Magic

To Campaign

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Witches view

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the following website

Dom of D20 / D&D 3e Netbooks and Downloads.

Circe Offering the Cup to Odysseus. Oldham Art Gallery, Oldham, U.K. 1891

Circe Offering the Cup to Odysseus. Oldham Art Gallery, Oldham, U.K. 1891

“Magic is the Highest, most Absolute, and most Divine Knowledge of Natural Philosophy, advanced in its works and wonderful operations by a right understanding of the inward and occult virtue of things; so that true Agents being applied to proper Patients, strange and admirable effects will thereby be produced. Whence magicians are profound and Diligent searchers into Nature; they,
because of their skill, know how to anticipate an effect, the which to the vulgar shall seem to be a miracle”.

The Goetia of the Lemegeton
of King Solomon
(The Lesser Key of Solomon).

MAGICK is for ALL!
Aleister Crowley

Magick in Theory and Practice

 

Magic is the lifeblood of all witches. Manipulating the forces of arcane and divine magic is what sets the witch apart from other mortals, even other spellcasters. To a witch, magic is everywhere and in everything. To many witches, magic is often the same word as life. In the witch’s mind magic is not simply a way of attaining practical ends, it may also involve at least a partial symbolic recognition of her spiritual worldview and of her Goddess and beliefs. In this respect magic often merges with religion, and indeed the line between the two is frequently blurred. While a priest and wizard view magic and religion as distinct, the witch sees no such differences. Without magic, a witch is no different than the cowan or mundane people around her.

The theoretical foundation for most magical practices is a belief in correspondences, or hidden relationships among entities within the universe especially between human beings and the external world. According to this view, the application of the right colors, objects, sounds, or gestures in a given context can bring about the desired result. The theory of correspondences affirms the power of thought to confer reality on products of the imagination, particularly when these thoughts are expressed through significant symbols.

A distinction can also be drawn between white and black magic: White magic is employed for benign ends or for personal discovery, and black magic is used to harm others. The majority of the magic the witch employs then can best be described as gray.

Many witches believe that they can cast any type of magic regardless of alignment. Magic itself is neither good nor evil, any more than the wind and rain are good or evil. However witches also believe in the “Rule of Three” that what ever they send out into the world will come back to them threefold. Therefore, good witches tend not to cast what is commonly called “Black magic”. Evil witches are very likely to use White or Gray magic when it benefits them.

Magical Theory and Thought

Witches view magic a bit differently than other spellcasters. Most see a division between Arcane (wizard) and Divine (priestly) magic. While these divisions are academic to most everyone else, to the spellcasters they define how they see reality. To the witch Arcane and Divine are only facets of the totality of magic.

As described above, magic is the lifeblood of all witches regardless of alignment, coven or tradition. Witches create magic for the same reasons that bards create songs; as a natural outlet for their own creativity. To a witch discussing magic as thing separate from the world or as “supernatural” is as absurd as discussing water or air as something separate from the world.

Every witch has a particular feel or form to her magic. While magic can be altered by her coven or tradition, each witch’s personal casting is unique. Thus it becomes possible to determine which witch has worked what magic by her tell-tale signs. In order to determine the witch that cast a particular spell the character would need at least the Spellcraft or Knowledge (Witchcraft) skill and familiarity with that witch’s magic in the past.

Magical Correspondences

Witches believe in the notion of magical correspondences, that reality can be effected by magic that is related to other object. This magic can be Homeopathic, Sympathetic or Contagious. Thus the use of spell components is extremely important to the witch. Witches distinguish three types of magical practice.

Homeopathic Magic uses small portions of something to effect the whole. For example when a witch creates a control doll she will use a bit of hair of the person she is trying to control.

Sympathetic Magic, or symbolic magic, is based on the symbolism used. So when a witch casts Drowsiness she uses rose petals or sand because of their symbolism to sleep.

Contagious Magic effects something because of its relationship to a magically charged object. The most common magically charged object the witch has is her athame. The spell is cast through the athame and the athame then directs the spell.

Some magic uses all three. For example: a control doll is created with homeopathic magic. Needles stuck into it to affect someone else are sympathetic magic, and casting a spell on the doll to affect another is contagious magic.

The Thaumaturgic Triangle View

Some witches view magic as a Thaumaturgic Triangle, with Arcane magic on the left lowest corner, Divine at the right lowest corner and Witchcraft at the top. Of course it should be noted that Wizards and clerics view it quite differently. Witchcraft is defined as the blend of both Arcane and Divine magic, but it is also separate from these magical styles.

Thaumaturgic Triangle View

Witchcraft

triangle

Divine Arcane


The Pentagram View

Most witches do not subscribe to the Thaumaturgic Triangle view. The see it as a compromise to other spellcasters. Plus it leaves out the very magic it was named for, Thaumaturgy. Most witches view magic from the Pentagram or Grand Elemental view. They divide magic in to five distinct camps and associate an element to each magical camp.

Thaumaturgy or Low Magic is the magical style practiced by Hedge Wizards, Hedge Witches, Shamans or Adepts. Thaumaturgic magic depends heavily on rotes, sympathetic magic or divine influence. Witches believe that even some druid magic can fall into this category.

Its associated element is Earth.

Sorcery or Natural Magic is the magical style practiced by Dragons, sorcerers and some other naturally magic races such as the faerie and elementals. Fiends and Celestials, while naturally magic derive their source from the Divine. Unlike Thaumaturgy, Natural Magic flows from within, which makes it more like arcane magic. But unlike Arcane, Natural Magic is not learned; it is a natural part of spellcaster.

Its associated element is Water.

Divine, or Clerical Magic is magic that comes from the gods, other planes or strong beliefs. The source of this magic is always outside of the spellcaster, which makes it very different than Natural Magic. Unlike Natural Magic and Thaumaturgy, Divine magic requires neither skill nor practice, only faith. The spellcaster can improve her casting styles or effects, but not the source or nature of the magic.

Its associated element is Air.

Pentagram View

Pentagram

Arcane Magic or Wizardry is magic that comes from the learning of great secrets. Arcane magic must be studied and certain formulas must be followed, like Thaumaturgy. This puts it at odds with Natural Magic, but like Natural Magic, the magic comes from the skill of the spellcaster to harness the power of magic.

Its associated element is Fire.

Witchcraft is the combination of these magical views. Like thaumaturgy and arcane magic the witch must practice various rotes and formulas to activate and shape her magic. Witchcraft is also Divine because to power of this magic comes from the Patron.

Its associated element is pure magical Essence.

Regardless of how the witch may view her magic, she does know that her style of magic is part of the greater whole of all magic. Witchcraft is subject to the same rules and laws that govern all magic.

Magic Circles

Having chosen a place for preparing and constructing the Circle, and all things necessary being prepared for the perfection of the Operations, take thou the Sickle or Scimitar of Art and stick it into the centre of the place where the Circle is to be made; then take a cord of nine feet in length, fasten one end thereof unto the Sickle and with the other end trace out the circumference of the Circle, which may be marked either with the Sword or with the Knife with the Black hilt. Then within the Circle mark out four regions, namely, towards the East, West, South, and North, wherein place Symbols; and beyond the limits of this Circle describe with the Consecrated Knife or Sword another Circle, but leaving an open
space therein towards the North whereby thou mayest enter and depart beyond the Circle of Art. Beyond this again thou shalt describe another Circle at a foot distance with the aforesaid Instrument, yet ever leaving therein an open space for entrance and egress corresponding to the open space already left in the other. Beyond this again make another Circle at another foot distance, and beyond these two Circles, which are beyond the Circle of Art yet upon the same Centre, thou shalt describe Pentagrams with the Symbols and Names of the Creator therein so that they may surround the Circle already described. Without these Circles shalt thou circumscribe a Square, and beyond that another Square, so that the Angles of the former may touch the centres of the sides of the latter, and that the Angles of the latter may stretch towards the four quarters of the Universe, East, West, North, and South; and at the four Angles of each square, and touching them, thou shalt describe lesser Circles wherein let there be placed standing censers with lighted charcoal and sweet odours.

Chapter IX,
The Key of Solomon the King
(Clavicula Salomonis)

Magic Circles are used for focusing magic, summoning creatures and protection. Like the magical correspondences, the appropriate circle is needed under different occasions. Often the witch uses a magical circle during rituals, sabbats or other ceremonies. They can be used to focus spellcasting and they are essential when summoning spirits, fiends or divine aid.

Most circles will be drawn on the ground with chalk, charcoal or some other powdery substance. Circles are drawn clockwise for white magic and counterclockwise for black or evil magic. The exact nature of the spell or ritual may require other, rarer materials. Often the circle is drawn with other symbols of power, including the witch’s own personal symbol. The materials that make up the circle will also be of significance to the function it is being used. For maximum effect the witch will use oils, powders and spices from the lists above.

To construct a circle the witch needs to know what she is going to do (summoning a demon, conversing with her Goddess, etc.), what materials will be appropriate and what symbols she needs to use. All of this can take hours to days to prepare and months or years to research. Generally speaking, the simpler the function of the circle, the easier it will be to construct and the cheaper the cost. Simple things like monthly rituals and communing with her Goddess should be relatively easy for the witch. These will be found in the coven’s Book of Law. Adventures can be built around solitaries and witches looking for other types of rituals and the materials needed.

The lines on a magic circle are normally double lines spaced far enough apart for the witch to inscribe symbols and runes within. Most importantly, great care needs to be taken by the witch when drawing such symbols. Incorrect symbols are useless.

To make magic circles the witch requires the Cast Magic Circle feat.

Witch’s arcane spell castings are prepared via a series of rituals. Each spell holds a different ritual, but there are some things that do not change. Whenever a witch begins preparing a spell, she usually creates a magic circle around her. The type of Magic Circle varies with the type of spell being prepared. Simply drawing in the dirt, sand, or spreading salt or another substance around the witch typically creates magic circles. Simple magic circles of these sort require the witch to make a Craft (Magic Circle), Spellcraft or Knowledge (Witchcraft) check, DC of 10. A failed check means the circle is incorrect or inaccurate in some manner, but the witch will still believe that it is correct.

More experienced witches (those with the Create Magic Circle feat) will sometimes create larger Magic Circles to aid them. Creating an enchanted magic circle takes 1 minute per foot radius. Unless otherwise noted, an Enchanted Magic Circle affects only the witch who created it. A magic circle can be created by any means, ranging from an extensive tile design created into the floor or to drawing in the dirt with a stick, but if the magic circle is ever disturbed even the slightest bit, the powers granted by the Magic Circle cease working.

Thaumaturgic Circle: This Magic Circle is used when preparing a spell of the universal school of magic. A Witch who created a Thaumaturgic Circle with the Create Magic Circle feat gains a +1 bonus to successes for spells cast within the circle, for a number of times per day equal to the witch’s Wisdom modifier. The magic circle is used for spell focusing. Often used by the witch during her rituals and sabbats. This is used when casting any spell.

Triangle: The Single Triangle is used when preparing spells related to change, including most evocation or transmutation spells. A Witch standing within a Triangular Magic Circle can cast one spell per Magic Circle at double the duration.

Also known as the Elemental Triangle or Thaumaturgic Triangle.

Pentagram: The most common is the pentagram, also known as a pentangle. This is a five-pointed star. Good or neutrally aligned witches will use it with the point of the star facing up or forward. Evil aligned witches use an inverted pentagram. Often witches will adopt the pentagram as part of their own personal symbols.

Green pentagram (one point up); SVG. 13 June 2006(2006-06-13) Own work, using Inkscape. Fuzzypeg

Green pentagram (one point up); SVG. 13 June 2006(2006-06-13) Own work, using Inkscape. Fuzzypeg

The Star Shaped pentagram is used when preparing healing and other beneficial spells. Witches with the Circle Casting Feat standing within a Pentagram treats all healing and protective abjuration spells as if they were cast at 2 levels higher than the witch’s caster level.

Inverted Pentagram: The Inverted Pentagram is used when preparing damaging and other harmful spells. A Witch standing within a Pentagram treats all harming spells as if they were cast at 2 levels higher than the witch’s caster level.

An image in the 1897 book “La Clef de la Magie Noire” by Stanislas de Guaita (reproduced on the front page of “A Pictorial History of Magic and the Supernatural” by Maurice Bessy).

An image in the 1897 book “La Clef de la Magie Noire” by Stanislas de Guaita (reproduced on the front page of “A Pictorial History of Magic and the Supernatural” by Maurice Bessy).

Hexagram: Two triangles are placed in a circle to create a six-pointed star. The upright triangle represents the male energies of the universe. The inverted triangle represents the feminine
energies. The Hexagram is used when preparing Abjuration spells. A witch standing within a Hexagram grants damage reduction equal to her Wisdom modifier to all allies (including herself) standing within the Hexagram.

Octogram

Octogram: Two squares are placed within a circle to form an eight-pointed star. The Octogram is used when preparing spells that could be diametrically opposed.
This includes elemental spells (fire, earth, water, air) and alignment based (good, evil, lawful, chaotic).

outsiders related to a single aspect (fire, earth, water, air, good, evil, lawful, or chaotic) may not enter the magic circle or target anyone within the circle. If the Witch conjured the outsider herself, they may not leave the Magic Circle or target anyone outside of the circle. The type of outsider is chosen at the time the Magic Circle is created.

Decorative motif in San Pancrazio, Florence.

Decorative motif in San Pancrazio, Florence.

Combined Circles

The witch may try combining the various circles for additional benefits. One such example would be a Cabalist Magic Circle, a combination of the Triangle and the Pentagram.

Witch's Familiars

Matthew Hopkins, Witch Finder General. From a broadside published by Hopkins before 1650.

Matthew Hopkins, Witch Finder General. From a broadside published by Hopkins before 1650.

Few images are as strong as that of the witch accompanied by her black cat. So strong was this assocation that along with the millions of women burned as “witches” in the dark ages, so were thousands of cats as “familiars”.

Familiars are actually a newer concept of the witch myth, the but concept of the magical properties of animals are as old as magic itself.

A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant.

