Aldyryc Campaign Guide
Pündi Publications
2017
For
D&D 5e
1
Contents
Introduction.......................................................................................................................................................................................................... 15
Ability Scores..........................................................................................................................................................................................................15
Expertise..................................................................................................................................................................................................................15
Inspiration Points..................................................................................................................................................................................................15
Longevity Rating ....................................................................................................................................................................................................15
Metabolic Requirements ......................................................................................................................................................................................15
Starting Age...........................................................................................................................................................................................................15
Aging Effects .........................................................................................................................................................................................................15
Lifelong Learning...................................................................................................................................................................................................15
Natural Causes ......................................................................................................................................................................................................16
Qi...............................................................................................................................................................................................................................16
Races.......................................................................................................................................................................................................................... 16
Anthropoid..............................................................................................................................................................................................................16
Faerie ....................................................................................................................................................................................................................16
Faerie Sources..................................................................................................................................................................................................17
Holds and Territories...................................................................................................................................................................................17
The Longing.................................................................................................................................................................................................17
Source Defences..........................................................................................................................................................................................17
Guardians ....................................................................................................................................................................................................17
Source Types ...............................................................................................................................................................................................18
Source Destruction......................................................................................................................................................................................18
Dwarf ....................................................................................................................................................................................................................18
Duergar ............................................................................................................................................................................................................18
Gaxx .................................................................................................................................................................................................................19
Elf..........................................................................................................................................................................................................................19
Blood Elves.......................................................................................................................................................................................................19
Feral Elves ........................................................................................................................................................................................................19
Forest Elves ......................................................................................................................................................................................................20
Mist Elves .........................................................................................................................................................................................................20
Sea Elves...........................................................................................................................................................................................................20
Ikari .......................................................................................................................................................................................................................20
Kenku ....................................................................................................................................................................................................................21
Minos ....................................................................................................................................................................................................................22
Sahuagin................................................................................................................................................................................................................23
Triton ....................................................................................................................................................................................................................24
Fey.........................................................................................................................................................................................................................25
Gnome ..................................................................................................................................................................................................................25
Bumpkin...........................................................................................................................................................................................................25
Munchkin .........................................................................................................................................................................................................25
Pech..................................................................................................................................................................................................................25
Derro................................................................................................................................................................................................................25
Azer..................................................................................................................................................................................................................26
Redcap .............................................................................................................................................................................................................26
Halfling..................................................................................................................................................................................................................26
Half-Elf..............................................................................................................................................................................................................26
Half-Ogre..........................................................................................................................................................................................................27
Half-Orc............................................................................................................................................................................................................27
Hellion..............................................................................................................................................................................................................28
Minotaur ..........................................................................................................................................................................................................29
Rhokargan........................................................................................................................................................................................................29
Human ..................................................................................................................................................................................................................30
Cultural Ethnicities ...........................................................................................................................................................................................31
Mark of the Beast.............................................................................................................................................................................................32
Psychic Ability ..................................................................................................................................................................................................32
Special Ethnicities.............................................................................................................................................................................................33
Orc ........................................................................................................................................................................................................................35
Bugbear............................................................................................................................................................................................................35
Goblin...............................................................................................................................................................................................................35
Hobgoblin.........................................................................................................................................................................................................36
Pündi.....................................................................................................................................................................................................................36
Dragonneth .............................................................................................................................................................................................................37
Kobold...................................................................................................................................................................................................................37
Varstrill..................................................................................................................................................................................................................37
2
Ysstrakan...............................................................................................................................................................................................................37
Octopod....................................................................................................................................................................................................................38
Languages.............................................................................................................................................................................................................. 39
Common Languages...............................................................................................................................................................................................39
Ethnic Languages ...................................................................................................................................................................................................39
Exotic Languages....................................................................................................................................................................................................40
Secret Languages....................................................................................................................................................................................................40
Classes ...................................................................................................................................................................................................................... 43
Assessing Professional Rank ...............................................................................................................................................................................43
Dreamweavers .......................................................................................................................................................................................................44
Eldritch Sight.........................................................................................................................................................................................................44
Illuminatus ............................................................................................................................................................................................................44
Magician................................................................................................................................................................................................................46
Proficiencies.....................................................................................................................................................................................................46
Spells................................................................................................................................................................................................................46
Arcane Craft Traditions ....................................................................................................................................................................................46
Artistic Expression............................................................................................................................................................................................47
Nights of Power................................................................................................................................................................................................47
Ordination........................................................................................................................................................................................................47
Divine Intervention ..........................................................................................................................................................................................48
Enclaves............................................................................................................................................................................................................48
Familiars...........................................................................................................................................................................................................48
Sorcery .............................................................................................................................................................................................................48
Mystic....................................................................................................................................................................................................................48
Paladin ..................................................................................................................................................................................................................49
Enforcer............................................................................................................................................................................................................49
Equestrian (Lancer) ..........................................................................................................................................................................................49
Exemplar ..........................................................................................................................................................................................................49
Ranger...................................................................................................................................................................................................................49
Warlock.................................................................................................................................................................................................................50
Witch.....................................................................................................................................................................................................................50
Warriors ..................................................................................................................................................................................................................51
Barbarian ..............................................................................................................................................................................................................51
Fighter (Myrmidon)...............................................................................................................................................................................................51
Berserker (Warrior of the Eye).........................................................................................................................................................................51
Monk (Defender of the Faith) ...............................................................................................................................................................................52
Rogue (Streetfighter) ............................................................................................................................................................................................52
Customization Options.................................................................................................................................................................................. 52
Feats .........................................................................................................................................................................................................................52
Echolocation .........................................................................................................................................................................................................52
Meditation ............................................................................................................................................................................................................52
Paragon.................................................................................................................................................................................................................52
Psychic ..................................................................................................................................................................................................................52
Witchcraft .............................................................................................................................................................................................................52
Equipment.............................................................................................................................................................................................................. 52
Weapons..................................................................................................................................................................................................................52
Bastardsword........................................................................................................................................................................................................53
Blood Elf Hook Net................................................................................................................................................................................................53
Blood Elf Talons.....................................................................................................................................................................................................53
Boar Spear.............................................................................................................................................................................................................53
Broad Sword .........................................................................................................................................................................................................53
Curved Greatsword...............................................................................................................................................................................................53
Cutlass...................................................................................................................................................................................................................53
Elven Bow..............................................................................................................................................................................................................53
Elven Thinblade.....................................................................................................................................................................................................53
Executioner’s Sword .............................................................................................................................................................................................53
Falchion.................................................................................................................................................................................................................53
Garrotte ................................................................................................................................................................................................................53
Gorn Gatling Bow:.................................................................................................................................................................................................53
Hunting Knife ........................................................................................................................................................................................................53
Katana...................................................................................................................................................................................................................53
Parrying Dagger.....................................................................................................................................................................................................53
Scythe ...................................................................................................................................................................................................................53
Shagra ...................................................................................................................................................................................................................54
3
Star Knife...............................................................................................................................................................................................................54
Throwing Knife......................................................................................................................................................................................................54
Thuggee Dagger ....................................................................................................................................................................................................54
Troll Double Spear ................................................................................................................................................................................................54
Xen Sword.............................................................................................................................................................................................................54
Adventuring Equipment .......................................................................................................................................................................................54
Anointing Oil (vial) ................................................................................................................................................................................................54
Bloody Agony........................................................................................................................................................................................................54
Class Text ..............................................................................................................................................................................................................54
Holy Water (flask) .................................................................................................................................................................................................54
Nova Stick .............................................................................................................................................................................................................54
Pündi Poison .........................................................................................................................................................................................................55
Transportation.......................................................................................................................................................................................................55
Air Ship..................................................................................................................................................................................................................55
Flying Carpet .........................................................................................................................................................................................................55
Sea Elf Ship............................................................................................................................................................................................................55
Node Station .........................................................................................................................................................................................................56
Services....................................................................................................................................................................................................................56
Airship Passage .....................................................................................................................................................................................................56
Carpet Ride ...........................................................................................................................................................................................................56
Node Travel...........................................................................................................................................................................................................56
Siege Defense..........................................................................................................................................................................................................56
Shield System........................................................................................................................................................................................................56
Combat..................................................................................................................................................................................................................... 57
Amputation and Gangrene ...................................................................................................................................................................................57
Bleeding and Infection..........................................................................................................................................................................................57
Critical Rolls............................................................................................................................................................................................................57
Execution Attacks ..................................................................................................................................................................................................57
Extremity Damage .................................................................................................................................................................................................58
Initiative ..................................................................................................................................................................................................................58
Adventuring.......................................................................................................................................................................................................... 59
Anthropoid Reproduction....................................................................................................................................................................................59
C.P.R..........................................................................................................................................................................................................................59
Death and the Afterlife..........................................................................................................................................................................................59
The Spirit World....................................................................................................................................................................................................59
Pearly Gates and Shade Sanctuaries.....................................................................................................................................................................59
Limbo ....................................................................................................................................................................................................................60
Reincarnation........................................................................................................................................................................................................60
Raise Dead ............................................................................................................................................................................................................60
Resurrection..........................................................................................................................................................................................................60
True Resurrection .................................................................................................................................................................................................60
Haunting ...............................................................................................................................................................................................................60
Descending into Madness.....................................................................................................................................................................................60
Encounter XP Thresholds.....................................................................................................................................................................................60
Information Checks ...............................................................................................................................................................................................60
Intoxication.............................................................................................................................................................................................................60
Addictive Compulsion ...........................................................................................................................................................................................60
Alcohol ..................................................................................................................................................................................................................61
Drunkenness Levels..........................................................................................................................................................................................61
Alcohol Strength...............................................................................................................................................................................................61
Caffeine.................................................................................................................................................................................................................62
Cannabis................................................................................................................................................................................................................62
Returning From Oblivion .....................................................................................................................................................................................62
Torture.....................................................................................................................................................................................................................62
Magic ......................................................................................................................................................................................................................... 63
Metaphysics ............................................................................................................................................................................................................63
Dreamweaving .......................................................................................................................................................................................................63
Spells ........................................................................................................................................................................................................................63
The Forms ...............................................................................................................................................................................................................64
The Keys ..................................................................................................................................................................................................................64
The Companions ....................................................................................................................................................................................................64
Body Casting ...........................................................................................................................................................................................................64
Demon Summoning ...............................................................................................................................................................................................64
Dimensional Translocation..................................................................................................................................................................................65
4
Coordinate Shifting ...............................................................................................................................................................................................65
Information Shifting..............................................................................................................................................................................................65
Planar Barriers ......................................................................................................................................................................................................65
The Dreaming.........................................................................................................................................................................................................65
The Sarllak Plant....................................................................................................................................................................................................65
Brewed Twilight ....................................................................................................................................................................................................66
Blitzkrieg ...............................................................................................................................................................................................................66
Entering the Dreaming..........................................................................................................................................................................................67
The Existential Veil...........................................................................................................................................................................................67
The Dreamscape ..............................................................................................................................................................................................67
Psychic Aspects ................................................................................................................................................................................................67
Influencing Aspects ..........................................................................................................................................................................................67
Psychic Balance ................................................................................................................................................................................................68
Dreaming Damage............................................................................................................................................................................................68
Personal Demons .............................................................................................................................................................................................68
Psychic Ethics ...................................................................................................................................................................................................68
Psychic Foundations.........................................................................................................................................................................................68
Psychic Core .....................................................................................................................................................................................................68
Enforced Clarity................................................................................................................................................................................................68
Psychic and Spiritual Damage ..........................................................................................................................................................................69
Existential Clarity ..................................................................................................................................................................................................69
Informed (Awake) ............................................................................................................................................................................................69
Enlightened (Aware) ........................................................................................................................................................................................69
Amplified (Lucid) ..............................................................................................................................................................................................70
Aftermath..............................................................................................................................................................................................................70
The Fifty Sacred Names of Marduk.....................................................................................................................................................................70
Fire Diamond..........................................................................................................................................................................................................70
The Inner Eye..........................................................................................................................................................................................................70
Material Components............................................................................................................................................................................................71
Mind Casting ...........................................................................................................................................................................................................71
Mystic Mushrooms.................................................................................................................................................................................................71
Oath of the Styx ......................................................................................................................................................................................................71
Paying the Reaper..................................................................................................................................................................................................71
Prismatic Magic......................................................................................................................................................................................................71
Colours..................................................................................................................................................................................................................71
Visionleaf.................................................................................................................................................................................................................72
Wizardry..................................................................................................................................................................................................................72
Druidic Lore’s Central Calculus..............................................................................................................................................................................73
The Arcanum Compass .........................................................................................................................................................................................73
Witchcraft .............................................................................................................................................................................................................73
Psions and Psychics...............................................................................................................................................................................................73
Magic in the Spheres.............................................................................................................................................................................................74
Spells.......................................................................................................................................................................................................................... 75
Tenth Level Spell Slot............................................................................................................................................................................................75
Enforcer ...................................................................................................................................................................................................................75
Exemplar .................................................................................................................................................................................................................76
Illuminatus..............................................................................................................................................................................................................77
Magician...................................................................................................................................................................................................................82
Alphabetical List....................................................................................................................................................................................................82
Spell by Level List ..................................................................................................................................................................................................90
Black Magic ...........................................................................................................................................................................................................98
Grey Magic..........................................................................................................................................................................................................100
White Magic........................................................................................................................................................................................................104
Variable Magic ....................................................................................................................................................................................................106
Conjuration .........................................................................................................................................................................................................107
Druidic Lore.........................................................................................................................................................................................................109
Enchantment.......................................................................................................................................................................................................110
Magecraft............................................................................................................................................................................................................111
Necromancy........................................................................................................................................................................................................113
Priestcraft ...........................................................................................................................................................................................................114
Mystic .....................................................................................................................................................................................................................116
Ranger....................................................................................................................................................................................................................120
Rituals....................................................................................................................................................................................................................121
Descriptions..........................................................................................................................................................................................................122
5
Astral Projection .................................................................................................................................................................................................122
Blindingly Obvious ..............................................................................................................................................................................................123
Communing.........................................................................................................................................................................................................123
Create Homunculus ............................................................................................................................................................................................123
Dread Curse (ritual).............................................................................................................................................................................................123
Dream Lock .........................................................................................................................................................................................................124
Dream Walk ........................................................................................................................................................................................................125
Effigy ...................................................................................................................................................................................................................125
Elemental Bonding (ritual only) ..........................................................................................................................................................................125
Energetic Blast ....................................................................................................................................................................................................126
Enlarge/Reduce...................................................................................................................................................................................................126
Inquisitor’s Touch................................................................................................................................................................................................126
Miraculum...........................................................................................................................................................................................................127
Permanency ........................................................................................................................................................................................................127
Placebo ...............................................................................................................................................................................................................127
Power Circle Creation (Ritual Only, Lost)............................................................................................................................................................128
Totem Pole Creation (Ritual Only) ......................................................................................................................................................................128
Forbidden Rituals ................................................................................................................................................................................................129
Grimoire Creation ...............................................................................................................................................................................................129
Lycanthropy ........................................................................................................................................................................................................129
Mummification ...................................................................................................................................................................................................129
Qi Rape................................................................................................................................................................................................................130
Planar Keys ......................................................................................................................................................................................................... 130
Bestial ....................................................................................................................................................................................................................131
Blood ......................................................................................................................................................................................................................131
Doom......................................................................................................................................................................................................................131
Element..................................................................................................................................................................................................................131
Frigid......................................................................................................................................................................................................................131
Hart.........................................................................................................................................................................................................................132
Holy ........................................................................................................................................................................................................................132
Horror....................................................................................................................................................................................................................132
Liminal...................................................................................................................................................................................................................132
Metamorphic.........................................................................................................................................................................................................132
Necrotic..................................................................................................................................................................................................................132
Perception.............................................................................................................................................................................................................133
Radiant...................................................................................................................................................................................................................133
Spirit.......................................................................................................................................................................................................................133
Stellar.....................................................................................................................................................................................................................133
Uncanny.................................................................................................................................................................................................................133
Unholy....................................................................................................................................................................................................................134
Existential Forms and Aspects................................................................................................................................................................ 134
Paragon..................................................................................................................................................................................................................134
Air ...........................................................................................................................................................................................................................134
Cloud...................................................................................................................................................................................................................134
Wind....................................................................................................................................................................................................................135
Animal....................................................................................................................................................................................................................135
Feather................................................................................................................................................................................................................135
Fur.......................................................................................................................................................................................................................135
Artifice ...................................................................................................................................................................................................................135
Construct.............................................................................................................................................................................................................135
Toil ......................................................................................................................................................................................................................135
Chaos......................................................................................................................................................................................................................136
Generation..........................................................................................................................................................................................................136
Mutation.............................................................................................................................................................................................................136
Degeneration ......................................................................................................................................................................................................136
Charm.....................................................................................................................................................................................................................136
Love.....................................................................................................................................................................................................................136
Lust......................................................................................................................................................................................................................137
Community............................................................................................................................................................................................................137
Family..................................................................................................................................................................................................................137
Home ..................................................................................................................................................................................................................137
Darkness................................................................................................................................................................................................................137
Loss .....................................................................................................................................................................................................................137
Night ...................................................................................................................................................................................................................138
6
Death ......................................................................................................................................................................................................................138
Murder................................................................................................................................................................................................................138
Undead ...............................................................................................................................................................................................................138
Destruction ...........................................................................................................................................................................................................138
Catastrophe ........................................................................................................................................................................................................138
Rage ....................................................................................................................................................................................................................139
Earth.......................................................................................................................................................................................................................139
Cave ....................................................................................................................................................................................................................139
Metal...................................................................................................................................................................................................................139
Evil..........................................................................................................................................................................................................................139
Cruelty.................................................................................................................................................................................................................140
Dehumanization..................................................................................................................................................................................................140
Brutality ..............................................................................................................................................................................................................140
Fate.........................................................................................................................................................................................................................140
Fortune ...............................................................................................................................................................................................................140
Misfortune ..........................................................................................................................................................................................................140
Fire..........................................................................................................................................................................................................................140
Ash ......................................................................................................................................................................................................................141
Smoke .................................................................................................................................................................................................................141
Glory.......................................................................................................................................................................................................................141
Heroism...............................................................................................................................................................................................................141
Honour................................................................................................................................................................................................................141
Good .......................................................................................................................................................................................................................141
Forgiveness .........................................................................................................................................................................................................142
Compassion.........................................................................................................................................................................................................142
Kindness..............................................................................................................................................................................................................142
Healing...................................................................................................................................................................................................................142
Restoration .........................................................................................................................................................................................................142
Resurrection........................................................................................................................................................................................................142
Knowledge.............................................................................................................................................................................................................142
Memory ..............................................................................................................................................................................................................143
Thought...............................................................................................................................................................................................................143
Liberation..............................................................................................................................................................................................................143
Freedom..............................................................................................................................................................................................................143
Revolution...........................................................................................................................................................................................................143
Light........................................................................................................................................................................................................................143
Day......................................................................................................................................................................................................................144
Sun ......................................................................................................................................................................................................................144
Madness.................................................................................................................................................................................................................144
Insanity................................................................................................................................................................................................................144
Nightmare...........................................................................................................................................................................................................144
Magic ......................................................................................................................................................................................................................144
Art .......................................................................................................................................................................................................................145
Craft ....................................................................................................................................................................................................................145
Nobility ..................................................................................................................................................................................................................145
Leadership...........................................................................................................................................................................................................145
Martyr.................................................................................................................................................................................................................145
Order......................................................................................................................................................................................................................145
Reinforcement ....................................................................................................................................................................................................145
Regulation...........................................................................................................................................................................................................145
Restriction...........................................................................................................................................................................................................146
Plant .......................................................................................................................................................................................................................146
Decay ..................................................................................................................................................................................................................146
Growth................................................................................................................................................................................................................146
Protection..............................................................................................................................................................................................................146
Defense...............................................................................................................................................................................................................146
Purity...................................................................................................................................................................................................................146
Repose....................................................................................................................................................................................................................147
Ancestors ............................................................................................................................................................................................................147
Souls....................................................................................................................................................................................................................147
Rune .......................................................................................................................................................................................................................147
Language.............................................................................................................................................................................................................147
Wards..................................................................................................................................................................................................................148
Strength .................................................................................................................................................................................................................148
Ferocity ...............................................................................................................................................................................................................148
7
Resolve................................................................................................................................................................................................................148
Travel.....................................................................................................................................................................................................................148
Exploration..........................................................................................................................................................................................................148
Trade...................................................................................................................................................................................................................149
Trickery.................................................................................................................................................................................................................149
Deception............................................................................................................................................................................................................149
Thievery ..............................................................................................................................................................................................................149
War .........................................................................................................................................................................................................................149
Blood...................................................................................................................................................................................................................149
Tactics .................................................................................................................................................................................................................149
Water......................................................................................................................................................................................................................150
Ice .......................................................................................................................................................................................................................150
Oceans ................................................................................................................................................................................................................150
Weather .................................................................................................................................................................................................................150
Seasons ...............................................................................................................................................................................................................150
Storms.................................................................................................................................................................................................................150
Pantheon............................................................................................................................................................................................................... 151
The Divine Powers...............................................................................................................................................................................................152
The Ancient Ones................................................................................................................................................................................................152
Bahamut.........................................................................................................................................................................................................152
Lorril...............................................................................................................................................................................................................152
Ptah................................................................................................................................................................................................................153
Tiamat ............................................................................................................................................................................................................153
The Great Old Ones.............................................................................................................................................................................................153
Azathoth (Cronus) ..........................................................................................................................................................................................153
Cthulhu...........................................................................................................................................................................................................154
Odin (Cronus).................................................................................................................................................................................................154
Orcus..............................................................................................................................................................................................................154
Pazuzu............................................................................................................................................................................................................155
The Elder Gods....................................................................................................................................................................................................155
Athena............................................................................................................................................................................................................155
Freya ..............................................................................................................................................................................................................156
KI ....................................................................................................................................................................................................................156
Loki.................................................................................................................................................................................................................156
Marduk...........................................................................................................................................................................................................157
Oberon...........................................................................................................................................................................................................157
Poseidon ........................................................................................................................................................................................................157
Ra ...................................................................................................................................................................................................................158
Rawna ............................................................................................................................................................................................................158
Titania ............................................................................................................................................................................................................158
Vulcan ............................................................................................................................................................................................................159
Wicca..............................................................................................................................................................................................................159
Xondra............................................................................................................................................................................................................159
The Young Gods ..................................................................................................................................................................................................160
Amon-Re ........................................................................................................................................................................................................160
Anubis ............................................................................................................................................................................................................160
Apollo.............................................................................................................................................................................................................160
Artemis...........................................................................................................................................................................................................161
Bacchus ..........................................................................................................................................................................................................161
Calypso...........................................................................................................................................................................................................161
Charon............................................................................................................................................................................................................162
Hades .............................................................................................................................................................................................................162
Horus..............................................................................................................................................................................................................162
Ishtar ..............................................................................................................................................................................................................163
Isis ..................................................................................................................................................................................................................163
Kali-Set ...........................................................................................................................................................................................................163
Lowyatar ........................................................................................................................................................................................................164
Mercury..........................................................................................................................................................................................................164
Merlyn............................................................................................................................................................................................................165
Osiris ..............................................................................................................................................................................................................165
Pan .................................................................................................................................................................................................................165
Satanael..........................................................................................................................................................................................................166
Thor................................................................................................................................................................................................................166
Thrym.............................................................................................................................................................................................................166
8
Xoll’X ..............................................................................................................................................................................................................167
Zeus................................................................................................................................................................................................................167
The Ascended......................................................................................................................................................................................................168
Axvin Arvanx ..................................................................................................................................................................................................168
Hexxis Arvanx.................................................................................................................................................................................................168
Pandis.............................................................................................................................................................................................................169
Shaykspeyr .....................................................................................................................................................................................................169
Sirsyr ..............................................................................................................................................................................................................169
Sorvah ............................................................................................................................................................................................................170
Velkiri .............................................................................................................................................................................................................170
The Elite ..............................................................................................................................................................................................................171
Hellspawn Nobility ..............................................................................................................................................................................................171
Asmodeus.......................................................................................................................................................................................................171
Baphomet.......................................................................................................................................................................................................171
Graz'zt ............................................................................................................................................................................................................171
Hel..................................................................................................................................................................................................................171
Hera................................................................................................................................................................................................................171
Lilith ...............................................................................................................................................................................................................171
Mammon........................................................................................................................................................................................................171
Mephistopheles .............................................................................................................................................................................................172
Yeenoghu .......................................................................................................................................................................................................172
Pit Fiends.............................................................................................................................................................................................................172
Abholos ..........................................................................................................................................................................................................172
Chaugnar Faugn .............................................................................................................................................................................................172
Cyäegha..........................................................................................................................................................................................................172
Gog-Hoor........................................................................................................................................................................................................172
Gurathnaka ....................................................................................................................................................................................................172
Gwarloth ........................................................................................................................................................................................................173
Hastur.............................................................................................................................................................................................................173
Jubilex ............................................................................................................................................................................................................173
Kassogtha.......................................................................................................................................................................................................173
Mordiggian.....................................................................................................................................................................................................173
Nyarlathotep..................................................................................................................................................................................................173
Nyogtha..........................................................................................................................................................................................................173
Xalafu .............................................................................................................................................................................................................174
Y'golonac........................................................................................................................................................................................................174
Ythogtha.........................................................................................................................................................................................................174
Yug-Siturath ...................................................................................................................................................................................................174
Zathog ............................................................................................................................................................................................................174
Zhar and Lloigor .............................................................................................................................................................................................174
Divine Power Rank..............................................................................................................................................................................................174
Divine Sensitivity............................................................................................................................................................................................177
Ceremonies.........................................................................................................................................................................................................177
Covenants ...........................................................................................................................................................................................................177
Blood Sacrifices ..............................................................................................................................................................................................178
Ill Omens ........................................................................................................................................................................................................178
Special Sacrifices ............................................................................................................................................................................................178
Prayers ................................................................................................................................................................................................................178
The Children of the Reformation ......................................................................................................................................................................178
Demigods...............................................................................................................................................................................................................179
The Elite.................................................................................................................................................................................................................180
The Ascended........................................................................................................................................................................................................180
Cosmology............................................................................................................................................................................................................ 181
Planes of Existence ..............................................................................................................................................................................................181
Acheron..................................................................................................................................................................................................................183
Beyond Reality .....................................................................................................................................................................................................184
The Maelstrom....................................................................................................................................................................................................184
Outer Darkness ...................................................................................................................................................................................................184
The Void..............................................................................................................................................................................................................184
Celestial Nodules..................................................................................................................................................................................................185
Dimensional Bubbles ..........................................................................................................................................................................................185
The Dreamworld..................................................................................................................................................................................................185
Faerie Geography.................................................................................................................................................................................................185
Karmic Wheel .......................................................................................................................................................................................................186
9
Planar Malleability ..............................................................................................................................................................................................187
Temporal Effects..................................................................................................................................................................................................187
Magic Items......................................................................................................................................................................................................... 187
Artefacts & Relics.................................................................................................................................................................................................188
Relics...................................................................................................................................................................................................................188
Dwarven Train................................................................................................................................................................................................188
Gnome Clockwork..........................................................................................................................................................................................188
Nautilus..........................................................................................................................................................................................................188
Stonehenge....................................................................................................................................................................................................188
Minor Arcane Artefacts.......................................................................................................................................................................................188
Baba Yaga’s Hut..............................................................................................................................................................................................188
Druid Circle.....................................................................................................................................................................................................188
Hypership.......................................................................................................................................................................................................188
Key of Solomon ..............................................................................................................................................................................................189
Shadow Staff ..................................................................................................................................................................................................189
Tao Stones......................................................................................................................................................................................................189
Major Arcane Artefacts.......................................................................................................................................................................................190
Belt of Atlas....................................................................................................................................................................................................190
Black Cauldron ...............................................................................................................................................................................................190
Excalibur.........................................................................................................................................................................................................190
Hammer of Union...........................................................................................................................................................................................191
Holy Grail of the Suns.....................................................................................................................................................................................191
Jhaahm...........................................................................................................................................................................................................191
Mjölnir............................................................................................................................................................................................................191
Spear of Destiny.............................................................................................................................................................................................192
Cosmic Arcane Artefacts.....................................................................................................................................................................................192
Altar of the Tao ..............................................................................................................................................................................................192
Ankh...............................................................................................................................................................................................................192
Axiom .............................................................................................................................................................................................................193
Cauldron of Creation......................................................................................................................................................................................193
Cthanic ...........................................................................................................................................................................................................193
Demon Wall ...................................................................................................................................................................................................194
Eye of Ptah .....................................................................................................................................................................................................194
Mortis Liber....................................................................................................................................................................................................194
Orcrix..............................................................................................................................................................................................................194
Qaldon............................................................................................................................................................................................................194
Secreta Liber ..................................................................................................................................................................................................195
Vitae Liber......................................................................................................................................................................................................195
Devastating Weapons..........................................................................................................................................................................................195
Enchanting Items .................................................................................................................................................................................................195
Monstrous Races.............................................................................................................................................................................................. 195
Centaur ..................................................................................................................................................................................................................195
Couatl .....................................................................................................................................................................................................................195
Dragonneth ...........................................................................................................................................................................................................195
Dragonnethik ......................................................................................................................................................................................................196
High Ones............................................................................................................................................................................................................197
Minimum Size by age Category......................................................................................................................................................................197
Size Categories beyond Gargantuan ..............................................................................................................................................................198
Dragon............................................................................................................................................................................................................199
Drake..............................................................................................................................................................................................................201
Wyrm .............................................................................................................................................................................................................203
Linnorm...............................................................................................................................................................................................................205
Metal Song..........................................................................................................................................................................................................206
Nethienkah .........................................................................................................................................................................................................206
Soulless ...............................................................................................................................................................................................................207
The Terasques.....................................................................................................................................................................................................207
Displacer Beast.....................................................................................................................................................................................................207
Ent...........................................................................................................................................................................................................................208
Ent Elder..............................................................................................................................................................................................................208
The Entarys .........................................................................................................................................................................................................208
Faerie Hag .............................................................................................................................................................................................................209
Gaunt......................................................................................................................................................................................................................209
Gnoll .......................................................................................................................................................................................................................209
Grey ........................................................................................................................................................................................................................209
10
Herpeton................................................................................................................................................................................................................210
Lizard Folk ...........................................................................................................................................................................................................210
Cave Folk (Troglodyte) ...................................................................................................................................................................................210
Yuan-ti.................................................................................................................................................................................................................210
Immortal Entities.................................................................................................................................................................................................210
Celestial Hosts.....................................................................................................................................................................................................210
Celestial Legions..................................................................................................................................................................................................210
Principalities of Heaven ......................................................................................................................................................................................211
Hellborn Charger.................................................................................................................................................................................................211
Hellfire Knight .....................................................................................................................................................................................................211
Krahl.......................................................................................................................................................................................................................211
Aranea (Knight) ...................................................................................................................................................................................................211
Drider (Queen)....................................................................................................................................................................................................212
Ettercap (Pawn) ..................................................................................................................................................................................................213
Kraken ...................................................................................................................................................................................................................214
Maldarvian Intelligence......................................................................................................................................................................................214
Infiltrator.............................................................................................................................................................................................................214
Interlocutor.........................................................................................................................................................................................................215
Investigator.........................................................................................................................................................................................................216
Mutant....................................................................................................................................................................................................................216
Grimlock..............................................................................................................................................................................................................217
Grim Creeper..................................................................................................................................................................................................217
Grim Stalker ...................................................................................................................................................................................................217
Meenlock ............................................................................................................................................................................................................219
Mongreloid .........................................................................................................................................................................................................219
Morlock...............................................................................................................................................................................................................220
Shambling Mound...............................................................................................................................................................................................221
Troll.....................................................................................................................................................................................................................221
Tunnel Cur...........................................................................................................................................................................................................221
Phase Spider .........................................................................................................................................................................................................222
Rakshasa................................................................................................................................................................................................................222
Noble...................................................................................................................................................................................................................222
Kayn ....................................................................................................................................................................................................................222
Rakshiri .................................................................................................................................................................................................................223
Abyl.....................................................................................................................................................................................................................223
Sasquatch ..............................................................................................................................................................................................................223
Shade......................................................................................................................................................................................................................223
Siren of the Deep..................................................................................................................................................................................................223
Skinchanger ..........................................................................................................................................................................................................223
S’Skahahn ..............................................................................................................................................................................................................224
Telestial Entities ..................................................................................................................................................................................................225
Aberrations .........................................................................................................................................................................................................225
Aeon....................................................................................................................................................................................................................225
Akhana ...........................................................................................................................................................................................................225
Bythos ............................................................................................................................................................................................................226
Paracletus.......................................................................................................................................................................................................227
Pleroma..........................................................................................................................................................................................................228
Theletos .........................................................................................................................................................................................................229
Bestial Muse........................................................................................................................................................................................................230
Avoral.............................................................................................................................................................................................................230
Cetaceal..........................................................................................................................................................................................................231
Draconal.........................................................................................................................................................................................................232
Leonal.............................................................................................................................................................................................................234
Silvanshee ......................................................................................................................................................................................................235
Vulpinal ..........................................................................................................................................................................................................235
Daemon...............................................................................................................................................................................................................236
Demon ................................................................................................................................................................................................................237
Shemhazian....................................................................................................................................................................................................237
Vrolikai ...........................................................................................................................................................................................................238
Empyrean............................................................................................................................................................................................................239
Fayd.....................................................................................................................................................................................................................239
Feyr .....................................................................................................................................................................................................................239
Nightterror .....................................................................................................................................................................................................240
Nightcrawler...................................................................................................................................................................................................240
Flux......................................................................................................................................................................................................................242
11
Gith .....................................................................................................................................................................................................................242
Lux.......................................................................................................................................................................................................................242
Brijidine..........................................................................................................................................................................................................242
Bralani............................................................................................................................................................................................................243
Ghaelle...........................................................................................................................................................................................................243
Lillend.............................................................................................................................................................................................................244
Lyrakien..........................................................................................................................................................................................................245
Modron...............................................................................................................................................................................................................246
Seraph.................................................................................................................................................................................................................246
Titan .......................................................................................................................................................................................................................246
Undead...................................................................................................................................................................................................................246
Origins.................................................................................................................................................................................................................246
Apparition ...........................................................................................................................................................................................................246
Cthoi....................................................................................................................................................................................................................247
Elder....................................................................................................................................................................................................................247
Dragonnethi ........................................................................................................................................................................................................248
Ghosts.................................................................................................................................................................................................................249
Ghouls.................................................................................................................................................................................................................249
Mummy...............................................................................................................................................................................................................249
Phantom Zones...................................................................................................................................................................................................250
Structural Feeding...............................................................................................................................................................................................251
Undead Evolution and Magic..............................................................................................................................................................................251
Undead Recovery................................................................................................................................................................................................251
Vampire...............................................................................................................................................................................................................251
Dracula...........................................................................................................................................................................................................251
Voidsoul ..............................................................................................................................................................................................................252
Werewolf ...............................................................................................................................................................................................................252
Barghest..............................................................................................................................................................................................................252
Wendigo..............................................................................................................................................................................................................253
World of Aldyryc............................................................................................................................................................................................... 253
Forbidden Associations ......................................................................................................................................................................................254
Knighthoods..........................................................................................................................................................................................................254
Locations ...............................................................................................................................................................................................................257
Ahkracia ..............................................................................................................................................................................................................257
The Aldwynn Islands ...........................................................................................................................................................................................257
Aldyrrya...............................................................................................................................................................................................................257
Arcanica ..............................................................................................................................................................................................................257
Assyrvia...............................................................................................................................................................................................................258
The Burning Sea ..................................................................................................................................................................................................258
Caenyrvyn ...........................................................................................................................................................................................................258
Caltere.................................................................................................................................................................................................................258
The Daikaiju Ocean .............................................................................................................................................................................................258
Spires of Poseidon..........................................................................................................................................................................................258
The Dark North ...................................................................................................................................................................................................258
The Dead Lands...................................................................................................................................................................................................259
The Devil’s Triangle.............................................................................................................................................................................................259
The Shroud.....................................................................................................................................................................................................260
The Dragon’s Maw..............................................................................................................................................................................................260
Dunblannor .........................................................................................................................................................................................................260
Ethernia...............................................................................................................................................................................................................260
The Fallen Lands..................................................................................................................................................................................................260
The Fey Mountains .............................................................................................................................................................................................261
Gaelland..............................................................................................................................................................................................................261
Ganis ...................................................................................................................................................................................................................261
Gaxxidin ..............................................................................................................................................................................................................261
Gor ......................................................................................................................................................................................................................262
The Great Rift......................................................................................................................................................................................................262
Grottar ................................................................................................................................................................................................................262
The Gull Coast.....................................................................................................................................................................................................262
Gyrrd’N ...............................................................................................................................................................................................................262
Kaankura .............................................................................................................................................................................................................263
Kaldaria ...............................................................................................................................................................................................................263
Kalvaala...............................................................................................................................................................................................................263
Kassykoth............................................................................................................................................................................................................263
12
Kaxxuun...............................................................................................................................................................................................................263
KI’s Circle Mountains ..........................................................................................................................................................................................264
Konimbra ............................................................................................................................................................................................................264
Kordesh...............................................................................................................................................................................................................264
The Labyrinth ......................................................................................................................................................................................................264
Lamzara...............................................................................................................................................................................................................264
Lantana ...............................................................................................................................................................................................................264
Lyrnea .................................................................................................................................................................................................................264
Maldarvia............................................................................................................................................................................................................265
Murcia.................................................................................................................................................................................................................265
The Murhkar Empire...........................................................................................................................................................................................265
Mystical Zones ....................................................................................................................................................................................................265
Necros.................................................................................................................................................................................................................266
Numallea.............................................................................................................................................................................................................266
Paholja ................................................................................................................................................................................................................266
The Plains of Kangg-Ara ......................................................................................................................................................................................267
Polaris Mons .......................................................................................................................................................................................................267
The Polar Vortex .................................................................................................................................................................................................267
Raktargoth ..........................................................................................................................................................................................................268
Rhokarga.............................................................................................................................................................................................................268
Rovalla.................................................................................................................................................................................................................268
The Salo Silence ..................................................................................................................................................................................................268
Shangri-La ...........................................................................................................................................................................................................268
Sorrvas ................................................................................................................................................................................................................268
Stygia...................................................................................................................................................................................................................269
Syrraqa................................................................................................................................................................................................................269
Tandros ...............................................................................................................................................................................................................269
Tarkiztan .............................................................................................................................................................................................................269
The Throne of Zeus .............................................................................................................................................................................................269
Thunder Island ....................................................................................................................................................................................................270
Thurlund..............................................................................................................................................................................................................270
The Tlaqectz Kingdoms .......................................................................................................................................................................................270
The Underworld..................................................................................................................................................................................................270
The Subsurface Domain .................................................................................................................................................................................270
The Bedrock Domain......................................................................................................................................................................................270
The Deep Domain...........................................................................................................................................................................................271
The Desolate Domain.....................................................................................................................................................................................271
The Aberrant Domain (Sheol) ........................................................................................................................................................................271
The Oppressive Domain (Tartarus) ................................................................................................................................................................271
The Molten Domain (The Inferno) .................................................................................................................................................................271
The Dynamic Domain (The Core) ...................................................................................................................................................................272
Valympur.............................................................................................................................................................................................................272
Varlund ...............................................................................................................................................................................................................272
The White Death.................................................................................................................................................................................................272
Witching Zones ...................................................................................................................................................................................................272
Wyrland ..............................................................................................................................................................................................................273
Ysstraka...............................................................................................................................................................................................................273
Zendar.................................................................................................................................................................................................................273
Zhyatis.................................................................................................................................................................................................................273
Zur.......................................................................................................................................................................................................................273
Precious Metals and Minerals ...........................................................................................................................................................................273
Rogue Organizations ...........................................................................................................................................................................................273
Timekeeping and History...................................................................................................................................................................................274
The Existential Ages of the Continuum ...............................................................................................................................................................274
The Age of the Winds..........................................................................................................................................................................................274
Aldyryc’s Year (six-week lunar cycle) ..................................................................................................................................................................279
Aldyryc’s Week....................................................................................................................................................................................................280
Aldyryc’s Festivals ...............................................................................................................................................................................................280
The Three Existential Wars .................................................................................................................................................................................280
World Map Legend...............................................................................................................................................................................................281
Key ......................................................................................................................................................................................................................282
Experience Awards......................................................................................................................................................................................... 282
Xanathar’s Guide............................................................................................................................................................................................. 283
Classes....................................................................................................................................................................................................................283
13
Feats .......................................................................................................................................................................................................................283
Spells ......................................................................................................................................................................................................................283
Enforcer ..............................................................................................................................................................................................................283
Exemplar .............................................................................................................................................................................................................283
Illuminatus ..........................................................................................................................................................................................................283
Magician..............................................................................................................................................................................................................283
Mystic..................................................................................................................................................................................................................284
Ranger.................................................................................................................................................................................................................284
Summoning Demons ...........................................................................................................................................................................................283
Sheets………………………………………………….………………………………………………………..….……………………..............................................................................287
Individual Experience……….…………………………..…..………………………….………………………………………………………………………………………….287
Combat Order……………………………………………..….….……………………………………………………………….………………………………………………......288
Character………………………………..……………………….…………’………………………………………………………………….…………………………………………………………….289
Calandar………..…..…………………………………………….…..……….….….….….….….….….….….….….….….….……….….….….…..…………………………….………….…….293
Map………………………………………………………….….….….….….….….….….….….….….….…………………………………………………….…….….….….….….….….…..…Back Cover
14
15
Introduction
Aldyryc campaigns use the standard D&D fifth
edition rules with the additions, adjustments, and
omissions, described within this Guide, along with
expansions adapted from Pathfinder. Consisting largely
of conversions for standard races, classes, magic,
monsters and planes, the Guide follows the D&D maxim
that all rules and details are considered optional,
provided to enable the closest recreation of the Aldyryc
milieu.
Ability Scores
In addition to methods in the PHB, Ability
Scores may be generated by rolling 4d6; rerolling up to
4 results of 1 if desired, then dropping either the lowest
or highest dice from the total result and repeating this
procedure five times before assigning the results to the
abilities preferred.
The three mental ability scores are defined as
follows:
Intelligence is a measure of the effective Strength and
Dexterity of the intellect and recall.
Wisdom is a measure of the effective Dexterity and
Constituion of the intuition and subconscious
awareness.
Charisma is a measure of the effective Strength and
Constitution of the psyche in relation to influencing
others and the sense of self.
Willpower is the direct exercise of a Mental Ability,
used generically for the choice of applying any single
Mental Ability check or saving throw. Dreamweaving
requires willpower of a type dependant on the type of
dreamweaver.
Expertise
Unless otherwise noted under the race or class,
expertise grants the ability to add proficiency bonus to
the listed checks without actually being proficient. If
proficient, double the bonus is added.
Inspiration Points
Inspiration points can be collected to a
maximum of 1 + ½HD in IP and spent one at a time as an
action to gain inspiration.
Longevity Rating
A race’s longevity rating indicates its rough
metabolic rate and lifespan in relation to the lowest
rating which is human. Humans reach Adulthood
around 16 years, Middle Age around 35, Old around 53,
and Venerable around 70, with a Maximum age of
70+5d10. The racial longevity rating indicates the factor
by which these numbers are multiplied.
Metabolic Requirements
A Medium-size creature with Longevity 1
requires at least 2lbs of food and 4 pints of water (4lbs)
for sustenance each day, Diminutive Creatures require
1/16 of this amount, Tiny creatures require 1/4, Small
creatures ½, Large x4, Huge x16 times, and Gargantuan
at least 64 times the Medium-sized amount. The largest
Dragonneth High Ones require 16384 times medium-
size requirements every 50 days. This is typically spread
divided into three meals spread over the Cycle with the
first upon ending the cycle’s long rest. Longevity 1 races
also require a Long Rest to end the Cycle and start the
new or they gain 1 point of Exhaustion. Higher rating
have a longer time between mandatory long rests but
require the same amount of time for the rest unless
noted otherwise (see Dwarf and Ikari).
Starting Age
Characters roll 1d4+1 for the Fighter, Monk, and
Rogue, classes and 2d6 for all other classes, adding it to
14 before applying their racial longevity rating.
Aging Effects
When a living creature attains an age category
above Adulthood, they get 3 points to subtract from
Physical Ability scores and 3 to add to their Mental
Ability scores. Like the ability score adjustments every
4HD, these may be divided as desired and exchanged in
order to choose a new feat and discard and old or add
at the standard exchange rate. By using two points for
feat addition to cancel out two points of subtraction
they can pay to retain feats and reduce physical loss to
1 point while still gaining one mental point.
Lifelong Learning
Once they have attained 1st
level in a class as
well as adulthood, characters get 2000xp for ever year
they live. Every New Year’s Day they make an Insight
check at DC20, success granting the full award, failure
granting half, and a natural 1 granting none. This award
is divided by the Longevity Rating of the race because
they are less impacted by a single year, tending to learn
and act at a slower pace unless pressed. To an elf, an
hour has the impact of six minutes and they tend to pay
it as much attention. Most races tend to keep time in
regards to their metabolic Cycle instead of the passage
of 24 hours, an elven “day” being 240 hours long.
16
Natural Causes
At maximum age a Constitution save is
required every metabolic Cycle at DC25 to avoid
advancing 1 step up the Exhaustion scale toward 6. A
critical failure triggers sudden, intense heart failure, a
stroke, or an aneurism. Heart failure causes 3d10 points
of Constitution damage that if they drop it to 0 trigger
dying. If they recover, they get disadvantage on further
saves. A stroke inflicts 3d10 Intelligence damage that
causes 1 step of Madness if it drops it to 0. Ability
damage is restored by a long rest unless deadly. High
Ones also start advancing in Exhaustion levels once they
attain maximum size that their hearts can sustain, but
they don’t make saves to try and stave things off.
Instead they roll d% at the start of each Exhaustion level
and take that number of years to attain the next until
sinking into a deep motionless slumber before finally
ceasing to breathe. They never suffer heart failure,
strokes, or aneurisms.
Qi
Qi is the essence of the Tao, the Void’s spirit of
infinite potential. Qi, thought, and energy, are one and
the same. The Tao is static, unorganized,
undifferentiated, unrealized qi at maximum entropy.
The Heart of Existence realizes the qi by creating paired
kinetic threads of radiant and dark qi at maximum
quality once per instant, combining to form the planar
fabric of the cosmos. All life and matter evolved from
radiant qi while demons are the only purely dark qi
entities. Dark qi is parasitically attracted to radiant,
cocooning it and taking control. Daemons and feyrs
were created by combining demons with enough
radiant qi to lock them into forms, while undead were
created by infecting the living with dark qi.
Races
Natural Weapons listed are treated as melee weapons
in hand for the purposes of how many can be used in
one Action and attacking with multiple weapons.
Creatures are inherently proficient with a Claw attack
considered Light, Finesse and Slashing, and a Bite attack
Light and Piercing.
Anthropoid
The First Chaos Wave transformed antha,
rakshiri and rakshasa, into unstable beings called
Proteans that served as the source for the creation and
evolution of many anthropoid races. Pündi and humans
are the only evolved races on Aldyryc; humans
immigrants from the Old World of One Sun whose first
arrivals began the Age of the Winds. Anthropoids are
classed as “Persons” and “Humanoids” for spell and
other purposes.
Faerie
There are five Faerie races based on the Faerie
Elements, including Minos (Fire), Ikari (Air), Tritons
(Water), Dwarves (Earth), and Elves (Nature’s
combination). All Faerie races get the following:
 Environmental Adaptation: Comfort in
temperatures between -40C (-40F) and +50C
(122F). Above and below this range they begin
to experience heat or cold difficulties if not
protected in some way.
 Faerie Calm: Inability to be berserkers.
 Reincarnate: return as a type of elf until they
achieve spiritual harmony with themselves and
vanish into the Faerie Realms upon death
(Adventuring: Death and The Afterlife)
 Source Connection: Magical abilities activated
by spiritual connection to Hold Source in
Naming Ceremony when faerie are given their
adult names. Empathic touch between
members of the same sub-race or race if none
outside their racial Holds, full empathy and
telepathic touch within their Holds. Affected by
the Longing.
Because of the intimate mental connections,
faerie tend to have little shame regarding nudity and
sexuality wearing what clothing is needed comfortable
or preferred. Except for cloaks, this means nothing for
ikari, Kenku, and tritons, loincloths of skin or fur, if
anything, in the case of minosi, blood elves, and feral
elves, simple modest clothing for forest elves,
flamboyant and often revealing clothing for sea elves,
formally stylish attire for mist elves, and practical
durable workwear for dwarves.
Although there are racial and subracial
variations, faerie tend to follow the ancient social
structure of the Faerie Alliance, having tried everything
else during the Age of the Fallen, based on the family
lad by an elder s4eriving on the Clan Council led by the
eldest member who serves on the Hold Council, the
Holds forming a Racial Council and the races forming
the Alliance Council. In the Age of the Winds the Racial
Councils have become loose or nonexistent and there
hasn’t been a full Alliance since the Fall. The mist,
forest, and sea elves still maintain a solid alliance while
a loose alliance remains between them and the Gaxx,
but most others have abandoned the idea.
17
Faerie justice recognizes seven classes of
offenses ranked according to increasing severity of
punishment:
1. Reparation
2. Compensation
3. Indentured Servitude
4. Imprisonment
5. Shunning (Temporary Exile)
6. Death
7. Severing (Permanent Exile)
Faerie Sources
The Atonement brought faerie back into
communion with their gods and the Faerie Realms
through the creation of Faerie Sources, faewoods being
the first. The Source is the foundation for the
dimensional bubble known as a Hold, containing the
faerie settlement. Upon becoming adult age, every
faerie is given their adult name and linked in
communion with the Hold’s Source. This activates their
magical abilities and gives them telepathy through
touch with others of their sub-race and empathy with
all lined to the Sources while inside the Hold. Beyond
the Hold, this is limited to empathic touch with their
subtype.
Holds and Territories
A Source extends a dimensional bubble in a
seven-mile radius around itself between the Terrestrial
and Faerie Realms known as a Hold. Accessed by Faerie
Circles, one at the bottom of the bubble and the other
on the Material Plane, only faerie are allowed within
Holds, being where the faerie dwell and raise their
families. Children are not allowed to leave the Hold
unaccompanied. The Faerie Circle on the Material Plane
is typically hidden in a fortified or inaccessible location,
like mountaintops for Ikari, its exact location often
considered a racial secret. Faeroe don’t allow non-
faerie within their territories for the most part, except
for those considered especially valuable allies gifted
with amulets that declare them Faerie Friends. Dwarf
territories are fortified Underworld tunnel systems and
mines. The elves of Aldyrrya are allies with the fey of
the region, the borders protected by the ever-vigilant
Ent Line, an unbroken series of overlapping Ent sensory
regions containing ultra-low frequency sonic vibrations
that create an eerie haunted sensation in living
creatures discouraging most intruders from crossing.
Those who do are either chased away by Ents or of
captured by elven rangers and lancers and released
with their memories altered.
The Longing
Faerie who leave the Hold must make a
Willpower save every New Year’s day at DC10+1 for
every1 year multiplied by Longevity rating since last in
the Hold, or be afflicted with the Longing, a Geas to
physically touch the Source to which they are linked and
cannot be removed or dispelled, although experienced
the empathic touch of another of the same race offers a
new save to throw off the Longing until a new failed
save. If the faerie is linked to the exact same Source,
those save has advantage. This touch only works once
per individual touched until the Source is touched. The
damage inflicted by the Geas is delivered each time
they awake from a long rest. After each cycle of Longing
the faerie must save against the Longing with
disadvantage or become afflicted by short –term
madness, long-term on a critical failure, that leave
indefinite madness at the end of its duration, curable
only by touching the Source. Should the Geas damage
reduce hit points to 0, the faerie automatically stabilizes
but incurs 1 point of Exhaustion that only touching the
Source removes and must save versus the Longing with
disadvantage or become mad as previously described.
Source Defences
A Source has AC20 as well as 10 times the
maximum hit points of its Guardian with the same HD
total, feats, and bonus action healing ability. It uses the
same saves but with +4 , immunity to psychic and
madness, and resistance to necrotic, poison and non-
magical B/P/S as well as sharing the immunities and
resistance of the Guardian. A Source can create an
Antipathy field as per the spell at 18th
level with +10
modifiers to defend itself, recharged by short rest.
Guardians
Each race has its own type of Source with a
Guardian. Guardians have the Alert, Durable, Lucky, and
Tough feats, are able to use their healing HD as a bonus
action with HD recharged by a short rest, all rests being
done by withdrawing into the substance of the Source.
A Guardian can Dimension Door at will to anywhere
within the Hold (which may be up to 7 miles in radius)
and has the abilities of a 17th
level Paragon of the listed
Forms with a +10 modifier when required and 2 uses of
each spell level. Guardians have all the abilities and
standard for their kind with +4 to Wisdom and
Intelligence, as well as Immunity to Madness and
Psychic. Guardians have advantage on all saves, can
Commune as if a priest, and can communicate
telepathically within the Hold to anyone linked to the
Source. They can grant Inspiration to every linked
individual once and Clam Emotions each individual
18
once, serially or all at once, recharged by a long rest. If
slain, a Guardian’s body vanishes into the Source and
emerges fully restored and rested 1d10 days later.
Source Types
 Elven Sources are called Faewoods, giant tress
or roots systems with a dryad as the Guardian,
able to divide her spell uses between the Forms
of Animal and Plant as desired.
 Dwarven Sources are called Heart Stones, giant
natural rock pillars with an Earth Elemental as
the Guardian with the paragon abilities of Earth.
 Ikari Sources are called Heart Winds, air funnels
with an Air paragon Air Elemental as Guardian.
 Minos Sources are called Heart Fires, pools of
magma with a flaming vortex in the centre and
a Fire Elemental Guardian.
 Triton Sources are called Heart Waters, large
water funnels with a Water Elemental
Guardian.
Source Destruction
Slaying a Source requires all linked to it to make
a Constitution save at DC30 or die immediately, with
success granting 3 points of Exhaustion, and a DC30
Charisma save or be afflicted with permanent Berserk
Rage (as berserker) and short-term madness, with a
critical failure resulting in long term madness, and
success with normal Berserk Rage and indefinite
madness. When the initial madness of a failure ends,
the victim is afflicted by incurable indefinite madness.
The Guardian is slain and rises immediately as a wraith
with all those linked rising as shadows at death, the
Hold twisting into a dark, haunted place.
Dwarf
Dwarf Traits
Ability Score Increase. All dwarves get +2 to Constitution
Description. Base Height: 4’; Height Modifier: +2d4; Base
Weight: 130 lb; x (2d6) lb; Female Base Adjustment: -2” and -
15 lb; Digits: 5; Facial Hair: Both sexes may grow, males in
mustaches and beards, while females only grow beards.
Longevity Rating. 9
Speed. 25 not reduced by heavy armour.
Dwarven Resilience. advantage on saves versus poison and
Resistance versus Poison damage.
Proficiencies. Battle-axe, hand axe, light hammer,
Warhammer, and smith’s, brewer’s, or mason’s tools.
Expertise. Intelligence (History of Stonework, Metallurgy,
and Engineering)
Bonus Feats. Dungeon Delver and Tavern Brawler at 1HD.
Agoraphobic: Extremely uncomfortable in wide-open spaces
dwarves require twice the minimum time for a short or long
rest when outdoors. They prefer being enclosed with a ceiling
and walls.
Faerie Magic.:
 Detect Metal Song (as Detect Magic but can sense
the presence and type and rough value/quantity of
metal within 60’) at 1HD usable at will.
 Faerie Fire at 3HD level usable at will
 Meld into Stone at 5HD level usable once recharged
by 5 or 6 on d6
 Stoneskin at 7HD level recharged on short rest
 Conjure Elemental (Earth) at 9HD with 4 points that
can be spent for individual uses or to raises effective
spell slot one increase step per point, long rest
resets points
Dwarves of different sub-races produce children that have an
even chance of being either type.
Outlook
Dwarves are hardworking and honourable having little
patience for lies or chaos. They work and play hard, often
brawling for sport. They live a hard life in a hard place and
condition themselves for that from childhood. Everyone
learns a practical skill and how to defend themselves and
others. Duergar take this to the next level, seeing the world
as hostile and life as a struggle filled with toil. They are often
accused of having an orc attitude by Gaxx.
Society
Practical in all things, dwarves aren’t big on formality or
ceremony, preferring to get to the point and down to
business. They only deal with outsiders who have some value
to the dwarves, although Gaxx are willing to come to the aid
of allies. A good defense prevents the need for offense is
their motto for constructing their fortress cities outside their
holds. Their artistic spirit is mostly dedicated to singing,
storytelling, and working stone and metal into lasting shapes
of simple beauty. They have little use for adornment, except
in cases of sentimentality which they deny but to which they
are prone.
Duergar
Alignment. Lawful Evil
Ability Increase. Strength +1 and Dexterity +1
Toughness. +1 to hit point maximum, increasing +1 per HD.
Darkvision 90’; Sunlight Sensitivity (Blinded in sunlight;
Languages: Dark Speech, Dwarfish; Faerie
Skill Bonuses. +1 Deception, +1 Stealth
19
Description -1 to Height Modifier roll Eyes: irises have the
appearance and colour of the full range of gemstones. Hair:
pale brown, grey, red, orange, white, yellow, from light to
near black Skin: rough and hard like a callous in shades of
grey from light to medium.
Gaxx
Alignment. Lawful Good
Ability Increase. +2 Strength,
Skill Bonuses. +1 Insight, +1 Intimidation
Hardy: Add +1 hit point to each Healing HD spent
Darkvision 60’
Languages: Dwarfish, Iantic, Faerie
Description Eyes: irises have appearance and colour of the
full range of gemstones. Hair: dark to near-black brown, grey,
red, orange, white, and yellow Skin: rough and hard like a
callous in shades of grey from medium to black.
Elf
Elf Traits
Ability Score Increase. All elves get +2 to Dexterity
Description. Digits: 5; Eyes: canted and feline; Facial
Hair: only eyes brows; Base Height: 4’6”; Height Modifier:
+2d10; Base Weight: 100 lb; x (1d4) lb; Female Base
Adjustment: -2” and -30 lb
Longevity Rating. 10
Speed. 30.
Magical Resilience. Advantage on saves versus charm and
immunity to magical sleep.
Darkvision 60’
Bonus Feats. Meditation
Expertise. Perception.
Faerie Magic.
 Faerie Fire and Druidcraft at 1HD usable at will
 Invisibility at 3HD recharged on 5 or 6
 Levitate at 5HD recharged on 5 or 6 on d6
 Conjure Animals at 7HD, with 4 points that can be
spent for individual uses or to raises effective spell
slot one increase step per point, long rest resets
points
 Conjure Minor Elemental at 9HD restored by long
rest
When elves of different types have a child it has an even
chance of being of either sub-race except if the parents are a
mist and a feral elf then the result is always a sea elf.
Outlook
Elves take the long view of things, exercising patience and
control until ready to act. Then they move with fluid agility
and grace, mist elves with disciplined precision, feral elves
with wild enthusiasm, blood elves with savage abandon. All
appreciate beauty for its own sake, most seeking to nature
and protect it, except blood elves who seek to improve it with
sharp instruments.
Society
In harmony with their environment, elven settlements blend
into their surroundings. Their love for beauty finds its way
into everything they touch with even simple utensils works of
art compared to those of other races. There is always a sense
of flow and freedom within their artifice and societies. Even
the mist elves rely more on self-discipline than strict
enforcement of universal laws. While all faerie are empathic,
elves exemplify this, their social interactions and language
designed to respect the feeling and dignity of others by
avoiding offense unless offense is intended. Although their
clans have no royalty, they do have a form of nobility earned
by the actions of self or family.
Blood Elves
Ability Score Increase. +2 Constitution
Alignment. CE
Sadomasochism. All damage taken is reduced by 1 point per
dice, the points stored as Pain Points to a maximum of the
character’s full HD plus proficiency modifier. Pain Points may
be spent as an immediate bonus action to add a bonus to any
roll. The damage may be self-inflicted and most blood elves
go into battle bleeding from enough harmless wounds to fill
their Pain Points.
Deep Dweller: Darkvision 120’; Blinded in sunlight, Can’t
meditate above ground
Languages: Dark Speech, Elvish, Faerie;
Bonus Feats. Alert
Expertise. Intimidation.
Blood Elf Background: can only choose Outlander
background
Cultural Talents: +1 Stealth, +1 Survival
Description. Eyes: all black pupil; Hair: black;Skin: light to
dark blood red; Base Adjustment: -3” and -30 lb;
Feral Elves
Ability Score Increase, +2 Strength
Alignment. CN
Xenophobic: Disadvantage to resisting intimidation outside
of home territory, advantage on intimidation checks within
home territory. Can’t meditate in civilized surroundings.
Fleet-footed. Speed 35
20
Wild Spirit. Able to Locate Plants and Animals and Speak with
Plants and Animals at will
Languages: Elvish, Faerie;
Bonus Feats. Athlete
Expertise. Acrobatics.
Feral Elf Background: can only choose Outlander background
Cultural Talents: +1 Athletics, +1 Survival
Description Eyes: bark browns, greens, and greys Hair:
brown, green, yellow, orange, red, often mixed in streaks or
patches like leaves, some changing colour with the seasons;
Skin: light to dark green. Base Adjustment: -6” and -40 lb;
Forest Elves
Ability Score Increase. +1 Wisdom, +1 Charisma
Alignment. NG
Bonus Feats. Sharpshooter
Expertise. Animal Handling.
Cultural Talents: +1 Nature, +1 Survival
Description Eyes: green, yellow, red, orange, with mixtures
possible, some change colour with the seasons
Hair: green, yellow, lavender, pink, red, blue, orange, brown,
in light and dark shades found among leaves and flowers;
Skin: the light to dark hues and shades of green, grey and
brown of plant stems and trunks with blends possible.
Mist Elves
Ability Score Increase. +1 Intelligence, + 1 Charisma
Alignment. LG
Bonus Feats. Magical Initiate
Expertise. Persuasion.
Cultural Talents: +1 Arcana, +1 Survival
Description Eyes: gold, silver, blue, lavender, orange, violet,
in light to dark shades found in the sky ;Hair: gold, silver,
platinum, white, red, blue, orange, violet; Skin: snow white;
Base Adjustment: +6” and +40 lb
Sea Elves
Ability Score Increase. +1 Strength, +1 Charisma
Alignment. CG
Bonus Feats. Athlete and Keen Mind
Expertise. Vehicles (Water).
Feral Elf Background: can only choose Outlander background
Cultural Talents: +1 Acrobatics, +1 Survival
Description Eyes: green, blue, gold, silver, violet, brown
Hair: blue, green, gold, silver, brown, orange, red; Skin: white
with a green tint to pale green.
Ikari
Ikari Traits
Ability Score Increase. Strength +2; Dexterity +1; Wisdom
+1
Alignment. Neutral
Longevity Rating. 8
Speed. 25
Sharp-Eyed. Visual range is triple that of humans.
Wings. Reach 10’, Fly 50; Advantage Strength checks and
saves involving arms. Diving straight at opponent at least 30’
delivers an extra 1d6 points of melee damage. Can’t use
hands while in flight.
Cursed. Disadvantage on Constitution saves, checks, and
skills
Talons 1d6 piercing
Beak 1d6 slashing
Bonus Feats. Alert and Observant
Expertise. Performance.
Cultural Talents. +1 Perception, +1 Acrobatics
Languages. Ikari, Tengu, Faerie
Faerie Magic.
 Feather Fall at will at 1HD
 Faerie Fire at will at 3HD
 Conjure Animals (birds) at 5HD having 4 points to
spend with 1 point for the basic spell and 1
additional point cost for each slot increase added to
one spell or divided as desired, points reset after
long rest
 Conjure Minor Elemental (Air) recharged by a long
rest at 7HD
 Conjure Elemental (Air) recharged by a long rest at
9HD
Avian Reproduction: although they use the standard
reproduction rules to determine pregnancy, ikari are egg-
layers, with 1/10
th
the pregnancy period to produce a clutch
and the rest of the pregnancy period spent tending the egg
21
until it hatches. Each clutch contains 1d4+2 eggs with each
hatching a harpy on a 01-10, a gargoyle on an 11-20, a kenku
on a 21-30 and an ikari on a 31-98, with a 99 or 00 resulting in
a dud.
Claustrophobic: While indoors or underground, ikari require
twice the minimum time to complete a rest, 2 hours for short
and 16 for long. Each metabolic cycle spent under such
conditions is treated as a full year for purposes of triggering
the Longing.
Description Eyes: avian brown, grey, or black. Hair: feathers
cover body like a bird with the full range of possible plumage
and males more colourful and decorative than females. Skin:
pink tinted white; Digits: 4; Facial Hair: none; Base Height:
4’6”; Height Modifier: +2d12; Base Weight: 90 lb; x (1d4) lb
Male ikari tend to have more spectacular plumage
than females and Performance, especially singing, is
important to their courtship rituals making them naturally
beautiful singers. Ikari are shy, aloof, and suspicious of
outsiders, fiercely territorial, loyal allies, and fierce enemies
when aroused. Raptors, they prefer to be aloft in the open
sky regardless the weather. Their aeries have silken
structures without rooves. They dislike being indoors and
protect their isolation using their Kenku relatives as
emissaries with even other faerie. In the year 9912 of the
Age of the Winds, a curse struck the ikari, spreading through
their Sources, killing the old and the young by weakening
their systems and transforming increasing numbers of eggs
into gargoyles and harpies that have taken over at least one
Hold. Continuing to spread and weaken the adults, the curse
reaches even Freya causing the weather to becoming
increasingly wild, turbulent, and unpredictable over the
centuries. Between random kenku, gargoyles, and harpies,
the number of actual ikari chicks is decreasing alarming fast.
Outlook
Aloof and shy ikari tend to stay close to their Holds unless
driven by some personal need to travel. Fiercely territorial
they protect their flocks and hunting ranges from intruders
usually watching from above before driving the intruder out
with dive attacks. They tend to keep their distance and avoid
other races using the kenku as intermediaries. Once
dedicated to a course of action they tend not to swerve from
it going through great lengths to accomplish their goals. Once
engaged in battle, they rarely show fear and are skilled at
group coordination. Their spirit is soaring, their wills free, and
their attitude often headstrong. They are happiest when in
flight.
Society
Ikari only settle in their holds, with kenku settlements near
their gateways. Ikari prefer simple structures with walls of
silk, wood, or other light materials and no roof. Living in
families on in their aeries, they spend much of their time
joining the almost continual choir of song with a great deal of
status coming attached to the beauty and complexity
produced. Tightly bonded to their flocks they defend each
other without thought and never abandon the fallen. Their
symbiotic relationship with their kenku cousins places the
ikari in the position of nobility, the decision makers and aerial
defenders while the kenku serve most of the more mundane
and practical functions. Thus ikari tend toward artistic and
intellectual pursuits while kenku are the craftspeople and
traders.
Kenku
Kenku Traits
Ability Score Increase. Dexterity +3; Charisma +1
Alignment. Neutral Good
Longevity Rating. 4
Speed. 30
Polyglot: Tengu, Ikari, Faerie, Iantic. Bonus Linguist feat and
ccontinual Speak with Animals (birds only) at 1HD.
Faerie Nature. Faerie Fire at 1HD usable once and restored
by 5 or 6.
Ambusher. Advantage against any creature the kenku has
surprised.
Bonus Feats. Alert, Keen Mind, and Observant
Expertise. Insight.
Cultural Talents. +1 Deception, +1 Stealth
Beak 1d4 slashing
Mimicry. Can mimic any sounds it has heard, including voices.
A creature that hears the sounds can tell they are imitations
with a successful DC14 Insight check.
Cultural Talents: Expertise in Insight
Avian Reproduction: although they use the standard
reproduction rules to determine pregnancy, kenku are egg-
layers, with 1/10
th
the pregnancy period to produce a clutch
and the rest of the pregnancy period spent tending the egg
until it hatches. Each clutch contains 1d4+2 eggs.
Description Eyes: black; Hair: covered in black feathers like a
raven, males have splash of colour under the eyes. Skin: pale
white with ted tint. Digits: 4; Facial Hair: none; Base Height:
4’6”; Height Modifier: +2d8; Base Weight: 100 lb; x (1d4) lb
Hatched randomly from the eggs of the Ikari since
the Fall as a result of the Second Chaos Wave, Kenku serve as
emissaries and intermediaries for their reclusive cousins.
Males have splashes of colour under their eyes while females
are completely black. Able to speak only through their
22
mimicry they keep information close to their vests,
thoroughly checking individuals out before approaching them
for business or aid. Trust comes slowly. Most other races
mistrust and fear them for their apparent mockery and
resemblance to Rawna’s sacred ravens. They do not speak of
the ikari illness, only of the need to lift a powerful curse.
Kenku have an inherent inferiority complex because
of their origin, not helped by the ikari viewing them as kind
but misshapen demi-faerie to be pitied like handicapped
cousins for their lack of colour and flight. Thus they are
obsessed with making their relatives proud by helping and
protecting them like ailing, honoured parents. Ending the
curse is the gift all kenku wish to give. Kenku are as fiercely
loyal and protective as one another as they are the ikari,
tending toward secrecy and reserve around other races.
Outlook
Kenku are sharp of mind and senses, wary in their dealing and
bold in action. Curious yet cautious they learn to conceal their
origins, the locations of the homes, the ikari curse, rarely
trusting anyone other than kenku and ikari. They prefer to
move and work in the shadows since their appearance often
generates discomfort or fascination in other races. Loyal
allies, they generally seek out individuals among other races
than they trust to act as their agents with those races, keep
their dealings mediated and private. Kenku have a love for
shiny metals and jewelry, using their collections of goodies to
attract mates the way ikari use their songs.
Society
Dwelling in villages often composed of rounded structures
made of woven branches, small trees, and the like, kenku live
near and protect the gateways to ikari holds. The peasants of
their combined society, they serve the ikari and act as their
agents in the world while trying to find a cure for the ikari
curse. Their social organization is based on skill and
experience with the most travelled, most skilled the most
respected. They don’t collect wealth except for practical and
mating purposes. Practical and stoic, kenku are the
merchants, miners, the farmers, the infantry, the
craftspeople, and the labourers for the ikari.
Minos
Minos Traits
Ability Score Increase. Strength +3; Constitution +1
Alignment. Chaotic Neutral
Longevity Rating. 6, but require Huge-size sustenance
Massive: Large size, Equipment costs double, weapons do 1
extra dice of damage. Maximum 1
st
level hit points plus 5
times average hit points for 1HD before adding constitution.
Speed. 40
Minos Background: unable to choose a background option,
minosi have the universal traits of aggressive stubbornness,
ideals of strength and courage, bonds of family and loyalty to
allies, and flaws of brashness and insatiable hunger.
Limited Interest: Can only be fighters and get a penalty of -
20% on all awarded XP
Gore 2d8 piercing, 5’ reach
Bonus Feats. Keen Mind and Charger
Expertise. Survival and Perception.
Cultural Talents. +1 Stealth, +1 Survival
Languages. Minos, Faerie
Faerie Magic.
 Immunity to Fire and Faerie Fire at will at 1HD
 Produce Flame at will at 3HD
 Wall of Fire at 5HD, short rest to recharge
 Conjure Minor Elemental (Fire) at 7HD recharged by
long rest
 Fireball at 9HD with 7 points to spend one at a time
on basic spell and/or 1 per slot level advancement
added, points rest after long rest
Aquaphobia causes minosi to be unable to relax in wet
conditions such as at sea, swamps, sea coasts, and beaches,
as well as in the rain or snow making them require twice the
normal minimum time for short and long rests while in such
conditions.
23
Reckless. At start of its turn can gain adavantage on all melee
attacks during that turn but attack rolls against it also have
advanatage until start of next turn
Description Eyes: red, gold, silver, brown, black, grey,
orange, silver, or black; Hair: fur covers entire body like a
bovine in dark shades of blue, purple, violet, indigo, red,
yellow, green, orange, or black; Skin: same as fur.
Digits: 5; Facial Hair: fur; Base Height: 6’10”; Height Modifier:
+3d12; Base Weight: 260lb; X (1d10)lb
Minos respect strength and ferocity, dealing with most
disagreements and choosing leaders through combat or
contests of strength. Males and females gather personal
harems, holding them as long as they are able, with a Herd
Master leading the collective harems that is typically male but
can be female. Leadership changes frequently, most
challenges being nonlethal.
Outlook
Minosi are known for bravery, stubbornness, volatility, and
slow wits. They tend to punch first and think later. They have
little patience for intellectual pursuits and no tolerance for
physical weakness using their size and strength to jockey
continually for position within their herds. Order bores them.
They prefer the excitement of a forest fire or a battle and
have a reputation for stirring up unnecessary trouble. Easily
provoked, most other races avoid them unless looking for a
fight. They fiercely protect their ranges and rarely back down
from a fight. Constantly hungry, they spend most of their
time hunting, brawling, mating, or building their strength.
They make little that isn’t a weapon or armour. Drawn by
challenges, minosi rarely back down and never pick on the
weak seeing no challenge in it. Their sole law is to protect the
herd, otherwise might makes right although fights are rarely
deadly.
Society
The most primitive of the faerie races, internal strife is a near
constant with fights and intimidation the norm. The strongest
rule and the weak are shoved aside. They live in ever shifting
herds without pair bonds, the children are raised
communally. Due to the hostile environments in which their
Holds are located, a minos hold is ¾ filled with solid earth and
stone through which run miles of labyrinthine tunnels
roamed continually by the herd. The upper ¼ is a flat grassy
plain where the minos gather herd animals that they allow to
roam freely and hunt at leisure. When necessary they
conduct raids on other races to replenish their herds.
Sahuagin
Sahuagin Traits
Ability Score Increase. Strength +3; Constitution +1
Alignment. Chaotic Neutral
Longevity Rating. 6, but require Huge-size sustenance
Massive: Large size, Equipment costs double, weapons do 1
extra dice of damage. Maximum 1
st
level hit points plus 5
times average hit points for 1HD before adding constitution.
Speed. 40
Minos Background: unable to choose a background option,
minosi have the universal traits of aggressive stubbornness,
ideals of strength and courage, bonds of family and loyalty to
allies, and flaws of brashness and insatiable hunger.
Limited Interest: Can only be fighters and get a penalty of -
20% on all awarded XP
Gore 2d8 piercing, 5’ reach
Bonus Feats. Keen Mind and Charger
Expertise. Survival and Perception.
Cultural Talents. +1 Stealth, +1 Survival
Languages. Minos, Faerie
Mutated by the 2
nd
Chaos Wave, sahuagins were
once Tritons, the two races form and splitting during the Age
of the Fallen. Their hatred for each other burning strong still,
sahuagin consider triton infants delicacies.
CE
Maximum 1
st
level hit points plus average for 1HD before
adding constitution
Sahuagin background: Can only be Outlander tribal
marauder
Strength +2, Constitution +2;
Fins for feet, Speed 20, Swim 40
+1 Intimidation, +1 Perception
Faerie Fire at 3HD recharged by 5 or 6
Natural Armor +2
Underwater Scent up to 1 mile radius
24
Blindsight within 30’ for aquatic electrical fields and
motion
Cultural Talents: Expertise in Survival
Darkvision 60’
Description Eyes: black. Hair: none; Skin: grey
with white and ridges that feel like sandpaper;
Digits: 5; Facial Hair: none; Base Height: 5’;
Height Modifier: +2d12; Base Weight: 140 lb; x
(1d4) lb; Female Base Adjustment: -2” and -30
lb
Sahuagin are nomadic raiders following the
cetaceans they love to hunt between attacks on tritons, ships
and coastal settlements. Swim, fight, feed, and mate, is their
life. They are often led by sorcerous occult priests
covenanted with Chaugnar Faugn, the Feeder.
Triton
Tritons are the faerie parents of the rare
Halfling race of Merfolk, who are unable to mate with
non-merfolk and tend to live among or near Tritons or
in solitude. Amphibious, tritons prefer to dwell in coastal
coral structures or deep caverns, farming kelp forests, clam
and oyster beds, crustaceans and anemones, as well as
hunting large fish. They get along with cetaceans and never
hunt them.
Neutral
Dexterity +2; Constitution +1; Charisma +1
Fins for feet, Speed 20, Swim 40
+1 Perception, +1 Insight
Cetacean Camaraderie: able to speak the strange
whistles, clicks, and other sounds used in cetacean
communication a triton can call out in a 1 mile radius for
aid at sea and have 3 dolphins (1-18 on d20) or 1 killer
whale (19 or 20) per 4HD show up at full dash in 3d20
rounds.
Create Water at will at 1HD
Faerie Fire at will at 3HD
Conjure Animals (fish) at 5HD having 4 points to spend
with 1 point for the basic spell and 1 additional point cost
for each slot increase added to one spell or divided as
desired, points reset after long rest
Conjure Minor Elemental (Water) recharged by a long
rest at 7HD
Cultural Talents: Expertise in Athletics
Xerophobia causes tritons to be unable to relax in dry
conditions when on land and out of sight of a body of
water sufficient for emmersion making them require
twice the normal minimum time for short and long rests
while in such conditions.
Conjure Elemental (Water) recharged by a long rest at
9HD
Longevity 7
Description Eyes: light to dark grey, green, blue, or
brown. Hair: light to dark green, brown, blue, yellow,
orange, red, or white; Skin: bronze with transparent
sales; Digits: 5; Facial Hair: eyebrows with males able to
grow thin mustaches and “soul patches”. Base Height:
4’10”; Height Modifier: +2d12; Base Weight: 120 lb; x
(1d4) lb; Female Base Adjustment: -2” and -30 lb
25
Fey
Gnome
Gnome Traits
Ability Score Increase. All gnomes get +2 to Intelligence
Description. Eyes: all the colours of gemstones and flowers.;
Hair: white, grey, silver, yellow, orange, red, brown, or black;
Skin: pale to dark brown with green tinge; Digits: 5; Facial
Hair: Thick eyebrows and males may grow beards and
mustaches; Base Height: 2’11”; Height Modifier: +2d4; Base
Weight: 35 lb; x 1 lb; Female Base Adjustment: -2” and -5 lb
Longevity Rating. 5
Speed. 25.
Fey Resistance. Resistance to B/P/S attacks that aren’t cold
iron or magic
Size Alteration. Able to cast Enlarge/Reduce on self at will
as a spell-like ability
Talents. +1 Stealth, +1 Sleight of Hand
Darkvision 60’
Fey Spirit. Unable to be berserkers.
Bonus Feats. Healer and Crossbow Expert at1HD
Expertise. Medicine
Languages: Gnome, Iantic, Faerie
Gnomes of different sub-races cannot conceive children
together.
Bumpkin
Ability Score Increase. Dexterity +1, Wisdom +1
Alignment. CG
Underworld Territory. Surface and Subsurface Domains
Natural Trickster. Can use the Minor Illusion, Druidcraft,
and Prestidigitation cantrips based on Intelligence. (PHB
pg37) and can cast Entangle once recharged by a long
rest.
Nature’s Spirit. Speak with Plants and Animals at will.
Ecologist. Expertise in Nature
Munchkin
Ability Score Increase. Dexterity +1, Constituion +1
Alignment. NG
Underworld Territory. Bedrock Domain
Artificer’s Lore. Double proficiency bonus instead of
actual on History checks related to magic items,
alchemical objects, and technology. (PHB pg37)
Tinker. Proficiency with tinker’s tools. Can spend 1 hour
and 10gp to construct tiny clockwork device (PHB pg37):
Toy, Fire Starter, or Music Box.
Engineer. Expertise in Intelligence (Engineering) and
advantage on attacks versus constructs
Description Disadvantage on Height Modifier roll
Pech
Ability Score Increase. Dexterity +1, Constituion +1
Alignment. N
Languages. Gnome, Dark Speech, Faerie
Underworld Territory. Bedrock Domain
Underworld Survivor. Dungeon Delver and Keen Mind
bonus feats at 1HD
Stone Step. Able to duplicate the effect of Dimension
Dorr by travelling through stone or earth up to 20’ per
proficiency +1 in 5’ increments, full range resetting after
a long rest.
Deep Dweller. Darkvision 120’, blinded by sunlight
Geologist. Expertise in Intelligence (Geology) and
advantage on attacks versus earth elementals
Description Eyes: all black pupils.; Hair: bald; Skin: light
to dark grey or brown. ;Facial Hair: eyebrows with males
able to grow mustaches; Advantage on Height Modifier
roll
Derro
Ability Score Increase. Constituion +2
Alignment. CN, CE
Underworld Territory. Sheol
Aberrant Physiology. Resistance to Poison and Necrotic
damage; Immune to Psychic damage and Frightened;
Vulnerable to Radiant damage. Durable ad bonus feat at
1HD.
Sunlight Allergy. Poisoned by sunlight. DC20 Constitution
save each round to resist.
Chemist. Proficiency with Alchemist or Poisoners’ Kit
Language: Gnome, Dark Speech, Faerie
Deep Dweller. Darkvision 120’, blinded by sunlight
Self-Experimentation:
 At 1HD: 1 Indefinite Madness roll and 1d4 rolls of
the Psychic Abilities table with advantage (see
Human), abilities are usable without a check but the
described check is still used with failure indicating an
episode of Short-Term Madness. A critical failure
inflicts an episode Long-Term Madness.
 At 2HD: able to cast Sleep once based on Intelligence
 At 3HD able to Modify Memory once
 At 4HD: Grow tail granting +2 to Acrobatics checks
 At 8HD: Grow third arm from chosen side enabling
two-weapon attacks with versatile and a light
weapon as well as adding +5’ to climbing speed and
the use of a third hand.
 At 12HD: Grow second head granting 1d4 additional
rolls on the Psychic Abilities table and +2 to
26
Perception and Investigation checks as well a second
Indefinite Madness roll
Description Eyes: all black pupils.Hair: bald Skin: light to
dark grey, violet, or blue. Facial Hair: males may grow
mustaches. Advantage on Height Modifier and Weight
Modifier rolls
Azer
Ability Score Increase. Strength +1, Constituion +1
Alignment. NE
Underworld Territory. Tartarus
Fiery Spirit. Immune to Fire, Resistance to Thunder,
Vulnerable to Cold. Tough as bonus feat at 1HD
Smoldering Locks. Produce Flame from hair at will
Philosopher. Expertise in Insight
Language: Gnome, Dark Speech, Faerie
Description Eyes: smoldering red coals that blaze with
emotion when aroused; Hair: wiry copper coils with high
metal content that burn with blue flame; Skin: black;
Facial Hair: course and wiry copper flickering with blue
flame; +1 and advantage to Height Modifier and Weight
Modifier rolls
Redcap
Ability Score Increase. Strength +1, Dexterity +1
Alignment. CN, CE
Underworld Territory. Winterwaste
Cold Blooded. Immunity to Cold, Vulnerable to Fire,
Immune to Frightened.
Battle-Hardened. Tough, Durable, and Athlete bonus
feats at 1HD.
Bloodthirsty. Interaction to dip hat in freshly slain foe’s
blood to become Inspired. Savage Attacker and Tavern
Brawler bonus feats at 1HD. Able to be Berserkers.
Language: Gnome, Dark Speech, Faerie
Description Eyes: light to dark blue, brown, green, grey,
or hazel with mixtures. Hair: all wear pointed caps
stained by the blood of slain opponents; Skin: has a blue
tinge; +1 and advantage on Height Modifier roll,
advantage on Weight modifier roll.
Gnomes were created by Oberon and Titania with
the intention that they would form the core of the fey
civilization. When the Council declared the attempt a failure,
Oberon teamed up with Titannia’s rival KI to create the elves
using gnomes as a prototype for faerie. When Oberon made
KI the Fairy Queen, Titania enslaved the gnomes out of
jealousy, bitterness and spite, torturing and twisting them to
suit her purposes. Some gnomes managed to escape and
eventually a resistance grew into a rebellion with gnome
fighting gnome. Gaining their freedom, most gnomes settled
in the Tors of Autumn in their hidden Wonderland while
others migrated to the Material Plane.
Gnomes are relatively rare on Aldyryc, being natives
of Rivendell, capital of Wonderland among the Painted
Highlands of the Faerie Tors of Autumn, but some have
formed small outpost settlements in the Mortal Sphere or
were among migrations made prior to the Age of the Faerie
and during the Age of the Fallen. The highest concentration
of their hidden surface settlements is found in the Fey
Mountains which most gnome adventures at least pass
through on the way from the Faerie Realms. The highest
surface population concentration is in Gyyrdn. Larger groups
of past immigrants are found in the Underworld. Outside of
the Dark North, most races view gnomes with tolerance,
curiosity, or amusement. They are vermin in the Dark North.
Halfling
Halfling is a common term for those of mixed racial
heritage, always part human. Humans have a reputation
for mating with just about anything. Depending on the
race and location, they are viewed as anything from
exotic curiosities to monstrous abominations.
Half-Elf
Half-Elf Traits
Ability Score Increase. Dexterity +1, Charisma +2, two
others scores +1
Longevity Rating. 5
Speed. 30
Elven Resistance. Advantage on saves against charm and
sleep magic.
Darkvision 60
Bonus Feats. Meditation and one bonus feat at 1HD from
the following, according to parentage with Forest Elf
common, Mist Elf uncommon, Sea Elf rare, Blood Elf very
rare, and Feral Elf extremely rare :
 Durable (Blood Elf)
 Keen Mind (Sea Elf)
 Magical Initiate with Faerie Fire as 1
st
level spell
(Mist Elf)
 Mobile (Feral Elf)
 Sharpshooter (Forest Elf)
Skill Versatility. Proficiency in two skills.
27
Cultural Talents. Two Cultural skill bonuses chosen from the
ethnicity of the human parent
Bring Out the Best: grant inspiration bonus up to proficiency
modifier to another creature applicable to any roll, save,
check, as an immediate bonus action. Bonus resets after long
rest.
Psychic Ability on a 20 (See Human)
Mark of the Beast on 00 (See Human)
Languages. Iantic, Elfish, and one additional
Description Eyes: as Elf parent with feline irises
Hair: as Human or Elf parent; Skin: as Human parent with Elf
parent tinge; Digits: 5; Facial Hair: Males may grow
mustaches; Base Height: 4’9”; Height Modifier: +2d10; Base
Weight: 110 lb; x (2d4) lb; Female Base Adjustment: -3” and -
30 lb
Called Aldanni in Elfish, half-elves are viewed as
exotic by humans and slightly less than abominations by mist
elves, half-elves originally resulted from humans raping elves,
but true relationships between the races have since
developed, although still fairly rare. Half-elves founded the
Free City of Gyrrd’N around the Tower of Dreams and
established the Institutive of Illumination. The city is known
as a home for Halflings of all types (no Rhokargan has yet
settled there), as well as others who feel like outsiders
Half-Ogre
Half-Ogre Traits
Ability Score Increase. Strength +4
Massive: Large size, Equipment costs double, weapons do 1
extra dice of damage Maximum 1
st
level hit points plus 2
times average hit points for 1HD before adding constitution.
Leathery Hide: AC12
Longevity Rating. 1
Speed. 40
Giant Strength. Advantage on Strength checks and saves.
Darkvision 60
Ethnic Talents: Two Cultural skill bonuses chosen from the
ethnicity of the human parent.
Psychic Ability on a 20 (See Human)
Mark of the Beast on 00 (See Human)
Bonus Feats. Athlete, Tavern Brawler, and Durable bonus
feats at 1HD.
Languages. Iantic and one additional
Description Eyes: light to dark blue, brown, green, grey, or
hazel with mixtures. Hair: brown, grey, red, orange, white,
yellow, from light to near black; Skin: shades and hues of
brown from pale to near black with tints of pink, yellow, red,
olive and the ability to tan in all but the lightest and darkest
shades. Digits: 5; Facial Hair: Both sexes may grow but typical
for males in mustaches and beards. Base Height: 6’5”; Height
Modifier: +2d12+1d10; Base Weight: 270lb; x (3d4) lb; Female
Base Adjustment: -2” and -30 lb
Called Urruk in Titanek, the first organized breeding
program by Maldarvia to create a super soldier after rapes of
human women proved productive, half-orcs have too much
brute in their blood to attain true goodness but need not be
brutes themselves despite their size.
Half-Orc
Half-Orc Traits
Ability Score Increase. Strength +2, Constitution +1
and one other ability +1
Longevity Rating. 1
28
Speed. 30
Darkvision 60
Relentless Endurance. When reduced to 0hp but not
killed outright can drop to 1hp instead, once,
restored by long rest.
Bonus Feats. Tough and Savage Attacker
Expertise. Intimidation.
Cultural Talents. Two Cultural skill bonuses chosen
from the ethnicity of the human parent
Die Hard: remains conscious while dying (0hp) until the
failure of a death save. Any damage taken while dying
forces an immediate death saving throw at
disadvantage
Bite: 1d4
Psychic Ability on a 20 (See Human)
Mark of the Beast on 00 (See Human)
Languages. Iantic, Elfish, and one additional
Description Eyes: colour as Human parent with pink
sclera. Hair: black; Skin: colour of Human or Orc parent.
Digits: 5; Facial Hair: Both sexes may grow but typical
for males in mustaches and beards. Base Height: 4’10”;
Height Modifier: +2d10; Base Weight: 140 lb; x (2d6) lb;
Female Base Adjustment: -2” and -15 lb
Called Murakhi in Orc, they have either green or
red blood according to whether mother was orc or
human.
Hellion
Hellion Traits
Ability Score Increase. Intelligence+1, Charisma +2,
one other score +1
Longevity Rating. 1
Speed. 30
Hellish Resistance. Resistance to Fire damage.
Darkvision 60
Infernal Legacy. Can use Thaumaturgy cantrip at 1HD.
At 3HD can cast Hellish Rebuke as 2nd
level spell once
restored by a long rest. At 5HD can cast Darkness once.
Charisma is used for these spells.
Celestial Blood. Resistance to B/P/S non-magic
Changeling: Disguise Self at will at 1HD
Forked Tongue: Friends at will at 1HD
Spiritwalker: Astral Projection at 4HD recharged by a
short rest
Otherworldly Connection: Contact Other Plane at 2HD
recharged by short rest
Bonus Feats. Resilient
Expertise. Deception
Cultural Talents. Two Cultural skill bonuses chosen
from the ethnicity of the human parent
Psychic Ability (See Human) on a 1 or 20
Mark of the Beast on 00 (See Human)
Languages. Iantic, Celestial
Description Eyes: serpentine irises with human
parent’s colours, black, or red; Hair: brown, grey, red,
orange, white, or yellow, from light to near black, or
black; Skin: shades and hues of brown from pale to near
black with tints of pink, yellow, red, olive and the ability
to tan in all but the lightest and darkest shades with
scales like callouses. Digits: 5; Facial Hair: Both sexes
may grow but typical for males in mustaches and
beards. Also have hairy palms. Adults grow small to
large decorative horns and many grow tails. Teeth
become sharper and canines longer. Callous-like scales
form that are black, red, blue, green, white, yellow,
orange, violet, or indigo. Base Height: 4’9”; Height
Modifier: +2d8; Base Weight: 110 lb; x (2d4) lb; Female
Base Adjustment: -2” and -30 lb
Viewed as abominations outside of the Dark
North, Hellions are extremely rare on Aldyryc, existed
alone or in small groups with no society of their own.
Most often born as normal appearing children of
succubi/incubi they are either raised by their human
mother or placed with an unsuspecting family, their
fiendish nature emerging with puberty, starting with
their gaze and changeling ability. Their appearance
alters as the enter adulthood and the rest of their
nature surfaces. They live in secret and move through
the shadows. Only in Maldarvia are there numbers in
large enough concentration for them to live openly,
most having come from a Black Magician parent or
being in the Order themselves. Shangri-La is thought to
be the other large concertation as a result of Unholy
Mystics who became a little more attuned than most.
29
Minotaur
Minotaur Traits
Ability Score Increase. +2 Strength, +1 Constitution,
+1 Wisdom
Robust: Maximum 1st
level hit points plus 3 times
average hit points for 1HD before adding constitution.
Longevity Rating. 3
Speed. 30
Slow Development: get a -10% penalty on all awarded
XP
Darkvision 60
Minos Resistance. Resistant to Fire damage.
Psychic Ability on a 20 (See Human)
Mark of the Beast on a 00 (See Human)
Gore 2d4 piercing as bonus action
Leathery Hide: AC12
Bonus Feats. Athlete, Keen Mind, and Tavern Brawler
Expertise. Perception and Survival.
Cultural Talents. Two Cultural skill bonuses chosen
from the ethnicity of the human parent
Languages. Iantic and one additional
Description Eyes: as Minos parent; Hair: like a
Human’s but colours of Minos parent; Skin: as Human
parent. Digits: 5; Facial Hair: none; Base Height: 5’10”;
Height Modifier: +2d8; Base Weight: 230 lb x (2d10) lb;
Female Base Adjustment: -4” and -40 lb
Half Human and half Minos (5E Monster
Manual Minotaur with fire abilities and immunity from
Faerie blood, CN) the first minotaurs were products of a
forced Maldarvian breeding program to produce super-
soldiers in Age of the Winds 11187.
Rhokargan
Rhokargan Traits
Ability Score Increase. +1 Strength, +1 Dexterity; +2
Constitution
Massive: Large size, Equipment cost double, weapons
do 1 extra dice of damage, Maximum 1st
level hit points
plus 4 times average hit points for 1HD before adding
constitution.
Longevity Rating. 4
Fast Reproduction: Longevity 1 until reaching
Adulthood age and then Longevity 4 kicks in. As a result,
none have existed long enough yet to reach Middle Age.
Prolific, rhokargans are treated as Longevity 1 for the
purposes of reproduction and get +1 to all rolls
involved.
Speed. 40
Alignment. CE, can only be CE, CN, or NE
Limited Interests: may only be Fighters of the Battle
Master, Berserker, or Champion archetypes, or Mystics
of the Dark, Doom, Horror or Metamorphic Keys, and
get a -20% penalty on all awarded XP
Scent
Darkvision 60
Troll Regeneration: Rhokargan get +4 additional HD to
spend for healing. A short rest heals as much in hit
points, HD, and conditions as a long rest. Short rest
30
healing HD may be spent at any time as a bonus action
or a reaction to 0 hit points or fewer. Severed limbs
held in place for a short rest reattach but not head.
Only require 2 successful death saves to stabilize. Their
healing HD reset after a short rest.
Troll Blood: Immune to cold damage and bleeding,
Resistant to poison damage, Advantage versus poison
condition, intoxicants, and drugs
Troll Nature: Advantage to Intimate as well as saves
against Fear effects. Resistant to will-breaking by
torture.
Troll Skin: AC12, Resistant to non-magic bludgeoning
Troll Weapons: Proficient with troll hunting spear, star
knife, net, and hunting knife
Troll Vulnerability: Vulnerable to Fire. Their
regeneration does not function in direct sunlight.
Bite: 1d6 as bonus action with 5’ reach
Claw: 1d6 as bonus action
Psychic Ability on a 20 (See Human)
Mark of the Beast on a 00 (See Human)
Rhokargan Background: unable to choose a
background option, rhokargans have the universal traits
of violent aggression, ideals of prowess, patience, and
power, and flaws of being unable to resist a challenge
and wanderlust. Their universal and only bond is the
Hunt, the pursuit of the best mates and glory through
the attainment of the best trophies from the most
challenging prey.
Bonus Feats. Athlete
Expertise. Stealth, Survival and Perception
Languages: Dark Speech
Description Eyes: red feline irises; Hair: black, dark
red, dark blue, dark violet, dark green; Skin: light
reddish brown to black. Digits: 5; Facial Hair: eyebrows
only. Base Height: 7’5”; Height Modifier: +2d12+1d10;
Base Weight: 270 lb; x (3d4) lb
A mix of troll and human created through
Maldarvian magical genetic manipulation in the pursuit
of a super-soldier in 11864, 14 years into the Century
Wars, these towering creatures proved too willful and
hard to control. Their culture is based on the Hunt,
gaining the highest status and best mates by killing the
toughest prey and returning home with the most
numerous and impressive trophies to impress potential
mates. There are two classes in Rhokargan society,
Headhunters (Fighter) and Headshrinkers (Mystics).
Headhunters paint their faces while Hunting and
headshrinkers wear demonic masks. Only
Headshrinkers, children, pregnant females, and the
infirm remain in their cavern homes while the rest roam
nearly continually searching for food, prey, and slaves.
A Hunt is usually solitary ending by reforming groups of
up to twenty that frequently divide as they roam and
Hunt. Rhokargans are fearless, hard to kill and typically
savage and brutal although they are skilled hunters and
prey often don’t realize their danger until it is too late.
They prefer taking the toughest prey on openly,
respecting prowess, strength, and toughness
Rhokargan blood is a thick red gel.
Human
Human Traits
Ability Score Increase. All scores but one rise +1, the
remaining one rising +2.
Longevity Rating. 1
Speed. 30
Gut Instinct: Advantage on Insight checks
Lust for Life: Advantage on 1 Death Save, reset by long
rest, and the character can use their proficiency bonus
to inspire themselves on any roll (damage, save, check,
attack, death, initiative) as an immediate bonus action.
The bonus may be split up as desired until used up and
resets after a long rest.
Cultural Ethnicities: each human is part of an ethnicity
based on the regional origin of their ethnicity. See chart
below for cultural skill bonuses.
Special Ethnicities: Those humans dwelling near the
poles have adapted to the unusual environmental
conditions and have become variants of the human race
(see below)
Psychic Ability: on a 1 or 20 (see below)
Mark of the Beast: on a 01 or 00 (see below)
Bonus Feats. Lucky and Skilled
Languages. Iantic, Ethnic Language(Because Iantic is
the Kaldarian Ethnic Language and Kaldaria is the most
cosmopolitan of nations, Kaldarians get a choice of a
31
second Ethnic Language from another human ethnicity),
and one additional
Description Eyes: light to dark blue, brown, green,
grey, or hazel with mixtures. Hair: brown, grey, red,
orange, white, yellow, from light to near black; Skin:
shades and hues of brown from pale to near black with
tints of pink, yellow, red, olive and the ability to tan in
all but the lightest and darkest shades. Digits: 5; Facial
Hair: Both sexes may grow but typical for males in
mustaches and beards; Base Height: 4’4”; Height
Modifier: +2d10+1d12; Base Weight: 110 lb; x (2d4) lb;
Female Base Adjustment: -4” and -40 lb
Humans are immigrants to Aldyryc from the Old
World of One Sun, there are many ethnicities who have
formed the various peoples and nations of humanity.
Cultural Ethnicities
Unlike most races, human vary in regional cultures
enough to develop ethnicities but not enough to
develop sub-races. Each culture has skills that it excels
at due to lifelong exposure, members getting +1 to all
checks using those skills.
Ethnicity Nation/People Root
Culture
Skills
Ahkracian Ahkracia Egyptian Engineering,
Medicine,
Religion
Aran Ara Anasazi Handle
Animal,
Nature,
Survival
Caenyrvyn Caenyrvyn Welsh
Gaelic
Performance,
Survival,
Insight
Caltic Caltere Anglo-
Saxon
Animal
Handling,
Persuasion,
History
Dunn Dunblannor Scottish
Gaelic
Perception,
Survival,
Performance
Ethern Ethernia Greek,
Latin, Irish
mixture
Persuasion,
Religion,
Intimidation
Ganin Ganis French Arcana,
Nature,
Persuasion
Gael* Gaelland Pictish Athletics,
Intimidation,
Survival
Gorn* Gore Canadian
English and
French
Deception,
Insight,
Athletics
Ethnicity Nation/People Root
Culture
Skills
Kaan Kaankura Korean History,
Stealth,
Persuasion
Kaldarian Kaldaria Latin Deception,
Persuasion,
History
Kalvaalan Kalvaala German Athletics,
Survival,
Animal
Handling
Kangg Kang Mongol Animal
Handling,
Survival,
Intimidation
Koni Konimbra Mandarin History,
Medicine,
Acrobatics
Kordeshi* Kordesh Babylonian Arcana,
Nature,
Survival
Lamzaran Lamzara Tibetan Acrobatics,
Athletics
Lyrnean Lyrnea Greek Insight,
Persuasion
Murcian Murcia Romanian Deception,
Acrobatics,
Athletics
Numakki* Numallea Ethiopian Arcana,
Insight,
Sleight of
Hand,
Survival
Paholjan Paholja Finnish Arcana,
Sleight of
Hand,
History
Rapa Nui* Gull Coast Rapa Nui Survival,
Nature,
Athletics
Rovallan Rovalla Persian Animal
Handling,
Persuasion,
Arcana
Syrraqan Syrraqa Arabic Insight,
Survival,
Animal
Handling
Tarki Tarkiztan Russian Animal
Handling,
Athletics,
Acrobatics
Thün* Thün kingdom
of Thunder
Island
Swedish
Norse
Athletics,
Intimidation,
Survival
32
Ethnicity Nation/People Root
Culture
Skills
Thurl* Thurlund Norwegian
Norse
Athletics,
Persuasion,
Survival
Tollex* Tlaqectz
kingdoms of the
Southeastern
Arm
Aztec Athletics,
Survival,
Arcana
Varl* Varlund Icelandic
Norse
Athletics,
Insight
Valympuri* Valympur Hindi Insight,
Persuasion,
Survival
Wyr Wyrland Irish Gaelic Performance,
Persuasion,
Deception
Zendari Zendar Sumerian Acrobatics,
Athletics,
Nature
Zuri Zur Japanese History,
Athletics,
Acrobatics
Mixed Heritage: A character of one culture raise by a
different culture or a character with parents from different
ethnicities is considered to be of mixed heritage and is able to
choose 1 Skill bonus from each ethnicity. If the same bonus
comes from different cultures the modifiers are cumulative. If
one of the parents is of a Special Ethnicity or the parents are
of different Special Ethnicities, the child is considered of
standard but mixed ethnicity and gets no special adjustments
except for the access to the ethnic Skill modifiers of the
parents as is standard for mixed heritage.
* Special Ethnicity (see section below)
Mark of the Beast
Human characters have a 2% (01 or 00) and most
Halflings a 1% (00) upon creation of bearing the Mark of
the Beast, a tiny to large birthmark of four thin red lines
like the scars left by a claws. No one on Aldyryc knows
its meaning or source and few know of its power. Most
that bear it go to the grave without ever activating it.
Those who have experienced their power have become
legends, thought to be demigods or otherwise
blessed/cursed, that left tails through history of blood,
tyranny, megalomania, and unpleasant endings.
Harvesters can harvest the spiritual qi of any
anthropoid they slay. This destroys the spirit, flooding
the harvester with memories and qi. The harvester is
immediately award full experience for the victim’s CR
and experiences any increase in level immediately. The
harvester also gains 1 Life Point which may be spent as
a bonus action to duplicate all the effects of a long rest
or to reverse the character’s age to the same relative
position in the Age category immediately younger.
Being reduced to 0 or fewer hit points triggers the
spending of 1 Life Point as a reaction, giving the
immediate benefits of a long rest. If the harvester is
instantly slain or fails three Death saves, 1 Life Point is
spent as a reaction that duplicates the effects of a
Revivify spell. Age reversal occurs as a reaction to
reaching the character maximum age limit.
Harvesters begin unable to control their ability,
possibly harvesting every time they lethally drop a
suitable opponent to 0 hit points. The harvester must
make a Death save, a failure indicating a harvest. The
victim gets a Willpower save at DC10+Harvester HD to
resist. If the harvester intentionally tries to control the
ability, they must make a successful Death save to avoid
its activation, three cumulative successes granting
complete control. The rush experienced by the
harvester from harvesting gives them the Incapacitated
condition for 1 round plus 1 round per CR if they fail a
Willpower save at DC10+CR of victim. Success drops this
to 2 rounds and critical success to 1 round. A critical
failure the Stunned condition replaces Incapacitated. A
harvester who harvests another harvester gains their
Life Points in addition to normal harvest benefit but this
grants disadvantage to the save. Before control is
established, it takes a successful Death save to
intentionally spend a Life Point.
Harvested victims have no spirit for Raise Dead or
Resurrection to call back (see Adventuring: Returning
from Oblivion).
Psychic Ability
Psychic ability is gained by taking the Psychic feat
available to Humans and Halflings, or upon character
creation by rolling 1d20 and getting a 1 or a 20 for a
Human, 20 for most Halflings. The psychic rolls 1d4-1
(minimum 1) for how many d20 rolls they get on the
Psychic Ability chart below. Each roll result grants 1 use
of the indicated spell as spell-like ability based on
Willpower and HD, with each duplicate result adding 1
use of that ability. Once an ability’s uses are expended,
a 6 on d6 recharges one use. A short rest restores 1 use
of all abilities possessed.
Wielding a psychic ability requires a Psionic
Check at DC15+spell level with Willpower bonus,
adjusted as follows by psychic HD: 1-4 (non-proficient
with disadvantage); 5-8 (non-proficient); 9-12HD
(proficient); 13-16 (advantage); 17+ (no check required).
