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Magic and Lore, Part 1
New Items

Unless otherwise noted, a full suit of armor consists of a helm or helmet, a gorget, a cuirass or tunic, a pair of greaves or vambraces, a pair of gauntlets or gloves, a set of leggings, a girdle and a pair of boots.

Chitin armor

Chitin armor is the most common armor among the nomads of the eastern Fhaard and the ‘athaq Plains. It is created from laminated insect shells, and then glued together. It has a very light weight, and with a scarf and helm, it protects well from the elements. (Armor bonus of +1, a maximum Dex bonus of +9, no armor check penalty and weighs 10 lbs., but must have a full suit.) Magical versions are possible.

Glass armor and weapons

This is an armor made from rare metals studded with volcanic glass and results in an armor better than steel due to its ability to absorb and distribute shocks very well. It is made of a light and flexible type of glass and is one of the best protecting and lightest armors ever, but its cost may make you think twice before buying it. (+8 armor bonus, Dex bonus of +4, -2 armor check penalty and weighs 20 lbs. but must have a full suit.)

Glass weapons are crafted similarly and produce weapons with edges of virtually unparalleled sharpness.

Magical versions are not possible.

Bonemold armor

Mostly used by the great Houses of the Mel'Cendian Empire, this is an expensive medium weight armor which consists of softened shells and bones and then glued with resin glues. A full suit of bonemold armor grants the following: +5 armor bonus, +3 Dex bonus, -4 armor penalty, weighs 30 lbs. Magical versions are not possible.

Templar heavy armor

A particular style of decorative heavy armor worn by certain Imperial and religious military orders, a full suit of templar heavy armor consists of a plate cuirass and greaves, accompanied by a reinforced steel helm worn over leather padding and chain, resulting in an uncomfortable and heavy fit, but granting excellent protection in combat. When worn, templar heavy armor grants the following: +11 armor bonus, +1 Dex bonus, -8 armor check penalty and weighs 60 lbs. Magical versions are possible. This style of armor can only be had if a petitioner joins the appropriate Imperial or religious order.

Ebony armor and weapons

Ebony armor and weapons are crafted from a rare form of volcanic glass buried in the lava flows of certain mountains, such as Mount Blood in the central Galandarels. The items are so named because of their black, glassy surface. Ebony items are very high quality and sought after, despite their high price.


Magical versions are possible.

Daedric armor and weapons

Daedric armor and weapons are produced from a refined form of ebony, in conjunction with magical spells that somehow capture the spirit of a Daedra and entrap it in the endless Void, binding the spirit of the creature to the weapon or armor while the item is being crafted. The process of obtaining the spirit is not pleasant (for the Daedra involved), and the items retain echoes of the suffering produced in its creation. Daedric armor and weapons are some of the rarest and most expensive items in all of Telluria, and are of the highest and unparalleled quality.


New Lore

Andurin is a world where magic is still held in awe and some fear despite its preponderance. There is just a basic inability of most people to believe that such power cannot have some kind of unspeakable price (and they may be right). Most people in Andurin go through their entire lives without seeing any very obvious magic performed, or ever holding an enchanted item in their hands. This is because of two fundamental reasons. The balance of forces and organizations in the world is such that heavy-handed magic use for weal or woe often does not come with some kind of reprisal by some other figure or organization. The Circle of Sorcery, the Conclave of Theurgy, the churches of Hurishta, Oghma and Thoth and other groups such as the Ebon Fury all have an interest in keeping magic controlled.

There is also the basic belief by most arcane spellcasters that when you take an apprentice you are giving them the power of your own undoing - and thus they are loathe to do it too easily. It is for this reason that some spells despite being well known in name are still rare in practice.

Throughout the ages, wizards and witches have been careful to keep particularly powerful and/or flashy spells to themselves, passed on only to the most trusted student or ally.

Of course, in other times some spells were more common and simply fell out of disuse. Or as happened during the time of Agon’s Realm in the Third Age [note from Stan: if you’ve been paying attention throughout the atlas series, there are many, many ways of telling the passing of time. The Praxthian calendar is one such way, but the more common method is the division of time through the various Ages. Presently, the nonhumans see time as having entered a Fourth Age, marked by the rise of the lost God, Illaenth.], many of the wizards who could cast a variety of destructive spells were hunted and killed - or were forced to destroy or hide their own spellbooks out of fear for their lives.

