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UMBRAGIA: REALMS OF SHADOW

VOLUME 3: LIBER VENEFICIUM

BOOK OF SORCERY
As best as I can translate it, the Latin phrase Liber Veneficium means Book of Sorcery and that is what you have in your hands right now. Collectively, the rules presented in this document are called the Umbragia Variant Magic System mainly to indicate that things do not work here they way they do there. We will present this system (and the classes that use it) as a whole. This is not to say that we will not be creating new spells in the future. I mean, why have magic if you can't have the endless stream of new and powerful ways of destroying your fellow man? We try very hard to present this system as an option. The rules are written with this system in mind but we attempt (and will keep on trying) to make sure that you can use the standard magic system as presented in Core Rulebook I without any troubles. But one might be inclined to ask why we need to change the way magic works in this campaign? Why not just use the standard rules and be done with it? This is a very good question; and one that deserves a good answer. The answer is: because of the fact that the way magic works goes a long way towards defining a fantasy world. For example, have you read the books in the Wheel of Time series by Robert Jordan? Have you read the Chronicles of Narnia by C. S. Lewis? Who hasn t read the Lord of the Rings by J. R. R. Tolkien? And if you are under the age of forty, you have more than likely read something about the adventures of Harry Potter by J. K. Rowling. In each of these series of books, the systems of magic are very different. And this is a good thing. Sure, they all share some common elements, but if the magic of the Rowling books worked the way as the magic of the Jordan series, then the stories would be very different. If magic in Lewistales worked the same way as magic in the stories of Tolkien, then things would feel very different as well. And so, Umbragia needs its own feel. And this is one way we express it. But we do not stop here. If you think the Mages, Minstrels and Touched are different... wait until you see how the Priests, Crusaders and Blessed interact with their dead Gods... K. DAVID LADAGE

D20 INFORMATION
All of the legal information on the use of the d20 logo, the right to use the d20 system and so forth is located in the back of the book in the Appendices. Any violation of these rules is unintended. We at Jagged Edge Games would greatly appreciate having any such violation reported to us immediately so that it may be corrected as soon as possible. Unlike previous volumes, nearly this entire book is open content. Thus, instead of declaring that something is open, we will be declaring it Product Identity. The following notation is used to indicate material that falls under the definition of Product Identity.
BEGIN PRODUCT IDENTITY CONTENT

This would be Product Identity Content


END PRODUCT IDENTITY CONTENT

As you can see, the font shifts from Arial to Times New Roman, it is bordered and shaded, and a header and footer let you know that the Product Identity Content has started and ended. Anything not marked in this way is open gaming content. Additionally, any proper names (such as the name Umbragia or the names of various characters and nations that appear throughout our work) and the phrase Realms of Shadow are not open gaming content, even if they happen to appear outside such a block.

ACKNOWLEDGEMENTS
Jagged Edge Games would like to thank the following people:
Eric Noah: for being the first to take Jagged Edge Games seriously. Liquide: a.k.a. Robert Ljung for everything, man. Morrus: for being the best promotional guy in the world. As well as allowing me to use some of his web space for my own little project. S. John Ross for allowing me to use his work in UMANNA as a template for the Umbragia Magic system. More of his fantastic work can be found here: http://www.io.com/~sjohn David Cortijo , for all of his help in the early stages. All of those that contributed to the work. The people that downloaded (and reviewed) our work.

Anyone else I have missed. Thanks to everyone who made this possible.

Copyright 2001 Jagged Edge Games


* Zero Major Revisions * Zero Minor Revisions *

First Edition

Written by: K. David Ladage, Richard Bowman, Benjamin Seibold, Nikolaus Ruf Additional Ideas : David Cortijo, Matt Legler Artwork: Liquide, Bud Gray, Monica Livingstone, various free clipart Edited by: Nikolaus Ruf Playtest and Comments by: Several members of the Eric Noah Unofficial D&D3e News Web Page Message Boards including: Gez and Darth Drizzt. I would like to especially thank David Cortijo and Mathew Mosher for their input. PAGE: 1

CREDITS

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VOLUME 3: LIBER VENEFICIUM

TABLE OF CONTENTS
Book of Sorcery .............................................................1 d20 Information ..............................................................1 Acknowledgements .......................................................1 Credits ............................................................................1 Table of Contents...........................................................2 Arcane Magic Primer......................................................3 Standard Core Magic System......................................3 Umbragia Variant Magic System .................................3 The Gift of Sorcery.................................................3 Ability Scores .........................................................4 Casting a Spell.......................................................4 Spell Components..................................................5 Metamagic Feats ...................................................6 Magical Backfires...................................................6 Arcane Magical Writings.........................................9 Familiars ..............................................................11 Feats ........................................................................13 Special Feats .......................................................13 Arcane Lore Feats ...............................................13 Bardic Lore Feats.................................................15 Arcane Spell Casters ...................................................17 Mage ........................................................................17 Mage Game Rule Information...............................17 Mage Class Features ...........................................17 Minstrel.....................................................................19 Minstrel Game Rule Information ...........................19 Minstrel Class Features........................................19 Touched (NPC class) ................................................22 Touched Game Rule Information..........................22 Touched Class Features ......................................22 Arcane Instruments .....................................................23 Bardic Gift Descriptions.............................................24 Spells in Umbragia.......................................................29 Unavailable Spells ....................................................29 Renamed Spells........................................................29 Bard Spells ...............................................................30 Sorcerer/Wizard Spells..............................................33 Outer Spheres .....................................................34 Inner Spheres ......................................................35 New Arcane Spells.......................................................36 Open Gaming License .................................................49

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ARCANE MAGIC PRIMER


STANDARD CORE MAGIC SYSTEM
It is possible to run an Umbragia campaign using the standard magic system from Core Rulebook I. If this is the option you choose to take, please keep the following things in mind:

UMBRAGIA VARIANT MAGIC SYSTEM


The rest of this book details the Umbragia Variant Magic System. It is designed to simulate the unique nature of Magic in the Realms of Shadow following the formation of the Badlands. Consider the entire text optional. Even if you decide to use the Standard Core Magic System, most of the spells listed in the end of this text can still be utilized.

SORCERERS ONLY Both Wizards and Sorcerers existed in the days before the creation of the Badlands. Afterwards, only Sorcerers (and Bards) remained. Some (perhaps most) of the feats presented in this book should be used with great caution. RARE MAGIC Sorcerers are relatively rare. This means that the Game Master should be careful to keep the number of player character spell casters to a minimum. DRAGON TOUCHED The Game Master may require that anyone who wishes to take levels in Sorcerer (or any other class that uses arcane spells) to have the Dragon Touched feat. We strongly recommend this. Without this, much of the feel of the Umbragia Magic system will be gone.

THE GIFT OF SORCERY


No arcane spellcaster can cast spells greater than 2nd level without the Dragon Touched feat. This feat allows a Mage to manage the complex magical formulae for spells of 3rd level and above. It allows a Minstrel to manage these spells, as well as to bond with their chosen instrument. It allows a Touched to be one. The Dragon Touched feat must be the first feat taken (i.e. you are born with it). Under normal conditions, it is simply not available after that time. Either you are born with the blood of the old dragons in your veins, or you are not born with it not much room for argument. When this feat is taken, it must be specified what particular brand of Dragon Touched the character is taking. It comes in three brands: Sorcerous, Musical and Natural. Those with Dragon Touched (Sorcerous) may become powerful Mages; those with Dragon Touched (Musical) may become powerful Minstrels; and those with Dragon Touched (Natural) may become Touched. This feat can only be taken once; thus, a character may only have one brand of the feat. Due to the unique nature of the Dragon Touched feat, it is not possible to multi-class within arcane spell casting core-classes (prestige classes may be taken as usual). By default, in this system a character cannot multi-class between arcane and divine spell-casting classes. Thus, although a Game Master is free to allow a character to have both Dragon Touched and Blessed feats (see Volume 4: Liber Sacerdoti) it is not recommended nor is it effective. No one in Umbragia's history has ever had both of these characteristics.

WIZARDS AND SORCERERS In the default Umbragia campaign, there are no Wizards or Sorcerers. These classes have been replaced with the Mage class. The main difference between these classes is that Wizards and Sorcerers use spell slots to prepare and cast spells while Mages use manna points.
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Mages receive the same spells that Wizards and Sorcerers use. Thus, in all spell listings, the levels of the Mage's spells (to maintain compatibility) will be listed as Sor/Wiz just like in other products. Mages cannot cast spells above 2nd level without the Dragon Touched (Sorcerous) feat. However, just having the blood of dragons is not enough to cast spells above 4th level; these spells require that the Mage be attuned to one of the spheres of arcane magic. These spheres are divided into two broad categories: Elemental Spheres (Outer Spheres) these are the classic Fire, Earth, Air and Water spheres. Mages are limited to one of these spheres. They are further restricted by gender: Fire and Earth are masculine; Air and Water are feminine. Spiritual Spheres (Inner Spheres) these are the more eclectic Spirit, Wood (or Nature) and Shadow Spheres. A given Mage can have either Spirit or Wood (but not both) and Shadow as spheres. Unlike the Elemental Spheres, these are not unique to a gender.

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ABILITY SCORES
Arcane spell casters have two primary ability scores: Intelligence and Charisma. Each has an effect on the spell caster s ability. Charisma will determine the maximum level of spells the caster is able to cast and will modify the rate at which the Manna Pool is recovered. Intelligence will modify the number of points of manna in the caster's manna pool and the number of spells that the caster has in their initial listing.

BARDS In the default Umbragia campaign, there are no Bards. This class has been replaced with the Minstrel. The main difference between these classes is that Bards use spell slots to prepare and cast spells while Minstrels use manna points. Minstrels receive the same spells that Bards use. Thus, in all spell listings, the levels of the Minstrel's spells (to maintain compatibility) will be listed as Brd just like in other products. Minstrels cannot cast spells above 2nd level without the Dragon Touched (Musical) feat; nor can they access the abilities of Bardic Music that require 6 or more ranks of Perform (i.e. they cannot use the Inspire Competence, Suggestion or Inspire Greatness abilities). However, just having the blood of dragons is not enough to cast spells above 4th level; these spells require that the Minstrel be bonded to an instrument of magic. These will not only open up the realm of higher level spells and musical abilities to the Minstrel, it also grants them special abilities unique to each instrument. TOUCHED: AN NPC CLASS
In the Realms of Shadow there are those that can cast spells without learning, without components and without training of any kind; they are born with the Dragon Touched (Natural) feat. The Touched class, to which they belong, is a rather special form of Commoner. They are required to have the Dragon Touched (Natural) feat, but they are unable to take on a sphere or bond with an instrument. Thus, they are limited to a maximum of 4th level spells.

CHARISMA Charisma is the measure of a character's force of will and personality. It has a dramatic effect on the ability of an arcane spellcaster to force her/his desires onto the collective consciousness of reality. No arcane spellcaster can cast a spell that is of a greater level than Charisma-10. Thus, in order to cast spells of 4th level will require a Charisma score of at least 14. Spells do not have a minimum Intelligence for casting. Each level, an arcane spell caster gains additional ability to recover the manna in their manna pool. This is called the Manna Recovery Rate. There is a one-time adjustment to the Manna Recovery Rate equal to the character's Charisma modifier. INTELLIGENCE Intelligence is the ability to reason and think logically. It has an effect on the ability of an arcane spellcaster to manipulate magical forces. As a spellcaster gains levels, they are able to channel more magical energy. This energy is called manna and the amount a spellcaster can channel safely is called the Manna Pool. The amount of manna pool is impacted by the Intelligence modifier. Where Charisma will determine the maximum level of spell that the character can control, Intelligence will determine if they know more spells than their level might otherwise indicate. Do not use the 'bonus spells' listing in Core Rulebook I! See the appropriate class for more information on learned spell slots.

CASTING A SPELL
Starting on page 147 of Core Rulebook I is the section entitled MAGIC. For the most part, these eleven pages apply as written to Umbragia. Rather than repeat verbatim what is written, this section will point out where Umbragia differs from the standard.

MANNA POOL, RECOVERY AND TALLY Arcane spells in Umbragia do not use the system of daily spell slots. What it does use is manna. Each character in an arcane spell casting class will receive a certain amount of points that go into a Manna Pool as well as a rate that this pool heals or recovers called a Manna Recovery Rate.
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The Manna Pool is the maximum amount of manna that an arcane spellcaster can channel safely over time. The actual Manna Pool Tally, or simply Tally, is the current amount of manna within the character's Manna Pool. An arcane spell caster's Tally cannot exceed her/his Manna Pool. The act of casting spells will reduce the spell caster's Tally. Each spell has a cost in manna points that indicates the amount of manna that the spell caster's Tally is reduced by when the spell is cast.
Spell Level 0 1 2 3 4 5 6 7 8 9 Mastered Spell 1 1 2 3 5 7 9 11 13 15 Attuned Sphere 1 2 4 6 9 12 16 20 25 30 Normal Cost 1 3 6 10 15 21 28 36 45 55 Opposing Sphere 2 6 12 20 30 42 56 72 90 110

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For example: a Mage with a Manna Recovery Rate of 12 would recover 12 manna points after an hour of meditation that followed a good night's rest. To continue for a second hour would require a DC 14 (10 + 2 per hour and this is the second hour) Concentration check and if successful would recover an additional 6 manna in the caster's Tally. A third hour of meditation would require a DC 16 Concentration check and would recover 3 manna if successful. A fourth hour of meditation would require a DC 18 Concentration check and would recover 1 manna if successful. A fifth hour of meditation would be moot as it would require a DC 20 Concentration check and would recover no manna.

Each day, an arcane spell caster's Tally heals (or recovers) an amount of manna equal to the spell caster's Manna Recovery Rate. To recover manna requires that the spellcaster get a decent night's rest and meditate for one hour. Each additional hour of meditation will require a Concentration check (DC 10 +2 per hour) and will recover 50% of the previous hour's manna recovery rate (rounded down). If an arcane spellcaster attempts to meditate for an additional hour and fails the Concentration check, they may not attempt another hour of meditation until they have gotten another good night's rest.

CASTER LEVEL The caster level is the measure of the overall skill and experience that is applied to the casting of a spell. This is used in many calculations for spells to determine the overall effectiveness of the spell. The caster level is found by looking at the number of levels that the caster has in the spell casting class and modifying it as shown below:
CLASS Mage Minstrel 1 Touched = = = CASTER LEVEL 100% class level 100% class level 50% class level
1 the minimum caster level for spell casting classes is 1

SPELL COMPONENTS
It is a staple of fantasy that spell casters have their collections of eye of newt and lizards tails. Umbragia is no different. But here, they are optional. An arcane spellcaster can attempt to cast a spell without them by putting more energy into the spell.

VERBAL V: The verbal component of a spell for Mages is spoken incantation; for Minstrels it is singing or chanting. For Touched, this component is ignored. If a Mage or Minstrel wishes to attempt a spell without the verbal component (and without the Silent Spell feat), then it will increase the effective level of the spell by 3 levels. This has no effect on casting time or the DC needed to save against the spell. SOMATIC S: The somatic component for Mages is hand gestures, footsteps and intricate finger movements; for Minstrels it is dance steps made while playing their instruments. For
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Touched, this component is ignored. If a Mage or Minstrel wishes to attempt a spell without the verbal component (and without the Still Spell feat), then it will increase the effective level of the spell by 3 levels. This has no effect on casting time or the DC needed to save against the spell.

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MAGICAL BACKFIRES
NEGATIVE TALLY When the spell caster s Tally dips below 0, the act of casting a spell becomes difficult and dangerous. Two major effects are caused by this. First, the arcane spell failure percentage is increased by the negative Tally itself.
For example: if the Mage (assuming no armor) attempts to cast a spell that would result in a manna Tally of -25, then there is a baseline 25% arcane spell failure for the spell. The manna for the spell would still be spent, even if the spell failed. If the same Mage were to be wearing light leather armor (Arcane Spell Failure 10%) then the total spell failure percentage would be 35% (25% from the negative Tally, plus 10% from the armor). Second, since the Tally is below 0, the caster risks a Magical Backfire.

MATERIAL M: The material component of a spell varies with the spell being cast. Once again, Touched may ignore this component. The effects of neglecting this component also vary with the material itself. If the cost of the material is not listed, casting the spell without this component will increase the effective level of the spell by 1 level. If the cost of the material is listed, and that cost is less than 50 gold pieces, casting the spell without this component will increase the effective level of the spell by 2 levels. If the cost of the material is listed, and that cost is 50 gold pieces or more, casting the spell without this component will increase the effective level of the spell by 1 level per full 100 gold pieces cost of the material (minimum 3 levels). This has no effect on casting time or the DC needed to save against the spell. FOCUS F: Foci are not optional. Without it, a Mage or a Minstrel cannot cast the spell. Touched (assuming that the focus is not the target of the spell) ignore this component without penalty. EXPERIENCE POINTS XP: Experience Point costs are not optional. Without it, a Mage or a Minstrel cannot cast the spell. Touched are also bound by this component, however they are only required to expend 25% of the normal XP cost for the spell to cast it.

BACKFIRES Negative Tally is a dangerous thing. Each additional spell sends the Tally deeper into the abyss. The deeper the Tally goes, the more dangerous the outcomes. Anytime an arcane spellcaster voluntarily expends manna for any reason while the Tally is negative or would result in a negative value, s/he will need to roll a 2d10+SL on the Magical Backfire Chart (SL is equal to the level of the triggering spell). If the roll (prior to adding the triggering spell s level) is 20 (double 10s) then ignore the result and re-roll; take the results of the second roll no matter what the result is.
Example: if a Mage with a Tally of 3 casts a 9th level spell (spending 55 manna points) then the final Tally, after casting the spell would be [3-55=] -52 points. The spell has a 52% spell failure chance, and regardless of whether the spell succeeds or not, the Mage rolls 2d10+9 on the Magical Backfire Chart! Each effect induced by a Magical Backfire will take place immediately following the casting of the spell (in the case of an effect like Nightmares, the full extent of the effect may not be noticed until that evening). A Magical Backfire will not interfere with the successful completion of a spell already cast, even if that spell is the one that triggered the backfire. Magical Backfire Chart All effects have an intensity value; this is equal to amount that the Tally has dipped into the negative. For example, if a Mage casts a spell resulting in -52 manna, the intensity of the effect rolled on this chart is 52. A successful Will save (DC 20) will cut the intensity in half. Each of the effects on the chart are described below. SL refers to the level of the spell that triggered the effect; subject refers to the arcane spell caster suffering from the backfire effect.
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METAMAGIC FEATS
The rules state that the use of meta-magic feats increases the total effective level of the spell. In this system, that means that if the spell level, as modified, exceeds the maximum level of spell that can be cast by the particular spell caster, then the spell cannot be cast at all with those modifiers. Use of Metamagic feats has no effect on casting time.

MULTIPLE EFFECTS The effects of all spell component and meta-magic feat modifications are cumulative. If the total effective level of the spell is greater than the maximum spell level that can be cast by the spell caster, then the spell cannot be cast as modified.

