TEXT: © 2006 Pelgrane Press Ltd. Based on the Dying Earth book series by Jack Vance. Produced 
  and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  Codicillary Notes 
   
  and 
   
  Errata 
   
  for the 
   
  Primer of Practical Magic 
   
  Version 2.0 
   
  Requires the Use of Wizards of the Coast’s Players’ Handbook 
  
  2 
  Magic Items 
   
  A General note regarding the creation of magic items listed within the 
  Primer of Practical Magic and the issue of prerequisite spells.  
   
  The items from the Dying Earth should be considered of ancient and exceedingly rare 
  lineage, having their origins, as they for the most part do, in the remote aeons of the Dying 
  Earth.  In fact, for game purposes the items in the Primer are essentially to be treated as 
  minor artifacts.  These items should be considered as Minor Artifacts, as per the Dungeon 
  Masters Guide and the RSRD: 
  “Minor artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, 
  at least by common mortal means.” 
  Though not all of the items in the Primer rival even minor artifacts in power, they are equally 
  rare in a non-Dying Earth D20 campaign.  If you wish to allow players or NPC’s to 
  manufacture these items anyway, feel free to come up with your own spell prerequisites. 
   
  Arch Magician Prestige Class 
  (Primer of Practical Magic, Page 121) 
  Eratta: The Spell Greater Scrying (aka Magon’s Distant Scrutiny) should be added to the 
  Arch Magicians spell-list as a seventh level spell. 
   
  Spells 
  Temporal Projection 
  (Primer of Practical Magic, Page 70) 
  Eratta: This spell sends casters from a minimum of 1,000 years in the past, to a maximum of 
  1,000,000 years.  No lesser span of time can be encompassed, except by accident.  An 
  Illustrious Success allows the caster to place the target within 2d10 –10 weeks of the target 
  date, while a normal success places the target within 2d10 – 10 months of the target date.  A 
  normal Failure places the target within 4d10 –20 years of the target date.   A Dismal Failure 
  causes an explosion as noted in the Primer. 
   
  GMs’ notes on Temporal Paradoxes 
  � 
  We suggest a single time line, one history approach to time travel. Temporal paradox is easily 
  dealt with. What has happened has happened. You can't go back in time and kill your 
  grandmother before she gave birth to your mother, because you didn't, even if the spell 
  permitted such a recent sojourn, or your grandmother was long-lived. If you try to do 
  something that causes a paradox, you fail somehow. 
  � 
  The spell sends you 1,000 years into the past, not 10 or 100. Anything the PCs do then is 
  unlikely to give the DM too many headaches that 1,000 years of change can't deal with. Let 
  PCs do what they want and then invent a reason why it didn't grossly affect the future, if 
  that's what they are trying to do. 
  
  3 
  � If PCs do affect the future, and the potential result seems satisfying or appealing to 
  the DM (eg burying an obsidian tablet with a prediction on it, then going back to the 
  present and finding it,) so be it.  
  � Closed time loops are not paradoxes. For example, you could be your own ancestor. 
  You could pick something up at one time, take it back into the past then leave for 
  your future self to find. The item was never made and exists in a closed loop. 
  � You can't go into your own future. 
  � The law of temporal duplication means that time travelers cannot exist more than 
  once at a particular time. 
  � If you do not like this spell, don't use it or allows your players’ characters to find it. 
  It's supposed to be a fun way of exploring ancient and prehistoric events and 
  monsters; the mega fauna and flora of a savage world, not a pelgrane around your 
  neck. 
  � Remember, if all else fails, send in the time elementals. 
   
  Vat Creatures 
  (Primer of Practical Magic P 107 – 113) 
  Errata: The DC for imprinting the sensorium gem should be equal to the Craft Wondrous 
  Item DC in the chart on page 111.  This puts most of the simpler humanoid creatures well 
  within the reach of any mage capable of casting the minimal requisite spells.  Thus the range 
  of DC’s required is from 20 to 44 depending on the number of creation points. 
   
   
   
   
   
   
  Vat creature Artifacts 
  At great difficulty and expense, some rare artifacts have been located which may in some 
  cases facilitate the creation and maintenance of Vat Creatures. 
  The Amorphous Ovoid  
  A palm-sized gray item, disconcertingly warm to the touch and with the texture of soft skin 
  that gives slightly when prodded.  A rare example of the trade in vat matrices fabricated in 
  craft workshops in the 19th Aeon, each Amorphous Ovoid will give rise to a single vat 
  creature of unpredictable type.  The only guarantee is that the creature will normally have at 
  least roughly human intelligence and will normally be of unusual obedience and good nature 
  by the standards of vat creatures. 
   
  For these last two reasons alone these Ovoids are highly sought after by those rare magicians 
  who are still capable of fashioning vat creatures.  When using an Ovoid in the creation 
  process, the basic characteristics of the Vat creature are determined randomly: 
   
  Creatures animated using the Ovoid animate with a +2 on the animation table, and receive 
  +2 on the personality table (Primer of Practical Magic Page 111).  This is cumulative with 
  the bonus for the Vat Creature Mastery Feat (Primer of Practical Magic Page 127).  Any 
  creature fashioned from an Ovoid is capable of understanding common speech.  Fish, 
  Octupoid and Amphibian Vat Creatures can breathe both air and water.  Birds sized S or VS 
  can fly at 60’ with good maneuverability. 
   