Familiars are often the most under used aspect of a spell casting character. The same should not be said for the witch. To begin with a witch’s familiar will always appear to be a normal animal. Of course they will be the most intelligent members of their species. Many witches believe that familiars are the reincarnated souls of humans, or even other witches, sent back to aid others. Some, in particular Malefica, believe that their familiars are in fact imps in animal form. The typical types of familiars that can be found and their sensory powers are listed below. Witches gain all the benefits of a familiar as listed in Core Rulebook I under sorcerer. Witches multiclassed with wizard or sorcerer have their familiar powers stack.

To call a familiar the witch needs to meditate and perform special rituals that cannot be interrupted. Typically these will occur only during special times of the year and if the ritual is interrupted then the witch will have to wait till the next occurrence. Examples would be mid summer, a blue moon or an eclipse. The witch will need to burn fine incense (100 GP value) and leave small tokens of
food to entice the familiar to come. Familiars as tough as a witch’s are difficult to locate; if her familiar dies a witch must wait till the next holy season/sabbat to find another

Familiars are usually named by their mistresses with bizarre sounding names, like puns (MephistoFleas), nonsense words (Sybybala), anagrams of other famous names (Yaabagab), alterations on the names of their deity (Heceight), and so on.

A witch’s familiar is capable of human speech, has high Intelligence and considerable cleverness. Such familiars may not appear noticeably different from others of their own kind.

A familiar is much more than a pet or a servant for the witch. A familiar is a guide for the witch and a conduit for the witch to speak to both the natural and supernatural worlds. The familiar should be seen as a partner for the witch. It should also be noted that a familiar will consider itself as equal to the witch, or would even consider the witch as its familiar. Familiars all have personalities and should be played as such. The other players should treat the familiar like another party member. Granted one that may not add much to the combat round, but a valued member all the same.

Once the familiar has joined up with its witch, the GM must think about the effect the newcomer will have on the other animals in the party. If the witch has a ferret and another character keeps guard dogs or a hungry falcon, trouble could easily erupt unless everyone is very careful. The witch player needs to consider all of the pros and cons before calling a familiar. The witch decides what kind of familiar she wants to call. However the geography of the area will play a role. Also the GM can choose to override this choice.

Agnolo Bronzino, Ritratto di Guidobaldo II della Rovere, duca di Urbino. Galleria di Palazzo Pitti, Firenze.

Agnolo Bronzino, Ritratto di Guidobaldo II della Rovere, duca di Urbino. Galleria di Palazzo Pitti, Firenze.

Witch's Familiars
Familiar* Additional Powers to the Witch
Badger +2 to Constitution score
Bat +2 to any Intuit Direction checks
Beaver Double normal speed when swimming
Cat +2 bonus to Move Silently checks
Dog Small Surprised only on a roll of 1 on a d6.
Crow +2 bonus to Reflex saves
Dog medium Surprised only on a roll of 1 on a d6.
Eagle +2 to any Spot checks
Fox +2 to Intelligence score
Hawk +2 to any Spot checks
Lizard +2 to Dexterity score
Lynx +2 bonus to Reflex saves
Mouse +2 to Dexterity score
Porcupine Improved AC, +2 bonus
Rabbit Surprised only on a roll of 1 on a d6.
Raccoon Surprised only on a roll of 1 on a d6.
Rat +2 bonus to Fortitude saves.
Raven +2 bonus to Reflex saves.
Snake +2 bonus to Fortitude saves.
Squirrel +3 to Climb Checks
Swan +2 to Charisma score
Toad +2 to Constitution score
Turtle Improved AC, +2 bonus
Weasel +2 bonus to Reflex saves.
Wolf +2 bonus to Fortitude saves

* The GM may substitute other small animals suitable to the area
** The witch must wait till the next holy day to try again.

Multiple Familiars

Witches are often depicted as having multiple familiars. Often these animals are no more than pets, albeit intelligent ones. A witch with the access to the Extra Familiar feat can have multiple familiars. The mechanics of gaining and loosing these familiars are detailed with the feat.

Often the witch will limit her familiars to no more than three or so, most stick with only one. Covens, Traditions and Game Masters can place limits on how many familiars a witch may have at one time.

Improved Familiars

Some players may want to consider the use of special familiars, such as outsiders, fey, constructs or small elementals. Familiars of this type are known as Improved Familiars

Improved Familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Improved Familiars by Alignment
Familiar Alignment Witch Level
Stirge Neutral 5th
Imp Lawful evil 7th
Quasit Chaotic evil 7th

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.

Improved Familiars by Type
Familiar Type/Subtype Witch Level
Celestial hawk 1 Good 3rd
Fiendish Tiny viper snake 2 Evil 3rd
Aitvaras Evil 5th
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Water elemental, Small Water 5th
Homunculus 3 undead 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The witch must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.

 

Author’s Note: While these could easily be adapted to use for the witch, I would suggest avoiding them except for Malefic witches. The familiar types presented there have the potential of giving the witch game-unbalancing power. Familiars for witches have always been described as natural animals; this work tries to continue that tradition.

Ritual Magic

Two humans are sacrificed on this picture. One is drowned in a holy spring and one is burned. The man with a sword symbolizes probably another way of sacrificing of humans. To the right worshipping people.

Two humans are sacrificed on this picture. One is drowned in a holy spring and one is burned. The man with a sword symbolizes probably another way of sacrificing of humans. To the right worshipping people.

In can be argued that all witch magic is ritual magic. One of the features of the witch class is the ability to combine their magic with others for greater effects or perform ritual to increase these effects.

Augmented Ritual Magic

Weaving a spell is the art of drawing upon the tapestry of magic that permeates all things. The use of metamagic feats subtly alters the normal flow of spells, bringing more power to the dweomer at the cost of a higher spell slot. Augmented ritual casting of spells energizes spells at the time that they are cast as opposed to when they are prepared; thus the spellcaster need not sacrifice any spell levels to cast a spell augmented with metamagic. The ritual provides the extra power.

A spellcaster can ritually cast spells augmented with only the metamagic feats that she knows, but she can include each feat that she knows at the expense of extending the casting time, sacrificing more expensive components, and taking greater risk that the ritual will fail. It’s important to remember that each extra level of metamagic feats that are applied to a spell through augmented ritual magic normally increase the level of the spell. However, in this situation, each feat will now make the spell take longer to cast and cost more in material components. The total of these extra levels is called the “added level modifier,” and this added level modifier is used to determine several aspects of the augmented ritual casting.

The Silent Spell and Still Spell feats cannot be added to augmented ritual spells. If a Silent or Still Spell are used with an augmented ritual casting, those feat’s benefits are negated. Also, the Quicken Spell feat may not be added to an augmented ritual casting, though if the feat is used normally and the quickened spell is then augmented, the resulting ritual casting time can be greatly reduced (see below). The Heighten Spell feat can be used, with the difference in the actual spell and the new spell level being used to calculate the added level modifier.

If the caster has the feats of Spell Penetration or Spell Focus, she may also use these in augmented ritual castings to provide a bonus beyond the normal + 2 benefit of these feats. For every extra + 1 bonus (above the normal +2 bonus provided by these feats) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting. For example, to gain a total + 5 bonus on Spell Penetration, the caster would add three more levels to the augmented ritual casting’s added level modifier.

The level of the spell being cast plus the added level modifier of all feats augmenting the spell cannot exceed the highest spell level the caster is capable of normally using. For example, a 12th-level wizard cannot cast 7th-level spells; the most she could augment a knock spell through an augmented ritual casting would be to use feats that result in an added level modifier of four (2nd-level spell + 4 added level modifier = 6th- level spell- the highest the wizard can cast).

To determine the casting time of an augmented ritual casting of a spell, first determine the spell’s base ritual casting time on the table below by referencing the spell’s normal casting time. The ritual casting time is this base ritual casting time multiplied by the total added level modifier of the augmentations. Any casting time that exceeds an hour requires a Ritual Casting check against a
DC of 10 + the spell level. Use the spell’s original level, not the augmented level, for this DC. A failure on this Ritual Casting check results in the magical energies warping and recoiling back upon the caster. This results in (level of the spell + added level modifier) hit points of damage from the magical backlash as the spell is cast. The augmented ritual is still successfully cast in the event of a failed Ritual Casting check.

Augmented ritual castings require extra material components beyond those normally required for casting the spell. These additional components represent the rare materials that must be expended to draw upon even greater power for the spell effect. For divine casters, these material components are holy incense and other trappings that are expended during the casting as offerings to the gods. Arcane casters use a mixture of herbs, minerals and other components based on their specific methods of working magic. Regardless of what these ingredients are, the general cost of the materials is equal to 25 gold x the added level modifier.

Augmented Ritual Casting Time
Normal Casting Time Base Ritual Casting Time
Free action 1 full round
1 action 5 full rounds
Full round 5 minutes
Other 10 x normal casting time

Combined Ritual Magic

Füssli, Johann Heinrich Die drei Hexen, English - The Weird Sisters or The Three Witches

Füssli, Johann Heinrich Die drei Hexen, English - The Weird Sisters or The Three Witches

Under the direction of a single spellcaster, usually the coven’s High Priestess, a group of individuals can work together to generate greater spell effects. Similar to the use of augmented ritual magic, the primary caster uses ritual casting to enhance the basic prepared spell to new heights. Although groups with like magic (divine or arcane) work best together, anyone can assist with the performance of the ritual. Of course, non-spellcasters add to the chance of failure.

Witches refer to this as “coven casting”. Groups of bards and Lorelei witches often refer to combined ritual casting as “concert casting”. Wizard-only group casting is referred to as “cabalistic casting”. Most other casters and some witches refer to it as a “circle casting”.

Combined ritual casting works differently than augmented ritual casting in that the caster and participants do not need to have any understanding of metamagic feats. Instead, the leader of the combined ritual casts the spell to be modified, and the auxiliary members of the ritual contribute their will, desire and life energies to supplement the overall power of the spell. This supplementary power is used as bonus levels that is used split between the different aspects of the spell. Each aspect of a spell that varies with caster level (range, number of targets, area, duration, damage dice, etc.) is treated as a separate category that can be increased with bonus levels generated by the combined ritual casting. The supplementary bonus levels provided by the ritual casting cannot violate the restrictions or limits of the spell. For example, a combined ritual casting of fireball cannot exceed the spell’s l0-dice maximum for damage.

The leader (called the focus, who casts the actual spell) uses her caster level as the starting level in each category for the casting. The total bonus levels (determined by the formulas in the boxed text) are then divided up and added into each category as the primary caster chooses. The caster's level plus the extra bonus levels now determine the effects for each of the spell’s separate categories.

One witch, usually the highest level is considered the focus. In cases where the witch must touch or kiss someone then it is the focus witch who must do it. The other witches must stay in physical
contact or close proximity with the witch, i.e. not
breaking the circle.

The casting time of the combined ritual is the base time for a combined ritual casting x the number of participants x the spell level. See table to determine the base time for the combined ritual casting based on the normal casting time of the spell. The number of participants does not include the leader of the combined ritual, only the people who are helping to power the spell. Any casting time of an hour or longer requires the leader to make a Ritual Casting check to maintain control of the magical energies for the spell. The DC of this skill check is increased by one for every non-spellcaster participating in the ritual. In the event of a failure in the Ritual Casting check, the energies involved with the combined ritual casting create a backlash that affects all of the participants. These energies assault the bodies and minds of each member of the ritual, resulting in (ritual bonus levels x spell level) hp of damage. A successful Will saving throw (DC of 15 + spell level) reduces this damage by half. The combined ritual is still cast in the event of a failed Ritual Casting check, but only half of the supplementary bonus levels can be harnessed prior to the spell discharge.

Combined ritual casting also requires expensive material components. These additional components are similar to those used in augmented ritual casting and represent the same types of ingredients. The cost of the material components is 10 gold pieces x the number of participants x the spell level.

Combined Ritual Casting Time
Normal Casting Time Base Ritual Casting Time
Free action 1 Minute
1 action 3 minutes
Full round 10 minutes
Other 10 x normal
Casting time = Base time x spell level x participants
Material Costs = 10 gp x spell level x participants

 

Combined Ritual Bonus Levels
Witches, same coven +1/2 of class levels
Same caster class +1/3 of class levels (including witches of different covens)
Same magic type +1/4 of class levels (arcane or divine) caster
Other type casters +1/5 of class levels
Non-casters +1/10 of class levels

Add up all partial levels and round down any partial levels from the total to determine the total bonus levels added to the spell. Add an additional + 1 bonus level per participant that has the ability to cast the spell in question, reflecting the added spell knowledge and caster level ability. Note that crossover from arcane and divine versions of the same spells are permissible for this bonus.

Ritual Casting works best with witches of the same coven. If the spell is being cast by a full coven of witches (usually 13) then add another +1 bonus level.
Example: Saillie is attempting to move a heavy object using levitate. Saillie is only 5 th level and can only move up to 500 lbs. Teamhair, also 5 th level, joins her in a combined ritual casting. By herself, Teamhair can also only levitate 500lbs. But together they can lift 5 + 2.5 levels worth or 750 lbs. The GM decides that this is plenty to move the 600-lbs. object.

Witch True Rituals

It is possible that the first of what are known as true rituals were in fact given to witch covens by their Patrons. True rituals are usually cast by the entire coven and are treated much the same way as combined spellcasting.

True rituals are very complicated spells. They may only be cast in ritual form and cannot be augmented further with any feats or abilities. True rituals have no schools of magic associated with them; their great power combines all aspects of magic.

For witches, true rituals will always include some aspect of homeopathic, sympathetic and contagious magic.

True rituals are cast as normal spells with a few exceptions.

Components: All true rituals have verbal, somatic, material and experience cost in the spell’s components. Each member of the ritual must pay the experience cost. If the ritual is using proxy ritual members (see below) to cast the spell, the experience cost of the replaced caster(s) is divided among the normal casters who are participating in the true ritual.

Casters Required: Each true ritual has a minimum number of required casters. Each caster must have the spell prepared in the usual fashion at the time of casting. True rituals are prepared in lieu of one of the caster’s spells of equivalent level.