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Roll (2d10+SL) 02-10 11-13 14-16 17-18 19 20 21 22 23 24 25 26 27 28 29 Effect No Effect Arcane Shower Arcane Backlash Arcane Sickness Arcane Burnout Nightmares Arcane Blast Arcane Taint Psychic Whip Causal Breakdown Psychosis Timespike Arcane Curse Spellblind Planar Eruption

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Arcane Curse are up to the Game Master. And these can include some rather strange things. Examples include: Trivial: a slight rise in overall temperature; an unusually large number of blonde-haired, blue-eyes children being born. The effects could easily be blamed on pure coincidence if they are even noticed. Minor: large numbers of insects migrating to the area; slight decreases in annual rainfall. Moderate: random crop deaths that occur in crop circle patterns; birth of animals with strange markings. Major: increase in premonitions; strange signs; larger percentages of stillborns. Severe: anything that is not directly deadly to the overall population s survival. But make it memorable! As a Game Master, be creative! As the effects get more severe, so should the obviousness that something is just not right here. Although this can never be traced back to the caster, the caster will be very aware of the fact that these effects were her/his fault. The range (and final duration) is modified by the

MAGICAL BACKFIRE EFFECTS


Intensity: Duration (rounds)

Arcane Backlash

This is a magically induced migraine headache often accompanied by severe nausea. For the duration of the effect, the subject suffers a -2 penalty to all skill rolls and is limited to partial actions. Multiple Arcane Backlashes stack, increasing the duration of the effect.
Intensity: Damage

Arcane Blast

This is a blast of magical energy exploding from the caster. The caster cannot save against it (the initial Will save to reduce the intensity still applies). All others in the range of the effect may make a Fort save (DC 20) to take half damage. The intensity is the amount of magical damage that the subject takes. All others take a reduced amount of damage based upon the range from the center of the blast. Each 15 feet from the subject reduces the damage by one-half (round down). For example: be rolled: Subject: 05-15 ft.: 20-30 ft.: 35-45 ft.: 50-60 ft.: 65-75 ft.: 75 ft. plus: if an Arcane Blast of intensity 50 were to 50 points of magical damage 25 points of magical damage 12 points of magical damage 6 points of magical damage 3 points of magical damage 1 point of magical damage no damage
Intensity: Duration (hours)

Arcane Burnout

This is a magical shift within the caster, rendering the subject incapable of channeling manna. For the duration of the effect, the subject cannot cast spells and her/his Manna Recovery Rate is reduced to 0.
Intensity: Duration (years)

Arcane Curse

A curse is placed upon the land, centered on the point where the caster stands. Within the range of this effect strange things begin to happen. The exact effects of an
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Level of Effect chart. This chart is based upon the idea that minor effects will affect larger areas. The roll on this chart is 1d20+SL.
Roll 08-09 10-11 12-13 14-15 16-17 18-19 20-21 22 23 24 25 26 27 28 29 Effect Trivial Trivial Trivial Minor Minor Minor Moderate Moderate Moderate Major Major Major Severe Severe Severe Duration 1 2 3 5 7 9 12 15 18 22 26 30 35 40 50 Range 3d12 miles 2d12 miles 1d12 miles 3d10 miles 2d20 miles 1d10 miles 3d8 miles 2d8 miles 1d8 miles 3d6 miles 2d6 miles 1d6 miles 3d4 miles 2d4 miles 1d4 miles

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The subject's effective Caster Level is reduced by 1 (this effect cannot reduce the subject's Caster Level below 1) Arcane Taint stacks for effect as well as duration. Thus, if a caster has 5 levels of Taint, then all of the effects are multiplied by 5; each New Moon one save would be allowed to attempt to remove one level of taint. Causal Breakdown
Intensity: not applicable

Intensity: Duration (rounds)

Arcane Shower

This is a minor effect where the magical energies around the subject's body have exploded into a light and sound show. The subject's skin and clothing crawl with strange energies, sparks, or other audio-visual effects. This renders stealth impossible and frightens small animals (and perhaps people) for the duration of the effect.
Intensity: Duration (minutes)

Arcane Sickness

This is a magically induced illness; much like Arcane Backlash, only intensified. For the duration of the effect, the caster suffers a -2 penalty to all checks (attack, skill, save, etc.) and may only take partial actions.
Intensity: Not Applicable

This is a series of effects that take place in a rather standard order. The entire event takes place in six separate stages, each with a base duration equal to SL days (in the case of Cantrips, this is 12 hours, or day). For the entire event, the subject suffers from the effects of Arcane Shower. Each stage has a Will save DC listed that must be made at the end of the cycle to end it. If the save is failed, then the stage continues for another cycle; if the save is succeeded, then the stage ends, and the next one begins. There is no limit to the total duration of any given stage or the total event. Each effect is not limited to its normal duration, but is instead continuously applied throughout the cycle. Stage 1: Arcane Backlash (DC 10). Stage 2: Arcane Sickness (DC 13). Stage 3: Arcane Burnout (DC 16). Stage 4: Nightmares (DC 19, no preliminary effect). Stage 5: Arcane Sickness (DC 22). Stage 6: Arcane Backlash (DC 25).
Intensity: Duration (days)

Nightmares

Arcane Taint

Sometimes called the Black Seam or Taint of Darkness, or just Taint, this is one of the most feared effects of Magical Backfire. It is possible to have multiple Arcane Taints (called levels); they stack, increasing duration and effect. The duration of a level of Taint is unpredictable; at each New Moon the subject makes a Will save (DC 20). Success means the subject is relieved of one level of Taint; failure means that they must wait for the next New Moon to try again. There is no limit to how long a given level of Taint may last. Each level of Arcane Taint causes the following effects: All spells the subject casts will cost additional manna equal to the spell s level. Thus all 3rd level spells cost an additional 3 manna to cast. All spells the subject casts will cost a number of hit points equal to the spell s level. Thus all 3rd level spells cost 3 hit points to cast. The subject's Manna Recovery Rate is reduced by 3 points (this effect cannot reduce the subject's Manna Recovery Rate below 1).
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Before the Nightmares begin, the subject will suffer the effects of either an Arcane Shower (1-4), Arcane Backlash (5-7), Arcane Sickness (8-9), or an Arcane Burnout (10) of equal intensity (roll 1d10). Nightmares are severe, magically enhanced, sleep depriving dreams. Due to the incredibly severe nature of these dreams, the subject must make a Will save (DC 15) each morning or suffer one point of permanent ability damage. Roll 1d6; Intelligence (1-2), Wisdom (3-4), Charisma (5-6). This damage will convert to temporary ability damage once the Nightmares have ended.
Intensity: not applicable

Planar Eruption

The Game Master is free to come up with anything and everything for this effect. A backfire of this magnitude should be a campaign ending (or beginning!) event. We recommend the Role Aids product Apocalypse as a source of good ideas on how to handle this result. Optionally, treat this event as a roll of 28.
Intensity: level of effect

Psychic Whip

The character has suffered a permanent loss to one or more of their ability scores. There is no saving throw.

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When this effect takes place, roll d% + Intensity on chart A below for the number of points of ability loss that the character will suffer; once the number of points of loss is known, roll 1d20 that many times on chart B, permanently removing one point of that ability score. This is a true permanent ability score loss that cannot be healed.
Roll 2-80 81-120 121-140 141-150 151-155 156+ CHART A Effect 1 point 2 points 3 points 4 points 5 points 6 points Roll 01-02 03-05 06-08 09-12 13-16 17-20 CHART B Effect Strength Dexterity Constitution Intelligence Wisdom Charisma

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ARCANE MAGICAL WRITINGS


Although the Mages of Umbragia have an innate gift for casting and controlling magical energies, they still sometimes keep detailed records of their discoveries in magic. These records take the form of a Scroll or a Spell Book. And although these two forms of magical writings are related, they are very, very different. Scrolls operate just as they do in Core Rulebook II, pages 199-203.

Intensity: level of effect

Psychosis

The caster has begun to loose track of reality. This can bring on any form of mental effect on the caster. The form of the psychosis is entirely up the Game Master but can include phobias, delusions, flashbacks, and so on. Duration is generally permanent, although a Game Master is free to invent any number of ways of curing the poor afflicted caster. The greater the effect of the Psychosis, the more crippling the effect should be. As a guideline, roll d% + Intensity on the chart below to see just how severe the psychosis should be:
Roll 2-80 81-120 121-140 141-150 151-155 156+ Effect Minor Moderate Major Severe Crippling Deadly; Will save (DC 25) or die instantly. Treat as a crippling psychosis if save succeeds.

SCROLLS To scribe a scroll requires the Scribe Scroll feat (see Core Rulebook I, page 84). Mages get this feat for free; Minstrels can take it if they wish; Touched rarely do. Once a spellcaster has the feat, s/he can create a scroll of any spell that s/he knows. Scribing the scroll requires time, material and the expenditure of experience points.
Base Price: The base price of a scroll is calculated by taking the level of the spell multiplied by the caster level multiplied by 25 gold pieces. Treat Cantrips as having a level of for purposes of this calculation. Time: Scribing a scroll requires 1 day for every 1,000 gold pieces in the scroll s base price (minimum time is 1 day). Material: Scribing a scroll requires the expenditure of materials worth 50% of the scroll s base price. Additionally, if the spell requires that the caster use material components in the normal casting of the spell, this same requirement is added to the material costs for creating the scroll. Manna: Scribing a scroll does not require that the spell be cast in the process, so there is no associated manna cost. Experience Points: Where manna is not used to create a magical scroll, it does require some energy from the creator to power it. The creator must spend a total XP equal to the base cost of the scroll in gold pieces divided by 25. Additionally, if the spell requires that the caster use experience points in the normal casting of the spell, this same requirement is added to the experience point costs for creating the scroll. Spells that cost a variable amount of experience to be cast (Lightning Cast, for example) cannot be scribed into a scroll.

Intensity: not applicable

Spellblind

This backfire cannot be saved against and has no intensity - it simply is. The character loses the ability to cast arcane spells of any kind; the character loses the feat Dragon Touched (assuming they had it). This effect is permanent and cannot be reversed. Optionally, the Game Master may make the recovery of one s spell casting abilities a mini-campaign...
Intensity: years aged

Timespike

The caster has managed to create a bubble of unstable time that ages the character a number of years equal to the intensity of the effect. All penalties for the increased age apply, however the bonuses to mental abilities do not.

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To create a magical tome requires the Create Spell Book feat. Nobody gets this feat for free and only Mages can take it. Once a Mage has the feat, s/he can create the tome and then begin inscribing spells into it. The creation of the tome is a two-stage process. Stage I: Creating the blank Tome Before any spells can be inscribed into a tome, the tome itself needs to be created. This, like the scroll, requires time, material and the expenditure of experience points. Once all of these costs are taken into account, the blank spell book has been created and spells may now be inscribed into it. Number of Pages: When the tome is first constructed, the number of pages within the tome is set. This must be decided before the tome can be created. The minimum number of pages for a tome is 8; the maximum is 192. Due to the way the pages are bound in a spell book, the number of pages must be a multiple of 8. Base Price: The base price of a blank tome is 1,000 gold pieces, plus 25 gold pieces per page.
Pages 8 16 24 32 40 48 56 64 72 80 88 96 Base Cost 1,200 1,400 1,600 1,800 2,000 2,200 2,400 2,600 2,800 3,000 3,200 3,400 XP Cost 40 80 120 160 200 240 280 320 360 400 440 480 Pages 104 112 120 128 136 144 152 160 168 176 184 192 Base Cost 3,600 3,800 4,000 4,200 4,400 4,600 4,800 5,000 5,200 5,400 5,600 5,800 XP Cost 520 560 600 640 680 720 760 800 840 880 920 960

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Stage II: Inscribing Spells into the Tome Inscribing spells into a spell book is much like scribing a scroll. It is a little more involved, time consuming and expensive, but the process is very similar. Once the book has been created, the Mage can begin inscribing any spells s/he knows into the book, as well as any arcane spells that the Mage can find in other tomes or on scrolls. Like scrolls, this requires time, material and the expenditure of experience points. Additionally, each spell will need one or more pages of the book to be inscribed. Once the spell is inscribed within the book, the caster immediately starts gaining all benefits for having the spell so inscribed. Base Price: The base price of the inscription within the book is the level of the spell multiplied by 1000 gold pieces. Cantrips are treated as having a level of for purposes of this calculation. Additionally, if the spell requires that the caster use material components in the normal casting of the spell, this same requirement is added to the material costs for inscribing the spell. For purposes of calculating a spell books total value, it is the cost of the book plus the cost of each spell inscribed within it. Pages: Each spell requires a number of pages of the volume. Each spell requires 1 page, plus 2 pages per level (cantrips require 1 page each; 9th level spells require 19 pages each). Time: Inscribing the spell into the spell book requires 1 day for each page it will occupy. If the spell is being inscribed from another Spell book, or from a scroll, time is doubled. Manna: Inscribing the spell does not require that the spell be cast in the process, so there is no associated manna cost. Experience Points: Where manna is not used to inscribe a spell into a magical tome, it does require some energy from the creator to power it. The creator must spend a total XP equal to the level of the spell multiplied by 40. Cantrips are treated as having a level of for purposes of this calculation. Additionally, if the spell requires that the caster use experience points in the normal casting of the spell, this same requirement is added to the experience point costs for inscribing the spell. Spells that cost a variable amount of experience to be cast (Lightning Cast, for example) cannot be scribed into a spell book.

Time: As the book is enchanted as it is constructed, the time it takes to create the book is 1 week (8 days), plus 1 day per 8 pages of book. For example, a 192 page volume requires a full month to prepare (1928=24; 8+24=32). Material: As one can imagine, the sot to create a true spell book is fairly high. The Mage creating their new blank spell book must expend 50% of the spell book s base cost in material to complete it. Manna: Binding and enchanting the book does not require that any actual spells (per se) be cast, so there is no associated manna cost. Experience Points: The creation of a blank tome requires the expenditure of 5 experience points per page of the volume.

BENEFITS OF A SPELL BOOK Why would any Mage go through the hell needed to inscribe a spell into a spell book anyway? Well, there are many reasons for having a spell book. And the effects are numerous. But they require some care. To gain these benefits, the Mage must either be in contact with the spell book or be the last individual to have been in contact with it. As long as this is true, it does not

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FAMIL IARS
SUMMON FAMILIAR Familiars operate slightly differently in the Realms of Shadow as well. When a Mage attains 2nd level, they may cast a rather special ritual, Summon Familiar. In order to cast this ritual, the Mage must be healthy (no damage) and cannot be suffering from the effects of any Magical Backfires (see Magical Backfires). The ritual must be performed during the new moon. The ritual takes a full day of meditation and relative solitude. In other words, s/he cannot be disturbed during that time. After the day has completed, and the Mage gets a full night s rest, s/he then consults the following chart. Roll 1d20 + Caster Level + Intelligence Modifier + Charisma Modifier. The Mage will have summoned and bonded with a single creature of the level indicated. The caster may choose any animal that could have been summoned with a Summon Nature s Ally spell of that level or lower.
Roll 01-17 18-21 22-25 26-29 30-33 34-37 38-41 42-45 46+ Result No Familiar Summoned Level I Level II Level III Level IV Level V Level VI Level VII Level VIII

matter where the book is located; the Mage has a constant link to it. Any creature with a soul (Game Master s call) that touches the volume for more than one full round (brushing up against it does not count) will break the Mage s bond with the book until such time as they can reclaim it. Any Mage who takes possession of someone else s spell book gains all of the benefits of that spell book, just as if they had created it themselves. Only a Mage can bond to a spell book. This process requires one full day and a DC 15 Concentration check. Given that it takes about six seconds for anyone to break this bond, one can imagine how protective of their spell books Mages can be. As long as the bond holds, however, the Mage gains the following benefits from the spell book: All spells that appear within the book and have a spell level equal to or less than the Mage s Max Spell Level (see Mage) are treated as known spells. All spells that appear within the book and are known by the Mage (independent of the book) have the following options: o The spell can be cast at +2 caster levels. o The spell can be cast as normal, but with the cost of the spell being reduced by 2 points of manna. This reduction cannot cause a spell to be reduced below a cost of 1 point of manna. All spells that appear within the book and are known by the Mage (independent of the book) may be mastered via the feat Spell Mastery. See Spell Mastery for more information.

If the attempt was a failure, the Mage may attempt it again in the next new moon. If the Mage s familiar ever dies or is dismissed, the Mage must wait through 13 new moons before they may attempt the ritual again (see also Losing a Familiar, below). If the ceremony is successful, the Mage must expend 50 XP per level of the familiar summoned.

ABILITIES OF A FAMILIAR Once summoned, the familiar is bonded to the Mage and becomes a loyal servant. Depending upon the level of the Mage, the effects of the familiar vary.
Level 2-3 4-5 6-7 8-9 10 11 12 13 14 15 16 17 18 19 20 Effect Empathic Link, Intelligence Hit Dice, Share Spells (5 ft.) Feat, Intelligence Alertness, Share Senses Intelligence, Speak with Animals Share Health, Touch Feat, Natural Armor Saves, Share Spells (Close) Intelligence, Speak with Master Originate Hit Dice, Natural Armor Scry Feat, Intelligence Share Spells (Medium) Hit Dice, Natural Armor PAGE: 11

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Alertness: While the familiar is within close range (25 ft. + 5 ft. per 2 levels), the master and the familiar gain heightened senses; treat both as though they had the Alertness feat. Empathic Link: The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see through the familiar's eyes, but the two of them can communicate telepathically. This is a supernatural ability. Because of the empathic link between the familiar and the master, the master has the same connection to an item or place that the familiar does. For instance, if his familiar has seen a room, a master may teleport into that room as if he has seen it too. Feat: The familiar gains a feat of the master s choice. Hit Dice: Raise the familiar s hit dice by +1. Intelligence: Raise the familiar s Intelligence score by +2. This ability cannot raise the familiar s Intelligence score above the master s Intelligence score. Natural Armor: Raise the familiar s armor class by +1. Originate: As long as the familiar is within close range (25 ft. + 5 ft. per 2 levels), the master may cast a spell and treat that spell as if the familiar did the casting (for purposes of range, point of origin, etc.) Saves: The Master and the familiar gain +2 on any one save (master s choice). Scry: The master may scry on the familiar (as if casting the spell Scrying) once per day. This is a spelllike ability that requires no manna, material components or focus. Share Health: As long as the familiar is within close range (25 ft. + 5 ft. per 2 levels) the Mage may transfer damage that s/he has suffered to the familiar instead. If the damage being dealt could not normally be healed via magical means, then the damage is not transferable. Share Senses: at will, the master may see, hear, taste, smell or feel whatever the familiar is at that time as long as the familiar is within 1 mile. The senses of the master are not active while the senses are being borrowed from the familiar. The master may select any or all of the senses to borrow, maintaining all of her/his remaining natural senses. Share Spells: At the master's option, he may have any spell s/he casts on her/himself also affect the familiar. The familiar must be within range (5 ft; close or medium range, depending) at the time. If the spell s duration is anything other than instantaneous, the spell stops affecting the familiar if it moves out of range. The spell's effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionally, the master may cast a spell with a target of Personal on a familiar (as a Touch range spell) instead. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type.