Game information - rules regarding magic with respect to the campaign

Spell-casting & Magical Abilities By Character Class

Each character class approaches magic in a slightly different way. Below is a quick overview:

Bards

Bards cast arcane magic, or at least that is how it is characterized since it most definitely is neither divine magic, nor psionics. Bardic arcane magic’s verbal and somatic components always manifests themselves in the form of dramatic gestures and song, poetry or other form of oratory. It is an oral art that is never written down (nor could it be). Bardic spells can never be scribed onto scrolls, but bards may attempt to cast arcane or divine spells (even those not of the bardic spell list) from scrolls by using the Use Magic Device skill.

Dwarves and halflings of the bardic class cannot cast arcane spells of any kind, however, they still gain the supernatural bardic song abilities of normal bards (see 3E PHB p.28) and substitute divine spell ability for their arcane spells. Dwarven and halfling bards must declare which god or Aspect they wish to follow upon character creation.

Druids: See Priest

Monks

All gained monk abilities are considered extraordinary abilities, except for the case of turning or rebuking undead.

Paladins

Paladins cast divine spells which are granted by a specific deity the paladin is devoted to. They may use scrolls that have spells available on their specific list of spells available to their order and must be divine in origin.

Priests

Priests/druids each have their own spell list determined by the god they worship. However, they may cast any divine spell (as long as the priest’s wisdom score is sufficient to do so) from any scroll. However, divine spells on scrolls are tied to specific gods (sometimes a general impression of the god can be gained upon casting the spell), which often cannot be determined except by some outer clue (found in a temple of Set, for example) or by the casting of a legend lore spell.

This also means that it is possible for priest to circumvent and/or violate the tenets and restrictions of his faith by casting a forbidden spell from a scroll penned by a priest of another god. Such violations do not come without repercussions, however.

Rangers

Rangers cast divine spells which while provided by specific gods, do not require the ranger to hold that god as patron (though it helps when it comes time to train). Rangers may also use scrolls with divine spells, but only if such a spell appears on their particular spell list.

Sorcerers: As per the PH.

Wizards

Wizards gain their spells from studying books and imprinting the arcane knowledge into their minds, while preparing their components. The language of wizards is unique to each individual, using common symbols and notations in different ways as to be nearly indecipherable to anyone else, even other wizards. The use of a read magic spell, or the Spellcraft skill can circumvent this barrier.

Wizards may cast spells from scrolls, or may attempt to learn and scribe spells into their own spell book. Whether this attempts succeeds or fails, the spell disappears from the scroll. Otherwise, the wizard may cast the spell off the scroll, even if he does not know it or is of insufficient level to cast it.

Magical Items

Potions

The Brew Potion feat may not be gained until 3rd level (except by witches who gain it automatically at 1st level). The cost of making a potion is spell level multiplied by caster level multiplied by 50 gold pieces, and 1/25 of this cost in XP. The cost of material components is in addition to this. The minimum a potion can cost to make is 50 pieces of gold.

The creation of a potions requires the proper raw materials, including the material component of the spell (which is consumed; a focus if required must be used, but is not consumed). It also assumes that the character has an alchemical set, or similar tools, for the delicate preparation. Creating a scroll requires one day of steady work.

There is a limit on what kinds of spells can be made into potion form. Area of effect spells cannot be made into potion form, and only spells where the drinker can be the target of the spell effect. Spells that target a specific person or persons for an effect that does damage based on some outer force, like magic missile or acid arrow. In addition, spells of 4th level or above cannot be made into potions.

Rings

A ring that is to be enchanted must be of masterwork quality, but can be made of any material, be it gold, lead, wood, bone or something else.

The spell formulas and “power components” (see Power Components below) can be very difficult to find. The cost for making such a ring (which subsumes the cost of materials and labor of making the ring) is equal to one half the full market value of the item as listed in the 3E DMG. This does not include the price of the power component. It also requires an XP cost equal to 1/25th of this monetary cost.

Completing a ring takes one full day per 1000 gold pieces of its total value.

Rods

The formulas for creating rods is long lost. It is thought that the rods still found today in modern Andurin were made no later than the middle Third Age. The Craft Rod spell cannot be gained in Andurin, nor can rods be recharged by any known means.

Scrolls

Sorcerers, bards and priests of the druid category may never scribe scrolls of their spells. The finest writing materials are required to pen a spell scroll. This includes paper and ink (and other prepared materials) equal to the spell level multiplied by the caster level multiplied by 25 gold pieces. An XP cost equal to 1/25th the total cost. The cost of material components is in addition to this. The minimum a scroll can cost to make is 100 pieces of gold.

It takes one day per 1000 gold piece cost of the scroll to scribe it, to a minimum of one day.