A critical success triggers the spell without expending
the use. Failure doesn’t expend a use, but a critical
failure expends the use and inflicts 1 point of
Exhaustion.
33
Once all uses for a Psychic Ability are expended
it is possible to pay a cost in points of Exhaustion for an
additional use and doing so until reaching a total of 6. A
psychic can expend extra uses of the ability, as well as
pay the appropriate Exhaustion cost, to boost the effect
level of the ability by 1 step if that spell has increased
effects for higher slot levels. Abilities may be boosted as
far as uses and Exhaustion allow. All abilities are used at
their basic spell slot level.
Psychic Ability 1d20 Cost
Contact Other Plane 1 4
Clairvoyance 2 3
Detect Thoughts 3 2
Locate Creature 4 2
Locate Object 5-6 1
Detect Evil and Good 7-10 1
Mage Hand 11-14 1
Astral Projection 15-16 1
Suggestion 17 2
Fire Bolt 18 2
Fireball 19 3
Telekinesis 20 4
Special Ethnicities
Gaels are cannibalistic albinos who file their teeth into
points. They have double the normal human range of
vision in conditions of dim light, half in bright, and
Immunity to Cold but Vulnerability to Fire. Severe
albinos accustomed to darkness, they gain advantage
on all checks attacks and saves in darkness and
disadvantage in bright light. They are allergic to direct
sunlight requiring Constitution saves at DC 20 upon first
exposure and every minute thereafter to avoid being
Poisoned by skin exposure and Blinded. A save is
required for each condition, a long rest removing them
except in the case of a critical failure which makes the
condition permanent until removed by a Restoration.
Gaels get Echolocation as a bonus feat and Dark Speech
as a starting language instead of Iantic. Gaels may
choose only Outlander raider as a background option.
Instead of the Lucky and Skilled feats Gaels get Tough
and Savage Attacker feats at 1HD.
Gorns are all inducted into the military as youth cadets
and must spend five years in the military upon
graduation as adults, serving one year each in the
infantry, cavalry, navy, air force, and intelligence
service. Thus, all Gorns must choose the Soldier
background option and instead of getting Lucky and
Skilled at 1HD all get Weapons Master and Tavern
Brawler. In addition to land vehicles, they are proficient
with ships and air craft. A mixture resulting from
repeated conquering by the Kaldarians, Caltics, Ganins,
and raiders from Wyr, Caenyrvyn, and Kalvaala, Gor
established itself through revolution and fortified itself
against ever being conquered again. Gorns are
suspicious of outsiders and skillful at concealing their
emotions and intentions. Outsiders are constantly
watched and reported upon. While Kaldarians lie to
work within their society, Gorns rarely reveal what they
are really thinking to non-Gorns and are masters at
misdirection and blending in. Honourable for the most
part, they reserve deception for the proper time and
place to preserve its effectiveness. Unlike Kaldarians,
who tend to exaggerate and embellish out of habit.
Because of their Intelligence Service training, all Gorns
have the Actor feat as a bonus feat at 1HD.
Kordeshi have a purple tint to their skin due to a
pervasive chemical in their diet that protects most life
native to the Far South. They get Resistance to Fire and
Lightning but Vulnerability to Cold. Accustomed to
nearly constant daylight, they see half the normal
human range in conditions of dim light. Like the
Numallean civilization, fascination with magic and its
use has permeated the culture. At 1HD, instead of
Skilled, Kordeshi get Keen Mind and instead of Lucky
they get Childhood Tricks which grants the Magic
Initiate feat with the cantrips Prestidigitation and Mage
Hand plus the spell Detect Magic.
Numakki were driven from their homeland when the
Drake War destroyed the Numallean Empire. A few
settled in the Aldwynn Islands but most wander alone,
in families or family groups and making their way as
tinkers, traders, entertainers, charlatans, and whatever
they can. They are part of no other society, mistrusted
by many, and always on the fringes. Because they have
no nation behind them, they are the most commonly
enslaved ethnicity, the largest number of free Numakki
living in their settlements in the Aldwynn Islands. Except
for the fortunate few who have been accepted or have
skill too valuable to discriminate against, most Numakki
living outside the Islands are known by the derogatory
term “gypsy” first coined by Tarki Rovers to distinguish
themselves from the outcasts. Before its destruction
Numallean civilization had become permeated by magic
use, fascination, and knowledge. Everyone practiced a
little Juju for practical purposes. This means that instead
of a Lucky feat at 1HD, all Numakki get Magic Initiate
with the cantrips Prestidigitation and Druid craft plus
the spell Hex. In addition to Skilled they get Observant
as a bonus feat at 1HD but all interaction rolls for first
34
impression made for NPCs of other ethnicities are made
at disadvantage and Numakki have disadvantage when
using Persuasion on them.
Rapa Nui are descendants of the Polynesian people of
the same name, so skilled at navigation that they gain
Keen Mind as a bonus feat at 1HD instead of Skilled but
so isolated from other humans that they tend to be
more primitively educated, insecure about their
knowledge, less exposed to information, and more
reliant on intuition than other ethnicities. This gives
them disadvantage on all Intelligence checks done
without proficiency except for Nature. However, their
culture grants them such in-depth navigational
knowledge and skill that they get Expertise in Vehicles
(water) which of course grants them the effects of
proficiency even if they don’t take the sailor
background. If they do they get double the proficiency
modifier. Legends say that the Rapa Nui have sailed
their out-riggers across the Daikaiju to the Edge of the
World Mountains and colonized some of the islands
found along the way. If true, no contact has been had
with them in centuries. They worship Poseidon and the
great stone heads that line the Gull Coast. Some say
their ancestors made them to worship and others say
they are massive stone golem sentinels waiting to
respond to a dragonnethi invasion since before the Fall.
Thün are a violent combination of Scandinavian Viking
tribes who fight from the time they can walk. They can
choose either the Outlander raider or the Sailor pirate
background. Instead of the Skilled and Lucky feats, Thün
get Athlete, Tough, and Tavern Brawler as bonus feats
at 1HD as well as Skulker without needing the
prerequisite from dwelling so much of the time in
darkness. Dark Speech replaces Iantic as one of their
automatic starting languages. Superstitious and fearful
of magic, all dreamweavers are treated as having
Passive Intimidation that requires a check by the Thün
upon first meeting and every time magic is cast by the
dreamweaver. Odin and Thor are the only gods they
respect, leaders holding power through prowess,
strength, and intimidation. Only those unfit for battle
do anything else. Each settlement has a thane who pays
tribute to the king. Native-born Thün are never
magicians, but may reluctantly accept the stigma of
other dreamweaver classes if the talent emerges. Such
individuals are often forced to live as hermits. Most
Thün are berserker or champion Fighters.
Thurls are descendants of Thurl Olafssen identical twin
son of Olaf Redmane King of Thunder Island. Thurls still
cling to piracy, being skillful fishers, sailors and raiders,
but less brutal and savage and ferocious than their Thün
cousins. Thurls get Tough instead of Skilled and Tavern
Brawler instead of Lucky. Their only background option
is Sailor with fishing, cartography, or piracy the focus.
They have Keen Mind as a bonus feat at 1HD due to
experience navigating.
Tollex are descendants of the Aztecs dominated by
dragons they worship as gods. Advanced astrologers
they have no magicians or access to any and are cut off
from the rest of humanity. Thus they replace Iantic with
Dragonnethik and cannot take the Acolyte background
option. They get disadvantage on History and
geography other than their own, but advantage on
knowledge regarding astrology or dragonnethi. They
believe they are the only humans in the world.
Valympuri are the most cosmopolitan of cultures but
also adhere to a strict caste system making them
somewhat passive in temperament. They get Linguist
instead of Lucky, advantage on History checks and
disadvantage on Intimidation checks.
Varls are descendants of Varl Olafssen, identical twin
son of Olaf Redmane, King of Thunder Island. Unlike the
people who followed his more aggressive brother Thurl,
Varls turned away from piracy and raiding, for the most
part, to focus on whaling, fishing and trade. Like Thüns
and Thurls, Varls are raised to fight but generally only in
defence, and often against Thüns or Thurls. Instead of
Skilled and Lucky, they get Athlete and Tough. They
have Keen mind feat as a bonus at 1HD due to
navigation experience but must take the Sailor
background with fishing, whaling, cartography, or piracy
as their focus.
35
Orc
Orc Traits
Longevity Rating. 2
Relentless Endurance. When reduced to 0hp but not
killed outright can drop to 1hp instead, once,
restored by long rest.
Darkvision 60
Die Hard: doesn’t fall Unconscious at 0 hit points,
remaining conscious while dying until the failure of 2
death saving throws. Any damage taken while dying
forces an immediate death save at disadvantage.
Bonus Feat. Echolocation 90’, Savage Attacker, Tough,
Tavern Brawler and Durable
Expertise. Intimidation.
Languages. Orc and Dark Speech
Murhkar Maxim. Life is war and the Orc is the weapon,
forged to serve the good of the Empire. The weak must
perish for the strong to flourish.
Description Eyes: dark red, green, black, grey, yellow,
orange, blue, or orange, with red sclera. Hair: thick
ropes of black hair grow around crown of skull; Skin:
light to dark green, grey, blue, black, purple, yellow,
orange, red, indigo, and brown, included mottled
mixtures of up to three; Digits: 5; Facial Hair: none
Base Height: 5’; Height Modifier: +2d10; Base Weight:
170 lb; x (2d6) lb; Female Base Adjustment: -1” and -5
lb
Called Murhkar in Orc, Orcs and Goblinoids are
the same thing on Aldyryc. A goblin is a small orc usually
trained in magic as a leader, hobgoblins are the
standard orc soldiers, and bugbears are typically
berserker shock troops and scouts. The first goblin
sorcerers instituted a breeding program and military
social structure to their empire that puts them at the
top served by hobgoblin and bugbears, with inferior
specimens used for labour, industry, and food. Strict
discipline is brutally enforced.
Orc copper-based blood is green.
Bugbear
Ability Score Increase. +2 Strength, +1 Dexterity, +1
Constitution
Alignment. CE
Hulking. Large size, equipment costs double, weapons
do 1 additional dice of damage. Maximum 1st
level hit
points plus average hit points for 1HD before adding
constitution
Speed. 40
Tough Hide. AC11
Cultural Talents. +1 Stealth, +1 Survival
Bite: 1d4+2 with 5’ reach
Limited Background: can only choose Outlander or
Soldier
Survival Maxim: Obey all superiors without hesitation
and show no mercy to yourself or others
Bonus Feat. Skulker
Description. Base Size Adjustments: +2’ and +80 lb
Called Mrahk in Orc
Goblin
Ability Score Increase. +1 Dexterity, +1 Constitution,
+2 Intelligence
Alignment. NE
Speed. 25
Cultural Talents. +1 Arcana, +1 Deception
Bite: 1d4
Survival Maxim: Obey all superiors without hesitation
and show no mercy to yourself or others
Bonus Feats. Magic Initiate
Languages. Orc, Dark Speech, and Goblin
Limited Background: can only choose Acolyte,
Charlatan, Criminal, Guild Artisan, Hermit, Outlander, or
Sage.
Survival Maxim: Life is war, ruled by the game of
power. If you play the game, don’t get caught outside
the boundaries unless it’s a tactic. Strategy and
discipline are vital weapons. Weakness and disorder
must be elevated and disobedience crushed.
Information is power and it control essential. The
Empire above all.
Description. Small- sized. Base Size Adjustments: -30”
and -135 lb;
Called Murh in Orc
36
Hobgoblin
Ability Score Increase. +1 Strength, +2 Dexterity, +1
Constitution
Alignment. LE
Speed. 30
Cultural Talents. +1 Athletics, +1 Survival
Bite: 1d4+1
Bonus Feats. Weapon Master
Limited Background: can only choose Outlander or
Soldier
Survival Maxim: Glory is achieved through unwavering,
honourable service and obedience to duty and the
Empire. The highest personal glory is won by dying for
its glory. Cowardice, disobedience and dishonour are
unforgivable, deserving only the slowest, most painful
of deaths.
Called Rakmurh is Orc.
Pündi
Pündi Traits
Ability Score Increase. Intelligence +2, Dexterity +2
Restrained: Typically N, rarely partially neutral, and very
rarely an extreme alignment.
Longevity Rating. 2
Speed. 25
Bonus Feats. Actor, Skilled, Observant and Keen Mind
Expertise. All Intelligence and Perception
Cultural Talents. +1 Stealth, +1 Deception
Altered Chemistry: Unable to be berserkers
Nanomites grant advantage on saves versus disease
and poison and the ability to spend 1 HD of rest healing
as a bonus action.
Watcher: Alter Self usable at will and maintained during
sleep as long as not dispelled, both at 1HD
Enhanced Genes: Advantage on Intelligence saves
Insatiably Curious: pündi curiosity often overrides their
common sense and gives them disadvantage on all
Wisdom checks and saves except for Perception.
Curiosity killed the pündi.
Network Connections grant Commune once, recharged
by short rest and telepathy with any pündi within a 1
mile radius creating an awareness of all present.
Racial Weapon: pündi are proficient with and get a
shagra with 10 darts and 1 dose of pündi poison as
equipment at 1HD. Pündi can use their proficiency with
Herbalism Kits to produce 10 dose of poison for 50gp.
Only pündi can produce the poison.
Darkvision 90’: eyes glow in dim light as brightly as a
cat’s, twice as bright if light is shining directly at their
eyes
Personal Obsession: pündi often develop a personal
obsessive interest in addition to their Bond. It always is
driven by curiosity and a need to explore, investigate,
tinker, or collect. Most often it is information itself that
they are obsessed over. When reminded of or
confronted by the subject of the interest they have
trouble thinking of little else. In the most severe cases
it creates the effect of a Geas upon the person and has
led to the saying, “Curiosity killed the pündi.”
Limited Background: pündi cannot choose Criminal,
Folk Hero, Hermit, Noble, Outlander, or Soldier
Oath Circle: the Pündi race is under an oath not to
share pündi knowledge, technology, or magic with non-
pündi, and to stay out of the affairs of other races as
much as possible. Failure can result in the death of the
offender and as many relatives as it takes to fix the
problem. Each getting eight days before the curse
claims them. They are a race of observers who conceal
their true appearance and claim to be the Servitors of
the godlike Pündi of Forbidden Sorrvas if their true
appearance and nature is revealed. All pündi are
connected by the circular tattoos on their forehead
which represent the Oath and the Pündi Network, and
information network connected telepathically through
the circles. Circles change their colour as the owner
moves up in rank in the Network. They do not detect as
magic because they are a combination of nanotech and
magic that cloaks itself.
Polyglot: languages are Pündi, Iantic, Faerie, and Dark
Speech. Bonus Linguist feat at 1HD
37
Reincarnate: trapped in reincarnation until they fulfill
their Oath and lift he curse on their race (see
Adventuring; Death and the Afterlife).
Description Eyes: softly glowing white, yellow, pink,
red, blue, green, lavender, orange, or purple; Hair: black
and wavy or curly; Skin: ochre to burnt sienna with lines
following their features like wood grain wrinkles; Digits:
5; Facial Hair: Heavy eyebrows, males may grow
mustaches and beards. Base Height: 2’7”; Height
Modifier: +2d4; Base Weight: 35 lb; x 1 lb; Female Base
Adjustment: -2” and -5 lb
Descended from the extinct Hobbit race (5E Halflings).
Dragonneth
Varstrill leaping at Ysstrakan with Kobolds
Dragonneth Traits
Longevity Rating. 5
Breath Weapon. 15’ cone; Choose Acid (Dex save),
Cold (Dex save), Fire (Dex save), Lightning (Con save),
Poison (Con save), or Thunder (Con save); DC8+
Constitution modifier+ Proficiciency bonus. 2d6 damage
or half on successful save, 3d6 at 6HD, 4d6 at 11HD, and
5d6 at 16HD; recharged by short or long rest.
Dreamweavers add their maximum spell slot (+1 for 1st
,
+3 for 3rd
, etc.) to damage inflicted.
Damage Immunity. Immune to the damage type of
your breath weapon.
Metallic scales: Natural AC14
Detect Metal Song (as Detect Magic but can sense the
presence and type and rough value/quantity of metal
within 90’) at 1st
level usable at will.
Blood of the Dragon: Advantage on saves against
poison and magic, Resistance to Poison damage and
Immunity to sleep, and charm.
Continual growth: Increase Mental abilities with age, no
Physical subtractions or feat loss.
Limited Background: Acolyte, Criminal (typically
Kobold), Hermit, Sailor, Sage, and Soldier
Expertise. Insight and all Intelligence Checks due to
Bloodline Memories, Athletics and Stealth due to scale
color and texture changes combined with muscular
precision. Invisible while still and camouflaged.
Cultural Talents. +2 to Athletics. +2 Acrobatics
Bonus Feats. Athlete
Soulless: don’t respond to Raise Dead or any form of
Resurrection (see Adventuring: Death and The Afterlife)
Class Limitations: Can be Blood Key Mystics, Champion
or Battlemaster Fighters, Monks, or Rogues (typically
Kobolds)
Languages. Dragonnethik
Description: Eyes: golden or silver with x-shaped
pupils.
Hair: none; Digits: 4; Facial Hair: none; Base Height:
5’6”; Height Modifier: +2d8; Base Weight: 175lb; x (2d6)
lb
See Monstrous Races: Dragonneth for details
about Low Ones, High Ones, and the history of the
oldest civilization on Aldyryc. Dragonneth mithral-based
blood is black.
Kobold
Ability Score Increase. +1 Strength, +3 Dexterity
Speed. 25
Alignment. Lawful Evil
Bite: 1d4
Claw: 1d4
Bonus Feats. Alert
Description Small-sized; Skin: red scales; Base Size
Adjustments: -33” and -88 lb
Varstrill
Ability Score Increase. +3 Strength, +1 Wisdom
Speed. 30, Burrow 20
Alignment. Lawful Good
Bite: 1d6
Claw: 1d4+2
Bonus Feats. Resilient
Description Hair: Black mane and strip down back
Skin: brown scales.
Ysstrakan
Ability Score Increase. +1 Strength, +3 Dexterity
Speed. 30, Swim 30 (Amphibious)
Alignment. Lawful Neutral
Bite: 1d6
38
Claw: 1d4+1
Bonus Feats. Weapon Master
Description Skin: green scales
Octopod
Evolved from octopi, octopods are medium-
sized octopi hermits living in loose communes. That
mate and lay 5d6 eggs upon reaching their maximum
age, guarding them as pair until they hatch and the
venerable octopods die leaving food for the hatchlings.
They communicate using colours, textures, body
language, and sound having adapted the language of
the dragonneth to their purposes. Aloof, reclusive,
contemplative, and curious as to the nature of
existence, they tend to get along and trade with tritons
while avoiding sirens and sahuagin. However, they can
be cunning adversaries and skilled assassins as well,
often using their skills to rescue slaves from the sirens
and pass on to the tritons to return home. They live in
natural caves and those they construct from rocks and
coral. They can be Magicians, Monks, Mystics, or
Rogues. They despise the association made between
them, krakens, and Cthulhu, and have rejected religion
for communism. Sirens and octopods hate each other,
often competing for the same habitats. Sirens find
octopod eggs irresistible. Octopods get the following:
Neutral
+1 Strength, +2 Dexterity, +1 Constitution
Hermit or Sage backgrounds only
Darkvision 60’
Boneless: Natural AC+2 , Immune to Prone, tripping,
and disarming, Resistant to bludgeoning; Move normal
speed through spaces as small as 2 ½’ wide, half speed
through gaps as narrow as 1 ¼’ wide, squeeze through
as small as 8” at crawl of 5 on a DC15, and squeeze
through as little as a 4” diameter opening for a move
and a dash to go 5 feet on a DC20
Cagey: Alert and Observant feats at 1HD
+1 to Arcana. +1 Perception
bonus Magic Initiative and Alert feats at 1HD
Contemplative: Meditation and Keen Mind feats at 5HD
Speed 20, Swim 40, Climb 25 (any surface)
Ink Cloud: Emit an ink cloud underwater equal to
Stinking Cloud as blinding as the Darkness spell recharge
on 6
Water Jet: backwards in water 60’ as a bonus action
recharge on 5 or 6
Semi-amphibious: can survive out of water but must
submerge for short rest after four hours to prevent
suffocation
Natural Weapon Multi-attack: 3 Tentacles for 1d6
slashing and 1 beak for 1d6 piercing
Extra Limbs: Can use a bonus action to attack with a
second weapon or to cast a spell of 1 action casting
time or less in addition to normal attack or spell actions
Alien Physique: bonus Grappler feat at 1HD plus
Advantage grappling, tripping, and disarming, but
disadvantage on all Charisma checks due to their alien
minds
Camouflage: Invisible while motionless and blended
into environment, advantage on stealth
Cultural Talents: Expertise in Athletics but unable to
jump, climb speed enhancement of 5 already
incorporated
Half of their height (length) is tentacle, the rest head
making their Extremity rolls 1-18 for tentacle and 19-20
for head
Invertebrate: With their neurons distributed
throughout their body and lacking a nervous system
they are Immune to Paralysis, Detect Thoughts, Modify
Memory, Confusion, and Madness
Arcane heritage: bonus Magic Initiate feat at 1HD
Starting Languages: Octopian, Faerie, and one other
Longevity 3
Description
Eyes: White, black, purple, green, blue, or red with
horizontal pupils.
Hair: none
Skin: as varied as those of octopi in texture, colour and
decoration
Digits: 8
Facial Hair: none
Base Height: 4’6”; Height Modifier: +2d10; Base Weight:
90 lb; x (1d4)
39
Languages
Common Languages
Language Typical Speakers Script Notes
Common
(Iantic)
Common trade tongue Roman National Tongue of Kaldaria
Dark Speech
(replaces Abyssal, Deep
Speech, and
Undercommon)
Common Tongue of Lower
Outer Planes, Dark North and
Underworld
Dark Speech Created by Cthulhu; Forceful slashes
forming bizarre geometric patterns,
horrid shapes, and demonic symbols in a
complex structure.
Dwarfish
(replaces Dwarvish)
Dwarves Celestial Faerie with additional Celestial
geometry and a runic quality
Elfish
(replaces Elvish)
Elves Celestial Faerie with additional Celestial elegance
and beauty
Faerie Faerie Celestial Faerie common; A simplification of
Celestial
Gnomish Gnomes Celestial
Tengu
(replaces Kenku)
Kenku Celestial A harsher, flatter form of Ikari with more
recognizable Faerie word structures
National Language Humans See below See below
Orc
(replaces Goblin)
Orcs Dark Speech A rigid, highly logical form of Dark
Speech with runic-styled script
Titanek
(replaces Giant)
Giants, Ogres, Titans Celestial A crude form of Celestial with some
additions from Dark Speech
Ethnic Languages
Language Nation/People Script Script Example Root Language
Ahkracian Ahkracia Hieratic
Hieroglyph
Egypt Egyptian
Arric Ara Logographic Anasazi
Assyrvic Assyrvia Cuneiform Babylonian
Caenyrvysh Caenyrvyn Runic Welsh Gaelic
Caltic Caltere Latin British English
Dunnish Dunblannor Runic Scottish Gaelic
Ethern Ethernia Ionic Greece Greek, Latin, Irish
mixture
Gael Gaelland Ogham Pictish
Ganin Ganis Latin French
Gornish Gore Latin Canadian English
and French
Iantic Kaldaria Latin Rome Latin
Kaan Kaankura Logographic Korean
Kalvaalan Kalvaala Runic Germania German
Kangg Kang Logographic Mongol
Koni Konimbra Logographic China and Central
America
Mandarin
Kordeshi Kordesh Cuneiform Babylonia Babylonian
Lamese Lamzara Logographic Tibetan
Lyrneshan Lyrnea Ionic Greece Greek
40
Language Nation/People Script Script Example Root Language
Murci Murcia Cyrillic Romanian
Numakku Numallea Ge'ez Ethiopia Ethiopian
Paholjar Paholja Runic Finnish
Pascuan Gull Coast Rongorongo Rapa Nui Island Rapa Nui
Rovall Rovalla Kharosthi Persian
Syrraq Syrraqa Arabic Arabia Arabic
Tarki Tarkiztan Cyrillic Russia Russian
Thün Thun kingdom of Thunder
Island
Runic Swedish Norse
Thurn Thurlund Runic Norwegian Norse
Tollex Tlaqectz kingdoms of the
Southeastern Arm
Logographic Aztec
Valyshi Valympur Brahmi Hindi
Varn Varlund Runic Icelandic Norse
Wyr Wyrland Runic Irish Gaelic
Zendari Zendar Cuneiform Sumerian
Zuri Zur Logographic Japanese
Exotic Languages
Language Typical Speakers Script Notes
Celestial
(replaces Infernal)
Angles, Fiends, Archons Celestial Language of Eden; Elegant lines forming
mesmerizing geometric patterns,
beautiful shapes, and inspiring symbols
in a complex structure.
Dragonnethik (replaces
Draconic)
Dragonnethi Dragonnethik The language of the Firsts. Script
resembles Dark Speech with colour
coding, body positioning, and texture
indicators built in
Goblin (only Goblins get as
starting language)
Goblins Dark Speech An encrypted form of Orc
Ikari Ikari, Kenku Celestial Faerie resembling Morse code mixed
with a musical score with elegant
slashes, sounds like bird song, chirps,
tweets, and other avian sounds
Minos Minos Celestial A crude for of Faerie
Octopian Octopods Dragonnethik A more elegant, fluid form of
Dragonnethik
Primordial Elementals, Djinn Celestial A harsh, crude form of Celestial
Sylvan Fey Celestial
Triton Tritons Celestial A more flowing style of Faerie
Secret Languages
Language Typical Speakers Script Notes
Druidic Druids, Ecomancers Druidic Combines Celestial and Dark Speech
Pündi Pündi Pündi Looks like mathematical equations,
symbols, Morse code, and complex
logographic symbols
Shadow Sign Priests and Deacons of Lorril None Silent hand language, Resembles
American Sign Language
41
Language Typical Speakers Script Notes
Thieves’ Cant Rogues, Priests and Deacons of
Lorril
None Slang, code words, reversed meanings,
and innuendo used with any other
language
42
43
Classes
Assessing Professional Rank
Anyone with a professional class or trade can try to assess the class and rank of another as an Interaction with a
successful Assessment check. One check can be made by one character on another at any time during their direct
association requiring a short rest before they can attempt another on the same individual. A critical success grants the
Rank Degree (1 to 4), a critical failure requires a long rest before another attempt can be made. Those of the exact same
class subtype (Archetype, Oath, Key, Arcane Tradition, etc.) get advantage on the check and those of different classes
get disadvantage. The Assessment check is 1d20 +Proficiency bonus, plus Intelligence modifier if the one assessed has
displayed class level abilities, at the DC listed below, with the roll being consulted against all applicable DCs and granting
the level of knowledge successfully passed (e.g. at least Adept, if above this and the check passed DC14):
Level Rank DC Clerical Title Monk Belt Military Rank Oath Circle
Class and
Type
Each rank has
four degrees
within it
10 Awarded to
deacons only
when priests
are not
present. Monk
titles after
slash.
Degrees
are
indicated
by brown
strips
Navies have variant
terms and various
armies use different
rank insignia
Nanomites alter
colour as level
progresses
1-4 Apprentice 12 Novice White Private 1-2, Corporal
3-4
Orange
5-8 Adept 14 Reverend /
Elder
Yellow Sergeant 5-6,
Lieutenant 7-8
Yellow
9-12 Expert 16 Vicar / Lama Green Captain 9, Major 10,
Lt. Colonel 11,
Colonel 12
Green
13-16 Master 18 Bishop / Sensei Blue Lt. General 13-14,
General; 15-16
Blue
17-20 Archmaster 20 Cardinal /
Prelate
Black Major General Violet
Highest
local
Leader 22 High Priest /
Prior
Red strip Commander Silver border
Highest in
organization
Supreme
Leader
25 Archbishop /
Grandmaster
Two red
strips
Marshall Gold border
The Seal of the Council of Powers
44
Dreamweavers
Eldritch Sight
By the time a spell-caster, including an Eldritch Knight or
Arcane Trickster, attains their first 3rd
level spell slot for
their inherent spell-casting class they have felt the flow
of qi and the weaving of spell enough to sense them
from a distance and discern details about their
constituents and purpose. All inherent spell-casting
classes get Eldritch Sight (PHB pg. 111) the Warlock
Eldritch Invocation. This doesn’t apply to spells or spell
slot attained from Feats, Race, or other non-class
sources.
Illuminatus
Illuminati are shamanistic bards, keepers of stories,
lore, and magical knowledge, get the basic baric abilities
but not Colleges. Instead they get the following:
 At 1st
level they get the Warlock Pact of the
Tome ability Book of Shadows (PHB pg. 108)
They often identify themselves by wearing the
spectrum of colours and/or the burning torch of
the Institute of Illumination
 At 2nd
level they get the Book of Ancient Secrets
warlock Eldritch Invocation (PHB pg. 110)
 At 3rd
level they can choose an three additional
skills and get a choice of a Totem Companion
which raises the related ability score by 1 to the
normal maximum, grants the ability to Locate
Animal and Plants and Speak with Animals at
will but applicable only to the totem animal,
and to use Wild Shape (PHB pg.66) into the
totem animal twice regaining both with either a
short or long rest. You are able to cast spell
requiring Somatic or Verbal components only
while in totem form.
 At 5th
they get Mask of Many Faces Eldritch
Invocation (PHB pg. 111)
 At 6th
level Wild shape form can be assumed
either Enlarged or Reduced as per spell and can
be used three times. The related ability score
rises another point. The illuminatus can cast
Enhance Ability on their related ability score, a
number of times equal to their proficiency
bonus, regained after a short or long rest.
 At 7th
level they get Eyes of the Rune Keeper
(PHB pg. 111)
 At 9th
level the illuminatus can use Wild Shape
four times and the form has resistance to non-
magical Bludgeoning, Piercing, and Slashing,
damage. Its physical attacks count as magical.
 At 11th
level the Companion teaches the
illuminatus a warlock Mystic Arcanum (PHB pg.
108) of 6th
level Conjuration, Enchantment,
Magecraft, or Necromancy, a 7th
level spell at
13th
, an 8th
level spell at 15th
, and a 9th
level
spell at 17th
, all usable once per level with the
illuminatus’s spell DC and casting bonus and
regained after a long rest.
 At 12th level they get One With Shadows (PHB
pg. 111, Whispers of the Grave (PHB pg. 111
 At 14th
level the illuminatus can summon the
Companion to their side for up to 1 minute. It
manifests with a 26 in its related ability score,
the ability to Enlarge/Reduce at will, and
resistance to non-magical Bludgeoning,
Piercing, and Slashing, damage. Its physical
attacks count as magical.
 At 15th
they get Master of Myriad Forms (PHB
pg. 111)
 At 18th
they get Chains of Carceri (PHB pg. 110)
 Totemic Companion: Instead of Colleges there
are Companions chosen at 3rd
evel who teach
them the songs and skills needed to become an
adept. The apprentice crafts a personal
representation of the Companion animal,
usually in the form of jewelry or a figurine,
using 1gp per level of wood, stone, beads,
leather, etc., as materials. The totem is a gift to
honour and attract the Companion, acting as a
focus that grants Advantage on Concentration
checks. If lost another can be made at the cost
for the current level. A personal totem is
useless to another illuminatus or anyone else
but can be sold as an artwork for the cost of a
divine symbol.
Totem Companions
Bear (Constitution)
45
Bull (Strength)
Cattle
Large beast, unaligned
Armor Class 10 (natural armour)
Hit Points 22 (3d10+6)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Charge. If the bull moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same
turn, the target takes an extra 7 (2d6) damage. If the
target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
ACTIONS
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage.
Cat (Dexterity)
Can assume either form
Coyote or Fox (Intelligence)
Choose one form to always assume.
FOX
Tiny beast, unaligned
Armor Class: 12
Hit Points: 3 (1d6)
Speed: 50 ft.
STR 5 (-3); DEX 15 (+2); CON 11 (+0); INT 3 (-4); WIS 12
(+1) CHA 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
Languages: —
Challenge: 0 (10 XP)
Keen Hearing and Smell. The fox has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (1d4-1) piercing damage.
46
Coyote
Eagle (Charisma)
Owl (Wisdom)
Magician
Magicians follow 5E Wizard rules except as following:
The six Crafts (Conjuration [Evocation, Conjuration,
phantasms], Druidic Lore [controlled elemental magic,
natural magic], Enchantment [Transmutation,
Enchantment, hallucinations], Magecraft [Abjuration,
psychic abilities, force, meta-spells), Necromancy
[Necromancy, healing and inflicting wounds, curing
illness and conditions], and Priestcraft [divine magic,
inspiration, future divination, and alignment]) replace
Schools and the Arts are added.
Spells from a Foreign Art or a Neglected Craft require a
Casting Check using their Spell Attack modifier at
DC15+spell level to cast. Spells that are both require a
check with disadvantage.
Proficiencies
Weapons: All simple weapons and scimitars
Tools: Herbalism Kit
Saves: Intelligence and Wisdom
Skills: Choose two from Animal Handling, Arcana,
History, Insight, Intimidation, Investigation, Medicine,
Nature, Perception, Persuasion, Religion, and Survival
Equipment: Diplomat’s, Explorer’s, Priest’s or Scholar’s
Pack; a melee or ranged weapon, both if combat
trained by covenant; component pouch with crystals; an
arcane focus, divine symbol, or druidic torc; spellbook;
optional sacred text; leather armour if proficient with
armour by covenant
Spells
In addition the spell slots listed on the Wizard class
chart, magicians gain a single 10th
level spell slot at 19th
level and retain 1 slot at 20th.
There is only one 10th
level spell, Miraculum.
Arcane Craft Traditions
Apprentice magicians are tested and channelled into
the most suitable Craft for their aptitudes and interests.
Their education involves much reading, memorization,
calculation, and study, tending to be highly structured
and formal. Magicians are organized into seven
traditions of practice based on specialization in the six
Crafts: Conjurers, Druids, Enchanters, Mages,
Necromancers, Priests, and Wizards. Specialists choose
one Craft as their Neglected Craft, most commonly
Priestcraft or Druidic Lore due to their restrictions. As
the most basic of the Crafts, Magecraft is the first one
that magicians learn and the least common Neglected
Craft. A magician must choose their Craft Tradition at
1st
level.
All magicians get at-will Trackless Step (can
hide own tracks, trail, and other signs of passage at will
as if using Pass without a Trace without the veil of
shadows) at 4th level.
 Conjurer Features: Savant (as 5E but also gets
Advantage on Craft Concentration checks); 2nd
– Minor Conjuration (pg. 116); 8th — Benign
Transposition (pg. 116); 10th
– Focused
47
Conjuration (pg. 116); 14th
– Durable Summons
(pg. 116)
 Druid Features: Savant; 1st
– Druidic Ordination
(grants Commune with Nature and Druidcraft as
bonus 0 level spells, at-will Balance Sense as a
bonus action which acts as a Detect Evil that
enables the sensing of the degree and direction
to which individuals, situations, and
environments are away from a True Neutral
Balance, and 2 Forms or Aspects from the
following: Air, Animal, Earth, Fire, Plant, Water,
Weather); 2nd — Many Faces (Alter Self 1 time
per level); 8th
– Natural Insight (Expertise in two
skills chosen from Animal Handling,
Intimidation, Nature, Perception, Survival) and
Druidic Hibernation (suspend animation in deep
sleep, guarded by Alarm spell that awakens, for
pre-set time up to 1 year times longevity rating,
only air required during this time, aging
normally, comfortable from -40F to 120f); 10th
–
Third Eye (pg. 116); 14th
– Greater Portent (pg.
117)
 Enchanter Features: Savant; 2nd – Minor
Alchemy (pg. 119); 8th — Instinctive Charm (pg.
117); 10th
– Shapechanger (pg. 119); 14th
– Alter
Memories(pg. 117)
 Mage Features: Savant; 2nd – Arcane Ward (pg.
115); 8th — Potent Cantrip (pg. 117); 10th
–
Empowered Evocation (pg.117) ; 14th
–
Overchannel (pg.118)
 Necromancer Features: unchanged from 5E.
 Priest Features: Savant; 1st
– Priesthood
Ordination (Divine Covenant grants Commune
as bonus 0 level spell, Scripture, 2 Forms,
Boons, and Favoured weapon proficiencies plus
Channel Divine Energy once for 3d8 points of
divine damage or healing to anything,
increasing to twice for 6d8 at 4th
level, twice for
9d8 at 8th , three times at 12d8 at 12th, three
for 15d8 at 16th
, 4 times for 18d8 at 20th
level;
the bolts of golden energy are not considered
magic and not even the greatest of gods are
resistant or immune, only the mightiest of
artifacts; Con save against priest’s spell DC for
half, up to 1 target per level within 40’ radius);
10th
– Divine Intervention (as Cleric); 14th
–
Spell Resistance (pg.116)
 Wizard Features: Generalist (must qualify for all
six Crafts, has no Neglected Craft); 2nd –
Portent (pg.116); 8th — Transmuter’s Stone
(pg.119); 10th
– Illusory Self (pg.116); 14th
–
Master Transmuter (pg.119)
Artistic Expression
An Art is defined by the inherent sympathetic or
antipathetic nature of its effects. The empathic ethical
alignment of a magician’s psyche determines their
Native Art. Spells whose Art depends on the empathic
alignment of an associated god, the caster, the target,
the intention, or other situational factors, are Variable
Art spells and always treated as a Native Art.
Artistic Expression enables magicians to unleash
the energy of spell slots and empathically deliver it
through touch as healing or force damage. The Black Art
expresses converted spell slots as 1d6 points of force
per slot level expended plus Spell Attack bonus. The
White Art expresses 1d6 points of healing per slot level
plus Spell Attack bonus, and the Grey Art can express
1d6 per slot level of either as desired without any bonus
applied. Artistic Expression can expend as many slot
levels as desired at once up to the total currently
possessed by the character.
Nights of Power
The Night of Light occurs when the white Maiden face
of Isis, the moon, enters the constellation of the
Pentagram, the Night of Shadows when the grey
Matron enters the Hexagram and the Night of Darkness
when the black Crone enters the Inverted Pentagram,
each perfectly framed in the centre during the Witching
Hour from midnight to one. From moonrise to moonset,
all magicians of the Art treat magical damage dice
results of 1 as 2 and gain an inspiration pool similar to a
equal to +1 per level plus Intelligence modifier that may
be applied to any roll involving magic in any amount up
to the total, which resets at midnight with any
remaining points lost at moonset. From Midnight to
one, the Witching Hour causes all spells of the Art’s
magicians to be cast one slot level higher than that used
with all saves against them made at disadvantage.
Ordination
To qualify for Priestcraft spells, the magician must be
within one alignment step of the relevant Power;
Druidic Lore spells require partial Neutrality. Then the
magician must be ordained by a priest of at least 12th
level of the appropriate god or by a druid. The lower
order of Priestcraft is Deacon and Ecomancer for Druidic
Lore. Those ordained in Druidic Lore get Commune with
Nature as a Bonus 0 level spell; those ordained in
Priestcraft get Commune as a Bonus 0 level spell. Both
ordinations require covenants with their sources, the
god of a Religious Order and the Druidic Order. Those
48
ordained to the Druidic Order are taught the secret
language of druids and wear a torc escribed with the
Four Expression of the Calculus that costs the same as a
holy symbol and acts as a focus but they don’t use
mistletoe or have sacred groves. Priesthood Covenants
and Occult Pacts require a sacred text, a class text that
codifies the agreement and is used during its renewal.
Divine Intervention
Divine Intervention follow 5E rules for Cleric except for
the result being the response, “Ask and receive,”
indicating the willingness of the Power to use their
Miraculum ability in relation to their Incarnated
Concepts and Forms. The Power will use as little of the
spell’s potential power as required. If great power is
required, the deity may require the covenanter to
sacrifice something of value or pay part or all of the
normal cost of a Miraculum, even though the deity
doesn’t pay such a cost.
Enclaves
The lands of Lantana, Maldarvia, and Tandros, are
Artistic Enclaves established during the Dream War.
Only magicians of the Orders, respectively White, Black,
or Grey, can enter and dwell within these isolated
valleys ruled totally by the three Artistic Orders. It is
death for anyone else to try.
Familiars
If a magician so chooses they may obtain a familiar
bonded with them spiritually either from their covenant
Power, if one is offered, or by casting Create
Homunculus as a spell or a ritual. Convents provide the
ability to summon a familiar upon the attainment of 5th
level. Because only a few gods offer living familiars, the
constructed homunculus is the standard choice.
All covenant familiars grant the following benefits:
 Magic gains familiar’s physical sensory abilities
 Magician gains an ability score adjustment or an
ability specific to the familiar
 Magician and familiar share all their Ability
Score saves, using whichever bonus is the
highest for each
 Magician can experience at-will what the
familiar senses as per the warlock’s Eldritch
Invocation called Gaze of Two Minds
The familiar enjoys the following benefits:
 +2 hit points per magician level
 Magician can use an Interaction to spend rest
HD to heal familiar through their link
 Intelligence adjusted by magician’s proficiency
bonus.
 Durable feat
 Shares in any magical protections possessed by
or cast upon the magician
If a familiar is slain the magician loses all benefits and
suffers 2d10 points of Constitution damage with a
Constitution save for half at DC14+1/HD of familiar. At 0
the magician starts dying. A long rest restores 1d6
points inflicted in this manner.
Power Familiar Benefit
Apollo Dove +2 Charisma
Athena Owl +2 Wisdom
Horus Hawk Advantage on Perception
checks
Kali-Set Black Adder Resistance to Poison
Pazuzu Rat +2 Constitution
Rawna Raven +2 Intelligence
Satanael Imp Resistance to B/P/S unless
magical
Xoll’X Spider +2 Strength
Sorcery
Sorcerers are proto-magicians, practitioners of a single
Tradition with no Art expression but still requiring a
casting check for spells of other Arts, as well as treating
all other Crafts as Neglected with triple normal cost for
adding them to scroll collections. There were no
Wizards and sorcerers didn’t get Trackless Step.
Mystic
Mystics are 5E Sorcerers who substitute Pathfinder
Bloodlines and their abilities for Origins, Wisdom for
their casting score and Wisdom proficiency for their
Constitution save. Only dragonneth mystics use the
draconic origin from 5E, both Origin and Bloodline
banned to all other races.
 Spells: As with magicians, mystic gains one 10th
level spell slot at 19th
level, retaining it at 20th
.
Miraculum is the sole 10th
level spell.
 Altered State of Consciousness: While a mystic
is concentrating on an active spell their mind is
in an altered state more attuned to their Key
that gives them Advantage on Wisdom and
Charisma saves but Disadvantage on their
Perception and Investigation checks until they
break concentration.
 Inner Resonance: Mystics channel the energy of
the planes and do not require standard crystal
49
Material components, just those named within
the spell.
 Key Sensitivity: At 4th level a mystic can sense
others attuned the Keys, both mystics and
those from those planes. This functions life a
constant Detect Magic that detects the
presence of anyone attuned to a Key within
10’/mystic level. As with Detect Magic, further
concentration reveals greater information, first
identifying the Key and then entity type and
strength according to mystic level or entity HD.
 Planar Medium: At 5th
level mystics are able to
use Contact Other Plane to reach their Keyed
Plane, restored by a long rest.
 Mystical Trip: At 13th
level a mystic is able to
Plane Shift as the spell to their Keyed Plane or
back to their native plane once before requiring
a long rest for restoration.
 Nirvana: When a mystic reaches 17th
level, they
achieve such oneness with their Key that the
DCs for their spell saves are all made at
Disadvantage. The mystic is considered a native
of the Keyed Plane for purposes of Banishment
(etc.) from it and both Mystical Trip and Planar
Medium become restored by a short rest.
The Southeastern Arm land of Shangri-La, also
known as the Valley of Mysteries is known as a Mystical
version of the Magician Sanctuaries, but is shrouded in
secrets and rumored to have a fearsome immortal ruler.
Paladin
Enforcer
Lawful Evil paladins, Enforcers take the Oath of
Vengeance or the Oath of Conquest as written in their
class text, Mordred’s “Will to Power”. Abjure Enemy
gives angels and Good entities from other planes
Disadvantage on the save, their Avenging Angel has
black wings and horns, and their Lay on Hands inflicts
wounds rather than healing, their Divine Smite does
Necrotic damage with increased damage to angels and
Good planar entities. Their spells Inflict, Bestow and
Cause rather than Cure and Remove and are oriented
against Good rather than Evil. Mordred sneered at
Sirsyr’s “bleeding-heart philosophy” and wrote his text
in response as an argument against even considering
mercy for Chaos and thus abandoning the concept
altogether, along with other considerations he thought
tied the hands of enforcers of the law in their fight
against the true evil of disorder, chaos being the only
evil and mercy a slippery slope of weakness into its
maw. Seeking the equivalent power to the foe, he
weaponized his connections with Good, Light, and Life,
by reversing his orientation toward Darkness, Death,
and Evil.
Equestrian (Lancer)
The original paladins, elven equestrians, known as
Lancers, take the Oath of the Ancients as written in
their class text, Charlimayn’s “The Radiant Hart”. Using
Mielikki’s “The Wild Hunt”, the mist elf ranger explored
his connection between the Hart Key and the Form of
War and discovered that he could also attune himself to
the Form of Light as well as the Formal Aspects of
Reinforcing Order and Forgiving Good. All lancers get
Mounted Combatant as a bonus feat at 3rd
level. Instead
of being able to use their Channel Divinity to Turn the
Faithless they can summon a Faerie Mount which
comes in the form of a pegasus for Mist Lancers or a
unicorn for Forest Lancers. The Faerie Mount and the
lancer have a telepathic link with a range of 1mile per
Level of the Lancer. The mount will only allow the lancer
to ride it and remains shy around others without the
lancers, typically staying hidden. If the mount is slain
another may not be summoned until the lancer gains a
level. They use the Paladin spell list. Only mist elves
and forest elves may be lancers and only of the
appropriate type. Sea elves come from feral and mist elf
blood enabling them to be either type as is the case
with halflings with forest, mist, or sea elf blood.
Exemplar
Exemplars take the Oath of Devotion as written in their
class text, Sirsyr’s “True Light”. Sirsyr was trained in his
divine paladin abilities by a crystal bastardsword,
Qaldon the Holy Avenger. While camped on the shore
of Lake Avalon with the Mist Lancer Lancylot and half-
elf ranger Gwenhwyfar, Sirsyr mined the paladin
traditions to adapt the Oath of the Ancients for all
races, creating the Oath of Devotion and the Oath of
Redemption. He swore Devotion to Athena by the
power of Qaldon, standing on the shore of the Lake.
This brought Vivienne, a priest of Ptah and Hart mystic
known as the Lady of the Lake, from her home on the
Isle of Avalon, with the product of one of her visions,
Excalibur the Sword of Truth. Giving it to him, she
declared him First Paladin. Sirsyr then codified the Oath
and his spellcasting techniques in the manner of a
Covenant sacred text, making it the exemplar class text.
Ranger
Rangers are unchanged except for being mystical
paragons who require the class text “The Wild Hunt”
written by Mielikki the forest elf fight scout who
became the 1st
ranger. A paragon of War, she used
50
mysticism to attune to the Wonder and in so doing was
able to use both Form and Key to craft a selection of
spells which she codified in the Wild Hunt.
Warlock
There is no Warlock class. Occult pacts are priesthood
covenants with the Parasitic Powers called the Elites
(Hellspawn Nobility and Pit Fiends). Illuminati and
witches have access to Book of Shadows from the
warlock Tome Pact as well as the Eldritch Invocation
option Book of Ancient Secrets.
On Aldyryc, warlock is the professional
designation of a battle-trained dreamweavers, normally
a conjurer of the Black Order although anyone with a
good selection of damaging spells and the required
feats who is employed by a martial force may
legitimately claim the title. An apprentice warlock must
possess at least one of the following feats while an
adept requires at least two, at least three for a master,
and at least four to be an archmaster warlock.
 Mage Slayer
 Martial Adept
 Spell Sniper
 Tough
 War Caster
 Weapon Master
All members of the Cerulean Order are lawful warlocks.
Witch
Not actually a separate class, a witch is a possessor of
Witchcraft, a bonus feat that gives a spell-caster the
abilities of the Warlock of Pact of the Tome and the
Book of Ancient Secrets Eldritch Invocation, along with
all the Origin benefits of a Wild Magic sorcerer, and the
ability to add as many sorcerous metamagic selections
as desired at once to the spells they can already cast.
There is a risk of a Wild Surge equal the spell’s level
multiplied by the number of metamagic added, rolled
on a d20, with no maximum but an automatic Surge at
20 or higher. Each surge carries a risk of 1 step of
Madness avoided by a Constitution save at a DC of 11
plus the spell’s level, with a critical failure inducing 2
steps.
Witchcraft is gained by performing the Grimoire
Creation ritual for the Witch’s Grimoire, Necronomicon,
and performing its ritual. Reading the ritual takes two
hours with a DC25 Constitution save at the end to avoid
2 steps of Madness as above, with a critical failure
inflicting 3 steps. Once read it can be performed over
eight hours using 1000gp of rare and exotic materials.
This involves creating a familiar animal of any type by
building its ability scores with points deducted from the
witch’s scores and its hit point maximum from the
witch’s. This takes the form of damage that heals at 1
point per day for abilities and at the normal rate for hit
points until one point below normal. This point remains
to link the familiar and witch, allow the familiar to
channel wild ley energy to the witch with minimal
danger. The destruction of the familiar returns all but 1
permanently lost Constitution point to the witch and
requires a DC25 Charisma save to prevent 1 step of
Madness. A familiar may be reformed by changing its
scores, each change requiring the donation of a point,
whether up or down. If dismissed completely by the
witch all six points are returned. A new one may then
be created. Familiar’s a normal animals of the type
created though they share any magical or class ability
protections possessed by their master. They are
telepathically linked within a 5 mile radius and the
master can experience what the familiar’s senses. The
master can also heal the familiar by donating hit points
through their link or draw hit points from it, but if it falls
to 0 it is destroyed. Familiar and master can always tell
where each other are, unless telepathy is blocked in
some manner.
Each time a spell is cast with witchcraft roll d20
a wild surge occurring on a 1 per spell slot level plus 2
per metamagic effect applied. So a 2nd
level spell with 2
metamagic surges on a result of 1 to 6 on d20.
Wild Magic Surge
d100 Effect
01 Permanent Warp Zone created equal to
antimagic field wherein all spells cast require a
roll on the surge table
02 Permanent Null Zone created equal to antimagic
field
03 Caster is permanently dream locked as per spell
04 Caster is dream locked as per spell for 1 month
05 Caster is dream locked until completion of a long
rest
51
d100 Effect
06 Caster is dream locked until completion of a
short rest
07 Spell targets caster if possible or fails
08 Spell has opposite the intended effect (healing
harms, damage heals, advantage becomes
disadvantage, a +1 becomes a -1, etc.) if possible,
fails if not
09 Other random spell effect replaces cast spell
10 Spell has minimum possible effect and advantage
on saving throw
11 Result 01-02 PHB pg.104
12 Result 03-04 PHB pg.104
13 Result 05-06 PHB pg.104
14 Result 07-08 PHB pg.104
15 Result 09-10 PHB pg.104
16 Result 11-12 PHB pg.104
17 Result 13-14 PHB pg.104
18 Result 15-16 PHB pg.104
19 Result 17-18 PHB pg.104
20 Result 19-20 PHB pg.104
21-96 As PHB pg.104
97 Result 97-98 PHB pg.104
98 Spell has maximum effect, disadvantage on
saving throw
99 Spell made permanent
00 Spell mixes with second random spell and both
effects made permanent
The destruction caused by witches during the Dream
War resulted in witchcraft and the Necronomicon being
banned under penalty of death. The Arcanum’s
Cerulean Guard act swiftly upon hearing rumors of a
witch and do not relent.
Warriors
Barbarian
There is no Barbarian class on Aldyryc. Berserker is a
martial archetype for the 5th edition Fighter created
with Barbarian abilities. The closest thing to a 5E
Barbarian is a Berserker with the Tough feat and the
Wilderness Warrior Outlander background option. A
barbarian like Conan would also possess a few levels of
Rogue.
Fighter (Myrmidon)
There are four martial archetypes for fighters:
Berserker, Battle Master, Champion, and Dreamwarrior
(Eldritch Knight)
Berserker (Warrior of the Eye)
The Berserker Martial Archetype has the following
abilities:
 4th level = Odin’s Eye Training: Rage (as Barbarian
but requiring Wisdom save DC 21 – (number rounds
spent ranging [DC12 to DC20] to end willingly and
must continue attacking until it does) plus
Unarmored Defense.
 7
th
level = Wild Abandon*: Feral Instinct plus Fast
Movement and Reckless Attack
 10
th
level = Ferocity*: Relentless Rage plus Brutal
Critical (1 dice, 2 dice at 14
th
, 3 dice at 18
th
)
 15
th
level = Persistent Rage (with complete control)
 18
th
level = Indomitable Might
* Available only while raging.
Also known as Rage Warriors in some
languages, the first expert warriors were Berserkers,
trained to undergo an intense ritual to control their
adrenaline flow in order to summon and end powerful
rages. Titans first discovered the Odin’s Eye mushroom,
named for its circular red cap with central black dot,
around the time giants discovered fermentation and
brewing. Accidentally brewed into beer, the mushroom
unleashed a flood of adrenaline creating a raging
juggernaut. Odin’s Eye creates the effects of a Rage
spell, but fully equal to the Barbarian ability, combined
with the effects of Confusion spell for 1d6 hours,
followed by fatigue for twice as long unless a new dose
is taken. Taking more than one dose at time or
overlapping doses causes an immediate eight hours of
unconsciousness and 24 hours of fatigue.
First called Warriors of the Eye, young titans
would go into isolation, alone or with a master, to
“Stare-Down the Eye”, taking only Eye Mead as
sustenance beyond forage and fresh game. The titan
had to maintain the Rage except when unconscious
from exhaustion for as many days or weeks as it took to
master the Confusion with three successful Will saves
before three failures with one check per dose. Three
failures reset the count. Once this occurred, the titan
needed to make one more Will save once per hour,
success ending the Rage. Brains condition and glands
trained, they were now safe to return to their people as
apprentices working to become masters able to end the
rage without a Wisdom save DC 11+number of rounds
left in rage, [DC12 to DC20] to end willingly.
Considered sacred and connected directly to
Odin, at first only titans were worthy of the Eye but as
their struggle to establish a civilization became
desperate, use spread throughout the giant sub-races,
dooming them to failure. Instead of displacing the
dragonnethi, giant infighting became rampant and the
52
sub-races disintegrated into family groups and small
tribes, never rising further as a civilization.
So the Orcs were created with a military society
and strict discipline. Only bugbears could Stare-Down
the Eye. These were the first to be called Berserkers.
Their civilization rose and spread to become the second
more successful in the history of Aldyryc.
When humans came to the Dark North of
Aldyryc, they learned of the Eye from giants and orcs
and became the third race to Stare-Down the Eye. The
phrase “seeing red” comes from the red eyes of human
berserkers.
Only giants, orcs, humans, and related halflings, achieve
a positive effect from Odin’s Eye. Pündi are knocked
unconscious for eight hours and left fatigued the
following 24 hours by the adrenaline overload. Faerie
and Fey suffer dizziness and cramping making them
nauseated for one full metabolic cycle. Dragonnethi are
unaffected by the Eye as well as alcohol, Visionleaf,
Brewed Twilight, and Blitzkrieg.
Monk (Defender of the Faith)
Monks must be Lawful. Generally considered clergy but
unchanged from 5E rules, the first monks were Xondra
priests who retreated to monasteries to concentrate
and develop their studies, training, and practice, for the
purpose of physically defending the priesthood and
temples without reliance on paid fighters. Now, most
religions that allow Lawful priests also have monks. In
Harkindia’s Southeastern Arm lands of Konimbra,
Kaankura, Lamzara, and the Empire of Zur, there are
non-religious monasteries dedicated to the study,
practice, and perfecting of the martial arts. Because
monks of many religions, and none, gather in these
places the monastic traditions were developed and then
spread from these lands. Non-religious monasteries
remain rare beyond.
Rogue (Streetfighter)
A rogue can be of any alignment, depending on the path
they take. Lawful ones make good bounty-hunters,
detectives, security experts, thief-catchers, assassins, or
spies, for example, but poor thieves. Rogues are
unchanged from 5E rules, except for the existence of
Xen Assassins, monks of Xondra who multiclass as
assassins. Families of these Xen assassins formed in the
Empire of Zur and called themselves ninja clans, known
for extreme discipline, skill, and scrupulously honouring
their contracts. Highly secretive about their existence
and identities they do adopt outsiders, but no one gets
out alive. It is considered dishonourable heresy and
family betrayal.
Customization Options
Feats
Echolocation
A temporary lack of sight or trained has sharpened your
hearing to bat-like levels granting you the following:
 Advantage on hearing-related Perception
checks
 Sensing of objects and creatures within a 60’
range as if possessing Blind-sight, as long as
sounds are being made by the character or
within the area, even soft clicks of the tongue.
Excessively loud noise blinds like brilliant light.
Meditation
Training and long practice has enabled you to calm and
clear your mind granting you the following:
 Concentration checks have advantage.
 Reduces the minimum time of a short rest to 30
minutes and a long rest to 4 hours if entire time
spent in mediation.
Paragon
You exemplify and personify a Form or Aspect so
thoroughly that you can access it as if a priest of a level
equal to your HD using Willpower to choose any one
mental stat as the casting ability for this purpose. This
feat may go dormant or even be taken away if you fail
to sufficiently fulfill your role as a paragon according to
DM’s discretion.
Psychic
Available to Humans or Halflings only, something has
awakened hidden magical talent within human blood
granting you 1d4 rolls on the Psychic Ability table.
Witchcraft
Forbidden under penalty of death, witchcraft is only
gained by reading the Necronomicon, granting the
ability to create a witch’s familiar and wield dangerous,
unpredictable, ley magic.
Equipment
Weapons
Improvised weapons are treated as a comparable type
of weapon but wielded with Disadvantage and a
Thrown range of no more than 20/60.
53
Bastardsword
Martial Melee Weapon; 25gp; 1d10 slashing; 6
lb; Heavy, Versatile (1d12)
Blood Elf Hook Net
Martial Weapon; 5gp from Blood Elves only, 1
piercing from hooks when entangled and 1d4
slashing for each escape attempt and jerk on
the rope by captor; 3 lb; Special, Thrown (range
5/15), has 20’ lead rope that can be pulled as an
interaction to inflict damage or pull/drag the
captive along as a grapple check replaced by the
net attack either with or without damage
inflicted as well.
Blood Elf Talons
Martial Weapon; 100gp from Blood Elves only;
2d4 puncture or 1d4 slashing; 2 lb; Light,
Finesse; Holds two darts that do 1 point
piercing each requiring an action to load two,
Cost 1gp for 20, have a range of 15/60, and the
darts may be fire together as one shot at one
target, or one at a time as separate attacks.
Blades and guard are designed to grant
Advantage to disarm attacks on opponents and
disadvantage to disarm attempts on the
wielder.
Boar Spear
Martial Weapon; 4gp; 3d4 piercing; 3 lb; Reach,
Heavy, 2-hand, Thrown (10/30); long broad
blade with quillons
Broad Sword
Martial Melee Weapon; 20gp; 2d4 piercing; 3 lb
Curved Greatsword
Martial Melee Weapon; 100gp; 1d10 slashing; 7
lb; Heavy, Versatile (2d6)
Cutlass
Martial Melee Weapon; 10gp; 1d8 slashing; 2 lb
Elven Bow
+50% cost from Elves only; +50% to short and
maximum ranges; Advantage within half the
short range distance, available in all standard
types.
Elven Thinblade
Martial Melee Weapon; 100gp; 1d8 piercing; 1
lb; Finesse
Executioner’s Sword
Martial Melee Weapon; 100gp; 1d10 slashing; 6
lb; Heavy, Versatile (1d12), -2 Persuasion,+2
Intimidation; Advantage on execution checks
Falchion
Martial Melee Weapon; 10gp; 2d4 slashing; 3 lb
Garrotte
Martial Melee Weapon; 20gp cost inly from
Black Market, Rogue’s Guild, or priesthood of
Kali-Set; – lb; 1 point slashing; 2-Hands, Finesse,
Rogue weapon only usable as an attack from
behind with surprise or as a sneak attack that
inflicts damage as well as Grappled and
Restrained, then begins Suffocation with next
attack if grapple maintained. The weapon’s
attack replaces all its wielder’s grapple checks.
If the victim does have a chance to take a
breath before the Suffocation begins the victim
and has its Constituion modifier in rounds left
to escape with disadvantage, while the wielder
has advantage, before it drops to 0 hit points
and is dying. Standard dame is inflicted with
each round of grappling and suffocation.
Gorn Gatling Bow:
Martial Ranged Weapon; 300gp; 1d12 piercing;
50lbs; Ammunition (120/480), 1 shot per round
heavy and two-handed if unmounted, 4 shots
per round at one target or split up with
disadvantage plus any additional attacks, 30
bolt belt, 1 action and 1 movement to change
belts.
Tripod: 8gp; 10lbs; 1 movement to setup and 1
action to mount bow or reverse.
Ammunition Belt: 30 bolts; 2gp; 3lbs
Hunting Knife
Simple Melee Weapon; 2gp; 1d4 slashing; 2 lb;
Finesse, Light, Improvised Thrown piercing,
range 10/30)
Katana
Martial Melee Weapon; 15gp; 1d8 slashing; 2.5
lb; Versatile (1d10), Finesse
Parrying Dagger
Martial Melee Weapon; 5gp; 1d4 piercing; 1 lb;
Finesse, Light, +1 AC if not used to attack
Scythe
Simple Weapon; 26gp; 3d4 slashing or piercing;
9lb; 2 Hands ; Target struck must make a
54
Dexterity save at a DC equal to the total attack
roll or be knocked Prone.
Shagra
Martial Weapon; 15gp from Pündi only; 1d4
bludgeoning or 1 piercing; 2 lb; Light, Finesse;
Holds up to ten needles and 1 dose of poison
concealed inside handle, and internal metal
tube extends into blowgun with range 20/80
and Loading.
Star Knife
Martial Melee Weapon; 5gp, 1d4 slashing, 3 lb;
Finesse, Thrown (1d4 piercing, range 30/100)
Throwing Knife
Simple Ranged Weapon; 2gp; 1d4 piercing; 2 lb;
Range 30/100, Finesse, Light, Improvised Melee
slashing
Thuggee Dagger
Martial Melee Weapon; 200gp from Kali-Set
priesthood, Black Market or Rogue’s Guild; 1d4
slashing or 1d4 piercing + 1d4 slashing; 2 lbs
empty (3lbs full); Finesse, Rogue weapon,
Serpentine kris blade is worked into a snake’s
tail that becomes a naked hilt with a snake’s
head pommel, detailed scales are sharp edged
along blade and form saw teeth that rip on the
way out of a stab wound making the target
make a Constituion save at DC10+weapon
damage rolls or take 1 point bleeding damage
each round. The pommel unscrews to reveal an
inner vial big enough for three doses on
injected poison, each released by one press of a
scale stud at will upon a hit through holes
hidden among the scales of the blade. also
known as an Assassin’s Fang.
Troll Double Spear
Martial Weapon; 3gp in Dark North only; 1d6
piercing; 3 lb; Thrown (range 30/120), versatile
(1d8), double weapon (can be used as having a
weapon in each hand for an extra attack),
Heavy; From Rhokargan only
Xen Sword
Martial Melee Weapon; 30gp in Arcanica or
Xondra temples only; 2d4 slashing; 3lb; Finesse,
Monk weapon looking like a sword crossed with
a sickle
Adventuring Equipment
Anointing Oil (vial)
75gp; Virgin olive oil Blessed and then infused
with a use of channelled divine energy
anointing oil is equal to Holy water in effects
but inflicts 2d6 plus the total of the priest’s
Proficiency and Wisdom bonuses. Instead of
inflicting damage, it can be used to anoint a
target in preparation for a spell of blessing,
cursing, curing, or inflicting to be cast next by a
priest of the same god. This increases hit points
affected, save DC, and duration units by the
total of the priest’s Proficiency and Wisdom
bonuses. Anointing willing target is an
Interaction, otherwise it’s an attack. Priests
treat these vials as Simple Weapons.
Bloody Agony
Injected; 90gp from Blood Elves only per dose
for ten needles or 1 blade; DC14; 2d4 points of
poison damage and the same number of hours
of intense excruciating muscle cramping that
immobilizes and leaves the victim exhausted
upon the duration’s end.
Class Text
40gp; 4lb; Class texts are scroll collections or
books required to prepare spells and recover
granted abilities after a long rest by mystical
and divine paragons and those with priesthood
covenants.
Holy Water (flask)
25gp; 1 lb; as 5E Holy Water except that it is
aligned to the God that Blessed it, inflicting 2d6
divine energy damage on outsiders, priests,
paladins, and undead, more than one step away
from the God in alignment. Priests treat these
flasks as Simple Weapons.
Nova Stick
400gp; 1 lb; basically a stick of dynamite with a
1 minute fuse that can be lit by an existing
flame as an Interaction or by created flame as
an action, with applying the flame lower
enabling the fuse time to be reduced by 1 round
increments to as low as the next available
action. When it explodes the thump can be
heard 120’away and felt 90’ away, the flash
equals bright light within 60’, those within 30’
must make a Dexterity save DC15 or be Blinded
and knocked Prone, and those within 15’ must
55
save or take multiple types of energy damage
and become Stunned. Roll 1d6 and apply this
full amount as separate points of Fire, Thunder,
and Force damage on a failed save, reducing
damage to half on a successful save and the
condition to Deafened, with a natural 1 having
the normal critical failure effect as well as
adding Blinded to the list of conditions. The
base duration of all conditions is also equal to
this roll. Due to the god’s suppression of
certain technologies, adding sticks together
doesn’t have as much effect as it should. Two
sticks set off together adds their effects as
expected but for every two added to this +1 is
to added to each type of damage as well as the
save DC. Once reaching +10, any additional
sticks fail to detonate. If someone carrying
nova sticks critically fails a save against fire
damage all the fuses are ignited, each with a
countdown of 1d10-1 rounds. It takes and
action to put out a fuse by hand, an interaction
by immersion in water. If it gets wet or is more
than 3 years old, it has a 1 in 20 chance of
exploding every time it experiences jostling
(such as its carrier being hit by an attack) of
exploding. It is an Alchemical check at DC20 to
make a nova stick with a critical failure resulting
in it exploding in hand for Disadvantage on the
save and a roll of 2d6 to apply to damage and
duration.
Pündi Poison
Injected; 70gp from Pündi only per dose for ten
needles or 1 blade; DC14; 2d4 hours of deep
sleep that cannot be interrupted without magic.
Transportation
Air Ship
Cost x5 from Humans only, a ship equipped
with a balloon deigned by a goblin and a flat
bottom with cargo hatch and ramp that leak in
water. Balloon and the ship are each bonded
with an air elemental of Large or grater size as
appropriate, controlled independently or in
unison with mounted control stones. Together,
the elementals can move the ship at a speed
equal to an elemental’s full flying speed plus the
sailing speed of the ship when the wind
cooperates and add their Dexterity modifier to
the ship’s AC. Air ships are largely national
military vehicles and thus Cost X10 for non-
military or other nations and need to be
discovered or stolen by other races for building
at Cost x20 until they become ubiquitous then
all fall to Cost x5, but are always +2000gp for
control stones instead of attuning.
Goblin Balloon: also known as a Cidboat, the
original air ship created by the goblin Cidark,
known as Cid, who flew it to the humans during
the Century War after being rejected by his own
people. Known for his love of expensive, flashy,
gaudy, clothing, broad-rimmed felt hat with
peacock feather, his arrival instituted the era of
large scale aerial combat and travel. Costing
6000gp, the basic Cidboat is supported by a
balloon, holds two Medium-sized passengers,
and is powered by two Small elementals. The
four person version costs 8000gp and powered
by Medium elementals, with control stones
costing +2000gp.
Flying Carpet
2 person Cost 2000gp, 4 person 4000gp,
+1000gp for control stone; Animated by Air
Elemental
Mithral armoured: Cost 20,000gp or 40,000gp,
AC14 + DEX (max 3), Resistance to Fire.
Sea Elf Ship
Not for sale, constructed normally if sleeker
than normal, but main mast is a Feywood
branch taken root in the wood of the ship.
Becoming alive, the wood grows together, nails
pop out, and holes heal. Linked to the Sea Elf
Hold of its origin as well as those adults
connected to it, touching the main mast near
deck level enables telepathic communication
with all, at any distance within the Mortal
Sphere. Then the ship is bonded with a Large to
Gargantuan Water Elemental, as appropriate,
big enough to move it at half the Elemental’s
Swim Speed of 90’in the doldrums and to add
the entire amount to the ship’s speed when the
wind is blowing. Half of the Elemental’s hit
point maximum is added to the ship and the
ship’s AC increases by +4 (+2 DEX, +2 from
natural armor). The Elemental can use the ship
to attack with its full attack bonus, Strength
included. Sea elves recover or destroy any
stolen ship at all costs. The water content in the
wood gives it Resistance to Fire and the ship can
rest in order to heal, using the elemental’s HD
for short rests. Onboard communication is
telepathic between crew members and with the
ship as long as in contact with the wood.
56
Node Station
Morgana Le Fey created the Grand Node
Station as part of her plan to use it, the new
shield system, and the new Kaldarian armoured
carpet force, to conquer Ahkracia in one night.
It worked so well that when she offered to build
them for other national capitals for a steep
profit, they fought over the chance. A node
station has a huge central circular domed
building surrounded by numerous smaller ones,
all with rooftop power circles. Inside, each of
the smaller domes contains a power circle
enchanted with a Gate spell target at one or
more circles in other node stations, plus several
that are used as secure arrival areas for
incoming travelers diverted by the shield
system. The central building holds defensive
structures, administrative facilities and more
Gate (wormhole) circles that are not targeted to
any other nodes, used for other Material
destinations and planes. Activated for the cost
of a cantrip, using a targeted Gate circle costs
1000gp per person plus an additional 5% tax on
the value of all goods and items carried though
the wormhole. This pays for travel only in one
direction. Using a non-targeted circle costs
twice the targeted amount and carries half the
standard Gate spell risk of missing the
destination by half the standard distance.
Targeting a Telestial Realm is five times the
base cost with the normal Gate off-target rules.
Targeting the Faerie Realms is ten time the cost.
The Celestial Realms may not be targeted.
Services
Airship Passage
Cost: 1gp per mile
Carpet Ride
Cost Between Towns: 3sp per mile
Cost Within City: 1sp
Node Travel
Cost Per Person: 100gp plus local toll
Cost for Cargo: 1000gp plus 10% value plus local
taxes
Siege Defense
Shield System
Created by Morgana Le Fey with help from a
Kordeshi sunshield expert it consists of a power
circle and obelisk built atop every wall tower as
well as two in the center, all linked to the much
larger one on top of the central dome of the
Node Station. Drawing power from multiple
sources through every Craft, the circles
generate a spherical energy and probability
field that warps to fit the shape of the city
above and below. The field functions as an
Antimagic Field, preventing magic from even
being targeted through it and absorbing or
dispersing all forms of energy damage, including
divine energy, while recycling some for its own
use. The field is entropic, draining qi and
momentum from anything that tries to fly or fall
through it. Creatures must make a DC30
Constitution save or be Stunned and a second
one to prevent becoming Exhausted. A natural
1 one either roll renders the creature
Unconscious and dying, thus requiring Death
saves to stay alive. Stunned creatures keep the
condition until they make a successful save. Any
attempt to bypass the shield by planar travel,
teleportation, dream walking is directed to a
secure arrival circle in the Node Station.
Attempts to Astral project or come through in
incorporeal form are blocked as if by a wall of
force. Outbound travel is not affected, nor is
that within the city walls. The shield reinforces
the walls and towers to give them Resistance to
Bludgeoning damage. Hurled missiles such as
catapult ammo get Disadvantage on their
targets and inflict half damage. Only the
physical disabling a power circle can bring down
a shield. This has the effect of Dispel Magic cast
with no bonus against a 11th
level spell. The
Wish of a Power can do this from outside the
shield, with a bonus to the roll of +1 for a Minor
Power, +2 for a Lesser Power, +3 for a Greater,
and +4 for an Apex power.
57
Combat
Amputation and Gangrene
When destroyed by acid, fire, force, lightning, radiant, or slashing, damage is an extremity severed from the body. Other
forms of damage leave the dead extremity attached. Each hour after its demise, the owner must make a Constitution
save at DC 15+2 per point of bleed value assigned to the extremity to avoid the onset of gangrene and the Poisoned
condition. saves once gangrene sets in are to avoid 1d4 points of Constituion damage, required every hour until
amputation or until 0 Constitution triggers Death saves to try and get back to 1 and stabilize until the next gangrene
save.
Amputation requires 3 points of slashing damage per point of bleed value assigned the extremity and inflicts the
bleed value as Constitution damage due to shock and blood loss. If, before cutting, the cutter makes a successful
Medicine check against the same DC as gangrene onset, the Constitution damage is reduced by 2 points. Amputations
do not cause bleeding damage or infection. Amputation Constituion damage is restored by a long rest and gangrene
damage at 1d4/long rest.
Bleeding and Infection
A bleeding wound continues to bleed until it clots as a result of a successful Constitution save at DC15 + Bleed value
multiplied by 2, rolled every minute after receiving the wound. It can be cauterized by applying twice the bleed value to
the wound in fire damage, by twice the amount in curative hit points, or by 1 use of a healer’s kit for a Medicine check at
the same DC as the clotting DC.
Receiving a bleeding wound carries a risk of infection equal to a Constitution save DC calculated the same as the
clotting save. If the infection save is unsuccessful the individual gains the Poisoned condition and takes until a Remove
Disease is cast upon them or they make the daily save. Every 24 hours after being infected, the creature must make an
infection save to remove the condition or take 2d4 points of Constitution damage that rest and medicine can’t restore
until the disease is gone. Once the condition is removed, each unconscious long rest restores 1d4 points of Constitution.
Each successful Medicine check against the infection save DC allows an unconscious short rest to have the effect of a
long one.
Critical Rolls
Rolling a natural 20 on an attack or damage save is a critical success. Rolling a natural 1 on an attack roll or save is a
critical failure.
 Attack Critical Success: doubles the damage dice and grants a chance of extremity damage equal to a DC25 minus 1 per
dice size (4, 6, 8, etc.) with a bonus to the check equal to +1 per dice involved (3 d4 ++3), so 6d6 would have a DC19 with a
+6 bonus to the check.
 Save Critical Success: has the normal effect of halving any damage as well as treating all damage diced rolled as 1s.
 Attack Critical Failure: the attacker provokes attacks of opportunity from opponents in range with melee weapons and
those with prepared ranged attacks who are within half their short-range value or 30’, whichever is shorter.
 Save Critical Failure: the target takes double damage, doubles the duration, and has Disadvantage on any additional saves
to resist or break the effect as well as on any attempts to remove or dispel it.
Execution Attacks
Declared before rolling, executing an unhampered target requires a standard attack hit that inflicts no damage but
grants an execution check at DC15 + 1 per 2HD of target rounded down, with the roll adjusted by the attack’s proficiency
modifier. If the weapon is vorpal or a blade of sharpness the check is made with advantage. If the target is larger than
the attacker the check has disadvantage, if the attacker is larger their check has advantage. An attacker cannot execute a
target more than two sizes larger. Failing the execution check inflicts damage as normal but the attacker loses any
further actions for the round and the target gets an attack of opportunity with advantage. Success results in damage
plus the triggering of death saves, handled normally but with the target conscious and having advantage until failing the
third save. If the target is Restrained the death saves are made normally in addition to the effects of the condition. If the
target is Paralyzed or Unconscious, the death saves are made with disadvantage. If the original attack roll is a natural 20
58
all death saves occur immediately within the same round. Non-living creatures are immune to execution attacks, as are
those without specific organs such as elementals, oozes, plants, and trolls.
Extremity Damage
A critical failure on a save against a nova stick explosion at ground zero or a critical hit by a vorpal weapon or blade of
sharpness automatically triggers the extremity destruction process. A critical success on an attack roll has a chance of
extremity damage equal to a DC25 minus 1 per dice size (4, 6, 8, etc.) with a bonus to the check equal to +1 per dice
involved (3d4 =+3), so 6d6 would have a DC19 with a +6 bonus to the check. This check is made with disadvantage if the
target is of larger size than the attack. Once triggered, roll 1d20 and consult the table with even numbers indicating the
right side and odd the left, the indicated extremity being immediately rendered useless/unconscious, and required to
start making Death saves the following round. After three successes, the extremity stops dying and is destroyed/severed
unless the damage is Bludgeoning, Cold, Piercing, Poison, or Thunder, in which case it becomes Broken, remaining
useless until the condition is removed by magic or by 3d20 long rests. Vorpal weapons get advantage and blades of
sharpness disadvantage on the extremity roll. Not even a vorpal weapon is capable of destroying an extremity larger
than two size categories beyond its own, inflicting only the bleeding damage in such a case. If the rolled extremity is
beyond reach, move the strike to the next closest by number or roll again.
Roll Extremity Death save failure Effects Prosthetic
1, 2, 17, 18 Leg 3 = destruction, Bleed 4
points per round
Speed a 5’ crawl, disadvantage and no ability
bonus to related skills and Dexterity saves.
Acrobatics DC25 to stand and crawl. Melee
attacks at Disadvantage
Peg-leg restores ¼
Speed and returns
half of ability bonus.
Acrobatics DC20
5, 6, 15, 16 Foot 3 = destruction, Bleed 2
points per round
Speed cut in half, disadvantage to related skills
and Dexterity saves. Acrobatics DC15 to stand and
dash
Wooden foot raises
Speed to ¾ removes
disadvantage and
makes. Acrobatics
DC10
7-12 Hand 1= 1 finger lost
2= 2 fingers lost, Bleed 1
point per round
3 = destruction, Bleed 2
points per round
1 finger = B/P/S damage -1
2 fingers = B/P/S attack and damage -1
Hand = Unable to grasp, swimming and climbing
Speeds cut in half, disadvantage to related skills,
only half of ability bonus applicable.
Hook-hand enables
full ability bonus and
allows a limited two-
hand grasp.
3, 4, 13, 14 Arm 3 = destruction, Bleed 3
points per round
Unable to grasp, swimming and climbing Speeds
cut to 5’, disadvantage to related skills, and no
ability bonus.
Wooden arm
restores ¼ of climb
and swim and half of
ability bonus plus
limited two hand
grasp
19 or 20 Head 1 = ear lost, Bleed 1
points per round
2 = eye loss, Bleed 1
points per round
3 = destruction
Ear = disadvantage on auditory perception
Eye = sight and attack ranges halved with
disadvantage on visual perception
Head = death
Initiative
All initiative rolls are made on d20 with ties resulting in actions and results resolved simultaneously and practical turn
orders determined by the natural roll. Natural 1 and 20 have no special effects. This assumes that the combatant with
the higher bonus is slacking off relative to the one with the higher natural roll.
59
Adventuring
Anthropoid Reproduction
Unlike dragonnethi reproduction, which is 100% certain
to produce 1d6 offspring during their once an age
category mating, the frequent mating of anthropoid
races generally doesn’t produce offspring, with the
chance dropping as the racial longevity rating rises, with
the lower the rating, the higher the chance of multiple
offspring. While dragonnethi lay eggs without personal
risk, anthropoid birth carries a high risk of death for
both mother and offspring, rising if more than two
offspring are involved. Gestation length depends on the
mother’s race. At the end of the duration labour
begins, lasting 3d20 hours, after which the mother must
make Birthing checks consisting of 3 normal Death
Saves plus 1 per child with the required number of
successes and failures for the mother raised accordingly
(to 4+). The first failure is harmless. After this each
failure kills 1 offspring with the final one killing the
mother. Each additional Death Save is made after 1d4
hours for each child, adding to total birthing duration.
Every 2 hours after birthing begins the mother must
make a Constitution save at DC10+ 1 per 3 hours to
avoid gaining 1 point of Exhaustion. 1 Exhaustion point
is gained automatically without save every 6 hours.
Treatment by the priesthood of Wicca grants advantage
on the saves and reduces automatic exhaustion to 1
point every 12 hours. Birthing without treatment by
someone proficient in Medicine grants disadvantage
and increases automatic exhaustion to every 4 hours.
Any offspring remaining after the mother’s death due to
Exhaustion must make their own normal Death Saves to
survive.
A d20 roll determines the success of mating and
number of offspring produced. If a 20 is rolled take the
result and add it to another d20 and so on as long as
20s are rolled.
Longevity Rating Gestation D20 (Offspring)
1-2 270 days 16 (5) to 20 (1)
3-4 540 days 17 (4) to 20 (1)
5-6 810 days 18 (3) to 20 (1)
7-8 1080 days 19 (2) or 20 (1)
9-10 1350 days 20 (1)
C.P.R.
Requiring full attention and total concentration for a full
round, no other action may be taken while applying
C.P.R. A dead individual may be revived and stabilized
by a DC20 Medicine check made each round with
success granting a death save. A critical failure leaves
the creature with 3 points of exhaustion upon revival
due to cracked ribs. If applied more than 1 round after
death, the checks have disadvantage. C.P.R. may be
continued until the creature makes three successful
death saves and stabilizes with 2 point of exhaustion or
until 5 minutes have passed since death, at which point
only magic can restore life to the creature.
Resuscitation doesn’t cure any conditions or wounds
and leaves the treated creature stabilized with 1 hit
point. After 1 minute, the resuscitated takes 1 point of
Intelligence, Wisdom, and Charisma due to brain
damage, continuing to accumulate 1 point of damage
each minute that passes before resuscitation.
Death and the Afterlife
Except for soulless Dragonnethi, upon death, the spirit
leaves the body to dwell in the Spirit World as an
ethereal shade. Dragonnethi cannot be affected by
Raise Dead or any form of Resurrection having no spirit
to bring back. They require a Wish or Miraculum to
return them from oblivion (See Retuning from Oblivion).
The Ethereal Plane is experiences as a paradise of
respite by some shades, a purgatory of contemplation
and self-improvement, for others, and to others a
prison cell to await judgement cut off from the life and
pleasures they crave.
The Spirit World
Shades of the dead dwell in the Ethereal Plane, able to
see into the Material Plane but unable to interact with
it. Within 1d100 minutes, they see the pure radiance of
the nearest Pearly Gates and irresistibly follow, moving
rapidly down a dark tunnel to the Shade Sanctuary
containing the Gates. Often the spirit can sense undead
and other evil spirit trying to get into the tunnel, but
this is not possible. Rawna creates the tunnel and her
Reapers guarantee its integrity.
Pearly Gates and Shade Sanctuaries
There are many Shade Sanctuaries, locations Hallowed
to Rawna with a permeant Calm Emotions attached,
where shades gather to await passage into the Afterlife,
typically an isolate or inaccessible valley, canyon, rift, or
grotto, with the radiant energy Pearly Gates in the
centre, Hallowed to Anubis, with the Gates acting as a
joint altar. Until Anubis opens the Gates at the start of
the Witching Hour on the 48th
night of each month, the
Repulsion effect of the Gate’s Hallow prevents most
entities from coming near it. The radiant Gates become
a Gate to the Celestial Courts on in Qohlahb on the
Karmic Wheel of the Immortal Sphere, the only known
way to travel directly there through magic. Unless the
shade’s alignment is still in fluctuation, has been put
60
into unstable balance by conflicting lifetime actions, or
has committed special action at the end requiring
consideration, Anubis pre-approves the shade for
release to their appropriate afterlife and immortal form.
The Willpower DC for both the Hallow spells and
attached effects is 30.
Limbo
Shades are given three openings of the Pearly Gates to
cross over. Up to this limit Raise Dead is effective as
long as the race responds and the body is preserved
intact. After this limit the shade gets trapped in ethereal
Limbo. If no funeral rites were performed on an
anthropoid, that spirit must make successful death
saves as if dying and succeed to cross over. Spirits may
also make a Willpower DC25 to resist the crossing, due
to unfinished business, extreme emotion, or a
desperate inability to let go of life. Once in Limbo Raise
Dead has no effect and a Resurrection or True
Resurrection is necessary.
Reincarnation
Shades that reincarnate do so upon crossing into the
Afterlife. Until then, they can be affected by Raise Dead.
Once they have reincarnated, Resurrection and True
Resurrection have no effect. A Wish or Miraculum is
required to bring them back, if willing, from their new
form.
Raise Dead
Raise Dead is effective until a shade has passed into
Limbo or the Afterlife, then Resurrection or greater is
required.
Resurrection
As well as acting as Raise Dead, Resurrection will affect
those in Limbo, but not those who cross over into the
Afterlife or reincarnation.
True Resurrection
True Resurrection affects all those that lesser spells do
but also reaches into the Afterlife to call those willing
back to their living forms. This ends their new form,
resulting in a sudden death.
Haunting
Spirits in Limbo at the Witching Hour of the Night of
Darkness must make death saves as if dying to avoid
Orcus’s gift of chains of dark qi that attach them to the
physical world as revenants (1 or 20 on d20) or ghosts
(2-19), the undead creature rising from its death site at
the end of the Witching Hour.
Descending into Madness
There are 10 steps:
1. Short-term Madness
2. Long-term Madness
3. Curable indefinite Madness
4. Indefinite Madness requiring Greater Restoration
5. Indefinite requiring Wish
6. Indefinite requiring extraordinary Wish
7. Indefinite incurably set into the spirit
8. 7 + Feebleminded (Intelligence and Charisma at 1)
9. 7 + Catatonic (Paralyzed and all Mental scores at 1)
10. 7 + Brain Dead (all Mental Ability scores at 0 and
Dying)
Encounter XP Thresholds
Because Minosi, Minotaurs, and Rhokargan have far
greater maximum hit point capacities than normal they
are considered to be 1 level higher than actual when
using the XP Thresholds by Character Level table (DMG
pg.82 with 20th
used for both 19th
and 20th
level
characters.
Information Checks
Any check that produces knowledge or information
about a subject has four main possible outcomes:
1. Critical Success: Highly detailed in-depth, even
rare, information gleaned
2. Success: Standard information at a normal level
of detail is gleaned
3. Failure: No information gleaned
4. Critical Failure: DM makes a secret
Misinformation roll of 1d20, either choosing
odd as a positive or negative mistake
themselves, or letting the player have a choice,
always treating a 20 as a correct guess that
lacks any feeling of confidence or truth, and
then the provide information accordingly.
Intoxication
The duration of intoxication and hangover effects
continues to count down during short and long rests,
including deep sleep.
Addictive Compulsion
Once addicted, first coming within 60’ of the addiction
and every half hour until leaving its presence, each
combat initiative roll, or the onset of intense emotion,
can trigger an addictive compulsion if the Willpower
addiction save is failed, lasting 1d10 minutes before a
new save is required if still in range, with advantage if it
is out of sight but location known. The compulsion
requires the addict to obtain a dose as soon as possible
61
within the duration with a critical failure making the
requirement immediate and violent.
Alcohol
The most commonly consumed drug, alcohol produces
9 levels of intoxication in those not immune to poison
or its effects. Each dose (1 standard drink) requires a
Constitution save at a DC6 for 1% alcohol in the
beverage, DC8 for 2.5%, and DC10 for 5% percent,
increased by DC2 for every 5% higher percentage to a
maximum of 75%. Below 1% there is no intoxication and
beyond 75%s a failed save causes the imbiber to
become permanently Blinded, Poisoned until a long
rest, gain 2 points of Exhaustion, and take 5d10points of
poison damage. A critical failure requires two long rests
to remove the Poisoned condition, inflicts 4 points of
Exhaustion, and inflicts 10d10points of damage.
Dwarven and orc alcohol grants disadvantage to the
Constituion save for +50% the equivalent cost while
elven alcohol doesn’t cause a hangover but is twice
normal cost. A critical failure of an alcohol Constitution
save otherwise inflicts 1 point of Exhaustion with a
failure granting 1 level of intoxication increased by 1
level for every five points the save is failed by. The
intoxication lasts for 2 hours at the same level before
dropping one level, repeating every two hours until
sober and the hangover begins. Additional effective
doses reset the duration of drunkenness as well as
increasing intoxication accordingly. Each additional dose
save is made with disadvantage.
1 dose for a medium creature equals 2 for a
small and 4 for tiny. It takes 4 does to equal 1 for a large
creature, 16 for huge, and 64 for gargantuan. Each has
an onset time of 6d10 minutes, with half the total
subtracted from the remainder upon standing or with
DC+2 if imbibed standing. Drinking a dose more than
two hours after eating increases the DC+2. Poor quality
alcohol requires a successful DC12 Willpower save to
swallow with a critical failure making the drinker
Poisoned until removed by a short rest and is usually
half the listed cost except when it is all that is available.
Watered-down beverages are reduced in increments of
5%, then to 2.5%, and then 1%.
Once drunkenness is attained it takes a successful
Wisdom save at the DC for the strength to keep from
drinking more, made once every half hour, a critical
failure resulting in a double dose. Once the effects end,
a hangover sets in for 1 hour per intoxication level
granting the individual the Poisoned condition upon
failing a Constituion save at the %DC rolled at the end of
the duration.
A Charisma save at the same DC must also be
made at this time to avoid Addiction that duplicates the
effect of Geas spell, inflicting 1d10 points of psychic
damage every 3 hours of wakefulness without a dose
for 30 days. At this point another Charisma save made
be made to break the addiction, otherwise the Geas is
renewed.
Short-term drunken madness is rolled randomly upon
attaining level 6 and each time the duration of a form of
madness ends, each period of non-clarity blacking out
its memories. A result of 91-95 equals Unconscious and
96-00 indicates a period of clarity with relative self-
control, both of which granting advantage to the next
form roll.
Drunkenness Levels
The intoxication effects of alcohol are cumulative
except for advantage and disadvantage which replace
each other.
1. Advantage on Dexterity and Charisma checks and
saves
2. 1 Inspiration Point and +5 temporary hit points but
disadvantage on Intelligence and Dexterity checks
and saves
3. +5 temporary hit points, advantage on Strength
checks and saves, Immune to fear conditions, but
disadvantage on Wisdom saves and checks
4. +5 temporary hit points for duration but
disadvantage on Charisma checks and saves
5. Resistance to B/P/S and Psychic, advantage on save
against Acid, Cold, Fire, Lightning, and Thunder, but
treated as if under a Slow spell for duration
6. Immunity to fear and pain but afflicted by short-
term madness for duration
7. Poisoned condition incurred from nausea
8. Incapacitated due to disorientation and dizziness
9. Unconscious
Alcohol Strength
Beverage Percentage Cost Notes
Mead 2.5% 2cp
Ale, Beer, Wine 5% 4cp A wine hangover
suppresses all mental
ability bonuses due to
the severe headache
Dwarven Ale,
Fine Wine, Zur
Saki
10% 2gp
Liquor 15% 25sp
Dwarven
Whiskey
20% 3gp
Orc Grog 30% 35sp DC15 for non-orc
blood to swallow
Hard Liquor 40% 4gp
Dunnish
Whiskey
45% 45sp
62
Beverage Percentage Cost Notes
Moonshine 50%+5d10% 4gp Failing the Constituion
save by more than 10
induces Poisoned
condition until sober,
critical failure making
drinker Blinded as well
Wyr Whiskey 55% 5gp
Tequila 60% 6gp A tequila hangover
takes suppresses all
mental ability bonuses
due to the severe
headache
Ogre Sludge 70% 4gp DC20 for non-ogre
blood to swallow
Over-proof
Liquor
75% 65sp
Caffeine
The second most popular drug is caffeine. Coffee and
tea each cost 2cp per cup/dose, eliminating 1 point of
Exhaustion and reducing drunkenness by one level for 2
hours after an onset time of 2d10 rounds, with poor
quality requiring a DC10 to swallow and 3d10 rounds
onset. Taking additional doses at one time or while any
are active increases the effects accordingly and requires
a Constitution save upon becoming active at DC12+2
per dose beyond 1 in effect to avoid the Poisoned
condition induced by nausea and the Frightened
condition induced by nervousness, both removed by a
short rest that includes the liquid evacuation of the
bowels for 2d10 minutes. The Addiction save is DC12
and inflicts irritability that gives all Mental Ability checks
and Willpower saves disadvantage until broken.
Cannabis
Also known as pipe weed, cannabis is the third most
commonly used drug. It may be inhaled or ingested with
an onset time of 2d6 minutes and duration of 2 hours.
The intoxication causes amused relaxation that grants
advantage to Wisdom checks and saves but
disadvantage to Intelligence ones. If the save is failed by
more than 5, the taker is incapacitated for 3 minutes
per point below success. Failure by more than 10
induces the effect of Tasha’s Hideous Laughter for 1
minute per point below success followed by being
incapacitated for 3 minutes per point. A critical failure
doubles the duration of the negative effects and inflicts
1 point of Exhaustion. A short rest removes 2 points of
Exhaustion caused in this way, a long rest all. 6 points of
Exhaustion result in being rendered Unconscious for a
long rest. Once active, cannabis acts as a Calm Emotions
spell that also suppresses madness and any conditions
inflicted by pain or nausea, while increasing any
possessed level of drunkenness by one fir the dose
duration. The addiction save DC for cannabis is 6 points
lower than the potency DC. Additional doses taken at
once or while intoxicated have disadvantage on all
saves and reset the intoxication duration. The hangover
is 1 point of Exhaustion for 2 hours per dose removed
normally. It takes a Wisdom save at the potency DC+2
to resist taking another dose, made every half hour with
critical failure creating a desire for a double dose.
Addiction inflicts 1d10 points of psychic every metabolic
cycle without a dose and inflicts irritability that gives all
Mental Ability checks and Willpower saves disadvantage
until broken. 84 does weigh one ounce, cannabis being
available for cost from herbalists.
Potency DC Cost Onset
Weak DC9 5cp 3d6 minutes
Moderate DC12 1sp 2d6 minutes
Strong DC15 5sp 2d4 minutes
Intense DC18 1gp 1d4 minutes
Extreme DC21 5gp 1d10 rounds
Returning From Oblivion
If an entity has it spirit destroyed, or its immortal soul,
restoration requires a trip to Acheron and a crossing of
the Styx to access the Keystone of Reality. The entity
may be drawn forth from the record in the Keystone
and restored to life using the Keystone’s power, at the
cost of the Ferryman’s price. This duplicates the effect
of a True Resurrection spell cast on the creature.
Torture
Torture is Intimidation that goes beyond inflicting mild
pain and discomfort for a round or two. Used to break
the will of a subject, ideally without killing them, its
effectiveness depends largely on time and equipment,
as well as the skill of the torturer and resistance of the
subject. Torture involving simple tools, devices, used
over a long period of time is considered Moderate and
has a Breaking DC10 for their Wisdom save, torture
considered Severe uses larger more dedicated,
complicated, expensive, equipment, and technique over
a shorter period and has a Wisdom save DC of 15, while
Intense torture has a DC 20 because of its exotic, often
immobile, and frequently deadly, equipment and
advanced techniques, used over an extremely short
period of time. A creature can’t be tortured by
something to which it has Resistance.
Torture inflicts 1d4 points of Constitution
damage per damage period, the exact length of the
period and amount of rest permitted between
depending on the torture level. For every 2 Constitution
points of damage inflicted the wisdom save DC against
breaking increases by 1, checked after each application
of damage. At 0 Constituion 3 successful Death saves
63
are required to return to 1 and stabilize. Once the will is
broken, the subject falls under the Charmed condition
as per Charm Monster, using the torturer’s Intimidation
bonus and HD for the purposes of casting bonus, caster
level, and spell DC. The torturer may use a Suggestion
effect on a broken subject at will, using the Wisdom
save DC against breaking with disadvantage. In addition
to its normal effects, a critical fail on any of these
Wisdom saves allows the torturer to control the subject
as per Dominate Monster for 1 round per point of
Intimidation bonus, before the Charm or Suggestion
effect begins. Those in the priesthood of Lowyatar have
Expertise in Intimidation as well as Resistance to will-
breaking and torture damage.
Level Period Rest Style Examples
Moderate 12
hours
Long
rest
per 2
periods
Probing Subtle combination
of psychological
manipulation, gas-
lighting, and abuse;
Constant
discomfort;
Suspended
Crucifixion; Cutting;
Whipping;
Dislocation;
Gradually increasing
pain
Severe 1 hour Short
rest
per 6
periods
Relentless Powerful
combination of
psychological
manipulation, gas-
lighting, and abuse;
Minor surgery; Bone
fracturing;
Branding; Water
torture; Thumb
screws; Wounded
Crucifixion;
Fingernail pulling;
Removal of small
patches of skin;
Rapidly increasing
pain
Intense 5
minutes
None Brutal Constant
disorientation and
discomfort with
random mental and
physical abuse;
Major surgery; Iron
maiden; Rack;
Inserted hot power;
Flaying; Eyelid
removal; Eye or
orifice sealing with
stiches; Keelhauling;
Waterboarding;
Emasculation or
castration; Tooth
pulling; Bone
breaking;
Amputation;
Level Period Rest Style Examples
Constant, or
unpredictably
varying, crippling
pain
Magic
Metaphysics
Based on the ideas in A.N. Whitehead’s “Process and Reality”
as well as quantum and string theory, dreamweaving treats
existence as the dream of the Tao, the Void’s spirit of infinite
potential, growing increasingly complex as it strives to attain
lucidity. The evolution of self-aware, free-willed, complex
spirits leads to those who can attain personal measures of
lucidity and influence the probabilities of the dream though
conscious will and imagination. Qi, life-force of the Tao,
powers these changes and can be woven into spells.
Gathered qi prevents consumption of the dreamweaver by
the change.
Dreamweaving
Able to influence probability to some degree, all complex
minds can dreamweave, their minor alterations interacting
with others to produce the effect called luck. The Barrier of
Disbelief protects most from accidentally being consumed by
their desires. The Barrier is usually broken through
shamanistic visions induced by stress rituals, on mystic
mushroom trips, or within the shared dreams of visionleaf.
Spells
Qi can be imbued with visualized intention and “woven” into
“viral” matrices of predetermined probability, activated,
amplified, and transmitted by specific sonic vibrations and
intricate movements plus a spark of material qi and focused,
situational visualization. The matrix then insinuates into the
Tao effectively changing its mind and expression of the
dream. The more improbable or radical the change, the more
qi required and the greater the complexity and difficulty of
the casting, producing the eleven Power Classes of spells.
Spells learned by mystics and illuminati become
internalized abilities while magicians write their more
numerous lessons in books, hooking individual prepared
matrices to their exterior qi to preserve their cohesion until
cast. Mystics “convince” the Tao by harmonizing
consciousness with a Key to become as one, illuminati charm
it with artistic performance and storytelling, and magicians
visualize their understanding into their spell qi to reason with
it.
Spells are divided according to power and complexity into a
range from 0-level cantrips to level 10. Magicians use
concentric circles to represent the relationship with the first
outer Circle representing cantrips and the singular centre the
sole 11
th
Circle. This also represents how spells go from
simple effects of singular purpose to complex wishes with all
64
spells effectively drawing upon of being a simplified version
of the core spell Miraculum.
The Forms
Concentrated potency, the Existential Forms are
overarching thematic conceptual ideals essential to the
Tao and embodied in or through Yggdrasil, Eden’s Tree
of Life that bore the Gods, from which divine Powers
directly draw divine energy (golden bolts that can repair
or damage anything), Formal spells and abilities, and qi
to weave spells. Each Form also has Formal Aspects
which focus on slightly different powers and magic.
There are 33 Forms with a total of 67 Aspects that make
up the 100 wells of divine energy collectively known as
the Font of Divinity.
Paragons are mortals who so embody a Form
that they can draw directly upon its abilities and spells,
requiring focused visualized intention without the need
for weaving, casting vibrations, or additional qi.
Complex, or Martial, Paragons embody multiple Forms,
using techniques in their sacred texts to broaden set
Formal spells and abilities into more spells with casting
vibrations and more abilities. All five types embody
Struggle, rangers also drawing from Animal and Earth,
paladins Order, Good, Light, and Life, and dark paladins
Order, Evil, Darkness, and Death.
Dark paladins follow Mordred’s Will to Power,
light paladins Sirsyr’s Meditations on Honour, and
rangers Mielikki’s The Wild Hunt. Superior Paragons,
both types of paladins can directly channel divine
energy for both its purposes. Divine paragons, or saints,
are mortals granted access to a Form through the
favour of a compatible Power.
The Keys
The vibrations as well as dissonant and harmonic
interactions of the Forms resonate with the fabric of the
planes to produce the Planar Keys. The exception is the
Blood Key that resonates within all dragonnethi from
the blood of Tiamat. The mystic mushroom, discovered
by dragonnethi, allows initiate mystics to attune to a
Key in order to draw power for spells and abilities. Once
trained, the mushroom is no longer required to reach
the proper level of altered consciousness. There are 17
Keys:
 Celestial Keys: Holy and Unholy
 Faerie Keys: Element (Air, Earth, Fire, or Water),
Frigid, and Hart
 Terrestrial Keys: Blood and Spirit
 Telestial Keys: Bestial, Doom, Horror, Liminal,
Metamorphic, Necrotic, Perception, Radiant, Stellar,
and Uncanny
The Companions
The offspring of Thought and Memory, the Seven
Companions sang songs created from the Keys to teach
the early elven shamanistic knowledge-keepers who
became illuminati, working magic through charisma on
perception, emotion, and psychology.
As they did in person with the Elder Gods, the
Companions send out avatar-like guiding spirits to be
expressed through the illuminati. Illuminati use totems
of their Companion to focus their magic and as a link to
their Guides similar to a priest’s sacred symbol.
Body Casting
Desperate spell-casters out of spell slots and sources for
them can consume their physical qi on the form of 1
Constitution point per level of spell slot.
Demon Summoning
The common lower level summoning and conjuring
spells do not summon the actual creatures named,
instead they summon unborn spirits from the Dream
Worlds of Utopia, the Dream Time, and Abaddon, and
give them the temporary form of the named creature.
Not so for summoned demons. Many demons escaped
the raising of the Demon Wall that rapped the rest in
the Abyss and now haunt the Dream Time and
Abaddon, eager as the unborn for summons. More
powerful planar summoning and the Gate spell contact
the actual named creatures.
Their astral forms appearing like thick black
smoke, demons are formless spirits of dark qi, ever-
changing and amorphous except for their powers,
physical capabilities, Hit Dice, and intense lust for chaos,
destruction, terror, horror, and agony. Demons given
form by Cthulhu are daemons and loose a measure of
their chaos. Beyond the Mortal Sphere, they can
manifest all their powers and physical capabilities to
other astral beings. Within the Mortal Sphere they must
take possession of a body.
When summoned, a demon must be targeted at
a humanoid body, not a location. If not, the demon
enters the Mortal Sphere targeting the caster for
possession. To take possession of a potential host, the
demon must make a possession attack (a proficient
Charisma check or save) against the potential host’s
Wisdom save. If it beats the victim, it takes control. If
rejected, it is banished. If the host is an intact corpse
(preferably fresh) the demon rises as a ghast with
+1hp/HD of the demon and ability to use the demon’s
magical powers at half their strength, giving victims
Advantage on any save and resistance against any
damage. If the host is an unwilling living creature, the
65
demon is able to use its magical abilities at full strength
but targets still get advantage or resistance against their
effects. The host also gains +1hp/HD of the demon
while hosting it. If the host is a willing living creature the
demon fully manifests its magical powers and physical
capabilities, transforming the host’s body into its own.
At the end of a summoning’s duration, the demon may
make a possession attack to resist and remain in
possession indefinitely.
A host may try to exert control by make a
Charisma save opposed by the possession attack of the
demon. If successful, the host is in physical and mental
control of the form until the demon reasserts its
control. While in control, the demon’s alignment
becomes the host’s but attacks and spells target the
body’s mind and structure not the demon. Only spells
such as Banishment affect the possessing demon. A
demon in possession may transfer to another host by a
possession attack made through touch. If a host is slain,
the demon is forced out and if unable to pass through
touch, is banished.
Hit points gained from possession are
temporary but remain and return after along rest as
long as the possession continues.
A demon may be summoned into a magic circle
and trapped in its formless state.
Demons, in possession or formless, can see astral
projections and astral projections can see formless
demons, but not those in possession. It requires spells
such as True Sight to detect the demon within, although
their alignment is detectable whenever they exerting
control.
Dimensional Translocation
There are three methods used for rapid to
instantaneous dimensional travel: coordinate shifting,
wormholes, and the Dreamworld. Dream Walk utilizes
the Dreamworld borderland between the Mortal and
Virtual Spheres to blur distance and reduce travel time
dramatically. Spells such a Gate open a wormhole
targeted within or beyond a plane to create a doorway
between distant locations. Teleport, Plane Shift, and
most conjurations, use coordinate shifting to change
the cosmic coordinates of the traveller or summoned
entity to those of the destination or conjurer for
incorporation into the next instantaneous permutation
of Existence, basically hacking the cosmic program.