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Speak with Animals: The familiar can communicate with animals of approximately the same type as itself (including dire variants). The communication is limited by the Intelligence of the conversing creatures. Speak With Master: The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Touch: The familiar can deliver touch spells for the master. When the master casts a touch spell, the familiar can be designated as the toucher. (The master and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the master could. As normal, if the master casts another spell, the touch spell dissipates.

LOSING A FAMILIAR If a Mage s familiar dies, this causes some detrimental effects for the Mage. Immediately, the Manna Tally of the Mage drops to 0 (if it was already negative, ignore this effect) and the Mage must roll on the Magical Backfire chart (see Magical Backfires). Use the level of the familiar as the Spell Level modifier to the roll. Intensity is the Familiar level multiplied by 10. Intensity can be halved with a Will save (DC 20) as usual.

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after character creation. Examples include eating the heart of an ancient dragon while breath still fills its lungs No matter what, this feat should be special.

FEATS
The feats that follow are designed specifically for the magic system presented in this volume. A Game Master is encouraged to use caution when using these outside of the Umbragia Variant Magic System. Most of them, outside of this system, would not make a lot of sense anyway. Arcane Lore feats are only available to Touched and Mages (as normal or bonus feats); Bardic Lore feats are only available to Minstrels (as normal or bonus feats).

ARCANE LORE FEATS


ARCANE KNOWLEDGE
[ARCANE LORE]

SPECIAL FEATS
DRAGON TOUCHED
[SPECIAL]

Through extensive study, you have managed to expand the number of known spell slots that you have. Prerequisites: Knowledge (Arcana) [8 ranks]. Benefit: Add 5 bonus new spell slots. These slots are treated just like the normal new spell slots gained at each level. This feat may be taken multiple times; the effects do stack.

You are gifted with the ability to manipulate arcane magical energies. This means that you have the blood of dragons coursing through your veins. It also means that you have a mark (a birthmark of some kind) that identifies you as one of the touched. Prerequisites: Must be taken at character creation; once the character has begun play, this feat is no longer available. Benefit: This feat allows an Arcane Spellcaster to access spells above 2nd level and as high as 4th level. Additionally, it is the baseline for accessing the Arcane Spheres, Arcane Instruments, or the class Touched. When taken, the character must specify which of the three varieties of Dragon Touched s/he has: Musical, Natural, or Sorcerous. This feat cannot be taken more than once. When recorded this feat is listed as Dragon Touched (Musical), Dragon Touched (Sorcerous) or Dragon Touched (Natural). Optional Rule: A DM may allow some extremely hazardous quest to be the focal point of gaining the feat

ARCANE PRODIGY
[ARCANE LORE]

You have the ability to learn and cast spells of a level higher than your experience would tend to indicate. Prerequisites: Intelligence 13+, Knowledge (Arcana) [6 Ranks], Spellcraft [6 Ranks]. Benefit: Add +1 to your Max Spell Level. This feat will not let you exceed the Max Spell Level imposed by the lack of an Arcane Sphere or the Dragon Touched feat. This feat may be taken multiple times; the effects do stack.

ARCANE SPHERE (INNER)


[ARCANE LORE]

You have become attuned with the magical essences of your chosen inner element. You must select one of the two primary inner spheres (Spirit or Wood) when this feat is taken. This feat can only be taken once. This feat, when recorded, is written as Arcane Sphere (Spirit) or Arcane Sphere (Wood). Prerequisites: the ability to learn and cast 5th level arcane spells, Knowledge (Arcana) [12 Ranks], one of the following: Spirit either Arcane Sphere (Fire) or Arcane Sphere (Air); Wood (Nature) - either Arcane Sphere (Earth) or Arcane Sphere (Water) Benefits: You gain any one of the following benefits from taking this feat: +1 Charisma or +1 Intelligence. The choice must be made as soon as this feat is taken and cannot be changed at any time later. There are two inner spheres: Spirit and Wood (Nature). Each of these corresponds to a single descriptor (Spirit and Nature respectively). These two spheres oppose each other; Spirit also opposes Earth and Water while Wood (Nature) also opposes Air and Fire. See feat Arcane Sphere (Outer) for information on how opposing spheres relate to each other.
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You have the ability to cast spells of 5th level and higher as well as having become attuned with the magical essences of your chosen outer element. You must select one of the four outer spheres (Air, Earth, Fire or Water) when this feat it taken. This feat can only be taken once. This feat, when recorded, is written as Arcane Sphere (Air), Arcane Sphere (Earth), Arcane Sphere (Fire) or Arcane Sphere (Water). Prerequisites: Intelligence 15+, Dragon Touched (Sorcerous), Knowledge (Arcana) [10 Ranks] and one of the following: Air or Water - Female Gender; Earth or Fire - Male Gender. Benefits: You gain the ability to learn and cast 5th level and higher spells (as long as all of the other requirements are met, such as having the minimum Max Spell Level and so on). Also, you gain a special attunement to the element of your choice; conversely, you are somewhat out of tune with the opposing elements. Thus, the cost for casting spells within your element is reduced while spells opposed to that element cost more to cast. There are four primary elements involved; each of these corresponds with two of the descriptors for spells. Air (air and electricity) opposes Earth (earth and force); Fire (fire and light) opposes Water (water and cold). The cost to cast a spell is modified as follows:
Spell Level 0 1 2 3 4 5 6 7 8 9 Mastered Spell 1 1 2 3 5 7 9 11 13 15 Attuned Sphere 1 2 4 6 9 12 16 20 25 30 Normal Cost 1 3 6 10 15 21 28 36 45 55 Opposing Sphere 2 6 12 20 30 42 56 72 90 110 [ARCANE LORE]

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choice must be made as soon as this feat is taken and cannot be changed at any time later. Additionally, you gain access to a special restricted listing of arcane spells that can only be cast by Umbrii. See Arcane Spheres for more information on the spells that fit this description.

BURNING BLOOD
[ARCANE LORE]

The Dragon s Touch runs deep in you. You have managed to reach deeper into the power of the blood than most so that you can sometimes cast spells without channeling manna. Prerequisites: either of the Arcane Sphere (Inner) feats, Knowledge (Arcana) [14 Ranks], Toughness, and Spellcraft [10 Ranks]. Benefit: You may attempt to cast spells through the use of your own inner energies rather than the ambient magical energies around you. Before casting the spell, declare that you will be burning blood to cast it instead of spending manna from your manna pool. No manna is depleted from your Manna Pool; however you need to make a Spellcraft check (DC 20 + Spell Level). If this roll is successful, the spell is cast and you suffer 1 point of temporary Constitution damage. If this roll is failed, the spell is cast and you suffer 1 point of temporary Constitution and take 1 hit point of damage per point of manna the spell would have otherwise cost. Damage caused by the use of this feat cannot be reduced with Damage Reduction, nor can it be healed magically. As a spell cast via Burning Blood does not tap into the Manna Pool, there is no chance of a magical backfire.
[ARCANE LORE, ITEM CREATION]

CREATE SPELL BOOK

Thus, if a Mage with the Arcane Sphere (Fire) casts a Fireball (3rd level Fire spell), then the spell will cost 6 manna. If a Mage with Arcane Sphere (Water) casts this same spell, it will cost 20 manna points. Any other Mage who casts the spell pays 10 manna points. See Arcane Spells for a complete list of spells that fall under each of the four outer spheres). See Spell Mastery below for more information on the Mastered Spell column of this chart.

You have the ability to create an arcane tome of magical power. There are several benefits to this ability. Prerequisites: Alchemy [6 Ranks], Dragon Touched (Sorcerous), Craft (Bookbinding) [4 Ranks], Knowledge (Arcana) [8 Ranks] Benefits: You may craft an arcane tome of magical power and begin storing spells within its pages. Each spell that is recorded within the spell book grants the spellcaster several options with that spell. See Arcane Magical Writings for more information about this ability.

ENHANCED CHANNELING
[ARCANE LORE]

ARCANE SPHERE (SHADOW)


[ARCANE LORE]

You are one of the Umbrii, one of those few that have become a master of your art and craft. You are magic incarnate. th Prerequisites: the ability to learn and cast 6 level arcane spells, Knowledge (Arcana) [14 ranks], one of the Arcane Sphere (Inner) feats. Benefits: You gain any one of the following benefits from taking this feat: +1 Charisma or +1 Intelligence. The
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You have the ability to handle more magical energy than your level and ability would normally allow. Prerequisites: Knowledge (Arcana) [8 Ranks]. Benefit: Add ten (10) points to your baseline Manna Pool. This feat may be taken multiple times; the effects do stack.

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[ARCANE LORE]

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selected must fall within the instrument family that was chosen for the Minstrel s Instrumental Focus. This feat can only be taken once. Prerequisites: Dragon Touched (Musical), Perform [6 Ranks], Instrumental Focus (of the same group as the instrument chosen), and a set of prerequisites unique to the instrument itself. See Arcane Instruments for more information on the prerequisites themselves. Benefits: There are many benefits to taking on the various instruments of arcane power. Each instrument is associated with a set of special abilities (called Bardic Gifts). These are gained over several levels. The gifts are unique to each instrument or instrument group. See Arcane Instruments for a full breakdown of the gifts given. Each instrument is attuned to particular school of magic. Sor/Wiz spells of that type are considered Brd spells to the Minstrel that has that instrument. These spells are cast at a reduced cost. In addition, the instrument is opposed to two other schools of magic (although it will not convert these Sor/Wiz spells to Brd spells). Spells of these types cost more to cast. See Arcane Sphere (Outer) for a look at the cost reductions and increases involved in this relationship. See Arcane Instruments and the Bard Spell listing for more information on the schools of magic that each instrument is aligned to.
[BARDIC LORE]

You have the ability to recover your Manna Pool faster than your level and ability would normally allow. Prerequisites: Knowledge (Arcana) [8 Ranks]. Benefit: Add four (4) to your Manna Recovery Rate. This feat may be taken multiple times; the effects do stack.

SPELL MASTERY
[ARCANE LORE]

You have managed to master a number of spells so that they no longer tax you manna reserves as much as they once did. Prerequisites: Intelligence 15+, Charisma 15+, one of the Arcane Sphere (Outer) feats, Special (see below). Benefit: Take two spells and mark them as mastered spells. They must be spells you already know. None of these spells can be from an opposing sphere (see Arcane Sphere (Outer)). A Mage casting a spell s/he has mastered reduces the manna cost of the spell (see the chart under Arcane Sphere (Outer) for an illustration of this cost reduction). This feat may be taken multiple times. New spells must be chosen each time. Mastered Cantrips still cost the caster 1 manna point to cast, but any and all meta-magic feats applied to the spell are used at a reduced cost. In order to master a spell, the spell must be known and the Mage must have access to a spell book with the chosen spell inscribed within it. See Arcane Magical Writings for more information on Spell Books. Note: This feat replaces the Spell Mastery feat from Core Rulebook I. In the manna point system, the original no longer provides any benefit. Loss of the spellbook will not make the Mastered spells ineffective.

CODA

BARDIC LORE FEATS


ACCELERANDO
[BARDIC LORE]

By giving your songs remarkable endings you increase your spells duration. Requires the use of a Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument, Perform [12 Ranks]. Benefits: Add +50% base duration to any spell, or +100% if the casting time is doubled. This bonus stacks with the feat Extend Spell.

CRESCENDO
[BARDIC LORE]

By increasing your beat's tempo you can make your spells more effective. Requires the use of the Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument (any percussion), Perform [12 Ranks] Benefits: You may heighten a spell (as per the feat Heighten Spell) by up to two levels, even if this would exceed your maximum spell level. The full manna cost for the higher level of the spell applies. This effect stacks with the feat Heighten Spell.

You can increase the intensity of your music so that your spells become stronger. Requires the use of a Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument, Perform [12 Ranks]. Benefits: All random variables of your spell receive a 50% bonus. This bonus stacks with the feat Empower Spell.

DRUM ROLL / TREMOLO


[BARDIC LORE]

ARCANE INSTRUMENT
[BARDIC LORE]
th

You have the ability to cast spells of 5 level and higher (as long as you meet the class requirements) as well as having become attuned with the magical essences of your chosen instrument. Select one of the arcane instruments when this feat it taken. The instrument
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By playing a virtuous tremolo or a quick drum roll you make your spells affect a larger area. Requires the use of a Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument, Perform [12 Ranks].

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Benefits: Base range and area of effect receive a 50% bonus. This bonus stacks with the feat Enlarge Spell.
[BARDIC LORE]

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DUET

[BARDIC LORE]

You may use your instrument to enhance the spells of another Minstrel. Requires the use of the Minstrel s bonded arcane musical instrument. This counts as one use of Bardic Music. Prerequisites: Arcane Instrument, Charisma 13+, Perform [12 Ranks]. Benefits: To use this ability, your instrument must be in the same family (percussion, strings or winds) as the instrument of the Minstrel you are enhancing. Use of this feat counts as a use of the Bardic Music ability. On a successful DC 25 Perform check by both parties, you may do any one of the following things: split the cost of the spell between the two Minstrels add +2 caster levels to the spell add +2 to the save DC of the spell If the Perform check fails, there are no adverse effects; but no bonuses apply either.

By picking your instrument's strings you may combine two spells into one. Requires the use of the Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument (any string), Perform [12 Ranks]. Benefits: Instead of casting one spell you may cast two spells at the same time. These may be of different level but must have the same casting time. Treat this as if a spell of one level higher than the sum was cast. The Minstrel's max spell level limitation applies. If combining spells from different schools, the cost is taken from the least favorable scale. For example: casting 'Sleep' (level 1) and 'Silence' (level 2) at the same time counts as if one level 4 spell is being cast.
[BARDIC LORE]

SYMPHONY

FORTISSIMO
[BARDIC LORE]

Your intense music makes it easier for you to cast spells with maximal effect. Requires the use of the Minstrel s bonded arcane musical instrument and counts as one use of Bardic Music. Prerequisites: Arcane Instrument, Perform [12 Ranks], Maximize Spell. Benefits: Maximizing a spell now counts as a spell one level higher than the spell's actual level. Normal: Maximizing a spell counts as a spell three levels higher than the spell s actual level.
[BARDIC LORE]

You may use your instrument to enhance the spells of another Minstrel; this is an enhanced version of the feat Duet. This counts as one use of Bardic Music. Prerequisites: Charisma 15+, Duet, Perform [14 Ranks]. Benefits: This feat can be used in one of three ways: As per duet, except that the instruments do not need to be in the same family As per duet, except that two of the three options may be chosen instead of just one. With at least three Minstrels playing together, having at least one instrument from each of the three families and all members of the symphony succeeding at DC 25 Perform checks, the following effects are applied to the spell cast: o Each Minstrel pays an equal portion of the manna cost for the spell (minimum cost is 1 point of manna per member). o Total caster level is equal to the highest level Minstrel in the group, +1 caster level per additional member in the group (maximum +5 caster levels). o Save DC of the spell is modified by +1 per additional member of the group.

LIGATO

Your instrument and your mind have become so attuned that you can cast most spells without material components; foci, however, are still required. Requires the use of the Minstrel s bonded arcane musical instrument and counts as one or more uses of Bardic Music. Prerequisites: Arcane Instrument (any wind), Perform [12 Ranks]. Benefits: When casting spells through your instrument you can replace the required material components by just thinking about them. This ability counts as one use of Bardic Music for each 100 gp that the material component would normally have cost (rounded up).

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ARCANE SPELL CASTERS


The following classes, the Mage, the Minstrel, and the Touched represent the three main modes of thought for arcane spell casters. These classes have their own strengths and weaknesses and, although they have many similarities, they are not the same especially at the higher levels. Character cannot multi-class between arcane spell casting classes (i.e. you cannot be both a Minstrel and a Mage). Characters cannot multi-class between arcane and divine spell casting classes (i.e. you cannot be both a Mage and a Priest).

MAGE GAME RULE INFORMATION


Primary Ability: Intelligence and Charisma Hit Die: d4 Alignment: Any Class Skills: Mages receive 3 + Intelligence modifier skill points per level (x4 at first level). The class skills for the Mage (and the key abilities) are listed below. Alchemy Concentration Craft (all) Knowledge (all) Profession (all) Scry Spellcraft (INT) (CON) (INT) (INT) (WIS) (INT) (INT)

MAGE
Mages are much akin to the Sorcerer or the Wizard in other campaign worlds. They are the masters, the supreme practitioners of the arcane arts. They may learn spells up to 2nd level before they will need the Dragon Touched (Sorcerous) feat that will carry them through to 4th level spells. Beyond this they will need to bond themselves with one of the Outer Spheres of arcane magic. The legends and lore of Umbragia point to ages long past, before the death and rebirth of magic, when the traditional Sorcerers walked the lands; a game set in those ancient times will not have the Mage class at all. Consult Core Rulebook I for more information on this type of spell caster.

many individual skills many individual skills many individual skills exclusive skill

MAGE CLASS FEATURES


Class Requirements: Anyone in Umbragia can learn to cast some spells; the exceptions being those that are Spellblind. All Mages that are to cast spells above 2nd level will require the Dragon Touched (Sorcerous) feat. All Mages that are to cast spells above 4th level will require one or more of the Arcane Spheres. Weapon and Armor Proficiency: Mages are skilled with all simple weapons. They are not skilled with any types of armor or shields. Armor of any kind will interfere with the natural flow of manna needed for the casting of arcane spells. Bonus Feat: at 4th level and each additional 4 levels (8th, 12th, 16th, and 20th), the Mage receives one bonus feat.

