Professional Documents
Culture Documents
Zero-level Spells
Attract Evil Eye
Universal
Level: Brd 0, Sah [universal] 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell attracts misfortune to the target. But if it fails, misfortune may attach to you
instead. It only works where the evil eye is a natural phenomena, such as Zakhara.
If the saving throw caused by this spell succeeds, you have instead attracted the evil
eye to yourself, just as if you had cast this spell on yourself. You still get a normal saving
throw to negate the effect.
Material Component: a black pebble.
Notes: The evil eye is a natural force in Zakhara. This spell merely calls on the evil
eye; it does not power the curse.
The evil eye is described in chapter 5 of Arabian Adventures, but here is a conversion
of the effects to 3E: 2 penalty to saving throws, ability checks, and skill checks; new
encounters are indifferent at best.
Whenever a character attracts the evil eye, whether through bragging and rude
manners or through this spell, a Will saving throw is called for. A good creature receives
a +4 modifier on this saving throw; an evil creature receives a 4 penalty. If the Will
saving throw fails, the target falls under the curse of the evil eye.
This curse can be removed through spells like remove curse and atonement, but it
cannot be dispelled. Constant dedication to virtuous, modest and selfless actions by an
afflicted character may also break the evil eye, granting a new Will saving throw every
24 hours of such behavior.
This is a common and popular spell in the Land of Fate. The danger of the evil eye is
ever present, and the wise and the cautious often seek protection from its glare. Avert evil
eye protects one creature against this danger.
The wizard casts the spell upon a single blue bead made of glass, while voicing the
recipient's common name (or identity). The caster must touch the bead, but he needn't
touch the recipient. The bead is then sewn into the fabric of the recipient's outer clothing,
or crushed and placed in the recipient's drink. Most rulers with a wizard handy prefer the
latter method; the outward show of such a bead might be construed as fear and a wise
emir does not show fear to his people.
As long as the bead is worn or 24 hours per caster level, if it's imbibed any saving
throw against the evil eye is automatically successful.
This spell can also be used to remove an evil eye that is already affecting the target.
But in this case, the caster must make a Will saving throw (DC 15) or have the evil eye
placed upon himself besides removing the curse.
Material Component: a blue pebble.
Sand Jambiya
Transmutation [Earth]
Level: Brd 0, Sah [sand] 0, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 sand jambiya
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: None
This spell turns a fistful (half a pound) of normal sand into a jambiya (Arabian
dagger). The weapon is as hard as steel, but cannot be affected by magnetic forces, and it
is not a good conductor for heat or electricity. It otherwise functions as a magical weapon
with an enchantment bonus of +1.
A sand jambiya crumbles into loose sand under the following conditions: when it's
dispelled, upon the caster's mental command, upon the caster’s death or loss of
consciousness, or at the end of the spell's duration.
Material Component: A fistful (half a pound) of dry sand.
Sea Sight
Divination [Water]
Level: Sah [sea] 0, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The recipient of this spell gains the ability to see beneath the waves almost as easily as
he can on land.
His range of vision underwater becomes twice what it is normally. Modifications
because of depth, underwater vegetation, and darkness still apply.
More importantly, sea sight enables a recipient who is above the water surface to stare
down into it without the problems of refraction and reflection.
For example, an oceanfaring character can normally see up to 100 feet underwater.
With this spell, this is doubled to 200 ft.. If he stands on a ship deck 20 feet above the
water, he can still see 180 feet below the surface. In this way, he can watch for attackers
swimming up from below. The material component of sea sight is the eye of an octopus
or squid, which is destroyed during the casting.
Waterbane
Abjuration [Water]
Level: Sah [sea] 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature or object
Duration: 24 hours or 1 day/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)
This spell keeps the caster, another being, or an object of up to large size from
retaining liquid and getting wet. The recipient can walk through a pouring rain, dive into
a pool, or stand beneath a waterfall, and he'll still emerge with dry clothing.
Liquids still touch the target of this spell, so a contact poison or corrosive acid still has
normal effect, and a sudden onrush of water can move or even crush the target. But once
the liquid pours away, none of it will stay on the recipient, leaving him comfortably dry.
Waterbane prevents continuing damage from vials of oil or acid, as the liquid will not
stick to the target of this spell.
The spell does not enable the recipient to breathe underwater or swim.
The duration is normally 24 hours, but if cast on an object, it lasts 1 day/level. For
instance, a grain barrel protected with waterbane can be cast into the sea, and then wash
ashore several days later with its contents completely dry.
Material Component: A bit of wax
First-level Spells
Alter Minor Winds
Transmutation
Level: Sah [wind] 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Circle emanating from you to the extreme of the range.
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell enables the caster to harness a nonmagical wind and change its force by one
rank, as shown on 317, Wind Effects, in the DMG. For example, a light wind can
become a moderate wind and a moderate wind either can be diminished to light wind or
increased to a strong wind. The spell works equally well in an enclosed area, such as a
dungeon, where wind conditions are considered light.
This spell can only alter or result in light, moderate, and strong winds. You cannot
control wind direction with this spell.
The change caused by this spell is immediate, with the area of effect centered on the
caster. It can be cast several times, with cumulative effects. When the alter wind spell
ends, the air returns to its original state.
Focus: A small silver tube worth at least 10 gp.
Fire Truth
Divination
Level: Bard 1, Sah [flame] 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 creature
Duration: 1 minute/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes
By means of this spell, the caster and those accompanying him can determine whether
someone speaks the truth or knowingly lies. Fire truth is used most often in business and
matters of state where the veracity is important, and the target creature is (supposedly)
willing and interested in telling the truth. When signing a contract, for example, that
target is often asked to verbally attest to his honesty. (Is the information here true? Do
you plan to uphold this contract?)
A special candle serves as the material component of this spell (see below). Its flame
is fed by the veracity of the target individual's words whether they're spoken aloud or
given in sign language or written form.
When casting the spell, the wizard must light the candle and the target must hold it
while speaking. If the target lets go of the candle, the spell ends. The flame of the candle
is linked to the holder’s truthfulness. An intentional halftruth or slight deception causes
the flame to gutter. An outright lie extinguishes the flame ending the spell. Otherwise the
spell lasts for the duration, or for one statement per level of the caster, whichever comes
first. At the end of that period, the flame flares brightly, then goes out.
Truth is subjective to the target. If the target truly believes something, then the candle
registers it as truth. "I don't know" or a similar response has no effect on the candle if the
target is truly ignorant.
The fire truth spell can be rendered useless by other magics that would stop a discern
lies spell. A Will saving throw will prevent the candle from sensing deceptions, but a new
such save must be made each time the target lies or is evasive. Repeating the same
question several times can be a viable tactic here.
Material Component: The special candle required for this spell is made of a rare form
of desert bee's wax. It has a price of 10 gp.
Float
Transmutation
Level: Sah [sea] 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature or object
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
A recipient of this spell becomes exceptionally buoyant in water. He floats straight up
to the surface like a cork, carrying up to 10 pounds of baggage per level of the caster.
Airbreathing creatures with benefit of this spell are safe from drowning unless they are
prevented from rising to the surface.
The float spell does not imbue the recipient with the swimming skill, but it keeps a
character on the surface, where he can breathe. It also negates load penalties to the Swim
skill for 10 pounds per level of caster.
If the caster touches an object instead of a creature, he can successfully float an item
weighing up to 10 pounds per caster level. (This is harder than lifting a creature, who in
theory is already somewhat buoyant.). For example, an experienced wizard might use
float to raise a treasure chest from the sea floor.
At 20 feet per round, the ascent is swift, but the recipient stops if he (or it) encounters
some obstacle. There are no ill effects of this rapid rise, regardless of his original depth.
A floating creature moves around as he normally would; the spell does not interfere
with normal swimming or movement, even if the recipient is diving or swimming
downward. However as soon as the individual stops swimming, he floats toward the
surface.
Material Component: A bit of cork.
Move Sand
Transmutation [Earth]
Level: Sah [sand] 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 3ft. cube/level (S)
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This magic allows the caster to direct the movement of sand in a localized area even
against the forces of wind, gravity, and spells that are 2nd level or lower. Control is by
sheer will and expressive gesture; the caster does not have to touch the sand directly but
he must be able to see it during the spellcasting. In all cases, movement of the sand is
slow and obvious.
This spell only functions in areas with a large amount of loose sand or dry earth, such
as a desert, beach, or windswept barren. All or part of the loose sand in the area can be
moved (within limits of the spell). Move sand does nothing in areas of solid rock,
abundant plant life or great moisture; all three cause the spell to fail.
Move sand can prevent sand from blowing or drifting into a designated area, or help
the caster dig out the area. It serves equally well in the careful removal of sand from
buried objects (even the living). The spell also can serve to create a drift that temporarily
blocks an enemy's view. In certain situations, move sand can be used to trigger a slide of
sand from atop a dune, or to protect individuals caught in such a sand slide. To determine
success, make a caster level check (1d20 + caster level) with a DC equal to the DC of the
Strength check that would normally have been required. If unsuccessful, the caster can
try again next round.
If this spell is used to deliberately lift sand or dust that is stable or at rest, it can create
a cloud, which obscures vision like obscuring mist, that lasts for as long as the caster
concentrates upon it.
The caster must concentrate on this spell to move sand or to create an obscuring cloud,
but not to simply keep sand out of an area. The spell does not end if the caster ceases to
concentrate; it merely does not move any sand until concentration is resumed.
Sand Quiet
Transmutation [Sonic]
Level: Sah [sand] 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature or item
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes
This spell causes silence to reign in the area immediately surrounding a touched item
or creature.
The target is muffled. All sounds emanating from the target including those caused
by something striking it are transmitted far away and emitted in a random location
(defined below). Likewise, sounds created by something that is held by or attached to the
target are randomly displaced.
Sand quiet does not prevent the recipient from speaking words of activation, such as
those for magical items. Nor does it prevent him from uttering the vocal components of
spellcasting. The recipient's ability to cast a spell is unchanged as long as that spell does
not have a soundbased effect. Sand quiet is not powerful enough to avert sonic attacks,
but does prevent languagedependent spells.
