By moving this worldbook to the Archive Three-Five (A35) website, there is no longer any need to worry about version updates. Whatever version you are reading right now is the latest.
It’s short. It’s easy to remember. It’s a play on the phrase, “hither and yon”, although there is no plan to add a world named Hither. (Wait! Maybe I’ll name it Haethyr.) The umlaut above the “o” is just a pretension. If you want to type the “ö” in Windows, hold down Alt and type 0246.
And, if you manage to make it boring, you can call it “Yawn”.
This list is basically the Sources page in A35, plus this worldbook. If a rule there conflicts with one here, the rule found here is correct for this setting. (Not everything in Yön is strict D&D. The second D, for instance—dragons—are considerably different in Yön than in standard D&D.)
Epic level rules included in A35 have been updated to the version 3.5 standards in the Standard Reference Document.
Source citing is considerably simplified in the web version of the Yön Worldbook. Anything cited will be a hyperlink to elsewhere in A35, which will almost always give the source in the relevant D&D book.
Most of the adventures planned for now will take place on a region of Yön known as the Crimson Plains and the surrounding areas. The game will grow from there as necessary.
Hourly movement for a creature is usually its base speed times 15 divided by 132, rounded down, in miles per hour. Most creatures can comfortably travel for eight hours out of each 24. For creatures moving at land speeds, this assumes over roads or other flat, unbroken terrain.
Time is measured by most nations around the Crimson Plains from what laymen incorrectly (but indelibly) call the Third Rise. This is a corruption of “Third Ryzh”, or the third founding of the capital city of the defunct Ryzhaen Empire. Perhaps at one time it meant the Third Rise of Ryzh or the Third Raising of the City of Ryzh but no one but sages cares about that anymore.
The Ryzhaen Empire had a base-twelve counting system, a number they considered holy, so the Ryzhaen day and night was divided into twelve hours, and their year into twelve months. Even calling these periods “months” is a misnomer, since Yön has two moons and neither of their orbital periods is close to a Ryzhaen calendar month in length. The term is probably a corruption of the High Ryzhaen word mons, or “mountain”, since the religion of the Ryzhaen Empire considered twelve mountains in Ryzh as holy to one of each of their twelve principle gods.
The twelve months each have twenty-nine days, with four weeks of seven days and a special holiday on each month honoring the god of that month. This day is usually the first day of the month and is never included in any week. At first, these were the only holidays on the Ryzhaen calendar, but as time went on more days were marked as such. Still, the original twelve holidays are held special, even by many Yönian nations that use the calendar but worship none of the Ryzhaen gods or their later incarnations.
While the Ryzhaen calendar has been adopted, most of the population uses older descriptive month names.
| Common Name | Ryzhaen Name | Earth Equivalent |
|---|---|---|
| Melt | Tesren | March |
| Bud | Avyrna | April |
| Bloom | Mykir | May |
| Grow | Hræyn | June |
| Bright | Brighor | July |
| Burn | Senna | August |
| Turn | Cellas | September |
| Reap | Traska | October |
| Chill | Carnil | November |
| Snow | Ashir | December |
| Storm | Sesiran | January |
| Ice | Dümgræth | February |
Character creation in Yön follows the D&D version 3.5 standard method: roll 4d6 six times, discard the low die in each roll, and total the remaining three dice, and arrange them among the six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) as desired.
If this does not produce a character the player, regardless of reason, deems suitable, he or she may replace those attribute rolls with the so-called “elite array”: 15, 14, 13, 12, 10, and 8, again arranged among the six attributes as desired.
Changes to (and subraces for) the base player character races are discussed here.
Dwarves on Yön are typically serious and industrious unless they’ve had too much to drink. They infrequently give their word on something but always keep it when they do. They love precious things found in the earth—gold, silver, copper, iron, gems and the like—and consider them gifts to the dwarves from their gods. While they love these things, they love them for what can be made with them, not the piles of coin they can represent. They hate poor craftsmanship and things that don’t work as they should. They are straightforward and terse; you will never hear a dwarf say “utilize” instead of “use”. They love law but hate lawyers. When a dwarf says something is written in stone, he’s not speaking figuratively. They love drinking, singing, bragging and fighting, usually in that order. It’s the only time they “let their hair down”, and with a dwarf that’s a lot of hair, especially if you count the beard.
Elves are rare on Yön but not unknown. They say less than they know and they know a lot—but if they are on Yön, they don’t know where they are from. They know people and events from their pasts but never locations, and they don’t know why. Elves are usually enigmatic but polite, although it’s hard for a race whose young adults are older than your grandparents to help being at least a little condescending.
Elves have fine senses—for them, colors are more vivid, sounds are more complex, tastes are more rich, touch is more sensitive. Ugliness is more harsh and beauty is, well, more beautiful to an elf, so they never craft anything that is merely functional, even if it takes much longer to make. A harp must not only sound beautiful, but look beautiful, the fine grain of its wooden frame must feel like silk to the hands, and the scented polish used must be a joy to smell. Even weapons and armor crafted by elves reflect this philosophy.
Elves are less likely to fight over wealth than over ideas—wealth is easy to acquire if you just live long enough and is more ephemeral anyway. Ideas, seemingly ephemeral, are more enduring.
Elf societies can seem licentious to other humanoid races, at least among themselves. This is due to their longevity—even the most loving marriage is hard to maintain over centuries—and because of the female elf’s ovulation cycle, which is closer to yearly rather than monthly, they are fertile far less often than human females. This makes pregnancy equally less frequent. If suppressing an adolescent human’s sex drive for a few years seems difficult, imagine doing so for a humanoid species whose adolescence is measured in decades rather than years. It couldn’t be done and no known elf society has ever tried. Elves have always been comfortable with magic and contraceptive magic is taught early and is widely available. They aren’t jumping each other all the time—they just have fewer inhibitions about it among each other.
Elf physical descriptions are described here. They are usually dark-haired and pale of skin and typically have deep green eyes.
Elf Traits (Ex): Elves have the same traits as shown here except as noted below. Note that for purposes of subraces, these are considered “high elves”, and are often called such by humans. They call themselves the wilnothūnā, which translates from the elvish as “Folk of the White Moon”.
Gray elves on Yön are actually called salandi (“The Select”). If elves are rare in the world, salandi are almost unheard of except to other elves; seeing one is a once-in-a-lifetime event for any non-elf. If most elves are aloof to other humanoid races because they are more ephemeral than elves, salandi are aloof to the point of arrogance. They effortlessly project a regal bearing.
As described here, gray elves have silver or pale golden hair and violet eyes. They are taller than other elves.
Gray Elf Traits (Ex): These traits are in addition to the high elf traits.
Deep in the jungles of the Vastvert, there dwell small tribes of elves who did not participate in the Leaving, a racial event about which even they have only legends. So far as they know, they have always lived on Yön, although they are very reclusive, even to other elves.
As with most elven subraces, wild elves are shorter and more slender than humans, but they have brown skin that ranges in color from mahogany to umber. Their hair is usually black to light brown and lightens to silvery white with age. Eye colors are often black but blue and green is not unknown. They call themselves by tribal and clan names, but other elves collectively know them as the fethūnā, the “Hidden Folk”.
Wild Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.
Another group of elves who did not participate in the Leaving were the sylvan elves (who are also called wood elves). They retreated to deep forests such as the Darkwold when that event occurred. Only the eldest among them know of the Leaving, and they pass that knowledge to but a select few of their kin. They call themselves sierhūnā—“Forest Folk”. Wood elves have hair that ranges from pale green to yellow to coppery red and are more muscular than other elves. They often have pale skin, but some are tan or even earth-yellow in pigment.
Wood Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.
These are not commonly available as a player character race; no gaggles of Drizzt Do’Urdens will be seen mucking about on Yön. Nevertheless, they do exist and are discussed in more detail in the Teratology.
The oceans of Yön are home to many creatures, but few are as graceful as the belumhūnā, the “Sea Folk”. Non-elves usually just call them “sea elves”.
Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except as noted below:
Gnomes are gregarious, cheerful folk. They are nimble and crafty, well known for constructing all manner of clever things. Like dwarves, they have a love for jewels, although gnomish jewelry (for all its craftsmanship) tends to be gaudier than that made by dwarves.
The first, if unwritten, social norm among gnomes is: don’t take yourself too seriously. Life is to be enjoyed, not suffered. To that end, gnomes love humor and jokes, almost to a fault. Gnome bards are best known for this. If you want a bard who stirs the soul, a dwarven war chanter might be for you. For one that knows romantic or sad, haunting songs, seek an elf bard. For a bard who makes you laugh, though, gnomes admit no equal.
Sometimes, a gnome’s cultural love for jokes, especially “practical” ones, goes too far. More than one gnome has met a sticky end by playing a joke on the wrong person or at the wrong time: gluing a famous warrior’s sword into his scabbard just before a big battle, sneaking a whoopee cushion onto the queen’s throne before she holds court, drawing cross-eyes on the idol of a local god whose clergy lack a sense of humor and a respect for life—that sort of thing.
These gnomes are called “rock gnomes” when it is necessary to distinguish them from the following subraces.
See Gnome Traits for game information.
Arcane gnomes differ culturally from their rock gnome brethren; they are almost the “straight men” to their jollier counterparts. They are inquisitive and smart and straightforward, to the point of delving into things that gnomes were not meant to know, much less men. An arcane gnome archmage might visit the Abyss just to catalog demons and their characteristics. (“The risks are within acceptable parameters for the knowledge gained.”)
A few arcane gnomes show the inclination of their rock gnome brethren, becoming arcane tricksters and joining Fools with Magic.
Arcane gnomes benefit from slightly different racial traits. These traits are in addition to the basic gnome traits.
Arcane Gnome Traits (Ex): Arcane gnomes possess all of the rock gnome’s racial traits, except as shown below.
Smallest of all gnome subraces, forest gnomes live hidden lives in woods and forests and, like sylvan elves, have significant numbers in the Darkwold. Their heights range from 2½ to 3 feet, and skin that is bark-colored or gray-green and eyes that are brown, blue, or green. They are reserved and quiet compared to their rock gnome brethren, but delight in green, growing things and those animals that don’t see them as handy snacks.
Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted below.
In cases where a half-elf’s parents are separated by death or divorce, he or she is almost always raised by the human parent. If a high elf or gray elf parent raises a half-elf, then the half-elf has the Missing Memory trait from the new elf traits listed above. This is, however, an extremely rare occurrence.
Dark elves regard half-elves as corrupted kin and often kill them in the name of racial purity.
Half-elves on Yön have the same traits as half-elves except as noted below:
If dark elves consider half-elves impure, dark half-elves are abominations to be erased from existence, along with their parents. Despite that, some do manage to elude their hunters.
Elves who are not dark elves occasionally refer to them as “ash elves”, if they must refer to them at all. While they do not have a burning hatred for them, neither do they really trust or want to associate with them.
Like dark elves, dark half-elves are not encouraged for use as a player character race.
Dark half-elves have the same traits as half-elves except as noted below:
Orcs don’t exist on Yön; their niche is filled by kryg. Since there are no orcs, there are also no half-orcs.
Like gnomes, halflings are gregarious folk. They have little interest in government above the level of an extended family or clan, so they rarely claim lands of their own larger than a village or small town and the surrounding farms.
Many halflings are nomadic and travel in large caravans across the Crimson Plains, each of these consisting of one or more extended families. Their homes are made in wagons and some of these been handed down for generations. They can be very elaborately painted and decorated; a few even have elaborate magical protections. The small stature of halflings even allow for double-decked housewains. A typical housewain’s interior will have a small iron stove for cooking and heat, storage for personal belongings and food and hooks for sleeping hammocks and privacy curtains. If the housewain has a second story, it will typically have a hatch with a fold-up ladder or a knotted rope for easy access.
Some halfling wagons are also designed for war to protect the caravan, armored against missile fire with arrow slits on the sides and crenelations on top. A few even have light ballistae mounted to drive off larger creatures. Every caravan will also have a water wagon or two. When a caravan stops traveling to camp, the wagons are placed in a circle for protection, with drop-down sides and panels to cover gaps under and between the wagons and warwains placed evenly around the wagon circle to act as towers. Cargo and water wagons are usually parked in the circle. All housewains and warwains have roof hatches, and even non-combatants will hurl missiles from the wagon roofs to protect their caravan from attack. Caravan halflings make their livings as wainwrights and wheelwrights; mounted rangers and outriders (see the Halfling Outrider prestige class) to scout ahead and protect the caravan; painters; entertainers; cooks; clerics and even the occasional wizard or sorcerer.
While halfling societies are outwardly patriarchal, they are actually matriarchal. The elder males may proclaim decisions, but those are almost always the decisions dictated by the elder females. One of the worst things you can say about a halfling is that he doesn’t respect his mother.
See Halfling Traits for game information.
Humans, of course, are nearly ubiquitous in Yön. Their differences are mainly cultural and are discussed at length in Yön: A Spotty Geography.
What, a human subrace? Don’t be silly. I’m not doing it.
See Human Traits for game information.
All of the standard eleven classes in the Player’s Handbook are allowed. Other classes—classes that can be taken at 1st level like the eleven standard classes but appear in books other than the Player’s Handbook—are discussed in Variant Classes, particularly when those classes require changes to work in Yön. Prestige classes must be approved on a case-by-case basis—there are too many of them to make a decent list of what’s allowed and what’s not. However, some prestige classes are already approved, and how they appear in Yön is discussed in Prestige Classes.
These classes are the base classes out of the Player’s Handbook (version 3.5) and the Standard Reference Document. The source for each one is given under the Reference entry.
“Yaaargh!”
Barbarians roam the less settled hills north of the Crimson Plains seeking adventure and glory. Some are kryg that are looking for lands to conquer. Barbarians are not necessarily naïve or unaware of the ways of civilization, they may just disapprove of them or simply prefer more straightforward ways of dealing with life.
Reference: Barbarian.
Many brave men lived before Agamemnon, but all are overwhelmed in eternal night, unwept, unknown, because they lack a sacred poet.
One can be a hero, but it’s hard to be a famous hero unless someone spreads that fame. Whether minstrels, jesters, confidence men, diplomats or even spies, bards know the power of song and word. Jack of many trades but master of none, bards are the quintessential support characters, raising morale and backstopping most roles in an adventuring party.
Reference: Bard.
“You call on your gods; but do they answer?”
In a world where the gods seem to answer the pleas of mortals, they most often do so through the clerics that worship them. Most churches allow their acolytes to travel and see something of the world, to spread the word and do good (or evil) works in the names of their gods or goddesses, and to establish churches to serve new believers. Most adventuring parties put up with this because they want a healer.
Reference: Cleric.
“Who are you that despoils this place?”
While druids can be found singly across wilderness areas, they are found in considerable numbers in the Darkwold and the Vastvert, and travelers there are well advised not to disturb their realms if they wish to continue breathing.
Divine Focuses: As stated in the Player’s Handbook, version 3.5, druids and rangers usually use mistletoe or holly as their divine foci. Because druids are found all over the world, and mistletoe and holly is not, many druids and rangers in non-temperate climate zones will use different foci. The veldami of the Vastvert use spirit pouches, for example.
Reference: Druid. Note the following clarifications.
Druid Armor: Because of more than a few druid-specific magic armors that are based on it in various rulebooks, studded leather armor is now permitted to druids if the studs are non-metal—bone or stone, for example.
“When magic fades and tricks fail, swords carry the day.”
Where there is war, there are fighters—whether it’s a skirmish between a caravan and bandits or a massive kryg invasion from Hrygen sweeping across the Crimson Plains. As wizards are the most versatile of spell-casting characters, fighters are the most adaptable combat characters and there’s always a place for them in any adventuring group.
Reference: Fighter.
“Every being has great power of spirit; most never realize that power.”
Monk traditions exist in many places around the Crimson Plains and the Pyro Sea. There are secretive orders in Qæz-ur-Zurkai (of course, pretty much everything in Qæz-ur-Zurkai is secretive). An order of ascetic monks, Shattered Chain, serves the church of Rytha. Hraden have a long tradition of monastic training.
Reference: Monk.
“You may be called upon to lead men and women to face evil—good people who are not battle-hardened warriors, nor brave adventurers, nor powerful in arms or magic. You may call upon them to exhibit bravery beyond your own, since you have martial and divine power beyond their ken. Your ability to do this is at least as important as those powers.”
There are places on Yön where evil seems implacable. Paladins—warriors in the service of beneficent gods and goddesses—are drawn to face and defeat it. While paladins can be insufferable prigs, the best lead by example—inspiring people to be better than they are rather than browbeating those who fall short of the ideal. The churches of Brighor and Rytha in particular both have orders of paladins.