TABLE: MAGE CLASS PROGRESSION


Base Attack Saves Manna Level Bonus Fort Ref Will MP MR Special 1 +0 +0 +0 +2 Base Base Scribe Scroll 2 +1 +0 +0 +3 +2 +2 Summon Familiar 3 +1 +1 +1 +3 +3 +2 4 +2 +1 +1 +4 +4 +2 Bonus Feat 5 +2 +1 +1 +4 +5 +2 6 +3 +2 +2 +5 +6 +2 7 +3 +2 +2 +5 +7 +2 8 +4 +2 +2 +6 +8 +2 Bonus Feat 9 +4 +3 +3 +6 +9 +2 10 +5 +3 +3 +7 +10 +2 11 +5 +3 +3 +7 +11 +2 12 +6/+1 +4 +4 +8 +12 +2 Bonus Feat 13 +6/+1 +4 +4 +8 +13 +2 14 +7/+2 +4 +4 +9 +14 +2 15 +7/+2 +5 +5 +9 +15 +2 16 +8/+3 +5 +5 +10 +16 +2 Bonus Feat 17 +8/+3 +5 +5 +10 +17 +2 18 +9/+4 +6 +6 +11 +18 +2 19 +9/+4 +6 +6 +11 +19 +2 20 +10/+5 +6 +6 +12 +20 +2 Bonus Feat 1 No Mage may gain more than 4 new spell slots per level without the Dragon Touched feat. 2 nd th Spells above 2 level require the Dragon Touched feat; spells above 4 level require an Arcane Sphere . New Spell 1 Slots Base 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Max Spell 2 Level 1 1 2 2 2 3 3 4 4 4 5 5 6 6 7 7 8 8 9 9

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This feat must be a Metamagic, Item Creation, or Arcane Lore feat. These feats are in addition to the feats they get for normal level progression regardless of class. Scribe Scroll: At 1st level the Mage has the ability to Scribe Scrolls. See Arcane Magical Writings for information on this ability. Summon Familiar: At 2nd level, the Mage is able to summon a familiar. See Arcane Familiars for more information on this ability. Spells: Mages cast spells; they have a certain number of known spells (see below) as modified by their Intelligence modifier. They may choose any of the spells of the appropriate levels in the revised Sor/Wiz spell listing contained in this book. No Mage may cast a spell unless her/his Charisma score is at least equal to 10 + the Spell s level. In other words, in order to cast spells of level 6, a Mage will need a Charisma score of 16 or higher. There is no minimum required Intelligence score for the Mage s arcane spell casting. The saving throw difficulty class for spells cast by Mages is 10 + Spell Level + Intelligence modifier. Manna Pool: A Mage s base Manna Pool is equal to 6 + Intelligence bonus. The Mage gains additional points at each level. The Intelligence bonus is applied to this additional Manna Pool each level as well. With an Intelligence of 10, a typical 10th level Mage has a Manna Pool of 60. With an Intelligence of 14, this same 10th level Mage has a Manna Pool of 80. Manna Recovery Rate: A Mage s base Manna Recovery Rate is equal to 2 + Charisma bonus. The Mage gets an additional +2 to the recovery rate every level. With a Charisma of 10, a typical 10th level Mage has a Manna Recovery Rate of 20. With a Charisma of 14, this same 10th level Mage has a Manna Recovery Rate of 22. New Spell Slots, Max Spell Level: A Mage begins their career with 4 + Intelligence bonus known spell slots. Each spell requires its level in slots to learn (cantrips require slot each). No Mage may have more known spells at any level than in the previous level. No Mage may learn any spell of a level that exceeds their maximum spell level. A Mage who does not have the Dragon Touched feat will receive a maximum of 4 new spell slots at each level. For example: at 1st level, assuming a +2 Intelligence modifier, a Mage has 6 spell slots to learn her/his initial known spells. These 6 slots could be used to learn any of the following combinations of spells:
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1-Lvl 0 1 2 3 4 2-Lvl 0 0 0 0 0 3-Lvl 0 0 0 0 0 4-Lvl 0 0 0 0 0

This Mage could not learn five 1st level spells, as this would result in more 1st level spells known than cantrips. This Mage cannot learn any 2nd level or higher spells as the Max Spell Level as a 1st level Mage is 1. At each level, the Mage gains a number of new spell slots for learning additional spells. This number of slots gained after first level is not affected by the Mage s Intelligence modifier. For example: At 2nd level, the Mage receives 2 additional slots. These could be used to gain:
0-Lvl 4 2 0 1-Lvl 0 1 2 2-Lvl 0 0 0 3-Lvl 0 0 0 4-Lvl 0 0 0

All of these possible gains assume that none of them result in more known 1st level spells than cantrips. As a 2nd level Mage, the Max Spell Level is still 1, so no 2nd level spells can be learned. At 3rd level, the Mage receives 3 additional slots. At 3rd level, the Max Spell Level increases to 2. Assuming the Mage has at least a 12 Charisma, they can begin spending 2 slots each to learn 2nd level spells. Thus, these slots could be used to gain:
0-Lvl 1-Lvl 6 4 2 2 0 0 2-Lvl 0 1 2 0 1 3 3-Lvl 0 0 0 1 1 0 4-Lvl 0 0 0 0 0 0 0 0 0 0 0 0

All of these possible gains assume that none of them st result in more known 1 level spells than cantrips, or nd more known 2 level spells that 1st level. As a 3rd level Mage, the max spell level is 2, so no 3rd level or higher spells can be learned.

CHANGING INTELLIGENCE AND CHARISMA So what happens at 4th level when your Arcane Spellcaster raises their Intelligence or Charisma score from 15 (+2) to 16 (+3)? Manna Pool and Manna Recovery Rate are treated like Hit Points in this regard: a change in the underlying ability score will cause a retroactive shift in the value, just as if the individual had the new score from the beginning of their career. Spell Slots are treated just like skill points; the new modifier will not affect the number of slots that the spell caster has.
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MINSTREL
Sometimes called Vagabonds, Tramps or Bards, the Minstrel is a true Jack-of-all-Trades. In Umbragia, Minstrels are much akin to the Bards in other campaign worlds. Born marked by their unusual heritage, the Minstrels come from all walks of life. Minstrels dabble in arcane magic but truly shine when it comes to musical and influential spells. They are capable of blending arcane magic and music to produce powerful effects. And like music, which needs an audience to be appreciated, their magic is strongest when interacting with people, giving them hope or driving them to despair. They may learn spells up to 2nd level before they will need the Dragon Touched (Musical) feat that will carry them through 4th level spells. Beyond this they will need to bond themselves to one of the Instruments of Arcane Music. Each instrument has a profound impact upon the Minstrel, acting like 15 separate sub-classes. Minstrels are not easily classified. Each practitioner of this art found to it in a different way, some feeling the desire for arcane music as part of their magical heritage, some working as apprentice or aide for great entertainers and manipulators. Among those who employ the more intuitive approach to arcane powers can be found craftsmen (not all of whom specialize in creating musical instruments), courtiers (who serve their lieges as jesters and counselors), traveling artists (making a living on the road with their skills), tricksters (who manipulate others for personal gain), and countless others.

MINSTREL GAME RULE INFORMATION


Primary Ability: Intelligence and Charisma Hit Die: d6 Alignment: Any Class Skills: Minstrels receive 4 + Intelligence modifier skill points per level (x4 at first level). The class skills for the Minstrel (and the key abilities) are listed below. Any 10 skills Bluff Concentration Craft (all) Diplomacy Gather Information Knowledge (all) Listen Perform Profession (all) Sense Motive Speak Language Spellcraft * ten separate skills (CHA) (CON) (INT) many individual skills (CHA) (CHA) (INT) many individual skills (WIS) (CHA) (WIS) many individual skills (WIS) no ability associated (INT)

* No more than 2 of these skills may be classified as exclusiveto other classes.

MINSTREL CLASS FEATURES


Class Requirements: Anyone in Umbragia can learn to cast some spells; the exceptions being those that are Spellblind. All Minstrels that are to cast spells above 2nd level will require the Dragon Touched (Musical)

TABLE: MINSTREL CLASS PROGRESSION


Base New Max Attack Saves Manna Spell Spell 1 2 Level Bonus Fort Ref Will MP MR Special Slots Level 1 +0 +0 +2 +2 Base Base Bardic Knowledge Base 1 2 +1 +0 +3 +3 +1 +1 Bardic Music 1 1 3 +2 +1 +3 +3 +2 +1 Instrumental Focus 2 1 4 +3 +1 +4 +4 +2 +1 2 2 5 +3 +1 +4 +4 +3 +1 Bardic Gift #1 3 2 6 +4 +2 +5 +5 +3 +1 3 2 7 +5 +2 +5 +5 +4 +1 4 3 8 +6/+1 +2 +6 +6 +4 +1 4 3 9 +6/+1 +3 +6 +6 +5 +1 5 3 10 +7/+2 +3 +7 +7 +5 +1 Bardic Gift #2 5 4 11 +8/+3 +3 +7 +7 +6 +1 6 4 12 +9/+4 +4 +8 +8 +6 +1 6 4 13 +9/+4 +4 +8 +8 +7 +1 7 5 14 +10/+5 +4 +9 +9 +7 +1 7 5 15 +11/+6/+1 +5 +9 +9 +8 +1 Bardic Gift #3 8 5 16 +12/+7/+2 +5 +10 +10 +8 +1 8 6 17 +12/+7/+2 +5 +10 +10 +9 +1 9 6 18 +13/+8/+3 +6 +11 +11 +9 +1 9 6 19 +14/+9/+4 +6 +11 +11 +10 +1 10 6(7) 20 +15/+10/+5 +6 +12 +12 +10 +1 Bardic Gift #4 10 6 (8) 1 No Mage may gain more than 4 new spell slots per level without the Dragon Touched feat. 2 nd th th Spells above 2 level require the Dragon Touched feat; spells above 4 level require an Arcane Instrument . At 19 level, the Minstrel can chose spells that exceed the normal level limits as long as those spells fall under the heading of their bonded Arcane Instrument . The new (higher) level limit is shown in parenthesis on the chart.

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feat. All Minstrels that are to cast spells above 4th level will require one or more of the Arcane Instruments. Weapon and Armor Proficiency: Minstrels are skilled with all simple weapons and may select any one martial weapon (either melee or ranged). Minstrels are proficient with the use of light armor, but are not proficient with shields. Armor of any kind will interfere with the natural flow of manna needed for the casting of arcane spells. Spells: Minstrel cast spells; they have a certain number of known spells (see below) as modified by their Intelligence modifier. They may choose any of the spells of the appropriate levels in the modified Bard spell listing in this book. No Minstrel may cast a spell unless her/his Charisma score is at least equal to 10 + the Spell s level. In other words, in order to cast spells of level 6, a Minstrel will need a Charisma score of 16 or higher. There is no minimum required Intelligence score for the Minstrel s arcane spell casting. The saving throw difficulty class for spells cast by Minstrels is 10 + Spell Level + Charisma modifier. Bardic Gifts: Starting at 5th level, the Minstrel gains certain abilities that are tied to the instrument group that they have chosen. Assuming that the Minstrel has bonded with an Arcane Instrument, more abilities will be granted at levels 10, 15 and 20. See Bardic Feats for more information on the exact form that these gifts take. Bardic Knowledge: Minstrels tend to pick up a lot of stray knowledge of far away places and obscure subjects. There is a chance that the Minstrel will know something about just about anything. A Minstrel may make a special Bardic Knowledge check with a bonus equal to her/his level + Intelligence modifier to see whether s/he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Minstrel may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table shown.
DC 10 20 25 30 Bardic Knowledge Table Type of Knowledge Common, known by at least a substantial minority of the local population. Uncommon but available, known by only a few people in the area. Obscure, known by few, hard to come by. Extremely obscure, known by very few, possibly forgotten by most; or known only by those who don't understand its significance.

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Bardic Music: Starting at 2nd level, Minstrels can use their music, songs and poetics to create some rather powerful spell-like effects. Any effect that does not
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require the Dragon Touched feat can be used even by a Minstrel that is Spellblind. Once per day per 2 levels, a Minstrel can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of Bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling and so on. However, the Perform roll for each is at a -4 if an instrument is not used. If the minstrel fails, the attempt still counts against the daily limit. The Bardic Music effects are: Inspire Courage: A Minstrel with 3 or more ranks in Perform can try to inspire courage in his or her allies. To be affected, an ally must hear the Minstrel sing for a full round. The effect lasts as long as the Minstrel sings and for 5 rounds after the Minstrel stops singing (or 5 rounds after the ally can no longer hear the Minstrel). While singing, the Minstrel can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. Countersong: A Minstrel with 3 or more ranks in Perform can counter magical effects that depend on
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sound (but not spells that simply have verbal components). As with inspire courage, a Minstrel may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the Minstrel makes a Perform check. Any creature within 30 feet of the Minstrel (including the Minstrel) who is affected by a sonic or language-dependent magical attack may use the Minstrel's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The Minstrel may keep up the countersong for 10 rounds. Countersong is a supernatural ability. Fascinate: A Minstrel with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the Minstrel and must be within 90 feet. The Minstrel must also see the creature. The creature must be able to pay attention to the Minstrel. The distraction of nearby combat or other dangers prevents the ability from working. The Minstrel makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the Minstrel's check result. If the saving throw succeeds, the Minstrel cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the Minstrel. While fascinated, the target's Spot and Listen checks suffer a 4 penalty. Any potential threat (such as an ally of the Minstrel moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While fascinating (or attempting to fascinate) a creature, the Minstrel must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind-affecting charm ability. Inspire Competence: A Minstrel with 6 or more ranks in Perform and the Dragon Touched (Musical) feat can help an ally succeed at a task. The ally must be able to see and hear the Minstrel and must be within 30 feet. The Minstrel must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the Minstrel's music. The DM may rule that certain uses of this ability are infeasible. The Minstrel can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. Suggestion: A Minstrel with 9 or more ranks in Perform and the Dragon Touched (Musical) feat can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the Minstrel's daily limit on Bardic music performances (one per day per level), but the fascination does. A Will save (DC 13 + the
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Minstrel's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. Inspire Greatness: A Minstrel with 12 or more ranks in Perform and the Dragon Touched (Musical) feat can inspire greatness in another creature. For every three levels the Minstrel attains beyond 9th, the Minstrel can inspire greatness in one additional creature. To inspire greatness, the Minstrel must sing and the creature must hear the Minstrel sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the Minstrel continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) The target gains the following boosts: o +2 Hit Dice (d10; grants temp. hit points) o +2 competence bonus on attacks o +1 competence bonus on Fortitude saves Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mindaffecting enchantment ability. Instrumental Focus: At 3rd level, the Minstrel must choose which of the three families of arcane instruments s/he will specialize in (see Arcane Instruments). S/he receives a +2 specialization bonus to all Perform checks while using any instrument from the chosen family. The Minstrel also gains an additional daily use of Bardic Music, as long as it is with the chosen instrument family. Manna Pool: A Minstrel s base Manna Pool is equal to 3 + Intelligence bonus. The Minstrel gains additional points at each level. The Intelligence bonus is applied to this additional Manna Pool each level as well. With an Intelligence of 10, a typical 10th level Minstrel has a Manna Pool of 32. With an Intelligence of 14, this same 10th level Minstrel has a Manna Pool of 52. Manna Recovery Rate: A Minstrel s base Manna Recovery Rate is equal to 1 + Charisma bonus. The Minstrel gets an additional +1 to the recovery rate every level. th With a Charisma of 10, a typical 10 level Minstrel has a Manna Recovery Rate of 10. With a Charisma of 14, this same 10th level Mage has a Manna Recovery Rate of 12. New Spell Slots, Max Spell Level: A Minstrel begins their career with 2 + Intelligence bonus known spell slots. Each spell requires its level in slots to learn (cantrips require slot each). No Minstrel may have more known spells at any level than in the previous level. No Minstrel may learn any spell of a level that exceeds their maximum spell level. A Minstrel who does not have the Dragon Touched feat will receive a maximum of 4 new spell slots at each level. See the same entry under Mage for more information.
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Intelligence modifier. They may choose any of the general spells (non-sphere specific) within the Brd and Sor/Wiz spell listings (use lower spell level). No Touched may cast a spell unless her/his Charisma score is at least equal to 10 + the Spell s level. In other words, in order to cast spells of level 4, a Touched will need a Charisma score of 14 or higher. There is no minimum required Intelligence score for the Touched arcane spell casting. The saving throw difficulty class for spells cast by Touched is 10 + Spell Level + Charisma bonus + Intelligence bonus (yes, both the Intelligence and Charisma bonuses are applied; penalties are not). Manna Pool: A Touched s base Manna Pool is equal to 2 + Intelligence bonus. The Touched gains additional points at each level. The Intelligence bonus is applied to this additional Manna Pool each level as well. With an Intelligence of 10, a typical 10th level Touched has a Manna Pool of 20. With an Intelligence of 14, this same 10th level Touched has a Manna Pool of 40. Manna Recovery Rate: A Touched s base Manna Recovery Rate is equal to 1 + Charisma bonus. The Touched gets an additional +1 to the recovery rate every two levels. With a Charisma of 10, a typical 10th level Touched has a Manna Recovery Rate of 6. With a Charisma of 14, this same 10th level Touched has a Manna Recovery Rate of 8. New Spell Slots, Max Spell Level: A Touched begins their career with 1 + Intelligence bonus known spell slots. Each spell requires its level in slots to learn (cantrips require slot each). No Touched may have more known spells at any level than in the previous level. No Touched may learn any spell of a level that exceeds their maximum spell level. See the same entry under Mage for more information.

TOUCHED (NPC CLASS)


Sometimes called the Gifted, Dragon-born or simply Marked, the touched are found scattered across the lands. They sometimes have no idea how they do what they do. But like all Dragon Touched, they bear the mark of their heritage. The Touched are non-studious spell casters that find that they are gifted or somehow different from their neighbors. This is the NPC class that is akin to a fusion of Mage and Commoner. They are limited to 4th level spells, must have the Dragon Touched (Natural) feat to even enter the class, but require few spell components to cast their spells.

TOUCHED GAME RULE INFORMATION


Primary Ability: Intelligence and Charisma Hit Die: d6 Alignment: Any Class Skills: They are like most commoners. This will rarely be what they do for a living, and so the class skill listing below is written with the idea that this is a multiclass for an NPC character. Touched receive 2 + Intelligence modifier skill points per level (x4 at first level). The class skills for the Touched (and the key abilities) are listed below. Climb Craft (all) Handle Animal Profession (all) Ride Swim (STR) (INT) many individual skills (CHA) (WIS) many individual skills (DEX) (STR)

TOUCHED CLASS FEATURES


Class Requirements: All Touched need, by definition, the Dragon Touched (Natural) feat. This feat allows the Touched to cast spells as though no verbal, somatic, or material components were required. It is, however, completely incompatible with higher level magic and so it is not possible for the Touched to take on Instruments of arcane magic or Arcane Spheres. Weapon and Armor Proficiency: The Touched are proficient with all simple weapons. They are not proficient with any form of armor or shields. Armor of any kind will interfere with the natural flow of manna needed for the casting of arcane spells. Spells: Touched cast spells; they have a certain number of known spells (see below) as modified by their

TABLE: TOUCHED CLASS PROGRESSION


Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Saves Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Manna MP MRR Base Base +1 +1 +1 +1 +2 +1 +2 +2 +1 +2 +3 +1 +3 +3 +1 +3 +4 +1 +4 +4 +1 +4 +5 +1 +5 +5 +1 +5 New Max Spell Spell Slots Level Base 1 1 1 1 1 1 1 2 1 2 2 2 2 2 2 3 2 3 2 3 3 3 3 4 3 4 3 4 3 4 4 5 4 5 4 5 4 5 4

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VOLUME 3: LIBER VENEFICIUM ARCANE INSTRUMENT The arcane musical instruments are those instruments that have been found to have a particular attunement to magical energies. There are five instruments in each of the instrument families, each with its own particular role within Bardic music and arcane magic. These roles can be summed up as follows:
Percussion
Bell Tree Naker Tabor Timbrel Timpani sharpen your senses call things from the spirit world gain quickness and resolve fool the senses gain raw magical power

ARCANE INSTRUMENTS
The arcane instruments are divided into three broad categories. These categories are: Percussion (instruments that have a direct effect on the body), Strings (instruments that have a direct effect on the soul) and Winds (instruments that have a direct effect on the mind).