  Basic form and Base Attributes (Roll once only, d20) 
   
  Die 
  Basic 
  Str 
  Dex Con
  Int 
  Wis
  Cha
  Special Features 
  Natural 
  
  4 
  Roll 
  Form 
  Attacks 
  1-2 
  Cat 
  16 
  19 
  15 
  5 
  12 
  8 
  Four legs, tail, fur 
  Bite, Strong 
  Claws 
  3 
  Bird 
  10 
  15 
  12 
  6 
  14 
  10 
  Two legs, feathers, 
  wings 
  Strong Bite,  
  Talons 
  4 
  Dog or 
  Wolf 
  13 
  14 
  15 
  7 
  12 
  7 
  Four legs, tail, fur 
  Strong Bite 
  5-7 
  Monkey 
  12 
  15 
  10 
  9 
  12 
  6 
  Prehensile tail, fur 
  Bite, Grapple 
  8-12 
  Humanoid 
  11 
  11 
  11 
  10 
  11 
  11 
   
  None 
  13-15 
  Humanoid 
  10 
  10 
  13 
  12 
  12 
  16 
  Fey appearance, 
  pointed ears 
  None 
  16 
  Reptile 
  17 
  15 
  17 
  3 
  12 
  5 
  Scales 
  Strong Bite, 
  Grapple 
  17 
  Amphibian 
  16 
  8 
  12 
  3 
  12 
  4 
  Slimy, gills, webbed 
  feet 
  Bite, Claws, 
  Grapple 
  18 
  Fishlike 
  13 
  15 
  13 
  3 
  12 
  3 
  Slimy, Scales, gills 
  Bite 
  19 
  Octupoid 
  12 
  17 
  11 
  5 
  12 
  3 
  Slimy, 8x tentacles 
  Bite, Grapple 
  20 
  Insect  
  10 
  10 
  10 
  3 
  11 
  2 
  Exoskeleton, six legs 
  Strong Bite, 
  Sting 
   
  Physical Attributes (roll once, D6) 
  ie 
  Size 
  HD 
  No of 
  Extras 
  Bite 
  Strong 
  Bite 
  Claws 
  Strong 
  Claws 
  Talons 
  Sting  
  1 
  VS 
  1 
  8 
  D3 
  D4 
  D2 
  D4 
  D4 
  D2  
  2-3 
  S 
  2 
  6 
  D4 
  D6 
  D3 
  D6 
  D6 
  D3 
  4-5 
  M 
  3 
  4 
  D6 
  D8 
  D4 
  D8 
  2D6 
  D4 
  6 
  L 
  4 
  2 
  D8 
  D10 
  D6 
  2D6 
  3D6 
  D6 
   
  Extras (Roll 2d6) (description after slash is for second consecutive result) 
  Die 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  +2 Int 
  Alertness 
  / Power 
  Attack  
  Opposable 
  Thumbs / 
  +1 Dex 
  Opposable 
  Thumbs / 
  +1 Dex 
  Immune to 
  Disease 
  Weapon proficiency* 
  2 
  +1 Int 
  Combat 
  Reflexes / 
  Weapon 
  Finesse 
  Opposable 
  Thumbs / 
  +1 Int 
  Opposable 
  Thumbs / 
  +1 Int 
  Immune to 
  Poison 
  Weapon proficiency* 
  3 
  +1 Wis 
  Dodge / 
  Expertise 
  Prehensile 
  Tail or 
  Tentacle / 
  +1 Dex 
  Prehensile 
  Tail or 
  tentacle / 
  +1 Dex 
  Spell 
  Resistance, 
  2 points 
  Weapon proficiency* 
  4 
  +2 Cha 
  Toughness 
  / 
  Improved 
  Critical  
  Speech / 
  +1 Int 
  Speech / 
  +1 Int 
  Regenerate 
  1 pt / 
  round 
  Weapon proficiency* 
  5 
  +1 Dex 
  Combat 
  Reflexes / 
  Weapon 
  Focus 
  Speech / 
  +1 Int 
  Speech / 
  +1 Int 
  Darkvision 
  60’ 
  Weapon proficiency* 
  6 
  +1 Cha 
  Improved 
  Initiative / 
  Weapon 
  Finesse 
  Flight 20’ 
  (separate 
  Wings, 
  unless 
  basic form 
  Flight 20’ 
  (separate 
  wings, 
  unless 
  basic form 
  Spell 
  casting as 
  1st level 
  Wizard 
  (requires 
  Weapon proficiency* 
  
  5 
  is bird) / 
  + 20’ 
  is bird) / 
  +20’ 
  speech) 
   
  (Weapon Proficiency: Simple / Martial / Exotic / Weapon Focus ) 
   
  Market Value: 10,000 gp 
   
  Amulet of Azoic Revelation 
  Anyone wearing this amulet will see all vat creatures and other artificially created life forms 
  (including Homonculi and Golems, but not undead such as zombies) fluoresce.  They give 
  off a gentle violet light which, in the darkness, is strong enough to see by.  Even in the 
  middle of a bright and sunny day, the effect will mark out vat creatures as obviously different 
  from the natural beings around them. 
   
  Market Value: 300 gp 
   
  Sensorial Conflator 
  In essence, this device allows for continuity in the owner’s vat-servants and retainers.  It is a 
  cylinder made of a cream ceramic material, about four inches in length and one inch in 
  diameter.  It is usually buried somewhere deep within the vat-creature and wires of gold 
  connect from the device to the optical, auditory, and other sensory organs of the host.  The 
  device may be retrieved from the host, usually after death, and used either to view scenes 
  from the creature’s life or as a way of transferring basic knowledge from the creature that 
  carried the Conflator to a new creature.  This item is not usually for sale.  Alarmingly, some 
  people have been known to spontaneously cough them up, leading them to question their 
  very origins. 
  The advantage for the mage is that when creating a vat creature [Primer Reference] it is 
  possible to totally bypass the risks of personality formation [Primer Reference] as the 
  character of the creature is already established on the cylinder.  The creature created with a 
  used cylinder also retains the memories it had prior to its previous demise.  This may cause it 
  to blame you for that unhappy event and could cast a shadow on your previous, happy 
  relationship.  On the other hand, with the use of the Conflator, your vat creature servant can 
  spring back to life already knowing where the broom closet is, and how to mix your favorite 
  cocktail, obviating the need for any tedious retraining. 
   
  Pre-existing Personalities 
  Cylinders found for sale in markets or laying about in old abandoned magical laboratories 
  can contain any number of personality types, ranging from the benignly insignificant through 
  the extremely dangerous.  Perhaps worst are those-which seem to be the former but are 
  actually the latter.  Fortunately, a Conflator found in uncertain circumstances can be ‘wiped’ 
  with a simple application of the Formulary of Expedient Ambiguity (Primer, Page 42).  
  Either way, upon animation, a Vat Creature crafted with a Conflator gains a +2 to the 
  Personality table (cumulative with any other modifier). 
   
  If the precaution of a memory wipe isn’t taken, there is a 1 in 6 chance that the Vat Creature 
  will have a residual personality.  Use the table below to determine the basic aspects, rolling 
  once each for Alignment, Attributes, and Personality. 
  