Staves

Staves are made from a single shaft of wood. The type of wood a staff is made from is determined by the specific formula being used to create the staff. The staves are also often decorated with intricate carvings, feathers or encrusted with gems.

Staves themselves are magical items that store a group of spells which are bound together by a theme. The cost of creating a staff is the highest level spell’s level multiplied by caster level multiplied by 300 gold pieces, plus the next highest level spell’s level multiplied by caster level multiplied by 225 gold pieces, plus the spell levels of all remaining spells multiplied by caster levels multiplied by 150 gold pieces. The caster must also pay for 50 times all the required material components for all the spells being used and the price of the power component (see Power Components below). Spells may be entered into the staff at half the listed price, but activating the spell expends two charges. A staff cannot be enchanted to have less than its full 50 charges when first created. The caster must also pay an XP cost equal to 1/25th of the creation cost.

Completing a staff takes one full day per 1000 gold pieces of its total value. A staff may only be recharged with spells that existed in it when it was first enchanted. Additional spell cannot be added at a later date.

Wands

Wands are made from thin slivers of wood, bone or metal usually entwined with the hair of a magical beast that is associated with spell type as its power component.

Wands may only hold multiple charges of the same spell, and may never hold any other spells aside from the one it was enchanted for. A wand depleted of charges crumbles to dust. Wands cannot be enchanted to hold spells of 5th level or above. The cost of enchanting a wand is the spell’s level multiplied by the caster level multiplied by 375 gold pieces, plus the cost of a number of material components equal to the number of charges the wand is first enchanted with, plus the cost of the power component (see Power Components below). A wand may not be enchanted to have less than 25 charges. Having 25 charges, lowers the creation cost by 25%, increasing the price by 1% for each charge up to 50. Wands may have up to 99 charges; for each charge above 50 the cost of the wand is increased by a 5%, thus a wand with 75 charges would cost 125% more than a normal wand.

Completing a wand takes one full day per 1000 gold pieces of its total value.

Weapons & Armor

Arms and armor that are to be enchanted must be of masterwork quality and forged specifically for the purpose of enchanting them.

The cost of creating an enchanted weapon or suit of armor is 1/2 the listed market price, plus the cost o f the masterwork item, and any material components and power components needed for any special qualities the weapon or armor might have. There is also an XP cost equal to 1/25th of the total cost.

Completing a weapon or suit of armor takes one full day per 1000 gold pieces of its total value.

Wondrous Items

Wondrous magical items are probably among the most difficult to create because the term is a catch-all for a myriad of magical items that really do not have much in common with each other. Also, the formulas for such items are so varied that finding or researching the proper formula for creating the specific item you want can be very difficult.

The cost of creating a wondrous magical item is the price of the object to be enchanted (which must be masterwork) and 1/2 the listed market value, plus the cost of the power component (see Power Components below). There is also an XP cost equal to 1/25th of the total price.

Completing a wondrous item takes one full day per 1000 gold pieces of its total value.

Power Components

The enchantment of permanent or charged magical items requires a power component which holds the magic in place. The required power is listed in the formula for creating a specific magical item, but often more than one power component will serve the same purpose and will be listed.

Power components are always related to the theme of the magical item in some way. For example, a cloak of flying might require feathers from the wings of a pegasus or from a giant eagle, a cloak of displacement would require the hide of a displacer beast.

Some magical items require more than one power component - often staves and wondrous items fall into this category.

Special Note on the Use of Necromancy Spells: Andurin is a world where the use of magic has consequences, and overt power often comes with a price. The use of necromantic spells in particular can endanger the caster’s very soul, and have a corrupting influence on the caster. Necromantic spells are divided here into three types, Black, White and Gray. Black Necromancy is always evil, and casting such a spell is an evil act regardless of the reason. Gray Necromancy is more open to interpretation, where the circumstances of the casting determines the danger if any. White Necromancy is always good and can be used without worry (this is the rarest type).

Spells marked with an * are unique to this campaign. They may be listed below or found within the game.

Black necromantic spells: animate dead, armor of undeath*, chill touch, circle of death, circle of doom, create greater undead, create undead, death knell, destruction, finger of death, ghoul touch, gift of the Eye*, harm, inflict critical wounds, inflict light wounds, inflict minor wounds, inflict moderate wounds, inflict serious wounds, slay living, touch of the Eye*, wail of the banshee.

Gray necromantic spells: burning blood*, cause fear, control undead, fear, halt undead, horrid wilting, ray of enfeeblement, scare, speak with dead, steal sleep*, vampiric touch.