Coordinate Shifting
Coordinate shifting involves imposing quantum
entanglement for quantum teleportation of the
essential information from particles in one location to
particles in another location, enabling instantons travel/
This is aided by the alteration of the original particles
into virtual particles, releasing zero-point energy for
creating and stabilizing virtual particles on order to add
form and substance to the transferred information. For
creatures conjured by spells of less than 5th
level, the
stability of their substance quickly destabilizes back into
virtual particles returning their essential information to
the Virtual Sphere.
Information Shifting
Involving fewer virtual particles than coordinate
shifting, information shifting involves energy, most
energetic conjurations employing this technique.
Applied specifically to light it enables spells such as Blur,
Displacement, and Invisibility by creating a probability
field that teleports most incoming light information to
the other side of the field or to another location. This
dims the effective light level for the invisible creature by
1 step and prevents all reflected or generated light and
related electromagnetic radiation from leaving the field.
Planar Barriers
The nature of the Immortal Sphere limits magic within it
as well as plane travel to them. The Faerie Realms may
be entered only through a Plane Shift or Gate spell cast
on the Material Plane or a Faerie Circle connected to
one in the Faerie Realms. The Celestial Realms may only
be entered physically from the Air Realm. Those planes
sealed by the Demon Wall may be reached and entered
from beyond the wall without problem, but coming
back encounters the Wall’s effects. This allows the
summoning of entities that dwell there, except for
Cthulhu, Orcus, Azathoth, and Pazuzu.
The Dreaming
The Sarllak Plant
Appearing as a towering mound of foliage, the
Numallean Sarllak is a huge bulbous carnivore it a large,
strong, flexible sphincter in its top opening into a
central cavity filled with painful acid and lined
horizontally with circular, hard saw-toothed ridges
turning alternating directions by twisting fibrous
contractions. The same Kevlar-like fibers give it Nat AC
+10, DR10/adamantine, and Energy Resistance 10 to all
but Cold. It constantly emits an Anti-magic Flied and a
100-foot radius perfume cloud that creates an
entrancing hallucination of a plant so glorious that
victims walk freely to its side and stare motionless in
helpless awe. A sarllak plant can also emit a blast of
panic-inducing pollen in a 30-foot radius that leaves
even the hardiest shaken. Its base ring of dozens of
relatively small vine tentacles trip and entangle Medium
66
and smaller creatures coming within a 10-foot radius,
while a dozen much larger vines lash and grab up to
Large creatures for deposit in the cavity next round.
Each has thorns with deadly Constitution poison able to
be employed while striking or grabbing. A Large meal
can last a sarllak up to 48 days, a Medium 24, and a
Small 12. Once planted, the Diminutive plant sprouts
after a week, growing a size category each week until
Huge and living roughly twelve years before producing
3d4 bulbs and dying. The root of a sarllak plant
produces 5d4 doses of clear, blue juice.
Brewed Twilight
Although the Arcanum claims it to be a brew of a rare
Numallean mushroom, flowers, and other ingredients,
this is to throw people off the truth. Heated from blue
to indigo, the pure juice of the Sarllak Plant emits an
earthy steam with a hint of spice. Imbibed, it burns into
the body, filling it like liquid flame before blasting the
imbiber into the Dreaming.
Blitzkrieg
During the 11930s, Hister sent expeditions into
Numallea looking for artefacts of power and the source
of brewed twilight. They returned with three sarllak
plants from which Hister created blitzkrieg, known
commonly as blitz, to turn normal soldiers into super
soldiers known as Stormtroopers. During the Witching
Hour of the Night of Darkness, planting a Sarllak bulb
blessed jointly by priests of Cthulhu, Kali-Set, and
Pazuzu, in ground freshly Hallowed by the same priests
starts the process of creating a blitzkrieg plant. Upon
attaining full growth, it must be sacrificed at least one
anthropoid child meal per week until the following
Night of Darkness. During the Witching Hour, a virgin
priest of a good god is sacrificed to the plant’s hunger,
completing its transformation. Two thirds of its leaves
turn colour, half to red and half brown as its perfume
cloud condenses into a Stinking Cloud of decay and rot.
It immediately produces 3d4 bulbs and dies, the bulbs
producing blitzkrieg plants no longer requiring blessing
or sacrifices but still needing ground Hallowed by a
priest of one of the three gods to sprout.
Acquiring the Advanced Template and an
additional +2 Hit Dice, blitzkrieg plants mature twice as
fast and require more frequent meals, a Large one
lasting up to 16 days, Medium 8, and Small 4. The small
vines grow vampiric thorns that bleed entangled victims
1d4 Con per round, granting +1 temporary hit point to
the plant each time. The overwhelming terror evoked
by its pollen burst knocks out victims, panicking those
who resist. Priests of the three Gods are treated as
having 0-level Sanctuary, Hide from Plants, and Hold
Plant spells effective only on blitzkrieg plants. A
blitzkrieg plant lives up to four years before producing
bulbs and dying.
The dried, pulverized core flesh of the central
root produces 10d10 doses of pale yellow Blitzkrieg
powder for snorting. Hitting like Twilight Tea enhanced
by witchcraft, it drills through the Veil. Creating a
temporary conduit with the Soul grants the effects of
attaining one of three levels of increased Existential
Clarity (Awoken, Enlightened, or Ludic) without inner
resistance, but with the risk of going beyond Lucid to
berserk or death.
An inhaled or ingested dose of blitzkrieg always has an
effect. The taker makes a Constitution save at DC25 to
determine the intoxication level:
 Critical Success: Advantage of Charisma and
Wisdom checks and skills, disadvantage on
Wisdom and Intelligence skills and checks; +5
temporary hit points;
Confusion/Exhaustion/Withdrawal/Addiction
DC10 with advantage
 Success: Advantage of Charisma checks and
skills, disadvantage on Wisdom skills and
checks;
Confusion/Exhaustion/Withdrawal/Addiction
DC15 with advantage
 Failure: Attain Awoken status;
Confusion/Exhaustion/Withdrawal/Addiction
DC15
 Failure >10: Enlightened status;
Confusion/Exhaustion/Withdrawal/Addiction
DC20
 Failure >20: Lucid status;
Confusion/Exhaustion/Withdrawal/Addiction
DC25
 Critical Failure: Overdose (convulsions and
seizures inflict 3d10 points of damage to both
Constitution and Intelligence)
The effects of each dose lasts 1d6 hours, requiring
a Wisdom saving throw at the noted DC to prevent
Confusion for 1 round per hour of effect with a critical
failure resulting in Confusion during the entire duration.
Each hour of effect inflicts 1 point of Exhaustion all of
which hit when the effects end. A Constituion save at
the noted DC cuts this in half, rounded down. Another
Constitution save is also rehired to prevent
incapacitation due to withdrawal that goes away after a
long rest and a successful Constitution save, preventing
Exhaustion recovery until it does.
67
Once the withdrawal effects end, the character
must make Wisdom save to prevent addiction, which
takes the form of Geas spell to get more, a basic spell
for less than Awoken, a 7th
level slot spell for Awoken,
8th
level for Enlightened, and a 12th level slot for Lucid.
A Greater Restoration or a Wish cures the addiction.
Otherwise they get a save at the end of each duration
period to break the addiction or it continues for another
full duration period. The psychic damage is delivered 1
damage dice per 3 waking hours they go without and
each day the addict must make an addiction save or
have the Poisoned condition.
Taking multiple doses of blitzkrieg is highly
dangerous. A second dose adds 1d6 hours to the
duration and causes all new saves with disadvantage,
more intense effects replacing lesser. Each dose after
this has the same effects as the second but carries a
Death save to prevent immediate overdose, made with
disadvantage after the third dose.
Entering the Dreaming
The Dreaming is entered by ingesting brewed twilight,
placing the Dreamer into a dreamscape with three
levels separated by Veils: Ethical, Foundational, and
Spiritual. The goal is to pass through the Veil between
body and soul to achieve one of three levels of
Existential Consciousness: Awake, Aware, or Lucid.
Should a natural 1 be rolled on any check to convince a
Psychic Aspect or the spiritual True Self it provokes
immediate attack upon the Dreamer. If the Persuasion,
Deception, or Intimidation, check is made against an
Aspect of opposing alignment has Disadvantage. The
True Self when encountered has the Dreamer’s original
alignment and any change in the Dreamer’s present
alignment from Aspect defeat (unconscious or dead)
makes convincing it to cooperate more difficult. A
change of 1 step causes disadvantage, 2 steps also
remove any proficiency bonus, and changing to an
opposing alignment drops success to only on a natural
20.
The Existential Veil
Forms as body, memories and skills are developed in
infancy and childhood, growing thicker until the spirit
and body are completely separated.
The Dreamscape
The dreamscape may be anything appropriate to the
dreamer, from familiar and realistic to fanciful and
allegorical. Due to the malleable reality, it is possible for
any mind to shape its environment enabling the at-will
use of spell-like abilities that require the same casting
time, but no components, and have the same effects as
any spell of any type within the level limit of the Sphere.
Wisdom is used as the casting ability with casting level
and proficiency dependent on the plane. Doing so
requires a Casting Check at DC15+spell level according
to the following: 1-4HD (non-proficient with
disadvantage); 5-8HD (non-proficient); 9-12HD
(proficient); 13-16HD (advantage); 17+HD (no check).
Psychic Aspects
Inside the dreaming, the Aspects of the psyche are
represented by duplicates of the dreamer, exact in all
ways except appearance, which may reflect the
dreamer’s character or self-image (such as good being
represented by a child) and always differs in respect to
colour in that good is always represented by white, evil
by black, ethical neutrality by grey, order by blue, chaos
red, and foundational neutrality purple. All want to be
in control and to prevent the dreamer from going
deeper into the Dreaming and are willing to kill each
other if necessary, the degree of necessity depending
on the dreamer. Always able to abandon the Dreaming
and wakeup, the dreamer can only go deeper by
convincing the Hostile parts to allow it, by rendering
them both unconscious, or by killing them. The
foundational and ethical neutrals can only exist while
there are extremes. If an extreme dies, the neutral
takes its place. The goal is to pierce each level’s veil and
reach the Spiritual Aspect, the Essential Self, in the
Core.
Influencing Aspects
All Aspects want to be in conscious control of the
psyche and fear the result of allowing another Aspect to
enter a deeper level. The mere presence of the Dreamer
can cause battle between the other Aspects. Each must
be convinced to allow the Dreamer to pass through the
next Veil or cooperate in keeping the other Aspect from
preventing such passage. There are three periods when
attempts may be made to Influence each of the other
Aspects in a psychic level: upon first encounter, each
time the situation significantly changes, and after each
minute the encounter lasts. Three attempts may be
made on each Aspect during each influence period
using a Deception check, an Intimidation check, and a
Persuasion check. The first check is made normally, the
following one at disadvantage, and the third with
disadvantage and half normal total bonus. a critical
success grants enthusiastic cooperation that grants
advantage on the first check used to influence the
remaining Aspect. A critical failure results in increasing
hostility with three inciting attack immediately follow
the Influence attempts on both Aspects. Each critical
68
failure also gives disadvantage on the corresponding
check made for the other Aspect.
Psychic Balance
The balance of the psyche depends of the existence of
two extreme Aspects and a neutral Aspect, the psyche’s
Neutrality unable to be maintained if a slain extreme is
not restored to life within 1d4 rounds. At this point, the
neutral Aspect immediately assumes the extreme point
of view. If the other extreme is then slain, the Aspect
can choose to remain with its extreme point of view or
return to neutrality. Raising a slain Aspect guarantees
its cooperation except on a critical failure of the check.
A slain Aspect can be regenerated with consistent
behaviour and a successful Charisma DC25 save made
after each year multiplied by Longevity rating.
Dreaming Damage
Although energy damage behaves normally within the
Dreaming it is all actually psychic damage. Rendering an
Aspect unconscious inflicts an immediate 1 point of
Exhaustion. Each slain Aspects inflicts 2 points of
Exhaustion on the Dreamer. 6 points of Exhaustion
ejects the Dreamer from the Dreaming dying. Slaying
and replacing the True Self requires a Constitution save
DC25 to prevent all Exhaustion points becoming
permanent, with success reducing permanent
Exhaustion to 2 points. A Wish enables these
permanent points to be removed normally and an
extraordinary Wish to remove them all immediately.
Each time an Aspect is rendered unconscious the
Dreamer must make a Wisdom save at DC15 to avoid
as per Witchcraft. This rises to DC20 for a slain Aspect
or an unconscious True Self, and to DC25 for a slain True
Self. If one is already unconscious or dead, the saves for
additional ones are made with disadvantage. As usual, a
victim of gets a new save to remove it if a Greater
restoration is cast upon them, with advantage if a Wish
is used, and is cured by an extraordinary Wish. Healing,
raising, resurrecting or otherwise restoring an Aspect
from its condition removes the inflicted Exhaustion
involved from the Dreamer. Only the True Self can’t be
restored if slain. If the Dreamer becomes unconscious
or dying, they are ejected from the Dreaming in the
same condition. If slain outright, they are ejected dying
with 5 points of Exhaustion.
Personal Demons
When attempting to pass through the Veils of each level
after the dealing with the Aspects, the Dreamer can
experience a psychic blockage, a personal demon they
must face, survive, and banish. This is usually takes the
form of having to face deep physiological emotions and
traumas that induced life-long fear, doubt, depression,
guilt, and the like, in the form of a Phantasmal Killer,
related in theme to either the Ethics or to the
Foundations. Passing through a Veil takes three
successful Death saves following the normal process for
Death saves with one save per round. Failing three, or a
critical failure, triggers the effect which lasts until a
successful save is made or 1 minute. On a critical failure
Death save saves against the Phantasmal Killer have
disadvantage with the damage increased by 2 slot
levels, or by 1 if it occurs as the second failed roll.
Psychic Ethics
The Ethical level divides the dreamer into Good, Evil,
and Neutrality with the dreamer’s consciousness in the
appropriate role. Convincing another Aspect to
cooperate is DC20 at this level. The dreamer requires
unanimous or overwhelming cooperation to advance
inward, or at least no opposition.
Psychic Foundations
The Foundational level divides the dreamer into Chaos,
Order, and Neutrality. Passing beyond this level takes
the dreamer through the Existential Veil. Convincing
another Aspect to cooperate is DC25 at this level. The
dreamer requires unanimous or overwhelming
cooperation to advance inward, or at least no
opposition.
Psychic Core
The Core level is the dreamer’s spirit resides, the
Essential Self. Piercing the Veil brings the consciousness
into contact with the spirit. This enables the dreamer to
attain a level of Existential Clarity depending on the
cooperation or domination of the soul. The soul resists
such cooperation because it makes it more vulnerable.
 To become Awoken the dreamer needs to make
three successful checks at DC26 before three
failures to convince the spirit, the same three
failures applying to attempts to achieve higher
further Clarity.
 To become Enlightened by the True Name, the
Dreamer’s unique existential frequency,
requires an additional three successes at DC28
 To join with the Essential Self and become a
Lucid psyche requires and additional three
successes at DC30
Enforced Clarity
Attaining one of these states through force is possible
but risky. Becoming Awake can be accomplished by
duplicating the effect of Qi Rape (without the coup de
69
grace) on the unconscious but stable Soul. This causes
the Soul to make a Will save and a Fort save against the
spell. Failure of the first gains the desired state. Failure
of the second inflicts 1 point of constitution damage per
2 caster levels to the soul and dreamer (real and
imagined), or 1 per 3HD. To become Aware the
dreamer must create the same effect on the dying Soul
with a +5 bonus to its Will save and failure of the Fort
save inflicting 1 point per caster level or 1 per 2HD. To
attain Lucidity the same must be done on the soul the
round before death with a +10 bonus to the Will save
and a failed Fort save resulting in the Soul’s death.
Psychic and Spiritual Damage
Each Aspect rendered unconscious inflicts 1 point of
Exhaustion and each slain inflicts 2 points.
Unconsciousness forces a DC15 Wisdom save and Death
a DC20 save both with +1 to the DC for ever prior
Aspect affected by either condition. Failure results in as
per Witchcraft. Each unconscious Aspect inflicts 4 points
of Constitution damage to the Dreamer with 0 CON
resulting in being ejected unconscious rom the
Dreaming. Each dead Aspect inflicts the 8 points of
damage recovered at the rate of 1 point per long rest,
Restoration only returns half the normal amount
normal and 1 point per dead Aspect is lost permanently,
impossible for even an extraordinary Wish to restore. If
reduced to 0 CON by a dead Aspect, the Dreamer must
make immediate Death saves. 3 successes mean
ejection from the Dreaming with the dying condition. 3
failures eject the Dreamer already dead. Rendering the
True Self unconscious or killing it inflicts counts as 2
Aspects at once. Killing the True Self requires immediate
Death saves with disadvantage to prevent immediate
death with three successes raising Consciousness to the
Awoken level as the conscious Aspects take its place as
the new True Self.
Being rendered unconscious or dead by an
Aspect gives that Aspect conscious control. If the True
Self renders the Dreamer unconscious they are ejected
unconscious. If slain, the Dreamer must make
immediate Death save with 3 successes ejected them
dying and three failure ejecting them dead. If the True
Self and Dreamer are both slain the Dreamer the
character can only be brought back by being Returned
from Oblivion (see section Spells: Descriptions).
Any damage taken in the Dreaming still
remaining when the Dreaming is left becomes real
psychic damage upon waking, with a DC20 CON save for
half damage, none on a critical success, and double on a
critical failure.
Exhaustion caused by unconscious Aspects or
True Self decreases normally. Those from slain one
decrease at half the normal rate and 1 point remains
permanently, 2 for just the True Self, and 3 if the True
Self was among others. Permanent exhaustion requires
an extraordinary Wish to eliminate or a normal Wish to
remove 1 point.
Existential Clarity
Defined by the quality of the communication between
the consciousness and the spirit through the
interference of the Veil, the State of Clarity attained
includes all the benefits of the level(s) below it, all
bonuses being cumulative except where the superior
replaces the inferior. In the vernacular of the Dreaming
the four States of Clarity are referred to as States within
the Waking Dream, with Asleep the term for the basic
Subconscious State of mortality.
Informed (Awake)
The consciousness establishes a communication
channel worth the Essential Self through the Veil
accessing its qi and knowledge to gain:
 Spiritual Insight: +1 level
 Cellular Control: Able to spend HD for healing
as a bonus action, fully restored by a short rest
 Form Control: Disguise Self at will
 Inner Eye (spiritual vision): Darkvision +30,
Detect Evil and Good as per Eldritch Sight
 Ancient Intuition: Luck feat with one roll usable
for any check or attack roll involving Mental
stats.
 Integrated Consciousness: Add +1 to all Mental
ability bonuses
 Agelessness: Age penalties and apparent aging
stop
 Psychic Awakening: 1d4-1 (minimum 0) rolls on
Psychic Ability chart.
Enlightened (Aware)
The dreamer learns their True Name, the exact unique
frequency of the thought comprising their qi, enabling
them to finely tune the connection with the spirit,
enabling stronger energy flow, deeper self-knowledge,
and greater situational awareness. The possession of a
True Name by an opponent gives the owner
disadvantage against the possessor’s spell and attack
saves and vulnerability to all damage inflicted by the
possessor. The possessor has advantage on all attacks
against the owner and on any attempt to Dispel or
Counter the owner’s magic. Every directive of the
possessor has the effect of a Dominate spell if not
70
resisted by a Charisma save against their spell DC.
Lastly, the possessor may use the True Name to place
the owner under a Geas on a failed save against the
spell, of 30 day, 1 year, or indefinite, length, able to
renew or replace it once expired or completed.
Generally only a deep probe with Detect Thoughts or
some form of domination has a chance of getting a True
Name out of a possessor but the owner gets a Charisma
save with advantage against the attempt. The dreamer
gains:
 Spiritual Insight: +1 level
 Cellular Control: Treated as if possessing the
Durable feat (actual feat stacks)
 Form Control Alter Self at will
 Inner Eye: Darkvision +30, See Invisible as per
Eldritch Sight
 Ancient Intuition: Luck feat with one roll usable
for any check or attack roll involving Physical
stats.
 Integrated Consciousness: Add +1 to all Physical
ability bonuses
 Agelessness: Maximum age doubled
 Psychic Awakening: 1d4-1 (minimum 0) rolls on
Psychic Ability chart.
Amplified (Lucid)
The shattered Veil falls, uniting the psyche and spirit
into a single consciousness and granting the Dreamer:
 Spiritual Insight: +1 level
 Cellular Control: Get 2HD to spend for healing
for every 1HD possessed
 Form Control: Polymorph ( Self) at will
 Inner Eye: Darkvision +30, True Seeing as per
Eldritch Sight
 Ancient Intuition: Two additional two rolls each
for Mental and Physical Luck.
 Integrated Consciousness: Add +1 to all Mental
and Physical ability bonuses
 Agelessness: Unlimited longevity created by qi-
infused blood removing maximum age limit but
not metabolic need for sleep, water, food,
and air. Unified in the Afterlife into a soul, a
true immortal body has its blood replace
by the qi of its spirit and its metabolism is self-
sustaining.
 Psychic Awakening: 1d4-1 (minimum 0) rolls on
Psychic Ability chart.
Aftermath
All damage taken in the Dreaming is real psychic
damage. If the Dreamer replaced their True Self by
slaying it or became Lucid, they can never attempt the
Dreaming again. If more is ingested, the seizures and
convulsions caused by a brewed twilight overdose inflict
3d10 permanent points of damage to both Constitution
and Intelligence, restored only by one Wish per Ability
score or an extraordinary Wish for both. If this is not
the case, the Dreaming may be entered again after they
gaining a level, and again a level after that attempt, and
so on until one of these limits is reached. Those who
pass through the Dreaming usually bear some mark of
the experience in their appearance, most often in the
form of an alteration in bone structure, height, weight,
healthful appearance, senses, or the colour of eyes,
hair, or skin, although more dramatic and shocking
changes can happen if warranted by the events of the
Dreaming.
The Fifty Sacred Names of Marduk
Spells using glyphs, runes, symbols, or words draw upon
the Fifty Sacred Names of Marduk, each name possessing
its own power in written or spoken form. From strongest
to weakest they are typically referred to as Power Words,
Symbols, Glyphs, Runes, or Words (e.g. Placebo and
Healing Word).
Fire Diamond
Fire diamond contains qi that makes it appear to have
an internal flame. The standard fire diamond holds
enough qi to be used as 10 sorcerous points by any
spell-casting class. A diamond’s value multiplies in
proportion with the amount of points contained within,
which correspond with size, clarity, and quality.
The Inner Eye
Also known as Spiritual Sight, focusing the Inner Eye
allows the spirit to sense qi and discern increasingly
deeper levels of existential detail that the brain
interprets as mental visual images. `There are six levels
of resolution: Fogged (no awareness), Fuzzy (discerning
patterns of qi at the macroscopic level, experienced as
Eldritch Sight), Clear (discerning the radiant and surface
qi to the microscopic level, experienced as Darkvision),
Sharp (discerning the qi at the molecular level and the
inherent radiation of empathy or antipathy,
experienced as seeing the auras of Detect Evil and
Good), Fine (discerning the deep detail of substance at
the elemental level, experienced as See Invisible),
Extreme (discerning the deepest level possible,
experienced as True Seeing). The spells mentioned
focus the Inner Eye to the appropriate level, many races
and dreamweavers possess or develop focus, and those
who pass through the Dreaming are able to attain up to
71
Deep Resolution. Beyond the range given by the
appropriate spells and Darkvision, the Fog of Existence
created by the atoms and energies of air, heat, light,
magnetism, cosmic radiation, and such down to the
omnipresent Tao, grows too dense discern detail.
Material Components
Aldyryc magic doesn’t use minor material components
like spider webs and the like, usually included in a
component pouch. For the normal listed material
components other than those added within the spell
description the following value of crystals are consumed
according to the spell level:
1. 1cp
2. 5cp
3. 1sp
4. 5sp
5. 1gp
6. 5gp
7. 1pp
8. 5pp
9. 10pp
Mind Casting
Mind casting is casting spells directly by the imposition
of will upon reality without components. It requires a
Casting Check at DC24 plus 2 per missing component
category. A critical failure inflicts 1 point of Exhaustion
and expends the spell slot. A critical success raises the
effective slot level of the spell by 1. Failure doesn’t
expend the slot.
Mystic Mushrooms
Powerfully hallucinogenic, the mystic mushroom causes
the same effects as an Astral Projection spell with one
full dose lasting 1d12 x 30 minutes and a Constituion DC
of 24 to resist. Mystics use a full dose to allow their
astral forms to attune to their Keys and then take
gradually smaller daily doses until they can maintain
their connect without it. 1 dose costs 10gp.
Oath of the Styx
Many being swear blood oaths or upon the River Styx as
the most serious of honourable compacts. However,
this is only truly binding if the priesthood of Charon is
involved or the two are combined. This creates a Geas
for the Oath. A true Oath of the Styx requires the
people swearing to cut themselves and press the wound
together so that all involved share blood. Then they
take the Oath. This is absolutely binding and can only be
released by the priesthood of Charon. Breaking the
Oath comes with an instant Geas damage warning. If
not remedied within one minute, the Oath breaker is
taken by the Styx never to be released. No distance,
magic or physical barrier prevents this and even Apex
Powers must submit without a save. Thus true Oaths
are extremely rare.
Paying the Reaper
Raise Dead and Reincarnation require a valuable
sacrifice made to the Reaper that responds in order for
it to summon the desired spirit waiting in the Ethereal
Plane and release it to life. In addition, all Resurrection
spells require paying Rawna’s Price, A Life for a Life, in
order for her to call them from the Afterlife and split
their soul for return to mortality. The wishes of the
dead may cancel the spell, but not until after payment is
made and debt incurred to the Raven Queen.
Prismatic Magic
Prismatic Spray and Prismatic Wall are Conjurations that
draw energy from the Seven Seals of the Demon Wall.
The effects are altered as follows:
 Reduction to 0 hit points by any of the listed damage
forms results in the same effect as Disintegrate.
 Prismatic effects reach into the Ethereal plane,
ignore Resistance, treat Immunity as Resistance, and
affect astral projections.
 Prismatic energy is unaffected by Antimagic Field but
can’t be cast within one as with any other spell.
 The violet layer projects a probability field with a
radius equal to the layer length, extending its effects
to all teleportation and planar travel attempting to
enter the protected area. A successful save returns
the individual to their point of departure or entry
point at the edge of the protected area. Any other
attempt to target a spell into the protected areal
results in the spell being targeted on the caster if
possible, failing if not.
 Walls affected by a Permanency ritual are able to
regenerate 10 points of damage per round plus 10
per intact layer, rebuilding damaged ones before
restoring fallen layers from 0, even if dispelled.
 Colours throw targets who fail the save 10’ away
from the caster or wall plus 10’ per layer already
passed through, requiring a Dexterity save to avoid
landing Prone. Contacting any hard objects inflicts
1d6 points of falling damage per 10’ of movement
cut-off by immobile objects or per 10’ traveled
before striking mobile ones of at least half the
target’s weight. Each mobile object struck reduces
total distance travelled by 10’.
Colours
1. Red: 10d6 points of psychic damage, Frightened if
save fails; Weakness: 60 hit points of White Art
converted spell slot healing followed by Dispel
Magic.
72
2. Orange: 10d6 points of thunder damage, Deafened if
save fails; Weakness: 60 points of force damage
followed by Dispel Magic.
3. Yellow: 10d6 points of force damage, Stunned if
save fails; Weakness: 60 hit points of disintegration
damage followed by Dispel Magic.
4. Green: 10d6 points of radiant damage, Blinded if
save fails; Weakness: 60 hit points of damage by a
Death spell followed by Dispel Magic.
5. Blue: 10d6 points of divine energy damage,
Paralyzed if save fails; Weakness: 60 hit points of
divine energy healing followed by Dispel Magic.
6. Indigo: Restrained and Petrified as normal;
Weakness: a Rock to Mud spell followed by Dispel
Magic.
7. Violet: Blinded and Transported as normal but
remain Blinded until a successful save, roll d6 to end
up in Abyss (1-2), Gehenna (3-4), or Abaddon (5-6);
Weakness: a Plane Shift spell followed by Dispel
Magic.
The Demon Wall is a deformed sphere
containing the lower Telestial Realms, at least 100 times
more powerful than the spell with disadvantage on all
saves and weakness exploitation, requiring at least a
Lesser Divine Power Rank to attempt. Until the 2nd
and
4th Chaos Waves weakened the Seals, an Apex rank was
required.
Visionleaf
First sprouted in Eden, the visionleaf plant is the more
potent ancestor of cannabis. Inhaling or ingesting a
dose places the individual into a mental state close to
the Dreamworld that enables those sharing it (multiple
doses are smoked in one pipe or eaten from one batch)
to meet in a shared dreamscape of their surrounding
that enables magicians to train apprentices in their
cantrips until they are tricked into doing so on regular
cannabis, breaking the Barrier of Disbelief that prevents
accidental dreamweaving. A dose of visionleaf costs
50gp and is typically purchased from the Arcanum. It
costs twice this one the street and is a popular form of
entertainment.
1 dose of visionleaf creates a shared
dreamscape for 2 hours that can be left by making a
Charisma save at DC20, 1 attempt per minute with a
critical failure granting disadvantage on the next
attempt. The dreamscape overlays the material world
around the dreamer granting disadvantage on
Perception checks regarding the material world. While
dreaming, the body is Paralyzed. Once the dreamscape
is left, the individual enters a state of amused relaxation
that grants advantage of Wisdom saves and checks but
disadvantage on those for Intelligence. This lasts for 2
hours before sobriety returns and 2 points of
Exhaustion are gained. There is a risk of attracting a
native entity of the Dreamworld to the dreamscape
equal to 1d20 rolled every 30 minutes with a 1 resulting
in the attraction of something nasty and a 20 something
simply curious or potentially beneficial.
Wizardry
The six magician’s Crafts began as unrelated Sorceries
learned by rote and practiced without intellectual
understanding. Melkor the goblin was contacted by
Orcus to serve as the first priest and reveal the Mortis
Liber.
Melkor and his son Sauron discovered it buried deep in
the Underworld of Aldyryc. Copying the book’s groups
of arcane rituals, Melkor created the first sorcerous
texts. This allowed sorcery to spread, except Druidic
Lore for which orcs had little talent or interest. Melkor
rallied the orcs around the book, eventually founding
the Murhkar Empire that Sauron the Necromancer
would be first to rule.
Later, more rituals were copied by faerie from
the Vitae Liber before leaving the Faerie Realms and
Druidic Lore came into its own.
Priestcraft creates a divine covenant enabling
the channeling of divine energy, Formal abilities, and qi
for spells. Magecraft utilizes the caster’s qi,
Enchantment that of inanimate matter, Necromancy
the qi of other creatures and spirits, Druidic Lore the
forces of nature, planets, and the Faerie Realms, and
Conjuration the forces of the universe, planes of the
Outer Spheres, and the structure of reality.
Thousands of years after humans first arrived
from their Old World of One Sun, Merlin the Magician,
the younger of Rawna and Marduk’s two sons,
introduced the concept of scientific investigation. His
apprentice, Solomon, connected the Sorceries into the
Crafts of Wizardry transforming sorcerers into
magicians. Known as the Master Craftsman and First
Wizard, a generalist of all six Crafts, he created the first
true spellbook, known as the Key of Solomon. It is said
to have emerald covers imbued with power akin the
Mortis Liber and Vitae Liber.
The Black and White Arts are essential expressions of
antipathy or empathy that infuse the effects and
creator of a prepared spell, capable of converting such
into energy capable of respectively inflicting or healing
wounds through touch. The Grey Art affords the
magician an initial choice of orientation. Changes in
character accrued through choices and cumulative use
of spells of other Arts can shift a magician’s expressed
Art.
73
Unfortunately, although Wizardry united the
Crafts, it split the magicians into three Art factions and
the Druidic Order that had formed a few centuries
earlier. A struggle for dominance became the
devastating Dream War, including the Witch Hunt of
Draco’s Kaldarian Inquisition.
Merlin brought it to an end by creating the
Arcanum, made up of the three Artistic Orders, the
Druidic Order, the numerous Divine Orders, and the
Cerulean Order that enforces Wizard Law and protects
the Arcanum. Each Order has a Speaker on the Arcanum
Council from whom one is elected Speaker of The
Arcanum, except for First Speaker Morden Kainen
Gygax, appointed directly by Merlin.
Druidic Lore’s Central Calculus
The core of the Druidic Lore philosophy is the Universal
Computation. The Formula has Four Expressions:
Druidic Formula (Balance):Order / Chaos + Good - Evil = 1
Dark Energy Calculation (Process): Void / Tao + Quality -
Entropy = 1
Cosmic Equation (Creation): ∞ / ∞ + Construction +
Destruction = 1 or 0 / 0 + 1 + (-1) = 1
Evolutionary Reckoning (Progress): Opportunity / Potential +
Benefit - Detriment = Continuity
Druids and Ecomancers use their best
numerical estimation of relevant complexity factors and
variables, based on a large index of experimental values
and result comparisons, to gauge whether their form of
Neutrality needs to be applied to return to 1 or some
other, or if multiple angles need be applied to the
constantly changing, often increasingly complex and
delicate, calculation. Sometimes this requires doing
nothing in order to let it work itself out or to maintain
its stable progress. Sometimes it requires doing the
counter-intuitive and the disruptive, or using ends to
justify means. A result in the Formula greater than 1
indicates expansion while less than 1 indicates
contraction.
The Arcanum Compass
The Arcanum was founded on eight principle laws that
they call the 8 Points of the Compass. The Cerulean
Guard was created to enforce these as judge and act as
judge and juror to offenders. Only the Arcanum Council
can overrule them.
1. The Arcanum requires total loyalty and obedience to
Council and Order, complete unity against common
enemies, and willing cooperation on common
problems.
2. All adept magicians must be members of the
Arcanum, tithing 10% of all income to their Order
each New Year’s Day as dues. Unaffiliated or
excommunicated adepts will be Dream Locked
permanently.
3. There will be no unsanctioned direct combat
between magicians or Orders except in declared
personal duels.
4. There will be no violation of the territory or property
of other magicians or Orders.
5. Neither the Arcanum nor its Orders shall seek to rule
more than itself.
6. Magicians will exercise restraint in Qi collection and
environmental magic to minimize the chance of
permanent existential damage. Qi Rape and
Witchcraft are forbidden on pain of death.
7. Restraint in demon conjuring is to be exercised to
prevent a demonic plague.
8. Magicians may work for opposing sides in conflicts
but may take no direct action against one another or
in any way detrimental to the Arcanum or Orders.
Witchcraft
The Ley was once a Key and accessible by a Druidic Lore
ritual. Twisted and broken into dangerous
unpredictability by the Second Chaos Wave, the Ley is
the spiritual matrix of the planet. Accessing it now
causes 7 steps of Madness without regard for saves,
resistance, or immunity. Witchcraft draws upon ley
energy to spontaneously enhance spells without
increasing casting difficulty. Pan’s Necronomicon, the
Witch’s Grimoire, reintroduced it with a complex ritual
sacrificing part of the witch’s essence to create a living
familiar from a wet clay effigy. Linking witch and planet
to more safely channel the unstable ley energy, some of
the reduction is permanent, reduced further by the
familiar’s destruction. The first contact with ley energy
risks and its use is capable of permanently damaging
reality.
Formed after the horrors of the Dream Wars,
the Arcanum banned witchcraft under penalty of death
and launched the Witch Hunt. Priests of Pan form the
majority of witches and the only religion not one of the
Arcanum’s Orders. Created by the Witch Hunt, only
their land of Paholja offers witches sanctuary from the
Cerulean Order, enforcers of Wizard Law and defenders
of the Arcanum.
Psions and Psychics
Psions are races with a number of innate, fixed magical
abilities much like the Formal spells of paragons.
Psychics are individuals of non-psion races with one to
three relatively minor abilities from a small range of
psionic powers, usually surfacing around adolescence.
Faerie are psions whose abilities are dormant until they
establish their adult link with the Faerie Source of their
Hold.
74
Magic in the Spheres
The influence of magic varies according to the
dimensional Sphere occupied by the caster. This is due
to1 the prevalence of chaos and spirit or order and
substance as well as the amount of potential already
realized in the Sphere. The Celestial Realms of the
material Inner Sphere inhibit magic while growing closer
to the pure spirit of the Tao with distance from the
Mortal Sphere, the three Spheres of the Telestial
Realms increase in malleability and instability.
75
Spells
Tenth Level Spell Slot
A magician or mystic has one 10th
level spell slot at 19th
and 20th
levels. There is only one spell at this level, Miraculum,
the spell if which all others are but a limited form.
Enforcer
No. Name Level Casting Time Ritual Concentration
1 Bane 1 1 Action No Yes
2 Command 1 1 Action No No
3 Compelled Duel 1 1 Bonus
Action
No Yes
4 Detect Evil and Good 1 1 Action No Yes
5 Detect Magic (Ritual) 1 1 Action Yes Yes
6 Detect Poison and Disease 1 1 Action Yes Yes
7 Divine Favor 1 1 Bonus
Action
No Yes
8 Hellish Rebuke 1 Special No No
9 Inflict Wounds 1 1 Action No No
10 Inquisitor’s Touch 1 1 Action No Yes
11 Protection from Evil and Good 1 1 Action No Yes
12 Searing Smite 1 1 Bonus
Action
No Yes
13 Shield of Faith 1 1 Bonus
Action
No Yes
14 Thunderous Smite 1 1 Bonus
Action
No Yes
15 Wrathful Smite 1 1 Bonus
Action
No Yes
1 Blindness/Deafness 2 1 Action No No
2 Branding Smite 2 1 Bonus
Action
No Yes
3 Darkness 2 1 Action No Yes
4 Find Steed 2 10 Minutes No No
5 Locate Object 2 1 Action No Yes
6 Magic Weapon 2 1 Bonus
Action
No Yes
7 Protection from Poison 2 1 Action No No
8 Suggestion 2 1 Action No Yes
1 Animate Dead 3 1 Minute No No
2 Bestow Curse 3 1 Action No Yes
3 Blinding Smite 3 1 Bonus
Action
No Yes
4 Crusader’s Mantle 3 1 Action No Yes
5 Dispel Magic 3 1 Action No No
6 Elemental Weapon 3 1 Action No Yes
7 Fear 3 1 Action No Yes
8 Magic Circle 3 1 Minute No No
76
No. Name Level Casting Time Ritual Concentration
9 Vampiric Touch 3 1 Action No Yes
1 Banishment 4 1 Action No Yes
2 Compulsion 4 1 Action No Yes
3 Death Ward 4 1 Action No No
4 Locate Creature 4 1 Action No Yes
5 Phantasmal Killer 4 1 Action No Yes
6 Staggering Smite 4 1 Bonus
Action
No Yes
1 Banishing Smite 5 1 Bonus
Action
No Yes
2 Circle of Power 5 1 Action No Yes
3 Commune (Ritual) 5 1 Minute Yes No
4 Contagion 5 1 Action No No
5 Destructive Wave 5 1 Action No No
6 Dispel Evil and Good 5 1 Action No Yes
7 Geas 5 1 Minute No No
8 Grimoire Creation (Ritual Only) 5 8 days Yes No
9 Qi Rape (Forbidden Ritual) 5 1 hour Yes No
Exemplar
NO. Name Level Casting time Concentration
1 Bless 1 1 Action Yes
2 Command 1 1 Action No
3 Compelled Duel 1 1 Bonus
Action
Yes
4 Cure Wounds 1 1 Action No
5 Detect Evil and Good 1 1 Action Yes
6 Detect Magic (Ritual) 1 1 Action Yes
7 Detect Poison and Disease 1 1 Action Yes
8 Divine Favor 1 1 Bonus
Action
Yes
9 Heroism 1 1 Action Yes
10 Protection from Evil and Good 1 1 Action Yes
11 Purify Food and Drink (Ritual) 1 1 Action No
12 Searing Smite 1 1 Bonus
Action
Yes
13 Shield of Faith 1 1 Bonus
Action
Yes
14 Thunderous Smite 1 1 Bonus
Action
Yes
15 Wrathful Smite 1 1 Bonus
Action
Yes
1 Aid 2 1 Action No
2 Branding Smite 2 1 Bonus
Action
Yes
3 Find Steed 2 10 Minutes No
4 Lesser Restoration 2 1 Action No
77
NO. Name Level Casting time Concentration
5 Locate Object 2 1 Action Yes
6 Magic Weapon 2 1 Bonus
Action
Yes
7 Protection from Poison 2 1 Action No
8 Zone of Truth 2 1 Action No
1 Aura of Vitality 3 1 Action Yes
2 Beacon of Hope 3 1 Action Yes
3 Blinding Smite 3 1 Bonus
Action
Yes
4 Create Food and Water 3 1 Action No
5 Create Homunculus (Ritual) 3 10 minutes
plus figure
No
6 Crusader’s Mantle 3 1 Action Yes
7 Daylight 3 1 Action No
8 Dispel Magic 3 1 Action No
9 Elemental Weapon 3 1 Action Yes
10 Magic Circle 3 1 Minute No
12 Remove Curse 3 1 Action No
13 Revivify 3 1 Action No
1 Aura of Life 4 1 Action Yes
2 Aura of Purity 4 1 Action Yes
3 Banishment 4 1 Action Yes
4 Death Ward 4 1 Action No
5 Locate Creature 4 1 Action Yes
6 Staggering Smite 4 1 Bonus
Action
Yes
1 Banishing Smite 5 1 Bonus
Action
Yes
2 Circle of Power 5 1 Action Yes
3 Commune (Ritual) 5 1 Minute No
4 Destructive Wave 5 1 Action No
5 Dispel Evil and Good 5 1 Action Yes
6 Geas 5 1 Minute No
7 Grimoire Creation (Ritual Only) 5 8 days No
8 Raise Dead 5 1 Hour No
Illuminatus
No. Name Level Casting time Ritual Concentration
1 Blade Ward 0 1 Action No No
2 Chill Touch 0 1 Action No No
3 Dancing Lights 0 1 Action No Yes
4 Friends 0 1 Action No Yes
5 Guidance 0 1 Action No Yes
6 Light 0 1 Action No No
7 Mage Hand 0 1 Action No No
8 Mending 0 1 Minute No No
78
No. Name Level Casting time Ritual Concentration
9 Message 0 1 Action No No
10 Minor Illusion 0 1 Action No No
11 Placebo 0 1 Action No No
12 Prestidigitation 0 1 Action No No
13
Shillelagh 0
1 Bonus
Action
No No
14 Thaumaturgy 0 1 Action No No
15 True Strike 0 1 Action No Yes
16 Vicious Mockery 0 1 Action No No
1 Animal Friendship 1 1 Action No No
2 Armor of Agathys 1 1 Action No No
3 Arms of Hadar 1 1 Action No No
4 Astral Projection 1 1 Action No Yes
5 Bane 1 1 Action No Yes
6 Bless 1 1 Action No Yes
7 Charm Person 1 1 Action No No
8 Comprehend Languages (Ritual) 1 1 Action Yes No
9 Cure Wounds 1 1 Action No No
10 Detect Magic (Ritual) 1 1 Action Yes Yes
11 Disguise Self 1 1 Action No No
12 Dissonant Whispers 1 1 Action No No
13
Expeditious Retreat 1
1 Bonus
Action
No Yes
14 Faerie Fire 1 1 Action No Yes
15 Feather Fall 1 Special No No
16
Healing Word 1
1 Bonus
Action
No No
17 Hellish Rebuke 1 Special No No
18 Heroism 1 1 Action No Yes
19
Hex 1
1 Bonus
Action
No Yes
20 Identify (Ritual) 1 1 Minute Yes No
21 Illusory Script (Ritual) 1 1 Minute Yes No
22 Longstrider 1 1 Action No No
23 Protection from Evil and Good 1 1 Action No Yes
24 Silent Image 1 1 Action No Yes
25 Sleep 1 1 Action No No
26 Speak with Animals (Ritual) 1 1 Action Yes No
27 Tasha’s Hideous Laughter 1 1 Action No Yes
28 Thunderwave 1 1 Action No No
29 Unseen Servant (Ritual) 1 1 Action Yes No
30 Blindingly Obvious 1 1 Action Yes No
31 Witch Bolt 1 1 Action No Yes
1 Animal Messenger (Ritual) 2 1 Action Yes No
2 Astral Travel 2 1 Hour No No
79
No. Name Level Casting time Ritual Concentration
3 Blindness/Deafness 2 1 Action No No
4 Calm Emotions 2 1 Action No Yes
5 Cloud of Daggers 2 1 Action No Yes
6 Crown of Madness 2 1 Action No Yes
7 Darkness 2 1 Action No Yes
8 Detect Thoughts 2 1 Action No Yes
9 Enhance Ability 2 1 Action No Yes
10 Enthrall 2 1 Action No No
11 Heat Metal 2 1 Action No Yes
12 Hold Person 2 1 Action No Yes
13 Invisibility 2 1 Action No Yes
14 Knock 2 1 Action No No
15 Lesser Restoration 2 1 Action No No
16 Locate Animals or Plants (Ritual) 2 1 Action Yes No
17 Locate Object 2 1 Action No Yes
18 Magic Mouth (Ritual) 2 1 Minute Yes No
19 Melf’s Acid Arrow 2 1 Action No No
20 Mirror Image 2 1 Action No No
21
Misty Step 2
1 Bonus
Action
No No
22 Moonbeam 2 1 Action No Yes
23 Nystul’s Magic Aura 2 1 Action No No
24 Pass Without Trace 2 1 Action No Yes
25 Phantasmal Force 2 1 Action No Yes
26 Protection from Poison 2 1 Action No No
27 Ray of Enfeeblement 2 1 Action No Yes
28 See invisibility 2 1 Action No No
29 Shatter 2 1 Action No No
30 Silence (Ritual) 2 1 Action Yes Yes
31 Spider Climb 2 1 Action No Yes
32 Suggestion 2 1 Action No Yes
33 Warding Bond 2 1 Action No No
34 Web 2 1 Action No Yes
35 Zone of Truth 2 1 Action No No
1 Bestow Curse 3 1 Action No Yes
2 Blink 3 1 Action No No
3 Call Lightning 3 1 Action No Yes
4 Clairvoyance 3 10 Minutes No Yes
5 Counterspell 3 Special No No
6
Create Homunculus (Ritual) 3
10 minutes
plus figure
Yes No
7 Daylight 3 1 Action No No
8 Dispel Magic 3 1 Action No No
9 Fear 3 1 Action No Yes
10 Feign Death (Ritual) 3 1 Action Yes No
80
No. Name Level Casting time Ritual Concentration
11 Fly 3 1 Action No Yes
12 Gaseous Form 3 1 Action No Yes
13 Glyph of Warding 3 1 Hour No No
14 Haste 3 1 Action No Yes
15 Hunger of Hadar 3 1 Action No Yes
16 Hypnotic Pattern 3 1 Action No Yes
17 Leomund’s Tiny Hut (Ritual) 3 1 Minute Yes No
18 Magic Circle 3 1 Minute No No
19 Major Image 3 1 Action No Yes
20 Nondetection 3 1 Action No No
21 Plant Growth 3 Special No No
22 Remove Curse 3 1 Action No No
23 Sending 3 1 Action No No
24 Slow 3 1 Action No Yes
25 Speak with Dead 3 1 Action No No
26 Speak with Plants 3 1 Action No No
27 Stinking Cloud 3 1 Action No Yes
28 Tongues 3 1 Action No No
29 Water Walk (Ritual) 3 1 Action Yes No
1 Banishment 4 1 Action No Yes
2 Blight 4 1 Action No No
3 Compulsion 4 1 Action No Yes
4 Confusion 4 1 Action No Yes
5 Dimension Door 4 1 Action No No
6 Divination (Ritual) 4 1 Action Yes No
7 Etherealness 4 1 Action No No
8 Freedom of Movement 4 1 Action No No
9 Greater Invisibility 4 1 Action No Yes
10 Hallucinatory Terrain 4 10 Minutes No No
11 Locate Creature 4 1 Action No Yes
12 Polymorph 4 1 Action No Yes
1 Animate Objects 5 1 Action No Yes
2 Awaken 5 8 Hours No No
3 Commune (Ritual) 5 1 Minute Yes No
4 Commune with Nature (Ritual) 5 1 Minute Yes No
5 Contact Other Plane (Ritual) 5 1 Minute Yes No
6 Dominate Person 5 1 Action No Yes
7 Dream 5 1 Minute No No
8 Effigy 5 1 hour No No
9 Flame Strike 5 1 Action No No
10 Geas 5 1 Minute No No
11 Greater Restoration 5 1 Action No No
12 Grimoire Creation (Ritual Only) 5 8 days Yes No
13 Hold Monster 5 1 Action No Yes
81
No. Name Level Casting time Ritual Concentration
14 Insect Plague 5 1 Action No Yes
15 Legend Lore 5 10 Minutes No No
16 Mass Cure Wounds 5 1 Action No No
17 Mislead 5 1 Action No Yes
18 Modify Memory 5 1 Action No Yes
19 Planar Binding 5 1 Hour No No
20 Qi Rape (Forbidden Ritual) 5 1 hour Yes No
21 Raise Dead 5 1 Hour No No
22 Scrying 5 10 Minutes No Yes
23 Seeming 5 1 Action No No
24 Teleportation Circle 5 1 Minute No No
25 Totem Pole Creation (Ritual Only) 5 12 hours Yes No
1 Arcane Gate 6 1 Action No Yes
2 Circle of Death 6 1 Action No No
3 Conjure Fey 6 1 Minute No Yes
4 Dream Walk 6 1 Action No No
5 Eyebite 6 1 Action No Yes
6 Find the Path 6 1 Minute No Yes
7 Flesh to Stone 6 1 Action No Yes
8 Guards and Wards 6 10 Minutes No No
9 Mass Suggestion 6 1 Action No No
10 Otto’s Irresistible Dance 6 1 Action No Yes
11 Programmed Illusion 6 1 Action No No
12 True Seeing 6 1 Action No No
1 Conjure Celestial 7 1 Minute No Yes
2 Finger of Death 7 1 Action No No
3 Forcecage 7 1 Action No No
4 Mirage Arcane 7 10 Minutes No No
5 Mordenkainen’s Magnificent Mansion 7 1 Minute No No
6 Mordenkainen’s Sword 7 1 Action No Yes
7 Plane Shift 7 1 Action No No
8 Project Image 7 1 Action No Yes
9 Regenerate 7 1 Minute No No
10 Resurrection 7 1 Hour No No
11 Symbol 7 1 Minute No No
12 Teleport 7 1 Action No No
1 Antipathy/Sympathy 8 1 Hour No No
2 Dominate Monster 8 1 Action No Yes
3 Feeblemind 8 1 Action No No
4 Glibness 8 1 Action No No
5 Maze 8 1 Action No Yes
6 Mind Blank 8 1 Action No No
7 Power Word Stun 8 1 Action No No
1 Foresight 9 1 Minute No No
82
No. Name Level Casting time Ritual Concentration
2 Gate 9 1 Action No Yes
3 Imprisonment 9 1 Minute No No
4 Mass Heal 9 1 Action No No
5 Power Word Heal 9 1 Action No No
6 Power Word Kill 9 1 Action No No
7 True Polymorph 9 1 Action No Yes
8 True Resurrection 9 1 Hour No No
Magician
Alphabetical List
Name Level Craft Casting time Ritual Concentration
Acid Splash 0 Conjuration 1 Action No No
Aid 2 Necromancy 1 Action No No
Alarm (Ritual) 1 Magecraft 1 Minute Yes No
Alter Self 2 Enchantment 1 Action No Yes
Animal Friendship 1 Druidic Lore 1 Action No No
Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No
Animal Shapes 8 Enchantment 1 Action No Yes
Animate Dead 3 Necromancy 1 Minute No No
Animate Objects 5 Necromancy 1 Action No Yes
Antilife Shell 5 Magecraft 1 Action No Yes
Antimagic Field 8 Magecraft 1 Action No Yes
Antipathy/Sympathy 8 Enchantment 1 Hour No No
Arcane Eye 4 Magecraft 1 Action No Yes
Arcane Gate 6 Conjuration 1 Action No Yes
Arcane Lock 2 Magecraft 1 Action No No
Armor of Agathys 1 Magecraft 1 Action No No
Arms of Hadar 1 Conjuration 1 Action No No
Astral Projection 1 Conjuration 1 Action No Yes
Astral Travel 2 Conjuration 1 Hour No No
Augury (Ritual) 2 Priestcraft 1 Minute Yes No
Awaken 5 Necromancy 8 Hours No No
Bane 1 Priestcraft 1 Action No Yes
Banishment 4 Conjuration 1 Action No Yes
Barkskin 2 Enchantment 1 Action No Yes
Beacon of Hope 3 Priestcraft 1 Action No Yes
Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes
Bestow Curse 3 Priestcraft 1 Action No Yes
Bigby’s Hand 5 Magecraft 1 Action No Yes
Blade Barrier 6 Magecraft 1 Action No Yes
Blade Ward 0 Magecraft 1 Action No No
Bless 1 Priestcraft 1 Action No Yes
Blight 4 Necromancy 1 Action No No
Blindingly Obvious 1 Enactment 1 Action No Yes
83
Name Level Craft Casting time Ritual Concentration
Blindness/Deafness 2 Priestcraft 1 Action No No
Blink 3 Conjuration 1 Action No No
Blur 2 Magecraft 1 Action No Yes
Burning Hands 1 Conjuration 1 Action No No
Call Lightning 3 Druidic Lore 1 Action No Yes
Calm Emotions 2 Enchantment 1 Action No Yes
Chain Lightning 6 Conjuration 1 Action No No
Charm Person 1 Enchantment 1 Action No No
Chill Touch 0 Necromancy 1 Action No No
Chromatic Orb 1 Conjuration 1 Action No No
Circle of Death 6 Necromancy 1 Action No No
Clairvoyance 3 Magecraft 10 Minutes No Yes
Clone 8 Necromancy 1 Hour No No
Cloud of Daggers 2 Conjuration 1 Action No Yes
Cloudkill 5 Conjuration 1 Action No Yes
Color Spray 1 Conjuration 1 Action No No
Command 1 Enchantment 1 Action No No
Commune (Ritual) 5 Priestcraft 1 Minute Yes No
Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No
Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No
Cone of Cold 5 Conjuration 1 Action No No
Confusion 4 Enchantment 1 Action No Yes
Conjure Animals 3 Conjuration 1 Action No Yes
Conjure Celestial 7 Conjuration 1 Minute No Yes
Conjure Elemental 5 Druidic Lore 1 Minute No Yes
Conjure Fey 6 Druidic Lore 1 Minute No Yes
Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes
Conjure Woodland Beings 4 Conjuration 1 Action No Yes
Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No
Contagion 5 Necromancy 1 Action No No
Contingency 6 Magecraft 10 Minutes No No
Continual Flame 2 Conjuration 1 Action No No
Control Water 4 Druidic Lore 1 Action No Yes
Control Weather 8 Druidic Lore 10 Minutes No Yes
Counterspell 3 Magecraft Special No No
Create Food and Water 3 Priestcraft 1 Action No No
Create Homunculus (Ritual) 3 Enchantment
10 minutes
plus figure
Yes No
Create or Destroy Water 1 Druidic Lore 1 Action No No
Create Undead 6 Necromancy 1 Minute No No
Creation 5 Conjuration 1 Minute No No
Crown of Madness 2 Enchantment 1 Action No Yes
Cure Wounds 1 Necromancy 1 Action No No
Dancing Lights 0 Conjuration 1 Action No Yes
84
Name Level Craft Casting time Ritual Concentration
Darkness 2 Conjuration 1 Action No Yes
Darkvision 2 Magecraft 1 Action No No
Daylight 3 Conjuration 1 Action No No
Death Ward 4 Necromancy 1 Action No No
Delayed Blast Fireball 7 Conjuration 1 Action No Yes
Demiplane 8 Conjuration 1 Action No No
Destructive Wave 5 Priestcraft 1 Action No No
Detect Evil and Good 1 Priestcraft 1 Action No Yes
Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes
Detect Poison and Disease 1 Necromancy 1 Action Yes Yes
Detect Thoughts 2 Magecraft 1 Action No Yes
Dimension Door 4 Conjuration 1 Action No No
Disguise Self 1 Enchantment 1 Action No No
Disintegrate 6 Enchantment 1 Action No No
Dispel Evil and Good 5 Priestcraft 1 Action No Yes
Dispel Magic 3 Magecraft 1 Action No No
Divination (Ritual) 4 Priestcraft 1 Action Yes No
Divine Word 7 Priestcraft
1 Bonus
Action
No No
Dominate Beast 4 Enchantment 1 Action No Yes
Dominate Monster 8 Enchantment 1 Action No Yes
Dominate Person 5 Enchantment 1 Action No Yes
Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No
Dream 5 Magecraft 1 Minute No No
Dream Lock 5 Magecraft 1 Action No Yes
Dream Walk 6 Conjuration 1 Action No No
Druidcraft 0 Druidic Lore 1 Action No No
Earthquake 8 Druidic Lore 1 Action No Yes
Effigy 5 Necromancy 1 hour No No
Eldritch Blast 0 Magecraft 1 Action No No
Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No
Elemental Weapon 3 Conjuration 1 Action No Yes
Energetic Blast 1 Conjuration 1 Action No No
Enhance Ability 2 Enchantment 1 Action No Yes
Enlarge/Reduce 2 Enchantment 1 Action No Yes
Entangle 1 Druidic Lore 1 Action No Yes
Enthrall 2 Enchantment 1 Action No No
Etherealness 4 Conjuration 1 Action No No
Evard’s Black Tentacles 4 Conjuration 1 Action No Yes
Expeditious Retreat 1 Enchantment
1 Bonus
Action
No Yes
Eyebite 6 Necromancy 1 Action No Yes
Fabricate 4 Enchantment 10 Minutes No No
Faerie Fire 1 Druidic Lore 1 Action No Yes
False Life 1 Necromancy 1 Action No No
85
Name Level Craft Casting time Ritual Concentration
Fear 3 Enchantment 1 Action No Yes
Feather Fall 1 Magecraft Special No No
Feeblemind 8 Enchantment 1 Action No No
Feign Death (Ritual) 3 Necromancy 1 Action Yes No
Find the Path 6 Priestcraft 1 Minute No Yes
Find Traps 2 Priestcraft 1 Action No No
Finger of Death 7 Necromancy 1 Action No No
Fire Bolt 0 Conjuration 1 Action No No
Fire Shield 4 Conjuration 1 Action No No
Fire Storm 7 Druidic Lore 1 Action No No
Fireball 3 Conjuration 1 Action No No
Flame Blade 2 Druidic Lore
1 Bonus
Action
No Yes
Flame Strike 5 Priestcraft 1 Action No No
Flaming Sphere 2 Druidic Lore 1 Action No Yes
Flesh to Stone 6 Enchantment 1 Action No Yes
Fly 3 Magecraft 1 Action No Yes
Fog Cloud 1 Conjuration 1 Action No Yes
Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No
Forcecage 7 Magecraft 1 Action No No
Foresight 9 Magecraft 1 Minute No No
Freedom of Movement 4 Magecraft 1 Action No No
Friends 0 Enchantment 1 Action No Yes
Gaseous Form 3 Enchantment 1 Action No Yes
Gate 9 Conjuration 1 Action No Yes
Geas 5 Enchantment 1 Minute No No
Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No
Giant Insect 4 Enchantment 1 Action No Yes
Glibness 8 Enchantment 1 Action No No
Globe of Invulnerability 6 Magecraft 1 Action No Yes
Glyph of Warding 3 Magecraft 1 Hour No No
Goodberry 1 Druidic Lore 1 Action No No
Grasping Vine 4 Druidic Lore
1 Bonus
Action
No Yes
Grease 1 Conjuration 1 Action No No
Greater Invisibility 4 Magecraft 1 Action No Yes
Greater Restoration 5 Necromancy 1 Action No No
Grimoire Creation (Ritual Only) 5 Magecraft Yes No
Guardian of Faith 4 Priestcraft 1 Action No No
Guards and Wards 6 Magecraft 10 Minutes No No
Guidance 0 Priestcraft 1 Action No Yes
Guiding Bolt 1 Conjuration 1 Action No No
Gust of Wind 2 Druidic Lore 1 Action No Yes
Hallow 5 Priestcraft 24 Hours No No
Hallucinatory Terrain 4 Conjuration 10 Minutes No No
86
Name Level Craft Casting time Ritual Concentration
Harm 6 Necromancy 1 Action No No
Haste 3 Enchantment 1 Action No Yes
Heal 6 Necromancy 1 Action No No
Healing Word 1 Necromancy
1 Bonus
Action
No No
Heat Metal 2 Druidic Lore 1 Action No Yes
Hellish Rebuke 1 Priestcraft Special No No
Heroes’ Feast 6 Priestcraft 10 Minutes No No
Heroism 1 Priestcraft 1 Action No Yes
Hex 1 Priestcraft
1 Bonus
Action
No Yes
Hold Monster 5 Enchantment 1 Action No Yes
Hold Person 2 Enchantment 1 Action No Yes
Holy Aura 8 Priestcraft 1 Action No Yes
Hunger of Hadar 3 Conjuration 1 Action No Yes
Hypnotic Pattern 3 Conjuration 1 Action No Yes
Ice Storm 4 Conjuration 1 Action No No
Identify (Ritual) 1 Magecraft 1 Minute Yes No
Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No
Imprisonment 9 Magecraft 1 Minute No No
Incendiary Cloud 8 Conjuration 1 Action No Yes
Inflict Wounds 1 Necromancy 1 Action No No
Inquisitor’s Touch 1 Enchantment 1 Action No Yes
Insect Plague 5 Conjuration 1 Action No Yes
Invisibility 2 Magecraft 1 Action No Yes
Jump 1 Enchantment 1 Action No No
Knock 2 Magecraft 1 Action No No
Legend Lore 5 Priestcraft 10 Minutes No No
Leomund’s Secret Chest 4 Conjuration 1 Action No No
Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No
Lesser Restoration 2 Necromancy 1 Action No No
Levitate 2 Magecraft 1 Action No Yes
Light 0 Conjuration 1 Action No No
Lightning Bolt 3 Conjuration 1 Action No No
Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No
Locate Creature 4 Magecraft 1 Action No Yes
Locate Object 2 Magecraft 1 Action No Yes
Longstrider 1 Enchantment 1 Action No No
Lycanthropy 6 Priestcraft
Mage Armor 1 Magecraft 1 Action No No
Mage Hand 0 Magecraft 1 Action No No
Magic Circle 3 Magecraft 1 Minute No No
Magic Jar 6 Necromancy 1 Minute No No
Magic Missile 1 Magecraft 1 Action No No
Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No
87
Name Level Craft Casting time Ritual Concentration
Magic Weapon 2 Enchantment
1 Bonus
Action
No Yes
Major Image 3 Conjuration 1 Action No Yes
Mass Cure Wounds 5 Necromancy 1 Action No No
Mass Heal 9 Necromancy 1 Action No No
Mass Healing Word 3 Necromancy
1 Bonus
Action
No No
Mass Suggestion 6 Enchantment 1 Action No No
Maze 8 Conjuration 1 Action No Yes
Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No
Melf’s Acid Arrow 2 Conjuration 1 Action No No
Mending 0 Enchantment 1 Minute No No
Message 0 Magecraft 1 Action No No
Meteor Swarm 9 Conjuration 1 Action No No
Mind Blank 8 Magecraft 1 Action No No
Minor Illusion 0 Conjuration 1 Action No No
Miraculum 10 All 1 action No` No
Mirage Arcane 7 Conjuration 10 Minutes No No
Mirror Image 2 Conjuration 1 Action No No
Mislead 5 Enchantment 1 Action No Yes
Misty Step 2 Conjuration
1 Bonus
Action
No No
Modify Memory 5 Enchantment 1 Action No Yes
Moonbeam 2 Conjuration 1 Action No Yes
Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No
Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No
Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No
Mordenkainen’s Sword 7 Magecraft 1 Action No Yes
Move Earth 6 Druidic Lore 1 Action No Yes
Mummification (Forbidden Ritual) 6 Necromancy 2 Hours Yes No
Nondetection 3 Magecraft 1 Action No No
Nystul’s Magic Aura 2 Magecraft 1 Action No No
Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No
Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes
Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes
Pass Without Trace 2 Magecraft 1 Action No Yes
Passwall 5 Conjuration 1 Action No No
Permanency (Ritual) 7 Magecraft 10 minutes Yes No
Phantasmal Force 2 Conjuration 1 Action No Yes
Phantasmal Killer 4 Enchantment 1 Action No Yes
Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No
Placebo 0 Necromancy 1 Action No No
Planar Ally 6 Priestcraft 10 Minutes No No
Planar Binding 5 Conjuration 1 Hour No No
Plane Shift 7 Conjuration 1 Action No No
88
Name Level Craft Casting time Ritual Concentration
Plant Growth 3 Druidic Lore Special No No
Poison Spray 0 Conjuration 1 Action No No
Polymorph 4 Enchantment 1 Action No Yes
Power Circle Creation (Ritual Only) 7 All
2 hours /
stone
Yes No
Power Word Heal 9 Necromancy 1 Action No No
Power Word Kill 9 Necromancy 1 Action No No
Power Word Stun 8 Enchantment 1 Action No No
Prayer of Healing 2 Priestcraft 10 Minutes No No
Prestidigitation 0 Conjuration 1 Action No No
Prismatic Spray 7 Priestcraft 1 Action No No
Prismatic Wall 9 Priestcraft 1 Action No No
Produce Flame 0 Druidic Lore 1 Action No No
Programmed Illusion 6 Conjuration 1 Action No No
Project Image 7 Conjuration 1 Action No Yes
Protection from Energy 3 Magecraft 1 Action No Yes
Protection from Evil and Good 1 Priestcraft 1 Action No Yes
Protection from Poison 2 Magecraft 1 Action No No
Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No
Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No
Raise Dead 5 Priestcraft 1 Hour No No
Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No
Ray of Enfeeblement 2 Necromancy 1 Action No Yes
Ray of Frost 0 Conjuration 1 Action No No
Ray of Sickness 1 Necromancy 1 Action No No
Regenerate 7 Necromancy 1 Minute No No
Reincarnate 5 Priestcraft 1 Hour No No
Remove Curse 3 Priestcraft 1 Action No No
Resistance 0 Magecraft 1 Action No Yes
Resurrection 7 Priestcraft 1 Hour No No
Reverse Gravity 7 Druidic Lore 1 Action No Yes
Revivify 3 Necromancy 1 Action No No
Rope Trick 2 Conjuration 1 Action No No
Sacred Flame 0 Priestcraft 1 Action No No
Sanctuary 1 Priestcraft
1 Bonus
Action
No No
Scorching Ray 2 Conjuration 1 Action No No
Scrying 5 Magecraft 10 Minutes No Yes
See invisibility 2 Magecraft 1 Action No No
Seeming 5 Enchantment 1 Action No No
Sending 3 Magecraft 1 Action No No
Sequester 7 Enchantment 1 Action No No
Shapechange 9 Enchantment 1 Action No Yes
Shatter 2 Conjuration 1 Action No No
Shield 1 Magecraft Special No No
89
Name Level Craft Casting time Ritual Concentration
Shield of Faith 1 Priestcraft
1 Bonus
Action
No Yes
Shillelagh 0 Druidic Lore
1 Bonus
Action
No No
Shocking Grasp 0 Conjuration 1 Action No No
Silence (Ritual) 2 Conjuration 1 Action Yes Yes
Silent Image 1 Conjuration 1 Action No Yes
Simulacrum 7 Conjuration 12 Hours No No
Sleep 1 Enchantment 1 Action No No
Sleet Storm 3 Conjuration 1 Action No Yes
Slow 3 Enchantment 1 Action No Yes
Spare the Dying 0 Necromancy 1 Action No No
Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No
Speak with Dead 3 Necromancy 1 Action No No
Speak with Plants 3 Druidic Lore 1 Action No No
Spider Climb 2 Enchantment 1 Action No Yes
Spike Growth 2 Druidic Lore 1 Action No Yes
Spirit Guardians 3 Priestcraft 1 Action No Yes
Spiritual Weapon 2 Priestcraft
1 Bonus
Action
No No
Stinking Cloud 3 Conjuration 1 Action No Yes
Stone Shape 4 Druidic Lore 1 Action No No
Stoneskin 4 Enchantment 1 Action No Yes
Storm of Vengeance 9 Druidic Lore 1 Action No Yes
Suggestion 2 Enchantment 1 Action No Yes
Sunbeam 6 Conjuration 1 Action No Yes
Sunburst 8 Conjuration 1 Action No No
Symbol 7 Magecraft 1 Minute No No
Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes
Telekinesis 5 Magecraft 1 Action No Yes
Telepathy 8 Magecraft 1 Action No No
Teleport 7 Conjuration 1 Action No No
Teleportation Circle 5 Conjuration 1 Minute No No
Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No
Thaumaturgy 0 Priestcraft 1 Action No No
Thorn Whip 0 Enchantment 1 Action No No
Thunderwave 1 Conjuration 1 Action No No
Time Stop 9 Druidic Lore 1 Action No No
Tongues 3 Magecraft 1 Action No No
Transport via Plants 6 Druidic Lore 1 Action No No
Tree Stride 5 Druidic Lore 1 Action No Yes
True Polymorph 9 Enchantment 1 Action No Yes
True Resurrection 9 Priestcraft 1 Hour No No
True Seeing 6 Priestcraft 1 Action No No
True Strike 0 Priestcraft 1 Action No Yes
90
Name Level Craft Casting time Ritual Concentration
Tsunami 8 Druidic Lore 1 Minute No Yes
Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No
Vampiric Touch 3 Necromancy 1 Action No Yes
Wall of Fire 4 Druidic Lore 1 Action No Yes
Wall of Force 5 Magecraft 1 Action No Yes
Wall of Ice 6 Druidic Lore 1 Action No Yes
Wall of Stone 5 Druidic Lore 1 Action No Yes
Wall of Thorns 6 Druidic Lore 1 Action No Yes
Warding Bond 2 Magecraft 1 Action No No
Water Breathing (Ritual) 3 Enchantment 1 Action Yes No
Water Walk (Ritual) 3 Priestcraft 1 Action Yes No
Web 2 Conjuration 1 Action No Yes
Weird 9 Enchantment 1 Action No Yes
Wind Walk 6 Enchantment 1 Minute No No
Wind Wall 3 Druidic Lore 1 Action No Yes
Wish 9 All 1 Action No No
Witch Bolt 1 Magecraft 1 Action No Yes
Word of Recall 6 Conjuration 1 Action No No
Zone of Truth 2 Enchantment 1 Action No No
Spell by Level List
No. Name Level Craft Casting time Ritual Concentration
1 Acid Splash 0 Conjuration 1 Action No No
2 Blade Ward 0 Magecraft 1 Action No No
3 Chill Touch 0 Necromancy 1 Action No No
4 Dancing Lights 0 Conjuration 1 Action No Yes
5 Druidcraft 0 Druidic Lore 1 Action No No
6 Eldritch Blast 0 Magecraft 1 Action No No
7 Fire Bolt 0 Conjuration 1 Action No No
8 Friends 0 Enchantment 1 Action No Yes
9 Guidance 0 Priestcraft 1 Action No Yes
10 Light 0 Conjuration 1 Action No No
11 Mage Hand 0 Magecraft 1 Action No No
12 Mending 0 Enchantment 1 Minute No No
13 Message 0 Magecraft 1 Action No No
14 Minor Illusion 0 Conjuration 1 Action No No
15 Placebo 0 Necromancy 1 Action No No
16 Poison Spray 0 Conjuration 1 Action No No
17 Prestidigitation 0 Conjuration 1 Action No No
18 Produce Flame 0 Druidic Lore 1 Action No No
19 Ray of Frost 0 Conjuration 1 Action No No
20 Resistance 0 Magecraft 1 Action No Yes
21 Sacred Flame 0 Priestcraft 1 Action No No
22
Shillelagh 0 Druidic Lore
1 Bonus
Action
No No
91
No. Name Level Craft Casting time Ritual Concentration
23 Shocking Grasp 0 Conjuration 1 Action No No
24 Spare the Dying 0 Necromancy 1 Action No No
25 Thaumaturgy 0 Priestcraft 1 Action No No
26 Thorn Whip 0 Enchantment 1 Action No No
27 True Strike 0 Priestcraft 1 Action No Yes
1 Alarm (Ritual) 1 Magecraft 1 Minute Yes No
2 Animal Friendship 1 Druidic Lore 1 Action No No
3 Armor of Agathys 1 Magecraft 1 Action No No
4 Arms of Hadar 1 Conjuration 1 Action No No
5 Astral Projection 1 Conjuration 1 Action No Yes
6 Bane 1 Priestcraft 1 Action No Yes
7 Bless 1 Priestcraft 1 Action No Yes
8 Blindingly Obvious 1 Enactment 1 Action No Yes
9 Burning Hands 1 Conjuration 1 Action No No
10 Charm Person 1 Enchantment 1 Action No No
11 Chromatic Orb 1 Conjuration 1 Action No No
12 Color Spray 1 Conjuration 1 Action No No
13 Command 1 Enchantment 1 Action No No
14 Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No
15 Create or Destroy Water 1 Druidic Lore 1 Action No No
16 Cure Wounds 1 Necromancy 1 Action No No
17 Detect Evil and Good 1 Priestcraft 1 Action No Yes
18 Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes
19 Detect Poison and Disease 1 Necromancy 1 Action Yes Yes
20 Disguise Self 1 Enchantment 1 Action No No
21 Energetic Blast 1 Conjuration 1 Action No No
22 Entangle 1 Druidic Lore 1 Action No Yes
23
Expeditious Retreat 1 Enchantment
1 Bonus
Action
No Yes
24 Faerie Fire 1 Druidic Lore 1 Action No Yes
25 False Life 1 Necromancy 1 Action No No
26 Feather Fall 1 Magecraft Special No No
27 Fog Cloud 1 Conjuration 1 Action No Yes
28 Goodberry 1 Druidic Lore 1 Action No No
29 Grease 1 Conjuration 1 Action No No
30 Guiding Bolt 1 Conjuration 1 Action No No
31
Healing Word 1 Necromancy
1 Bonus
Action
No No
32 Hellish Rebuke 1 Priestcraft Special No No
33 Heroism 1 Priestcraft 1 Action No Yes
34
Hex 1 Priestcraft
1 Bonus
Action
No Yes
35 Identify (Ritual) 1 Magecraft 1 Minute Yes No
36 Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No
37 Inflict Wounds 1 Necromancy 1 Action No No
92
No. Name Level Craft Casting time Ritual Concentration
38 Inquisitor’s Touch 1 Enchantment 1 Action No Yes
39 Jump 1 Enchantment 1 Action No No
40 Longstrider 1 Enchantment 1 Action No No
41 Mage Armor 1 Magecraft 1 Action No No
42 Magic Missile 1 Magecraft 1 Action No No
43 Protection from Evil and Good 1 Priestcraft 1 Action No Yes
44 Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No
45 Ray of Sickness 1 Necromancy 1 Action No No
46
Sanctuary 1 Priestcraft
1 Bonus
Action
No No
47 Shield 1 Magecraft Special No No
48
Shield of Faith 1 Priestcraft
1 Bonus
Action
No Yes
49 Silent Image 1 Conjuration 1 Action No Yes
50 Sleep 1 Enchantment 1 Action No No
51 Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No
52 Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes
53 Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No
54 Thunderwave 1 Conjuration 1 Action No No
55 Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No
56 Witch Bolt 1 Magecraft 1 Action No Yes
1 Aid 2 Necromancy 1 Action No No
2 Alter Self 2 Enchantment 1 Action No Yes
3 Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No
4 Arcane Lock 2 Magecraft 1 Action No No
5 Astral Travel 2 Conjuration 1 Hour No No
6 Augury (Ritual) 2 Priestcraft 1 Minute Yes No
7 Barkskin 2 Enchantment 1 Action No Yes
8 Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes
9 Blindness/Deafness 2 Priestcraft 1 Action No No
10 Blur 2 Magecraft 1 Action No Yes
11 Calm Emotions 2 Enchantment 1 Action No Yes
12 Cloud of Daggers 2 Conjuration 1 Action No Yes
13 Continual Flame 2 Conjuration 1 Action No No
14 Crown of Madness 2 Enchantment 1 Action No Yes
15 Darkness 2 Conjuration 1 Action No Yes
16 Darkvision 2 Magecraft 1 Action No No
17 Detect Thoughts 2 Magecraft 1 Action No Yes
18 Enhance Ability 2 Enchantment 1 Action No Yes
19 Enlarge/Reduce 2 Enchantment 1 Action No Yes
20 Enthrall 2 Enchantment 1 Action No No
21 Find Traps 2 Priestcraft 1 Action No No
22
Flame Blade 2 Druidic Lore
1 Bonus
Action
No Yes
23 Flaming Sphere 2 Druidic Lore 1 Action No Yes
93
No. Name Level Craft Casting time Ritual Concentration
24 Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No
25 Gust of Wind 2 Druidic Lore 1 Action No Yes
26 Heat Metal 2 Druidic Lore 1 Action No Yes
27 Hold Person 2 Enchantment 1 Action No Yes
28 Invisibility 2 Magecraft 1 Action No Yes
29 Knock 2 Magecraft 1 Action No No
30 Lesser Restoration 2 Necromancy 1 Action No No
31 Levitate 2 Magecraft 1 Action No Yes
32 Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No
33 Locate Object 2 Magecraft 1 Action No Yes
34 Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No
35
Magic Weapon 2 Enchantment
1 Bonus
Action
No Yes
36 Melf’s Acid Arrow 2 Conjuration 1 Action No No
37 Mirror Image 2 Conjuration 1 Action No No
38
Misty Step 2 Conjuration
1 Bonus
Action
No No
39 Moonbeam 2 Conjuration 1 Action No Yes
40 Nystul’s Magic Aura 2 Magecraft 1 Action No No
41 Pass Without Trace 2 Magecraft 1 Action No Yes
42 Phantasmal Force 2 Conjuration 1 Action No Yes
43 Prayer of Healing 2 Priestcraft 10 Minutes No No
44 Protection from Poison 2 Magecraft 1 Action No No
45 Ray of Enfeeblement 2 Necromancy 1 Action No Yes
46 Rope Trick 2 Conjuration 1 Action No No
47 Scorching Ray 2 Conjuration 1 Action No No
48 See invisibility 2 Magecraft 1 Action No No
49 Shatter 2 Conjuration 1 Action No No
50 Silence (Ritual) 2 Conjuration 1 Action Yes Yes
51 Spider Climb 2 Enchantment 1 Action No Yes
52 Spike Growth 2 Druidic Lore 1 Action No Yes
53
Spiritual Weapon 2 Priestcraft
1 Bonus
Action
No No
54 Suggestion 2 Enchantment 1 Action No Yes
55 Warding Bond 2 Magecraft 1 Action No No
56 Web 2 Conjuration 1 Action No Yes
57 Zone of Truth 2 Enchantment 1 Action No No
1 Animate Dead 3 Necromancy 1 Minute No No
2 Beacon of Hope 3 Priestcraft 1 Action No Yes
3 Bestow Curse 3 Priestcraft 1 Action No Yes
4 Blink 3 Conjuration 1 Action No No
5 Call Lightning 3 Druidic Lore 1 Action No Yes
6 Clairvoyance 3 Magecraft 10 Minutes No Yes
7 Conjure Animals 3 Conjuration 1 Action No Yes
8 Counterspell 3 Magecraft Special No No
94
No. Name Level Craft Casting time Ritual Concentration
9 Create Food and Water 3 Priestcraft 1 Action No No
10
Create Homunculus (Ritual) 3 Enchantment
10 minutes
plus figure
Yes No
11 Daylight 3 Conjuration 1 Action No No
12 Dispel Magic 3 Magecraft 1 Action No No
13 Elemental Weapon 3 Conjuration 1 Action No Yes
14 Fear 3 Enchantment 1 Action No Yes
15 Feign Death (Ritual) 3 Necromancy 1 Action Yes No
16 Fireball 3 Conjuration 1 Action No No
17 Fly 3 Magecraft 1 Action No Yes
18 Gaseous Form 3 Enchantment 1 Action No Yes
19 Glyph of Warding 3 Magecraft 1 Hour No No
20 Haste 3 Enchantment 1 Action No Yes
21 Hunger of Hadar 3 Conjuration 1 Action No Yes
22 Hypnotic Pattern 3 Conjuration 1 Action No Yes
23 Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No
24 Lightning Bolt 3 Conjuration 1 Action No No
25 Magic Circle 3 Magecraft 1 Minute No No
26 Major Image 3 Conjuration 1 Action No Yes
27
Mass Healing Word 3 Necromancy
1 Bonus
Action
No No
28 Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No
29 Nondetection 3 Magecraft 1 Action No No
30 Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No
31 Plant Growth 3 Druidic Lore Special No No
32 Protection from Energy 3 Magecraft 1 Action No Yes
33 Remove Curse 3 Priestcraft 1 Action No No
34 Revivify 3 Necromancy 1 Action No No
35 Sending 3 Magecraft 1 Action No No
36 Sleet Storm 3 Conjuration 1 Action No Yes
37 Slow 3 Enchantment 1 Action No Yes
38 Speak with Dead 3 Necromancy 1 Action No No
39 Speak with Plants 3 Druidic Lore 1 Action No No
40 Spirit Guardians 3 Priestcraft 1 Action No Yes
41 Stinking Cloud 3 Conjuration 1 Action No Yes
42 Tongues 3 Magecraft 1 Action No No
43 Vampiric Touch 3 Necromancy 1 Action No Yes
44 Water Breathing (Ritual) 3 Enchantment 1 Action Yes No
45 Water Walk (Ritual) 3 Priestcraft 1 Action Yes No
46 Wind Wall 3 Druidic Lore 1 Action No Yes
1 Arcane Eye 4 Magecraft 1 Action No Yes
2 Banishment 4 Conjuration 1 Action No Yes
3 Blight 4 Necromancy 1 Action No No
4 Confusion 4 Enchantment 1 Action No Yes
5 Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes
95
No. Name Level Craft Casting time Ritual Concentration
6 Conjure Woodland Beings 4 Conjuration 1 Action No Yes
7 Control Water 4 Druidic Lore 1 Action No Yes
8 Death Ward 4 Necromancy 1 Action No No
9 Dimension Door 4 Conjuration 1 Action No No
10 Divination (Ritual) 4 Priestcraft 1 Action Yes No
11 Dominate Beast 4 Enchantment 1 Action No Yes
12 Etherealness 4 Conjuration 1 Action No No
13 Evard’s Black Tentacles 4 Conjuration 1 Action No Yes
14 Fabricate 4 Enchantment 10 Minutes No No
15 Fire Shield 4 Conjuration 1 Action No No
16 Freedom of Movement 4 Magecraft 1 Action No No
17 Giant Insect 4 Enchantment 1 Action No Yes
18
Grasping Vine 4 Druidic Lore
1 Bonus
Action
No Yes
19 Greater Invisibility 4 Magecraft 1 Action No Yes
20 Guardian of Faith 4 Priestcraft 1 Action No No
21 Hallucinatory Terrain 4 Conjuration 10 Minutes No No
22 Ice Storm 4 Conjuration 1 Action No No
23 Leomund’s Secret Chest 4 Conjuration 1 Action No No
24 Locate Creature 4 Magecraft 1 Action No Yes
25 Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No
26 Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No
27 Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes
28 Phantasmal Killer 4 Enchantment 1 Action No Yes
29 Polymorph 4 Enchantment 1 Action No Yes
30 Stone Shape 4 Druidic Lore 1 Action No No
31 Stoneskin 4 Enchantment 1 Action No Yes
32 Wall of Fire 4 Druidic Lore 1 Action No Yes
1 Animate Objects 5 Necromancy 1 Action No Yes
2 Antilife Shell 5 Magecraft 1 Action No Yes
3 Awaken 5 Necromancy 8 Hours No No
4 Bigby’s Hand 5 Magecraft 1 Action No Yes
5 Cloudkill 5 Conjuration 1 Action No Yes
6 Commune (Ritual) 5 Priestcraft 1 Minute Yes No
7 Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No
8 Cone of Cold 5 Conjuration 1 Action No No
9 Conjure Elemental 5 Druidic Lore 1 Minute No Yes
10 Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No
11 Contagion 5 Necromancy 1 Action No No
12 Creation 5 Conjuration 1 Minute No No
13 Destructive Wave 5 Priestcraft 1 Action No No
14 Dispel Evil and Good 5 Priestcraft 1 Action No Yes
15 Dominate Person 5 Enchantment 1 Action No Yes
16 Dream 5 Magecraft 1 Minute No No
96
No. Name Level Craft Casting time Ritual Concentration
17 Dream Lock 5 Magecraft 1 Action No Yes
18 Effigy 5 Necromancy 1 hour No No
19 Flame Strike 5 Priestcraft 1 Action No No
20 Geas 5 Enchantment 1 Minute No No
21 Greater Restoration 5 Necromancy 1 Action No No
22 Grimoire Creation (Ritual Only) 5 Magecraft Yes No
23 Hallow 5 Priestcraft 24 Hours No No
24 Hold Monster 5 Enchantment 1 Action No Yes
25 Insect Plague 5 Conjuration 1 Action No Yes
26 Legend Lore 5 Priestcraft 10 Minutes No No
27 Mass Cure Wounds 5 Necromancy 1 Action No No
28 Mislead 5 Enchantment 1 Action No Yes
29 Modify Memory 5 Enchantment 1 Action No Yes
30 Passwall 5 Conjuration 1 Action No No
31 Planar Binding 5 Conjuration 1 Hour No No
32 Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No
33 Raise Dead 5 Priestcraft 1 Hour No No
34 Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No
35 Reincarnate 5 Priestcraft 1 Hour No No
36 Scrying 5 Magecraft 10 Minutes No Yes
37 Seeming 5 Enchantment 1 Action No No
38 Telekinesis 5 Magecraft 1 Action No Yes
39 Teleportation Circle 5 Conjuration 1 Minute No No
40 Tree Stride 5 Druidic Lore 1 Action No Yes
41 Wall of Force 5 Magecraft 1 Action No Yes
42 Wall of Stone 5 Druidic Lore 1 Action No Yes
1 Arcane Gate 6 Conjuration 1 Action No Yes
2 Blade Barrier 6 Magecraft 1 Action No Yes
3 Chain Lightning 6 Conjuration 1 Action No No
4 Circle of Death 6 Necromancy 1 Action No No
5 Conjure Fey 6 Druidic Lore 1 Minute No Yes
6 Contingency 6 Magecraft 10 Minutes No No
7 Create Undead 6 Necromancy 1 Minute No No
8 Disintegrate 6 Enchantment 1 Action No No
9 Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No
10 Dream Walk 6 Conjuration 1 Action No No
11 Eyebite 6 Necromancy 1 Action No Yes
12 Find the Path 6 Priestcraft 1 Minute No Yes
13 Flesh to Stone 6 Enchantment 1 Action No Yes
14 Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No
15 Globe of Invulnerability 6 Magecraft 1 Action No Yes
16 Guards and Wards 6 Magecraft 10 Minutes No No
17 Harm 6 Necromancy 1 Action No No
18 Heal 6 Necromancy 1 Action No No
97
No. Name Level Craft Casting time Ritual Concentration
19 Heroes’ Feast 6 Priestcraft 10 Minutes No No
20 Lycanthropy 6 Priestcraft
21 Magic Jar 6 Necromancy 1 Minute No No
22 Mass Suggestion 6 Enchantment 1 Action No No
23 Move Earth 6 Druidic Lore 1 Action No Yes
24 Mummification (Forbidden Ritual) 6 Necromancy 2 Hours Yes No
25 Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No
26 Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes
27 Planar Ally 6 Priestcraft 10 Minutes No No
28 Programmed Illusion 6 Conjuration 1 Action No No
29 Sunbeam 6 Conjuration 1 Action No Yes
30 Transport via Plants 6 Druidic Lore 1 Action No No
31 True Seeing 6 Priestcraft 1 Action No No
32 Wall of Ice 6 Druidic Lore 1 Action No Yes
33 Wall of Thorns 6 Druidic Lore 1 Action No Yes
34 Wind Walk 6 Enchantment 1 Minute No No
35 Word of Recall 6 Conjuration 1 Action No No
1 Conjure Celestial 7 Conjuration 1 Minute No Yes
2 Delayed Blast Fireball 7 Conjuration 1 Action No Yes
3
Divine Word 7 Priestcraft
1 Bonus
Action
No No
4 Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No
5 Finger of Death 7 Necromancy 1 Action No No
6 Fire Storm 7 Druidic Lore 1 Action No No
7 Forcecage 7 Magecraft 1 Action No No
8 Mirage Arcane 7 Conjuration 10 Minutes No No
9 Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No
10 Mordenkainen’s Sword 7 Magecraft 1 Action No Yes
11 Permanency (Ritual) 7 Magecraft 10 minutes Yes No
12 Plane Shift 7 Conjuration 1 Action No No
13
Power Circle Creation (Ritual Only) 7 All
2 hours /
stone
Yes No
14 Prismatic Spray 7 Priestcraft 1 Action No No
15 Project Image 7 Conjuration 1 Action No Yes
16 Regenerate 7 Necromancy 1 Minute No No
17 Resurrection 7 Priestcraft 1 Hour No No
18 Reverse Gravity 7 Druidic Lore 1 Action No Yes
19 Sequester 7 Enchantment 1 Action No No
20 Simulacrum 7 Conjuration 12 Hours No No
21 Symbol 7 Magecraft 1 Minute No No
22 Teleport 7 Conjuration 1 Action No No
1 Animal Shapes 8 Enchantment 1 Action No Yes
2 Antimagic Field 8 Magecraft 1 Action No Yes
3 Antipathy/Sympathy 8 Enchantment 1 Hour No No
4 Clone 8 Necromancy 1 Hour No No
98
No. Name Level Craft Casting time Ritual Concentration
5 Control Weather 8 Druidic Lore 10 Minutes No Yes
6 Demiplane 8 Conjuration 1 Action No No
7 Dominate Monster 8 Enchantment 1 Action No Yes
8 Earthquake 8 Druidic Lore 1 Action No Yes
9 Feeblemind 8 Enchantment 1 Action No No
10 Glibness 8 Enchantment 1 Action No No
11 Holy Aura 8 Priestcraft 1 Action No Yes
12 Incendiary Cloud 8 Conjuration 1 Action No Yes
13 Maze 8 Conjuration 1 Action No Yes
14 Mind Blank 8 Magecraft 1 Action No No
15 Power Word Stun 8 Enchantment 1 Action No No
16 Sunburst 8 Conjuration 1 Action No No
17 Telepathy 8 Magecraft 1 Action No No
18 Tsunami 8 Druidic Lore 1 Minute No Yes
1 Foresight 9 Magecraft 1 Minute No No
2 Gate 9 Conjuration 1 Action No Yes
3 Imprisonment 9 Magecraft 1 Minute No No
4 Mass Heal 9 Necromancy 1 Action No No
5 Meteor Swarm 9 Conjuration 1 Action No No
6 Power Word Heal 9 Necromancy 1 Action No No
7 Power Word Kill 9 Necromancy 1 Action No No
8 Prismatic Wall 9 Priestcraft 1 Action No No
9 Shapechange 9 Enchantment 1 Action No Yes
10 Storm of Vengeance 9 Druidic Lore 1 Action No Yes
11 Time Stop 9 Druidic Lore 1 Action No No
12 True Polymorph 9 Enchantment 1 Action No Yes
13 True Resurrection 9 Priestcraft 1 Hour No No
14 Weird 9 Enchantment 1 Action No Yes
15 Wish 9 All 1 Action No No
1 Miraculum 10 All 1 action No` No
Black Magic
No. Name Level Craft Casting time Ritual Concentration
1 Acid Splash 0 Conjuration 1 Action No No
2 Chill Touch 0 Necromancy 1 Action No No
3 Eldritch Blast 0 Magecraft 1 Action No No
4 Fire Bolt 0 Conjuration 1 Action No No
5 Poison Spray 0 Conjuration 1 Action No No
6 Ray of Frost 0 Conjuration 1 Action No No
7 Shocking Grasp 0 Conjuration 1 Action No No
1 Arms of Hadar 1 Conjuration 1 Action No No
2 Bane 1 Priestcraft 1 Action No Yes
3 Burning Hands 1 Conjuration 1 Action No No
4 Charm Person 1 Enchantment 1 Action No No
5 Chromatic Orb 1 Conjuration 1 Action No No
99
No. Name Level Craft Casting time Ritual Concentration
6 Color Spray 1 Conjuration 1 Action No No
7 Command 1 Enchantment 1 Action No No
8 Energetic Blast 1 Conjuration 1 Action No No
9 Hellish Rebuke 1 Priestcraft Special No No
10 Hex 1 Priestcraft 1 Bonus
Action
No Yes
11 Inflict Wounds 1 Necromancy 1 Action No No
12 Inquisitor’s Touch 1 Enchantment 1 Action No Yes
13 Magic Missile 1 Magecraft 1 Action No No
14 Ray of Sickness 1 Necromancy 1 Action No No
15 Thunderwave 1 Conjuration 1 Action No No
16 Witch Bolt 1 Magecraft 1 Action No Yes
1 Blindness/Deafness 2 Priestcraft 1 Action No No
2 Cloud of Daggers 2 Conjuration 1 Action No Yes
3 Crown of Madness 2 Enchantment 1 Action No Yes
4 Darkness 2 Conjuration 1 Action No Yes
5 Enthrall 2 Enchantment 1 Action No No
6 Flaming Sphere 2 Druidic Lore 1 Action No Yes
7 Melf’s Acid Arrow 2 Conjuration 1 Action No No
8 Ray of Enfeeblement 2 Necromancy 1 Action No Yes
9 Scorching Ray 2 Conjuration 1 Action No No
10 Shatter 2 Conjuration 1 Action No No
11 Silence (Ritual) 2 Conjuration 1 Action Yes Yes
12 Suggestion 2 Enchantment 1 Action No Yes
1 Animate Dead 3 Necromancy 1 Minute No No
2 Bestow Curse 3 Priestcraft 1 Action No Yes
3 Call Lightning 3 Druidic Lore 1 Action No Yes
4 Fear 3 Enchantment 1 Action No Yes
5 Fireball 3 Conjuration 1 Action No No
6 Hunger of Hadar 3 Conjuration 1 Action No Yes
7 Hypnotic Pattern 3 Conjuration 1 Action No Yes
8 Lightning Bolt 3 Conjuration 1 Action No No
9 Slow 3 Enchantment 1 Action No Yes
10 Vampiric Touch 3 Necromancy 1 Action No Yes
1 Blight 4 Necromancy 1 Action No No
2 Confusion 4 Enchantment 1 Action No Yes
3 Dominate Beast 4 Enchantment 1 Action No Yes
4 Evard’s Black Tentacles 4 Conjuration 1 Action No Yes
5 Ice Storm 4 Conjuration 1 Action No No
6 Phantasmal Killer 4 Enchantment 1 Action No Yes
1 Cloudkill 5 Conjuration 1 Action No Yes
2 Cone of Cold 5 Conjuration 1 Action No No
3 Contagion 5 Necromancy 1 Action No No
4 Dominate Person 5 Enchantment 1 Action No Yes
100
No. Name Level Craft Casting time Ritual Concentration
5 Dream Lock 5 Magecraft 1 Action No Yes
6 Grimoire Creation (Ritual Only) 5 Magecraft 8 days Yes No
7 Insect Plague 5 Conjuration 1 Action No Yes
8 Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No
1 Chain Lightning 6 Conjuration 1 Action No No
2 Circle of Death 6 Necromancy 1 Action No No
3 Create Undead 6 Necromancy 1 Minute No No
4 Disintegrate 6 Enchantment 1 Action No No
5 Eyebite 6 Necromancy 1 Action No Yes
6 Flesh to Stone 6 Enchantment 1 Action No Yes
7 Harm 6 Necromancy 1 Action No No
8 Lycanthropy (Ritual) 6 Priestcraft 10 minutes Yes No
9 Magic Jar 6 Necromancy 1 Minute No No
10 Mass Suggestion 6 Enchantment 1 Action No No
11 Mummification (Forbidden Ritual, Ritual
Only)
6 Necromancy 3 Hours Yes No
12 Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No
1 Delayed Blast Fireball 7 Conjuration 1 Action No Yes
2 Finger of Death 7 Necromancy 1 Action No No
3 Fire Storm 7 Druidic Lore 1 Action No No
4 Prismatic Spray 7 Priestcraft 1 Action No No
1 Dominate Monster 8 Enchantment 1 Action No Yes
2 Earthquake 8 Druidic Lore 1 Action No Yes
3 Feeblemind 8 Enchantment 1 Action No No
4 Incendiary Cloud 8 Conjuration 1 Action No Yes
5 Power Word Stun 8 Enchantment 1 Action No No
6 Tsunami 8 Druidic Lore 1 Minute No Yes
1 Imprisonment 9 Magecraft 1 Minute No No
2 Meteor Swarm 9 Conjuration 1 Action No No
3 Power Word Kill 9 Necromancy 1 Action No No
4 Storm of Vengeance 9 Druidic Lore 1 Action No Yes
5 Weird 9 Enchantment 1 Action No Yes
Grey Magic
No. Name Level Craft Casting time Ritual Concentration
1 Dancing Lights 0 Conjuration 1 Action No Yes
2 Druidcraft 0 Druidic Lore 1 Action No No
3 Friends 0 Enchantment 1 Action No Yes
4 Mage Hand 0 Magecraft 1 Action No No
5 Message 0 Magecraft 1 Action No No
6 Minor Illusion 0 Conjuration 1 Action No No
7 Prestidigitation 0 Conjuration 1 Action No No
8 Produce Flame 0 Druidic Lore 1 Action No No
9
Shillelagh 0 Druidic Lore
1 Bonus
Action
No No
101
No. Name Level Craft Casting time Ritual Concentration
10 Thaumaturgy 0 Priestcraft 1 Action No No
11 Thorn Whip 0 Enchantment 1 Action No No
12 True Strike 0 Priestcraft 1 Action No Yes
1 Alarm (Ritual) 1 Magecraft 1 Minute Yes No
2 Animal Friendship 1 Druidic Lore 1 Action No No
3 Armor of Agathys 1 Magecraft 1 Action No No
4 Astral Projection 1 Conjuration 1 Action No Yes
5 Blindingly Obvious 1 Enchantment 1 Action No Yes
6 Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No
7 Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes
8 Detect Poison and Disease 1 Necromancy 1 Action Yes Yes
9 Disguise Self 1 Enchantment 1 Action No No
10 Entangle 1 Druidic Lore 1 Action No Yes
11 Faerie Fire 1 Druidic Lore 1 Action No Yes
12 Feather Fall 1 Magecraft Special No No
13 Fog Cloud 1 Conjuration 1 Action No Yes
14 Grease 1 Conjuration 1 Action No No
15 Identify (Ritual) 1 Magecraft 1 Minute Yes No
16 Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No
17 Silent Image 1 Conjuration 1 Action No Yes
18 Sleep 1 Enchantment 1 Action No No
19 Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No
20 Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes
21 Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No
22 Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No
1 Alter Self 2 Enchantment 1 Action No Yes
2 Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No
3 Arcane Lock 2 Magecraft 1 Action No No
4 Astral Travel 2 Conjuration 1 Hour No No
5 Augury (Ritual) 2 Priestcraft 1 Minute Yes No
6 Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes
7 Blur 2 Magecraft 1 Action No Yes
8 Darkvision 2 Magecraft 1 Action No No
9 Detect Thoughts 2 Magecraft 1 Action No Yes
10 Enlarge/Reduce 2 Enchantment 1 Action No Yes
11 Find Traps 2 Priestcraft 1 Action No No
12
Flame Blade 2 Druidic Lore
1 Bonus
Action
No Yes
13 Gust of Wind 2 Druidic Lore 1 Action No Yes
14 Heat Metal 2 Druidic Lore 1 Action No Yes
15 Hold Person 2 Enchantment 1 Action No Yes
16 Invisibility 2 Magecraft 1 Action No Yes
17 Knock 2 Magecraft 1 Action No No
18 Levitate 2 Magecraft 1 Action No Yes
102
No. Name Level Craft Casting time Ritual Concentration
19 Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No
20 Locate Object 2 Magecraft 1 Action No Yes
21 Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No
22 Mirror Image 2 Conjuration 1 Action No No
23
Misty Step 2 Conjuration
1 Bonus
Action
No No
24 Nystul’s Magic Aura 2 Magecraft 1 Action No No
25 Pass Without Trace 2 Magecraft 1 Action No Yes
26 Phantasmal Force 2 Conjuration 1 Action No Yes
27 Rope Trick 2 Conjuration 1 Action No No
28 See invisibility 2 Magecraft 1 Action No No
29 Spike Growth 2 Druidic Lore 1 Action No Yes
30 Zone of Truth 2 Enchantment 1 Action No No
1 Blink 3 Conjuration 1 Action No No
2 Clairvoyance 3 Magecraft 10 Minutes No Yes
3 Conjure Animals 3 Conjuration 1 Action No Yes
4 Counterspell 3 Magecraft Special No No
5 Dispel Magic 3 Magecraft 1 Action No No
6 Elemental Weapon 3 Conjuration 1 Action No Yes
7 Feign Death (Ritual) 3 Necromancy 1 Action Yes No
8 Fly 3 Magecraft 1 Action No Yes
9 Gaseous Form 3 Enchantment 1 Action No Yes
10 Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No
11 Magic Circle 3 Magecraft 1 Minute No No
12 Major Image 3 Conjuration 1 Action No Yes
13 Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No
14 Nondetection 3 Magecraft 1 Action No No
15 Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No
16 Sending 3 Magecraft 1 Action No No
17 Sleet Storm 3 Conjuration 1 Action No Yes
18 Speak with Dead 3 Necromancy 1 Action No No
19 Speak with Plants 3 Druidic Lore 1 Action No No
20 Stinking Cloud 3 Conjuration 1 Action No Yes
21 Tongues 3 Magecraft 1 Action No No
22 Water Walk (Ritual) 3 Priestcraft 1 Action Yes No
23 Wind Wall 3 Druidic Lore 1 Action No Yes
1 Arcane Eye 4 Magecraft 1 Action No Yes
2 Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes
3 Conjure Woodland Beings 4 Conjuration 1 Action No Yes
4 Control Water 4 Druidic Lore 1 Action No Yes
5 Dimension Door 4 Conjuration 1 Action No No
6 Divination (Ritual) 4 Priestcraft 1 Action Yes No
7 Etherealness 4 Conjuration 1 Action No No
8 Fire Shield 4 Conjuration 1 Action No No
103
No. Name Level Craft Casting time Ritual Concentration
9
Grasping Vine 4 Druidic Lore
1 Bonus
Action
No Yes
10 Greater Invisibility 4 Magecraft 1 Action No Yes
11 Hallucinatory Terrain 4 Conjuration 10 Minutes No No
12 Leomund’s Secret Chest 4 Conjuration 1 Action No No
13 Locate Creature 4 Magecraft 1 Action No Yes
14 Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No
15 Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No
16 Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes
17 Polymorph 4 Enchantment 1 Action No Yes
18 Stone Shape 4 Druidic Lore 1 Action No No
19 Wall of Fire 4 Druidic Lore 1 Action No Yes
1 Bigby’s Hand 5 Magecraft 1 Action No Yes
2 Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No
3 Conjure Elemental 5 Druidic Lore 1 Minute No Yes
4 Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No
5 Dream 5 Magecraft 1 Minute No No
6 Effigy 5 Necromancy 1 hour No No
7 Hold Monster 5 Enchantment 1 Action No Yes
8 Legend Lore 5 Priestcraft 10 Minutes No No
9 Mislead 5 Enchantment 1 Action No Yes
10 Modify Memory 5 Enchantment 1 Action No Yes
11 Passwall 5 Conjuration 1 Action No No
12 Planar Binding 5 Conjuration 1 Hour No No
13 Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No
14 Scrying 5 Magecraft 10 Minutes No Yes
15 Seeming 5 Enchantment 1 Action No No
16 Telekinesis 5 Magecraft 1 Action No Yes
17 Teleportation Circle 5 Conjuration 1 Minute No No
18 Tree Stride 5 Druidic Lore 1 Action No Yes
1 Arcane Gate 6 Conjuration 1 Action No Yes
2 Blade Barrier 6 Magecraft 1 Action No Yes
3 Conjure Fey 6 Druidic Lore 1 Minute No Yes
4 Contingency 6 Magecraft 10 Minutes No No
5 Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No
6 Dream Walk 6 Conjuration 1 Action No No
7 Find the Path 6 Priestcraft 1 Minute No Yes
8 Move Earth 6 Druidic Lore 1 Action No Yes
9 Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes
10 Programmed Illusion 6 Conjuration 1 Action No No
11 Transport via Plants 6 Druidic Lore 1 Action No No
12 True Seeing 6 Priestcraft 1 Action No No
13 Wind Walk 6 Enchantment 1 Minute No No
14 Word of Recall 6 Conjuration 1 Action No No
104
No. Name Level Craft Casting time Ritual Concentration
1 Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No
2 Forcecage 7 Magecraft 1 Action No No
3 Mirage Arcane 7 Conjuration 10 Minutes No No
4 Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No
5 Mordenkainen’s Sword 7 Magecraft 1 Action No Yes
6 Permanency 7 Magecraft
7 Plane Shift 7 Conjuration 1 Action No No
8 Project Image 7 Conjuration 1 Action No Yes
9 Reverse Gravity 7 Conjuration 1 Action No Yes
10 Teleport 7 Conjuration 1 Action No No
1 Animal Shapes 8 Enchantment 1 Action No Yes
2 Antimagic Field 8 Magecraft 1 Action No Yes
3 Control Weather 8 Druidic Lore 10 Minutes No Yes
4 Demiplane 8 Conjuration 1 Action No No
5 Glibness 8 Enchantment 1 Action No No
6 Maze 8 Conjuration 1 Action No Yes
7 Telepathy 8 Magecraft 1 Action No No
1 Foresight 9 Magecraft 1 Minute No No
2 Gate 9 Conjuration 1 Action No Yes
3 Prismatic Wall 9 Priestcraft 1 Action No No
4 Shapechange 9 Enchantment 1 Action No Yes
5 Time Stop 9 Druidic Lore 1 Action No No
6 True Polymorph 9 Enchantment 1 Action No Yes
White Magic
No Name Level Craft Casting time Ritual Concentration
1 Blade Ward 0 Magecraft 1 Action No No
2 Guidance 0 Priestcraft 1 Action No Yes
3 Light 0 Conjuration 1 Action No No
4 Mending 0 Enchantment 1 Minute No No
5 Placebo 0 Necromancy
6 Resistance 0 Magecraft 1 Action No Yes
7 Spare the Dying 0 Necromancy 1 Action No No
1 Bless 1 Priestcraft 1 Action No Yes
2 Cure Wounds 1 Necromancy 1 Action No No
3 Expeditious Retreat 1 Enchantment 1 Bonus
Action
No Yes
4 False Life 1 Necromancy 1 Action No No
5 Goodberry 1 Druidic Lore 1 Action No No
6 Guiding Bolt 1 Conjuration 1 Action No No
7 Healing Word 1 Necromancy 1 Bonus
Action
No No
8 Heroism 1 Priestcraft 1 Action No Yes
9 Jump 1 Enchantment 1 Action No No
10 Longstrider 1 Enchantment 1 Action No No
105
No Name Level Craft Casting time Ritual Concentration