Where, then do the muffled sounds go? They emanate from the ground in a random
location 1d100+100 ft. away. The new location may lie in any of the eight cardinal
directions from the source i. e., north, south, east west, and their combinations. (The
DM rolls 1d8 and assigns a direction to each result.) Creatures at this location can hear
the recipient of this spell clearly.
Due to the injury, confusion, and annoyance such errant sounds can cause, several
local emirs have forbidden the use of this spell within a mile of their palaces. Other rulers
both permit and enjoy these interruptions. If the errant sounds appear interesting, the
emirs may send out guards or mages to investigate. Adventurers should check local
customs before casting sand quiet.
Material Component: A handful of local dirt or sand.
Sand Slumber
Enchantment (Compulsion)
Level: Sah [sand] 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes a magical sleep to come upon a single, living being of any species,
class, or level, provided the individual normally needs sleep.
If the save fails, the victim instantly sinks into a slumber for the duration of the spell,
typically falling down and dropping held items. This fall never awakens the victim, but
any subsequent violent impact or attack will do, as will shouts or other loud noise (like a
nearby melee).
Material Component: A pinch of very fine sand.
Traceless Travel
Transmutation [Earth]
Level: Sah [sand] 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature, plus 1 per 3 caster levels
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the recipient either an individual or his mount to tread upon sandy
ground without leaving a visible trace. On other ground, the spell is worthless. Nor will it
confuse a creature that tracks by scent.
This spell affects the one creature, and one additional creature for every three levels,
but these additional creatures must follow right behind, in the caster’s footsteps, to have
their tracks concealed.
Material Component: A handful of sand and the caster's teardrop.
Wind Compass
Divination [Air]
Level: Sah [wind] 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
By casting this spell, the caster creates a tiny, moaning wind that sounds in his ear
alone. Its steady tone is anchored to a single compass direction chosen by the caster.
When his ear is turned toward that direction, the tone is correct. When the caster turns
aside from that direction moving his ear to the tight or left, the tone rises or falls
accordingly. Returning to the proper course restores the proper hum. Loud noises may
drown out the hum, but ordinary conversation does not.
The wind compass spell is most useful on overcast nights and in blinding sandstorms,
when visibility is greatly reduced. The spell allows the caster to travel unerringly in a
chosen direction. It cannot guide him along a complex or circuitous route, however nor
can it help him find landmarks. It only reveals his heading.
Material Component: A bit of earth mixed with spittle.
Find Water
Divination [Water]
Level: Sah 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This involved incantation imbues one creature with a remarkable "nose" for water.
The individual can smell (or otherwise sense) the presence of drinkable water within 20
miles plus 5 miles per level of the caster. The recipient can identify the direction in which
the water lies, as well as the distance in miles.
The spell only recognizes water sources containing 100 gallons or more. (A nearby
water skin, for example, won't count.)
If the recipient is above ground, only water lying 10 or fewer feet below the surface
can be found. If the recipient is below ground himself, the spell can help him locate water
lying up to 100 feet above or below his depth.
Permanent water sources wells, oases, cities, lakes, and seas are automatically
detected first, but the recipient has the option of ignoring any known sources of water.
The spell’s percentile chance of finding water in the seemingly waterless deep desert
normally equals the spell's range in miles. Roll percentile dice; if the result indicates that
water is available, the die result indicates the distance in miles you have to travel to find
it. Casting the spell twice over the same area where it previously failed to find water has
small effect; the percentile chance of finding water can never be higher than the number
of miles traveled since the spell was last cast plus the number of hours which have
elapsed.
Material Component: A drop of the casters sweat, spittle, or tears.
Second-level Spells
Banish Dazzle
Abjuration [Light]
Level: Rgr 1, Sah [flame] 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This magic enables the caster or another individual he touches to see clearly in or
through blinding sun and light, free from the effects of heat shimmer. The recipient also
receives saving throw bonuses of +4 vs. illusion (figment) spells involving vision, but
does not grant any saving throws where such would not normally be allowed. The +4
save bonus also applies against color spray, hypnotic pattern, pyrotechnics (fireworks
only), flare, sundazzle, and similar visual spells designed to visually blind, hypnotize or
dazzle. The recipient is not hindered by reflected sunlight, whether from a mirror, shiny
shield or other device intended to create glare.
Banish dazzle also prevents the recipient from being blinded by normal bright light. If
the damage has already been done, banish dazzle can remove the effects. It cannot
however, cure actual damage to the eyes. Nor can it protect the recipient against the
effects of blindness/deafness, power word, blind or similar spells.
Material Component: A shard of any other clear crystal.
Depth Warning
Divination [Water]
Level: Sah [sea] 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 water vessel
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)
By means of this spell, a caster aboard a ship can alert the crew to a sudden change in
depth. This is particularly valuable if the change is the result of a reef, shoal or
underwater behemoth that may threaten the ship.
The spell can detect any obstacle at least as large as the vessel's own keel out to the
spell's range in all directions, but only under water. Whenever it detects a large obstacle a
small voice magically alerts the caster, reporting the distance and direction in his ear (as
long as he is within range). Only the caster can hear this voice and it will rouse him from
an ordinary slumber.
Once it begins the magical voice continues to provide readings of the obstacle's
distance in 5foot increments. Each time the distance changes by 5 feet the small voice
records the change. If the obstacle passes out of range, the small voice notes this fact and
then remains silent until something is detected later on.
This spell does not provide physical protection against a collision with large objects,
nor does it analyze what kind of object or danger it detects, only notification that they
exist and how far away they are. A large, live object (such a whale) can activate the spell,
provided the object is larger than the protected ship.
Material Component: A clear glass bead.
This spell allows the caster to downsize a creature in height, width, volume, strength,
and weight.
The spell works best on desert creatures. "Desert creatures" refers to animals and
monsters that are normally found in desert terrain, as well as individuals whose origins
and backgrounds are in the desert (such as a desert nomad or tentdweller). Against desert
creatures, this spell works as described below. Against other creatures, this has the effect
of the reduce spell.
A desert creature shrinks to half the normal height, and the creature’s gear shrinks
proportionally. This has the following effects:
* The creature gains a 4 enlargement penalty to Strength.
* The creature gains a +4 enlargement bonus to the Hide skill.
* The creature’s size becomes one step smaller, which will affect encumbrance, armor
class and attack bonus, and might reduce reach.
* Mass decreases by a factor of eight.
* Weapons and natural attacks decrease in size one step, decreasing their damage as
shown below.
Old Damage New Damage
1d2 1 point
1d3 1d2
1d4 1d3
1d6 1d4
1d8 or 1d10 1d6
1d12 1d8
Magical properties of magic items that get smaller do not change.
This spell lifts a large amount of sand and dust from the ground and shapes it in the
air. The whole dust cloud must be within the area covered by the spell, but it can be
shaped as desired when the spell is cast, forming a cloud, figures, or just a thin sheet of
dust, as desired.
Creatures surrounded by a dust cloud are blinded if they use eyes to see. All Listen
checks receive a 10 modifier due to the rustling of the sand. Spellcasting inside the
curtain requires a Concentration check (DC 10 + spell level). Even scent and most types
of blindsight is negated by the chaotic dust storm.
It is impossible to see into or through the curtain, so it provides full concealment (50%
miss chance) to everybody within or on the other side.
The caster must concentrate continuously to maintain the dust curtain. If the caster's
concentration is broken, or the dust curtain is affected by any other magic that controls or
creates winds (even a friendly effort intended to move the curtain along), the cloud or
wall of dust collapses and dissipates. While concentration is maintained, the caster can
reshape the dust curtain at will and move it up to 30 ft. each round.
The dust curtain can only be cast in an area with significant dust, sand, or loose soil to
support a dust storm. The dusty earth of a village street is sufficient. Also suitable are a
desert, a beach, or a tomb that has not been disturbed for ages. But the stone of a city
street won't work, nor will an outcropping of solid rock, moist soil or a jungle growth.
The wizard casts the spell with a whispered incantation.
Material Component: A handful of sand.
Enlarge Desert Creature
Transmutation
Level: Sah [sand] 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the caster to increase the size of a creature in height, width, volume,
strength, and weight. Before casting, wizards should note that they'll gain no more and no
less control over the enlarged creature than they had before.
The spell works best on desert creatures. "Desert creatures" refers to animals and
monsters that are normally found in desert terrain as well as individuals whose origins
and backgrounds are in the desert (such as a desert nomad or tentdweller). Against other
creatures, this has the effect of the enlarge spell.
A desert creature grows to double the normal height, and the character's gear grows
proportionally. This increase has the following effects:
* The creature gains a +4 enlargement bonus to Strength.
* The creature suffers a 4 enlargement penalty to the Hide skill.
* The creature’s size becomes one step larger, which will affect encumbrance, armor
class and attack bonus, and might increase reach.
* Mass increases by a factor of eight.
* Weapons and natural attacks increase in size one step, increasing their damage as
shown below.
Old Damage New Damage
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 2d6
1d10 2d6
1d12 2d8
Magical properties of magic items that get bigger do not change.
An ornery wizard might hope to harm the target by increasing its size beyond that of
its immediate surroundings. That can't happen. When the target meets a resisting force
(even a tent ceiling), growth stops before damage is incurred.
The material component is a small stick of mahogany or teak.
Burst of Sparks
Transmutation [Fire]
Level: Sah [flame] 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 30 ft. radius around a fire source
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This magic causes a fire to extinguish itself instantly, exploding into fiery sparks
The spell creates one spark per level of the caster, regardless of the size of the original
fire source, with a maximum of 10 such sparks at level 10. These shortlived streamers of
flame leap from the fire source in a direction determined by the caster. If the caster does
not choose a course, the sparks fly outward in random directions. A spark travels up to 30
feet from its source, and can set fire to any combustibles it touches.
No more than half the sparks can strike any single creature. Each creature targeted can
attempt a Reflex saving throw for half damage.