White necromantic spells: ankh of life*, cure critical wounds, cure light wounds, cure minor wounds, cure moderate wounds, cure serious wounds, death ward, gentle repose, heal, major reviction*, minor reviction*, raise dead, regenerate, ressurection, spectral hand, true ressurection.

Notes:

1. raise dead -- This spell can only be cast when the caster and target are on ground consecrated to the god that provided the spell or a site holy to the god’s pantheon in general.

2. regenerate -- This spell can only regenerate one severed limb per casting if the limb is not present, or any and all severed limbs that are present and re-attached.

3. resurrection -- For this spell to function someone dear to the departed must make an oath to the god in question. The oath is enforceable as by a geas spell. In the case of evil gods, the oath must be made by someone who is owed a debt by the deceased.

4. true resurrection -- As resurrection, however the target must have been a devout follower of the god in life.

Spell Listings

It is important to mention that certain more powerful and higher level versions of spells are listed as more common than their weaker counterparts. This is because as spells rise in level they are considered to be rarer anyway, as few wizards arrive at those levels. Thus, while chain lightning is listed as uncommon, and lightning bolt is listed as rare, a 5th or 6th level uncommon spell is roughly equivalent to a very rare 2nd level spell and a rare 3rd level spell.

Note that in some areas of Andurin, spell commonalities will not apply, which accounts for the variances in power levels that PCs may encounter in the course of the campaign. There are areas which are magicka poor and areas which are magicka intensive. Range varies, but the overall power level is one of restraint.

Spells marked with an * are unique to this campaign. They may be listed below, described in this or other guides, or found within the game.

0 level spells

Common spells: arcane mark, detect magic, detect poison, flare, light, mending, open/close, presdigitation, read magic, resistance.

Uncommon spells: dancing lights, daze, ghost sound, mage hand.

Rare spells: ray of frost.

Very rare spells: disrupt undead


1st level spells

Common spells: alarm, endure elements, erase, grease, hold portal, lasting breath, mage armor, magic missile, message, obscuring mist, protection from good/evil/chaos/law, radiant spark*, shield, sleep, turtle soup*, ventriloquism.

Uncommon spells: burning hands, cause pain*, color spray, endure thirst*, enlarge, feather fall, hypnotism, jump, magic weapon, mass daze*, ray of enfeeblement, reduce, shocking grasp, taunt*, true strike, unseen servant.

Rare spells: animate rope, cause fear, charm person, chill touch, chromatic orb*, comprehend languages, detect undead, expeditious retreat, identify, metamorphose liquids*, mirror gaze*, mount, silent image, sparking air*, spider climb, summon monster 1.

Very rare spells: change self, detect secret doors, floating disc, magical aura, undetectable aura.


2nd level spells

Common spells: daylight, darkness, darkvision, fog cloud, protection from arrows, pyrotechnics, resist elements, whispering wind.

Uncommon spells: arcane lock, blindness/deafness, blur, bull's strength, colorburst, endurance, flaming sphere, glitterdust, improved instinct*, inflict fatigue*, invisibility, knock, levitate, magic mouth, mirror image, misdirection, ray of pain, rope trick, scare, shatter, summon swarm, web.

Rare spells: alter self, cat's grace, detect thoughts, earthen grasp*, ghoul touch, hypnotic pattern, hypnotic stare*, locate object, minor image, obscure object, see invisibility, spectral hand, summon monster 2.

Very rare spells: acid arrow, continual flame, hideous laughter, trap.


3rd level spells

Common spells: dispel magic, displacement, gentle repose, gust of wind, hold person, magic circle against chaos/good/evil/law, protection from elements, shrink item, tongues, water breathing, wind wall.

Uncommon spells: clairaudience, clairvoyance, flame arrow, fireball, fly, greater magic weapon, haste, nondetection, secret page, slow, stinking cloud, suggestion, vampiric touch.

Rare spells: blink, cloak of brilliance*, explosive runes, halt undead, illusory script, lightning bolt, long step*, lore of the dead*, major image, phantom steed, sepia snake sigil, sculpt flesh*, sleet storm, spirit armor*, stony grasp*, summon monster 3.

Very rare spells: gaseous form, invisibility sphere, keen edge, tiny hut.


4th level spells

Common spells: bestow curse, detect scrying, fear, illusory wall, remove curse, scrying, shout, solid fog, wall of ice.

Uncommon spells: arcane eye, confusion, contagion, dimension door, fire trap, hallucinatory terrain, ice storm, immovability, improved invisibility, minor creation, minor globe of invulnerability, polymorph other, polymorph self, rainbow pattern, stoneskin, thunderlance*, wall of fire.

