever they occur. These triggers can be as simple or elaborate 
  as you desire, but the condition must be reasonable and have a 
  likelihood of coming to pass. The conditions can be based on a 
  creature’s name, identity, or alignment but otherwise must be 
  based on observable actions or qualities. Intangibles such as level, 
  class, Hit Dice, or hit points don’t qualify. Once the spell is cast, 
  its triggering conditions cannot be changed. Setting a release 
  condition increases the save DC (assuming a saving throw is 
  allowed) by 2. 
  If you are casting any of the first three versions of binding (those 
  with limited durations), you may cast additional binding spells to 
  prolong the effect, since the durations overlap. If you do so, the 
  target gets a saving throw at the end of the first spell’s duration, 
  even if your caster level was high enough to disallow an initial 
  saving throw. If the creature succeeds on this save, all the binding 
  spells it has received are broken. 
  The binding spell has six versions. Choose one of the following 
  versions when you cast the spell. 
  Chaining: The subject is confined by restraints that generate an 
  antipathy spell affecting all creatures who approach the subject, 
  except you. The duration is one year per caster level. The subject 
  of this form of binding is confined to the spot it occupied when it 
  received the spell. 
  Slumber: This version causes the subject to become comatose for 
  as long as one year per caster level. The subject does not need to 
  eat or drink while slumbering, nor does it age. This form of binding 
  is more difficult to cast than chaining, making it slightly easier to 
  resist. Reduce the spell’s save DC by 1. 
  Bound Slumber: This combination of chaining and slumber lasts for 
  as long as one month per caster level. Reduce the save DC by 2. 
  Hedged Prison: The subject is transported to or otherwise brought 
  within a confined area from which it cannot wander by any 
  means. The effect is permanent. Reduce the save DC by 3. 
  Metamorphosis: The subject assumes gaseous form, except for its 
  head or face. It is held harmless in a jar or other container, which 
  may be transparent if you so choose. The creature remains aware 
  of its surroundings and can speak, but it cannot leave the 
  container, attack, or use any of its powers or abilities. The binding 
  is permanent. The subject does not need to breathe, eat, or drink 
  while metamorphosed, nor does it age. Reduce the save DC by 4. 
  Minimus Containment: The subject is shrunk to a height of 1 inch 
  or even less and held within some gem, jar, or similar object. The 
  binding is permanent. The subject does not need to breathe, eat, or 
  drink while contained, nor does it age. Reduce the save DC by 4. 
  You can’t dispel a binding spell with dispel magic or a similar 
  effect, though an antimagic field or Mage’s disjunction affects it 
  normally. A bound extraplanar creature cannot be sent back to its 
  home plane due to dismissal, banishment, or a similar effect. 
  Components: The components for a binding spell vary according to 
  the version of the spell, but they always include a continuous 
  chanting utterance read from the scroll or spellbook page 
  containing the spell, somatic gestures, and materials appropriate 
  to the form of binding used. These components can include such 
  items as miniature chains of special metals, soporific herbs of the 
  rarest sort (for slumber bindings), a bell jar of the finest crystal, 
  and the like. 
  In addition to the specially made props suited to the specific type 
  of binding (cost 500 gp), the spell requires opals worth at least 500 
  gp for each HD of the target and a vellum depiction or carved 
  statuette of the subject to be captured. 
   
  Planar Binding, Greater 
  White (Summoning) - Conjuration (Calling) [see text for lesser 
  planar binding] 
  Level: Sor/Wiz 8, White 8 
  Components: V, S 
  Targets: Up to three elementals or outsiders, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. apart when 
  they appear. 
  This spell functions like lesser planar binding, except that you may 
  call a single creature of 18 HD or less, or up to three creatures of 
  the same kind whose Hit Dice total no more than 18. Each 
  creature gets a saving throw, makes independent attempts to 
  escape, and must be persuaded to aid you individually. 
   
  Summon Monster VIII 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Clr 8, Sor/Wiz 8, White 8, Summoning 8 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 8th-level list, 1d3 creatures of the 
  same kind from the 7th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
   
  Level 9 White Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Miracle 
  Intervention 
  9 
  9 
  Foresight 
  Omniscience 
  9 
  9 
  Soul Bind 
  Summoning 
  9 
   
  Summon Monster IX 
  Summoning 
  9 
  9 
   
  Miracle 
  White (Intervention) - Evocation 
  Level: Clr 9, Luck 9, White 9, Intervention 9 
  Components: V, S, XP; see text 
  Casting Time: 1 standard action 
  Range: See text 
  Target, Effect, or Area: See text 
  Duration: See text 
  Saving Throw: See text 
  Spell Resistance: Yes 
  You don’t so much cast a miracle as request one. You state what 
  you would like to have happen and request that your deity (or 
  the power you pray to for spells) intercede. 
  A miracle can do any of the following things. 
  • Duplicate any cleric spell of 8th level or lower (including spells 
  to which you have access because of your domains).  
  • Duplicate any other spell of 7th level or lower. 
  • Undo the harmful effects of certain spells, such as feeblemind or 
  insanity. 
  • Have any effect whose power level is in line with the above 
  effects. 
  If the miracle has any of the above effects, casting it has no 
  experience point cost. 
  Alternatively, a cleric can make a very powerful request. Casting 
  such a miracle costs the cleric 5,000 XP because of the powerful 
  divine energies involved. Examples of especially powerful 
  miracles of this sort could include the following. 
  • Swinging the tide of a battle in your favor by raising fallen 
  allies to continue fighting. 
  • Moving you and your allies, with all your and their gear, from 
  one plane to another through planar barriers to a specific locale 
  with no chance of error. 
  • Protecting a city from an earthquake, volcanic eruption, flood, 
  or other major natural disaster. 
  In any event, a request that is out of line with the deity’s (or 
  alignment’s) nature is refused. 
  
  22 
  A duplicated spell allows saving throws and spell resistance as 
  normal, but the save DCs are as for a 9th-level spell. When a 
  miracle duplicates a spell that has an XP cost, you must pay that 
  cost. When a miracle spell duplicates a spell with a material 
  component that costs more than 100 gp, you must provide that 
  component. 
  XP Cost: 5,000 XP (for some uses of the miracle spell; see above). 
   
  Foresight 
  White (Omniscience) - Divination 
  Level: Drd 9, Knowledge 9, Sor/Wiz 9, White 9, Omniscience 9 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Target: See text 
  Duration: 10 min./level 
  Saving Throw: None or Will negates (harmless) 
  Spell Resistance: No or Yes (harmless) 
  This spell grants you a powerful sixth sense in relation to yourself 
  or another. Once foresight is cast, you receive instantaneous 
  warnings of impending danger or harm to the subject of the spell. 
  You are never surprised or flat-footed. In addition, the spell gives 
  you a general idea of what action you might take to best protect 
  yourself and gives you a +2 insight bonus to AC and Reflex saves. 
  This insight bonus is lost whenever you would lose a Dexterity 
  bonus to AC. 
  When another creature is the subject of the spell, you receive 
  warnings about that creature. You must communicate what you 
  learn to the other creature for the warning to be useful, and the 
  creature can be caught unprepared in the absence of such a 
  warning. Shouting a warning, yanking a person back, and even 
  telepathically communicating (via an appropriate spell) can all be 
  accomplished before some danger befalls the subject, provided 
  you act on the warning without delay. The subject, however, does 
  not gain the insight bonus to AC and Reflex saves. 
  Arcane Material Component: A hummingbird’s feather. 
   
  Soul Bind 
  White (Summoning) - Necromancy 
  Level: Clr 9, Sor/Wiz 9, White 9 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Corpse 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: No 
  You draw the soul from a newly dead body and imprison it in a 
  black sapphire gem. The subject must have been dead no more 
  than 1 round per caster level. The soul, once trapped in the gem, 
  cannot be returned through clone, raise dead, reincarnation, 
  resurrection, true resurrection, or even a miracle or a wish. Only by 
  destroying the gem or dispelling the spell on the gem can one free 
  the soul (which is then still dead). 
  Focus: A black sapphire of at least 1,000 gp value for every Hit Die 
  possessed by the creature whose soul is to be bound. If the gem is 
  not valuable enough, it shatters when the binding is attempted. 
  (While creatures have no concept of level or Hit Dice as such, the 
  value of the gem needed to trap an individual can be researched. 
  Remember that this value can change over time as creatures gain 
  more Hit Dice.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Summon Monster IX 
  White (Summoning) - Conjuration (Summoning) [see text for 
  summon monster I] 
  Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9, White 9, 
  Summoning 9 
  This spell functions like summon monster I, except that you can 
  summon one creature from the 9th-level list, 1d3 creatures of the 
  same kind from the 8th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list. 
   
   
   
   
  B
  Bllaacckk  M
  Maaggiicc 
   
  If you are using the standard d20 
  character classes, you will need to know what 
  spells to limit a specialist in the colour White 
  from casting. As per the notes on page 2, the 
  opposing Colour to White is Black, so the 
  default limitation is with this colour. So you 
  can assume that a Specialist Wizard who 
  chooses White will not be able to learn or cast 
  any of the following spells, which is the spell 
  list for Black:  
   
  Magic Stone, Bear's Endurance , Meld into 
  Stone, Stone Shape, Spike Stones, Stoneskin, Wall of 
  Stone, Bear's Endurance, Mass, Move Earth, Stone 
  Tell, Wall of Iron, Statue, Iron Body, Earthquake, 
  Resistance, Endure Elements, Resist Energy, Shield 
  Other, Remove Curse, Death Ward, Dismissal, 
  Disrupting Weapon, Banishment, Repel Metal or 
  Stone, Trap the Soul, Freedom, Erase, Undetectable 
  Alignment, 
  Dispel 
  Magic, 
  Invisibility Purge, 
  Nondetection, Protection from Energy, Quench, 
  Break Enchantment, Globe of Invulnerability, lesser, 
  Spell Immunity, Spell Resistance, Antimagic Field, 
  Globe of Invulnerability, Dispel Magic, greater, Spell 
  Immunity, greater, Imprisonment, M.'s Disjunction 
  
  23 
  D
  Deeffaauulltt  SSuum
  mm
  moonneedd  M
  Moonnsstteerrss  
   
  Summoned Monsters 
   
  1st Level 
   
  Celestial dog 
  LG 
  Celestial owl 
  LG 
  Celestial giant fire beetle 
  NG 
  Celestial porpoise1 
  NG 
  Celestial badger 
  CG 
  Celestial monkey 
  CG 
  Fiendish dire rat 
  LE 
  Fiendish raven 
  LE 
  Fiendish monstrous centipede, Medium 
  NE 
  Fiendish monstrous scorpion, Small 
  NE 
  Fiendish hawk 
  CE 
  Fiendish monstrous spider, Small 
  CE 
  Fiendish octopus1 
  CE 
  Fiendish snake, Small viper 
  CE 
  2nd Level 
   
  Celestial giant bee 
  LG 
  Celestial giant bombardier beetle 
  NG 
  Celestial riding dog 
  NG 
  Celestial eagle 
  CG 
  Lemure (devil) 
  LE 
  Fiendish squid1 
  LE 
  Fiendish wolf 
  LE 
  Fiendish monstrous centipede, Large 
  NE 
  Fiendish monstrous scorpion, Medium 
  NE 
  Fiendish shark, Medium1 
  NE 
  Fiendish monstrous spider, Medium 
  CE 
  Fiendish snake, Medium viper 
  CE 
  3rd Level 
   