Effective Caster Level: With multiple casters, the power of the ritual is enhanced. Use the level of the highest caster in the group and add the number of other casters (not proxies) participating in the true ritual. The spell effects are based upon this effective caster level. Witches performing as an entire coven gain an added +1 level to this effective caster level.

Proxy: Some true rituals allow a proxy in place of one or more of the required casters. The proxy section of a true ritual’s description details who can replace a required caster during the ritual. Proxies cannot replace every caster; there must be at least one spellcaster to lead the ritual.

Saving Throw: True rituals have more power behind them, which in turn makes them more difficult to resist. Any saving throw against a true ritual spell has a DC of 15 + the level of the spell + the relevant ability modifier (Wisdom for witches) of the highest-level caster participating in the ritual.

Researching Original True Rituals

Any witch who can cast a true ritual can attempt to create a new, original true ritual. But creating a true ritual is much more demanding than, creating a normal spell. Like research of regular spells, the creation of true rituals requires access to a well-stocked library, meditation, and prayer for witches. A library must be comprised of books, treatises and manuscripts totaling at least 50,000 gp in value. Magical items and spellbooks do not count toward this total for the personal library’s value. The research must be conducted by at least three spellcasters of the same type (arcane or divine) who collaborate on the spell’s research. During the research, each of the spellcasters must pay 1,000 gp per week with a minimum of one week per effective level of the true ritual. This money goes into the same fees, experimentation and components that regular spell research consumes. At the end of the research period, each of the researchers makes a Spellcraft check against a DC of 20 + the spell level. If all of the researchers succeed, the new true ritual has successfully been created (assuming the spell is viable). If any one of the researchers fail, they must all go through the research process again if they wish to keep attempting to learn the true ritual.

The criteria for a viable true ritual are entirely dependent upon the requirements of the Game Master. Use the guidelines for new spell creations in Core Rulebook II. Compare any new true ritual concepts to those presented here. The following are required for all true rituals:

A minimum of three casters is required to perform a true ritual, more depending upon the spell. The ritual must have an experience point cost to cast. Higher experience point costs can balance the power level of some true rituals.

The number of casters required to cast a true ritual is also the number of casters that are required to research the spell. Requiring a high number of casters can also serve to balance a ritual’s power level, though not as much as an experience point cost.

Variant: Power Points

Down Tor stone row on Dartmoor in South Devon, UK. created 29. September. 2008 Herby

Down Tor stone row on Dartmoor in South Devon, UK. created 29. September. 2008 Herby

Power points exist throughout the world, where magic gathers in greater amounts. These power points are located throughout the world and can be traced to regions called ley lines. Any magic performed on these points is enhanced as if the caster were a level higher then normal. Dragons naturally gravitate to and attempt to lair at locations with power points. druids are likewise required to cast all true rituals within the confines of specially prepared power points ringed with standing stones. Witches will form their covensteads in areas where ley lines cross.

Countering Ritual Magic

Dispelling or countering augmented and combined ritual castings of spells is similar to countering a normal spell. Of course, the longer casting time offers a larger window of opportunity to disrupt the spell. Throughout the casting, observers get a Spellcraft check (DC 18 + the spell’s level). The DC is slightly higher due to the changes in the prolonged casting, but the longer casting time allows for a retry Spellcraft check each round. Using dispel magic to counter an augmented and combined ritual casting is much easier due to the extra delicate magical energies being manipulated. The dispel check goes against a DC of 6 + the spell’s caster level if the dispel check is made during the casting to counter the ritual spell.

As with countering metamagic feats, any additional effects or added levels are not taken into account when counter-spelling a ritual casting. A regular cone of cold spell counters a ritually enhanced cone of cold.

True rituals cannot be countered with knowledge of the true ritual in question; the preparations are too long and complicated to enact even throughout the hours of casting time required. True rituals can be easily disrupted through combat, distraction or other means. Unlike ritual casting spells, any dispel magic checks to counterspell a true ritual go against a DC of 15 + the caster level of the ritual’s highest- level caster.

Witch True Rituals

1. Handfasting. Blesses the union between two people.

2. Rites of Passage. Rites for personal milestones.

3. Consecration Ritual. Consecrates a ritual tool, altar or magical item for use.

4. Wheel of the Year. Rites for the seasons

5. Drawing Down the Moon. Commune with the Goddess

6. Calling the Quarters. Creates a permanent magic circle for the covenstead.

7. Binding Ritual. Stops a witch from using her magic.

8. Protection of the Goddess. Grants protection to those in the Goddess’ care.

9. Descent of the Goddess. Returns one creature back to life.

Handfasting

The Russian Bride's Attire 1884(1884) Konstantin Makovsky

The Russian Bride's Attire 1884(1884) Konstantin Makovsky

Blesses the union of two people
Level: Witch True Ritual – Witch 1
Components: V, S, M, DF, XP

Casters Required: 3 (1 witch and 2 individuals to be married)
Proxy: Yes. Any individual getting married or 10 worshipers per caster
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2levels)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Handfasting is the uniting of two (or more for polygamous marriages) individuals with the blessings ofthe Goddess and her Consort.

If the union between the couple is undertaken for love and altruistic reasons, the two gain a blessing in their times of need. Whenever either of the couple is in danger, both members gain a +1 luck bonus to AC, saves and skill checks. This effect lasts for a year and a day.

Material Components: An offering of food and music (to be given to the guests) worth 100 gold pieces.

XP Cost: 10 XP for the caster. Special – the couple can pay the experience point cost for the caster. This XP coast is paid equally by the two (5 points each).

Note: This spell is derived from the Marriage true ritual found in Relics and Rituals.

Rites of Passage

Rites for personal milestones.
Level: Witch True Ritual – Witch 2
Components: V, S, M, DF, XP
Casters Required: 3
Proxy: No
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

In the communities where the witch is an active participant, rites of passage have special social, psychological and spiritual meaning. The witch is often called to pass down the blessings of the Goddess and the Consort onto the people.

The typical rites are Initiation or becoming a witch, birth and naming, Aimsirtogu or coming of age, maiden-mother-crone advancement, and death. To become a witch the initiate first must study for a year and a day before having the ritual cast. All others are cast at the appropriate times, usually the first major holy day after the actual event.

Material Components: An offering of food and incense worth 100 gold pieces.

XP Cost: 10 XP for each caster. Special – the initiate witch can pay the entire XP cost for the casters.

Note: This spell is derived from the Indoctrination true ritual found in Relics and Rituals.

Consecration Ritual

Consecrates a ritual tool, altar or magical item for use.
Level: Witch True Ritual – Witch 3
Components: V, S, M, DF, XP
Casters Required: 3 for a single tool, entire coven for
altar items
Proxy: Yes, the witch for whom the tool is being made
for can provide all the XP
Casting Time: 12 hours + 1 hour per caster
Range: Close (25ft + 5 ft/2levels)
Target: One ritual tool or altar item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

This ritual is used to prepare and consecrate ritual tools, altars and magical items, both for coven and personal use.

This may be used in place of an Item Creation feat, but requires more than one witch. At least three witches working in concert are needed to create personal items. For coven items, such as the altar and altar tools, the entire coven must be at hand.

As with many witch rituals, this may only be cast during particular times of the year. Typically these are holy or high days or during a certain phase of the moon. These will vary form coven to coven. If the witch loses her tool she must recover it or wait till the next occurrence of the special date to consecrate another one.

Material Components: The item being consecrated. The item is also coated in incense, oils and/or ritual sands. A specialized marking tool is used to inscribe the witch’s personal symbol of power and other runes into the item. These items are used up in the process of the ritual.

The item consecrated is usually of high quality or even masterwork, but preference is given to items that were crafted by the witch herself regardless of her skill. The item needs to be at lest of normal quality. The price of the materials used in the rituals will not typically exceed 100 gp, but can be higher if the casters wish. Coven items will have ritual items (incense, oils, ect.) costing much higher, 1,000 gp or more.
Focus: The divine focus for this ritual is the item itself. It is infused with not only the life force of the witch (represented in the XP loss) but also the blessings of the Patron (Goddess or God).

XP Cost: 15 XP for the primary caster or for the High Priestess, for coven items. Every other caster will contribute 5 XP. The witch that the tool is being made for may provide all of the required XP for this ritual.

Wheel of the Year

Kolomir - the Slavic example of Wheel of the Year indicating seasons of the year.

Kolomir - the Slavic example of Wheel of the Year indicating seasons of the year.

Rites for the seasons. Bestows blessings on those in attendance.
Level: Witch True Ritual – Witch 4
Components: V, S, M, DF, XP
Casters Required: 3
Proxy: Yes
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2levels)
Target: Participants in the ritual, witches and proxies.
Duration: One season, 13 weeks.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Witches celebrate the changing of the seasons as an affirmation of life, death and rebirth. Spring is time youthful vigor, Summer a time of strength, Fall a time of harvest and passing on, and Winter a time not just of death, but of rebirth and a return to life.

Each ritual is specific and is only cast on the first full day of that season; the equinoxes and solstices.

Rites of Spring: Spring is a time of renewed vigor and growth. Participants in this ritual gain a +2 enhancement bonus to Constitution. This effect lasts time the Summer Solstice. Children conceived during this time gain a +1 benefit to their Constitution for one year after they are born.

Rite of Summer: Summer is time of strength, when the Consort, God of the Sun rules. Participants gain a +2 enhancement to Strength during this time and until the Autumnal Equinox.

Rite of Autumn: Autumn is a time of Harvest, the Sun God is weakening, but the Goddess is again gaining strength. Participants gain +2 enhancement to their Intelligence until the Winter Solstice.

Rite of Winter: Winter is a time when the land slumbers. It is also a time of renewal, for the Winter Solstice marks the return of the light and a time when the Sun God is reborn to the Goddess. In her mourning the Goddess gained Wisdom and that blessing is passed on to Her witches. From the Winter Solstice to the Vernal Equinox participants gain a +2 enhancement to their Wisdom.

Alternately the Coven may choose to honor the Cross-quarter days instead. These may require additional material components.

Imbolc Rites: The pending return of Spring is heralded by the birth of many animals. A newborn may be blessed with +2 enhancement to any check. This lasts until Beltane.

Beltane Rites: A popular choice for marriages, this rite provides a +2 enhancement to any check to newlyweds. This may be stacked with a Handfasting above. These effects last until Lammas.

Lammas Rites: The harvest is nigh and bounty is shared with all. This rite provides +2 enhancement to any check for the hosts of the Lammas feast. These last until Samhain.

Samhain Rites: The celebration of the dead. Anyone bereaved or in mourning after losing someone over the last year gains +2 enhancement to all checks. This ‘Blessing of the Dead’ lasts until Imbolc.

Material Components: In every case a feast is required. The feast maybe paid for by the coven, the proxies, the participants or some combination thereof. The Lammas Rite feast is paid for by the host. These feasts also include music and dancing. The cost is 100gp or 10gp per participant.

Focus: The divine focus for these rituals is the ritual itself. By practicing by rote and ritual the witch strengthens her bonds to the coven, her Patron and her community.

XP Cost: 50 XP for all present. The recipient of the enhancement may proxy these experience points if they wish. For the Imbolc Rite the parents of the newborn may take on all the required experience point costs.

Drawing Down the Moon

Full Moon, Nov-02-09, Harvest moon,[Plismo=Paul B. Toman] nov-2009

Full Moon, Nov-02-09, Harvest moon,[Plismo=Paul B. Toman] nov-2009

Commune with the Goddess
Level: Witch True Ritual – Witch 5
Components: V, S, M, DF, XP
Casters Required: 2
Proxy: No
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2levels)
Target: One witch, usually the high priestess
Duration: 1 round per effective level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When at least three witches come together (usually a high priestess and a priest or her attendants) they call down the power of the Goddess to learn what She knows. This communion is shared via the high priestess, whose body becomes the host of the essence of the Goddess. If no ‘high priestess’ is present then the Goddess works through the highest-level witch present.

While this ritual is similar to the commune spell q.v. save that the information given is usually more detailed in nature, it is restricted to situations at hand. For example a proper use would be to find out the identity of the man plotting to kill the King the witches are protecting, but instead of giving the witches the identity of the actual assassin, it would reveal the rival that paid for the assassin. This spell can never be used for “personal” information, such as knowing which direction in a dungeon corridor to take, or if there is a monster waiting behind the door. Properly worded questions will give detailed responses. The Goddess also strives to educate her charges and push the witches into discovering more on their own. So, sometimes the information may be cryptic, but it is useful in all cases.

This ritual may be one of the oldest rituals known. Thessalian witches were known to have practiced during the golden age of Greece, possibly long before.

Material Components: The items required are the witch’s ritual tools. Also required are incense, oils and other expendable altar items of 50 to 100 gps in value.

Focus: The divine focus for this ritual is the witch herself. She allows herself to become a conduit to the power and essence of the Goddess. Other items maybe used such as incense and a cup or chalice, which is the symbol of the Goddess. Many witches also claim this may only be cast under the full moon while skyclad.

XP Cost: 50 XP for the primary caster (the High Priestess). Every other caster will contribute 25 XP.

Calling the Quarters

Creates a permanent magic circle for the covenstead.
Level: Witch True Ritual – Witch 6
Components: V, S, M, DF, XP
Casters Required: at least three, or entire coven.
Proxy: No
Casting Time: 10 minutes per coven member present.
Range: Close (25ft + 5 ft/2levels)
Target: One area
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The covenstead is a sacred place. It is here that energies are harnessed, the Patrons called and rituals enacted. It is here that a witch is her strongest. By means of this ritual the coven enchants the covenstead and prepares it for magical use. The ritual is then “renewed” at every meeting of the coven.

This ritual creates a permanent Thaumaturgic circle for the coven’s use. Any metamagic feat may be applied to the creation of the circle and it will then be
applied to spells cast by witches within the circle. Effective caster level is determined as above and the metamagical feats applied to spells are calculated using this effective level.

The Craft Magic Circle feat is not required for this spell.

Renewing the circle: This spell may be recast with any other metamagical feat. Spells cast within the circle then have that feat applied to them. This lasts for the duration the coven meets in the circle, until dismissed or 24 hours, whichever happens first. The costs are only for the feat itself and any costs associated with the spells cast.