Rare spells: awaken shadow*, burning blood*, charm monster, dimensional anchor, emotion, fire shield, lesser geas, locate creature, resist death*, shadow conjuration, summon monster 4.

Very rare spells: black tentacles, coldstar*, enervation, mnemonic enhancer, power word: strength*, resilient sphere, secure shelter.


5th level spells

Common spells: animal growth, fabricate, hold monster, mind fog, telekinesis, wall of iron, wall of stone.

Uncommon spells: animate dead, cone of cold, dismissal, dream, false vision, force shapechange*, lesser planar binding, major creation, sending, stone shape, teleport, transmute mud to rock, transmute rock to mud.

Rare spells: cloudkill, dominate person, faithful hound, feeblemind, magic jar, mirage arcana, nightmare, passwall, persistent image, prying eyes, secret chest, seeming, shadow evocation, summon monster 5, wall of eyes*, wall of force.

Very rare spells: contact other plane, greater shadow conjuration, interposing hand, psychic shield*, telepathic bond.


6th level spells

Common spells: analyze dweomer, control water, eyebite, guards and wards, legend lore, stone to flesh.

Uncommon spells: acid fog, antimagic field, control weather, disintegrate, flesh to stone, globe of invulnerability, mass haste, mass suggestion, mislead, move earth, power word: sleep*, project image, repulsion, true seeing, veil.

Rare spells: chain lightning, circle of death, contingency, geas/quest, greater shadow evocation, permanent image, planar binding, programmed image, summon monster 6, wall of chaos*.

Very rare spells: forceful hand, freezing sphere, lucubration, psychic dagger*, shades, transformation.


7th level spells

Common spells: greater scrying, phase door, power word: stun, statue, vision.

Uncommon spells: banishment, ethereal jaunt, forcecage, insanity, sequester, spell turning, teleport without error, vanish.

Rare spells: control undead, delayed blast fireball, finger of death, gift of the goddess*, gift of the pearl*, limited wish, mass invisibility, magnificent mansion, plane shift, reverse gravity, shadow walk, simulacrum, summon monster 7, sword of negation*.

Very rare spells: grasping hand, instant summons, prismatic spray, psionic lance*, stunted magicka*.


8th level spells

Common spells: antipathy, mind blank, protection from magicka*, sympathy.

Uncommon spells: binding, demand, discern location, etherealness, greater planar binding, iron body, polymorph any object, power word: blind, screen, sunburst, symbol.

Rare spells: horrid wilting, incendiary cloud, irresistible dance, mass charm, maze, prismatic wall, summon monster 8, trap the soul.

Very rare spells: clenched fist, clone, deflect magicka*, psionic armor*, remembrance*, telekinetic sphere, teleport fireball*.


9th level spells

Common spells: foresight, shapechange, teleportation circle.

Uncommon spells: dominate monster, freedom, gate, power word: kill, refuge, summon monster 9, temporal stasis.

Rare spells: astral projection, energy drain, imprisonment, meteor swarm, power word: negation*, prismatic sphere, prismatic sword*, soul bind.

Very rare spells: absorb magicka*, call titan*, codex of the Magister*, conflagration*, crushing hand, disjunction, hurricane*, psionic steed*, time stop, wail of the banshee, weird, whirlpool*, wish, wrath of the Magister*.


Priest Domains

Spells marked with a * are unique to this campaign.

Air
1st: obscuring mist; 2nd: wind wall; 3rd: gaseous form; 4th: air walk; 5th: control winds; 6th: chain lightning; 7th: control weather; 8th: hurricane*; 9th: elemental swarm (air only)

Birds
1st: summon bird 1*; 2nd: summon bird 2*; 3rd: summon bird 3*; 4th: summon bird 4*; 5th: summon bird 5*; 6th: bird growth*; 7th: bird shapes*; 8th: summon roc*; 9th: summon eagle lord*

Chaos
1st: protection from law; 2nd: shatter; 3rd: magic circle against law; 4th: chaos hammer; 5th: dispel law; 6th: animate objects; 7th: confusion; 8th: cloak of chaos; 9th: spellshatter*

Earth
1st: magic stone; 2nd: soften earth and stone; 3rd: stone shape; 4th: spike stones; 5th: wall of stone; 6th: stoneskin; 7th: earthquake, 8th: call titan*; 9th: elemental swarm (earth only)

Fire
1st: flame blade; 2nd: produce flame; 3rd: resist elements (fire only); 4th: wall of fire; 5th: fire shield; 6th: fire seeds; 7th: fire storm; 8th: conflagration*; 9th: elemental swarm (fire only)

Freedom
1st: remove fear; 2nd: word of freedom*; 3rd: dispel charm*; 4th: freedom of movement; 5th: break enchantment; 6th: haste; 7th: banishment; 8th: refuge; 9th: freedom

Good
1st: protection from evil; 2nd: status; 3rd: magic circle against evil; 4th: holy smite; 5th: dispel evil; 6th: atonement; 7th: holy word; 8th: holy aura; 9th: refuge.