This spell is typically cast on a torch or campfire. It can produce sparks from a
magical fire or from a natural conflagration of huge size or larger (any dimension larger
than 10 ft.), but cannot put out such a powerful fire. A candle or other fine fire (smallest
dimension less than 1 inch) will go out, but cannot produce any sparks.
In addition to a fire source, this spell requires a handful of ashes, into which a drop of
the caster’s spittle or tears has been placed.
Flying Jambiya
Transmutation
Level: Sah [wind] 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Initial Touch, later Medium (100 ft. + 10 ft./level)
Target: 1 metal dagger
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No
This specialized magic enables a wizard to send a dagger (possibly that created by the
sand jambiya spell) after a target like a hawk after a desert rat.
The spell causes the dagger to fly and attack by itself. It strikes the opponent the
character designates, starting with one attack the round the spell is cast and continuing
each round thereafter. It uses the character's caster level as it's attack bonus (possibly
allowing it multiple attacks per round in subsequent rounds). It is wielded with a Strength
of 10, and any magic on the blade functions normally. The weapon can be sundered or
disarmed, in which case the spell ends. It is not otherwise affected by attacks.
The weapon does not get a flanking bonus or help a combatant get one. The caster's
feats (such as Weapon Focus) or combat actions (such as charge) do not affect it. It can
make one attack of opportunity per round against it's target (and only it's target) per the
normal rules, moving along with the target and constantly threatening him, but it is not
itself subject to attacks of opportunity.
If the target goes beyond the spell range, or out of the caster’s sight, the weapon
returns to the character and hovers.
Each round after the first, the caster can use a standard action to switch the weapon to
a new target. If the caster does not, the weapon continues to attack the previous round’s
target. On any round that the weapon switches targets, it gets one attack. Subsequent
rounds of attacking the same target allow the weapon to make multiple attacks if it's base
attack bonus would allow it to.
This spell creates a cylindrical pillar of sand that rises from the desert floor, carrying
the caster up toward the sky for a bird's eye view. The spell only works in a sandy region,
since the sand that makes up the pillar is drawn from the surrounding area. The top of the
pillar is a level circle with a 10 ft. radius, centered around the target spot, and all
creatures in the area risen and sink along with the pillar.
The pillar can rise as high as available sand allows or as high as the caster desires, to a
maximum of 10 feet per level of the caster. Beings atop the pillar can see far away, reach
high things and possibly escape spells that are cast at ground level. However, if the sand
pillar or those upon it strike another resisting object (a cave ceiling, for example), the
pillar automatically stops rising. Aside from such restrictions, the caster can raise and
lower the pillar 10 feet per round as a free action, as long as he is in touch with it.
The pillar is a construct with 10 hit points per caster level (maximum 100 hit points),
and is Armor Class 5. If physical attacks on the pillar destroy it or when the spell's
maximum duration has expired, the pillar falls. Spells of third level and above that move
great volumes of sand also destroy the pillar. If an individual atop the pillar falls, or the
pillar collapses, normal falling damage applies.
Beings atop a pillar can leave and return to it without affecting its continued existence.
A typical example is stepping onto a castle wall, moving inside the castle, and then
returning to the pillar.
This spell requires enough sand to create the pillar, such as that found on a beach or in
desert terrain.
Sand Shadow
Illusion (glamer)
Level: Sah [sand, flame] 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature or object
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
At any time when the target recipient is mostly or wholly in shadow, he is invisible.
The recipient can attack without disrupting the sand shadow spell.
To work, this spell needs a strong contrast between bright light and dark shadow,
which is everpresent in the sunlit desert but not on an overcast day, indoors, or at night.
All obstacles normally create shadows, but only overhangs cast shadows around noon,
when the sun is at zenith. A daylight spell destroys all shadows in its area, but lesser light
has no effect as it is too weak compared to the glare of the sun.
The casting of this spell requires a pinch of dry sand and an eyelash.
Sundazzle
Evocation [Light]
Level: Sah [flame] 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One target/level within a 15 ft. radius spread.
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes small, multicolored spheres to appear and dance about, striking at
the eyes of targets, who must succeed at a Fortitude saving throw or be blinded for the
duration of the spell.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in
combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a
+2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed,
and suffers a 4 penalty on most Strength and Dexteritybased skills.
Sundazzle only affects creatures that see normally. It doesn't affect blind creatures, nor
does it harm those which rely primarily on other senses or forms of detection. It does
affect all undead.
Material Component: A small glob of sweet gum.
True Bearing
Divination
Level: Sah 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Unlimited
Target: Once creature
Duration: 10 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The true bearing spell allows the recipient to pinpoint the direction in which a familiar
landmark or geographical site lies. For the duration, he has a mental compass reading for
a particular city, town, significant land feature, or the like. The spell reveals the proper
direction, though not how far away it lies
He must have visited this place before, even if it occurred by means of teleportation.
Further, the site sought by true bearing must be on the same plane of existence as the
recipient. Distance is irrelevant.
If the site is concealed from magical detection, the spell fails. It also fails if the site no
longer exists, such as an oasis that has dried up or a town that has been completely razed.
The spell will not guide the recipient toward a living thing. Nor can it locate anything
portable, such as a gem or a magical item, even if it's currently stationary.
Material Component: A pinch of iron filings.
This spell creates a thin wall of air that prevents all sound and soundbased attacks
from passing through it. The operative word is through; a sound made on one side of the
wall is still audible and effective on that side. The wall against noise blocks any attack or
spell with the sonic descriptor; anyone on the opposite side is immune to that attack.
Those on the same side as the attack are still vulnerable. An attack that partially contacts
the wall, or overlaps the end of it, only shields those who are directly behind the wall. It
also negates errant sounds caused by the sand quiet spell, and blocks the spell
clairaudience.
A wall against noise is most commonly used to secure an entrance against listening
ears, as well as to protect the sultan's chambers and harem from unwanted disturbances.
In old tales, great cities ruled by marids used wall against noise to protect their citadels
from the effects of horns of blasting and drums of panic.
The material component of this spell is a white feather, blown into the air. The feather
disintegrates as it drifts downward, activating the spell.
This is the same as the sand jambiya spell, except that the dagger created has an
enchantment bonus of +1 per three levels (minimum +1, maximum +5) and the keen
special ability.
Third-level Spells
Alter Major Winds
Transmutation
Level: Sah [wind] 3, Sor/Wiz 4
As alter minor winds, except that you can shift wind strength by one category for
every four caster levels, and that the maximum strength of the winds that you can
manipulate depends on your caster level, per the following table.
Caster LevelGreatest wind force affected
5 Severe
10 Windstorm
15 Hurricane
Tornado
This spell allows the caster to communicate with any aquatic creature or water
elemental whose intelligence is 1 or higher. The caster can understand such creatures,
respond in the correct tongue, and use the Diplomacy skill with a +10 competence against
them. The caster can converse with some or all of the sea creatures within range, even if
they are of different races and do not speak each other's languages. This spell also allows
the caster to speak above the surface and be heard by those below.
Focus: A small horn made of a shell.
Hissing Sand
Transmutation
Level: Sah [sand] 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Surface area 10 ft. x 10 ft. /level of the caster, 1 ft. deep
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes sand (or loose earth) to flow 10 feet per round in a general direction
chosen by the caster. The sand hisses softly as it drifts. It can bury Large or smaller
objects, but not creatures that can move to evade it. (Unintelligent creatures, such as
animated undead and golems, are too stupid to avoid being buried unless carefully
instructed to do so.) It will also obliterate tracks or markings. The caster can spend a
standard action to move the affected area to any point within range.
A creature on the hissing sand must make Balance skill checks (DC 15) or fall down.
It loses it's Dexterity bonus to AC unless it has five or more ranks in the Balance skill. A
crawling or climbing creature may use its Climb skill instead, but then moves at its
climbing rate. If the sand is running down a surface that normally requires a Balance or
Climb check to pass, add 15 to the normal DC of the check. See the Balance and Climb
skill descriptions for more on this.
This spell moves only existing sand or loose soil. The latter includes mud, dust,
gravel, or topsoil with virtually no plant cover. Cultivated soil won't work.
Material Component: Roughly a cup of any liquid.
Sand Sword
Transmutation
Level: Sah [sand] 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: 1 sand weapon (up to size M)
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: None
In most respects, this is identical to the sand jambiya spell. In this case, however, the
caster can create any mediumsized weapon of his choice.
The enchantment bonus is also increased, to +1 per three caster levels (maximum of
+5).
The sand sword can be created anywhere, provided that about two pounds of sand
the focus is available.
Stone Hull
Transmutation [Earth]
Level: Sah [sea] 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Target: 1 vessel up to 150 ft. long (colossal)
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)
This spell changes a ship’s hull into lightweight stone, helping it withstand damage. It
also makes the ship immune to spells that specifically target wood, such as shatterhull
and warp wood.
The hardness of the wood increases by +3, and it gains temporary hit points equal to
50% of its normal hit points.
Stone hull has a drawback, in that the ship's speed is halved.
Material Component: A bit of pumice (a volcanic rock light enough to float on water).
Sunscorch
Evocation [Light]
Level: Sah [flame] 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When a wizard casts this spell, an intense blast of light emanates from his hand,
forming a narrow beam that curves around obstacles and moves to follow its target,
striking as unerringly as a magic missile spell. The beam bakes the target with 1d4 points
of fire damage per caster level (maximum 10d4) plus an additional 2d4 if the creature is
made of metal or wearing metal armor or a metal shield or touching any Large or bigger
metal weapon.
The sunscorch won't work underwater or through water, including rain or fog.
Whispering Sand
Abjuration
Level: Sah [sand] 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Area: 1 handful of sand
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: None
Imbues a handful of sand with the ability to relate a message from the caster, aloud. It
can also store a spell, creating a magic trap.
At the time of casting, the caster must choose a volume sand larger than a cupful that
will "speak" (for example, a cupful in the bottom of a particular urn, or a small patch
before an abandoned gate).
He must also determine the conditions that will trigger the message such as "when
Babazadeh appears before the gate" or "when the name of the sungod is spoken before
the urn!" The triggering event must occur within 30 feet of the whispering sand.