Material Components: The materials required to be inlaid into the covenstead. Often these are precious metals or powdered gems, but they could also be special pigments and inks if the coven desides to ‘paint’ the circle. Many of the items required will already be part of the coven but materials totaling 1,000 gold pieces are not uncommon. Cost will not likely run more than 5,000 gp even for the most ornate of circles. If the coven has access to a Metamagical Thaumaturgic Circle (q.v.) magic item then the cost for the circle can be cut in half.

If one of coven members has the Craft Magic Circle feat then the casting time can be reduced by one minute per 3 levels of the caster. If more than one member has the feat then the time reduced may be applied to each member casting with the feat. The XP cost for the use of the feat are not included below.

Focus: The divine focus for this ritual is the coven. They call down the power of their Patrons to bless the coven space.

XP Cost: 500 XP for each caster plus any costs that the spells or metamagical feats require.

Example: The Daughters of the Flame are constructing a new holy area. They have 19 members in their coven with the high priestess. The high priestess is granted this spell by her Patron, the Goddess Brigit, and construction begins. Brigit is a Goddess of fire, so stones of red, orange and yellow are used to construct the circle. Three of the coven members are 9 th level and have the Craft Magic Circle feat, so the 20’ diameter circle costs each of them 800 XP, but they also may remove a total of nine minutes from the casting time (three witches at three minutes each). So the base time is 190 minutes minus 9 or 181 minutes. Each witch also contributes 500 XP (1,300 total for the each witch with the Craft Magic Circle feat).

There are 19 members of the coven and the High Priestess is 13 th level, so the effective caster level of this spell is 13 + 18 coven members + 1, since they are acting as a single coven, for a total of 32. If even one member is missing they lose 1 level for that member and the extra 1 level for a complete coven.

Binding Ritual

Stops a witch from using her magic.
Level: Witch True Ritual – Witch 7
Components: V, S, M, AF, XP
Casters Required: 3 or more
Proxy: No
Casting Time: 1 hour + 15 minutes per caster
Range: Close
Target: One creature
Duration: See below
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Magic is a gift from the Goddess and God to a witch. In return for this gift, the Goddess expects the witch to act as her hands in this realm. The witch is free to act as she interprets the Goddess’ will and as long as there is understanding then the sacred trust is not broken.

But some witches, either by choice or misguided judgment, break this pact and the Goddess then must act through her other witches.

The law says, “An Harm None, Do What Thou Wilt”. When this law is broken then other witches must step in to stop their offending sister.

Three or more witches cast the Binding Ritual against another witch. All witches are typically from the same coven. It is a way to stop the witch without actually harming her and preventing her from harming others. Individual GMs must decide if this ritual is effective on other magic using classes.

The effects and duration of the ritual is dependent on the number of witches casting. In any case the duration is based on the effective casting level as detailed in the ritual magic section or as per the Combined Casting feat. The type of magic bound prevents the witch from using that type of magic during the time period indicated. All magic below that type is also effected.

# of Casters Magic Bound Time Period (EffctiveCaster Level)
3 Use of Scrolls ECL in Hours
5 Magic Items ECL in Days
7 Occult Powers ECL in Weeks
9 Divine or Arcane Spells ECL in Months
12+ All Spells ECL in Years

The effected witch is allowed a Will save verses the effects of the magic. Again the Effective Caster Level is determined. If the witch belongs a different coven than those casting she gains a benefit of +1 to her Will. If she is also in violation of her alignment (was good now evil) or her pact with the Patron, then she is also penalized -1 to her Will.

Witches never take a binding lightly. Magic is a gift, many times a life saving one. To rob a witch of her magic will also most likely leave her vulnerable to other attacks. Many which could be fatal. A binding is always done as a last resort.

Material Components: An image or representation of the witch being bound. A personal belonging to wrap around this item, such as a bit of her hair or a scrap of clothing, say from her ritual robe. Herbs such as Knotweed are also used. Everything is bound up in a ritual cord made just for this instance. Everything is placed in a brazier and burned to ashes at the end of the spell.

The price of the materials used in the rituals will not typically exceed 200 gp.

Focus: The arcane focus for this ritual is the image of the witch to be bound. The casting witches must also use their athames to focus their energies to the witch.

XP Cost: 1,000 XP per caster.

Protection of the Goddess

Grants protection to those in the Goddess’ care.
Level: Witch True Ritual – Witch 8
Components: V, S, M, AF, XP
Casters Required: 3
Proxy: No
Casting Time: 1 day
Range: Close (25ft + 5 ft/2levels)
Area: One covenstead or dwelling
Duration: ECL in days after activation.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Fiona, Teamhair, and Saillie knew their time was short and they could hear the witch finder approaching. They continued to run, knowing they would make it to their home barely soon enough. They ran inside their small dwelling. Saillie and Fiona collapsed from exhaustion. Teamhair stood to face their attacker. He approached, crossbow in hand, smiling.

“You gave me a good run witch. But now the hunt is over.” He raised his crossbow and took aim at Teamhair. She grabbed Sallie’s hand with her own and Sallie grabbed her daughter’s.

“You will not have us. Not this day or any other. Brigit protects her own. A Bhrigid, scar os mo chionn Do bhrat fionn dom anacal. Díbir Namhaid! Now get out of my home!”
Teamhair shouted, holding her palm up at the would-be assassin. Her eyes flashed and a wave of energy extended from the trio of witches outward to enclose their dwelling, knocking the witch finder backwards through the entry and out into the night.

Angered, he rose and leveled his bow again, this time firing at the older witch inside the home.

“No!” shouted Saillie, but Teamhair stood firm. The crossbow bolt flew towards her and then it turned back on itself. Returning on its course it impaled the witch finder in the throat killing him instantly.

A defensive ritual with an offensive bite, this magic shows that the Goddess protects what is Hers. This ritual once cast and activated will not allow any aggressive action taken upon those with within its confines. Melee attacks turn back on their attacker, spells backfire or effect the caster instead. Beneficial spells and magic will continue to work and others, ones not protected nor involved in the casting of the ritual, can effect each other as they please.

Witches and any they choose to protect also may not attack others, but they can force out attackers. Anytime during the duration of the ritual the lead witch can say a command word or phrase and all those of hostile intent are removed from the area of effect.

The effects will remain dormant until the first act of violence is committed or until one of the witches present at the original ritual activates it. Often the coven chooses to activate it once the ritual is cast. After that time the effects persist a number of days equal to the effective casting level.

Material Components: Specially blessed sea salt is sprinkled around the area. Then another pass is made with blessed water (can be Holy Water if the witch so chooses), once more with perfumed oils sprayed into the air and finally another with lighted incense. These material components do not account for more than 100 gold pieces of value total.

Focus: The arcane focus is the appropriate witch ritual tool for each pass of the area to be protected. So for salt, an earth element, the witch distributes it on a plate with a pentacle engraved on it. For water, the chalice and incense, fire. For perfumed oils, air, they may be applied to the athame and waved about or placed in a censer.
XP Cost: 1,000 XP each caster.

Descent of the Goddess

Returns one person back to life
Level: Witch True Ritual – Witch 9
Components: V, S, M, DF, XP
Casters Required: Minimum 3
Proxy: Yes. A true love or soul mate may provide all of the XP required.
Casting Time: 1 day, during Samhain or Ostara
Range: Close
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

In ancient times there were only the Goddess and Her Consort. Their love kept the Earth in a perpetual summer. But as fate and age would have it, the Consort died. Some say it was by accident, or violence, but others say it was the course of all things. Weeping, the Goddess went for her lover’s soul in the Land of the Dead and Winter came to the land.

Upon reaching Death’s Realm the Goddess petitioned Death for the return of her lover; but even Death was powerless. She agreed to stay with Death and He taught Her the ways of life, death and rebirth. For the return of Her lover, all must be reborn. And to be reborn means to die.

Witches cannot use resurrection spells. It violates the cycle of life, death, and rebirth that they have always believed in. But in some cases the need is so great that one may be returned. Permission must be asked by the High Priestess of the coven, if granted then she is granted knowledge of this ritual.

This spell will return one loved one, regardless of duration dead or presence of remains, back to life and full health at the age they were taken. However, if that loved one has died of old age they will not be able to return, their measure of life was already taken.

Material Components: An image of the one to be raised. A special jar or caldron to house the soul of the raised one until their new body is constructed out of the ether. A special ritual area for casting. Candles, incense and other ritual items will be needed. Total cost for this will be 10,000gps.

Diving focus: The casting witches will need to use all their ritual tools to direct their energies.

XP Cost: 2,000 XP each caster. If the person to be returned has a true love or a soul mate, then that person can pay the total XP cost herself for the return of her true love. Alternately one may willingly give up their life to grant the spark of life needed. This person need not be the returned one’s love.

New Uses for Old Spells

Same Spell, New Name

Witches have access to a number of spells of their own. They also share a good number with other classes. To help preserve a bit of the mystery of the witch GM’s are encouraged to come up with new names for any “common” spell. This also reflects the diverse nature of the witch’s magic. It is even extremely likely that no two traditions or covens would even call the same witch spell the same name. Warlocks would certainly have different names for their spells, as would Hermetic Mages.

Here are a few examples and suggestions. Some of these spells are not on the witch’s spell list, but are known to witches by these other names.

New Spell Names
Spell Name Witch Spell Name
Acid Arrow Arrows of Artemis/Apollo
Arcane Mark Witch’s Mark
Beguile Lust
Bless Blessed Be
Bless Growth Fertility Rite
Calm Emotion Quell Heart’s Flame
Cause any Wounds Lovitar's Kiss
Cure Critical Wounds Superior Rite of Healing
Cure Light Wounds Lesser Rite of Healing
Cure Minor Wounds Minor Rite of Healing
Cure Moderate Wounds Medial Rite of Healing
Cure Serious Wounds Greater Rite of Healing
Daze Fairy Senses
Desecrate Blessings of the Mara
Detect Magic See Magic
Fly Transvection
Guidance Faerie Luck
Light Witch Light
Magic Jar Witch Bottle
Mage's Disjunction Hecate's Magickal Rending
Mage's Faithful Hound Hecate's Faithful Hound
Mage's Lucubration Mnemosyne's Recall
Mage's Sword Thanatos Sycthe
Polar Ray Louhi's Breath
Speak with Dead Spirit of Samhain
Symbol of Fear Mark of Phobos
Symbol of Pain Mark of Lovitar
Tiny Hut Baba Yaga's Hut
Transport via Plants Move with Nature’s Grace


Spell Descriptions

DETECT BLOODTRACES

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003
Pages 160
ISBN {$isbn}
OGL Section 15 cap
Content Puller {$content}

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Divination
Level: Inq 0
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell is one of the hallmarks of the inquisitor; it is an invaluable tool when investigating a murder or a brawl. Using this spell, you can sense any blood that has been shed in the area within the previous 48 hours. Inquisitors say that spilled blood retains a mystical connection with the creature whose veins it once flowed through. By reading this aura — referred to as a “bloodtrace” — an inquisitor can gain a tremendous amount of information about the creature that was injured.

The effects of the spell depend on how long you study a particular Area:

1st round — The presence of spilled blood within the area of effect.
2nd round — The precise location of bloodstains, and the number of different creatures involved.
3rd round — Study the bloodtraces of any blood you have located. This requires the use of the Heal skill; inquisitors who study medicine spend a great deal of time studying the nature of blood. The following checks are possible:

Information Heal Check DC
Precise time blood was spilled 10
Confirm identity 10
Determine species 15
Detect foreign substances 15
Determine gender 20
Determine age 20
Determine nationality 30

Each check requires 2 full rounds. A failed roll results in no information as opposed to faulty information. You may retry a check if you fail, or take 20 by spending 4 minutes on the check — but keep the duration of the spell in mind. You would have to be at least 5th level to be able to take 20, and then you’d only have time to make a single check before the spell expired. To clarify the effect of each check:

Precise time blood was spilled is just that — how old is the bloodstain?

Confirm identity allows you to compare the bloodtrace to a bloodstone (see form bloodstone) or another sample of blood and determine if they come from the same creature.

Determine species lets you to identify the type of creature from which the blood came. You must be at least somewhat familiar with the creature in order to identify it; otherwise, you will simply know that it is a species you have not encountered before.

Presence of foreign substances allows you to determine whether there was a significantly level of Alcohol, poison, drugs, or any other unusual substance in the blood at the time it was spilled. A successful check will determine the basic nature of the substance (i.e. poison or Alcohol).

However, in a world where inquisitors are common, poisons may have been developed that are harder to Spot by bloodtracing; this would result in an increased DC for the base Heal check. Identifying the precise nature of the substance — such as what type of Alcohol it is — requires a successful Craft (alchemy) check (DC 20, modified as the GM sees fit based on the rarity of the substance). You cannot retry a failed Craft (alchemy) check; if you miss the roll, you know the basic nature of the substance but cannot pin down any specifics.

Determine gender, age, and nationality all provide information about the being whose blood is being studied. Nationality is extremely difficult to pin down, and only the most skilled inquisitors can accomplish this task. As with determine species, if you have never encountered a being of a particular nationality before, you will not be able to pinpoint its identity.

Each round, you can turn to examine a new area. The spell can penetrate barriers, but will be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or three feet of wood or dirt. Flesh also acts as a barrier; it will not detect blood flowing through the veins of a living creature, or for that matter a vampire. This spell is the foundation of form bloodstone and follow the bloody trail, two other spells that are described later in this section.

DETECT HERETIC

Crime and Punishment
Author Keith Baker
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Divination
Level: Clr 0, God’s Eye 1, Inq 0, Pal 1
Casting Time: 1 action
Components: DF
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Chapter Eight provides a number of spells that allow priests to mark enemies of their faith. This simple ritual allows you to sense whether anyone in your vicinity bears the mark of heresy. By casting the spell, you can detect the presence of anyone who has been affected by anathema, ban, or excommunicate — provided that the original spellcaster was a member of your faith. Everyone has different views on heresy, and you can only identify those who have been cut off from your church. The effects of the spell depend on how long you study a particular Area:

1st round — The presence or absence of marked individuals.