  Celestial black bear 
  LG 
  Celestial bison 
  NG 
  Celestial dire badger 
  CG 
  Celestial hippogriff 
  CG 
  Elemental, Small (any) 
  N 
  Fiendish ape 
  LE 
  Fiendish dire weasel 
  LE 
  Hell hound 
  LE 
  Fiendish snake, constrictor  
  LE 
  Fiendish boar 
  NE 
  Fiendish dire bat 
  NE 
  Fiendish monstrous centipede, Huge 
  NE 
  Fiendish crocodile 
  CE 
  Dretch (demon) 
  CE 
  Fiendish snake, Large viper 
  CE 
  Fiendish wolverine 
  CE 
  4th Level 
   
  Archon, lantern 
  LG 
  Celestial giant owl 
  LG 
  Celestial giant eagle 
  CG 
  Celestial lion 
  CG 
  Mephit (any) 
  N 
  Fiendish dire wolf 
  LE 
  Fiendish giant wasp 
  LE 
  Fiendish giant praying mantis 
  NE 
  Fiendish shark, Large1 
  NE 
  Yeth hound 
  NE 
  Fiendish monstrous spider, Large 
  CE 
  Fiendish snake, Huge viper 
  CE 
  Howler 
  CE 
  5th Level 
   
  Archon, hound 
  LG 
  Celestial brown bear 
  LG 
  Celestial giant stag beetle 
  NG 
  Celestial sea cat1 
  NG 
  Celestial griffon 
  CG 
  Elemental, Medium (any) 
  N 
  Achaierai 
  LE 
  Devil, bearded 
  LE 
  Fiendish deinonychus 
  LE 
  Fiendish dire ape 
  LE 
  Fiendish dire boar 
  NE 
  Fiendish shark, Huge 
  NE 
  Fiendish monstrous scorpion, Large 
  NE 
  Shadow mastiff 
  NE 
  Fiendish dire wolverine 
  CE 
  Fiendish giant crocodile 
  CE 
  Fiendish tiger 
  CE 
  6th Level 
   
  Celestial polar bear 
  LG 
  Celestial orca whale1 
  NG 
  Bralani (eladrin) 
  CG 
  Celestial dire lion 
  CG 
  Elemental, Large (any) 
  N 
  Janni (genie) 
  N 
  Chaos beast 
  CN 
  Devil, chain 
  LE 
  Xill 
  LE 
  Fiendish monstrous centipede, Gargantuan 
  NE 
  Fiendish rhinoceros 
  NE 
  Fiendish elasmosaurus1 
  CE 
  Fiendish monstrous spider, Huge 
  CE 
  Fiendish snake, giant constrictor 
  CE 
  7th Level 
   
  Celestial elephant 
  LG 
  Avoral (guardinal) 
  NG 
  Celestial baleen whale1 
  NG 
  Djinni (genie) 
  CG 
  Elemental, Huge (any) 
  N 
  Invisible stalker 
  N 
  Devil, bone 
  LE 
  Fiendish megaraptor 
  LE 
  Fiendish monstrous scorpion, Huge 
  NE 
  Babau (demon) 
  CE 
  Fiendish giant octopus1 
  CE 
  Fiendish girallon 
  CE 
  8th Level 
   
  Celestial dire bear 
  LG 
  Celestial cachalot whale1 
  NG 
  Celestial triceratops 
  NG 
  Lillend 
  CG 
  Elemental, greater (any) 
  N 
  Fiendish giant squid1 
  LE 
  Hellcat 
  LE 
  Fiendish monstrous centipede, Colossal 
  NE 
  Fiendish dire tiger 
  CE 
  Fiendish monstrous spider, Gargantuan 
  CE 
  Fiendish tyrannosaurus 
  CE 
  Vrock (demon) 
  CE 
  9th Level 
   
  Couatl 
  LG 
  Leonal (guardinal) 
  NG 
  Celestial roc 
  CG 
  Elemental, elder (any) 
  N 
  Devil, barbed 
  LE 
  Fiendish dire shark1 
  NE 
  Fiendish monstrous scorpion, Gargantuan 
  NE 
  Night hag 
  NE 
  Bebilith (demon) 
  CE 
  Fiendish monstrous spider, Colossal 
  CE 
  Hezrou (demon) 
  CE 
  1 May be summoned only into aquatic or watery environments. 
  
  24 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 
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  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
  content except tables, spell descriptions and the Game rule 
  information sections are Copyright 2004 Plot Device. Published 
  by Plot Device, www.plotdevice.com.au. All items in the Game 
  rule information section, spell descriptions and all tables are 
  Open Game Content. 
   
  A.2 'D20 System' and the 'D20 System' logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the D20 System Licence version 3.0. A copy of this 
  Licence can be found at www.wizards.com/d20  
   
  A.3 Chromatic Magic Symbols and Oracle image owned by Jesus 
  and 
  Javier 
  Carmona 
  http://www.carmonaart.com, 
  used 
  by 
  permission. 
   
   
  Credits: 
  Oracle image …….…………  Jesus & Javier Carmona 
  Magic Symbol images …….  Jesus & Javier Carmona 
  Proofing………………..……  Michael Christie 
  Writing et al ………………... Evangelos Paliatseas 
  
  1 
  Index 
  Overview ……………………… 
  2 
  Health …………………………. 
  3 
  Motive ………………...………. 
  4 
  Vitality ………………………… 
  5 
  The Physician ………….……… 
  6 
  Appendix (Yellow Spells) ……. 11 
  Licence …………………………. 
  19 
  YYeellllo
  ow
  w  M
  Maaggiicc 
  Arariah smiled warmly at the supplicants, doing her 
  best to reassure them as they waited. There were always so many 
  in need of her assistance, and she had to ration her abilities 
  carefully, using skills and knowledge as often as possible, saving the 
  magic for those in the greatest need. She sized up the man who 
  waited next; tall, tense, no obvious hurt, and 
  surmised that he came on behalf of another, 
  perhaps too ill to come in person. “What can a 
  Healer do to assist you, master?” she said. 
    
  Suddenly there was a knife in his hand, 
  and screaming from the crowd. “Durnag sends his 
  regards,” muttered the assassin, stabbing her thrice 
  through the chest. As she fell to the floor, agony 
  wracking her ruined torso, he grabbed her hair, 
  pulled back her head, and slashed her throat in a 
  swift, smooth arc. He turned from the corpse to the 
  few patients that were paralysed with fear rather 
  than fleeing. He motioned with his bloody knife, 
  and they parted, giving him egress.  
   
  “Now that I know what Durnag wants 
  from me,” said Arariah, voice shaking, but clear, 
  “perhaps you will oblige me with your desire.” 
  The assassin spun around, eyes wide with fear. 
  There, on the ground, the spilt blood: there, on 
  her tunic, the marks of violence. Yet she stood, a 
  little 
  unsteadily, 
  but 
  alive 
  and 
  whole 
  nonetheless, almost calmly staring at him. 
  Something snapped inside the hardened killer, and the knife 
  dropped from his fingers with a wet thud. “How…?“ 
   
  “What kind of Physician would I be if I could not heal 
  myself?” Arariah sighed, “But I am saddened. I had hoped to 
  provide much more assistance to the needy today, and now I 
  am quite tired. Please, you must speak of your need. I 
  realize that the force of such desire as you feel must be overpowering, if it is cause 
  enough to force a man to murder. I insist.” Some power flowed into the last of her 
  words, and the assassin felt the need to unburden himself become acute. 
   
  “I require funds to support my offspring.” He muttered. “None will hire a 
  man of my past for any work but violence. And I am 
  committed by contract to kill you.” 
   
  “Your contract is fulfilled. Since it seems I am now 
  in need of a bodyguard, will twenty gold weekly suffice?” 
  she smiled with warmth at her killer, who stood open 
  mouthed, as if struck by thunder. A moment or two passed 
  as his life suffered a shift of perspective, then he nodded 
  with the first smile that had passed his lips in years.  
  Chromatic Arcana 
   
  This game supplement requires the Dungeons & 
  Dragons Players Handbook, Third Edition, published by 
  Wizards of the Coast, Inc. It uses material from the updated 
  v3.5 revision. All content in the Game Rule Info sections, all 
  spell descriptions and names and all tables are OGC. All fiction, pictures and other 
  descriptive text are IP of the respective creators. 
   
   
  Chromatic Health is a re-organization of the magic system of d20 fantasy. 
  Instead of Illusion, or Evocation, spells are classified according to colours. Three 
  new cleric domains are also included. It is possible to use this supplement directly 
  with the normal classes. A new class is also included: The Physician.  
  
  2 
  C
  Chhrroom
  maattiicc  M
  Maaggiicc  O
  Ovveerrvviieew
  w 
   
  S
  Scchho
  oo
  oll,,  S
  Suubb--sscchho
  oo
  oll,,  D
  Deessccrriipptto
  orr  
   
  In 
  the 
  Players Handbook, spells are 
  classified by School, Sub-School and Descriptor. 
  Here is the text of the information about this 
  categorisation system copied in from the System 
  Reference Document for reference: 
   
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that work in 
  similar ways. A small number of spells (arcane mark, limited 
  wish, permanency, prestidigitation, and wish) are universal, 
  belonging to no school. 
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further categorizes 
  the spell in some way. Some spells have more than one 
  descriptor. 
  The descriptors are acid, air, chaotic, cold, darkness, 
  death, earth, electricity, evil, fear, fire, force, good, language-
  dependent, lawful, light, mind-affecting, sonic, and water. 
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts with other 
  spells, with special abilities, with unusual creatures, with 
  alignment, and so on. 
   
  Chromatic Magic is a reclassification of the 
  base spells from the standard rules using a different 
  school system. All spells are given a school, or 
  Colour. The basic descriptors of spells do not 
  change. Only a few of their effects are modified to fit 
  in with this reclassification. The schools and sub-
  schools do change. The effect of this alteration to the 
  magic system is simple and subtle, but it has a very 
  powerful follow-on effect to the nature of the game 
  world that it might be included in. In particular 
  there are fundamental effects upon specialist 
  Wizards, and there may (if you choose to go that far) 
  be effects upon clerical magic, or even the existence 
  of any of the standard spellcasting classes.  
  The easiest application of these rules is to 
  simply allow a few new character classes that you 
  can say come from a culture that has had a different 
  approach to the study of magic within an already 
  existent standard world. It is relatively easy to 
  assume 
  that 
  a 
  culture 
  separated 
  from 
  the 
  mainstream of a fantasy world might develop a 
  magical metaphysics that approached arcane theory 
  from a chromatic perspective rather than an 
  elemental or effect-based one. 
   
  Each of the new schools (the Colours in 
  other words) is sub-divided into 3 sub sections, or 
  “spheres”. Spheres are in essence Sub-schools and 
  Descriptors wrapped into one. Note that focusing on 
  a sphere has no in-game effect with the standard 
  character classes. Some GMs may choose to use an 
  optional rule of giving a bonus to Sorcerers that 
  learn all the spells in a particular domain and colour 
  in exclusion of granting them the base domain or 
  even the advanced domain powers of the domain in 
  question as an added incentive for specialising. 
   
  S
  Sppeeccttrruum
  m  S
  Shhiifftt  
   
   
  Basically this is the name I gave to a d20 
  rules modification that I came up with for a game 
  universe I ran for my friends in 2004. I twisted the 
  magic system, the base character classes and 
  alignments, and took out the classic fantasy races, 
  adding in a few archetypes of my own. It was a lot 
  of fun to do, so I wanted to share these ideas.  
   