Healing
1st: cure light wounds; 2nd: cure moderate wounds; 3rd: cure serious wounds; 4th: cure critical wounds; 5th: healing circle; 6th: heal; 7th: regenerate; 8th: mass heal; 9th: true ressurection

Knowledge
1st: comprehend languages; 2nd: detect thoughts; 3rd: clairaudience/clairvoyance; 4th: divination; 5th: true seeing; 6th: gift of Hurishta*; 7th: legend lore; 8th: discern location; 9th: foresight

Law
1st: command; 2nd: calm emotions; 3rd: magic circle against chaos; 4th: order's wrath; 5th: dispel chaos; 6th: hold monster; 7th: dictum; 8th: shield of law; 9th: unyielding principle*

Love
1st: remove fear; 2nd: scare; 3rd: sending; 4th: tongues; 5th: emotion; 6th: seeming; 7th: refuge; 8th: holy aura; 9th: miracle.

Luck
1st: entropic shield; 2nd: aid; 3rd: protection from elements; 4th: freedom of movement; 5th: break enchantment; 6th: mislead; 7th: spell turning; 8th: (un)holy aura; 9th: miracle.

Magicka
1st: insight of the Magister*; 2nd: identify; 3rd: dispel magic; 4th: mnemonic enhancer; 5th: imbue with spell ability; 6th: spell resistance; 7th: spell turning; 8th: greater spell immunity; 9th: power word: negation*

Missionary
1st: charm person; 2nd: enthrall; 3rd: divine raiment*; 4th: suggestion; 5th: fire shield; 6th: inquisition*; 7th: incite*; 8th: sympathy; 9th: miracle.

Moon
1st: moonglow*; 2nd: low light vision*; 3rd: moonbeam*; 4th: dream; 5th: emotion; 6th: mirror of Tintagel*; 7th: changer's bane*; 8th: body of moonlight*; 9th: wrath of the heavens*.

Negation
1st: erase; 2nd: see invisibility; 3rd: dispel magic; 4th: minor globe of invulnerability; 5th: globe of invulnerability; 6th: antimagic field; 7th: spell turning; 8th: absorb magicka*; 9th: power word: negation*

Plant
1st: entangle; 2nd: barkskin; 3rd: plant growth; 4th: control plants; 5th: wall of thorns; 6th: repel wood; 7th: gutroot*; 8th: command plants; 9th: horrid wilting

Prophecy
1st: detect evil/good; 2nd: augury; 3rd: dream; 4th: divination; 5th: contact other plane; 6th: geas; 7th: legend lore; 8th: discern location; 9th: foresight

Protection
1st: sanctuary; 2nd: shield other; 3rd: protection from the elements; 4th: spell immunity; 5th: spell resistance; 6th: word of recall; 7th: repulsion; 8th: mind blank; 9th: prismatic sphere

Strength
1st: endure elements; 2nd: ignore pain*; 3rd: bull's strength; 4th: unceasing stamina*; 5th: righteous might; 6th: stoneskin; 7th: shout; 8th: power word: strength*; 9th: iron body

Sun
1st: radiance of Solnor*; 2nd: heat metal; 3rd: continual light; 4th: fire shield; 5th: flame strike; 6th: fire seeds; 7th: sunray; 8th: sunburst; 9th: embrace of the Lightwalker*

Thunder
1st: thunderblow*; 2nd: protection from lightning; 3rd: thunderclap*; 4th: lightning bolt; 5th: aura of lightning*; 6th: living lightning*; 7th: chain lightning; 8th: summon thundercloud*; 9th: storm of vengeance

Travel
1st: expeditious retreat; 2nd: lighten load*; 3rd: remove fatigue*; 4th: tiny hut; 5th: tree stride; 6th: find the path; 7th: monster mount*; 8th: phase door; 9th: dream travel*

Trickery
1st: change self; 2nd: invisibility; 3rd: non-detection; 4th: confusion; 5th: mislead; 6th: false vision; 7th: screen; 8th: polymorph any object; 9th: time stop