2nd round — The number and location of marked individuals, along with the level of mark (ban, anathema, or excommunicate?). If a heretic is out of your line of sight, you get a general sense of direction but not a precise location.

3rd round — By studying an individual target you can learn where and when he was marked, who cast the spell, and a brief (approximately one paragraph) description of the nature of his crimes against the church (as set by the caster of the marking spell). Each round, you can turn to examine a new area. The spell can penetrate barriers, but will be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or three feet of wood or dirt.

DETECT MYSTICAL STREAMS

Crime and Punishment
Author Keith Baker
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Universal
Level: Diviner 3, Inq 3
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

A highly specialized form of detect magical residue, this spell allows you to trace streams of mystical energy that are linked to your current location. This includes the residual effects of clairvoyance/clairaudience, Greater Scrying, Prying Eyes, scrying, and any form of teleportation.

The effects of the spell depend on how long you study a particular Area:

1st round — You can sense if teleportation or scrying has occurred in the area of effect within the last 24 hours. You can distinguish between teleportation and scrying, but you cannot identify the specific nature of a spell.

2nd round — You can sense the number of instances of teleportation or scrying that have occurred within the last 24 hours, and the approximate time of each event.

3rd round — You can identify the specific spell that was used in each instance. By studying a specific trace, you can follow the mystical stream to get a sense of the connected location — the point which a caster teleported from or to, or the location of a scrying mystic.

This requires a successful Spellcraft check, as shown on the following table.

Information Spellcraft DC
Determine rough location 20
Determine general location 25
Determine precise location 30

Determine rough location gives you a vague sense of distance and direction, but there is a margin of error of a few miles on the distance.

Determine general location provides all of the above information, but narrows the margin of error down to a single mile and adds a rough description of the area — “the city of Fellvale” or “Berkannon Wood.”

Determine precise location gives you an exact sense of the destination point and a clearer description — “The Black Eagle Inn in the city of Fellvale.” A basic check requires 2 minutes, and has a range of up to 50 miles; if the destination point is not within that area, you can take an extra minute to extend the range by another 50 miles; you can continue extending the range until the duration of the spell expires.

It takes three minutes to study a stream in enough detail to allow a Spellcraft Check. If you fail the check you can’t gain any information, but you are not given false information. As long as you continue to maintain the spell you can retry failed checks; if the spell expires you must begin from scratch.

DIRECT CONVERSATION

Crime and Punishment
Author Keith Baker
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Publisher Atlas Games
Publish date 2003
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Enchantment (Compulsion) [Mind-Altering]
Level: Brd 0, Inq 0
Casting Time: 1 action
Components: S
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level or until discharged, whichever comes first
Saving Throw: Will negates
Spell Resistance: Yes

This subtle spell helps you to encourage your target to unburden her thoughts. It provides you with a +4 on the next Gather Information check that you make against the target, provided that the check is made within the time limit of the spell’s duration.

ENDURE PAIN

Crime and Punishment
Author Keith Baker
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Pages 160
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Illusion (Figment)
Level: Clr 0, Sor/Wiz 0
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One living creature
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

If you know that you will be tortured in the near future, this spell may allow you to resist the machinations of your enemy long enough to feed him false information. This minor ritual reduces the target’s sensitivity to pain; it does not block the sensations entirely, but it helps to mitigate the agony. This has two effects. First, the target receives a +4 bonus to any Fortitude save he makes to resist torture. Second, he receives Damage Reduction 1/— against nonlethal damage. This stacks with other forms of Damage Reduction, but provides no defense against lethal damage.

FINAL VISION

Crime and Punishment
Author Keith Baker
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Publish date 2003
Pages 160
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Necromancy
Level: Clr 3, God’s Eye 2, Inq 1, Nec 2
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One dead creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

A more powerful version of testimony of the broken window, this spell allows you to touch a corpse and relive the last few minutes of the victim’s life. You may concentrate for up to one round per caster level; for each round of Concentration, you relive an additional round in the victim’s life, slowly rewinding from the moment of death. Every time you cast the spell, the vision begins again at the moment of death, so you cannot reach deeper into the past by casting the spell multiple times.

While you are reliving the life of the victim, you are completely unaware of your surroundings in the real world; during this time you are considered to be flatfooted. While you perceive the world through the eyes and ears of your target, you use your own ranks in Spot, Listen, and Search, and may notice details that your victim missed. This is a recorded experience; the mind of the victim is not involved in any way.
This spell cannot be used on a corpse that has been turned into an undead creature or targeted by the absorb revenant spell.

FORM BLOODSTONE

Crime and Punishment
Author Keith Baker
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Conjuration (Creation)
Level: Inq 1
Casting Time: 1 action
Components: V, S, M
Range: Personal
Effect: One stone
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This ritual imprints a ruby with a record of a bloodtrace. You must first cast detect bloodtrace; once you have isolated a particular trace, you may cast this spell to store the trace within the stone. From that point on, you may use detect bloodtrace to gain information from the stone, just as if you still had access to a fresh bloodstain. This is typically used in conjunction with the Confirm Identity function of detect bloodtrace; an investigator will take a blood sample from a suspect and compare it to the aura of the stone. It is also required for follow the bloody trail, which allows an inquisitor to Track a creature using the stored trace.

Material Component: The material component of this spell is a small ruby with a minimum value of 25
gp. A ruby can only hold one imprint.

LIGHT OF TRUTH

Crime and Punishment
Author Keith Baker
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Publisher Atlas Games
Publish date 2003
Pages 160
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Divination
Level: Clr 4, Inq 3, Justice 3, Pal 4
Casting Time: 1 action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: Concentration, up to 3 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

The trouble with most spells that reveal the truth — like discern lies and detect thoughts — is that only the spellcaster can perceive the information revealed by the spell. zone of truth has the opposite effect; if it works, the effects are apparent to all — but as it is an area effect spell, you can’t tell if the target has resisted the effect.

discern lies allows you to spot falsehoods by noticing shifts in the target’s aura. Light of truth makes this aura visible to observers. If the spell is successful, the target is surrounded by a pale blue glow; if she lies while under the influence of the spell, this briefly shifts to an aura of red and black. If the target succeeds in the initial Will save, the aura never becomes visible. Light of truth has a longer duration than discern lies, but it has a shorter range and the drawback of being obvious to the victim as well as to onlookers. In addition, unlike discern lies, once the spell is cast the target cannot be altered. Another problem with light of truth is that the effect can be mimicked using silent image or any similar spell; as a result, the caster must still be known or trusted by her audience in order for the results of the spell to be trusted.

A god of Knowledge will offer both light of truth and discern lies to his followers. However, another deity may only offer one or the other, based on her nature; this decision is up to the GM. discern lies could be argued as being more appropriate to a goddess of Trickery or Chaos, while light of truth may be more appropriate for a god of Good or Protection.

See the Face

Crime and Punishment
Author Keith Baker
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Publisher Atlas Games
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Pages 160
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Divination
Level: Brd 2, God’s Eye 2, Inq 1, Sor/Wiz 2
Casting Time: 1 action
Components: V, S
Range: Touch
Effect: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This useful divination allows you to study the aura of an object and pluck out images of the people who have handled it most recently. Receiving an image of the last person to hold the object requires a Spellcraft roll with a DC of 10. If you make the roll, you may continue back into the history of the object; each subsequent holder adds 3 to the DC of the check, so the second most recent holder requires a check at DC 13, the third a check at DC 16, and so on. You may continue until you fail a check, at which point the connection is lost. You do not receive any personal information about the people that you see, but you receive a clear visual image, sufficient to allow you to recognize the target should you cross paths with him. In addition, this image is strong enough that you could attempt to draw a picture (making a Craft check) or use Disguise, alter self, or similar effects to mimic the person you saw.

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Charm
Enchantment (Charm) [Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Target: One living creature
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes

Charm makes a creature regard you as a 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. This spell does not allow you to control the charmed creature as if it were an automaton, but it perceives your words in a 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 crea-ture 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 creature breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

To charm a target so that it neither gains a bonus on its saving throw if being threatened by you or your allies, increase the Spellcraft DC by 4.

Darkness
Evocation [Darkness]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 20 days (D)
Saving Throw: None
Spell Resistance: No

This seed causes an object touched to radiate shadowy illumination out to a 60-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.

Magical light produced by a spell with the epic seed light is temporarily negated, so that the otherwise pre-vailing light conditions exist in the overlapping area of effect.

Drain
Necromancy
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous, or see text
Saving Throw: Fortitude half
Spell Resistance: Yes

You deal the target 4 points of ability score damage to any one ability score, although a successful fortitude save reduces the damage by half. For each additional point of ability score damage to be dealt, increase the Spellcraft DC by +4.

You can instead afflict the character with ability drain; in such a case the base Spellcraft DC is 23. Whether the damage is ability damage or ability drain, a character cannot take Constitution damage or drain that reduces him to a Constitution score of 0.

Alternatively, the caster can deal energy drain by means of this seed; in such a case the base Spellcraft DC is 23. The creature touched takes four negative levels; each additional negative level to be bestowed increases the Spellcraft DC by +6. Negative levels bestowed in this manner disappear after 20 hours; if a factor is used to increase the duration, the target must successfully save after 24 hours if the negative levels have not been re-moved, otherwise they automatically convert to actual level loss. Any creature that gains negative levels equal to his current levels or hit dice dies with no save.

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Accursed
Transmutation [Death, Evil]

Spellcraft DC: 162
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Area: 100-foot radius
Duration: Permanent
Saving Throw: Fortitude partial (see below)
Spell Resistance: Yes

To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds: compel (DC 19), destroy (DC 29), reflect (DC 27), slay (DC 25), slay (DC 25), transform (DC 21), transport (DC 27). Factors: area increased 400% (+10), one-action casting time (+20), victims lose all abilities and memory (ad hoc +25), memories transported across planar boundaries (+4), target to area effect (+10), increase spell’s save DC by 13 (+26), bonus on caster level check to overcome Spell Resistance +9 (+18). Mitigating factors: burn 8,600 XP (-2), transforms only mortal, living humanoids, monstrous humanoids, and devils (ad hoc -10), destruction is of corpse only, and only if the slay seed is successful (ad hoc –2), reflect only prevents the soul from leaving the vicinity of the corpse (a la dimensional anchor) for one round (ad hoc –8), only memories are transported to Perdition (ad hoc –8), second slay seed only takes effect on failed save, and then only deals 1d4 negative levels, and only for 9 hours (ad hoc –10).

The caster of accursed calls on the power of Hell to transform its victims into the lemures of Perdition. In casting accursed, a burning miasma of brimstone and smoke vomits from the center of the area of effect. This conflagration destroys the physical body of the victim. However, the disembodied soul momentarily hovers over its corpse, held in stasis. With a word and a curse in the infernal tongue, the caster lulls the victim’s soul into a trance in which it willingly swears allegiance to the Legions of Hell; the caster is treated as being 9 levels higher in terms of caster level checks to overcome Spell Resistance. Once completed, the victim’s soul is painfully condensed into a protoplasmic husk, becoming a lemure even as the sentience and individuality of the victim de-scends shrieking into the Pit of Darkness. Those that manage to save still reel from the attempted violation on their soul, suffering 1d4 negative levels for nine hours. The Fortitude save DC is 33 + the relevant spellcasting ability modifier.

Once the transformation takes place, the victim has no memory of his former life, abilities, or powers. These memories are stripped from him and cast into Nessus, the Ninth of the Nine Perditions. Furthermore, the vic-tim is utterly reduced from whatever height he once had in terms of HD and/or class levels, starting over as a advanced lemure (for every 9 HD the victim possessed, he acquires 1 HD as a lemure to a maximum of 6 HD). The victim is now at the whim of the Lords of the Nine and the Peers of Perdition. Most accursed are sent to the front lines of Avernus where their destruction results in utter annihilation. Some are eventually promoted through the ranks as per normal.

This epic spell has always been identified with The Overlord of Hell, Asmodeus. This spell has two primary benefits to Asmodeus. Obviously, it allows Asmodeus to use the power of Hell on his foes, turning them into useful fodder for his interests. Second and more impor-tantly, it allows him to ensure that any devil – but particularly nupperibos – can be immediately and perma-nently demoted to the lowest stature in Hell's Hierarchy. All the Lords of the Nine have the ability to cast accursed nine times a day at triple the area of effect only on other devils or servants of Hell (those bearing the Devotee of Darkness or Soulsworn feats); this functions above and beyond their ability to cast accursed 3/day as a spell-like ability. Furthermore, the Lords of the Nine do not spend any experience when casting this spell, and the effect is treated as instantaneous rather than permanent. Asmodeus has the ability to temporarily confer the power of this ability to designees nine times per day. In these cases, the beneficiaries of this power may cast ac-cursed once per day for as long as Asmodeus sees fit to allow it, receiving a +45 Spellcraft bonus on casting at-tempts.

XP Cost: 8,600 XP.

Asmodeus’ Heretical Infection
Transmutation [Death, Evil]
Spellcraft DC: 126
Components: V (Dark Speech), XP
Casting Time: 1 standard action
Range: 300 feet
Target: 40 foot radius
Duration: 27 rounds (see below)
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seeds: afflict (DC 14), reflect (DC 27), slay (DC 25), transform (DC 21), transform (DC 21), transform (DC 21). Factors: one action casting time (+20), no somatic component (+2), restricted cancellation of effects – see below (ad hoc +20), target to area effect (+16), increase area by 100% (+4), increase negative levels by 1d4 (+4). Mitigating Factors: burn 5,400 XP (-54), caster possesses the Dark Speech feat (ad hoc -2), 27 round dura-tion (ad hoc -13).

The Overlord of Hell knows that The Word is the center of all Creation. Without The Word, nothing would exist. The Overlord, alongside The Progenitor of Order and The Supreme Virtue, used The Word to manifest the Laws that bind the Cosmos into its current configuration. It is this very same Word that allows gods to create, destroy, and rule over the Material Plane. It is that very same Word, in vastly smaller Concentrations, that allows lesser beings to manipulate the energy around them. Among mortals, the greatest aspects of The Word revolve around those spells related to the cosmic and divine, those tinged with morality. After all, these Words, like Holy word or cloak of chaos, allow divine spellcasters within the Material Plane to stave off the attacks of Asmodeus’ servants. Yet, these spells as spoken by mortals pale before the might and conviction with which The King of Hell speaks The Word. Before him, all other Words falter. There is no greater testament to this than Asmodeus’ heretical infection.