11 Mage Armor 1 Magecraft 1 Action No
12 Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No
13 Sanctuary 1 Priestcraft 1 Bonus
Action
No No
14 Shield 1 Magecraft Special No
1 Aid 2 Necromancy 1 Action No No
2 Barkskin 2 Enchantment 1 Action No Yes
3 Calm Emotions 2 Enchantment 1 Action No Yes
4 Continual Flame 2 Conjuration 1 Action No No
5 Enhance Ability 2 Enchantment 1 Action No Yes
6 Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No
7 Lesser Restoration 2 Necromancy 1 Action No No
8 Magic Weapon 2 Enchantment 1 Bonus
Action
No Yes
9 Moonbeam 2 Conjuration 1 Action No Yes
10 Prayer of Healing 2 Priestcraft 10 Minutes No No
11 Protection from Poison 2 Magecraft 1 Action No No
12 Spider Climb 2 Enchantment 1 Action No Yes
13 Warding Bond 2 Magecraft 1 Action No No
14 Web 2 Conjuration 1 Action No Yes
1 Beacon of Hope 3 Priestcraft 1 Action No Yes
2 Create Food and Water 3 Priestcraft 1 Action No No
3 Create Homunculus 3 Enchantment
4 Daylight 3 Conjuration 1 Action No No
5 Haste 3 Enchantment 1 Action No Yes
6 Mass Healing Word 3 Necromancy 1 Bonus
Action
No No
7 Plant Growth 3 Druidic Lore Special No No
8 Protection from Energy 3 Magecraft 1 Action No Yes
9 Remove Curse 3 Priestcraft 1 Action No No
10 Revivify 3 Necromancy 1 Action No No
11 Water Breathing (Ritual) 3 Enchantment 1 Action Yes No
1 Death Ward 4 Necromancy 1 Action No No
2 Fabricate 4 Enchantment 10 Minutes No No
3 Freedom of Movement 4 Magecraft 1 Action No No
4 Giant Insect 4 Enchantment 1 Action No Yes
5 Stoneskin 4 Enchantment 1 Action No Yes
1 Animate Objects 5 Necromancy 1 Action No Yes
2 Antilife Shell 5 Magecraft 1 Action No Yes
3 Awaken 5 Necromancy 8 Hours No No
4 Creation 5 Conjuration 1 Minute No No
5 Flame Strike 5 Priestcraft 1 Action No No
6 Greater Restoration 5 Necromancy 1 Action No No
7 Mass Cure Wounds 5 Necromancy 1 Action No No
8 Raise Dead 5 Priestcraft 1 Hour No No
106
No Name Level Craft Casting time Ritual Concentration
9 Reincarnate 5 Priestcraft 1 Hour No No
10 Wall of Force 5 Magecraft 1 Action No Yes
11 Wall of Stone 5 Druidic Lore 1 Action No Yes
1 Globe of Invulnerability 6 Magecraft 1 Action No Yes
2 Guards and Wards 6 Magecraft 10 Minutes No No
3 Heal 6 Necromancy 1 Action No No
4 Heroes’ Feast 6 Priestcraft 10 Minutes No No
5 Sunbeam 6 Conjuration 1 Action No Yes
6 Wall of Ice 6 Druidic Lore 1 Action No Yes
7 Wall of Thorns 6 Druidic Lore 1 Action No Yes
1 Regenerate 7 Necromancy 1 Minute No No
2 Resurrection 7 Priestcraft 1 Hour No No
3 Sequester 7 Enchantment 1 Action No No
4 Simulacrum 7 Conjuration 12 Hours No No
1 Clone 8 Necromancy 1 Hour No No
2 Mind Blank 8 Magecraft 1 Action No No
3 Sunburst 8 Conjuration 1 Action No No
1 Mass Heal 9 Necromancy 1 Action No No
2 Power Word Heal 9 Necromancy 1 Action No No
3 True Resurrection 9 Priestcraft 1 Hour No No
Variable Magic
No. Name Level Craft Casting time Ritual Concentration
1 Sacred Flame 0 Priestcraft 1 Action No No
1 Create or Destroy Water 1 Druidic Lore 1 Action No No
2 Detect Evil and Good 1 Priestcraft 1 Action No Yes
3 Protection from Evil and Good 1 Priestcraft 1 Action No Yes
4 Shield of Faith 1 Priestcraft 1 Bonus
Action
No Yes
1 Spiritual Weapon 2 Priestcraft 1 Bonus
Action
No No
1 Glyph of Warding 3 Magecraft 1 Hour No No
2 Spirit Guardians 3 Priestcraft 1 Action No Yes
1 Banishment 4 Conjuration 1 Action No Yes
2 Guardian of Faith 4 Priestcraft 1 Action No No
1 Commune (Ritual) 5 Priestcraft 1 Minute Yes No
2 Destructive Wave 5 Priestcraft 1 Action No No
3 Dispel Evil and Good 5 Priestcraft 1 Action No Yes
4 Geas 5 Enchantment 1 Minute No No
5 Hallow 5 Priestcraft 24 Hours No No
1 Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No
2 Planar Ally 6 Priestcraft 10 Minutes No No
1 Conjure Celestial 7 Conjuration 1 Minute No Yes
2 Divine Word 7 Priestcraft 1 Bonus
Action
No No
107
No. Name Level Craft Casting time Ritual Concentration
3 Power Circle Creation (Ritual
Only)
7 Variable 2 hours /
stone
Yes No
4 Symbol 7 Magecraft 1 Minute No No
1 Antipathy/Sympathy 8 Enchantment 1 Hour No No
2 Holy Aura 8 Priestcraft 1 Action No Yes
1 Wish 9 All 1 Action No No
1 Miraculum 10 All 1 Action No No
Conjuration
No. Name Level Art Casting time Ritual Concentration
1 Acid Splash 0 Black 1 Action No No
2 Dancing Lights 0 Grey 1 Action No Yes
3 Fire Bolt 0 Black 1 Action No No
4 Light 0 White 1 Action No No
5 Minor Illusion 0 Grey 1 Action No No
6 Poison Spray 0 Black 1 Action No No
7 Prestidigitation 0 Grey 1 Action No No
8 Ray of Frost 0 Black 1 Action No No
9 Shocking Grasp 0 Black 1 Action No No
1 Arms of Hadar 1 Black 1 Action No No
2 Astral Projection 1 Grey 1 Action No Yes
3 Burning Hands 1 Black 1 Action No No
4 Chromatic Orb 1 Black 1 Action No No
5 Color Spray 1 Black 1 Action No No
6 Fog Cloud 1 Grey 1 Action No Yes
7 Grease 1 Grey 1 Action No No
8 Guiding Bolt 1 White 1 Action No No
9 Silent Image 1 Grey 1 Action No Yes
10 Thunderwave 1 Black 1 Action No No
1 Astral Travel 2 Grey 1 Hour No No
2 Cloud of Daggers 2 Black 1 Action No Yes
3 Continual Flame 2 White 1 Action No No
4 Darkness 2 Black 1 Action No Yes
5 Magic Mouth (Ritual) 2 Grey 1 Minute Yes No
6 Melf’s Acid Arrow 2 Black 1 Action No No
7 Mirror Image 2 Grey 1 Action No No
8 Misty Step 2 Grey 1 Bonus
Action
No No
9 Moonbeam 2 White 1 Action No Yes
10 Phantasmal Force 2 Grey 1 Action No Yes
11 Rope Trick 2 Grey 1 Action No No
12 Scorching Ray 2 Black 1 Action No No
13 Shatter 2 Black 1 Action No No
14 Silence (Ritual) 2 Black 1 Action Yes Yes
15 Web 2 White 1 Action No Yes
108
No. Name Level Art Casting time Ritual Concentration
1 Blink 3 Grey 1 Action No No
2 Conjure Animals 3 Grey 1 Action No Yes
3 Daylight 3 White 1 Action No No
4 Elemental Weapon 3 Grey 1 Action No Yes
5 Fireball 3 Black 1 Action No No
6 Hunger of Hadar 3 Black 1 Action No Yes
7 Hypnotic Pattern 3 Black 1 Action No Yes
8 Lightning Bolt 3 Black 1 Action No No
9 Major Image 3 Grey 1 Action No Yes
10 Phantom Steed (Ritual) 3 Grey 1 Minute Yes No
11 Sleet Storm 3 Grey 1 Action No Yes
12 Stinking Cloud 3 Grey 1 Action No Yes
1 Banishment 4 Variable 1 Action No Yes
2 Conjure Woodland Beings 4 Grey 1 Action No Yes
3 Dimension Door 4 Grey 1 Action No No
4 Etherealness 4 Grey 1 Action No No
5 Evard’s Black Tentacles 4 Black 1 Action No Yes
6 Fire Shield 4 Grey 1 Action No No
7 Hallucinatory Terrain 4 Grey 10 Minutes No No
8 Ice Storm 4 Black 1 Action No No
9 Leomund’s Secret Chest 4 Grey 1 Action No No
1 Cloudkill 5 Black 1 Action No Yes
2 Cone of Cold 5 Black 1 Action No No
3 Creation 5 White 1 Minute No No
4 Insect Plague 5 Black 1 Action No Yes
5 Passwall 5 Grey 1 Action No No
6 Planar Binding 5 Variable 1 Hour No No
7 Teleportation Circle 5 Grey 1 Minute No No
1 Arcane Gate 6 Grey 1 Action No Yes
2 Chain Lightning 6 Black 1 Action No No
3 Drawmij’s Instant Summons (Ritual) 6 Grey 1 Minute Yes No
4 Dream Walk 6 Grey 1 Action No No
5 Otiluke’s Freezing Sphere 6 Black 1 Action No No
6 Programmed Illusion 6 Grey 1 Action No No
7 Sunbeam 6 White 1 Action No Yes
8 Word of Recall 6 Grey 1 Action No No
1 Conjure Celestial 7 Variable 1 Minute No Yes
2 Delayed Blast Fireball 7 Black 1 Action No Yes
3 Mirage Arcane 7 Grey 10 Minutes No No
4 Plane Shift 7 Grey 1 Action No No
5 Power Circle Creation (Ritual Only) 7 Variable 2 hours /
stone
Yes No
6 Project Image 7 Grey 1 Action No Yes
7 Simulacrum 7 White 12 Hours No No
109
No. Name Level Art Casting time Ritual Concentration
8 Teleport 7 Grey 1 Action No No
1 Demiplane 8 Grey 1 Action No No
2 Incendiary Cloud 8 Black 1 Action No Yes
3 Maze 8 Grey 1 Action No Yes
4 Sunburst 8 White 1 Action No No
1 Gate 9 Grey 1 Action No Yes
2 Meteor Swarm 9 Black 1 Action No No
3 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Druidic Lore
No. Name Level Art Casting time Ritual Concentration
1 Druidcraft 0 Grey 1 Action No No
2 Produce Flame 0 Grey 1 Action No No
3 Shillelagh 0 Grey 1 Bonus
Action
No No
1 Animal Friendship 1 Grey 1 Action No No
2 Create or Destroy Water 1 Variable 1 Action No No
3 Entangle 1 Grey 1 Action No Yes
4 Faerie Fire 1 Grey 1 Action No Yes
5 Goodberry 1 White 1 Action No No
6 Speak with Animals (Ritual) 1 Grey 1 Action Yes No
1 Animal Messenger (Ritual) 2 Grey 1 Action Yes No
2 Beast Sense (Ritual) 2 Grey 1 Action Yes Yes
3 Flame Blade 2 Grey 1 Bonus
Action
No Yes
4 Flaming Sphere 2 Black 1 Action No Yes
5 Gust of Wind 2 Grey 1 Action No Yes
6 Heat Metal 2 Grey 1 Action No Yes
7 Locate Animals or Plants (Ritual) 2 Grey 1 Action Yes No
8 Spike Growth 2 Grey 1 Action No Yes
1 Call Lightning 3 Black 1 Action No Yes
2 Meld into Stone (Ritual) 3 Grey 1 Action Yes No
3 Plant Growth 3 White Special No No
4 Speak with Plants 3 Grey 1 Action No No
5 Wind Wall 3 Grey 1 Action No Yes
1 Conjure Minor Elementals 4 Grey 1 Minute No Yes
2 Control Water 4 Grey 1 Action No Yes
3 Grasping Vine 4 Grey 1 Bonus
Action
No Yes
4 Stone Shape 4 Grey 1 Action No No
5 Wall of Fire 4 Grey 1 Action No Yes
1 Commune with Nature (Ritual) 5 Grey 1 Minute Yes No
2 Conjure Elemental 5 Grey 1 Minute No Yes
3 Tree Stride 5 Grey 1 Action No Yes
110
No. Name Level Art Casting time Ritual Concentration
4 Wall of Stone 5 White 1 Action No Yes
1 Conjure Fey 6 Grey 1 Minute No Yes
2 Move Earth 6 Grey 1 Action No Yes
3 Transport via Plants 6 Grey 1 Action No No
4 Wall of Ice 6 White 1 Action No Yes
5 Wall of Thorns 6 White 1 Action No Yes
1 Elemental Bonding (Ritual only) 7 Grey 50 minutes Yes No
2 Fire Storm 7 Druidic
Lore
1 Action No No
3 Power Circle Creation (Ritual
Only)
7 Variable 2 hours /
stone
Yes No
4 Reverse Gravity 7 Grey 1 Action No Yes
1 Control Weather 8 Grey 10 Minutes No Yes
2 Earthquake 8 Black 1 Action No Yes
3 Tsunami 8 Black 1 Minute No Yes
1 Storm of Vengeance 9 Black 1 Action No Yes
2 Time Stop 9 Grey 1 Action No No
3 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Enchantment
No. Name Level Art Casting time Ritual Concentration
1 Friends 0 Grey 1 Action No Yes
2 Mending 0 White 1 Minute No No
3 Thorn Whip 0 Grey 1 Action No No
1 Blindingly Obvious 1 Enchantment 1 Action No Yes
2 Charm Person 1 Black 1 Action No No
3 Command 1 Black 1 Action No No
4 Disguise Self 1 Grey 1 Action No No
5
Expeditious Retreat 1 White
1 Bonus
Action
No Yes
6 Inquisitor’s Touch 1 Black 1 Action No Yes
7 Jump 1 White 1 Action No No
8 Longstrider 1 White 1 Action No No
9 Sleep 1 Grey 1 Action No No
10 Tasha’s Hideous Laughter 1 Grey 1 Action No Yes
1 Alter Self 2 Grey 1 Action No Yes
2 Barkskin 2 White 1 Action No Yes
3 Calm Emotions 2 White 1 Action No Yes
4 Crown of Madness 2 Black 1 Action No Yes
5 Enhance Ability 2 White 1 Action No Yes
6 Enlarge/Reduce 2 Grey 1 Action No Yes
7 Enthrall 2 Black 1 Action No No
8 Hold Person 2 Grey 1 Action No Yes
9
Magic Weapon 2 White
1 Bonus
Action
No Yes
111
No. Name Level Art Casting time Ritual Concentration
10 Spider Climb 2 White 1 Action No Yes
11 Suggestion 2 Black 1 Action No Yes
12 Zone of Truth 2 Grey 1 Action No No
1 Create Homunculus 3 Variable
2 Fear 3 Black 1 Action No Yes
3 Gaseous Form 3 Grey 1 Action No Yes
4 Haste 3 White 1 Action No Yes
5 Slow 3 Black 1 Action No Yes
6 Water Breathing (Ritual) 3 White 1 Action Yes No
1 Confusion 4 Black 1 Action No Yes
2 Dominate Beast 4 Black 1 Action No Yes
3 Fabricate 4 White 10 Minutes No No
4 Giant Insect 4 White 1 Action No Yes
5 Phantasmal Killer 4 Black 1 Action No Yes
6 Polymorph 4 Grey 1 Action No Yes
7 Stoneskin 4 White 1 Action No Yes
1 Dominate Person 5 Black 1 Action No Yes
2 Geas 5 Variable 1 Minute No No
3 Hold Monster 5 Grey 1 Action No Yes
4 Mislead 5 Grey 1 Action No Yes
5 Modify Memory 5 Variable 1 Action No Yes
6 Seeming 5 Grey 1 Action No No
1 Disintegrate 6 Black 1 Action No No
2 Flesh to Stone 6 Black 1 Action No Yes
3 Mass Suggestion 6 Black 1 Action No No
4 Otto’s Irresistible Dance 6 Grey 1 Action No Yes
5 Wind Walk 6 Grey 1 Minute No No
1
Power Circle Creation (Ritual Only) 7 Variable
2 hours /
stone
Yes No
2 Sequester 7 White 1 Action No No
1 Animal Shapes 8 Grey 1 Action No Yes
2 Antipathy/Sympathy 8 Variable 1 Hour No No
3 Dominate Monster 8 Black 1 Action No Yes
4 Feeblemind 8 Black 1 Action No No
5 Glibness 8 Grey 1 Action No No
6 Power Word Stun 8 Black 1 Action No No
1 Shapechange 9 Grey 1 Action No Yes
2 True Polymorph 9 Grey 1 Action No Yes
3 Weird 9 Black 1 Action No Yes
4 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Magecraft
No. Name Level Art Casting time Ritual Concentration
1 Blade Ward 0 White 1 Action No No
112
No. Name Level Art Casting time Ritual Concentration
2 Eldritch Blast 0 Black 1 Action No No
3 Mage Hand 0 Grey 1 Action No No
4 Message 0 Grey 1 Action No No
5 Resistance 0 White 1 Action No Yes
1 Alarm (Ritual) 1 Grey 1 Minute Yes No
2 Armor of Agathys 1 Grey 1 Action No No
3 Comprehend Languages (Ritual) 1 Grey 1 Action Yes No
4 Detect Magic (Ritual) 1 Grey 1 Action Yes Yes
5 Feather Fall 1 Grey Special No No
6 Identify (Ritual) 1 Grey 1 Minute Yes No
7 Illusory Script (Ritual) 1 Grey 1 Minute Yes No
8 Mage Armor 1 White 1 Action No No
9 Magic Missile 1 Black 1 Action No No
10 Shield 1 White Special No No
11 Tenser’s Floating Disk (Ritual) 1 Grey 1 Action Yes No
12 Unseen Servant (Ritual) 1 Grey 1 Action Yes No
13 Witch Bolt 1 Black 1 Action No Yes
1 Arcane Lock 2 Grey 1 Action No No
2 Blur 2 Grey 1 Action No Yes
3 Darkvision 2 Grey 1 Action No No
4 Detect Thoughts 2 Variable 1 Action No Yes
5 Invisibility 2 Grey 1 Action No Yes
6 Knock 2 Grey 1 Action No No
7 Levitate 2 Grey 1 Action No Yes
8 Locate Object 2 Grey 1 Action No Yes
9 Nystul’s Magic Aura 2 Grey 1 Action No No
10 Pass Without Trace 2 Grey 1 Action No Yes
11 Protection from Poison 2 White 1 Action No No
12 See invisibility 2 Grey 1 Action No No
13 Warding Bond 2 White 1 Action No No
1 Clairvoyance 3 Grey 10 Minutes No Yes
2 Counterspell 3 Grey Special No No
3 Dispel Magic 3 Grey 1 Action No No
4 Fly 3 Grey 1 Action No Yes
5 Glyph of Warding 3 Variable 1 Hour No No
6 Leomund’s Tiny Hut (Ritual) 3 Grey 1 Minute Yes No
7 Magic Circle 3 Variable 1 Minute No No
8 Nondetection 3 Grey 1 Action No No
9 Protection from Energy 3 White 1 Action No Yes
10 Sending 3 Grey 1 Action No No
11 Tongues 3 Grey 1 Action No No
1 Arcane Eye 4 Grey 1 Action No Yes
2 Freedom of Movement 4 White 1 Action No No
3 Greater Invisibility 4 Grey 1 Action No Yes
113
No. Name Level Art Casting time Ritual Concentration
4 Locate Creature 4 Grey 1 Action No Yes
5 Mordenkainen’s Faithful Hound 4 Grey 1 Action No No
6 Mordenkainen’s Private Sanctum 4 Grey 10 Minutes No No
7 Otiluke’s Resilient Sphere 4 Grey 1 Action No Yes
1 Antilife Shell 5 White 1 Action No Yes
2 Bigby’s Hand 5 Grey 1 Action No Yes
3 Contact Other Plane (Ritual) 5 Grey 1 Minute Yes No
4 Dream 5 Grey 1 Minute No No
5 Dream Lock 5 Magecraft 1 Action No Yes
6 Grimoire Creation (Ritual Only) 5 Black 8 days Yes No
7 Rary’s Telepathic Bond (Ritual) 5 Grey 1 Action Yes No
8 Scrying 5 Grey 10 Minutes No Yes
9 Telekinesis 5 Grey 1 Action No Yes
10 Wall of Force 5 White 1 Action No Yes
1 Blade Barrier 6 Grey 1 Action No Yes
2 Contingency 6 Grey 10 Minutes No No
3 Enchant Item 6 Variable
4 Globe of Invulnerability 6 White 1 Action No Yes
5 Guards and Wards 6 White 10 Minutes No No
1 Forcecage 7 Grey 1 Action No No
2 Mordenkainen’s Magnificent Mansion 7 Grey 1 Minute No No
3 Mordenkainen’s Sword 7 Grey 1 Action No Yes
4 Permanency 7 Variable
5 Power Circle Creation (Ritual Only) 7 Variable 2 hours /
stone
Yes No
6 Symbol 7 Variable 1 Minute No No
1 Antimagic Field 8 Grey 1 Action No Yes
2 Mind Blank 8 White 1 Action No No
3 Telepathy 8 Grey 1 Action No No
1 Foresight 9 Grey 1 Minute No No
2 Imprisonment 9 Black 1 Minute No No
3 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Necromancy
No. Name Level Art Casting time Ritual Concentration
1 Chill Touch 0 Black 1 Action No No
2 Placebo 0 White 1 Action No No
3 Spare the Dying 0 White 1 Action No No
1 Cure Wounds 1 White 1 Action No No
2 Detect Poison and Disease 1 Grey 1 Action Yes Yes
3 False Life 1 White 1 Action No No
4 Healing Word 1 White 1 Bonus
Action
No No
5 Inflict Wounds 1 Black 1 Action No No
114
No. Name Level Art Casting time Ritual Concentration
6 Ray of Sickness 1 Black 1 Action No No
1 Aid 2 White 1 Action No No
2 Gentle Repose (Ritual) 2 White 1 Action Yes No
3 Lesser Restoration 2 White 1 Action No No
4 Ray of Enfeeblement 2 Black 1 Action No Yes
1 Animate Dead 3 Black 1 Minute No No
2 Feign Death (Ritual) 3 Grey 1 Action Yes No
3 Mass Healing Word 3 White 1 Bonus
Action
No No
4 Revivify 3 White 1 Action No No
5 Speak with Dead 3 Grey 1 Action No No
6 Vampiric Touch 3 Black 1 Action No Yes
1 Blight 4 Black 1 Action No No
2 Death Ward 4 White 1 Action No No
1 Animate Objects 5 White 1 Action No Yes
2 Awaken 5 White 8 Hours No No
3 Contagion 5 Black 1 Action No No
4 Effigy 5 Grey 1 hour No No
5 Greater Restoration 5 White 1 Action No No
6 Mass Cure Wounds 5 White 1 Action No No
7 Qi Rape (Forbidden Ritual) 5 Black 1 hour Yes No
1 Circle of Death 6 Black 1 Action No No
2 Create Undead 6 Black 1 Minute No No
3 Eyebite 6 Black 1 Action No Yes
4 Harm 6 Black 1 Action No No
5 Heal 6 White 1 Action No No
6 Magic Jar 6 Black 1 Minute No No
7 Mummification (Forbidden Ritual) 6 Black 2 Hours Yes No
1 Finger of Death 7 Black 1 Action No No
2 Power Circle Creation (Ritual Only) 7 Variable 2 hours /
stone
Yes No
3 Regenerate 7 White 1 Minute No No
1 Clone 8 White 1 Hour No No
1 Mass Heal 9 White 1 Action No No
2 Power Word Heal 9 White 1 Action No No
3 Power Word Kill 9 Black 1 Action No No
4 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Priestcraft
No. Name Level Art Casting time Ritual Concentration
1 Guidance 0 White 1 Action No Yes
2 Sacred Flame 0 Variable 1 Action No No
3 Thaumaturgy 0 Variable 1 Action No No
4 True Strike 0 Variable 1 Action No Yes
115
No. Name Level Art Casting time Ritual Concentration
1 Bane 1 Black 1 Action No Yes
2 Bless 1 White 1 Action No Yes
3 Detect Evil and Good 1 Variable 1 Action No Yes
4 Hellish Rebuke 1 Black Special No No
5 Heroism 1 White 1 Action No Yes
6 Hex 1 Black 1 Bonus
Action
No Yes
7 Protection from Evil and Good 1 Variable 1 Action No Yes
8 Purify Food and Drink (Ritual) 1 White 1 Action Yes No
9 Sanctuary 1 White 1 Bonus
Action
No No
10 Shield of Faith 1 Variable 1 Bonus
Action
No Yes
1 Augury (Ritual) 2 Grey 1 Minute Yes No
2 Blindness/Deafness 2 Black 1 Action No No
3 Find Traps 2 Grey 1 Action No No
4 Prayer of Healing 2 White 10 Minutes No No
5 Spiritual Weapon 2 Variable 1 Bonus
Action
No No
1 Beacon of Hope 3 White 1 Action No Yes
2 Bestow Curse 3 Variable 1 Action No Yes
3 Create Food and Water 3 White 1 Action No No
4 Remove Curse 3 Variable 1 Action No No
5 Spirit Guardians 3 Variable 1 Action No Yes
6 Water Walk (Ritual) 3 Grey 1 Action Yes No
1 Divination (Ritual) 4 Grey 1 Action Yes No
2 Guardian of Faith 4 Variable 1 Action No No
1 Commune (Ritual) 5 Variable 1 Minute Yes No
2 Destructive Wave 5 Variable 1 Action No No
3 Dispel Evil and Good 5 Variable 1 Action No Yes
4 Flame Strike 5 White 1 Action No No
5 Hallow 5 Variable 24 Hours No No
6 Legend Lore 5 Grey 10 Minutes No No
7 Raise Dead 5 White 1 Hour No No
8 Reincarnate 5 White 1 Hour No No
1 Find the Path 6 Grey 1 Minute No Yes
2 Forbiddance (Ritual) 6 Variable 10 Minutes Yes No
3 Heroes’ Feast 6 White 10 Minutes No No
4 Lycanthropy 6 Black
5 Planar Ally 6 Variable 10 Minutes No No
6 True Seeing 6 Grey 1 Action No No
1 Divine Word 7 Variable 1 Bonus
Action
No No
2 Power Circle Creation (Ritual
Only)
7 Variable 2 hours /
stone
Yes No
116
No. Name Level Art Casting time Ritual Concentration
3 Prismatic Spray 7 Black 1 Action No No
4 Resurrection 7 White 1 Hour No No
1 Holy Aura 8 Variable 1 Action No Yes
1 Prismatic Wall 9 Grey 1 Action No No
2 True Resurrection 9 White 1 Hour No No
3 Wish 9 Variable 1 Action No No
1 Miraculum 10 Variable 1 Action No No
Mystic
No. Name Level Casting time Ritual Concentration
1 Acid Splash 0 1 Action No No
2 Blade Ward 0 1 Action No No
3 Chill Touch 0 1 Action No No
4 Dancing Lights 0 1 Action No Yes
5 Eldritch Blast 0 1 Action No No
6 Fire Bolt 0 1 Action No No
7 Friends 0 1 Action No Yes
8 Guidance 0 1 Action No Yes
9 Light 0 1 Action No No
10 Mage Hand 0 1 Action No No
11 Mending 0 1 Minute No No
12 Message 0 1 Action No No
13 Minor Illusion 0 1 Action No No
14 Placebo 0 1 Action No No
15 Poison Spray 0 1 Action No No
16 Prestidigitation 0 1 Action No No
17 Ray of Frost 0 1 Action No No
18 Resistance 0 1 Action No Yes
19 Shocking Grasp 0 1 Action No No
20 Thaumaturgy 0 1 Action No No
21 True Strike 0 1 Action No Yes
1 Astral Projection 1 1 Action No Yes
2 Blindingly Obvious 1 1 Action No Yes
3 Burning Hands 1 1 Action No No
4 Charm Person 1 1 Action No No
5 Chromatic Orb 1 1 Action No No
6 Color Spray 1 1 Action No No
7 Comprehend Languages (Ritual) 1 1 Action Yes No
8 Detect Magic (Ritual) 1 1 Action Yes Yes
9 Disguise Self 1 1 Action No No
10
Expeditious Retreat 1
1 Bonus
Action
No Yes
11 False Life 1 1 Action No No
12 Feather Fall 1 Special No No
13 Fog Cloud 1 1 Action No Yes
117
No. Name Level Casting time Ritual Concentration
14 Hellish Rebuke 1 Special No No
15
Hex 1
1 Bonus
Action
No Yes
16 Inquisitor’s Touch 1 1 Action No Yes
17 Jump 1 1 Action No No
18 Mage Armor 1 1 Action No No
19 Magic Missile 1 1 Action No No
20 Protection from Evil and Good 1 1 Action No Yes
21 Ray of Sickness 1 1 Action No No
22 Shield 1 Special No No
23 Silent Image 1 1 Action No Yes
24 Sleep 1 1 Action No No
25 Thunderwave 1 1 Action No No
26 Unseen Servant (Ritual) 1 1 Action Yes No
27 Witch Bolt 1 1 Action No Yes
1 Alter Self 2 1 Action No Yes
2 Astral Travel 2 1 Hour No No
3 Blindness/Deafness 2 1 Action No No
4 Blur 2 1 Action No Yes
5 Cloud of Daggers 2 1 Action No Yes
6 Crown of Madness 2 1 Action No Yes
7 Darkness 2 1 Action No Yes
8 Darkvision 2 1 Action No No
9 Detect Thoughts 2 1 Action No Yes
10 Enhance Ability 2 1 Action No Yes
11 Enlarge/Reduce 2 1 Action No Yes
12 Enthrall 2 1 Action No No
13 Gust of Wind 2 1 Action No Yes
14 Hold Person 2 1 Action No Yes
15 Invisibility 2 1 Action No Yes
16 Knock 2 1 Action No No
17 Levitate 2 1 Action No Yes
18 Mirror Image 2 1 Action No No
19
Misty Step 2
1 Bonus
Action
No No
20 Pass Without Trace 2 1 Action No Yes
21 Phantasmal Force 2 1 Action No Yes
22 Ray of Enfeeblement 2 1 Action No Yes
23 Rope Trick 2 1 Action No No
24 Scorching Ray 2 1 Action No No
25 See invisibility 2 1 Action No No
26 Shatter 2 1 Action No No
27 Spider Climb 2 1 Action No Yes
28 Suggestion 2 1 Action No Yes
29 Warding Bond 2 1 Action No No
118
No. Name Level Casting time Ritual Concentration
30 Web 2 1 Action No Yes
1 Blink 3 1 Action No No
2 Clairvoyance 3 10 Minutes No Yes
3 Counterspell 3 Special No No
4
Create Homunculus (Ritual) 3
10 minutes
plus figure
Yes No
5 Daylight 3 1 Action No No
6 Dispel Magic 3 1 Action No No
7 Fear 3 1 Action No Yes
8 Feign Death (Ritual) 3 1 Action Yes No
9 Fireball 3 1 Action No No
10 Fly 3 1 Action No Yes
11 Gaseous Form 3 1 Action No Yes
12 Haste 3 1 Action No Yes
13 Hypnotic Pattern 3 1 Action No Yes
14 Lightning Bolt 3 1 Action No No
15 Magic Circle 3 1 Minute No No
16 Major Image 3 1 Action No Yes
17 Nondetection 3 1 Action No No
18 Protection from Energy 3 1 Action No Yes
19 Sending 3 1 Action No No
20 Sleet Storm 3 1 Action No Yes
21 Slow 3 1 Action No Yes
22 Stinking Cloud 3 1 Action No Yes
23 Tongues 3 1 Action No No
24 Vampiric Touch 3 1 Action No Yes
25 Water Breathing (Ritual) 3 1 Action Yes No
26 Water Walk (Ritual) 3 1 Action Yes No
1 Banishment 4 1 Action No Yes
2 Blight 4 1 Action No No
3 Confusion 4 1 Action No Yes
4 Dimension Door 4 1 Action No No
5 Dominate Beast 4 1 Action No Yes
6 Etherealness 4 1 Action No No
7 Freedom of Movement 4 1 Action No No
8 Greater Invisibility 4 1 Action No Yes
9 Hallucinatory Terrain 4 10 Minutes No No
10 Ice Storm 4 1 Action No No
11 Leomund’s Secret Chest 4 1 Action No No
12 Locate Creature 4 1 Action No Yes
13 Mordenkainen’s Private Sanctum 4 10 Minutes No No
14 Polymorph 4 1 Action No Yes
15 Stoneskin 4 1 Action No Yes
16 Wall of Fire 4 1 Action No Yes
119
No. Name Level Casting time Ritual Concentration
1 Animate Objects 5 1 Action No Yes
2 Cloudkill 5 1 Action No Yes
3 Cone of Cold 5 1 Action No No
4 Contact Other Plane (Ritual) 5 1 Minute Yes No
5 Creation 5 1 Minute No No
6 Dominate Person 5 1 Action No Yes
7 Dream 5 1 Minute No No
8 Flame Strike 5 1 Action No No
9 Geas 5 1 Minute No No
10 Grimoire Creation (Ritual Only) 5 8 days Yes No
11 Hold Monster 5 1 Action No Yes
12 Insect Plague 5 1 Action No Yes
13 Qi Rape (Forbidden Ritual) 5 1 hour Yes No
14 Rary’s Telepathic Bond (Ritual) 5 1 Action Yes No
15 Scrying 5 10 Minutes No Yes
16 Seeming 5 1 Action No No
17 Telekinesis 5 1 Action No Yes
1 Arcane Gate 6 1 Action No Yes
2 Chain Lightning 6 1 Action No No
3 Circle of Death 6 1 Action No No
4 Conjure Fey 6 1 Minute No Yes
5 Create Undead 6 1 Minute No No
6 Disintegrate 6 1 Action No No
7 Dream Walk 6 1 Action No No
8 Eyebite 6 1 Action No Yes
9 Globe of Invulnerability 6 1 Action No Yes
10 Mass Suggestion 6 1 Action No No
11 Move Earth 6 1 Action No Yes
12 Mummification (Forbidden Ritual) 6 2 Hours Yes No
13 Otiluke’s Freezing Sphere 6 1 Action No No
14 Sunbeam 6 1 Action No Yes
15 True Seeing 6 1 Action No No
1 Conjure Celestial 7 1 Minute No Yes
2 Delayed Blast Fireball 7 1 Action No Yes
3 Finger of Death 7 1 Action No No
4 Fire Storm 7 1 Action No No
5 Forcecage 7 1 Action No No
6 Mirage Arcane 7 10 Minutes No No
7 Mordenkainen’s Magnificent Mansion 7 1 Minute No No
8 Plane Shift 7 1 Action No No
9
Power Circle Creation (Ritual Only) 7
2 hours /
stone
Yes No
10 Prismatic Spray 7 1 Action No No
11 Reverse Gravity 7 1 Action No Yes
120
No. Name Level Casting time Ritual Concentration
12 Teleport 7 1 Action No No
1 Animal Shapes 8 1 Action No Yes
2 Antipathy/Sympathy 8 1 Hour No No
3 Demiplane 8 1 Action No No
4 Dominate Monster 8 1 Action No Yes
5 Earthquake 8 1 Action No Yes
6 Feeblemind 8 1 Action No No
7 Glibness 8 1 Action No No
8 Incendiary Cloud 8 1 Action No Yes
9 Mind Blank 8 1 Action No No
10 Power Word Stun 8 1 Action No No
11 Sunburst 8 1 Action No No
12 Telepathy 8 1 Action No No
1 Foresight 9 1 Minute No No
2 Gate 9 1 Action No Yes
3 Imprisonment 9 1 Minute No No
4 Meteor Swarm 9 1 Action No No
5 Power Word Kill 9 1 Action No No
6 Time Stop 9 1 Action No No
7 True Polymorph 9 1 Action No Yes
8 Wish 9 1 Action No No
1 Miraculum 10 1 Action No No
Ranger
No. Name Level Casting time Concentration
1 Alarm (Ritual) 1 1 Minute No
2 Animal Friendship 1 1 Action No
3 Cure Wounds 1 1 Action No
4 Detect Magic (Ritual) 1 1 Action Yes
5 Detect Poison and Disease 1 1 Action Yes
6 Ensnaring Strike 1 1 Bonus
Action
Yes
7 Fog Cloud 1 1 Action Yes
8 Goodberry 1 1 Action No
9 Hail of Thorns 1 1 Bonus
Action
Yes
10 Hunter’s Mark 1 1 Bonus
Action
Yes
11 Jump 1 1 Action No
12 Longstrider 1 1 Action No
13 Speak with Animals (Ritual) 1 1 Action No
1 Animal Messenger (Ritual) 2 1 Action No
2 Barkskin 2 1 Action Yes
3 Beast Sense (Ritual) 2 1 Action Yes
4 Cordon of Arrows 2 1 Action No
121
No. Name Level Casting time Concentration
5 Darkvision 2 1 Action No
6 Find Traps 2 1 Action No
7 Lesser Restoration 2 1 Action No
8 Locate Animals or Plants (Ritual) 2 1 Action No
9 Locate Object 2 1 Action Yes
10 Pass Without Trace 2 1 Action Yes
11 Protection from Poison 2 1 Action No
12 Silence (Ritual) 2 1 Action Yes
13 Spike Growth 2 1 Action Yes
1 Conjure Animals 3 1 Action Yes
2 Conjure Barrage 3 1 Action No
3 Create Homunculus (Ritual) 3 10 minutes
plus figure
No
4 Daylight 3 1 Action No
5 Lightning Arrow 3 1 Bonus
Action
Yes
6 Nondetection 3 1 Action No
7 Plant Growth 3 Special No
8 Protection from Energy 3 1 Action Yes
9 Speak with Plants 3 1 Action No
10 Water Breathing (Ritual) 3 1 Action No
11 Wind Wall 3 1 Action Yes
1 Conjure Woodland Beings 4 1 Action Yes
2 Freedom of Movement 4 1 Action No
3 Grasping Vine 4 1 Bonus
Action
Yes
4 Locate Creature 4 1 Action Yes
5 Stoneskin 4 1 Action Yes
1 Commune with Nature (Ritual) 5 1 Minute No
2 Conjure Volley 5 1 Action No
3 Grimoire Creation (Ritual Only) 5 8 days No
4 Swift Quiver 5 1 Bonus
Action
Yes
5 Tree Stride 5 1 Action Yes
Rituals
No. Name Level Casting time Concentration
1 Alarm (Ritual) 1 1 Minute No
2 Comprehend Languages (Ritual) 1 1 Action No
3 Detect Magic (Ritual) 1 1 Action Yes
4 Detect Poison and Disease 1 1 Action Yes
5 Identify (Ritual) 1 1 Minute No
6 Illusory Script (Ritual) 1 1 Minute No
7 Purify Food and Drink (Ritual) 1 1 Action No
8 Speak with Animals (Ritual) 1 1 Action No
122
No. Name Level Casting time Concentration
9 Tenser’s Floating Disk (Ritual) 1 1 Action No
10 Unseen Servant (Ritual) 1 1 Action No
11 Animal Messenger (Ritual) 2 1 Action No
12 Augury (Ritual) 2 1 Minute No
13 Beast Sense (Ritual) 2 1 Action Yes
14 Gentle Repose (Ritual) 2 1 Action No
15 Locate Animals or Plants (Ritual) 2 1 Action No
16 Magic Mouth (Ritual) 2 1 Minute No
17 Silence (Ritual) 2 1 Action Yes
1 Feign Death (Ritual) 3 1 Action No
2 Leomund’s Tiny Hut (Ritual) 3 1 Minute No
3 Meld into Stone (Ritual) 3 1 Action No
4 Phantom Steed (Ritual) 3 1 Minute No
5 Water Breathing (Ritual) 3 1 Action No
6 Water Walk (Ritual) 3 1 Action No
7 Create Homunculus 3 10 minutes
plus figure
No
1 Divination (Ritual) 4 1 Action No
1 Commune (Ritual) 5 1 Minute No
2 Commune with Nature (Ritual) 5 1 Minute No
3 Contact Other Plane (Ritual) 5 1 Minute No
4 Grimoire Creation (Ritual Only) 5 8 days No
5 Qi Rape (Forbidden Ritual) 5 1 hour No
6 Rary’s Telepathic Bond (Ritual) 5 1 Action No
7 Totem Pole Creation (Ritual Only) 5 12 hours No
1 Drawmij’s Instant Summons (Ritual) 6 1 Minute No
2 Forbiddance (Ritual) 6 10 Minutes No
3 Mummification (Forbidden Ritual,
Ritual Only))
6 3 Hours No
4 Lycanthropy (Ritual) 6 10 minutes No
1 Power Circle Creation (Ritual Only) 7 2 hours /
stone
No
2 Elemental Bonding (Ritual Only) 7 50 minutes No
Descriptions
Astral Projection
Level: 1
Craft: Conjuration
Art: Grey
Components: V, S
Casting Time: 1 action
Range: Self
Duration: Concentration up to 1 hour/level
Astral Projection puts the caster in the same
sort of sleep as Astral Travel (5E Astral Projection)
during which the caster leaves their body in astral form
and enters the Ethereal Plane, able to travel as far away
as possible within the duration at a Flying Speed equal
to their normal speed. Invisible and incorporeal, the
astral projection has damage resistance to acid, cold,
fire, lightning, thunder; bludgeoning, piercing, and
slashing from non-magical weapons, damage Immunity
to poison, and condition immunity to exhaustion,
paralyzed, petrified, poisoned, prone, and restrained.
The projection has Darkvision 60’, being able to move
through other creatures and objects as if difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
123
inside an object. At the end of the duration, the caster
awakens in body, with any damage taken transferred to
the body. If unconscious and/or dying, the body is as
well. If the projection is slain, the caster’s body dies.
Targets of the caster’s attacks get the same
resistances as the projection to the projection’s attacks.
The caster cannot communicate verbally with or hear
those not also in astral form. Astral projections are
visible to each other and have no resistance to each
other’s attacks or to those of other entities on the
Ethereal Plane.
Blindingly Obvious
Level: 1
Art: Grey
Craft: Enchantment
Components: V, S
Range: Touch
Duration: Concentration up to 1 minute
Saving Throw: Wisdom negates
This spell makes a creature so obviously an
expected part of the environment that the observer’s
mind fails to notice its presence. This makes all normal,
moderate movements, actions, sounds, and scents,
made or emitted by the creature practically non-
existent, odourless, invisible, and silent. The spell is
broken universally if the creature engages with
observers, attacks, or otherwise draws attention to
itself. The creature has advantage in Stealth and Sleight
of Hand checks against affected observers but a failure
breaks the effect on the observer who then can draw
the attention of others breaking the spell universally.
Loud noise, intense scents, and brief vigorous action
such as falling from a ladder or attacking someone else,
allows affected observers a new save. Observers retain
no memory of the creature from their time affected.
At Higher Levels. You can target one additional creature
for each slot level used above 1st
.
Communing
Those ordained into a priesthood or the Druidic
Order get Commune or Commune with Nature as a
bonus cantrip as it the essential tool of their Craft.
These are the only spells of these Crafts available to lay-
magicians as 5th
level spells although if they don’t meet
the alignment requirements or otherwise do not meet
the approval of the entity contacted there will be no
response.
Create Homunculus
Level 3 (Ritual Only)
Craft: Enchantment
Art: Variable
Components: V, S, M
Casting Time: 10 minutes plus figure creation time
Range: Touch
Targets: One clay figure
Duration: permanent
Shaping a mixture of clay, ash, mandrake root,
and blood, one can channel rare ritual magic to create a
faithful, squirrel-sized companion. This ritual requires
enough of the caster’s blood to inflict 2hp/HD mixed
into the clay with which a tiny winged anthropoid figure
is made, either by a craftsperson or the caster. The
ritual is cast upon the figure, which may have any
desired appearance, with gargoyle-like and/or some
version of the caster being typical. The casting involves
a donation of spirit and qi inflicting 1 point of
Exhaustion upon the caster plus 1 point of damage to all
three mental ability scores, all of which is healed by a
long rest. The caster must make Willpower save at
DC15 or be afflicted with short term madness, long
term on a critical failure. The caster must make a DC20
save if the homunculus is destroyed to reduce long term
madness to short term, with a critical failure causing
indefinite madness.
Dread Curse (ritual)
5th
level Enforcer and Magician
Art: Black
Craft: Priestcraft
Casting Time: 1 action
Range: 60’ or see below
Components: V, S, M (blood)
Duration: 24 hours
A more powerful form of Bestow Curse that requires a
small amount of blood (1 hit point from the target or
the caster, this spell causes the effects of that spell at a
range altered as shown below as well as offering
additional possible Disorders as curs. If the blood used
in the casting is from the target, the spell’s range is
unlimited by distance or planar location.
 Two of the target’s ability scores receive
disadvantage on checks and saves
 The target has disadvantage on attacks
 The target gets disadvantage on Initiative
 Chronic fatigue grants 2 points of Exhaustion
 Obsession creates a Geas regarding one subject,
object, item, place, creature, or person
 Panic requires a Willpower saving throw when
Initiative is rolled to prevent becoming
Frightened until long rest removes
 Blinded
 Deafened
124
 Voice silenced
 Stutter prevents verbal components and gives
disadvantage on Persuasion, Deceit, and
Intimidation checks
 Attention deficit gives disadvantage to all
concentration and casting checks
 Slow
 Muscle weakness cuts weapon damage 50%
 Balance requires Dexterity if hit, dashing, or
using Athletics or Acrobatics to prevent falling
Prone. Critical failures while attacking also
require a save.
 Initiatives require a Constitution save to avoid
being effected as if by a Sleep spell
 The sight of blood requires a Constitution save
to prevent being Poisoned by nausea. Any
physical damage inflicted within target’s sight
and the first time entering a bloody scene
triggers a save. A critical failure results in
fainting Unconscious as if under a Sleep spell.
 Hyperactivity requires a Constitution save at the
completion of short rests to gain their benefits
 Insomnia requires a Constitution save at the
end of a long rest to gain its benefits
 Anemia requires a Constitution save when
physical damage is taken to avoid bleeding 1
point per round per damage dice
 Repressed immune system and regenerative
ability prevent non-magical hit point recovery
 Incontinence requires a Constitution save when
rolling initiative, ability checks, and when
damage for thetarget to avoid soiling itself,
generating a stench that requires a Constituion
save for all within a 10’ radius, including the
target, to avoid being Poisoned while in the
range. Swimming, washing during a short rest,
or a long rest, removes the stench.
 Gullibility gives target disadvantage on
Willpower saves, Insight, Persuasion,
Intimidation, and Deceit.
 Amnesia gives disadvantage on all Intelligence
checks and saves as well as requiring an
Intelligence save to cast each spell while
affected, with disadvantage
 Internal noises, belches and farts make the
target incapable of Stealth, Persuasion, and
Intimidation, and cause all verbal spells to
require a Concentration check to cast at this
spell’s DC.
 The target becomes Vulnerable to one damage
type.
 Every hour’s passage effects the target’s
physical age, sustenance needed, and sleep
requirements, as if two had passed. No benefits
are gained from this except as normal for aging
when appropriate.
 Dementia may occur on a failed Constitution
save triggered by making any check roll. This
causes Confusion as per the spell until a
successful save against the dementia is made.
 All forms of healing the target are 50% effective
 The target gets disadvantage on Death saves,
transforming into an undead upon death with a
Geas upon it to feed upon the target’s allies,
family, and loved ones, until none are left. If the
target has two successes before the third
failure, they become a ghoul in 1d4 rounds. If
they have one success they rise as a wight in
1d4 hours. If they have no successes the target
rises as a vampire in 1d4 days. If the body has
been destroyed the target rises as a shadow,
specter, or wraith respectively.
At Higher Levels: Cast at 6th level the duration
lasts until dispelled by remove curse. At 7th level it
takes a Remove Curse 1 level higher to remove or a
Wish. At 8th level it requires an extraordinary Wish and
at 9th slot level it requires a Miraculum to end the
curse.
Dream Lock
Level: 5
Craft: Magecraft
Art: Black
Components: V, S
Casting Time: 1 action
Range: 60’
Targets: One magic-using creature
Duration: concentration up to 1 minute/level
Saving Throw: Wisdom negates
A Dream Lock is a personal antimagic field that
restores and solidifies the Barrier of Disbelief in the
target, rendering it incapable of dreaming in any way
affected by an antimagic field. Using a 8th level slot
raises the duration to 1 hour/level, a 7th
to 1 day/level,
an 8th to 48 days/level, and a 12th to 1 year /level with
a Permanency ritual used to make the Lock a life-long
punishment. Being Dreaming Locked requires a
Willpower saving throw at DC10 +1/maximum slot level
available to avoid short-term madness with a critical
failure causing long-term. Casting it with a higher level
slot raises the DC+1/+1 level and grants disadvantage.
Making a dream lock permanent raises the save to
DC15+1/maximum level to avoid indefinite madness,
125
made incurable by a critical failure. Removing the Lock
grants a new save at DC10+1/maximum level to recover
from all but incurable madness which requires an
extraordinary Wish to enable curing by Greater
Restoration. Madness is centred around or focused
upon dreamweaving, loss, revenge, or the Lock.
Dream Walk
Level: 6
Craft: Conjuration
Art: Grey
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level
Saving Throw: Wisdom negates
Dream Walk allows you and any creature you
touch to shift physically into the borderland between
the Dream Time and the Material Plane. You can take
more than one creature along with you (subject to your
level limit), but all must be touching each other.
By shifting the details of the dreamscape
around you from your present location toward your
destination you move at a rate of 50 miles per hour
relative to the Material Plane before stepping back onto
the Material Plane.
You can’t make out details of the terrain or
areas you pass over during transit, nor can you predict
perfectly where your travel will end. It’s impossible to
judge distances accurately, making the spell virtually
useless for scouting or spying. Furthermore, when the
spell effect ends, you are shunted 1d10×100 feet in a
random horizontal direction from your desired
endpoint. If this would place you within a solid object,
you are shunted 1d10×1,000 feet in the same direction.
If this would still place you within a solid object, you
(and any creatures with you) are shunted to the nearest
empty space available, but the strain of this activity
renders each creature disadvantaged in all checks,
attacks, and saves, until they complete a long rest (no
save).
If the caster is separated from fellow travellers
they are dumped into the Material Plane at their
present location. If rendered unconscious or slain the
same happens to the caster. Creatures unwilling to
accompany you receive a Wisdom save to avoid the
effect.
Effigy
Level: 5
Craft: Necromancy
Art: Grey
Casting Time: 1 hour
Components: M S V
Range: Touch
Target: 1 figurative representation of 1 creature
Duration: Permanent until dispelled or destroyed
A dreamweaver may make an effigy of a subject
using a specimen of their body such a finger nail, a hair,
or blood, and 50gp of materials., the cloth is cut 6 to 18
inches tall into the body shape of the target, inscribed
with one of Marduk’s names, wrapped around a clay
heart embedded/mixed with the target’s specimen,
stuffed with straw and rare herbs, sewn together, and
then bound in leather. Once the completed the target
must make a Wisdom saving throw if it is within 1 mile.
If it fails the save, the connection is formed and remains
until the spell is removed from the effigy or the effigy is
destroyed, reaching across planes to anywhere within
the same reality. Although it may be detected upon the
target, the spell can only be dispelled on the effigy.
Sticking a needle in the effigy inflicts 1 point of
damage on the target or 1 point of exhaustion from
pain and discomfort. Up to 5 points of damage or 5
points of exhaustion may be inflicted at one time.
Damage needles may be pulled out and put back in to
inflict more damage but removing an exhaustion needle
removes the exhaustion it causes. Until removed such
exhaustion resists magic and long rests. If a damage
needle remains in the effigy that damage cannot be
healed until they are removed. The effigy also counts as
the target for the purposes of transmitting spells with
the range of touch. Any damage, effects, or healing
done to the effigy are transmitted in full but if more
than 1d6 damage of any type is inflicted at one time the
effigy is destroyed. This includes non-magical damage
from poison, fire, cold, poison, etc. and the target still
gets any relevant saving throws.
At Higher Levels. Cast with a 5th
level slot, the spell and
effigy have a range of 1 mile within which to affect the
target. Cast with a 6th
level slot this rises to 10 miles, a
7th
level slot reaching 100 miles, an 8th
level slot
anywhere on the same plane, and a 9th
level slot
anywhere within the same reality.
Elemental Bonding (ritual only)
Level: 7 (Ritual)
Craft: Enchantment
Art: variable
Components: V, S, M (one 1000gp gem per bonded
elemental)
Casting Time: 50 minutes
Range: Touch
126
Targets: As many objects as there are casters and gems
available
Duration: Permanent
Saving Throw: Wisdom negates
Created through much national research and
the theft of a Janni carpet by Kaldaria, the Elemental
Bonding ritual is used most frequently to animate
intelligent objects and give them the locomotion
abilities of the elemental, typically Air or Water. Earth
elementals are used almost exclusively for animating
golems and clockwork. This ritual requires one caster
able to access to Animate Objects, Magic Jar, Conjure
Elementals, and Permanency, along with 1 of each of
these spells, for every object to be bonded (for airships
the ship, the balloon, and the main sail are all separate
objects). Each object must have Permanency cast upon
it followed by simultaneous Conjure Elementals (1 of
largest HD), Animate Objects, and Magic Jar. This bonds
the elemental into the fabric of the object while linking
to the gem as a mental control stone. Thus at least the
caster and two helping casters are required for this
ritual, all involved spells being treated as rituals.
Although airships may be created in parts, they are
often bonded together in one large ritual with the three
control stones linked together by a fourth stone of
4000gp that requires a Rary’s Telepathic Bond to link
with the others, adding another 10 minutes to the
grand ritual. The variability of the Art depends on the
willingness of the elemental to be bonded.
Energetic Blast
1st-level Conjuration
Art: Black
Casting Time: 1 action
Range: variable
Components: V, S
Duration: Instantaneous
Saving Throw: see below
This spell allows a choice of energy type and
area of effect upon casting, inflicting a little lower
damage than other equivalent energy spells but with
additional ongoing, potentially permanent, effects
dependent on the energy type. Regardless of type the
spell inflicts 2d6 points of damage, half upon a
successful save and double upon a critical fail, in
addition to the effects listed for the energy type. The
blast may be shaped as a 30’ line or a 15’ cone
extending from the caster or detonated in a 5’ radius
sphere at a range of up to 15’ from the caster.
 Acid: on failed Dexterity save target takes initial
spell damage each round until save successful;
critical failure same as failure plus Blinded, each
long rest affords a save to remove condition
with a critical failure on any of these saves
making it permanent until a Greater Restoration
or Wish removes it.
 Cold: on failed Constitution save target is
Incapacitated until save successful; critical
failure same as failure plus gain 1 point of
Exhaustion, each long rest affords a save to
remove Exhaustion with a critical failure on any
of these saves making it permanent until a
Greater Restoration or Wish removes it.
 Fire: on failed Dexterity save target suffers half
initial spell damage each round and have
disadvantage on all ability checks and attacks
until a save successful; critical failure same as
failure plus Blinded, each long rest affords save
to remove condition with a critical failure on
any of these saves making it permanent until a
Greater Restoration or Wish removes it.
 Lightning: on failed Constitution save target is
rendered Prone until save successful; critical
failure same as failure plus Paralyzed, each long
rest affords a save to remove condition with a
critical failure on any of these saves making it
permanent until a Greater Restoration or Wish
removes it.
 Thunder: on failed Constitution save target is
Stunned until save successful; critical failure
same as failure plus Deafened, each long rest
affords a save to remove condition with a
critical failure on any of these saves making it
permanent until a Greater Restoration or Wish
removes it.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st
, lines increase in length
by +30’, cones by +15’ and spheres increase +5’ in
radius and +15’ in range
Enlarge/Reduce
When a target is Enlarged is gains advantage on
Strength checks and saves as well as 1 additional dice of
damage for weapon attacks and +1d4 on unarmed
attacks. A Reduced target gets disadvantage on
Strength checks and saves and weapons do half
damage.
Inquisitor’s Touch
Level: 1
Craft: Enchantment
Art: Black
Components: S, V
127
Casting Time: 1 action
Range: Touch
Duration: concentration up to 1 minute
With a touch attack the caster increases blood pressure
and body temperature of the target, igniting the pain
nerves. This has the effect of inflicting 1 point of
exhaustion upon the target for the duration and renders
the target vulnerable to questioning as if under intense
torture, each question requiring a Willpower saving
throw against the spell DC plus 2 per point of
Exhaustion to avoid answering completely and
truthfully with a critical failure resulting in actual
breaking of the target’s will as per Torture (see
Adventuring) as well as an additional point of
exhaustion being incurred. While the spell is
maintained, the caster may use the question ability as a
bonus action to incapacitate the target for 1 round on a
failed save against the spell as above but with a critical
failure merely doubling the duration of incapacitation.
When the spell ends, 1 point of exhaustion is removed.
A short rest can remove 1 point delivered by this spell
and a long rest removes all delivered in this manner.
At Higher Levels. When you cast this spell using a spell
slot of 3rd
level, 2 points of exhaustion are inflicted. A 5th
level slot inflicts 3 exhaustion points, a 7th
level slot
inflicts 4 points, and a 9th
level slot inflicts 5.
Miraculum
Level: 10
Craft: All
Art: Variable
Components: V
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
All spells draw in limited form this most
powerful of all spells, An extremely powerful Wish,
Miraculum is capable of duplicating any spell or
combination of spells of any level below itself as long as
the total sell slot levels total less than the caster’s level
of 19 or 20. The spells are cast and take effect
simultaneously. Thus two Wishes and a Magic Missile
could all be cast at once by a 19th
level caster with one
Miraculum, or an extraordinary and a standard, or
nineteen Magic missile spells, or 19 different 1st
level
spells, or 5five 2nd
level, two 4th
level and a 1st
, and so
on.
Wish and Miraculum Costs
Although no material costs are involved in
duplicating spells extra energy is required for those with
personal costs such extraordinary Wishes. There is no
cost for a Wish duplicating a spell of 8th
level or lower.
The cost for producing the listed extraordinary effects is
1 point of Exhaustion. A Wish that accomplishes more
than this causes any spell cast thereafter to inflict 1d10
points of necrotic damage upon the caster per level
until the end of a long rest as well as their Strength
dropping to 3 for 2d4 days with each day spent resting
reducing the total recovery time needed by 2 days.
There is also a 33% chance of being unable to cast this
spell again until a new level is gained. These costs are
incurred if duplicated by Miraculum in addition to the
exhaustion and mental shock of the Miraculum spell
itself. Casting Miraculum requires a Constitution save
and a Willpower saving throw at a DC equal to the total
number of spell slot levels duplicated. Failing the
Constituion save inflicts 3 points of Exhaustion,
successfully saving inflicts 2, a critical success inflicts 1,
and a critical failure inflicts 6. Failing the Willpower save
inflicts Long-term madness with a critical failure making
it indefinite, a success reducing it to short-term, and a
critical success avoiding it completely.
Permanency
Level: 7 (Ritual Only)
Craft: Magecraft
Art: Grey
Components: V, S
Casting Time: 10 minutes
Range: Self
Targets: One spell
Duration: Permanent
Casting this ritual causes the caster’s next spell
to gain a permanent duration as long as it’s duration
isn’t instantaneous. If it is, the ritual is wasted.
Otherwise the caster donates qi to preserve the next
spell weave inflicting upon themselves 1 point of
Exhaustion per 2 slot levels of spell made permanent,
rounded up, with a Constitution save at DC15 to half
this, rounding down, and a critical failure resulting in
double the points inflicted.
Placebo
Level: 0
Craft: Necromancy
Art: White
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: instantaneous
With a touch an a comforting word, the caster
delivers a small jolt of qi to trigger the creature’s
placebo response enabling it to immediately spend
1HD of its HD pool to heal itself.
128
Power Circle Creation (Ritual Only, Lost)
Level: 7
Craft: Enchantment
Art: White
Components: V, S
Casting Time: 2 hours per standing stone, altar, or
obelisk
Range: Touch
Targets: Two “stones “plus two per participant
Duration: permanent
Lost to standard selection and discovery, this
ritual requires 1d4+1d6 times as much research to
develop followed by a DC25 Arcana check to determine
success. This complex exhausting ritual requires 1
master rank caster of the same class per two “stones”
multiple casters able to cast the ritual, working together
to build a power circle, also known as Faerie Circles and
stone circles. They may be made of single pieces of
stone, crystal, conductive metal, or living wood of a
minimum of 5’ wide 10’ high and 2 ½ ‘ thick, each
“stone” actually two standing posts menhirs and a
capstone lintel. The circle may be Hallowed to a deity if
it contains an altar dedicated to that Power, the Hallow
and attached spell becoming permanent on the circle
site. This is in addition to one of the following purposes,
each of which requires a certain number of stones and
possibly an obelisk at least 20’ and 5’ wide at the base,
denoted by the runes and symbols engraved/carved
into each:
Type Purpose and Effect Stones Required
Amplification Spells cast within the circle
are increased in spell slot
level
11 + 4 per slot level
increase
Art All casters within circle of
the attuned Art have their
casting level, but not
knowledge or abilities,
increased while inside the
circle.
14 + 4 for each
caster level
increased
Type Purpose and Effect Stones Required
Casting Casters within circle have
advantage on
Concentration checks and
are linked through the
obelisk to each other’s
spells able to cast them as
if their own, using them up
normally as far as
preparation or uses.
11 + 4 for each
caster that can link
to obelisk
Craft All casters within circle of
the attuned Craft have their
casting level, but not
knowledge or abilities,
increased while inside the
circle.
14 + 4 for each
caster level
increased
Dreaming For each caster in the circle
feeding the obelisk, one
caster level is added to the
one drawing upon it
11 + 2 for each
caster able to link to
the obelisk
Spell Attach one spell to the
circle enabling it to be
activated within the circle
at the cost of the spell slot
or as little as a cantrip.
11 + 2 per slot level
of attached spell and
2 for each slot
reduction in the level
required for
activation
Witching One or more Metamagic
abilities may be attached
and applied to any spell
cast within the circle. More
than one at a time per spell
is possible.
11 + 4 for each
Metamagic
attached; Upon
completion, all
casters must make a
DC20 Willpower save
or be afflicted with
Long term madness,
short term on
success and
indefinite upon a
critical failure. Draws
ley energy through
obelisk.
Attuning the Circle requires that all involved be
of the same TYPE in regards to the Art or Craft specialty
involved. All must cast the ritual and any involved
spells. Although they draw some energy from sunlight
and other radiation, Circles must be built near or on a
natural power source such as a large river, waterfall,
volcano, windswept peak, surf-pounded coast, geyser,
or fault line. Drawing qi from a ley line allows two less
stones to be used in the construction with a ley crossing
dropping it by 2 stones plus 2 per line involved. At the
end of the ritual all involved must make a DC25
Constitution saving throw or take 3 points of
Exhaustion, 1 if they succeed and 6 on a critical failure.
Totem Pole Creation (Ritual Only)
Level: 5
Craft: Enchantment
Art: White
Components: V, S, M
129
Casting Time: 12 hours once pole is carved starting at
midnight and raising the pole at noon
Range: Touch
Targets: one ten-foot tree-trunk pole
Duration: Permanent
Usable only by illuminati, this ritual allows the
crafting of a wooden pole craved with the totemic
images of one to seven of the Totems. These may be all
the same, a mixture, or all different. Each is contributed
by an illuminatus of that Totem. Each mage links that
Totem’s power to the pole and the pole is placed on the
perimeter or in the centre of an area to be protected.
This grants several effects:
 The pole is able to Summon Totem as per the
illuminatus who enchanted it, at the level that
they were at the time of enchantment. The
Totem can be summoned to guard the area and
attack anyone who intrudes or otherwise
defend the area. The pole can be linked to
those living in the area at the time of rising by
putting the blood of each family on each
representation. This allows them to activate its
abilities and fall under the Totem’s protection.
The Totem can go up to 1 mile/ 2 levels of the
illuminatus from the pole without being
dispelled. Each representation can summon a
Totem once per day, recharged by the rising
suns.
 Touching the pole can bestow each Totem’s
Blessing once per day per each person linked,
recharged by the rising suns.
 Touching the pole can act as a Bard’s rest-
shorting ability once per day per
representation, recharged by the rising suns.
 The pole can Inspire those linked to it as a bard
once per day per representation in a 30’ radius
per representation, recharge by the rising suns.
Forbidden Rituals
These spells occur only as rituals that must be
researched or discovered by those wishing to employ
them. Possession of Mummification is punishable by
life imprisonment and Qi Rape and Grimoire Creation by
death. Forbidden rituals don’t require the Ritual Casting
ability if they are listed as allowed for the class on the
Spell Conversion Chart.
Grimoire Creation
Grimoire Creation is the 5th
level Black Magecraft ritual
that use a special form of Commune along with a
special form of Commune with Nature to contact the
god Pan and the ley lines of Aldyryc at the same time in
order to draw knowledge and power from both and
craft a copy of the Witch’s Grimoire, Necronomicon,
containing the ritual for gaining the Witchcraft feat. It
requires the component for both Commune spells, a
blank spellbook., and enough ink and materials for two
5th
level spells and one 8th , along with the cost of
transcribing a ritual (as per warlock). It takes ten hours
of work for eight straight days, at the end of which the
creator must make a DC25 Wisdom save or go
permanently insane as per Witchcraft. Priests of Pan
are able to choose this spell as part of their normal
Priestcraft list.
Lycanthropy
Lycanthrope is the 6th
level Black Priestcraft ritual
originally used by Paholja’s witches to curse criminals
before exiling them to neighbouring lands. Taking ten
minutes, this ritual summons a barghest demon to
possess the lycanthrope and remain dormant until the
Faces of the Moon when it manifests fully. The
lycanthrope can try to resist the manifestation with
Wisdom save at the following DC:
 White Maiden DC25, Night of Light DC30
 Grey Matron DC20, Night of Shadows DC25
 Black Crone DC15, Night of Darkness DC20
Saves are made upon moonrise, at the
beginning and end of the Witching Hour, and every
hour during the three Nights of Power. Only moonset
ends the manifestation without also killing the
lycanthrope, as is the case when the demon is brought
to zero hit points. The bite and claws of the barghest
spread the curse which can only be broken by casting
Remove Cure on the Lycanthrope as they drink deadly
wolfs bane at moonrise. If the lycanthrope survives a
Constitution save at DC25 and the Removal succeeds
(treat as if using Dispel Magic), the rising moon will not
trigger the manifestation and the curse is ended. If the
removal fails, the barghest manifests. If the save fails,
the lycanthrope dies and the barghest is set free, having
to immediately possess anyone touching the
lycanthrope or be banished from the Mortal Sphere.
Werewolves do not bear detectable traces of
magic as a result of the curse. It takes the ability to
detect a shapeshifter or a spell like True Seeing to
recognize the demon within. Only Anthropoids are
affected by Lycanthropy.
Mummification
Mummification the 6th level Black Necromancy ritual
with a three-hour casting time used to create a
mummy, statistically a 5e Lich, for the cost of the
130
phylactery and 5000gp in materials. Priests of Orcus can
take this spell as one of their normal spell choices.
The caster’s active involvement is only required
for the first half hour of the ritual if they are becoming a
lich. After this another ritual caster may take over. This
firs period involves the preparation of the phylactery by
dedicating it to Orcus and the creation of a pellet made
of the subject’s blood, exotic rare herbs, mandrake
root, and dark qi. Some of the mixture is used to escribe
ritual runes on the phylactery, which is typically a gem,
piece of jewellery, statuette, staff, scroll tube, orb, or
ornate box.
Then the subject must be chained down as they
will remain conscious and able to feel the entire thing.
The rest of the ceremony grants the subject Strength
saves with advantage against restraints every ten
minutes until the end as well as advantage on strength-
based attacks. At the end of the ritual, the subject must
make a Charisma save at DC25 or be stricken by short-
term madness. If they fail by more than 10 they suffer
long-term madness and indefinite madness on a critical
failure.
The subject is anointed with rare oils and herbs
then covered with sigils and runes of Dark Speech. At
this point a Geas is cast to control the mummy if
desired, along with Antipathy or Antilife Shell as a
protection. This includes a pentagram around the belly
button and an inverted pentagram over the heart. A
knife is used to slice the lines of the inverted
pentagrams to the muscle and then cut the entire circle
out to the bone, revealing the heart. The pellet is
dropped between the ribs beside the heart where the
continual chanting transforms it into a red mist that
enters the beating heart and transforms it into mist that
leaves the body and sinks into the phylactery, granting
the phylactery the full total of the subject’s hit points,
the ability to rest as if having its own HD equal to the
mummy’s, Immunity to P/S and Necrotic, and
Resistance to Acid, Fire, Cold, Lightning, Thunder, and
Bludgeoning attacks that aren’t adamantine, as well as
Vulnerability to Radiant damage. The phylactery shares
the subjects saving throws and magical defenses as well
as the aura of Crypt emitting it in pulses that require a
save each round exposed.
This begins the replacement of its blood with
dark qi. The pentagram is then cut from the abdomen
and organ removal started from the colon up to the
lungs. The tongue is removed before the eyes and then
the brain is pulled out through the nose in pieces. Each
organ is placed in its own canopic jar inscribed with
runes identical to those on the body. At this point, its
flesh mummifies and the subject can be released to
destroy the organ jars in the order filled, the last jar
completing the ritual and ending the pain. Driven to the
end the pain, the mummy doesn’t become aware and in
control until this moment.
The result of the ritual’s interruption depends
on the timing of the interruption. Should the casting
end before the heart circle is cut from the subject’s
chest there are no adverse consequences except for
having to get new materials, cleanse the phylactery with
a Dispel Evil, and start over. The circle is open for 1
round after the removal of flesh, the pellet dropped in
the next round, and the conversion occurs on the third.
If interrupted after the circle is removed but before the
pellet converts the heart, the subject suffers 25% of
their maximum hit point total in damage, is Stunned for
1d4 rounds, gains 2 points of Exhaustion, and starts
bleeding 5 hit points per round. If the ritual is
interrupted at any point between the heart
transforming and the destruction of the final canopic
jar, the subject immediately becomes a standard ghoul.
Qi Rape
Qi rape is a 5th
level Black Necromancy ritual that
involves the slaying of an intelligent creature in rode ot
harvest a portion of its qi by stripping away part of its
spirit as leaves the body, forever taking away part of its
being, memories, and personality. Each level/HD
possessed by the victim produces 2 sorcerous points
usable by any spell-casting class. The qi requires a
polished Jet, also called Soul Stone, engraved with
arcane symbols of at least 100gp value for each point of
storage capacity, to a maximum capacity per piece of 40
sorcerous points, all collected at once from the same
victim. Such stones sell for 2 times their value per 2
stored points, rounded up. Soul Stone possession gets
at least a life sentence. Qi rape requires an hour to
perform. Victims cannot be Raised or Reincarnated,
requiring Resurrection to restore lives, personalities,
and memories. Victims return to life with an XP debt of -
2500xp (-1500xp for a Wish, -500xp for an extraordinary
Wish) that must be eliminated before any positive XP is
accumulated and must make a DC20 Charisma save or
suffer as per Witchcraft. Priests of Cthulhu, Orcus, and
Pazuzu, can choose this spell as one of their normal
spell choices.
Planar Keys
Those native planar entities with a spell-casting class or
abilities are inherently mystics Keyed to their plane, full
or partial. Only divine entities are the exception,
drawing from Forms and Aspects and able to possess
any spell-casting class. Mystics are considered natives of
131
their Keyed plane if they travel to it for the purposes of
environmental adaptation and banishment. All abilities,
except where noted or continuous, require 1 Action to
use, and use the mystic’s spell casting DC, bonus, and
level, where required.
Bestial
Telestial
Keyed Plane: Ekstasis
Mystical Ability: Advantage on Animal Handling and can
cast Find Familiar once upon creation and once upon
attaining each level of mystic thereafter if no familiar
already possessed
Sorcerous Origin Features: 1st
= Wild Shape as 5e Druid
of 2nd
level, two times, and Beast Whisperer (1st
level
Speak with Animals at will, 4th level Animal Friendship
once per mystic level, 8th level Animal Messenger 3
times restored by short rest, 12th level Conjure Animals
restored by short rest, 12th
level Dominate Beast
restored by short rest and Conjure Animals at 5th
level
slot, 15th
level Conjure Animals at 7th
level slot, 18th
level
Conjure Animals at 12th level slot ); 6th = Wild Shape as
5e Druid of 4th
level, three times with a short rest
restoring 1 use; 14th
= Wild Shape as Druid of 8th
level,
four times with a short rest restoring 1 use; 18th
= Wild
Shape as Druid of 8th
level with the ability to speak and
cast spells with Verbal and Somatic components
normally, six times with a short rest restoring 2 uses.
Blood
Terrestrial
Keyed Plane: Material
Limit: Dragonneth only
Mystical Ability: Telepathy up to 30’ understandable by
any creature capable of understanding language
Sorcerous Origin Features: 1st
= Draconic resilience (Hit
point maximum increases by 1 per level, Scales harden
to AC16) 6th
= Elemental Affinity (spells of damage type
same as breath weapon do Charisma modifier in
additional damage, and breath weapon recharges on a
5 or 6 on d6 rolled each round); 14th
= Dragon Wings
(Grow permanent wings for fly speed equal to current
speed); 18th
= Draconic Presence (5 sorcery points to
create aura of awe or fear up to 60 feet for 1 minute or
concentration causing all hostile creatures within to
make a Wisdom save or be charmed (awe) or frightened
(fear) until the aura ends. Creatures that succeed are
immune for 24 hours. )
Doom
Telestial
Keyed Plane: Gehenna
Mystical Ability: Casting a spell on yourself with range of
0 or “personal” grants Advantage on all your saves for 1
round.
Sorcerous Origin Features: 1st
= Touch of Destiny (when
desired, Touch grants Advantage on all attacks, save,
ability and skill checks for 1 round); 6th = Warded by
Destiny (while surprised Advantage on saves and
attackers have Disadvantage on attack rolls); 14th
=
Enforce Doom (reroll one attack, restored by short rest
at 17th
level); 18th
= Escape Doom (Allowed a Wisdom
save DC20 if fail three death save or otherwise face
immediate death, success stabilizes to Unconscious with
1 hit point)
Element
Faerie
Keyed Plane: Air, Earth, Fire, or Water
Mystical Ability: Can shift the energy type damage of
spells to attuned elemental type and gain Elemental
Movement ()
Sorcerous Origin Features: 1st
= Elemental Ray (Bonus 0
level spell, 30’range, 1d6+ ½ level type damage); 6th =
Elemental Resistance (Resistance to energy type: Air is
Thunder; Earth is Acid; Fire is Fire; Water is Cold); 14th
=
Elemental Blast (60’ range, 20’ radius, 1d6 type damage
per level, Dexterity for half at spell DC, failure gives
Vulnerability to type until end of your next turn, once
per day, 2/day at 17th
level, 3/day at 20th
); 18th
=
Elemental Adaptation (Immunity energy type, able to
survive in environment and move as if a native
elemental: Air Fly 60; Earth Burrow 30; Fire Speed +30;
Water Swim 60)
Frigid
Faerie
Keyed Plane: Winterwaste
Mystical Ability: Cold energy spells have DC+1
Sorcerous Origin Features: 1st
= Cold Steel (weapon
touched inflicts 1d6 points of cold damage on a hit for 1
round per 2 levels (minimum 1) 3 times, short rest); 6th
= Ice Walker (Resistance to cold, climb or walk across
snow and ice at normal speed without leaving tracks);
14th
= Snow Shroud (ignore concealment and perception
penalties in natural or magical snow, ice, fog, etc., and
can surround self with swirling snow for 1 round per day
per level that acts as a Fire Shield (cold)that doesn’t
shed light, offers concealment, and grants advantage on
Stealth in snowy or icy areas, once per day, 2/day at
17th
, 3/day 20th
); 18th
= Blizzard (as Control Winds
centred on you but even the eye is affected by a Sleet
Storm and all in the area are exposed to extreme
environmental cold)
132
Hart
Faerie
Keyed Plane: Summerwood
Mystical Ability: Advantage on Charisma checks, targets
of charms and compulsion have disadvantage on saves
Sorcerous Origin Features: 1st
= Laughing Touch (target
Incapacitated by Laughter for `1 round, can affect each
target once only but a short rest resets); 6th =
Woodland Stride (move through undergrowth such as
thorns, briars, and overgrown areas, as if normal
terrain without incurring any damage from mundane
growth and with Resistance against that caused by
magical as well as Advantage on any required saves) ;
14th
= Fleeting Glance (Use Grater Invisibility for up to 1
round per mystic level total but not necessarily
consecutive) ; 18th
= Fey Wonders (6 Wonder Points
that may be spent as follows: 1 for the effects of
Inspiration, 2 to cast a Haste without components, 3 for
a Dimension Door, 4 for a Conjure Fey, 5 for a Plane
Shift, and 6 for a Foresight spell, with a short rest
restoring 1 Wonder Point)
Holy
Celestial
Keyed Plane: Heaven
Mystical Ability: Conjured creates gain Resistance B/P/S
to non-magic
Sorcerous Origin Features: 1st
= Heavenly Fire (divine
ray, 30’ range, 1d6+ ½ level divine damage to Evil or
healing to Good, 3/day, short rest); 6th = Celestial
Resistances (Resistance against Radiant and Poison,
Advantage against Necrotic, Fire, and Cold) ; 14th
=
Wings of Heaven (bonus action to grow or retract, Fly
60, 1 minute per level in 1 minute increments) ; 18th
=
Conviction (2 Inspiration points in addition to any other
inspiration, short rest)
Horror
Telestial
Keyed Plane: Abaddon
Mystical Ability: Your mind-effecting spells affect
corporeal undead
Sorcerous Origin Features: 1st
= Grave Touch (touch
causes living creature to become Frightened for 1 round
per 2 levels (minimum 1), a second touch increasing it
to Paralyzed for 1 round if it has fewer HD than your
mystic level, 3 uses, short rest); 6th = Death’s Gift
(Immune to Frightened and Paralyzed, Resistance to
Poison, Fear, Paralysis, Sleep, and mind-effecting); 14th
= Grasp of the Dead (60’ range, skeletal arms erupt
from ground in 20’ radius doing 1d6 necrotic damage
per level to all inside, Dexterity save for half damage
and to avoid being Restrained for 1 round plus 1 per
point of Wisdom bonus, 1 use at 14th
, 2 at 17th
, 3 at
20th
); 18th
= Incorporeal form (can move through other
creatures and objects as if they were difficult terrain,
taking 5 (1d10) force damage if turn ends inside an
object, Resistance to non-magic B/P/S, Acid, Cold, Fire,
Lightning, and Thunder)
Liminal
Telestial
Keyed Plane: Dreamworld
Mystical Ability: When you target a single creature with
a spell you gain advantage on saves versus that
creatures spells and its attacks get disadvantage against
you.
Sorcerous Origin Features: 1st
=Lullaby (cast Sleep once,
short rest); 6th = Combat Precognition (Advantage on
initiative) ; 14th
= Dream Intruder (May manipulate the
dreamscape of a sleeping creature to Modify Memory
or ask questions as per Speak with Dead, Wisdom save
against spell DC to resist, 1 per day, 2/day at 17th
, 3/day
at 20th
); 18th
= Eye of the Sandman (project
consciousness as if using Arcane Eye but able to make
visible and immobile at any point, turning it into a
Symbol of Sleep, once per day)
Metamorphic
Telestial
Keyed Plane: Pandemonium
Mystical Ability: Attempts to dispel your transmutation
Enchantments and creation Conjurations have
disadvantage.
Sorcerous Origin Features: 1st
= Protoplasm (hurl ball
30’ range, target is Restrained for 1d4 rounds and takes
1 point of acid damage each round, 3 uses, short rest);
6th = Protean Resistances (Resistance to Acid,
Advantage on saves against polymorph, petrification,
and other transmutation Enchantments); 14th
= Reality
Wrinkle (10’ radius rippling distortion emanated from
mystic that Slows all others inside it and gives attacks
from outside disadvantage, 1 round per level divided as
desired); 18th
= Spatial Tear (unravelling and snapping
reality back into place creating a Dimension Door effect
with the range multiplied by the mystic’s Wisdom bonus
(minimum 1), leaving behind an Evard’s Black Tentacles
centred on the point of departure that inflicts psychic
damage instead of bludgeoning, 1 use at 18th
and 2 at
20th
)
Necrotic
Telestial
Keyed Plane: Abyss
133
Mystical Ability: Conjured creates gain Resistance B/P/S
to non-silver
Sorcerous Origin Features: 1st
= Claws (Bonus to grow or
retract, each is a magic weapon, 1d4 slashing, 1d6 at 7th
,
+1d6 fire at 11th
, Extended until retracted) ; 6th =
Demon Resistance (Resistance against Necrotic and
Poison, Advantage against Lightning, Radiant, Cold, and
Fire); 14th
= Strength of the Abyss (Strength +2, +4 at
17th
, +6 at 20th
, rising beyond normal maximum); 18th
=
Possession (Magic Jar once per day)
Perception
Telestial
Keyed Plane: Dream Time
Mystical Ability: Casting a spell involving darkness,
hallucinations, phantasms, or dreams grants advantage
on Stealth checks for 1d4 rounds.
Sorcerous Origin Features: 1st
= Dissociative Touch (1d6
psychic damage +1 point/2 levels and disadvantage on
Perception for 1 round); 6th = Nighteye (Darkvision
+30’, Resistance to Phantasms and Hallucinations); 14th
=
Dreamwalker (one use of Dream Walk); 18th
=
Enveloping Darkness (60’ range, Darkness spell that you
can see through and that Restrains all within lacking
Freedom of Movement , 1 use)
Radiant
Telestial
Keyed Plane: Genesis
Mystical Ability: Your radiant spells grant disadvantage
on their target’s saves
Sorcerous Origin Features: 1st
= Lightsaber (touch grants
a weapon +1d6 radiant damage for 1 round plus 1
round per 2 levels, 3 uses, short rest); 6th = Positive
Spirit (Resistance to Radiant, Light as bonus 0 level
spell); 14th
= Radiant Strike (120’ range, 5’ radius x 60’
high column, 1d6 radiant damage per level, Dexterity
for half or also Blinded 1 round, 1 use at 14th
, 2 at 17th
,
3 at 20th
); 18th
= Light Speed (Bonus action, move in
straight line at 10 times normal Speed without
provoking attacks of opportunity, blocked by solid
objects but ignoring difficult terrain, 1 round per level
divided as desired and ended automatically by stopping
or changing direction)
Spirit
Terrestrial
Keyed Plane: Ethereal
Mystical Ability: Sanctuary versus incorporeal undead
restored by short rest
Sorcerous Origin Features: 1st
= Spiritwalker (Astral
Projection as bonus cantrip); 6th
= Phaseshifter (Blink
once restored by a short rest); 14th
= Ghostwalker
(Etherealness once restored by short rest); 18th
=
Wraith Form (Can become incorporeal for up to 1
minute, able to move through other creatures and
objects as if they were difficult terrain and taking 5
(1d10) force damage if it ends its turn inside an object.
During this time is resistant to acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from non-
magical weapons that aren't silvered, reset by a short
rest)
Stellar
Telestial
Keyed Plane: Novus Lucidum
Mystical Ability: targets of your conjured energies are
Blinded by star flashes in their vision for 1 round per
level of the spell on a failed save
Sorcerous Origin Features: 1st = Minute Meteors
(conjure a rain of tiny meteorites within a 5’ diameter
column 30’ high for 1d4 bludgeoning plus 1d4 fire
damage +1 point or each per 2 mystic levels, save
versus spell DC for half, 3 times with 1 use restored by a
short rest); 8th = Voidwalker (Darkvision +30’,
Resistance to Cold and Fire, and at 12th level Immune to
Suffocation and vacuum damage) ; 14th = Aurora
(ionized sheet of cascading colours that acts as a Wall of
Fire that inflicts half its damage as cold and half as
lightning, radiating both as well as the effect of a
Hypnotic Pattern spell on the designated side, lasts 1
round per mystic level in total but not necessarily
consecutive); 18th = Breaching the Gulf (teleportation
spells are cast at a two slot levels higher than used, and
can, as an action, teleport one target lightyears into the
vacuum of space if it fails a Wisdom save, taking 6d10
points of cold damage each round plus immediate
suffocation, returning to the point of departure only
upon a successful save or when dead)
Uncanny
Telestial
Keyed Plane: Astral Sea
Mystical Ability: “polymorph” spells +50% duration
Sorcerous Origin Features: 1st
level = Ego Whip (Bonus
0-level; Action; 30’ range spell attack; 1d6+1/2 levels
psychic); 6th level = Aberrant flexibility (Resistance to
psychic, can extend reach by 5’, 10’ at 11th
, 15’ at 17th)
;
14th
level = Bizarre Anatomy (25% chance to ignore
critical and sneak attack damage dice, 50% at 18th
); 18th
level = Alien Resistance (Immunity to psychic and
Frightened, Resistance to magical damage and
Advantage on saves against magic)
134
Unholy
Celestial
Keyed Plane: Hell
Mystical Ability: Advantage on Persuasion, Deception,
and Intimidation checks and targets of charm spells get
disadvantage on saves
Sorcerous Origin Features: 1st
= Corrupting Touch (touch
causes target to become Frightened until successful
Willpower save removes and to radiate Evil as if they
were a Fiend, usable 3 times reset by a short rest); 6th
= Celestial Resistances (Resistance against Radiant and
Poison, Advantage on saves against Necrotic, Fire, and
Cold); 14th
= Hellfire (call down 10’ radius, 60’ column,
range 60’, 1d6 fire and 1d6 psychic damage per 2 mystic
levels, Dexterity save for half fire, Willpower for half
psychic, Good must make a Charisma save or also
become Frightened for 1 round per mystic level, usable
once, twice at 17th
and three times at 20th
level) ; 18th
=
On Dark Wings (Can grow and retract bat wings as an
interaction for Fly 60’ and gains True Seeing restored by
a short rest, Darkvision +30, and Awakened Mind as
Warlock)
Existential Forms and
Aspects
Concepts so essential to the Tao that they concentrate
its divine energy and are always expressed in its
permutations, there are 33 Forms with 67 expressed
Aspects for a total of 100 sources for divine energy
tapped directly by the Powers and known collectively as
the Font of Divinity. Full priests have access to two of
their choice from the covenant selection. Formal spells
are spontaneously called upon spell-like abilities that
require the same casting time as the spell but do not
require components or preparation. A long rest
restores their use. In selection Forms and Aspects, no
one character may possess he same Form twice or a
Form and an Aspect of that same Form, although
multiple Aspects of a Form are permissible. This is
regardless of whether the forms are gained as a druid,
priest, or paragon. A priest can only change Forms by
making a new covenant with a different god, normally
viewed as a 3rd
or 4th
degree offense by the abandoned
Power.
Paragon
Paragons exemplify Forms or Aspects, the typical simple
paragon personifying one, the rare advanced paragon two,
and complex paragons such a rangers and paladins three or
more with their abilities and powers interwoven into a full
spell selection and class abilities. No paragon accesses the
same Form or any of its Aspects more than once. At the DM’s
discretion a character may be “born” a paragon at creation
having gained the ability in childhood adolescence or perhaps
still discovering it. A paragon can also be made later in life by
purchasing the Form as if it were a feat, but the character
must have exemplified the Form for at least 1 level
beforehand. Gods can also declare a paragon and grant the
feat, whether the character as yet earned the title or the god
decides they will. This is completely at the DM’s discretion.
Paragons are usually important to the story line, possibly
gaining and losing their abilities throughout their lives as they
struggle to live up to the example they once set. Some
paragons, like priests, change their attuned Form through
behaviour or because of a god’s actions. Bringing a paragon
into the game is always a story choice and should never just
be a simple mechanical option.
Air
You can manipulate lightning, mist, and wind, traffic
with air creatures, and are resistant to electricity
damage. Granted Powers:
Lightning Arc (Sp): As a standard action, you can unleash
an arc of electricity targeting any foe within 30 feet as a
ranged touch attack. This arc of electricity deals 1d6
points of lightning damage + 1 point for every two priest
levels you possess. Usable once, this ability recharges
on a 5 or 6 on d6.
Elemental Avatar (Ex): You have sanctuary versus air
elementals reset after a short rest. At 4th
level, you gain
Resistance to Lightning. At 8th
level, you gain Immunity
to Lightning. At 12th
level you are able to meld with the
air enough to dwell comfortably and move through it in
any direction at your normal Speed. At 16th
level you
can shapechange into an air elemental and at 20th
level
this ability is recharged after a short rest.
Form Spells: 1st
—energetic blast (lightning only), 2nd
—
gust of wind, 3rd
—wind wall, 4th
—conjure minor
elemental (air), 5th
—conjure elemental (air), 6th
—
conjure elemental (air) , 7th
— plane shift (Air realm or
Material only), 8th
—conjure elemental (Air), 9th
—
meteor swarm (lightning instead of fire).
Cloud
Replacement Power: The following granted power
replaces the elemental avatar power of the Air form.
Thundercloud (Su): You may use shocking grasp, the
ability being recharged by a short rest upon reaching 4th
level. At 8th
level, you can, as a standard action,
summon a storm cloud. This power functions as fog
cloud except that creatures inside the cloud are
deafened and take 2d6 points of electricity damage
each round from the flashes of thunder and lightning.
Once created, you can concentrate on the cloud to
move it up to 30 feet each round. You can use this
ability for a number of rounds per day equal to your
135
priest level. These rounds do not need to be
consecutive.
Replacement Form Spells: 1st
– fog cloud, 2nd
– misty
step, 3rd
—gaseous form.
Wind
Replacement Power: The following granted power
replaces the lightning arc power of the Air form.
Wind Blast (Su): As a standard action, you can unleash a
blast of air in a 30-foot line. Make a combat maneuver
check against each creature in the line, using your
caster level as your base attack bonus and your Wisdom
modifier in place of your Strength modifier. Treat the
results as a bull rush attempt. You can use this ability
once recharged by a 5 or 6 on d6.
Replacement Form Spells: 1st
– Thunderwave, 8th
–
control weather, 9th
– storm of vengeance
Animal
Granted Powers: You can speak with and befriend
animals with ease. You get Expertise in Nature in
addition to Granted Powers:
Speak with Animals (Sp): You can speak with animals, as
per the spell, for a number of rounds equal to 3 + your
priest level.
Animal Companion (Ex): At 4th
level, you gain the service
of an animal companion as per Druid 5e rules.
Form Spells: 1st
—animal friendship, 2nd
—beast sense,
3rd
—conjure animals, 4th
— dominate beast, 5th
—
Antilife shell, 6th
—planar allay (bestial muse only), 7th
—animal shapes, 8th
—dominate monster , 9th
—
shapechange.
Feather
Whenever you cast a spell that grants you a fly speed is
at +10’.
Replacement Power: The following granted power
replaces the speak with animals power of the Animal
form.
Eyes of the Hawk (Ex): You gain the Alert feat and
Expertise in Perception.
Replacement Form Spells: 1st
—feather fall, 3rd
—fly
Fur
Replacement Power: The following granted power
replaces the speak with animals power of the Animal
form.
Predator's Grace (Su): You can, as a swift action, grant
yourself a +10-foot bonus to your base speed for 1
round. This bonus increases by 5 feet for every 5 priest
levels you possess. In addition, you gain low-light vision
for 1 round. If you already possess low-light vision, the
range of your sight becomes three times that of a
human in dim light for 1 round. Usable once, this ability
recharges on a 5 or 6 on d6.
Replacement Form Spells: 2nd
—animal messenger, 3rd
—hunger of hadur
Artifice
You can repair damage to objects, animate objects with
life, and create objects from thin air. Granted Powers:
Artificer's Touch (Sp): You can cast mending at will,
using your priest level as the caster level to repair
damaged objects. In addition, you can cause damage to
objects and construct creatures by striking them with a
melee touch attack. Objects and constructs take 1d6
points of damage +1 for every two priest levels you
possess. This attack bypasses an amount of damage
reduction and hardness equal to your priest level. You
can use this ability 4 times with a short rest restoring 1
use. Dancing Weapons (Su): At 6thlevel, you can give a
weapon touched the dancing special weapon quality for
4 rounds. You can use this ability once per day at 6th
level, and an additional time per day for every three
levels beyond 6th
.
Form Spells: 1st
—identify, 2nd
— magic weapon, 3rd
—
leomund’s tiny hut, 4th—fabricate, 5th—creation, 6th
—move earth, 7th—mordenkainen’s magnificent
mansion, 8th—simulacrum, 9th—prismatic wall.
Construct
Replacement Power: The following granted power
replaces the dancing weapon power of the Artifice
form.
Animate Servant (Su): At 6th
level, as a standard action,
you can give life to inanimate objects. This ability
functions as animate objects using your priest level as
the caster level. You can use this ability once per day at
6th
level, and one additional time per day for every
three levels beyond 6th
.
Replacement Form Spells: 2nd
– rope trick, 3rd
– create
homunculus; 5th
– animate objects
Toil
Replacement Power: The following granted power
replaces the dancing weapon power of the Artifice
form.
Aura of Repetition (Su): At 6th
level, you can emit a 30-
foot aura of repetition for a number of rounds per day
equal to your priest level. All enemies within this aura
must make Willpower saves each round or repeat their
action from the previous round (if possible). Creatures
that attacked on the previous round attack again on the
following round, although they may change their target.
Creatures that moved the previous round must take the
same move action again, although they may change
136
their route. Creatures that drank a potion must do so
again, even they can only drink from an empty bottle.
Actions that cannot be repeated are wasted. These
rounds do not need to be consecutive.
Replacement Form Spells: 1st
—command, 5th
—
dominate person, 6th
—mass suggestion.
Chaos
Your touch infuses life and weapons with chaos, and
you revel in all things anarchic. Granted Powers:
Touch of Chaos (Sp): You can imbue a target with chaos
as a melee touch attack. For the next round, anytime
the target rolls a d20, he gets disadvantage. Usable
once, this ability recharges on a 5 or 6 on d6.
Chaos Blade (Su): At 6th
level, you can give a weapon
touched the anarchic special weapon quality for a
number of rounds equal to 1/2 your priest level. This
grants attacks with it advantage against lawful aligned
targets. You can use this ability once per day at 6th
level,
and an additional time per day for every three levels
beyond 6th
.
Form Spells: 1st
—dissonant whispers, 2nd
—spiritual
weapon, 3rd
—haste, 4th
—confusion, 5th
—dispel good
and evil (lawful only), 6th
—planar ally (chaotic only), 7th
—conjure celestial (chaotic only), 8th
—holy aura
(chaos), 9th
—Wish.
Generation
Replacement Power: The following granted power
replaces the chaos blade power of the Chaos form.
Aura of Genesis (Su): At 6th
level, you can surround
yourself with a field of wildly positive energies. These
energies manifest as a 30-foot aura of chaos for a
number of rounds per day equal to your priest level. All
allies within this aura gain Inspiration while inside and
able to gain it again by entering after a short rest.
Replacement Form Spells: 1st
—Bless, 3rd
—Aid, 4th
–
death ward; 5th
– creation, 7th
—Conjure Celestial (lux
only).
Mutation
Replacement Power: The following granted power
replaces the chaos blade power of the Chaos form.
Aura of Pandemonium (Su): At 6th
level, you can
surround yourself with a field of wild energies. These
energies manifest as a 30-foot aura of chaos for a
number of rounds per day equal to your priest level. All
enemies within this aura must make a Willpower save.
Creatures that fail the Will save are Confused while in
the aura and for your Intelligence modifier in rounds
thereafter.
Replacement Form Spells: 1st
—Tasha’s hideous
laughter, 3rd
—blink, 4th
– freedom of movement, 7th
—
Conjure Celestial (flux only).
Degeneration
Replacement Power: The following granted power
replaces the chaos blade power of the Chaos form.
Aura of the Abyss (Su): At 6th
level, you can surround
yourself with a field of wild fearful twisting energies.
These energies manifest as a 30-foot aura of chaos for a
number of rounds per day equal to your priest level. All
enemies within this must make a Willpower save.
Replacement Form Spells: 1st
—bane, 3rd
—bestow
curse, 7th
—Conjure Celestial (demon only).
Charm
You can baffle and befuddle foes with a touch or a
smile, and your beauty and grace are divine. Granted
Powers:
Dazing Touch (Sp): You can cause a living creature to
become Incapacitated for 1 round as a melee touch
attack. Creatures with more Hit Dice than your priest
level are unaffected. You can use this ability4 times with
a short rest restoring 1 use.
Charming Smile (Sp): At 6th
level, you can cast charm
person as a bonus action at your Spell save DC. You can
only have one creature charmed in this way at a time.
The total number of rounds of this effect per day is
equal to your priest level. The rounds do not need to be
consecutive, and you can dismiss the charm at any time
as a free action. Each attempt to use this ability
consumes 1 round of its duration, whether or not the
creature succeeds on its save to resist the effect.
Form Spells: 1st
—charm person, 2nd
—calm emotions,
3rd
—beacon of hope, 4th
—confusion, 5th
—geas/quest,
6th
—mass suggestion, 7th
—divine word, 8th
—
dominate monster, 9th
—true polymorph.
Love
Replacement Power: The following granted power
replaces the dazing touch power of the Charm form.
Adoration (Su): As a reaction action, you can attempt to
thwart a melee or ranged attack that targets you. This
ability functions as sanctuary, but only against one
individual attack. You must use the ability after the
attack is declared but before the roll is made. The
creature attacking you receives a Willpower save to
negate this effect. If a creature has more than one
attack, this ability only affects one of the attacks. You
can use the ability once recharge by a 5 or 6 on d6. This
is a mind-affecting effect.
Replacement Form Spells: 1st
– healing word, 2nd
—
enthrall, 9th
—power word heal.
137
Lust
Replacement Power: The following granted power
replaces the charming smile power of the Charm form.
Anything to Please (Su): At 6th
level, you can compel a
creature within 30 feet to attempt to please you as a
standard action. The creature receives a Will save to
negate this affect. If the save fails, the creature attacks
your enemies for 1 round, gives you its most valuable
item or drops prone at your feet and grovels for 1d4
rounds (GM's choice). You can use this ability once per
day at 6th
level and one additional time per day for
every three levels beyond 6th
. This is a mind-affecting
effect.
Replacement Form Spells: 2nd
—crown of madness, 3rd
—hunger of hadar, 7th
– conjure celestial
(succubus/incubus only)
Community
Your touch can heal wounds, and your presence instills
unity and strengthens emotional bonds. Granted
Powers:
Calming Touch (Sp): You can touch a creature as a
standard action to heal it of 1d6 points of damage + 1
point per priest level. This touch also removes the
Frightened condition. You can use this once recharge by
5 or 6 on d6.
Unity (Su): At 6th
level, whenever a spell or effect
targets you and one or more allies within 30 feet, you
can use this ability to allow your allies to use your
saving throw against the effect in place of their own.
Each ally must decide individually before the rolls are
made. Using this ability is an immediate action. You can
use this ability once per day at 6th
level, and one
additional time per day for every three priest levels
beyond 6th
.
Form Spells: 1st
—bless, 2nd
—warding bond, 3rd
—mass
healing word, 4th
—mordenkainen’s faithful hound, 5th
—rary’s telepathic bond, 6th
—heroes' feast, 7th
—
sequester, 8th
—holy aura, 9th
—wish.
Family
Replacement Power: The following power replaces the
calming touch power of the Community form.
Binding Ties (Su): As a standard action, you can touch an
ally and remove one condition affecting the ally by
transferring it to you. This transfer lasts a number of
rounds equal to your priest level, but you can end it as
an interaction on your turn. At the end of this effect,
the condition reverts to the original creature, unless it
has ended or is removed by another effect. While this
power is in use, the target is immune to the transferred
condition. Usable once, this ability recharges on a 5 or 6
on d6.
Replacement Form Spells: 2nd
—calm emotions, 3rd
—
create food and water.
Home
Replacement Power: The following granted power
replaces the unity power of the Community form.
Guarded Hearth (Su): At 6th
level, you can create a ward
that protects a specified area. Creating this ward takes
10 minutes of uninterrupted work. This ward has a
maximum radius of 5 feet per 2 priest levels you
possess. When the ward is completed, you designate
any number of creatures inside its area. Should any
other creature enter the warded area, all of the
selected creatures are immediately alerted (and
awoken if they were asleep). The designated creatures
also receive a sacred bonus equal to your Wisdom
modifier on all saving throws and attack rolls while
inside the warded area. This ward immediately ends if
you leave the area. The ward lasts for 1 hour per priest
level. You can use this ability once recharged by a long
rest.
Replacement Form Spells: 1st
—alarm, 3rd
—glyph of
warding, 6th
—guards and wards.
Darkness
You manipulate shadows and darkness. Echolocation
feat in addition to Granted Powers:
Touch of Darkness (Sp): As a melee touch attack, you
can cause a creature's vision to be fraught with
shadows and darkness. The creature touched gets
disadvantage on all attack rolls. This effect lasts for a
number of rounds equal to 1/2 your priest level
(minimum 1). Usable once, this ability recharges on a 5
or 6 on d6.
Eyes of Darkness (Su): At 6th
level, your vision is not
impaired by lighting conditions, even in absolute
darkness and magic darkness. You can use this ability
for a number of rounds per day equal to 1/2 your priest
level. These rounds do not need to be consecutive.
Form Spells: 1st
—fog cloud, 2nd
—darkness, 3rd
—fear,
4th
—evard’s black tentacles, 5th
—scrying (use a dark
pool or window opening into darkness), 6th
—dream
walk (works only in darkness or at night), 7th
—project
image (makes a shadowy image or dark shape), 8th
—
power word stun (blinds instead), 9th—weird.
Loss
Replacement Power: The following granted power
replaces the eyes of darkness power of the Darkness
form.