War
1st: divine favor; 2nd: spiritual weapon; 3rd: magical vestment; 4th: divine power; 5th: flame strike; 6th: heroes' feast; 7th: power word: stun; 8th: summon monster 8; 9th: power word: kill

Warding
1st: arcane lock; 2nd: magic circle of protection; 3rd: glyph of warding; 4th: explosive runes; 5th: greater glyph of warding; 6th: forbiddance; 7th: dimensional ward*; 8th: symbol; 9th: harmonius refuge*

Water
1st: obscuring mist; 2nd: fog cloud; 3rd: water breathing; 4th: ice storm; 5th: control water; 6th: cone of cold; 7th: freezing sphere; 8th: whirlpool*; 9th: elemental swarm (water only)

Weather
1st: predict weather*; 2nd: obscuring mist; 3rd: call lightning; 4th: control temperature (10' radius), 5th: control winds; 6th: weather summoning*; 7th: control weather; 8th: chain lightning; 9th: storm of vengeance

New Rules regarding Skills with respect to this campaign

The following rules apply to the skills listed below, and replace those given in the PH.

Decipher Script

This skill may not be gained unless the character has at least one rank in Literacy of any language. A combination of six ranks in any three written languages gives a +2 synergy bonus to the Decipher Script skill.


Heal

The Heal skill allows a character to do several things. Most of these are listed on page 69 of the 3E PHB, and include: First Aid (binding bleeding wounds), Long Term Care (doubling the recovery rate of hps), Critical Effect Treatment (closing “bleeder” critical effects), Treat Poison and Treat Disease.

Healer’s Kit: A healer’s kit grants a +2 circumstance bonus to any healing check. However, it is basically an essential part of performing the skill, so a not having a healer’s kit applies a -2 penalty to the check. A healer’s kit has 10 uses, and can be replenished for half its usual price.

First Aid: Performing first aid to stabilize a character at negative hit points, or to close off a critical wound take 1d10+10 rounds, no matter how many wounds the character has. If a second person helps, this time is reduced to just 1d10 rounds, and may make their own heal check versus DC 10 to add a +2 circumstance bonus to the lead healer. More than two people cannot work on
the same person effectively.

Binding Critical Effects: The heal skill may be used to staunch the bleeding and dress the wound. The DC for stopping the bleeding is 10 + the maximum possible damage the bleeding could cause in a round:

Light Critical: 14 (d4 bleeding)
Moderate Critical: 18 (2d4 bleeding)
Serious Critical: 22 (3d4 bleeding)
Critical Critical: 26 (4d4 bleeding)

Dealing with a critical hit effect takes 1d10+10 rounds to accomplish. A second person helping lowers this to simply 1d10 rounds, and if they make a successful healing check against DC 10 adds a +2 circumstance bonus to the healer’s check.

Setting Broken Limbs & Recovery: Setting a broken limb is a DC of 15. It requires six full weeks for a broken limb to be completely healed, if correctly set and taken care of. The victim may make a CON check against DC 20, with each point above lowering the healing time by one week. The results of a badly set and healed broken limb are left to the DM, but can lead to a permanent penalty to attack, AC, speed or more.


Innuendo

This skill replaces the 2E thieves ability of Thieves Cant. It is not automatically gained, but rogues may attempt it untrained.


Intuit Depth (Wis; Dwarf or Gnome Only; Untrained for Dwarves)

This is a natural skill for dwarves that can be honed by them, and learned by other subterranean races.

Check: By concentrating for one minute you can determine your approximate depth underground (DC 15) to within 10 ft of total accuracy. The DM makes the roll in secret, with each point of failure meaning you are off by 20 ft per 100 ft of depth.

Retry: You may only attempt this ability once per day in any particular area with a 1 mile radius.

Special: Members of other races who have been raised and lived wholly underground access have access to this skill. Dwarves may use this skill untrained.


Literacy

Check: Generally, a skill check is not required to use the Literacy skill, as a character’s level of proficiency determines what he can read with the skill. However, in cases where the DM is unsure where to categorize some writings, he can require a check against DC 15.
The level of proficiency a character has in a written language is determined by the number of ranks in it.

• One Rank - The ability to read basic signs and very simple words and sentences.
• Two Ranks - This is basic literacy. This is the ability to read letters, common books and a general understanding of basic writings.
• Three Ranks - This allows a deeper understanding of literature, poetry and contracts in the language.
• Four Ranks - At this rank or higher, the character can hope to understand the most convoluted of written works, treatises and geneologies-including the ability to interpret meanings from the most obtuse of tomes

The native tongue of humans is considered to be the common tongue and whatever local dialect may be spoken there. For non-human races, it is their racial tongue, but not all spoken tongues have a written equivalent. Examples of this are the halfling, lizardfolk and centaur languages.