  6 
   
  Die (D12) 
  Alignment 
  Attributes 
  Personality Quirks 
  1 
  Chaotic Good 
  Int +2 
  Acts as a powerful attractant to 
  ghosts and spirits 
  2 
  Chaotic Evil 
  Int +2 
  Highly Ambitious: Aims to 
  become a count or baronet 
  3 
  Chaotic Neutral 
  Int +2 
  Becomes unruly every three 
  months when it goes into heat 
  4 
  Lawful Good 
  Wis +1 
  Chews a cud  
  5 
  Lawful Evil 
  Wis +1 
  Emits a noxious odor 
  6 
  Lawful Neutral 
  Cha +1 
  Bitterly envies another Vat 
  creature or servant of it’s master
  7 
  Neutral 
  Cha +1 
  Espouses unorthodox political 
  views 
  8 
  Neutral 
  Dex +1 
  Extrudes small crystaline 
  structures form its body, which 
  it shamefacedly hides about its 
  creators home 
  9 
  Neutral Good 
  Dex +1 
  Falls pathetically in love with 
  another players character, 
  attempting suicide whenever its 
  plaintive overtures are rejected 
  10 
  Neutral Evil 
  Cha +1 
  Compulsive gambler 40% or 
  alcoholic 60% 
  11 
  Neutral 
  Cha –1 
  Emits a high keening wail when 
  in the presence of magic 
  12 
  Neutral 
  Wis –1 
  Kills a medium sized creature 
  once a month in which it lays 
  eggs that do not hatch 
   
  Market Value: 5,000 gp. 
   
  Dying Earth Fauna  
   
  Frovirn (Primer of Practical Magic, Page 30) 
  Known Facts:  
  The frovirn is an extra-planar entity with an amorphous form, an overweening pride in its 
  wide-ranging capabilities, and an insatiable lust for magician's livers. It is best known as the 
  entity which invariably responds to a casting of the rare and generally unpopular spell Call of 
  the Ominous Enthusiast. Reports of appearances on earth by other means may be 
  apocryphal. 
   
  Scholarly Conjecture: 
  One Wizard reported that a frovirn manifested itself as a bright blue being with a hundred 
  eyes, a snapping jaw full of sharp wooden teeth, and a long train of orange-colored hair that 
  runs from the crown of its skull to its spine.  When the magician Prarbilor was flayed from 
  
  7 
  skull to toe-bone by a frovirn, the creature appeared to the surviving witnesses as a mass of 
  whirling blades, all humming like unto a celestial choir. 
   
  Many scholars believe that frovirn is an all-encompassing term for a species or class of 
  entity. Others assert that there is actually only one frovirn, and Frovirn is his proper name, 
  not that of a category or type. They further allege that Frovirn's cruelty can be attributed 
  entirely to his displeasure over this widespread misunderstanding. 
   
  The vast majority of scholars and eyewitnesses however report that the frovirn takes on the 
  appearance of a small, blue skinned, diabolical humanoid about three feet tall, nearly 
  identical to an Imp, with tail, wings and small horns, and a mouthful of shark-like teeth. 
   
  Frovirn tasks: 
  The duration of one minute per level is intended for tasks done under exigent circumstances.  
  At the DM’s discretion, the duration of the Spell Ominous Enthusiast can be variable, 
  depending on the nature of the task assigned.  For example: To remove a trap on a chest, 
  one minute per level.  To carve a statue or bake a perfect souflee, one hour per level.  To 
  build a brick wall, a gazebo, or a small bridge, one day per level.  To build a windmill or 
  water-wheel, one week per level. 
   
  Sandestin 
   
   
  A recalcitrant Sandestin is chastised by its new master… 
   
  Known Facts: 
  Sandestins are phenomenally powerful otherworldly beings. They power the workings of 
  magic.  Spellcasters (usually unknowingly) draw on the power of sandestins and similar 
  entities when they perform incantations.  Each spell is a preset sequence of commands that 
  binds the entity to execute a particular wonder.  It was the greatest achievement of the 
  
  8 
  mighty Arch Magicians of the Dying Earth to have learned a small fraction of the nature of 
  these beings of pure magic, and ultimately, to bind them to their will. 
   
  Arch- Magicians can eventually learn to manipulate sandestins directly, by summoning and 
  binding them to their will, through the threat of astral torture or demise, as brought about by 
  chugs (q.v.), who are another class of extra-dimensional entity. Thus the Arch-Magician may 
  conjure any effect he can think of. 
  It is necessarily to phrase one’s commands to a sandestin with exacting precision, for they 
  are expert pettifoggers and desire nothing more than to thwart their captors by fulfilling the 
  letter of an instruction while at the same time utterly subverting its intent. Sandestins haggle 
  with Arch-Magicians over indenture points, a definable measure of the amount of labor the 
  Sandestin must perform for the magician before being released from his obligation. 
  Sandestins frequently claim that their services warrant the removal of additional indenture 
  points, and Arch-Magicians are equally prone to levy fines and penalties for breaches both 
  great and nugatory. 
   
  Appearance: A sandestin may look like anything it wants. Typically a sandestin maintains a 
  feature or two from one manifestation to the next. If it has orange hair and blue skin when 
  appearing as a fetching sprite that fits in a walnut shell, it will likely retain both hair and skin 
  when it balloons to the size of an enraged leucomorph.  Sandestin names tend to consist of 
  one or two syllables, favoring soft and mellifluous consonants. Examples include Osherl, 
  Walfling, Ssisk, and Bellume. 
  A sandestin can do anything it wants. It can make the merest wish a reality with a flick of its 
  hand, although some tasks seem to require considerable time expenditures. Why free 
  sandestins do not make a greater effort—or, in fact, any apparent effort- to exterminate the 
  entire lot of Arch-Magicians remains a matter for conjecture. 
   