INSTRUMENTAL FOCUS At 3rd level, a Minstrel chooses one of these instrument groups as the focus of their studies, receiving a +2 on Perform checks with all instruments within that group and an additional use of Bardic Music (see Minstrel class description). BARDIC GIFT #1 At 5th level, a Minstrel receives her/his first Bardic Gift. This is a special ability that is keyed to the Instrument Group that they chose at 3rd level (Instrumental Focus). Although this gift requires the Dragon Touched feat, it does not require that the Minstrel be bonded to an Arcane Instrument yet. The Minstrel may select any one of the following abilities as listed under their instrument family:
Percussion: Cadence, Resize, Spirit Animal Strings: Conjure Spell, Interference, Siphon Winds: Calm Spirit, Disguise, Scan Crowd

Strings
Dulcimer Harp Lute Psaltery Violin invoke necromantic powers gently influence the soul bond with nature heal and protect your allies see faraway places and events

Winds
Bagpipes Chalumeau Flute Oboe Pipes drive away foes; dispel magical influences see through other's intentions employ mind-tricks mold supernatural forces break other's free will

The prerequisites for a bonded instrument are different for each instrument. In addition to the prerequisites listed under the Bardic Lore feat Arcane Instrument, the Minstrel must meet the following requirements as well:

INSTRUMENT-SCHOOL ATTUNEMENTS
Opposed to Abjuration and Enchantment Divination Conjuration Transmutation Illusion Evocation

Percussion
Bell Tree Naker Tabor Timbrel Timpani Spot [6 Ranks] Concentration [6 Ranks] Tumble [6 Ranks] Hide [6 Ranks] Jump [6 Ranks]

PERCUSSION

Bell Tree Naker Tabor Timbrel Timpani

Strings
Dulcimer Harp Lute Psaltery Violin Knowledge (Religion) [6 Ranks] Diplomacy [6 Ranks] Wilderness Lore [6 Ranks] Heal [6 Ranks] Scry [6 Ranks]

Dulcimer Harp Lute Psaltery Violin

Opposed to Illusion and Transmutation Necromancy (see below ) Enchantment Conjuration Abjuration Divination

STRINGS

Winds
Bagpipes Chalumeau Flute Oboe Pipes Intimidate [6 Ranks] Sense Motive [6 Ranks] Disguise [6 Ranks] Spellcraft [6 Ranks] Bluff [6 Ranks]

Bagpipes Chalumeau Flute Oboe Pipes

Opposed to Conjuration and Evocation Abjuration Divination Illusion Transmutation Enchantment

WINDS

Note for the Dulcimer Each Dulcimer-bonded Minstrel selects two additional schools that s/he is also opposed to, for a total of 4 opposed schools.

Once the arcane instrument has been selected, it cannot be changed, nor may another of the arcane instruments be selected to augment it one and only one for each Minstrel. Each instrument is in-tuned with a particular school of magic (see chart to the left). Conversely, it has two schools that it is out-of-tune with (Dulcimer is out of tune with 4 schools). Spells within the aligned school are
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treated as exactly like aligned spheres (see Mage); the opposed schools are treated as opposed spheres. In addition to the manna cost break that the arcane instruments offer, they also allow the Minstrel to learn Sor/Wiz spells of the aligned school as if they were Brd spells. Opposing school spells are not added. At 10th, 15th and 20 levels, a Minstrel receives her/his second, third and fourth Bardic Gifts. These, like the first one, are special abilities. However, these are unique to the instruments themselves and thus not only require the feat Dragon Touched; they also require the Minstrel be bonded to an Arcane Instrument. The Minstrel may select any one of the abilities as listed under their instrument. Optionally, the Minstrel may select one of the gifts from the instrument family (see Bardic Gift #1). This option may be taken even if the Minstrel has not bonded with an instrument. If the Minstrel doesn t have an arcane instrument, or simply does not want to select one of the abilities listed for their instrument, each Bardic Gift can be used as a bonus feat instead. The Minstrel may select from any of the Metamagic, Item Creation or Bardic Lore feats.
Bell Tree Naker Tabor Timbrel Timpani Bonus, Mark Bonus, Transform Bonus, Invigorate Bonus, Patterns Bonus, Enervate Dulcimer Harp Lute Psaltery Violin

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Strings
Bonus, Soulbind Bonus, Clear Mind Bonus, Totem Bonus, Protection Bonus, Scry Song

BARDIC GIFTS #2 , #3 AND #4 th

Winds
Bagpipes Chalumeau Flute Oboe Pipes Bonus, Terrify Bonus, Fog Mind Bonus, Confusion Bonus, Counter Spell Bonus, Puppet Master

BARDIC GIFT DESCRIPTIONS


BONUS The Minstrel does not receive a gift that involves music, but instead receives another form of gift. These gifts do not require the Minstrel's instrument; they are always on. The Bonus may only be taken once. The specific bonuses are as follows:
Percussion
Bell Tree Naker Tabor Timbrel Timpani +2 bonus to Armor Class ( insight) 1 Mobility feat +10 ft. base movement +2 caster level for all Illusion spells 2 -10% arcane spell failure

Percussion

Strings
Dulcimer Harp Lute Psaltery Violin may learn/cast divine Necromancy spells +2 caster level with all Enchantment spells Track feat 3 may learn/cast Cure spells +2 caster level for all Divination spells

USING BARDIC GIFTS


Each gift except BONUS requires that the Minstrel play their specific arcane instrument. The effects can be saved against (Will). The DC of the save is equal to the Minstrel s Perform check. If the save is failed, all effects take place. If the save succeeds, then the effect is negated. Each of these abilities is treated as a use of Bardic Music. Unless otherwise specified, these effects require the Minstrel to play for at least 1 full round to activate the ability. Duration is listed with the ability. Bardic gifts marked as Area Effect have two options (chosen by the Minstrel at the time the effect is activated). These areas move with the minstrel. Radius: the ability affects all within 25 ft., +5 ft/2 levels of the Minstrel. Cone: the ability effects a cone in front of the Minstrel extending 50 ft., +5 ft./level. Unless otherwise specified, the save against and effect of a gift takes place for each subject as soon as they enter the area of effect; the Minstrel may choose to be effected or not. A successful save will render the subject immune to that instance of that ability.
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Winds
Bagpipes Chalumeau Flute Oboe Pipes +2 caster level for all Abjuration spells 4 +4 Initiative +1 bonus to all Charisma based skills +2 caster level with all Transmutation spells 5 +2 to all Will saves

1 gaining this bonus feat does not require the feat Dodge . 2 this will reduce the arcane spell failure effects for wearing armor, but not for negative Manna Pool Tally. 3 this includes the spells Cure Moderate / Serious / Critical Wounds, Healing Circle, Heal, Regenerate and Mass Heal 4 this bonus stacks with the feat Improved Initiative 5 this bonus stacks with the feat Iron Will

(supernatural, mind-affecting)

CADENCE

[Area Effect] All who hear the song are granted a +100% inspiration bonus to the overland movement rate. See Core Rulebook I, page 143 for the normal rates. The effect last for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 4 hours.
(supernatural, mind-affecting)

CALM SPIRIT

[Area Effect] All who hear the song are granted a +1 morale bonus per 4 levels to Armor Class and all saving
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throws. This effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 10 minutes.

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(spell-like)

CLEAR MIND
(spell-like)

[Area Effect] All who hear the song are treated as though they were the targets of the spell Enervation.
(spell-like, mind-affecting)

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Mind Blank. The effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.

FOG MIND

CONJURE SPELL
(spell-like)

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Mind Fog. The effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.

The Minstrel may duplicate the effects of any cantrips or first level spells on the Bard spell listing without spending any manna. Requires 1 full turn of playing for cantrips or 2 full turns for first level spells; duration is as per spell duplicated.
(spell-like, mind-affecting)

INTERFERENCE
(spell-like)

CONFUSION

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Nondetection. The effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.
(supernatural, mind-affecting enchantment)

INVIGORATE

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Confusion. The effect lasts for as long as the Minstrel continues to play, and for 5 rounds thereafter. The Minstrel can maintain this ability for up to 10 rounds (for a total duration of 15 rounds).

COUNTER SPELL
(spell-like)

The Minstrel may counter any spell as it is cast, just as described in Core Rulebook I, page 152. This ability can be used to counter any spell of a level equal to or less than the Minstrel s Max Spell Level. This ability does not require prior playing of the instrument.

This ability is much like the standard Bardic Music ability Inspire Greatness. The difference is that this affects a single target. The effects are: +2 Hit Dice (d10s that grant temporary hit points) +2 competence bonus on attacks +2 competence bonus on damage rolls +2 competence bonus on all saving throws +2 competence bonus to Armor Class

DISGUISE
(spell-like)

Timbrel

The Minstrel may use this ability to create an effect much like the spell Change Self. This effect requires the Minstrel play for 10 minutes and will remain in effect for 1 hour/level. The Minstrel can choose to end the effects at any time.

Bell Tree

Tabor

Timpani

Naker

P E R C U S S I O N
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detect that something is amiss. If this detection is successful, the mark is broken. The effect of a Mark s activation lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 4 hours.
(spell-like, mind-affecting)

(supernatural, mind-affecting)

The Minstrel creates a bond with a single individual. Once the mark is created, the Minstrel may, with a DC 15 Concentration check, see, smell, hear, feel and taste everything the mark does. While activated, the Minstrel cannot see, hear, smell, feel or taste anything from her/his own body. Individual must be within 100 ft., + 10 ft. per level when the Mark is created; range no longer applies for Mark activation. The creation of the Mark costs one use of the Bardic Music ability (and will break any previously created Marks). Activation of the mark costs one use of Bardic Music as well, although the music played at this point is to instill a trance-like state. Each time the mark is activated, the mark makes a Will save (DC equals Minstrel s Bardic Song Perform roll) to

PATTERNS

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Rainbow Pattern. This effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.

PROTECTION
(spell-like)

USING MUSICAL INSTRUMENTS

[Area Effect] The Minstrel creates an area that mimics the spell Minor Globe of Invulnerability. This effect lasts for as long as the Minstrel continues to play, and for 5 rounds thereafter. The Minstrel can maintain this ability for up to 10 rounds (for a total duration of 15 rounds).
(spell-like, mind-affecting)

Playing an instrument is a standard action requiring two hands. Under most circumstances, a musical instrument is treated exactly like a weapon (drawing, dropping, etc.) Playing an instrument in combat is much like casting a spell (drawing Attacks of Opportunity, requiring Concentration [DC 10 + damage dealt], etc.) Most Minstrels will have Craft (instrument) applied to the family of instruments they tend to play.

PUPPET MASTER

The Minstrel takes control of one humanoid creature that can hear the song. Treat this creature as though it were under the effects of the spell Dominate Person. The subject of the spell must be within 100 ft., + 10 ft. level of the Minstrel when the effect is activated. The effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 4 hours.

Dulcimer

Lute

Psaltery

Harp Violin

The Strings
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Note: since the music speaks for the Minstrel, a common language is not required for this effect.
(spell-like)

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transferred to the Minstrel as s/he plays. This effect cannot drain any manna from an arcane spell caster whose Tally has reached zero or less. The Minstrel can maintain this effect for up to 10 minutes. This effect is very subtle. An individual being drained can detect that this is taking place with a successful Spellcraft check. The DC of this check is equal to the Minstrel s Perform roll.

RESIZE

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Enlarge or Reduce (Minstrel s choice of effect and level of effect). The save takes place as soon as the subject enters the area of effect. The effect takes place after the Minstrel has been playing for the requisite 10 minutes. Any and all persons that were in the area for at least 5 rounds, and who failed their save will be affected. This effect requires the Minstrel play for 10 minutes and will remain in effect for 1 hour per level. The Minstrel can choose to end the effects at any time.
(spell-like, mind-affecting)

SOULBIND
(supernatural)

SCAN CROWD

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Detect Thoughts. This effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.

SCRY-SONG
(spell-like)

[Area Effect] The Minstrel uses this ability to create an effect much like the spell Scry. The major difference between this ability and the spell is that the Minstrel is not the only one that sees the scene; the scene is projected like an illusion all about the Minstrel for all to see. While in effect, the distant reality actually appears to be more real than local reality (local reality becomes translucent while the distant reality appears solid; local reality is quiet and muted, while the distant reality is clear sounding, etc.). The effect lasts for as long as the Minstrel continues to play. The Minstrel can maintain this ability for up to 1 hour.
(supernatural)

The Minstrel is able to capture a piece of a fallen one s soul. The capture must be played and completed within 1 hour of the body s death. The Minstrel must make a Bardic Song Perform check with a base DC of 20, and an additional +2 per soul that the Minstrel has captured currently. The DC receives a +10 if this was not a friend or an ally of the Minstrel. The Minstrel has a maximum number of captured souls equal to her/his level. This effect requires the Minstrel play for 10 minutes and is a permanent effect (see below). Each captured soul grants the Minstrel a separate, randomly chosen ability that the fallen had (a feat, spelllike ability, etc.). The ability requires activation with another use of Bardic Music (1 full round of playing, duration 1 minute per level). After each use there is a 5% chance the soul that grants the activated ability will be lost permanently.

Bagpipes

SIPHON

T H E W I N D S

[Area Effect] All arcane spell casters who hear the song and remains in the area for at least 1 minute lose 1d4 points of manna from their Tally; 50% of this loss is Chalumeau

Flute

Pipes

Oboe

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The extent of the abilities gained in entirely up to the Game Master. Some Game Masters may allow such things as growing wings, or taking on a Dragon s breath weapon, others may not.

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SPIRIT ANIMAL
(spell-like)

The Minstrel may transform into an animal as per the Polymorph Self spell. The animal form may only be one that the Minstrel could summon (i.e. is on the Summon Nature s Ally listing and is of a level not higher than the Minstrel can cast) or one that matches the form of their Animal Companion. While transformed, all of the Minstrel s belongings (up to 20 pounds, + 10 pounds per caster level) vanish and then reappear when the transformation is reversed. Each use allows one form only. This effect requires the Minstrel play for 10 minutes and will remain in effect for 1 hour per level. The Minstrel can choose to end the effects at any time.
(spell-like, mind-affecting, fear)

TERRIFY

[Area Effect] All who hear the song are treated as though they were under the effects of the spell Fear. This effect lasts for as long as the Minstrel continues to play, and for 5 rounds thereafter. The Minstrel can maintain this ability for up to 10 rounds (for a total duration of 15 rounds).
(spell-like)

TOTEM

The Minstrel may call upon animal spirits to aid them. By playing a quick tune, they may use their music to create an effect that is identical to the various Summon Nature s Ally spells. The effect requires 1 round of per level of the equivalent spell to activate; duration is as per the spell. The maximum level of this effect is the same as the Max Spell level for the Minstrel.

TRANSFORM
(spell-like)

The Minstrel may transform into any creature as per the Polymorph Self spell. While transformed, all of the Minstrel s possessions (up to 20 pounds, + 10 pounds per caster level this can include anything and anyone that the Minstrel is holding or touching at the time so long as it fits within the weight limit) vanish and then re-appear when the transformation is reversed. Each use allows one form only. This effect requires the Minstrel play for 10 minutes and will remain in effect for 1 hour per level. The Minstrel can choose to end the effects at any time.

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SPELLS IN UMBRAGIA
The following charts are presented to make creation of your spell-caster a little easier. These spells are listed in the class that can use them, divided into the sphere/instruments that allow them to be used with greater ease. Some of the spells have been altered in some way to fit the magic system presented in this book. The vast majority of these alterations are simple additions of a descriptor (earth being the most common of these) or having the spell added to a new spell listing (the arcane instruments). Any spell that is listed in bold type is a new spell that is described in this volume; any spell that is listed in italic type has been modified to fit the listing by having the appropriate descriptor added and/or being added to the Sor/Wiz spell listing. Italicized spells are not described in this volume. Spells added to a given descriptorwill take on special effects that include this descriptor. For example: the spell Power Word, Stun (a spell that is included as a spell of Light) might read more like this:
Power Word, Stun Conjuration (Creation) [Light] Level: Sor/Wiz 7, War 7 Components: V Casting Time : 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with up to 150 hit points Duration: See text Saving Throw: None Spell Resistance: Yes When a power word, stun spell is uttered, a beam of multihued light streaks from the caster s outstretched hands and surrounds the target in a halo-like effect for the duration of the spell while faint, whisper-like echoes of the power word emanate from the subject. The subject is stunned, whether the creature heard the initial speaking of the word or not. A creature with 50 or fewer hit points remains stunned for 4d4 rounds; a creature with 51 to 100 hit points is stunned for 2d4 rounds; a creature with 101 to 150 hit points is stunned for 1d4 rounds; a creature with 151 hit points or more is not affected. A stunned creature can t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

UNAVAILABLE SPELLS
The following spells are not available in the Umbragia setting for arcane spell casters. They are spells that (given the changes to the arcane magic system) no longer seemed to fit or work. Or they are spells that, by their nature, do not fit with the Umbragia setting in some way. Divine Spell Casters may or may not be able to cast these spells see Volume 4: Liber Sacerdoti for more information on Divine Spell Casters. As always, the Game Master is free to overrule these choices.

TABLE: UNAVAILABLE SPELLS


Lvl 1 1 1 2 3 3 3 4 4 4 5 5 5 5 5 5 5 6 6 6 6 7 7 8 9 9 Spell Name Magic Missile Protection from Chaos/Evil/Good/Law Tenser s Floating Disk Leomund s Trap Leomund s Tiny Hut Magic Circle against Chaos/Evil/Good/Law Sepia Snake Sigil Fire Trap Leomund s Secure Shelter Rary s Mnemonic Enhancer Bigby s Interposing Hand Contact Other Plane Leomund s Secret Chest Stone Shape Transmute Mud to Rock Transmute Rock to Mud Wall of Iron Bigby;s Forceful Hand Flesh to Stone Mord s Lucubration Stone to Flesh Bigby s Grasping Hand Mord s Magnificent Mansion Bigby s Clenched Fist Bigby s Crushing Hand Elemental Swarm (see note on previous page)

RENAMED SPELLS
The following spells have had their names changed. Most of these spells reflect the fact that the powerful magi of Umbragia are not the same as those in other settings.

TABLE: RENAMED SPELLS


Lvl 1 1 2 2 4 4 5 5 6 6 7 7 8 8 9 Spell Name (Old) Nystul s Magic Aura Nystul s Undetectable Aura Melf s Acid Arrow Tasha s Hideous Laughter Evard s Black Tentacles Otiluke s Resilient Sphere Mord s Faithful Hound Rary s Telepathic Bond Otiluke s Freezing Sphere Tenser s Transformation Drawmij s Instant Summons Mord s Sword Otiluke s Telekinetic Sphere Otto s Irresistible Dance Mord s Disjunction Spell Name (New) Vyreel s Magical Aura Vyreel s Undetectable Aura Bolodo s Acidic Arrow Ssera s Laughter Bolodo s Black Tentacles Gho tal s Sphere of Resilience Arumundi s Faithful Hound Gestalt Shahara s Frigid Incantation Vyreel s Channeling Wanda s Instant Summons Gho tal s Sword Gho tal s Weightless Sphere Ssera s Dance Aventhal s Disjunction

The spells so modified are not included in this volume for space reasons. Perhaps at some time in the future, a complete book of the spells of Umbragia will be produced

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Lvl 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 School Transmutation Transmutation Transmutation Abjuration Abjuration Conjuration Conjuration Divination Divination Enchantment Enchantment Enchantment Enchantment Evocation Evocation Evocation Illusion Illusion Illusion Illusion Necromancy Transmutation Transmutation Transmutation Transmutation Transmutation Transmutation Transmutation Transmutation Abjuration Conjuration Divination Divination Divination Enchantment Enchantment Enchantment Evocation Illusion Illusion Illusion Transmutation Abjuration Enchantment Illusion Illusion Illusion Illusion Illusion Illusion Transmutation Transmutation Abjuration Divination Enchantment Enchantment Enchantment Illusion Illusion Illusion Illusion Transmutation Transmutation Transmutation Spell Name Levitate Pyrotechnics Whispering Wind Dispel Magic Remove Curse Phantom Steed Remove Disease Clairaudience/Clairvoyance Scrying Charm Monster Confusion Emotion Lesser Geas Continual Light Gust of Wind Wind Wall Displacement Illusory Script Invisibility Sphere Major IMage Fear Bestow Curse Blink Gaseous Form Greater Magic Weapon Haste Keen Edge Sculpt Sound Slow Break Enchantment Neutralize Poison Detect Scrying Legend Lore Locate Creature Dominate Person Hold Monster Modify Memory Shout Hallucinatory Terrain Improved Invisibility Rainbow Pattern Burst of Initiative Greater Dispelling Mind Fog Dream False Vision Mirage Arcana Mislead Nightmare Persistent IMage Control Water Shift Repulsion Greater Scrying Caroline s Burning Gaze Geas/Quest Mass Suggestion Permanent IMage Programmed IMage Project IMage Veil Control Weather Eyebite Mass Haste

BARD SPELLS
The following spells are available to Minstrels (this is the modified Bard spell listing). The spells are broken into schools of magic. Following the general Bard spell listing is the various instrumental Bard spell listings.