Retry: Once a character fails a check to read a writing, he cannot do so until increasing his ranks.

Special: A character with six or more combined ranks in three written languages gains a +2 synergy bonus to the Decipher Script skill.


Use Magic Device

This skill cannot be used to emulate race. In addition, it can only be used to emulate alignment in regards to avoiding negative effects from aligned magical items, not in order to use the beneficial ones.


New Skills

Signaling

This skill allows a character to create and interpret signals of a particular type, that are used to communicate over distances. Common forms of signaling include: smoke signals, mirrors, semaphore (flags) and underground tapping.

Check: The DC for sending most messages is 10, however, the DM may raise the DC for more complex messages. For example: Using smoking signals to say “enemies are coming” would be rather simple-to use the signals to convey the type, number, armaments and speed of the enemies would be more difficult, DC 15 or 20. A failed roll does not mean complete and utter failure (see interpreting a signal).

Interpreting a Signal: The DC for interpreting a signal is 15, modified by how much the signaler made or failed his save by. Thus, if the signaler failed his roll by 2, the interpretation DC would be 17. A roll of a natural 1 by the signaler indicates disastrous failure and cannot be interpreted.

Retry: A character may attempt to resend the message, but only one attempt to interpret a signal is allowed for each sending.

Special: As with the Perform skill, one form of signaling may be potentially gained per rank, if the opportunity presents itself to learn one.


Sign Language

Sign language is a form of communication and language as complex and detailed as any spoken or written language. While used as a form of communication between or with deaf or hearing-impaired people, it has also become a form of clandestine communication. Sign language works exactly like a spoken language (see Speak Language), but there are varying forms of Sign Language and each is a separate skill. Unless a character is a member of an organization like the Conclave of Sorcerers that has a particular form of sign language, it is assumed that the character has it in its basic form.


Signaling

This skill allows a character to create and interpret signals of a particular type, that are used to communicate over distances. Common forms of signaling include: smoke signals, mirrors, semaphore (flags) and underground tapping.

Check: The DC for sending most messages is 10, however, the DM may raise the DC for more complex messages. For example: Using smoking signals to say “enemies are coming” would be rather simple-to use the signals to convey the type, number, armaments and speed of the enemies would be more difficult, DC 15 or 20. A failed roll does not mean complete and utter failure (see interpreting a signal).

Interpreting a Signal: The DC for interpreting a signal is 15, modified by how much the signaler made or failed his save by. Thus, if the signaler failed his roll by 2, the interpretation DC would be 17. A roll of a natural 1 by the signaler indicates disastrous failure and cannot be interpreted.
Retry: A character may attempt to resend the message, but only one attempt to interpret a signal is allowed for each sending.

Special: As with the Perform skill, one form of signaling may be potentially gained per rank, if the opportunity presents itself to learn one.


Sign Language

Sign language is a form of communication and language as complex and detailed as any spoken or written language. While used as a form of communication between or with deaf or hearing-impaired people, it has also become a form of clandestine communication. Sign language works exactly like a spoken language (see Speak Language), but there are varying forms of Sign Language and each is a separate skill. Unless a character is a member of an organization like the Ebon Fury that has a particular form of sign language, it is assumed that the character has it in its basic form.


Subterranean Lore

This skill is very similar to the wilderness lore skill, but is used in subterranean environments, as in the Sunless Lands. However. accomplishing these tasks is more difficult in this environ.

Check: You can keep yourself others fed and safe in the subterranean wild.

Retry: As with the Wilderness Lore skill, the check for gaining the bonus to the Fortitude save, or for getting along underground is made every 24 hours, and the effects last until the next check is made. To avoid getting lost or natural hazards the check is made whenever called for. There no retries in these cases.

Special: If you have 5 or more ranks in Intuit Direction or Intuit Depth, you gain a +2 synergy bonus to checks to avoid getting lost.

Task

Move up to Half your base speed while foraging for edible moss, molds, insects, and water. You can provide food and water for one person for every two points you succeed your check by.
(DC 15)

Gain +2 on all Fortitude saves versus the extreme cold of the Plutonic Realms if moving up to one-half your speed, or gain +4 if stationary. You may grant the same bonus to one person for every point your check exceeds 20. (DC 20)

Avoid getting lost, or avoid natural hazards like deadfalls and structurally unstable caverns. (DC 20)
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Rules
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Classes of Andurin
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The Southern Kingdoms