138
Aura of Forgetfulness (Su): At 6th
level, you can emit a
30-foot aura of forgetfulness for a number of rounds
per day equal to your priest level. Creatures you target
in this area must make a Intelligence save or have no
memory of any time spent inside the area. In addition,
spellcasters in the area lose one prepared spell or
available spell slot per round spent in the area, starting
with 1st-level spells and going up through higher-level
spells. Spellcasters are allowed a save each round to
negate this loss (this save is separate from the memory
loss save). These rounds do not need to be consecutive.
Replacement Form Spells: 5th
—modify memory, 6th
—
circle of death, 8th
– power word stun
Night
Replacement Power: The following granted power
replaces the touch of darkness power of the Darkness
form.
Night Hunter (Su): As a standard action, you can blend
into the shadows of the night, becoming nearly
invisible. As long as you are in an area of dim light or
darkness, you are invisible (as per invisibility) to
creatures without darkvision. This ability lasts for a
number of rounds equal to 1/2 your priest level
(minimum 1). Usable once, this ability recharges on a 5
or 6 on d6.
Replacement Form Spells: 1st
—sleep, 4th
– phantasmal
killer, 7th
conjure celestial (night hag only)
Death
You can cause the living to bleed at a touch, and find
comfort in the presence of the dead. Granted Powers:
Bleeding Touch (Sp): As a melee touch attack, you can
cause a living creature to take 1d6 points of damage per
round. This effect persists for a number of rounds equal
to 1/2 your priest level (minimum 1) or until stopped
with a DC 15 Medicine check or any spell or effect that
heals damage. Usable once, this ability recharges on a 5
or 6 on d6.
Death's Embrace (Ex): At 8th level, you get Death Ward
once, plus one use for every 4 levels above 8th,
as well
as Resistance to Necrotic damage that becomes
Immunity at 16th
level.
Form Spells: 1st
—astral projection, 2nd
—pass without
Trace, 3rd
—fear, 4th
—greater invisibility, 5th—antilife
shell, 6th
—circle of death, 7th
—finger of death, 8th
—
power word stun, 9th
— power word kill.
Murder
Replacement Power: The following granted power
replaces the death's embrace power of the Death form.
Killing Blow (Su): At 6th
level, your attacks become
infused with the power of death. Whenever you score a
critical with an attack, your attack deals an additional
amount of bleed damage equal to half your priest level.
You can use this ability once per day at 6th
level, plus
one additional time per day for every three levels
beyond 6th
.
Replacement Form Spells: 5th
—passwall, 8th
—glibness
Undead
Replacement Power: The following granted power
replaces the bleeding touch power of the Death form.
Death's Kiss (Su): You can cause a creature to take on
some of the traits of the undead with a melee touch
attack. Touched creatures are Immune to Exhaustion
and have Sanctuary against undead for a number of
rounds equal to 1/2 your priest level (minimum 1).
Usable once, this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 2nd
— vampiric touch, 3rd
—
animate dead, 6th
– create undead.
Destruction
You revel in ruin and devastation, and can deliver
particularly destructive attacks. Granted Powers:
Destructive Smite (Su): You gain the destructive smite
power: the supernatural ability to make a single melee
attack with a morale bonus on damage rolls equal to
1/2 your priest level (minimum 1). You must declare the
destructive smite before making the attack. Usable
once, this ability recharges on a 5 or 6 on d6.
Destructive Aura (Su): At 6th
level, you can emit a 30-
foot aura of destruction for a number of rounds per day
equal to your priest level. All attacks made against
targets in this aura (including you) gain a morale bonus
on damage equal to 1/2 your priest level. These rounds
do not need to be consecutive.
Form Spells: 1st
—cause wounds, 2nd
—shatter, 3rd
—
fireball, 4th
—blight, 5th
—telekinesis, 6th
—disintegrate,
7th
—fire storm, 8th
—earthquake, 9th
—storm of
vengeance.
Catastrophe
Replacement Power: The following granted power
replaces the destructive aura power of the Destruction
form.
Deadly Weather (Su): At 6th
level, you can unleash a
furious call to the heavens, summoning forth an ever-
changing storm of destruction for a number of rounds
per day equal to your priest level. This storm has a
radius of 5 feet per priest level. Each round, the storm
has one of the following effects: driving rain
(disadvantage on all Perception checks and ranged
attack rolls), howling winds (walking and flying speeds
cut in half along with attack ranges), heavy snow (visual
ranges halved and all terrain is considered difficult), or
139
lightning bolt (as call lightning). You choose which effect
takes place each round, but no effect may be repeated
on the following round. These rounds do not need to be
consecutive.
Replacement Form Spells: 2nd
—gust of wind, 3rd
—call
lightning, 8th
—control weather.
Rage
Replacement Power: The following granted power
replaces the destructive aura power of the Destruction
form.
Rage (Su): At 6th
level, you can enter a rage, like a
berserker with control, for a number of rounds per day
equal to your priest level. At 9th
you get the Durable
feat while raging and at 12th
you gain Resistance to
bludgeoning, piercing, and slashing damage that is non-
magical.
Replacement Form Spells: 2nd
—enhance ability (bull's
strength), 6th
—chain lightning, 8th
– tsunami
Earth
You have mastery over earth, metal, and stone, can fire
darts of acid, and command earth creatures. Granted
Powers:
Acid Dart (Sp): As an action, you can unleash an acid
dart targeting any foe within 30 feet. This acid dart
deals 1d6 points of acid damage + 1 point for every two
priest levels you possess. Usable once, this ability
recharges on a 5 or 6 on d6.
Elemental Avatar (Ex): You have sanctuary versus earth
elementals reset after a short rest. At 4th
level, you gain
Resistance to Acid. At 8th
level, you gain Immunity to
Acid. At 12th
level you are able to meld with earth and
stone enough to dwell comfortably and move through it
in any direction at your normal Speed. At 16th
level you
can shapechange into an earth elemental and at 20th
level this ability is recharged after a short rest.
Form Spells: 1st
— energetic blast (acid only), 2nd
—spike
growth, 3rd
—meld into stone, 4th
—conjure minor
elemental (earth), 5th
—conjure elemental (earth), 6th
—move earth, 7th
—plane shift (Earth Realm and
Material only), 8th
—earthquake, 9th
—meteor swarm
(acid instead of fire).
Cave
Replacement Power: The following granted power
replaces the acid dart power of the Earth form.
Tunnel Runner (Su): You can move through tunnels and
caves with ease. Activating this ability is a standard
action. You can move across any stone surface as if
under the effects of spider climb. You can also see very
well in darkness, gaining darkvision out to a range of 60
feet. If you already possess darkvision, extend the range
by 60 feet. While underground, you also gain an insight
bonus equal to your priest level on Stealth skill checks
and an insight bonus equal to your Wisdom modifier on
initiative checks. You can use this ability for 1 minute
per day per priest level you possess. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.
Replacement Form Spells: 4th
—stoneskin, 6th
– conjure
elemental (earth), 9th
– conjure elemental (earth)
Metal
Replacement Power: The following granted power
replaces the elemental avatar power of the Earth form.
Magnetism: Duplicates the effect of mage hand on
metals recharging on a 6, at 4th
level the charge
improves to 5 or 6. At 8th
level you can duplicate the
effects of telekinesis on metal once recharged by a long
rest. At 12th
level this is recharged by a short rest and
the ability can be used to bend/warp metal objects to
grant them the Broken condition. At 16th
level the
recharge is a 6 on d6 and the ability can be used as a
reaction to a successful hit by a metal attack in order to
prevent damage. At 20th
level the recharge is 5 or 6 and
the reaction can reverse a successful hit to return the
damage onto the attacker.
Replacement Form Spells: 2nd—heat metal, 3rd
–
elemental weapon (acid), 6th
– conjure elemental
(earth), 8th
– conjure elemental (earth). `
Evil
You are sinister and cruel, and have wholly pledged
your soul to the cause of evil. Granted Powers:
Touch of Evil (Sp): You can cause a Poisoned as a melee
touch attack. Creatures sickened by your touch count as
good for the purposes of spells and attacks. This effect
lasts for a number of rounds equal to 1/2 your priest
level (minimum 1). You can use this ability once
recharged on a 5 or 6.
Scythe of Evil (Su): At 6th
level, you can give a weapon
touched the unholy special weapon quality for a
number of rounds equal to 1/2 your priest level. This
grants all attacks with it advantage against creatures of
good alignment. You can use this ability once at 6th
level, and an additional time for every 3 levels beyond
6th
.
Form Spells: 1st
—protection from good and evil (good
only), 2nd
—enthrall, 3rd
—vampiric touch, 4th—
phantasmal killer, 5th
—dispel good and evil (good only),
6th
—harm, 7th
— conjure celestial (evil only), 8th—holy
aura (evil), 9th
– power word kill.
140
Cruelty
Replacement Power: The following granted power
replaces the touch of evil power of the Evil form.
Hell's Corruption (Su): You can cause a creature to
become more susceptible to corruption as a melee
touch attack. Creatures touched take a –2 penalty on all
saving throws and must roll all opposed skill checks
twice, taking the worse result. This effect lasts for a
number of rounds equal to 1/2 your priest level
(minimum 1). Usable once, this ability recharges on a 5
or 6 on d6.
Replacement Form Spells: 1st
—command, 2nd
—
suggestion, 7th
—conjure celestial (seraphim or
hellspawn only).
Dehumanization
Replacement Power: The following granted power
replaces the scythe of evil power of the Evil form.
Daemons are a race of neutral evil outsiders.
Whispering Evil (Su): At 8th level, as a standard action,
you can whisper a hypnotizing litany of empty promises.
Each enemy within a 30-foot emanation that can hear
you must succeed on a Will saving throw or become
fascinated for as long as you continue the litany. You
can use this power a number of rounds per day equal to
your priest level, but these rounds do not need to be
consecutive. This is a mind-affecting effect.
Replacement Form Spells: 1st
– command, 3rd
—fear, 7th
—conjure celestial (daemons only).
Brutality
Replacement Power: The following granted power
replaces the touch of evil power of the Evil form.
Demons are a race of chaotic evil outsiders.
Fury of the Abyss (Su): As a bonus action, can gain
advantage on melee attacks and a reroll on melee
damage below average. This bonus lasts for 1 round.
During this round, attacks against you have advantage.
Usable once, this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
—command, 3rd
— fear,
7th — conjure celestial (demons only).
Fate
You are attuned to the tides and eddies of destiny and
fate, able to sense its timing and influence its unfolding.
Granted Powers:
Twist of Fate (Sp): You can touch a willing creature as a
standard action, giving it one use of the Lucky feat for 1
round. Usable once, this ability recharges on a 5 or 6 on
d6.
Tugging Strands (Su): At 6th
level, as a reaction, you can
force a creature within line of sight to reroll any one roll
that it has just made. The result of the reroll must be
taken, even if it is worse than the original roll. You can
use this ability once per day at 6th
level, and one
additional time per day for every 3 levels beyond 6th
.
Form Spells: 1st
—sanctuary, 2nd
—augury, 3rd
– remove
curse, 4th
—divination, 5th
—reincarnate, 6th
—planar
ally,7th
– finger of death, 8th
– dominate monster, 9th
—
foresight.
Fortune
Replacement Power: The following granted power
replaces the good fortune power of the Fate form.
Good Fortune (Ex): At 6th
level, get two uses of the
Lucky feat without the feat and 1 bonus use for every 3
levels above 6th
.
Replacement Form Spells: 1st
– bless, 2nd
—aid, 3rd
–
remove curse, 4th
—freedom of movement, 7th
—plane
shift, 8th
—glibness
Misfortune
Replacement Power: The following granted power
replaces the bit of luck power of the Fate form.
Malign Eye (Su): As a standard action, you can afflict
one target within 30 feet with your malign eye, causing
it to take disadvantage on all saving throws against your
spells. The effect lasts for 1 minute or until the target
hits you with an attack. Usable once, this ability
recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
level—bane, 2nd
–
blindness/deafness, 3rd
—bestow curse, 4th
–
polymorph, 6th
—eyebite, 7th
– prismatic spray, 8th
–
feeblemind, 9th
– imprisonment
Fire
You can call forth fire, command creatures of the
inferno, and your flesh does not burn. Granted Powers:
Fire Bolt (Sp): As a standard action, you can unleash a
scorching bolt of divine fire from your outstretched
hand. You can target any single foe within 30 feet as a
ranged touch attack with this bolt of fire. If you hit the
foe, the fire bolt deals 1d6 points of fire damage + 1
point for every two priest levels you possess. Usable
once, this ability recharges on a 5 or 6 on d6.
Elemental Avatar (Ex): You have sanctuary versus fire
elementals reset after a short rest. At 4th
level, you gain
Resistance to Fire. At 8th
level, you gain Immunity to
Fire. At 12th
level you are able to meld with fire to dwell
comfortably and move through it in any direction at
your normal Speed. At 16th
level you can shapechange
into a fire elemental and at 20th
level this ability is
recharged after a short rest.
Form Spells: 1st
—energetic blast (fire only), 2nd
—
flaming sphere, 3rd
—fireball, 4th
—conjure minor
elementals (fire), 5th
—conjure elemental (fire), 6th
—
141
energetic blast (fire only), 7th
—plane shift (Fire realm
and Material only), 8th
—incendiary cloud, 9th
—meteor
swarm.
Ash
Replacement Power: The following granted power
replaces the elemental avatar power of the Fire form.
Wall of Ashes (Su): You can use burning hands,
recharged at 4th
level after a short rest. At 8th
level, you
can create a wall of swirling ashes anywhere within 100
feet. This wall is up to 20 feet high and up to 10 feet
long per priest level you possess. The wall of ash blocks
line of sight, and any creature passing through it must
make a Constitution save or be blinded for 1d4 rounds.
The wall of ash reveals invisible creatures that are inside
it or adjacent to it, although they become invisible again
if they move away from the wall. You can use this ability
for a number of minutes equal to your priest level, but
these minutes do not need to be consecutive.
Replacement Form Spells: 5th
– cloudkill, 6th
—
disintegrate.
Smoke
Replacement Power: The following granted power
replaces the fire bolt power of the Fire form.
Cloud of Smoke (Su): As a standard action, you can
create a 5-foot-radius cloud of smoke. This power has a
range of 30 feet. Creatures inside the cloud take
disadvantage on attack rolls and Perception checks for
as long as they remain inside and for 1 round after
exiting the cloud. Creatures inside the cloud gain
concealment from attacks made by opponents that are
not adjacent to them. Usable once, this ability recharges
on a 5 or 6 on d6.
Replacement Form Spells: 3rd
—stinking cloud, 5th
–
cloudkill
Glory
You are infused with the glory of the divine, and are a
true foe of the undead. When you channel divine
energy to harm undead creatures, they get
disadvantage on the saving throw:
Touch of Glory (Sp): You can cause your hand to
shimmer with divine radiance, allowing you to touch a
creature as a standard action and give it advantage on a
Charisma check. This ability lasts for 1 hour or until the
creature touched elects to apply the advantage. Usable
once, this ability recharges on a 5 or 6 on d6.
Divine Presence (Su): At 6th
level, you can emit a 30-foot
aura of divine presence for a number of rounds per day
equal to your priest level. All allies within this aura are
treated as if under the effects of a sanctuary spell cast
by you. These rounds do not need to be consecutive.
Activating this ability is a standard action. If an ally
leaves the area or makes an attack, the effect ends for
that ally. If you make an attack, the effect ends for you
and your allies.
Form Spells: 1st
—shield of faith, 2nd—magic weapon,
3rd
—beacon of hope, 4th
—death ward, 5th
—flame
strike, 6th
– sunbeam, 7th
—divine word, 8th
—holy aura,
9th
—gate.
Heroism
Replacement Power: The following granted power
replaces the divine presence power of the Glory form.
Aura of Heroism (Su): At 6th
level, you can emit a 30-
foot aura of heroism for a number of rounds per day
equal to your priest level. Using this ability is a bonus
action. Allies in the area are treated as if they were
under the effects of heroism. These rounds do not need
to be consecutive.
Replacement Form Spells: 1st
—heroism, 6th
—heroes’
feast.
Honour
Replacement Power: The following granted power
replaces the touch of glory power of the Glory form.
Honor Bound (Su): With a touch, you can remind a
creature of its Scripture and responsibilities, granting it
a new saving throw against each enchantment (charm)
or enchantment (compulsion) effect that currently
affects it. If the saving throw is successful, the
enchantment effect is ended. This power only affects
effects that allow a save. If you fail a save against such
an effect, you can use this ability as an immediate
action to grant yourself an additional save. Once the
target (either you or a touched creature) has made one
additional save, this ability’s effect ends. Usable once,
this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 2nd
—zone of truth, 5th
—
geas.
Good
You have pledged your life and soul to goodness and
purity. Granted Powers:
Touch of Good (Sp): You can touch a creature as a
standard action, granting advantage on attack rolls, skill
checks, ability checks, and saving throws for 1 round.
Usable once, this ability recharges on a 5 or 6 on d6.
Holy Lance (Su): At 6th
level, you can give a weapon you
touch the holy special weapon quality for a number of
rounds equal to 1/2 your priest level. This grants attacks
with it advantage versus evil aligned targets. You can
use this ability once per day at 6th
level, and an
additional time per day for every three levels beyond
6th
.
142
Form Spells: 1st
—protection from good and evil (evil
only), 2nd
—cure wounds, 3rd
—mass healing word, 4th
—banishment (evil only), 5th
—flame strike, 6th
—heal,
7th
—divine word, 8th
—holy aura, 9th
—mass heal.
Forgiveness
Replacement Power: The following granted power
replaces the holy lance power of the Good form.
Aura of Menace (Su): At 6th
level, you can emit a 30-foot
aura of menace as a standard action. Enemies in this
aura take disadvantage on attacks and saves as long as
they remain inside the aura. You can use this ability for
a number of rounds per day equal to your priest level.
These rounds do not need to be consecutive.
Replacement Form Spells: 1st
—healing word, 3rd
—
prayer, 6th —planar ally (cherubim only).
Compassion
Replacement Power: The following granted power
replaces the holy lance power of the Good form.
Protective Aura (Su): At 6th
level, you can emit a 30-foot
protective aura as a standard action. Allies in this aura
receive a +2 bonus to AC and advantages on all saving
throws. In addition, allies in the area gain the benefits
of protection from evil. You can use this ability for a
number of rounds per day equal to your priest level.
These rounds do not have to be consecutive.
Replacement Form Spells: 1st
—healing word, 3rd
—
tongues, 6th
—planar ally (nephalim only).
Kindness
Replacement Power: The following granted power
replaces the touch of good power of the Good form.
Elysium's Call (Su): With a touch, you can imbue
creatures with the spirit of Elysium, lifting their spirits
and freeing them from bonds. The creatures touched
can immediately reroll any failed saving throws against
spells and spell-like abilities of the enchantment
(charm) and enchantment (compulsion) subschools. In
addition, targets receive advanatge on such saving
throws and checks to escape a grapple. Finally, targets
can ignore up to 5 feet of difficult terrain each round.
These bonuses last for a number of rounds equal to 1/2
your priest level (minimum 1), although the saving
throw reroll only applies when the creature is touched.
You can use this ability once recharged on a 5 or 6..
Replacement Form Spells: 1st
—healing word, 3rd
—fly,
6th
—planar ally (lux only).
Healing
Your touch staves off pain and death, and your healing
magic is particularly vital and potent. Granted Powers:
Rebuke Death (Sp): You can touch a living creature as a
standard action, healing it for 1d4 points of damage
plus 1 for every two priest levels you possess. Usable
once, this ability recharges on a 5 or 6 on d6.
Healer's Blessing (Su): At 6th
level, all of your cure and
healing spells are treated have their effect increased by
half (+50% damage repaired).
Form Spells: 1st
—cure wounds, 2nd
—cure wounds, 3rd
—revivify, 4th
—cure wounds, 5th
—mass cure wounds,
6th
—heal, 7th
—regenerate, 8th—cure wounds, 9th
—
mass heal.
Restoration
Replacement Power: The following granted power
replaces the rebuke death power of the Healing form.
Restorative Touch (Su): You can touch a creature, letting
the healing power of your deity flow through you to
relieve the creature of a minor condition. Your touch
can remove the dazed, fatigued, shaken, sickened, or
staggered condition. You choose which condition is
removed. Usable once, this ability recharges on a 5 or 6
on d6.
Replacement Form Spells: 2nd—lesser restoration, 5th
—greater restoration.
Resurrection
Replacement Power: The following granted power
replaces the healer's blessing power of the Healing
form.
Gift of Life (Su): At 6th
level, you can touch a creature
that has died within the past minute to grant it a few
moments of life. The dead creature returns to life for a
number of rounds equal to your priest level. Creatures
returned to life in this way have a number of hit points
equal to half your priest level, and continue to be
affected by any still-active spells, conditions, or
afflictions present at the time of their death. At the end
of this time, the creature dies again. The creature is free
to act as it sees fit during this time. You are granted no
control over it. You can use this power once at 6th
level,
plus one additional time for every three levels beyond
6th
.
Replacement Form Spells: 5th
—raise dead, 7th
—
resurrection, 9th
—true resurrection.
Knowledge
You are a scholar and a sage of legends. You get
Advantage on all Intelligence checks in addition to
Granted Powers:
Lore Keeper (Sp): You can touch a creature to learn
about its abilities and weaknesses. It gets a Willpower
saving throw at your spell save DC to negate the effect.
143
Remote Viewing (Sp): Starting at 6th
level, you can use
clairvoyance/clairaudience at will as a spell-like ability.
You can use this ability for a number of rounds per day
equal to your priest level. These rounds do not need to
be consecutive.
Form Spells: 1st
—comprehend languages, 2nd
—augury,
3rd
—tongues, 4th
—divination, 5th
—legend lore, 6th
—
true seeing, 7th
—symbol, 8th
—mind blank, 9th
—
foresight.
Memory
Replacement Power: The following granted power
replaces the lore keeper power of the Knowledge form.
Recall (Su): With a touch, you can cause a creature to
recall some bit of forgotten lore or information. The
creature can retry any Intelligence check it has made
within the past minute, with advantage. Usable once,
this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 2nd
—detect thoughts, 4th
–
locate creature, 5th
—modify memory, 6th
—word of
recall.
Thought
Replacement Power: The following granted power
replaces the remote viewing power of the Knowledge
form.
Read Minds (Su): At 6th
level, you can broaden your
mental spectrum to encompass those around you.
Doing so allows you to read the mind of every creature
within 30 feet as if you had cast detect thoughts and
communicate telepathically as per the Awakened Mind
warlock ability. This ability allows you to read the
surface thoughts of any creature that you are aware of
after only 1 round of concentration. Creatures in this
area are allowed a Willpower save to negate the effect
at your spell save DC. You can use this ability for a
number of rounds per day equal to your priest level.
These rounds do not need to be consecutive.
Replacement Form Spells: 2nd
– calm emotions, 4th
—
confusion, 5th
—rary’s telepathic bond, 8th
—telepathy.
Liberation
You are a spirit of freedom and a staunch foe against all
who would enslave and oppress. Granted Powers:
Liberation (Su): You have the ability to ignore
impediments to your mobility. For a number of rounds
equal to your priest level, you can move normally
regardless of magical effects that impede movement, as
if you were affected by freedom of movement. This
effect occurs automatically as soon as it applies. These
rounds do not need to be consecutive and reset as
usual after a long rest.
Freedom's Call (Su): At 6th
level, you can emit a 30-foot
aura of freedom for a number of rounds equal to your
priest level. Allies within this aura are not affected by
the confused, grappled, frightened, paralyzed, or
restrained conditions. This aura only suppresses these
effects, and they return once a creature leaves the aura
or when the aura ends, if applicable. These rounds do
not need to be consecutive.
Form Spells: 1st—astral projection, 2nd—astral travel,
3rd
—dispel magic, 4th
—freedom of movement, 5th
—
passwall, 6th
dream walk, 7th
—plane shift, 8th
—mind
blank, 9th
—shapechange.
Freedom
Replacement Power: The following granted power
replaces the liberation power of the Liberation form.
Liberty's Blessing (Sp): You touch a willing creature as a
standard action, granting it a boon. A creature with this
boon can, as a bonus action, make a saving throw
against a single spell or effect it is suffering from that
grants a save. The DC of the saving throw is equal to the
original DC of the spell or effect. If the saving throw is
successful, the effect ends. This boon lasts for 1 minute
or until successfully used to remove a spell or effect,
whichever duration is shorter. Usable once, this ability
recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st—expeditious retreat, 2nd
– knock, 3rd
– remove curse, 9th
– time stop.
Revolution
Replacement Power: The following granted power
replaces the freedom's call power of the Liberation
form.
Powerful Persuader (Su): At 6th
level, you gain Expertise
in Persuasion and Intimidation checks and may gain
advantage on either check once at 6th
level, plus one
additional time for every 3 levels beyond 6th
.
Replacement Form Spells: 1st
—longstrider, 2nd
–
suggestion, 3rd
– haste, 9th
storm of vengeance.
Light
You see truth in the pure light and can call upon its
blessing or wrath to work great deeds. Granted Powers:
Blinding Flash (Su): As a standard action, you can emit a
flash of light from your holy symbol or divine focus. The
most powerful light emanates out 20 feet from you.
Creatures with fewer Hit Dice than your priest level
within this area are blinded for 1d4 rounds unless they
succeed at a Constitution savage against your Spell DC.
Usable once, this ability recharges on a 5 or 6 on d6.
Nimbus of Light (Su): At 6th
level, you can emit a 30-foot
nimbus of light for a number of rounds equal to your
priest level. This acts as a daylight spell. In addition,
144
undead within this radius take an amount of damage
equal to your priest level each round that they remain
inside the nimbus. Spells and spell-like abilities with the
darkness descriptor are automatically dispelled if
brought inside this nimbus. These rounds do not need
to be consecutive.
Form Spells: 1st— faerie fire, 2nd—moonbeam, 3rd
—
beacon of hope, 4th
—greater invisibility, 5th
—flame
strike, 6th
—sunbeam, 7th—prismatic spray, 8th
—
sunburst, 9th
—prismatic wall.
Day
Replacement Power: The following granted power
replaces the nimbus of light power of the Light form.
Day's Resurgence (Su): At 6th
level, you can restore a
single creature as if it had just completed a long rest. It
takes 10 minutes to use this power. If the use of this
power is disrupted, it must be restarted, but it is not
lost. This ability affects spellcasting like a short rest
instead of a long. You can use this ability once per day
at 6th
level, plus one additional time for every 3 levels
beyond 6th.
Replacement Form Spells: 2nd level—scorching ray, 3rd
—daylight
Sun
Replacement Power: The following granted power
replaces the blinding flash power of the Sun form.
Sun's Blessing (Su): Whenever you channel divine
energy to harm undead creatures, add your priest level
to the damage dealt.
Form Spells: 2nd
—continual flame, 3rd — daylight, 4th
–
fire shield, 7th
– fire storm
Madness
You embrace the madness that lurks deep in your heart,
and can unleash it to drive your foes insane or to
sacrifice certain abilities to hone others. Granted
Powers:
Vision of Madness (Sp): You can give a creature a vision
of madness as a melee attack. Choose one of the
following: attack rolls, saving throws, or skill checks. The
target receives advantage on one and disadvantage on
the other two types of rolls. This effect fades after 3
rounds. You can use this ability once recharged by a 5 or
6.
Aura of Madness (Su): At 6th
level, you can emit a 30-
foot aura of madness for a number of rounds equal to
your priest level. Enemies within this aura are affected
by confusion unless they make a Willpower save at your
spell DC. The confusion effect ends immediately when
the creature leaves the area or the aura expires.
Creatures that succeed on their saving throw are
immune to this aura for 24 hours. These rounds do not
need to be consecutive.
Form Spells: 1st
—tasha’s hideous laughter, 2nd
—crown
of madness, 3rd
—fear, 4th
—confusion, 5th
—dream
lock, 6th
—otto’s irresistible dance, 7th
—symbol, 8th
—
feeblemind, 9th
—weird.
Insanity
Replacement Power: The following granted power
replaces the visions of madness power of the Madness
form.
Insane Focus (Su): You can touch a willing creature as a
standard action, granting it advantage on all saving
throws made against mind-affecting effects and
immunity to confusion. This bonus lasts for 1 minute. If
the creature fails a saving throw against a mind-
affecting effect during this period, it loses its immunity
to confusion and is immediately confused for one
round. Usable once, this ability recharges on a 5 or 6 on
d6.
Replacement Form Spells: 3rd
– bestow curse, 4th
—
phantasmal killer.
Nightmare
Replacement Power: The following granted power
replaces the vision of madness power of the Madness
form.
Fearful Touch (Su): As a standard action, you can make
a melee touch attack against a creature, causing it to
experience terrible hallucinations for 1 round. During
this time, the creature loses any immunity to fear
effects it might possess and takes disadvantage on
attack rolls made against you. In addition, the creature
gets disadvantage on saves made against fear effects.
This power is a mind-affecting effect. Usable once, this
ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 4th
—phantasmal killer, 5th
–
dream, 6th
– dream walk.
Magic
You are a true student of all things magical and see
divinity in the purity of magic. Your focused mind gives
you Meditation as a bonus feat. Granted Powers:
Metamagician (Su): 1 mystical metamagic option
Spell Capture (Sp): At 6th
level, you can capture a spell
targeted at you as a reaction and choose to
immediately release it back upon the caster as an
interaction, or to store it for up to 1 round per 2 levels
and unleash it at a desired target as a bonus action. You
may use this ability once at 6th
and 1 additional time per
3 levels beyond 6th
.
Form Spells: 1st
—detect magic, 2nd
—magic weapon, 3rd
—counterspell, 4th
—arcane eye, 5th
—telekinesis, 6th
—
145
dream lock, 7th
—teleport, 8th
—antimagic field, 9th
—
wish.
Art
Replacement Power: The following granted power
replaces the metamagician ability of the Magic form.
Artist (Su): No Foreign Art casting checks required
Replacement Form Spells: 1st
– identify, 3rd
—dispel
magic
Craft
Replacement Power: The following granted power
replaces the metamagician ability of the Magic form.
Craftsperson (Su): No Neglected Craft casting checks
required
Replacement Form Spells: 1st
– identify, 3rd
—dispel
magic
Nobility
You are a great leader, an inspiration to all who follow
the teachings of your faith. Granted Powers:
Inspiring Word (Sp): As a standard action, you can speak
an inspiring word to a creature within 30 feet. That
creature advantage on attack rolls, skill checks, ability
checks, and saving throws for a number of rounds equal
to 1/2 your priest level (minimum 1). Usable once, this
ability recharges on a 5 or 6 on d6.
Leadership (Ex): At 6th
level, you receive Inspiring Leader
as a bonus feat with proficiency modifier added to
Charisma bonus.
Form Spells: 1st
—heroism, 2nd
—enthrall, 3rd
—beacon
of hope, 4th
—guardian of faith, 5th
—Geas, 6th
—heroes’
feast, 7th
—conjure celestial, 8th
—antipathy/sympathy,
9th
—storm of vengeance.
Leadership
Replacement Power: The following granted power
replaces the inspiring word power of the Nobility form.
Inspiring Command (Su): As a standard action, you can
issue an inspiring command to your allies. The inspiring
command affects one ally plus one additional ally for
every three cleric levels you possess, who must all be
within 30 feet of you. Affected allies gain advantage on
attack rolls, saves, and skill checks for 1 round. This is a
language-dependent mind-affecting effect. Usable once
recharged on a 5 or 6.
Replacement Form Spells: 1st
—bless, 2nd
—aid, 8th
—
holy aura.
Martyr
Replacement Power: The following granted power
replaces the leadership power of the Nobility form.
Sacrificial Bond (Su): At 6th
level, when an ally within 30
feet takes damage from an attack, you can, as an
reaction, transfer this damage to yourself. This power
also transfers any effects that accompany the damage.
The damage done to you cannot be reduced in any way.
You can use this ability once per day at 6th
level, plus on
additional time per 3 levels above 6th
level.
Replacement Form Spells: 2nd
—warding bond, 8th
—
holy aura, 9th
– wish.
Order
You follow a strict and ordered code of laws, and in so
doing, achieve enlightenment. Granted Powers:
Touch of Law (Sp): You can touch a willing creature as a
standard action, infusing it with the power of divine
order and allowing it to treat all attack rolls, skill checks,
ability checks, and saving throws for 1 round as if the
natural d20 roll resulted in an 11. You can use this
ability once recharged by a 5 or 6..
Staff of Order (Su): At 6th
level, you can give a weapon
touched the axiomatic special weapon quality for a
number of rounds equal to 1/2 your priest level. This
grants the weapon advantage against opponents of
chaotic alignment. You can use this ability once 6th
level,
and an additional time for every 3 levels beyond 6th
.
Form Spells: 1st
—protection from good and evil (chaos
only), 2nd
—dispel magic, 3rd —protection from energy,
4th
—banishment (chaos only), 5th
—dispel evil and good
(chaos only), 6th
—true seeing, 7th
—divine word, 8th
—
holy aura, 9th
—Imprisonment.
Reinforcement
Replacement Power: The following granted power
replaces the touch of law power of the Law form.
Attention (Su): As a standard action, you can give a
willing creature an inspiring order, granting the effects
of the spell heroism for 1 round. Usable once, this
ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
—bless, 2nd
—
counterspell, 3rd
– cure wounds, 5th
– mass cure
wounds, 7th —conjure celestial (cherubim only), 9th
–
mass heal
Regulation
Replacement Power: The following granted power
replaces the touch of law power of the Law form.
At Ease (Su): As a standard action, you can give a
creature focusing order, affecting them as per the spell
calm emotions for 1 round. A Willpower save negates
this effect. Usable once, this ability recharges on a 5 or
6 on d6.
146
Replacement Form Spells: 1st
– shield of faith, 2nd
–
counterspell, 5th
– planar binding, 7th —conjure
celestial (ophanim only).
Restriction
Replacement Power: The following granted power
replaces the touch of law power of the Law form.
Halt (Su): As a standard action, you can give a creature
an undeniable order, as per the spell command. A
Willpower save negates this effect. Usable once, this
ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
– bane, 2nd
– counterspell,
3rd
– hold person 5th
– hold monster, 7th —conjure
celestial (seraphim or hellspawn only).
Plant
You find solace in the green, can grow defensive thorns,
and can communicate with plants. Granted Powers:
Vine Whip (Su): As a bonus action, you grow a 20’ vine
from your shoulder that wraps around your arm and
extends like a thorn whip spell but with the full
functionality of a whip. It is an interaction to retract the
vine. You can use this ability for a number of rounds
equal to 3+ 1 per priest level. These rounds do not need
to be consecutive.
Green Thumb (Su): At 6th
level, your skin turns green
and 3 short rests spent in direct sunlight feeds you for 1
cycle each rest roughly equaling one meal. You can
speak with plants at will. You can also use plant growth
once with an additional use for every three levels
beyond 6th
.
Form Spells: 1st
—entangle, 2nd
—barkskin, 3rd
—plant
growth, 4th
—grasping vine, 5th
—tree stride, 6th
—
transport via plants, 7th
—conjure celestial (ent), 8th
—
antipathy/sympathy, 9th
—shapechange (plant only).
Decay
Replacement Power: The following granted power
replaces the bramble armor power of the Plant form.
Black Thumb (Su): At 6th
level, you can use blight once
plus once for every 3 levels beyond 6th
. Plants get
disadvantage on their attacks against you and you get
advantage on attacks against them and on saves
involving plants.
Replacement Form Spells: 1st
– inflict wounds, 3rd
–
speak with plants, 5th
—contagion, 6th
—harm, 7th
–
finger of death, 9th
– power word kill
Growth
Replacement Power: The following granted power
replaces the wooden fist power of the Plant form.
Vine Net (Su): As a standard action you can entangle
once recharged on 5 or 6.
Replacement Form Spells: 2nd
—enlarge/reduce (enlarge
only), 6th
—wall of thorns, 7th
– regenerate, 8th
– holy
aura, 9th
– power word heal
Protection
Your faith is your greatest source of protection, and you
can use that faith to defend others. You receive
advantage on saving throws in addition to Granted
Powers:
Resistant Touch (Sp): As a standard action, you can
touch an ally to grant him your saving throw advantage
for 1 minute. When you use this ability, you lose your
advantage granted by the Protection form for 1 minute.
Usable once, this ability recharges on a 5 or 6 on d6.
Aura of Protection (Su): At 6th
level, you can emit a 30-
foot aura of protection for a number of rounds per day
equal to your priest level. You and your allies within this
aura gain a +1 bonus to AC and Resistance against all
elements (acid, cold, lightning, fire, and thunder). The
bonus increases by +1 for every three priest levels you
possess beyond 6th
. At 12th
level, the Resistance against
all elements increases to Immunity. These rounds do
not need to be consecutive.
Form Spells: 1st
—sanctuary, 2nd
—warding bond, 3rd
—
protection from energy, 4th
—death ward, 5th
—antilife
shell, 6th
—globe of invulnerability, 7th
– sequester, 8th
—mind blank, 9th
—prismatic wall.
Defense
Replacement Power: The following granted power
replaces the resistant touch power of the Protection
form.
Deflection Aura (Su): Once each day, you can emit a 20-
foot aura for a number of rounds equal to your priest
level. Allies within the aura gain a +2 bonus to AC.
Replacement Form Spells: 1st—shield, 2nd—barkskin,
5th
– mislead
Purity
Replacement Power: The following granted power
replaces the aura of protection power of the Protection
form.
Purifying Touch (Su): At 6th
level, you can touch a willing
creature with divine power, giving it a saving throw
against each effect currently affecting it with advantage,
using the original saving throw DC of the effect. Each
successful saving throw ends the related effect. The
creature can choose not to make a save against an
effect. You can use this ability once at 6th
level, plus one
additional time for every 3 levels beyond 6th
level.
Replacement Form Spells: 1st—protection from evil and
good, 2nd
– lesser restoration, 3rd
—remove curse, 5th
—
greater restoration.
147
Repose
You see death not as something to be feared, but as a
final rest and reward for a life well spent. The taint of
undeath is a mockery of what you hold dear. Granted
Powers:
Gentle Rest (Sp): Your touch can fill a creature with
lethargy, causing a living creature to gain 1 point of
Exhaustion for 1 round as a melee attack. Undead
creatures touched are affected by 1 point of Exhaustion
for 1 round plus your Intelligence modifier. Usable once,
this ability recharges on a 5 or 6 on d6.
Ward Against Death (Su): At 6th
level, you can emit a 30-
foot aura that wards against death for a number of
rounds per day equal to your priest level. Living
creatures in this area are immune to all death effects,
energy drain, and effects that cause maximum hit point
reduction. This ward does not remove hit point
reduction that a creature has already gained. These
rounds do not need to be consecutive.
Form Spells: 1st
— protection from evil and good, 2nd
—
gentle repose, 3rd
—speak with dead, 4th
—
etherealness, 5th— hallow, 6th
—circle of death, 7th
—
finger of death, 8th
—sunburst, 9th
—gate (Reaper).
Ancestors
Replacement Power: The following granted power
replaces the ward against death power of the Repose
form.
Speak with Dead (Su): At 6th
level, as a standard action,
you can ask one question of a dead creature as if using
speak with dead. The dead creature you are questioning
does not gain a Willpower saving throw if your
alignments are different. You can use this ability a
number of times equal to your priest level.
Replacement Form Spells: 3rd
– spirit guardians, 4th—
guardian of faith, 5th
– legend lore, 6th
– planar ally.
Souls
Replacement Power: The following granted power
replaces the gentle rest power of the Repose form.
Touch the Spirit World (Su): With a touch, you can
empower a weapon to affect incorporeal creatures. The
weapon touched deals full damage to incorporeal
creature and gets advantage on attacks if it is a magic
weapon. This benefit lasts for a number of rounds equal
to your priest level. Usable once, this ability recharges
on a 5 or 6 on d6.
Replacement Form Spells: 1st
– astral projection, 2nd
–
astral travel, 5th
— contact other plane, 6th
– magic jar.
Reaper
Appearing as a figure in a grey robe, face lost in the
shadows of a deep hood, hands covered in grey gloves,
Reapers are the afterlife form for Rawna’s priests.
Statistically they are the same as a standard 5e Solar
with the following adjustments:
1. Neutral Medium Celestial.
2. Advantage on Initiative.
3. Inspiration recharged by a 5
or 6. 4. All the Boons of
Rawna’s covenant at full HD.
5. Form Access at full HD to
Death, Repose, and
Resurrection.
6. Channel divine energy at
full HD.
7. Vorpal starcore scythe.
8. Mithral sickle of sharpness.
9. Cold iron sickle of sharpness.
10. Immune to mind-affecting,
Death magic, Exhaustion, Poison,
Starvation, Suffocation, Necrotic,
Psychic, and non-magic
Bludgeoning, Piercing, Slashing.
11. Resistance to Acid, Cold, Fire,
Lightning, Thunder, and
Bludgeoning, Piercing, Slashing.
Rune
In strange and eldritch runes you find potent magic.
Granted Powers:
Blast Rune (Sp): As a standard action, you can create a
blast rune in any adjacent square. Any creature entering
this square takes 1d6 points of damage + 1 point for
every two priest levels you possess. This rune deals
either acid, cold, fire, lightning or thunder damage,
decided when you create the rune. The rune is invisible
and lasts a number of rounds equal to your priest level
or until discharged. You cannot create a blast rune in a
square occupied by another creature. This rune counts
as a 1st-level spell for the purposes of dispelling. It can
be discovered with a DC 26 Perception check. Usable
once, this ability recharges on a 5 or 6 on d6.
Spell Rune (Sp): At 6th
level, you can attach another spell
that you cast to one of your blast runes, causing that
spell to affect the creature that triggers the rune, in
addition to the damage. This spell must be of at least
one level lower than the highest-level priest spell you
can cast and it must target one or more creatures.
Regardless of the number of targets the spell can
normally affect, it only affects the creature that triggers
the rune.
Form Spells: 1st
—illusory script, 2nd
—augury, 3rd
—
glyph of warding, 4th
—divination, 5th
—teleportation
circle, 6th
—drawmij’s instant summons, 7th
—symbol,
8th
—feeblemind, 9th
—gate.
Language
Replacement Power: The following granted power
replaces the spell rune power of the Rune form.
Rune Shift (Su): At 6th
level, as a bonus action, you can
change the location of one of your blast runes. The rune
must be within 30 feet. You can place the blast rune in
148
any square adjacent to you, including one occupied by
another creature.
Replacement Form Spells: 1st
—comprehend languages,
2nd
—suggestion, 3rd
—tongues, 5th
—awaken, 6th
–
word of recall, 8th
– power word stun, 9th
–
imprisonment
Wards
Replacement Power: The following granted power
replaces the spell rune power of the Rune form.
Warding Rune (Su): At 6th
level, when a creature is
damaged by your blast rune, it cannot attack you for a
number of rounds equal to 1/2 your priest level unless it
succeeds at a Willpower save, as per the spell
sanctuary. Using this ability is a reaction when a
creature triggers one of your blast runes. The ability
does not prevent you from being attacked or affected
by area of effect spells or abilities. You can use this
ability once at 6th
level, plus one additional time per 3
levels beyond 6th
.
Replacement Form Spells: 1st
—protection from good
and evil, 2nd
– protection from poison, 3rd
– magic circle,
4th
—planar binding, 6th
—guards and wards, 8th
–
antipathy/sympathy, 9th
– time stop.
Strength
In strength and brawn there is truth, your faith giving
you incredible might and power. Granted Powers:
Strength Surge (Sp): As a standard action, you can touch
a creature to give it great strength. For 1 round, the
target gains advantage to melee attacks, Strength
checks, and Strength saves. Usable once, this ability
recharges on a 5 or 6 on d6.
Might of the Gods (Su): At 6th
level you are treated as
having Expertise on all Strength checks and saves for
number of rounds per day equal to your priest level.
These rounds do not need to be consecutive.
Form Spells: 1st
— heroism, 2nd
—enhance ability (bull's
strength), 3rd
— enhance ability (bull's strength), 4th
—
enhance ability (bull's strength), 5th
—bigby’s hand, 6th
— enhance ability (bull's strength), 7th
— enhance
ability (bull's strength), 8th
— enhance ability (bull's
strength), 9th
— enhance ability (bull's strength),.
Ferocity
Replacement Power: The following granted power
replaces the strength surge power of the Strength form.
Ferocious Strike (Su): Whenever you make a melee
attack, you can designate that attack as a ferocious
strike. If the attack hits, it deals additional damage
equal to 1/2 your priest level (minimum +1). Usable
once, this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
– compelled duel, 2nd
–
crown of madness, 5th
— enhance ability (bull's
strength).
Resolve
Replacement Power: The following granted power
replaces the might of the gods power of the Strength
form.
Bestow Resolve (Su): At 6th
level, you can bless
creatures with the boldness of your deity. You can
bestow a number of temporary hit points equal to your
level + your Intelligence modifier to all allies within 20
feet. The temporary hit points remain for 1 minute. You
can use this ability once per day at 6th
level, plus one
additional time per day for every 3 levels you possess
beyond 6th
.
Replacement Form Spells: 1st—bless, 2nd – aid, 3rd
–
aura of vitality, 6th
—heroes' feast, 8th
– bigby’s hand
Travel
You are an explorer and find enlightenment in the
simple joy of travel, be it by foot or conveyance or
magic. Increase your base speed by 10 feet in addition
to Granted Powers:
Agile Feet (Su): As an interaction, you can gain
increased mobility for 1 round. For the next round, you
ignore all difficult terrain and do not take any penalties
for moving through it. Usable once, this ability
recharges on a 5 or 6 on d6.
Dimensional Hop (Sp): At 6th
level, you can teleport up
to 10 feet per priest level per day as a move action. This
teleportation must be used in 5-foot increments and
such movement does not provoke attacks of
opportunity. You must have line of sight to your
destination to use this ability. You can bring other
willing creatures with you, but you must expend an
equal amount of distance for each creature brought.
Form Spells: 1st—longstrider, 2nd
– astral travel, 3rd
—
water walk, 4th
—dimension door, 5th
—teleportation
circle, 6th
—arcane gate, 7th
—plane shift, 8th
—fly, 9th
–
gate.
Exploration
Replacement Power: The following granted power
replaces the agile feet power of the Travel form.
Door Sight (Su): You can lay your hand upon any surface
and see what is on the other side, as if using
clairvoyance. Using this power takes 1 minute, during
which time you must be touching the surface you want
to see through. You can keep looking for as long as 10
minutes with each use of this power, but must touch
the surface and take no other action the entire time.
The surface cannot be thicker than 6 inches plus 1 inch
149
per priest level you possess. Usable once, this ability
recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
—expeditious retreat, 2nd
—locate object, 3rd
– fly, 4th —locate creature, 5th
–
legend lore, 6th
– find the path.
Trade
Replacement Power: The following granted power
replaces the agile feet power of the Travel form.
Silver-Tongued Haggler (Su): Whenever you make a
Persuasion, Deceit, or Insight check, you can, as an
interaction, grant yourself advantage . Usable once, this
ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st— tenser’s floating disk,
2nd
– locate animals or plants, 3rd
– phantom steed, 5th
—fly.
Trickery
You are a master of illusions and deceptions. Proficiency
in Deception and Stealth in addition to Granted Powers:
Copycat (Sp): You can create an illusory double of
yourself as a move action. This double functions as a
single mirror image and lasts for a number of rounds
equal to your priest level, or until the illusory duplicate
is dispelled or destroyed. You can have no more than
one copycat at a time. This ability does not stack with
the mirror image spell. You can use this ability once
recharged by a 5 or 6..
Master's Illusion (Sp): At 6th
level, you can create an
illusion that hides the appearance of yourself and any
number of allies within 30 feet for 1 round per priest
level with a Wisdom save against your spell DC to see
through this effect. The rounds do not need to be
consecutive. Creatures have disadvantage against this
effect and all of your phantasm (conjuration) and
hallucination (enchantment) spells.
Form Spells: 1st—disguise self, 2nd—invisibility, 3rd
—
nondetection, 4th
—greater invisibility, 5th
—seeming,
6th
—drawmij’s instant summons, 7th
—mirage arcane,
8th
—glibness, 9th
—time stop.
Deception
Replacement Power: The following granted power
replaces the copycat power of the Trickery form.
Sudden Shift (Sp): In the blink of an eye, you can appear
somewhere else. As an immediate action, after you are
missed by a melee attack, you can teleport up to 10 feet
to a space that you can see. This space must be inside
the reach of the creature that attacked you. Usable
once, this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 2nd
—mirror image, 7th
—
project image.
Thievery
Replacement Power: The following granted power
replaces the master's illusions power of the Trickery
form.
Thief of the Gods (Su): At 6th
level, you have Expertise
and advantage on Thieves’ Tools and Sleight of Hand
checks when using this ability as an interaction. You can
use this ability once at 6th level, plus one additional
time for every 3 levels beyond 6th
.
Replacement Form Spells: 4th
—locate object, 7th
—
etherealness.
War
You are a crusader for your god, always ready and
willing to fight to defend your faith. Granted Powers:
Battle Rage (Sp): You can touch a creature as a standard
action to give it a bonus on melee damage rolls equal to
1/2 your priest level for 1 round (minimum +1). You can
do so a once recharged by a 5 or 6.
Weapon Master (Su): At 6th
level, you gain the Martial
Adept feat, if qalready possessed you get to choose two
more maneuvers and an additional superiority dice. At
12th
and 18th
levels you gain another superiority dice to
add to your total. A short rest restores 1 dice.
Form Spells: 1st—heroism, 2nd
—spiritual weapon, 3rd
—
elemental weapon, 4th
—confusion, 5th
—flame strike,
6th
—blade barrier, 7th
—mordenkainen’s magnificent
sword, 8th
—power word stun, 9th
—power word kill.
Blood
Replacement Power: The following granted power
replaces the weapon master power of the War form.
Wounding Blade (Su): At 6th
level, you can give a
weapon that you touch wounding so that it causes 1
point of bleed damage per round for each dice of
weapon damage inflicted, ongoing for a number of
rounds equal to 1/2 your priest level. You can use this
ability once at 6th
level, and an additional time for every
three levels beyond 6th
.
Replacement Form Spells: 1st
– inflict wounds, 3rd
—
vampiric touch, 6th
—wall of thorns, 7th
—inflict
wounds.
Tactics
Replacement Power: The following granted power
replaces the battle rage power of the War form.
Seize the Initiative (Su): Whenever you and your allies
roll for initiative, you can grant one ally within 30 feet
advantage on the roll as an interaction. Usable once,
this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st
– command, 2nd
—aid,
5th—command, 6th
—planar ally.
150
Water
You can manipulate water and mist and ice, conjure
creatures of water, and resist cold. Granted Powers:
Icicle (Sp): As a standard action, you can fire an icicle
from your finger, targeting any foe within 30 feet as a
ranged attack. The icicle deals 1d6 points of cold
damage + 1 point for every two priest levels you
possess. Usable once, this ability recharges on a 5 or 6
on d6.
Elemental Avatar (Ex): You have sanctuary versus water
elementals reset after a short rest. At 4th
level, you gain
Resistance to Cold. At 8th
level, you gain Immunity to
Cold. At 12th
level you are able to meld with water
enough to dwell comfortably and move through it in
any direction at your normal Speed. At 16th
level you
can shapechange into a water elemental and at 20th
level this ability is recharged after a short rest.
Form Spells: 1st
—fog cloud, 2nd—misty step, 3rd
—
water breathing, 4th
—conjure minor elementals
(water), 5th
—conjure elemental (water), 6th
—conjure
elemental (water), 7th
—plane shift (Water realm or
Material only), 8th
—conjure elemental (Water), 9th
—
meteor swarm (cold instead of fire).
Ice
Replacement Power: The following granted power
replaces the elemental avatar power of the Water form.
Ice Runner (Su): You can move over ice and snow with
ease. Snow and Ice are not difficult terrain for you and
you do not leave tracks. You can also activate this ability
is a standard action becoming able to move across any
frozen surface as if under the effects of spider climb.
While crossing snow or ice, you also gain advantage on
Stealth skill checks and initiative checks. You can use
this ability for 1 minute per day per priest level you
possess. These minutes do not need to be consecutive,
but they must be spent in 1-minute increments.
Replacement Form Spells:1st
– energetic blast (cold
only) 3rd
– sleet storm, 4th
– ice storm, 5th
– cone of cold,
6th
—ottiluke’s freezing sphere, 8th
– cone of cold, 9th
—
cone of cold.
Oceans
Replacement Power: The following granted power
replaces the icicle power of the Water form.
Surge (Su): As a standard action, you can cause a mighty
wave to appear that pushes or pulls a single creature.
Make a spell attack against the target. If successful, you
may pull or push the creature up to 10’. Usable once,
this ability recharges on a 5 or 6 on d6.
Replacement Form Spells: 3rd
—water walk, 4th
–
control water, 8th —tsunami, 9th
– conjure elemental
(Water)
Weather
With power over storm and sky, you can call down the
wrath of the gods upon the world below. Granted
Powers:
Storm Burst (Sp): As a standard action, you can create a
storm burst targeting any foe within 30 feet as a ranged
attack. The storm burst deals 1d6 points of force
damage + 1 point for every two priest levels you
possess. In addition, the target is buffeted by winds and
rain, causing it to take disadvantage on attack rolls for 1
round. Usable once, this ability recharges on a 5 or 6 on
d6.
Lightning Lord (Sp): At 6th
level, you can call down a
number of bolts of lightning per day equal to your priest
level. You can call down as many bolts as you want with
a single standard action, but no creature can be the
target of more than one bolt and no two targets can be
more than 30 feet apart. This ability otherwise functions
as call lightning.
Form Spells: 1st
—fog cloud, 2nd
—misty step, 3rd
—call
lightning, 4th
—sleet storm, 5th
—ice storm, 6th
—call
lightning, 7th
—call lightning, 8th
—control weather, 9th
—storm of vengeance.
Seasons
Replacement Power: The following granted power
replaces the storm burst power of the Weather form.
Untouched by the Seasons (Su): By touching a creature,
you can grant it the benefits of endure elements, which
last for 1 hour per priest level and keeps the creature
comfortable from -50F to 150F. Usable once, this ability
recharges on a 5 or 6 on d6.
Replacement Form Spells: 1st—goodberry, 4th
—blight,
8th
—sunburst.
Storms
Replacement Power: The following granted power
replaces the lightning lord power of the Weather form.
Gale Aura (Su): At 6th
level, as a standard action, you can
create a 30-foot aura of gale-like winds that slows the
progress of enemies. Creatures in the aura cannot take
a 5-foot step. Enemies in the aura treat each square
that brings them closer to you as difficult terrain. They
can move normally in any other direction. You can use
this ability for a number of rounds per day equal to your
priest level. The rounds do not need to be consecutive.
Replacement Form Spells: 1st
– thunderwave, 2nd
–
energetic blast (cold, lightning, or thunder).
151
Pantheon
Marduk Rawna Odin Kali-Set Pazuzu
Orcus Cthulhu Azathoth
152
The Divine Powers
The Five Factions of the Council of Powers: Darkness, Flames, Light, Rains, Shadows, consisting of 78 Powers:
 4 Ancient Ones (Iggiggi)
 5 Great Old Ones (Abominations)
 13 Elder Gods (Zonei)
 22 Young Gods (Anunnaki)
 7 Ascended (Elohim)
 27 Elite (Goa'uld): 9 Hellspawn Nobility, 18 Pit Fiends
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
The Ancient Ones
Bahamut
Creation, Benevolence, Self-
Sacrifice, Energetic Quality,
Positivity, Charity
(Asceticism)
M A LG Love, Good,
Martyr, Order,
Light, Restoration,
Community
First hour of
New Year’s
Day; Blood
(Self)
None Platinum wyrm devouring its tail encircling the world
Resident Plane Dead but Dreaming.
Covenant
Scripture
Give of yourself to build a better world. The sorrow of one sacrifice will hatch the joy of creation.
Covenant Boons 1
st
- Empathic Healing (Spend hit points to heal another an equal amount of hit points through touch); 4th – Donate rest healing HD to immediately heal
another through touch; 8th – Take Me Instead (Exchange places with another as if using Dimension Door, Short rest recharges); 12th – Phoenix Blast (Expend
all hit points to inflict half in flame damage and half in radiant in a 20’ radius burst, 40’ at 18
th
, with a Dexterity save at DC10+level for half total damage.
Priesthood holder’s death saves are made with advantage but they automatically gain 5 points of Exhaustion.)
Lorril
Shadows, Secrets, Deception,
Illusion, Stealth, and Felines
F G N Deception,
Thievery,
Languages,
Knowledge,
Darkness, Light, Art
The midpoint
of the
Witching
Hour of the
Night of
Shadows. in a
place of dim
illumination.
Dagger Featureless mask divided vertically into half black
and half white.
Resident Plane Dream Time (Inside the Great Sphinx of Fantasia)
Covenant
Scripture
Nothing is ever what it appears to be, especially if it appears to be nothing; hear and see everything, say nothing, and trust no one outside the Shadow Guild
while seeking the truth that’s out there and the secrets with lives that grow in the silent darkness.
Covenant Boons 1- Proficient with Stealth, Sleight of Hand, and Thieves’ Tools; Thieves’ Cant and Shadow Sign as added languages 3-Skulker and Resilient (DEX) feats 6-Evasion
9-Summon Shadow (as Shadow but not undead, damage is psychic, character’s alignment, no spawn, can’t be turned or destroyed by priests, serves as
intelligible telepathic companion with half the character’s maximum hit point total, the character’s proficiency bonus and saves. If destroyed or dismissed
another can be summoned in 30 days.
153
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Ptah
Space, Time, History, and
Prophecy
(Process/Biocentrism)
M G N Night, Day, Art,
Rune, Ancestors,
Knowledge, Fate
Midsummer’s
Night with
full aurora
None The Tao ringed by purple.
Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island)
Covenant
Scripture
Fighting the cosmic flow is futile. Use action without intent to cultivate Te from the Tao with Compassion, moderation, and humility, expressing its basic
character through spontaneity and creativity. Identify with the Tao by freeing yourself from selfishness and desire, and appreciating simplicity. The past awaits
the future’s appearance in the present mist. Witness and reveal.
Covenant Boons Oracular Madness (each level starting at 1
st
the character must make death saves to avoid madness, 1 failure inflicts short-term, 2 inflicts long-term, and 3
inflicts indefinite, with the possibility of cumulative afflictions); 1
st
– Temporal Intuition(Augury as bonus 0-level spell; 4th – Foresight (Divination usable
1/3levels with 1 use restored by each short rest; 8th - Vision of the Past (Clairvoyance effect within area occupied targeted to show any specific day and time
up to 5 weeks into the past per level priesthood level multiplied by Intelligence modifier (minimum 1), range increasing to 1 year per level at 12th, 1 decade
per level at 12, 1 century at 15
th
, and to 1 millennium per level times Intelligence modifier at 18
th
level , Short rest recharges); 12th – Space-Time Manipulation
(A long rest resets Inspiration Points totalling 2 at 12
th
, 3 at 15
th
, and 4 at 18
th
that may also be spent 1 at a time to duplicate Teleport or two for Time Stop)
Tiamat
Annihilation, Energetic
Entropy, Negativity, Fury,
Abominations, and
Dragonneth
F A CE Degeneration,
Loss, Murder,
Rage, Brutality,
Ferocity, Blood
Last hour of
the year on
Night of
Darkness;
Blood
(Anthropoid)
None A black Dragon skull forming a triangle above a black
wyrm skull and a black drake skull on a red
background
Resident Plane Dead but Dreaming
Covenant
Scripture
Destroy the vermin. Make them grieve and despair as their viral cosmos comes apart. Purify existence of the disease.
Covenant Boons 1
st
– Spirit of the Dragon (Constitution save proficiency, Sanctuary effect against dragonnethi recharges after short rest, cast Command on dragonnethi as
bonus 0-level spell); 4th – Energetic Defences (Use Protection from Energy five times per day, once each for acid, cold, fire, lightning, thunder, with only one
effect active at a time); 8th – Breath of the Dragon (Energetic Blast cone equal to a 4th level slot, five times per day with one each for acid, cold, fire, lightning,
thunder, a short rest restoring one, Slot level rises 1 for every 2 priesthood levels above 8th to a maximum of slot level 10at 20
th
priesthood level)
The Great Old Ones
Azathoth
(Cronus)
Chaos, Destruction, Madness,
Massacre, Trolls and Tunnel
Curs
M G CE Ash, Destruction,
Insanity, Blood,
Ferocity, Brutality
Any night of
the full Crone
in darkness;
Blood (Elf),
Blood (Self)
None A single staring red eye on a black background
Resident Plane Abyss
Covenant
Scripture
Stare into the Unblinking Eye. Embrace the mayhem. Inhale the destruction. Bathe in the blood. Howl your ecstasy. Feast of the madness. Fear only the All-
Consuming Eye.
154
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons Seed of Madness (each level starting at 1
st
the character must make death saves to avoid madness, 1 failure inflicts short-term, 2 inflicts long-term, and 3
inflicts indefinite, with the possibility of cumulative afflictions); 1
st
– Minor Instability (Advantage against Fear, Resistance Psychic, May spend 1HD outside of
rest for healing at will +1 HD/3 levels, a critical failure on any d20 roll requires a Will save at the roll’s difficulty to avoid short-term madness); 4th – Abyssal
Glare (eyes glow red for gaze weapon that inflicts 3d6 points psychic damage plus Intelligence modifier, 60’ range, 1 use per day plus 1 per two levels above
4th short rest restoring 1 use) ; 8th – Major Instability (Immunity Fear and Psychic, May spend HD for healing outside rest as desired, a short rest restoring
2HD, Any critical fail requires Will save at disadvantage to avoid long-term madness); 12th - Vision of Madness (afflicted by incurable Indefinite Madness,
Abyssal Glare inflicts 6d8+Int modifier psychic and requires a Will save at the priest’s spell DC to avoid short-term madness, with long-term if the save is a
critical failure, a short rest restores two uses)
Cthulhu
Darkness, Domination, Evil,
and Doom
(Sith)
M G NE Charm, Darkness,
Catastrophe, Evil,
Fate, Strength
Midnight of
the Night of
Darkness in
darkness;
Blood
(Anthropoid)
None Three nines arranged in a pyramid
Resident Plane Gehenna
Covenant
Scripture
The weak will perish, dominate or be dominated.
Covenant Boons 1-Sanctuary as Monk vs Evil 3- Darkvision +30’ 6-Command Evil as per Command Undead 9-Dominate Monster 10 rounds/HD which divided up as desired as
small as 1 round units
Odin (Cronus)
War, Combat, and Berserk
Rage
M G CN Chaos, Rage, Glory,
Revolution,
Strength, War
Anniversary
of priesthood
holder’s first
combat;
Blood (Self)
Greatsword A flaming greatsword
Resident Plane Pandemonium (Asgard dimensional bubble)
Covenant
Scripture
Life is war; give it all your lust.
Covenant Boons 1
st
- Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Battle
Madness (Berserk Rage as Warrior of the Eye, 1/day per 3 levels for up to 1 minute each); 12th – Battle Fever (Rage becomes controlled)
Orcus
Black Magic, Night, Undead,
Terror, and Nightmares
M G NE Art, Craft,
Dehumanization,
Night, Undead,
Nightmare
Mid-point of
the Witching
Hour on the
Night of
Darkness;
Blood
(Anthropoid)
Skull-headed
rod (mace
8gp, 1d6+1
damage)
A ram’s skull with a black crown engraved with an
inverted pentagram over the forehead.
Resident Plane Abaddon
Covenant
Scripture
Fear enlivens the spirit, relish it, become the unseen predator and the waiting grave. Shock the sleeping from their complacency and grant them the hunger of
our Lich Lord’s eternal gift. We are the night stalking the day.
155
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons 1
st
- Black spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus, or arcane focus, can cast any one
Black spell in spellbook as if prepared without expending energy, once per day); 8th – Dark Presence (Sanctuary effective only against Undead activates after
each short rest); 12th – Unliving Thrall (cause 1 undead creature within 90’ to become a Thrall as per the Warlock pack ability, 1 use per day plus 1 per 3 level
above 9, equal HD or lower to priesthood holder, maximum 1 thrall per level.)
Pazuzu
Lies, Corruption, Perversion,
Degradation, Disease,
Sickness, and Pestilence
(Traditional Satanism)
M G CE Animal,
Degeneration,
Charm, Evil, Decay,
Trickery
The Renewal
of a non-evil
god chosen
randomly on
short notice
by Pazuzu;
Blood (Self),
Blood
(Anthropoid
Virgin,
typically
Child)
None A black rat clutching a gold coin on which a red fly is
crawling
Resident Plane Abyss (Cliff Haven dimensional bubble)
Covenant
Scripture
Take and twist it, for your benefit or to tear it down, get down with the sickness.
Covenant Boons 1
st
-Seductive Voice (Suggestion bonus 0 level spell); 4th - Sickening Touch (Poisoned on failed Spell save for 1 minute, 1 per day per level) 8th – Immunity to
Disease; 9- Lord of the Flies (summons swarm of flies that infect all with 20’radius cloud as per Contagion before dispersing after 1 round per level, range 60’, 1
use per day plus 1 per 3 levels above 9)
The Elder Gods
Athena
Fairness, Wisdom, Strategy,
Valour, and Virtue
(Aquinas)
F G LG Community,
Regulation,
Forgiveness,
Leadership, Purity,
Tactics
Any rising of
the full
Maiden;
Blood (Self,
Virgin,
Female)
Spear Horned White Owl with wings spread, talons
clutching a blue spear.
Resident Plane Heaven
Covenant
Scripture
Discretion turns valour into victory. Be a pure light to the world focused to burn the dark. Restrain your passions to lead and live with compassion. Balance
intuition with knowledge to guide you on your path. Stay true my chaste and valiant daughter, your sister Amazons and I await you at its end.
Covenant Boons 1
st
- Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armour, Athlete, and Martial Adept feats); 8th –
Heightened Intuition(advantage on all Wisdom checks, skills, and saves); 12th – Shared Intuition (radiate Heightened Intuition to all chosen targets within 30’
radius, ends when they leave)
156
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Freya
Air, Wind, Sky, Flight,
Atmospheric Gases, Weather,
Whirlwinds, Breath, Birds,
and Genies (Djinn), Ikari
Mother
F G N Air, Feather,
Community,
Freedom, Strength,
Weather
The 4
th
day of
any week
Javelin, Net A white pegasus on a black background
Resident Plane Realm of Air (Myst Island, Windy City of Oz, Palace of the Four Winds)
Covenant
Scripture
When hunting, strike fast and true out of the suns, wary of hidden turbulence that can throw you down. Flying too high will bring a fatal plummet. Dive without
fear but hold on not too long in folly while seeking to ride the updrafts and glide the downs, working to level until lifted again. Maintain calm sky until clouds
gather and loom and then unleashes the whirlwinds. Be not bound to earth but willing to let the breeze carry you beyond the horizon to home. Ait is life and
air is death. Beware the foulness without odour and take care not to foul the pure. Gales disturb every life. Duck below or soar with them until calm returns. Do
not become stagnant in the doldrums, you can give way unfelt and unseen or hit like a hurricane wall.
Covenant Boons 1
st
– Thunder Preference (Thunder Elemental Adept feat); 4th – Air Ally (Sanctuary affecting Air Elementals that resets after short rest); 8th – Animate Air (as
Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Fly 30, inflicts thunder damage and
immune to it); 12th – Elemental Champion (conjured air elementals have maximum hit points and Inspiration)
KI
Natural Balance, Nature, and
Wolves, Fairy Queen, Elf
Mother
(Animism)
F G N Animal, Plant.
Weather, Ferocity,
Day, Night
Any night or
day of the
full Matron;
Blood (Self)
Scimitar,
Sling
Two wolves, one white and one black baying at a
grey hexagram inside a green circle.
Resident Plane Summerwood (Garden of Eden)
Covenant
Scripture
The natural is everywhere, be at one with it, trust it, nurture it, and protect it with the Mother’s fury. Sense the needs of the Balance and respond passively or
actively to restore it while minor. The Mother’s corrections are harsh but fair as are her demands, no animal or plant above another in the web’s cycles.
Covenant Boons 1
st
– Nature’s Call (Expertise in Nature and Survival, and Conjure Animals 1 per day plus 1 per 4 levels as spell-like ability); 4th – Mother’s Child (Speak with
Plants and Animals at will and Sanctuary effect applicable to all Plants and Animals restored by short rest); 8th – Summon the Beast (Polymorph target into
dominated Dire Wolf), 1 per day per 6 levels); 12th – Servants of the Queen (Conjure Woodland Beings as 8
th
level slot once, as 8th twice, or as 4
th
three times,
per day)
Loki
Fire, Firestorms, Ash, Smoke,
Spontaneity, Intensity, Lust,
Consumption, Extroversion,
Mischief, and Efreeti (Djinn),
Minos Mother
(Cyber Troll)
F G CN Chaos, Lust, Fire,
Glory, Ferocity,
Trickery
The 2
nd
day
of any week
Shortsword
and Dagger
A burning heart
Resident Plane Realm of Fire (Firestorm Island, Mount Prometheus, Obsidian Palace)
Covenant
Scripture
Leap, shimmy and shine, dancing in the darkness with shadows. Follow your hungers with brilliant intensity, giving and taking, releasing the light in everything
longing to be free. Set the world on fire and let it blaze!
Covenant Boons 1
st
– Fire Preference (Fire Elemental Adept feat); 4th – Fire Ally (Sanctuary affecting Fire Elementals that resets after short rest); 8th – Animate Fire (as Animate
Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Leap 30, inflicts fire damage and immune to it);
12th – Elemental Champion (conjured fire elementals have maximum hit points and Inspiration)
157
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Marduk
Knowledge and Magic, Divine
King
(Aristotelian)
M A N Magic, Knowledge,
Nobility, Rune,
Tactics, Artifice,
Nobility
The 7
th
day of
any week at
noon
Spear, Net A silver circle inset with Marduk’s eyes as the points
of a triangle, purple on top connected to red on the
right by a black line, to blue on the left by a white
line, and grey across the bottom enclosing an open
gold codex.
Resident Plane Karmic Wheel
Covenant
Scripture
The Book of Knowledge is always open. Read it, add to it, organize it, protect it, and share it. Nothing is unknowable. Nothing is unimaginable.
Covenant Boons 1
st
–Spell Blocking (Counterspell as bonus 0 level spell) ; 4th – Spell Cutting (Dispel Magic as bonus 0 level spell); 8th – Spell Weaving (when preparing can
weave together two identical or different spells with the same casting time to be cast as a single spell of a slot level equal to the total of the two, eg. 1+3 = 4,
the spells can be targeted separately); 12th – Spell Direction (winning a spell casting check against another caster enables the priesthood holder to change the
target of that caster’s spell, reflecting upon the caster or redirecting to any other target desired within range)
Oberon
Natural Wonder, Children,
and Youth, Fairy King, Elf
Father
(Peter Pan)
M G CG Generation,
Charm, Kindness,
Freedom,
Protection,
Trickery
Any starry
night in
Spring; Blood
(Self, Elf)
Longbow,
Longsword,
Dagger
The White Hart, a 42-point stag
Resident Plane Realm of Water (Neverland)
Covenant
Scripture
Let it be our Neverland creed to steward the little ones and shepherd their innocence, enjoying the wonder of their wonder for as long as they will keep youth
in their hearts, singing them away from callous familial harm to the free warmth and welcome of our Lost Ones, where they can feel the Pipes of Pan and run
away with it through the Meadows Of Spring, following the Hart to their own. Unleash the youthful heart.
Covenant Boons 1
st
– Fey Charm (Sanctuary affecting Fey that resets upon a short rest); 4th – Fairy Children (Conjure Woodland Beings as 8
th
level slot once, as 8th twice, or as
4
th
three times, per day); 8th – Fey Children (Conjure Fey once per day as 12th level slot, 2 as 8
th
, 3 as 7
th
, or 4 times as 8th ); 12th – Renew Vigor (return target
to base age of current age category, once in a creature’s life, once per day, no effect on younger than adult).
Poseidon
Water, Lakes, Seas, Oceans,
Clouds, Ice, Snow, Rain,
Steam, Fog, Whirlpools,
Rapids, Falls, Waves, Fishing,
Sailing, Aquatic Life, and
Marids (Djinn), Triton Father
M G N Community,
Water, Storms,
Travel, Strength,
Ancestors
The 5
th
day of
any week
Trident, Net A Golden Trident
Resident Plane Realm of Water (Neptune Palace in Aquarius)
Covenant
Scripture
Life is water and water is life. Deep waters are still and cold but can boil, rush, and whirl, tossing and battering, rising in anger to sweep destruction acrtoss the
land. Prepare for deluge and drought, but water is never lost. The cycle gives and takes source ice to universal destination, arisen and returned to the source to
cut a new course. A steady drip can wear a hole through the thickest hardest stone. Ride the most challenging waves and beware friendly riptides. That which
evaporates will eventually condense. That which freezes will melt.
Covenant Boons 1
st
– Cold Preference (Cold Elemental Adept feat); 4th – Water Ally (Sanctuary affecting Water Elementals that resets after short rest); 8th – Animate Water (as
Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Swim 30, Speed 15, inflicts Cold damage
and immune to it); 12th – Elemental Champion (conjured water elementals have maximum hit points and Inspiration)
158
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Ra
White Magic, Light, Life, and
the Primary Sun
(Jedi)
M G NG Art, Craft, Light,
Restoration, Good,
Glory
Noon or
Witching
Hour of the
Night of Light
Staff Golden radiant sun disk containing a white
pentagram
Resident Plane Novus Lucidum
Covenant
Scripture
The light drives back the darkness and brings life. Defend it and spread it with the power you possess. Free those the darkness has taken. There is always a
dawn.
Covenant Boons 1
st
- Turn Undead as per 5E Cleric and White spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus,
or arcane focus, can cast any one White spell in spellbook as if prepared without expending energy, once per day); 8th – Breath of Life (Grant new death saves
to creature if within 4 rounds of death); 12th – Ra’s Judgement (cause 1 undead creature within 90’ to be incapacitated and make death saves at disadvantage
or be destroyed, 1 use per day plus 1 per 3 level above 9)
Rawna
Death, Sleep, Fantasy,
Dreams, and Corvids, Divine
Queen
(Buddhism)
F A N Death,
Resurrection,
Repose, Thought,
Loss, Memory,
Nobility
The 8
th
day of
any week;
Blood (self)
Sickle or
scythe
A white skull wearing an iron crown with a raven
perched on top, wings spread, in a purple circle.
Resident Plane Karmic Wheel
Covenant
Scripture
For vibrant life, sleep, dreams, and death, must come to all. Comfort those passing. Ease the journey. Lead the dreamers beyond the dream. Use the gift of
imagination to escape the bounds of the physical, explore time, and avoid my arrival until it must come. Also allow me time to dwell in fantasy, my calling is all
too frequently one-sided. The mind learns so much while the body rests. Once the Reaper arrives, the time for lessons is done. The fantasy becomes fixed
reality, whether good, ill or indifferent. There is a cost that must be paid and that will never be refunded.
Covenant Boons 1-Turn Undead as per 5E Cleric and Astral Projection as 0-level bonus; 3-Speak with Dead restored by short rest; 6- Dream Walk restored by short rest; 9-
Reaper’s Touch (living or undead target makes Constitution save equal to spell save DC or drop to 0 hit points and begin Death Saves, success granting 1 point
of Exhaustion, 2 times plus 1/3 levels above 12th ); 9- Death’s Favour (advantage on all Death saves and those reduced to 0 hit points by priesthood holder get
disadvantage on all required Death saves)
Titania
Seduction, Rivalry, Revenge,
Cold, Frost, and Cruelty, Fey
Mother, Ice Queen
F G NE Lust, Loss,
Dehumanization,
Memory,
Misfortune, Ice
Anytime in
the Winter;
Blood(self);
Blood
(Anthropoid,
Lover or Elf)
Dagger A White Heart cracked in half with a long drop red
blood coming out of it on a black background.
Resident Plane Winterwaste (Frozen Forest, Ice Palace)
Covenant
Scripture
Let none beneath you rise above without price. One that is often best exacted when the blood is cold and the fool unaware. Make them long to be crushed and
grant it like a glacier. Make them beg your forgiveness before it is denied with a kiss. The warm heart is a tool, use it until broken then throw it away.
Covenant Boons 1
st
– Fatal Allure (Suggestion on potential romantic or sexual partners as bonus 0 level); 4th – Inspired Rivalry (as bonus action in combat, contest, chase, or
other opposed condition, take opponent’s successful roll against you as your own and roll second one as if having advantage against opponent in that skill or
ability check or attack roll, 1 per day per 3 levels); 8th – Unfriendly Rivalry (Use Geas at 12thlevel slot once per day, at 7
th
level slot 2 per day, or 5
th
three per
day, to charge target with defeating and humbling a designated ally within the duration in as severe a manner and as many times as possible); 12th – Slaves of
the Ice Queen (Conjure Fey once per day as 12th level slot, 2 as 8
th
, 3 as 7
th
, or 4 times as 8th );
159
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Vulcan
Earth, Metals, Minerals,
Mountains, Hills, Volcanoes,
Artifice, Invention,
Craftsmanship, Smithing,
Mining, Earthquakes,
Landslides, and Dao (Djinn),
Dwarf Father
(Utilitarianism)
M G LN Artifice, Earth,
Honour,
Knowledge, Order,
Resolve
The 4th day
of any week
Warhammer,
Battle-axe,
crossbow
A blue hammer on a grey mountain with a white
peak and black cave mouth at the base.
Resident Plane Realm of Earth (Moria)
Covenant
Scripture
Earth provides substance, sustenance, shelter, and tools far beyond the surface. Foundation and furnace of the world, stone and metal grow and flow from
infernal depths to breathless sky forming a cold hard crust around a hot churning heart. Remain silent and firm as the ground until pressure necessitates a
shaking up or an eruption to cleanse and renew. Build for the eons and live for ever keeping your metal pure while allowing veins to crystallize and layers
accumulate. Maintain regular hammer beats on the anvil until your own ends and all your blades will be true. Find the beauty in the strength and shape it into
function. Time quenches all.
Covenant Boons 1
st
– Acid Preference (Acid Elemental Adept feat); 4th – Earth Ally (Sanctuary affecting Earth Elementals that resets after short rest); 8th – Animate Earth (as
Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Speed 30, Burrow 30, inflicts bludgeoning
damage and immune to it); 12th – Elemental Champion (conjured earth elementals have maximum hit points and Inspiration)
Wicca
Agriculture, Domestication,
Motherhood, Fertility, Dogs
F G NG Animal, Family,
Home,
Compassion,
Growth, Ancestry
New Year’s
Dawn; Blood
(Self, Female)
None A blue “Venus” figurine , a white rabbit, a red egg,
and a golden shaft of wheat
Resident Plane Meadows of Spring (Taurus Fields Homestead)
Covenant
Scripture
Tend to all growing things in the garden of life. Fertilize, nurture, and train, the gentle heart. Tame the wild heart to make an invaluable ally. Nurture life in all
forms and guide it toward its proper and productive fulfillment. From family comes community and strength. Make use of every good seed, herb, and plant.
Name and tame every useful animal and breed more selectively. Be fruitful and multiply. The harvest ends soon and the winter comes all too quickly.
Everything has its season. Know when to till, to sow, to wait, to reap, or go fallow. Build your homestead with heart, head, and hands, working with neighbours
and welcoming strangers as neighbours and some will remain. We are all someone’s child and children should never be abandoned.
Covenant Boons 1
st
– Communal Wisdom (Expertise in Animal Handling, Insight, and Medicine); 4th – Fertility Blessing (can bestow advantage on reproduction checks for the
next 72 hours by touching both members of the couple at once 1 per day); 8th – Midwifery (caring for the mother during the entire birthing process grants
advantage on all checks and saves for success and survival); 12th – Faithful Companion (constant Mordenkainen’s Faithful Hound reset by short rest if
dispelled)
Xondra
Discipline, Practice, Focus,
Order, and Perfection
(Stoicism)
F G LN Honour, Thought,
Order, Resolve,
Tactics, Leadership
The 4th
Elrynn; Blood
(Self)
Monk
weapons
Black wyrm clutching a white orchid in its teeth on a
blue background
Resident Plane Karmic Wheel
Covenant
Scripture
The Path to Perfection may turn but the Way remains straight, pursue that horizon in all that you do and become your own leader so others will follow. Self-
discipline is the Way to remain on the Path of self-mastery leading toward the horizon of Perfection.
Covenant Boons 1
st
– Martial Art Training (Tough feat, Monk Unarmed Combat and Unarmoured Defense); 4th – Martial Priest (Athlete and Weapon Master feats, Monk Flurry
1/day per 3 levels); 8th – Physical Mastery (Alter Self at will and Flurry as Monk 1/day per 3 levels, short rest restores 1 Flurry); 12th – Mental Mastery
(continual Mind Blank effect)
160
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
The Young Gods
Amon-Re Autumn, Dusk, Maturity,
Grandparents, Harvest,
Teaching, Legacy,
Preparation, Decline, and
Decay
M L N Animal, Home,
Defense, Plant,
Seasons
1
st
of Urvynn Scythe or
Sickle
The suns setting behind a grain silo with a rocking
chair in the foreground
Resident Plane Tors of Autumn (Cancer Hills)
Covenant
Scripture
The cold is coming, things are winding down. Time to prepare, reflect, and pass on the lessons needed for the lean times. Gather the fruits of life and labour. Enjoy but
remember that winter and time are merciless. You need all you life’s wisdom to persevere. Too soon year and life will end, their wisdom gone. Secure the promise of the ones to
follow. Be ready for the expected challenges, don’t panic, and you will be be prepared for life’s inevitable surprises and contual lessons. Lead by example and teach by doing.
Covenant Boons 1
st
– Life Experience (advantage of Intelligence checks and Insight, able to grant advantage on one of these checks to another within 30’ as bonus action recharged on 5 or 6); 4
th
– Reminiscence (Keen Mind feat as bonus and able to draw out a perfect recollection of one event of up to 5 minutes in length in one person by touch once recharged by a short
rest); 8
th
– Shared Experience (you gain Expertise and all allies within 30’ gain advantage on Intelligence checks and Insight while within range); 12
th
– Always Prepared (use
Contingency and Drawmij”s Instant Summons each once at 6
th
with and additional use gained every 3 level beyond 6
th
)
Anubis The Dead, the Law, Judgment,
Justice, Genealogy, and
Tradition
(Confucianism)
M L LN Souls, Regulation,
Loss, Knowledge,
Ancestors
Before the
Witching Hour
of The 48
th
day
of any month
Grey Staff of
Office
(shepherd’s
quarterstaff)
and Gavel
(war hammer)
Blue triangle containing a grey Sheppard’s crook
across the bottom, an upright grey gavel at the top
and in the middle a grey scale with one white platter
and one black platter
Resident Plane Karmic Wheel
Covenant
Scripture
Enforce, guard, interpret, and apply the law for living and dead with equal impartiality, thoroughness, and dedication, while tempering severity with understanding, and lenience
with harm done. No one is above the law. Comfort the grieving and shepherd their honoured departed, my keeper of lines.
Covenant Boons 1- Legal Mind (Expertise in Investigation, Insight, and History); 3- Probing Stare (Detect Thoughts recharged by short rest); 6-Judgement (Bestow Curse that requires Absolution
to remove or dispel) recharged by short rest; 9-Absolution (Remove Curse that affects Judgements)
Apollo Healing, Medicine, Mercy,
Compassion, Peace, and the
Secondary Sun
(Pacifism)
M L NG Compassion,
Healing,
Knowledge, Day,
Sun
Noon on
Midsummer’s
Day
None The Asklepian, a white serpent entwined around a
gold rod
Resident Plane Ekstasis
Covenant
Scripture
Do no harm, help all you are able. Only compassion defeats dehumanization.
Covenant Boons 1
st
– Gifted Healer (Expertise in Medicine and Placebo as bonus 0 level) and Pacifist Defence (Sanctuary resets after a short rest, Grappler feat, unarmed combat maneuvers
and tricks such as grapple, trip, disarm, etc., are made at advantage); 4th - Achilles Pinch (pressure to nerve cluster requires Constituion save at Spell DC to avoid being
Restrained for 1 round per level, usable 1/day +1/3 levels with a short rest restoring 1 use); 8th - Infant Pinch ( as Achilles but rendered Paralyzed 1 round/level, 1/day +1/3
levels with a short rest restoring 1 use); 12th – Night Pinch (as Achilles but rendered Unconscious 1 round/level, 1/day +1/3 levels with a short rest restoring 1 use)
161
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Artemis Athletics, Sport, Competition,
Sportsmanship, Dedication,
Teamwork, Mentoring
F M N Loss, Glory,
Fortune, Resolve
Noon of any
day, Blood
(Self)
Javelin, Bows,
Crossbows,
Warhammer,
Dart
A centaur archer shooting at a pouncing tiger
Resident Plane The Dream Time (Olympia dimensional bubble)
Covenant
Scripture
Games, including sport, teach many skills and lessons. Reach for 110% and you may realize that you were only giving 80% before, and that your limits can increase with growth.
We can’t leap our hurdles unless be risk charging at them. Competition must always be for personal best and team best, not glory, pride, or animosity. Lead by example not
whip, Guide the athlete, develop the muscle, and train the skill. Encourage the heart, its strength matters most. This is how a true champion is made. Talent is given, victory is
earned. Nature strives for fitness of individual and group. It challenges everyone to rise to their best. Be a natural leader balancing competition with cooperative teamwork and
like nature, improve the world. The opponent isn’t an enemy except in war but a challenge that you help grow in testing it. Victors are losers who learn from defeat. Good
teachers learn from their students. Cheat and you cheat everyone, especially yourself. Don’t lose sight of the purpose of the game. Have fun. You’ll cross the finish line before
you realize your near it. Face your personal challenges and keep your eye on the target. Pace yourself, Don’t burn everything in the first half, save some for when you need it,
especially near the end. A final push can make all the difference. You only have to win by a nose. Endure to the end. Then you’ll realize it was all a game, a blood sport that that
no one really wins or loses. Just a way to learn skills and lessons. Then the Championship starts.
Covenant Boons 1
st
– Natural Competitor (Athlete and Lucky feats, Proficiency in Athletics, Acrobatics and Intimidation); 4
th
– Eye of the Tiger (Grappler feat, Expertise in Intimidation, Athletic,
and Acrobatics); 8
th
– Keen Rivalry (Intimidate chosen opponent as an Interaction and gain Inspiration Points upon defeating them, rivalry ending upon disengagement); 12
th
–
Team Captain (Inspiring Leader feat and can share IP with allies as a group pool that all can draw from as needed)
Bacchus Joy, Song, Dance, Music,
Celebration, and Wine
(Hedonism)
M L CG Generation,
Charm,
Community,
Kindness,
Restoration
The 8th day of
any week
None Grapes, a chalice, and a fiddle bow.
Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island)
Covenant
Scripture
Drink up! Maximize pleasure and minimize pain. Life is a party if done right. Live for now. Live for friends, family, laughter, and dance. Eat drink and be merry for tomorrow you
may die. Enjoy it while it lasts. Tomorrow takes care of itself. A hair of the dog that bit you eases the dawn of another day to enjoy. Joy is the spice of life. Wine is the milk of
happiness. Drink up and dance!
Covenant Boons 1
st
– Party Tricks (Proficiency in Sleight of Hand, Perform, Deception, and Persuasion, Prestidigitation and Thaumaturgy as bonus 0 level); 4
th
Life of the Party (Tavern Brawler
and Resilience (Constitution only) feats, Expertise in Persuasion, Deception, Perform, and Sleight of Hand); 8
th
– Liquid Inspiration (becoming intoxicated grants Inspiration
Points at a rate of 1 IP per dose that causes intoxication, all IP from this source being lost after a long rest, once IP is possessed covenanter may give, as an bonus action, a dose
of alcohol to someone to pass the IP point to them regardless if they become intoxicated and lasting until a short rest ); 12
th
– Intoxicating Personality (Transform water into
wine affecting the same quantity of water produced by Create Water once reset by long rest; Spend 1IP to intoxicate everyone in a 20’ radius 1 level if they fail a Constitution
save at the converter’s Spell DC)
Calypso Natural Beauty, Flowers,
Meadows, Woodlands,
Beaches, Vistas, Perfume,
Honey, Calm, Meditation,
Tranquility, and Nymphs
(Flower Child Hippy)
F L NG Charm, Good,
Restoration, Plant
Repose
Any day except
in Winter
None A bee on a rose
Resident Plane Summerwood (Arborlon)
Covenant
Scripture
Live and let live, the world is beautiful. Be beautiful. Relax and smell the flowers. Let everyone envoy the aromas and calm. Beauty has power to sooth the savage breast. A rose
by any other name smells as sweet. Don’t sweat the dew. be as fertile in life as the bee but savour the honey. People and places over things. Leave life smelling sweeter than
when you sprouted. My mother respects those who care for her children. and I will love you for it. Spread the love like a sweet perfume. Be my flower child and attain your
flower power using it to bring some spaces of tranquility to this wild world and respite to its weary creatures.
162
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons 1
st
– Flower Child (Meditation as bonus feat, Expertise in Nature, Druidcraft as bonus 0 level spell, and able to emit any scent desired masking your own); 4
th
–Natural Calm
(Advantage versus Fear and Intimidation, Sanctuary that resets after short rest, Calm Emotions by touch recharged on a 5 or 6); 8
th
– Soothing Scent (emit a cloud of perfume
centre on you equivalent to a Stinking Cloud that Calms Emotions instead of being nauseous with a critical fail on the save putting the individual to Sleep as per spell, use
recharged by a short rest) ; 12
th
– Flower Power (Skin turns green granting stealth advantage in vegetation and the ability to gain sustenance from sunlight requiring no food just
water as long as 8 hours of exposure is possible, Commune With Nature as bonus 0 level, Speak With Plants at will, 4 power points to spend, Entangle costing 1 point, Treestride
costing 2, Awaken 3, and Transport via Plants 4, with all 4 points restored after a long rest)
Charon Oaths, Crossings, and The
Styx
M M LN A blue ferryboat on a grey flat river
Resident Plane Acheron (The Styx)
Covenant
Scripture
The Word began everything, a promise fulfilled holding still. Your word is your bond and your handshake or mark as good as your word. Break them and you break yourself. Give
them wisely with caution and gravity. Betraying the Word comes with severe penalties. The greater the word of promise the greater the punishment. Love binds hearts freely,
blood binds strongest and the River forever. Love forgives with struggle, blood with time, but the River never does. Grace is given for repair and repentance of intention,
absolution is an earned mercy.
Covenant Boons 1
st
– Sanctify Bond (usable at will, turns willing oaths into the length and intensity of Geas the participates agree upon, including marriage which is typically on the light end of
punishment); 4
th
– Blood Bond (sanctifies a blood oath between two willing participants so that one breaking it affects both with the stated Bestow Curse or Geas effect, no
saving throw, use recharged by short rest); 8
th
– Fellowship Bond (sanctifies a blood bond affecting up to 4 people plus 1 person per 2 levels beyond 8
th
, use recharged by short
rest ); 12
th
– Absolution (Remove Curse effect as well as removing the negative effects of sanctified bonds, blood bonds, and fellowship bonds, as well as being able to dispel
such of affected individuals who desire to be released from their oath or bond such as in a divorce, use restored by short rest.)
Hades The Underworld, Caves,
Tunnels, Troglodytes, Toil,
Depression, Obsession,
Introversion, Disfigurement,
Experimentation, Gloom, Toil,
Rejection, Grudges, Jealousy,
and Unrequited Love
M L LE Toil, Loss, Cave,
Cruelty, Restriction
The Witching
Hour of any 2
nd
day of the
week; Blood
(Self)
Pick, whip A black heart inside a coiled red whip on top of the
handle of an upright gold pick
Resident Plane Material (Hades dimensional bubble)
Covenant
Scripture
Dwell safe inside your internal gloom, feeding on the false hope of fools who don’t deserve what has been denied you. Make them work off their debt, testing their pain and
endurance to improve your own. Life is heartbreak. Reveal to them the ugly truth you are strong enough to admit. Ugliness is universal, beauty a lie, and pleasure is a tease.
Embrace the comfort of your misery. It will never disappoint, betray, or abandon.
Covenant Boons 1
st
– Dark Creeper (Darkvision +60’, Expertise in Survival (Underworld), and Skulker feat); 4th – Dark Stalker (1 use of Greater Invisibility recharged by a short rest); 8th – Heart’s
Obsession (inflict Geas upon 1 target permanently, 2 for 1 year, or 3 for 30 days, compelling them to pursue, possess and control a specific object or individual with all their
heart); 12th – Devour Hope (target tou7ch must make Will save against Spell Dc or gain 4 points of Exhaustion, two on save, requiring a Remove Curse treated as a Dispel Magic
against a 5
th
level spell to enable removal through Restoration or rest, and the priesthood holder gains Inspiration)
Horus Protection, Retribution,
Vigilance, and Vengeance
M G LN Honour, Memory,
Regulation,
Protection,
Resolve, Tactics
Any time in
Autumn
Kopesh
(scimitar)
Blue hawk flying out of golden sun disk clutching
dead black rat in its talons.
Resident Plane Karmic Wheel
Covenant
Scripture
For every action there is an equal and opposite reaction. Give as good as you get. Protect those in need and avenge them when required. Remain alert, measured and even-
handed. Take an eye for and eye a tooth for a tooth. Mercy and forgiveness are earned. Vengeance is a claim on a debt that must come due. Those who sow injustice deserve
the avenging harvest. No mercy for the merciless. Be a vengeful spirit to prevent the need for such ghostly chins. Be their living fire, but beware for it consumes as well as drives.
Be a strong and enduring container to prevent it going wild.
163
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons 1
st
- Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Spirit of the Raptor (Savage
Attacker, Alert, and Observant feats); 12th – Reactive Revenge (activated once per round as a reaction to a successful damaging attacking upon the priesthood holder, the attack
gains disadvantage on their saves versus the holder’s spells or attacks for 1 round and the holder makes a Will saveat DC 10+ the opponent’s HD to take only half damage and
send the other half back to the source)
Ishtar Beauty, Love, Romance,
Romantic Passion, Devotion,
Infatuation
F G NG Love, Lust,
Community, Glory,
Compassion,
Restoration
1
st
of Tantrys;
Blood (Self)
None The Maiden moon, a rose, a heart, and a ring
Resident Plane Ekstasis
Covenant
Scripture
The most powerful alchemy happens in the heart mixing ingredients from the senses and memory. Create it with care for it can be explosively disastrous or separate out
unexpectedly. Once rooted it can wither or twist into hate. It is the most intoxicating powerful drug, beware the addiction of obsession. Love must be free with devotion its only
chains. Sometimes it must be cruel to be kind, sometimes you must let go to hang on, be willing to learn when and how. Become wise enough to l4eave well enough along or to
water and fertilize the dropping flower. Let all you do be done with and out of love and it will embrace you. Its fire warms even in the dead unextinguished by the grave. Its light
call from the deepest darkness. Never use it as a weapon or it will turn on you. Beauty is love expressed in form. Seek it; bring it to the surface and never abuse it or it will
become a mask for ugliness. Ugliness must be unmasked.
Covenant Boons 1
st
– Enamoured with Life (Charisma +1, target within 30’ must make a Willpower save to harm or attack any living thing lasting 1 round per level and recharged on 5 or 6); 4
th
–
Exquisite Moment (target gets Calm Emotions effect as per spell and Inspiration, recharged by a 5 or 6); 8
th
– True Devotion (your touch bonds two willing creatures to split all
damage and healing done to them equally, to gain advantage on all Willpower checks and saves, and to be able to give each other Inspiration once with a long rest resetting
their ability, duration until parted by death or dispel magic); 12
th
– Unrequited Devotion (1 target with 30’ is Charmed with a Geas to please you, your displeasure inflicting
psychic damage, your touch granting Inspiration once with the use rest by a short rest, and all damage you take split equally between you and the target, ability recharged after
long rest, can have one devotee a time with an additional target/devotee added to the total possible every two levels beyond 12
th
, in order to bring in a new devotee at
maximum an old one must be released as an interaction)
Isis Gray Magic, the Moon,
Cycles, Lunacy
(Platonic)
F G N Art, Craft, Night,
Memory, Thought,
Madness
Witching Hour
of the Night of
Shadows
Moon Wand
(wand-like
knife with
circular blade,
as knife +1gp,
-1/2 lb.)
A woman’s head with three faces, white maiden,
grey matron and black crone
Resident Plane The Dream Time
Covenant
Scripture
Thought, memory, and action can measure and guide the cycle of change. Softly meet softness, rationally meet reason, and harshly meet harshness. Beginning, middle, and end,
are one, everything going and coming around. Learn when to get involved and when to let it spin.
Covenant Boons 1
st
- Grey spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus, or arcane focus, can cast any one Grey spell in
spellbook as if prepared without expending energy, once per day); 8th – Changing Faces (Disguise Self at will, Alter Self 3 times per day); 12th – Positive Change (cause 1 undead
creature within 90’ to be incapacitated and make death saves at disadvantage or be transformed into a dead body capable of being returned to life, 1 use per day plus 1 per 3
level above 9, equal HD or lower to priesthood holder)
Kali-Set Ruthlessness, Natural
Selection, Serpents,
Chimeras, Poison, and
Assassination.
H L LE Murder, Cruelty,
Restriction,
Deception, Tactics
Any night of
the full Crone.
Thuggee
Dagger
A king cobra with a scorpion’s sting and two hands
holding an anthropoid skull
Resident Plane Hell
164
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant
Scripture
The gentle parent raises food for the harsh. Kindness brings no progress. What must be must be, regardless the cost. The more unexpected advantages one has the more likely
to survive and thrive. Life is tough and life must be tough. What seems at first unnatural soon becomes the norm. Everything gets replaced as evolution grounds life into new life.
Survival of the fittest is all that matters. Strike silent, fast, and hard. Then let the venom do its work. Be there for the reward not the risk. A prepared mind is the fittest weapon
of all.
Covenant Boons 1
st
– Mother’s Kiss (grow small permeant fangs and venom sacks that enable a bite for 1 point of piercing and the Poisoned condition until a successful Constitution save at DC14,
or a spit attack with a range of 10’/30’ that gives the Blinded condition on a hit for 1d410 rounds, venom supply recharged on a 5 or 6); 4th – Grandfather’s Gift (Stealth and
Poison Kit proficiency, Sneak Attack 2d6, and Assassinate ability of Rogue archetype); 8th – Grandfather’s Blood (grow forked tongue and gain 30’ heat sense, Sanctuary against
snakes that resets with short rest, Speak with Snakes at will, Wild Shape twice into snake up to 1 CR reset by short rest); 12th – Mother’s Blood (grow scales that give a Natural
AC +1, Sanctuary against Chimeras reset by short rest, Wild Shape ability expands to assumption of Chimera form)
Lowyatar Hate, Malice, Pain, Torture,
Sadism, Masochism, Bondage
F L NE Rage, Lust,
Dehumanization,
Ferocity, Blood
Any time
except during
a full Maiden
Whip, Net,
Dagger
Coiled cat o' nine tails
Resident Plane The Dream Time (Shadowlands, Murkwood Forest entrance to Donjon dimensional bubble)
Covenant
Scripture
Existence is pain, love it or leave it. Pain accompanies us into life and out again. Pain brings you into sharp focus, full life, and immediate action. It can fell the weak and empower
the strong, Inhale it, ingest it, and savour it in yourself and your toys. Don’t break them too quickly. Patience heightens anticipation bringing greater reward. Pain is pleasure.
Spread the pleasure. That which does not kill you makes you stronger. The weak will tremble at your feet, obeying without thought even as they beg for mercy they will not
receive. Tease them with it. Hope is so delicious and juicy when bitten and chewed. Pain is pure. Take it laughing and demand more. You are sure to get it. It never disappoints. It
never ends. Whipping the world into action is the cosmic sport so have fun.
Covenant Boons 1
st
– Steeped in Agony (Durable and Tough feats, Proficient and Expertise in Intimidation and Insight, Advantage against the effects of torture, victims of torture get
disadvantage); 4
th
– Hurts So Good (Immune to negative effects of pain, all damage taken is reduced by 2 points per dice); 8
th
– Hit Me Again (each wound taken allows a DC16
Insight check to gain 1 Inspiration Point); 12
th
– Feel the Burn (Spend IP to have touch attack cause every pain receptor to fire simultaneously making the blood seem to boil
while flesh burns inside and out, resisted by a successful Constituion save versus Spell DC, 1IP for Poisoned, 2IP for Paralyzed, 3 for Unconscious, and 4 to trigger Death saves, all
but Death requiring concentration and lasting up to 1 minute per level)
Mercury Summer, Noon, Maturity,
Adulthood, Parenthood,
Bounty, Mentorship,
Contentment, Economics,
Trade, and Wealth
(Capitalism)
M L N Trade, Community,
Knowledge,
Leadership,
Seasons
1
st
of Elrynn None The Cornucopia spilling seeds, grains, coins, gems,
and a land title scroll
Resident Plane Summerwood (Lothlórien)
Covenant
Scripture
Commerce and trade bring novelty, security, and culture, enlarging and spreading civilization and prosperity. It is the key to lasting peace. Be to your children as the invisible
hand is to the markets, stepping in to correct, balance, enrich, while teaching the handling of responsibility and risk. Teach them to rely on themselves and to work with others.
Competition must be balance with cooperation. Be fruitful and multiply, seeking wisdom in the growing and the raising while always reserving time and resources in the present
for the future of you and your children. Someday the fruits of parenthood will keep you secure. Live long and prosper. Cheaters only prosper until they get caught.
Covenant Boons 1
st
– Born Negotiator (Keen Mind bonus feat, Expertise in Insight and Persuasion, Proficiency in Intelligence skill Appraisal); 4
th
– Devalue Currency (reduces 5 coins per level to
the next lowest coin type, e.g. gold to electrum, lasting until you do it to a different set of coins, usable once); 8
th
– Inflate Currency (increase the value of up to 5 coins per level
to the next highest type of coin with platinum the maximum, lasting until you do it again until another set of coins, usable once) ; 12
th
– Cornucopia (Create Food and Water
reset after a short rest, able to multiply resources by half your level starting with food, water, and seeds at 12
th
level, then raw materials such as wood, non-precious metal,
leather, fibers, at 15
th
, with precious metals and gems possible at 18
th
level, usable once incurring 5 exhaustion points doing so)
165
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Merlyn Reason, Scientific Method,
Logic, and Wizardry
(Realism)
M M N Knowledge, Craft,
Art, Rune
Any Night of
Power during
the Witching
Hour
Staff, Dagger,
Longsword
A tall, grey pointed hat with a wide brim and a
magnifying glass
Resident Plane Karmic Wheel (M.I.A.)
Covenant
Scripture
The Magician knows that magic is neither mystery nor the misunderstood but the direct intentional manipulation of reality by the conscious mind. Nothing which exists is truly
unknowable with enough proper study. Look deep into the mechanics of things for even magic obeys consistent rules or you couldn’t cast the same spell twice the same way and
expect the same effects. Question, investigate, experiment, measure, record, verify, and repeat, that’s the scientific method that will grant logical understand of the uncanny
pushing back the chaos of ignorance and the unknown. Knowledge properly classified, organized, and verified, unites all things in fact and truth leaving belief to acts of faith and
expressions of opinion. Facts depend not on belief but rationality and measurement do have limits. The metaphysical demands intuition, perception, and insight, as refined as
any ruler, scale, time piece, or compass. Explore within and without from smallest to largest, infinity to infinity. The mind is the only tool that, while always in need of
sharpening, grows stronger in the process. Disuse dulls it and wears it down. Stay sharp.
Covenant Boons 1
st
– Bachelor’s Degree (Proficiency in all Intelligence skills); 4
th
– Master’s Degree (Expertise in all Intelligence skills and ability checks); 8
th
– Doctorate (Observant, Keen Mind,
and Resilient feats); 12
th
– Scientific Perception (practiced Spiritual Sight grants Darkvision, See Invisible, True Seeing, and X-Ray Vision as Ring, all with +60’ range (added to
standard versions if applicable), usable as an Interaction, and allowing discernment of detail down to the quantum level.)
Osiris Spring, Dawn, Childhood,
Planting, Beginnings, Hope,
Rebirth, and Renewal
M L NG Restoration,
Compassion, Day,
Growth, Seasons
1
st
of Taalynn None A white phoenix wreathed in an egg of gold flame
Resident Plane Meadows of Spring (Gemini Fields)
Covenant
Scripture
It is always darkest before the dawn, but dawn always arrives on time. Awakened from the darkness renews life, energy, hope, washing away the pains and sorries for a time,
allowing us to appreciate the joys of childhood. Be gentle with your children, carful and kind. Never depress their energy, vision, imagination, or hope for they future, for they
are the hope of us all. The ending of night brings the new day, a chance for new beginnings, new life, and new memories. New joys. Teach your children well and they will teach
you. Fertilize the soil, tend it carefully for the seed. Tend the soil like a lover until the sprout appears and then turn your love upon it. Love like the seed, grows with care. Beware
the weeds and pests that threaten the soil and the seedling and they will stay strong and be productive for a lifetime to come. Enjoy the wonder, innocence and joy the child for
too soon, like season, it will pass.