TABLE: BARD SPELLS (NON-INSTRUMENT)


Lvl 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 School Abjuration Enchantment Evocation Evocation Evocation Illusion Transmutation Transmutation Transmutation Transmutation Transmutation Universal Universal Universal Abjuration Conjuration Conjuration Conjuration Conjuration Divination Divination Enchantment Enchantment Enchantment Illusion Illusion Necromancy Transmutation Transmutation Transmutation Transmutation Transmutation Abjuration Conjuration Conjuration Conjuration Divination Divination Divination Divination Enchantment Enchantment Enchantment Enchantment Enchantment Evocation Evocation Evocation Evocation Illusion Illusion Illusion Illusion Illusion Illusion Illusion Illusion Necromancy Transmutation Transmutation Transmutation Spell Name Resistance Daze Dancing Lights Flare Light Ghost Sound Amplify Sound Illumination Mage Hand Mending Open/Close Detect Magic Prestidigitation Read Magic Alarm Cure Light Wounds Grease Mage Armor Unseen Servant Detect Secret Doors Identify Charm Person Hypnotism Sleep Silent IMage Ventriloquism Cause Fear Erase Expeditious Retreat Feather Fall Magic Weapon Message Obscure Object Delay Poison Glitterdust Summon Swarm Detect Thoughts Locate Object See Invisibility Tongues Animal Trance Enthrall Hold Person Ssera s Laughter Suggestion Darkness Daylight Shatter Sound Burst Blur Hypnotic Pattern Invisibility Magic Mouth Minor IMage Mirror IMage Misdirection Silence Scare Blindness/Deafness Bull's Strength Cat's Grace

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UMBRAGIA: REALMS OF SHADOW TABLE: BARD SPELLS (INSTRUMENT LISTS)


Bagpipes and Psaltery Spell Name Minor Globe of Invulnerability Stoneskin Antimagic Field Globe of Invulnerability Sequester Spell Turning Mind Blank Prismatic Wall Protection from Spells

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Evocation

Abjuration

Lvl 1 1 1 2 2 2 3 3 3

Spell Name Lvl Endure Elements 4 Hold Portal 4 Shield 6 Arcane Lock 6 Protection from Arrows 7 Resist Elements 7 Explosive Runes 8 Nondetection 8 Protection from Elements 8

Lvl 0 1 2 3 3 4 4 4 4 4 5 5 5 5 5 6

Lvl 2 3 4 5

Spell Name Cure Moderate Wounds Cure Serious Wounds Cure Critical Wounds Healing Circle

Lvl 6 7 8

Psaltery Cure Spells Spell Name Heal Regenerate Mass Heal

Special

Spell Name Force Missile Light Missile Flaming Sphere Fireball Lightning Bolt Fire Shield Gho tal s Sphere of Resilience Ice Storm Wall of Fire Wall of Ice Cone of Cold Cone of Fire Sending Static Burst Wall of Force Chain Lightning

Lvl 6 6 7 6 7 7 7 7 7 7 8 8 8 8 8

Timpani Spell Name Contingency Continual Darkness Jet Stream Shahara s Frigid Incantation Bolodo s Acidic Wall Delayed Blast Fireball Forcecage Gho tal s Sword Icecage Prismatic Spray Aventhale s Abhorrent Vacuum Gho tal s Weightless Sphere Sunburst Wall of Lightning Wall of Water

Lvl 0 0 0 0 0 1 1 1 2 2 2 2 2 2 3 3 3 3 4

Spell Name Lvl Bolodo s Acidic Stream 4 Ray of Flame 4 Ray of Frost 4 Shards 4 Static Charge 5 Mount 5 Obscuring Mist 5 Summon Monster I 5 Bolodo s Acidic Arrow 5 Fog Cloud 6 Produce Ice 6 Summon Monster II 7 Ssera s Snake Sigil 7 Web 8 Flame Arrow 8 Sleet Storm 8 Stinking Cloud 8 Summon Monster III 8 Aventhale s Draining Touch

Lute and Naker Spell Name Bolodo s Black Tentacles Minor Creation Solid Fog Summon Monster IV Arumundi s Faithful Hound Cloudkill Major Creation Summon Monster V Wall of Stone Acid Fog Summon Monster VI Power Word, Stun Summon Monster VII Frost Cloud Incendiary Cloud Maze Power Word, Blind Summon Monster VIII

Conjuration

SOME NOTES ON BARD SPELLS


Although it does not look like it at first, the Brd spell listing is every bit as manipulated as the Sor/Wiz listing in the Umbragia setting. Still, the rules are fairly simple. Unavailable Spells: there are some spells that are not a part of the Brd listing. These are: all spells removed from the Sor/Wiz listing, all spells in the Sor/Wis listing that require the Shadow Sphere, Cure Moderate / Serious / Critical Wounds, Healing Circle, Summon Monster I, II, III, IV, V, VI, and Undetectable Alignment. Renamed Spells: any spell that has been renamed for the Sor/Wiz listing has also been renamed in the Brd listing. Bonded Instruments: each instrument adds to the spell listing all spells on the Sor/Wiz spell listing of their particular school. Some instruments may even add more (Dulcimer and Psaltery). This may restore a spell that was otherwise removed, as long as the spell was not also removed from the Sor/Wiz listing or is listed as a Shadow Sphere restricted spell. What Level is the spell? The basic rule is to follow the order of precedence: Brd, Sor/Wiz, then Clr. Thus, if a spell is on the Brd listing, it does not matter if the Sor/Wiz listing has it at a higher or lower level, it is used at the Brd listing s level; if the spell is not on the Brd listing, but is on the Sor/Wiz listing at a level of 8 or lower, then this is the spell s level; if the spell is not on the Brd or Sor/Wiz listing, or the spell is a 9th level Sor/Wiz spell, then the Dulcimer and the Psaltery will use the Clr level of the spell.

Lvl 0 0 0 1 1 1 4

Bell Tree, Chalumeau, and Violin Spell Name Lvl Spell Name Detect Poison 5 Gestalt Natural Essence 5 Prying Eyes Spiritual Essence 6 Analyze Dweomer Comprehend Languages 6 True Seeing Detect Undead 7 Vision True Strike 8 Discern Location Arcane Eye

Divination

Enchantment
Harp and Pipes Lvl 5 5 7 8 8 Spell Name Feeblemind Loss of Breath Insanity Antipathy Binding Lvl 8 8 8 8 Spell Name Demand Mass Charm Ssera s Dance Sympathy

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Illusion

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Flute and Timbrel Lvl 1 1 1 1 2 4 Spell Name Change Self Color Spray Vyreel s Magical Aura Vyreel s Undetectable Aura Continual Flame Illusory Wall Lvl 4 5 6 7 7 8 Spell Name Phantasmal Killer Seeming Shades Mass Invisibility Simulacrum Screen

Lvl 0 0 1 1 1 1 2 2 2 2 3 3 3 3

Spell Name Disrupt Undead Inflict Minor Wounds Chill Touch Death Watch Inflict Light Wounds Ray of Enfeeblement Death Knell Ghoul Touch Inflict Moderate Wounds Spectral Hand Animate Dead Gentle Repose Halt Undead Inflict Serious Wounds

Lvl 3 3 4 4 4 4 5 5 6 6 7 7 8 8

Dulcimer Spell Name Speak with Dead Vampiric Touch Contagion Death Ward Inflict Critical Wounds Poison Circle of Doom Slay Living Create Undead Harm Destruction Greater Restoration Create Greater Undead Horrid Wilting

Necromancy

Lvl 0 1 1 1 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 5 5 5 5 5 5

Spell Name Energize Animate Rope Bolodo s Acidic Touch Burning Hands Enlarge Jump Reduce Shocking Grasp Spider Climb Alter Self Darkvision Endurance Knock Rope Trick Fly Secret Page Shape Darkness Shrink Item Water Breathing Bolodo s Acidic Rain Animal Growth Fabricate Horace s Icy Weapon Passwall Searing Weapon Stonework

Lvl 5 6 6 6 6 6 6 7 7 7 7 7 7 7 8 8 8 8 8 8

Oboe and Tabor Spell Name Telekinesis Deep Breath Disintegrate Stoneflesh Move Earth Shahara s Frigid Transformation Vyreel s Channeling Aventhale s Graceful Blessing Aventhale s Impenetrable Barrier Ethereal Jaunt Gho tal s Powerful Blessing Reverse Gravity Solidify Air Statue Elaine s Everlasting Evaporation Improved Haste Improved Searing Weapon Iron Body Mass Slow Polymorph Any Object

Transmutation

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Lvl 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 Spell Name Lvl Gentle Repose 5 Greater Magic Weapon 6 Halt Undead 6 Hold Person 6 Illusory Script 6 Invisibility Sphere 6 Major IMage 6 Nondetection 6 Phantom Steed 6 Secret Page 6 Shrink Item 6 Suggestion 6 Tongues 6 Vampiric Touch 6 Bestow Curse 6 Bolodo s Black Tentacles 6 Charm Monster 7 Confusion 7 Contagion 7 Detect Scrying 7 Emotion 7 Fear 7 Hallucinatory Terrain 7 Illusory Wall 7 Improved Invisibility 8 Lesser Geas 8 Locate Creature 8 Minor Creation 8 Phantasmal Killer 8 Remove Curse 8 Scrying 8 Animal Growth 8 Arumundi s Faithful 8 Hound 8 Dominate Person 8 Dream 8 Fabricate 9 False Vision 9 Feeblemind 9 Gestalt 9 Hold Monster 9 Major Creation Mirage Arcana Nightmare Passwall Permanency Persistent IMage Seeming Spell Name Sending Analyze Dweomer Antimagic Field Contingency Disintegrate Eyebite Geas/Quest Greater Dispelling Legend Lore Legend Lore Mislead Permanent IMage Programmed IMage Project IMage Veil Vyreel s Channeling Ethereal Jaunt Greater Scrying Insanity Mass Invisibility Reverse Gravity Sequester Spell Turning Vision Antipathy Binding Demand Discern Location Mass Charm Mind Blank Polymorph Any Object Power Word, Blind Screen Ssera s Dance Symbol Sympathy Dominate Monster Foresight Power Word, Kill Shapechange Weird

SORCERER/WIZARD SPELLS
Mages are the masters of spell-casting, casting all of the spells that are classified as Sorcerer and/or Wizard (Sor/Wiz) spells. They have access to (by far) the most spells and are the best at casting them. But even they have spells that are more apt and appropriate for them. This is defined by the outer sphere they have chosen. But, the vast majority of spells are those that all Mage s cast equally well. These are the non-sphere spells.

TABLE: SOR/WIZ SPELLS (NON-SPHERE)


Lvl 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Spell Name Lvl Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Mending Open/Close Prestidigitation Read Magic Alarm Animate Rope Cause Fear Change Self Charm Person Comprehend Languages Detect Secret Doors Detect Undead Enlarge Grease Hold Portal Hypnotism Identify Jump Magic Weapon Mount Ray of Enfeeblement Reduce Silent IMage Sleep Spider Climb True Strike Unseen Servant Ventriloquism 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 Spell Name Vyreel's Magical Aura Vyreel's Undetectable Aura Alter Self Arcane Lock Blindness/Deafness Blur Continual Flame Darkvision Detect Thoughts Ghoul Touch Glitterdust Hypnotic Pattern Invisibility Knock Levitate Locate Object Magic Mouth Minor IMage Mirror IMage Misdirection Obscure Object Rope Trick Scare See Invisibility Shatter Spectral Hand Ssera s Laughter Summon Swarm Web Clairaudience / Clairvoyance Dispel Magic Displacement Fly

MAGES WITHOUT SPHERES?


It is possible to play a Mage that never selects a sphere. These Mages cast spells just like any other. The only difference is that, while no sphere is chosen, all spells are considered to be normal. So, for example, before bonding with the Fire Sphere, a sphere-less Mage may cast Ray of Enfeeblement (no sphere), Shocking Grasp (Air Sphere), Mage Armor (Earth Sphere), Burning Hands (Fire Sphere), or Endure Elements (Water Sphere) each for a cost of 3 manna. However, after bonding with the fire sphere, the spells Ray of Enfeeblement, Shocking Grasp, Mage Armor all still cost 3 manna to cast. Burning Hands, as spell aligned with the Mage, is cast at the reduced cost of 2 manna. Enduring Elements, as a spell opposed to the Mage, has an increased cost of 6 manna.

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Force College
Lvl 0 0 1 1 2 2 3 3 4 4 Spell Name Lvl Force Missile Mage Hand Mage Armor Shield Protection from Arrows Ssera s Snake Sigil Explosive Runes Magic Vestment Gho tal s Sphere of Resilience Minor Globe of Invulnerability 5 5 6 6 7 7 8 8 9 9 Spell Name Telekinesis Wall of Force Globe of Invulnerability Repulsion Forcecage Gho tal s Sword Gho tal s Weightless Sphere Maze Imprisonment Temporal Stasis

OUTER SPHERES
The Outer Spheres are Air, Earth, Fire and Water. Each one has two colleges of magic that involve a grouping of 20 spells. The following pages detail the spells that fall under each of these eight colleges. Air and Earth are opposing spheres; Fire and Water are opposing spheres.

AIR SPHERE Air magi are called Aerii (singular: Aeris). They are all females. The Air Sphere deals with air (as an element) and electricity (lightning).
Air College
Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Amplify Sound Ghost Sound Feather Fall Message Whispering Wind Wind Wall Gaseous Form Gust of Wind Air Walk Shout Control Winds Lvl 5 6 6 7 7 8 8 9 9 Spell Name Loss of Breath Deep Breath Jet Stream Control Weather Solidify Air Aventhale s Abhorrent Vacuum Whirlwind Elemental Swarm (Air) Wail of the Banshee

FIRE SPHERE Fire magi are called Succendii (singular: Succendis). They are all males. The sphere deals with fire (as an element) and light/darkness.
Fire College
Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Illumination Ray of Flame Burning Hands Produce Flame Flaming Sphere Pyrotechnics Fireball Flame Arrow Fire Shield Wall of Fire Cone of Fire Lvl 5 6 6 7 7 8 8 9 9 Spell Name Searing Weapon Caroline s Burning Gaze Fire Seeds Delayed Blast Fireball Fire Storm Improved Searing Weapon Incendiary Cloud Elemental Swarm (Fire) Meteor Swarm

Electricity (Lightning) College


Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Lvl Energize Static Charge Expeditious Retreat Shocking Grasp Blink Cat s Grace Haste Lightning Bolt Aventhale s Draining Touch Burst of Initiative Shift 5 6 6 7 7 8 8 9 9 Spell Name Static Burst Chain Lightning Mass Haste Aventhale s Graceful Blessing Aventhale s Impenetrable Barrier Improved Haste Wall of Lightning Lightning Cast Timestop

Light and Darkness College


Lvl 0 0 1 1 2 2 3 3 4 4 Spell Name Flare Light Color Spray Light Missile Darkness Daylight Continual Light Shape Darkness Arcane Eye Rainbow Pattern Lvl 5 5 6 6 7 7 8 8 9 9 Spell Name Deeper Darkness Prying Eyes Continual Darkness True Seeing Power Word, Stun Prismatic Spray Prismatic Wall Sunburst Caroline s Searing Light Prismatic Sphere

EARTH SPHERE Earth magi are called Terrenii (singular: Terrenis). They are all males. The sphere deals with earth (as an element) and force.
Earth College
Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Arcane Mark Shards Erase Magic Stone Bull s Strength Endurance Keen Edge Slow Spike Stones Stoneskin Stonework Lvl 5 6 6 7 7 8 8 9 9 Spell Name Wall of Stone Move Earth Stoneflesh Gho tal s Powerful Blessing Statue Iron Body Mass Slow Earthquake Elemental Swarm (Earth)

NOTE ON ELEMENTAL SWARM: In the Umbragia campaign setting, this is four separate spells. These are Elemental Swarm (Air), Elemental Swarm (Earth), Elemental Swarm (Fire) and Elemental Swarm (Water). All arcane and divine spell casters must learn this spell once for each of the four elements they wish to be able to cast this spell with.
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UMBRAGIA: REALMS OF SHADOW WATER SPHERE


Water magi are called Aquafonii (singular: Aquafonis). They are all females. The sphere deals with water (as an element) and cold. Cold College
Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Lvl Ray of Frost Resistance Chill Touch Endure Elements Produce Ice Resist Elements Protection from Elements Sleet Storm Ice Storm Wall of Ice Cone of Cold 5 6 6 7 7 8 8 9 9 Spell Name Horace s Icy Weapon Shahara s Frigid Incantation Shahara s Frigid Transformation Icecage Simulacrum Frost Cloud Protection from Spells Frostbite Snowblind

VOLUME 3: LIBER VENEFICIUM WOOD (NATURE) SPHERE Wood (Nature) magi are called either IngenTerrenii (males) or Ingen-Aquafonii (females). They are magi that have advanced from either the Earth or Water spheres. The Nature Sphere deals in worldly matters.
Wood (Nature) College
Lvl 0 1 2 3 4 Spell Name Lvl Natural Essence Summon Nature s Ally I Summon Nature s Ally II Summon Nature s Ally III Summon Nature s Ally IV 5 6 7 8 9 Spell Name Summon Nature s Ally V Summon Nature s Ally VI Summon Nature s Ally VII Summon Nature s Ally VIII Summon Nature s Ally IX

Water College
Lvl 0 0 1 1 2 2 3 3 4 4 5 Spell Name Lvl Bolodo s Acidic Stream Create Water Bolodo s Acidic Touch Obscuring Mist Bolodo s Acidic Arrow Fog Cloud Stinking Cloud Water Breathing Bolodo s Acidic Rain Solid Fog Mind Fog 5 6 6 7 7 8 8 9 9 Spell Name Cloudkill Acid Fog Control Water Wall of Water Bolodo s Acidic Wall Elaine s Everlasting Evaporation Horrid Wilting Water of Life Elemental Swarm (Water)

SHADOW SPHERE Shadow magi, called Umbrii (singular: Umbris) no matter what sphere they advanced from, deal with the direct effects of magic. Some claim that they have become magic items of a sort living enchantments. As it states above, the spells of the Shadow Sphere are all spells that cannot be learned or cast at all unless the Mage has taken this sphere as a feat.
Shadow College
Lvl 4 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 6 6 7 7 Spell Name Lvl Dimension Door Dimensional Anchor Enervation Polymorph Other Polymorph Self Shadow Conjuration Animate Dead Dismissal Greater Shadow Conjuration Lesser Planar Binding Magic Jar Shadow Evocation Teleport Circle of Death Greater Shadow Evocation Guards and Wards Planar Binding Shades Banishment Control Undead 7 7 7 7 7 7 7 7 8 8 8 8 9 9 9 9 9 9 9 9 9 Spell Level Finger of Death Limited Wish Phase Door Plane Shift Shadow Walk Teleport without Error Vanish Wanda's Instant Summons Clone Etherealness Greater Planar Binding Trap the Soul Astral Projection Aventhale s Disjunction Energy Drain Freedom Gate Refuge Soul Bind Teleportation Circle Wish

INNER SPHERES
The Inner Spheres are Spirit, Wood (Nature) and Shadow (although the Shadow sphere is a bit of a special case). Spirit and Nature are much like the Outer Spheres they oppose each other (and some of the Outer Spheres) and they have a set of spells that are associated with them. Shadow, on the other hand, is a bit different. Where spells that are in an opposing sphere can be learned and cast (albeit with a bit more manna in the process), the spells that are within the Shadow sphere cannot be learned or cast at all unless you have the sphere.