  Chug 
  Known Facts: 
  The chug is an otherworldly entity capable of striking absolute terror into whatever passes 
  for the hearts of sandestins (q.v.). Arch-Magicians summon chugs in order to enforce on 
  sandestins the terms of their indenture agreements. Released in the presence of a sandestin, a 
  chug will immediately leap upon it and begin to suffocate it. The sandestin has but a few 
  moments to yelp out its cries of acquiescence before the chug either annihilates it 
  completely, or subjects it to torture, inducing agony that observers can only imagine. 
  Like the sandestins they terrorize, chugs are of mutable appearance. They may alter their 
  forms to more efficiently torture a particular sandestin. So if the sandestin takes the form of 
  a long, blue, legless lizard, the chug might become a monstrous, floating face with enormous 
  nostrils. It would then use the nostrils to suck the sandestin up into it, where it can leech 
  away its essence or prick it with a million sharp tendrils. 
  Chugs seem less intelligent, more single-minded, and dramatically more malign than 
  sandestins. They do not seem to interact with the mortal world, or work great magics, except 
  in furtherance of their efforts to prey upon sandestins. 
   
  
  9 
   
  DEODAND (Great Erm)  
  Medium sized Aberration (deodand) Hit Dice: 4d8+16 (34 hp) Initiative: +2 Speed: 30’ (40’ 
  brachiation) Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat foot 14 Base Attack / Grapple: 
  +5 / + 9  Attack: 2 x Claw +5 Melee (1d6+4) Full Attack: 2 claws +5 melee (1d6+4) and bite +9 
  melee (1d4+4) Space / Reach: 5ft. / 5ft. Special Attacks: Improved grab, pounce, rend 1d8+4  
  Special Qualities: Low light vision, Scent  Saves: Fort +4, Ref +2, Will +4  Abilities: Str 18, Dex 
  14, Con 18, Int 9, Wis 9, Cha 16  Skills: Balance +6, Listen +4, Spot +4, Wilderness Lore +2, Hide 
  +2, Move Silently +2, Bluff +6, Sense Motive +1 Feats: Power Attack, Combat Reflexes, Multiple 
  Attack, Tracking Environment: Any forests, hills, mountains Organization: Solitary or gang (2-4) 
  Challenge Rating: 3  Alignment: Lawful Evil 
   
  A hybrid of man, demon, wolverine and basilisk. Charcoal-black in color, up to seven feet tall, 
  characterized by well-defined musculature and handsome faces rendered demonic by the presence of 
  long white fangs and white slit eyes. The deodand is social, living singularly or in small groups, and 
  wears crude clothing or leather harness. It inhabits forest and wasteland. 
   
  Self-aware and of near human mental capability, the deodand derives a powerful, even irresistible, 
  lust for flesh from its demonic and wolverine ancestry. Although capable of tearing an ordinary man 
  limb from limb, they often prefer cunning to brute force and employ wheedling, soft-spoken 
  techniques of persuasion to gain access to their prey, which is human by preference.  The only thing 
  deodands fear is magic. 
   
  It should be noted that the Great Erm variant, which is described here (named after the forest of the 
  same name), is only one of many roughly similar morphs of deodand found throughout the Dying 
  Earth.  All have the same general appearance and macabre habits, but do vary somewhat in subtler 
  physical characteristics and abilities. 
   
  
  10 
  Combat 
  Improved Grab (Ex): To use this ability, a deodand must hit with a claw or bite attack. It can then 
  attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can run off with a victim, biting to subdue, while it seeks to 
  flee any allies the victim might have. 
  Pounce (Ex): If a deodand charges a foe, it can make a full attack, including a rend attack. 
  Rend (Ex): If it hits with both claw attacks, a deodand can attempt to rip a humanoid target limb 
  from limb.  Attack bonus +5 melee, damage 1d8+4. 
   
  Rage (Ex): A deodand can fly into berserk rage (see below), clawing and biting madly until either it 
  or its opponent is dead.  While in this rage it uses a maximum power attack (-5 to Hit, +5 damage), 
  gains a temporary +4 to Constitution (gaining 8 temporary hit points), and –2 to Armor Class.  The 
  creature cannot end its rage voluntarily. 
   
  Behavior 
   
  Persuasion: Deodands consider themselves very clever, though they generally possess slightly less 
  than human intelligence.  They are charming however, and will attempt to persuade their prey to 
  come out of hiding, open doors, etc., using their Bluff skill, (enhanced by their considerable 
  charisma).  This ability has no effect on Player Characters but can be effective against more 
  vulnerable NPC’s.   
   
  Conversely, deodands will often pause to chat before slaying a victim, and it is possible, though 
  dangerous, to attempt to bluff or mislead them.  Any attempt at Bluff or persuasion using Diplomacy 
  will be resisted by a Sense Motive check.  If the deodand wins the contest then it has either detected 
  a lie or sensed fear in it’s opponent, either way it will instantly fly into a rage (see above).  If it fails, it 
  may agree to some bargain or other, or be scared off with the threat of magic or thyle dust. 
   
  Finally, once they make an agreement, deodands will always keep their given word, and stick to the 
  letter, if not the spirit, of any pact they make. 
   
  Thyle Dust vulnerability:  Deodands, like many creatures which track by scent, are highly 
  vulnerable to thyle dust.  They can be fended off by even the convincing threat of thyle dust.   
   
  Dead Eyes: Anyone looking into a deodands horrible lifeless eyes from within 10’ distance can judge 
  it’s true intent all too clearly, and gains a +6 against any bluff attempts.  This is risky however, for the 
  same individual must make a Will save (DC 15) or fall under the effects of a Crushing Despair spell, 
  suffering –2 to attack, saving throws, ability checks, skill checks, and weapon damage rolls for 1d4 
  rounds.  This effect only works on individuals who intentionally look into the deodand’s eyes. 
   
  Special Section: Acquiring a Sandestin 
  The scholars allude to numerous outlandish methods which have been undertaken at one 
  time or another by various magicians to capture and bind sandestins.  These tales are as 
  diverse as they are in many cases fanciful.  Many of the best and easiest methods are 
  naturally kept as closely guarded secrets by the most powerful arch magicians.  A few of the 
  more difficult and tedious procedures are however generally known amongst the very 
  
  11 
  highest levels of arcane academia.  One of the more prosaic1 of these known methods of 
  acquiring a sandestin works as follows:  
   
  A magician must first travel alone to a secluded location at least 100 miles from any 
  significant landmark of civilization, including any roads, stone buildings, or especially 
  temples of any kind (other than druid groves).  Often deserted islands, remote mountain 
  outcroppings, deep forest glades and the like are chosen.  There, the magician must through 
  means magical or mundane, fashion a hut with no assistance from any mortal, (though 
  summoned creatures may help) and without the use of any iron.  Among the normal magical 
  kit, the magician must have access to a silver scrying mirror or crystal ball worth at least 
  1,000 gp, and an adequate magical library of the same value. 
   