Finally, when casting the spell, the wizard must voice the message that the sand will
repeat verbatim. The message may be up to five words for every level of the caster.
When the conditions are met, the sand speaks. The voice of the sand is hoarse and
throaty. It resembles no one's voice in particular, although it mimics the pronunciation
and tone that the wizard used during casting. No lips (or other visual features) appear to
accompany the message.
Instead of a spoken message, whispering sand can deliver a spell that has only a verbal
component, provided the caster casts this second spell along with whispering sand. For
example, power word, blind can replace the message. When the conditions triggering the
whispering sand occur, the stored spell will be cast. The effects of such spells originate
from the sand that speaks and targets the nearest creatures first. An area is centered on the
sand. The DC of any saving throw is based on the level of the whispering sand spell, not
the stored spell.
Detecting a patch of whispering sand has a Search DC of 27. Moving the sand
(including moving the container which holds it, or unduly disturbing the dust) destroys it.
Wind Shadow
Transmutation [Air]
Level: Sah [wind] 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The recipient of wind shadow takes on a translucent and almost weightless form,
gliding silently upon a magical breeze. All items that he carries and wears undergo the
same change, provided they are not living. He cannot pick up new objects while in this
form.
The breeze trails behind him; no scent or air current precedes him to betray his
movement. Nor does any footprint or track mark his passage. The magical breeze enables
the recipient to fly at his normal speed, with poor maneuverability. Silent and translucent,
the recipient has a +10 bonus on Hide and Move Silently checks.
The recipient cannot speak or cast spells with verbal components while under this
spell, but is otherwise solid and can attack and defend normally.
The material component of this spell is a piece of silk or gossamer.
Fourth-level Spells
Conjure Sand Lion
Conjuration (Summoning)
Level: Sah [sand] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 sand lion
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures an earth elemental female spotted lion. The statistics of the lion is
found in the Monster Manual appendix I: Animals, and the earth elemental template in
chapter 9 of Manual of the Planes. The beast's statistics are:
Earth Elemental Spotted
Lion
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +2 (Dex)
Speed: 40 ft., burrow 30 ft.
AC: 17 (1 size, +2 Dex, +6
natural)
Attacks: 2 claws +8 melee, bite +3
melee
Damage: Claw 1d4+6, bite 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab,
Rake, Earth Mastery,
Burrow
Special Scent, Elemental,
Qualities: Darkvision, Tremorsense
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 23, Dex 15, Con 15,
Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*,
Jump +6, Listen +5, Move
Silently +10, Spot +5
Feats:
Climate/Terrain Desert
:
Organization: Solitary, pair, or pride (6
10)
Challenge 4
Rating:
Treasure: None
Alignment: Always neutral
Advancement: 68 HD (Large)
The sand lion roars when it first appears. It attacks at the caster’s direction. The caster
can see through the creature's eyes, though his vision is otherwise unchanged. The caster
does not have to maintain concentration to keep the cat in existence or under control. The
sand lion fights to the death, until the spell ends, or until the caster dismisses the creature.
It can serve as a steed or a pack animal.
Material Component: A handful of sand.
This spell makes creatures of a fiery nature look and act tougher. The spell can
enhance creatures of the Fire subtype and fire elementals and outsiders. Examples include
red dragons, hell hounds, efreet, fire elementals, fire newts, and salamanders.
The recipients of this spell looks bigger and more vigorous than before. Its flames are
charged with scintillating yellow and purple streaks.
More importantly, it receives a +4 bonus to Strength and Constitution. The damage of
any fire attack the creature has is increased by 50% and has it's save DC (if any)
increased by +2. These are all enchantment bonuses.
Ghost Rigging
Conjuration (Creation)
Level: Sah [wind, sea] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 sea vessel
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Used primarily at sea, this magic creates a "ghostly" rigging on a ship or other sea
vessel. It functions just as normal rigging does. Casters typically use the spell to replace
damaged sails or masts that have snapped or when the crew is no longer sufficient to rig
the ship by other means or occupied with other tasks.
The rigging always matches the vessel's needs. Thus, an unmasted galleon gains three
masts, each with a billowing set of sails. A raft or barge acquires a single sail, sufficient
to help it on its way.
The vessel moves at its normal speed. The conjured rigging performs as normal
rigging in all ways even in combat. It is vulnerable to damage just as normal rigging
would be. It does not require a crew to handle it.
The rigging is translucent and glows dimly; sails provide a soft radiance even at night.
The caster may place a personal symbol on the sails to advertise his presence. For
instance, one sorcererpirate creates sails that resemble screaming faces, appearing and
disappearing as the wind catches the ghostly fabric.
Material Component: A bit of canvas and string.
Mirage Wall
Illusion (Figment)
Level: Sah [wind] 4, Sor/Wiz 4
Components: V, S, M
Range: Long (400 ft. + 40 ft./level)
Effect: Wall 2ft. thick, 10 ft. x 10 ft. /level
Duration: 10 minutes/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
This spell creates a stationary illusion much like a backdrop or scenery curtain for a
theatrical play. The mirage wall need not be vertical or even regular in its confines. It
blankets the true scene and conceals it with another. For example, a cavern entrance
might look like the adjacent cliff face, a lush oasis might appear to be sandy dunes, or a
party of warriors lying in ambush might appear not to be there at all. The mage must see
the location that he intends to disguise before casting this spell.
A mirage wall does not block odors and sounds. Hence, an ambush party must remain
silent, and preferably downwind.
Anyone receiving a clue that the illusion is unreal, such as smelling or hearing a
creature behind the wall, or not seeing an expected landmark, receives a Will saving
throw to disbelieve the spell.
Material Component: An eyelash, a pinch of sand, and some sweat from any source.
Sand Cone
Transmutation [Earth]
Level: Sah [sand] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone shaped volume 10ft. deep/level with 10ft. diameter/level or 1 creature
Duration: Concentration
Saving Throw: None or Reflex Negates
Spell Resistance: No
With this spell a mage can excavate a coneshaped area of sand or dust at a location
upon which he concentrates. The base of the cone is toward the surface; the tip points
downward. Excavated sand (or dust) is transported to a random location 1d6 miles away,
dispersed in a windy gust. Only sand and dust are moved; rocks, plants, animals, and
buried objects remain in place. As a result, this spell works best in regions of great
expanses of sand, such as in the open desert.
The sand cone spell keeps the area clear of sand as long as the caster remains
conscious and concentrating. When this ceases, sand falls in normally. The cone's magic
does not prevent sand slides or collapses if another individual begins excavating around
the cone.
Sand cone has many applications. It enables the mage to dig toward anticipated water
and uncover buried beings or things. It can also create a prison or trap.
For the last purpose, the caster can create a pit in the loose sand beneath a single
enemy's feet. When the foe falls in, the caster deliberately ends the magic, trapping the
opponent at the bottom of the pit. Such a pit must be created and collapsed quickly, or the
creature will escape automatically, so it is much smaller than normal. A creature that fails
a Reflex Save can be buried up to the neck, leaving it helpless. Such creatures can free
themselves with a Strength or Escape Artist check DC 30 or be dug out by friends with a
Strength or Wilderness Lore check DC 25. In either case, each attempt takes a fullround
action.
Any creature able to become smaller, turn gaseous, insubstantial, ethereal, burrow,
teleport or use dimension door can automatically free itself. Spells with no material or
somatic components can be cast while thus buried, but require a Concentration check
(DC 15 + spell level).
Material Component: The hair of a desert rat (jerboa) and a pinch of sand.
Shatterhull
Transmutation [water]
Level: Sah [sea] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 underwater wooden structure.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes
The shatterhull spell weakens a wooden structure that's immersed in water. The spell
causes water inside the wood to expand, exploding the wood from inside.
Usually, it is cast upon a ship's hull, breaking boards and creating multiple leaks that
can cause the entire area to give way. The target need not be a ship, however. For
example, shatterhull can be aimed at a wooden door in a flooded dungeon.
The target suffers one shattering attack per three caster levels, each causing 1d6 x 10
hit points of damage, ignoring hardness. As each inch of wood has 10 hit points, each
attack destroys a number of inches of wood equal to the die result. Each attack strikes a
separate location, so those that fail to penetrate the hull have little effect, but several leaks
are possible.
The material component of this spell is a thin glass needle, which is placed against the
targeted surface.
This spell can enhance creatures of the aquatic subtype and water elementals and
outsiders. Examples include water elementals, fish, oceangoing mammals such as whales
and dolphins, and native ocean races including mermen and sahuagin.
A thin, bluish sheen coats the bodies of the recipient. It also receives a +4 bonus to
Strength and Constitution. The damage of any cold attack the creature has is increased by
50% and has it's save DC (if any) increased by +2. These are all enchantment bonuses.
The material component of the spell is a glass of water, which the caster throws
toward the target(s) to provide strength.
Sunfire
Evocation [Fire]
Level: Sah [flame] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a deadly and explosive ball of flame, said to be harnessed from the
sun. Creatures killed by the sunfire are typically burned to ash. It causes 1d6 points of
damage per level of the caster, up to a maximum of 10d6. Creatures within the radius of
the sphere suffer only half damage if they make a successful Reflex saving throw.
The caster is immune to the spell's effects, and so are all nonliving objects that he
carries or wears. The caster can even center the spell on himself and still escape harm.
The material component is a ball of sticky gum.
This spell can weaken creatures of the aquatic subtype and water elementals and
outsiders. Examples include water elementals, fish, oceangoing mammals such as whales
and dolphins, and native ocean races including locathah and sahuagin.
The creature suffers a 4 penalty to Strength and Constitution, and any coldbased
damage it inflicts is reduced to 50% of normal and has its save DC (if any) reduced by 2.
These are all enhancement penalties.
Wind Blade
Evocation [Air]
Level: Sah [sand] 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: 3ft. blade of air
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell creates an invisible "sword" made of wind, which the caster can instantly
extend from his hand at will and retract just as easily. He doesn't actually grasp the blade,
so he can hold something else while the spell is in use. If he's already wielding another
weapon, however, he cannot use both simultaneously.