Reference: Paladin.
“Are you always this noisy when you move?”
There’s a lot of wilderness on Yön, and where there’s wilderness you’ll find rangers. Psenellar rangers are respected in their country and loosely organized there; in past wars by invading Hesperonian nobles, the guerrilla tactics of the Psenellar rangers and scouts organized by the church of Rytha proved much more effective than the enthusiastic but disorganized counterattacks by Psenellar clan barbarians.
Reference: Ranger. For more on the divine foci for rangers and druids, see Divine Focuses.
“Finders keepers.”
After humans comes civilization, then money, then rogues. Some of these are fellows that swipe anything that isn’t nailed down, fenced in and surrounded by rabid guard dogs; others can sweet talk a man into giving him all he has and thanking them afterward. Rogues operate independently in some cities in the Crimson Plains or in guilds in other cities, and a wise rogue finds out who’s who in the underworld before plying his trade in unfamiliar territory.
Reference: Rogue. Note the following clarifications.
Skill Mastery and Use Magic Device: The Skill Mastery rogue special ability states that a rogue selects (3 + Int mod) skills that “she may take 10 even if stress and distractions would normally prevent her from doing so”.
The question arose: does this include the skill Use Magic Device, which states on the first line of its Special section: “You cannot take 10 with this skill.” This would seem to preclude its use with Skill Mastery.
However, the warlock class ability, deceive item, is a specific exception to that rule, stating: “When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.” Despite warlocks being added later than the core rule books, does this not imply that rogues should be able to take 10 on that skill as well? The language is very similar, even though Skill Mastery is, of necessity, less specific.
Adding to this confusion is a 2nd-level bard spell in the Complete Mage, magic savant, which allows a bard a +4 insight bonus on Use Magic Device. It also allows him take 10 on Use Magic Device checks if he has at least 10 ranks in that skill. This question has been debated at length in the D&D community. One of the lengthiest (but best) discussions can be found in this thread on Stack Exchange.
One is still inclined to say no. Use Magic Device can be a very powerful skill, and allowing abuses to it may lead to Bad Things. Moreover, even though skill mastery is a rule exception, allowing this would seem to overshadow the warlock’s Deceive Item class ability.
A method of “splitting the baby” on this has been suggested, thus:
A rogue who selects Use Magic Device for skill mastery may take 10 on only one check to use a particular magic device. For example, if a rogue attempts the skill to use an arcane scroll of lesser globe of invulnerability and she has an Intelligence of 13, she must make two checks: the first to emulate a class (say, wizard) and the second to emulate an ability score of 14, the minimum Intelligence a wizard must have to cast that 4th-level spell. With skill mastery in Use Magic Device, she may take 10 on either check but not both.
Additionally, if a rogue is using the skill to activate blindly and a take 10 check fails by 10 or more, it still causes a mishap.
So let it be written, so let it be done.
“Does the blood of dragons flow in their veins? The Elyzhain say yes, but who can be certain?”
In many places on the Crimson Plains, sorcerers are misunderstood or mistaken for wizards. In Elyzhar, they are venerated leaders of the dragon tribes there.
Reference: Sorcerer.
“Spells make the wizard. It’s what we do.”
If there’s something that can be done by magic, there’s a wizard doing it. Most wizards in the Crimson Plains, Hesperonia, Kartag and Psenella belong to the Ordo Ars Magica, not because it’s required, but because it’s worth it. This ancient wizard’s guild helps regulate prices for magical items, ensures the availability of magical supplies, trains new wizards and sells arcane spells and items to the general public.
Reference: Wizard.
These are character classes that exist outside the Player’s Handbook (version 3.5). Some require changes to work with the Yön setting and such changes are noted below.
“Power, age, wisdom, terrible beauty—a dragon possesses these in ways that men never will.”
Dragon shamans are unique to Elyzhar; there are no non-Elyzhain dragon shamans, although there are myths and stories that the Elyzhar originally come from across the seas; there may be more dragon shamans there.
Refer to the original Dragon Shaman class, except as noted below. Because Yönian dragons do not have metallic, gem, and chromatic species, some changes to this class are needed.
Totem Dragon: Yönian dragon shamans do not choose a metallic, gem, or chromatic dragon as a totem dragon. Their totem dragon is the actual dragon after which their tribe is named. They must be a follower of the Dragon Path of their tribe. See The Paths of the Dragon for a complete description of these. Totem dragons have no effect on a dragon shaman’s abilities.
Skill Focus: At 2nd and 8th level (and every eight levels after that), a dragon shaman gains Skill Focus as a bonus feat. This feat must be applied to the skills listed under the dragon shaman’s Dragon Path according to the following table. If he already has Skill Focus in all the skills in his Path he may select Skill Focus from any skill on the table.
| Dragon Path | Class Skills | Draconic Adaptation |
|---|---|---|
| Heart | Bluff, Diplomacy, Heal, Sense Motive | Virtue |
| Wing | Concentration, Disguise, Spellcraft, Survival | Feather fall |
| Eye | Gather Information, Listen, Search, Spot | Ventriloquism |
| Claw | Appraise, Gather Information, Intimidate, Sense Motive | +5 to Appraise and Search |
| Tooth | Jump, Hide, Move Silently, Survival | Endure elements |
Draconic Adaptation (Ex or Sp): A 3rd level dragon shaman gains the draconic adaptation for his chosen Dragon Path from the table above. The adaptation for the Path of the Claw dragon shaman is an extraordinary ability; all others are spell-like abilities based on the listed spell the shaman may cast at will. He may only affect himself with these spell-like abilities despite the spell description. These abilities have a caster level equal to the dragon shaman’s level and a save DC equal to 11 + Cha modifier.
Breath Weapon (Su): At 4th level, the dragon shaman gains the Wyrm Breath feat as a bonus feat as well as the Weak Breath flaw. The energy of the breath weapon must match that of his totem dragon, or one of that dragon’s breath energies if it has taken the Wyrm Breath feat more than once. He is treated as a dragon of the same hit dice as his dragon shaman level for determining damage dice.
For example, a dragon shaman of 4th level with a totem dragon who breathes acid would get Wyrm Breath (Acid), starting as a line of acid with a range of 30 feet instead of 40 feet due to the Weak Breath flaw. It would deal 2d6 of acid damage (also. This increases by an additional 1d6 every two class levels; the range increases to 60 feet at 12th level at 120 feet at 20th level. The Reflex save DC for this weapon is 10 + ½ dragon shaman level + Con modifier (rounded down). A dragon shaman may learn breath feats to alter the shape of his breath weapon. They often choose those of their totem dragon, if they can.
Energy Immunity (Ex): At 9th level, a dragon shaman gains the Energy Immunity feat as a bonus feat. This replaces the Energy Immunity class feature.
Commune with Dragon Spirit (Sp): This operates as described here, except that you are communing with the ancestors of your totem dragon. This makes no difference in game use of this ability.
“My god speaks to me words of transcendent beauty and wisdom. Someday, I hope to learn what they mean.”
Where clerics choose to follow a deity, a deity chooses to follow a favored soul, imbuing him or her with divine power, often for inscrutable reasons. Perhaps the deity feels that the church hierarchy has become complacent or corrupt. Perhaps the deity has a special destiny in mind for the favored soul. Whatever the reason, they exist outside of church hierarchies, traveling from place to place doing their deity’s work.
Reference: Favored Soul.
“There are no ninja. You’ve never seen one.”
While never actually called such on Yön, ninja exist in several places there. In Qæz-ur-Zurkai, umrae (“shadows”) serve the Shenwai and many other covert organizations among the secretive and paranoid Zurkai. Among the dark elves, they are called nightblades. They also exist among the oppressed peoples of the Hrygen Empire, carrying out secret wars against their kryg masters.
Reference: Ninja.
“Ten gold says I put this arrow in his right eye.”
Hit and run tactics are the way of the scout, and in the darker times of Psenella’s history when Hesperonia occupied their lands, it was the Psenellar rangers and scouts that continued the war against the occupying nobles by ambushing patrols, stealing supplies, waylaying tax collectors and the like.
Reference: Scout.
“Watch me cut the buttons off his jerkin.”
Kartag merchant princes and their sons and daughters who practice the martial arts often prefer the style and speed of the rapier to the cumbersome power of heavy weapons and armor. Since Queen Eshalei’s ascension to the throne, some younger nobles and gentlemen of Hesperonia, influenced by trade with Kartag, are drawn to this class, preferring to be nimble of wit and blade rather than powerful in knightly arms.
Reference: Swashbuckler.
“You do not fathom the source or extent of my power. Pray that you never do.”
Sorcerers might learn or inherit their powers from dragons or extraplanar beings, warlocks are thought to tap extraplanar beings directly for their powers. These powers are narrow but unlimited. Many warlocks tap dark powers, some thinking (mistakenly) that they can control such things and others not caring. A few, however, manage to tap the powers of beneficial—or at least benign—beings, or they manage to use darker powers and (for the time being) avoid the taint of using them.
Reference: Warlock.
“Ooh-wee! That blowed up real good!”
On Yön, magic is as important as swords, arrows, and armor in war, and it is no surprise that magic has been specialized to serve in war. Warmages, as specialists in martial magic, can be found in several armies on Yön now. The best-known source for warmages in the Crimson Plains region is the Korov Military Magic Academy. Since the end of the last major attack by the Hrygen Empire, many warmages taught there have sought employment as adjuncts to regional armies.
Reference: Warmage.
“You only know of four elements? You benighted savages.”
While sorcerers and wizards can be found scattered around much of Yön, they are certainly not the only arcane magic users to be found. In Lentzu and the Hrygen Empire there are those that follow a different tradition: the wu jen. The wu jen often deal with spirits in ways that other traditions do not, and they regard elements in a different manner. They can be found in roles as lowly as a village adept or as mighty as an advisor to emperors—and every so often, as emperors themselves.
Reference: Wu Jen.
Most prestige classes must be approved on a case-by-case basis—there are too many of them to make a decent list of what’s allowed and what’s not. However, some prestige classes are already approved (or specifically disapproved), and how they appear in Yön is noted below.
“There is a certain magic in the flight of an arrow.”
Sometimes, an elf wandering Yön will be an arcane archer on a mission, usually to slay a particular creature. In the extremely rare times that elves are found in large groups on Yön, archers led by arcane archers or even units composed of arcane archers have been known to appear. Elven archers may teach sincere and trusted half-elves the way of this prestige class.
Reference: Arcane Archer.
“I predict you aren’t expecting this…!”
This prestige class is based on the Mage of the Arcane Order, with changes as noted below.
A master of the Order of the Magical Arts sometimes decides to take a special interest in scholarship and research. They travel to the Order’s premiere school of magic, the Schola Veneficus in Ninetowers. Here, they pay an fee of 750 gp and undergo an initiation rite that gives them access to the Order’s spellpool. (This makes them 1st-level arcane professors.) Arcane professors sometimes return to their home guildhall, but many remain at the Schola Veneficus. They have all the responsibilities described for that prestige class whichever location they choose to fulfill those responsibilities.
Arcane professors gain full access to the Magna Bibliotheca, the massive library of the Schola Veneficus, which is considered to contain a master book lot on every subject imaginable (+6 to any Knowledge check when using it; +8 if they have the aid of one of the librarians). They have free access to any currently unused magical lab in the college or any Order hall, although masters of a particular guildhall have precedence to their hall’s labs. Also, an arcane professor is considered to have a +2 competence bonus on Charisma checks when dealing with Order members who are not arcane professors. (He does not get the +2 bonus for dealing with other arcane professors until he becomes a regent upon gaining 10th level of the prestige class.) Upon reaching 10th level, an arcane professor becomes a regent in the Schola Veneficus with all the abilities and rights listed for regent in the Mage of the Arcane Order prestige class.
Reference: Mage of the Arcane Order.
“Tricks are for kids; I’ve always been young at heart.”
Arcane tricksters on Yön are often gnomes, especially arcane gnomes, who have a natural inclination toward magic. Fools with Magic boasts a number of arcane tricksters in their ranks. Most arcane tricksters are self-taught, but a few find mentors to assist them.
Reference: Arcane Tricker.
“There are wizards, and there are archmages. A wise man knows the difference.”
Archmages are most often found among the ranks of the Ordo Ars Magica, although independents can be found scattered across Yön.
Reference: Archmage.
“He never knew what killed him.”
Assassins are found almost everywhere on Yön, although not in any large numbers anywhere. They are employed by certain Kartag merchant princes, Hesperonian nobles and evil cults. There is a myth that an assassin’s guild exists in Qæz-ur-Zurkai; in truth, the Zurkai employ their equivalent of ninja for that task, although those are far more likely to be used for infiltration and espionage than assassination.
Reference: Assassin.
“I’ll carve out your soul.”
Most often found among evil cults that revere warfare, bloodshed and death, blackguards serve as war leaders in the service of their dark gods.
Reference: Blackguard.
“The blood of dragons runs deep in me.”
While dragon disciples can be found scattered among the less settled areas of Yön, they are revered and respected in Elyzhar. Sorcerers are most suited to this prestige class, although bards and warmages have followed this path, too.
Because dragons on Yön are considerably different than those in standard Dungeons and Dragons, this prestige class has been rebuilt to accommodate this.
Hit Die: d12.
To qualify to become a dragon disciple, a character must fulfill all the following criteria.
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane spells without preparation.
The dragon disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (n/a), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Bonus Spells |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Natural armor increase (+1), draconic feat | 1 |
| 2nd | +1 | +3 | +0 | +3 | Ability boost (Str +2), claws and bite | 1 |
| 3rd | +2 | +3 | +1 | +3 | Low-light vision, darkvision 60 ft. | 0 |
| 4th | +3 | +4 | +1 | +4 | Breath weapon, ability boost (Str +2), natural armor increase (+2) | 1 |
| 5th | +3 | +4 | +1 | +4 | Blindsense 30 ft. | 1 |
| 6th | +4 | +5 | +2 | +5 | Ability boost (Con +2) | 1 |
| 7th | +5 | +5 | +2 | +5 | Natural armor increase (+3) | 0 |
| 8th | +6 | +6 | +2 | +6 | Ability boost (Int +2) | 1 |
| 9th | +6 | +6 | +3 | +6 | Wings | 1 |
| 10th | +7 | +7 | +3 | +7 | Blindsense 60 ft., dragon apotheosis | 0 |
All of the following are class features of the dragon disciple prestige class.
Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.
Bonus Spells: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.
If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.
Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a gains an increase to the character’s existing natural armor (if any), as indicated on the Dragon Disciple table (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.
Draconic Feat: At 1st level, a dragon disciple gains a bonus draconic feat; such feats are marked in the Feat Index with a 🐲 icon. They may thereafter take draconic feats even if they have no class levels in sorcerer. If they do not already have the Draconic Heritage feat, they must take this feat as that bonus feat.
Claws and Bite (Ex): At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.
| Size | Bite Damage | Claw Damage |
|---|---|---|
| Small | 1d4 | 1d3 |
| Medium | 1d6 | 1d4 |
| Large | 1d8 | 1d6 |
A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.
Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on the Dragon Disciple table.
These increases stack and are gained as if through level advancement.
Breath Weapon (Su): At 4rd level, a dragon disciple gains the Wyrm Breath feat. This feat works exactly the same for dragon disciples as it does for dragons, except that dragon disciples only count their prestige class levels instead of their total hit dice for determining the strength of the breath weapon, and may only use that breath weapon once per day. (See, however, the Extra Exhalation feat.) They may hereafter take Breath feats to modify or enhance their breath weapon.
Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon disciple’s draconic heritage fully asserts itself. His type changes to Dragon (Augmented Humanoid), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires immunity to sleep and paralysis effects, and Energy Immunity as a bonus feat.
Reference: Dragon Disciple.
“I seem to have been declared redundant.”
The swashbuckler variant class effectively replaces this prestige class, but if someone wants it, here is the reference.
Reference: Duelist.
“Not one step back!”
Dwarven defenders are most often found among the elite troops of dwarven nations such as L’raigh.
Reference: Dwarven Defender.
“I wield sword and spell; one will strike you down.”
Some fighters find they have a talent for the arcane. In Ninetowers, a few officers of the Syndic Guard combine both magic and melee prowess in their defense of the Council. Some Elyzhain sorcerers value martial prowess as well as arcane might and take this path as well. Eldritch knights can also be found in the ranks of the Korov Military Magic Academy.
Reference: Eldritch Knight.
“Yes, my god does listen to me.”