  Securing the services of a Chug 
  In order to bind a sandestin, it is imperative that the magician first secure the services of a 
  chug.  Chugs are simple creatures whose chief goal in life, so far as mortals understand it, 
  seems to be to chastise sandestins.  On the first full moon after the completion of the new 
  hut, the magician must contact the magical plane where the chugs dwell by employing the 
  7th level arcane spell Greater Scrying (known in the Dying Earth as Magon’s Distant 
  Scrutiny).  As the chug centrality is only too willing to enter into dialogue with mortals, 
  the ordinary Will save is ignored in this case, but casting the spell does require an 
  Illustrious Success if spell failure rules are being used. 
   
  Once this plane is contacted, the magician must scry each night, spending up to eighteen 
  hours a night for an entire month in negotiations with the chug centrality.  This is a very 
  complex, taxing, and time-consuming process, involving tedious and meticulous 
  discussions of the finer points of sandestin etiquette and the many, many nuances of it’s 
  myriad possible infractions, a subject for which the chug centrality has an unquenchable 
  interest.  When this time period is up, the magician must roll 4d6, making note of the 
  total value.  It is then necessary to select the number of indenture points to be assigned, 
  with a minimum of four and a maximum equal to the value of the die roll just made.   
   
  Then the magician must succeed at a Diplomacy check, with the DC being 30+ 3 per 
  indenture point.   If the check is a failure, the magician must Scry again for another 
  month before making a subsequent check, and so-on until the Diplomacy check is 
  successful.  If the check is a success, the magician may proceed to the next step. 
   
  Once the Diplomacy check is successful, the magician must cast the mighty spell Call to the 
  Violent Cloud [Gate] and actually reach the special magical plane (alignment: Lawful 
  Neutral) where the chugs dwell.  This requires an Illustrious Success if spell failure rules are 
  given.  The experience point cost of the spell is 250 points per indenture point, with a 
  minimum of four indenture points.  This experience point cost replaces the normal xp cost 
  for calling a creature through a Gate.   
   
                                                   
  1 In retrospect, the sandestin binding procedure described here bears certain resemblances to writing d20 
  books, except without the immense payoff at the end.. 
  
  12 
  The maximum number of points is, again, equal to the number rolled per above on the four 
  d6.  If the spell is successful the chug will pass through the Gate, enter the magicians hut, 
  and find a convenient place to rest (usually perched on the rim of the scrying mirror), where 
  it will commence awaiting the arrival of the sandestin. 
   
  Locating a sandestin  
  Once the chug has been acquired, the magician must wait until the next full moon and then 
  once again cast Magon’s Distant Scrutiny [Greater Scrying], this time in an attempt to 
  reach the magical plane of the sandestins.  Their collective will passively resists the scrying 
  with a single Save attempt with a bonus of +15.  If the Will Save is successful the magician 
  must wait another entire month until the next full moon. 
   
  As contact with the sandestins plane is established, the magician must commence 
  studying the repugnant, convoluted world of sandestin political and ‘legal’ intrigue, and 
  select a target sandestin, choosing either a Greater or Lesser specimen.  The goal is to 
  find a sandestin which has made itself vulnerable by accruing a valid magical debt, in an 
  incredibly painstaking process that must be verified and cross-checked to a diabolical 
  degree of thoroughness.   In fact this process must continue for not less than six months. 
   
  Summoning and Binding the Sandestin: 
  At the end of the six month period, the magician must once again cast the mighty spell Call 
  to the Violent Cloud [Gate], opening a gate to the magical plane of the sandestins 
  (alignment: Chaotic Neutral) and naming the target sandestin.  The normal xp cost for 
  Calling a creature through the gate remains the standard 1,000 xp for a lesser sandestin, but is 
  increased to 5,000 xp for a greater sandestin. 
   
  When the sandestin appears, the magician and the sandestin may have their first 
  conversation.  The sandestin will normally be recalcitrant, and must be threatened or 
  reasoned with (using Bluff, Intimidate, or Diplomacy) as a contested skill check must be 
  made against the sandestins equivalent skill (it is equally good at all three).  If the magician 
  succeeds, the sandestin has been bound.  If the magician ties or fails, the chug must chastise 
  the sandestin, one indenture point is lost, and the contest must take place again.  As soon as 
  one success has been made, the sandestin is bound to the summoning magician, and the 
  work is complete. 
   
  Greater Scrying (aka Magon’s Distant Scrutiny) 
  From the 3.5 SRD 
  Divination (Scrying) 
  Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7  
  Components: V, S, M/DF, F  
  Casting Time: 1 standard action  
  Duration: 1 hour/level 
  Range: See text  
  Effect: Magical sensor 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  
  13 
  You can see and hear one or more creatures, 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 (but not 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 work reliably through the sensor: detect 
  chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.  
  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.  
   
  LAGNIAPPE: Turjan’s Treasure-house 
  As a bonus for readers of the Primer of Practical Magic, and for those unfortunate who do 
  not yet own it but hope to soon, we present five useful magical artifacts, gleaned from 
  Turjan’s Tome of Beauty and Horror (available from Pelgrane Press) and converted for your 
  convenience into D20 format. 
   
  
  14 
  Gator’s Flea 
  This device consists of a pair of ear clasps (such are commonly worn by respectable 
  merchants in the Scaum Valley), one of which contains the enchanted flea in question.  On 
  command, the flea makes its way at a speed of 10’ and will enter the ear of a sleeping victim.  
  It then relays the wishes of the wearer of the ear clasps deep into the inner ear of the victim 
  so that the victim regards these words as their own thoughts.   
   
  The flea’s owner must make a contested Diplomacy or Bluff skill - check (whichever is 
  better) at +4 to their die roll, verses the targets Sense Motive.  If the victim makes their save, 
  they have noticed the flea.  Otherwise, they are considered to be under the effect of the third 
  level Arcane spell Suggestion, subject to the normal constraints of that spell, except the 
  duration is for one day or until the task is completed. 
   