The wind blade batters targets instead of cutting, striking as a touch attack and dealing
4d6 points of bludgeoning damage per round.
Fifth-level Spells
Death Smoke
Conjuration (Creation) [Fire]
Level: Sah [flame, wind] 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: cloud with a 20ft. burst
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell creates a dark, billowing, noxious cloud that cannot be blown away.
Those trapped in the cloud fight as if in total darkness. Not even creatures who can
normally see in the dark (such as with darkvision) can see in an area shrouded in death
smoke. Light, whether magical nor natural, will not penetrate it. In addition, creatures
inside the cloud suffer 4d6 points of poison damage for each round (Fortitude save for
half), with no secondary damage. When the spell duration ends, the smoke fades
harmlessly away.
The death smoke is heavier than air. It seeks the lowest levels, flowing down stairs and
into burrows. Although it cannot be affected by natural or magical winds, physical
obstacles in its path can deter it. It does not function underwater.
Material Component: A crushed insect or arachnid, plus a pinch of sand.
Desert Fist
Conjuration (Creation)
Level: Sah [sand] 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
An existing parcel of sand rises up, form a fist, and pummels an enemy. The fist
smashes against only one target, chosen at the time of casting. The blow inflicts 1d6
points of bludgeoning damage per caster level, to a maximum of 15d6.
If the fist is aimed specifically at an immobile object fixed solidly in relation to the
ground (such as a door, barred window, or wall), the fist causes full maximum damage (6
hp per caster level, to a maximum of 90 hit points at caster level 15).
The fist attacks as a ranged touch attack. It does not cause any heaving or shifting of
the surrounding sand, so it can't form a barrier or throw a charging foe off his feet. It can
reach up from the sand to attack a flying, jumping, or highperched target at any point
within range.
There must be at least a few cubic feet of loose sand within range for this spell to
work, but that is rarely a problem in the desert.
Fire Track
Divination
Level: Sah [flame] 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 fiery spark
Duration: Instantaneous
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Creates a fiery spark that follows the path of a given individual as doggedly as a desert
hound follows a scent. The caster identifies the target when casting the spell, either by
name or by physical description, such as "Abdullah the baker", "or the woman I saw
wearing the gray eye patch". A spark of flame appears harmlessly at the caster’s fingertip
the "faithful hound" ready for the hunt.
If the target has not been within range during the last 24 hours, then the flame leaps
off the caster’s finger, lands on the ground nearby, and extinguishes itself. If the target
has been within range, the flame leaps off the caster's fingertip and flies toward the
target's trail, striking the ground as soon as it picks up the scent. The fire track is like a
brilliant flame traveling along a fuse. In its wake is a faint line of scorched earth and dust,
marking the path of its prey. (The scorch marks are easily swept clean.)
The flame moves from 0 to 120 feet per round, at a speed chosen by the caster, for the
spell's duration. It burns with the strength and brightness of a torch. It inflicts 1d6 points
of damage upon those who get in its way, and has 25% chance to set combustible
materials aflame. A wise mage does not use this spell to investigate burglaries in a cotton
warehouse.
The fire track can be foiled in a number of ways. It cannot cross water, and is
extinguished by doing so. It can be snuffed out while in motion by strong breezes,
blowing sand, and heavy rain. If the pursued individual takes to the air or teleports, the
fire track circles in place until its duration expires. Mere climbing, leaping, or jumping
(even across a chasm) cannot foil the fire track, however, which always pursues in the
correct direction.
The material components of this spell are a hair or droplet of blood from a saluqui (a
desert greyhound), wrapped in wax.
Flesh Mirage
Necromancy
Level: Sah 5, Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: You and 1 other creature
Duration: 10minutes/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell enables a mage to "switch appearance" with another creature, living or dead.
The caster gains the touched individual's form, while the target gains the caster's. It can
target any type of creature, including undead and outsiders. If the target is unwilling, he
can make a Fortitude saving throw to avoid the transference.
The spell otherwise works like polymorph other, polymorphing the caster into the
form of the target and the target into the form of the caster.
The material components of this spell are a bit of plaster and glue, consumed by the
casting, and a mirror, which is not.
Move Dune
Transmutation
Level: Sah [sand] 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cube of 10 ft. cube per level (S)
Duration: 1 round/level (D)
Saving Throw: Reflex negates (burying)
Spell Resistance: No
With this spell a caster can lift a heap of sand, dust or gravel, and move it to a nearby
location.
The spell can move only small, dry, inorganic, and nonliving particles. It leaves wet
soil (mud) and rocks behind, along with buried objects such as bones, treasure, and
burrowing animals, revealing them for all to see. Also exposed are all types of elementals
and earthlike creatures.
The mage can hoist a load occupying a 10 ft. cube per experience level, usually part of
a dune. He must be able to see the dune to lift it. He can move it up to 20 feet each round
in any direction. He can end the spell at will, dropping the material, but he cannot move
the effect to move another volume of sand.
Once the sand is launched, the caster doesn't need to concentrate to keep it moving, or
even see it. The load moves in one mass. If the mage deliberately drops it, the debris
forms a cloud identical in effects to an obscuring mist, lasting 1d3 rounds. Creatures
below a load that is dumped (as opposed to those who move into the resulting dust cloud)
must make a Reflex Save check to avoid being buried as per the sand cone spell,
affecting all in a 10 ft. square area for every 10 ft. cube of sand dropped.
Shield of Winds
Evocation [Air, Force]
Level: Sah [wind] 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Wall up to 30ft. x 30ft., 2 ft. thick (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a windy barrier that can be felt but not seen.
The spell summons up breezes, draws them into thin threads, then weaves them into a
tapestry of chaotic, whistling gusts. The result is a wall that is nearly impenetrable. No
herd of beasts can batter through it; no titan can break it apart. Once created, the shield
cannot be moved.
A creature inside the wall as it forms is immediately pushed out of it in a direction of
its choice.
Creatures cannot penetrate the shield of winds, even if they are immaterial or ethereal.
Nor can weapons. Gas clouds and whirlwinds are stopped, too, whether they're magical
or natural in origin. Moveable objects made of force (such as magic missiles) cannot pass
through, nor can prismatic spell effects and the like.
The following assaults can penetrate the wall: divination spells (unless they involve
material objects), magics of the enchantment and illusion schools (excluding shadow
effects), energy attacks such as fire, sonic, electricity and cold, (unless some solid matter,
such as ice or acid, is involved). For example flaming spheres, fireballs, and lightning
bolts can penetrate the wall, but an ice storm, an existing arrow enchanted with the flame
arrow spell, or a +2 spear, cannot.
A shield of winds has no material component other than sufficient air to create the
wall. The spell can't function underwater or in other places with a paucity of air.
Shipshock
Abjuration
Level: Sah [sea] 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 ship
Duration: 10 minutes/level
Saving Throw: Reflex half or Reflex negates
Spell Resistance: Yes
This spell acts as a security device, protecting ships from underwater attacks. (It can
protect other submerged wooden or reed structures, too.)
Once cast, ship shock does nothing until the vessel is touched by a living underwater
creature with intelligence of 3 or more. Normal marine animals don't qualify, so they
can't accidentally discharge the spell.
When the spell is triggered, the ship releases a bright blast of electrical energy,
inflicting 1d6 points of damage per level of the caster, to a maximum of 15d6. The
individual who touched the ship (and caused the blast) makes a Reflex saving throw;
success indicates that only half damage is incurred. In addition, all creatures in the water
within 100 feet of the discharge must make the same Reflex saving throw. Success means
they suffer no damage; failure means they suffer half.
The blast does not harm targets who are out of the water, including those aboard the
ship. Nor does it harm the ship itself.
Ship shock carries only one charge. If the blast is not triggered before the duration of
the spell elapses, it fades away harmlessly. It is a magical trap, and can be found and
disabled with a DC of 30.
Material Component: A small silver rod worth 5 gp, which is pushed into the
protected ship's keel like a nail. The rod is consumed if the blast is triggered, but not if
the charge merely fades.
Water Blast
Evocation [water]
Level: Sah [sea] 5, Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
A small bottle (or vial) of water becomes an impressive weapon when this spell is
cast.
The mage simply opens the bottle and aims. The water jets from the mouth, seeking
out its target much as a magic missile would do.
The water blast always strikes the target's head or other sensory apparatus It causes
1d6 points of bludgeoning subdual damage per caster level (maximum of 10d6), and the
target is also blinded and deafened for 1d6 rounds.
A Fortitude save halves damage and negates blindness and deafness. Any creature
lacking eyes and ears or immune to subdual damage, like an undead or construct, is also
immune to the deafness and blinding.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in
combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a
+2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed,
and suffers a 4 penalty on most Strength and Dexteritybased skills. A deafened
character, in addition to the obvious effects, automatically fails Listen checks, suffers a 4
penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal
component that he tries to cast.
The water in the bottle determines what kind of water makes up the blast fresh, salt,
muddy, or holy, for example. Against undead creatures, holy water inflicts 4d4 additional
damage †or twice what a normal vial of it would cause. In addition, the regular damage
from this spell is no longer subdual damage, but it still cannot cause blindness. If the
bottle contains other liquids e.g., acid or poison the spell won't work.
Material component: The material component of this spell is the water, but the bottle
(which must be worth at least 5 gp) is a focus and can be reused.
Wind Carpet
Conjuration (Creation)
Level: Sah [wind] 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Carpet of 1 square foot/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
When this spell is cast, the recipient becomes the commander of a wondrous flying
carpet, woven from a glowing magical force.
The carpet measures 1 square foot per level of the caster, with rectangular dimensions.
Though it's wafer thin, it can carry up to 100 pounds per level of the caster. The wind
carpet moves up to 75 feet per round. Its maneuverability is perfect, and it ignores high
winds.
The carpet is a construct with 5 hit points per level of the caster, Armor Class 12, and
makes all saving throws at +2 or the rider's bonus. It can be destroyed by physical or
magical damage.