Reference: Hierophant.
“Those who know everything can do anything.”
Loremasters are most often found in Ninetowers, where the Magna Bibliotheca, the great library of the college of magic there, aids in their quest for knowledge. Loremasters who belong to the Order of Magical Arts and who study at Ninetowers have full access to that library. Even loremasters need to do field research once in a while, so they can be found on occasion in other locations.
Reference: Loremaster.
“All magic is divine.”
In the Crimson Plains region, most mystic theurges are wizards and priests of Tesren, although a few of them are sorcerers that take up a parallel divine path, such as favored soul.
Reference: Mystic Theurge.
“I am Sir Not-Appearing-In-This-Film.”
This is a Forgotten Realms® prestige class. It is not on Yön. Don’t take it and don’t plan on taking it.
“We tread where light is not and gambol with shades.”
Reference: Shadowdancer.
“Watch me pull a fiendish dire rabbit out of my hat.”
Reference: Thaumaturgist.
Some skills are so useful to a particular culture that they are always class skills for a 1st-level character from that culture, no matter what class he or she actually takes. A cultural skill is only considered a class skill at first level. After that, it is a class or cross-class skill depending on the class levels taken thereafter, as normal.
Cultural Bonus: A cultural bonus is a minor, situational skill check modifier—usually no more than +2—granted to characters that grew up in a particular culture.
Regional Modifier: A regional modifier changes the DC of certain checks within a geographical region, usually because of unusual terrain or the culture of the people living there.
To speed construction, more than one person can work on crafting an item, unless the game master prohibits it. (Some items might be too small for more than one person to work on at a time, for instance.) The products of the check results multiplied by the DC are summed.
If any one worker fails the check by more than five, the half the materials and time spent for the entire item are ruined as described under the Craft skill description, just as if only one worker was crafting the item. Note that sufficiently skilled craftsmen, particularly NPCs, may simply take 10 to avoid the expense of such a failure. This speeds the calculation of creating a new item considerably. Naturally, a craftsman may not take 20 because there is a penalty for failing by 5 or more.
A less skilled craftsman working under the direction of a more skilled one can receive aid another bonuses, but if the more experienced one has ranks of Profession (teacher), he can aid several people at once. See Profession (teacher) below for details.
This skill may also be used to know details about (or the existence of) a spell from a prohibited school or a different class. The following bonuses and penalties apply.
If the check succeeds, the character knows the spell exists and its name, and roughly what it does. If it succeeds by 5, she knows everything about the spell, such as duration units, range category, components, effects and such.
Characters with this skill can write in a clear, organized, easily understood style. Wizards may, if they so choose, use this skill to create master-written spellbooks. Other wizards more easily understand spells in these books, making them ideal for apprentices and student wizards. The DC for a Spellcraft check to prepare a spell from a master-written spellbook is 13 + the level of the spell rather than 15 + the level of the spell. The DC for creating a master-written spellbook is 20. Note that this check is made each time a new spell is scribed into a spellbook.
Use this skill to instruct others in a skill in which you have purchased ranks.
Check: Aside from earning money as a tutor or teacher, you can use this skill to simultaneously aid several people (see Aid Another), typically in Craft or Knowledge skills. The number of people that can be so aided is equal to the ranks you have in Profession (teacher) plus the ranks in the skill you are teaching plus one. Additionally, because you are trained in helping others, you can take 10 on your attempts to aid another, but only in skills in which you have at least one rank.
A Profession (teacher) check cannot be used to substitute for a Use Magic Item check, even if both the teacher and the student have those skills as class skills. This skill involves too much intuition and the techniques cannot be described by language.
Synergy: If you have 5 or more ranks in Perform (oratory), you get a +2 bonus on Profession (teacher) checks as your speaking skills make students more attentive. This also allows you to aid two additional people when aiding a group as described above.
These are feats that affect a creature’s breath weapon, and as such can only be taken by creatures with a breath weapon. Only a creature with a breath weapon of a particular energy type can use some of these feats; the feat prerequisites will state this as necessary.
Breath feats and Metabreath feats: Metabreath feats were first introduced in the Draconomicon, which is listed as a source for the Yön Worldbook. However, most of these have been superseded here by the Metamagic Breath feat. Where a metabreath feat duplicates an effect that can be created by use of a metamagic feat combined with the Metamagic Breath feat, the latter is assumed to be correct and the former disallowed.
Breath Feats and Breath Channeling Feats: The five breath channeling feats from Races of the Dragon and breath feats here both use the [Breath] descriptor. Breath channeling feats are only usable by those with at least the dragonblood subtype. Breath feats may be usable by non-dragons; see feat prerequisites for details.
Dragon feats differ from Draconic feats. Only Yönian dragons can take most dragon feats; some can be taken by characters with levels of prestige classes related to dragons, such as the dragon disciple or the dragon shaman. Draconic feats are available only to sorcerers.
Dragon Feats and the Draconomicon: Any feat in the Draconomicon that lists “true dragon” in its prerequisites is considered to be a dragon feat and to have the [Dragon] descriptor.
There are, of course, exceptions.
The following feats are replaced by the Metamagic Breath feat:
The following feats have been imported from the Draconomicon in altered form:
Clarification: Note that this feat does not result in a single spell cast by two or more casters, but the same spell, augmented as described by the feat text, cast by each caster. If two wizards and two sorcerers cooperatively cast a fireball as described in the example in the feat description, then the result is four fireballs with augmented caster levels and spell DCs, not one. Note that this is a metamagic feat, and as such, spellcasters who do not prepare spells must increase the casting time of their spells to use this feat as noted under the Spontaneous Spellcasters section of Metamagic Feats.
The text of the feat in the Complete Arcane explicitly says that this raises the caster level only for purposes of overcoming spell resistance. You do not get increased damage dice, range, duration or any other level-based adjustment to spell effects. You do not share other metamagic feats: if one caster is using Maximize Spell on her fireball, only her fireball is maximized.
Reference: Cooperative Spell.
You can convert your arcane spells into a breath weapon.
Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane spell energy into a breath weapon of your draconic heritage energy type. The breath weapon is a 60-foot line that deals 2d6 points of damage per level of the spell that you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Charisma modifier) for half damage. This is a supernatural ability.
This feat allows the sorcerer to take Breath feats described above. It may also allow him to take Metabreath feats from the Draconomicon (see Breath Feats).
Reference: Draconic Breath. This is a rewrite of the original feat to match the way dragons work on Yön.
You have greater connection with your distant draconic bloodline.
Prerequisite: Sorcerer level 1st.
Benefit: You gain saving throw bonuses equal to the number of draconic feats you have. The saving throw bonus is against one breath energy type (acid, cold, electricity, fire, or sonic) of your choice, which cannot be changed after the feat is taken. This saving throw bonus also counts against sleep and paralysis effects against you.
Select a Path of the Dragon that best corresponds to your character’s alignment and personality, then select one skill from the corresponding list in the Dragon Shaman Skills and Adaptations table. You gain a bonus on that skill equal to the number of draconic feats you have.
Special: Dragon disciples gain this as a bonus feat at 1st level if they do not already have it.
Reference: Draconic Heritage. This is a rewrite of the original feat to match the way dragons work on Yön.
You have realized greater arcane power through your draconic heritage.
Prerequisite: Any four draconic feats.
Benefit: Based on the Path of the Dragon you selected when you took the Draconic Heritage feat, add the following spells to your list of spells known.
Each spell below is followed by its spell level and is added only at the caster level at which the spellcaster taking this feat would normally be able to cast it.
| Dragon Path | Spells Known |
|---|---|
| Heart | Bless (1), daylight (6), dispel evil (12) |
| Wing | Control winds (12), endure elements (1), wind wall (6) |
| Eye | Charm person (1), tongues (8), true seeing (12) |
| Claw | Command (1), dominate person (10), suggestion (6) |
| Tooth | Alarm (1), hold monster (10), rage (6) |
Reference: Draconic Legacy. This is a rewrite of the original feat to match the way dragons work on Yön.
Clarification: The text of this feat states that it works with “ranged weapons”, not just bows. It does not work for heavy crossbows; it works with light or hand crossbows if the wielder also has the Rapid Reload feat. It works with slings, which allows slingers to do Ayla’s double-shot trick (from the Earth’s Children series by Jean M. Auel), which has been demonstrated by an actual slinger on film.
Reference: Rapid Shot.
A new feat type has been introduced here: Dragon feats. These may only be taken by Yönian dragons or characters with classes that permit the use of Dragon feats.
You are at home in the water.
Prerequisites: Yönian dragon.
Benefit: You gain the aquatic subtype. You can breathe water and gain a swim speed of 60 feet. Swim is a class skill for you. You get a +8 racial bonus to Swim checks and can always take 10 on them.
Special: This feat does not take away your ability to breathe air unless you take the Sea-Bound flaw.
You can blend different energy types you can breathe into a single breath weapon.
Prerequisites: Yönian dragon, ability to emit more than one type of energy as a breath weapon.
Benefit: You can blend two or more energy types you can breath into a single breath weapon, selecting how many damage dice to assign to each energy type. For example, a dragon with 20 hit dice that has Wyrm Breath (fire), Wyrm Breath (acid), Wyrm Breath (electricity), and the Breath Blending feats has a 10d8 breath weapon. That dragon can choose to breath a single blast of energy that does 4d8 fire, 3d8 acid and 3d8 electricity, or 5d8 fire and 5d8 acid, and so forth, as long as the total damage dice from energy does not exceed 10d8.
You may not blend breath weapon types that do not do damage, such as those gained from the Slowing Breath or Sleep Breath feats. You may not blend fire and cold breath weapon energies.
You can alter your breath weapon to billow out as a cloud.
Prerequisites: Breath weapon.
Benefit: You can change your breath weapon to a cloud with one-third the range of your breath weapon as a line (round down to nearest 5-foot increment). For example, if your breath weapon is 100 feet in length, you can change it to a cloud that is 30 feet long, high and wide. At least one of the intersections of the cloud’s edge must be the same as an intersection on an edge of your area.
You can widen and shorten your breath weapon, affecting a wider area.
Prerequisites: Breath weapon.
Benefit: You can change your breath weapon to a cone with half the range of your breath weapon as a line. For example, if your breath weapon is 100 feet in length, you change it to a cone that is 50 feet long, high and wide.
You dig fast.
Prerequisites: Yönian Dragon.
Benefit: You gain a burrow speed in soft earth equal to half your land speed, rounded down to the nearest five-foot increment.
You can change the color of your scales to match your environment, strike fear into your foes, or assume a decorative appearance.
Prerequisites: Yönian Dragon.
Benefit: At will, you may alter the coloration of your scales to have one of the following effects. Only one of these effects can be active at any one time.
You can make a spell last much longer than normal.
Prerequisites: Extend Spell.
Benefit: The duration of a durable spell is altered as follows: a spell with a duration of 1 round per level gains a duration of 1 minute per level; one of 1 minute per level becomes 10 minutes per level; and a spell lasting 10 minutes per level becomes 1 hour per level. A spell with a fixed duration, a duration of 1 hour per level or higher, or one with a duration of instantaneous or permanent is not affected by this feat. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence or absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity.
A durable spell uses up a spell slot three levels higher than the spell’s actual level.
You are immune to the energy type of one of your breath weapons.
Prerequisites: Yönian dragon, Wyrm Breath.
Benefit: You take no damage from energy damage matching a breath energy type of one of your breath weapons selected by you with the Wyrm Breath feat.
Special: Since you cannot have Wyrm Breath (fire) and Wyrm Breath (cold) at the same time, you likewise cannot have Energy Immunity (Fire) and Energy Immunity (Cold) at the same time.
Notes: This feat is sometimes taken with the flaw Energy Vulnerability to some opposing energy type.
You have grown an additional pair of arms.
Some kryg are born with an additional pair of arms. Many times, these are only vestigial and useless, but some develop into functioning arms as the kryg grows. Such kryg can be trained to be fearsome warriors.
Prerequisites: Kryg, Large size.
Benefit: A kryg with this feat has four functioning arms that can each wield a one-handed weapon or a pair of two-handed weapons, one in the upper pair of arms and one in the lower pair. All two-weapon fighting penalties apply, and only one arm is treated as the primary attack in such cases. Various two-weapon fighting feats can mitigate some of these penalties.
You can swallow creatures you have grabbed with your bite attack.
Prerequisites: Yönian dragon, Snatch, Improved Snatch, size Huge or larger.
Benefit: If you begin your turn with an opponent held in your mouth, you can attempt a new grapple check (as though attempting to pin the opponent). If you succeed, your opponent takes bite damage and is swallowed.
A swallowed creature is considered grappled, while you are not. A swallowed creature can damage a dragon with any light piercing or slashing weapon, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in your mouth. Any damage a swallowed creature deals is deducted from your hit points. Swallowed creatures take bludgeoning and acid damage in each round they remain in the stomach, as shown below. See Swallow Whole for complete rules on this.
| Dragon Size | Swallowed Creature Size1 | Bludgeoning Damage | Acid Damage | |
|---|---|---|---|---|
| Huge | Medium | 1d8 | 2d8 | |
| Gargantuan | Large | 2d6 | 4d6 | |
| Colossal | Huge | 2d8 | 4d8 | |
| ||||
Source: This is an altered form of the Snatch and Swallow feat found in the Draconomicon. Dragons of Yön do not use their breath energy in place of acid damage.
You have a knack for a skill unusual for your character class.
Benefit: Select one skill. This skill is always a class skill for you, whether it is a cross-class skill for any of your character class levels or not. You always pay just one skill point per rank for this skill and you may have ranks in this skill not exceeding three plus your character level.
You may not use this feat to overcome limitations of a skill due to class. For example, you cannot use the Search skill to find traps with a Search DC greater than 20 if you have no levels in a class without the trapfinding ability, such as the rogue.
You may take this feat multiple times. Each time you take it, you select another skill to always be a class skill for you.
You can assume the shape of humanoids or animals.
Prerequisites: Yönian Dragon, Sentient Dragon, Medium size or larger.
Benefit: Thrice daily, you can take the form of any humanoid or animal creature with a size of Medium or smaller as a standard action. This feat is otherwise like the alternate form ability. You may maintain an assumed shape as long as you wish. This is a supernatural ability.
Disguise is now a class skill for you. If you use this ability to create a disguise, you get +10 on Disguise checks.
Notes: This dragon feat is usually taken by dragons of the good bent to deal with humanoid races in a more comfortable (or at least nonthreatening) manner. Evil dragons use it to spy on them or fool adventuring parties into attacking rival dragons or to lead them into an ambush to take their gear and eat them. This feat is likely also what leads to the intermingling of draconic and humanoid bloodlines.
Even though you have no formal training in magic, you have picked up a few tricks.
Prerequisites: Charisma 10.
Benefit: You know any three cantrips of your choice and can cast any of the three a total of thrice daily. Your caster level for purposes of casting these is equal to a 1st-level sorcerer or your actual caster level, whichever is higher.
Special: You may take this feat more than once, up to the limit of available cantrips.
You may apply certain metamagic feats you know to your breath weapon.
Prerequisites: Yönian Dragon, Wyrm Breath, any metamagic feat.
Benefit: You may apply one or more metamagic feats that you know to your breath weapon spontaneously. Not all such feats can be used and not with all patterns of breath weapon. The level slot modifiers of the applied feats are added as additional rounds before you may use your breath weapon again.
For example, if you apply the Empower Spell feat to your breath weapon, you roll 1d4 then add two for the +2 level slot adjustment of the Empower Spell feat. The result is the number of rounds before you can use your breath weapon again. The list of metamagic feats that can be used with Metamagic Breath (and any limitations) are as follows:
Special: This feat is used instead of the following Draconomicon feats: Enlarge Breath, Heighten Breath, Maximize Breath, and Quicken Breath. These listed feats are not available on Yön.
You can change your breath weapon to a gas that paralyzes your foes.
Prerequisites: Yönian dragon, Wyrm Breath, Breathe Cone or Breathe Cloud.
Benefit: Creatures within the cone or cloud area of your paralyzing breath must make a Fortitude save (Constitution-based) or become paralyzed for 1d6 rounds plus 1 round for each size over Tiny that you are.
You are unusually smart for a baby dragon.
Prerequisites: Yönian dragon, Tiny size.
Benefit: Add 2 to your Intelligence score. You now speak Draconic. This feat is independent of the Sentient Dragon feat and stacks with it. You still need the Sentient Dragon feat to gain the other benefits of that feat.
Special: This feat may only be taken by a newborn dragon.