  In the Spectrum Shift system, all domains 
  are given a 0 level spell. If you are interested in 
  finding out what 0 level spells are allocated to the 
  basic domains out of the Player’s Handbook, they 
  are available in the “Unlikely Heroes: The Mystic” 
  character class. Please feel free to ignore the 0 level 
  spell for domains if you do not want to use that 
  option in your game world. If you do choose to use 
  this option, you should grant an extra 0 level spell 
  slot to clerics that must be chosen from the relevant 
  domain spells, as per the domain bonus spell rules. I 
  have included two levels of Domain power, the base 
  level available to clerics that might choose the 
  domain, and the advanced power that is available to 
  Mystics and classes like the Physician. Feel free to 
  use or ignore this extra information at your whim. 
   
  TThhee  C
  Co
  ollo
  ouurr  YYeellllo
  ow
  w  
   
  Yellow is the colour of life, covering mental 
  and physical wellbeing. To incorporate Colours into 
  an existing campaign, first allocate deities to them; 
  in the case of Yellow, deities of birth, home, healing, 
  the mind and resurrection can have influence over 
  the Yellow domains of Health, Motive and Vitality. 
  Yellow is unusual in that the spells are usually only 
  divine, so you may not want to include the option of 
  specialist wizards learning this style. If you choose 
  to allow these as arcane magic you may want to 
  disallow more than just the opposite colour to the 
  specialist, limiting them to only three colours 
  (Yellow, White and Chrome, which are the closest to 
  mimicking a classic cleric’s spell list):  
   
  Red (energy)  �� Indigo (thought) 
  Blue (pattern) 
  �� Orange (disorder) 
  White (divine) �� Black (mundane) 
  Yellow (life) 
  �� Purple (death) 
  Green (nature) �� Brown (artifice) 
  Grey (form) 
  �� Chrome (function) 
   
   
  The complete list of Purple spells is shown 
  after the Yellow Spell descriptions on page 25. 
  
  3 
  TThhee  SSpphheerree  ooff  H
  Heeaalltthh  
   
   
  Yellow is the colour of wellbeing, and 
  one of the primary areas that this can express 
  itself in is in healing. The sphere of Health 
  revolves around the mystical power to close 
  wounds, regenerate limbs, remove diseases and 
  cure afflictions. It is little assistance against 
  external toxins and damage sources except in 
  terms of healing the effects of these agents. 
   
  Allowing 
  this 
  sphere 
  to 
  arcane 
  spellcasters may cause issues for some game 
  worlds, in which the balance of power between 
  wizards and clerics is maintained through each 
  having access to abilities that the other does not 
  have. Thus this sphere is most likely not to be 
  included 
  in 
  those 
  available to wizards, 
  specialists and other arcane spell casters. If you 
  are building a world from scratch, however, 
  you may seek to develop the concept of 
  doctors, such that not only those empowered 
  by the divine learn the secrets of healing. 
   
  This sphere has no offensive spells; all 
  powers are devoted to restoring health to the 
  wounded and weak. As such, this is a sphere 
  that can only ever perform a support role in 
  combat. The exception to this rule is its use 
  against undead. As healing magic harms 
  undead creatures, this sphere can be a very 
  effective offensive force indeed against this 
  creature 
  type. 
  This ability is somewhat 
  specialist, and dependant upon the prevalence 
  of creatures of the night in your game world. 
  Table Yellow 1 All Health Spells 
  Spell Name 
  Level 
  Cure Minor Wounds 
  0 
  Cure Light Wounds 
  1 
  Cure Moderate Wounds 
  2 
  Restoration, lesser 
  2 
  Cure Serious Wounds 
  3 
  Remove Blindness/Deafness 
  3 
  Remove Disease 
  3 
  Cure Critical Wounds 
  4 
  Restoration 
  4 
  Cure Light Wounds, mass 
  5 
  Cure Moderate Wounds, Mass 
  6 
  Heal 
  6 
  Cure Serious Wounds, mass 
  7 
  Regenerate 
  7 
  Restoration, greater 
  7 
  Cure Critical Wounds, Mass 
  8 
  Heal, mass 
  9 
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  H
  Heeaalltthh  
   
  Deities of healing, health, life, nature 
  and birth are likely to grant access to this 
  domain to their clerics. It is very similar to the 
  Healing 
  domain, with only some minor 
  variances in terms of power and scope, and can 
  be given by deities with access to that other 
  domain with impunity.  
   
  The base domain ability for Health is 
  that the character gains the Healing skill as a 
  class skill if it was not already, further gaining a 
  +3 enhancement bonus to it.  
   
   
  The advanced domain power for Health 
  is Radiant Health. Whenever the character is 
  unwounded, up to three times a day, for one 
  minute per level each time, the character can 
  activate this power. The ability affects an area 
  that emanates around the character at 5’ radius 
  per 2 levels (rounded up). All within this radius 
  heal 1 point of hit point damage per round, up 
  to their maximum hit points. If the character is 
  wounded, the ability remains in effect for their 
  class level longer in rounds, up to the 
  maximum duration (1 minute per level). Even if 
  the character returns to full hit points and 
  undamaged 
  status, 
  the 
  shorter duration 
  applies, unless they reactivate this power. The 
  ability is indiscriminate, in that friend or foe 
  within the area of effect will gain the benefit of 
  the ability. The ability is cumulative with any 
  other regeneration or fast healing powers that 
  those exposed to it might have. 
   
  Table Yellow 2 Health Domain 
  Spell Name 
  Level 
  Cure Minor Wounds 
  0 
  Cure Light Wounds 
  1 
  Cure Moderate Wounds 
  2 
  Cure Serious Wounds 
  3 
  Cure Critical Wounds 
  4 
  Cure Light Wounds, mass 
  5 
  Cure Moderate Wounds, Mass 
  6 
  Cure Serious Wounds, mass 
  7 
  Cure Critical Wounds, Mass 
  8 
  Heal, mass 
  9 
  
  4 
  TThhee  SSpphheerree  ooff  M
  Moottiivvee  
    
   
  Unlike the Indigo sphere of Dominion, 
  Motive does not seek domination of others, but 
  rather seeks to study the roots of what makes 
  people tick. Motive is the psychologist or 
  psychiatrist’s sphere, focusing upon emotions 
  and feelings. Naturally, such study in terms of 
  magic does yield powers that can be construed 
  as mind control, but the effect is both more 
  subtle and more morally ambiguous that 
  Dominion.   
   
  Guiding 
  the 
  emotions 
  of 
  others, 
  empowering 
  them or manipulating them 
  according to the desire of the mage, even 
  evoking phobias or changing emotional states 
  without being concerned with the implications 
  to the higher mind and thoughts, these are all 
  powers that the sphere of Motive allows. It is a 
  powerful offensive and miscellaneous sphere 
  with some defensive abilities through the 
  ability to evoke repulsion in others, all of which 
  makes it well rounded and effective in a wide 
  variety of situations.  
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  M
  Mo
  ottiivvee  
   
   
  Deities that hold sway over Motive are 
  likely to be gods of madness, passions, love, 
  healing and rulership. Clerics that seek out the 
  powers of Motive are divided between those 
  interested in manipulation of others and those 
  seeking the power to strengthen and heal the 
  mental afflictions of others. Thus this is a 
  domain that might be considered a tool, 
  useable by both those with good or ill intent. 
   Table Yellow 3 All Motive Spells 
  Spell Name 
  Level 
  Hypnotism 
  0 
  Remove Fear 
  1 
  Sanctuary 
  1 
  Eagle Splendour 
  2 
  Enthrall 
  2 
  Hypnotic Pattern 
  2 
  Scare 
  2 
  Glibness 
  3 
  Good Hope 
  3 
  Heroism 
  3 
  Rage 
  3 
  Suggestion 
  4 
  Heroism, Greater 
  5 
  Eagle's Splendour, Mass 
  6 
  Suggestion, Mass 
  7 
  Symbol of Persuasion 
  8 
  Sympathy 
  9 
   
   
  The base domain power of Motive 
  grants the devotee the skills of Diplomacy, 
  Sense Motive and Bluff as class skills, also 
  granting +3 insight bonus to Sense Motive.  
   
   
  The advanced domain ability of the 
  domain of Motive is Empathic Projection. This 
  power is usable as a free action up to the 
  character’s class level times per day, and has an 
  effect over 5’ radius per class level, emanating 
  from the devotee. All entities in this area of 
  effect that are not immune to mind effecting 
  powers must make a will save vs. DC 10 + the 
  character’s class level. Those who fail are 
  immediately afflicted with whatever status 
  effects are currently inflicted upon the devotee 
  for one round for every three class levels of the 
  devotee (rounded up).  
   
  So if a 5th level Mystic was currently 
  staggered and evoked this power, all within 
  range that failed their saves would also become 
  staggered for 2 rounds. Note that a large 
  number of status effects prevent a character 
  from initiating even free actions: in the case of 
  this one specific power, the character may 
  initiate this ability even though they be affected 
  by a disabling status condition on the round 
  that they are effected for the first time, 
  providing they make a successful will save vs. 
  DC 20. So, for example, the above Mystic 
  would be able to evoke this power if afflicted 
  by a Sleep effect on the round that they are 
  affected (assuming they have a free action 
  available), if they made a successful will save 
  vs. DC 20, and choose to do so. 
   
   
  Table Yellow 4 Motive Domain 
  Spell Name 
  Level 
  Hypnotism 
  0 
  Sanctuary 
  1 
  Enthrall 
  2 
  Glibness 
  3 
  Suggestion 
  4 
  Heroism, Greater 
  5 
  Eagle’s Splendour, Mass 
  6 
  Suggestion, Mass 
  7 
  Symbol of Persuasion 
  8 
  Sympathy 
  9 
  
  5 
  TThhee  SSpphheerree  ooff  VViittaalliittyy  
    
  While the sphere of Health is concerned 
  with repairing wounds or damage that have 
  been inflicted, Vitality is focused upon life 
  energy itself in every way that it might 
  manifest. Vitality is more proactive and more 
  fundamental. It is not as capable of dealing 
  with the slings and arrows that might afflict the 
  body, but is more able to manage any external 
  forces that affect or are affected by life energy.  
   
  There is a strong relationship between 
  this sphere and the classic natural colour of 
  Green. Dealing with substances that might 
  weaken or end life (toxins and poisons), 
  infusing life energy into people and the 
  substances that sustain life (food and drink), 
  even the ultimate extent of restoring life energy 
  to the dead or resurrecting entire living beings 
  with nothing more than ash; these are the 
  powers of the Vitality sphere. It concentrates on 
  indirect abilities that might support, assist or 
  prevent, with no offensive powers whatsoever.  
   
  TThhee  D
  Do
  om
  maaiinn  o
  off  VViittaalliittyy  
   
   
  Life energy is the province of deities of 
  creation, birth, animals, plants, nature and 
  resurrection. It contains many of the classic 
  clerical spells, and is thus applicable to many 
  religions.  
   