  Market Value: 1,500 gp. 
   
  Jilish Musical Box 
  Although this musical box is small enough to hold in one hand it is a complex and 
  wonderful item.  Exquisitely carved with singing birds, when opened those standing nearby 
  hear a selection of classical musical pieces from all eras.  No tinny metallic tinkling, but a full 
  orchestra and even vocal accompaniment when appropriate.  Unless the owner specifically 
  says, ‘I like that piece,’ it will never play the same piece twice.  Many of its owners have set it 
  to play during banquets, thus eliminating the need for uncouth musicians.  There are other 
  abilities, none of which are mentioned anywhere on the box.  To discover each requires an 
  Intelligence ability check at DC 20.  The music played has a magical ability to enhance 
  certain Diplomacy and Bluff Skill checks by +1. If instructed specifically the musical box 
  concentrates on these modes, otherwise it cycles through modes at random.  Closing the lid 
  may stop the sound, but does not stop the box working.  To stop and start the box one 
  needs to know the commands.  When the box is working, but silent, it acts subliminally.  
  The market value of this item exceeds its enhanced by its considerable esthetic value as an 
  artifact. 
   
  Market Value: 4,000 gp 
   
  Memory Token 
  Developed in the distant past by a legendary mage whose name has, alas, been forgotten, this 
  artifact consists of a small metal token about the size of a 5-terce piece.  Should the forgetful 
  owner wish to be reminded of something, she holds the token in his hand and says, slowly 
  and distinctly, what it is she wants done.  The token is then knotted into the corner of a 
  handkerchief or similar item.  On undoing the handkerchief and holding the token in ones 
  hand it repeats the message. It will repeat the same message when you request it until it is 
  either given another message, or it is exposed to direct sunlight. 
   
  Arcane spellcasters with a Spellcraft rating of 4 or higher can also store a single spell which 
  requires verbal components only, into this object.  Any arcane spell with a casting time of 1 
  round or less, and which has only verbal components (no somatic or material components) 
  can be stored within the token, and cast exactly per the procedure above. Unknotting the 
  
  15 
  handkerchief and holding the token in the hand counts as a partial action.  Casting the spell 
  takes the same duration as the spell normally does. 
   
  Market Value: 2,500 gp. 
   
  The Vigilant Demarcation 
  This item appears to be a large, golden spool wound with a thin gold thread that extends a 
  little over 30 feet in length.  The thread is attached to a crank on the spool allowing it to be 
  reeled back.  If you lay the thread out in a circle (up to 10 feet in diameter) and loop the free 
  end about the crank, or across a doorway or some other portal, the whole becomes a magical 
  barrier.  If any part of the thread is subject to pressure (as from being stepped on or tripped 
  over) the source of the intrusion is subjected to a loud electrical discharge that strikes the 
  victim as if it were Gilgad’s Instantaneous Galvanic Thrust (lightning bolt) cast at level 10 
  (10d6 electrical damage, reflex save for half) 
   
  Market Value: 5,000 gp. 
   
  Yimbolo’s Folding Closet 
  Indispensable to the well-dressed magician, yet unfortunately only a small number exist.  
  Originally created by the vain Yimbolo, and later replicated by several of his associates, the 
  Folding closet appears as a large (yet narrow and light-weight) fashionable suitcase.  You may 
  place it upon the ground, call the activation phrase, and it folds out until it reaches full size- 
  that of a small bedroom cabinet.  You may not fold it unless the door is securely closed.  
  Within its confines may be stored several suits of clothes; there are even three small drawers 
  for undergarments, kerchiefs and other sundries.  None of the clothes within will ever be so 
  much as rumples by the folding process, and a Folding Closet will magically clean and press 
  any garments within it once per day.   Storage of living beings within the closet is not 
  recommended, as the air quickly becomes stale, although a being of human size could be 
  concealed within for an hour if such a thing were absolutely required.  The single original 
  closet has an additional feature- a secret panel at the rear of the interior, which opens into 
  the hallway of Yimbolo’s Manse.  When the panel is closed behind them, the Closet folds 
  itself up and follows –disappearing from its original location and appearing out of thin air in 
  the hallway as it folds itself up to full size. At the DM’s discretion, 1 in 6 of these artifacts 
  may contain a similar dimension door to a secret location. 
   
  Market Value: 6,500 gp. 
   
  Magic from the 19
  th Aeon.  (A word about the nature of the 
  Dying Earth) 
  Jack Vance is one of the most influential writers in the Fantasy Genre, yet still relatively 
  unknown to the general public.  Vance and Lovecraft are stylistically quite different, (and 
  Vance is not nearly as popular), yet there are certain similarities between them, particularly in 
  the effect they have had on other writers and on gamers.   
   
  The Dying Earth of Jack Vance’s novels is a world of evocative concepts, and unfinished 
  ideas – very much by design.  Vance uses Hitchcock’s classic trick of hinting at things just 
  
  16 
  enough to get your imagination racing.  While Hitchock was a master at allowing his 
  audience to create a monster far more terrifying than anything the special effects department 
  could come up with, in the case of Vance, it may simply be something just a bit funnier, 
  more evocative, or more mysterious that your own mind conjures up under his masterful 
  prompting, but it’s the same basic principle at work.  If you are the type of person who gets 
  frustrated by a film like say, the original Alien, where you barely ever see the monster at all, 
  but you loved the Freddy or Jason Movies, you probably aren’t going to like Vance.   
   
  Much like Lovecraft in the 60’s and 70’s, Vance is a huge influence on many of the people 
  who write a lot of the more mainstream films, books and games, and ideas borrowed from 
  Vance are rife throughout the RPG world in particular for those who know his work.  And 
  as with Lovecrafts Cthulhu Mythos, there is frequently a little homage or an inside joke 
  referencing themes within the Dying Earth.  
   