SPIRIT SPHERE Spirit magi are called either FeroxSuccendii (males) or Ferox-Aerii (females). They are magi that have advanced from either the Air or Fire spheres. The Spirit Sphere deals in otherworldly matters.
Spirit College
Lvl 0 1 2 3 4 Spell Name Lvl Spiritual Essence Summon Monster I Summon Monster II Summon Monster III Summon Monster IV 5 6 7 8 9 Spell Name Summon Monster V Summon Monster VI Summon Monster VII Summon Monster VIII Summon Monster IX

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If the damage caused to an interposing barrier shatters or breaks through it, the vacuum may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Once the air is gone, if the area has not been sealed in some way (such as bottle), then the air around the area of effect will suddenly rush back in the following round. This pressurization will deal 1d6 damage per caster level (maximum 10d6) to all objects and creatures in the area. If the area is sealed, then the air will not come rushing back in however, the area is still devoid of air and standard suffocation may begin to take place. A saving throw is allowed for both the depressurization and the pressurization stages of the spell. In the first stage, a successful save means that the individual will take only half damage; a failed save will result in full damage. In the second stage of the spell, if the character failed to save in the first stage, then the second save is the same as the first; if they did save, however, then they will take half damage if they fail to save the second stage; no damage if they do save in the second stage. Arcane Material: Pinch of powder ground from an eagle s beak.

NEW ARCANE SPELLS


Umbragia does have a few spells that are unique to the setting. The following pages contain spells that are introduced to the setting in this book or are modified from existing spells.

AMPLIFY SOUND Transmutation [Air] Level: Brd 0, Sor/Wiz 0 Components: S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: A single point in space Duration: 1 minute Saving Throw: None Spell Resistance: Yes (harmless) You are able to hear all sounds as if you were standing at the target location; you no longer hear things from your current location. All normal listen checks and so forth apply. ARUMUNDI S FAITHFUL HOUND
Conjuration (Creation) This spell is a renamed version of Mord s Faithful Hound from Core Rulebook I.

AVENTHALE S ABHORRENT VACUUM Evocation [Air] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: 20 ft. radius Duration: Instantaneous (see below) Saving Throw: Reflex halves (see below) Spell Resistance: Yes Aventhale s Abhorrent Vacuum spell is a zone of vacuum that suddenly depressurizes an area and deals 1d6 points of air damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects generally take no damage; all flames are instantly extinguished. Fragile structures that suddenly find themselves devoid of air may be crushed by the negative pressure caused by the vacuum. The character points a finger and determines the range (distance and height) at which the vacuum is to form. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into sheer nothingness at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

AVENTHALE S DISJUNCTION Abjuration This spell is a renamed version of Mord s Disjunction from Core Rulebook I. AVENTHALE S DRAINING TOUCH Conjuration [Electricity] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: See below Saving Throw: Fortitude negates Spell Resistance: Yes The caster drains from the target life energy, paralyzing a single creature for 1d4 rounds with a successful melee touch attack. Additionally, the paralyzed subject loses 1d6 hit points per 2 caster levels (max 10d6) while the caster gains 50% of this loss as temporary hit points.
Arcane Material: 10gp worth of platinum shavings.

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UMBRAGIA: REALMS OF SHADOW AVENTHALE S GRACEFUL BLESSING Transmutation [Electricity] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As Cat s Grace, except that the bonus is +1 Dexterity per 2 caster levels (maximum +10).
Arcane Material: A few hairs from a cheetah.

VOLUME 3: LIBER VENEFICIUM BOLODO S ACIDIC RAIN Transmutation [Acid, Water] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Area: 100 ft. +10 ft./level radius (30 ft. high) Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes Bolodo s Acidic Rain will cause it to gently rain acid. This is a corrosive rain that deals 1 point of acid damage per minute to every object and creature in the area. Creatures and objects with damage reduction (DR) from object hardness, magical armor, etc. will find that their DR is slowly eroded with continuous exposure. For every 10 minutes exposure, plus 10 minutes per +1 required to bypass the DR, the effective DR of the object is reduced by 1 point. Resistance (acid) will not be eroded in this manner. For example, if an object has a hardness of 10, then it will have its hardness reduced by 1 point for every 10 minutes it is exposed to the acidic rain. A suite of enchanted armor, however, with a damage reduction of 10/+5 will have its DR reduced by 1 for every hour (10 minutes + 5x10 minutes) of exposure.
Arcane Material: Black Dragon Blood, worth 500 gold pieces.

AVENTHALE S IMPENETRABLE BARRIER Transmutation [Electricity] Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of the spell becomes an impenetrable barrier of blinding speed. The subject exerts an area of control that extends in a 25 ft. radius plus 5 ft. per 2 levels around the subject (plus the reach of any weapon they are carrying). The subject may not leave their current spot (they are considered as occupying the entire area of their zone of control). Anything that can attack any space within the area of the subject s control may attempt an attack on the subject. The subject may attack as normal, but may not move. This results in the ability to make every attack a full attack. The subject may attack any target that is within range of their zone of control. Further, the subject may make an attack of opportunity on every creature that attempts to enter, move through, or leave their zone of control. These attacks are also considered full attacks. While under the effects of the spell, the subject receives a +4 haste bonus to Armor Class.
Arcane Material: A perfect diamond worth 1000gp.

BOLODO S ACIDIC STREAM Conjuration (Creation) [Acid, Water] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A stream (treat this as a standard ray spell) of acidic liquid projects from the character's pointing finger. The character must succeed at a ranged touch attack with the stream (ray) to deal damage to a target. The ray deals 1d3 points of acid damage.

BOLODO S ACIDIC ARROW Conjuration (Creation) [Acid, Water] This spell is a renamed version of Melf s Acid Arrow from Core Rulebook I.

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UMBRAGIA: REALMS OF SHADOW BOLODO S ACIDIC TOUCH Transmutation [Acid, Water] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (object) This spell transforms the natural sweat and oils on the skin of the casters hand into a powerful and corrosive acid. The character's successful melee touch attack deals 2d4 points of acid damage +1 point of acid damage per caster level (maximum +20). BOLODO S ACIDIC WALL Evocation [Acid, Water] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Thin wall of acid up to 20 ft. long/caster level or a ring-shaped wall of acid with a radius of up to 5 ft./two caster levels; either form 20 ft. high Duration: Concentration +1 round/level Saving Throw: See text Spell Resistance: Yes An immobile, 6-in. thick, black, murky wall of acid springs into existence. Anything that comes into contact with the wall (either in the same space as the edge or passing through) suffers 2d6 points of acid damage, +1 point of acid damage per caster level. If the character evokes the wall so that it appears where creatures are, each creature takes damage as if they were passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. The wall can be created flat on the ground so that it creates a sheet of acidinstead of an actual wall. This will create an area of acid 20 ft. wide for as long as the wall would normally be and 6-in. deep. This will hold its shape (just as the wall version would). Those standing in the area will take damage as normal for passing through the wall.
Arcane Material: A vial of formic acid.

VOLUME 3: LIBER VENEFICIUM BURST OF INITIATIVE Transmutation [Electricity] Level: Brd 4, Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Subjects all receive a +1d10 enhancement bonus to their initiative. If they are currently in combat, they add this bonus to their current initiative scores. This bonus is applied in the round following the one in which the spell is cast. Note: the Bard version of this spell does not have the [Electricity] descriptor. CAROLINE S BURNING GAZE Enchantment (Compulsion) [Mind-Effecting, Fire] Level: Brd 6, Sor/Wiz 6 Components: V Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Concentration (D) Saving Throw: See text Spell Resistance: Yes By meeting the gaze of the subject and invoking a short incantation, the caster holds the subject as per the spell Hold Monster. The subject may save vs. Will in the first round and break the spell completely (negating the effects). If the subject fails their save, then the spell will continue to hold them. The caster can keep the spell going for as long as they can maintain concentration. Each round, the subject may attempt another Will save to break the lock Caroline s Burning Gaze has on them. If they are successful, then the spell is broken, and they will take half damage from the spell. Once the spell is broken, the subject suddenly takes on a very high fever, taking 1d6 fire damage per round that the caster held them (half damage if the spell was broken by a successful Will save). For every 6 rolled on the damage dice, the subject takes 1 point of Constitution damage.

BOLODO S BLACK TENTACLES Conjuration (Creation) This spell is a renamed version of Evard s Black Tentacles from Core Rulebook I.

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UMBRAGIA: REALMS OF SHADOW CAROLINE S SEARING LIGHT Evocation [Light] Level: Sor/Wiz 9 Components: V, S, XP Casting Time: 1 action Range: Unlimited Target: 1 creature Duration: Until discharged Saving Throw: Reflex halves Spell Resistance: No A pulsing globe of cool-blue light appears above the caster s cupped hands. The caster then speaks the name of the target that the light will be seeking and spends the XP they wish to expend into the spell. The light then begins flying towards the target at 100 mph. It flies with perfect control and can reach an altitude of 250 ft. above the ground. It cannot pass through physical barriers, but will intelligently seek out alternate routes around such barriers to reach the target and will impact a given barrier to destroy it if there is no alternate route. It cannot leave the plane in which it was cast. Depending upon the target s location when the spell was cast, it will take some time for the light to reach them.
As long as the target is on the same plane of existence as the caster, the globe of light will find them. If the target is not on the same plane of existence, the globe of light will travel to the point they were last on the plane and impact there. If anyone is standing in that place at the time, they will be struck with the light. If the original target returns to the plane while the globe is in transit, the light will change course and seek them out. If the target is dead, the light will seek out their dead body (or its remains) and impact there. Again, if anyone is standing at that point, they will be struck with the globe of light. The target is allowed a Reflex save to halve the damage done. The missile will strike true even if the target is in melee or has anything short of total cover or concealment. If the globe is prevented from striking its target, it will impact as close as it can reasonably get. Upon impact, the globe of light deals 1d4 points of light damage per caster level plus 1 point of light damage per 5 XP spent by the caster to everything within a 20 ft. radius of the point of impact. If the target happens to be undead, this damage is doubled. The minimum cost of this spell is 100 XP.

VOLUME 3: LIBER VENEFICIUM CONE OF FIRE Evocation [Fire] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: Instantaneous Saving Throw: Reflex halves Spell Resistance: Yes Cone of Fire creates an area of extreme heat, originating at the character's hand and extending outward in a cone. It causes 1d6 points of fire damage/level (maximum 15d6).
Arcane Material: A pinch of sulfur.

CONTINUAL DARKNESS Evocation [Darkness] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Object Touched Duration: 1 week/level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (flare, light, dancing lights). Continual Darkness and the spell Continual Light cancel each other, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells are not affected by Continual Darkness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell s effects are blocked until the covering is removed. Continual Darkness counters or dispels any light spell of equal or lower level.
Arcane Material: a pinch of coal dust.

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UMBRAGIA: REALMS OF SHADOW CONTINUAL LIGHT


Evocation [Light] Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Object Touched Duration: 1 week/level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding light in a 20-foot radius from the point the character touches. The effect is immobile, but it can be cast on a movable object. Continual Light taken into an area of magical darkness does not function. Arcane Material: A pinch of ground pearl.

VOLUME 3: LIBER VENEFICIUM ELEMENTAL SWARM (WATER) Conjuration (Summoning) [Air] This spell is the spell Elemental Swarm from Core Rulebook I with the limitation that the creature must be from the plane of Water. ENERGIZE Transmutation [Electricity] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Touch Target: Object touched Duration: Until discharged Saving Throw: None Spell Resistance: Yes The object is imbued with electrical energy. The first creature to touch the object releases the energy and receives 1d4 electrical damage. The object energized must be small or smaller. ELAINE S EVERLASTING EVAPORATION Transmutation [Water] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/2 levels Duration: Permanent Saving Throw: Will negates (see text) Spell Resistance: Yes Elaine s Everlasting Evaporation is treated as a curse. It can be removed with a Break Enchantment, Miracle, Remove Curse or Wish spell. Break Enchantment and Remove Curse both have a 50% chance of failure and may only be attempted once. Those subject to this spell become severely dehydrated. They require more fluids to sustain themselves, but this is generally mild. After two weeks, they require twice the normal amount of fluids to sustain themselves; after three weeks they need three times the normal amount; after four weeks, four times and so on (see Core Rulebook II, page 86). The subjects will suffer 1d6 points of subdual damage each day that they drink at least 50% of their fluid requirements without getting the entire allotment; this becomes 1d12 points of subdual damage if they get less than 50% of their allotment. If the subject has no water at all, all effects for a lack of water are multiplied by the current allotment multiplier. If Elaine s Everlasting Evaporation is cast upon a marine creature, treat the subject as though the spell Finger of Death is cast upon them once per week per allotment multiplier.
Arcane Material: a small pouch of desert sand.

DEEP BREATH Transmutation [Air] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Subject feels refreshed and revitalized. This will stabilize a creature that is below zero hit points instantly. The target receives any two of the following benefits (caster s choice, the same benefit may not be taken twice):
+1d4 enhancement bonus to Constitution +1d4 enhancement bonus to Dexterity +1d8 temporary hit points +10 ft. speed

Arcane Material: Hairs from the tail of stallion.

ELEMENTAL SWARM (AIR) Conjuration (Summoning) [Air] This spell is the spell Elemental Swarm from Core Rulebook I with the limitation that the creature must be from the plane of Air. ELEMENTAL SWARM (EARTH) Conjuration (Summoning) [Air] This spell is the spell Elemental Swarm from Core Rulebook I with the limitation that the creature must be from the plane of Earth. ELEMENTAL SWARM (FIRE) Conjuration (Summoning) [Air] This spell is the spell Elemental Swarm from Core Rulebook I with the limitation that the creature must be from the plane of Fire.

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UMBRAGIA: REALMS OF SHADOW FORCE MISSILE


Evocation [Force] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: 1 creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d3 point of damage. Force Missile is affected by all spells that affect Magic Missile. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell.

VOLUME 3: LIBER VENEFICIUM


character can make the cloud (actually its point of origin) move up to 60 feet each round. Any portion of the cloud that would extend beyond the character's maximum range dissipates harmlessly, reducing the remainder s spread thereafter. As with fog cloud, wind disperses the effects; however, frost cloud can be cast underwater. When cast underwater, the frost cloud is a 15 ft radius sphere dealing 4d6 cold damage, plus 4d6 additional damage from the large chunks of swirling ice each round. The underwater frost cloud moves away from the character at 5 feet per round, and by concentrating, can be made to move up to 30 feet each round.

GESTALT Divination This spell is a renamed version of Rary s Telepathic Bond from Core Rulebook I. GHO TAL S POWERFUL BLESSING Transmutation [Earth] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Target: creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As Bull s Strength, except that the bonus is +1 Strength per 2 caster levels (maximum +10).
Arcane Material: A few drops of blood from a fallen Titan.

FROSTBITE Evocation [Cold] Level: Sor/Wiz 9 Components: V, S Casting Time: 1 action Range: Touch Targets: Creature touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes With a simple touch attack, the creature touched is instantly frozen solid and has all of their living energy drained from them. It is instantly slain. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead sustains 1d6 points of cold damage per caster level. FROST CLOUD Conjuration (creation) [Cold] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads 30 ft. wide and 20 ft. high Duration: 1 round/level Saving Throw: Reflex halves (see text) Spell Resistance: Yes (see text) An frost cloud spell creates a cloud of swirling ice and snow shot through with super-cooled air. The effect obscures all sight as a fog cloud does. In addition, the super-cooled air within the cloud deals 4d6 points of cold damage to everything within it each round (half damage on a successful Reflex save). As with a cloudkill spell, the frost cloud moves away from the character at 10 feet per round. Figure out the frost cloud s new spread each round based on its new point of origin, 10 feet farther away from where the character was when the character cast the spell. By concentrating, the
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GHO TAL S SWORD Evocation [Force] This spell is a renamed version of Mord s Sword from Core Rulebook I. GHO TAL S WEIGHTLESS SPHERE Evocation [Force] This spell is a renamed version of Otiluke s Telekinetic Sphere from Core Rulebook I. HORACE S ICY WEAPON Transmutation [Cold] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon Touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Horace s Icy Weapon allows the weapon to deal a bonus of +1 cold damage per level (maximum +15).

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Evocation [Cold] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Weapon Touched Area: Barred Cage 40 ft. cube or windowless cell 20 ft. cube Saving Throw: None Spell Resistance: No This powerful spell brings into being an immobile cubical prison with bars or solid walls of ice (the caster s choice). Creatures within the area are caught and contained unless they are too big to fit inside or can pass through the slits in the barred cage. All spells and breath weapons can pass through the gaps in the bars.
Barred Cage: The barred cage is a 40-foot cube constructed from bands of ice. The bands are a half-inch thick with half-inch gaps (see Wall of Ice for stats on the bars). Windowless Cell : The cell is a 20-foot hollow cube. Treat each side as a separate Wall of Ice spell for all purposes.

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On his turn, the subject may take an extra full action. He gains a +8 haste bonus to Armor Class. He loses this bonus whenever he would lose a dodge bonus. He can jump twice as far as normal. This increase counts as an enhancement bonus. Improved Haste dispels and counters slow. Arcane Material: a mixture of cheetah s blood and mandrake root (worth 50 gp).

Arcane Material: An opal worth 500 gold pieces, consumed when the spell is cast.