Lore: Lore-masters have long speculated on why some dragons attain sentience earlier than others, or how they learn to speak Draconic even when there is no evidence of being trained by an older dragon or other speaker of that language. Some speculate that it must be some form of a recessive trait. Others scoff at that notion, saying that certain young dragons have a racial telepathy that atrophies with age and acquire the ability to speak it that way. Others attribute it to a form of reincarnation.
Dragons, for their part, do not know how this happens, either.
You run faster than normal.
Prerequisites: Yönian dragon.
Benefit: Your land speed (only) is 150% of normal, or 60 feet.
You have attained sentience as a dragon.
Prerequisites: Yönian dragon, Small size or larger.
Benefit: Add 2 to your Intelligence score. Every time you gain a hit die hereafter, you gain two attribute points to be distributed equally between Intelligence, Wisdom, and Charisma. While distributing these points, if those three attributes are equal, add a point first to Charisma. If Wisdom and Intelligence are equally low, add a point to Wisdom.
You now speak Draconic, if you do not already. You may learn bonus languages as your Intelligence permits. This Intelligence increase stacks with the Precocious Dragon feat (see above).
Once your Charisma score is 11 or higher, you start gaining spells as a sorcerer with a level equal to your Charisma minus 10.
For example, if you have the Precocious Dragon feat, you have the following mental attributes at 4 HD: Int 4, Wis 11, Cha 6. If you take the Sentient Dragon feat as your bonus dragon feat upon reaching 5 HD, you gain +2 Int, and you have Int 6, Wis 11, Cha 6. Upon reaching 6 HD, you add a point to Int and Cha, and your attributes are now Int 7, Wis 11, Cha 7. At 7 HD, you would have Int 8, Wis 11, Cha 8, and at 10 HD, you would have Int 11, Wis 11, and Cha 11, at which point you would gain spells as a 1st level sorcerer.
Special: Attribute points gained every fourth hit die may still be distributed normally without regard to this feat, so a 15 HD dragon with attributes of Int 14, Wis 14, Cha 15 advancing to 16 HD could add a point to Charisma for reaching 16 HD and have (with the two points from this feat) attributes of Int 15, Wis 15, Cha 16, gaining access to 3rd level arcane spells a bit earlier.
Note: When taking the feat, record the HD at which it was taken in parentheses after it. A dragon that took Sentient Dragon at 10 HD should record it as Sentient Dragon (10 HD). This will make checking the math later easier. A dragon striving for the maximum mental attributes will, of course, take Precocious Dragon at 3 HD (when they are newborn) and take Sentient Dragon as their first bonus dragon feat at 5 HD.
You can tap energy from the Negative Energy Plane to use as a breath weapon.
Prerequisites: Yönian dragon, Wyrm Breath (cold).
Benefit: You can change your breath weapon to deal negative energy damage. Note that this energy heals undead.
Special: Protective spells such as death ward negate the damage of this breath weapon.
Your body is serpentine in shape.
Prerequisites: Yönian dragon, Tiny size.
Benefit: You gain the serpentine special quality. If you also have the Snatch feat, you may constrict any creature you bite as long as its size category is equal to yours or less, doing bludgeoning damage equal to your bite damage each round of constriction.
Special: This feat may only be taken by a newborn dragon.
Because you have shorter legs than non-sinuous dragons, your claw attacks are treated as if you were one size category smaller.
You can change your breath weapon to a gas that induces sleep in your foes.
Prerequisites: Yönian dragon, Wyrm Breath, Breathe Cone or Breathe Cloud.
Benefit: Creatures within the cone or cloud area of your sleep breath must make a Fortitude save (Constitution-based) or suffer the effects of a sleep spell (with no HD limit) for 1d6 rounds plus 1 round for each size over Tiny that you are.
You can change your breath weapon to a gas that slows your foes.
Prerequisites: Yönian dragon, Wyrm Breath, Breathe Cone or Breathe Cloud.
Benefit: Creatures within the cone or cloud area of your slowing breath must make a Fortitude save (Constitution-based) or suffer the effects of a slow spell for 1d6 rounds plus 1 round for each size over Tiny that you are.
You have a natural talent for using magic.
Benefit: Your key ability score for casting spells (Intelligence for wizards, Charisma for sorcerers and bards, Wisdom for divine spellcasters) is considered to be two points higher for purposes of determining how many bonus spells you get and for the DC of your spells. This applies to only a single class.
Special: Only a 1st level character may take this feat. You may acquire this feat multiple times. Each time you take it, it applies to a different spellcasting class of your choice. You may take this feat even if you do not yet have any levels in a spellcasting class.
This feat is the equivalent of the Spellcasting Prodigy feat that first appeared in Forgotten Realms® Campaign Setting.
The damage from your breath weapon is intensified.
Prerequisites: Yönian dragon, Wyrm Breath.
Benefit: You increase the damage die on your breath weapon (or weapons) from 1d8 to 1d10 per two hit dice, to a maximum of 24d10.
Normal: Your breath weapon does 1d8 per two hit dice, to a maximum of 24d8.
Special: You may not take this feat and the Weak Breath flaw at the same time.
Prerequisites: Wyrm Breath (sonic).
Benefits: You can choose to do nonlethal damage with your sonic breath weapon. Those that fail the Reflex save against the stunning breath must make a Fort save (DC by Con) or be stunned for one round.
You are learned in a manner of summoning first practiced by the sylvan elven druids of the Darkwold. Creatures answering your call can be imbued with the powers of the forest.
Prerequisites: Ability to cast any summon nature’s ally spell, Spell Focus (conjuration), wild shape (plant).
Benefit: All animals that you summon using summon nature’s ally acquire the verdant creature template for as long as the summoning spell lasts.
Notes: This is an altered version of the Greenbound Summoning feat that originally appeared in Lost Empires of Faerûn, page 8.
You can change your breath weapon to a gas that weakens your foes.
Prerequisites: Yönian dragon, Breathe Cone or Breathe Cloud.
Benefit: Creatures within the cone or cloud area of your weakening breath must make a Fortitude save (Constitution-based) or suffer 1 point of Strength damage rounds plus additonal Strength point for each size over Tiny that you are.
You have matured enough as a dragon to develop a breath weapon. (Not all Yönian dragons ever gain a breath weapon.)
Prerequisites: Yönian Dragon, Small size or larger.
Benefit: You gain the supernatural ability to breath an energy type (acid, cold, electricity, fire, or sonic) as a standard action. This weapon affects a 40-foot line that is 5 feet high and wide. Each additional size category over Small increases the range of this energy by 20 feet. Damage from the breath weapon is equal to 1d8 per two hit dice of the dragon up to a maximum of 24d8. Unless a dragon feat alters it, creatures affected by a dragon’s breath weapon can attempt a Reflex save (Constitution-based) for half damage. This breath weapon starts at any intersection on the edge of a dragon’s area and extends in a direction of the dragon’s choice.
Once a dragon uses a breath weapon, it must wait 1d4 rounds to use it again.
This is a supernatural ability.
Special: You can take this feat multiple times. Each time you do, you must select a different energy type. You cannot have Wyrm Breath (fire) and Wyrm Breath (cold) at the same time.
Many dragon feats can change the area, damage die, or even the overall effect of the breath weapon.
Dragon disciples and dragon shamans gain this feat as a bonus feat at level 4.
You have a touch of the divine in you.
Prerequisites: Cha 11, Wis 11, Sentient Dragon, Yönian dragon.
Benefit: Select one cleric domain. You may now cast spells from that domain as arcane spells. You must have a Charisma and Wisdom of 10 + spell level to be able to cast it as well as having a sufficient caster level to cast spells of that level. (See Spells under Dragon (Yönian).) You do not get the granted power of any domain you select.
Flaws, a common “house rule” in Dungeons and Dragons® and formally introduced in Unearthed Arcana, may be used with the game master’s approval on a case-by-case basis. This is to prevent stupid flaws or prevent the use of ones that don’t actually hinder the character. A 1st-level character may take a maximum of two flaws, receiving a feat for each flaw taken. With the following exceptions, most flaws are described in other sources. If you have access to the Compiled Character Flaws document, that is a good place to start.
In most cases, flaws must be taken when a character is first created. However, circumstances (as judged by the game master) might justify acquiring one later. Likewise, a character or monster that acquires a feat later may use that feat to “buy off” one of his, her, or its flaws.
These are flaws usually only available to non-player characters or monsters. The prerequisites, as always, will determine this.
The beast in you cannot be easily repressed or hidden.
Prerequisite: Lycanthrope or ophidian template.
Disadvantages: Even in your base form, some elements of your animal nature show, such as animal ears and a tail, making it difficult to disguise what you are. For example, a werewolf might have wolf ears and a tail even in human form, an ophidian might have a scaly patch of skin on the face or the eyes or tongue of a snake. At least two such animal features should be selected. In all cases, it requires a Disguise check (opposed by Spot checks, as usual) to conceal these features.
Moreover, a lycanthrope with this flaw is more subject to involuntary change. While he gets a +4 on the Wisdom checks to realize that he has contracted lycanthropy (for afflicted lycanthropes), he receives a —2 penalty on all Control Shape checks. See Lycanthropy as an Affliction and the Control Shape ability for more information.
An ophidian, not being a true lycanthrope, is affected differently. The DC of all checks related to avoiding assuming snake form in the continued absence of a humanoid meal increases by 2 for all such checks. See The Serpent’s Curse for more information.
The DC for any attempt to remove afflicted lycanthropy or ophidianism is increased by 2 for all such checks, regardless of the method used. This does not increase the Fortitude saves for being poisoned by belladonna if that method is used to cure lycanthropy—only the DC of Fortitude save for shaking off the affliction is increased. See “Curing Lycanthropy” or “Curing Afflicted Ophidians” for more information.
Finally, even curing the affliction only makes it dormant: each month, in the light of the appropriate full moon (see Lycanthropes), a lycanthrope must make a DC 15 Will save to avoid the curse reactivating and changing to his base creature form. “Former” ophidians must do likewise, although they measure that month from the day they were cured, and the check must be made the next time they sleep (or trance, if an elf) after that.
If this flaw is later bought off with a feat slot, the beast is finally vanquished. It cannot be removed while the affliction is active, however; only after it has been “cured”.
Special: This flaw usually affects natural lycanthropes or ophidians but may be taken by afflicted ones when the curse is first contracted. For afflicted characters, a counterbalancing feat may not be taken until they have gained a new level.
Only Yönian dragons may take flaws in this category, and they must take them when they are at three Hit Dice (sort of the “first level” for dragons). For each flaw taken, a dragon can have an additional feat. In practice, it’s probably best to limit the number of flaws to three.
You take extra damage from a certain energy type.
Prerequisites: Yönian dragon, Wyrm Breath.
Disadvantage: You take 50% more damage from the selected energy type, rounded down.
Special: You cannot select an energy type that you can use as a breath weapon. For example, if you have Wyrm Breath (Acid), you may not take Energy Vulnerability (Acid).
If you take Energy Vulnerability (Cold), you gain the Fire subtype. If you take Energy Vulnerability (Fire), you gain the Cold subtype. The damage penalties of these subtypes do not stack with that of this flaw. (They, effectively, are the flaw.)
You are wholly a creature of the sea.
Prerequisites: Yönian dragon, Aquatic Dragon.
Disadvantage: You cannot breathe air and your land speed is reduced by half.
Special: Dragons with this flaw usually have Wyrm Breath (electricity) or Wyrm Breath (sonic) as other energy types are less effective underwater. See Underwater Combat for details.
Your scales are weaker than normal.
Prerequisites: Yönian dragon.
Disadvantage: Your natural armor is two lower than normal.
Your breath weapon lacks focus.
Prerequisites: Yönian dragon, Wyrm Breath, Breath Cone or Breath Cloud.
Disadvantage: Your breath weapon cannot be a line effect. (See the Wyrm Breath feat for details.)
Special: You must take either the Breath Cone or Breath Cloud feat to take this flaw.
Your breath weapon is weaker than normal.
Disadvantage: Your breath damage die is only 1d6 instead of 1d8. The range of your breath weapon is 75% of normal, rounded down to the nearest five feet.
Special: You cannot take this flaw if you do not have do not have the Wyrm Breath feat or if you have the Strong Breath feat. Dragon shamans automatically gain this flaw when they gain the Wyrm Breath bonus feat at level 4.
There is a flaw in your scaly protection.
Prerequisites: Yönian dragon.
Disadvantage: A foe that does a Spot check against you as a full round action against a DC of 20 can detect your weak spot. Once this spot is detected, she can strike at it with a piercing weapon, ignoring your natural armor bonus. The size AC modifier for the weak spot is +8 for being a Diminutive target, and you instinctively move to protect it, so it gets a +4 AC bonus for cover as well, unless you are flat-footed or the foe has a feat or class ability to bypass this.
Affiliations in Dungeons and Dragons were added as a concept in Chapter 7 of the Player’s Handbook II . The following are known affiliations on Yön. None of the sample affiliations in the Player’s Handbook II exist on Yön.
Players are welcome to propose existing affiliations for Yön as long as they fit in, or create new ones in game and in character as described in that chapter. To create a new affiliation of your own instead of joining an existing one, you need the Leadership feat.
Some affiliations will not be listed here because of their secret natures.
No one truly rules over all people any more than one hunter hunts all creatures. For all your might, in the end, you will be eaten, or the creatures within you will devour your corpse, and so you will return to the world, and your memory will fade. Where, then, is your power?
The Darkwold is a vast primeval forest, with some of the oldest trees on Yon, and is a bulwark against encroaching civilization. Despite that, it is more than willing to deal with civilizations: the eldest of the druids there realize that civilizations are a natural order for many sentient beings, and rather than war against their way of life, they preserve areas of nature and find ways to provide things that civilization wants without savaging natural areas. In this way, they reason, civilization will leave them alone.
And if they don’t—well, they will show them that you don’t mess with Mother Nature.
They’re fools with magic that fool with magic. What more needs saying?
Symbol: A belled harlequin cap and wand.
Background, Goals and Dreams: This affiliation is largely made up of gnomes, including arcane gnomes. Bards, wizards, sorcerers, rogues, arcane tricksters, spellthieves, and even a few warlocks can be found within its ranks. Non-gnomes are welcome if they don’t take themselves too seriously and can take a joke.
Fools with Magic desire to pull the most outlandish pranks in the land, ones that are legendary in scale. Lesser pranks are done to “keep in practice”. Because magic is so useful in doing this, most members have either levels in an arcane spellcasting class or ranks in Use Magic Device.
While not really a thieves’ guild in the common sense, Fools with Magic use theft to fund its more expensive jokes. Also, stealing something really well protected is a prank in its own right. They aren’t assassins and killing someone in a prank, especially an innocent, is considered extremely bad form. Fools with Magic spare even those that might deserve death because dead people can’t react to a really humiliating prank, and that’s most of the fun. Such people are more likely the target of a particularly humiliating curse, geas or baleful polymorph.
Wizards in the ranks of Fools with Magic are responsible for many of the more “amusing” cursed magical items to be found around Yön. Generally, these are less expensive cursed items with effects that are more humiliating (such as gauntlets of fumbling, a ring of clumsiness or a stone of weight) than deadly.
Enemies and Allies: Being rather indiscriminate in their targets, Fools with Magic have rather a long list of enemies from lowly individuals to the governments of cities or even nations. The Ordo Ars Magica dislikes Fools with Magic intensely. They don’t actively hunt them, but they are inclined to offer their services at a discount to authorities that want to find them after a particularly egregious and costly prank.
Type: Thieves’ guild.
Scale: 5 (city).
Affiliation Score Criteria: Fools with Magic will take anyone with a sense of humor and fun, but the ones that excel generally have some arcane magic to command or useful rogue skills. To join, however, one has to pull a prank they deem worthy of a member of Fools with Magic. It doesn’t have to be the best prank ever—just good enough to show that the prankster has what it takes. In game terms, the EL of the target or targets of the prank should equal that of the applicant.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | ½ PC’s level |
| Ten or more ranks in Use Magic Device | +2 |
| Five or more ranks in Hide, Move Silently or Perform (comedy) (each skill) | +1 |
| Can cast arcane spells | +1 |
| Pulls a prank with an EL equal to party level | +1 |
| Pulls a prank with an EL higher than the party level | +2 |
| Arcane Trickster | +2 |
| Donates magic item (1,000+ gp value) | +2, up to 3/year |
| Not a gnome | –1 |
| Member is “pranked” or has a prank turned on her | –1 |
| Lawful alignment | –5 |
| Kills an innocent in a prank | –10 |
Pranks have to be done publicly enough to count. If no one sees it to laugh at it, what good is it? It counts if at least gossip about the prank is spread. Affiliated bards see that it does.
| Affiliation Score | Title |
|---|---|
| 3 or less | Not affiliated |
| 4 to 10 | Fool |
| 11 to 17 | Jester |
| 21 to 30 | Clown |
| 30 or higher | Supreme Prankster |
Fool. You’ve shown your worth, now the Fools with Magic want to see what you can do in more complex pranks. When you’re assisting on a prank with one or more other members of Fools with Magic, you get +2 circumstance bonuses to Hide and Move Silently.