Covenant Boons 1
st
– Spring Vigor (advantage on Constituion saves and checks and +1 temporary hit point per covenanter level until temporary hit points are used up or a long rest, one per
target, recharge 5 or 6)l 4
th
– Spring Fever (grant target Inspiration and Haste, use renewed by short rest); 8
th
– Restore Innocence (Feeblemind target as per spell, short rest
resets use); 12
th
– Renewed Vitality (reverse 2 years of age per covenanter level multiplied by target ‘s racial longevity rating, once ever per individual per covenanter)
Pan Wilderness, Beasts, Passion,
Ley Energy, Witchcraft, the
Wild Hunt, Satyrs, and Fauns
M L CN Chaos, Lust,
Magic, Ferocity,
Blood
Any full
Maiden or
Matron
(Hunter’s
Moon) in
Tantrys; Blood
(Animal),
Blood (self)
Short Bow,
Spear, Knife,
Net
A green man’s head with goat horns curling from
forehead, wearing a red crown of antlers
Resident Plane Summerwood (Wildrun)
Covenant
Scripture
The wild heart beats strongest. Lit it free. Be on with the wilderness and it will provide for the hunt. Follow the spoor of your desires and never give up the trail, remaining wary
about leaving your own. Step, soft, sure, and silent, to shot quick and true, or abandon yourself to the joy of the chase until the gloriously bloody end. The feral instincts are not
to be denied or they will overwhelm you. Feel the quickening of the hot blood in your veins and that of the prey untied in the hunt. Savour the delicious intensity of living at the
edge of life and death. Be one with the cycle or it will roll over you. Kill or be killed. Eat or be eaten. Mate in between. This is life. Grab it by the testicles and live it to the full.
166
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons 1
st
– Eldritch Blast as bonus 0 level and Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Witchbolt 4 times 1 recharged by short rest, Agonizing Blast as
per warlock and Hunter’s Instincts (Expertise in Nature, Stealth, Perception, and Survival); 8th – Hex 4 times 1`recharged by short rest, Eldritch Spear as warlock and Hunter’s
Heart (Durable feat, Advantage on saves versus Fear, Exhaustion, and Sleep); 12th – Rapture of the Pipes (+5’ to all speed types, gain Inspiration after short rest, and Rage as
Barbarian recharged by short rest)
Satanael Oppression, Conformity,
Slavery, Sophistry, Politics,
and Hell, Prince of Darkness
(Machiavelli)
M L LE Toil, Cruelty,
Restriction,
Deception, Tactics
End of
Witching Hour
on the Night of
Darkness;
Blood (Self,
Male), Blood
(Anthropoid,
Virgin)
Pitchfork
(Spear 2d4,
+2gp, +1 lb
Three sixes arranged in an inverted pyramid
Resident Plane Hell
Covenant
Scripture
Weakness is a tool for the strong; weaken all resistance by controlling all expression.
Covenant Boons 1
st
– Political Acumen (Expertise in History, Insight, Persuasion, and Deceit); 4th – Social Chameleon (Alter Self and detected Alignment to blend in with that dominant in the
area, 1 use reset by short rest); 8th – Silence Voice (cast a permanent Silence spell on 1 target, taking away their ability to speak until at least a Restoration is used to bring it
back, recharged on a 5 or 6); 12th – Personal Slave (Create Thrall as per Warlock past ability)
Thor Strength, Confidence, Daring,
Courage, Speed, Virility,
Stallions, Bulls, and Centaurs
M L N Glory, Strength,
Exploration,
Trickery, War
Any noon of
the Full
Matron; Blood
(Self, Male)
Warhammer,
Lasso, Spear
White horse leaping over or running on the top of a
black Warhammer on grey shield
Resident Plane Summerwood (Zyon)
Covenant
Scripture
Seek your greatest fears and spit in their eyes. Obstacles are invitations to success. Dodge, leap, ort pound them into the ground. Stregth is built within, speed comes with
experience. Burst from the gates with all your heart and don’t look back until the race is won, but don’t leap a cliff unless you know the depth of drop or width of gap. Don’t lead
the herd over the edge. Show them the way, protect them, and earn the choice of mates. One bad break ends the race forever. Keep your eyes on the path and remain true until
ready to enjoy the pasture. Don’t trample upon the small if you can and care for the weakest in the herd without risking the whole. Recognize when it is braver to run than die in
foolish pride. A battle is not the war. But never back down from a reasonable risk. Comfort is the enemy. Reach toward your full potential to truly learn its limits, and then pull
yourself a little beyond. That’s how strength grows. That’s how challenges and wars are won. Know your hand, place your bets and make your play. Never fold from the game.
Covenant Boons 1
st
– Fleet of Foot 1 (+5’ to all natural base speeds) and Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Fleet of Foot 2 (+5’ to all natural base speeds)
and Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Fleet of Foot 3 (+5’ to all natural base speeds) and Equine Spirit (Advantage on saves versus
Frightened, Speak with Equines at will, Sanctuary against Equines reset by short rest, Phantom Steed recharged by short rest); 12th– Fleet of Foot 4 (+5’ to all natural base
speeds) and Indomitable Spirit (Immunity to Fear, Rage as Barbarian and/or Haste as spell with a 3 use total plus 1 use per 3 levels above 12th available to either with both
possibly be active at once, short rest restores 1 use to total)
Thrym Winter, Twilight, Old Age,
Endings, Blizzards,
Avalanches, Waste,
Emptiness, Starvation,
Bitterness, Regret, and Giants
M L NE Dehumanization,
Madness, Ice,
Storms, Seasons
1
st
of Shakrynn Cane (club),
Staff, Dagger,
Hand-axe.
Battle-axe
A gnarled purple cane on a black, snow-capped
mountain
Resident Plane Winterwaste (Valley of Dementia, Fortress Hoarfrost)
167
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant
Scripture
Age and decay claim all who live. They take the virile titan and twist him into a cold bitter skeleton bereft of outward life and inner vigor, of purpose, of clarity, of mind, until
death becomes a mercy. Age rumbles in the distance or gives way underfoot, either way sweeping you to irresistible entombment. No sense fighting it. Even titans turn stiff and
cold. The emptiness howls for us all, filling our blood until we feel nothing. Be grateful for the numbing slumber. There is no sustenance to be found in the wasteland. Even hope
stops visiting. Everything dies around you and you wait to join them. Waiting becomes the only purpose until purposes cease to have meaning. Retreat into childhood. Abandon
the present wasteland and let your mind wander lost in the past until you are call from the waste. It gets warm near the end.
Covenant Boons 1
st
– Momentary Delirium (Confusion by touch attack, save applies); 4
th
– Infirmity Curse (Bestow Curse that inflicts Poisoned condition through pervasive joint arthritis, short
rest makes dormant until activated by stressful activity such as running or combat if a Constitution save fails against covenanter’s Spell DC, one use per 4 levels); 8
th
– Steal Time
(touch attack ages target 1 year times their racial Longevity Rating if covenanter wins a check contest of Intelligence versus the target’s Constitution, winning also grants the
covenanter 1 Inspiration Point, recharged on a 5 or 6); 12
th
– The Corridors of Memory (spend IP as action to create a Memory Lapse for 1IP that gives the Incapacitated
condition with concentration for up to 1 minute, spend 2IP to Modify Memory, 3IP to create an Maze effect, or 4IP to Feeblemind the target, all saves made against the
covenanter’s Spell DC)
Xoll’X Intrigue, Plots, Manipulation,
Ensnarement, Extortion,
Ambition, Espionage, and
Arachnids
(Nietzsche)
F L NE Murder,
Knowledge, Trade,
Deception, Tactics
Witching Hour
of the Night of
Darkness;
Blood
(Anthropoid
Male); (Blood
(Self, Female)
Net, Dagger Black web with a red hourglass in the centre
Resident Plane The Dream Time (Shadowlands, Murkwood Forest entrance to the Dark Web dimensional bubble)
Covenant
Scripture
Make your strands fine and unseen, weaving layer upon layer that invite prey in with no possibility for escape. A delicate appearance can hide great strength. When you are
ready to sting, wrap them in their willing cocoon and suck them dry at leisure. Lure in those larger than you and get what you want, leaving the husk in its cocoon so as to warn
other in the web or about to be of their fate. Power is all that matters to our enduring Widow lines. Weave carefully; subtly tugging strands to test their strength. Secrets and
sins are the ties that bind. The sisterhood will not be passively submissive. We will have the power denied us by males and they will dance as puppets on our webs. We are all
connected. Sense the prey moving and watch it squirm until you strike, then feast.
Covenant Boons 1
st
– Spider Senses (Tremor Sense 60’, Alert feat); 4th – Spycraft (Actor and Observant feats, proficiency in Poison Kit and Thieves’ Tools, Expertise in History, Persuasion, and
Deception, Sneak attack 1d6 plus Assassination ability of rogue); 8th – Wall Crawler (constant Spider Climb ability, Sanctuary against Arachnids that reset after short rest, Jump
spell (recharge 4, 5, 6), Web spell (recharge 5 or 6), Touch inflicts Poisoned condition on filed Constituion save versus holder’s Spell save DC (recharge 6)); Spider Webs (Web
spell that contains a Spider Swarm those with forced to make a Constituion save at the holder’s Spell save DC or be Poisoned until a long rest removes the condition, recharge 5
or 6)
Zeus Tempests, Thunder, Lightning,
Turmoil, Turbulence,
Electromagnetism,
Exuberance, Wrath,
Conquest, Struggle, Wrestling
M L CN Wind, Chaos, Lust,
Ferocity, Storms
Any day in
Urvynn; Blood
(Self, Male)
Spear A black cloud with a forked bolt of white lightning
coming down
Resident Plane Realm of Fire (Firestorm Island, Mount Prometheus, Obsidian Palace)
Covenant
Scripture
Life is turbulent energy, loud and bright. BE ALIVE. Hu, crackle, flash and boom. The sky does not withhold its emotions. Rumble and rage against the darkness bringing light and
sound to the void. Feel it rushing and vibrating through you connecting you with everything. Pull, push, protect and punish with it. Enlighten and change. Change is violent but
the air is always freshest after a fierce storm. Howl its ecstasy and make it your own. Share the flow and unleash the energy. Ride the lightning into destiny. It’s better to burn
out than to fade away.
168
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Covenant Boons 1
st
– Electric Personality (Grappler feat, Mage Hand as bonus 0 level but only affects metal, Expertise in Persuasion and Deception); 4th - Magnetic Grasp (Telekinesis with metal
only, 1 use restored by short rest); 8th – Ride the Lightning (Summon lightning bolt from ground through grasp and hold on as it arcs to anywhere under the open sky within
range of Teleport and almost as fast, the flash Blinding and thunder Deafening all within 15’ who fail a Dexterity save at DC 14 for 1d4 rounds, usable once per day plus 1 per 6
levels); 12th – Thunderbolt (360’ range, arcs to target for 4d8 electrical, 4d8 thunder, 1d4 rounds Blinded and Deafened, and knocked prone, a successful Constituion save at
Spell DC halving the damage and duration and preventing Prone condition, those within 5’ exempted from electricity, those at 10’ also exempted from thunder damager, those
at 15’ affected only by Blinded and Deafened, 1 use per day per 3 levels, short rest restoring 1 use)
The Ascended
Axvin Arvanx Gambling , Good Luck,
Adventure, Risk, Positivity,
Improvisation, Hope, and
Optimism
M L CG Generation,
Kindness, Fortune,
Travel, Trickery
7
th
or 11
th
of
any month
Warhammer,
Sling
A four-leaf clover, a coin showing heads, and dice
showing seven.
Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island)
Covenant
Scripture
Life is a gamble, roll those dice and don’t look back, it’ll pay off. Fortune favours the bold, the hesitant miss their chance or fall short. Be like a river seeking a way to the sea
knowing it will find a way. A channel will offer itself or it will make one. You have to roll the dice to find out. We all bounce, often higher than from where we fell. Just do it.
Fortune find a way, just keep your head up and eyes open. Never give up. A tiny chance is better than none. I’m bound to show up just when you most need me. Don’t waste it.
Opportunity rarely knocks as often as my sour sister. But when she shows up, know that I can’t be far away. A brilliant dawn follows after the darkest of nights. Keep your heart
on the morning and your eyes open. A two-headed coin or a space ace in your pocket never hurts either. Sometimes you have to even the stacked odds. Never let a rule stand in
the way of a good idea.
Covenant Boons 1
st
– Heads I Win, Tails You Loose (bonus action coin flip, roll d20, 10 or less you gain advantage on all attacks, spell, and skills used against target for 1 round, above 10 target
gets disadvantage on all these checks against you for 1 round); 4
th
– Adventurous Nature (Lucky and Athlete feats, Proficiency in Athletics, Acrobatics, and Sleight of Hand); 8
th
–
Lucky Charm ( bless one personal carried item such as an article of clothing, set of armour, weapon, piece of jewelry, book, coin, trinket, statuette, etc., to hold Inspiration Points
usable by anyone carrying the item, have 3 IP for this purpose that can be use on one item or split up as desired in uses and items, total IP available rests after long rest); 12
th
–
Fortune’s Favour (grant self and all allies within a 30’ radius Inspiration, 3 uses with 1 restored by a short rest)
Hexxis Arvanx Disaster, Accidents,
Misfortune, Curses, Anxiety,
Lycanthropes, and Pessimism
F L CE Chaos, Loss,
Catastrophe,
Smoke, Misfortune
2
nd
or 13
th
of
any month
Battle-Axe,
Hand-Axe
Broken mirror, black cat, and dice showing snake
eyes
Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island)
Covenant
Scripture
Don’t bother grinning, you dodged one but I’ll throw the other shoe when you’re not looking. You know my brother drags me along behind, cleaning up. He’s far too generous,
irresponsible, and unpredictable and he plays favorites. I favour no one and I like to linger despite being unwelcome. Let them deal with me. I’m dependable, persistent, and
predictable. Whatever can go wrong will go wrong in the worst possible qway at the worst possible time. I like to come back a couple of times just to make sure my work is
complete. Happiness is an illusion that will lead you off a cliff, where I’’ be waiting. Don’t anger me by relying on him or I will hunt you down and never let go. Life is a curse upon
the spirit. His foolishness just makes the disappointment worse. He’ll let you down and abandon you when you need him most, but I’ll make sure to catch you. Show them how
fruitless and frustrating hope can be. Let them learn to find comfort in misery. They are doomed anyway. No one gets out alive. No one wins. Hex them all. Make it painful. Make
it ironic. Irony is the one thing that makes me smile. That and the idea of being there when his luck runs out. It always does, Please me and I’ll hold it off for a while. Anger me
and death will seem like a gift from him.
Covenant Boons 1
st
– Hex it (Grant Disadvantage on all attacks, saves, and checks for 1 round to one target in 30’ range as bonus action); 4
th
– Hex Charm (Hex item as per Axvin’s Lucky Charm to
Bestow Curse upon person carrying it , up to 3 items); 8
th
– Hexed Magic (can create Cursed Magic Items as per magic item creation); 12
th
– Werewolf Hex (Curse of Lycanthrope
up target in 60’ range Spell DC to resist, short rest recharges)
169
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Pandis Humour, Laughter, Jokes,
Tricks, and Eccentricity
M L CN Chaos, Madness,
Exploration,
Trickery, Tactics
Any 8
th
day of
the week; a
sacrifice of
someone
else’s money
equal to tithing
amount
Jester’s Wand
club, sling
Leprechaun wielding a jester’s wand and riding a
tutu-wearing laughing hyena
Resident Plane Karmic Wheel.
Covenant
Scripture
Life is weird so be lively. Weird is wonderful, funny is fabulous, pranks are perfection. Get your freak on while the squares stare. Let life cope with you. Pranks are the most
sacred of animals. Take things farther than anyone has before. Persnickety pea tee-he-he.
Covenant Boons 1
st
– Change Appearance (Disguise Self that affects 1 target creature or item up to 60’ range, recharge 5 or 6); 4th – Stunning Pun (use pun as an bonus action to inflict the
Poisoned condition in all who hear within 30’ radius who fail a Spell save DC lasting until they save successfully, 1 use per 3 levels, short rest recharges 1 use); 8th – Alter Object
(Polymorph 1 small-sized target object into another object of same size or a small animal for 1d6 hours if fail a Constitution save at Spell DC, recharge 5 or 6); 12th – Killer
Punchline (joke afflicts all who hear within 30’ radius with Tasha’s Hideous Laughter on failed Will save against Spell save DC, short rest recharges)
Shaykspeyr Artistic Expression, Theatre,
Drama, Storytelling, Writing,
Oratory, Poetry
F L NG Construction,
Charm,
Community,
Thought, Language
Midsummer
night between
moonrise and
moonset;
Blood (Self)
Dagger Tragedy and comedy masks over a feather quill.
Resident Plane Ekstasis (Cosmos Theatre in the Hollywood Forest)
Covenant
Scripture
The Word was the first gift given to Existence, a promise of joy achieved through sorrow and sacrifice. Thus the story began and continues, the end unwritten. The work of the
word is always in process. Imagination, inspiration, perspiration, reflection, direction, dedication, and revision lead toward the goal of a good ending for all involved. Building
ri8ch characters who develop over time. Pay close attention to mundane and unique details that enliven reality. Be fair and true to your character and try to touch both mind
and heart. The word began the story, play your role as scripted by the past and improvise with the future. If you are sensitive it makes a great partner in the action. It is your
memoir of your part in the play of the Ages. Live your story and share it will the world. The outsider reveals much that are hidden from insiders except in dreams. There is
beauty, horror, ugliness and virtue in the word. Reveal them all and pull your audience in, a good story being as merciless as gravity. Let them fall into your imagination and
come out the better for it. And rember that revision is essential to the process. No first draft gets it right. We all need to do a little editing.
Covenant Boons 1
st
– Dramatic Artist (Actor feat, proficiency in Perform, Perception, Persuasion, Deception, History, Insight); 4
th
Dramaturge (Keen Mind feat, Expertise in Perform, Persuasion,
Perception, History, Deception, and Insight); 8
th
– Story Revision (Modify Memory recharged by a 5 or 6); 12
th
– Gift of the Muse (Inspiration resets after a short rest, Inspiring
Leader and Observant feats)
Sirsyr Chivalry, Valour, Loyalty, and
Honour
M L LG Light, Order, Good,
War, Life
Moonrise of
the Night of
Light
Bastardsword An armoured knight on one knee with forehead
touching hands resting on the pommel of planted
sword
Resident Plane Heaven
Covenant
Scripture
Compassion, Honour, Law, Truth, and the Weak, must be defended by a light shining in the darkness.
Covenant Boons 1
st
- Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Detect Evil and Lay on Hands
pool equal to HD for short rest healing; 12th - Smite Pool equal to HD for short rest healing as radiant damage.
170
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Sorvah Travel, Curiosity, Exploration,
Research, Hospitality, Guides,
Nomads, Wanderers, and
Vagabonds
(Taoism)
M L N Community,
Knowledge,
Freedom, Rune,
Travel
Any time Staff, Knife,
Sling
A road passing over the horizon into the
rising/setting sun.
Resident Plane Karmic Wheel
Covenant
Scripture
Life is for learning and reaching beyond horizons. We all travel together. Divide your attention appropriately between two ears, two eyes and one mouth, acting accordingly.
Beware too much curiosity and none for both are deadly. Leave a trail as you go to help those who follow and seek the signs of others. We must care for each other on the road
and welcome all to our fires. Never stop wondering and wandering. Follow your curiosity, taking home in your heart. Happiness is the journey. Go boldly where no one has gone
before.
Covenant Boons 1
st
– Wandering Wunderkind (Expertise in Survival, Observant and Keen Mind feats); 4th – Meditative Rest (1 short rest per day grants effects of long rest); 8th – Inspirational
Mediation (use Inspiration to give 1 other creature Meditative Rest by touch); 12th – Portable Portal (draw visible outline on vertical surface and knock in middle to open on a
location up to 10 miles per level distant similar to Dimension Door, remaining open up to 1 minute with concentration and allowing one-way passage, 1 use per 3 levels)
Velkiri Equality, Emancipation,
Freedom, and Individuality
(Libertarian Egalitarianism)
F L CG Heroism, Kindness,
Thought, Freedom,
Revolution
Any time Rapier,
Dagger, Short
bow
Broken manacles
Resident Plane Genesis (Land of Liberty dimensional bubble)
Covenant
Scripture
Let no one bind you unwillingly in speech, thought, action, or obligation. These are gifts to be freely given. Free those unjustly bound. Champion choice and the equal merit of all
things to exist and thrive. Be true ti yourself and force nothing upon others. Freewill is the highest divine quality to be protected, exercised, encouraged, and appreciated as you
pass through mortality’s test.
Covenant Boons 1
st
- Combat Training (Light Armour, Tough, and Weapon Master feats; 4th – Escape Artist (Proficient with Thieves’ Tools, Sleight of Hand, and Stealth, Advantage on all Dexterity
checks, skills, and saves, used directly to escape something, Knock 1 + 1 per 4 levels, short rest restores 1 use); 8th – Shatter Bonds (touch breaks a bar, chain, rope or other
restraint at one place per hand, enabling removal or bending, recharged on 5 or 6); 12th– Walk Through Walls (able to push harmlessly though solid objects of up to 2 feet
thickness once per day per 3 levels)
171
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
The Elite
Hellspawn Nobility
Asmodeus Archduke of the 9th Hell,
Circle of the Unholy, Iron Lord
of Hellspawn
M O LE Restriction,
Cruelty, Knowledge
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Nine concentric gold rings on a black circle
Baphomet Baron of the 2
nd
Hell, Circle of
Lost Souls, Lord of the
Labyrinth
M O LE Restriction,
Cruelty, Ferocity
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Seven concentric gold rings on a black circle
Graz'zt Baron of the 3
th
Hell, Circle of
Chains, Lord of Assassins
M O LE Restriction,
Cruelty, Murder
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Eight concentric blue rings on a black circle
Hel Baroness of the 4
th
Hell, Circle
of Ice, Lady of the Grave
F O LE Restriction,
Cruelty, Deceit
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Six concentric gold rings on a black circle
Hera Duchess of the 6
th
Hell, Circle
of Wrath, Lady of Scorn
F O LE Restriction,
Cruelty, Trade
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Three concentric gold rings on a black circle
Lilith Archduchess of the 8
th
Hell,
Circle of Power, Iron Lady of
Hellspawn
F O LE Restriction,
Cruelty, Magic
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Two concentric gold rings on a black circle
Mammon Duke of the 5
th
Hell, Circle of
Insatiable Flame, Lord of
Greed
M O LE Restriction,
Cruelty, Darkness
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Five concentric gold rings on a black circle
172
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Mephistopheles Duke of the 7
th
Hell, Circle of
Influence, Lord of the Deal
M O LE Restriction,
Cruelty, Charm
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None Four concentric gold rings on a black circle
Yeenoghu Baroness of the 1
st
Hell, Circle
of Bones, Lady of Scavengers
F O LE Restriction,
Cruelty, Blood
Any Crone
Witching Hour;
Blood (Self),
Blood
(Anthropoid,
Virgin)
None A black circle ringed in gold
Pit Fiends
Abholos Devourer in the Mist NA O CE Degeneration,
Brutality, Decay
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Chaugnar
Faugn
The Feeder NA O CE Chaos, Brutality,
Ferocity
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Cyäegha The Waiting Dark NA O CE Chaos, Evil,
Darkness
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Gog-Hoor Eater of the Insane NA O CE Degeneration,
Brutality, Loss
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Gurathnaka Eater of Dreams NA O CE Degeneration,
Brutality, Night
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
173
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Gwarloth The Unspeakable NA O CE Degeneration,
Brutality, Undead
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Hastur The Outsider NA O CE Chaos, Evil, Magic Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Jubilex The Faceless One NA O CE Degeneration,
Brutality, Rage
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Kassogtha The Leviathan of Diseases NA O CE Degeneration,
Brutality, Death
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Mordiggian The Charnel God NA O CE Chaos, Brutality,
Blood
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Nyarlathotep The Crawling Chaos NA O CE Chaos, Brutality,
Catastrophe
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Nyogtha The Thing which Should Not
Be
NA O CE Degeneration,
Brutality, Insanity
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
174
Deity Incarnated Concepts (Similar
Philosophy)
Sex PR AL Forms Priesthood Covenant
Renewal
Sacrifice
Preferred
Weapons
Symbol
Xalafu The Dread One NA O CE Degeneration, Evil,
Misfortune
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Y'golonac The Defiler NA O CE Degeneration,
Dehumanization,
Lust
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Ythogtha The Thing in the Pit NA O CE Chaos, Evil,
Deception
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Yug-Siturath The All-Consuming Fog NA O CE Degeneration,
Brutality,
Destruction
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Zathog The Black Lord of Whirling
Vortices
NA O CE Degeneration,
Brutality, Storms
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Zhar and
Lloigor
The Twin Obscenities NA O CE Degeneration,
Brutality, Ash
Any Crone
Witching Hour,
Blood (Self);
Blood
(Anthropoid,
Child)
None Unique bizarre symbol
Note: Ptah, Amon-Re, Mercury, Osiris, and Thrym, are known collectively as the Time Lords.
Divine Power Rank
Powers of at least Demi rank have maximum hit point per HD. Those below Lesser rank are not barred from entering the Mortal Sphere in person are unable to
possess an avatar. A power may possess one avatar at a time duplicating demonic possession of a willing host (must be willing) but usually remaining submerged
as if the host is unwilling until their full presence is needed. Demi powers get Foresight recharged by a long rest, by a short rest for Occult. Powers of at least
175
Occult Rank get Augury, Divination, Locate Creature, Locate Object, Legend Lore, and Commune (with the cosmos, usable at will, as well as Eldritch Sight and
Trackless Step as per Magician. Powers above Occult also get Foresight at will and can use Dream to send one message, usually wrapped in metaphor and riddle,
to each of their ordained priesthood holders, one at a time or all at once, being are able to do so again to each after a long rest, except fort Rawna and Orcus
who only require a short rest.
All powers have a level of divine invulnerability with all ranks above Demi also possessing divine immortality. A higher rank’s magic has advantage
against that of lesser ranks while a lower’s has disadvantage, with the higher ranked miracle taking superseding the lower, and a lower being unable to Dispel or
Counter the Miracle of a higher. A rank may be slain normally by a superior rank. If slain by an equal rank but has advantage on the Death saves. If rendered
dying by 1 rank lower they retain advantage, stabilizing after 2 successful death saves with advantage and awake with 1 hit point per HD upon the third for the
parasitic Occult, 2hp/HD Minor, 3hp/HD Lesser, 4hp/HD Greater, 5hp/HD for Apex, and 6hp/HD for Supreme. (Powers can be affected by Resurrection following
the Extraordinary Wish at a higher rank than the slayer. If the attacker is two or more ranks below than the dying power it only takes 1 Death save to stabilize
and 2 to awake. If the attacker has no rank, they automatically stabilize and awake with the listed hit points upon 1 successful Death save. All powers above
Demi Rank are Immune to non-magical or non-planar Exhaustion, as well as Suffocation and Starvation.
All powers have divine inspiration that recharges according to the rank as well as Lucky as a bonus feat with its effects multiplied as indicated. Ranks
above Demi can work Miracles by casting Miraculum related to their Form spells and abilities as well as Incarnated Concepts at a casting level and bonus
according to their power rank:
Rank Forms Stat
Max
HD Inspiration
Recharge
Luck Healing Form
Control
Divine
Energy
Invulnerability Miraculum
Supreme All 32 36d100
(3600+CON)
Automatic Lucky x8 As Lesser with Durable
increased to X5
As Apex Channel 30d6
recharged by 3-
6 on 1d6, 200’
radius burst or
800’ range line
bolt, DC26
Immune to B/P/S non-
major artefact and
non-Divine,
Resistance to B/P/S
32 uses, 32nd
level
Apex 7 30 34d20
(680+CON)
3-6 on d6 Lucky x5 As Lesser with Durable
increased to X4
As Greater plus
Shapechange at
will
Channel 25d6
recharged by 4-
6 on 1d6 and
160’ or 640’
range, DC24
Immune to B/P/S non-
artefact plus Psychic ,
Necrotic, and Radiant,
Resistance to B/P/S
non-major artefact
and non-Divine
16 uses, 30th
level
Greater 6 28 32d20
(640+CON)
4-6 on d6 Lucky x4 As Lesser with Durable
increased to X3
As Lesser plus
Polymorph self
At will
Channel 20d6
recharged by 5
or 6 on 1d6 and
120’ or 480’
range, DC22
Immune to B/P/S non-
magic and Psychic,
Resistance to B/P/S
non-artefact and non-
Divine
8 uses, 28th
level
Lesser 5 27 30d12
(360+CON)
5-6 on d6 Lucky x3 As Minor but get twice
the number of HD for
healing
As Minor plus
Alter Self at will
Channel 15d6
recharged by 6
on 1d6 and 80’
or 320’ range,
DC20
Immune to B/P/S non-
magic, Resistance to
non-Divine
4 uses, 26th
level
Minor 4 26 28d12
(336+CON)
6 on d6 Lucky x2 Durable plus able to
spend healing HD as
bonus action
Disguise Self and
Enlarge/Reduce
self at will
Channel 10d6
recharged by
short rest and
40’ or 160’
range, DC18
Resistance to B/P/S
non-magic, Acid, Cold,
Fire, Lightning,
Thunder, Poison, and
Psychic
2 uses, 24th
level
176
Rank Forms Stat
Max
HD Inspiration
Recharge
Luck Healing Form
Control
Divine
Energy
Invulnerability Miraculum
Occult 3 25 24d12
(288+CON)
Arch 26d12
(312+CON)
Short rest Lucky Durable plus able to
spend HD as an Action
Alter Self at will Channel 5d6
recharged by
short rest and
40’ or 120’
range, DC16
Standard plus
Resistance to Psychic
1 use, 22nd
level
Demi Class 24 +1 step
(d10=d12)
Long rest Lucky Durable None None Resistance to Psychic None
None Class Race Class None None Standard None None None None
177
Divine Sensitivity
All powers are Alert as per the feat. Powers above
Demi Rank have extended awareness that allows them
to focus their attention 1-511-51anywhere within their
rank’s range to produce the effect of Blindsight with a
60’ radius that can see through barriers such as brush,
floors, walls, and doors, but not inside objects. The rage
is a 300’ radius for Occult, a 1-mile radius for Minor, a
1000-mile radius for Lesser, anywhere within the same
Plane for Greater, anywhere within the same Sphere for
Apex, and anywhere within every Sphere in the same
cosmos for Supreme. Powers of at least Occult Rank
can use Clairvoyance on any area Hallowed in their
name and Scrying on any of their priesthood holders or
scared items, both powers reaching across space and
Planes within the same cosmos
Ceremonies
Ceremonies are rituals specific to each religion that
require a minimum of 10 minutes to perform, much
longer for elaborate worship services. All religions have
common ceremonies involved in the operation:
 Absolution: when a sin is committed against the
Power or its scripture absolution must be
sought to restore the relationship. Deacons and
priests must be absolved before renewing
covenant, if necessary, by a priest of at 1 rank
higher. All absolution except for minor
infractions requires a deed and/or sacrifice of
contrition.
 Consecration: used to bless 1 vial of anointing
oil, flask of holy water, or divine symbol plus 1
per 2HD or 1 altar
 Excommunication: the greatest punishment is
stripping of membership, acceptance, and
banishment from the religion, often
accompanied by execution
 Funeral: all religions have some method of
marking the passing of life into afterlife and
dealing with corpses of the faithful; available to
deacons; Anubis, Rawna, and Sorvah, are the
religions most typically turned to by those
outside their religions, listed in order of
popularity. A dead anthropoid that goes
without funeral rites risks rising on the Night of
Darkness as a ghost (2-19) or revenant (1 or 20)
if death saves are failed as per dying.
 Initiation: although forms and methods vary by
religion, all have some ritual to grant entry into
the religion and acceptance by the Power
involved; available to deacons
 Marriage: all religions that believe in a
permanent unified relationship between two or
more partners practice some form of this;
available to deacons; Ishtar, Wicca, Anubis,
Charon, and Mercury, are the religions most
typically turned to by those outside their
religions, listed in order of popularity
 Ordination: deacons and priests require
ordination to seal their covenants with their
Powers
 Worship Service: frequent and routine to
extremely rare and special, all religions practice
some form of ritualized worship service to give
thanks and praise to their Power and build a
community among the faithful; available to
deacons
Covenants
Divine Covenants include Scripture, the central
ideological outlook and obligation committed to by the
priesthood holder in return for Boons granted by the
Power. Failure to follow the scripture results in los of
access to all covenant Forms and Boons until the
covenant is renewed, typically after an act of contrition.
Although they must fulfill the Scripture, deacons do no
gain the Boons for 8th or 12th level. Like divine energy
channelling, divine intervention, and access to two of
the listed Forms, these are limited to full priests. All
covenants enable the covenanter to use Commune as a
bonus 0 level spell except for those with Bahamut,
Tiamat, and Merlyn. No one truly knows who or what
responds in these three cases, the first believed to be
dead and the third missing and maybe dead. These
three covenants provide Contact Other Plane as a bonus
0 level spell. Contacting Merlyn comes with
disadvantage against the risk of psychic damage. Thus,
these three gods are rarely consulted directly although
all boons, spells, and Forms are available. as long as the
covenant is obeyed.
All covenants require a yearly ceremony and
sacrifice to renew the commitment made by both sides.
This usually takes place on the same day as the original
covenant and may be a day holy to the power. Renewal
sacrifices always involve tithing 1% of total wealth per
level. Many include a blood sacrifice, either a symbolic
self-cutting for a good power or the bleeding-out of a
living animal for others. Dark powers often demand
anthropoid sacrifices. The ceremony can be simple
meditation and prayer to a grand event participated in
by all priesthood holders and faithful. The renewal takes
a minimum of 10 minutes per level. Typically the
monetary sacrifice is donated to the church with at least
half placed in a sacrificial brazier, pit, or bonfire, with
178
any blood and body. Once lit, the power’s divine energy
consumes the sacrifices completely.
Blood Sacrifices
Blood sacrifices are marked as to any specific type that
may be required, such as “Self” or “Anthropoid Male”.
Blood sacrifices require either 2 hit points per level of
self-inflicted Slashing damage or the death of a creature
of a size category determined by the rank category of
the priesthood holder:
Apprentice (1-4) = 1 Tiny
Adept (5-8) = 1 Small or 1 Tiny
Expert (9-12) = 1 Small plus 1 Tiny or 1 Medium
Master (13-16) = 1 Medium or 2 Small
Archmaster (17-20) = 1 Medium plus 1 Small or 1 Large
Ill Omens
Offending a covenant by going against the word and
spirit of its scripture comes with degrees of punishment
that serve as warnings if the offense is not severe, that
severe the covenant if severe enough or enough
infractions have occurred. Powers reveal their
displeasure through a range of ill omens given directly
to their priesthood holders. Most Powers allow up to
nine 1st
Degree Offenses, three 2nd
Degrees, or one 3rd
Degree before considering the covenant broken.
1st
Degree Omen: Covenanter gets a headache
that makes a Spell Casting check necessary as if
Priestcraft is a Neglected Craft until the end of a
short rest.
2nd
Degree Omen: Covenanter gains 1 point of
Exhaustion.
3rd
Degree Omen: All access to covenant Forms
and Boons as well as Priestcraft spells is cut-off.
4th
Degree Omen: as 3rd
degree but also comes
with a bolt of divine energy from the blue at the
god’s level of Power. This usually signifies the
end of all covenant possibilities with that
Power.
Special Sacrifices
Performing a sacrifice at times other than for renewal
doubles the priest’s level when rolling for Divine
Intervention immediately following. This takes the
normal time for the renewal sacrifice.
Some evil powers delight in stealing priests and
worshippers from other powers, particularly good or
lawful deities. They do this by taking over the convent
and replacing it with their own when the priest or
worshippers falls without repentance or becomes
hypocritical. Lowyatar often takes over the covenants
of the priests in the Ethernian Inquisition. Covenanted
with Anubis they believe the enforce Sirsyr’s Law with
use of torture and executions, the joy some taking in it
attracting Lowyatar attention and approval as Anubis
slowly turns away. Pazuzu will joyfully steal anyone’s
priest, given the chance and his name spoken three
times in a row.
Prayers
Powers respond to the prayers of their worshippers, but
not always when or as desired. Any member of a
religion, including those in the priesthood, may at any
time pray to their god. This is either and action or a 10
minute ritual depending on whether divine intervention
or communion is the goal. A worship receive the
guidance of a Commune spell after 10 minutes of
focused concentration, mediation and prayer, if they
make a Prayer check by rolling d20 against DC25 minus
1 to the DC per 1HD possessed. They may, as an action,
pray for Divine Inspiration by making a Prayer check
against DC25 minus 1 per 2HD, rounded down. If the
worshipper is actively serving the Power’s purposes or
on a direct quest for such the Prayer check is made with
proficiency. If the worshipper has been especially good
and faithful in regards to the covenant scripture the
check is made with advantage. A non-worshipper has a
DC25 Prayer check to receive on type of Divine
Inspiration but will only receive one response until they
join the religion. Divine Inspiration takes the form of
granted Inspiration or a spell effect of a slot level no
higher than what a priest of an equal HD could cast
drawn from one of the Power’s accessible Forms. Unlike
a worshipper, the non-worshipper can be of any
alignment but the act of praying to a Power tends to
move one toward Power’s alignment, especially if
successful.
The Children of the Reformation
During the Age of Reformation created by the First
Chaos Wave, late-blooming Horus, Ishtar, and Isis, left
the Tree of Life. The rest of the Young Gods followed
from existing godly parents or newly sprouted buds.
 Artemis is centaur result of a challenge given to
a drunken Thor by Loki to father a child with the
Merciless Mother, Kali-Set..
 Amon-Re, Apollo, Mercury, Osiris, and Thrym
are the sons of Ra and KI.
 Anubis sprang from the forehead of Athena the
Virgin in the Immaculate Conception.
 Artemis and Thor are the children of Odin and
Xondra.
 Bacchus and Calypso are the children of KI and
Oberon.
179
 Charon and Merlin are the sons of Rawna and
Marduk.
 Hades and Zeus and are the sons of Loki and
Vulcan.
 Kali-Set was produced by Cthulhu raping KI.
 Lowyatar and Xoll’X were conceived by Pazuzu
seducing and raping Ishtar.
 Pan is the son of Titania and Oberon.
 Satanael’s parents are Xoll’X and Cthulhu.
 The Furies are the daughters of Azathoth and
Lowyatar.
Demigods
Beings just below or partially divine, demigods don’t
possess divine powers or answer prayers, but may have
superhuman abilities, talents, bodies, minds, longevity,
or agelessness (etc.).
 First Light pushed back the Abyss, hatching the
Incarnations of Eden from the Egg. The next
instant, darkness and a cacophony of wailing,
howling, snarling, and growling, engulfed the
Ravens, Huginn (Thought) and Muninn
(Memory). Filled with the carrion of Bahamut,
their droppings fertilized the new earth.
 Yggdrasil sprouted full of brilliant light, the Tree
of Life growing exponentially by the instant,
branches and roots chasing its radiance,
sprouting and spreading vegetation of every
type.
 Together the Ravens sang the Word, “Om,” the
Song of the Questing Beast summoning the
gleaming hope and wonder of the White Hart
from the trunk of the Tree of Life, its primary
defense against the demons and darkness.
 The Ravens bore the Seven Companions (Bear,
Bull, Cat, Coyote, Eagle, Fox, and Owl) to help
the Hart and guide the Elder Gods when they
emerged from Yggdrasil’s ripe pods.
 Before the Antha, the gods tested the Cauldron
by combining Eden’s primordial material
Elements – Air, Earth, Fire, Water – with the
Element of Spirit. This created the Primal
Elementals, also called the Primevals. However,
the gods found them to be too simple and their
spirits too easy to detect, even after using them
to produce a variety of more advanced
offspring, including the four original races of
Djinn. So, they tried combining all five into the
Primeval known as the Tempest. Wild and
dangerous, they ended the experiment without
reproducing the storm elemental. Next they
tried animals with a separation called the Veil
between spirit and body, creating the Antha. All
five Primevals are said to still exist.
 The First Chaos Wave and the Reformation
caused Cat to bear the Puk and Cheshyir,
progenitors of Faerie Lynxes, also called Elven
Cats, Forest Phantoms, and Displacer Beasts.
Both are intelligent, witty, and mischievous with
feline charm. Known for occasional kindness,
Puk is Oberon’s animal companion while mind-
gamer Cheshyir is Pan’s.
 Leonine Abyl and the White Tiger, Kayn, along
with the other surviving rakshiri and rakshasa
elders, were elevated by the First Chaos Wave.
The rakshasa elders and their lesser generations
move among their anthropoid descendants in
false shapes to manipulate, exploit, torture, and
kill, unable to hide only their backwards-
bending fingers. The twenty-one rakshiri elders
never produced new generations, instead
withdrawing to Faerie and the ruins of Zyon
Eden’s only city, where the Book of Life is kept.
 The Weird Sisters were born in the
Reformation, the Old Hag, the Baba Yaga, and
Medusa, living nightmares of Abaddon. Orcus
produced night hag daughters with the Old Hag,
then gorgon daughters with Medusa, before
approaching the Baba Yaga only to be rejected.
Returning with his Black Cauldron as a gift, she
took it and fled cackling on the legs of her hut.
Pazuzu and the Old Hag also produced children
known alternatively as incubi and succubi, able
to assume the appearance and sex they desire.
They dwell in the Shadowlands of the
Dreamtime near Abaddon, outside the Demon
Wall.
 Thor, known as the All-Father, is the most
prolific producer of demigods. His taste for
human women gave him sons Mars, Gilgamesh,
Glooskap, Heracles, Theseus, Perseus, Jason,
Genghis, Cuhullin, Achilles, Attila, Balder, Tyr,
Heimdallr, Rasputin, Conan, Kensei, Hermes,
Goliath, Hector, Kurgan, Othello, Sun Tzu, and
Madmartigan, as well as his daughters Sonja,
Xena, Desdemona, Brigit, Frigga, Hera,
Morríghan, Myrina, Otrere, Antiope, Melanippe,
Penthesileia, Melanippe, Glauce, and Hippolyta.
It is possible the blood of Thor runs in Dorek.
 Anubis fathered Confucius, Hammurabi, and
Solomon.
 Apollo is the father of Lucifer, Dian Cecht, and
Hippocrates.
 Artemis is the mother of Orion and Dianna.
180
 Athena and the Syrraqan woman Nahala are the
virgin mothers of Sirsyr, a demigod who
Ascended as First Paladin.
 Ishtar is mother of Persephone, Calliope,
Aphrodite, Venus, Paris, Helen, Lothario, Juan,
Ganymede, Selene, Narcissus, and Oedipus.
 Kali-Set self-conceived three daughters called
the Furies, as well as Cerberus, Fenrir, Garmr,
Jabberwocky, Pegasus, Quetzalcoatl, and
Sleiphnir
 Loki is known to be the mother of Pandora,
founder of the Witchland of Paholja and creator
of the curse of Lycanthrope.
 Odin is the father of the foresighted cyclops
Phoebe with the titan Euryale and the
Hekatonkheir, Kottos, with her sister titan
Stheno, the daughters of Uranus. Kottos and
Phoebe are the parents of ettins.
 Pan is the father of Puck.
 Titania is the mother of fraternal-twin mystics,
Viviane and Morgana.
 Wicca the Midwife is mother of Gaia, Enkidu,
and Prometheus.
The Elite
The most powerful demons and Hellspawn found that
they could parasitically draw power from those with
whom they formed occult pacts modelled after divine
covenants, intended as recruitment tools for their
personal hoards and armies. The elite entity would
grant a wish in exchange for a pact of eternal service.
Through these pacts they gained worshippers and cults
that expanded their power into the divine, literally
feeding their pride.
The Ascended
There are prophesized to be seven ascended to arise
before the eighth unlocks the dreams of the dead
queen and the ninth emerges from the shadows to
herald the Last Stand at the End of Ages:
 The first two were Pandis and Sorvah, pündi
brothers who ascended because they caused
and were exposed to the 2nd
Chaos Wave while
touching the Keystone of Reality.
 Twin brother and sister dwarves, Axvin and
Hexxis were cursed for starting the Faerie Wars
with immortality and inseparability, unable to
die or be apart over long distances or extended
periods. At midsummer, Thorin received a
vision of the Spear of Destiny and Holy Grail of
the Suns, beginning the quest that led him,
Mielikki, and Shaykspeyr, to the Entarys to
retrieve a seed and plant the first Faewood,
creating the first elf Hold. Achieving the
Atonement in the names of the dwarf twins
allowed them to ascend, still inseparable rivals.
 Shakespeare’s later death after her exploits and
numerous famous works of art, poetry, song,
and literature, including her seminal A
Midsummer Night’s Dream, earned a following
that allowed her ascension as the Bard.
 Sirsyr, First Exemplar, died of poison and a fall
shortly after ending the Drake War by petrifying
the Drake First with Qaldon. Although he lost
sword and life, his many noble deeds and fame
allowed him to ascend with Athena’s blessing.
 Velkiri’s Feminist Revolution not only succeeded
in liberating women but founded Gor and
sparked Joan of Arc’s revolution in Ganis for the
price of being burned at the stake. Engulfed,
she ascended as a phoenix of silver flame. Her
Silverlock paragons first appeared a few years
later to help Joan in Ganis and carry on after
she met a similar fiery fate without ascension.
Lorril
181
Cosmology
Planes of Existence
Eleven Dimensions: 3 Spatial, 3 Temporal, and 5 Spherical
Plane Sphere Realm Notes
Void Omnipresent Omnipresent Infinite expanse of eternal duration
Outer
Darkness
Existential
Background
Existential
Background
The most basic manifestation of the Tao field, the spirit of the Void from
which Existence is formed
Maelstrom Hyperspace Hyperspace The result of overlapping, conflicting realities
The Primal Sphere is where spirits are conceived from qi coming from the Wellspring of Light and Fountain of Darkness.
The Telestial Realms are spiritual in nature with physically being malleable. Chaos is strongest in the Primal Sphere and
decrease inward toward the Mortal Sphere. Spirits mature through a fetal stage to either “birth” into the Astral Sphere
or as native entities.
Genesis Primal Telestial
Positive energy and light qi; contains the Wellspring of Light; Native
entity: Lux
Pandemonium Primal Telestial Contains Valhalla and strongest Maelstrom storms; Native entity: Flux
Abyss Primal Telestial
Negative energy and dark qi; contains the Fountain of Darkness; sealed
by Demon Wall; Native entity: Demon
The Astral Sphere is where infant spirits learn and develop on their way to becoming adolescents in the Virtual Sphere or
native entities.
Novus
Lucidum
Astral Telestial The Cosmic Nursery; Native entity: Astral Deva, the Shining Ones
Astral Sea Astral Telestial
Deepest reach for Maelstrom storms. Complete islands float alone and
in chains on the Astral currents, travelled by merchants dodging
Githyanki pirates and the Astral Vortex in ordinary sailing ships as well
as the strange, dread craft of the mind-flayers. Only the Astral Core
Islands remain fixed in place, everything else revolving and swirling
around it. 111 small Ring Islands inhabited by Modrons, each with a
megalithic black metal monolith standing on its highest central point,
surround Tachyon Island, largest in the Astral Sea. The city of Nexus,
hub of Astral intrigue and trade, covers most of the Aeon island. Serving
as the power circle’s focal obelisk at the exact centre of island and city,
the black metal chimney of the Crossroads, Ptah’s interdimensional inn,
rises from its central fireplace watched over by bartender Bacchus. The
major hang-out of divine powers and other beings the Twins, Axvin and
Hexxis, have permanent rooms. Native entity: Aeon, Modron, Gith,
Mind-Flayer, Beholder
Gehenna Astral Telestial Contains Mount Doom; sealed by Demon Wall; Native entity: Daemon
The Virtual Sphere is where young spirits come to wait and experience a measure of life through the Dreamworld that
forms the overlapping border between the Mortal Sphere and the Psychic, closest to reality and sometimes accessed
while dreaming. Unborn spirits can be summoned from the Dreamworld to take temporary form, grateful for the
experience even if short and violent. They remain until maturing in complexity enough to be born as mortal or become
native entities.
Ekstasis Psychic Telestial
Plane of Fantasies; capital Utopia ruled by Elysian Council located near
the Hollywood Forest border with Fantasia where Shaykspeyr has her
Cosmos Theatre; Native entity: Bestial Muse
182
Plane Sphere Realm Notes
Dream Time Psychic Telestial
Plane of Reflections and Shadows, borderlands are Fantasia and the
Shadowlands , where Xoll’X dwells in the Dark Web dimensional bubble
and Lowyatar in the Donjon bubble, both accessed through the
Murkwood; Native entity: Fayd, Gorgon, Night Hag, Succubus/Incubus
Abaddon Psychic Telestial
Plane of Nightmares; Shadowlands border sealed by Demon Wall; Orcus
rules from the Dark Tower in city of Dystopia; Native entity: Feyr
The Mortal Sphere is half spiritual and half physical, the Ethereal and Material being coexistent and life being where they
meet. Entry is barred to Powers except through avatars. Spirits of the newly dead wait in the Ethereal Plane for the
Gates of Immortality to open during the Witching Hour of the last night of each month, allowing them pass into the
Immortal Sphere and the Afterlife. Some cling to life, unwilling or unable to recognize their state and leave. A spirit can
hold on up to thirty days after ignoring the Gates. Clinging longer requires such twisted passion and dark depth of
intention that it draws upon dark qi willing provided by Orcus for this purpose. Rawna’s reapers guard the spirits pf the
dead and the Gates but don’t prevent the willing acceptance of darkness. On the Night of Darkness, spirits who cling on
to life rise as ghosts during the Witching Hour.
Material Mortal Terrestrial The Physical Universe
Ethereal Mortal Terrestrial
The Spiritworld divided by perspective into Paradise, Limbo, and
Purgatory.
Formerly Eden, the Immortal Sphere is encased in a shell formed by the Earth Realms, the ground of the Faerie Realms
with the Celestial Realms forming the central sun of the hollow sphere’s sky, the Air Realm. The Celestial Realms are
parts of Yggdrasil or inside its trunk. The Immortal Sphere is dominantly physical and orderly, where spirit and body
combine and magic effects are limited in scope and power by the inflexibility of reality, becoming fixed, determined,
entropic history inside the Keystone.
Air Realm Immortal Faerie The sky of the Faerie Realms
Fire Realm Immortal Faerie The upper pole
Earth Realm Immortal Faerie The ground and Terran Mountains between Fire and Water
Water Realm Immortal Faerie The sea
Meadows of
Spring
Immortal Faerie
Rolling, fertile, coastal plains dotted with verdant deciduous copses and
vast colourful carpets of new plants with juvenile animals playing in the
eternally fresh breeze and renewing warmth.
Summerwood Immortal Faerie Equatorial rainforest of massive redwoods and tangled jungle plants.
Tors of
Autumn
Immortal Faerie
Maple-emblazoned highlands with craggy peaks gradually transitioning
to thick, dark coniferous forests covering the Faerie Shield that
becomes boreal muskeg forest increasingly covering in hoarfrost and
snow.
Winterwaste Immortal Faerie
The frozen skeletal boreal and arctic forest in the eternal gloom of
lower pole where the wendigo howl over the bitter wind and the
stooped, wizened giant of Old Age waits for all mortals and Jealousy
seduces with bewitching spite.
The Celestial Realms are contained within Phlegethon and Lethe, the sun of the Faerie Realms, and grow from Yggdrasil
the Tree of Life
Heaven Immortal Celestial
Upper trunk nodule; Seven Principalities ruled by Divine Prince Sirsyr,
with Angelic Princes Mikael, Gabriel, Raphael, and Angelic Princesses
Ariel, Uriel, and Galadriel; brightest at the core where sits Athena’s
radiant throne; Legion: Cherubim; Host: Saints
Karmic Wheel Immortal Celestial
Mid-point trunk disc; Qohlahb the Celestial City divided into 5 Factional
Wedges with five Dharma spokes crossing the Central Divide to the
Cosmic Hub, location of the Celestial Parliament, Celestial Courts, and
Mouth of Acheron; Legion: Ophanim; Host: Archons
183
Plane Sphere Realm Notes
Hell Immortal Celestial
Lower trunk nodule; Nine Circles of Hell ruled by Archduke Asmodeus
and the eight Dukes; darkest at the core where Satanael’s Obsidian
Palace rises from the centre of Kali-Set’s Midnight Jungle surrounded by
the frigid ashen sand of the Desolation of Iniquity ; Legion: Seraphim;
Host: Hellspawn
Acheron Immortal Celestial
Heart cavern containing the Styx, Kokytos, Isle of Tranquility, and
Keystone of Reality
Heart of
Existence
Immortal
Existential
Background
Core of the Keystone, realizes quality and form in static and entropic qi
once per instant
Acheron
The Cavern of Woe occupies the heart of the
trunk of Yggdrasil level with the Karmic Wheel.
Reached from the Plaza of Remembrance by a thirty-
foot diameter arched tunnel several miles long, the
cavern is filled by Kokytos, Mists of Despair, and the
glassy dark waters of the Styx, with the Ilse of
Tranquility at its centre, formed around the Keystone of
Reality. Cerberus guards the entrance and Charon is
Ferryman of the Styx and Cerberus has guarded the
entrance since the 2nd
Chaos Wave.
Cerberus has three identical black collars that
glow with red runes and Charon carries the Staff of the
Word, black with glowing red runes identical to those
on the collars. All were crafted by the Council of Powers
to grant them a Power Rank above Apex when
executing their Scripture. The Staff and each head’s
mouth can shoot a red ray up to 120’ that sends targets
into the Styx if they fail a DC30 Charisma save. They also
tune in on the all True Names within 120’ giving
Cerberus and Charon the benefits of possession against
their owners. The Staff also grants access to the
Keystone with Exhaustion only incurred on a critical
failure. Any entity other than Cerberus or the serving
Ferryman that attempts to use them is consumed by
divine energy beyond Apex power.
The entrance has a raised crystal border
inscribed with runes comprehensible by all intelligent
entities.
“Abandon all trickery and force, the price is a
life paid each way. The Styx collects every debt. Break
the Oath and abandon hope.”
The tunnel opens on a narrow crystal beach
that stretches about a mile along the wall in both
directions. Kokytos fills the cavern from the water to
the ceiling two miles above. Entities entering the Mist
are filled with such despair that they plunge themselves
into the Styx if they fail a Wisdom save at DC30 made
every round exposed. The Styx traps entities that touch
it that fail a DC30 Charisma save. Trapped creatures
float forever in waking stasis, unable to even close their
eyes and shut out the sight of the surface forever close
yet out of reach. The Collars and Staff, like all major
arcane artefacts, are not affected by the magic level
limits of the Immortal Sphere. Only the Staff or the
Ankh can cure the indefinite madness caused by
Kokytos, or free an Styx prisoner without cosmic
destruction. The Styx forms a thirteen-mile wide moat
around the three-mile diameter barren crystal Isle of
Tranquility and its mile and a half high dome of clear,
still air.
The mile-high, two-mile wide ultramarine
crystal hemisphere of the Keystone of Reality rises from
the centre of the Isle, a jet of radiant qi blasting from
the top into the mist, the upper half of the Inner Valve
of the Heart of Existence. Built of the afterimages of the
past, the Keystone serves as a record of history from
the 1st
Chaos Wave to the instant previous to the
present. Touching the Keystone allows communion with
the past that can be used to ask any one question about
anything in the past (including what the Apex gods were
thinking) or to make alterations in the foundation of the
present. Each question requires a Willpower Check at a
DC dependant on the obscurity of the information with
recent information being 5 points lower than listed (0 =
only a 1 fails). A critical failure results in a headache that
grants the Poisoned condition until a long rest removes
it. The DCs are as follows :
 Common DC5
 Uncommon DC 10
 Rare DC15
 Very Rare DC20
 Secret/Thought DC25
 Unknown/Unique DC30
Each time the Isle is visited, each entity may
touch the Keystone once. While contact is maintained,
the entity can use up to 32 Miraculum as a Supreme
Power, breaking contact ending the ability. Additional
184
contact requires a Constitution save at DC30 to avoid
being absorbed into the Keystone until a Keystone
Miraculum releases them. Success tosses the entity
back as if hurled by Telepathy. Each Miraculum
performed requires a DC20 Constitution save to avoid 1
point of Exhaustion.
The only safe way across the Styx is the Ferry.
Made of yggdracite, the pündi name for the clear blue
crystal of Yggdrasil, anyone touching the Ferry is
protected from Kokytos for as long as contact is
maintained. Large enough for 10 large-sized creature or
20 medium, the Ferry slides across the motionless
surface of the Styx on its own power as directed
through the Staff of the Word at a speed of 3 miles per
hour, unloading after 4 hours and 20 minutes. Passage
to the Isle requires the passenger telling their life story
without lying once or a single intentional omission.
Return passage requires serving in Charon’s place as
Ferryman for one lifetime, defined as the entire
maximum lifespan of the race. During this time the Staff
prevents the Ferryman from aging and gives them the
same grey-cloaked skeletal ancient male appearance as
Charon while Charon is out enjoying life outside
Acheron. Breaking the Oath of the Styx, taken by the
replacement Ferryman, condemn the breaker to the
Styx. A Ferryman so condemned causes the Staff to
appear in Charon’s hands just before the Styx takes
them. Ordinary Oath breakers are collected by Charon
any time between immediately and their arrival in the
Qohlahb after death, depending on how much he wants
them to sweat about it first, or if he wants to snatch
them from the doorway of their Afterlife.
The elder of Rawna and Marduk’s two sons,
Merlin’s brother Charon appears an ancient man in
tattered grey robes, hood raised around a head
withered skeletal, long strands of thin white hair
hanging from chalky scalp over a hairless face with
milky white eyes., boney hands gripping the Staff.
Known as the Ferryman, the Boatman, the Knight of the
Word, the Oath Keeper, and the Grim Reaper because
he never looks less than dour, it is said that when not
bearing staff he appears as a spritely, handsome,
joyous, charming, hedonistic young man with thick rich
raven locks.
Beyond Reality
There are three regions of the Existential Continuum
that are universally deadly, two beyond the cosmic
Spheres and one between. The Maelstrom is also
known as the Realm of Madness and Plane of Paradox,
Outer Darkness as the Primal Night, and the Void as the
Emptiness of Being. Arriving in any of the three regions
causes Disorientation and Existential Terror to even
Apex Powers that must be dealt with along with the
environmental factors of each.
 Conflicting Forces: Each round of exposure
inflicts 2d10 points of 1d4+1d10 damage types,
chosen randomly or by going down the list in
order, with Divine Energy as the 14th
type.
 Disorientation: Wisdom save or be
Incapacitated until successful, 1 save per round
 Entropy: Death saves required for all entities
and objects, each failure inducing 1 step of
Exhaustion, two on a critical failure,
disintegrating into the Tao at level 7.
 Existential Terror: Charisma save of be
Paralyzed until successful, 1 save per round
with disadvantage if any are critical failures,
success drops to Frightened for as long as in
region.
 Paradox: Death saves required inducing
Exhaustion steps that affect the mind instead of
body:
1. +1 step of Madness
2. +2 Steps off Madness
3. +3 steps of Madness
4. +4 steps of Madness
 Vacuum: Depressurizing inflicts 2d10 force
damage per round, Constitution save to retain
held breath or begin Suffocation, with critical
failure cutting Constitution bonus in half for
time until death. Intense cold inflicts 3d10
points of cold each round. Constitution saves
reduce force and cold damage to half.
The Maelstrom
Conflicting Forces DC20; Disorientation DC30;
Existential Terror DC20; Paradox saves required each
round
Outer Darkness
Disorientation DC20; Entropy saves required once per
minute of exposure; Existential Terror DC25; Vacuum
DC25 (Material Space DC20)
The Void
Disorientation DC25; Entropy saves required once per
round of exposure; Existential Terror DC30; Vacuum
DC30
185
Celestial Nodules
The Seven Heavens are the concentric layers a spherical
crystal nodule about ten times the diameter of Jupiter
growing from the top of the trunk of Yggdrasil, each
layer honeycombed with ornate passages, grand
chambers, and breath-taking gardens, growing brighter
and more glorious toward the brilliant core, home of
Athena. Growing from the bottom of the trunk amid
the black roots the Nine Hells grow darker toward the
core cavern lair of Satanael, Kali-Set, and Asmodeus.
Unlike the other nodules, the Karmic Wheel grows
around the midpoint of the trunk in a thick wide ring
called the Cosmic Hub, extending the Five Spokes of
Dharma across the Central Divide to the Inner Circle
before extended out to the Outer Rim. Honeycombed
like the layers of Heaven and Hell, the top of the Wheel
is worked into the broad streets, colossal buildings, and
towering monuments of pure polished gold that mark
the Celestial City of Qohlahb. The Wheel is divided into
five Wedges, one for each Faction with its own Dharma
path to the Cosmic Hub where the Plaza of
Remembrance separates the Council Hall from the
Celestial Courts, the Mouth of Acheron yawning
between them in the great trunk. The Shadow Spoke
leads from the Plaza, across the Central Divide and the
Inner Circle Avenue of the Shadow Wedge to Pi Square
and the Divine Palace of Rawna and Marduk.
Dimensional Bubbles
Forming in or between the space-time fabrics of the
Spheres and also called demi-planes, dimensional
bubbles are typically microscopic, independent,
protean, pseudo realities with their own internal
relativity of scale, making the exterior size irrelevant to
the internal. Entering the bubble scales the individual to
that of the bubble’s space-time. The individual may
perceive the bubble expanding up to seven miles in
radius but it is the scale of the perceiver that alters.
Thus and atomic exterior may contain an interior up to
fourteen miles in diameter.
Dreamweavers utilize them as vaults, sanctuaries,
observation posts, homes, prisons, and to experience
altered rates of time’s effects. Only those with the
ability, knowledge, and power, can access and
manipulate dimensional bubbles. The first access of a
random bubble attunes the dreamweaver to that
bubble enabling repeated access; otherwise specific
bubbles are practically impossible to detect. A
dreamweaver usually starts by accessing one as a
storage location for relatively small items and grows
with it until able to create their own secure
personalized reality. Having access to more than one is
a common practice.
The following spells utilize dimensional bubbles,
either the same one or one for each:
 Rope Trick
 Secure Chest
 Secure Shelter
 Tiny Hut
 Magnificent Mansion
The Dreamworld
All damage inflicted in the Dreamworld is psychic
regardless of listed type except for divine energy
damage. It appears as an exact duplicate of the Mortal
Sphere that may be alter by willpower as per Planar
Malleability.
Faerie Geography
The Faerie Realms form the inside land surface and
starcore shell of the Immortal Sphere with the Celestial
Realms as its sun-like core. The following chart lists the
geographical features of the shell starting at the
northern “pole” and deciding in order to the southern
“pole”. The northern pole of the Celestial Star is as
bright as the first cresting rays of the suns at its
northern pole and an eye of darkness at the southern,
casting the southern Faerie Realms into deepening
night. The slight precession of the “star” causes some
variation in the otherwise constant level of daylight.
Realm Region Notes
Fire Firestorm Island Island at the heart of the Sea of Flames where Pyros City is
overlooked by the Obsidian Palace of Loki and Zeus, rising near
the erupting peak of Mount Prometheus
Blazing Sea Sea of fire contained in a magma “bowl” formed at the meeting
with Earth
Burnt Coast The basalt and obsidian coastline bounding the Sea of Flame
Earth Black Bluffs of Khazad-
dûm
Sharp, jagged, basalt and obsidian
186
Realm Region Notes
Terran Heights Location of Vulcan’s city of Moria whose mines reach deep into
the Sea of earth that forms the ground of the Faerie and the
shell of the Immortal Sphere
White Cliffs of
Dwarrowdelf
Sheer chalk, gypsum, and salt
Water Sea of Aquarius Sea of water ruled by a loose federation of underwater
settlements and cities built in and on floating coral reefs.
Nautilus Aquan Sea’s capital city rued by Poseidon from Neptune Palace.
Islands of Dawn Neverland Island holds Oberon’s Fountain of Youth
Great Barrier Reef
Meadows of
Spring
Pisces Coast The golden Sands of Renewal
Aeries Green
Taurus Plains
Gemini Fields
Summerwood Wildrun Dense young growth and large trees
Lothlórien Mature, huge trees, moderately thick undergrowth
Leo Jungle Deep in Lothlórien, ancient dense tangled growth surrounds
Mount Aslan
Cancer Canyon Box canyon in the base of Mount Aslan filled by Lake Narnia
Lake Narnia Filled with ooze and slime surrounds Virgo Island
Virgo Island Covered by the Garden of Eden
Garden of Eden Last original living remnant of Eden location of the Libra Palace.
Libra Palace The living tree home of KI
Zyon Crown of Mt. Aslan, the ruins of the Antha capital of Eden,
home the Quorum of 13, the surviving Rakshiri
Arborlon Old colossal trees and sparse undergrowth
Tors of Autumn Scorpio Hills
Sagittarius Highlands Home to most centaurs as well as the gnome Wonderland
Crags of Capricorn
Twilight Timberland
Winterwaste Niflhel Fens Home of Sea Hags
Black Forest Home of Green Hags
Midnight Barrens
Decrepit Knolls
Blizzard Peaks
Valley of Dementia Entrance guarded by Thrym’s snow castle Hoarfrost
Frozen Forest Location of Titannia’s Ice Palace.
Air Firmament Sea of air ruled by Auran Federation of cloud islands with sky
castles and settlements
Myst Largest cloud Island, location of Oz
Windy City of Oz Capital city, location of the Palace of Four Winds
Palace of the Four Winds Home of Freya
Karmic Wheel
Ringing the narrow midpoint of the trunk of Yggdrasil,
the Hub of Concordant Opposition extends the Five
Paths of Dharma across the Central Divide as crystal
spokes connecting the thick broad crystal Wheel and its
five Factional Precincts. The entire surface is paved
with polished gold from which massive, gold-sheathed,
monumental structures rise. The Outer Rim and the
Inner Rim are the broadest thoroughfares in Qohlahb,
connected by slightly narrower streets separating the
Precincts: 1st
Street between Shadow and Darkness, 2nd
between Darkness and Rains, 4th between Rains and
Flames, 4th
Flames and Light, and 5th
dividing Light and
Shadow. The Celestial Palace occupies the centre of the
Shadow Precinct facing Pi Square from which Vector
Street leads across the Shadow Path to the Hub. There
it opens into the Plaza of Remembrance where the
Powers who fell during and since Ragnarok are
memorialized. The Celestial Courts face the Celestial
187
Parliament across the Plaza, with the dark Mouth of
Acheron between them like a wound in the trunk, guard
by Cerberus since the 2nd
Chaos Wave. On the opposite
side of the Hub is the Hexagon, a sprawling martial
monastery with a inner court garden from the entrée of
which rises the Iron Rod, tower home of Xondra , Horus,
and Anubis. Xondra is in charge of Qohlahb, while Horus
commands the Ophanim Legion and Anubis the Xen
Guard, the defensive force that polices Qohlahb. The
Archon Host serve in Xondra’s Celestial Bureaucracy as
well as serving and assisting the gods and their
representatives. The Wheel is honeycombed with
passages, rooms, and massive chambers like Heaven
and Hell.
Planar Malleability
Due to the malleable reality of the Telestial Realms, it is
possible for any mind to shape its environment enabling
the at-will use of spell-like abilities that require the
same casting time, but no components, and have the
same effects as any spell of any type within the level
limit of the Sphere. Willpower is used as the casting
ability with casting level and proficiency dependent on
the plane. Doing so requires a Casting Check at the
following DC and modifiers:
 Dreamworld 8 + 3 per slot level, 2 for cantrips
 Psychic 8 +2 per slot level, 1 cantrips
 Astral 7 + 2 pert slot level, 1 cantrips
 Primal 6 + 2 per slot level , 1 cantrips
Natives of the plane get advantage, dreamweavers
make the check normally, non-dreamweavers get
disadvantage, and those not in self-control, suffering
from hallucinations, or afflicted by madness are unable
to do so. All damage inflicted in this manner is psychic
regardless of listed type. Each successful manipulation
requires a Constitution save at the Casting Check DC to
avoid incurring 1 point of Exhaustion with a critical
failure inflicting 2.
Due to their malleable nature, the Telestial
realms enhance the power of magic cast within them by
1 slot level in the Psychic Sphere, 2 slot levels in the
Astral Sphere, and 3 in the Primal Sphere. The Immortal
Sphere’s fixed nature places severe limits on the magic
capable within, allowing a maximum of 6th
level spells in
the Faerie Realms, 3rd
level in the Celestial Realms, and
cantrips inside Acheron. Although this includes even
Apex Powers, minor arcane artefacts aren’t limited to
6th level until the Celestial Realms and 3rd
in Acheron,
while major artefacts aren’t limited to 6th
until Acheron,
and cosmic artefacts are unlimited.
Planar structure also places limits on certain
other spells. Astral Projection and Etherealness only
function on the Material plane. Conjurations below 5th
level summon sprits from the Psychic Realm using a sort
of Shadow Conjuration to given them temporary
physical bodies. These do not function in the Immortal
Sphere, but those above 4th
still do because they
summon the real creatures from the actual planes.
Temporal Effects
Time is the division of static eternity into kinetic instants
consisting of a present realized from actualized past and
future probabilities drawn from the infinite possibility of
the Tao. The relativistic effects of time are driven by the
rate of kinetic energy’s movement from quality to
entropy. Created at maximum quality it returns to
maximum entropy within the Keystone, eventually
returning to the Tao or being recycled by the Heart of
Existence. The smallest unit of time is the instant,
constant and universal.
However, the rate of movement from quality to
entropy varies as you move from the outside to the core
of a cosmic Reality Sphere, Time’s effects occur ten
times fast in the Telestial Realms than the Terrestrial
Realms and ten times faster in the Mortal Sphere than
the Immortal Sphere.
Magic Items
Unless otherwise noted in their descriptions, magic
items that recharge once per day do so at midnight at
the beginning of the Witching Hour.
Standard magical items are Resistant to all
damage types except divine energy. A Minor Arcane
Artefact has advantage on all saves, is immune to all
damage except Divine, is affected normally by the Void
and Maelstrom, and gets Advantage against the effects
of Outer Darkness. A Major Artefact fails saves only on a
natural 1 (no critical failure), is Resistant to divine
energy damage, is affected normally by exposure to the
Void, has advantage against the effects of the
Maelstrom, and Immunity against those of Outer
Darkness. A Cosmic Artefact makes all saves, is immune
to all damage as well as the effects of the Maelstrom
and Outer Darkness, and has advantage against those of
the Void. Resistance and Immunity to divine energy
affects repair as well as damage.
188
Artefacts & Relics
A relic is an item or structure of ancient technology or
magic, the techniques for creating typically lost. Some
may be extraordinarily powerful or durable but aren’t
Arcane Artefacts. Typically unique, Arcane Artefacts are
magical items created through unique circumstances,
gods, assemblies of gods, or combined cosmic forces,
possessing up to Supreme Rank power, otherwise
available only through the Keystone of Reality in
Acheron. Arcane Artefacts come in three power levels:
Minor, Major, and Cosmic. Minor Artefacts are typically
+3 items if applicable, Major Artefacts are +4, and
Cosmic Artefacts are +5.
Relics
Dwarven Train
Maglev subway
Gnome Clockwork
Animated Clockwork golems and machines
Magic Items
Staff of the Archmage (Elf); Sphere of Annihilation
(Unknown); Book of Vile Darkness (Goblin); Book of
Exalted Deeds (Elf); Manual of Golem Creation (Goblin);
Daern’s Instant Fortress (Elf); Apparatus of Kwalish
(Gnome); Nozlur’s Marvelous Pigments (Gnome);
Hammer of Thunderbolts (Titan); Cubic Gate (Elf);
Figurine of Wondrous Power (Elf); All carpets of Flying
are sentient and there are no brooms of flying
Nautilus
Dwarven starcore submarine
Stonehenge
An ancient stone power circle on the plain near
Camelot that was a Gate of Yog-Sothoth.
Minor Arcane Artefacts
Baba Yaga’s Hut
Running through the swamps of the Mirkwood in the
Dream Time’s Shadowlands, the bird-legged hut of the
Baba Yaga is also home to her sisters Medusa and the
Old Hag.
Druid Circle
Created in an attempt to reunited the Faerie Alliance
with help from humanity, 11 druids had their spirits
Harvested by the sacrifice of one of their number who
was priest of Pazuzu and bound to this gold ring,
worked into twisting vies with blooming flowers and
fruit. Eleven screaming faces can be seen within the
shapes, each vanishing upon the spirit’s use. This linked
the ring to the Ikari source and Freya, poisoning both
and cursing the race to produce gargoyles and harpies.
Wearing the Circle enables the spending of spirits as if a
Harvester, but only once the power has been activated
by being brought back from dying with a healing burst.
When spent, a spirit comes moaning out of the ring its
face replaced by a blossom. The ring displays no powers
until activated by the dying of the wearer. Once
activated, the Circle retains 10 spirits and possesses the
following abilities:
 Acts as a Ring of Elemental Command that
affects all four Elements.
 Grants the wearer all Ikari magical abilities
derived from their Source.
 Grants access to Forms of Air, Earth, Fire,
Water, and Seasons Aspect of Weather at their
HD.
 Wearer can use 1 Lesser Restoration per stored
spirit and gets 1 Slot-Level worth of Cure
Wounds per spirit to be used as desired
 Can spend 1 spirit on self or on creature
touched to Heal or Rejuvenate as per Harvester
 Spending two spirits in a touch
Heals/Rejuvenates as well as affecting as a
Greater Restoration.
 Spending three spirits in a touch
Heals/Rejuvenates, and affects as Greater
Restoration as well Remove Curse, and
Regenerate. Used in an Ikari Source, this
cleanses the Source and breaks the curse on the
Ikari.
 Spending five spirits in a touch attack destroys
one undead, no save and no resistance,
destroying the Circle and ending its effects on
Freya. Wearer must make death saves or be
killed by system shock, rendered Unconscious if
successful.
The Druidic Council was convened to find a solution for
this curse, leading to the foundation of the Druidic
Order and its Tower of Dreams, around which grew the
Free City of Gyrrd’N.
Hypership
Grown from yggdracite, a pündi hypership is capable of
travelling through the hyperspace of the Maelstrom.
189
Key of Solomon
Also known as the Grand Grimoire, the emerald
spellbook of the first wizard, Solomon, Merlyn’s
apprentice, contains every magician spell known and
the qi to cast each once from the book like scrolls
recharged by a long rest. The Emerald Key of Solomon
has the additional following abilities:
 Possessor gains +1 to Intelligence and Wisdom
upon becoming attuned
 Access granted at possessor’s HD to the
Knowledge, Magic, and Rune Forms
 Possessor may recast one spell cast in the
previous round without requiring a second
preparation
 One spell cast is immediate returned to
preparation
 Arcane Recovery is increased by 2 sot levels
 Acts as a Ring of Spell Turning
 Grants advantage on all Intelligence checks
 Contains the Philosopher’s Stone ritual that
requires casting from the Key, 1000gp in rare
herbs and oils, and the fresh heart of a
sacrificed infant of the same race as the
possessor. The heart is ground up and mixed
with the ingredients to form a powder over a
period of an hour. The resulting Philosopher’s
Stone pill is swallowed and the next long rest
causes it to return the possessor to the
beginning age of Adult for their race. Any
additional Philosopher’s Stones taken each have
a 50% chance checked by rolling a 10 or less on
d20 of turning the character to dust.
Shadow Staff
Duvhar’s black Feywood staff is a +3 weapon with Ghost
Touch and Chill Touch that contains the Shadows of 9
feral elves linked to the Feywood. These can be
released and controlled by the wielder one at a time up
to all at once and recalled at will. Once destroyed, they
are gone. The staff is Evil aligned but unintelligent. It
makes other alignments uncomfortable when grasped,
feeling cold and clammy like a dead flesh. The 9
shadows attack any Good individual who tries to access
its abilities or control them.
The staff can be used for the following abilities:
 Command Undead (2 charges)
 Control Undead (3 charges)
 Darkness (1 charges)
 Deeper Darkness (2 charges)
 Ray of Enfeeblement (1 charge)
 Animate own shadow as per Monk
 Summon Shadow ability as per Pathfinder
Shadowdancer
 Shadow Jump as Monk up to a total of 90’ per day
Identify reveals its charge-dependent powers,
Chill Touch, and Ghost Touch. However, the uniqueness
of the other abilities prevents more than a
determination of further powers to be unlocked and a
dormant intelligence within. Combining Necromancy,
Enchantment, and Conjuration, the weave holds more
apparent energy than the rest of the staff, once
unlocked. Grasping the staff makes a non-evil individual
shaken. Trying to access its abilities causes a non-evil
person to experience Chill Touch with Good persons
being attacked by the 9 shadows in addition.
Except for Duvhar, because of the spirit of
Darkness inside he can access all of the charged abilities
without difficulty. Only the additional abilities remain
out of reach, unlocked by him becoming Lucid and
joining with the Darkness in the Dreaming. Then he
gains full mastery but has to experiment intuitionally to
discover exactly what it can do.
Tao Stones
Created before the Fall by a vanished elven religion
worshipping the Tao, these appear as 6 polyhedral
crystals four, six, eight, ten, twelve and twenty-sided,
each side engraved with one of the I Ching beginning
with 1-4 on the Black four-sided stone representing Evil,
5-10 on the Grey six-sided stone representing Ethical
Neutrality, 11-18 on the 8-sided White stone for Good,
19-28 on the Blue ten-sided Order stone, 29-40 on the
Purple 12-sided Foundational Neutrality stone, and 41-
60 on the 20-sided Red stone of Chaos. When powers of
the stones are activated, the engravings fill with
spectral green flame.
The attuned holder of any one stone is able to
duplicate the abilities of a Wonder of Wonder once,
recharged by a long rest. Multiple stones add just their
single uses until all six are held, then the group an
additional 1 use plus 1 per 3HD of the wielder
(7+1/3HD), a short rest recharging 1 use. Also, the
wielder may use an action to ask the Tao for Divine
Intervention as if a priest of 10th
level +1level/4HD of
the wielder, with an additional +1 level if some form of
Neutral alignment or +2 levels if True Neutral. This is
also the casting level for all powers which start with a
save DC of 16 and an attack modifier of +8, including
ability and proficiency bonus for an 18 and 10th
level
190
before considering the wielder’s HD. Also, the wielder
may use an action use the stones to Find the Path once
plus once per 10HD restored by a long rest. Finally they
can generate Light as frequently as the cantrip with the
wielder’s action.
Although intended for them, the Sack of
Inspiration (that grants its bearer 3 Inspiration Points
per day) bearing their images encircling the Tao symbol
is not actually related in powers and nothing is gained
by placing them inside except safety.
Major Arcane Artefacts
Belt of Atlas
Worn by the original titanic god of strength, Atlas, this
broad thick leather belt was soaked in his blood during
his fatal battle with the great serpentine Abomination
Jormangandur during the Ragnarok, imbuing it with his
unrivalled strength of 32 (+11), required for lifting
Mjolnir and wielding it without disadvantage. It and the
hammer were guarded by a fifty-head, hundred-handed
titan who Thor slew to gain them.
Black Cauldron
Created by Orcus as a gift for the Weird Sisters, this 8’
wide 5’ high 4’ deep, cast-iron cauldron has anthropoid
skulls around its 7’ diameter rim and ram’s skulls as its
six feet. Using it requires a blood sacrifice by the wielder
to link them, after which the wielder may Animate Dead
or Create Undead within using spells and linking them
to the cauldron. This enables an unlimited number to be
created and linked for control by the wielder, bypassing
the standard limit. If corpses are placed within, the
Black Cauldron can duplicate Animate Dead spells up to
twelve times at 20th
casting level and 9th
slot level
before a long rest is required and Create Undead at the
same levels up to four. If a dying person is placed
within and the wielder takes 1 point of Exhaustion, the
person becomes a vampire upon death, the conversion
occurring immediately and the vampire rising under the
wielder’s control. Vampires can control lesser undead
linked to the cauldron. The Cauldron’s blood link is
broken by the death of the wielder or the anointing of
the cauldron with Good aligned oil, the pouring of a
flask of Good aligned holy water inside, and then the
casting of a Good-aligned Hallow upon it. When
unlinked, 100 points of divine energy damage destroys
the Black Cauldron. It is Immune to divine energy and
indestructible while linked. Breaking the link destroys all
connected undead. While linked to the Cauldron the
wielder has advantage on Death saves. If slain but the
Cauldron remains whole, the wielder becomes a Ghost
guardian until a new link is formed. The breaking of the
link inflicts 5 points of exhaustion on the linked wielder
and causes a backlash of 1 point of necrotic energy per
linked undead that rises volcanically from inside 1 inch
per undead, 2 points and inches for each vampire, 3 for
each summoned carrion crawler, and 4 for each
nightcrawler. Summoning a feyr requires the sacrifice of
an anthropoid life, the blood drained into the Cauldron
to open a Gate to Abaddon, as well as 2 points of
Exhaustion from donated qi to summon and control a
carrion crawler, 5 points for a nightcrawler. A living
anthropoid can also be sacrificed and the blood fed to
the Cauldron to summon the Cauldron’s phantom, a
black hooded shape that whispers the answers to a
Commune spell directed to Orcus. 1 point of Exhaustion
can send the phantom to a target in a Dream spell.
Should the Cauldron be destroyed, it releases 20d12
points of necrotic energy in a 100’ radius. Dexterity
saves for half damage are at DC20 for the geyser and 25
for the burst.
Excalibur
Sword of Truth, Sword of the True King, Seeker
Created by Xondra, Kali-Set, and Athena, this starcore
longsword has a guard shaped like a cobra with a
scorpion’s tail, a hilt shaped like a dragon holding two
orchids in its teeth, one white and one black, and
Athena’s Owl engraved up both sides of the blade near
the guard. The word VERITAS is engraved in Celestial
along both sides of the snake’s body.
Given to Arthur Pendragon by Vivienne, demigod
daughter of Poseidon and Titania, Lady of the Lake, the
Sword of Truth is the basis for the Divine Right of Kings
that Arthur used to retake Camelot and found the
Kingdom of Caltere. Centuries later, as he died from an
assassin’s poisoned blade, the last of the Pendragon line
plunged the blade into an anvil near the temple of
Anubis so that no one but the Once and Future King
could pull it out and become the next True King of
Caltere. As such Excalibur is also known as the Blade of
the True King.
+4 adamantine vorpal longsword, Axiomatic, Speed
Stats: INT 20; WIS 20; CHR 10; Align: LN; Ego: 41
Powers: Sense Motive +15; Empathy; Glows when
drawn; Holy Sword 3/day; Unholy Sword 3/day; Zone of
Truth 6/day
Purpose: Defend, Promote, and Reveal Truth (Wielder is
prevented from lying)
191
Dedicated Powers: Wielder gets +2 luck bonus on
attacks, saves and checks; Discern Lies at will; Greater
Dispel Magic at will (Illusions only) and SR5 + wielder Hit
Dice versus Illusions; True Seeing at will
Hammer of Union
After the Fall, the elves began to separate into four sub-
races beginning the internal strife that would become
the racial civil conflicts of the Faerie Wars. To try and
keep the dwarves united, after being form of two halves
made by Hades and Vulcan, father and son crafted the
Hammer of Union. This +4 adamantine Dwarven
Thrower war hammer’s head is obsidian engraved with
Hades symbol on both sides, the granite handle having
an anvil for a pommel bearing the hammer and
mountain of Vulcan on both sides. The two pieces were
sealed together by Loki’s fire making the entire thing
indestructible unless used by one dwarf against
another. Loki, Hades and Vulcan became involved in a
love triangle in which Hades felt spurned and ended up
striking his father at the precise moment that princess
Hexxis struck her brother Axvin with the Hamer in
anger. The Hammer came apart causing a backlash that
burned out Hades’ s eyes, one filling with darkness, the
other eye becoming a flaming coal. Beginning the Faerie
Wars, this tore the dwarves apart, Hades’s obsidian
Duergar following dark Hexxis in to the depths of the
Underworld and the Vulcan’s granite Gaxx remaining
near the surface with her grey twin Axvin. She took the
head and he the handle and both became lost to
history. Assembled and sealed by being bathed in the
combined self-sacrificed blood of a gaxx priest of Vulcan
and a duergar priest of Hades restores the Hammer of
Union. Intact, or separately where noted, it has the
following abilities once attuned:
 Presence gives inspiration to inspires all
dwarves within 60’ upon seeing it for the first
time (pieces each do so within a 20’ radius)
 Inspiration to all dwarves within 120’ by holding
aloft and calling out “United we stand!”
recharge on 6
 3 Inspiration Points for the user to draw upon
personally resting at midnight (pieces each have
1IP separately)
 Access Earth Form and Cave Aspect using HD as
level (head allows Cave and handle allows Earth
separately)
 Advantage on attacks versus Orcs with Hammer
 Acts a s a Divine Symbol for Vulcan and Hades
 Grants user +60’ Darkvision
 10 minutes of concentration allows a Commune
with either Hades or Vulcan (each piece
Communes with its creator separately)
 User Immune to Fire (pieces are immune and
grant resistance)
 Allows user to move at normal speed through
earth or stone by melding through it like an
earth elemental. While doing so it is affected by
spells and damage as per Meld into Stone. Once
activated the duration can be of any length as
long as it is continuous, stopping or doing
anything other than moving ends the effect
with the same results a Meld into Stone. For
each round spent using such movement, the
ability requires 1 round to recharge after it
stops before it can be used again.
 Shatter as per spell on a hit recharged on a 5 or
6
Holy Grail of the Suns
One sip from the Grail duplicates a Heal spell. A full
drink adds a permanent +3 to the Strength of the pure
at heart (Good). A second full drink triggers the
Dreaming. A third turns the drinker to dust. Drinking the
fresh blood of a sacrificed infant from it during the
Witching Hour of the Night of Darkness destroys it and
turns the drinker into a vampire.
Jhaahm
Meaning “The Grudge” in Dark Speech, this completely
black longsword was forged in the Inferno by Hades as a
weapon for Duergar to use against the Gaxx, but was
taken by blood elves in battle. A +3 NE Sword of Life
Stealing with INT 16, WIS 14, and CHR12, it grants the
following abilities once attuned:
 Access to the Forms of Darkness and Fire
 Mage Armour recharged eight hours after use
 Shield recharged on 5 or 6
 Hex recharged on 5 or 6
 Bestow Curse recharged on a 6
 Darkness recharged on a 6
 Teleport recharged one hour after use
 Energetic Blast with 9 power points to spend, 1
point for 1st
level slot, 1 for each slot increase,
divided as desired
Mjölnir
Crafted by Atlas the Titan, original god of strength, the
hammer requires his blood-stained belt’s 32 Strength to
192
lift and wield without disadvantage, a 30 being able to
lift, you gain a +4 bonus to attack and damage rolls
made with this adamantine maul. While attuned to it,
you can make a ranged weapon attack with the
hammer, hurling it as if it had the thrown property with
a normal range of 40 feet and a long range of 120 feet.
If the attack hits, the hammer unleashes a thunderclap
audible out to 300 feet. The target and every creature
within 30 feet of it must succeed on a DC 17
Constitution saving throw or be stunned until the end of
your next turn. The hammer immediately flies back to
hand on a hit or a miss. In addition the hammer has the
following abilities:
 Energetic blast as 9th
level slot, Lighting or
Thunder only, DC21, recharged on 5 or 6
 Bearer Immune to Lightning and Thunder
 Lightning Speed duplicates Haste recharged by
a short rest and Time Stop once recharged at
midnight
 Striking the ground creates an Earthquake once
recharged at midnight
Earned by Thor through a quest, the Belt and
hammer became synonymous with his exploits until his
pursuit of Loki brought him success. Bedding her, he
awoke to find the Belt, hammer, and Loki long gone.
Only Loki knows their location.
Spear of Destiny
Forged by Vulcan and Ptah, the Spear is a +3 Luck Blade
of Speed of five wishes, which grants the attuned
wielder the Alert feat if not possessed as well as: Augury
6/day; Divination 3/day; Find the Path 1/day; and
Foresight 1/week. Committing suicide with it at the
crack of dawn on New Year’s Day destroys it.
Cosmic Arcane Artefacts
Altar of the Tao
Located on the Karmic Wheel, the Altar grants access to
every Form and Aspect while in contact.
Ankh
The Ankh is by far the most power thing on Existence.
Meaning Key in Celestial the Ankh was formed by Ptah
from a piece of yggdracite encasing Keystone material
and energy plus the entrapped spirit of Tiamat.
Disoriented, unfocused, and confused the spirit’s Ego
fights anyone who touches the Ankh, taking them over
or destroying them with divine energy. Once mastered,
the Ankh has a number of powers. Upon touching the
Ankh an entity must make a DC30 Willpower saving
throw against Tiamat’s ego or be struck by a maximized
blast of the Ankh’s channelled divine energy with
disadvantage on the save against its damage due to the
direct contact. Ptah and Lorril are treated as possessing
Expertise on this ego check as well as making it with
advantage and having Inspiration in this regard. An
entity slain by the energy is transformed into a guardian
mummy if corporeal and a ghost if incorporeal or
unsuitable as a mummy (anthropoids and all
dragonneth are considered suitable mummies).
Mastering the Ankh releases the guardian to the
afterlife. Once mastered, the Ankh can be used to
access the power of a Supreme Power, including the
ability to use 32 Miraculum spells, without regard to
incarnation or forms represented, before a long rest is
needed to restore them. Doing so requires a DC21
Constitution saving throw to avoid 1 point of exhaustion
with a critical failure inflicting 2 points. The wielder also
can do the following as a 20th
level caster with +18
attack bonus and a DC26 saving throw:
 Access all Forms and Aspects
 Time Stop, Reverse Gravity, Shapechange, and
Teleport, each recharged by a 5 or 6.
 Gate once before a long rest is required to restore
 Knock as frequently a 0-level spell
 Dimension Door recharged on a 4, 5, or 6
 Dominate Monster on up to 1 Dragonneth per HD
 Divine Energy channeled through it is maximized,
including it6s own, in numerical effect and can be
combined with other donors into a single burst
combining all involved dice plus an additional dice
per donor, so a single donor is amplified by 1 dice.
 Channel divine energy at the Apex level in a
standard burst or in a single, narrow, intense bolt,
recharging on a 6, 31d6 (186) in 200’radius at 20
targets or a 800’ line bolt, DC26
The Ankh is thought to be indestructible.
193
Axiom
LN Yggdracite +5 adamantine Xen Sword of Sharpness
 Inflicts an extra dice of weapon damage to
Chaotic
 Only responds to Logosien and forces all others
to return it
 Mid-range ability scores
 Grants access according to creator’s blessing
(“blessed 7 times, the eighth a curse”) to Order
(Anubis grants from beginning), Leadership
(Athena grants when he gathers and leads
troops from desert), Protection (Horus grants
when he helps his wife gain vengeance), War
(Xondra grants from beginning), Heroism (Sirsyr
grants when he takes on the second S’Skahahn),
Murder (Kali-Set grants when he kills his best
friend), Loss (Hades grants after his wife’s spirit
says goodbye), and Stone (granted last by
Vulcan for being adopted as a dwarf.
 Purpose to defeat the S’Skahahn using:
 Dispel Magic
 Magic Resistance that grants advantage on
saves versus magic and disadvantage to all
targeting spells
 Protection from Chaos when carried,
extends to 20’ radius when drawn
 Banish S’Skahahn on strike until Vulcan’s
blessing earned and then rises to
disintegrated on strike, with successful save
triggering immediate save against being
banished
 Detect S’Skahahn as per Eldritch Sight
Cauldron of Creation
The original power circle, grown of yggdracite it taps
every Form and Aspect to focus Miraculum upon
whatever is placed in the centre. The antha were
created using the Cauldron as well as cloned.
Cthanic
Meaning “Doombringer” in Dark Speech, the Dagger of
Destruction was created by Cthulhu and stabbed
through Rawna’s womb into the Keystone of Reality
generating the First Chaos Wave, a CE Yggdracite +5
huge three-bladed adamantine dagger broken into 9
pieces by the Second Chaos Wave so that only Cthulhu
can reassemble them, all parts radiating the Disruption
Field and each granting access to its associated Form
 Minimum ability scores but treated as all maximum
for ego purposes
 Requires domination through ego to wield
 Grants access to Brutality (curled blade 1),
Catastrophe (pommel), Curse (handle),
Degeneration (curled blade 2), Loss (demon skull
guard), Murder (quillons horn 1), Mutation
(pointed half of straight central blade), Rage (tang
half of straight central blade), and War (quillons
horn 2)
 Purpose to undo order and destroy reality with its:
 Disruption Field: causes disadvantage on all
checks and saves to all within 15’ aura as well as
any user except Cthulhu, requiring three
consecutive Remove Curse spells to release the
wielder from possession unless Cthanic is
seeking a better wielder on its way back to
Cthulhu.
 Disruptive Strike: Critical duplicates the
combined effects of the spell Shatter followed
by Disintegrate. If not slain and turned to dust,
target is mutated by being partially and
permanently polymorphed to grow 1d6-2 extra
body parts (roll on extremity damage table) of
1d6 additional random creatures of the same
194
CR. If 0 or negative parts are grown, originals
are altered. In shattered condition, only the
pointed half of the straight blade and the
pommel can deliver such a strike, one as
piercing the other bludgeoning, the blade at
half strength and the pommel at one quarter.
Each random creature type requires Willpower
save against Long term madness, with a success
meaning short term and a critical failure
indefinite, all results taking effect cumulatively
and simultaneously.
Demon Wall
The source of prismatic energy created by the gods
channelled their combined power through the Ankh. It
is 10 times more powerful in damage and all saves are
30 with disadvantage. Temporary holes created seal on
a 3-6 on d6.
Eye of Ptah
An yggdracite crystal ball able to see any time, place, or
person, within the reality sphere as long as it is no more
recent than 1 round ago. The viewer can see and hear
even thoughts without targets getting saving throws,
including gods of all power ranks.
Mortis Liber
 Includes Ptah’s Thánatos Apocalypse
 Touch inflicts creature’s own total HD as damage if
Good
 Reading grants Black Magician 1 level
 Contains every Black Magic spell, every odd-level
Grey Spell except Duvhar’s Blindingly Obvious, and
every even-level Variable
 Grants Access to Chaos, Charm, Darkness, Death,
Destruction, Evil, Knowledge, Madness, Magic,
Repose, Rune, Strength, Trickery, War
Orcrix
Dark Speech for “Soulslayer”, Orcrix is also known as
the Ghost Blade and few realize it to be a spear not a
sword.
This boar spear +5 (1d8 piercing, versatile for 1d10,
reach 10’) has a blackened crystal haft similar to
yggdracite with a ghostly 1 ½ ‘ long black blade that
ignores all physical armour except for any magical
modifiers as well as all intervening physical barriers of 1’
or less thickness. A hit requires the target to make a
DC30 Constitution saving throw or have their spirit and
the living qi of their bodies sucked into the spear and
lost to oblivion, leaving a desiccated husk, sucking up
incorporeal spirits like a vacuum. Those who save are
Frightened and gain 5 points of exhaustion, retaining
the Frightened condition until all points gained from
this are removed by long rests. Thought to have
survived the ending of a previous permutation of
Existence, it is the oldest thing in existence and thought
utterly indestructible. First given to Kayn to slay Adym,
Marduk stabbed it into Tiamat an instant before the 1st
Chaos Wave ended the Ragnarok. It hasn’t been seen
since.
Qaldon
The Miracle Blade, the Saint Sword, named “The
Initiator” in Celestial
LG Yggdracite +5 Holy Avenger adamantine
bastardsword that helped Sirsyr become a god
 Maximum mental ability scores
 Grants access to Light, Life, Good, Order, and War
 Can cast one Miraculum on its own or at user’s
command, recharged at noon
 Enables wielder to channel divine energy as priest
of 1st
level plus ½ levels per wielder HD
 Enables wielder to access divine intervention as a
priest of 10HD plus ½ levels per wielder HD
 Purpose to combat disorder, discord, and
disintegration with reconciliation, regulation, and
reparation through the powers of:
 Axiomatic Strike: Paralyzes Chaotic, Good gets
advantage on save, Evil disadvantage; Demi
Rank Power or higher Petrified instead of
Paralyzed
 Make Whole: Restores physical form damage
as severe as being reduced to dust, reuniting
195
atoms and the spirit to bring back the target
similar to Revivify
Secreta Liber
 Includes Ptah’s Mystiká Apocalypse
 Grants Access to every Aspect
 Can only be summoned by a Neutral creature able
to use both the Vitae Liber and Mortis Liber.
Vitae Liber
 Includes Ptah’s ZOI Apocalypse
 Touch inflicts creature’s own total HD as damage if
Evil
 Reading grants White Magician 1 level
 Contains every White Magic spell, every even-level
Grey Spell, and every odd-level Variable
 Grants Access to Air, Animal, Artifice, Chaos,
Community, Earth, Fire, Glory, Good, Healing,
Knowledge, Liberation, Life, Light, Fortune Magic,
Nobility, Order, Plant, Protection, Rune, Strength,
Travel, Water, Weather
Devastating Weapons
Sharpness and Vorpal weapons automatically inflict
Extremity Damage upon a critical attack roll. Any
slashing weapon can have Sharpness and any weapon
type can be Vorpal, the former receiving disadvantage
on the Extremity roll, Vorpal getting advantage.
Enchanting Items
Magic items are created with infusions of the creator’s
qi that cause 1 point of Exhaustion every 8 hours of
enchanting. Upon the completion of the enchanting
time the item must be finalized with a last large infusion
of qi. This requires an Enchanting check adjusted by
their Casting modifier, with advantage if the creator is
an Enchanter, against a DC dependant on the item type
rarity: Common DC12; Uncommon DC16; Rare DC20;
Very Rare DC24; and Legendary DC28. A critical success
grants the item Intelligence if a suitable item type or the
effects of the Lucky feat while possessing the item or
affected by the potion if not suitable for intelligence. A
failure allows another attempt as soon as desired but a
critical failure results in an unintentionally cursed item
(those in the DMG are intentionally created) that acts
normally but also gives the possessor or imbiber
disadvantage on all saves, checks, and attacks rolls. A
Remove Curse can eliminate the curse caused by a
potion, but other items require one cast on the item to
suppress its curse granting ability for 3 rounds, enabling
the curse on its possessor to be removed during that
time.
The creator must also make a Constitution save
at the same DC as the Enchantment check, with
disadvantage if that check was a critical failure, or suffer
4 points of Exhaustion. A success cuts this to 2 points of
Exhaustion and critical failure inflicts 6 points causing
the creator to make Death saves to stabilize with 5
points of Exhaustion. If the creator ends their attempts,
the enchantment fails wasting funds and materials and
ruining the item.
Monstrous Races
Centaur
Created as Fey and native to the Faerie Realms,
centaurs are also found in Aldyrrya and get the
following adjustments/additions:
 Resistance to bludgeoning, piercing , and
slashing that isn’t cold iron
 Prestidigitation and Druidcraft at will
 Augury and Expeditious retreat once each,
recharged by a short rest
 Divination once
 Sharpshooter and Mobile feats
Centaurs form pair bonds and travel in family groups all
of who respect Thor and Artemis.
Couatl
Couatl are native to the Summerwood in the Faerie
Realms.
Dragonneth
Dragonnethi believe Ancient Ones Bahamut and Tiamat
to have been the only true divine beings. Bahamut’s
sacrifice left one until the First Chaos Wave split her
freshly-vacated corpse into the three Dragonneth Firsts:
Drake, Dragon, and Wyrm. All their descendant
dragonnethi have her divine black blood pumping
through in their veins passing forward genetic
memories from every generation since the Firsts. Their
dreams are explorations of their Blood Memory line.
They use a personal first name with the combined
names of their parents as a second and the combined
names of all four grandparents as a third and soon back
196
to the universal last name of Dragonneth. Thus full,
formal introductions can take a long time.
Dragonnethi are only able to produce offspring
only three times during their age cycle. Once during
young adulthood, one during adulthood, and once
during mature adulthood. They do not mate for
pleasure or emotion, but to improve the prestige and
richness of the Blood Memory line. Each mating
produces three to nine eggs, some of which occasionally
contain other sub-species of dragonnethi, with only
those small enough for the egg viable. The eggs are
silver from the mithral content of the shell.
They view all other beings, from newly created
microbial spirits to Ancient Ones Lorril and Ptah, as a
profane Vermin to be treated as Annoying, Dangerous,
Irrelevant, Nutritious, or Useful.
Dragonnethi are unaffected by the alcohol, visionleaf,
brewed twilight, blitzkrieg, and Odin’s Eye mushroom.
Dragonnethi deem invention and craft below their
divine status and perfect natural capabilities preferring
to use Vermin slaves to create tools, weapons, armour,
and other useful products, or taking them in raids.
However, the dragonnethi did recognize the combat
value of the giants’ drug for training berserker warriors,
Odin’s Eye, discovered accidentally by titans at the
same time as fermentation and brewing.
With adaptive mimicry woven into scales and
skin, they sought a similar fungus for their race and
discovered mystic mushrooms. This enabled them to be
first to access the mystical Keys and become blood
mystics. Believing it a power of their divinity, the
mystics formed the Order of the Blood, a mystic religion
dedicated to exploring the physical, mental, and
spiritual aspects of the Blood through the Key. Those
who focused upon body and mind became the first
martial monks.
Only dragonnethi can access the Blood Key and it is the
only Key they can access.
Dragonnethik
The dragonneth language consists of vocalizations as
well a wide variety and range of textures, colours, and
patterns, produced by their adaptable scales. The
written form contains indicators for these physical
communications, but is used mostly for confidential
messages because most knowledge is preserved and
pass-down through their genetic memories.
 “Nethienkah” means “Empire of the Blood”
 “Raktargoth” means “The Last Remnant” of
Nethienkah
 “Kassykoth” means “The Altar of Self-Sacrifice”
 “Dragonneth” means “Blood of the Dragon”
(plural: dragonnethi)
 “Dragon” said black-scaled with claw-like
spikes, always refers to Tiamat. They only turn
completely black in reference to her.
“Dragonneth”, “Wyrm”, “Drake”, or “Dragon,”
said black-scaled with a cross-hatch texture,
always refers to a First.
 “Dragonneth” “Wyrm”, “Drake”, or “Dragon,”
said with black scales and pyramidal
protrusions, always refers to High Ones
 “Dragonneth” said with black, bumpy scales,
always refers to Low Ones
 “Dragonneth” said with black, smooth scales,
always refers to Bestial Ones including:
 Basilisk (lion-sized, six-legged with glowing
chameleon-like eyes that petrify when gaze
met)
 Cockatrice (small feathered drake with a
petrifying venomous bite)
 Dragon Turtle (twice as big as a wyrm and
spits boiling blasts of water)
 Fairy Drake (tiny with wings that resemble a
butterfly’s and hypnotic colour patterns)
 Linnorm (giant serpent growing in deep
lakes before inhabiting the sea)
 Pseudodragon (small with a poison stinger
on its tail that paralyzes)
197
High Ones
High Ones are converted from 5E metallic
dragons by removing the ability to Change Shape. No
dragonneth would demean their divine appearance by
assuming any other form. Eggs have a shell of mithral
composite. All three types also have the following
additions and adjustments in common:
 Amphibious
 Longevity 50
 Inherent Mystics: all High Ones have mystical
ability of a level 6 below their hit dice. This
grants them the appropriate spell slots, spells,
sorcery points, and metamagic but no other
benefits of the class or Blood Key.
 Metal Fascination: a High One becomes
Fascinated as per the spell if it fails a Will save
when around large amounts of valuable metals.
The DC is 15 for an amount that is worth
1000gp times the HD of the high one, 20 for
2000gp times HD 25 for 4000gp times HD, and
30 for 8000gp times HD or more. If failed the
dragonneth gets another save according the
spell conditions and every day for DC15, every 2
days for DC20, every 4 days for DC25, and every
8 days (one week) at DC30. Disturbing the metal
grants it an immediate save. Removing any
immediately breaks the fascination.
 All 5E age categories are doubled in length;
Ancient becomes Old with an upper limit of
1600 years, Venerable starts at 1601 and adds
the permanent effect of an Enlarge spell, and
Ancient starts at 4801 adding a second Enlarge
effect. Growth slows through the Ancient stage
until at 6000 the high one’s heart can no longer
support their growth and they begin to slow
down and toward death.