The person touched is fully in control of the carpet. It flies smoothly and with stability,
enabling the rider to recline, cast spells, study, or perform intricate tasks while floating
along. In fact, the rider can never accidentally fall from the carpet, no matter what
movements he or the carpet makes. Even if he flies upside down, the carpet subjectively
remains under his feet, level and stable. However, items that he's not carrying or wearing
may fall (and they will if he's upside down). Wind alone can never whisk cargo off the
carpet.
The recipient can command the wind carpet to hover in one place or guide it with deft
precision around obstacles and through gaps. The carpet can even tilt sideways or roll
upside down to dump off intruders. The pilot remains in place, although other passengers
and cargo are vulnerable to falling.
Only the person touched by the caster can command the carpet. While magics can
destroy it, they can never wrest control of the carpet from this individual. Nor can anyone
hamper its flight by gusts of wind or even storms.
Subject to its weight limits, the carpet can carry more than one living creature, but it is
linked to only one. If the recipient is killed or knocked unconscious, the wind carpet
fades immediately (possibly stranding its riders in midair).
The wind carpet does not confer any protection against creature, spell, or weapon
attacks, but it's shelter against winds extends above it in an invisible bubble as tall as the
person touched by the caster. A mage on a wind carpet, for example, is vulnerable to air
elemental attacks or arrows. But he can fly right through a tornado and emerge unshaken,
or even stay in the funnel cloud to study a spell.
The material component of this spell is a scrap of woven cloth, of any size. The cloth
is consumed by the spell's casting.
Sixth-level Spells
Command Water Spirits
Transmutation
Level: Sah [sea] 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 1 ship or 1 creature or object/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Despite its name, this spell commands no true spirits. It merely influences currents in
the sea and other large bodies of water, enabling the caster to move objects on and under
the surface. Results are impressive, leading many to believe they're the work of spirits.
The caster can help any ship within range to move at full speed, even in becalmed or
adverse wind conditions.
The currents also can slow a ship within range of this spell, reducing its movement by
half. The slowed ship incurs no other penalties, and the condition lasts until the
spellcaster wills it or moves out of range.
In addition, the caster can move floating objects or creatures up to 15 feet per round
along the surface. In the case of a ship, this is in addition to its normal movement. You
cannot move something from the surface down to the depth, but you can create an
undertow dangerous to swimmers, which imposes a 10 penalty on all Swim checks to
stay near the surface.
If an object is beneath the surface, the caster can move a total of up to 100 pounds per
level, at a maximum rate of 10 feet per round. In this fashion, he can raise an object from
the sea floor and bring it to the surface.
One ship or a total maximum number of objects or creatures of Large size or smaller
equal to the caster level can be affected, all of which must be in range, but need not be
close to one another.
Material Component: A clear glass, into which some water from the sea or lake is
poured. The glass shatters at the end of the spell's duration. Breaking or emptying the
glass will end the spell prematurely.
Flame of Justice
Divination [Fire]
Level: Sah [flame] 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Concentration, maximum of 1 minute/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
The flame of justice is a more powerful (and in some minds, more twisted) version of
the fire truth spell. It is cast in much the same way, using a lit candle to determine truth
or falsehood, and works just like fire truth in most respects.
However, the spell has three important changes. First, it is the caster that holds the
candle. If the caster moves out of range or ceases concentrating, the spell is negated.
Secondly, this spell causes a part of the target's body to burst into flame for each
untruth spoken. Each untruth inflicts 1d6 hit points of fire damage.
Thirdly, the ideal of "truth" can be subjective to either the target or the caster, as
decided when the spell is cast. In the later case, the caster decides whether to burn the
target or not after hearing each answer. Telling the questioner what he wants to hear is an
excellent method of surviving this version of the spell.
Material Component: The same as that for fire truth a candle made of a rare form of
desert bee's wax costing 10 gp.
Part Sand
Transmutation [Earth]
Level: Sah [sand] 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Sand in a 20 ft. wide trough, 10 ft. long, 3 feet deep/level
Duration: 1 minute/level
Saving Throw: Will reduces (see text)
Spell Resistance: No
Part sand enables the caster to cause a prominence made of sand, gravel, or loose dirt
e.g., a dune, hill, knoll, or rise, not a depression or level ground to move apart, forming
a 20footwide trough. This trough extends 10 feet in length and 3 feet deep per level of
the caster. (For example, a 12thlevel mage can create a trough 20 feet wide, 120 feet
long, and 36 feet deep.) The caster can also elect to cut a smaller trough. After aiming the
initial cut, he cannot angle it to change direction.
The magic holds the trough clear of slipping earth or sand for the duration of the spell.
It even whisks away earth introduced into the trough by someone physically digging into
its sides. If the trough meets a solid rock face, the trough is blocked. (It cannot get
larger.) However, a trough can be positioned along the edge of a rocky outcrop so as to
expose it, provided the outcrop doesn't extend across the width of the trough at any point.
This spell also can be used to inflict damage on an earth elemental creature or other
being whose body is formed of earth or sand. A creature that is in phase with such
substances (such as a xorn) is also vulnerable. When the trough encounters such a
creature, its progress ends immediately (digging no farther). The creature in the path of
this spell immediately suffers 1d8 points of damage per caster level and must make a
Will saving throw to avoid being slowed for 1d6 rounds. Creatures that are not earth
based are not harmed by part sand. Large, solid objects (such as corpses and living
bodies) unearthed in the path of the trough merely settle to the bottom; they are not flung
aside.
Material Component: Two small stones.
Sand Shroud
Transformation [Earth]
Level: Sah [sand] 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature or 1 object/level, all within a 30 ft. spread.
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: No
This spell causes sand or loose earth to open up under a target like a grave, and then
swallow it up instantly. Enough sand or earth must be present for example, the spell
works in a desert setting or barren field, but not on cultivated land or solid rock. The
target is buried 60 feet deep, without any mark or trace on the surface of its grave. The
spell can affect one creature or a number of objects.
Immaterial, ethereal or outof phase creatures are immune, and creatures able to
assume gaseous or liquid form are imprisoned for only 1d4 rounds. Otherwise, the
creature must be rescued, and risks suffocating while buried. Only creatures able to
burrow or otherwise move through earth can escape under their own power. Spells with
somatic components cannot be cast while buried, and other spells require a Concentration
check (DC 20 + spell level).
A living creature receives a saving throw to negate the spell, but a construct or undead
creature does not. It is very effective against undead, such as liches, and constructs, such
as golems. The spell immunities of golems offer them no protection against falling into
the grave created by sand shroud. But then again, such creatures are immune to
suffocation and starvation, and will be able to dig themselves out in a few decades.
Material Component: A lump of mud, clay, dried dung, or other powdery substance.
Ship of Fools
Enchantment (Compulsion)
Level: Sah [sea] 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: the crew of 1 vessel
Duration: 10 minutes/level
Saving Throw: Will negates (See text)
Spell Resistance: Yes
The ship of fools deprives a ship's crew of all knowledge of the sea. The captain
shouts gibberish orders, the crew pulls on the wrong lines, the charts become unreadable,
and the navigator tipsy. Rowers (if present) row out of synch as the drumbeater conducts
new experiments in freeform percussion. As a result, the sailors perform worse than
ordinary landlubbers.
The profession (sailor) skill won't work while this spell is in operation. Any other skill
that can aid the ship is also banned. The speed of a rowed vessel is cut in half, and the
vessel has a 20 percent chance of changing direction each round, right or left, determined
randomly. The speed of a sailing vessel is reduced by a third, while the chance of a
sudden change of tack increases to 40 percent per round. No voluntary change in
direction is possible.
The target of this spell is one vessel, which may include the vessel upon which the
caster is standing. The ship's captain is allowed a Will saving throw. If he fails, he and his
entire crew are under the effect of the ship of fools. If the captain succeeds, the ship is
unaffected (good leadership outweighs foolish magics).
This spell usually helps evade pursuers (who become bumbling fools) or to set up an
opposing ship for assault. The disability of the crew applies only to their seamanship;
they can fight, cast spells, and otherwise act normally. Ghost rigging will let a ship under
this spell sail at full speed, but the direction is still random.
Focus: A finger bone or nonmagical ring taken from the body of someone who lived a
good life and died happy.
Despite its name, this spell does not summon any sort of creature. Instead, it enables
the caster to create a number of small whirlwinds or vortices, dubbed wind dragons.
These whirling, shadowy presences measure 3 feet in diameter, and move under to the
mental direction of the caster. One wind dragon is created for every two levels of the
caster, up to a maximum of ten (at level 20).
Each whirlwind can strike once per round as a ranged touch attack, inflicting 2d8
points of bludgeoning damage on any creature in range. Even though they are not
creatures, they each have a facing of 5 ft. x 5 ft. and a reach of 5 ft., and cannot stack with
each other or with other creatures, thus forming a barrier to movement. They are
impervious to attacks and do not trigger or make attacks of opportunity.
Although the wind dragons cannot actually lift or move solid objects, they can rake
and shake them effectively. A target struck by one or more whirlwinds must make a
Concentration check (DC 15 + spell level) to successfully cast a spell in the round after
being stuck.
If an attacked creature has SR, the resistance is checked the first time a particular wind
dragon strikes it. If the spell is successfully resisted, that particular wind dragon is
dispelled. If not, that whirlwind has its normal effect on that creature for the duration of
the spell.
The spell fails if cast in a place without air. For example, it won't work underwater.
Focus: A cup of any sort.
Seventh-level Spells
Air Form [Air]
Transformation
Level: Sah [wind] 7, Sor/Wiz 7
As earth form, except the target becomes an air elemental.
Create Shade
Conjuration (Creation) [Darkness]
Level: Sah [flame, sand]
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10 ft./level radius circle
Duration: 24 hours/level (D)
Saving Throw: None
Spell Resistance: No
This magic creates a cool, shaded patch of ground for the comfort, rest, and survival of
creatures stranded in a hot desert or another sunbaked place.
The area is clearly delineated by a patch of shade on the ground, though there is no
object in the sky to cast such a shadow. Though this shade does not count as full sunlight,
neither does it hinder vision, nor is it usable with the sand shadow or shadow walk spells.