Jester. You’re moving up as your pranks get more audacious. You get Deft Hands, Nimble Fingers or Stealthy (your choice of which one) as a bonus feat.
Clown. You’re ready for the big time. You get a fully charged wand of hideous laughter.
Supreme Prankster. The old Supreme Prankster acknowledges that you are his or her superior and offers up his or her position to you. You get the use of the Supreme Prankster’s crown, the foolscap.
FoolscapPrice (Item Level): 10,000 gp (12th) Body Slot: Head Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: — This harlequin’s hat, when worn, grants the wearer +1 luck bonuses on all saving throws, ability checks and skill checks. The bells on the hat are usually muted with wax for stealth missions. Prerequisites: Craft Wondrous Item, divine favor. Cost to Create: 5,000 gp, 400 XP, 10 days. |
Executive Powers: Pariah, plunder, shadow war. The pariah power consists mostly of humiliating an enemy in public to such an extent that no one wants to associate with him or her. Spellcasters of Fools with Magic in particular excel at this, using bestow curse to afflict their enemies with extreme incontinence or flatulence or hideous body odor, baleful polymorph to turn them into embarrassing little animals, or hold person then stripping them and leaving them in public tarred and feathered, tattooed or painted garish colors. The more powerful wizards have very creative uses for polymorph any object, many of which shouldn’t be mentioned in polite company.
No serious commander ignores magic.
Symbol: A kite shield emblazoned with a fireball and five diverging magic missiles.
Background, Goals and Dreams: Anylev Korov is the commander of Korov’s Legion, one of the largest mercenary companies in the Crimson Plains region, with a cadre of over 1,000 infantry and 100 officers. They winter in the Godsteeth Mountains.
Fairly early in his career as a mercenary officer, Korov realized the value of magic in military operations and sought to establish a branch of his legion dedicated to military magic. He therefore established a fortress overlooking one of the passes through the Godsteeth called Magehold, where his military academy trains warmages for his company.
Since the Hrygen Empire abandoned the Crimson Plains, Korov’s Legion has less work, so many of the soldiers and warmages of his legion are adventuring until such a time as Korov calls upon them again.
Enemies and Allies: Whoever pays them to be an ally against an enemy.
Type: Fighting company.
Scale: 8 (city/county).
Affiliation Score Criteria:
Titles, Benefits and Duties:
Executive Powers: Plunder, Raid, War.
We see what is hidden but hide what we see. Let the Zurkai deal justly with one another, lest we reveal them.
Symbol: A simple stylized human eye, usually tattooed (and hidden) on a member’s forehead.
Background, Goals and Dreams: The Shenwai (“Revealers”) are an ancient organization dedicated to protecting the Zurkai and maintaining order in Qæz-ur-Zurkai. They hunt criminals, spy on foreign nations, act as judges and basically serve as a shadow government in a land where secrets are everything. They do not maintain a standing army, preferring instead to strike from darkness. Their numbers include umrae (“shadows”, basically ninja class characters), diviners (wizards specializing in divination), divine oracles, and unseen seers. Generally, only those well versed in divination magic reach the rank of High Shenwa.
The Shenwai themselves are largely unknown, even in Qæz-ur-Zurkai, and to speak openly of them is to invite their displeasure, which manifests itself in very unpleasant and often lethal ways.
Many of those who work for the Shenwai are not aware that they are until they have come to the attention of superiors within the organization who feel that knowing participation would make them more effective.
Enemies and Allies: They may have enemies, but their enemies don’t usually know it, even after it’s too late. If they have allies, they (of course) aren’t saying.
Type: Spy ring.
Scale: 12 (multiregional/kingdom).
Affiliation Score Criteria: Only Zurkai are accepted into the Shenwai, and precious few of them.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | ½ PC’s level |
| Ninja (umrae) | +1 |
| Five or more ranks in Hide, Listen, Move Silently, Spot or Search (each skill) | +1 |
| Can cast divination spells | +2 |
| Defeat Zurkain foe, EL equal to party level | +1 |
| Defeat Zurkain foe, EL higher than the party level | +2 |
| Diviner, Divine Oracle or Unseen Seer (one only) | +4 |
| Owns a divining magic item | +2 |
| Not a Zurkai | –2 |
| Chaotic alignment | –2 |
| Abuses position | –5 |
| Reveals secrets of Shenwai | –30, cast from organization and can expect visits from umrae with EL equal to party level |
Titles, Benefits and Duties:
| Affiliation Score | Title |
|---|---|
| 3 or less | Not affiliated or unwitting affiliation |
| 4 to 10 | Murzhin (“Wakened”) |
| 11 to 17 | Hensha (“Seeker”) |
| 21 to 30 | Shenwa (“Revealer”) |
| 30 or higher | Shenwa-Æst (“High Revealer”) |
Murzhin: You know that you are serving the Shenwai, and you have been taught how to learn things in the secretive culture of the Zurkai. The increased DC (of 4) for Gather Information checks in Qæz-ur-Zurkai no long applies to you.
Hensha: Your attention to seeking out secrets has gained you a bonus feat: choose Alertness, Negotiator, Stealthy, or Track.
Shenwa: You have risen to the Council of Revealers, a position of great power in Qæz-ur-Zurkai. You have learned the subtle cues that reveal the emotions of others. You gain a +4 affiliation bonus on Sense Motive checks.
Shenwa-Æst: You gain the use of the Uen-ur-Shenwai (“Eye of the Shenwai”), a crystal ball with true seeing.
Executive Powers: Assassinate, Research, Shadow War.
Burglary? Pickpocketing? Bah. Government is where crime really pays.
Symbol: The palm of a human hand, viewed from the side, with three silver pieces dropping toward it, face out.
Background, Goals and Dreams: The Silver Palm was formed from resistance groups that fought on after Tarankoth fell to the Hrygen Empire. After the dwarves of L’raigh liberated it and took over the administration of the city following the retreat of the Hrygen, some of the resistance groups, resenting the control of their city by the dwarves, continued on in the form of a thieves’ guild. However, because of the efficiency of the dwarven government, the Silver Palm is very careful to stay well hidden behind the scenes.
The organization itself is overt, hiding in plain sight in the form of a business organization, like a chamber of commerce. Many of its members are legitimate and have no idea of the true nature of the Silver Palm. However, the real membership works under this legitimate cover to use influence peddling, corruption, bribery and blackmail to worm its way into control of the city. They never attempt to bribe members of the city guard, and in fact may even aid them on occasion to capture petty thieves and burglars to bolster their public image; the Silver Palm views them as amateurs that keep the city guard busy and out of their hair. They concentrate on influencing wealthy families, petty bureaucrats that handle the paperwork and other officials outside the city guard.
This is not to say that the Silver Palm never engages in burglary, but they are more likely to do so to steal secrets or incriminating documents to use for blackmail rather than piles of gold. Since the dwarves don’t outlaw gambling or prostitution, the Silver Palm maintains a number of high-class establishments catering to both of these vices through proxies and cutouts. They will even encourage legitimate members of the Silver Palm to condemn these establishments in public, calling for them to be shut down—it makes for good advertising.
Enemies and Allies: The Tarankoth City Guard is both an enemy and an ally, depending on the situation.
Type: Thieves’ guild.
Scale: 6 (city).
Affiliation Score Criteria:
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | ½ PC’s level |
| Rogue | +2 |
| Human | +1 |
| Dwarf | –4 |
| 10 ranks in Diplomacy, Forgery or Gather Information (each skill) | +2 |
| Arcane Trickster | +2 |
| Shadowdancer | +2 |
| Member of the Tarankoth City Watch | –2 |
| Parent or sibling a member | +1 |
| Gains information valuable to Silver Palm | +1/10,000 gp value |
| Informs on affiliation member | –10/–151 |
| |
Titles, Benefits and Duties:
| Affiliation Score | Title |
|---|---|
| 3 or less | Not affiliated or unwitting affiliation |
| 4 to 10 | Fixer |
| 11 to 20 | Wardman |
| 21 to 30 | Alder |
| 30+ | Chief |
Fixer: +2 to Gather Information, Diplomacy and Forgery checks on affiliation sponsored jobs.
Wardman: Bonus Feat: choose Deceitful, Investigator or Negotiator. Must complete four jobs a year for affiliation.
Alder: +6 on Gather information checks in Tarankoth. Must gather 10,000 gp worth of information per year for affiliation.
Chief: Reroll failed Diplomacy, Forgery or Gather information checks 3/day. Must hide affiliation activities from authorities. Must make DC 30 Gather Information check to foil government investigation of affiliation once per month. Affiliation loses 1 wealth level per failed roll.
Executive Powers: Plunder, Shadow war, Trade.
“They’re no fun. No fun at all, I tell you!”
Symbol: A concentric pattern made up of a gold circle inscribed with a blue octagon inscribed with a red pentagram.
Background, Goals and Dreams: The Ordo Ars Magica (O.A.M., Order of the Magical Arts, or simply “the Order”) is a guild of wizards that spans many of the civilized lands of Yön. It was founded in Ryzh in 411 TR by the archmage Genaris Tulva when his wife, Adria Ansulla, also a wizard and the most powerful diviner of her time, foresaw the Third (and final) Fall of the Ryzhaen Empire. The Order, at that time, was dedicated to preserving the work of Ryzhaen wizards from the Third Fall. To this end, the Order created enclaves of wizards to preserve arcane knowledge in as many cities around the Pyro Sea as they could in the hopes that enough would survive the coming holocaust to bring up new generations of wizards.
In this day and age, the Order continues to preserve arcane knowledge and teach new wizards. It also regulates commerce in magic and establishes basic rules of conduct between wizards within the Order. It establishes intellectual property laws for arcane knowledge. (All joking about the RIAA aside, you haven’t seen the true consequences of stealing intellectual property until the wizard whose newly researched spell you copied and sold far and wide turns you into something small, experimental, and very, very unpleasant.)
The Order has guildhalls in most large cities and metropolises (as depicted in Generating Towns). Each hall of the Order has a library and laboratories suitable for magical research and magic item creation available to members in good standing (defined as one that has not broken guild rules, which includes paying the dues on time). Many wizards of the Order eventually take levels of arcane professor, which is the Yön version of the Mage of the Arcane Order prestige class. While there are many guildhalls of the Order, only the primary one at Ninetowers has a spellpool. A wizard who becomes an arcane professor will journey there to gain her spellpool focus (see Spellpool).
A wizard starts within the Order with the title of Apprentice until she learns first or second level spells, at which point she becomes an Itinerant, traveling between cities to other guildhalls of the Order to learn different magical techniques, to help teach new apprentices, and to earn a living casting magic for others. Often, Itinerants become adventurers.
At a certain point, an Itinerant creates a new spell or magic item that is donated to the Order, which elevates her to the rank of Master. Some Masters also become arcane professors. The duties, costs and privileges of this prestige class are described under Arcane Professor.
The Order has four primary functions: preserve and expand knowledge, especially arcane lore; teach wizardry and provide the material needed for such; establish and control prices charged for arcane knowledge, assistance and magical items; and establish rules for interaction between guild members.
While individual wizards within the Order can be very much concerned with questions of good and evil and law and chaos, the Order, institutionally, does not. As a whole, however, the Order strongly supports civilization because civilization makes the stuff wizards need, so the Order definitely has a lawful bent. It is one thing to take over a nation and set one self up as a dictator; as long as the Order halls there are not disturbed, the Order as a whole will not interfere—although individual wizards or groups of wizards may, of course. But attempting to lay waste to a continent or the world will definitely draw hostile attention from the Order.
Almost all wizards found in the Crimson Plains cities and adjoining areas (including Kartag, Hesperonia, and Psellena) will be members of the Order; the advantages outweigh the disadvantages by a considerable margin.
Enemies and Allies: The Order does not get along at all well with Fools with Magic, although they don’t typically engage in direct conflict with them. They tend to regard liches as abominations to be stamped out because of institutional memories of massive mage wars against them and the fact that the undead wizards eventually interfere with the living ones.
Type: College.
Scale: 6 (city) or 7 (city and outliers) for a single Order hall, 10 (regional/march) for the Ninetowers hall of the Order, 15 (continental/empire) for the entire Order. The Order has halls in large cities and metropolises across the Crimson Plains, Hesperonia, Kartag and Psenella. However, the Order rarely acts as a single entity, so the 15 scale score is rarely used. Players can only advance within a particular Order hall, and the Affiliation Score Criteria below reflects that. However, if a player advances to Syndic, that gives them some small power in the Order as a whole.
These are typical guildhalls of the Order using the Stronghold Builder’s Guidebook. The two shown here are what you might expect to see in large cities and metropolises (as depicted in Table 5-2: Random Town Generation, Dungeon Master’s Guide, page 137). All guildhalls have a variety of magical defenses ranging from simple alarm spells on restricted areas to magically reinforced walls and guardian creatures such as constructs. Traps are usually to disable rather than kill to prevent losing a nosy apprentice.
Order halls either have a chapel to Tesren onsite or are situated near a larger temple dedicated to the god of magic. The Order does not disdain the use of divine magic and calls on priests of Tesren to aid them in making magic items that can’t be made by arcane magic alone.
Order Hall (large city, scale 6): This sort of guildhall is found in large cities. It supplies the needs of up to a dozen masters, two dozen apprentices, visiting itinerants and masters and a small support staff.
Components: Fancy alchemical laboratories (4), fancy libraries (3) (book lots—architecture and engineering, general, nature, religion; comprehensive lots—arcana, the planes), fancy magic laboratories (12), fancy common area, fancy dining hall (2), fancy kitchen (2), servants’ quarters (7) (for servants, apprentices and visiting itinerants), fancy smithy (for making of magical weapons and armor), fancy storage (6), fancy study (12) (for guildhall masters), fancy bedroom (6) (each space contains two bedrooms for masters of the guildhall).
Optional components: Basic courtyard (1 to 4), basic stables (1 to 4), fancy chapel. Staff: four cooks, two dining hall servants.
Order Hall (metropolis, scale 7): This sort of guildhall is found in the largest cities. It supplies the needs of up to two dozen masters, four dozen apprentices, visiting itinerants and masters and a substantial support staff.
Components: Fancy alchemical laboratories (8), luxury libraries (2) (book lots—dungeoneering, general; comprehensive lots—architecture and engineering, nature, religion; master lots—arcana, the planes), fancy magic laboratories (24), fancy common area (2), luxury dining hall (1), luxury kitchen (1), servants’ quarters (15) (for servants, apprentices and visiting itinerants), fancy smithy (for making of magical weapons and armor), fancy storage (12), fancy study (24) (for guildhall masters), fancy bedroom (12) (each space contains two bedrooms for masters of the guildhall).
Optional components: Luxury courtyard (1 to 4), fancy stables (2 to 4), luxury chapel. Staff: six cooks, two dining hall servants.
Ninetowers: The city of wizards and the seat of power of the Ordo Ars Magica is described in more detail starting on page 96.
Affiliation Score Criteria: Anyone is eligible to join the Order, provided they can cast at least one arcane spell without using a magic device. Most members have at least one class level as a wizard, since wizards derive most of the benefits of membership. Remember that these score modifiers are halved for those advancing within the Ninetowers branch because of its scale.
| Criterion | Affiliation Score Modifier |
|---|---|
| Character level | ½ PC’s level |
| Five or more ranks in Knowledge (arcana) | +1 |
| Five or more ranks in Spellcraft | +1 |
| Has any Item Creation feat | +2 |
| Can cast 3rd level spells or higher | +2 |
| Can cast 5th level spells or higher | +4 |
| Designs a new spell or magic item for the Order | +4 |
| Each additional item (1,000 gp or more) or new spell donated to the Order | +2 per item, max. 3/year |
| Arcane Professor, Archmage or Loremaster | +2 |
| Not a wizard | –1 |
| Declares a mage duel (each duel) | –1 |
| Duels an Order member without declaring first | –10 |
| Fails to meet duties of title | –10 |
| Cannot cast arcane spells | –20 |
A character that joins the Ninetowers chapter of the Order gains only half of the positive affiliation score modifiers (rounded down, minimum of ½) shown above because of its larger scale, as described on page 184 of the Player’s Handbook II, “Affiliation Score Criteria”, paragraph five.