 Sleep of Ages: Able to enter a deep sleep for up
to an entire age category without food or water
in near hibernation, waking if disturbed, at the
end of the category, or when desired. Ravenous
and thirsty, they need to consume three meals
every day for 1 day per 1% (rounded up) of the
category spent sleeping before their appetite
returns to normal. They do not sleep during this
time unless injured more severely than a short
rest can heal or all of its abilities and spells need
restoration.
 Expanded Lifespan: The statistics for 5e Ancient
dragons apply to Old High Ones on the
Minimum Size by Age Category Table (see
below). Venerable and Ancient High Ones get
Expertise on all Strength, Constitution and
Intelligence checks and saves. For each category
above Old their size doubles and weight goes up
four times granting +20’ range to their breath
weapons and increasing all physical attack
damage by 1 dice.
Minimum Size by age Category
Age Drake Dragon Wyrm Bludgeoning,
Piercing,
Slashing
Egg 4’ 4.5’ 5’ Immune non-
magical
piercing and
slashing,
Resistant non-
magical
bludgeoning
Hatchling 4’ 4.5’ 5’ Resistant non-
magical
slashing
Young 8’ 9’ 10’ Resistant non-
magical
bludgeoning
and slashing
Adult 16’ 18’ 20’ Resistant non-
magical
Old 30’ 35’ 40’ Resistant non-
magical non-
adamantine
198
Age Drake Dragon Wyrm Bludgeoning,
Piercing,
Slashing
Venerable 60’ 70’ 80’ Immune non-
magical,
Resistant non-
adamantine
Ancient 120’ 140’ 160’ Immune non-
magical non-
adamantine
Maximum 240’ 280’ 320’
 Starting at 6000 years, High Ones must make
Constitution save every 50 days at a DC equal to
their HD to avoid becoming permanently
Exhausted for 1d6 x 50 years with the last
quarter of that time requiring Constitution
saves every 50-day metabolic cycle at DC = HD
or become stunned for the remainder of the
duration. At its end more Constitution saves are
required every fifty days to avoid failing
Unconscious for 5d10 years and dying at the
end.
Size Categories beyond Gargantuan
With extremely few exceptions, only a dragonneth can
reach a size beyond Gargantuan, terasques being
largest of all. To enlarge a dragonneth add the
following adjustments according to the desired size
category change above Gargantuan:
 Colossal (60-120’): Space 25 Speed +20 (all);
Natural AC+1; average +1hp per HD; Resistance
to Tiny attacks
 Immense (120- 240’): Space 30 Speed +40 (all);
Natural AC+2; average +2hp per HD; Resistance
to Small attacks
 Titanic (240-480’): Space 35; Speed +60 (all);
Natural AC+3; maximum hit points per HD;
Resistance to Medium attacks
 Awesome (480’+): Space 40; Speed +80 (all);
Natural AC+4; Maximum hit points per HD and
Tough feat; Resistance to Large attacks
High One Lairs
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the high
one takes a lair action to cause one of the following
effects; the dragon can't use the same effect two
rounds in a row:
 The dragon glimpses the future, so it has
advantage on attack rolls, ability checks, and
saving throws until initiative count 20 on the
next round.
 Part of the ceiling collapses above one creature
thatthe dragon can see within 120 feet of it. The
creature must succeed on a DC 15 Dexterity
saving throw or take 10 (3d6) bludgeoning
damage and be knocked prone and buried. The
buried target is restrained andunable to
breathe or stand up. A creature can take
anaction to make a DC 10 Strength check,
ending the buried state on a success.
 A tremor shakes the lair in a 60-foot radius
around the dragon. Each creature other than
the dragon on the ground in that area must
succeed on a DC 15 Dexterity saving throw or
be knocked prone.
R EGIONAL EFFECTS
The region containing a legendary high one’s lair is
warped by magic, which creates one or more of the
following effects:
 Whenever a creature that can understand a
language sleeps or enters a state of trance or
reverie within 6 miles of the dragon's lair, the
dragon can establish telepathic contact with
that creature and converse with it in its dreams.
The creature remembers its conversation with
the dragon upon waking.'
 Within 1 mile of its lair, the dragon leaves no
physical evidence of its passage unless it wishes
to. Tracking it there is impossible except by
magical means. In addition, it ignores
movement impediments and damage from
plants in this area that are neither magical nor
creatures, including the thickets described
above. The plants remove themselves from the
dragon's path.
 Whenever a creature with an Intelligence of 3
or higher comes within 30 feet of a water
source within 1 mile of the dragon's lair, the
dragon becomes aware of the creature's
presence and location.
 Once per day, the dragon can alter the weather
in a 6-mile radius centered on its lair. The
dragon doesn't need to be outdoors; otherwise
the effect is identical to the control weather
spell.
199
Dragon
A dragon can breathe a cone of acid, cold, fire,
lightning, poison, or thunder, and possesses related
immunity, the type manifesting upon hatching and not
necessarily related to those of its parents. They are
highly protective of their eggs and young and pair bond
until the hatchlings pass the hatchling stage.
Hatchling
Medium dragon, Lawful Neutral
Swim 30
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Feats: Keen Mind, Alert
Young
Large dragon, Lawful Neutral
Swim 40
Mystical Spellcasting Level: 10; DC12, +4
Feats: Keen Mind, Alert
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
200
Adult
Huge dragon, Lawful Neutral
Swim 40
Mystical Spellcasting Level: 12; DC14, +6
Feats: Keen Mind, Alert
Venomous Bite: +1d8 poison damage on failed DC20 Con save
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Old
Gargantuan dragon, Lawful Neutral
201
Swim 40
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Mystical Spellcasting Level: 19; DC16, +8
Feats: Keen Mind, Alert
Venomous Bite: +2d8 poison damage on failed DC23 Con save
Eldritch Sight as per Warlock
Drake
Lacking fore legs, drakes can only use their claw attack
in the air. Drakes can breathe a cone of cold, fire,
lightning, or poison, the type and related immunity
manifested upon hatching. They lay their eggs one at a
time in random locations and leave them to fate,
coming together just long enough to mate.
Hatchling
Medium dragon, Chaotic Neutral
Speed 25, Fly 70, Swim 30
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Feats: Keen Mind, Alert
Young
Large dragon, Chaotic Neutral
Speed 35, Fly 90, Swim 40
Mystical Spellcasting Level: 8; DC12, +4
Feats: Keen Mind, Alert
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Adult
Huge dragon, Chaotic Neutral
202
Speed 35, Fly 90, Swim 40
Mystical Spellcasting Level: 10; DC15, +7
Feats: Keen Mind, Alert
Venomous Bite: +1d6 poison damage on failed DC18 Con save
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Old
Gargantuan dragon, Chaotic Neutral
Speed 35, Fly 90, Swim 40
203
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Mystical Spellcasting Level: 19; DC16, +8
Feats: Keen Mind, Alert
Venomous Bite: +2d6 poison damage on failed DC22 Con save
Eldritch Sight as per Warlock
Wyrm
Upon hatching, Wyrms manifest a breath cone of acid,
fire, poison or thunder, along with the related
immunity. Lacking wings, their Wing attack is
accomplished by raising their scales into sharp ridges
and whipping its length in a circle to brush all in 10’ for
Slashing damage plus chance of being knocked prone. .
They lay their eggs alone or in small groups, typically
buried in hidden difficult to reach places and then
watch over them from a distance until they hatch,
remaining a pair until this occurs.
Hatchling
Medium Dragon, Neutral
Speed 35, Swim 30, Burrow 25
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Brush Attack: as bonus action can brush scales across target +6 hit,
reach 5 feet, one target, Hit: 7 (1d6+4) slashing
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Feats: Keen Mind, Alert
Mystical Spellcasting Level: 2; DC10, +2
Young
Large Dragon, Neutral
Speed 45, Swim 40, Burrow 30
Brush Attack: as bonus action can brush scales across target +6 hit,
reach 5 feet, one target, Hit: 13 (2d6+6) slashing
Mystical Spellcasting Level: 11; DC13, +5
Feats: Keen Mind, Alert
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
204
Adult
Huge Drago, Neutral
Speed 45, Swim 40, Burrow 30
Brush Attack: as bonus action can brush scales across target, +14 to
hit, reach 5 feet, one target, Hit: 15 (2d6+8) slashing
Mystical Spellcasting Level: 13; DC16, +8
Feats: Keen Mind, Alert
Venomous Bite: +1d10 poison damage on failed DC21 Con save
Eldritch Sight as per Warlock
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Old
Gargantuan Dragon, Neutral
205
Speed 45, Swim 40, Burrow 30
Brush Attack: as bonus action can brush scales across target, +14 to
hit, reach 5 feet, one target, Hit: 15 (2d6+10) slashing
Detect Metal Song (as Detect Magic but can sense the presence and
type and rough value/quantity of metal within 90’) at 1
st
level usable
at will.
Blood of the Dragon: Advantage on saves against poison and magic,
Resistance to Poison damage and Immunity to sleep, and charm.
Expertise. Insight and all Intelligence Checks due to Bloodline
Memories, Athletics and Stealth due to scale color and texture
changes combined with muscular precision. Invisible while still and
camouflaged.
Mystical Spellcasting Level: 20; DC18, +10
Feats: Keen Mind, Alert
Venomous Bite: +2d10 poison damage on failed DC24 Con save
Eldritch Sight as per Warlock
Linnorm
Spine-frilled neck arching up from the water like a snake
ready to strike, this ship-sized serpent hisses a
challenge.
Gargantuan dragon N (aquatic)
Armor Class 20
Hit Points 330 (15d20 + 105)
Speed 20 ft., swim 60 ft.
Str 26 (+8), Dex 14 (+2), Con 25 (+7), Int 2 (-4), Wis 11 (+0),
Cha 11 (+0)
Skills Stealth + (6) Perception + (4)
Senses darkvision 120 ft., Passive Perception + (19)
Languages none
Challenge (12?)
Traits
Feats Alert
Elusive (Su) Linnorms have long been the stuff of
maritime legends, but despite countless attempts to
hunt them, they are rarely encountered unless they
wish it. As a full-round action while in water, a linnorm
can move up to its run speed (300 ft.) without leaving
any trace of its passing (identical in effect to a pass
without trace). An elusive linnorm gains a advantage to
its Stealth check. In addition, except when in combat, a
linnorm is considered to be under the effects of a
nondetection spell. Both of these spell effects are at
caster level 20th and cannot be dispelled.
Growth: Young linnorms are born in river mouths,
dwelling in deep rivers and possessing average hit
points, adult linnorms prefer deep lakes and have ¾
maximum total hit points, and mature linnorms swim
out to sea, growing to maximum possible hit points.
Ancient linnorms also have the Tough feat and get +1d4
points added to all attack damage. Lake linnorms have
advantage on all Dexterity checks and saves. Sea
linnorms get advantage on Strength too with the
ancient ones also getting it on Constitution.
Resistance to Acid, Fire, and Poison damage.
Actions
Melee bite +23 (4d8+22/19–20 plus grab), tail slap +18
(3d6+6 plus grab)
Powerful Saliva: +1 dice of Acid and +1 dice of Poison
damage added to the linnorm’s bite attack damage
dice.
Scalding Stream: A linnorm can heat its water stream to
scalding adding 3d8 points of fire damage to the
bludgeoning damage. This damage is also halved by the
successful water stream saving throw. This ability
recharges on a 6.
Water Stream: Linnorms can spit a stream of water in a
60’ cone that inflicts 7d8 points of bludgeoning
damage, pushes all creatures and objects 30’,
and knocks them prone. A successful save at DC18
halves the damage and the push amount and avoids the
Prone condition. This ability recharges on a 5 or 6.
Capsize (Ex) A linnorm can attempt to capsize a boat or
ship of its size or smaller by ramming it as a charge
attack and making a combat maneuver check. The DC of
this check is 25.
Tales of immense linnorms have colored the
accounts of seagoing folk since the first ship sailed
beyond sight of land. Yet proof of these immense and
elusive creatures is remarkably difficult to come by, for
not only is the ocean vast and the true linnorm rare, but
these creatures are quite adept at both avoiding
capture and destroying ships bent on such a daunting
task. Due to the linnorm's hermitic nature, many sailors
take to ascribing the sighting of such a beast to an
omen, although whether the sighting portends peril or
providence depends as much upon the ship's morale as
it does anything else—the linnorm itself has little
interest in prophecy, and only its hunger determines
how dangerous its proximity to a curious ship can be.
Although linnorms are little more than animals,
they possess about them an air of mysticism that even
old salts and cynics are forced to admit quickens the
heart and buoys (or sinks) the spirit. Reports of linnorm
sightings are just as likely to encourage travel as they
are to cause panic among seafarers, as explorers and
adventurers flock to the site in hopes of sighting such a
legendary creature.
Young linnorms are 60 feet in length and weigh
4,500 pounds, but their upward size limit is unknown.
Adult linnorms are Gargantuan, mature ones are
Immense, and ancient ones reach Titanic. Certainly, the
sea is a vast and mysterious place more than capable of
supporting whales and other such leviathans, and tales
206
of ancient linnorms that exceed lengths of 300 feet or
more are not unheard of.
Metal Song
Dragonnethi hear the Song of the Metal, pleasant
vibrations reaching to the bone experienced like music.
Different metals have different qualities sing different
tunes with impurities and creating different styles and
voices. A dragonneth’s hoard is the choir in a in its
temple lair. Fascinated by the experience, they can
spend centuries just listening, the larger the choir the
hard it is to leave.
This is the how metals gained their relative
values and became currency on Aldyryc. Most prized of
all are mithral, which they call Blood Silver, and starcore
which they believe to sing the song of Eden altered by
the First Chaos Wave.
The song of mithral has a soothing harmonic
sweetness that turns into mournful, disturbing
dissonance in the sacrilegious possession of Vermin
while starcore is cosmic, ancient, and alien. Adamantine
starcore comes only from meteorites. Stronger and
lighter than steel as well as easily attuned to magic,
mithral originated in the blood, bones, and scales, of
Tiamat, passed down through the Firsts.
Natural deposits come from decaying bodies
and egg shells, particularly those of High Ones. The
relatively large size and number of deposits, considering
dragonnethi cannibalism, is due to the long Blood Wars
against the Vermin, the massive number of
simultaneous deaths caused by the Second Chaos Wave
that ended the Wars, and collapse of all civilizations and
races toward extinction during the Age of the Fallen.
Nethienkah
Dragonnethi were first to establish a viable civilization
on Aldyryc. The divine Firsts considered themselves
above concepts like good, evil, ambition, and
cooperation. Only The Dragon had the desire and
discipline to lead, the Drake being too easily distracted
and unpredictable, the Wyrm too passive and
contemplative. Thus the Dragon gained dominance
and, able to crush the will of their descendants with a
look, the Firsts established a stratified hierarchy
through unquestioning obedience ruthlessly maintained
by strict discipline.
Unopposed, the Empire of the Blood became
global and divided between the Firsts with the Dragon
ruling the largest territory, the Drake the smallest. High
Ones ruled communities and commanded units
commensurate with their level of prestige. Low Ones
lived only to worship and serve those above as warriors,
hunters, trappers, miners, artisans, or anything else
required. All below worked to build the choirs of the
Firsts and build prestige in their eyes. Prestige was all
that mattered, along with a choir to sing about it of
course.
Although omnivorous when needed,
dragonnethi prefer living or freshly killed meat. The
Empire’s main source of food was large Nutritious
Vermin, mainly dinosaurs. These were treated as the
free-roaming cattle of the High One ruling the area.
Despite the efforts of divinely created giants,
orcs, fey, and faerie, through two Ages of the Blood
Wars, Nethienkah was forced to share not surrender
the planet. Only the Fall of every race and civilization
cause by Second Chaos Wave managed to end it, but
not before the First Wyrm was slain by dragonsbane
developed by the faerie. The Drake emerged millions of
years later from Raktargoth to wage the Drake War and
die from Sirsyr’s blade. The fate of the Dragon First
remains unknown.
Both varstrills and ysstrakans clung to their
warrior’s code and prestige-based honour to help
survive the Age of the Fallen while the cunning Kobolds
continued to do whatever it took and serve whoever
would stand them. This turned out to be the ysstrakans
who chose to rely on their military background to use as
a blueprint for the society they hoped would become a
new Empire of the Blood, with ysstrakans ruling.
Varstrills took a more spiritual, mystical path, isolating
themselves in monastic communities, abandoning the
destruction of the cosmos and domination of the planet
to seek the Blood of the Union. Even though Ysstrakans
gathered in the great swamps to form the land that
bears their name and Varstrills gathered on the nearby
Island of Kassykoth, there is little contact or kinship
between the two lands.
While the Varstrill island homeland is a
monastic place forbidden to outsiders, Ysstraka is an
attempt to united three races into an Empire,
Dragonneth, Lizardfolk, and Yuan-ti. Native to the great
swamps, Lizardfolk were created by the 2nd
Chaos Wave
from ordinary reptiles. In contrast, the Yuan-ti are the
second-most ancient race on the planet, created by
Kali-Set as the first attempt to displace the Dragonnethi,
almost immediately enslaved and co-opted into the
dragonneth civilization. Ysstraka is split into three
Territories, the largest being the South half dominated
by the Ysstrakans, the second being the North of the
Yuant-ti which is about two-thirds the size, with the Belt
207
of Lizardfolk tribes squeezed between the two. The
Ysstrakans have managed to unite the three under their
full control multiple times but are typically undermined
by turmoil between the Lizardfolk tribes, the drive for
Yuan-ti independence, and Dragonneth politics.
Lizardfolk often survive by raiding the other races or
serving as mercenaries. For the most part, knowledge of
Ysstraka stays inside Ysstraka.
Soulless
Tiamat and Bahamut are the apex gods of the
dragonneth, with the Firsts viewed as greater powers,
High Ones as intermediate powers, Low Ones as kisser
powers, and Bestial Ones as demigods. The Low Ones
are bipedal, the burrowing varstrills of Wyrm lineage,
the aquatic ysstrakans of Dragon lineage, and the lowly
venomous kobolds of Drake lineage.
Most creatures are created as incorporeal
spirits before inhabiting mortal bodies and then passing
into the Afterlife where body and spirit unify into a soul.
Generated from the spiritless corpse of Tiamat,
dragonnethi only get a mortal life, their spirits and
bodies created together and combined at conception.
Some say they have no spirits. When slain they decay
and are gone, as happens with gods, demons, angels,
elementals, and the souls of the dead. Some consider
them abominations but they consider themselves
divine.
Many varstrills believe that Bahamut is now a
part of the fabric of the cosmos. Becoming closer to it
brings one closer to him enabling a union of Tiamat and
Bahamut that will grant dragonneth an Afterlife. This is
known as the Blood of the Union. As it is, High Ones die
when they grow too large for their hearts to support
and the other when their hearts grow too large and
thick to pump. The dead are eaten by those considered
worthy of the honour to pass on the dead one and to
prevent Vermin from defiling the corpse
The Terasques
Four of the five known terasques, indestructible
colossal dragonnethi mutated by the Second Chaos
Wave, are associated with the Daikaiju Ocean, named
“Giant Monster” by human sailors from Zur for its size
and inhabitants. Smallest and weakest, the Hydra dwells
in the Great Salt Marsh near the Three Seas and the
human Republic of Lyrnea. Legend says that the
demigod Hercules died just after learning its only
weakness.
The others aren’t known to have any. Gojira,
Rodan, and Ghidorah, dwell on the Isle of Dread, Kaiju,
commonly known as Terasque Island. The largest
creature known to exist on Aldyryc, whales and ships
impaled on its tusks and shell spikes, Goliath dwells in
the Daikaiju’s crushing Leviathan Deep at the deepest
point of Behemoth Trench, known as the Depths of
Despair. Fortunately it and the other terasques are
fiercely territorial, having rarely ventured beyond since
the Second Chaos Wave.
Displacer Beast
Small Fey
AC14; HP42 (5d10+15); Speed 40’; STR8 (-2); DEX18
(+4); CON16 (+3); INT6 (-2); WIS12 (+1); CHA15 (+2):
Senses: darkvision 60’, passive 13; Evasion (1/2 or no
damage or DEX saves); Proficient Bonus +2; Proficiency
and Expertise in Athletics, Acrobatics, Stealth; Proficient
in Perception and DEX saves; Multiattack +6 to hit with
two claws (1d4+4 slashing) and a bite (1d4+2 piercing);
Resistance to B/P/S non-cold iron or non-magic
Also known as Faerie Lynxes, Elven Cats, and
Forest Phantoms displacer beasts descend from the
offspring of Cat, the totemic Companion, and are the
source of the legend of cats having nine lives.
Appearing like long-eared Eurasian lynxes with fierce
gold eyes and a longer tail, they can be of any colour
available to lynxes or domestic cats. They are Small
Magical Beasts.
Intelligent and shy, they are able to use the
following spell-like abilities:
 It can restore any two of the abilities indicated
below with a single short rest, all with a long
rest.
 Silent Image (usually as a distraction or lure) at
will
 Blur (self) restored by short rest
 Invisibility (self) restored by short rest
 Mirror Image (self) restored by short rest
 Displacement (self) restored by short rest
 Enlarge/Reduce (self) restored by short rest
 Major Image restored by short rest
 Constant Trackless Step as per Magician
 Druidcraft at will
 9 Lives: When it dies the displacer beast gets to
keep rolling death saves until it succeeds three
times and revives as if having had a long rest,
able to act the next round. It can do this eight
times before death is final. It cannot be
restored by a Raise Dead spell or Resurrection.
208
Ent
Gargantuan Fey Plant
As 5E Treant except: Neutral; Scent; Blind-sight 180;
Tremor-sense 180; Resistant P/S/B unless cold iron and
slashing
Highly intelligent animate trees resembling bald
cypress, dense foliage thick with apparent Spanish
moss, two thick branches ending in thin fingers and
trunk wrapped by six long, strong vines that act as
tentacles, ents are born from the seeds of the Entarys in
the Grove of the Mother. Sprouting, entlings grow like
normal trees through infancy until, at around six or
seven feet tall, they pull up their roots to start toddling
about with them. When old they become Elders, the
venerable returning to the Grove to raise entlings
before taking root, releasing their pollen to the Entarys
and becoming inanimate. Unable to use their magic,
they remain able to respond to communication. Souls in
the process of separating from their bodies, all their
mental stats drop by one each day until all reach zero,
when the ent begins to decay back into the soil of the
Grove. Equalling dragons, ents can live up to six
thousand years.
Their only form of communication is through
chemicals emitted into the air and ground and
transmitted by other vegetation. This enables them to
communicate over great distances by using the
vegetation as a network but is far from instant. They
can also speak with other plants and track by scent.
They can track by communicating with local vegetation
and can receive warnings from regional vegetation.
Although incapable of vocalization or reading, they can
understand spoken language.
Able to feel the intensity of the light of a single
star, tiny pressure variations in the air, and the weakest
of vibrations, their sensitivity grants them hearing as
well as tremor-sense. Ents love good music and are
drawn it, often welcoming illuminati into their
territories. Accomplished by emitting infrasonic pulses,
their blind-sight is replaced by tremor-sense when
sleeping. While using infrasound, all animal life in range
must save or become shaken due to a combination of
mild nausea, fear, and awe. Often interpreted as
unnerving supernatural hostility, affected areas are
avoided by most normal animals. A side-effect enjoyed
by ents, who often use “haunting the eater” to scare off
intruders with least effort.
An ent is aware of the infrasound of other ents
up to ten miles away. Because they can’t do more than
turn them on and off, the pulses aren’t used for
communication beyond simple coordination by
location. An ent’s territory is normally ten miles in
diameter. Solitary, ents tend to stay at least ten mils
apart unless necessary, rarely leaving their territories
until their time comes to return to the Grove. Fighting
the destructive, perverse advance of civilization, they
act as protectors of the ecosystem in order to benefit its
vegetation.
Although hostile to civilization and fiercely
protective of their territory, ents are patient. They often
observe those approaching their homes for a long time
before deciding on action, and then usually only if their
territory is actually violated. Their forest-wide
discussions and periods of motionlessness can last for
weeks at a time. However, the sight of intentional fire
or wood harvesting enrages them to violence.
Ents have innate magical powers. They can
Entangle, Plant Growth, Charm Plants, Quench Flame,
Animate Plants, Pass without Trace, and Disguise Self to
appear as any suitable type of tree.
Ent Elder
Resistant P/S/B unless cold iron, magical, and slashing
Gargantuan Fey Plants, Elders have the additional
powers of Hallucinatory Terrain, summoning 1d4+1
ents, Commune with Nature, using Baneful Polymorph
to turn a living creature into an ordinary tree, and Wall
of Thorns.
The Entarys
Immunity P/S/B unless cold iron, magical, and slashing
A Gargantuan Fey Plant up to 120’ tall and sixty
thousand years old, a dead Entarys is replaced by the
oldest elder taking root, changing into the new Entarys
as the old one crumbles into the soil. Without
replacement, the Entarys’s dimensional bubble
implodes into a singularity after seven days.
The Entarys has the additional powers of being
able to access and use the entire Plant Form/Form, use
Mass Baneful Polymorph to create ordinary trees, emit
a chemical cloud that creates Mass Confusion, project
an Anti-animal Shell, and manipulate its projected
dimensional bubble to produce effects like Reverse
Gravity, Call Lightning Storm, Earthquake, Transmute
Mud to Rock, Control Weather, Ice Storm, Solid Fog,
Tsunami, etc.
209
Faerie Hag
Inspired by Night Hags, green and sea hags are fey
creatures created by Titania in her bitterness at being
dumped by Oberon for KI. Born in the cold fetid swamps
between the Winterwood and the Tors of Autumn, they
have spread to the Summerwood and Meadows of
Spring to the plane of Water and Oberon’s Island of
Neverland, where they prey on his Lost Ones.
Gaunt
Also known as the Eyes of Hades, Grey Ones, and
Psychic Vampires these are the afterlife form for priests
and deacons of Hades. More powerful ones with full
class and covenant abilities serve as his personal
servants, advisers, ambassadors, and guards in the
Hades dimensional Bubble, while the lesser ones serve
in lesser positions and in the Temple of Misery where
the gateway to Hades is located at the centre the Efreet
City of Brass on the Island of Avernus in Tartarus’s Lake
of Fire. They appear as gaunt, morose, people drained,
body and clothing, of colour to greyscale and lacking
eyeballs. The right socket holds a ball of white flame,
the left a void of impenetrable darkness. Gloom seems
to radiate from them like cold.
Medium Fiend, lawful evil
Armor Class 20 (natural armor)
Hit Points 78 (12d8+24)
Speed 30 ft.
TR EX ON NT IS HA
7 (+3) 4 (+2) 4 (+2) 8 (+4) 7 (+3) 9 (+4)
Saving Throws Int +7, Wis +6, Cha +7
Skills Acrobatics +5, Arcana +10, Perception +9, Stealth +5
Senses truesight 120 ft., passive Perception 19
Damage Resistances piercing and slashing from nonmagical
weapons; cold
Damage Immunities fire, necrotic, poison
Condition Immunities exhaustion, poisoned
Languages Dark Speech
Challenge 7 (2,900 XP)
Ethereal Jaunt. As a bonus action, the eye of fear and flame can
magically shift from the Material Plane to the Ethereal Plane, or vice
versa.
Spell Deflection. If blindness or a similar vision-affecting spell is
cast on the eye of fear and flame, it is reflected back at the caster,
who must save against their own spell save DC.
ACTIONS
Eye of Despair. As a bonus action, the gaunt can use the empty
blackness of its eye socket as a gaze weapon to Devour Hope,
inflicting 4 points of Exhaustion on the target, 2 on successful Will
save (As Eye of Flame) unresponsive to rest until a Greater
Restoration or Wish enables normal recovery. A victim can only be
affected one such attack at a time, gaining no further points from any
gaunt during this time. The gaunt gains 1 Discouragement Point from
each victim.
Eye of Flame (Recharge 5-6). As an action, the eye of fear and
flame can cast Energetic Blast (flame only) as a 7th-level spell (DC
15, Charisma-based).
Contagious Gloom. As an interaction, the gaunt can use one
Discouragement Point to give one target the reverse of Inspiration,
granting disadvantage on the current roll or next roll or forcing a n
immediate disadvantaged reroll. Most Eyes of Hades start with 5 or 7
DP and can possess a maximum of 13 at any one time.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4+3) slashing damage.
Gnoll
Created during the Age of Orcs, gnolls tend to be CE
kept brutally in line by NE pack-leaders support by LE
sorcerous priests in occult pacts with Yeenoghu or
another of the Elite.
Northern: The hoary gnolls of the black conifers,
northern tundra and frozen wastes of the Dark North
are Immune to Cold and Vulnerable to Fire, with double
the normal range of vision in dim light, but half in
sunlight. They often raise winter wolves.
Southern: The gnolls that roam the hot planes and
deserts near the south pole are Resistant to Fire and
Lightning, Vulnerable to Cold with half the normal range
of vision in dim light. Their colouration tends toward
hyena norms dominated by pale browns. They often
raise hyenas or dire hyenas with the same regional
properties.
Grey
Imperfect clones of the S’Skahahn Grey King, greys
come in three sizes and roles all unable to digest
anything except iron-based blood. They are unable to
speak, instead possessing Telepathy up to 120’ and
have Darkvision 120’. Their nanomites grant them the
ability to spend up to their full healing HD as a bonus
action, immunity to Poison and disease, resistance to
Acid, Cold, Fire, and Thunder, as well as advantage on
Constituion saves and checks but vulnerability to
Lightning. All have disadvantage on Strength checks and
saves and the following stats:
STR 8; DEX 14; CON 18; INT 20; WIS 10; CHR 12; AC14;
Speed 30
Drones are small humanoid with Alert feat and 24hp
(3d6+12) that get the following abilities:
• Sleep recharged by short rest
• Disguise Self recharged by short
rest
• Mage Hand at will
210
• Invisibility recharged 5 or 6
• Dimension Door recharged by short
rest
Probers are skinny medium drones with Observant feat,
Expertise in Medicine and Nature, and 54hp (6d8+24)
that lead drones and get the following abilities:
• Modify Memory recharged by short
rest
• Hold Person recharged by 5 or 6
Navigators are large spindly probers with Keen Mind
and 90hp (9d10+36) that lead probers and get the
following abilities:
• Greater Invisibility recharged by
short rest
• Telekinesis recharged by short rest
Herpeton
Herpetons are creatures mutated from lizards and
snakes by the 2nd
Chaos Wave. Most dwell in the region
of Ysstraka or the Underworld.
Lizard Folk
Lizard folk come in three sub-races: Forest, Swamp, and
Cave. Forest and Swamp Folk follow standard 5e rules
for Lizard Folk, while Cave Folk are 5e Troglodytes.
Cave Folk (Troglodyte)
The original form of Lizard Folk, mutated by the 2nd
Chaos Wave from cave lizards in the Underworld, they
split into Forest and Swamp in the process of adapting
to the surface life.
Yuan-ti
The Yuan-ti race is almost unheard of beyond Elves and
Ysstrakans. Their homeland of northern Ysstraka and
has alternated between subjugation by Ysstraka and
independence. They use Lizardfolk as common soldiers.
Although not allied with the elves, they have used the
enmity between the faerie and ysstrakans to their
benefit and to hamper Ysstraka. Most elves believe
them a legend.
Immortal Entities
All planar entities native to the Immortal Sphere have
standard resistance to B/P/S as follows:
 Celestial Realms: Non-magic; Necrotic, Cold,
Fire; Immune to Poison and Radiant
 Elemental Realms: Non-magic; Immune to
Poison
 Faerie Realms: Non- cold iron or non-magic
Celestial Hosts
The entities of the Celestial Realms are divided into the
elite warriors of the Legions and the native Hosts.
Athena’s Saints form the Host of Heaven, Xondra’s
Archons the Host of Qohlahb, and Satanael’s Hellspawn
the Host of Hell.
 Saints: immortal souls who carry their classes
and skills into the Afterlife to become paragons
of Order, Good, and Life. Regardless of age at
death, they appear as adults in their prime,
radiant with inner beauty and typically dressed
in white.
 Archons: Immortal souls who carry their classes
and skills into the Afterlife and become
paragons of Order, Life, and Death. They appear
as serene adults in their prime typically dressed
in grey and carrying a black staff engraved with
white runes.
 Hellspawn: Immortal souls whose forms and
classes give way to the monstrous natures
within to become 5e Devils able to conceal their
evil by using their innate at-will polymorph
ability to appear as anthropoids of diabolic
beauty. The strongest of these are the 8 Dukes
and the Archduke Asmodeus, Satanael’s
lieutenant. Mariliths are Kali-Set‘s Hellspawn
servants.
Celestial Legions
Celestial for “Angels”, the Malakhim were created as
the Celestial Legion to fight in the Telestial War. The
events of that war split them into three Legions, the
holy Cherubim, the just Ophanim, and the unholy
Nephilim. Cherubim and nephalim have abilities
directed against their opposite alignment, while
Ophanim have ones that affect both. Instead of actual
wings, they have innate Fly 60 and Cloaks of Flying that
become wings, for a total Fly 120. While the cloaks of
ophanim appear as cloaks, cherub cloaks resemble
feathered dove wings and nephil ones black bat wings.
There are three rank levels in the Legions:
5e Angel type Cherub Ophan Nephil
Deva Herald Emissary Consul
Planetar Guardian Sentinel Enforcer
Solar Archangel Archangel Archangel
211
Principalities of Heaven
Under authority of the Virgin Queen, Athena, the seven
Principalities rule the spheres of Heaven, also referred
to as the Seven Heavens. All but the Crown Prince are
demigod Archangels with Exemplar class abilities of a
level equal to their HD plus the Alert, Athlete, Martial
Adept, Tough, and Weapon Master, feats. Athena and
the Crown Prince dwell in the 7th Heaven’s Arcadian
Palace
Heaven Principality Title
1
st
Raphael Prince of Temperance
2
nd
Gabriel Prince of Industry
4th Uriel Princess of Generosity
4
th
Galadriel Princess of Patience
5
th
Mikael Prince of Courage
8th Ariel Princess of Honesty
7
th
Sirsyr Crown Prince of Compassion
Hellborn Charger
A Hellborn charger is a 5e Nightmare with Lawful Evil
alignment and its Ethereal Stride expanded to
Dimensional Stride working the same but enabling a
Plane Shift to a plane neighbouring Sphere or a
coexistent plane. The first, Felaróf the stallion of
Satanael, was originally the stallion Pegasus, offspring of
the White Hart and Athena’s steed, until he was
captured and his wings torn off by Kali-Set and then he
was put to stud making a herd. After accomplishing
Loki’s challenge to sire a child with Kali-Set, drunken
Thor decided to ride out of Hell in style on Felaróf.
Once out, he healed the open, smoldering amputation
wounds with a blast of divine energy mixed with lighting
and from his hammer. Crackling arcs of electricity
replaced the steed’s flames turning his eye vibrant blue
and sparking continually from gunmetal hooves. Given
the place of ranking stallion in Thor’s Destrier herd,
Felaróf sired the first Unicorn, dusky Shadowfax with a
coat opposite his ivory descendants. In addition to 5e
Unicorn abilities and the Dimensional Stride of his sire,
Shadowfax can arc lightning from his horn like a Blue
Dragonborn Born and Dream Walk. Said to be the
fastest equine at Speed 100’, Shadowfax escaped Thor
at the first opportunity and has never been ridden.
Hellfire Knight
A hellfire knight is a Pit Fiend following 5e Monster
Manual rules for Devil. They serve as the knights and
champions of the Dukes, the greater ones as generals.
They breed and ride Hellborn Chargers.
Krahl
Created by Xoll’X as an arachnid species native to
the moon, Isis, intended to rise there and then
supplant dragonnethi on Aldyryc, the Krahl have
Immunity to Acid, their blood being highly acidic.
Any bludgeoning, slashing, or piercing damage
results in damage to the weapon equal to the full
potential of the weapon’s dice and bonuses (roll
again for the acid) and splash damage to the
attacker equal to the weapon’s damage dice,
including any critical. This occurs upon contact and
every round thereafter until a DC20 Constitution
save is made successfully. An attack that destroys
an extremity inflicts full potential to the attacker as
well as weapon and the weapon’s dice as splash
damage to all within a 10’ radius. Because of their
exposure to the surface energies of Isis, all krahl are
Immune to Acid and Resistant to Cold, Fire,
Lightning, Necrotic, Radiant, and Thunder damage,
while being Vulnerable to Psychic damage due to
weak relatively mental defenses.
Aranea (Knight)
Large monstrosity, neutral evil
Armor Class 14 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2)16 (+3)12 (+1)16 (+3)12 (+1)6 (–2)
Saving Throws Int +5
Skills Stealth +5
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 11
Languages Krahl, Dark Speech
Challenge 5
Special Traits
 Class Abilities: Knights possess the class abilities
of a rogue of the Assassin archetype of a level
up to 8th . Shapechange: An aranea can use
its action to polymorph into a Medium beast
or humanoid creature of CR 2 or lower, or
from another form back into its own form.
The aranea retains its Int, Wis, and Cha
scores and its current hit points while
polymorphed; otherwise, it takes on all the
attributes of the adopted form. It can cast
212
spells if the adopted form can provide the
spell’s verbal and somatic components, and
it retains its paralytic poison trait if the
adopted form has a bite attack. A
shapechanged aranea reverts to its natural
form when slain.
 Spellcasting: All aranea are 4th-level
wizards. They use Intelligence as their
casting ability (DC 13, attack +5) and
require no material components for their
spells. Typical known spells are listed
below, but individual aranea can know
different spells.
o Cantrips (at will): dancing lights,
poison cloud, shocking grasp
o 1st level (4 slots): charm person,
sleep
o 2nd level (2 slots): invisibility,
mirror image
 Spider Climb: Aranea can climb any
surface without making ability checks.
 Tremor Sense: While in contact with a surface,
the knight senses all vibrations transmitted
though the surface up to a range of 60’.
 Web Sense: While in contact with a web, the
knight knows the exact location of any other
creature in contact with the same web.
Actions
 Bite: Melee Weapon Attack: +5 to hit (reach
5 ft.; one creature). Hit: 7 (1d8 + 3) piercing
damage, and the target must make a
successful DC 11 Con saving throw or
become poisoned (see Paralytic Poison,
below).
o Paralytic Poison: The poisoned
creature has tactical disadvantage on
attack rolls and ability checks. At the
end of each of its turns, the poisoned
creature must attempt a Con saving
throw. On a result of 16 or higher,
the poisoned condition ends and the
character becomes immune to this
aranea’s poison. On a result of 11–
15, the poisoned condition continues.
On a result of 10 or lower, the
creature becomes paralyzed and no
more saving throws are needed.
Paralysis lasts for 1 hour or until the
poison is neutralized.
 Webs (recharge 5, 6): Ranged Weapon
Attack: +5 to hit (range 30 ft./60 ft.; one
creature). Hit: The target is restrained by
webs. A webbed creature can use its action
to attempt a DC 12 Str (Athletics) check to
escape. The web can also be destroyed by 5
points of slashing or fire damage against AC
10.
Description
As the monstrosity approaches across its web, you
notice that unlike other giant spiders, this one has a
pair of diminutive arms and hands, and an oddly
brain-shaped hump on its back.
An aranea is an intelligent, shapechanging
spider with sorcerous powers. In its natural form, an
aranea resembles a typical giant spider, with a
humpbacked body a little bigger than a human torso
and venomous fangs. Although considered a Large
creature, an aranea’s mass is no more than a typical
human’s; its size comes from its long legs. An
aranea can be distinguished from other giant spiders
by the hump on its back that houses its brain and by
the fact that, in addition to eight legs, it has a fifth
pair of limbs, each about 2 feet long, located ahead
of the first pair of legs. These limbs end in hands,
each equipped with three clawed fingers and a
double-jointed thumb.
When aranea are encountered in groups,
some might be young: identical in all respects to
adult areanea but without the spellcasting trait.
Aranea often use their shapechanging ability
to lure unsuspecting victims into ambushes. Less
often, they assume humanoid form to infiltrate
human societies, where they conduct research and
gather information for their inscrutable purposes.
Drider (Queen)
Large monstrosity, neutral evil
Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3)16 (+3)18 (+4) 20 (+5)14 (+2)12 (+1)
Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
213
Languages Krahl, Dark Speech
Challenge 8
Special Traits
 Class abilities: Queens possess the covenants,
spells, and class abilities of a Xoll’X priest of a
level up to 13.
 Innate Spellcasting: The drider’s innate
spellcasting ability is Wisdom (spell save DC 13).
The drider can innately cast the following spells,
requiring no material components:
o At will: dancing lights
o 1/day each: darkness, faerie fire
 Spider Climb: The drider can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
 Web Walker: The drider ignores movement
restrictions caused by webbing.
 Tremor Sense: While in contact with a surface,
the queen senses all vibrations transmitted
though the surface up to a range of 60’.
 Web Sense: While in contact with a web, the
queen knows the exact location of any other
creature in contact with the same web.
Actions
 Multiattack: The drider makes three attacks,
either with its longsword or its longbow. It can
replace one of those attacks with a bite attack.
 Sting: Melee Weapon Attack: +6 to hit, reach 10
ft., one creature. Hit: 3 (1d6) piercing damage
plus injects a egg-filled gel that gives the
Paralyzed condition on a failed DC16 for 1d8+3
rounds. The eggs hatch on the hosts first turn
on the following round duplicating the
properties of a Spider Swarm that inflicts
damage for 1d8+2 rounds before emerging
through skin and orifices in bubbling flows of
blood. Once damage starts, the victim gained
the Poisoned condition until long rest stops the
internal bleeding and eases the pain. A Curse
Disease kills the swarm inside the host if it fails
a Constitution save against the Spell DC. If the
host takes electrical damage, the swarm takes
an equal amount of damage. Unless on fire or
otherwise coming apart, the swarm emerges on
schedule even if the host is dead by that point.
The swarm has acidic blood like all krahl.
 Bite: Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 2 (1d4) piercing damage
plus 9 (2d8) poison damage.
 Longsword: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used
with two hands.
 Longbow: Ranged Weapon Attack: +6 to hit,
range 150/600 ft., one target. Hit: 7 (1d8 + 3)
piercing damage plus 4 (1d8) poison damage.
Krahl queens have scorpion tails and bodies
that are half anthropoid and half arachnid. They form
sisterhoods of 8 with one member dominant and
members infiltrating and betraying sisterhoods
frequently. Their society is a chess game between
sisterhoods with many complex layers of intrigue and
deception aided by the mercenary Brotherhood of
aranea assassins and their contingents of Ettercap
irregulars. Males are strictly inferior good only for
reproduction, murder, and food if they don’t escape
after mating. The sexless ettercaps are untouchable
workers, hunters, and battle fodder to the others. Eggs
produce female, males, and the sexless at a rough ratio
of 1:2:8 respectively.
Ettercap (Pawn)
Medium monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2)15 (+2)13 (+1)7 (-2)12 (+1)8 (-1)
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Krahl
Challenge 3
Special Traits
 Spider Climb: The ettercap can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability
check.
 Tremor Sense: While in contact with a
surface, the ettercap senses all vibrations
transmitted thugh the surface up to a range
of 60’.
 Web Sense: While in contact with a web,
the ettercap knows the exact location of any
other creature in contact with the same web.
 Web Walker: The ettercap ignores
movement restrictions caused by webbing.
Actions
214
 Multiattack: The ettercap makes two
attacks: one with its bite and one with its
claws.
 Bite: Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 6 (1d8 + 2) piercing
damage plus 4 (1d8) poison damage. The
target must succeed on a DC 11 Constitution
saving throw or be poisoned for 1 minute.
The creature can repeat the saving throw at
the end of each of its turns, ending the effect
on itself a success.
 Claws: Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 7 (2d4 + 2)
slashing damage.
 Web (Recharge 5-6): Ranged Weapon
Attack: +4 to hit, range 30/60 ft., one Large
or smaller creature. Hit: The creature is
restrained by webbing. As an action, the
restrained creature can make a DC 11
Strength check, escaping from the webbing
on a success. The effect also ends if the
webbing is destroyed. The webbing has AC
10, 5 hit points, vulnerability to fire damage,
and immunity to bludgeoning, poison, and
psychic damage.
This hideous purple creature walks upright like a
man, but its face is that of a spider, and its hands
are sickle-shaped claws.
Kraken
Created by Cthulhu to rule the oceans and protect
R’lyeh on the Island of Atlantis, a few of these great
creatures dwell in the depths of the Daikaiju Ocean and
the Devil’s Triangle. Similar to a sahuagin, a kraken can
telepathically control any octopus, giant octopus, squid,
or giant squid within a 360’ radius and is usually
accompanied by such as guards and convenient snacks.
Each considers it the epitome of its kind and eventual
master of the seas and uses its minions to dominate the
area around its lair in as large a radius as possible.
Because they don’t employ intelligent minions this
ability is fortunately limited and kraken more often end
up fighting each other than lesser beings. The only
things that give a kraken pause are high dragonnethi
and terasques, particularly Goliath whose trench they
avoid. Although they will eagerly devour most things,
they have a taste for Sirens of the Deep and a habit of
gobbling up their slaves that makes the two species
ancient and intense enemies. Krakens are known to
break their way into Siren lairs, thus their deep
labyrinthine design.
Maldarvian Intelligence
Mutants created through magic, they are under a
permanent genetic Geas to serve and obey Maldarvia
and the Black Order at all costs and without hesitation.
They treat all directives from members of the Black
Order as if under Dominate Monster, and get
disadvantage against saves made against Black Magician
attacks and spells. They obey the rank structure of the
Order.
Infiltrator
Doppelgangers mutated and trained to be spies and
assassins.
Medium monstrosity (shapechanger), Lawful evil
Hit Points 63 (10d8+ 20)
Speed 30 ft. ft.
str
11 (0)
dex
18 (+4)
con
14 (+2)
int
11 (0)
wis
12 (+1)
cha
14 (+2)
Saving Throws Dex +8, Int +4
Skills Stealth +12, Deception +10, Insight +9, Persuasion
+10, Perception +5, Investigation +4, Sleight of Hand +8
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 18
Investigation 17
Languages Common, Dark Speech, + identity’s native
language
Challenge 3(700 XP)
Identity Thief: The doppelganger can use its action to
polymorph into a Small or Medium humanoid it has
seen, or back into its true form. Its statistics, other than
its size, are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its
true form if it dies. Touch stuns victim for 1d4 rounds
and inflicts equal Exhaustion points on failed save
(Charisma?) causing the creature and victim to
exchange physical appearances but not Ability scores or
racial abilities etc. Charisma DC20, exchanges all
physical identifiers, natural senses, and movement
types, plus the Alignment aura of any Anthropoid. Aura
is a Reaction to attempts to detect alignment that
charges with hort rest, Victim requires a Polymorph
spell to return true appearance but Alignment aura
reasserts after a long rest on successful Charisma save.
Until then victim detects as LE. There is no other trace
of magic left by the exchange. The infiltrator also gains
the victim’s native language while in that identity.
Actions
215
Multiattack.The doppelganger makes two melee
attacks.
Slam.Melee Weapon Attack: +8 to hit; reach 5 ft.; one
target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts.The doppelganger magically reads the
surface thoughts of one creature within 60 feet of it.
The effect can penetrate barriers, but 3 feet of wood or
dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of
lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long
as the doppelganger's concentration isn't broken (as if
concentrating on a spell). While reading the target's
mind, the doppelganger has advantage on Wisdom
(Insight) and Charisma (Deception, Intimidation, and
Persuasion) checks against the target.
Play Possum: Can use Feign Death as a bonus action or
a reaction to damage or torture for up to 24 hours.
Cunning Action. On each of her turns, can use a bonus
action to take the Dash, Disengage, or Hide
action.Sneak Attack
Sneak Attack (1/Turn). deals extra (5d6) damage when
she hits a target with a weapon attack and has
advantage on the attack roll, or when the target is
within 5 feet of an ally of that isn’t incapacitated and
doesn’t have disadvantage on the attack roll.
Evasion: Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on
the saving throw and only half damage if you fail.
Uncanny Dodge when an attacker that you can see hits
you with an attack, you can use your reaction to halve
the attack’s damage against you.
Assassinate: You have advantage on attack rolls against
any creature that hasn’t taken a turn in the combat yet.
In addition, any hit you score against a creature that is
surprised is a critical hit.
Infiltration Expertise: can unfailingly create false
identities for yourself. You must spend seven days and
25 gp to establish the history, profession, and
affiliations for an identity. You can’t establish an
identity that belongs to someone else. For example, you
might acquire appropriate clothing, letters of
introduction, and official looking certification to
establish yourself as a member of a trading house from
a remote city so you can insinuate yourself into the
company of other wealthy merchants. Thereafter, if you
adopt the new identity as a disguise, other creatures
believe you to be that person until given an obvious
reason not to.
Expertise: Stealth, Deception, Insight, Persuasion
Feats: Actor, Keen Mind, Observer, Skilled
Proficiencies: Stealth, Deception, Insight, Persuasion,
Perception, Investigation, Sleight of Hand, Light armor,
Simple weapons, hand crossbows, longswords, rapiers,
shortswords, Thieves’ tools, Poisoner’s Kit
Interlocutor
Medium Aberration, lawful evil
Armor Class 15 (breastplate)
Hit Points 71 (13d8+13)
Speed 30’
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Saves Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception
+6, Persuasion +6, Stealth +4
Senses darkvision 120’, passive Perception 16
Languages Deep Speech, Undercommon, telepathy
120’
Magic Resistance. The mind flayer has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting: Detect Thoughts (at will). Action to cast,
self, concentration up to 1 minute. The mind flayer can focus on
any target creature within 30’ of it (Int >3, and knows a language)
and read its surface thoughts. As an action, the mind flayer can
shift focus to another creature or probe deeper into the target’s
mind. If the target fails a DC 15 Wis save, the mind flayer gains
insight into the target’s reasoning, emotional state, and
something that looms large in the target’s mind. On its own turn,
the current target can make a contested Int check against the
mind flayer to end the effect.
Innate Spellcasting: Levitate (at will). Action to cast, self only,
concentration up to 10 minutes. The mind flayer rises 20’ and can
change its altitude 20’ as movement. It can move horizontally by
grabbing a nearby fixed object, essentially climbing.
Innate Spellcasting: Dominate Monster (1/day ). Action to cast,
60’, concentration up to 1 hour. A target creature must succeed
on a DC 15 Wis save or be charmed by the mind flayer for the
spell’s duration. While charmed and on the same plane as the
mind flayer, the target can be telepathically ordered by the mind
flayer to issue simple commands. If the mind flayer uses an action
to do so, the creature may be given detail commands, including
using the mind flayer’s reaction as its own. Each time it takes
damage, the target may attempt a new save to end the spell.
Innate Spellcasting: Plane Shift (1/day ). Action to cast, self
only, instantaneous. The mid flayer transports to another plane,
taking itself to a general location of the its choosing.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5’, one creature.
Hit: 15 (2d10+4) psychic damage. If the target is Medium or
smaller, it is grappled (escape DC 15) and must succeed on a DC
15 Int save or be stunned until the grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5’, one
incapacitated humanoid currently grappled by the mind flayer.
Hit: 55 (10d10) piercing damage. If the target is reduced to 0 hit
points, the target dies.
216
Mind Blast (Recharge 56). Each ceature in a 60’cone emanating
from the mind flayer must succeed on a DC 15 Int save or take 22
(4d8+4) psychic damage and be stunned for 1 minute. A creature
may repeat the save at the end of each of its turns to end the
effect.
Mind-flayer mutated to be obedient, less magically
powerful, focused on detecting thoughts through
tentacles. Maybe using their Mind Blast DC, and maybe
causing Exhaustion levels with tentacles
Play Possum: Can use Feign Death as a bonus action or
a reaction to damage or torture for up to 12 hours.
Mind Blast induces Stunned condition through
tentacle contact only, Detect Thoughts thought contact
only, Disadvantage if they burrow in, each inserted
tentacle inflicts 1 point of Exhaustion. Astral Projection
but any Planar abilities are limited to Etherealness and a
form of Word of Recall that takes them back to
Maldarvia.
 Interrogators are able to Alter Self at will to
appear as any Medium Anthropoid. They have
Expertise in Investigation
 Word of Recall to Maldarvia or to last location
used
 Armor of Shadows
 Thought Shield
 Create Thrall
Investigator
Mutated Human (Gael)
Medium humanoid (skulk), lawful evil
Hit Points 39 (6d8 + 12)
Speed 30ft.
STR 11 (+0) DEX 18 (+4) CON 15 (+2) INT 10 WIS 14 (+2)
CHA 7 (-2)
Saving Throws Dex +7, Int +3
Skills: Stealth +10, Perception +8, Investigation +6,
Insight +5, Survival +8
Senses darkvision 60ft, passive Perception 21
Investigation 19
Languages: Common, Dark Speech
Challenge 2 (450 XP)
Camoflagued Step. cannot be tracked through forest or
subterranean settings.
Chameleon Skin. If is not wearing armor or clothing that
covers more than one-quarter of her body, gets
Advantage on Stealth checks to made to hide.
Play Possum: Can use Feign Death as a bonus action or
a reaction to damage or torture for up to 6 hours.
Cunning Action. On each of her turns, can use a bonus
action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). deals an extra 7 (3d6) damage
when she hits a target with a weapon attack and has
advantage on the attack roll, or when the target is
within 5 feet of an ally that isn’t incapacitated and she
doesn’t have disadvantage on the attack roll.
Uncanny Dodge when an attacker that you can see hits
you with an attack, you can use your reaction to halve
the attack’s damage against you.
ACTIONS
Multiattack. makes two melee attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 7 (1d6+4) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, ranged
20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Feats: Keen Mind, Observant, Skulker
Expertise: Investigation, Stealth, Perception, Survival
Proficiencies: Stealth, Perception, Investigation, Insight,
Survival, Light armor, Simple weapons, hand crossbows,
longswords, rapiers, shortswords, Thieves’ tools
Mutant
The major sources of mutation are:
 Chaos Wave. The First Chaos Wave reformed
the cosmos. The Second Chaos Wave reformed
the world, mutating many species and races.
Flumphs evolved from fungi in the Underworld.
Ikari eggs began to randomly produce kenku.
Malformed tritons evolved into sahuagin.
Mutated octopi evolved into octopods whiles
sting rays awakened and began developing
themselves into sirens of the deep. A number of
mammal species stood up and became
anthropoid Skinchangers. Giants gave birth to
firbolgs, ettins, and cyclopes.
 Kinslayer Curse. Not long into the Age of the
Fallen, sick and tired of the racial and civil
carnage of the Faerie Wars sparked by Axvin
and Hexxis, the Faerie gods called upon the
Council of Powers to bring judgement down
upon their creations in the form of the
Sundering, cutting all faerie off from returning
to the Faerie Realms upon the end of the lives
by trapping them in reincarnation and severing
the priesthood covenants with the Faerie gods.
To bring the Wars to an end, Orcus and
Azathoth were unleashed to create the
Kinslayer Curse in the name of all faerie being a
single family to encourage the restoration of
the ancient Alliance. Toward this end all elves
217
slain by a faerie rose transformed into trolls, all
dwarves slain by faerie rose as tunnel curs, all
minosi so slain rise as salamanders, all tritons
rose as undead lacedons (aquatic ghouls), and
all ikari males became gargoyles while females
transformed into harpies, the two still
compatible mates. Because kenku and
sahuagin were still mutation through their
evolution into races they weren’t affected by
the Kinslayer Curse as far as mutation, although
they were still Sundered. Thorin, Shaykspeyr
and Mielikki ended the Kinslayer Curse with the
Atonement of creating the first Faewood from
the seed of the Entarys. Since then faerie can
eventually evolve back into the Faerie Realms
and are at peace with their creators.
 Ley Radiation. Particularly intense in the
Aberrant Domain of the Underworld and in the
heart of Necros, when the ruins of an ancient
Oni city remain intact and untouched,
abandoned since the radiation turned Oni
newborns into ogres. Human mutations have
produced mongreloids, some of whom produce
grimlocks with the more superior specimens
known as grim creepers, and their leaders
called grim stalkers. Mutated grimlocks become
morlocks, and the most degraded morlocks
become meenlocks able to transform others
into their kind.
 Maldarvian Magical Genetic Experimentation.
Using an experimental variant of Clone,
Maldarvia magicians create owlbears and
rhokargan. Numerous mongreloids and their
lines were also produced in the process.
Grimlock
As 5e Monster Manual
Grim Creeper
NE Small Humanoid
Grim Stalker
Dark Stalker
XP 450 (CR 2)
NE Medium Humanoid
218
Initiative +4
DEFENSE
AC 15 (hide armor)
hp: 48 (6d8 + 12)
OFFENSE
Speed: 30 ft.
Multiattack: A dark stalker attacks twice with
shortswords.
Melee Attack—Shortsword: +5 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 4 piercing damage and the target
must make a successful DC 12 Con saving throw or be
poisoned (see below).
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 14 (+2),
Int 9 (–1), Wis 11 (+0), Cha 13 (+1)
Languages: Deep Speech, Undercommon
Skills: Sleight of Hand +5, Stealth +7
TRAITS
Death Throes: When a dark stalker is slain, its body
combusts in a flash of flame. All creatures within 20 feet
of the slain stalker take 3d6 fire damage, or half damage
with a successful DC 12 Dex save. The stalker’s
combustible gear is burned to ash, but other items
(shortswords, poison vials, coins, gems) survive the
burst of fire.
Poison: Dark stalkers are skilled in the use of poison.
They favor a foul-smelling, dark paste called black
smear that they distill from fungi that grows only in
deep caverns. Creatures poisoned by black smear take
1d4 poison damage immediately and suffer the usual
effect of the poisoned condition. In addition, they must
repeat the DC 12 Con saving throw at the end of each of
their turns. On a successful save, they are no longer
poisoned; on a failed save, they take 1d4 poison
damage and the poisoned condition continues. Each
dark stalker carries six doses of this poison, and they
train from childhood to reapply it to their shortswords
as a bonus action after a successful hit.
See in Darkness: Light conditions are reversed in effect
for dark stalkers. They treat complete darkness as bright
light and bright light as complete darkness. A dark
stalker sees perfectly in darkness of any kind, including
magical darkness.
Sneak Attack: A dark stalker’s shortsword attack does
an extra 2d6 piercing damage if the dark stalker has
advantage on the attack or if another dark stalker or
dark creeper is within 5 feet of the target.
Spell-Like Abilities: Dark stalkers can use the following
spell- like abilities, using Charisma as their casting ability
(DC 11). Dark stalkers don’t need material components
to use these abilities.
At will: darkness, detect magic, fog cloud
ECOLOGY
Environment: Any Underground
Organization: Solitary, pair, gang (3–6), or clan (20–80
plus 1 dark stalker per 20 dark creepers)
Dark creepers lurk in lightless places deep below the
surface of the world, venturing forth at night or into
neighboring societies when the urge to steal and cause
mayhem grows too great to resist. Endless layers of
filthy, moldering black cloth shroud these small
creatures, leading some to believe that the creature
inside is smaller still. Dark creepers flee from bright light
but are quite brave in the dark. They stand just under 4
feet tall and weigh about 80 pounds. Their flesh is pale
and moist, and their large eyes are milky white. Dark
creepers exude a foul stench of sweat and spoiled food,
owing primarily to the fact that they never take off their
clothing—instead piling on new layers when the
outermost one grows too ragged.
It is known that Subterranean cities of dark creepers
exist. Most creatures that have seen these cities
venture no closer than necessary, for the route to the
city will be lined with traps, snares, and other deadly
devices to bedevil trespassers. Each city is a large
circular pit with a spiraling staircase leading down
through the multi-layered city. A dark creeper city is
constantly shrouded in impenetrable darkness. The
actual habitat and details of dark creeper society
remain a mystery, as few who venture into a dark
creeper city return to testify about what they’ve seen
(if, indeed, they saw anything in the stygian darkness).
The strange and mysterious dark stalkers are the
undisputed leaders of dark creeper society. Deep
Underground, these creatures dwell in remote villages
(some rumors suggest entire cities) built of stone and
fungus in caverns where they are served and worshiped
by the coarser, smaller dark creepers. Dark stalkers
come to the surface rarely. When they do, they are on a
mission, and accompanied by a small army of dark
creepers.
Dark stalkers are tall, frail Humanoids with incredibly
pale skin. They wear multiple layers of dark cloth and
blackened hide armor, but unlike their lesser kin, a dark
stalker’s garb is always clean and spotless. Each dark
stalker carries a pair of short swords—they prefer these
weapons to all others. Dark stalkers are 6 feet tall and
weigh 100 pounds. In a fight, dark stalkers are not
above sacrificing lesser creatures, including dark
219
creepers, to win the day or to cover their retreat if
things go poorly. They never fight to the death if they
can escape by sacrificing others. Dark stalkers hate light
and prefer to fight under the cover of darkness.
For all the mayhem and trouble a pack of dark creepers
can cause, this is nothing compared to the danger a
tribe led by the sinister dark stalkers represents. Dark
creepers treat their tall, lithe masters almost like gods,
presenting them with offerings and obeying their every
whim. All of the heavy work and labor falls on the
shoulders of the creepers, freeing the dark stalkers for
their own decadent pleasures. Yet the dark creepers
themselves see no inherent imbalance in this
arrangement—to a dark creeper, a life in servitude to a
dark stalker is a life fulfilled.
The origins of the dark stalkers and dark creepers are
shrouded in mystery, made even deeper by the fact that
these folk do not keep records of their history. Many
scholars believe that, just as the drow descended from
elves, so too must the dark folk have descended from
humanity; their eerie powers and spell-like abilities
grew over generation upon generation of devotion to
profane and sinister magic. Alas, the truth of the race’s
history may never be known.
Meenlock
Small fey, neutral evil
Challenge 2 (450 XP)
Armor Class: 15 (natural armor)
Hit Points: 31 (7d6+7)
Speed: 30 ft.
STR 7 (-2)
DEX 15 (+2)
CON 12 (+1)
INT 11 (0)
WIS 10 (0)
CHA 8 (-1)
Passive Perception: 14
Skills: Perception +4, Stealth +6, Survival +2
Condition Immunities: frightened
Senses: darkvision 120 ft.
Languages: telepathy 120 ft.
Fear Aura. Any beast or humanoid that starts its turn
within 10 feet of the meenlock must succeed on a DC 11
Wisdom saving throw or be frightened until the start of
the creature’s next turn.
Light Sensitivity. While in bright light, the meenlock has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Teleport (Recharge 5-6). As a bonus action, the
meenlock can teleport to an unoccupied space within
30 feet of it, provided that both the space it’s
teleporting from and its destination are in dim light or
darkness. The destination need not be within line of
sight.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4+2) slashing damage, and the target
must succeed on a DC 11 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Mongreloid
Ivory tusks, insect chitin, matted fur, scaly flesh, and
more combine to form a hideous humanoid shape.
CR 1 XP 400LN Medium monstrous humanoid
it +1; Senses darkvision 60 ft., low-light vision;
Perception +6
Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +2, Ref +4, Will +4
Offense
Speed 30 ft.
Melee club +4 (1d6+3) or
slam +4 (1d4+3)
Statistics
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 15
Feats Skill Focus (Stealth)
Skills Climb +6, Perception +6, Sleight of Hand +7,
Stealth +13, Survival +5; Racial Modifiers +4 Sleight of
Hand, +4 Stealth
Languages Common, Undercommon
SQ sound mimicry (voices)
Ecology
Environment any ruins or underground
Organization solitary, pair, gang (3–6), band (7–12), or
tribe (21–30 plus 30% noncombatants, 2–4 rogues of
1st–3rd level, 1–2 oracles or witches of 2nd–4th level, 1
fighter or ranger chieftain of 3rd–6th level, 4–6 dire
bats, and 3–20 dire rats)
Treasure standard (club, other treasure)
Despite their monstrous appearances, mongrelmen are
generally hardworking and peaceful creatures. A
mongrelman can produce offspring with any humanoid,
mixing bloodlines in strange ways to create hardier
crossbreeds. No two mongrelmen look the same. One
220
may have a face that is half hobgoblin, half lizardfolk,
with one human-like foot and one cloven hoof, while his
sister may have elven ears, a dwarven beard, orc tusks,
and clawed hands. Each mongrelman usually has
characteristics from at least a half-dozen different
races. This strange mixture enforces mongrelmen's
place in the edges of the world, for they are shunned by
all who fear their twisted appearance. Mistaken as
enemies by all, mongrelmen prefer to be left alone.
Most mongrelmen live below the surface of the world in
hidden caves far from civilization. These creatures pride
themselves on their survival skills, for the bowels of the
earth are no place for weaklings. Other foul and
intelligent races who claim dominion in the underworld
take mongrelmen as slaves (particularly morlocks),
finding this deformed race's docile nature and
hardworking attitude makes them extremely useful as
tools of labor. In this role, mongrelmen still fall back on
their pride of survival, slow to rebel and patiently
waiting for the overthrow of their masters.
Mongrelmen dwelling on the surface sometimes live
amid the hustle and bustle of cities, sequestering
themselves in ghettos and sewers to avoid notice.
Urban mongrelmen may rely on begging and
pickpocketing to get by, but most form rural
communities near trading routes.
Despite their varied physical forms, most mongrelmen
average 5–6 feet tall and weigh between 150 and 250
pounds on average. A tragically short lifespan limits the
creatures' population growth—mongrelmen rarely live
past 35 years.
Morlock
Skin pale as a slug's belly, eyes huge and bulging, this
thing crawls down the wall like a spider, but its shape is
hideously humanoid.
CR 2
XP 600
CE Medium monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +2
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (3d10+6)
Fort +3, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness
Offense
Speed 40 ft., climb 30 ft.
Melee club +5 (1d6+2), bite +0 (1d4+1)
Special Attacks leap attack, sneak attack +1d6,
swarming
Statistics
Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in
caverns); Racial Modifiers +4 Stealth in caverns, +8
Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber
Ecology
Environment any underground
Organization solitary, pair, band (3–6), or tribe (7–18)
Treasure standard
Special Abilities
Expert Climber (Ex) A morlock can cling to cave walls
and even ceilings as long as the surface has hand- and
footholds. In effect, a morlock is treated as constantly
being under a nonmagical version of the spell spider
climb, save that it cannot cling to smooth surfaces. This
ability doubles the normal +8 racial bonus to Climb
checks normally afforded creatures with a climb speed
to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may
make a single attack during a jump. It can make this
attack at any point along the course of the leap—the
start, the end, or while in mid-air. While jumping, a
morlock does not provoke attacks of opportunity for
leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped
quarters every day of their lives, and as such are quite
adept at swarming foes. Up to two morlocks can share
the same square at the same time. If two morlocks in
the same square attack the same foe, they are
considered to be flanking that foe as if they were in two
opposite squares.
Degenerate humans long lost from the world of light,
morlocks have regressed through years of subterranean
dwelling into ravenous, barely thinking beasts of the
endless night. They no longer remember the civilized
lives their ancestors led, although many morlock tribes
still dwell in the shattered ruins of their ancient homes.
Ironically, in many cases morlocks worship the statues
left behind by these ancestors as their gods. Morlock
priests of such ancestor worship have access to the
domains of Darkness, Earth, Madness, and Strength. A
typical morlock stands just over 5 feet tall and weighs
roughly 150 pounds.
221
Morlocks move about on two legs at times, but often
drop down to a creepy four-limbed shuffle when speed
or stealth is necessary. Their wiry, often emaciated
frames mask the strength of their limbs and their swift
reactions.
Morlocks typically give birth to broods of three to four
babies at a time, ravenous creatures born with a full set
of teeth and a cannibalistic predisposition. The first few
weeks of a brood's life must be carefully mothered to
prevent attrition—it usually takes that long for the
morlock young to overcome their natural inclination to
feed on whatever is closest. Morlocks mature quickly,
achieving adulthood after only 5 years of life. A typical
morlock can live to a ripe old age of 60—although the
majority of their kind die far sooner than that due to
violence.
Shambling Mound
Shambling mounds were originally ents from Stygia
transformed and twisted by Maldarvian
experimentation in the attempts to produce a super
soldier. Ents despise them, the ents of Stygia also
despising all magicians because of them.
Troll
Large Monstrosity
Created by the Kinslayer Curse during the Age of the
Fallen from the corpses of elves slain by elves, Trolls use
the 5E Monster Manual rules for Troll with the following
additions and alterations:
 Longevity 8; Reproduce asexually upon entering
a new age category by dividing in half vertically
and each half regenerating a new half. The new
troll produced is always adult.
 Cellular colonies rather than individual
organisms, trolls have Immunity to bleeding and
execution. Limbs reform immediately
 Immune to Paralysis, Poison, Cold Fear and
other mind-effecting magic such as charms and
detect thoughts.
 Trolls have Expertise and Proficiency in Stealth,
Survival, and Perception and the Athlete feat.
They get advantage when tracking prey.
 Rubbery scaly skin is Resistant to bludgeoning
that is non-magical and thick fur grants
resistance to non-magical piercing.
 Vulnerable to Fire. Trolls turn to stone in direct
sunlight
 Troll fur adapts its colour to blend in with its
environment after 24 hours of exposure. They
are invisible while still in a natural environment
due to camouflage.
 Speed 50,
Tunnel Cur
Small Monstrosity
AC21 HD4d10+16 (40hp), Speed 60, Burrow 60 (rock is
rough terrain), Small Size, Resistance to non-magic
B/P/S, Direct Sunlight melts like wax, STR16, DEX20,
CON18, INT2, WIS10, CHR10, Bite 1d4+1, 2 Claws
1d4+3; Immune Paralysis, Poison, Cold, Fire, Execution,
mind effects
Created at the same time as Trolls from the corpses of
dwarves slain by dwarves, tunnel curs are extremely
dense, fast, vicious 2’ diameter humanoids seemingly all
head, hair, teeth, and claws. Blind, they use sensitive
hearing and the ability to detect any vibration or
movement within 120’ to track prey. Although they
don’t age, eat, sleep, or drink, they do reproduce. That’s
222
all they exist to do. Dwarves call them the Cancer of the
Underworld. Their venomous bite inflicts 1d4 Venom
Points on a failed save, continuing to do so each round
until the save is made or the amount of accumulated
venom points equals or surpasses the victim’s
Constitution score. If the victim is Faerie, Fey, Giant,
Halfling, Human, Orc, Pündi, or Tiefling, they transform
into a tunnel cur within 1d4 rounds. If they are anything
else, they die. Tunnel cur claws also have venom that
causes the effect of a cumulative Slow spell on each hit
if the save is failed. Each additional Slow effect drops
speed again and grants Disadvantage to all rolls
involving Dexterity, including attacks. When speed
drops below 5 the victim is immobile. The effects of
both venoms a removed by a long rest, if not
transformed into a cur. Curs are named for the dog-like
whining sounds they make to identify each other as
curs.
Phase Spider
Aldyryc has two types of 5e Phase Spider, Phantom and
Ghost, the former native to the Dreamworld and later
the Ethereal Plane. Phantom spiders hunt the
Dreamworld, the Material Plane, and the Dream time.
Ghost spiders hunt the Ethereal Plane, the Material
Plane, and the Dreamworld. Their lair is a web cocoon
open at one end in the centre of a web with a 60’ radius
sensitive to prey in the adjoining hunting planes. They
are able to Plane Shift between the planes that they
hunt. They may shoot webbing up to 30’as a +4 ranged
attack that recharges with a roll of 5 or 6 on d6. The
webbing restrains the target and requiring a DC11
Wisdom save to prevent becoming Paralyzed. Each
round of being Restrained requires a DC11 Constituion
save to prevent gaining 1 point of Exhaustion with a
total of 6 points resulting in being Unconscious for 1
hour before rising to 5 points. During this time, victims
are usually dragged into the lair.
Siren of the Deep
Rakshasa
Aym, Kayn, and Abyl
The rakshasa given in 5e is a Young Rakshasa born after
the 1st
Chaos Wave, unable to conceal their backward
hands by shapeshifting. Elder Rakshasa were cloned
from Kayn before the 1st
Chaos Wave and Kayn is the
first rakshasa, cursed with backward hands that the
demigod can’t hide. There are 18 remaining elders in
the Jade Court of Janniqoh, including Kayn, all of which
are asexual. The first sexual rakshasa were mutated by
the Chaos Wave.
Noble
A Noble rakshasa is a LE 5e Rakshasa with the class
abilities of a 7th
level Magician as well as the Actor,
Alert, Athlete, and Tough, feats. They have Immunity to
Acid, Cold, Fire, Lightening, Thunder, Bludgeoning and
Slashing, Resistance to Necrotic and non-magical
Piercing, and Vulnerability to Piercing that has been
Blessed.
Kayn
Kayn the White Tiger was cloned from the Anth, Adym
the Lion, before the second of the Antha, Abyl the
Lionhearted. While rescuing Rawna from the Abyss,
Kayn plunged the Ghost Blade into Adym’s back,
committing the first sin, murder and becoming the first
Rakshasa, Celestial for “False One,” as Abyl was declare
to be Rakshiri, “True One,’ from whom the two races
were cloned in order to form armies for Ragnarok. In
addition to being and Elder, A NE Paragon of the Evil
223
Form and the Deceit Aspect of Trickery, Kayn has the
class abilities of an 18th
level Priest of Cthulhu who
Neglects Druidic Lore, a second Tough feat along with
Mage Slayer, Spell Sniper, and War Caster, no
Vulnerability, Immunity to Necrotic, and at-will Vampiric
Touch. He rides a Hellborn Charger named Nightmare.
Rakshiri
A rakshiri is equal to a LG Rakshasa Elder but with
Resistance to Radiant not Necrotic, no Vulnerability,
unable to shapeshift from its lion appearance, and able
to Fly 60, plus possessing 13th
level Magician and 7th
level Exemplar class abilities. There are 12 surviving
rakshiri in the Zyon Quorum, including Abyl.
Abyl
The demigod First Prophet of Ptah, Abyl is a LN Paragon
of the Form of Knowledge and the Ancestor Aspect of
Repose with the class abilities of an 18th
level Priest with
no Neglected Craft, Immunity to Radiant, and
Resistance to Piercing that is not magical cold iron,
along with a second Tough feat plus Mage Slayer, Spell
Sniper, and War Caster.
Sasquatch
The Sasquatch are massive hairy anthropoids that dwell
in the remote valleys, grottos and the like, where Pearly
Gates are located, serving as guardians. Omnivorous
scavengers they live in small family groups and avoid
other anthropoids. Yetis descend from rakshasa,
sasquatch from rakshiri. A young sasquatch has the
statistics of a Neutral Yeti, an elder is equal to a Neutral
Abominable Yeti. However, instead of being Immune to
Cold with a Fear of fire, and snow camouflage,
sasquatch get advantage on all Stealth checks to hide or
move silently in natural terrain, the ability to Tree Stride
once per short rest and Transport via Plants once per
long rest, and can use Druidcraft at will. Elder sasquatch
get a howl with the same range as the abominable yeti’s
breath weapon that grants the Frightened condition for
1 minute on a failed save as per Chilling Gaze.
Shade
Also appearing as three-dimensional anthropoid
patches of dim air, shades differ from shadows in their
passion of vague but recognizably individual features
and whispering voices. The spirits of the dead dwell on
the Ethereal Plane as shades while waiting to cross over
into the Afterlife, or caught in Limbo. A shade possess
all the character’s memories, HD, maximum hit points,
abilities, skills, racial characteristics, and alignment they
did in life, but are treated as having 5 points of
Exhaustion which only crossing over can cure. Like all
ethereal creatures, their base Speed is considered a Fly
speed unless they already possess a better Fly speed as
their movements are directed by thought. Unable to
enter or interact with the Material Plane they possess
what attacks they did in life on the Ethereal Plane minus
equipment. Considered Celestials instead of Undead,
shades are Immune to Suffocation, Starvation,
Exhaustion, Poison, Sleep, Paralysis, and Cold. They
have Resistance against non-magical bludgeoning,
piercing, slashing attacks. Except for everything being
considered dim illumination, they have normal vision
for their race.
Siren of the Deep
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 22 (4d8+4)
Speed swim 60 ft.
14
(+2)
14
(+2)
12
(+1)
13
(+1)
18
(+4)
6 (-
2)
Skills perception +6, stealth+4
Senses darkvision 60 ft., passive perception
13
Languages dark speech
Challenge 2 (450 XP)
Water Breathing. Ixitxachitl can breathe
only underwater and can grant up to eight
creatures 24 hours of water breathing by
touch, recharged by long rest.
Awakened Mind. Ixitxachitl have limited
telepathy as per the Warlock feature.
Eldritch Sight. Ixitxachitl can use Detect
magic at will as per the Warlock feature..
ACTIONS
Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (3d4 + 2)
bludgeoning damage.
Poison Sting. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 7 (3d4)
piercing damage + poison.
Song. 120’ radius. All who hear must make
Willpower save at DC14 or be Suggested
into coming within 5’ of the creature. While
under suggestion drowsiness grants 1 point
of Exhaustion. Suggestion and exhaustion
are removed by a successful save, an attack
on the victim, or the end of the song.
Suggestive Sting. Melee Weapon Attack:
+4 to hit, reach 5 ftone target. Hit: 1
piercing damage + DC16 drug that causes
the victim to obey all suggestions as per
the Suggestion spell with a new
Constitution save against the drug allowed
after each long rest.
Sirens of the Deep, Ixitxachitl
(pronounced ish-it-SH., ACH-itl, although
iks-it-ZATCH-i-til or ik-zit-zah-chih-tull are
both used) in Dark Speech, are a race of
intelligent, aquatic beings that resemble
manta rays with barbed tails. They have an
evil disciplined disposition and an ancient
dedication to mystical exploration. They
love to hunt marine humanoids, and then
devour their catch or use them as slaves to
support them during their inner
wanderings.
Sirens live in labyrinthine lairs carved by
creatures they've enslaved, and groups of
ixitxachitls are led by the eldest mystics
who teach those below in return. They are
most often found in oceans, but they can
also lair in rivers that run to the sea.
Once they've become established in an
area, ixitxachitls dominant all other
intelligent creatures that trespass. Those
that they capture are used as slaves -
including humanoids and slaves can
outnumber ixitxachitls two-to-one in large
settlements.
Sirens of the Deep possess all the class
abilities appropriate to a 12
th
level mystic
with a Spell save DC of 16 and attack bonus
of +8. They are able to eschew the
requirements for standard crystal material
components.
Skinchanger
Monstrosity
5E Monster Manual Lycanthropes do not have
Lycanthropy on Aldyryc. Lycanthropy is a curse that
inflicts the lycanthrope with possession by a barghest
demon that manifests as werewolf. Skinchangers use
the statistics and rules for 5E Lycanthropes but their
224
natural form is the hybrid form, they do not have or
infect with a curse, and are typically Neutral in
alignment. All possess Trackless Step, Eldritch Sight,
and the Magical Adept feat withe Druidcraft as one of
the 0 level spells. In any form, skinchangers can use
Animal Friendship and Speak with Animals at will with
non-magical beasts of their type. In animal form they
have the Sleep Gaze ability of a Jackalwere, in hybrid
form they can sing a song of Sleep (as spell with 20
range, see below) that requires a short rest to recharge,
and in anthropoid form they can use Suggestion once
before requiring a short rest recharge. Their anthropoid
form may be half-elf, half-orc , or any type of elf, dwarf,
human, but all will possess the individual’s particular
facial features, age, and general body type (kean, bulky,
tall, etc.) as appropriate for the racial form. All have
learned the secret Druidic language, as well as knowing
Common and getting the Linguist feat to learn Elfish,
Dwarfish, Orc, or the local National Language. Leaders
have +1HD and Elders +2HD. They have Longevity 1.
They have no lycanthrope resistance overcome by
silver, but possess the Durable and Tough feats and
experience the effects of a short rest every time they
change forms. Skinchanger are always partially neutral,
the following alignments being typical and HD used for
effect caster levels and proficiency bonuses: Bear
(Werebear, 18HD, NG, Song 21d8hp); Boar (Wereboar,
12HD, N, Song 15d8hp); Jackal (Jackalwere, 4HD, CN,
Song 7d8hp); Rat (Wererat, 6HD, NE, Song 9d8hp), Tiger
(Weretiger, 16HD, N, Song 19d8hp), Wolf (Werewolf,
9HD, LN, Song 13d8hp)
Skinchangers were once ordinary beasts of their
type until the Second Chaos Wave turned them into
Magical Beasts and were one of the few types of
creatures that spread and prospered during the Age of
the Fallen. Their personalities and temperaments
remain rooted in their origin. Although also strongly
rooted in the past, their social structures are adapted to
and influenced by to the local anthropoid race. Feeling
trapped between beast and anthropoid, they are
fascinated by both, seeking the primal freedom of a
beast but unsatisfied with its simplicity and limits while
longing to be as capable of development as
anthropoids, as well as accept as equals. With the same
lifespan as humans they find it easiest to blend into
their societies, even founding noble family lineages. A
skinchanger can possess a Background option with all
included abilities, benefits and features. They are
proficient with Simple Weapons and any others
mentioned in their Monster Manual descriptions.
However, their resemblance to werewolves and
rakshasa has led to some confusion between them in
legends and histories. Their Druid abilities have also led
to the mistaken belief that all druids are able to change
into animals. Druids have encouraged this belief. Druids
are one of the few groups outside skinchangers that
skinchangers warily trust. Otherwise, they dwell near
anthropoids and pass among them but remain secretive
about their presence and nature for self-preservation.
Skinchangers hate werewolves; wolf and bear ruthlessly
hunting them down with only bears willing to offer a
choice between death and attempted cure.
S’Skahahn
When formless in the Telestial Realms, these creatures
are unaligned with unrateable ability scores and no
monster classification (Fiend, etc.), are immune to all
magic and damage except for Divine Energy. A blast of
divine energy inflicts 1 point of Exhaustion upon an
S’Skahahn if they fail to save with +10 and Advantage
on the roll. The save DC depends on the Power Rank of
the being channelling the energy: Apex DC25, Greater
DC20, Lesser DC15, Minor DC10, Demi DC5, and Mortal
on critical failure only. At 6 points, the entity is expelled
back to the Maelstrom. Essential a single mind, the
S’Skahahn are paragons of Chaos and Madness equal to
20th
level with a casting score of 30, and are Powers
who’s Rank depends of their location in the cosmos:
Maelstrom = Apex, Telestial Realms = Greater, Mortal
Sphere = Lesser, Faerie Realms = Minor, Celestial
Realms = Demi, Acheron = mortal and Poisoned, saving
every ten minutes to resist gaining an Exhaustion point,
with 6 Stunning it and 7 causing its destruction. They do
not act as gods in providing abilities or answering
prayers but can cast Wish in relation to Chaos and
Madness. The can only enter the Mortal Sphere through
the Dreamworld by replacing the reflection of an
anthroid and then attacking the owner. Their touch
attack +10 requires a DC30 Charisma save to resist
being absorbed into the entity and becoming one of its
forms. Success inflicts 5d20 points of psychic damage
and leaves the target Stunned 1 round and Frightened
for 1d6 hours. The entity can switch forms as a bonus
action, the death of a form forcing a switch to a living
one. It can only absorb anthropoids but gets all their
knowledge, skills, abilities, spells, and equipment, even
gaining their personality and alignment while in that
form. If rendered Unconscious or dying the entity is
forced into another form. If has no other forms, it is
expelled into the Dreamworld, and must seek a
225
reflection to return. The reflective surface must be
larger than 6 inches in diameter to serve as doorway.
Telestial Entities
All native planar entities have standard resistance to
B/P/S as follows:
 Upper Telestial: Non- magical non-cold iron;
Necrotic, Cold, Fire, Lightning; Immune to
Radiant and Poison
 Midian Telestial: Non-magic; Cold, Fire,
Lightning; Immune to Psychic and Poison
 Lower Telestial: Non-magical non-silver;
Radiant, Cold, Fire, Lightning; Immune to Poison
and Necrotic
 Werewolf Barghest Demon: Non-silver; Cold,
Fire, Lightning; Immune to Poison and Necrotic
Aberrations
Aberrations are native entities of the Astral Sea that
migrated to the Material plane through conjuring and
their own efforts, becoming native Mortals at the cost
of their non-magic resistance. They are able to use
Astral Projection once before requiring a short rest to
restore it.
Aeon
From Pathfinder Bestiary 2, Aeons are native entities
that Dwell on Astral Islands and dimensional bubbles.
Akhana
Akhana CR 12
XP 19,200
N Medium outsider (aeon, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch;
Perception +19
Defense
AC 27, touch 18, flat-footed 21 (+2 deflection, +6 Dex,
+9 natural)
hp 148 (11d10+88); fast healing 5
Fort +17, Ref +11, Will +14
Immune cold, critical hits, poison; Resist electricity 10,
fire 10; SR 23
Offense
Speed 30 ft., fly 40 ft. (poor)
Melee 4 claws +16 (1d4+5 plus grab)
Special Attacks soul siphoning
Spell-Like Abilities (CL 11th; concentration +15)
Constant—deathwatch
At will—cure serious wounds, gentle repose, inflict
serious wounds (DC 17), sanctuary (DC 15)
3/day—restoration, slay living (DC 19)
1/day—raise dead
Statistics
Str 21, Dex 23, Con 26, Int 16, Wis 21, Cha 18
Base Atk +11; CMB +16 (+20 grapple); CMD 34 (38 vs.
trip)
Feats Combat Reflexes, Great Fortitude, Hover,
Improved Initiative, Iron Will, Lightning Reflexes
Skills Bluff +18, Fly +2, Heal +19, Intimidate +18,
Knowledge (planes) +22, Knowledge (religion) +22,
Perception +19, Sense Motive +19, Spellcraft +17,
Stealth +20
Languages envisaging
SQ extension of all, void form
Ecology
Environment any (Outer Planes)
Organization solitary, pair, or collective (3–6)
Treasure none
Special Abilities
Soul Siphoning (Su) As a swift action, an akhana can use
its tail to siphon life essence from a grappled foe. At the
start of the aeon's turn, the victim gains 1d4 negative
levels (a DC 23 Fortitude save negates and grants
immunity to this akhana's soul siphoning ability for 24
hours). When the number of negative levels equals the
target's Hit Dice, the target's soul tears free from its
mortal body and gets stored within the body of the
akhana as a trap the soul spell. The victim's body
remains preserved as if via a gentle repose spell for as
long as the soul is held by the akhana. The akhana can
keep the soul indefinitely, or can release it as a full-
round action. Upon doing so, the released soul
immediately returns to its body if the body is within 300
feet, at which point the body returns to life and any
negative levels imparted to it by the akhana are
removed. If the body is not within 300 feet (or if it has
been destroyed), then the creature dies when its soul is
released. A miracle, limited wish, or wish can force a
displaced soul to return to its proper body. If an akhana
is slain, any soul it contains is released automatically. An
akhana can only hold one soul at a time. The save DC is
Constitution-based.
Akhanas bear charge over the duality of birth and
death. They perceive the existence of living things as
crucial to maintaining cosmic balance. They also
understand the profound influence living things have on
the cosmos, and if left untended, its ability to create
terrible consequences. In this circumstance, life must
give way to death.
226
Akhanas wander the byways of the multiverse,
constantly on the hunt for imbalances in life. How they
judge these imbalances is not well-understood by non-
aeons, and the aeons are singularly unmotivated to
justify akhanas' decisions when inquired about them. As
a result, the focus of akhanas' attacks and attentions
usually seems arbitrary or even random to most
creatures—they do not always focus their attentions on
the strongest or the weakest members of a group.
An akhana stands 5 feet in height and weighs 120
pounds. Its strange central body seems vaporous, but is
weirdly solid (and slimy) to the touch.
Bythos
A shimmering, colorless mass congeals to form a four-
armed humanoid shape with an eye-like pattern in its
torso.
Bythos CR 16
XP 76,800
N Large outsider (aeon, extraplanar)
Init +8; Senses blindsense 60 ft., darkvision 90 ft., low-
light vision; Perception +30
Defense
AC 31, touch 18, flat-footed 26 (+4 deflection, +4 Dex,
+1 dodge, +13 natural, –1 size)
hp 207 (18d10+108); fast healing 10
Fort +18, Ref +12, Will +20
Immune cold, critical hits, poison; Resist electricity 10,
fire 10; SR 27
Offense
Speed fly 40 ft. (good)
Melee 4 slams +23 (1d6+6 plus 1d6 cold and aging
strike)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion gaze, temporal strike
Spell-Like Abilities (CL 18th; concentration +23)
At will—augury, greater teleport, slow (DC 18)
3/day—dimensional anchor, haste, plane shift (DC 20)
1/day—dimensional lock, moment of prescience,
temporal stasis (DC 23)
Statistics
Str 22, Dex 19, Con 21, Int 24, Wis 28, Cha 21
Base Atk +18; CMB +25; CMD 44 (can't be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Hover, Improved Initiative, Lightning
Reflexes, Mobility, Toughness
Skills Bluff +26, Fly +6, Heal +30, Intimidate +26,
Knowledge (arcana, nature, religion) +33, Knowledge
(history, planes) +36, Perception +30, Sense Motive +30,
Spellcraft +28, Stealth +21, Use Magic Device +23
Languages envisaging
SQ extension of all, void form
Ecology
Environment any (Outer Planes)
Organization solitary, pair, or tribunal (3 bythos)
Treasure none
Special Abilities
Aging Strike (Su) If a bythos strikes a living target with
two slam attacks in a single round, the bythos ages the
creature, causing it to advance to the next age category
(Pathfinder RPG Core Rulebook 169) if it fails a DC 24
Fortitude save. The victim gains all of the penalties from
this aging and none of the bonuses. A venerable victim
targeted by this ability dies if it fails a DC 24 Fortitude
save. This process is reversible with greater restoration,
limited wish, miracle, or wish. The save DC is
Constitution-based.
Confusion Gaze (Su) Confusion for 1d4 rounds, 30 feet,
Fortitude DC 24 negates. The save DC is Charisma-
based.
Temporal Strike (Su) As a standard action, a bythos can
touch a creature or object to displace it from time. If
the target fails a DC 24 Fortitude save, it disappears
from the present moment and reappears in the same
location 1d4 rounds later as if no time had passed. If an
object occupies that space, the creature appears in the
closest available space to its original location—this
displacement does not cause the creature any
additional harm. The save DC is Charisma-based.
The bythos are guardians of time and planar travel—
indeed, to bythos, the act of aging is nothing more than
a highly specialized method of travel. Although bythos
themselves have no additional method of traveling
through time, they scour the multiverse, hunting for
creatures that do have the ability to time-travel and
may have abused this ability.
Far more often, though, bythos seek out abuses of
planar travel, such as tears in reality, regions where
planes overlap, or creatures that abuse the use of
planar travel. In some cases, such distortions are
ignored, but in others, a bythos or even a full tribunal
comes to assess and repair the damage. In most cases,
"repair" is analogous to the death of the creature
responsible for the distortions, but placing such
creatures in temporal stasis can also solve the problem.
While a bythos's body may seem to be made of smoke
and vapor, it is strangely solid to the touch, feeling not
227
dissimilar to dry stone. A bythos is 13 feet tall and
weighs 600 pounds.
Paracletus
A small cluster of shimmering lights floats in the air,
orbited by multiple vibrant crystals and gemstones.
Paracletus CR 2
XP 600
N Small outsider (aeon, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +7
Aura emotion aura (DC 12, 30 ft.)
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1
size)
hp 13 (3d10–3)
Fort +4, Ref +3, Will +6
Immune cold, critical hits, poison; Resist electricity 10,
fire 10; SR 7
Offense
Speed fly 40 ft. (good)
Melee slam +3 (1d3–1 plus 1d6 electricity)
Spell-Like Abilities (CL 3rd; concentration +4)
At will—sanctuary (DC 12)
3/day—calm emotions (DC 13)
1/week—commune (6 questions, CL 12th)
Statistics
Str 8, Dex 14, Con 9, Int 11, Wis 13, Cha 12
Base Atk +3; CMB +1; CMD 13 (can't be tripped)
Feats Great Fortitude, Iron Will
Skills Fly +8, Intimidate +7, Knowledge (arcana) +7,
Knowledge (planes) +7, Perception +7, Sense Motive +7,
Stealth +12
Languages envisaging
SQ extension of all, void form
Ecology
Environment any (Outer Planes)
Organization solitary, pair, or commune (3–12)
Treasure none
Special Abilities
Emotion Aura (Sp) Each paracletus exists as the
embodiment of a specific emotive duality. Three times
per day, a paracletus can create an aura representing
one of its two programmed emotions. Creatures in the
area must make a DC 12 Will save to resist the aura. A
creature that makes its save against the aura is
unaffected by that aeon's aura for the next 24 hours.
The paracletus can choose one creature in the area to
ignore its effects. The effect of the aura lasts for 10
minutes, and ends if a creature moves more than 30
feet from the aeon. The aura is a mind-affecting
compulsion effect. The save DC is Charisma-based.
Specific emotive dualities and their powers follow—any
single paracletus can only use one of these three
dualistic options and cannot change to a different one.
Courage/Fear: The aura acts as bless or bane.
Empathy/Apathy: The aura gives creatures a +2 bonus
or a –2 penalty on Bluff, Diplomacy, and Intimidate
checks.
Hope/Despair: The aura gives creatures a +2 morale
bonus on Will saving throws or a –2 penalty on Will
saving throws.
While mortals possess the gift of free will, both logic
and emotion influence their decisions. The paracletus
serve the aeons as agents who connect with mortals
and study the influence of emotions (particularly the
dualistic nature of raw emotion) upon mortal behavior.
They wander the planes seeking mortals with
particularly strong emotional or logical capabilities
(characters with high Charisma or Intelligence scores).
Once a paracletus locates such a creature, the
paracletus remains nearby, studying the target's
relationship with emotional and logical input and
choices. Often, the paracletus will use its emotion aura
on the target in order to study how outside influences
affect the subject. Unfortunately for the target
creature, whether or not the paracletus uses a helpful
or harmful effect is, for all intents and purposes, a
matter of random chance—even though to the
paracletus's complex reasoning, nothing is left to actual
random chance.
If presented the option, a paracletus avoids direct
combat, and uses its emotion aura to influence
situations. If pressed to defend itself, it flies at
opponents, slamming into them and discharging an
electrical jolt of energy in addition to buffeting with its
crystalline components. The crystals that orbit a
paracletus are solidified aspects of logic, while the
swirling vapors and lights that make up its central mass
are manifestations of raw emotion—when a paracletus
is slain, both the crystals and vapors fade away into
nothingness.
A paracletus can be chosen as a familiar by a 7th-level
neutral spellcaster who has the Improved Familiar feat.
A paracletus familiar does not abandon its mission to
observe emotions and logic at play, but it does follow its
master's orders—this is one situation where the
application of a paracletus's emotion aura need not be
random.
228
Although the central mass of a paracletus's body
appears to be made of light and energy, it is in fact
solid, and feels strangely like electrified flesh to the
touch.
Pleroma
Within the shadows of this vaguely humanoid figure stir
swirling colors and spheres, as if it encompassed all the
night sky.
Pleroma CR 20
XP 307,200
N Large outsider (aeon, extraplanar)
Init +12; Senses blindsight 120 ft., darkvision 120 ft.,
true seeing; Perception +41
Defense
AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex,
+1 dodge, +12 natural, –1 size)
hp 324 (24d10+192); fast healing 10
Fort +24, Ref +18, Will +26
Immune cold, critical hits, poison; Resist electricity 10,
fire 10; SR 31
Offense
Speed 0 ft., fly 60 ft. (perfect)
Melee touch +30 (20d8 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks sphere of creation, sphere of oblivion
Spell-Like Abilities (CL 20th; concentration +27)
At will—create food and water, mending, rusting grasp
(DC 21), stone shape, wood shape (DC 19)
7/day—fabricate, plant growth, sculpt sound, shout (DC
21)
5/day—break enchantment, daylight, deeper darkness,
freedom of movement, major creation
3/day—disintegrate (DC 23), horrid wilting (DC 25)
1/day—mage's disjunction (DC 26), wish (DC 26)
Cleric Spells Prepared (CL 20th; concentration +30)
9th—astral projection, gate, implosion (3, DC 29)
8th—cloak of chaos (DC 28), holy aura (DC 28), shield of
law (DC 28), summon monster VIII, unholy aura (DC 28)
7th—blasphemy (DC 27), destruction (DC 27), dictum
(DC 27), holy word (DC 27), word of chaos (DC 27)
6th—banishment (DC 26), forbiddance (DC 26), geas,
legend lore, repulsion (DC 26), veil (DC 26)
5th—contact other plane, dispel chaos (DC 25), dispel
evil (DC 25), dispel good (DC 25), dispel law (DC 25),
teleport
4th—chaos hammer (DC 24), holy smite (DC 24), order's
wrath (DC 24), restoration, scrying (DC 24), unholy
blight (DC 24)
3rd—clairaudience/clairvoyance, magic circle against
chaos, magic circle against evil, magic circle against
good, magic circle against law, suggestion (DC 23)
2nd—align weapon, detect thoughts (DC 22), enthrall
(DC 22), make whole, see invisibility, undetectable
alignment, zone of truth (DC 22)
1st—detect chaos, detect evil, detect good, detect law,
identify, magic aura, true strike
0—create water, detect magic, guidance, read magic
Statistics
Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25
Base Atk +24; CMB +32; CMD 57 (can't be tripped)
Feats Alertness, Combat Casting, Combat Reflexes,
Dodge, Great Fortitude, Improved Initiative, Improved
Iron Will, Iron Will, Lightning Reflexes, Lightning Stance,
Mobility, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Heal +30,
Intimidate +27, Knowledge (arcana) +47, Knowledge
(dungeoneering) +44, Knowledge (engineering) +44,
Knowledge (nature) +47, Knowledge (planes) +47,
Knowledge (religion) +47, Perception +41, Sense Motive
+39, Spellcraft +30, Stealth +27, Use Magic Device +27
Languages envisaging
SQ extension of all, void form
Ecology
Environment any (Outer Planes)
Organization solitary or tribunal (1 pleroma, 3 akhanas,
and 2–5 theletos)
Treasure none
Special Abilities
Energy Touch (Su) A pleroma's touch deals 20d8 points
of damage from positive or negative energy, depending
upon which type of energy would harm the creature
touched. A pleroma's touch never heals damage.
Spells A pleroma casts spells as a 20th-level cleric, but
does not have access to domains. A pleroma can cast
certain sorcerer/wizard spells as divine spells.
Sphere of Creation (Su) Three times per day, the
pleroma can manifest a 2-foot-diameter sphere of white
energy that hovers above its left hand. By
concentrating, the pleroma can control this sphere,
causing it to fly slowly at a speed of 10 feet per round.
The sphere can travel in any direction, but must remain
within 300 feet of the pleroma or it immediately
dissipates. Wherever the sphere travels, it leaves
behind a 5-foot-wide path of new matter, creating
either new terrain (such as swamp, tundra, desert, or
forest) or a 10-foot-square wall composed of a single
natural substance (such as clay, wood, or stone). Any
existing matter, either living or nonliving that comes in
229
contact with the sphere must make a DC 30 Fortitude
save or be absorbed and incorporated into the new
substance (only freedom, miracle, or wish can rescue
creatures so trapped). Creatures that save are pushed
to the nearest unoccupied location adjacent to the
newly created substance. The sphere is highly unstable
and only lasts 1d4 minutes before exploding with a
blinding flash. All creatures within 30 feet of the flash
must make a DC 30 Fortitude save or be permanently
blinded. The save DCs are Constitution-based.
Sphere of Oblivion (Su) Three times per day, the
pleroma can manifest a 2-foot-diameter sphere of
complete and utter darkness that hovers above its right
hand. The sphere is an empty void similar to a sphere of
annihilation. Any matter (living or nonliving) that
touches the sphere must succeed on a DC 30 Fortitude
save or be sucked into the sphere and destroyed. Larger
objects (such as ships or buildings) are destroyed at a
rate of one 10-foot cube per round of contact with the
sphere. By concentrating, the pleroma can control this
sphere, causing it to fly slowly at a speed of 10 feet per
round. The sphere can travel in any direction, but must
remain within 300 feet of the pleroma or it immediately
dissipates. The sphere is highly unstable and only lasts
1d4 minutes before harmlessly imploding upon itself.
Alternatively, the pleroma may hurl the sphere as a
ranged touch attack (with a 10-foot range increment)
against a single creature. When thrown in this manner,
the sphere implodes immediately after the attack is
resolved. The save DCs are Constitution-based.
The pleroma is the most powerful of all the aeons. As a
manifestation of the opposing acts of creation and
destruction, a pleroma exists in a state of flux, its very
form shifting between creation and oblivion within the
ebon folds of its vaporous cloak. One who gazes upon a
pleroma could spend days studying the continual
changes of its form, which most resemble the shifting of
celestial bodies within the universe sped up to a pace at
which the swirling of galaxies and the tumble of planets
form a strange dance.
Pleromas view the concepts of creation and oblivion not
so much as separate processes, but rather as two parts
of a cyclical passage that everything in existence must
explore. Pleromas guide this progression, ensuring
everything remains balanced, such that whatever is
created can be destroyed, and that nothing becomes so
static that these two processes slow to a halt. For
everything that attains a state of semi-permanence,
there must be many more things that do not, or rather
that cannot ever be reformed into a state of
permanence. While pleromas believe in eternity, they
understand that eternity is cyclical and infinity is
something that repeats itself. Therefore, eternity and
infinity are states that can be changed, or altered, if
only slightly. Pleromas maintain such changes are
necessary to keep the cosmos from becoming static and
unbalanced, a state they refer to as apocalypse, or the
end of everything.
Of all the aeons, pleromas possess the strongest
connection to the entity or concept they refer to as
Monad. All aeons believe themselves to be extensions
of this entity, and while they act freely and
independently of the entity, they always act within the
constricts of its will or needs. This behavior is not so
much a state of servitude as a symbiosis in which the
actions of the pleromas are universally beneficial to
both themselves and the entity they are part of.
Pleromas describe Monad as the sentience of the
multiverse, from which all things are created through
the recycling of everything that ever existed.
Pleromas typically travel alone. Their arrival in a region
almost always heralds some sort of dramatic change.
They pay little mind to the wants and needs of other
creatures, and remain entirely focused upon their
primary task. They avoid conflicts of ethics, wars, and
similar pursuits, save when manipulating such events
would help to restore the balance between creation
and oblivion. Should any be so foolish as to attempt to
interfere with or sway their work, pleromas
immediately retaliate by bringing all of their significant
powers and devastating abilities to bear until the
intervention is destroyed.
Theletos
Four bandy limbs, each splitting at the elbow into two
three-fingered forearms, emerge from this creature's
crystalline body.
Theletos CR 7
XP 3,200
N Medium outsider (aeon, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +16
Defense
AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex,
+1 dodge, +5 natural)
hp 76 (9d10+27); fast healing 5
Fort +9, Ref +5, Will +12
Immune cold, critical hits, poison; Resist electricity 10,
fire 10; SR 18
Offense
Speed 30 ft., fly 30 ft. (poor)
230
Melee 2 slams +13 (1d6+4), 2 tentacles +8 (1d4+2 plus
fate drain)
Space 5 ft.; Reach 5 ft.
Special Attacks wreath of fate
Spell-Like Abilities (CL 9th; concentration +10)
At will—augury, command (DC 12), doom (DC 12),
sanctuary (DC 12)
3/day— bestow curse (DC 14), enthrall (DC 13), touch of
idiocy (DC 13), dispel magic, remove curse, suggestion
(DC 14)
1/day—charm monster (DC 15), lesser geas (DC 15)
Statistics
Str 18, Dex 14, Con 17, Int 11, Wis 19, Cha 12
Base Atk +9; CMB +13; CMD 28 (can't be tripped)
Feats Dodge, Hover, Improved Initiative, Improved Iron
Will, Iron Will
Skills Fly –2, Intimidate +13, Knowledge (planes) +16,
Perception +16, Sense Motive +16, Spellcraft +12,
Stealth +14
Languages envisaging
SQ extension of all, void form
Ecology
Environment any (Outer Planes)
Organization solitary, pair, or collective (3–12)
Treasure none
Special Abilities
Fate Drain (Su) A theletos possesses a pair of flexible
crystalline tentacles with which it can drain a creature's
sense of fate and destiny. Whenever it strikes a foe with
these tentacles, the creature struck must make a DC 17
Will save or take 1d4 points of Charisma damage. Until
a creature's Charisma damage from this ability is
healed, the victim takes a –2 penalty on all saving
throws (regardless of the actual total amount of
Charisma damage it takes). The save DC is Constitution-
based.
Wreath of Fate (Su) As a full-round-action every 1d4
rounds, a theletos can release a 60-foot cone of energy
from its chest. Any intelligent creature struck by this
cone must make a DC 15 Will save or become nearly
overwhelmed with the knowledge of various fates that
destiny has in store for him—there is no way to make
sense of these myriad dooms and boons, and as a
result, the victim is staggered. As long as this condition
persists, the victim may choose to make two rolls when
attempting an attack roll, a saving throw, or a skill
check—he must accept the worse of the two rolls, but
in so doing the wreath of fate passes from his soul and
he is no longer staggered by this ability. Wreath of fate
is a curse effect, and as such can be affected by remove
curse or break enchantment—the effective caster level
of this curse is equal to the theletos's HD (CL 9th in
most cases). The save DC is Charisma-based.