  The use of the evocative turn of phrase, in reference to a creature, artifact, or even an entire 
  era that is never defined, is one of the principle conceits used by Vance in his writing.  And 
  this is one of the things most played with by Vance fans, both overtly and sometimes in a 
  subtle homage.  Much as nobody ever knew where Arkham, Ma. actually was, we really do 
  not know what the 19th Aeon was all about, for example.  It is referenced numerous times in 
  the Dying Earth, yet never clearly defined.  In fact many, even most of the items, spells and 
  monsters in the Dying Earth were never very clearly defined.  Again, this is quite 
  intentional, and is in fact a big part of what makes Vance so amusing to many people.  Part 
  of the fun of the Dying Earth Role Playing Game in particular is to take this concept and run 
  with it.  To insinuate, to tease the mind with hints which give the imagination wings. This is 
  the genius of Vance. 
   
  Because of this, certain concepts now part of the D20 paradigm are a difficult fit with the 
  Vance milieu, just as they can be with Call of Cthulhu ©  This is worth bearing in mind 
  when attempting to adapt a Dying Earth world, or even some Dying Earth items or spells 
  into your campaign.  If you ‘get the joke’, then you can use this same method to amuse and 
  stimulate the players in your own campaign, if you do not, then you may want to pass your 
  Primer on to a passing Twk Man. 
   
  Primer Spells 
  Agonizing immolation (Clarification) The primer states that this spell deals “1d6 damage 
  per two-and-a-half caster levels.”  
   
  Level 
  Damage 
  1 
  1 d6 
  2 
  1 d6 
  3 
  2 d6 
  4 
  2 d6 
  5 
  3 d6 
  6 
  3 d6 
  7 
  4 d6 
  8 
  4 d6 
  9+ 
  5 d6 
  
  17 
   
  The “Two-and-a-half levels” comment was confusing.  This table should help explain the 
  damage progression for this spell.  Damage is per-round and can continue for several 
  rounds, so it is not as high as for example Lightning Bolt or Fireball, (both of which cause a 
  maximum of 10d6 Damage), nor does this spell effect more than one person under normal 
  circumstances (i.e. unless they are in very close proximity).  This is an extremely powerful 
  spell however, and once cast it is imperative for the target to interrupt the caster or get out 
  of the (Close) range of the spell.  Allowed to continue, the immolation can cause incredible 
  damage.  For example in theory a 9th level Wizard able to maintain the spell for 9 rounds 
  could cause 45 d6 of damage!!! The immolation will kill almost any creature vulnerable to fire 
  damage that cannot get away. 
   
  Dibarcas’ wondrous reduction Clarification: upon quick perusal, bears a superficial 
  similarity to the Arcane spell Reduce Person, but they are very different in effect and 
  application.  Both spells make their target smaller, but while Reduce allows an incremental 
  reduction to 50% of one’s initial size, the Wondrous Reduction a reduces the target (or ‘patient’) 
  to the height of a few inches down to a fraction of an inch.  Being the size of a mouse or a 
  beetle is a completely different thing from being the size of a Halfling; one makes it easier to 
  crawl through a small window, while still being able to fight with a slightly reduced 
  capability, the other makes it possible to crawl inside a mouse-hole.  Only watch out for the 
  cat.  
   
  Effective Vegetal Death Errata: Change Max Damage to all targets to 4 d6.  Blight, which 
  is one level higher, is a more powerful spell but only targets one plant or plant-like creature 
  at a time.  
   
  Excellent Prismatic Spray Clarification: This unique and very powerful spell requires both 
  a ranged touch attack and a Reflex Saving Throw.  The caster makes a ranged touch attack, if 
  she succeeds the target has been hit.  Because the damage is fixed rather than a range 
  determined by die-roll, the Reflex Saving Throw determines whether one or two of each type 
  of ray (bludgeon, slash and piercing) have hit the target.  If the target fails, all six rays have 
  hit and the spell causes full damage (30 points per ray, for up to 180 HP depending on the 
  targets vulnerabilities), if the target succeeds at their Saving Throw, only three rays have hit 
  for a total of 90 Hit Points – still a great deal of damage. Damage reduction applies where 
  applicable, and always note that some creatures may be immune to either bludgeon, slash, or 
  piercing attacks. 
   
  Fey pregnancy Clarification: This spell is meant to be highly situational.  It is an extremely 
  powerful spell in some respects and the rarity of the material component is part of the spells 
  balance (by making the opportunity to cast the spell rare).  Only a mandrake collected from 
  beneath the body of a hanged man can serve as the material component for this spell.  You 
  cannot buy such a mandrake at a market.  At the DM’s discretion, put a time-limit on the 
  efficacy of the mandrake, perhaps it will work until the next full moon.   
   
  Ominous Enthusiast Errata: Instead of the single option of a 3 HD Frovirn with skill level 
  16 (which is too high), the caster may summon a more or less powerful Frovirn with 
  
  18 
  corresponding levels of skill.  A high level enough caster can summon a highly skilled 
  Frovirn to perform more difficult tasks, but these are correspondingly more dangerous. 
   
  Spell level 
  Frovirn Hit 
  Dice / HP 
  Frovirn 
  AC 
  Frovirn To 
  Hit Bonus 
  Frovrin bite 
  Damage 
  Frovirn Skill 
  Level 
  3 
  3+12 / 25 
  18 
  +9 / +4 
  D6 +4 
  6 
  3 
  4+12 / 33 
  19 
  +10 / +5 
  D6 +5 
  8 
  4 
  5+12 / 41 
  20 
  +11 / +6 
  D6 +6 
  10 
  4 
  6+12 / 49 
  21 
  +12 / +7 
  D6 +7 
  12 
  5 
  7+12 / 57 
  22 
  +13 / +8 
  D6 +8 
  14 
  5 (max) 
  8+12 / 65 
  23 
  +14 / +9 
  D6 +9 
  16 
   
  "Phandall's Inside Out and Over", Clarification: When this spell is cast, ceilings, walls etc.  
  do not come with the caster.  Only portable objects not physically attached to the walls or 
  ceilings within the underground area being turned out are brought along.  Obviously the 
  DM’s discretion must play a role in the casting of this spell, if that is going to pose a problem 
  to the Players or the DM this spell should not be included in the campaign. 
   