Titles, Benefits and Duties| Affiliation Score | Title |
|---|---|
| 3 or less | Not affiliated or Apprentice |
| 4 to 10 | Itinerant |
| 11 to 17 | Master |
| 21 to 30 | Syndic |
| 30 or higher | Guildmaster |
Apprentice: Many if not most spell casters that join the Order do so as apprentices. Apprentices spend much of their time learning and some handling the more mundane chores: gathering common spell components, cleaning labs, organizing the library and the like. This continues until they have learned all the cantrips in the Player’s Handbook, amanuensis [SC], and at least three first level spells. They have no dues to pay in the Order but are expected to obey the itinerants and masters of the Order regarding their training and use of magic. Some less ethical masters have been known to take advantage of apprentices, but for the most part they are treated well, if kept very busy. Apprentices pay no dues and earn only room and board, which is generally pretty modest (although it can seem like a lot to the lower classes of many parts of Yön). They receive a 100-page spellbook and the materials they need to scribe the spells they learn at no cost.
Itinerant: A spell caster that demonstrates knowledge of at least three first level spells may, if they wish, apply for itinerant status. Itinerants are expected to travel from guildhall to guildhall, learning new techniques and teaching theirs to apprentices. They also work for masters of the guildhalls to which they travel, writing magical scrolls for sale and assisting in the creation of other items of minor magic for masters.
Itinerants pay no dues to the Order but if they wish to earn money selling spells and magic items in a city that has granted Order Rights, they must work for a master of the local Order hall. Pay is typically 5 gp per level of the spell cast and the master provides any material components. If a focus is required, the master can loan or give one to the itinerant as he or she wishes. If they make magic items for the master, they get 25% of the market value after any material component cost (which is paid by the master) is deducted.
While they work for a master, they get free room and board. On the road, they have to fend for themselves. Often, a master will teach an itinerant spells he needs cast for him, allowing the itinerant to work off the cost of materials needed to scribe the spell into his spellbook. In game terms, each week that an itinerant works for a master, the itinerant can forgo pay to scribe a new spell in her spellbook for free. (This includes the day to learn it, with a +2 bonus to the Spellcraft check to do so because of the master’s aid, then a day to scribe it, then five days of labor for the master.)
Many itinerants choose to adventure, and the Order does not discourage this. Curious itinerants have found many items of lost or rare magic or magical lore. While they are permitted to keep such, they can often find an Order master willing to pay a fee to study something rare or unique or buy it outright.
Some itinerants also travel with adventuring masters, aiding them in some task. In such cases, the itinerant and the master may agree on an arrangement between themselves regarding services and payment.
Most player character wizards in the Order start as itinerants. If they apprenticed with the Order, in addition to the normal starting spells their spellbooks also contain the amanuensis and know time cantrips.
Master: An itinerant of the Order may petition to become a master by developing a new spell or magic item and presenting it to a review board of masters in any city with a guildhall. If the board agrees (by majority vote) that it is indeed a new spell or item, then the petitioner is granted master status. The item or spell remains the petitioner’s own regardless of outcome, although it is customary to donate the item or give a copy of any spell to the guild that it may be entered in the master grimoires. Generally, such a review board convenes at a particular time of the year, although this time varies from city to city. Most itinerants choose to present their master spell or item at the guildhall where they apprenticed.
Masters are expected to pay 30 gp a month in dues. As long as they are in good standing, they can make free use of the laboratories of their home guildhall and pay 50 gp per week for use of a lab at any other guild order as such are available. They may make use of the arcane library in any Order hall. They pay 5 sp daily for room and board at any Order hall. At their home hall, this includes the use of a comfortable bedroom and a private study. When using such a laboratory to make magic items, they receive a discount of 10% on either the cost of the item in gp or XP (not both) as they choose, due to the availability of extra aid from colleges and such.
Masters are expected to impart their knowledge to apprentices and itinerants. Some like this task more than others, so there are some masters at any guildhall that do more teaching and others that do more research. An adventuring master sometimes takes an apprentice or itinerant along. This practice is frowned upon (but not forbidden, because they have to learn sometime) because of the hazards to inexperienced wizards.
However he or she does it, a master is expected to assist in the teaching of enough spells to train one new apprentice each year—21 cantrips and three 1st-level spells. In game terms, this means being available to aid another on Spellcraft checks for a student with a Spellcraft of +3 or +4 (one or two ranks in Spellcraft and a 14 Int). With the assistance of the master, a student can take 10 on his or her Spellcraft check to learn a new 0 or 1st level spell. Masters often take ranks in Profession (teacher) (see page 19) to more easily fulfill this duty.
Syndic: One syndic is selected by the guildmaster of each hall of the Order to represent the hall at Syndic’s Council at Ninetowers. Many Syndics also become arcane professors at the Schola Veneficus (see above). The Syndics Council meets once every three months to discuss Order finances, changes to the Regula Ordo (see below), and events of arcane significance. They also review the activities of the Ninetowers guildmaster, who nominally acts as the mayor of Ninetowers as well. Aside from these meetings, syndics are often given special missions of arcane significance by their hall’s guildmaster, generally to recover a particular magic item, negotiate trade deals or deal with city officials. Because they travel frequently, they are exempt from a master’s normal teaching duties. Most syndics are at least high enough level to cast sending and teleport.
Guildmaster: One master, elected by the other masters of a particular Order hall, is the guildmaster of that hall. Usually, this is the most senior master there. A guildmaster gains a +2 competence bonus on Charisma checks when dealing with other members of his Order hall. He has precedence over use of any of the hall’s facilities. He establishes policy for the use of magic in his jurisdiction (typically a large city or metropolis). He deals with city officials for his guild. He has the right to declare a Ban on anyone within his jurisdiction. Typically, a guildmaster serves until he dies, resigns or receives a vote of no confidence by a majority of the masters at his hall. The Syndic’s Council has been known to remove a rogue guildmaster as well, although this has only happened a few times in the Order’s long history. While a guildmaster is not required to teach student wizards, it is unusual for them not to do so.
The Guildmaster of the Ninetowers chapter of the Order is commonly also its syndic and traditionally the chairperson of the Syndics Council. He also acts as mayor of Ninetowers, although the actual duties are usually delegated to subordinates.
Executive Powers: Craft, research, trade.
Other Roles in the Order: The Order is a fairly diverse group as wizards go. Here are some other roles found there.
Arcane Professor: A master of the Order sometimes decides to take a special interest in scholarship and research. They travel to the Order’s premiere school of magic, the Schola Veneficus in Ninetowers. See the Arcane Professor prestige class.
Loremaster: A master of the Order occasionally concentrates on Knowledge skills. In game terms, they take one or more levels of the loremaster prestige class. See the Loremaster entry on page 18 for more details.
Rules of the Order: The Regula Ordo (Rules of the Order) were written to define standards of interaction between members of the Order and duties of members to the Order itself. It isn’t a book of law in the common sense, but guild members must swear an oath to abide by them or face serious consequences. The rules include:
In cases where the Regula Ordo conflicts with local law, the Order insists on that the Regula Ordo has precedence—and they will enforce this precedence as they see necessary.
Other than that, the Order avoids external politics unless a wizard is found to be breaking Order rules. They don’t favor one nation or race over another. Individual wizards can hire out for wars, and both sides of a war have hired wizards of the Order. This is acceptable—but if they attack each other directly without declaring mage-duel and the Order learns of it, the survivors are likely to be punished harshly.
The Ban: One of the harsher punishments for violating the Regula Ordo is the Ban. A person, wizard, city or country under the Ban receives no assistance from the Order. A person under the Ban (or any person except for another member of the Order in any area under the Ban) cannot obtain spells, spell components, magic items or any other magic assistance from any member of the Order. Any member of the Order found knowingly assisting another person under the Ban is also under the Ban. Only a guildmaster or syndic of the Order can place or lift a Ban, and then only within their jurisdictions (typically, the city in which their hall is). Only the Syndic’s Council has the authority to place an entire nation under the Ban; this is very rare. The Council can collectively order (by majority vote) that a Ban placed by a guildmaster or Syndic be lifted. This is also very rare.
Order Rights: “Order Rights” refers what amounts to a monopoly granted by the ruler of a town or city to allow a guildhall of the Order to be built there. In return, the Order promises to regulate the sale of arcane magic, and to allow the ruler to pay a retainer to the guild to magically assist the local government on a case-by-case basis. This means that the guild is considered “pre-hired” by the local government to work for it if the ruler requests and will not hire out to those that seek to do harm to the government. Most cities have allowed this rather than dealing with the consequences of not allowing it, although a few prohibit the Order altogether, relying on sorcerers, warmages, or divine magic from the more powerful temples instead.
Non-Order wizards that practice magic in a city that has granted Order Rights are expected to pay half of any fee they charge for spells (after deducting for material components) to the Order and 25% of the Order-established market value of any magic item sold (generally, the market price for that item as shown in the Magic Item Master Index. They can purchase items for market value, but they pay twice the value for spells taught—100 gp per level instead of 50 gp. Non-order wizards can rent laboratory and library access for 100 gp a week.
The Order will almost never seek to build a guildhall in a city that does not grant Order Rights, although individual masters of the Order may set up shop there.
The Order and Other Arcane Casters: The Order does not regulate the activities of spontaneous arcane spell casters. Several decades ago, a temporary coalition of sorcerers formed specifically for the purpose of complaining to the Syndic’s Council when the Order tried to include them under Order rules. Surprisingly, no big explosion of magical fireworks ensued. The sorcerers and wizards of the Council argued for some time, and it seemed that someone would soon lose his temper and throw the first spell. But Argesta Coranis, the Ninetowers Order guildmaster (and traditional chair of the Syndic’s Council), broke her silence and said, “The sorcerers are right. Most don’t make magical items and they don’t need libraries and laboratories. It is not just that they pay for services that they cannot or do not use. We should welcome those who wish to join but should not require it or regulate those that don’t except insofar as we are hired to do so by local governments.”
The other Council members raised loud objections, but Argesta pointed out, “If they are bound by the Regula Ordo, then they have a right to declare mage-duel to settle their differences. Are any of you ready to accept such a challenge from them? Here and now?” The sorcerers cracked evil grins. The Council fell silent. “I thought not. Shall we then put it to a vote, to amend the Regula Ordo?”
It passed with two abstentions.
The Order and Other Races: Most but not all members of the Order are human. Usually, other races teach their own arcane spellcasters. Gnomes in particular find the Order to be stuffy and staid, and members of the Order and gnome spellcasters have had conflicts in the past when Order members have taken a gnome magical prank as an undeclared mage duel.
Magic in Yön is much as described in the Player’s Handbook and other books listed in Sources. The differences are discussed here.
This section clarifies certain rules about magical effects.
Saving Throws and Resistances: When resolving magical effects, saving throws are calculated before resistances. Example: a fireball allows a Reflex save for half damage. If a creature with fire resistance of 10 is hit by a fireball dealing 30 points and makes a successful Reflex saving throw, the damage is halved to 15 points first, then another 10 points is deducted, yielding 5 points of actual damage.
Primary Sources: In many cases, a spell is listed in more than one source. If the descriptions of a spell differ in those sources, only one of those sources are correct. Resolve these differences in this manner:
If a spell is listed or clarified in this worldbook, it takes precedence over all other sources of that spell.
The spell description listed in the source with the latest copyright date has precedence over earlier versions of the spell. For example, this makes the Spell Compendium the primary source for spells listed in earlier class books (Complete Mage, Complete Arcane, Complete Divine, Complete Warrior, etc.) In most cases, this is resolved in Archive Three-Five itself, which always refers to the latest errata-corrected version, noting earlier version in the Source box for each spell.
Spells with Different Names: Spells named after Grayhawk wizards have different names, since those wizards don’t exist on Yön. Spells in A35 are named according to the Standard Reference Document method, where those names have been stripped from the spell names, and Yön follows that method. See Renamed Spells for a complete list if you have difficulty finding a spell by its old name.
Polymorph Subschool: The additional remarks for this subschool are considered rules for games set in Yön.
On to the spell remarks.
These are additional details of the normal arcane mark spell.
The magical mark this spell makes is very difficult to forge—the DC is 35 and requires the use of an arcane mark spell.
A caster may use a drop of her blood as an optional material component when casting the spell. An arcane mark cast in this fashion is often called a touchmark or a bloodmark. Such an arcane mark, when subjected to a detect magic spell, will glow yellow unless touched by the caster of the arcane mark, in which case it will glow red. O.A.M. guildhalls keep a file of touchmarks of its members so that the identity of a member is easily confirmed, making the services of that hall available to them. Duplicates of such touchmarks are sent to Ninetowers to the Grand Foyer where arriving members register.
Forging a touchmark is even more difficult; the DC is 40 and requires the use of a drop of the blood of the caster whose touchmark is being forged as well as a casting of the arcane mark spell by the forger.
This spell has been rewritten to operate properly on Yön.
Level: Cleric 5, Sorcerer 4, Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You gain the ability to breathe a gout of energy as a standard action that mimics a dragon's breath. Once you've used the breath attack, you must wait 1d4 rounds before doing so again.
When you cast dragon breath, you choose a breath weapon from the list below. Energy damage does 1d8 per two caster levels regardless of type, to a maximum of 10d8 at 20th level.
Arcane Material Component: A dragon scale.
Note: This spell has undergone some changes to adapt it to how dragons work on Yön. It is based on dragon breath from the Spell Compendium.
Dragonshape and lesser dragonshape will need revision to make them work in Yön, since red dragons, as such, do not exist in the world. Least dragonshape works as is because the shape is that of a pseudodragon, not an actual dragon, and that spell is therefore allowed. If someone actually wants to use ether dragonshape or lesser dragonshape before I have time to revamp those spells, they can work with me to make the necessary changes.
Clarification: Fabricate can only turn one substance into another; items that require multiple ingredients are almost always beyond the power of this spell. Flax or old linen could be used to create a large roll of paper, but raw cowhide and glue could not be added to make blank books. This makes fabricate useless for alchemical substances, which typically use multiple ingredients. Fabricate can be used to make masterwork items with a successful DC 20 Craft check. Although only one item is made for each casting, fabricate can be used to make a collective item, such as a suit of plate armor. In general, if it has a single entry in an equipment list such as those in Chapter Seven of the Player’s Handbook, and the item is mostly made of a single substance, fabricate can make it.
Clarification: The glass in the orb used for the focus of glowing orb may have impurities added that change the color of the glass and therefore the color of the light emitted by the orb. The caster of this spell may choose to use glassteel for the orb instead of glass. Such an orb costs 250 gp, has a hardness of 15 and 5 hit points.
Clarification: Since the scales of Yönian dragons are not “color-coded for your convenience”, the blood of any dragon will do for the material component of this spell. Scale color has no bearing on it.
Use this table instead of the sample one in the reincarnate spell description.
| d% | Incarnation | Str | Dex | Con | |
|---|---|---|---|---|---|
| 01 | Bugbear | +4 | +2 | +2 | |
| 02–14 | Dwarf | +0 | +0 | +2 | |
| 15–18 | Elf, high | +0 | +2 | –2 | |
| 19 | Elf, gray | –2 | +2 | –2 | |
| 20–21 | Elf, wild | +0 | +2 | +0 | |
| 22–27 | Elf, wood | +2 | +2 | +0 | |
| 28 | Elf, dark | +0 | +2 | –2 | |
| 29 | Gnoll | +4 | +0 | +2 | |
| 30–36 | Gnome, rock | –2 | +0 | +2 | |
| 37–38 | Gnome, forest | –2 | +0 | +2 | |
| 39–42 | Gnome, arcane | –2 | +0 | +2 | |
| 43–47 | Hraden | +4 | +0 | +0 | |
| 48–52 | Hraat | –2 | +2 | +2 | |
| 53–63 | Half-elf | +0 | +0 | +0 | |
| 64–76 | Halfling | –2 | +2 | +0 | |
| 77–92 | Human | +0 | +0 | +0 | |
| 93–96 | Kryg | +4 | +0 | +0 | |
| 97 | Lizardfolk | +2 | +0 | +2 | |
| 98 | Troglodyte | +0 | –2 | +4 | |
| 99 | Gender change1 | — | — | — | |
| 100 | Other (GM’s choice) | ? | ? | ? | |
| |||||
The Armor Class of a spectral hand is 22 plus the modifier of the spellcaster’s primary spellcasting attribute: (Intelligence for wizards, Charisma for sorcerers (and so forth, if other classes get this spell). Why should sorcerers be penalized?