IMPROVED SEARING WEAPON Transmutation [Fire] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon Touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Improved Searing Weapon allows the weapon to deal +10 fire damage, +1 fire damage per 2 levels and ignore 10 points of Damage Reduction, +1 point of Damage Reduction per 2 levels on a successful hit. JET STREAM Evocation [Air] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Effect: Cone of Wind emanating out from you to the extreme of the range Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes This spell creates a strong blast of air that originates from the character and moves in the direction the character is facing. The gust of wind is extremely powerful. It will do 1d4 points of damage per round to all creatures and objects within the area of effect. A successful Fortitude save (each round) negates this damage. All objects of medium size or smaller will also be pushed back 10 ft. per round (5 ft. per round if they made their save) that the blast is hitting them. The force of this gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 90% chance to extinguish these lights. Creatures caught in the area may be affected. A Jet Stream can do anything a sudden blast of extremely violent wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of the range.

ILLUMINATION
Transmutation [Fire] Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: one creature or object Duration: 1 minute Saving Throw: None Spell Resistance: Yes The subject becomes a beacon for ranged attacks. All ranges attacks targeting the subject receive a +1 illumination bonus per 4 levels (maximum +3) to hit. Anytime a ranged attack passes within 10 ft. of the subject, there is a 1% chance per caster level that the ranged attack will target the subject instead. Arcane Material: an arrowhead.

IMPROVED HASTE Transmutation [Electricity] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: one creature Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.

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UMBRAGIA: REALMS OF SHADOW LIGHT MISSILE


Evocation [Light] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./levels) Targets: Up to five creatures, no two of which can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: No Spell Resistance: Yes A missile of searing light flashes forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell. For every three levels of experience the character gains an additional light missile. The character has two at 3rd level, three at 6th level, four at 9th level, and the maximum of five missiles at 12th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures. A single missile can strike only one creature. The character must designate targets before the character rolls for SR or roll damage. Light Missile cannot penetrate into a zone of magical darkness.

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For example, a Mage casts Lightning Cast and wraps 5 spells into it. The spells are a 4th level spell, a 3rd level spell, a 2nd level spell and two 1st level spells. This costs the manna for one 9th level spell (or uses one 9th level spell slot) and costs the caster a total of (600 + 150 + 50 + [2x25]) 850 XP to do so.

LOSS OF BREATH Enchantment [Air] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Special Saving Throw: Fortitude negates (see text) Spell Resistance: Yes Target cannot breathe. Each round they may make a Fort save to end the effects of this spell. While affected, they may take no actions of any kind. Each failed save results in 1d4 points of subdual damage. An unconscious victim takes real damage instead of subdual damage.
Arcane Material: a piece of rope twisted into a noose.

LIGHTNING CAST Universal [Electricity] Level: Sor/Wiz 9 Components: V, S, XP Casting Time: 1 action Range: See text Target: See text Duration: See text Saving Throw: See text Spell Resistance: See text The caster casts up to 5 spells simultaneously. The caster may only cast spells they could cast otherwise. Lightning Cast cannot have any Metamagic feats applied to it, nor can any of the underlying spells. The underlying spells cost no manna individually; they are paid for with the casting of the Lightning Cast itself. The underlying spells Material components are ignored; XP costs for those spells must be paid in addition to the XP costs listed below. Lightning Cast cannot be used to cast spells greater than 5th level. The XP cost of Lightning Cast is dependent upon the underlying spells wrapped within it. Each wrapped spell has an XP cost associated with it as follows:
Level Cost Level Cantrip 25 XP st 1 level 25 XP nd 2 level 50 XP rd 3 level 150 XP RELEASE 1.0.0 Cost 4 level 600 XP th 5 level 3000 XP th 6 level + cannot be cast
th

MASS SLOW Transmutation [Earth] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: 50 Hit Dice of creatures/level, all of which must be within range of the spell caster Duration: 1 round/level Saving Throw: Will negates (see text) Spell Resistance: Yes As Slow, except that it affects more creatures over a larger area.
Arcane Material: a mixture of dragon turtle s blood and mandrake root (worth 50 gp).

NATURAL ESSENCE Divination [Nature] Level: Sor/Wiz 0 Components: V Casting Time: 1 action Range: Personal Effect: Skill bonus for 1 physical skill Duration: 2 minutes Saving Throw: No Spell Resistance: No The caster gains a +2 divination bonus to any one skill that uses Strength, Dexterity, or Constitution as its base ability.

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UMBRAGIA: REALMS OF SHADOW PRODUCE ICE Conjuration (creation) [Cold] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Touch Effect: Frozen water vapors appear in caster s hand Duration: See text Saving Throw: None Spell Resistance: Yes Water vapor in the air freezes forming ice within the caster s hand. The character can hurl them at her/his enemies, or use them for other purposes (even to provide the character with water, if needed). Other uses of the produced ice are up to the imagination of the caster. The effects of thrown ice depend upon the form the ice takes (caster s choice at time of spell casting).
Snowballs: the spell generates a pile of 4 snowballs per caster level at the caster s feet. Each is about 3in diameter and well balanced (treat them as simple weapons with a 10 ft. range increment). On a successful hit, the snowball deals 1d2 points of subdual damage (x2 critical) plus 1 point of cold damage per 4 caster levels. Ice-balls: the spell generates a pile of 1 ice-ball per caster level at the caster s feet. Each is about 3 in diameter and well balanced (treat them as simple weapons with a 10 ft. range increment). On a successful hit, the ice-ball deals 1d4 points of damage (x2 critical) plus 1 point of cold damage per 2 caster levels. Icicle: the spell generates a long shaft of ice with pointed tips. Treat this as a javelin or a short-spear (caster s choice) that deals an additional 1 point of cold damage per caster level. The weapon is not sturdy enough to be used for more than 1 attack in melee. In addition to these effects, it can be used to produce other shapes and such that ice could reasonable come in (ice cubes, an ice mirror, etc.) at the judgment of the game master. The local conditions will determine how long the effects of the spell remain intact; however, the additional cold damage of the three offensive effects is a magical effect that lasts 1 round per caster level. The caster does not need to be the one to throw the ice-weapons created via this spell.

VOLUME 3: LIBER VENEFICIUM RAY OF FLAME Conjuration (Creation) [Fire] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ray of super-heated air and blue-white flame projects from the character's pointing finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage. Although it will damage objects, it is not existent long enough to ignite fires to anything less than highly combustible materials. SEARING WEAPON Transmutation [Fire] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon Touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Searing Weapon allows the weapon to deal a bonus of +1 fire damage per 2 levels (maximum +10) and ignore 1 point of Damage Reduction per 2 levels (maximum 10) on a successful hit. SHAHARA S FRIGID INCANTATION Evocation [Cold] This spell is a renamed version of Otyluke s Freezing Sphere from Core Rulebook I. SHAHARA S FRIGID TRANSFORMATION Transmutation [Cold] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature Touched Duration: 1 round/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The caster may only perform partial actions, must remain within 50 ft. of the target and cannot cast spells (even from magic items) while this spell remains in effect. If any of these conditions is violated, then the spell discharges immediately. The target is filled with a sudden calm (this will cancel a barbarian rage immediately). Their skin turns an ice-blue color. In addition to the effects below, the target receives a

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+5 Resistance versus Fire or Cold based attacks. For each level of the caster, the target gains: +1d4 temporary hit points +1 ice armor bonus to Armor Class +1 ice armor bonus to Damage Reduction +1 Strength enhancement bonus +1 Constitution enhancement bonus

VOLUME 3: LIBER VENEFICIUM SHIFT Transmutation [Electricity, Teleportation] Level: Brd 5, Sor/Wiz 5 Components: V Casting Time: 1 action Range: Personal Target: You and up to 10 lbs./level in equipment Duration: Instantaneous Saving Throw: None Spell Resistance: No An arc of electrical energy carries you instantly from your current location to one of your choosing up to 10 ft./level away. If this space is already occupied, you will appear in the nearest empty space, taking 1d6 points of damage per 5 ft. of distance between the intended location and the final destination. Note: The Bard version of this spell uses an arc of sparkling light, and does not have the [Electricity] descriptor. SNOWBLIND Evocation [Cold] Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Cone Duration: Instantaneous Saving Throw: Fortitude halves Spell Resistance: Yes Snowblind causes a cone of extreme cold to extend from the caster s extended hand out to the range of the spell. All creatures in the cone are blinded and are dealt 3d6 points of cold damage. A successful Fortitude save reduces the damage by half. The blindness cannot be saved against. 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 attackersattack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength and Dexterity based skills. Creatures who are vulnerable to cold take double damage; additionally, the spell deals double damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures.
Arcane Material: the ground tooth of a snow-drake (100 gold pieces value).

Arcane Material: six ounce solution of salt-water and diamond dust (50 gold piece value).

SHAPE DARKNESS Transmutation [Darkness] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 5 ft. radius/level (see text) Duration: 1 round/level (see text) Saving Throw: None (see text) Spell Resistance: No (see text) The caster may reshape and manipulate any number of shadows within the area of effect. For normal shadows this can be reshaping them into any shape desired to mimic the shadow cast by any object or creature. The shadows can be coalesced into a two-dimensional animated shadow. This shadow has no substance and cannot cause any real harm or interact with physical objects in any way. Some incorporeal creatures are affected by the spell (all those of type Incorporeal, Shadow ). The spell may be cast upon them with a range of Close (25 ft. + 5 ft./2 levels); this acts as either a Cure or Cause Major Wounds spell for these creatures. Normal saves for those spells apply. SHARDS Conjuration (Creation) [Earth] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A jet (treat this as a ray) of miniscule crystalline particles projects from the character's pointing finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of impact (earth) damage.

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UMBRAGIA: REALMS OF SHADOW SOLIDIFY AIR


Transmutation [Air] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: An area up to 25 ft. squared/level Duration: 1 minute/level (D) Saving Throw: Fort negates (see below) Spell Resistance: Yes The volume of Solidified Air acts much like a wall. Each 5ft. by 5ft. square it affects solidifies the air from floor to ceiling to a maximum height of 20 ft. The area (which must be a single, solid area) cannot move; it has 2 Hit Point per square ft. (each square that it occupies grants it 50 hit points); it has hardness equal to the caster s level. Spells and breath weapons cannot pass through the area in either direction but they can damage the area. Each 50 points of damage will remove the effect from 1 square of effect. Dimension door, teleport, and similar effects can bypass the barrier. The caster can choose to make the wall either translucent or opaque; gaze attacks can operate through the area if it is translucent, but cannot if it is opaque. Creatures that are trapped within the solidified air may make a Fortitude save to avoid the effects of the spell. If they succeed, then the area (squares they are standing upon) and all of the adjacent squares will not solidify. If they fail this save, then they are caught in a zone of solidified air and cannot breathe or move or take any action of any kind. Arcane Material: A feather from a flightless bird

VOLUME 3: LIBER VENEFICIUM SSERA S SNAKE SIGIL Conjuration (Creation) [Force] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One touched book or written work Duration: Permanent or until discharged; 1d10 hours +1 hour/level (max +10, see text) Saving Throw: Reflex negates Spell Resistance: No This spell is a renamed and slightly altered version of Sepia Snake Sigil from Core Rulebook I. When the character casts Ssera s snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. When this symbol is read, the snake springs into being and strikes at the nearest living creature (not the caster). The target is entitled to a save to evade the snake s strike. If it succeeds, the snake dissipates in a flash of brown light, a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at the caster s command or when 1d10 hours +1 hour per caster level (maximum +10) have elapsed. While trapped in the amber field of force, the subject does not breathe, grow hungry, sleep, or regain spells. He is preserved in a state of suspended animation, unaware of his surroundings. He can be damaged by outside forces (and perhaps even killed), since the field provides him with no protection against physical injury. However, if he is reduced to 1 to 9 hit points, he does not lose hit points or stabilize until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Arcane Material: Inks worth at least 100 gp.

SPIRITUAL ESSENCE Divination [Spirit] Level: Sor/Wiz 0 Components: V Casting Time: 1 action Range: Personal Effect: Skill bonus for 1 mental skill Duration: 2 minutes Saving Throw: No Spell Resistance: No The caster gains a +2 divination bonus to any one skill that uses Intelligence, Wisdom or Charisma as its base ability. SSERA S DANCE Enchantment (Compulsion) [Mind-Affecting] This spell is a renamed version of Otto s Irresistible Dance from Core Rulebook I. SSERA S LAUGHTER Enchantment (Compulsion) This spell is a renamed version of Tasha s Hideous Laughter from Core Rulebook I.
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STATIC BURST Evocation [Electricity] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Creates several balls of electrical energy Duration: 1 minute/level Saving Throw: Reflex halves Spell Resistance: Yes Erupting around the caster is 1 static bust ball/2 caster levels (maximum 8). Each will appear in a random square around the caster (use the diagram on page 138 of Core Rulebook I to determine the location of each burst around the caster). No more than 1 static burst ball can occupy a single square.
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Each round the static burst balls will begin moving at a rate of 30 ft. directly away from the caster and will continue in that direction as long as possible. If they encounter a solid (non-living) barrier including another static burst ball, they will bounce off in a random direction. If they ever move to a point that is beyond the maximum range of the spell, they will dissipate into nothingness. The static burst balls all move on the casters turn (before the caster); the caster chooses the relative order in which they move. Each static burst ball that comes in contact with a living subject will do 1d4 electrical damage/4 caster levels (maximum 5d4). The subject is allowed a reflex save to take half damage. Arcane Material: a single scale from a lightning-drake.

VOLUME 3: LIBER VENEFICIUM STONEWORK Transmutation [Earth] Level: Drd 4, Earth 3, Sor/Wiz 5 Components: V, S, M/DF Casting Time: see text Range: See text Target: See text Duration: See text Saving Throw: See text Spell Resistance: See text This is the universal stone-working spell. It can be used to duplicate the effects of Casting Time, Range, Target, Duration, Saving Throw, Spell Resistance and complete Spell description of any of the following spells:
Stone Shape Transmute Mud to Rock Transmute Rock to Mud

STATIC SHARGE Conjuration (Creation) [Electricity] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ray of crackling static energy projects from the character's pointing finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage. STONEFLESH Transmutation [Earth] Level: Sor/Wiz 6 Components: V, S, M Casting Time: see text Range: See text Target: See text Duration: See text Saving Throw: See text Spell Resistance: See text This is the universal Stone-Flesh spell. It can be used to duplicate the effects of Casting Time, Range, Target, Duration, Saving Throw, Spell Resistance and complete Spell description of any of the following spells:
Flesh to Stone Stone to Flesh

VYREEL S MAGICAL AURA Illusion (Glamer) This spell is a renamed version of Nystul s Magic Aura from Core Rulebook I. VYREEL S CHANNELING Trasmutation This spell is a renamed version of Tenser s Tranformation from Core Rulebook I. VYREEL S UNDETECTABLE AURA Illusion (Glamer) This spell is a renamed version of Nystul s Undetectable Aura from Core Rulebook I. WALL OF LIGHTNING Evocation [Electricity] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Crackling wall of shifting electrical energy up to 20 ft. long/caster level; 20 ft. high. Duration: Concentration + 1 round/level Saving Throw: See text Spell Resistance: Yes An immobile, multi-hued curtain of violent electrical charges springs into existence. One side of the wall, selected by the caster, sends forth waves of electricity, dealing 2d4 points of electricity damage to creatures within 10 feet and 1d4 points of electricity damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of electricity damage +1 point of electricity damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to anyone wearing metal armor or carrying large amounts of metal. If
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the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the charged side of the wall, it takes 2d4 points of damage, as normal.) Each round of concentration, the caster may select one 5 ft. section of the wall and have it discharge a bolt of energy that acts exactly like a Lightning Bolt spell had been cast from that point. This bolt must be fired from the charged side of the wall and must move directly away from the surface of the wall itself. Arcane Material: the ground tooth of a lightning-drake (100 gold pieces value).

VOLUME 3: LIBER VENEFICIUM WANDA S INSTANT SUMMONS Conjuration (Summoning) This spell is a renamed version of Drawmij s Instant Summons from Core Rulebook I. WATER OF LIFE Transmutation [Healing, Water] Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 hour Range: Touch Effect: Imbues 1 gal./caster level water with life energy Duration: 1 day Saving Throw: No Spell Resistance: No Water of Life transforms ordinary water into a healing elixir. Each creature that drinks a pint (there are 8 pints in a gallon) before the duration has been exceeded is treated as though they had just been effected with a Cure Critical Wounds spell. Drinking more than one pint of Water of Lifeper day has no additional effect.
Arcane Material: a water rune cast in silver (50 gold pieces value).

WALL OF WATER Evocation [Water] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Torrential wall of shifting water up to 20 ft. long/caster level; 20 ft. high. Duration: Concentration + 1 round/level Saving Throw: See text Spell Resistance: Yes An immobile, torrential curtain of water springs into existence. One side of the wall, selected by the caster, churns forth a continuous wave of fog that expands away from the wall, forming a rectangular zone of effect. Depending upon the type of fog generated by the wall, the rate at which the area expands from the wall will be different. Treat this fog as having the same effects as the following spells (rate of expansion in parenthesis):
Obscuring Mist Fog Cloud Stinking Cloud Solid Fog Cloudkill Acid Fog (30 ft. every 2 rounds) (25 ft. every 2 rounds) (20 ft. every 2 rounds) (15 ft. every 2 rounds) (10 ft. every 2 rounds) ( 5 ft. every 2 rounds)

In addition, the wall deals 2d6 points of damage +1 point of damage per caster level to any creature passing through it. If the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. Arcane Material: a silver-pearl (100 gold pieces value).

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independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation : If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. Copyright notice : Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document (draft Version), Copyright 1999-2000, Wizards of the Coast, Inc. Umbragia: Realms of Shadow Volume I: People of the Realms Copyright 2000-2001, Jagged Edge Games. Umbragia: Realms of Shadow Volume II: Nations of Umbragia Copyright 2000-2001, Jagged Edge Games. Umbragia: Realms of Shadow Volume III: Liber Veneficium Copyright 2000-2001, Jagged Edge Games. Umbragia: Realms of Shadow Volume IV: Liber Sacerdoti Copyright 2001-2002, Jagged Edge Games Grim-n-Gritty Hit Point and Combat Rules, Copyright 2000 Kenneth D. Hood D20 Skills-n-Feats Martial Arts System, Copyright 2001 Kenneth S. Hood d20 Firearm Mechanics, Copyright 2001 Kenneth S. Hood d20 System Rules and Content Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. [end of license]

OPEN GAMING LICENSE


THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE VERSION 1.0 The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance : By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,

All rights reserved. Umbragia: Realms of Shadow and Jagged Edge Games are neither endorsed by nor associated with Wizards of the Coast. Dungeons and Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast and are used with permission. d20 system and the d20 system logo are trademarks owned by Wizards of the Coast and are used according to the terms of the d20 system license version 1.0. A copy of this license can be found at www.wizards.com. Certain portions of this document are published as Open Game Content under the Open Game License and may be reproduced according to its terms. Those portions that are Product Identity are plainly marked as such and may be reproduced, as an unaltered whole, for personal use only or may be quoted for the purpose of a review. Any other use of the contents of this document requires the written permission of an authorized officer of Jagged Edge Games . The Open Game License is included in this document. All other content is open content. Jagged Edge Games is not responsible or liable for any damage real or implied from the use of this document.

RELEASE 1.0.0

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