  The base domain power for Vitality 
  enhances the character’s hit points by 3 points 
  permanently.  
  Table Yellow 5 All Vitality Spells 
  Spell Name 
  Level 
  Detect Poison 
  0 
  Purify Food and Drink 
  0 
  Virtue 
  0 
  Deathwatch 
  1 
  Goodberry 
  1 
  Aid 
  2 
  Delay Poison 
  2 
  Status 
  3 
  Create Food and Water 
  4 
  Neutralize Poison 
  5 
  Raise Dead 
  6 
  Heroes' Feast 
  7 
  Resurrection 
  8 
  True Resurrection 
  9 
   
   
  The 
  advanced domain power for 
  Vitality allows the devotee to impart their own 
  life energy into others. In effect, they can absorb 
  any harm and bring it upon themself. This 
  power has a range of touch, and can be used as 
  a spell like action as often as the character 
  desires, to a maximum number of hit points of 
  10x class level, and statistic damage of 1x class 
  level per day. The devotee must stipulate a 
  maximum threshold of harm that they wish to 
  absorb when they initiate this action, measured 
  in hit points and statistic point damage, and if 
  the total number of points absorbed is less than 
  this, only the lesser amount is drawn. The 
  devotee can also choose whether to absorb any 
  status afflictions or conditions that the target 
  may have, suffering the full effects of that 
  status condition without saving throw, for the 
  same duration that the target character would 
  have done. If the status effect is caused by an 
  ongoing condition the ability must be used each 
  round and the status condition re-absorbed. 
  Absorbing a permanent status is permanent 
  (death or petrification for example) Example: A 
  5th level Mystic (50 hit points, 5 stat points per 
  day) has absorbed 45 points of damage earlier 
  in the day and healed. A companion is 
  wounded to –5 hit points. The Mystic chooses 
  to absorb the 5 hit points only in the first round: 
  if they chose to absorb status conditions, they 
  would become unconscious. The associate 
  wakes up next round, but is staggered (0 hit 
  points). The Mystic can then absorb the 
  Staggered status, and the associate will act 
  normally. If the Mystic performs any actions, 
  they suffer a point of damage. Next round, the 
  associate becomes Staggered again, and the 
  Mystic can choose to activate this power once 
  more at that point.  
   
  Table Yellow 6 Vitality Domain 
  Spell Name 
  Level 
  Virtue 
  0 
  Deathwatch 
  1 
  Aid 
  2 
  Status 
  3 
  Create Food and Water 
  4 
  Neutralize Poison 
  5 
  Raise Dead 
  6 
  Heroes' Feast 
  7 
  Resurrection 
  8 
  True Resurrection 
  9 
  
  6 
  TThhee  PPhhyyssiicciiaann 
   
  Healers might not always be the province of those empowered by the 
  gods. Some moral individuals seek to better the mortal condition for all, studying 
  anatomy, medicine and the factors that make people who they are, all in the 
  ultimate aim of helping those in need. They might form colleges of people to all 
  study together, and these in turn might become hospitals for the treatment of the 
  ill and wounded. The most devoted of those that seek to learn the powers of 
  Yellow magic and its positive effects upon the body, mind and even life energy 
  of living beings are the Physicians. 
   
  Adventures 
   
  There may be animosity or respect between faith healers and Physicians - 
  such social issues are specific to the nature of the game world. Should animosity 
  exist, conflict of this kind is likely to be the impetus of many a plot revolving 
  around political maneuvering between secular and pious healers. Be that as it 
  may, the Physician holds great social power and respect for the services they 
  offer, and are guaranteed a warm bed and succor wherever they might travail, 
  should their skills be needed. 
   
  Many Physicians see a duty in traveling to make available their skills 
  where they are most needed. Others travel so as to experience and learn about 
  the healing techniques of others that they might come across in their voyaging. 
  Yet others are in search of rare herbs or extracts that might prove cures to 
  mysterious illnesses that as yet have no known vaccines. In all cases, there is a 
  dual pull upon the Physician, on the one hand to settle and serve a community in 
  all their needs, and on the other hand to travel and go where most needed, and 
  some even waver between these choices incessantly. 
   
  Characteristics 
   
  Yellow magic is a powerful force of pure biological vital energy. It fuels 
  the body of a Physician, filling it to overflow with resilience and health. A 
  Physician requires great physical strength to successfully channel this magic, and 
  a keen mind to learn ways and methods of wielding it to the most efficacious of 
  effects. They learn to retain some element of Yellow magic within their own 
  bodies, a power that can allow them to heal from even the most dire of wounds. 
  They have a natural tendency toward pacifism, so they learn few weapons. 
  
  7 
   
  As they study arcane magic, they suffer 
  from an incompatibility between their magic style 
  and most armor, as well. They are skilled in key 
  areas that make them useful as healers even when 
  their magic has become exhausted.  
   
  Alignment 
   
  Physicians are most often good in alignment 
  but bear no tendency on the poles of order and 
  chaos. It is possible to find Physicians that are 
  neutral with respect good and ill, and usually these 
  individuals are more concerned with the study itself 
  or lining their own pockets rather than any morality. 
  There are some few evil Physicians, who learn the 
  art so as to better manipulate others, both directly 
  through the Motive sphere, and indirectly through 
  willfully using the healing powers of magic when it 
  best suits them or as a tool for social leverage. 
   
  Religion 
   
   
  Physicians often find themselves at odds 
  with established religions. They tread on the other’s 
  turf in more ways than one, not to mention the fact 
  that the learning of the Physician and their 
  understanding about the mortal condition is likely 
  to be at odds with some (if not all) religious thought. 
   
   
  Lone Physicians might choose to pay lip 
  service to local religions for the sake of their own 
  peace, but are not likely to follow any religion. If 
  they are believers, it will most likely be of a deity of 
  healing and advancement.  
   
  Background 
   
  Yellow 
  magic 
  requires intense study, 
  physical training and some book learning. These 
  requirements 
  are 
  sufficiently harsh that few 
  members if any of the lower classes would have 
  access to the class as a development opportunity.   
   
  On the other end of the spectrum, the upper 
  classes are not likely to consider a profession of 
  healing the sick and wounded as a viable career 
  choice for any child of their ranks.  
   
  So the vast majority of Physicians have their 
  origins in the middle classes, for whom this class 
  can be seen as a step up from whatever occupations 
  their families might own. 
   
  Races 
   
   
  There is no association of race to class 
  whatsoever with Physicians. Any race might have 
  members capable of developing these powers.  
   
   
  In the Chrome World, the Physicians exist 
  in every race, and this class has an active society of 
  its very own. 
   
  Other Classes 
   
   
  Aside from clerics, of whom much has been 
  already said, Physicians will generally get on well 
  with all other classes, as everyone loves a healer, 
  especially one that does not try to force dogma 
  down your throat when you are stuck through with 
  arrows. 
   
  Role 
   
  Physicians have one key role: Heal the 
  party. They have great resilience and ability to 
  absorb punishment, and their high Strength 
  requirement often equips them to be better in melee 
  combat than most other arcane spellcasters. They 
  can thus form a strong part of a defensive line. Their 
  pacifist tendencies may make them a liability in 
  some situations, however, and they cannot under 
  any circumstances be relied upon for their combat 
  prowess against any combat specialist.  
   
  They have few defensive spells, but some 
  offensive ones, usually mind affecting through the 
  Motive sphere. These powers can be of some use to 
  them and their associates in conflict.  
   
  Game rule information 
   
  Abilities 
   
   
  The Physicians’ key primary statistics is 
  Strength. Their spell abilities rely on physical power 
  so that they can channel the vital energy that is 
  required to empower yellow magic.  
   
  Second, 
  Wisdom 
  and 
  Intelligence are 
  important for their effect on primary class skills, 
  often used when the character is low on magic.  
   
  They also benefit from good Constitution 
  for its survival benefits, and Dexterity for its dodge 
  bonuses. Charisma is not as important for a 
  Physician, though it does assist in having a good 
  bedside manner. 
   
  Alignment 
   
   
  A Physician can choose any alignment, 
  though most are good aligned, and few are evil. 
   
  Hit Die 
   
   
  D12 
   
  
  8 
  Class Skills  
   
  Concentration (Con), Craft (Alchemy) (Int), 
  Heal (Wis), Knowledge (Arcane) (Int), Knowledge 
  (Nature) (Int), Knowledge (Religion) (Int), Search 
  (Int), Sense Motive (Wis), Spellcraft (Int) 
   
  Skill points at 1st level 
   
   
  (4+Intelligence modifier) x 4 
   
  Skill points at Each Additional Level 
   
   
  4+Intelligence modifier 
   
  Class Features 
   
  Weapon and Armour Proficiency 
   
   
  Physicians do not learn to use armor or 
  shields, and only have proficiency in the classic 
  Wizard weapons of club, dagger, heavy crossbow, 
  light crossbow and quarterstaff. They suffer full 
  arcane spell failure chance if they should cast spells 
  while dressed in armor or carrying a shield. 
   
  Spells and Spheres  
   
  Physicians cast arcane spells, of the same 
  kind as Wizards, Sorcerers, and Bards. They must 
  prepare their spells in advance in the same way that 
  Wizards or Clerics do, though they do learn the 
  ability to spontaneously cast spells of one chosen 
  domain (see below).  
   
  They 
  are 
  required 
  to have Strength 
  sufficient to have any spell available (10+spell level). 
  The Difficulty Class for a saving throw against a 
  Physician's spell is 10 + the spell level + the caster's 
  Strength modifier.  
   
  They are restricted to a limited number of 
  spells per day as per Table Yellow 7: The Physician, 
  Spells and Special Abilities. They receive bonus 
  spells if they have a high Strength score as per 
  Player's Handbook Table 1-1: Ability Modifiers and 
  Bonus Spells.  
   
  A Physician is only able to cast spells of the 
  Yellow colour designation. A complete spell list is 
  included in the appendix at the end of this section. 
  No other spells can be learned or recorded in the 
  character’s spellbook.  
   
  Further, a Physician may choose one of the 
  Yellow Domains as an area of specialty, and they are 
  granted the base domain power of that domain, and 
  also the ability to spontaneously cast spells on that 
  domain list. Some Physicians specialise in Vitality, 
  others in Health and yet others in Motive.  
   
  The spontaneous casting ability is identical 
  to a cleric’s ability to spontaneously cast healing 
  magic, except it is limited to the spells on the one 
  domain list that the character has chosen and not to 
  all healing magic.  
   
  The Physician gains access to the basic 
  domain power at 1st level, and the advanced domain 
  power of their chosen domain at 5th level. 
   
  Table Yellow 7: The Physician, Spells and Special Abilities 
  Level 
  BAB 
  Fort. Ref. Will 
  Abilities 
  0 1 2 
  3 4 5 
  6 7 8 9 
  1 
  0 
  2 
  0 
  2 
  Wizard weapon prof., base domain power 
  3 1 
   
   
   
   
   
   
   
   
  2 
  1 
  3 
  0 
  3 
  Heal Thyself 0 
  4 2 
   
   
   
   
   
   
   
   
  3 
  1 
  3 
  1 
  3 
  Chirurgery 
  4 2 1 
   
   
   
   
   
   
   
  4 
  2 
  4 
  1 
  4 
  Heal Thyself 1 
  4 3 2 
   
   
   
   
   
   
   
  5 
  2 
  4 
  1 
  4 
  Advanced domain power. 
  4 3 2 
  1 
   
   
   
   
   
   
  6 
  3 
  5 
  2 
  5 
  Heal Thyself 2 
  4 3 3 
  2 
   
   
   
   
   
   
  7 
  3 
  5 
  2 
  5 
  Therapy 
  4 4 3 
  2 1 
   
   
   
   
   
  8 
  4 
  6 
  2 
  6 
  Heal Thyself 3 
  4 4 3 
  3 2 
   
   
   
   
   
  9 
  4 
  6 
  3 
  6 
  Patient healing rate x3 
  4 4 4 
  3 2 1 
   
   
   
   
  10 
  5 
  7 
  3 
  7 
  Heal Thyself 4 
  4 4 4 
  3 3 2 
   
   
   
   
  11 
  5 
  7 
  3 
  7 
  Life Force 
  4 4 4 
  4 3 2 
  1 
   
   
   
  12 
  6/1 
  8 
  4 
  8 
  Heal Thyself 5 
  4 4 4 
  4 3 3 
  2 
   
   
   
  13 
  6/1 
  8 
  4 
  8 
  Patient healing rate x4 
  4 4 4 
  4 4 3 
  2 1 
   
   
  14 
  7/2 
  9 
  4 
  9 
  Heal Thyself 6 
  4 4 4 
  4 4 3 
  3 2 
   
   
  15 
  7/2 
  9 
  5 
  9 
  Greater Life Force 
  4 4 4 
  4 4 4 
  3 2 1 
   
  16 
  8/3 
  10 
  5 
  10 Heal Thyself 7 
  4 4 4 
  4 4 4 
  3 3 2 
   
  17 
  8/3 
  10 
  5 
  10 Patient healing rate x5 
  4 4 4 
  4 4 4 
  4 3 2 1 
  18 
  9/4 
  11 
  6 
  11 Heal Thyself 8 
  4 4 4 
  4 4 4 
  4 3 3 2 
  19 
  9/4 
  11 
  6 
  11 Ultimate Life Force 
  4 4 4 
  4 4 4 
  4 4 3 3 
  20 
  10/5 
  12 
  6 
  12 Heal Thyself 9 
  4 4 4 
  4 4 4 
  4 4 4 4 
  
  9 
  Spellbooks 
   
  A Physician must study their spellbooks 
  daily to prepare spells as a Wizard does. They 
  cannot prepare any spell not in their spellbook. A 
  Physician begins with a spellbook containing 2 0-
  level Yellow spells and 2 1st level Yellow spells. At 
  minimum one of spell of each spell level must be 
  from the character’s chosen domain. At each level 
  that the Physician advances, they gain one new spell 
  of any level they can cast for their spell book.  
   