  Radl's Pervasion of the Incorrect Chord Clarification: This spell is cast in a similar 
  manner to a counterspell, though it is handled as a special case. The caster, and his target 
  must each make an initiative roll, with all applicable bonuses (Dexterity, Improved Initiative, 
  etc.)  Whoever has the higher roll is considered the winner.  The winner of this contest has 
  cast their spell first, in the event of a tie, the Incorrect Chord has no effect.  If the caster of 
  the Incorrect Chord wins this contest, the target must succeed at a saving throw as if affected 
  by any other spell, if the target fails their spell was not cast; i.e. their spell has failed.  
   
  It is worth noting that this spell only affects one target rather than (potentially) everything 
  within a twenty foot radius so it is less powerful than the second level cleric spell Silence.  
  It’s also only useful for those casters with a good Initiative Bonus. 
   
  Temporal Projection (See Codicilliary) This spell sends the caster so far back in time that 
  they cannot effect anything going on in their current lives.  It is little more than a means to 
  enter, temporarily or otherwise, what is essentially another world, making it a potentially 
  useful adventure hook.  For more on Temporal Projection see the Codicilliary. 
   
  Vat Creatures 
  Errata:  The Spellcraft check to fashion the Sensorium is listed incorrectly.  Use the 
  following table to determine all die rolls and costs: 
   
  Creation 
  Points 
  Spellcraft 
  Check 
  Sensorium 
  Gem 
  Dust* 
  Sculpting 
  Skill 
  Check 
  Craft 
  Wondrous 
  items Skill 
  Check 
  Alchemy 
  Skill 
  Check 
  XP 
  Cost 
  10-25 
  20 
  100 Gp Topaz 
  CP * 5 
  20 
  20 
  20 
  CP x 5 
  26-50 
  24 
  500 Gp 
  Aquamarine 
  CP * 5 
  22 
  22 
  24 
  CP x 5 
  51-75 
  28 
  1,000 Gp 
  Citrine 
  CP * 10 
  24 
  24 
  28 
  CP x 
  10 
  76-100 
  32 
  2,000 Gp 
  Jacyinth 
  CP * 10 
  26 
  26 
  32 
  CP x 
  10 
  101-150 
  36 
  5,000 Gp 
  Emerald 
  CP * 20 
  28 
  28 
  36 
  CP x 
  20 
  151-220 
  40 
  10,000 Gp 
  CP * 20 
  32 
  32 
  40 
  CP x 
  
  19 
  Sapphire 
  20 
  221-300 
  44 
  20,000 Gp Ruby 
  CP * 30 
  34 
  34 
  44 
  CP x 
  30 
   
  Thus a Kobold would require a Spellcraft and Alchemy roll of 28, a 1,000 Gp Citrine, 610 
  Gp worth of Gold Dust, and Sculpting and Craft Wondrous Items checks of 24.  A Troll 
  would require a Spellcheck and Alchemy Check of 44,  a 20,000 Gp Ruby, 8,760 Gp worth 
  of Gem Dust, and Sculpting and Craft Wondrous Items checks of 34. 
   
  Prestige Classes 
  The third appendix is "Prestige Classes". There are three of these. 
   
  The Sharper 
  Errata: To qualify to be come a sharper a character must fulfill all the following criteria. 
   
  Alignment: Any chaotic 
  Base Attack: +1 
  Bluff: 4 ranks 
  Decipher Script: 3 ranks 
  Diplomacy: 4 ranks 
  Disable Device: 2 ranks 
  Intimidate: 2 ranks 
  Knowledge (Arcana): 2 ranks 
  Sense Motive: 2 ranks 
  Spellcraft: 2 ranks 
   
  Abilities: Minimum Dexterity, Intelligence, and Charisma of 12 
  Spells: Ability to cast Arcane spells of 1st level or higher  
  Special: Sneak attack + 1d6 or better 
   
  Diabolist 
  Errata: To qualify to be come a Diabolist a character must fulfill all the following criteria. 
   
  Alignment: Any except Lawful Good 
  Spellcraft: 4 
  Knowledge (The Planes) and Knowledge (Arcana): 8 
  Spells: Ability to cast 2nd level arcane spells  
  Special: Must have successfully summoned and bound an outsider such as an Imp or a Quasit. 
   
  Arch-Magician 
   Errata: To qualify to become an Arch Magician a character must fulfill all the following 
  criteria. 
   
  Alignment: Any Neutral 
  Spellcraft: Minimum Spellcraft of 4 
  Abilities: Intelligence of at least 14 
  Spells: Ability to cast 3rd level Wizard Spells 
  Knowledge (The Dying Earth): 5 
  Special: Must possess at least 3 active IOUN stones 
   
   
  
  20 
  Manufacturing Magic items (See Codicilliary) 
   
  The Pricing of Magic Items 
  The Pricing of the items in the Primer do not follow the formulae laid out in the DMG.   
  They essentially reflect the whim of an itinerant Curio Merchant of the Dying Earth.  In 
  most circumstances, these items would not be available for sale.  Certainly no magic 
  supermarkets as such exist in the Dying Earth, and these items are meant to be rare enough 
  in any Campaign.  Should DMs wish to modify the prices they may of course feel free to do 
  so. 
   
  Magic rules 
  The spell-failure system works better at higher levels with this slight modification. 
   
  10 + 3 x spell level  
  memorized spells 
  10 + 4 x spell level 
  (optional) Difficult Casting 
   
   
  Level 
  Memorized Casting DC 
  Difficult Casting DC (optional) 
  1 
  10 
  10 
  2 
  13 
  14 
  3 
  16 
  18 
  4 
  19 
  22 
  5 
  22 
  26 
  6 
  25 
  30 
  7 
  28 
  34 
  8 
  31 
  38 
  9 
  34 
  42 
  10 
  37 
  46 
   
  The “Difficult Casting” is an optional concept if you wish to allow the reading spells out of a 
  book, and / or the casting spells over the current allowed level on some sort of Emergency 
  basis. 
  
  21 
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  by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are 
  Open Game Content. OPEN GAME LICENSE Version 1.0a 
  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 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Open Gaming Content 
  (c)2003 Pelgrane Press Ltd: The section on Temporal Paradoxes and Greater Scrying is Open Gaming Content. All other 
  content is Product Identity. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson. 
   
  
SOURCE: textdata/thevault/Dying Earth/PEL009 Primer of Practical Magic - Codicillary Notes.pdf