A summoned animal with the celestial or fiendish template changes its type to Magical Beast (Augmented Animal, Extraplanar) and its hit dice change from d8 to d10. Likewise, a summoned vermin with either of these templates changes to Magical Beast (Augmented Vermin, Extraplanar) and its hit dice change in the same manner.
For the touch of idiocy spell, The 1d6 penalty to Intelligence, Wisdom, and Charisma are rolled from a single 1d6, not three separate ones.
A wizard’s spellbook is her most valued possession, and it is worth noting certain things about it not covered in other sources.
Adding Spells to a Wizard’s Spellbook outlines how wizards learn new spells. Here are a few important clarifications:
As stated in the wizard class description under Spellbooks, a wizard “starts with all 0-level wizard spells (except for those from her prohibited school or schools, if any; see School Specialization…)”. In games based in Yön, this comprises 31 spells drawn from the Player’s Handbook, the Spell Compendium, and this worldbook. They are presented here in condensed spellbook format for easy copying:
0— acid splash, amanuensis, arcane mark, caltrops, dancing lights, daze, detect magic, detect poison, disrupt undead, electric jolt, fool’s gold, flare, ghost sound, infertility, know time, launch bolt, launch item, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, repair minor damage, resistance, silent portal, sonic snap, stick, touch of fatigue.
The cost of scribing spells into spellbooks is discussed in Adding Spells to a Wizard’s Spellbook. The table of these costs, by spell level, is below. This includes the per page cost and the cost of acquiring the spell.
| Spell Level | Scribing Costs | |
|---|---|---|
| From Scroll | From Caster | |
| 1 | 125 gp | 150 gp |
| 2 | 350 gp | 300 gp |
| 3 | 675 gp | 450 gp |
| 4 | 1,100 gp | 600 gp |
| 5 | 1,625 gp | 750 gp |
| 6 | 2,250 gp | 900 gp |
| 7 | 2,975 gp | 1,050 gp |
| 8 | 3,800 gp | 1,200 gp |
| 9 | 4,725 gp | 1,350 gp |
This presumes that the scroll is purchased, not found.
Wizards are unique among the base magic using character classes in that they have to actually acquire copies of their spells for their spellbooks before they can prepare them. This makes finding them outside the two “free” ones they get upon gaining a level occasionally challenging. This is one of the reasons that the Order of the Magical Arts was founded, and one reason that most wizards belong to the Order. Often, buying that new wizard spell is as simple as finding the nearly Order hall.
Every Order hall has a master spell catalog, a set of heavily protected spellbooks that can be assumed to have every spell in the Player’s Handbook (version 3.5). It can also be assumed to have every registered spell (see New Spells below).
The chances of finding other spells depend on a number of factors. The base Difficulty Class is 10 + [the level of the spell] – [searcher’s Gather Information score], with the following modifiers:
| Condition | DC Modifier |
|---|---|
| Searching a thorpe (pop. 20–80) | +7 |
| Searching a hamlet (pop. 81–400) | +6 |
| Searching a village (pop. 401–900) | +5 |
| Searching a small town (pop. 901–2,000) | +4 |
| Searching a large town (pop. 2,001–5,000) | +3 |
| Searching a small city (pop. 5,001–12,000) | +2 |
| Searching a large city (pop. 12,001–25,000) | +1 |
| Searching a metropolis (pop. 25,001+) | +0 |
| Order hall present | –5 |
| At Ninetowers (main Order hall) | –10 |
| Spell is from Player’s Handbook | –10 |
| Spell is from Spell Compendium | –5 |
| Spell is from other source | –3 |
It is possible to get DC scores of 1 or less, in which case finding the spell in question is automatic. In cases where the DC is above 20, the spell in question cannot be found in that particular location.
Spells from multiple sources use the best modifier (the one that reduces DC the most). A spell from a source not listed in Archive Three-Five is subject to game master approval and may have to be researched as a new spell. See Researching Original Spells for details.
In cases where the spell is listed as “Registered” at the end of the spell description, it means that the spell is a wizard spell registered with the Ordo Ars Magica. Essentially, it is a “named” spell that cannot be sold or learned without permission of its creator, or the estate of its creator for seven years after the death of the creator. (This is to give the creator sufficient time to be resurrected, reincarnated or cloned. These things happen when you’re a wizard.)
Most wizards who register their spells do so with the expectation of selling them to recoup their research costs and to profit from their creativity, and the Order or the creator will sell them for 500 times the level of the spell. (The Order takes a 10% commission when they sell the spell for its creator. Such sales can be deposited in Higgenbotham’s Bank at the creator’s request.)
A player character wizard who creates a new spell can expect sales through the order of 1d[UF] per month, where UF is the utility factor assigned by the game master in secret. Utility factor is an assessment of the usefulness of the spell. In general, UF ranges from 2 to 12.
Note that the Order always issues an receipt with an arcane mark of the authorized Order seller when someone purchases a copy of a registered spell. (It is best to be able to produce this receipt on demand to avoid…embarrassment.) A spell’s creator is always an authorized seller.
A scroll with a registered spell is priced at its registered cost plus its scroll cost, as the Order is fully aware that such spells may be transcribed into spellbooks. Members of the Order who make such scrolls are expected to credit the Order or the spell’s creator with the registered spell price. Failure to do so can lead to…Trouble.
Spontaneous arcane casters, of course, don’t gain their spells from the Order or from spellbooks, so it is possible for one to acquire a registered spell without getting this permission: if they see a registered spell in use and it is on their spell list, they can learn it when they gain a new spell of sufficient level. Needless to say, this does not reduce the friction between wizards and sorcerers, but neither group seems to want to engage in all-out thaumaturgical warfare over the subject. Yet.
These spells are unique to Yön.
Conjuration (Creation) [Air]
Level: Cleric 2, Druid 2, Sorcerer 2, Wizard 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: One willing living creature
Effect: One bubble of air
Duration: 10 minutes/level
Saving Throw: None
This spell creates a globe of air just large enough to fit around the head (or other air-breathing apparatus) of the subject creature, providing fresh air and hedging out noxious or harmful gases, such as those caused by stinking cloud. It does not prevent harm from gases that damage on contact with skin, such as acid fog, cloudkill, or breath weapons of similar nature.
Air globe works underwater or in a vacuum; the magic will maintain the bubble in such conditions.
Material component: A blown soap bubble or a small sphere of glass.
Note: This spell was first developed by dwarves for miners entering hazardous enclosed areas, but has found other uses. It is similar in power but somewhat different in effect to the filter spell from Tome and Blood.
Level: Sorcerer 2, Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Armor or clothing of one creature (see text)
Saving Throw: None
Spell Resistance: Yes (object)
This spell temporarily turns unattended armor or clothing for one creature into a liquid with a land, climb and swim speed of 30 feet. While in this form, the clothing or armor has a hardness of 0.
Armor or clothing temporarily liquefied by this spell can be directed by the caster to flow onto a creature. The spell can then be dismissed (or allowed to expire), quickly dressing or armoring the target as the liquid turns back into armor or clothing. If the target is unwilling to be dressed in this manner, the liquid must make a touch attack (provoking an attack of opportunity) and a successful grapple check (as if it were the caster grappling) to crawl onto the body of the target. In any case, the spell doesn’t work if the target is already wearing clothing or armor in the places on the target’s body that would normally be occupied by it.
This spell is most often cast to quickly clad an allied fighter caught not wearing his armor. However, some wizards have used it to cause a creature to unwillingly don cursed armor or clothing items.
The spell can also be cast on the armor or clothing of a willing creature wearing or otherwise possessing it to quickly remove it. This is most often done when armor becomes a danger, such as when a heavily armored creature falls into water.
Material component: A bit of gelatin.
Level: Sorcerer 5, Wizard 5
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 spell with a duration of “permanent”
Duration: Permanent
Saving Throw: None
Spell Resistance: No
When cast on a spell affected by a permanency spell or on a spell that has a duration of “permanent”, the arcane interrupter allows the caster (only) to suppress or resume the effects of the permanent spell as a standard action, as often as the caster likes. An arcane interrupter only works on that caster’s own spell, and she must be within Close range (25 ft. + 5 ft./2 levels) to toggle the effect. She does not have to have line of sight or effect to the affected object or creature.
This spell is most often used to suppress protective spells affected by permanency, such as wall of force or prismatic wall, or such spells that are naturally permanent, like arcane lock. However, there are more imaginative uses for the spell. Some permanent magical effects might not be affected by this spell, but the only way to find this out is to try it. By including a drop of blood of another creature in the casting of this spell, the caster can enable that creature to be able to use that casting of arcane interrupter to work on that creature’s command to suppress the permanent spell. This only works if the permanent spell and the arcane interrupter are cast on the same creature.
Material component: A drop of the caster’s blood (and optionally a drop of another creature allowed to control the spell; see above), plus a small hourglass with gold dust for sand, costing 500 gp, shattered when the spell is finished.
XP Cost: 500 per level of the permanent spell affected. Any permanency spell used on the target spell is not included in this cost.
Registered: This spell is officially registered with the Ordo Ars Magica as Agemmon’s arcane interrupter.
Level: Druid 2, Ranger 2
Components: V, S, M
Casting Time: 1 immediate action or 1 round (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bed ten feet on a side (see text)
Duration: 1 round/level or 2 hours/level (D) (see text)
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, a thick bed made of soft leaves, pine needles, feathers, and other natural objects swirls into being. This bed can provide a soft landing spot for a falling creature of up to Large size, reducing the effective height fallen by 20 feet and making the first die of damage taken from the remaining height nonlethal damage. This form of the spell can be cast as an immediate action and lasts one round per level of the caster.
The second form of the spell is cast as a full round action and lasts two hours per caster level. This form has a full curtained canopy and will camouflage with any forested or jungle area. The Survival check needed to discover it in such environments is equal to the spell DC. The canopy keeps out normal insects. The bed has sheets and blankets that appear to be made of natural components: leaves and other plant fibers, fur, and the like, but are completely comfortable. Those inside the canopy are considered to be protected by endure elements for the duration of the spell.
Material component: a handful of feathers, leaves, or pine needles. This is only required for the full-round version of the spell.
Level: Sorcerer 2, Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Target: Wand touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell gives a wand the shape of an ordinary dagger. The dagger can still function as a wand. If the caster strikes with the dagger in melee and the transmuted wand holds a touch range spell (such as shocking grasp or vampiric touch), he can choose to expend a charge from the wand to cast that spell on the target as part of his attack action. For every three levels the caster is above 3rd level, the bladewand gains a +1 enhancement bonus to hit and damage, up to a maximum of +3 at 12th level.
While wielding a wand affected by bladewand, a caster is considered armed. This spell will not work with permanency.
Level: Druid 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: The corporeal remains of a dead creature
Duration: One hour
Saving Throw: None
Spell Resistance: No
Although the catalogers of magic at Ninetowers refer to this spell as compost, druids of Yön themselves call it return to the earth. Once cast on the body of a formerly living corporeal creature, this spell rapidly breaks that body down, and at the end of one hour the magic is expended leaving nothing left of the body but a rich, loamy soil in which plants thrive. Compost may be dispelled before that time, but after a minute the body is too degraded for raise dead, and after an hour the body is completely gone, and the only way to bring the creature back to life is through true resurrection, wish, or miracle.
Druids most often use this spell to bury their own, to prevent a body from being raised as an undead creature, or to erase the remains of abominations from the earth.
Material component: a handful of earth.
While this spell is active, any time the caster is swallowed whole by any creature—or constricted or engulfed by an ooze—and suffers bludgeoning or energy damage (usually acid, but see the remorhaz, which uses fire), the spell triggers, converting that damage and all subsequent similar damage to nonlethal damage.
If, during that or any later round within the spell’s duration, this nonlethal damage exceeds the caster’s current hit points, she takes no damage from those attacks and the target’s body and any gear worn or held is transmuted to a form indistinguishable from the swallowing creature’s chyme. This is usually a thick liquid until the creature’s alimentary tract removes the excess water. This change has no effect on the devouring creature.
While so transmuted, the caster is immune to further energy and bludgeoning damage from that creature’s gizzard (or slam, constrict, or acid attacks, if an ooze). She recovers from this nonlethal damage normally in this form but cannot heal any other damage. She retains only her sense of touch, pressure, and temperature, so she can tell when she has been excreted from the swallowing creature, which is usually in minutes for an ooze-type creature but may take a day or more for others.
The caster has no attacks or movement speed and can only trigger spells, spell-like effects, or supernatural powers that have no verbal, somatic, or material components. Her Strength and Dexterity are considered to be 0 and she has no Constitution score. Her Charisma is 1 but her Intelligence and Wisdom are unchanged. In this form, she is immune to critical hits and does not need to breathe, eat, or sleep.
The caster is only immune to the energy and bludgeoning damage suffered from the creature that triggered the spell. It does not protect against other attack forms dealt by a creature’s gizzard, such as the energy drain from the gizzard of a nightcrawler.
If the spell transforms the caster, then when it ends, she suffers two points of Constitution damage—the digestive process still extracts some sustenance from her body, including excess fat. If this loss brings the caster to zero Constitution, or any other condition causes death (such as energy drain; see above), then the caster does not reform and remains dead.
The spell ensures that the caster will always be excreted all at once, and end of the spell separates her body from any other waste products of the creature. The spell does not end until the spell is dismissed, or it expires, or is otherwise dispelled or nullified, allowing time for the swallowing creature to leave.
Once outside the triggering creature, the caster is vulnerable to effects that might scatter her form, preventing reformation. If the spell is dismissed or expires while she is scattered, the usual result is death. She is also vulnerable to attacks from (usually coprophagous) creatures different from the triggering one, such as an otyugh or ingester. Usually the spell expires or is dismissed before that becomes a problem.
Copromorph fails if the caster suffocates in the stomach before the transmutation to chyme-form takes place. Separate magic, such as deep breath, air globe, or a necklace of adaptation may be needed to prevent that.
Material component: a small quantity of dung, such as a rabbit pellet.
Lore: This spell was first only known to the veldami of the Vastvert, although it has become known to druids of the Darkwold as well. (Veldami is the title given to female wild elf druids by their tribes.) Other druids may learn of its existence but, so far, have not.
Magic item use: because of its long casting time, necessarily long duration, and relatively infrequent use, when this spell is added to a magic item, it is generally use-activated, usable once daily. The base cost for adding it is then 4 (spell level) times 7 (minimum caster level) times 2000 (use-activated by any condition described in the first sentence of the spell, as an instantaneous action) divided by 2 (duration 24+ hours) divided by 5 (one daily use), or +5,600 gold piece base cost. Here, the spell lasts seven days after the transformation is activated, unless enchanted at a higher caster level.
Level: Assassin 1, Beguiler 1, Sorcerer 1, Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
This spell creates a tingling or itching sensation on the back of the caster’s neck when he feels he is being observed. A casual glance does not count; typically, the caster has to be watched for more than one round. Should he detect that he is being watched, he may concentrate to learn more about his watcher or watchers:
1st Round: He knows the number of beings watching him.
2nd Round: He knows the current locations of beings watching him.
3rd and Subsequent Rounds: He gains a brief mental impression of one of the beings watching him. If he has met the creature before, he recognizes it. If there is more than one watcher, he may concentrate additional rounds to gain additional mental impressions of another of those watchers each round.
If a creature stops watching the caster during this concentration period, he can gain no further information about that particular creature. For example, if a creature stops watching the caster on the second round of concentration, he cannot gain a mental impression of that creature on the third round of concentration.
Magical scrying does not count as watching for purposes of this spell; detect scrying or similar magic is necessary to notice this.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Sorcerer 6, Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates and Fortitude negates; see text
Spell Resistance: Yes
A target of this spell that makes its initial Will save avoids its effects but is confused for one round. (It didn’t get the joke.)
A target who fails the save falls prone laughing as if affected by the hideous laughter spell (unable to act but not helpless), imagining he’s heard the funniest joke ever told, and must make a Fortitude save or die of apoplexy, heart failure, stroke, or some other general organ failure. Each round, he gets another Will save to stop laughing, but each round he fails the Will save he has to make another Fortitude save or die. Note that making the Will save for a round does not end the spell: it must expire or be dispelled.
As with the hideous laughter spell, a creature with an Intelligence score of 2 or lower is not affected and a target whose creature type is different from the caster’s receives a +4 bonus on its Will saving throw (but not its Fortitude saving throw), since humor doesn’t “translate” well.