  At any time a Physician can transcribe any 
  Yellow spells from a Wizard or Dabbler's spell 
  books using the normal scroll transcribing rules. In 
  any universe that the Physician is the only class that 
  can use this style of magic as arcane, they must do 
  all their spell research alone, or in conjunction with 
  other Physicians, as no one else will have arcane 
  healing magic.  
   
  Heal Thyself (Ex) 
   
   
  Starting at 2nd level, the Physician gains the 
  ability to cast a limited number of spells in a pre-
  emptive fashion, so that they take effect when the 
  character is wounded, poisoned, diseased, afflicted 
  with some kinds of status effects or even (at the 
  higher levels) killed, so that the spell automatically 
  takes effect one round after the condition is filled.  
   
  Only one such spell can be pre-cast in this 
  fashion at any one time. The maximum level of the 
  spell that can be used in this ability begins at 0 level 
  spells at 2nd level, and increases by one spell level 
  for every two class levels that the character 
  advances. This ability can be used as often as the 
  character chooses to, providing they have the spells 
  they desire to pre-cast prepared.  
  Only spells that can be targeted on the 
  caster can be used for this ability, and if the spell 
  would normally have multiple targets, only the 
  caster will be affected. Thus if a Mass Cure Light 
  Wounds was used, it would only affect the caster, 
  and thus only be as effective as a normal Cure Light 
  Wounds spell.  
   
  When the character casts the relevant spell 
  they choose to use with this ability, they must 
  stipulate under what conditions the spell will 
  activate, which must be one of the following choices: 
   
  • 
  Wounded at all 
  • 
  Suffers ability damage 
  • 
  Wounded to half hit points 
  • 
  Wounded to single digits of hit points 
  • 
  Knocked to 0 or below hit points 
  • 
  When afflicted with a status condition 
  • 
  If Poisoned 
  • 
  If afflicted with a disease. 
  • 
  When killed 
   
  E.g. a 15th level Physician can pre-cast any 
  one spell up to 6th level. They can choose to prepare 
  a Raise Dead spell in case they should die, or Heal 
  spell if wounded to less than ten hit points, or to 
  Neutralize any toxin they might become exposed to.  
   
  Chirurgery (Ex) 
   
   
  Starting at 3rd level, the Physician can use 
  the Yellow Life energy that is flowing through them 
  to empower their use of the Healing skill. This 
  allows them to perform medical procedures under 
  conditions normally not conducive to medical 
  treatment, and without the tools that such action 
  would normally require. In essence they can clean a 
  wound without water, bind a wound without 
  bandages and even cut into flesh and perform 
  surgery with their bare hands. They are capable of 
  directing the life force of others by tactile contact, 
  and can thus perform the tasks of the healing skill 
  under even the most adverse of conditions, without 
  negative modifier. This also allows the Physician to 
  treat patients more quickly than others. Add the 
  character’s class level to the number of long-term 
  patients they can treat at once (up from the default 
  of six, see the PH page 76), and reduce the time they 
  must spend on treating disease or crippling wounds 
  by one minute for every two character levels (nine 
  minutes at level three, eight minutes at level four, 
  seven minutes at level six, and so on), to a minimum 
  of one minute per patient. 
   
   
  As a Physician gains in levels, they learn 
  techniques to increase people’s natural healing 
  when under their care. At 9th level the healing rate of 
  patients is triple their natural rate, at 13th it is four 
  times, and at 17th level it reaches the maximum of 
  five times the natural healing rate. 
   
   
  One side effect of the Chirurgery ability is 
  that the Physicians hands, though keyed to heal, can 
  also be tools of harm. Any hand to hand attack that 
  a Physician does with their body can be made to do 
  lethal hit point damage as opposed to non lethal, at 
  the character’s option. If the character has this 
  ability through a feat or another class (say, monk) 
  the character automatically gains +2 damage with 
  their unarmed attacks if they choose to evoke 
  Chirurgery energy when they attack. Using this 
  ability is automatic and at will, providing that the 
  Physician is unwounded. If the Physician has 
  suffered any damage they must make a Fortitude 
  save vs. DC of the damage they have suffered to 
  evoke this power, though it still does not take an 
  action of any kind to initiate. Each fortitude save 
  covers class level in minutes of use of this ability. 
  
  10 
  Therapy (Ex) 
   
   
  Starting at 7th level, the Physician can use 
  the Heal and Sense Motive skills to cure permanent 
  afflictions, like paralysis, blindness, or even mental 
  conditions like phobias or insanity. Each attempt at 
  this ability takes an hour of work, after which a roll 
  must be made to diagnose the nature of the 
  condition against the DC listed below –10 against 
  either Sense Motive or Heal (depending on the 
  nature of the condition). Assuming success in this 
  roll, treatment then takes one week, during which 
  the patient must remain in the Physician’s care. At 
  this point the second roll to cure the patient must be 
  made, using the Heal skill against the full DC listed. 
    
  Affliction 
   
   
   
   
  DC 
  Blindness, Deafness, Mild phobia 
   
  30 
  Crippled limb, Severe Phobia  
   
  35 
  Spinal Damage, Lost limb, Obsessions  
  40 
  Brain Damage, Total incapacitation conditions 
  45 
   
   
   
  This ability can be used to alleviate effects of 
  short-term or magically induced conditions, with a 
  roll against the listed DC –5, taking one action to 
  diagnose and one minute to treat. Thus they could 
  for example shut down any temporary fear effect, no 
  matter how powerful, with a Sense Motive roll 
  against DC 20 to realize what precisely is going on, 
  and then a by rolling Heal against DC 30, after one 
  minute of calming the afflicted down.  
   
  Life Force (Ex) 
   
   
  Starting at 11th level, the Physician learns 
  how to overcharge their body with Life energy. This 
  ability can only be utilized while they have a spell 
  stored within for the potential Heal Thyself ability. 
  While that spell remains as a potential, the Physician 
  can magnify the power of it, and use this extra 
  energy for a number of different effects. They can 
  evoke this power once per day for every 2 character 
  levels (5 times at level 11, 6 at 12, 7 times at 14 and 
  so on.) All effects have a touch range, and are a free 
  action to activate, after they have been charged up. 
   
   
  It takes a spell like action to charge up the 
  energy, and a charge up will then remain available 
  to be released for 1 round plus one extra round per 
  level of the underlying Heal Thyself prepared by the 
  Physician. The effects of an unleashed Life Force 
  power will then last for one + the underlying spell 
  level number of rounds after use. So if the mage pre-
  cast cure light wounds for Heal Thyself, any Life 
  Force power up would hold available to be used for 
  2 rounds, and would last 2 rounds after use. It is 
  possible for the Physician to use this ability 
  destructively, by causing biofeedback in the target. 
  There is no save against this power irrespective of 
  whether it is used positively or negatively. It is a 
  spell like ability requiring a touch attack to activate. 
   
  • 
  Muscle: The Physician channels life energy 
  into pure physical force. The target gains +4 
  natural bonus or –4 penalty to Strength. 
  • 
  Vitals: The Physician channels life energy 
  into the vital organs. The target gains +4 
  natural bonus or -4 penalty to Constitution 
  • 
  Bone: The Physician focuses life energy on 
  the target’s bones, granting +4 natural 
  bonus or –4 penalty to armour class. 
  • 
  Nerves: The life energy is focused on the 
  target’s nerves, granting +4 natural bonus or 
  –4 penalty to Dexterity. 
  • 
  Blood: The Physician focuses life energy on 
  body fluids, restoring or removing vital 
  essences. Target gains 4d4 temporary hit 
  points or suffers 4d4 non-lethal damage.  
  Greater Life Force 
   
  At 15th level the Life Force power effects are 
  increased to 6 levels of penalty or bonus. 
   
  Ultimate Life Force 
   
  At 19th level the Life Force power effects are 
  increased again to 8 levels of penalty or bonus. 
   
  Ex-Physicians 
   
   
  Physicians are free to multiclass as per the 
  normal rules. There are some cases of multiclassing 
  with other chromatic magic classes in which the 
  spell casting abilities become cumulative. Please see 
  the Colours of Magic: Chrome for more details. 
   
  Human Physician Starting Package 
  Armor 
  Normal clothing (AC normal) 
  Weapons  
  Quarter staff (1d6/1d6, critical x2, 
  4lb, two hands, bludgeoning) 
  Skill selection Pick a # of skills equal to 3+Int Mod 
  Skill 
  Ranks 
  Ability Armour 
  Concentration 
  4 
  Con 
  - 
  Craft (Alchemy) 
  4 
  Int 
  - 
  Heal 
  4 
  Wis 
  - 
  Knowledge (Arcane) 
  4 
  Int 
  - 
  Search 
  4 
  Int 
  - 
  Sense Motive 
  4 
  Wis 
  - 
  Spellcraft 
  4 
  Int 
  - 
  Feats 
  Wizard Weapons, Endurance, Die 
  Hard, Health Domain power. 
  Spell Book 
  Cure Minor Wounds, Hypnotism, Cure 
  Light Wounds, Sanctuary 
  Gear 
  Robes, spell components pouch, 
  spell book, packed lunch, water 
  skin, first aid kit. 
  Gold 
   
  6d4gp  
  
  11 
  AAppppeennddiixx::  YYeelllloow
  w  SSppeellllss 
   
  Level 0 Yellow Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Cure Minor Wounds 
  Health 
  0 
  0 
  Hypnotism 
  Motive 
  0 
  0 
  Detect Poison 
  Vitality 
  0 
   
  Purify Food and Drink 
  Vitality 
  0 
   
  Virtue 
  Vitality 
  0 
  0 
   
  Cure Minor Wounds 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 0, Drd 0, Yellow 0, Health 0 
  This spell functions like cure light wounds, except that it cures only 
  1 point of damage. 
   