With a terrible whisper of Dark Speech fouler than any save that uttered by Leonar, the caster of heretical infection targets all good-aligned spellcasters within a 40-foot radius. If a Fortitude save is failed, the victim is infected as he feels an oily, malevolent darkness writhe in the bottom of his soul. However, the victim does not know the depths of his dilemma until he attempts to cast any spell with the good descriptor (this includes exalted spells from the Book of Exalted Deeds). When such spells are cast, the victim finds that billowing fumes of black and red energy vomit from his eyes and mouth as the elements of his spell’s intent are reversed or outright cancelled. Thus, the casting of holy aura by a cleric suffering from heretical infection results in the spell functioning as unholy aura; if there is not a clear opposite, the spell simply does not function. Worse still, if the spell cast requires a verbal component, the caster finds that he screeches out heretical or blasphemous repudia-tions of his faith, suffering 2d6 negative levels; this spell is so pervasive that even if the caster prepares and casts spells bearing the good descriptor by means of the Silent Spell feat he still suffers 1d6 negative levels.

To further bolster the power of Evil and the unity of Law, Asmodeus’ heretical infection also forces the in-fected to answer in chorus to all other terrible spells. When spells bearing the evil descriptor or empowered by Dark Speech are cast within 100 feet of a heretical infection victim, the victim must make a Forti-tude saving throw with a penalty equal to the spell’s ef-fective level (taking into account feat increases) or repeat the same spell on his next turn. Not only does the victim suffer the effects detailed above, he also burns the appro-priate spell levels, starting from the highest possible spell slot available (the victim will also suffer any ill effects associated with casting corrupt, vile, or evil spells against good-aligned casters as well as the effects of using Dark Speech).

It is very difficult to cancel the effects of Asmodeus’ heretical infection. First, aside from the caster, only a mage's disjunction can end the effect before its duration ex-pires. Second, even if the spell is cancelled or expires, the negative levels remain for 24 hours, converting to actual level loss after that time (this can be negated by a successful save for each negative level at the 24 hour mark) and permanently remaining unless a good-aligned 31 st level cleric casts greater restoration within 9 days.

XP Cost: 5,400 XP.

Cold Anchor to the Soul
Abjuration [Evil]
Spellcraft DC: 137
Components: None
Casting Time: 1 free action
Range: Personal
Area: 90-ft. radius emanation centered on the caster
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 1,233,000 gp; 25 days; 49,320 XP. Seeds: afflict (DC 14), banish (DC 27), transport (DC 27). Fac-tors: alter effect from banishment to entrapment (ad hoc +2), increase maximum total Hit Dice affected by 85 (+42), quickened spell (+28), change target to 20-ft. radius area (+10), increase area by 350% (+14), increase spell’s saving throw DC by +5 (+10). Mitigating factors: only affect the souls of those who have died within the area of effect (ad hoc –10), facilitate transport of souls via teleport, planeshift and the like, but do not provide those actual travel-related effects by means of this spell (ad hoc –11), burn 1,600 XP (-16).

As a free action that counts as a quickened spell, the caster sets in place a hellfire-red net of energy that thrums and throbs in a 90-ft. radius, centered on the caster. All creatures in possession of a soul that die throughout the duration of the spell are anchored to the caster, unable to leave for the next plane of existence, and unable to be raised, resurrected, or true resurrected. A soul is entitled to a Will save to negate the effect, but the save DC is equal to 25 + the caster’s spellcasting ability modifier. No more than 100 Hit Dice worth of creatures can be affected per casting of this spell. If the caster travels to another plane, the anchor re-mains in effect, dragging any souls with him to the new destination.

This spell was originally developed by Mephistopheles.

XP Cost: 1,600 XP.

Condemn
Conjuration (summoning, teleportation) [Evil]
Spellcraft DC: 71
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Target: 1 creature with a soul
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 639,000 gp; 13 days; 25,560 XP. Seeds: reveal (DC 19), summon (DC 14), transport (DC 27). Factors: transport unwilling creature (+4), strip soul from target (ad hoc +23), one-action casting time (+20), change from touch to target within 300 ft. (+4), increase spell’s saving throw DC by +10 (+20). Mitigating fac-tors: caster takes 10d6 backlash damage (-10), burn 5,000 XP (-50)

A hell-red light enters the caster’s eyes and encases his hands as he calls the soul of the targeted creature from its body and sends it directly to hell; the infernal energies manipulated to perform this feat deal 10d6 points of damage to the caster. The shell of a body which remains is effectively dead, although successful retrieval of the soul can allow the creature to live again without the need for resurrection; in the meanwhile, the body starts to rot and decay (and without magical intervention to prevent decomposition, the body will be unable to be returned to short of resurrection or the like within 24 hours). The target is entitled to a Will save to negate the spell’s effect; the DC is equal to 30 + the relevant spell-casting ability modifier.

Within Hell, the creature’s soul is quickly claimed by a Lord or Courtier of Perdition who has the greatest claim on it. For example, a warmongerer’s soul is likely to be claimed by Bael, while a tyrannical despot may be claimed by Asmodeus himself. Typically, unless the soul is of some importance, the creature is transformed into a lemure in short order.

XP Cost: 5,000 XP

Contingent True resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life (DC 27). Factors: activates when subject is slain (+25 DC), no loss of level or Constitution when resurrected (ad hoc +10), decrease casting time by 9 rounds (+18). Contingent true resurrection works as per contingent resurrection, save that the resurrected creature does not lose a level (or 1 point of Constitution if the subject was first level), and the time between death and resurrection is only 1 round.

Curse of Apostasy
Enchantment (Compulsion) [Evil, Mind-Affecting]
Spellcraft DC: 66
Components: V, S, XP
Casting Time: 1 standard action
Range: 75 ft., see text
Target: Up to 6 living creatures
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 594,000 gp; 12 days; 23,760 XP. Seed: compel (DC 19). Factors: one action casting time (+20), infect others by means of speech (up to five others, ad hoc +60). Mitigating Factors: burn 3,300 XP (-33).

A malevolent, gleeful light enters the casters eyes, as he points and commands a single target to forsake his foolish beliefs and follow the true path. Should the target fail a Will save, he thereafter apostatizes from his most important beliefs (forsakes his religion, ethics, and so forth). He perceives instructions from the caster in a most favorable light, although he will not act to harm himself. The affected target is compelled to seek to per-suade those around him to forsake their most important beliefs as well (these new apostates would then seek to convince others as well); up to five additional targets beyond the first can be affected in this manner, all of them receiving a Will save at the original DC to avoid the effect. To be affected, a new target need only hear a previous target speak for a round. No more than six creatures can be affected by a single casting of this spell, and after 20 hours, the compulsion wears off, and the af-fected targets no longer infect others with their speech. Those that were affected remember their actions during the period of compulsion, and are usually hostile to the caster thereafter. Any “sins” committed while under this compulsion render class abilities dependent on conduct inaccessible until atoned for, as per usual.

Although this spell affects a maximum of six creatures (and all six are affected identically), the use of Diplomacy and Intimidation may in fact cause others to stray from their beliefs and “sin”. Powerful devils use this spell to spread a wide net of apostasy in relatively short period of time. Carreau is attributed as its author.

XP Cost: 3,300 XP.

Dispater’s Iron Defense
Psychokinesis [Death, Force]

Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Range: Personal
Target: You
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)

To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds: armor (DC 14), destroy (DC 29), fortify (DC 17), fortify (DC 27), transform (DC 31). Factors: cast as an imme-diate action (ad hoc +36), grant bonus to Spell Resistance or saves of +6 (+10), grant insight bonus to armor class of +6 (+50), grant fast healing 12 (+66), caster can be-come incorporeal as an immediate action, or change bo-nus to saves, Spell Resistance or armor class to a different bonus to one of those three (ad hoc +16), caster can dis-miss incorporeal aspect of the power as a free action (+8), increase duration by 165% (+4), increase duration by 330% when within the Iron Tower (ad hoc +1), in-crease damage dealt by destruction seed by . Mitigating factors: only allow one bonus to either Spell Resistance, saves or armor class at a time (ad hoc –30), change target to personal (-2), burn 15,000 XP (-150)

From within his Iron Tower, the Lord of the Second seeks to protect himself from all powers, for he schemes to place himself above all others. To this end, he devel-oped the iron defense epic power.

The manifester of this epic power is able to manifest it as an immediate action (see p.59 of the Expanded Psion-ics Handbook for details on immediate actions).

Upon activating this power, the manifester’s eyes be-gin to glow like molten iron, and the susurration of thou-sands of blades whisking through the air (akin to the sound of a blade barrier spell) can be heard within the vicinity. The manifester chooses whether to apply a +6 bonus to his Spell Resistance (enhancement bonus), armor class (insight bonus) or saving throws (resistance bonus) when first manifesting the power; as an immediate ac-tion, the manifester can switch freely between the differ-ent bonuses while the power’s duration lasts. The mani-fester also gains fast healing 12, and can choose to be-come incorporeal as an immediate action (returning to a corporeal state is a free action) – Dispater uses this as-pect of the power to become incorporeal just as an oppo-nent tries to strike him in combat, or as additional protec-tion against hostile powers and spells. Any weapon that does strike the manifester must make a Fort save DC 20 + the relevant manifesting ability score modifier or be destroyed (or, at the least, take 20d6 points of pure de-structive energy); this damage is dealt to the creature if it attacks with natural weapons (including bullrush, grapple
and similar attempts). A successful save deals half damage.

If cast within the Iron Tower, the duration of this power is doubled (66 hours).

XP Cost: 15,000 XP.

Dust in the Wind
Psychoportation
Psicraft DC: 114
Components: Vi, XP
Casting Time: 1 standard action
Range: 100 feet
Area: 100-foot radius, centered on the caster
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes

To Develop: 1,026,000 gp; 21 days; 41,040 XP. Seeds: drain (DC 19), energy (weather effects) (DC 25), transform (DC 21), Factors: transform living into nonliving (+10), reduce to 1-action casting time (+20), change tar-get to 20-foot radius (+12), increase area to 100-foot radius (+16), increase save DC by 30 (+60), specific method of breaking spell (ad hoc +10). Mitigating factors: burn 6000 XP (-60).

Drawing upon the winds of time, the manifester unleashes temporal energies which instantly age his foes to time forgotten statues of sand, which are then blown away, scattered to the end of the earth.

Creatures and objects in the affected area who fail their saves are instantly turned into sand sculptures. Within 10 minutes, a fierce wind then blows through the area, scattering the dust over a 2 mile area and destroying the sculptures.

Because the creatures affected are not dead, they can not be restored with true resurrection or spells using the life seed. A wish or miracle can gather the dust, but a successful caster level check against Dust in the Wind must be made in order to break the spell (using Break enchantment, greater dispel magic, or similar effects). If the dust is not placed back in the exact form of the crea-ture (requiring a successful Craft: sculpture check equal to 25 + the creature's HD), the creature is dead upon the breaking of the enchantment. If the creature is brought to life via a means that does not normally cost it a level (such as true resurrection), it loses one level and one permanent point of Constitution. If it is brought to life via a means that normally costs levels or Constitution, it loses both the level and point of Constitution in addition to whatever penalties the recovering spell inflicts.

XP Cost: 6,000 XP

Epic Dimension Door
Transmutation [Teleportation]
Spellcraft DC: 125
Components: XP
Casting Time: 1 free action
Range: Touch
Target: You and touched objects or creatures weighing up to 1,000 lb
Duration: 10 rounds or 3 rounds (see text)
Saving Throw: None or Will negates (see text)
Spell Resistance: No or yes (see text)

To Develop: 855,000 gp; 18 days; 34,200 XP. Seeds: transport (DC 27). Factors: allow use of shadow or Ethereal Plane for instantaneous travel as required (+4), allow transport of unwilling creatures that fail a Will save (+4), allow interplanar travel (+4), cast as a free action (+28), allow spell to last 3 rounds, but with 2 uses of epic dimension door per round (ad hoc +8), change duration to 10 rounds (ad hoc x3). Mitigating factors: burn 10,000 XP (-100)

As a free action that counts as a quickened spell, the caster makes use of the astral, ethereal or shadow plane to travel instantaneously to any point on any plane to which she has at least a reliable description of. She may take with her up to 1,000 lb of creatures and/or objects, but she must be touching them when she uses epic di-mension door to take them with her. Unwilling creatures or objects are entitled to a Will save to avoid the effect, and Spell Resistance applies in such situations. Each round after the 1st round (for a total of 10 rounds) the caster can teleport as a free action once again, using the same guidelines.

Alternatively, the caster can choose to cast the spell so that it lasts only 3 rounds, enabling her to use the effects of the spell twice per round (i.e. two free action teleportations per round for 3 rounds). Thus, the caster could feasibly teleport into a high security cell of which she had obtained a reliable description, grab hold of her imprisoned companion, and teleport out again in the same round.

XP Cost: 10,000 XP.

Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds: ward (DC 14), transform (DC 21). Factors: gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage's disjunction (+16). Mitigating factors: change range from touch to personal (-2)

The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dis-pel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage's disjunction
is warded against in its entirety.

First Taste of Winter
Trasmutation

Spellcraft DC: 101
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Area: 40-ft. radius
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

To Develop: 909,000 gp, 19 days, 36,360 XP. Seeds: transform (DC 21), dispel (DC 19), foresee (DC 17). Factors: change creature to cold vulnerable (ad hoc +20), increase dispel check bonus to +20 (+10), make spell effect tenacious (as per the feat) (ad hoc +10), 1 action casting time (+20), change target to 20 ft radius area (+10), increase area by 100% (+4). Mitigating fac-tors: change from permanent to 1 round/level (ad hoc – 10), burn 1,700 XP during casting (-17), only dispel spells that protect against cold (ad hoc –10).