Create shade negates all uncomfortably hot weather conditions, enabling optimum
rest, healing and spell preparation. Those within the area of effect require less water, just
like characters in natural shade. It does not otherwise protect from weather or the
elements.
Provided they can all fit in the shaded area, any number of creatures can enjoy these
benefits. This spell is often used to protect a marketplace or to prepare a town square for
festivities. It also commonly covers palace grounds and gardens. A caster willing to sell
his services with this spell will quickly grow rich in a civilized area.
Create Soundstaff
Transformation [Sonic]
Level: Sah [wind] 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Touch
Effect: 1 staff
Duration: Until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell helps dampen excess noise by gathering it in a wooden staff.
The staff is planted in the ground or atop a roof when the spell is cast. For 60 days, it
creates a spherical area of relative peace and quiet, up to 300 feet in all directions from
the staff. Though normal conversations and spellcasting can occur in this area, the staff
creates at least the illusion of a placid, peaceful area, even in the hubbub of a city
marketplace or in a private garden beyond which a riot is occurring.
The staff muffles loud and or magical sounds in the area, so sonic attacks won't work
within the staff's area of effect. All errant sounds "dumped" in the area as a result of sand
whisper or similar magics are also absorbed. Bardic music is not hindered; not does it
prevent languagedependent powers form having effect.
After 60 days, the staff can contain no more. It must be removed from its position
before the start of the 61st day, or all magic within it is simply lost. (The same occurs,
however, if the staff is moved prematurely.)
Assuming the staff is removed promptly, it can function as a weapon for 10 days,
emitting a sonic blast in the shape of a 60 feet cone, with the tip at the staff. Those caught
within the blast suffer the effects of power word, stun. The staff contains 2d6 of these
charges. At the start of the eleventh day or when the last charge is used, any remaining
magic dissipates harmlessly, leaving the staff ready to receive more sound as soon as
create soundstaff is cast upon it again.
Ruling emirs or local councils often ask mages to maintain soundstaves throughout
their cities (assuming the area has mages of sufficient power). The mages usually do this
in return for a small token of gratitude, such as favors from their rulers, or permission to
conduct magical experiments undisturbed within the city confines.
Focus: A staff of dark wood, with a white or blue stone at its tip, worth at least 3000
gp.
Earth Form
Transformation [Earth]
Level: Sah [sand] 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell transforms the recipient and whatever he is carrying or wearing into a
sentient creature made of elemental earth. The recipient can end the effects of this spell
whenever he wishes.
Apply the Earth Element Creature template from the Manual of the Planes, chapter 9,
except that hit points and abilities do not change.
Fire Form
Transformation [Fire]
Level: Sah [flame] 7, Sor/Wiz 7
As earth form, except the target becomes a fire elemental creature.
Lifeproof
Necromancy [Death]
Level: Sah 7, Sor/Wiz 7
Components: V, S, F, XP (see text)
Casting Time: 30 minutes or 1 action
Range: Touch
Target: 1 creature
Duration: Permanent
Saving Throw: No
Spell Resistance: Yes
This powerful incantation enables the caster to safely remove an intangible but vital
part of the recipient's life. The caster places that part called the Shadow of the Heart in
a closed glass container or crystal. The spell takes thirty minutes when cast in this way.
Once inside the crystal, the "shadow" becomes clearly visible as a translucent image of
the recipient's heart. Thereafter, the vessel can be any distance from the recipient's body,
without harm to the recipient.
As long as the Shadow of the Heart remains safely within the container, the recipient's
body can endure any amount of physical damage. When reduced to 0 or fewer hit points,
the character isn't staggered, dying or dead; he just keeps on going. Negative hit points
are healed normally, as if the recipient suddenly has an endless number of hit points. He
will start looking horribly, unnaturally, mutilated as hit points go below 0. With sufficient
loss, he looks as horrid as the undead, but he is otherwise unaffected.
Destroying the container kills the recipient.
Several lifeproof spells cast on the same target cancel one another. Other than a
miracle, wish or limited wish, this is the only way to cancel the spell. If the recipient's hit
points total 0 or fewer when the spell is canceled, the recipient is staggered, dying, or
dead, per the normal rules.
Mages often cast lifeproof on themselves as protection against an attack. Some cast it
on others as an "insurance policy" ensuring that a recipient returns from a quest or
mission to reclaim that part of his life which the mage holds.
Material Component: A transparent glass container or crystal. It also must be at least 1
foot in diameter to contain the Shadow of the Heart. The crystal or glass has AC 9, a
hardness of 0 and 10 hit points (for it to be otherwise would violate the energies of the
spell and therefore void it). Such a container costs at least 5,000 gp and can only be
created by the best artisans. It is not destroyed until the spell ends. This spell also costs
300 xp to cast.
XP cost: 300 xp or none (see text).
This spell can be cast "on the cheap", using no xp, a small, cheap crystal ball and
taking only a single action. Casting the spell this way has no effect beyond negating a
previouslycast lifeproof spell.
Sun Stone
Evocation [Fire]
Level: Sah [flame] 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 or more small stones
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
A small stone, held in the sunlight by the caster, becomes a magical incendiary missile
when this spell is cast upon it.
The sun stone becomes so hot that it glows fiery red, but the caster can handle it
safely. He must throw the stone during the same round or it loses its power.
A sun stone must be aimed at a target that the caster can see or detect. The stone
streaks through the air, swooping around corners as needed to follow a moving target,
striking as a ranged touch attack but with no penalties due to cover or concealment. It
burns its way into whatever it strikes, setting flammable items afire. The target suffers
3d8 points of fire damage.
If a stone misses its target, it falls to the ground. Beings who touch such a stone in the
round after casting take 1d8 points of fire damage.
You can cast one sun stone for every three levels of experience. (Hence, at 15th level,
you can cast five stones simultaneously.) Each stone has its own target either the same
creature or a different one, as desired.
Water Form
Transformation
Level: Sah [sea] 7, Sor/Wiz 7
As earth form, except the target becomes a water elemental.
Eighth-level Spells
Cleanse Water
Transformation [Water]
Level: Sah [sea] 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Any liquid in range (S)
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
With this spell, a mage can turn any liquid in the area into pure water. He can cleanse
any poison, saltiness, unpleasant taste, or the like any water within the area, or turn other
liquids (including molten metal or lava) into pure water. The water is it potable and
refreshing, cool even in full desert sun.
The mage has the option of excluding some liquids in the area from the effect, such as
known stores of wine, oil and potions. A creature that makes its Will save negates the
spell for any liquid it carries.
The spell removes alcohol and dissolved drugs or poisons from drinks, and turns
magical potions into pure water. Acid treated this way becomes pure fresh water.
Sediment, infection, saltiness and mineral contaminants are also removed.
Within a closed system, the results of this transformation will last for ever. However,
the spell does not prevent water from being polluted again in the future. More poison can
be added to a drink, for example. And a purified pool with an inlet that's polluted will
soon be contaminated again. As a general rule, if a body of water has an inlet that is
causing the pollution, the cleanliness lasts 1d6 days.
If the spell is cast on a body of water too large to be cleansed entirely, the surrounding
water soon taints the cleansed area again. For example, the mage can cast the spell upon
the ocean itself, creating a pure pool of fresh water amidst the waves. In such a case, the
affected area returns to its original state in an a minute per level.
If this is cast on a pool of lava or liquid metal too large to be affected entirely (such as
a sea of flame on the elemental plane of fire), it will create an immense explosion. The
explosion inflicts 1d6 points of fire damage on every creature in the area (Reflex saving
throw for half damage). Because this damage comes from steam, creatures with the [Fire]
designator have no resistance to it.
Material Component: A handful of sand, tainted with a drop of the caster’s own blood.
Pollute Water
Transformation [Water]
Level: Sah [sea] 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Any liquid in range (S)
Duration: Instantaneous
Saving Throw: Will negates (object,)
Spell Resistance: Yes (object)
Pollute water fouls all liquid in the area with an imbibed poison, Fortitude save DC
20, primary and secondary effect 1d10 temporary Constitution damage. The polluted
fluid has an acrid, pungent, oily smell easily detected by those who can smell such
things. Other magics may conceal its deadly nature, however.
This spell is otherwise similar to cleanse water in how long it lasts, what it can affect,
and the material component. It has the same effect when cast on superhot substances.
River of Sand
Evocation [Earth]
Level: Sah [sand] 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Cylindrical path with 20ft. diameter, 10 ft. long/level.
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
This spell creates a snakelike river of sand, which barrels over obstacles in its path. It
has the power to tunnel through dunes, destroy structures, and strike beings so hard that
their clothes and hair are stripped away.
To cast it, a mage begins with a mouthful of sand. Then he speaks the incantation, and
spits the sand in the desired direction. The expelled sand travels along the ground,
picking up more sand as it goes, gathering size and strength. Within one round, it
becomes a roaring torrent.
The river travels 10 feet per round. The caster cannot choose to restrict a river of
sand's length; it always grows to it's maximum length of 10 ft. per level. Nor can the
caster change this juggernaut's direction once it begins to flow. The river will pass over
obstacles it cannot blast asunder, moving straight up walls to do so. If trapped in a dead
end tunnel, it will tunnel 1d6 feet per round, even trough solid rock or metal.
An individual overrun by the river of sand must make a Reflex saving throw or have
all equipment ripped from them, take 6d8 points of damage, and be stunned for one
round, unable to leave the river. Such a character must save again in the next round if the
river is still flowing. A successful save indicates half damage, and allows the creature to
move out of the river of sand on his action.
The river of sand can turn a palace or castle into a blasted ruin in moments. Size is
only a limited defense against the everpresent sand. For each unattended object or
structure in the river of sand, roll 1d20 and add hardness. Walls and other massive
structures also add their thickness in feet to the result. On a result of 20 or more, the
object or structure survives; otherwise it is blasted into uselessness. Each object in the
river only needs to roll once, but it is impossible to retrieve objects from the churning
river of sand except by miraculous means, such as a limited wish.