  Hypnotism 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1, Yellow 0, Motive 0 
  Components: V, S 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Several living creatures, no two of which may be more than 
  30 ft. apart 
  Duration: 2d4 rounds (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you. In addition, you 
  can use their rapt attention to make your suggestions and 
  requests seem more plausible. Roll 2d4 to see how many total Hit 
  Dice of creatures you affect. Creatures with fewer HD are affected 
  before creatures with more HD. Only creatures that can see or 
  hear you are affected, but they do not need to understand you to 
  be fascinated. 
  If you use this spell in combat, each target gains a +2 bonus on its 
  saving throw. If the spell affects only a single creature not in 
  combat at the time, the saving throw has a penalty of –2. 
  While the subject is fascinated by this spell, it reacts as though it 
  were two steps more friendly in attitude. This allows you to make 
  a single request of the affected creature (provided you can 
  communicate with it). The request must be brief and reasonable. 
  Even after the spell ends, the creature retains its new attitude 
  toward you, but only with respect to that particular request. 
  A creature that fails its saving throw does not remember that you 
  enspelled it. 
   
   
  Detect Poison 
  Yellow (Vitality) - Divination 
  Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0, Yellow 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target or Area: One creature, one object, or a 5-ft. cube 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You determine whether a creature, object, or area has been 
  poisoned or is poisonous. You can determine the exact type of 
  poison with a DC 20 Wisdom check. A character with the Craft 
  (alchemy) skill may try a DC 20 Craft (alchemy) check if the 
  Wisdom check fails, or may try the Craft (alchemy) check prior to 
  the Wisdom check. 
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it. 
   
  Purify Food and Drink 
  Yellow (Vitality) - Transmutation 
  Level: Clr 0, Drd 0, Yellow 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Target: 1 cu. Ft./level of contaminated food and water 
  Duration: Instantaneous 
  Health 
  Level Motive 
  Level Vitality 
  Level 
  Cure Minor Wounds 
  0 
  Hypnotism 
  0 
  Detect Poison 
  0 
   
   
   
   
  Purify Food and Drink 
  0 
   
   
   
   
  Virtue 
  0 
  Cure Light Wounds 
  1 
  Remove Fear 
  1 
  Deathwatch 
  1 
   
   
  Sanctuary 
  1 
  Goodberry 
  1 
  Cure Moderate Wounds 
  2 
  Eagle Splendour 
  2 
  Aid 
  2 
  Restoration, lesser 
  2 
  Enthrall 
  2 
  Delay Poison 
  2 
   
   
  Hypnotic Pattern 
  2 
   
   
   
   
  Scare 
  2 
   
   
  Cure Serious Wounds 
  3 
  Glibness 
  3 
  Status 
  3 
  Remove Blindness/Deafness 
  3 
  Good Hope 
  3 
   
   
  Remove Disease 
  3 
  Heroism 
  3 
   
   
   
   
  Rage 
  3 
   
   
  Cure Critical Wounds 
  4 
  Suggestion 
  4 
  Create Food and Water 
  4 
  Restoration 
  4 
   
   
   
   
  Cure Light Wounds, mass 
  5 
  Heroism, Greater 
  5 
  Neutralize Poison 
  5 
  Cure Moderate Wounds, Mass 
  6 
  Eagle's Splendour, Mass 
  6 
  Raise Dead 
  6 
  Heal 
  6 
   
   
   
   
  Cure Serious Wounds, mass 
  7 
  Suggestion, Mass 
  7 
  Heroes' Feast 
  7 
  Regenerate 
  7 
   
   
   
   
  Restoration, greater 
  7 
   
   
   
   
  Cure Critical Wounds, Mass 
  8 
  Symbol of Persuasion 
  8 
  Resurrection 
  8 
  Heal, mass 
  9 
  Sympathy 
  9 
  True Resurrection 
  9 
  
  12 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This spell makes spoiled, rotten, poisonous, or otherwise 
  contaminated food and water pure and suitable for eating and 
  drinking. This spell does not prevent subsequent natural decay or 
  spoilage. Unholy water and similar food and drink of significance 
  is spoiled by purify food and drink, but the spell has no effect on 
  creatures of any type nor upon magic potions. 
  Note: Water weighs about 8 pounds per gallon. One cubic foot of 
  water contains roughly 8 gallons and weighs about 60 pounds. 
   
  Virtue 
  Yellow (Vitality) - Transmutation 
  Level: Clr 0, Drd 0, Pal 1, Yellow 0, Vitality 0 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min. 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains 1 temporary hit point. 
   
  Level 1 Yellow Spells 
  Spell Name 
  Domain 
  Level 
  Domain level 
  Cure Light Wounds 
  Health 
  1 
  1 
  Remove Fear 
  Motive 
  1 
   
  Sanctuary 
  Motive 
  1 
  1 
  Deathwatch 
  Vitality 
  1 
  1 
  Goodberry 
  Vitality 
  1 
   
   
  Cure Light Wounds 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2, Yellow 1, 
  Health 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
  When laying your hand upon a living creature, you channel 
  positive energy that cures 1d8 points of damage +1 point per 
  caster level (maximum +5). 
  Since undead are powered by negative energy, this spell deals 
  damage to them instead of curing their wounds. An undead 
  creature can apply spell resistance, and can attempt a Will save to 
  take half damage. 
  Remove Fear 
  Yellow (Motive) - Abjuration 
  Level: Brd 1, Clr 1, Yellow 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart 
  Duration: 10 minutes; see text 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You instill courage in the subject, granting it a +4 morale bonus 
  against fear effects for 10 minutes. If the subject is under the 
  influence of a fear effect when receiving the spell, that effect is 
  suppressed for the duration of the spell. 
  Remove fear counters and dispels cause fear. 
   
  Sanctuary 
  Yellow (Motitve) - Abjuration 
  Level: Clr 1, Protection 1, Yellow 1, Motive 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: No 
  Any opponent attempting to strike or otherwise directly attack 
  the warded creature, even with a targeted spell, must attempt a 
  Will save. If the save succeeds, the opponent can attack normally 
  and is unaffected by that casting of the spell. If the save fails, the 
  opponent can’t follow through with the attack, that part of its 
  action is lost, and it can’t directly attack the warded creature for 
  the duration of the spell. Those not attempting to attack the 
  subject remain unaffected. This spell does not prevent the warded 
  creature from being attacked or affected by area or effect spells. 
  The subject cannot attack without breaking the spell but may use 
  nonattack spells or otherwise act. 
   
  Deathwatch 
  Yellow (Vitality) - Necromancy [Evil] 
  Level: Clr 1, Yellow 1, Vitality 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped emanation 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: No 
  Using the sight granted by the powers of vitality, you can 
  determine the condition of creatures near death within the spell’s 
  range. You instantly know whether each creature within the area 
  is dead, fragile (alive and wounded, with 3 or fewer hit points 
  left), fighting off death (alive with 4 or more hit points), undead, 
  or neither alive nor dead (such as a construct). 
  Deathwatch sees through any spell or ability that allows creatures 
  to feign death. 
   
  Goodberry 
  Yellow (Vitality) - Transmutation 
  Level: Drd 1, Yellow 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: 2d4 fresh berries touched 
  Duration: One day/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  Casting goodberry upon a handful of freshly picked berries makes 
  2d4 of them magical. You (as well as any other druid of 3rd or 
  higher level) can immediately discern which berries are affected. 
  Each transmuted berry provides nourishment as if it were a 
  normal meal for a Medium creature. The berry also cures 1 point 
  of damage when eaten, subject to a maximum of 8 points of such 
  curing in any 24-hour period. 
   
  Level 2 Yellow Spells 
  Spell Name 
  Domain Level 
  Domain level 
  Cure Moderate Wounds 
  Health 
  2 
  2 
  Restoration, lesser 
  Health 
  2 
   
  Eagle Splendour 
  Motive 
  2 
   
  Enthrall 
  Motive 
  2 
  2 
  Hypnotic Pattern 
  Motive 
  2 
   
  Scare 
  Motive 
  2 
   
  Aid 
  Vitality 
  2 
  2 
  Delay Poison 
  Vitality 
  2 
   
   
  Cure Moderate Wounds 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3, Yellow 2, 
  Health 2 
  This spell functions like cure light wounds, except that it cures 2d8 
  points of damage +1 point per caster level (maximum +10). 
   
  Restoration, Lesser 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 2, Drd 2, Pal 1, Yellow 2 
  Components: V, S 
  
  13 
  Casting Time: 3 rounds 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores. It also eliminates any 
  fatigue suffered by the character, and improves an exhausted 
  condition to fatigued. It does not restore permanent ability drain. 
   
  Eagle’s Splendor 
  Yellow (Motive) - Transmutation 
  Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Yellow 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus to 
  Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Sorcerers and 
  bards (and other spellcasters who rely on Charisma) affected by 
  this spell do not gain any additional bonus spells for the 
  increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase. 
  Arcane Material Component: A few feathers or a pinch of 
  droppings from an eagle. 
   
  Enthrall 
  Yellow (Motive) - Enchantment (Charm) [Language Dependent, 
  Mind-Affecting, Sonic] 
  Level: Brd 2, Clr 2, Yellow 2, Motive 2 
  Components: V, S 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Any number of creatures 
  Duration: 1 hour or less 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  If you have the attention of a group of creatures, you can use this 
  spell to hold them spellbound. To cast the spell, you must speak 
  or sing without interruption for 1 full round. Thereafter, those 
  affected give you their undivided attention, ignoring their 
  surroundings. They are considered to have an attitude of friendly 
  while under the effect of the spell. Any potentially affected 
  creature of a race or religion unfriendly to yours gets a +4 bonus 
  on the saving throw. 
  A creature with 4 or more HD or with a Wisdom score of 16 or 
  higher remains aware of its surroundings and has an attitude of 
  indifferent. It gains a new saving throw if it witnesses actions that 
  it opposes. 
  The effect lasts as long as you speak or sing, to a maximum of 1 
  hour. Those enthralled by your words take no action while you 
  speak or sing and for 1d3 rounds thereafter while they discuss the 
  topic or performance. Those entering the area during the 
  performance must also successfully save or become enthralled. 
  The speech ends (but the 1d3-round delay still applies) if you lose 
  concentration or do anything other than speak or sing. 
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end 
  the spell by jeering and heckling. For this check, use the Charisma 
  bonus of the creature with the highest Charisma in the group; 
  others may make Charisma checks to assist. The heckling ends 
  the spell if this check result beats your Charisma check result. 
  Only one such challenge is allowed per use of the spell. 
  If any member of the audience is attacked or subjected to some 
  other overtly hostile act, the spell ends and the previously 
  enthralled members become immediately unfriendly toward you. 
  Each creature with 4 or more HD or with a Wisdom score of 16 or 
  higher becomes hostile. 
   
  Hypnotic Pattern 
  Yellow (Motive) - Illusion (Pattern) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 2, Yellow 2 
  Components: V (Brd only), S, M; see text 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Colorful lights in a 10-ft.-radius spread 
  Duration: Concentration + 2 rounds 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  A twisting pattern of subtle, shifting colors weaves through the 
  air, fascinating creatures within it. Roll 2d4 and add your caster 
  level (maximum 10) to determine the total number of Hit Dice of 
  creatures affected. Creatures with the fewest HD are affected first; 
  and, among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first. Hit Dice that are not 
  sufficient to affect a creature are wasted. Affected creatures 
  become fascinated by the pattern of colors. Sightless creatures are 
  not affected. 
  A wizard or sorcerer need not utter a sound to cast this spell, but 
  a bard must sing, play music, or recite a rhyme as a verbal 
  component. 
  Material Component: A glowing stick of incense or a crystal rod 
  filled with phosphorescent material. 
  Scare 
  Yellow (Motive) - Necromancy [Fear, Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 2, Yellow 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature per three levels, no two of which can 
  be more than 30 ft. apart 
  Duration: 1 round/level or 1 round; see text for cause fear 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  This spell functions like cause fear, except that it causes all 
  targeted creatures of less than 6 HD to become frightened. 
  Material Component: A bit of bone from an undead skeleton, 
  zombie, ghoul, ghast, or mummy. 
   