Making the sign of the triangle with his hands, the caster calls upon those within the area to be affected to surrender themselves to the cold of winter. The affected area erupts in black energy as all are targeted with an area dispel magic (1d20+20) that only targets spells and items that protect against cold effects. A second wave of energy emerges a split second later, appearing as a solid sphere of ice that shatters the moment it appears and im-mediately melts away. Creatures must save against DC 20 + the relevant spellcasting modifier or become vulnerable to cold damage (i.e. cold damage deals an additional 50% damage). Creatures normally immune or resistance to cold lose such protection against cold for the duration of the spell, and are also treated as vulnerable to cold.

Although the effect can be dispelled, it is treated as being tenacious. In other words, a successful dispel attempt merely suppresses the effect for 1d4 rounds.

This spell was first designed by Leonar, the Chancellor of Cania and Duke of the Infernal Tongue.

XP Cost: 1,700 XP

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: armor (DC 14). Factors: +36 additional armor bonus (+72), increase duration by 200% (+4). Mitigating Fac-tor: increase casting time by 9 minutes (-18), change target to personal (-2).

Greater epic mage armor works as per epic mage armor, except that it grants a +40 armor bonus to Armor Class, and lasts for 3 days.

Leonard’s Thaumaturgic Boost
Transmutation (Evil)
Spellcraft DC: 110
Components: V, S, Ritual
Casting Time: 10 minutes (contingency)
Range: Touch
Target: Creature touched
Duration: 33 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

To Develop: 990,000 gp, 20 days, 39,600 XP. Seeds: fortify (DC 27), fortify (DC 27), fortify (DC 27). Fac-tors: Increase save DC of any three spells during the duration by +9 (ad hoc +36), contingent on specific trigger (+25), add evil descriptor (ad hoc +2), increase dura-tion by 65% (+2). Mitigating Factors: Increase casting time by 9 minutes (-18), two additional casters contributing 5th level spell slots (-18).

The caster speaks aloud in the Dark Speech whilst drawing infernal symbols in the air, the ritual partici-pants chanting words of power all the while. Throughout the casting time, a dark mist gathers at their feet, sparked periodically by flashes of red lightning and cold blue flames. At the end of the casting, the ritual participants sacrifice one fifth level spell each, whereupon the mist becomes entirely charged with the cold blue flames. Forming Unholy Symbols, the blue-black mist is drawn into the primary caster’s body.

Thereafter, at any point within 33 hours of casting, the primary caster can add +9 when setting the save DC for any three spells that she casts. Each time when doing so, black frost spiderwebs across her hands and feet, melting away at the end of the spell’s casting time.

Lilith’s Life Siphon
Necromancy [Evil]
Spellcraft DC: 102
Components: V, S, XP
Casting Time: 10 minutes
Range: 60-ft
Area: 60-ft radius emanation, centered on the caster
Duration: 60 hours
Saving Throw: Fortitude half
Spell Resistance: Yes

To Develop: 918,000 gp; 19 days; 36,720 XP. Seeds: drain (DC 23), fortify (DC 17), transform (DC 21). Fac-tors: change target from touch to 20-ft radius emanation (+14), increase area by 200 % (+8), allow caster to decide each round what ability to drain, or whether to in-stead deal energy drain (ad hoc +6), increase damage die by 3 steps (+30), allow duration to be set by the fortify seed (ad hoc +13), increase ability drain by 2 points (+8), increase duration by 200% (+4). Mitigating factors: increase casting time by 9 minutes (-18), burn 2,400 XP (-24).

Speaking in a measured cadence, the caster opens her arms to the earth beneath, and demands the power of those that walk it. An inky cloud, half-hidden from vision, permeates the area of effect, centered on the caster. Any living creature that enters the cloud has its life steadily siphoned away.

The caster can decide round by round what ability score the cloud will drain, or whether the cloud will in-stead deal energy drain. Each creature within the area of effect is entitled to a Fortitude saving throw to take only half damage of 4d4 points of ability drain, or 4d4 nega-tive levels. Failure, of course, means that the creature takes the damage in full.

The drain dealt to each creature is tabulated separately, and the caster receives an enhancement bonus to an ability score equal to one quarter of the amount drained from a particular creature. Thus if Lilith were to cast this spell and drain 13 points of Strength from a hu-man paladin, she would gain a +3 enhancement bonus to Strength for the duration of the spell. If an elven wizard entered the area of effect in the next round, so that both the wizard and the paladin took 8 points of Strength damage, she would gain an enhancement bonus to Strength of +5 (one quarter of the 21 points of Strength drain dealt in total to the paladin). Enhancement bonuses granted in this fashion last for 20 minutes.

In the case of energy drain, the caster receives 5 tem-porary hit points for each negative level bestowed upon a creature. Temporary hit points granted in this fashion last for 20 minutes. The negative levels last for 24 hours, at which time the affected creature must make another Fortitude save for each negative level received (at the spell’s original save DC), with success meaning that the negative levels disappear. A failure converts the negative levels to actual level loss.

XP Cost: 2,400 XP.

Long Arm of the Treacher
Clairsentience
Psicraft DC: 115
Display: None
Manifesting Time: 10 minutes
Range: See text
Effect: Magical sensor
Duration: 20 minutes (D)
Saving Throw: None
Power Resistance: No

To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seed: reveal (DC 19). Factors: allow manifester to both see and hear through sensor (+2), manifest any powers using sensor as origin point (+6), no display (+4), free manifester from the need to maintain line of effect to the sensor in order to cast spells through it (x10). Mitigating fac-tors: burn 16,700 XP during manifesting (-167), increase casting time by 9 minutes (-18), only allow sensor to exist within the being of a creature under the effects of the trojan curse epic power (ad hoc –10).

The manifester can only use this spell in conjunction with the trojan curse epic power. With the target creature firmly in the grip of the trojan curse, the manifester calls on his power over such a creature to manifest a magical sensor within said creature. The manifester is thereafter able to see and hear as if in the place of the target creature for the duration of the spell.

Using the sensor as a focal point, the manifester is able to manifest powers through the target creature for the duration of the power.

Leviathan is the author of this power, and its greatest wielder.

XP Cost: 16,700 XP.

Lure of Loquacity
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 93
Components: V
Casting Time: 1 standard action
Range: 75 ft.
Area: 20-ft. radius
Duration: 99 hours (D)
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 837,000 gp, 17 days, 33,480 XP. Seeds: compel (DC 19). Factors: 1-action casting time (+20), no somatic component (+2), change target to 20-ft. ra-dius area (+2), increase spell’s saving throw DC by +20 (+40), dismissible by caster (+2), increase duration by 495% (+10).

Originally designed by Murmer, Duke of Philosophy, the caster of this spell calls on those within the target area to speak their minds, and leave nothing out. All those within the area of effect who fail a Will save with a +20 bonus to the usual DC, find themselves speaking aloud regarding all their thoughts, and doing so with more words than are absolutely necessary. Communication or other activities that rely on speech takes three times as long as usual (and thus spells with verbal components take three times as long to cast, generally three standard actions). In combat, creatures under the influence of the spell will clearly reveal what their tactics are as they go about their maneuvers. Bluffing becomes impossible; the use of Diplomacy and Intimidate may likewise be affected at the discretion of the DM, and depending on the affected creature’s real feelings about those with whom he treats.

Mephistopheles's Frore Blast
Evocation (Cold)
Spellcraft DC: 144
Components: V, S, XP
Casting Time: 1 action
Range: 90 ft.
Area: A cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

To Develop: 1,296,000 gp; 26 days; 51,840 XP. Seeds: drain (DC 19), energy (DC 19), transform (DC 21). Fac-tors: increase cold damage by 56d6 (+112), increase Dexterity damage by 14 (+56), transform affected crea-tures into chunks of ice (+10), 1-action casting time (+20), change area to 40-ft cone (+2), increase area by 125% (+5), increase spell’s saving throw DC by 20 (+40). Mitigating factors: burn 15,000 XP during casting (-150), caster takes 10d6 points of backlash damage (-10)

There are few creatures in creation that can withstand the effects of the frore blast. Drawing on the cold that existed in the nothingness before creation, the caster forces that energy outwards in a 90-ft cone directly before him, transforming the landscape into so much ice.

Creatures caught within the cone take 66d6 points of cold damage, 18 points of Dexterity damage, and are transformed into statues of ice and frost. A successful fortitude save halves the cold and Dexterity damage, and negates the transformation effect. Creatures immune to cold still take the Dexterity damage and are still subject to being transmuted into ice. Objects are likewise affected (although attended or magical objects are entitled to a Fortitude save to take partial damage only).

The cold that courses through the caster is so intense that it likewise deals 10d6 points of damage to the caster; this cannot be avoided in any fashion.

Mephistopheles often casts this after his opponents have been struck with the epic spell first taste of winter.

XP Cost: 15,000 XP

Miasma of Hatred
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 81
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft
Area: 90-ft radius
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 729,000 gp, 15 days, 29,160 XP. Seed: afflict (14). Factors: change from target to 20-ft radius area (+15), increase area by 350% (+14), increase penalty on attack rolls, checks and saving throws by 7 (+42). Mitigating factors: burn 400 XP during casting (-4)

This spell allows all living creatures in a 90-foot radius to feel of the caster’s hatred and disdain, the center-point being anywhere within 300 feet of the caster. The caster first wounds himself whilst pronouncing woe upon those to be targeted. From his wound, a portion of his hate tears forth, springing towards the target area like lightning the color of blood. Upon reaching the desig-nated epicenter, the missile of hate and oppression explodes, forcing all living creatures within the area to make a Will save or suffer a –9 penalty on attack rolls, checks, and saving throws.

XP Cost: 400 XP

Oppress
Enchantment (Compulsion) [Mind-affecting]
Spellcraft DC: 99
Components: V, S, XP
Casting Time: 1 action
Range: 150 ft.
Target: 1 living creature
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 891,000 gp, 18 days, 35640 XP. Seeds: afflict (DC 14), compel (19), dispel (DC 19), transform (DC 21). Factors: One action casting time (+20), range increase 100% (+2), compel unreasonable actions (+10), increase on dispel check of +20 (+20). Mitigating Fac-tors: burn 2,600XP (-26).

Upon casting this spell, the caster makes the sign of the Evil Eye whilst commanding the target to serve him unquestionably. The target creature is first targeted by a dispel magic check (1d20 + 30) to negate any ongoing effects that protect against mind-affecting spells. Assuming any such wards are removed, the target creature is forced to make a Will save, otherwise doing the bidding of the caster for the next 20 hours. Should the target be commanded to perform some action that he would normally consider reprehensible, or that is self-destructive in nature, he does not gain an extra Will save to avoid the compulsion – any command given to the affected creature will be obeyed to the best of the creature’s ability. Creature’s with an Intelligence score usually unaf-fected by mind-affecting spells become susceptible to this spell and other mind-affecting effects for the dura-tion of the spell.

For the duration of the spell, the target creature is treated as shaken.

XP Cost: 2,600 XP.

The Serpent’s Sibilant Whisper
Enchantment (Charm) [Evil, Mind-Affecting]
Spellcraft DC: 126
Components: V, XP
Casting Time: 1 standard action
Range: See below
Target: One creature
Duration: 9 days
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seeds: charm (DC 14), compel (DC 19), contact (DC 23). Factors: one action casting time (+20), communicate re-gardless of language (+4), conceal enchantment (ad hoc +18), 9 day duration (+21), no somatic component (+2), unwilling victim (ad hoc +20), increase save DC for anti-thetical actions by +1 each day over 8 days (ad hoc +8), effectively increase final save DC to resist becoming a thrall by an additional +9 (+18), specified and difficult removal process (ad hoc +10). Mitigating Factors: burn 4,900 XP (-49), caster possesses the Dark Speech feat (ad hoc -2).

One of The Overlords favorite forms of Forbidden Magic, the serpent’s sibilant whisper allows him to tempt any and all beings, even across planar boundaries. He knows well that in the hearts of all beings that there is a degree of evil and the desire to control the destinies of others. The Lord of the Nine has uncovered many ways to awaken these attitudes and this is one of most insidious means in doing so. However, due to his time spent ruling the Nine Hells of Perdition, Asmodeus has given knowledge of this terrible spell to the greatest of his Cardinals over the years. Now, those with the money and the desire have the capacity to learn this terrible spell.

Serpent’s sibilant whisper may be cast so long as the caster knows the name and general identity of the intended victim. The spell may reach the victim anywhere save places designated as “dead magic areas” (although the usual rules on epic magic apply within an anti-magic field or similar), within a Divine Shield, or within the realm of a cosmic entity or god (except on a successful opposed rank check). The victim receives a Will save to avoid the attack; the only indication the victim receives of an attack is a momentary feeling of something slithering up her body and constricting her. If the victim fails the saving throw, for the next nine days, she is charmed by the voice in her head. The voice always sounds like the victim’s and is often perceived as typical thinking, although with a certain degree of insistency that feels almost like a sixth sense. The caster, for his part, may now see and hear what the victim sees and hears, although that is the extent of his sensory knowledge of the victim’s condition.

The caster may offer suggestion and advice to the victim as per the charm seed with the exception of saving throw modifiers. If the whispered advice offers the victim an option antithetical or immoral to the victim’s alignment, she receives a Will save to avoid the effect. For each day that the victim’s soul is constricted by the serpent, the Will save DC to overcome ethical and/or moral issues increases by +1. Either way, the usual goal of the casting of this spell is to lead the victim down a dark path and into damnation. Thus, every three actions the victim undertakes that directly perpetuate Lawful Evil principles result in the victim’s alignment shifting one step closer to Lawful Evil. For example, if the victim is convinced to allow the assassination of a Lawful Neutral judge, thereby paving the way for a thieves’ guild leader to get away on a technicality of the law, the action (or inaction, in this case), counts as Lawful Evil for the purpose of this spell. If and when the victim becomes Lawful Evil, she gains one last save with a -9 penalty (this stacks with the daily increases on the DC). If she fails, not only does she become Lawful Evil permanently, she also becomes a permanent thrall to the caster, even if she does not know this explicitly.