There is no need for sufficient sand in the area to form the river; sand is created as
needed. By the end of the spell, most of the sand disappears, but enough remains to
indicate what happened.
Material Component: A mouthful of sand and the spittle it collects.
Sand Worm
Transformation [Earth]
Level: Sah [sand] 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
Size Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Mediumsize 1d8
Large 2d6
Huge 3d6
Gargantuan 4d6
Colossal 5d6
Material Component: Any live worm.
Unleash Monolith
Conjuration (Summoning)
Level: Sah 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Target: 1 elemental
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
A form of elemental summoning, this spell summons a barely sentient creature made
of elemental matter. It proceeds to destroy everything and anything that stands in its way.
It has the statistics of an Elder Elemental (see the Monster Manual).
Given the time and risk involved, mages tend to reserve this spell for a special
occasion. If he intends to survive, the caster should plan an escape route of some type
†usually a teleport. In that way, he can avoid the vengeance of the monolith, as well as
that of any surviving citizenry.
The material component for this spell varies according to the type of monolith being
summoned:
A sand monolith requires a huge amount of loose sand or dust. A stretch of beach or
desert is sufficient; the material in a dusty, abandoned room or on a dusty street is not.
A flame monolith requires a great amount of fire. The flame from a burning building
(or another fire this size) is sufficient. The fire does not have to be burning during the
entire casting time, but it must be present for the conclusion of the spell.
A wind monolith requires a huge amount of moving air, such as that of a storm front,
hurricane, or tornado. Such conditions are not required throughout the entire casting time,
though they are required at its conclusion. The storm can be magically created.
A sea monolith requires at the very least a small lake, and more likely a goodsized
chunk of ocean. Anything less causes the spell to fail.
This spell has the same type as the element of the monolith it is summoning, so
unleashing a fire monolith is a Conjuration (Summoning) [Fire] spell.
Ninth-level Spells
Conflagration
Evocation [Fire]
Level: Sah [flame] 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
This gruesome spell sets a living creature on fire, incinerating its hair, and clothing,
and at least the top layer of flesh.
The target takes 2d6 damage each round, with no saving throw. Individuals within 10
feet of the target are allowed a Reflex saving throw. Failure means that they, too, take the
2d6 hit points of fire damage; success means the damage is halved. As conflagration
inflicts continuos damage, Concentration checks are required to cast spells in the area.
The living target of the conflagration can move and fight normally as long as he lives,
and all those within 10 feet at any time during the round are subject to fire damage.
Death brings no relief. Upon death, the target's corpse falls under the control of the
caster (if he is within range), who can animate the target as a standard action, causing the
body to stagger 20 ft. each round, spreading further destruction.
Conflagration is difficult to thwart without magical means. Spraying the target with
water or sand only creates a billowing cloud of steam or hot dust within 20 feet of the
target, causing 4d6 points of additional fire damage to those within the cloud (but not to
the target). Complete immersion in a large amount of water, or burial beneath the sand,
reduces damage to 1 point per round for both the target and those within 10 feet. A well
or reflecting pool does not contain enough water for this task, but a small lake does.
Material Component: A wax doll.
Life Water
Conjuration (Creation) [Water]
Level: Sah [sea] 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Range: Personal
Effect: 1 gallon of liquid/level
Duration: 24 hours
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yes (object, harmless)
This spell transforms any liquid into a sweet smelling serum that heals wounds and
cures attribute damage, blindness, disease, poisoning, rotting, insanity, feeblemindedness,
and parasitic fungal growth (such as the transformation of flesh into green slime). Even
lifethreatening wounds are healed; lost limbs and organs regenerate instantly when the
miraculous life water is applied.
As wondrous as the serum is, it cannot bring a recipient back to life, nor it can it
restore a magically transformed creature to his original form.
One gallon of the serum entirely cures one man sized being of all the ailments listed
above, restoring all lost hit points in the process. A pint of life water can cure one
condition, or restore 3d8 hit points of physical damage. (assume eight pints per gallon).
Immersing even a partial body into life water can restore the complete form, provided the
body is not dead. (Any leftover body parts are worthless and crumble to dust.) Immersion
requires water equal to the creatures volume.
The serum is a topical treatment. As it is used, it is absorbed by the recipient and
disappears. A pool created by this spell can be completely absorbed by several healings.
Material Component: Any liquid can serve as the material component of this spell
†even a liquid devised by magical means.
Maelstrom
Conjuration (Creation)
Level: Sah [sea] 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: 50 ft. radius planar vortex plus 100 ft. radius whirlpool
Duration: 1 round/level
Saving Throw: Will reduces (see text)
Spell Resistance: No
Sand Form
Necromancy
Level: Sah [sand] 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 day/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables an individual touched by the caster to animate a body made of sand.
The recipient wills the sand body to move and act, and can even cast spells through it all
while his own body is safely up to 100 miles away.
The tradeoff is paralysis. Aside from breathing, blinking, and moving his eyes, the
recipient cannot move his real body while the sand form is animated. (A few friendly
guards are a wise precaution. So is a pleasant or strategic view.) The real body does not
need to eat, drink, or sleep. It heals damage as if resting, regardless of the sand body's
activity.
The sand body is a construct made of sand, with all the abilities and limitations
inherent in such a form: Constructs cannot heal damage on their own, though they can be
healed. Constructs can be repaired in the same way an object can. A construct is not
subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is
immune to any effect that requires a Fortitude save (unless the effect also works on
objects). A construct is not at risk of death from massive damage, but when reduced to 0
hit points or less, it is immediately destroyed. Since it was never alive, a construct cannot
be raised or resurrected.
The sand form resembles the recipient as closely as a pile of sand can; unless
illusionary magic is cast upon it, few will believe it to be living flesh. The recipient {who
may be caster) can see, hear, and sense through the sand form. The form can fight, talk
hoarsely, and carry things in fact, it can perform all tasks less exacting than lock
picking, sewing, and similar handicrafts. It can even go adventuring and earn experience
points for its master. The recipient's mind functions in two places simultaneously within
the sand form, and within his real body. The real body can still sense (see, hear, smell,
etc.) exactly as before.
The recipient is vulnerable when his sand form is the target of magical and psionic
powers that affect the mind; such attacks are channeled through the link with the sand
body and affects the real mind. The sand form can be fooled by illusion spells to the same
degree as the recipient himself. They are of like mind.
Physical attacks against the sand form don't damage the real body, but they do harm
the sand form. The latter has a number of hit points equal to the recipient's normal
maximum (even if the recipient is currently crippled). The sand form has the recipient's
natural Armor Class, too. It can wear armor and carry weaponry, with the same
restrictions that apply to the recipient. The sand body does not benefit from anything
worn or carried by the recipient's real body, however. Cuts and bruises on the sand body
are reflected by crumbling sand. Otherwise, the sand body can withstand attacks just as
well as (or as poorly as) the recipient can normally. If the sand body is immersed in water
or exposed to flowing water (such as heavy rain) for more than ten minutes, it
disintegrates.
The recipient of this spell can abandon his link with the sand form at any time, with no
harm to himself. The sand form collapses into loose sand and the recipient immediately
regains control of his real body. The same thing occurs when the spell ends, or if the sand
form moves beyond the 100mile limit or to another plane. Anything carried or worn by
the sand form simply falls to the ground.
Material Component: A fistful (half a pound) of sand, plus a hair or piece of skin
from the recipient.
Windtomb
Transformation [Air]
Level: Sah [wind] 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature or object
Duration: Permanent
Saving Throw: None or Will negates (see text)
Spell Resistance: Yes
The casting of this spell creates a virtually impenetrable wall of wind around a person,
place, or object. The windy barrier encircles the item and arcs over the top, preventing all
entry. It can extend itself into a sphere, thwarting all attempts to dig under the barrier and
gain entrance from below. Even if all the material around it is removed, the wind tomb
remains firmly in place.
A wind tomb can entrap one target as large as a keep (roughly 300 feet across). If the
target is a building, all those within it are trapped. Living creatures at the heart of a wind
tomb are placed in a temporal stasis.
The caster has three options when casting the wind tomb. First, he must decide
whether the swirling barrier of wind will howl and moan, or be silent as death. Second,
he must decide whether the tomb will appear as a swirling mass of color, or whether it
will be invisible. In the former case, the contents will be blurred. In the latter, the
contents will be as invisible as the barrier itself. Lastly, the caster must choose whether
divination magic will reveal the contents of the wind tomb, or whether the contents will
remain secret.
If creatures try to breach the wall from without, they're picked up, battered around,
then tossed outside the area of effect, suffering 4d10 points of bludgeoning damage.
Those who attempt to escape from within suffer the same fate, landing back inside the
tomb. Even creatures in gaseous form, water form, or a similar state are battered and
tossed if they attempt to breach the tomb. Creatures who are partially or wholly shifted
into another dimension can escape damage when attempting to cross through the tomb.
They still don't succeed, however. This applies to creatures who are insubstantial, as well
as those in the astral or ethereal planes.
The wind tomb scatters magic. Attempts to teleport or dimension door into or out of
the tomb fail miserably; the individual attempting the act is randomly shunted to another
location on the same side of the tomb. Similarly, other spells (including dispel magic) are
bounced off in random directions. Only the power of a full wish or miracle spell can
bring down the walls of a wind tomb, while a gate allows access to whatever is inside. A
creature entering the tomb through a gate is immune to the temporal stasis effect, so it
can be used as a secret and wellprotected base.
The wind tomb serves as the ultimate prison for dangerous creatures, unpopular royal
relatives, perilous artifacts, and priceless treasures. Some haggard old mages, weary of
heroic interlopers, use the tomb as bait. An adventurer should always try to ascertain
what exists at the heart of the storm before breaching the wind tomb.
Material Component: A small crystalline or glass figure of the item, person, or place
to be entombed. This is custom work, demanding the use of Craft (jeweler or
glassmaking) at DC 25, and costs 700 gp. If the replica does not come up to these
specifications, a Will saving throw is allowed for the target or for all those within the
target. Those who succeed are hurled away by the wind, suffering no damage, but not
being imprisoned either.
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