  Aid 
  Yellow (Vitality) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 2, Good 2, Luck 2, Yellow 2, Vitality 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  Aid grants the target a +1 morale bonus on attack rolls and saves 
  against fear effects, plus temporary hit points equal to 1d8 + 
  caster level (to a maximum of 1d8+10 temporary hit points at 
  caster level 10th). 
   
  Delay Poison 
  Yellow (Vitality) - Conjuration (Healing) 
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1, Yellow 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject becomes temporarily immune to poison. Any poison 
  in its system or any poison to which it is exposed during the 
  spell’s duration does not affect the subject until the spell’s 
  duration has expired. Delay poison does not cure any damage that 
  poison may have already done. 
   
   
   
   
  
  14 
  Level 3 Yellow Spells 
  Spell Name 
  Domain Level 
  Domain level 
  Cure Serious Wounds 
  Health 
  3 
  3 
  Remove Blindness/Deafness Health 
  3 
   
  Remove Disease 
  Health 
  3 
   
  Glibness 
  Motive 
  3 
  3 
  Good Hope 
  Motive 
  3 
   
  Heroism 
  Motive 
  3 
   
  Rage 
  Motive 
  3 
   
  Status 
  Vitality 
  3 
  3 
   
  Cure Moderate Wounds 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3, Yellow 3, 
  Health 3 
  This spell functions like cure light wounds, except that it cures 2d8 
  points of damage +1 point per caster level (maximum +10). 
   
  Remove Blindness/Deafness 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 3, Pal 3, Yellow 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Remove blindness/deafness cures blindness or deafness (your 
  choice), whether the effect is normal or magical in nature. The 
  spell does not restore ears or eyes that have been lost, but it 
  repairs them if they are damaged. 
  Remove blindness/deafness counters and dispels blindness/deafness. 
   
  Remove Disease 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 3, Drd 3, Rgr 3, Yellow 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Remove disease cures all diseases that the subject is suffering from. 
  The spell also kills parasites, including green slime and others. 
  Certain special diseases may not be countered by this spell or 
  may be countered only by a caster of a certain level or higher. 
  Note: Since the spell’s duration is instantaneous, it does not 
  prevent reinfection after a new exposure to the same disease at a 
  later date. 
   
  Glibness 
  Yellow (Motive) - Transmutation 
  Level: Brd 3, Yellow 3, Motive 3 
  Components: S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
  Your speech becomes fluent and more believable. You gain a +30 
  bonus on Bluff checks made to convince another of the truth of 
  your words. (This bonus doesn’t apply to other uses of the Bluff 
  skill, such as feinting in combat, creating a diversion to hide, or 
  communicating a hidden message via innuendo.) 
  If a magical effect is used against you that would detect your lies 
  or force you to speak the truth the user of the effect must succeed 
  on a caster level check (1d20 + caster level) against a DC of 15 + 
  your caster level to succeed. Failure means the effect does not 
  detect your lies or force you to speak only the truth. 
   
  Good Hope 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Yellow 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature/level, no two of which may be more 
  than 30 ft. apart 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell instills powerful hope in the subjects. Each affected 
  creature gains a +2 morale bonus on saving throws, attack rolls, 
  ability checks, skill checks, and weapon damage rolls. 
  Good hope counters and dispels crushing despair. 
   
  Heroism 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3, Yellow 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell imbues a single creature with great bravery and morale 
  in battle. The target gains a +2 morale bonus on attack rolls, 
  saves, and skill checks. 
   
  Rage 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3, Yellow 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One willing living creature per three levels, no two of 
  which may be more than 30 ft. apart 
  Duration: Concentration + 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  Each affected creature gains a +2 morale bonus to Strength and 
  Constitution, a +1 morale bonus on Will saves, and a –2 penalty 
  to AC. The effect is otherwise identical with a barbarian’s rage 
  except that the subjects aren’t fatigued at the end of the rage. 
   
  Status 
  Yellow (Vitality) - Divination 
  Level: Clr 2, Status 3, Vitality 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One living creature touched per three levels 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  When you need to keep track of comrades who may get 
  separated, status allows you to mentally monitor their relative 
  positions and general condition. You are aware of direction and 
  distance to the creatures and any conditions affecting them: 
  unharmed, wounded, disabled, staggered, unconscious, dying, 
  nauseated, panicked, stunned, poisoned, diseased, confused, or 
  the like. Once the spell has been cast upon the subjects, the 
  distance between them and the caster does not affect the spell as 
  long as they are on the same plane of existence. If a subject leaves 
  the plane, or if it dies, the spell ceases to function for it. 
   
   
   
   
   
   
   
   
   
  
  15 
  Level 4 Yellow Spells 
  Spell Name 
  Domain Level 
  Domain level 
  Cure Critical Wounds 
  Health 
  4 
  4 
  Restoration 
  Health 
  4 
   
  Suggestion 
  Motive 
  4 
  4 
  Create Food and Water 
  Vitality 
  4 
  4 
   
  Cure Critical Wounds 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 4, Clr 4, Drd 5, Healing 4, Yellow 4, Health 4 
  This spell functions like cure light wounds, except that it cures 4d8 
  points of damage +1 point per caster level (maximum +20). 
   
  Restoration 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 4, Pal 4, Yellow 4, Health 4 
  Components: V, S, M 
  This spell functions like lesser restoration, except that it also 
  dispels negative levels and restores one experience level to a 
  creature who has had a level drained. The drained level is 
  restored only if the time since the creature lost the level is equal 
  to or less than one day per caster level. A character who has a 
  level restored by restoration has exactly the minimum number of 
  experience points necessary to restore him or her to his or her 
  previous level. 
  Restoration cures all temporary ability damage, and it restores all 
  points permanently drained from a single ability score (your 
  choice if more than one is drained). It also eliminates any fatigue 
  or exhaustion suffered by the target.  
  Restoration does not restore levels or Constitution points lost due 
  to death. 
  Material Component: Diamond dust worth 100 gp that is sprinkled 
  over the target. 
   
  Suggestion 
  Yellow (Motive) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3, Yellow 4, Motive 4 
  Components: V, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 hour/level or until completed 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You influence the actions of the target creature by suggesting a 
  course of activity (limited to a sentence or two). The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell.  
  The suggested course of activity can continue for the entire 
  duration. If the suggested activity can be completed in a shorter 
  time, the spell ends when the subject finishes what it was asked 
  to do. You can instead specify conditions that will trigger a 
  special activity during the duration. If the condition is not met 
  before the spell duration expires, the activity is not performed. 
  A very reasonable suggestion causes the save to be made with a 
  penalty (such as –1 or –2). 
  Material Component: A snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil. 
   
  Create Food and Water 
  Yellow (Vitality) - Conjuration (Creation) 
  Level: Clr 3, Yellow 4, Motive 4 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Food and water to sustain three humans or one 
  horse/level for 24 hours 
  Duration: 24 hours; see text 
  Saving Throw: None 
  Spell Resistance: No 
  The food that this spell creates is simple fare of your choice—
  highly nourishing, if rather bland. Food so created decays and 
  becomes inedible within 24 hours, although it can be kept fresh 
  for another 24 hours by casting a purify food and water spell on it. 
  The water created by this spell is just like clean rain water, and it 
  doesn’t go bad as the food does. 
   
  Level 5 Yellow Spells 
  Spell Name 
  Domain Level 
  Domain level 
  Cure Light Wounds, mass 
  Health 
  5 
  5 
  Heroism, Greater 
  Motive 
  5 
  5 
  Neutralize Poison 
  Vitality 
  5 
  5 
   
  Cure Light Wounds, Mass 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 5, Clr 5, Drd 6, Healing 5, Yellow 5, Health 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 
  ft. apart 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) or Will half; see text 
  Spell Resistance: Yes (harmless) or Yes; see text 
  You channel positive energy to cure 1d8 points of damage +1 
  point per caster level (maximum +25) in each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage. 
   
  Heroism, Greater 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 6, Yellow 5, Motive 5 
  Duration: 1 min./level 
  This spell functions like heroism, except the creature gains a +4 
  morale bonus on attack rolls, saves, and skill checks, immunity to 
  fear effects, and temporary hit points equal to your caster level 
  (maximum 20). 
   
  Neutralize Poison 
  Yellow (Vitality) - Conjuration (Healing) 
  Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature or object of up to 1 cu. ft./level touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  You detoxify any sort of venom in the creature or object touched. 
  A poisoned creature suffers no additional effects from the poison, 
  and any temporary effects are ended, but the spell does not 
  reverse instantaneous effects, such as hit point damage, 
  temporary ability damage, or effects that don’t go away on their 
  own. 
  The creature is immune to any poison it is exposed to during the 
  duration of the spell. Unlike with delay poison, such effects aren’t 
  postponed until after the duration —the creature need not make 
  any saves against poison effects applied to it during the length of 
  the spell. 
  This spell can instead neutralize the poison in a poisonous 
  creature or object for the duration of the spell, at the caster’s 
  option. 
  Arcane Material Component: A bit of charcoal. 
   
   
   
   
   
   
   
   
  
  16 
  Level 6 Yellow Spells 
  Spell Name 
  Domain Level Domain level 
  Cure Moderate Wounds, Mass 
  Health 
  6 
  6 
  Heal 
  Health 
  6 
   
  Eagle's Splendour, Mass 
  Motive 
  6 
  6 
  Raise Dead 
  Vitality 
  6 
  6 
   
  Cure Moderate Wounds, Mass 
  Yellow (Health) - Conjuration (Healing) 
  Level: Brd 6, Clr 6, Drd 7, Yellow 6, Health 6 
  This spell functions like mass cure light wounds, except that it cures 
  2d8 points of damage +1 point per caster level (maximum +30). 
   
  Heal 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 6, Drd 7, Healing 6, Yellow 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Heal enables you to channel positive energy into a creature to 
  wipe away injury and afflictions. It immediately ends any and all 
  of the following adverse conditions affecting the Target: ability 
  damage, blinded, confused, dazed, dazzled, deafened, diseased, 
  exhausted, fatigued, feebleminded, insanity, nauseated, sickened, 
  stunned, and poisoned. It also cures 10 hit points of damage per 
  level of the caster, to a maximum of 150 points at 15th level. 
  Heal does not remove negative levels, restore permanently 
  drained levels, or restore permanently drained ability score 
  points. 
  If used against an undead creature, heal instead acts like harm. 
   
  Eagle’s Splendor, Mass 
  Yellow (Motive) - Transmutation 
  Level: Brd 6, Clr 6, Sor/Wiz 6, Yellow 6, Motive 6 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 
  ft. apart 
  This spell functions like eagle’s splendor, except that it affects 
  multiple creatures. 
   