It is very difficult to identify and overcome this terrible spell. Any attempt to discern enchantment effects, like the use of Sense Motive, are confronted by a -9 penalty on the check per day that the victim is under the in-fluence of the serpent. true seeing may be used to iden-tify the spell, but only if the intended purpose is to find some force controlling or manipulating the victim; even so, true seeing only offers a 33% chance of revealing anything unusual. Once this spell is identified, the examiner sees a large, reddish, serpentine shadow on the victim. For more recent castings or for victims who have overcome the temptations, the snake is small and perched at the shoulder near the ear; older castings or those in which the victim has gone almost completely into the lure of Lawful Evil, the serpent’s coils are wrapped around the victim’s body, its tongue lodged in the victim’s ear.

Once the serpent is uncovered, only greater restora-tion followed immediately by a miracle can cancel the effect (it is possible that the caster will notice what is going on if he has Sense Motive and/or Spellcraft).

XP Cost: 4,900 XP.

Soul Hold
Transmutation (Calling) [Death, Evil]
Spellcraft DC: 80
Components: V, S, M, F, XP
Casting Time: 9 minutes
Range: Touch
Target: One living creature touched
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

To Develop: 720,000 gp; 15 days; 28,800 XP. Seeds: afflict (DC 14), contact (DC 23), slay (DC 25), summon (DC 14), transform (DC 21). Factors: change target to creature touched (+4), transfer a portion of the target’s soul to a receptacle (ad hoc +5), afflict target so that they are dazed or sickened at the caster’s choice (ad hoc +4), increase spell’s saving throw DC by 20 (+40). Mitigating factors: increase casting time by 8 minutes (-16), burn 5,000 XP at time of casting (-50), requires an expensive focus (ad hoc –2), requires a difficult material component (ad hoc –2)

Soul hold, like non-epic spells such as mark of justice, can generally only be performed on targets that are willing (compelled creatures count as willing) or restrained. The caster must have on hand a gemstone set within a gold or silver stylized cage to the value of 18,000 gp; this will be the receptacle for the stolen portion of the target’s soul.

For nine minutes the caster speaks the arcane words of binding, touching the target periodically with the fo-cus, and slowly drawing out some of the essence of the target’s soul. At the climax of the spell, the caster pierces the skin at the back of the target’s hand (or a similar, appropriate appendage), so that the blood runs over the cage and gem. Simultaneously, he expends 5,000 XP to seal the effect of the spell. An unwilling target is entitled to a Will save (DC = 40 + the caster’s relevant spellcast-ing ability score modifier) to negate the effect, but willing targets, or targets who are Soulsworn to the caster, are automatically affected.

From that time on, the caster is able to do certain things to a creature over which he has a soul hold, so long as he is touching the gemstone focus. Firstly, he can afflict the creature’s soul in a most unpleasant man-ner, leaving the target creature dazed or sickened. Secondly, he can sense the whereabouts of the creature perfectly, and can speak with the creature by means of telepathy over any distance, even over planar boundaries. Finally, the caster can kill the creature with no save, al-though this ends the spell. The soul of the creature passes in its entirety through the gem before passing on to its proper plane of existence (this does provide a window of opportunity to entrap the soul and prevent resurrection, although other magicks must be used to accomplish such a thing). By means of these things, the caster can often obtain the services and obedience of the target creature, if only out of fear for the welfare of its eternal soul. Rumor has it that this spell was first developed by Mephistopheles, Lord-Regent of Cania.

XP Cost: 5,000 XP.

Summoning Sanctuary
Abjuration
Spellcraft DC: 80
Components: Components
Casting Time: 1 minute
Range: Touch
Effect: 30-ft. spherical emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes

To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: ward (DC 14). Factors: increase area of effect by 200% (+8), increase bonus on caster level check to overcome Spell Resistance by +20 (+40), determine creature type to be warded against at the time of casting this spell (ad hoc +4), prevent spiritual wounds within summoning area (ad hoc +14).

This spell creates an area in preparation for summoning a powerful creature. Proof only against physical attacks, it prevents the next summoned creature, and all other creatures of that type summoned into the area for the duration of the sanctuary, from leaving a 30-foot spherical emanation area by any means. The summoned creature may be able to break past the barrier by means of its Spell Resistance, in which case the caster makes a caster level check with a +20 bonus.

Additionally, the typical effects of summoning a powerful cosmic entity to the Prime are ignored if the creature is summoned within a summoning sanctuary. Thus summoning or calling a Duke of Hell to the Prime in conjunction with this spell has no ill effects

Trojan Curse
Telepathy (Compulsion) [Mind-Affecting]
Psicraft DC: 115
Display: None
Manifesting Time: 1 round
Range: 75 ft.
Target: One living creature
Duration: 1 week
Saving Throw: Will negates
Power Resistance: Yes

To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seeds: compel (DC 19), conceal (DC 17). Factors: unobtrusive (ad hoc +6), manifest as a full-round action (+18), Constitution-ceal from magical or psionic detection (+6), compel creature to follow unreasonable course of action (+10), increase duration by 740% (+15), no display (+4), in-crease power’s save DC by 10 (+20)

The manifester concentrates on the desired target, willing into existence a hidden presence within the target's being. If the target fails a Will saving throw (save DC 30 + manifesting ability modifier), he can thereafter be compelled by the manifester to do anything at the caster’s whim, from any distance, even across planes. As with the non-epic spell dominate person, the caster can concentrate on the spell as a standard action to receive full sensory input as interpreted by the mind of the subject (the caster cannot actually see or hear at the target’s location, but has a good idea of what is happening there). The compulsion is unobtrusive, and is usually left latent until some point where the target’s “treachery” is of greatest potential efficacy. The trojan curse can only be detected by divinations if the caster of the divination succeeds on a caster level check against the manifester of the trojan curse.

The trojan curse lasts for one week, even if the target has already fulfilled the primary purpose of the manifester. However, evil psions tend to compel those under the effect of the trojan curse to kill themselves once their task is finished.

The Prince himself, Leviathan, first developed this epic power.

Tyranny
Enchantment (Charm) [Mind-Affecting, Evil]
Spellcraft DC: 79
Components: V, S, XP
Casting Time: 1 action
Range: 75 ft.
Target: One living creature
Duration: 33 hours
Saving Throw: Will negates and Fortitude half; see text
Spell Resistance: Yes

To Develop: 711,000 gp; 15 days; 28,440 XP. Seeds: charm (DC 14), afflict (DC 14), drain (DC 19). Factors: 1 action casting time (+20), increase duration by 165% (+4), deal Constitution damage every time a request is refused (ad hoc + 20), afflict target with pain every time a request is refused (ad hoc +20), increase penalty on attack rolls, checks, and saving throws to –4 (+12), threatening act against charmed creature does not end the spell (ad hoc +4), add evil descriptor (ad hoc +2). Mitigating factors: Burn 5,000 XP during casting (-50).

The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects.

Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request.

Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject’s will.

This spell has been used so extensively by the personal servants of Asmodeus that many consider him to be the author of this dread magick.

XP Cost: 5,000 XP.

New Incantations

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Rite of the Diabolical See
Transmutation [Evil]
Effective Level: 9 th
Skill Check: Knowledge (religion) DC 33, 9 successes
Failure: Death
Components: V, S, M, XP, Special
Casting Time: 90 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An ancient incantation, the purpose of the Rite of the Diabolical See is to unlock in the caster truly fiendish power. Attempted (successfully, at least) only by the most powerful Cardinals of Asmodeus, the incantation is a private affair, the secrets of which are unlocked as the caster advances in the unholy priesthood of the King of Hell.

The Lord of the Nine does not make it easy to seek his favor by means of this rite. For those who fail to cast the incantation precisely (or who do not gain the favor of Asmodeus), death awaits (although a successful Fort save DC 23 means that the caster instead takes 9 points of Constitution drain and is exhausted). Furthermore, the incantation can only be cast in the midnight hour during a new moon. The sky must be wreathed in cloud, and the invocant must conduct the rite in a desecrated area. Nine fires are lit in a circle surrounding the caster, while the invocant stands within a shallow pit (3 feet deep) exactly central to these pyres. The invocant appeals to Asmodeus for his blessing nine times, each time calling on the King of Hell by one of his nine titles.

Upon uttering his final appeal, the caster is caught up in dark flames that leap from within the pit. It is at this time that he knows whether his prayers have been an-swered or not; for those whom Asmodeus approves take no harm at the flames, instead finding themselves im-bued with great power (see Chapter 3 for further details). All others are harmed as detailed above.

Material Components: Rare incense and the blood of celestial creatures to the value of 33,300gp

XP Cost: 500 XP

Special Requirement: The caster of the incantation must have at least 10 levels in the Cardinal of Asmodeus prestige class. Usually, this is the only way that a character can discover the exact phrasings and so forth to cast the incantation. Those without the prerequisite level of advancement in the unholy priesthood can still attempt the invocation, but there is no chance of success (i.e. the incantation will automatically fail, with consequences as detailed above).

Unholy Supplication
Divination [Evil]
Effective Level: 6 th
Skill Check: Knowledge (the planes) DC 21, 6 successes
Failure: Attack
Components: V, S, M, SC, B
Casting Time: 60 minutes
Range: See text
Target: Personal
Duration: 12 minutes
Saving Throw: None
Spell Resistance: No

This incantation is used to contact and speak with a particular Courtier of Perdition. The rite must be performed in the hours before dawn, so that upon comple-tion of the necessary protocols, the chief supplicant has less than 33 minutes before the sun rises. Eight additional casters are required for this incantation, and each caster (including the primary one) must burn 66 gp worth of incense in unholy censors during the invocation.

No image is formed of the devil being sought; however, successful casting of the unholy supplication enables communication between the primary caster and the Courtier for 12 minutes. This tête-à-tête is most often used to enable the supplicant to swear oaths of fealty to the Courtier (see the Devotee of Darkness feat in Chapter 3), but is also used to ask questions of the Courtier or to report on services performed for the Courtier. At the end of the duration, the primary caster is exhausted and automatically contracts the disease devil chills.

In the event that the incantation is not performed perfectly, the caster finds himself attacked by a summoned kyton (as if by summon monster VI as cast by a 12th level sorcerer).

Uncapped Spells and Epic Level Casters

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Epic levels present more problems than just challenge rating issues. One of the things that we came across whilst putting together creatures with caster levels higher than their challenge rating (and, under the official Wizards of the Coast system, this sort of situation is not unusual)
was that certain spells were “too much”. The biggest offenders were mage's disjunction, and the four Holy word type spells (Holy word, blasphemy, dictum and word of chaos). Although we believe that these can be intelligently dealt with without having to extrapolate rules that have not been clarified on for epic level gaming, we also happily advocate the following solutions for those who have concerns with the above spells.
• Mage’s disjunction can be warded against with epic spells.
• The four Holy word type spells are capped in terms of their power, with saves being added to ignore the various effects as hit dice increase. This is not a big stretch of the rules, considering that most non-epic spells are capped in terms of their power potential. Creatures with 21 Hit Dice or more gain a save against the death effect of these spells. Creatures with 31 or more Hit Dice gain a save against the paralyzation
aspect. Creatures with 41 or more Hit Dice gain a save against the weakening/blinding/slowing/stunning effect. The daze effect is always applicable, so long as the target creature would normally be affected by it. The new feat, Empower the Soul, along with these guidelines, should limit the problems faced at higher challenge ratings when creatures with very high caster levels cast these spells so as to affect PCs.

Additional Sacrifice Rules

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

The Book of Vile Darkness has rules for sacrifice as a means of gaining power (see from p.26). In that tome, the only types of sacrifice listed are those that involve the shedding of blood (killing) of a creature as a sign of devotion to an evil power.

Other types of sacrifice are also possible, depending on the nature of the Power being dealt with. For example, Amdusias advocates vile rites that mark a child his. Correct performance of such rites allow a servant of Amdusias to enter the Prime and steal the child away, leaving behind an unholy blessing on the invocant.

One of the most vile types of sacrifice is that espoused by Rosier, Duchess of Witchcraft. Her licentious rites involve the forceful stealing of virtue and innocence from the “sacrificial victims”, in nothing more than an aggrandized, celebratory excuse for rape.

In such a sacrifice (known as the Black Ritual), some of the Knowledge (religion) modifiers are no longer appropriate, and new modifiers must be introduced. Any element listed in the Book of Vile Darkness that hinges on the death of the victim should be removed or changed
so that the focus is on allowing the victim to live on afterwards. Examples are given below, followed by new modifiers.

Note that at least three unwilling creatures must be involved in the Black Ritual. The witch conducting the rite may use either Knowledge (religion) or Knowledge (nature) to determine the final check and the unholy blessings to follow (the modifiers in the table above can apply to either Knowledge (nature) or Knowledge (religion) at the invocant’s option). The check result should follow the results given in the Book of Vile Darkness where appropriate, except that where a single wish or miracle can be obtained, the nature of that reward allows the benefits shown under Rosier's Black Ritual entry, save that the benefits are one degree worse (e.g. if the sacrificial victim is 6th to 10th level, the invocant gains the ability to cast Charm Person 1/day as a 5th level sorcerer, instead of suggestion 1/day and Charm Person 1/day as a 10th level sorcerer). Those forced to participate do not suffer Rites of the Flesh (see Rosier's description), but do suffer sanity damage of 2d6/5d6, with any cases of insanity tending towards phobias or similar of a sexual nature. If you do not use sanity rules, the victim must instead make a Will save (DC = 10 + ½ Class levels + Charisma modifier) or suffer insanity as per the spell.

Black Ritual Sacrifice Modifiers
Sacrifice Element Knowledge (religion) Modifier
Sacrifice is tortured for 1 day prior to ceremony
+1
Sacrifice is genuinely willing1 +0
Conducted in a phallic grove2
+2
More than 3 couples involved
+1
More than 9 couples involved3 +2 (overlaps with 3 couples benefit)
1 Willing creatures do not count towards the “sacrifice” requirement of the Black Ritual
2 A phallic grove is a desecrated area with an abundance of obscene, licentious fertility symbols.
3 Note that this benefit overlaps and does not stack with the three couples benefit.

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