Material component: A tail feather from a flightless bird, such as a peacock or ostrich.
Lore: This spell was developed by a gnome wizard belonging to Fools with Magic, a group of rogues and spell casters dedicated to pulling off the most outrageous pranks. (Because of its lethal nature, Fools with Magic discourages its use except in self-defense.)
Level: Sorcerer 0, Wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 lb./level of coins or metal
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This cantrip weaves substance from the Plane of Shadow to create a volume of metal or metal coins of any size or appearance (up to the maximum allowed weight of the spell’s effect) with the look, weight and feel of a particular metallic element, such as copper, silver or gold. It cannot create iron or any alloy of iron, such as steel, adamantine, mithral or glassteel, and if metal created by this spell touches solid iron or iron alloy of any kind, the spell ends instantly and all of the false metal conjured by it vanishes.
Most merchants know of this cantrip and its limitations and keep at hand a bit of iron, such as a nail, or an iron pan, to test coins paid to them. Lacking that, they wait a good minute to see if it disappears. This spell is most often used to distract greedy creatures or creatures attracted by shiny objects. Money changers also use it extensively to weigh against real gold, silver and copper, since it weighs the same as the real metal in pure form. If fifty coins of fool’s gold weigh the same as fifty matching real gold coins, the purity of the real gold is probably very close to 100%.
Fool’s gold cannot be made permanent with the permanency spell or any other magic.
Material component: A pinch of sand.
Level: Sorcerer 3, Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: 1 creature/level, no two which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
The gag spell creates a magical band of leather that targets a creature’s mouth. A gagged creature cannot cast spells with a verbal component, attack any creature with a bite attack, or use a breath weapon. The gag can only be removed by the caster, the use of a knock spell or magic with a similar effect, or an Escape Artist check with a DC equal to the save for the spell. A successful save against the spell means the gag is not secured in place and can be removed with a standard action.
If the creature has a bite attack or breath weapon it can use them to damage the gag. The gag is treated as +1 leather armor giving it a hardness of 4 and 15 HP. At 8th, 11th, 14th and 17th level, the gag gains an additional +1 giving it an additional +2 hardness and 10 HP to a maximum of +5 at 17th level.
Medium creatures count as 1, Large as 2, Huge as 4, Gargantuan as 8 and Colossal as 16. Small count as ½; Tiny and smaller as ¼. Regardless of the creature size, the number of gagged creatures may not exceed the caster level.
When the spell’s duration expires the gag falls off and becomes an unmagical piece of leather.
Material component: A strip of leather or hide.
Registered: This spell is officially registered with the Ordo Ars Magica as Garrison’s galling gag.
Level: Druid 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 1 hour/level
Saving Throw: None
This spell increases the speed of a creature’s digestion, causing the energy component of its swallow whole (or an ooze creature’s engulf or constrict attacks) or similar attack to double in damage for the spell’s duration. (This is usually acid.) It also halves the time it takes for that creature’s digestion to break down and process the body of a victim (see “My character was eaten! Can he be raised?” under Infrequently Asked Questions), rounded up to the nearest round.
Hasty stomach counters and dispels settle stomach.
Lore: This spell was originally developed as an adjunct to the copromorph spell by less patient veldami. A high level one found it useful to cast on tyrannosauruses she summoned to swallow her foes.
Material component: A drop of saliva.
Level: Bard 0, Beguiler 0, Cleric 0, Druid 0, Sorcerer 0, Wizard 0, Wu Jen 0
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 24 hours
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell renders female targets incapable of becoming pregnant and male targets incapable of causing pregnancy for the spell’s duration. This spell is the preferred method of birth control for those on Yön who can afford it because it is 100% effective while it operates and it has no side effects. It also prevents pregnancy if cast on a female within 24 hours of copulation.
The spell signals its end by causing numbness in the target’s tongue during the last minute.
The spell operates on male subjects by destroying any sperm that leaves his testes for its duration; on female subjects it ruptures any ovum outside her ovaries.
Arcane material component: A bit of eggshell.
Level: Sorcerer 4, Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One magic item with extradimensional storage
Duration: Permanent
Saving Throw: None
Spell Resistance: No
When cast on a magical item that creates an extradimensional storage space, such as a bag of holding, handy haversack, or portable hole, this spell causes the item to repel any other such extradimensional space, preventing it from being placed inside of it or vice versa.
Material component: A three-dimensional representation of a tesseract made of gold wire worth 50 gold pieces.
Lore: Gardancia, the wizard who created the spell, reportedly said when he registered it, “Fools can’t seem to build proper safety spells into even common magical items.”
Registered: This spell is officially registered with the Ordo Ars Magica as Gardancia’s interspatial lock.
Level: Bard 0, Sorcerer 0, Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
This cantrip gives its caster the exact time in a form that the caster can understand. For example, a hypothetical American sorcerer would know the time and date in the year A.D. (correcting for time zone); a Roman wizard would know the time of day and the date in A.U.E. (Anno urbis conditae; in the year from the time the city [Rome] was built.)
Level: Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 24 hours or until discharged
Saving Throw: None
Spell Resistance: No
Sometimes called “Miss This Spell” by waggish apprentice wizards, this subtle spell is designed to foil attempts to dispel magic on the target. Whenever a caster level check is made to dispel magic on the target, it automatically succeeds—but against the misdispel spell first, not against the highest-level spell cast on the target. A targeted dispel magic may then proceed against the remaining spells cast on the target.
A spell affected by permanency is treated as being ten levels higher only for determining whether it is protected by misdispel. For example, misdispel protects a permanent 0-level spell before it protects a non-permanent 9th-level spell.
Example: A group of PCs are affected by haste; the wizard among them has misdispel and mage armor cast on herself as well. If an enemy sorcerer casts dispel magic on an area affecting the group, he can make caster level checks to remove the haste spell from each PC. The caster level check against the wizard automatically succeeds, but dispels the misdispel rather than the haste spell. If the sorcerer instead casts a targeted dispel magic on the wizard, the misdispel is again automatically dispelled, protecting the haste spell. The sorcerer makes a caster level check to dispel the mage armor spell as normal.
Level: Sorcerer 6, Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 24 hours or until discharged
Saving Throw: None
Spell Resistance: No
This spell functions as misdispel with three “charges”. A dispel magic or similar spell cast on an area including the subject protected by greater misdispel dispels one charge of greater misdispel, preventing other spells cast on the subject from being dispelled. Against a targeted dispel magic, it protects a number of the highest level spells equal to its remaining charges, with spells affected by permanency treated as ten levels higher than they actually are for this purpose, as with misdispel.
Level: Cleric 1, Druid 1, Sorcerer 1, Wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: 1 female living creature with an Intelligence of 3 or higher
Duration: Permanent until discharged
Saving Throw: Will negates (harmless)
This spell was made by elves of ages past. Because elf women take so long to ovulate, they will sometimes have this spell cast before they copulate with a male whose child they wish to bear at some future date. A tiny amount of the sperm of the next male that copulates with a female who has received this spell is preserved in stasis in the womb of the female, regardless of whether she is currently protected by contraceptives, magical (such as the infertility spell) or mundane.
At a later time of her choosing, the recipient of the spell can discharge and end it, releasing the sperm from the magical stasis to impregnate her if she is currently ovulating. When the spell is ended in this manner, the recipient always conceives. She can choose to end the spell without impregnation at any time if she later decides not to bear that particular male’s child. An infertility spell will still prevent pregnancy if it is active on the target when preserve seed is discharged or dispelled.
Arcane material component: a tiny glass bead.
Level: Cleric 2, Druid 2, Sorcerer 2, Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: One spell cast by you
Duration: See text
Saving Throw: None
Spell Resistance: No
This spell is cast on any spell you have previously cast that has a duration that has not yet expired. When the targeted spell’s duration does expire, you may sacrifice a prepared spell or spell slot of a level equal to or higher than the targeted spell to prolong it, just as if you had cast it again, but requiring no action on your part. The affected spell lasts as long as the caster is willing to sacrifice other spells to maintain the target spell.
For example, if a 7th-level wizard casts prolong on a haste spell cast on the first round of combat, she could choose to sacrifice her unused fireball spell on the eighth round, when the haste spell would normally have expired. If the combat lasted to a fifteenth round, she could sacrifice another unused 3rd or 4th level spell to maintain the haste for seven more rounds.
You may not use prolong on any spell with an instantaneous or permanent duration.
Level: Sorcerer 1, Wizard 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes a limb (usually a hand, arm, foot, or leg) on one humanoid creature to reduce by one size category in proportion to the recipient’s size category. For casters of at least 5th level, limb may shrink another size category if the recipient fails a second Fortitude save the following round. For casters of 9th level or higher, the limb may shrink a third size category; the recipient gets a save against that as well. A save on any particular round does not end the spell. No reduction can shrink a limb below Fine size.
Shrinking an arm affects the hand on that limb. Likewise, shrinking a leg affects the foot as well.
This shrinking can have a variety of effects:
The game master, of course, may allow other bonuses or penalties in various situations. A game master may also allow other definitions of “limb”. (Fools with Magic and irritated female wizards have cast this on men with…embarrassing results.)
This spell may be made permanent with the permanency spell by 9th level casters at a cost of 500 XP.
Material component: a pinch of powdered iron.
Registered: This spell is officially registered with the Ordo Ars Magica as Dystellenol’s limb reducer.
Level: Sorcerer 7, Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
This spell makes your bones and flesh malleable and rubbery, allowing you to perform amazing feats of agility and acrobatics.
Material component: a bit of rubber.
Level: Druid 2, Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature with the scent special quality
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
When cast upon a creature with the scent special quality, this spell allows that creature to detect a source of magic when it comes within detection range of it. Wind has no effect on this, so the source being upwind or downwind does not change the detection range. This range depends on the strength of the magic; see the table below.
A creature affected by scent magic may use a move action to determine the direction of the strongest source of magic, if there is more than one. Subsequent move actions may determine the direction of progressively weaker sources of magic. Whenever the scenting creature comes within five feet of a source of magic, it pinpoints it.
The scenting creature can also detect lingering auras, like a magic item or a persistent spell that is moving. How long it lingers is also covered by the following table:
| Aura Strength | Magic Source Type | Lingering Aura Duration | Track DC | Detect Radius | ||
|---|---|---|---|---|---|---|
| Spell (level) | Magic Item (caster level) | Creature (hit dice) | ||||
| Light | 0 to 3 | Up to 5 | Up to 6 | 1d6 minutes | 18 | 30 ft. |
| Moderate | 4 to 6 | 6 to 11 | 7 to 14 | 1d6×10 minutes | 14 | 60 ft. |
| Strong | 7 to 9 | 12 to 20 | 15 to 24 | 1d6 hours | 10 | 90 ft. |
| Blinding | Epic | 21+ (artifact) | 25 | 1d6 days | 6 | 120 ft. |
Like detect magic, magic can leave lingering auras. Unlike detect magic, a lingering aura can be left not just by dispelled, dismissed, or expired spells or by destroyed or expended magical items, but by the passage of an magical item or a persistent spell—that is, a spell with a duration that is not instantaneous on a creature or object. A blinding aura blinds the sense of smell of any other sort of aura in its detection radius.
An animal trained in tracking (see the Handle Animal skill) or a character with the Track feat can follow the scent of a magical aura left by the passage of magic if the lingering aura is still present. Creatures tracking by scent magic ignore the effects of surface conditions and poor visibility. The base DC of tracking a magical aura is shown in the Track DC column of the table above. For each hour that the trail is cold, the DC increases by 2.
Scent magic may be used to track creatures that are magical in nature. Such creature categories include some aberrations, dragons, elementals, magical beasts, and undead. Note that animals must be “pushed” to track undead and some aberrations as they find the scent unsettling; see the Handle Animal skill description for rules on this.
A creature with ranks in Spellcraft may make a check to identify the school of magic of an aura it scents. The DC is 15 + spell level, or 15 + half the caster level for a nonspell effect.
A creature affected by scent magic may attempt to track a particular persistent spell to which it is exposed. For example, it could be allowed to scent someone affected by mage armor, then told to find the trail of another person affected by mage armor. Such a use increases the base tracking DC by 5.
Tracking general magic or a specific spell may cause confusion if the trail crosses a magical aura of similar strength, or another trail with the same specific spell. Roll randomly to determine which trail is followed in such cases.
Note: This spell was inspired by the short story, “The Right Bitch” by Doranna Durgin.
Level: Sorcerer 4, Wizard 4
Components: V, S, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level; see text
This spell is cast as a swift action with another spell whose name begins with wall of: wall of chaos, wall of dispel magic, wall of evil, wall of fire, wall of force, wall of gears, wall of gloom, wall of good, wall of greater dispel magic, wall of ice, wall of iron, wall of law, wall of light, wall of limbs, wall of sand, wall of smoke, wall of stone, wall of thorns, or wall of water. It only works when those spells are cast as flat vertical walls, not as hemispheres or any other form. When segment wall affects one of these wall spells, the caster—instead of bringing the wall into existence all at once—brings it into existence one segment per round. A segment is equal in area to the amount the caster can normally make for each of his caster levels.
On subsequent rounds the caster may, as a move action, call in another segment of the wall. The wall does not have to be parallel to the first segment, but it must be touching the vertical edge of another segment of the same wall spell. For example, a wall of fire normally evokes a 20-foot-high wall of flame 20 feet long per caster level, so a wall of fire cast with a segment wall spell riding it creates a 20-foot-long by 20-foot-tall wall of flame on the round it is cast. On each following round, the caster can call another 20-by-20-foot segment of the wall of fire into being.
When the segment wall spell expires, all uncalled segments of the wall spell it was cast upon are lost. Any segments already in existence last for the duration of the wall spell, measured from the casting of the first segment.
Arcane focus: A silver dagger.
Registered: This spell is officially registered with the Ordo Ars Magica as Hr’kirikritt’s wall segmenter.
Level: Druid 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
This spell reduces the speed of a creature’s digestion, causing the bludgeoning and energy components of its swallow whole (or engulf and constrict attacks in the case of ooze type creatures) to be reduced to 1 point per round each for the spell’s duration. (The energy component is usually acid.) Any damage caused by a creature attempting to cut its way out of a stomach, or any damage done to an engulfing or constricting ooze creature ends the spell for that creature.
This spell does not affect the time it takes for a creature’s digestion to break down and process the body of a dead victim (see “My character was eaten! Can he be raised?” under Infrequently Asked Questions). Any sickened or nauseated condition on the target is removed and suppressed for the spell’s duration.
Settle stomach counters and dispels hasty stomach.
Material components: A bit of chalk.
Level: Druid 4
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: 1 living creature
Duration: 1 day/level, see text
Saving Throw: Will negates (harmless)
When cast, this improved form of share husk allows a limited form of telepathy between the caster and the target.
First, it lasts longer, but it ends if the caster and target stop touching for even an instant. Second, it allows the caster to mentally speak with the target, acting as a telepathic speak with animals spell for targets with an Intelligence of 1 or 2, or as telepathy for targets of higher intelligence. This telepathy does not allow thoughts to be read like a detect thoughts spell: only thoughts that are sent to the caster are received, and vice versa.
Both the caster and the target may share senses with each other in the manner described in the share husk spell.
Level: Druid 3, Ranger 3
Components: V, S, DF, XP
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Saving Throw: None
This spell permanently raises the Intelligence of any animal with a score of 1 to 2. It does not affect non-animals, nor any animal with an Intelligence that is not 1. This increase affects the number of tricks the animal can learn.
XP cost: 100 XP.
Level: Sorcerer 5, Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You temporarily remove one extraordinary or supernatural ability of your choice from the touched creature. This spell does not work on constructs, oozes, or undead.
Material component: a pinch of ash.
Note: This is a variant version of the trait removal spell from Serpent Kingdoms (page 158) without the ridiculously long one-hour casting time, making it a marginally useful spell.
Level: Bard 0, Beguiler 0, Cleric 0, Druid 0, Sorcerer 0, Wizard 0
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
This spell causes the caster’s body, or parts of it designated by her, to tingle, tremble, and vibrate in a pleasing manner—both to the caster and to anyone she touches with the affected parts. It is most often used for massages or more…intimate contact. Any Perform check involving the latter is at +2 for the duration of the spell.
Lore: Perhaps not surprisingly, this spell was first developed by Roschale D’Armatur back when he was an apprentice decades ago. He shared it with other apprentices and the spell spread like wildfire among them. Upon learning of it, casters of other classes developed their own versions of it. It is not registered with the Order, although it is known by them and mentioned in the Master Spell Index at Ninetowers.