  Raise Dead 
  Yellow (Vitality) - Conjuration (Healing) 
  Level: Clr 5, Yellow 6, Vitality 6 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Dead creature touched 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  You restore life to a deceased creature. You can raise a creature 
  that has been dead for no longer than one day per caster level. In 
  addition, the subject’s soul must be free and willing to return. If 
  the subject’s soul is not willing to return, the spell does not work; 
  therefore, a subject that wants to return receives no saving throw. 
  Coming back from the dead is an ordeal. The subject of the spell 
  loses one level (or 1 Hit Die) when it is raised, just as if it had lost 
  a level or a Hit Die to an energy-draining creature. If the subject is 
  1st level, it loses 2 points of Constitution instead (if this would 
  reduce its Con to 0 or less, it can’t be raised). This level/HD loss 
  or Constitution loss cannot be repaired by any means. A character 
  who died with spells prepared has a 50% chance of losing any 
  given spell upon being raised, in addition to losing spells for 
  losing a level. A spellcasting creature that doesn’t prepare spells 
  (such as a sorcerer) has a 50% chance of losing any given unused 
  spell slot as if it had been used to cast a spell, in addition to losing 
  spell slots for losing a level. 
  A raised creature has a number of hit points equal to its current 
  Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal 
  poison and normal disease are cured in the process of raising the 
  subject, but magical diseases and curses are not undone. While 
  the spell closes mortal wounds and repairs lethal damage of most 
  kinds, the body of the creature to be raised must be whole. 
  Otherwise, missing parts are still missing when the creature is 
  brought back to life. None of the dead creature’s equipment or 
  possessions are affected in any way by this spell. 
  A creature who has been turned into an undead creature or killed 
  by a death effect can’t be raised by this spell. Constructs, 
  elementals, outsiders, and undead creatures can’t be raised. The 
  spell cannot bring back a creature that has died of old age. 
  Material Component: Diamonds worth a total of least 5,000 gp. 
   
  Level 7 Yellow Spells 
  Spell Name 
  Domain Level Domain level 
  Cure Serious Wounds, mass 
  Health 
  7 
  7 
  Regenerate 
  Health 
  7 
   
  Restoration, greater 
  Health 
  7 
   
  Suggestion, Mass 
  Motive 
  7 
  7 
  Heroes' Feast 
  Vitality 
  7 
  7 
   
  Cure Serious Wounds, Mass 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 7, Drd 8, Yellow 7, Health 7 
  This spell functions like mass cure light wounds, except that it cures 
  3d8 points of damage +1 point per caster level (maximum +35). 
   
  Regenerate 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 7, Drd 9, Healing 7, Yellow 7 
  Components: V, S, DF 
  Casting Time: 3 full rounds 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject’s severed body members (fingers, toes, hands, feet, 
  arms, legs, tails, or even heads of multiheaded creatures), broken 
  bones, and ruined organs grow back. After the spell is cast, the 
  physical regeneration is complete in 1 round if the severed 
  members are present and touching the creature. It takes 2d10 
  rounds otherwise. 
  Regenerate also cures 4d8 points of damage +1 point per caster 
  level (maximum +35), rids the subject of exhaustion and/or 
  fatigue, and eliminates all nonlethal damage the subject has 
  taken. It has no effect on nonliving creatures (including undead). 
  Restoration, Greater 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 7, Yellow 7 
  Components: V, S, XP 
  Casting Time: 10 minutes 
  This spell functions like lesser restoration, except that it dispels all 
  negative levels afflicting the healed creature. This effect also 
  reverses level drains by a force or creature, restoring the creature 
  to the highest level it had previously attained. The drained levels 
  are restored only if the time since the creature lost the level is no 
  more than one week per caster level. 
  Greater restoration also dispels all magical effects penalizing the 
  creature’s abilities, cures all temporary ability damage, and 
  restores all points permanently drained from all ability scores. It 
  also eliminates fatigue and exhaustion, and removes all forms of 
  insanity, confusion, and similar mental effects. Greater restoration 
  does not restore levels or Constitution points lost due to death. 
  XP Cost: 500 XP. 
   
  Suggestion, Mass 
  Yellow (Motive) - Enchantment (Compulsion) [Language-
  Dependent, Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 6, Yellow 7, Motive 7 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level, no two of which can be more than 30 
  ft. apart 
  
  17 
  This spell functions like suggestion, except that it can affect more 
  creatures. The same suggestion applies to all these creatures. 
   
  Heroes’ Feast 
  Yellow (Vitality) - Conjuration [Creation] 
  Level: Brd 6, Clr 6, Yellow 7, Vitality 7  
  Components: V, S, DF 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Feast for one creature/level 
  Duration: 1 hour plus 12 hours; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You bring forth a great feast, including a magnificent table, 
  chairs, service, and food and drink. The feast takes 1 hour to 
  consume, and the beneficial effects do not set in until this hour is 
  over. Every creature partaking of the feast is cured of all diseases, 
  sickness, and nausea; becomes immune to poison for 12 hours; 
  and gains 1d8 temporary hit points +1 point per two caster levels 
  (maximum +10) after imbibing the nectar-like beverage that is 
  part of the feast. The ambrosial food that is consumed grants each 
  creature that partakes a +1 morale bonus on attack rolls and Will 
  saves and immunity to fear effects for 12 hours. 
  If the feast is interrupted for any reason, the spell is ruined and 
  all effects of the spell are negated. 
   
  Level 8 Yellow Spells 
  Spell Name 
  Domain Level Domain level 
  Cure Critical Wounds, Mass 
  Health 
  8 
  8 
  Symbol of Persuasion 
  Motive 
  8 
  8 
  Resurrection 
  Vitality 
  8 
  8 
   
  Cure Critical Wounds, Mass 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 8, Drd 9, Healing 8, Yellow 8, Health 8 
  This spell functions like mass cure light wounds, except that it cures 
  4d8 points of damage +1 point per caster level (maximum +40). 
   
  Symbol of Persuasion 
  Yellow (Motive) - Enchantment (Charm) [Mind-Affecting] 
  Level: Clr 6, Sor/Wiz 6, Yellow 8, Motive 8 
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of a symbol of persuasion instead become charmed 
  by the caster (as the charm monster spell) for 1 hour per caster 
  level. 
  Unlike symbol of death, symbol of persuasion has no hit point limit; 
  once triggered, a symbol of persuasion simply remains active for 10 
  minutes per caster level. 
  Note: Magic traps such as symbol of persuasion are hard to detect 
  and disable. A rogue (only) can use the Search skill to find a 
  symbol of persuasion and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 31 for symbol of persuasion. 
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Resurrection 
  Yellow (Vitality) - Conjuration (Healing) 
  Level: Clr 7, Yellow 8, Vitality 8 
  Casting Time: 10 minutes 
  This spell functions like raise dead, except that you are able to 
  restore life and complete strength to any deceased creature. 
  The condition of the remains is not a factor. So long as some small 
  portion of the creature’s body still exists, it can be resurrected, but 
  the portion receiving the spell must have been part of the 
  creature’s body at the time of death. (The remains of a creature hit 
  by a disintegrate spell count as a small portion of its body.) The 
  creature can have been dead no longer than 10 years per caster 
  level. 
  Upon completion of the spell, the creature is immediately 
  restored to full hit points, vigor, and health, with no loss of 
  prepared spells. However, the subject loses one level, or 2 points 
  of Constitution if the subject was 1st level. (If this reduction 
  would bring its Con to 0 or lower, it can’t be resurrected). This 
  level loss or Constitution loss cannot be repaired by any means. 
  You can resurrect someone killed by a death effect or someone 
  who has been turned into an undead creature and then 
  destroyed. You cannot resurrect someone who has died of old 
  age. Constructs, elementals, outsiders, and undead creatures can’t 
  be resurrected. 
  Material Component: A sprinkle of holy water and diamonds 
  worth a total of at least 10,000 gp. 
   
  Level 9 Yellow Spells 
  Spell Name 
  Domain Level Domain level 
  Heal, Mass 
  Health 
  9 
  9 
  Sympathy 
  Motive 
  9 
  9 
  True Resurrection 
  Vitality 
  9 
  9 
   
  Heal, Mass 
  Yellow (Health) - Conjuration (Healing) 
  Level: Clr 9, Healing 9, Yellow 9, Health 9 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One or more creatures, no two of which can be more 
  than 30 ft. apart 
  This spell functions like heal, except as noted above. The 
  maximum number of hit points restored to each creature is 250. 
   
  Sympathy 
  Yellow (Motive) - Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 9, Sor/Wiz 8, Yellow 9, Motive 9 
  Components: V, S, M 
  Casting Time: 1 hour 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One location (up to a 10-ft. cube/level) or one object 
  Duration: 2 hours/level (D) 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You cause an object or location to emanate magical vibrations 
  that attract either a specific kind of intelligent creature or 
  creatures of a particular alignment, as defined by you. The 
  particular kind of creature to be affected must be named 
  specifically. A creature subtype is not specific enough. Likewise, 
  the specific alignment must be named. 
  Creatures of the specified kind or alignment feel elated and 
  pleased to be in the area or desire to touch or to possess the 
  object. The compulsion to stay in the area or touch the object is 
  overpowering. If the save is successful, the creature is released 
  from the enchantment, but a subsequent save must be made 
  1d6x10 minutes later. If this save fails, the affected creature 
  attempts to return to the area or object. 
  Sympathy counters and dispels antipathy. 
  Material Component: 1,500 gp worth of crushed pearls and a drop 
  of honey. 
   
  True Resurrection 
  Yellow (Vitality) - Conjuration (Healing) 
  Level: Clr 9, Yellow 9, Vitality 9 
  Casting Time: 10 minutes 
  This spell functions like raise dead, except that you can resurrect a 
  creature that has been dead for as long as 10 years per caster 
  level. This spell can even bring back creatures whose bodies have 
  been destroyed, provided that you unambiguously identify the 
  deceased in some fashion (reciting the deceased’s time and place 
  of birth or death is the most common method). 
  Upon completion of the spell, the creature is immediately 
  restored to full hit points, vigor, and health, with no loss of level 
  (or Constitution points) or prepared spells. 
  You can revive someone killed by a death effect or someone who 
  has been turned into an undead creature and then destroyed. 
  This spell can also resurrect elementals or outsiders, but it can’t 
  resurrect constructs or undead creatures. 
  Even true resurrection can’t restore to life a creature who has died 
  of old age. 
  Material Component: A sprinkle of holy water and diamonds 
  worth a total of at least 25,000 gp. 
   
   
  
  18 
   
   
   
   
   
   
   
   
    
    
  PPuurrppllee  M
  Maaggiicc  
   
  If you are using the standard d20 character classes, you will 
  need to know what spells to limit a specialist in the colour Yellow 
  from casting. As per the notes on page 2, the opposing Colour to 
  Yellow is Purple, so the default limitation is with this colour. So 
  you can assume that a Specialist Wizard who chooses Yellow will 
  not be able to learn or cast any of the following spells, which is the 
  spell list for Purple:  
   
   
  Inflict Minor Wounds, Ray of Frost, Chill Touch, Inflict Light Wounds, 
  Chill Metal, Inflict Moderate Wounds, Inflict Serious Wounds, Sleet Storm, Ice 
  Storm, Inflict Critical Wounds, Wall of Ice, Cone of Cold, Inflict Light Wounds, 
  mass, Harm, Inflict Moderate Wounds, Mass, O.'s Freezing Sphere, Inflict Serious 
  Wounds, mass, Inflict Critical Wounds, Mass, Polar Ray, Mass Harm, Disrupt 
  Undead, Curse Water, Detect Undead, Hide from Undead, Command Undead, 
  Death Knell, Animate Dead, Halt Undead, Speak with Dead, Antiplant Shell, 
  Slay Living, Antilife Shell, Circle of Death, Create Undead, Undeath to Death, 
  Control Undead, Finger of Death, Create Greater Undead, Symbol of death, 
  Touch of Fatigue, Ray of Enfeeblement, Blindness/Deafness, Desecrate, Ghoul 
  Touch, Diminish Plants, Ray of Exhaustion, Vampiric Touch, Enervation, Symbol 
  of Pain, Symbol of Sleep, Waves of Fatigue, Waves of Exhaustion, Symbol of 
  Weakness, Horrid Wilting, Energy Drain 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
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  A.1 Spectrum Shift, Chromatic Magic, The Chrome World, and all 
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