The strange theletos is the guardian of the duality
between freedom and fate. Slavery is no more of an
issue to a theletos than is true freedom, but without
one, the other cannot exist. In areas where slavery is
rife, a theletos might aid in freeing some slaves, while in
regions where slavery has been abolished, this strange
being works to subjugate many creatures with its own
mind-controlling spell-like abilities—often encouraging
them to further undertake acts of slavery themselves.
The theletos is also a guardian of fate and prophecy,
and while for some creatures it might allow glimpses of
futures, others who peer into the future almost seem to
cause the aeon physical pain. The theletos cannot
explain why one seer might be allowed to divine futures
while another should not—it knows only that some
prophets should be denied this pursuit.
A theletos is 5 feet tall and weighs 100 pounds.
Bestial Muse
Native entities that dwell in Ekstasis, Bestial Muses are
Agathions from Pathfinder Bestiary 2.
Avoral
Great feathers sweep back from this fierce bird-man's
brow, and long, clawed hands grow from the end of his
wings.
Avoral CR 9
XP 6,400
NG Medium outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., detect magic, low-light
vision, see invisibility, true seeing; Perception +23
Aura fear aura (20 ft., DC 17)
Defense
AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8
natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +6; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification;
Resist cold 10, sonic 10; SR 20
Offense
Speed 40 ft., fly 90 ft. (good)
Melee 2 claws +16 (2d6+3), 2 wings +10 (2d6+1)
Spell-Like Abilities (CL 9th; concentration +12)
Constant—detect magic, see invisibility, speak with
animals
At will—aid, blur (self only), command (DC 14), detect
magic, dimension door, dispel magic, gust of wind (DC
231
15), hold person (DC 16), light, magic circle against evil
(self only)
3/day—lightning bolt (DC 16), empowered magic
missile
Statistics
Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Base Atk +9; CMB +12; CMD 29
Feats Dodge, Empower Spell-Like Ability (magic missile),
Flyby Attack, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +10, Diplomacy +7, Fly +22, Handle Animal
+9, Intimidate +15, Knowledge (any one) +14,
Perception +23, Ride +7, Sense Motive +15, Spellcraft
+11, Stealth +18; Racial Modifiers Perception +8
Languages Celestial, Draconic, Infernal; speak with
animals, truespeech
SQ lay on hands (4d6, 7/day, as a 9th-level paladin)
Ecology
Environment any air (Nirvana)
Organization solitary, pair, or squad (3–6)
Treasure standard
Special Abilities
True Seeing (Su) This ability works like the spell (caster
level 14th), except it only affects the avoral, the avoral
must concentrate for 1 full round before it takes effect,
and it remains as long as the avoral concentrates.
Avorals are generally human-shaped, but their upper
limbs are great wings with a human-like hand at the end
of each, allowing avorals to use tools and weapons,
though in battle they prefer to attack from the air and
slash with the large claws on their feet and buffets from
their great wings. An avoral's head has a feathery cowl
instead of hair, typically brown, white, gray, or golden,
and its facial features are bird-like, with a large nose
and piercing eyes. Its bones are hollow but strong,
making it ideal for flying. Like eagles, avorals have
phenomenal vision, and can see fine details even at
great distances.
Though on their home plane they are content to soar
among the clouds and challenge each other to diving
contests among the mountain peaks, in war avorals are
the scouts, spies, and messengers of the agathions.
With their incredible speed, phenomenal eyesight, and
magical powers, they can sneak into an area, spy on
whatever lives there, silently converse with the local
fauna for additional information, and fly or teleport out
again with a comprehensive report. They are experts at
hit-and-run attacks and are often responsible for
ferrying other celestial soldiers to battle.
A typical avoral is 7 feet tall but weighs only 120
pounds.
Cetaceal
This mermaid-like creature has the torso and head of a
long-haired woman and the lower half of a sleek killer
whale.
Cetaceal CR 15
XP 51,200
NG Medium outsider (agathion, aquatic, extraplanar,
good)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-
light vision; Perception +28
Aura protective aura (20 ft.)
Defense
AC 30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15
natural; +4 deflection vs. evil)
hp 212 (17d10+119); regeneration 5 (evil weapons and
spells)
Fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance
vs. evil
DR 10/evil and silver; Immune cold, electricity,
petrification; Resist sonic 10; SR 26
Offense
Speed 10 ft., swim 80 ft.
Melee +1 shocking burst shortspear +28/+23/+18/+13
(1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus
push and stun)
Special Attacks shockwave, push (tail slap, 10 ft.)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—speak with animals
At will—detect thoughts (DC 15), light, lightning bolt
(DC 16), hold monster (DC 18), message, greater
teleport (self plus 50 lbs. of objects only),
7/day—break enchantment, cure serious wounds,
neutralize poison, remove disease
3/day—cone of cold (DC 18), cure critical wounds,
greater restoration, heal
1/day—awaken, summon monster VIII (water
elementals only)
Statistics
Str 29, Dex 19, Con 24, Int 14, Wis 18, Cha 17
Base Atk +17; CMB +26; CMD 41 (can't be tripped)
Feats Combat Casting, Dodge, Improved Initiative,
Lightning Reflexes, Mobility, Spell Penetration, Weapon
Focus (shortspear, tail slap), Wind Stance
Skills Diplomacy +12, Handle Animal +14, Heal +21,
Knowledge (arcana) +22, Knowledge (nature) +19,
Knowledge (planes) +22, Perception +28, Sense Motive
+24, Stealth +24, Swim +17; Racial Modifiers +4
Perception
Languages Celestial, Draconic, Infernal; speak with
animals, truespeech
232
SQ amphibious, lay on hands (8d6, 11/day, as a 17th-
level paladin)
Ecology
Environment any water (Nirvana)
Organization solitary, pair, or pod (3–6)
Treasure double (+1 shocking burst shortspear, other
treasure)
Special Abilities
Protective Aura (Su) Against attacks made or effects
created by evil creatures, this ability provides a +4
deflection bonus to AC and a +4 resistance bonus on
saving throws to anyone within 20 feet of the cetaceal.
Otherwise, it functions as a magic circle against evil
effect and a lesser globe of invulnerability, both with a
radius of 20 feet (caster level equals cetaceal's HD). The
defensive benefits from the circle are not included in
the above stat block.
Shockwave (Su) Once per day, a cetaceal can release a
100-foot-radius burst of energy. All creatures in the
area take 17d6 damage; half of this damage is cold, and
half is electricity (DC 25 Reflex save halves). The save DC
is Constitution-based.
Stun (Ex) Any creature moved by a cetaceal's push
attack must make a DC 25 Fortitude saving throw or be
stunned for 1 round. The DC is Constitution-based.
Cetaceals are great water-dwelling agathions who swim
the planar seas and commune with the creatures of the
deeps. Rarely seen by landwalkers, they defend the
waters against aquatic evils such as aboleths. Their
spirits usually were those of great mortal leaders of
aquatic or coastal tribes, or good folk who died
underwater serving some great cause, reborn in a
celestial form that is part humanoid, part orca. They are
social beings and develop close friendships with other
celestials and marine creatures.
A cetaceal is 8 feet long and weighs 400 pounds,
although some grow quite a bit larger than that.
Draconal
This noble creature seems to be part serpent, part
humanoid, and part dragon, with great wings and a
crown of horns.
Draconal CR 20
XP 307,200
NG Large outsider (agathion, extraplanar, good)
Init +6; Senses blindsense 60 ft., darkvision 120 ft., low-
light vision; Perception +48
Aura protective aura (20 ft.)
Defense
AC 36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6
insight, +18 natural, –1 size) (+4 deflection vs. evil)
hp 324 (24d10+192); regeneration 10 (evil weapons and
spells)
Fort +22, Ref +16, Will +17; +4 vs. poison, +4 resistance
vs. evil,
DR 15/evil and silver; Immune one energy type (see
Celestial Focus), electricity, petrification; Resist cold 10,
sonic 10; SR 31
Offense
Speed 40 ft., fly 120 ft. (average)
Melee bite +36 (2d6+13 plus 1d6 energy), 2 claws +31
(1d8+6 plus 1d6 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (120-ft. line, 20d6
energy damage, Reflex DC 30 half, usable once every
1d4 rounds)
Cleric Spells Prepared (CL 17th; concentration +23)
9th—implosion (DC 26), storm of vengeanceD
(DC 26)
8th—demandD
, earthquake, quickened holy smite (DC
21)
7th—empowered breath of life, empowered flame
strike (DC 22), holy word (DC 24), quickened invisibility
purge, repulsionD
(DC 24)
6th—animate objects, blade barrierD
(DC 23), find the
path, heal, heroes' feast, quickened remove paralysis
5th—breath of life, dispel evilD
, flame strike (DC 22),
greater command (DC 22), spell resistance, true seeing
4th—cure critical wounds (3), freedom of movement,
holy smiteD
(DC 21), repel vermin (DC 21)
3rd—bestow curse (DC 20), daylight, dispel magic,
helping hand, magic vestmentD
, prayer, protection from
energy
2nd—align weaponD
(good only), calm emotions (DC
19), enthrall, hold person (DC 19), lesser restoration (2),
shield other
1st—bless, detect undead, divine favorD
, obscuring mist,
remove fear, sanctuary (DC 18), shield of faith
0—detect poison, guidance, purify food and drink,
stabilize
D domain spell; Domains Good, Nobility
Spell-Like Abilities (CL 24th; concentration +30)
Constant—speak with animals
At will—beast shape II, command (DC 17), detect
thoughts, elemental body III (air or water elementals
only), greater teleport (self plus 50 lbs. of objects only),
gust of wind, hold monster (DC 20), identify, light,
lightning bolt (DC 19), mage hand, message
7/day—break enchantment, cure serious wounds,
neutralize poison, remove disease
233
3/day—control water, control weather, control winds,
heal, plane shift (DC 23)
Statistics
Str 36, Dex 15, Con 27, Int 24, Wis 24, Cha 23
Base Atk +24; CMB +38; CMD 57 (can't be tripped)
Feats Alertness, Combat Casting, Dodge, Empower
Spell, Greater Spell Penetration, Improved Initiative,
Iron Will, Mobility, Power Attack, Quicken Spell, Skill
Focus (Perception), Spell Penetration
Skills Acrobatics +25, Bluff +29, Diplomacy +26, Escape
Artist +22, Heal +27, Intimidate +29, Knowledge
(arcana) +30, Knowledge (nature) +27, Knowledge
(planes) +34, Knowledge (religion) +31, Perception +48,
Sense Motive +34, Spellcraft +27, Stealth +21, Use
Magic Device +26; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with
animals, truespeech
SQ celestial focus, divine insight, lay on hands (10d6,
16/day, as a 20th-level paladin)
Ecology
Environment any air (Nirvana)
Organization solitary, pair, or flight (3–6)
Treasure double
Special Abilities
Celestial Focus (Ex) A draconal's color indicates aspects
of its power and attunement to the powers of the good
planes. These determine the draconal's breath weapon,
the additional energy damage of its claw and bite
attacks, additional resistances and immunities, and its
additional domain choices (see Spells, below).
Divine Insight (Su) A draconal adds its Charisma bonus
as an insight bonus to Armor Class.
Protective Aura (Su) Against attacks made or effects
created by evil creatures, this ability provides a +4
deflection bonus to AC and a +4 resistance bonus on
saving throws to anyone within 20 feet of the draconal.
Otherwise, it functions as a magic circle against evil
effect and a lesser globe of invulnerability, both with a
radius of 20 feet (caster level equals draconal's HD).
(The defensive benefits from the circle are not included
in a draconal's stat block.)
Spells Draconals cast spells as 17th-level clerics. Like
clerics, they have access to two domains, selecting from
the following list: Air, Good, Nobility, Weather, and two
additional domain options based on their color (see
facing page). The majority of draconals choose Good
and Nobility as their domains (as represented by this
stat block). Draconals have a domain spell slot at each
spell level but do not gain the granted powers of their
chosen domains, nor do they gain access to other cleric
abilities.
Draconals are mighty agathion lords, few in number and
greatly removed from mortal affairs. They watch over
powerful magic and are direct agents of the gods and
the needs of the good planes. Patient and ageless, they
plan for the long term, which often frustrates mortal
creatures who seek to gain their assistance with a
threat in the here and now. A draconal would rather
support or enhance a group of heroes than tackle a
problem directly, maintaining its focus on planar
matters.
Draconals are attuned to nature and believe in cycles of
life and death. Though they are good, they understand
that the presence of evil gives good creatures
something to strive against, preventing stagnation and
complacency. This means their outlook sometimes
appears almost neutral, though they hate suffering and
needless death.
Draconal Colors
A draconal's coloration represents mystical elements
relating to energy, life, and the natural world. These
colors are normally chromatic rather than metallic, and
an ignorant person seeing a draconal's colors may
mistake her for an evil half-dragon. However, some
draconals have metallic or gem-like coloration; for
example, a yellow draconal may appear mustard yellow
or metallic gold, while a white draconal may be chalk
white, pearlescent white, or metallic silver. Draconals
can change their coloration after a lengthy period of
meditation, but normally only do this in response to
some horrible evil that requires their direct
intervention. This change affects the draconals'
personality, and may alter their physical shape or
apparent gender.
Black: Black is a balance between male and female
energy, and represents the sky, stars, immortality, and
leadership. Black draconals are immune to fire damage,
and their breath weapon is fire. A black draconal adds
Fire, Glory, and Fortune to its list of possible domains.
Green: Green is slightly skewed toward masculinity. It
represents wood, plants, and flowers. Green draconals
are immune to cold damage, and their breath weapon is
cold. A green draconal adds Animal, Plant, and Water to
its list of possible domains.
Red: Red is a strongly masculine color, and most red
draconals are male or have aggressive or gregarious
personalities. Red represents fire, light, and warding
against bad luck. Red draconals are immune to fire
damage, and their breath weapon is fire. A red draconal
234
adds Fire, Protection, and Sun to its list of possible
domains.
White: White is slightly skewed toward femininity, and
most white draconals are female or have protective or
serene personalities. White represents brightness,
fulfillment, metal, mourning, and purity. White
draconals are immune to cold damage, and their breath
weapon is cold. A white draconal adds Artifice,
Liberation, and Repose to its list of possible domains.
Yellow: Like black, yellow is a balance between male
and female energy. Yellow represents earth, oracles,
stone, and luck. Yellow draconals are immune to acid,
and their breath weapon is acid. A yellow draconal adds
Earth, Glory, and Fortune to its list of possible domains.
Leonal
This lion-headed humanoid has golden fur, sharp teeth,
and long cat-like claws on its hands and feet.
Leonal CR 12
XP 19,200
NG Medium outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +19
Aura protective aura (20 ft.)
Defense
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13
natural) (+4 deflection vs. evil)
hp 147 (14d10+70)
Fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance
vs. evil
DR 10/evil and silver; Immune electricity, petrification;
Resist cold 10, sonic 10; SR 23
Offense
Speed 60 ft.
Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
Special Attacks roar, pounce, rake (2 claws +23, 1d6+8)
Spell-Like Abilities (CL 14th; concentration +16)
Constant—speak with animals
At will—detect thoughts, fireball (DC 15), hold monster
(DC 17)
3/day—cure critical wounds, neutralize poison, remove
disease, wall of force
1/day—heal
Statistics
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Ability Focus (roar), Dodge, Improved Initiative,
Mobility, Spring Attack, Weapon Focus (bite, claw)
Skills Acrobatics +24 (+36 jump), Handle Animal +19,
Intimidate +19, Knowledge (any one) +19, Perception
+19, Sense Motive +19, Spellcraft +16, Stealth +24;
Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with
animals, truespeech
SQ lay on hands (7d6, 9/day, as a 14th-level paladin)
Ecology
Environment any land (Nirvana)
Organization solitary, pair, or pride (3–8)
Treasure standard
Special Abilities
Protective Aura (Su) Against attacks made or effects
created by evil creatures, this ability provides a +4
deflection bonus to AC and a +4 resistance bonus on
saving throws to anyone within 20 feet of the leonal.
Otherwise, it functions as a magic circle against evil
effect and a lesser globe of invulnerability, both with a
radius of 20 feet (caster level equals leonal's HD). The
defensive benefits from the circle are not included in a
leonal's stat block.
Roar (Su) Up to three times per day, a leonal can emit a
powerful roar as a standard action. Each roar affects a
60-foot cone with the effects of a holy word spell and
also deals 2d6 points of sonic damage to all creatures in
the area (DC 21 Fortitude negates). This is a sonic effect.
The save DC is Charisma-based.
A leonal is a lion-like agathion, noble and fierce. Though
gentle with their families and patient with strangers on
their home plane, in battle leonals are deadly foes of
evil and cruelty. They hunt fiends and other evil
monsters, silently tailing their prey until they find the
right time to leap and slash. Leonals pride themselves
on their hunting prowess, and few land creatures can
match their speed. Although capable of using weapons,
the majority of leonals prefer to battle evil with tooth
and claw.
Leonals like their battles to be straightforward affairs.
They begin with a roar to put their foes off balance,
then follow up with claw and bite attacks. They closely
coordinate with others in their pride, watching one
another's flanks and setting up devastating attacks.
They mainly use their magical abilities against large
numbers of weaker foes and against those they need to
capture or incapacitate without dealing harm to them.
Leonals stand 6 feet tall and weigh 270 pounds on
average. Males usually have manes of either dark gold
or black hair, which may only surround the head or may
extend onto the shoulders and chest. Female leonals do
not have manes, but may have longer hair on the back
of the neck.
235
Silvanshee
Silvanshee CR 2
XP 600
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +10
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2
size)
hp 13 (2d10+2)
Fort +5, Ref +6, Will +2; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification;
Resist cold 10, sonic 10; SR 13
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +6 (1d3–4), 2 claws +6 (1d2–4)
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction, speak with animals
At will—dancing lights, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
Statistics
Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +11, Climb +7, Fly +6, Knowledge
(arcana) +5, Knowledge (planes) +5, Perception +10,
Stealth +19; Racial Modifiers +4 Acrobatics, +4
Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with
animals, truespeech
SQ cat's luck, flight, lay on hands (1d6, 1/day, always as
a 2nd-level paladin), spectral mist
Ecology
Environment any land (Nirvana)
Organization solitary, pair, or clowder (3–10)
Treasure standard
Special Abilities
Cat's Luck (Su) A silvanshee adds its Charisma modifier
as a luck bonus on all its saving throws. Once per day as
a standard action, it can also grant this bonus to one ally
within 30 feet for 10 minutes.
Heroic Strength (Su) Once per day, a silvanshee can
grant itself a +8 enhancement bonus to Strength for 1
minute.
Spectral Mist (Su) A silvanshee can assume an eerie,
mist-like form roughly the size and shape of a cat. This
ability has the same effect as a gaseous form spell,
except the silvanshee retains its own DR and
supernatural abilities and can move at its normal speed.
It can remain in mist form up to 5 minutes per day. This
duration does not have to be consecutive, but it must
be used in 1-minute increments.
Silvanshees are curious but reclusive cat agathions.
Unobtrusive and able to blend in among normal animals
(unlike the more anthropomorphic agathions), they are
the eyes and ears of the good planes in the mortal
world. Most roam hills, forests, and plains, keeping an
eye out for evil influences. They can be taken as
familiars by 7th-level good spellcasters who utilize the
Improved Familiar feat and meet the proper
prerequisites. As familiars, silvanshees act as moral
guides and steer their mortal allies toward corruptive
forces that must be eliminated. In some mortal lands,
they are called cat sìth or cath sidhe, and are believed
to be disguised witches or fairies—and not necessarily
benign creatures, which only encourages silvanshees to
avoid strangers.
Silvanshees are not fond of open combat, even against
demons, devils, or other fiendish threats, and they're
likely to run away if confronted. When they must fight,
they prefer greater numbers and the element of
surprise, using their magic to temporarily overcome
their physical weaknesses, and melting away into mist if
the battle turns against them.
A silvanshee is the size of a large domestic cat, though
almost always sleek rather than fat, and weighs 20
pounds on average.
Vulpinal
This bright-eyed, anthropomorphic fox is dressed in
simple traveling clothes and carries a musical
instrument in one hand.
Agathion, Vulpinal CR 6
XP 2,400
NG Small outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, low-light
vision; Perception +12
Aura calm emotions (30 ft.)
Defense
AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4
natural, +1 size)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification;
Resist cold 10, sonic 10; SR 17
Offense
Speed 30 ft.
Melee bite +11 (1d4+1), 2 claws +11 (1d3+1)
236
Special Attacks pounce
Spell-Like Abilities (CL 7th; concentration +10)
Constant—detect evil, mage armor, speak with animals
At will—invisibility (self only)
3/day—charm monster (DC 17), dispel evil (DC 18),
flame arrow, holy smite (DC 17), dimension door (self
plus 50 lbs. of objects only), remove disease
1/day—major image (DC 16)
Statistics
Str 12, Dex 16, Con 17, Int 19, Wis 15, Cha 16
Base Atk +7; CMB +7; CMD 20
Feats Combat Reflexes, Improved Initiative, Lightning
Reflexes, Weapon Finesse
Skills Acrobatics +10 (+18 jump), Bluff +13, Knowledge
(any one) +21, Knowledge (arcana) +21, Knowledge
(planes) +21, Perception +12, Perform (any one) +13,
Spellcraft +14, Stealth +17, Use Magic Device +10;
Racial Modifiers +8 Acrobatics when jumping
Languages Celestial, Common, Draconic, Infernal; speak
with animals, truespeech
SQ bardic knowledge +7, lay on hands (3d6, 6/day, as a
7th-level paladin)
Ecology
Environment any land (Nirvana)
Organization solitary, pair, or team (3–12)
Treasure standard (masterwork musical instrument,
other treasure)
Special Abilities
Calm Emotions Aura (Su) A vulpinal's aura acts like a
calm emotions spell with a radius of 30 feet. Any
creature entering this area must make a Will save (DC
16) to resist the effect. A creature that makes its save is
immune to that vulpinal's aura for 24 hours. The save
DC is Charisma-based.
Among the smallest of the agathions, vulpinals tend to
be the most outspoken and friendly of their kind, and
also the most far-ranging across the planes. A vulpinal
looks like a humanoid fox, often with brilliantly colored
fur (usually red or red-brown, though silver is not
uncommon) and a tail as long as its height. As the bards
and sages of the agathions, they dress in functional
clothing, typically embellishing a single article to show
their creativity and personality. Most appear to be
adults, though others look more like fox kits (with
shorter stature and larger eyes) while some look much
older (leaner, with gray fur on the muzzle, chest, and
tail). Their hands are humanoid in shape, with tiny
clawed fingers.
A typical vulpinal prefers a life of solitary travel, though
they have been known to pair up or travel in groups if
they find like-minded individuals who have much to
teach and share. They are particularly fond of lillends,
and these winged azatas can easily carry the child-sized
vulpinals, giving vulpinals many opportunities to share
stories. Indeed, for a vulpinal, there are few greater
pleasures than sharing their knowledge—acting as
sages of the planes, teaching songs and dances from
exotic places, and composing poems about beautiful
places in the natural world. Though they are gentle by
nature, they fight to defend beauty, especially if their
magic can bolster the more martial celestial races.
A vulpinal stands about 3 feet in height and weighs 50
pounds.
Daemon
Daemons are demonic spirits given form. These NE
creatures include:
 Balrog (5e Balor): created by Cthulhu as
personal guards and commanders
 Shadow Daemon (5e Shadow Demon): created
by Cthulhu as spies and infiltrators
 Succubus/Incubus (5e Succubus): Night
Terror/Dream Daemon children of Pazuzu and
the Old Hag of the Shadow Realms; Native to
the Dreamworld, Able the Plane Shift to and
from Material Plane rather than Etherealness,
can use Dream to pull a victim’s Astral self into
Dreamworld for charming and draining kiss,
those drained to 0 transform into Cambion
daemons as per 5e, except that they can
transform from their original appearance to
that of a cambion at will and can only Plane
Shift back and forth from the Dream World. The
cambion retains the victim’s class abilities if an
Evil alignment allows but no longer rises in
level.
 Night Hag (5e Night Hag): Night Terror/Dream
Daemon daughters of Orcus and the Old Hag of
the Shadowlands; Native to the Dreamworld,
unable to use Etherealness, instead can use
Dream once to pull victim’s Astral self into
Dreamworld for its Nightmare Haunting with
any alignment of spirit being capable of capture
 Yugoloth: (as 5e) are the common daemons of
Gehenna.
 Gorgon (5e Medusa): instead of being bull-like,
Aldyryc gorgons are the daughters of Medusa
and Orcus, able to Cast Suggestion 3 times per
237
day. Native to the Shadowlands, they are able
to Plane Shift to the Material Plane during the
Witching Hour of the Night of Darkness. Once
there they must become pregnant by mating
with an elf, human, half-elf, hellion, half-orc, or
half-ogre, without petrifying him by keeping
him from seeing her face. Once pregnant, she
poisons and eats him and can then return to the
Shadowlands on the next Night of Darkness
Witching Hour to give birth to her daughter.
Demon
Planar Allay and Conjure Celestial work to summon
entities from the Immortal Sphere and the Telestial
Realms, including Celestials, genies, Fiends, demons,
daemons, aeon, flux, and rakshiri. Similar to Lux and
Flux, demons are formless spirits of amorphous
darkness, virtually indistinguishable from one another.
Unlike flux and lux, which create forms when conjured
by drawing upon environmental light, energy, and
elements, a demon requires and anthropoid body
because of the Demon Wall. Summoned into a corpse,
the demon rises as a ghast. All ghasts are statistically
the same, regardless of the power of demon within.
Once each round, the ghast may as a bonus action use a
successful attack hit to attempt to possess the target
and abandon the ghast shell (See Magic: Demon
Summoning). Only once in a living host does its true
nature become apparent as its abilities emerge.
Dangerous and unpredictable, any attempt to summon
a demon requires a d% roll to determine what gets
conjured: 01-80= Dretch; 81-90= CR1-CR5; 91-95= CR6-
CR10; 96-98= CR11-CR15; 99= CR16-Cr20; 00= CR21+.
When a ghast spawns another ghast, the demon
reproduces its own type by budding off its qi. If a ghast
is killed, the body remains intact for 1 round during
which time the demon may attempt to possess anyone
who touches the body. After 1 round the demon loses
its grip and is banished and the body decays normally.
All demons get access to the Forms of Chaos,
Destruction, and Evil as a priest of a level equal to their
CR. Those of less than CR1 get Chaos and Destruction at
CR ½ and Destruction at Cr ¼. A demon in possession of
an unwilling host may wield its formal and inherent
magical powers as well as any of those belonging to the
host but only in a willing host may it manifest its full
physical capabilities in a form chosen from the fears and
nightmares of the host or those it faces. All demons are
able to use Vicious Mockery as a 0 level spell-like ability
as well as Detect Thoughts and Tongues at will with
their CR as casting level (minimum 1). They are able to
use Vicious Mockery as a bonus action enabling two
uses in a round.
Shemhazian
This enormous, bestial demon combines the worst
aspects of a bear, a mantis, a wolf, and a reptilian
humanoid.
Shemhazian CR 16
XP 76,800
CE Gargantuan outsider (chaotic, demon, evil,
extraplanar)
Init +4; Senses darkvision 60 ft., detect good, scent, true
seeing; Perception +36
Defense
AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20
natural, –4 size)
hp 246 (17d10+153)
Fort +19, Ref +11, Will +18
DR 10/cold iron and good; Immune electricity, poison;
Resist acid 10, cold 10, fire 10; SR 27
Offense
Speed 40 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +25 (2d6+12 plus 2d4 Strength drain), 2
claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap
+23 (2d6+6)
Space 20 ft.; Reach 20 ft. (30 ft. with tail slap)
Special Attacks paralyzing gaze, rend (2 claws, 2d6+18)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—detect good, fly, true seeing
At will—greater teleport (self plus 50 lbs. of objects
only), invisibility, telekinesis (DC 18)
3/day—clairaudience/clairvoyance, mass inflict serious
wounds (DC 20), prying eyes
1/day—blasphemy (DC 20), summon (level 5, 1
shemhazian 30% or 1d4 vrocks 60%)
Statistics
Str 35, Dex 19, Con 29, Int 10, Wis 26, Cha 16
Base Atk +17; CMB +33; CMD 48
Feats Awesome Blow, Combat Reflexes, Dodge,
Improved Bull Rush, Improved Vital Strike, Lightning
Reflexes, Multiattack, Power Attack, Vital Strike
Skills Bluff +23, Climb +20, Fly +2, Heal +28, Intimidate
+23, Knowledge (religion) +20, Perception +36, Sense
Motive +28; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Ecology
Environment any (the Abyss)
Organization solitary
Treasure standard
238
Special Abilities
Paralyzing Gaze (Su) Paralysis for 1 round, 30 feet,
Fortitude DC 21 negates. Evil creatures are immune to
this effect. The save DC is Charisma-based.
Strength Drain (Su) A shemhazian demon deals 2d4
points of Strength drain with each successful bite. A DC
27 Fortitude save reduces this amount to 1d4 points of
Strength damage. The save DC is Constitution-based.
Although nearly all the horrors of the Abyss prey upon
one another in an endless, eternal bloodbath,
shemhazians are predators among predators. They are
more intimidating and physically powerful than most
demons, combining the features of numerous insectile
and bestial hunters into one massive, deadly form.
Although they don't require sustenance, shemhazians
take perverse delight in mutilating and eating their
victims.
Replacing Marilith as a Type 5 Demon, a shemhazian
stands 35 feet tall and weighs 12,000 pounds. They
form from the sinful souls of torturers and those who
enjoyed mutilating living victims to death.
Vrolikai
This black-skinned, bat-winged demon has four arms; a
long, thin tail; and a leering, fanged face with dead,
white eyes.
Vrolikai CR 19
XP 204,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft., low-light vision, true
seeing; Perception +36
Defense
AC 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19
natural, –1 size)
hp 332 (19d10+228)
Fort +18, Ref +17, Will +17
DR 15/cold iron and good; Immune death effects,
electricity, poison; Resist acid 10, cold 10, fire 10; SR 30
Offense
Speed 40 ft., fly 60 ft. (perfect)
Melee +1 black flame knife +29/+24/+19/+14
(1d6+11/19–20 plus energy drain), 3 +1 black flame
knives +29 (1d6+6/19–20 plus energy drain), bite +23
(1d8+5), sting +23 (1d6+5 plus madness) or bite +28
(1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 plus
madness)
Space 10 ft.; Reach 10 ft.
Special Attacks black flame knives, death-stealing gaze,
multiweapon mastery
Spell-Like Abilities (CL 19th; concentration +27)
Constant—true seeing
At will—deeper darkness, enervation, greater teleport
(self plus 50 lbs. of objects only), telekinesis (DC 23)
3/day—quickened enervation, regenerate, silence (DC
20), vampiric touch
1/day—mass hold monster (DC 27), summon (level 6, 1
marilith 50% or 1d4 glabrezus 75%), symbol of death
(DC 26)
Statistics
Str 30, Dex 23, Con 35, Int 22, Wis 23, Cha 26
Base Atk +19; CMB +30; CMD 47
Feats Cleave, Combat Expertise, Dodge, Flyby Attack,
Improved Initiative, Improved Vital Strike, Mobility,
Power Attack, Quicken Spell-Like Ability (enervation),
Vital Strike
Skills Acrobatics +25 (+29 jump), Bluff +30, Fly +34,
Intimidate +27, Knowledge (arcana) +25, Knowledge
(planes) +28, Perception +36, Sense Motive +28,
Spellcraft +25, Stealth +24 (+32 in shadowy areas),
Survival +25, Use Magic Device +27; Racial Modifiers +8
Perception, +8 Stealth in shadowy areas
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Ecology
Environment any (the Abyss)
Organization solitary
Treasure double
Special Abilities
Black Flame Knives (Su) A vrolikai can manifest daggers
made of crystallized black flames in each of its four
hands as a free action. These weapons function as +1
daggers that bestow one permanent negative level on a
successful hit. A DC 27 Fortitude negates the negative
level, although on a critical hit, no save is allowed. The
save DC is Charisma-based.
Death-Stealing Gaze (Su) 1 permanent negative level,
30 ft., Fort DC 27 negates. Creatures slain by these
negative levels become juju zombies under the vrolikai's
control. The save DC is Charisma-based.
Madness (Su) A creature stung by a vrolikai's tail must
make a DC 27 Will save to resist taking 1d6 points of
Charisma drain and becoming confused for 1d4 rounds.
On a successful save, the victim is instead staggered for
1d4 rounds as strange visions assault its mind. This is a
mind-affecting effect. The save DC is Charisma-based.
Multiweapon Mastery (Ex) A vrolikai never takes
penalties on its attack roll when fighting with multiple
weapons.
239
Replacing Balor as a Type 6 Demon, a vrolikai is 14 feet
tall but weighs only 500 pounds. Unlike other demons,
it does not form from a sinful soul—it instead manifests
from a nabasu demon that returns to the Abyss after
growing to maturity on the Material Plane. Not all
nabasus survive this transformation, but those who do
become powerful indeed—vrolikai usually rule large
regions of unclaimed Abyssal land, and often serve as
assassins or ambassadors to demon lords in need of an
agent in a distant realm.
Empyrean
Native to Ekstasis, Empyreans serve the Agathions and
protect spirits waiting to enter by patrolling the Dream
Time. Evil Empyreans have been changed by time in the
Shadowlands near Abaddon.
Fayd
The Fayd are entities of shadow and illusion based of
the Fayd from Pathfinder Bestiary 3 native to the Dream
Time. Their Shadow Evocation may be used to produce
the effect of a Mirror Image spell or an energetic
Conjuration (i.e. Burning Hands) but with psychic as the
damage type.
Fayd CR 4
XP 1,200
N Medium outsider (extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +8
Defense
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 38 (4d10+16)
Fort +8, Ref +7, Will +7
Defensive Abilities amorphous, blur; Immune cold
Offense
Speed 30 ft.
Melee mwk falchion +8 (2d4+4/18–20 plus 1d6 cold) or
touch +7 (1d6 cold)
Spell-Like Abilities (CL 4th; concentration +7)
Constant—blur
At will—lesser shadow evocation (DC 16)
Statistics
Str 16, Dex 22, Con 18, Int 21, Wis 13, Cha 17
Base Atk +4; CMB +7; CMD 23
Feats Combat Expertise, Iron Will
Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise
+10, Intimidate +7, Knowledge (arcana) +9, Knowledge
(planes) +12, Perception +8, Sense Motive +8, Stealth
+13 (+23 in regions of low light or darkness), Use Magic
Device +10; Racial Modifiers +10 Stealth in regions of
low light or darkness
Languages Aklo, Common, Fayd
Ecology
Environment any (Shadow Plane)
Organization solitary, pair, or ascendance (3–12)
Treasure standard (masterwork falchion, other
treasure)
Special Abilities
Cold (Su) A fayd's touch saps heat from living
creatures, leaving patches of colorless flesh rather than
physical wounds. A fayd can deal 1d6 points of cold
damage with a touch. It adds +1d6 points of cold
damage to any melee weapon damage it deals.
Lesser Shadow Evocation (Sp) This spell-like
ability functions identically to the spell shadow
evocation, but it can only create quasi-real versions of
sorcerer or wizard evocation spells of 2nd level or
lower. This spell-like ability is the equivalent of a 3rd-
level spell.
The mysterious people known as the fayds are
natives of the Shadow Plane. In their own language,
their name means "unbound" or "unfettered."
According to fayd history, they were once humanoids
who through tireless study and self-perfection managed
to transcend the bonds of a definite form. Though they
still bear roughly humanoid shapes, fayds' outlines are
perpetually wispy and impossible for any non-fayds to
focus directly on.
Though fayds may engage in all the same
pursuits and professions as other humanoids, their
overwhelming racial pride often leads them to see all
other humanoids—especially humans—as lesser beings.
Ironically, this casual disdain sometimes leads individual
fayds to gather harems of worshipful human consorts,
and it is from these unions that fetchlings often issue.
Humans involved in such relationships often hope to
learn the secret of the fayds' power over shadows, and
claim that only in sacred union with the creatures can
one glimpse their true features.
Fayds are roughly 6 feet tall and weigh 100
pounds. They often wear masks and form-fitting
clothing when around other creatures in order to give
the lesser beings something to focus on (such garments
do not impede their blur ability).
Feyr
The native entities of Abaddon are fiendish unliving
nightmares called feyrs ranging from greyscale shadow
anthropoids to horrors such as nightterrors,
nightwalkers, nightwings, and nightcrawlers.
All feyrs have the following special abilities.
240
Aversion to Daylight
If exposed to natural daylight (not merely a daylight
spell), feyrs take a -4 penalty on all attack rolls, saving
throws, and skill checks.
Desecrating Aura
All feyrs give off a 20-foot radius emanation of utter
desecration, as if Hallowed to Orcus. All undead within
20 feet of the feyr (including the creature itself) gain
advantage on attack rolls and saving throws, and +2 on
damage as well as +2 hit points per HD. (The feyr Hit
Dice, attack, and save entries given here include these
profane bonuses.) Checks made to turn undead within
this area are at disadvantage with saves at advantage. A
feyr’s desecrating aura cannot be dispelled except by a
Dispel Evil spell or similar effect. If the effect is
dispelled, the feyr can resume it as an interaction action
on its next turn. Its desecrating aura is suppressed if a
feyr enters a consecrated or hallowed area, but the
feyr’s presence also suppresses the consecrated or
hallowed effect for as long as it remains in the area.
Terrifying Visage
Feyrs call to the primal fears in those who see them
requiring creatures first doing so to make a Willpower
save or become Frightened with a critical failure adding
Incapacitated until a successful save reduced it to just
Frightened. A creature can only be affected one per 24
hours.
Strike Dumb
A feyr can use Feeblemind as a spell-like ability
recharged on a 6.
Worst Nightmare
A feyr can use Phantasmal Killer as a spell-like ability
recharged on a 5 or 6.
Undead Paragon
Feyrs have access to the Undead Aspect of the Death
Form at a priest level equal to their HD using Willpower
for their casting ability.
Nightterror
Size/Type: Huge Fiend (Undead)
Hit Dice: 12d12+48 (118hp)
Initiative: +2
Speed: 40 ft., climb 40 ft., spring 60 ft.
Armor Class: 14
Attack: 6 Tentacles +6 (1d4+4 necrotic
plus paralysis, grapple)
Space/Reach: 10 ft. /10ft.
Special Attacks: Desecrating aura, Paralysis,
Stunning Gaze, Dark Web
Special Qualities: Aversion to daylight, Resistance
to Slashing, Bludgeoning, and Piercing unless silver and
magic, darkvision 60 ft.,
immunity to cold, tremorsense 60 ft., undead traits
Abilities: Str 15 Dex 15 Con 15 Int 6
Wis 14 Cha 6
Saves: +2 +2 +2 +2
+2 +2
Skills: Stealth +6 Perception +6
Environment: Abaddon
Organization: Solitary or pair
Challenge Rating:
Alignment: Always evil
A nightterror appear like a giant burned carrion crawler,
covered with sticky three-foot tentacles , with six six-
foot ones ringing its toothless maw. A spectral white
mist fills its throat, the same as that inside the single
orb of an eye unblinking above its mouth. Able to
condense itself and spring up to 60’ horizontally or 30’
vertically as an action, these horrors often dwell in deep
pits an spring out upon victims with surprise. Anyone
attacking a nightterror with melee reach of less than 10’
must make a Dexterity save at DC20 to avoid 4d6 points
of necrotic damage from the tarlike tentacles. Anyone
coming in contact with its web, or hit by such, must
make Dexterity save to avoid getting Restrained along
with Enfeebled (as per Ray of Enfeeblement) and
accruing 1 point of Exhaustion. Able to attack up to
three individuals with its six mouth tentacles, each
Requires a Dc20 Constituion save to avoid being
Paralyzed for 1d6 hours. Paralyzed victims are pulled
into the throat mist on its next tentacle action, each
round therein the victims suffers suffocation and 3d6
necrotic until the necrotic damage lowers their hit
points below their Constituion score. At this point the
rotting corpse becomes part of the Nightterror
increasing its hit point total from the usual 7 / Dice by 1
per victim devoured. Once the Maximum Hit points for
d12 are reached, each victim adds 5 temporary hit
points lost only through damage. A nightterror
measures about 6 feet in diameter with an 18’ long
body tipped by web spinners for tarlike webbing. It can
spin complex webs and spray targets up to 30’ away.
They move at full speed even on ceilings. .
Nightcrawler
Size/Type: Gargantuan Undead (Extraplanar)
Hit Dice: 25d12+50 (212 hp)
Initiative: +4
241
Speed: 30 ft. (6 squares), burrow 60 ft.
Armor Class: 35 (-4 size, +29 natural), touch 6, flat-
footed 35
Base Attack/Grapple: +12/+45
Attack: Bite +29 melee (4d6+21)
Full Attack: Bite +29 melee (4d6+21/19-20) and
sting +24 melee (2d8+11/19-20 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Desecrating aura, energy drain,
spell-like abilities, poison, summon undead, swallow
whole
Special Qualities: Aversion to daylight, damage
reduction 15/silver and magic, darkvision 60 ft.,
immunity to cold, spell resistance 31, telepathy 100 ft,
tremorsense 60 ft., undead traits
Saves: Fort +12, Ref +10, Will +23
Abilities: Str 48, Dex 10, Con 20, Int 10, Wis 20,
Cha 18
Skills: Concentration +32, Diplomacy +6, Hide +16,
Knowledge (arcana) +33, Listen +33, Move Silently +28,
Search +33, Sense Motive +23, Spellcraft +35, Spot +33,
Survival +5 (+7 following tracks)
Feats: Blind-Fight, Combat Casting, Great Fortitude,
Improved Critical (bite), Improved Critical (sting),
Improved Initiative, Iron Will, Power Attack, Quicken
Spell-Like Ability (cone of cold)
Environment: Plane of Shadow
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Standard
Alignment: Always evil
Advancement: 26-50 HD (Colossal)
Level Adjustment: —
A nightcrawler is a massive behemoth similar to a
purple worm, though utterly black in color.
A nightcrawler measures about 7 feet in diameter and is
100 feet long from its toothy maw to the tip of its
stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler attacks by burrowing through the
ground and emerging to strike.
A nightcrawler’s natural weapons are treated as magic
weapons for the purpose of overcoming damage
reduction.
Energy Drain (Su)
Living creatures inside a nightcrawler’s gizzard gain one
negative level each round. The DC is 26 for the Fortitude
save to remove a negative level. The save DC is
Charisma-based.
For each such negative level bestowed, the nightcrawler
gains 5 temporary hit points.
Improved Grab (Ex)
To use this ability, a nightcrawler must hit with its bite
attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and can try
to swallow the opponent in the following round.
Poison (Ex)
Injury, Fortitude DC 22, initial and secondary damage
2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities
At will—contagion (DC 18), deeper darkness, detect
magic, greater dispel magic, haste, invisibility, see
invisibility, unholy blight (DC 18); 3/day—cone of cold
(DC 19), confusion (DC 18), hold monster (DC 19);
1/day—finger of death (DC 21), mass hold monster (DC
23), plane shift (DC 21). Caster level 25th. The save DCs
are Charisma-based.
Summon Undead (Su)
A nightcrawler can summon undead creatures once per
night: 9-16 shadows, 3-6 greater shadows, or 2-4 dread
wraiths. The undead arrive in 1d10 rounds and serve for
1 hour or until released.
Swallow Whole (Ex)
A nightcrawler can try to swallow a grabbed opponent
of Huge or smaller size by making a successful grapple
check. Once inside, the opponent takes 2d8+12 points
of bludgeoning damage plus 12 points of acid damage
per round from the nightcrawler’s gizzard and is subject
to the creature’s energy drain. A swallowed creature
can cut its way out by using a light slashing or piercing
weapon to deal 35 points of damage to the gizzard (AC
21). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own
way out. A nightcrawler’s interior can hold 2 Huge, 8
Large, 32 Medium, 128 Small, 512 Tiny or smaller
opponents.
242
Flux
Native to Pandemonium, 5e Slaadi are the Flux,
appearing as amorphous churning storm clouds of
radiance and darkness.
Gith
Gith are native entities of the Astral Sea who fled
enslavement by aberrations.
Lux
Entities native to Genesis, the Lux are Azata from
Pathfinder Bestiary and Bestiary 2 without form,
appearing as amorphous clouds of radiance.
Brijidine
This beautiful woman has flesh made of lava. She soars
through the sky on a trail of fire.
Brijidine CR 17
XP 102,400
CG Medium outsider (azata, chaotic, earth, extraplanar,
fire, good)
Init +5; Senses darkvision 60 ft., low-light vision,
tremorsense 60 ft.; Perception +26
Aura flaming body, holy aura
Defense
AC 32, touch 19, flat-footed 27 (+4 deflection, +5 Dex,
+13 natural)
hp 256 (19d10+152)
Fort +22, Ref +15, Will +21
DR 10/cold iron and evil; Immune electricity, fire,
petrification; Resist cold 10; SR 28
Weaknesses vulnerable to cold
Offense
Speed 40 ft., fly 60 ft. (good)
Melee +1 flaming burst keen longsword
+25/+20/+15/+10 (1d8+8/17–20 plus 1d6 fire and burn)
Ranged lava blast +24 (16d6 fire plus burn and entrap)
Special Attacks entrap (DC 26, instantaneous, hardness
8, hp 30), burn (2d6, DC 26), trample (1d8+7, DC 24)
Spell-Like Abilities (CL 19th; concentration +25)
Constant—holy aura (DC 24)
At will—flaming sphere (DC 18), heat metal (DC 18),
meld into stone (self only), soften earth and stone,
stone shape
5/day—cure serious wounds, flame strike (DC 21), move
earth, spike stones (DC 20), stone tell, summon nature's
ally V (earth and fire elementals only), wall of stone (DC
22)
3/day—earthquake, fire storm (DC 23), heal, stoneskin,
wall of fire
Statistics
Str 20, Dex 21, Con 24, Int 15, Wis 18, Cha 23
Base Atk +19; CMB +24; CMD 43
Feats Cleave, Combat Expertise, Combat Reflexes,
Critical Focus, Improved Bull Rush, Iron Will, Lunge,
Power Attack, Staggering Critical, Toughness
Skills Craft (any one) +24, Escape Artist +27, Fly +9, Heal
+26, Knowledge (nature) +24, Knowledge (planes) +24,
Perception +26, Perform (oratory) +25, Sense Motive
+26
Languages Celestial, Draconic, Ignan, Infernal, Terran;
truespeech
SQ heat stone, obsidian blade
Ecology
Environment any (Elysium)
Organization solitary or team (2–5)
Treasure double (no flammable items)
Special Abilities
Flaming Body (Su) A brijidine's body is molten rock
covered in dancing flames. Anyone striking a brijidine
with a natural weapon or unarmed strike takes 1d6
points of fire damage. A creature that grapples a
brijidine or is grappled by one takes 6d6 points of fire
damage each round the grapple persists.
Heat Stone (Su) Whenever a brijidine uses her meld
into stone, soften earth and stone, spike stones, stone
shape, or wall of stone spell-like abilities, she can have
the affected stone radiate intense heat for 1 minute.
Any creature within 5 feet of the stone takes 1d6 fire
damage per round.
Lava Blast (Su) A brijidine can hurl a glob of lava at a
target as a standard action. This attack has a range
increment of 30 feet.
Obsidian Blade (Ex) At will as a free action, a brijidine
can create a blade of jagged volcanic glass that
functions as a +1 flaming burst keen longsword. One
round after it leaves the brijidine's grasp, the weapon
decays into useless powder.
Brijidines are passionate, powerful azatas attuned to
the powers of earth and fire. They love basking in
volcanoes, writing poetry, tending to sick creatures, and
pursuing spicy recipes. The quickest way to befriend a
brijidine is to present her with a fireproof copy of an
exotic poem or a bag of rare peppers. Though their
power is tied to primal destruction, they are quick-
witted and love clever wordplay, whether in a sonnet or
a dirty limerick.
The brijidine sees fire as a form of purity, a marked
difference from its classical association with devastation
and destruction. To a brijidine, the existence of hellfire
is the rankest blasphemy, and while many azatas look to
243
the demons of the Abyss as their greatest enemies, it is
among the devils of Hell that most brijidines find focus
for their anger. The fact that devils are immune to fire,
the brijidine's greatest strength, frustrates and angers
these azatas all the more, forcing them to become far
more imaginative and creative in their tactics when
facing such foes. A brijidine stands 5-1/2 feet tall and
weighs 150 pounds.
Bralani
Silver-white hair the color of a lightning strike whips
about this poised elf-like archer, his eyes swirling with
vibrant colors.
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good,
shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision;
Perception +15
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity,
petrification; Resist cold 10, fire 10; SR 17
Offense
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12
(1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC
14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
Statistics
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill
Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception
+15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
Ecology
Environment any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure double (+1 scimitar, +1 composite longbow [+5
Str])
Special Abilities
Whirlwind Blast (Su) When in wind form, a bralani can
attack with a scouring blast of wind, dealing 3d6 points
of damage in a 20-foot line (Reflex DC 17 half). The save
DC is Constitution-based.
Wind Form (Su) A bralani can shift between its
humanoid body and a body made of wind and mist as a
standard action. In humanoid form, it cannot fly or use
its whirlwind blast. In wind form, it functions as if under
the effects of a wind walk spell. It can make slam
attacks and use spell-like abilities in either form. A
bralani remains in one form until it chooses to assume
its other form. A change in form cannot be dispelled,
nor does the bralani revert to any particular form when
killed (both shapes are its true form). A true seeing spell
reveals both forms simultaneously.
Bralanis are among the fiercest and wildest of the
azatas, living from moment to moment and always on
the lookout for chances to test their skill in battle. In
addition to their elf-like forms, they can take the shape
of whirlwinds of dust, snow, or sand. In the mortal
realm, they are often mistaken for djinn. They delight in
violent weather, not for the destructive qualities of such
events, but for the intensity and energy, and many tales
describe bralani as spirits who laugh as they sail amid
the strongest storms.
Bralanis do not need to eat, but they enjoy doing so.
Most prefer elven food, fiery human dishes, and spiced
wine. Because of their similarities to elementals and
fey, they sometimes act as intermediaries between
mortals, elementals, and fey, though they prefer to
arrange temporary truces that allow the interested
parties to conduct their own negotiations on neutral
ground. When taking the role of mediators—or
whenever else such opportunities present themselves—
bralani are quick to suggest friendly competitions or
games to end disputes and enjoy creating challenges or
complicated contests to test both physical and mental
mortal prowess.
Ghaelle
his elegantly armored sentinel stands alert, her eyes
radiating divine light and her noble blade crackling with
power.
Ghaele CR 13
XP 25,600
CG Medium outsider (azata, chaotic, extraplanar, good,
shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light
vision, see invisibility; Perception +20
244
Aura holy aura
Defense
AC 28, touch 16, flat-footed 26 (+4 deflection, +1 Dex,
+1 dodge, +12 natural)
hp 136 (13d10+65)
Fort +17, Ref +11, Will +16
DR 10/cold iron and evil; Immune electricity,
petrification; Resist cold 10, fire 10; SR 25
Offense
Speed 50 ft., fly 150 ft. (perfect)
Melee +2 holy greatsword +22/+17/+12 (2d6+12)
Ranged 2 light rays +14 ranged touch (2d12)
Special Attacks gaze
Spell-Like Abilities (CL 13th)
Constant—detect evil, holy aura (DC 21), see invisibility
At will—aid, charm monster (DC 17), continual flame,
cure light wounds, dancing lights, detect thoughts (DC
15), disguise self, dispel magic, hold monster (DC 18),
greater invisibility (self only), major image (DC 16),
greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (DC 19), prismatic spray (DC 20),
wall of force
Spells Prepared (CL 13th)
7th—holy word (DC 21)
6th—banishment (DC 20), heal (DC 20)
5th—flame strike (DC 19), raise dead, true seeing
4th—death ward, dismissal (2) (DC 18), divine power,
restoration
3rd—cure serious wounds (3), searing light (2)
2nd—aid, align weapon, bear's endurance, lesser
restoration (2)
1st—bless, command (DC 15), divine favor, obscuring
mist, shield of faith
0 (at will)—detect magic, purify food and drink,
stabilize, virtue
Statistics
Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17
Base Atk +13; CMB +20; CMD 31
Feats Combat Casting, Combat Expertise, Dodge,
Improved Disarm, Improved Initiative, Improved Trip,
Lightning Reflexes
Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle
Animal +19, Knowledge (nature) +16, Knowledge
(planes) +19, Perception +20, Sense Motive +20, Stealth
+17
Languages Celestial, Draconic, Infernal; truespeech
SQ light form
Ecology
Environment any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure triple (+2 holy greatsword)
Special Abilities
Gaze (Su) In humanoid form, a ghaele's gaze attack
slays evil creatures of 5 HD or less (range 60 feet, Will
DC 18 negates, shaken for 2d10 rounds on a successful
save). Nonevil creatures, and evil creatures with more
than 5 HD, must succeed on a DC 18 Will save or be
shaken for 2d10 rounds. A creature that saves against a
ghaele's gaze is immune to that particular ghaele's gaze
for 24 hours. This is a mind-affecting fear effect. The
save DCs are Charisma-based.
Light Form (Su) A ghaele can shift between its solid
body and one made of light as a standard action. In
solid form, it cannot fly or use light rays. In light form, it
can fly and gains the incorporeal quality—it can make
light ray attacks or use spell-like abilities in this form,
but can't make physical attacks or cast spells. This
ability otherwise functions similarly to a bralani's wind
form ability.
Light Ray (Ex) A ghaele's light rays have a range of 300
feet. This attack bypasses all damage reduction.
Spells Ghaeles cast divine spells as 13th-level clerics.
They do not gain access to domains or other cleric
abilities.
Ghaeles are the most knightly of the azatas, hunting
fiends, dragons, and undead with equal vigor. Most
appear like idealized humans or elves and are quick to
smile—and equally quick to strike against those they
perceive as wicked.
Lillend
Lillend CR 7
XP 3,200
CG Large outsider (azata, chaotic, extraplanar, good)
Init +3; Senses low-light vision, darkvision 60 ft.;
Perception +13
Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1
size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10,
fire 10
Offense
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6
(2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
245
Special Attacks bardic performance (20 rounds/day),
constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock,
light
1/day—charm person (DC 15), speak with animals,
speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious
wounds
2nd (4/day)—hold person (DC 16), invisibility, sound
burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds,
identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic,
lullaby (DC 14), mage hand, read magic
Statistics
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +13; CMD 26 (can't be tripped)
Feats Combat Casting, Hover, Iron Will, Lightning
Reflexes
Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge
(nature) +9, Perception +13, Perform (stringed
instruments) +16, Sense Motive +13, Survival +14;
Racial Modifiers +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
Ecology
Environment any (Elysium)
Organization solitary, pair, or choir (3–6)
Treasure standard (+1 longsword, masterwork harp)
Special Abilities
Bardic Performance A lillend has the bardic
performance ability of a 7th-level bard, granting her
access to that ability's countersong, fascinate, inspire
courage, inspire competence, and suggestion aspects.
Spells A lillend casts spells as a 7th-level bard. They
favor enchantment and healing spells.
Among the azatas, lillends are the tale-tellers and
chroniclers, gathering lore and recording stories in the
form of epic poems and songs. They are generally
peaceful, though they are swift to act if they believe a
piece of rare art or a talented artist is threatened. A
lillend's lower section is about 20 feet long, and a
typical lillend weighs 3,800 pounds.
Although they have no need of mortal nourishment, it is
said that lillends sup on the joy of music, art, and
performance. They also love unspoiled wilderness and
seek out places in the mortal realm that remind them of
the beauty of their home plane. From the lore of
numerous races come tales of these muses, particularly
those that have taken a vested interest in the training of
a single talented prodigy or the ongoing creation of
some fantastic work of art. Such legends sometimes
prove true, as all lillends have their favorite works,
creations, and artists, and often visit the Material Plane
to enjoy their splendor and make sure they remain safe.
In the defense of such beauty, lillends prove passionate
foes, calling upon the might of nearby allies or crushing
philistines in their striking but deadly coils.
Lyrakien
Lyrakien CR 2
XP 600
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect
magic, low-light vision; Perception +9
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold
10, fire 10
Offense
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of
movement
At will—dancing lights, daze (DC 15), summon
instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16),
silent image (DC 16)
1/week—commune (6 questions, CL 12th)
Statistics
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16,
Knowledge (any one) +8, Perception +9, Perform (any
one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler's friend
Ecology
Environment any (Elysium)
Organization solitary, band (2–5), or company (6–24)
Treasure none
Special Abilities
246
Starlight Blast (Su) As a standard action once every 1d4
rounds, a lyrakien can tap into the divine power of
Elysium, unleashing a blast of holy starlight in a 5-foot
burst. All creatures in this area take 1d4 points of holy
damage, plus 1 point for each step their alignment
deviates from chaotic good. For example, a chaotic
neutral or neutral good creature would take 1d4+1
points of damage, a neutral creature would take 1d4+2
points of damage, and a lawful evil creature would take
1d4+4 points of damage. A DC 12 Reflex save negates
this damage. Chaotic good creatures are unaffected by
this ability. The save DC is Constitution-based.
Traveler's Friend (Su) The performances and company
of a lyrakien ease the burden of travel. Once per day, a
creature may spend a minute listening to a lyrakien's
performance—doing so removes the effects of
exhaustion and fatigue from the listener.
Lyrakien are divine musicians and messengers, mainly in
the employ of deities of travel and natural wonders.
They love to explore and visit beautiful places,
especially locations with excellent views of rainbows,
moonlight, and the stars. Whimsical and joyous, they
love contests of song, dance, and knowledge, and keep
journeys happy by distracting their companions from
weary feet and stale food. Mortals who please them
with excellent tales and new songs may be rewarded
with elaborate maps, forgotten shortcuts, or rambling
directions to hidden locations that hold lost magic.
Lyrakien are light-hearted creatures, but they are very
protective of breathtaking natural locations. Often
called "glistenwings" by gnomes and halflings, lyrakien
are frequently mistaken for fey—while they are
generally friendly with true fey, their origin is the plane
of Elysium. Like other azatas, they grow restless if they
stay in one place too long.
Modron
Native entities of the Astral Sea, Modrons serve Aeons.
Seraph
Also called the Shining Ones, seraphim are angelic
beings composed of radiance native to Novus Lucidum
that nurture the infant spirits born from Genesis. They
are NG 5e Angels divided into Teachers (Deva), Guides
(Planetars), and Arbiters (Solars).
Titan
Meant to be the leaders of the failed Giant civilization,
titans are equal to storm giants with the class abilities of
a mystic of a level equal to their CR attuned to the
Radiant Key, the ability to use Enlarge/Reduce on
themselves at will, and the ability to craft and wield a
Hammer of Thunderbolts. Titans are paragons of Storms
and War.
Undead
Aldyryc’s undead are created by dark qi infecting a
corpse to animate it or a living person to enwrap the
light qi spirit and take control, with the spirit helpless
inside. Undead can feed on spiritual and physical qi to
grow more powerful or to build and improve bodies
that they animate. When the physical form of an
Undead is destroyed, the spiritual form animating it is
kicked out with one hit point per HD remaining and
Exhaustion Level 3. Aldyryc campaigns don’t use
standard mummies, mummy lords, or death knights.
Non-standard undead such as crypt things and skeleton
warriors are the result of Wishes cast by Orcus priests,
the dying, or Orcus himself. Ghasts are a form of ghoul
created only by the possession of a corpse by a demon.
Origins
The first undead were the cthoi, monstrosities created
by Orcus and Cthulhu from fallen rakshasa and rakshiri.
These created the first wights and juju zombies from
those of their kin not also turned into cthoi. The
physical destruction of wights released the first
incorporeal undead, poltergeists. The magic of the
Mortis Liber helped rakshasa transform their enemies
into skeletons, zombies and ghouls, leading to the
release of specters and shadows. The 1st
Chaos Wave
then separated those cthoi from before into Elders and
those later produced solely from rakshasa into Young
while unlocking the ability to evolve through feeding in
their lesser spawn. The first ghosts were faerie, almost
solely banshees because only such unfocused intense
hatred could make a faerie refuse the return to the
Faerie Realms. The first lich was Sauron the
Necromancer, First Emperor of Murhkar, using the
ritual in the Mortis Liber discovered by his goblin father
Melkor, First Priest of Orcus, and the First Sorcerer. The
first mummies were his nine hobgoblin bodyguards, the
Nazgûl.
Apparition
Medium Undead Neutral Evil
Slaying a Voidsoul releases an apparition with the usual
handicaps. An Apparition is an extremely pale 5e
Shadow, an anthropoid dimness in the air with the
following adjustments:
247
 Strength, Constitution, and Charisma are all
reduced to 1
 In combat or in motion it is treated as if
affected by a Blur spell and it is Invisible when
motionless outside of combat.
 Its touch attack inflicts 1d8 points of necrotic
damage to the target, granting disadvantage on
their attack rolls against the apparition until the
end of its next turn, and preventing the target
from regaining hit points until the start of the
apparition’s next turn.
 An apparition only feeds on the qi remaining in
the corpse, desiccating it, and is only able to
evolve into a Shadow by feeding enough to gain
a shadow’s full HD.
Cthoi
Also known as a Pale Whisperer, a Shadow Stalker, and
a Soul Eater, a Cthoi is a 8th level Paragon of the Forms
of Evil, Darkness, and the Undead Aspect of Death.
Telepathic and connected with Cthulhu, Every cthoi
within 30’ of another cthoi adds 2 sorcery points and 1
Paragon level of to each one in the chain. Cthoi can use
sorcery points for Paragon spells.
Elder
Known as the Thirteen, cthoi elders are 13th
level
paragons with the class abilities of 12th level Fate
Mystics and the Tough feat.
Created by Orcus for Cthulhu for Ragnarok out of
captured and dead rakshiri. They appear as skeletal
anthropoids with pale, slimy white flesh like a dead fish
stretched tight over its bones. Its seven feet in height,
like their sources. Their long skinny arms end in long
boney fingers tipped with curved claws. Normal
rakshasa are transformed by blood drain into Young
Cthoi of equal HD and sorcerous magic. Elder Cthoi
come from rakshiri and rakshasa from before the wave.
They are all level 20 - 30 Wizards.
Their leonine skull has no mouth. Instead a
mass of small tentacles dangle and writhe from the
upper jaw, able to drill into victim and syphon out
blood. The drain is double a vampires and creates
vampires of non rakshiri types, under its control. The
slime causes a sensuous, pleasurable sensation and
prevents clotting.
Their claws inflict twice the neg levels of dark qi
as a vampire, creating wights under its control
Instead of ears, two tentacles grow from the
sides of the skull each nearly three feet long and
slender, tipped with a long spine able to puncture a
skull and suck out the spirit, replacing it with dark qi to
create a voidsoul under its control. Each tentacle can
hold one spirit. The cthoi can use it to power spells by
spending 1 level/hd per spell level, or it can completely
heal itself by consuming the spirit. It can consume just
to make room.
Cthoi have Frightful Presence when first seen.
They radiate despair in a 30 radius that renders victims
paralyzed with hopelessness until a successful save or
shaken if they save. The effects vanish once out of the
aura. They Regenerate 5 if young and 10 if elder,
prevented only by direct sunlight. Can only be
permanently destroyed by being anointed with holy oil
then Blessed followed by burning while in direct
sunlight and scattering the ash. Otherwise it can
regenerate from the remnant. Dominate by filling mind
with whispering voices given orders and suggestions.
Aka: The White Whisperers (can’t talk, only
telepathic whispers), the Shadow Stalkers (sunlight not
only stops regeneration, and allows their destruction),
the Silent Ones, Doom Warriors, and the Pale Strangers
- because their robes make them appear as humanoids
or faeries or orcs but not as living one. They are the
origin of all undead except mummies (including liches)
and ghosts, creating all others through all three types of
drain and spells, the incorporeal forms coming from the
destruction of corporeal ones.
248
In groups one tends to be the caster while each
additional cthoi contributes one metamagic effect to
the spell. No two can be more than thirty feet apart to
be in the link.
Fanatical servants of Cthulhu, they work behind the
scenes pulling strings unless ordered or forced into
direct action. They tend to be surrounded by vampires,
wights, and voidsouls and are considered holy by
Cthulhu worshippers and those of Orcus as the first if
his undead children. They obey only their master whom
they commune with 0 level spell.
Often cloaked with deep cowls cthoi tend to
crouch and stoop making them appear shorter and
hunched. They fight with ranged magic and rely on their
aura to render victims defenceless and harmless, before
taking a drink then taking the spirit unless it wants to
make vampires or wights.
Rakshasa fear cthoi.
There are 9 elder cthoi, 13 rakshiri, and 18 elder
rakshasa. The cthoi lair in the Deep of the Underworld
above Tartarus and have a tunnel to Atlantis.
Young Cthoi (NE Undead) CR 14
Str 22, Dex 24, Con - , Int 17, Wis 17, Chr 23
13d8+70hp, Natural AC +15, DR 15/magic and silver,
CL7, SR 25
Feats: combat expert, Dodge, Imp Critical (kukri), imp
initiative, werapon finesse, alertness, combat reflexes,
lightning reflexes, Toughness
Skills: Bluff +27, Dip 19, Disguise 27, Perc 24, sense mot
24, perform 19, stealth 28
Blood Drain and Bleeding: 1d4 con damage from mouth
tentacle burrowing plus1 point bleed damage from
slime per bite
Energy Drain: both claw attacks 1d4+6 and 2 neg levels
Spirit Drain: 1d4 sting damagr plus grapple. Successful
grapple imbeds tebtacke spine in skull. Grapple check to
pull out. If still in its next round victim must save Will or
die and have spirit trapped in tentacle. Cthoi can spend
victim levels or hd to heal itself 1d8pts per level spent.
They can also use them to power additional castings oof
their spells on a level per level basis. Lastly they may
spend them in the witch link to pay the cost of
contrubuted metamagic. The spirit remains trapped
until exhausted by having all its kevels spent or the
creature is permabently destroyed. True Res, Wish and
Miracle work only once the spurit is exhausted. Lesser
restoritives work once the spirit is freed but it has 1 neg
level per kevel spent. The spine remains imbedded until
pullefd out by victim or by cthii upon syphoning the
spirit. Both spines can attack the same creature but not
diffetebt ones once one is imbedded..
Create Spawn: Energy drain creates wights, Blood drain
creates vampires (or cthoi if rakshasa), and Spirit drain
creates juju zombied, all under thecreatures control
until its permanent destruction. Spawn rise in 1d4
rounds.
Telepathy 30': enables universa communucation
experienced as voices and languages in the recievets
memory, including their own, conibg as multiple
whispers that echo in the mind
Dominate Person 30' CL12: the whispers become
overwelmingp
Regenerate 5 / sunlight, Annoint with holy oil and bless
before burning in sunlight fir permanent destruction.
Pulls itself back together and can regrow from dust or
ash as soon as out of sunlight.
Witch link: when in groups one acts as caster while each
additional one cobtributes one metamagic feat as if
using witchcraft, not requiring the feat and paying its
cost from captured spirits.
Aura of Despair 30' radius: Taking any action whether
offensive, defensive, or any other, rrequires a Will save
to break the despair. Success majes immune for 24
hours but leaves shaken for 3d20 minutes. Inactive
vuctins are considered helpess.
Frightful presence: save upon first seeing its face
Dragonnethi
Although the soulless dragonnethi can still be killed by
undead attacks they cannot be turned into undead or
animated as skeletons or zombies. Their bodies do not
provide sustenance for structural or vampiric feeding;
the mithral in their blood acting as a Poison that
eliminates gained hit points and gives them the
Poisoned condition until they complete a full rest
period. However, the bitten dragonneth stills takes the
normal necrotic damage. Thus there are no dracoliches
and no dragonneth would become such an abomination
if it were possible. There is a legend from the Age of the
Fallen about a dragon who dared quest after
immortality with an entourage of Low Ones. One of the
varstrills was found adrift near the Dagon’s Maw
whirlpool, her dying words warning of the questing
dragon being turned into an undead abomination by
powerful magic and then destroying its entourage with
the entropic breath of Tiamat herself. Her final whisper
249
was the name Shen. Called the Dragon of Doom, Shen
became the dragonneth boogieman, used to terrify
hatchlings into obedience and serve as a warning to
adults to accept their existence. They fear Shen far
more than Cthulhu or Satanael. A few believe Shen to
be the unborn hatchling of Tiamat and actively seek him
out, returning without luck or not at all.
Ghosts
Ghosts are spirits unwilling or unable to leave the
Mortal Sphere after death, who have turned their backs
on the Gates of Immortality to forge their own chains of
dark qi. They aren’t controlled by it and don’t feed or
evolve, but it prevents their destruction or release until
the emotions, desires, and intentions that formed the
chain are resolved, weakening and breaking the links.
Sometimes a spirit has such an intense desire for
revenge on a specific individual or small group, that it
refuses to leave its body upon death, fixing its dark qi
chain to the corpse rather than the location of its death.
These rise as remnants. Banshee is just the Faerie term
for ghost; all ghosts being able to use Phantasmal Killer
and Weird among their other undead spells (see
Undead Evolution and Magic). The aging effect of a
ghost is multiplied by the Longevity Rating of the
affected creature.
Ghouls
The Aldyryc ghoul is modelled after the Romero zombie.
They use standard 5e stats except for having Speed 20
and being unable to Dash. A ghast is a corpse possessed
by a demon, otherwise using the standard 5e stats.
Mummy
Mummies are powerful, non-feeding undead created by
the forbidden Mummification ritual. Aldyryc mummies
replace standard 5e mummies, mummy lords, and
death knights. Few non-lich mummies become so
willingly and are created as punishment or to be a
bound protector of some place or thing by adding a
Geas to the phylactery’s construction in the ritual of at
least 1 spell slot level per 2 class levels of the potential
mummy (6 for 12th
, 7 for 14th
, 8 for 18th , and 9 for
18th
). Aldyryc mummies possess the standard ability
scores and AC of a 5e Lich but only get spells if they are
a spell-caster. Although they retain the standard HD and
Hit Points as well, Liches and Death Knights may be of
any class level, with the exception of Liches who must
cast the ritual upon themselves, getting all the
proficiencies and class level abilities appropriate to the
class level. The rank of the mummy produced depends
on the classes of the character, all mummies using the
rules and statistic for a 5e Lich as adjusted bellow:
Type Rank Adjustments Notes
Crypt Thing Skeletal Guard Tough and Weapon Master feats No class level abilities or Legendary Actions
Crypt Keeper Skeletal
Sentinel
Crypt Thing adjustments plus Athlete
(STR+1) and Martial Adept, feats
Eldritch Knight, Arcane Trickster, Ranger, or
Lancer; No class level abilities or Legendary
Actions
Death Knight Mummy
Champion
Crypt Keeper adjustments as well as
Legendary Actions, Enforcer class level
abilities, STR+1, and Savage Attacker feat
Exemplars become Enforcers when mummified.
Lich Mummy Lord Legendary Actions with Lich Expansions,
class level abilities, plus Keen Mind, Mage
Slayer, Spell Sniper, and War Caster feats
Illuminatus, Magician, or Mystic
Mummy CR ~21
Medium undead, any evil 33,000 XP
Armor Class 17 (natural armor)
Hit Points 135 (18d8+54)
Speed 30’, swim 30’
STR DEX CON INT WIS CHA
11
(+0)
16
(+3)
16
(+3)
20
(+5)
14
(+2)
16
(+3)
Skills Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning
Damage Immunities necrotic; poison; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses truesight 120’, passive Perception 19
Languages Common plus up to five other languages
Legendary Resistance (3/day ). If the mummy fails a saving
throw, it can choose to succeed instead.
Rejuvenation. If it has an intact phylactery, a destroyed body
mummy gains a new body in 1d10 days, regaining all of its hit
points and becoming active again. The new appears within 5
250
feet of the phylactery.
Turn Resistance. The mummy has advantage on saves against
any effect that turns undead.
Magic Resistance. The mummy has advantage on saves
against spells and other magical effects.
ACTIONS
Multiattack. The mummy uses its Dreadful Gaze and makes
one attack with its Paralyzing Touch.
Crypt Rot. Creatures that come within 15’ of a mummy must
succeed on a DC 16 Con save or be cursed with Crypt Rot. A
cursed target can’t regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that
elapses. If the curse reduces the victim’s hit point maximum
to 0, the desiccated victim dies and rises as a shadow from
the corpse during the Witching Hour of the next Night of
Darkness. The corpse then turns to dust. The curse lasts until
removed by magic equivalent or superior to Dispel Evil or
Greater Restoration. A successful save renders the creature
Immune to that mummy’s Crypt Rot for 24 hours. The
phylactery radiates the same aura with disadvantage on the
save.
Dreadful Glare. A creature within 60’ that the mummy
can see must succeed on a DC 16 Wis save or become
frightened until the end of the mummy’s next turn. If
the target fails the save by 5 or more, it’s also paralyzed
during that time. A target that succeeds on the save is
immune to the Dreadful Gaze of all mummies and
mummy for 24 hours.
Paralyzing Touch. Melee Weapon Attack: +12 to hit,
reach 5’, one creature. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 18 Con save or be
paralyzed for 1 minute. The target can repeat the save
at the end of each of its turns.
LEGENDARY ACTIONS
A Death Knight or Lich can take 3 legendary actions,
only one at a time and only at the end of another
creature’s turn. The lich regains spent actions at the
start of its turn.
Attack. The mummy makes one attack with its Rotting
Fist or uses its Dreadful Gaze.
Blinding Dust. Each creature within 5’ of the mummy
must succeed on a DC 16 Con save or be blinded until
the end of the creature’s next turn.
Blasphemous Word (costs 2 actions). Each non-undead
creature within 10’ of the mummy that can hear it must
succeed on a DC 16 Con save or be stunned until the
end of the mummy lord’s next turn.
Channel Negative Energy (costs 2 actions). Creatures
within 60’ of the mummy, including ones behind
barriers and around corners, can’t regain hit points until
the end of the mummy lord’s next turn.
Whirlwind of Sand (costs 2 actions). The mummy lord
transforms into a whirlwind of sand, moving up to 60’,
then reverting to its normal form. While in whirlwind
form, it’s immune to all damage, and it can’t be
grappled, petrified, knocked prone, restrained, or
stunned
LICH EXPANDED LEGENDARY ACTIONS
A lich can add the following to its list of legendary
action options:
Cantrip. The lich casts a cantrip.
Paralyzing Touch (costs 2 actions). The lich uses that
action.
Frightening Gaze (costs 2 actions). One creature the lich
can see within 10’ of it must succeed on a DC 18 Wis
save or become frightened for 1 minute. The target may
make another save at the end of each of its turn,
gaining immunity for 24 hours on a success.
Disrupt Life (costs 3 actions). Each living creature within
20’ of the lich takes 21 d6) necrotic damage (DC 18 Con
save for half damage).
Phantom Zones
The events of some deaths cause some spirits to
become lost in the nightmares of their deaths and enter
the Dreamworld from the Ethereal Plane upon death
instead of seeking the Pearly Gates. These became
trapped reliving their final moments in a scene that can
manifest on the Material Plane as a spectral vision, a
movie repeating endlessly. Bound within the phantom
zone by a bubble of dark qi and not actually undead,
bound spirits are harmless and unable to interact with
anything on the Material Plane but fully real in the
Dreamworld. However, interaction is only possible by
attacking one, getting it the ways of its objective, or by
a Successful willpower check at DC18. Such interactions
are generally violent due to the circumstances and the
mind-set of the spirit at the time, but can be
informative otherwise. Such areas feel colder than their
surroundings and are avoided by natural beasts.
Witnessing the manifestation, which usually occurs
during the Witching Hour and always on the Night of
Darkness, requires a DC18 Willpower save to resist
becoming Frightened of the area for 6d% minutes. They
are most commonly places where violence left unburied
bodies that never received last rites. Performing last
rites for every bound spirit cleanses the regional dark qi
upon the completion of the final rite, freeing all trapped
spirits to their afterlife. Creatures that take long rests or
are rendered Unconscious or dying in an area of bound
251
spirits may enter the Dreamworld and find themselves
suddenly swept up in the shared nightmare. Doing do
requires a DC18 Charisma save to resist the effect,
which is basically the same as Astral Travel in that only
the dreamer’s astral form enters the Dreamscape.
Structural Feeding
Feeding strips a medium-sized body of the needed
materials in 2 hours, a small in 1 and a large in 4.
Evolving by feeding takes a hundred medium-sized
victims per Hit Dice, or 200 small or 50 large from
bodies dead no longer than 24 hours.
Undead Evolution and Magic
Incorporeal
Form
Corporeal
Form
Feeding
Material
Spells
[Attack / DC]
Shadow Skeleton Muscle Mage Hand
(5, 6); Minor
Illusion
[+2/!0]
Zombie Organs,
Flesh
Silent Image;
Fog Cloud (5,
6) [+2/10]
Specter Ghoul Spinal
Fluid,
Bone
Gust of Wind
(5,6);
Phantasmal
Force
[+2/10]
Poltergeist Wight Marrow Fear (5,6);
Major Image
[+4/12]
Wraith Vampire or
Spawn
Blood Phantasmal
Killer (5,6);
Hallucinatory
Terrain
[+7/15]
Ghost none none Animate
Objects (6);
Weird (short
rest) [+5/13]
All undead can cast certain spells as spell-like abilities
using their Willpower as casting ability. Higher evolved
undead can also access the spells of lower levels. Each
may be used at will, with those that require recharging
by a d6 roll or a rest so indicated on the table.
Undead Recovery
Undead have a slowed recovery rate, treating 1 full day
of 24 hours rest as if it we 1 hour. Thus for them a short
rest takes 48 hours and a long rest a full week of eight
days. During the Night of Darkness they recover at the
normal rate for the living and treat Witching Hour as if it
were two hours, enabling a short rest. Also, ghosts rise
to begin haunting the location of their death on the
stroke of that night’s midnight. Magical healing and
cure wounds spells work normally on their flesh and
bones, but not incorporeal spirits encased in dark qi.
These have to rest or gain temporary hit points through
their abilities, if able.
Vampire
Instead of being forced into gaseous form at 0 hit
points, vampires expel wraiths able to return to their
Desecrated lairs to regenerate their bodies. The
creation of undead or their continual presence for
twenty-four consecutive hours desecrates the area,
giving it the effects of a Hallow spell dedicated to Orcus
that doesn’t affect (bar) undead and has the added
effect of causing all dead bodies left in the area for 24
hours to rise as ghouls on the next Witching Hour, with
decayed corpses becoming zombies or skeletons
depending on condition. A vampire commands any
undead that rises in its lair. Spells that create or
animate undead can create twice as many in a
desecrated area and an area desecrated by a vampire
replaces a coffin and grave dirt as its restorative
sources. Vampires must rest in darkness from moonset
to moonrise regardless of the length of daylight at the
latitude. Upon moonset they gain 5 points of Exhaustion
which only resting from moonset to moonrise will
remove. They must drink blood every day, gaining at
least 21 hit points from their bite to prevent starvation.
Should their body die of starvation, they permanently
return to being spectres. A vampire can’t evolve any
farther but can increase its HD by stripping enough
victims to earn the total it desires, without practical
limit. Unless they are confident in their defenses,
vampires tend to be smart enough to locate their lairs
where the area effects don’t give them away.
Dracula
Centuries before the Fall and the sinking of Island of
Atlantis by the Faerie Alliance to destroy the hidden city
of R'lyeh. A few centuries before this, a warning came
from the Council of Powers in the form of an incurable
blood disease sent by Pazuzu, prophesied to mark the
rise of evil and impending doom. The elven Countess
Lilith, wife of Count Dracula, was among those stricken.
A sorcerous priest of Ra, Dracula begged hi god to save
her. When Ra told him to accept the Council’s
252
judgement, he turned to Orcus hoping for a cure or at
least the ritual of mummification. Orcus responded by
sending a cthoi. The creature drained her blood. The
first non-rakshasa so drained, she rose as the first
vampire. Dracula willingly gave himself to her hunger
and she fed him from herself when he rose a few days
later. The pair became bloodthirsty tyrants feared by all
their subjects. After a century or two of fear, the locals
waited for Dracula to leave for R’lyeh and attacked
Castle Ravenloft, managing to completely entomb Lilith
until she starved and became the first wraith. Escaping,
the she filled the castle with her spawn. Dracula’s rage
was horrible and many died but Orcus warned him of
the gathering of the Faerie armada and he escaped
Atlantis before its sinking. Surviving the 2nd
Chaos Wave
altered him and gave him powers beyond the normal
vampire. It is said he still haunts Aldyryc, obsessed with
finding his reincarnated love and gathering rituals of
magic.
Dracula has +6 to all ability scores, +9HD,
Resistance to Sunlight (radiant) and Water (acid)
damage, as well as being both a warrior and a 15th
level
spell-caster. He has twice the standard number of uses
of Children of the Night and Legendary Resistance as
well as Legendary Actions. His Shapechanger forms
include that of an ordinary wolf also with the vampire’s
bite. His Charm ability has a DC of 20 and effects
undead with a DC17. He can Dominate Person with a
30’ Gaze as a 12th
level caster three times per day and
can Create Thrall as per the Warlock Great Old One
pact. His wraith if expelled doesn’t suffer from
Exhaustion and has 3 hit points per HD. It is said that he
recoils from the sight of presented Ra symbol.
Voidsoul
A victim whose spirit is taken by a cthoi becomes a
voidsoul, a body preserved by an infusion of dark qi that
retains a measure of its personality, intelligence, and
memory. Also known as a forsaken, a mist walker, an
empty one, and a dementor, these creatures retain the
Ability Scores of the anthropoid victim with Strength
and Dexterity increased +1, 9d8HD plus the Tough feat,
and ½ of any of the class levels possessed by the victim
in class abilities and proficiencies. Supernatural
athletes, voidsouls can make standing leaps as if done
with a running start with advantage with a 5’ start and
with double the Ability modifier applied if a 10’ running
start if possible. Voidsouls have continuous Spider Climb
and a natural AC of 12 due to toughened skin.
Their staring empty gaze can be used once per
turn within 60’ as a bonus action to trap the gaze of
another and pull their mind into the Void. This in inflicts
2d10 points of psychic damage and requires a DC16
Charisma save to avoid being afflicted with short-term
madness and a critical failure doubling the damage and
causing long-term madness instead. A success leaves
the target Paralyzed for 1 round per point of damage
and cuts the damage in half, with a critical success
eliminating damage and reducing the condition to
Frightened for 1 round. Once the duration of any
madness ends, the victim must save again to avoid
being left with indefinite madness.
Voidsouls are Immune to Poison, Exhaustion,
Frightened, Charmed, Starvation, Suffocation, Paralysis,
and Psychic damage plus madness and hallucinations.
Necrotic damage acts to heal them or provide
temporary hit points. Vulnerable to Radiant, they are
Resistant to Cold and B/P/S that is non-magical and
non-silvered. Direct sunlight causes them to make a
DC16 Constitution save to avoid being effectively
Poisoned with success making it effectively Frightened.
Voidsouls can summon a special Fog Cloud with
a 60’ radius around them that moves with them, lasting
until dismissed as an interaction, dispelled by wind or
Dispel Magic, or the voidsouls dashes or runs. In
addition to concealment the cold mist drains the vitality
and depresses the emotions of those within requiring a
DC16 Constitution save at the start of each turn inside
the mist to avoid taking 1 point of Exhaustion, 2 on a
critical failure. Once Exhaustion is gained, no further
drain is experienced. However, upon gaining Exhaustion
the individual must save a second time or be affected as
if by a Sleep spell. On each turn following leaving the
mist, individuals may save to remove the exhaustion
and wake up.
Werewolf
A werewolf is an anthropoid afflicted with the Curse of
Lycanthropy through the spell or being bitten by a barghest
or wendigo. It first emerges as a barghest and evolves into a
wendigo by feeding on the organs of victims.
Barghest
A barghest has black fur and red lupine eyes.
CR 5 XP 1,600
CE Medium fiend (native, chaotic, demon, evil)
Init +7,
Senses darkvision, scent,
Passive Perception/Investigation +19/+5
AC 17 (+2 Dex, +5 natural)
253
HD 9d8+18 (52)
Speed 40’
Melee bite +8 (1d6+4 plus Curse of Lycanthropy), 2 claws +8
(1d4+4)
Special Attacks Feed, Curse of Lycanthropy, saves for all
special powers and abilities DC16
Str 18, Dex 15, Con 15, Int 10, Wis 12, Cha 14
Feat: Alert
Languages Dark Speech
Fast Healing: Can use healing HD as bonus action
Resistance to Acid, Cold, Fire, Lightning, and
Thunder
Immune to Exhaustion and Poison as well as
Bludgeoning, Piercing, and Slashing that is not silver,
Vulnerable to silvered
Howl: grants Frightened condition on failed
Willpower save to everyone within 60’ lasting until
savesuccessful, recharge 6
Gaze: causes Incapacitated condition as bonus
action on failed Willpower save lasting until save
successful, recharge 5 or 6
Curse of Lycanthropy passed through bite the curse
has one cure known as the Suicide Solution. This
requires making an elixir of wolfsbane, mandrake
root, black lotus, and nightshade, with donated urine
from the afflicted. This costs a total of 500gp and the
result is a foul substance that Poisons anyone who
drinks it who fails a DC20 Constitution save. This
means the condition for anyone except the afflicted.
The potion turns the healing HD of the afflicted
against them as poison damage with the save
reducing this to half. If the afflicted survives, the
demon surfaces and begins to change form. A
successful Banishment or Dispel Good and Evil spell
cast at this point in the same round can open the
afflicted to having the curse ended by a Remove
Curse 1 slot level higher than the Curse of
Lycanthropy spell. This must also be cast in the same
round and in order. If the exorcism attempt is not
successful by the end of the round, the demon
completes its change and the creature attacks the
next round. If not a night of the Maiden, the
werewolf changes back after 1 minute or upon being
rendered Unconscious. The standard bite is equal to
a 7
th
level spell slot, the transformation to barghest
triggered on the nights of the Maiden.
Feeding: involves tearing through the abdomen and
devouring the internal organs in a full round.
Feeding grants +1HD for healing, which it can do as
bonus action, average temporary hit points for 1HD,
and 1 Inspiration Point, remaining until spent and
not being renewed or healed by a rest period. On
appropriate Night of Power 2 healing HD are spent
to gain 1 that renews with a rest period. Once its
rest-restored healing Hit Dice reach 18 the barghest
requires a final Feeding to become a wendigo.
Wendigo
CR16
A wendigo has white fur and all black eyes that
glow red in the centre. It differs from a barghest
as follows:
Str 22, Dex 15, Con 18, Int 12, Wis 14, Cha 14
AC 19
HD 18d8+72 (162)
Save DC20 for all special abilities and powers
Enlarge: self, three times
Howl: grants Incapacitated condition
Gaze: grants Stunned condition
Feeding: benefits continue but reset to normal
level of HD and hit points upon transforming
back to host’s form.
Immune to Acid, Cold, Fire, Lighting, Thunder,
Exhaustion, and Poison, as well as bludgeoning,
piercing, and slashing that is not magical
and silver
Vulnerable to magic and silver
Curse of Lycanthropy: Considered an 8th
level
spell slot the transformation includes include
nights of the Maiden and the Matron. Only a 9th
level spell slot turns all three Faces of Isis into
triggers. The transformation from host to
barghest takes a bonus action, starting at
moonrise and turning back at moonset or when
the barghest is reduced to 0 hit points.
World of Aldyryc
Aldyryc’s circumference is approximately 25,000 miles,
a little bigger than Earth. The moon of Aldyryc, Isis, is
twice the size of Earth’s Luna and extremely dense,
giving it a gravity of 2/3 Earth’s one gee. Things on Isis
weigh 2/3 what they do on Aldyryc. Aldyryc shares its
heat, energy, atmosphere and magnetic field with its
close-orbiting moon (about half the distance of Luna’s
70,000 miles so it appears four times bigger in the sky
than Earth’s moon.) The moon maintains a stable orbit
about the equator. Aldyryc’s day is equal to Earth’s.
The moon’s day is twelve hours. Its phases (called the
Three Faces of Isis) are dependent on the absorption
and release of positive and negative energy not its
position relative to the sun.
254
Forbidden Associations
Although various lands many ban the followers of
certain gods, only two forms of association are
universally banned on pain of imprisonment and death.
The destruction of the Dream War caused all
witchcraft, witches and covens to be banned from every
land except Paholja where witches rule. Merely
possessing a copy of the Necronomicon, the Witches’
Grimoire, is worthy of execution.
The other banned group are the Strom Front,
also called the Front. Represented by a white Ankh in a
black circle on a grey back ground they follow the
ideology of human supremacy detailed in Adel Hister’s
manifesto Ku Klux Klan, Purifying the Master Race in
Dark Speech. A satanic cult formed by Hister to unite
Napoleon’s forces following his capture in the later part
of humanity’s Century Wars, the Front is dedicated to
the belief that humanity shall rise to dominate the
inferior races once it has purified itself of weakness and
the world of witches, demons, monsters, and
abominations. This meant everyone other than the
human race.
Purifying humanity meant enhancing superior
specimens beyond mortal limits while using the rest for
war fodder, experiments, and the undead army created
with the Black Cauldron of Orcus. Halflings were
declared to have to potential for souls and salvation
through valour in combat on behalf of the Klan, all
others were monsters to be dominated or destroyed. All
enemies and dead were recruited into the unliving
Night Brigade. Living soldiers were given Blitzkrieg, a
drug that turned them into super soldiers known as
Storm Troopers with a tendency to go berserk in battle.
They even tried to invade Sorrvas, resulting in
the explosion that created the Nightmare Pass of the
Dead Lands. The threat proved great enough to unite
the other human lands into an alliance that reopened
the Node Network and managed to defeat Hister.
All traces of blitzkrieg, or blitz, were obliterated
and all Front members hunted down and put to death.
However, the Knights of the Light continue to follow the
Front’s beliefs about human destiny and superiority but
focus more on purity, having dedicated themselves to
cleansing the human races and the world of evil and
impurity. They see halflings as ultimate abominations to
be destroyed without mercy and all dreamweavers
except themselves and white magicians as witches.
Many others follow the manifesto in secret.
Knighthoods
There are 6 knightly orders that have stood the test of
time:
1. The Caltic Knighthood of the Round Table
Symbol: Circular tabletop surrounded by
thirteen seats.
A religious order founded by Sirsyr and
sworn to Athena they serve as protectors of
Caltere. The Round Table is based on Sirsyr’s
Code of Chivalry, each sworn to champion:
 Faith: Hold true to your trust in
Athena, yourself, and your fellow
knights as well as to your word in all
things
 Charity: Be generous with your
resources and kind to those less
fortunate.
 Justice: See the truth of the situation
and enforce the law on all equally
 Sagacity: Search of the truth of the
world and absorb all that you can, using
to improve your decisions and minimize
your mistakes
 Prudence: Be cautious in your action
and devotion. Look before you step
over the precipice.
 Temperance: Retain your wits for evil
waits for opportunity to beguile and
attack.
 Resolution: Once you commit, see it
through to the end. Do not let
obstacles be more than a challenge.
 Truth: Seek and speak the truth in all
that you do. Lies are poison.
 Liberality: Keep your mind open to
Inconvenient truth, hard reality and
opposing views.
 Diligence: Always omit fully, doing
your best and staying aware of your
situation.
 Hope: Trust in your faith to get you
light the way in the darkness and be a
beacon for others.
 Valour: Defend the weak and
defenseless and never back down in
spirit. You are only truly defeated
when your mind surrenders.
2. The Ethernian Knighthood of the Light
Symbol: A white fireball
255
Formed after the dissolution of the first
Round Table, a religious order founded by
Gawain, First Steward of the Ivory Throne, they
are sworn to Sirsyr, the Ivory Throne, and
Ethernia.
Based on the Code of Chivalry, the Code of
Righteousness defines this knighthood swearing
each to the following:
 Thou shalt be impoverished in wealth
but rich in purity and generous in its
encouragement
 Thou shalt honour all that Sirsyr teaches
and observe all knighthood directions.
 Thou shalt defend churches of Light.
 Thou shalt respect all weaknesses, and
shalt constitute thyself the defender of
them.
 Thou shalt love the country in which
thou wast born.
 Thou shalt not recoil before thine
enemy.
 Thou shalt protect that entrusted to the
knighthood with thy life.
 Thou shalt wage war constant and
unceasing against the workers of evil
magic and witchcraft
 Thou shalt perform scrupulously thy
duties, if they be not contrary to the
law.
 Thou shalt never lie, and shalt remain
faithful to thy pledged word.
 Thou shalt be generous, and give
largesse to everyone.
 Thou shalt be everywhere and always
the champion of the Right and the
Good against Injustice and Evil.[14]
3. The Ganite Knighthood of the Crown
Symbol: A black crown with six points
Formed by Charlemagne after the
dissolution of the first Round Table as first
monarch of the Kingdom of Ganis, based on a
disagreement with dedication to a god instead
of a mortal lord, they were forced underground
by the Silverlock Revolution where they became
a religious order dedicated to Satanael and the
return of the Monarchy to Ganis. The rise of
Napoleon brought it back to public prominence,
still claiming to be agnostic. Declaring Napoleon
the new Monarch they served him and then
Hister during the Century Wars. After Hister’s
defeat, they tried to re-establish the Monarchy
but the Republic defeated drove them back
underground. This knighthood swears to the
Code of Nobility:
 Loyalty: It is a practical utility in a
warrior nobility. Richard Kaeuper
associates loyalty with prowess
 Forbearance: knights' self-control
towards other warriors and at the
courts of their lords was a part of the
early noble habitus
 Hardihood: The quality of hardy aligns
itself with forbearance and loyalty in
being one of the military virtues of the
preudomme. According to Philip de
Navarra, a mature nobleman should
have acquired hardiness as part of his
moral virtues. Geoffrey de Charny also
stressed on the masculine respectability
of hardiness in the light of religious
feeling of the contemptus mundi.[28]
 Honor: honor was what was achieved
by living up to the ideal of the
preudomme and pursuing the qualities
and behavior listed above.[32] The loss
of honor is a humiliation to a man's
standing and is worse than death.
 To fear Satanael and serve His Church
 To serve the liege lord in valour and
faith
 To live by honour and for glory
 To fight for the Divine Right
 To obey those placed in authority
 To guard the honour of fellow knights
 To keep faith
 To persevere to the end in any
enterprise begun
 To respect the honour of women
 Never to refuse a challenge from an
equal
 Never to turn the back upon a foe
4. The Kaldarian Imperial Knighthood
Symbol: Imperial red-headed black roc over
crossed lances
The original knighthood formed from
the cavalry of the Empire of Kaldaria with
knighthoods and land being given as rewards.
The original knight’s code, the Code of Civility
was extended to form the base of feudal society
during the Dark Ages of the Kaldarian Empire.
256
 Loyalty: It is a practical utility in a
warrior nobility, associated with
prowess.
 Forbearance: knights' self-control
towards other warriors and at the
courts of their lords was a part of the
early noble habitus.
 Hardihood: The quality of hardy aligns
itself with forbearance and loyalty in
being one of the military virtues of the
preudomme.
 Largesse or Liberality: generosity was
part of a noble quantity. According to
Alan of Lille, largesse was not just a
simple matter of giving away what he
had, but "Largitas in a man caused him
to set no store on greed or gifts, and to
have nothing but contempt for bribes."
 Honor: honor was what was achieved
by living up to the ideal of the
preudomme and pursuing the qualities
and behavior listed above.[32]
The loss of
honor is a humiliation to a man's
standing and is worse than death.
5. The Kalvaalan Teutonic Knighthood
Symbol: Hawk in flight over wolf
Formed after the Round Table, a
religious order dedicated to Horus and their
heritage. They have become the rulers of
Kalvaala and renowned mercenaries. This
knighthood is based around the Code of
Stewardship, each sworn as follows:
 To fear Horus and promote his faith
 To serve the liege lord in valour and
faith
 To protect the weak and defenceless
 To refrain from the wanton giving of
offence
 To live by honour and for glory
 To despise pecuniary reward
 To fight for the welfare of all
 To obey those placed in authority
 To guard the honour of fellow knights
 To eschew unfairness, meanness and
deceit
 To keep faith
 At all times to speak the truth
 To persevere to the end in any
enterprise begun
 To respect the honour of women
 Never to refuse a challenge from an
equal
 Never to turn the back upon a foe
6. The Southeastern Arm’s Samurai Order
Symbol: the heraldry of their lord or land
The Code of Bushidō, way of Discipline,
a loose order based on the teachings of Xondra
summarized by the eight virtues of Bushidō:
 Righteousness (義 gi) Be acutely honest
throughout your dealings with all
people. Believe in justice, not from
other people, but from yourself. To the
true warrior, all points of view are
deeply considered regarding honesty,
justice and integrity. Warriors make a
full commitment to their decisions.
 Heroic Courage (勇 yū) Hiding like a
turtle in a shell is not living at all. A true
warrior must have heroic courage. It is
absolutely risky. It is living life
completely, fully and wonderfully.
Heroic courage is not blind. It is
intelligent and strong.
 Benevolence, Compassion (仁 jin)
Through intense training and hard work
the true warrior becomes quick and
strong. They are not as most people.
They develop a power that must be
used for good. They have compassion.
They help their fellow men at every
opportunity. If an opportunity does not
arise, they go out of their way to find
one.
 Respect (礼 rei) True warriors have no
reason to be cruel. They do not need to
prove their strength. Warriors are not
only respected for their strength in
battle, but also by their dealings with
others. The true strength of a warrior
becomes apparent during difficult
times.
 Integrity (誠 makoto) When warriors
say that they will perform an action, it is
as good as done. Nothing will stop them
from completing what they say they will
do. They do not have to 'give their
word'. They do not have to 'promise'.
Speaking and doing are the same
action.
257
 Honour (名誉 meiyo) Warriors have
only one judge of honor and character,
and this is themselves. Decisions they
make and how these decisions are
carried out are a reflection of whom
they truly are. You cannot hide from
yourself.
 Duty and Loyalty (忠義 chūgi) Warriors
are responsible for everything that they
have done and everything that they
have said, and all of the consequences
that follow. They are immensely loyal to
all of those in their care. To everyone
that they are responsible for, they
remain fiercely true.
 Self-Control (自制 jisei)
Locations
Ahkracia
Capital: Akhetaton
Founded by the ancient Egyptians, the Ahkracians
continue the pharaonic dynasties, each hereditary ruler
the avatar of a god. Twelve dynasties reigned before
Kali-Set took over by ending the Kaldarian occupation.
Ptah was the first, leading the Egyptians out of Necros,
and Apollo was longest. Ptah and Ra were the only
repeated avatars, defining two dynasties. Despite this,
Ptah’s dynasties were the shortest even combined. His
avatar came into power just long enough to lead the
people in a new direction before passing the throne to a
new line. Ra was in charge when the Kaldarians
invaded, slew the avatar, and killed off the line. More
than a hundred years later, the avatar of Kali-Set
arranged the near simultaneous assassination of all
Kaldarians on the 13th
day of the year, known from then
on as the Ides of Taalynn and considered an unlucky
date by many on Aldyryc. The full line of pharaonic
dynasties is as follows:
1. Ptah
2. Ra
3. Osiris
4. Mercury
5. Bacchus
6. Horus
7. Thor
8. Ptah
9. Anubis
10. Apollo
11. Athena
12. Ra
13. Kali-Set
The Aldwynn Islands
Originally inhabited by feral elves, stranded mist elf
sailors married some, beginning the race of sea elves
that inhabit the Islands in modern times. A place of
rogues and vagabonds, many Numakki settled among
the many small and large islands after the fall of
Numallea, many becoming pirates. The pirates of the
Islands are a fairly honourable breed not given to killing
or raping captives or taking slaves. Thus they get along
fairly well with the sea elves.
Aldyrrya
Forest Elf Capital: Qotiel
Mist Elf Capital: Yndari
Allied Capital: Ohm
The elven homeland is the location of all mist and forest
elf holds. Sea elves are exclusively found in the Aldwynn
Islands where a few feral elf holds still remain,
otherwise all feral elves are found in Aldyrrya. Only
faerie are allowed with its borders which are defined by
the edge of the forest, where the Ent Line forms a
protective wall of discomfort that discourages most
intruders. Patrols of Mist and Forest Lancers and
defence forces capture any who make it beyond the
Line, erase their memories of the experience and dump
them outside the forest. Most blood efl holds are
located beneath Aldyrrya.
Aldyrrya has two types of settlements, Holds
and Forts. Forts are settlements one the borders,
shared by mist and forest elves and sea elves on the
coasts. These appear like normal towns and cities but
lack elderly, inform, and children, being places for
meeting other faerie races and defence for the deeper
parts of Aldyrrya. They also share participation in the
Defence Force that occupies these settlements and
protects the lands. Mist and Forest Lancers are part of
the Defence Force. The location of Holds is a secret that
has lasted millions of years.
Aldyrrya is also home to many fey who get
along with or at least tolerate faerie including ents,
sprites, brownies, leprechauns, nixies, sylphs, dryads,
centaurs, fauns, and satyrs.
Arcanica
The largest most cosmopolitan city on Aldyryc, Arcanica
was founded by the Sumerians who were then driven
out by the volcanoes Romulus and Remus both
258
exploding and burying their city. Greeks discover the
same power circle as the Sumerians had used and were
next to settled, soon conquered by Romans who named
the city and mountains. Separating from Rome by
closing the portal permanently, the New Kaldarian
Empire spread from Arcanica and still has it has its
capital. This is also the city of the Arcanum, Aldyryc’s
ruling body for magician founded by Merlyn and his
apprentice Solomon to end the Dream War. In addition
to this great tower fortress and magical college, the
Arcanum runs the Great Library of Arcanica which was
founded on the model of the library of Alexandria, all
books brought into the city being copied by state
decree. Only Gyrrd’N’s Institute of Illumination rivals its
breadth and depth of collection. The volcanic ridge
between mountains divides the city into Uptown and
Downtown, the strongest tide in the world sending the
normally placid Racing River up the Reversing Falls once
a day from the harbour to Lake Kaldar. Lake Kaldar is
notable for containing Fire Island. The largest of several
small islands near the centre, Fire Island is permanently
lit by a continuous Fireball spell witching zone left from
the Dream War as a warning about the dangers of
witchcraft. The Cerulean Order throws witches into it.
Assyrvia
The original place settled by the Babylonians, they were
later driven out by Broggan the Destroyer, King of
Zhyatis, after he conquered the island nation. He
destroyed the gateway to the Old World to end a
Persian invasion and betray his most powerful allies.
The allies brought down a curse upon the land as they
died. The Babylonians and Persians fled as the dead
rose to devour the living and take over Assyrvia, the
Babylonians founding Kordesh and Persians Rovalla. The
Isle of Dread remains a land of the unliving still.
The Burning Sea
The Burning Sea runs along the World’s Edge Mountains
from the mountains of Southern Murhkar to Symmallea,
beyond Raktargoth on the western side of the map.
Volcanism and gas jets cause the sea to bubble and boil,
actually emitting jets of flame in numerous places.
Caenyrvyn
Capital: Gwynedd
Settled by the Welsh this feudal monarchy stands as a
borderland with the Dark North, doing some trade with
the Orcs when not fending of raids by them and the
Minosi of Stygia. Known for producing singers with the
voices of angels, Caenyrvyn allows no slavery.
Caltere
Capital: Camelot
The Neolithic Picts first came to this region through
Stonehenge. Later driven north by Celtic tribes they
were replaced by Anglo-Saxons coming through the
Stonehenge on the Old World to the one built by the
Picts on Aldyryc. The Kaldarian Empire managed to
conquer the south but the north remained home to the
free plains horsemen. Encountering the Wyr and the
Kalvaalans, the Kaldarian expansion ground to a halt.
Sirsyr established the Kingdom of Camelot as
the first of part of the Kaldarian Empire to gain
independence, doing so after a long bloody war in
which he united all the local tribes, established the
Round Table, created the Code of Chivalry and the
Knights of the Round Table. After his death at the end
of the Drake War, Camelot fell and the Round Table
disbanded, the region invaded regularly by barbaric
tribes from Wyrland, Dunblannor, and Kalvaala. Arthur
Pendragon founded Caltere after drawing Excalibur
from a boulder inside ruined Camelot and using it to
slay the terasques known as the Jabberwocky. Along
with Robin Locksley and his Merry Men, they formed
the second Round Table and a feudal monarchy that
endures. Slavery is outlawed.
The Daikaiju Ocean
The Ocean covers the entire eastern hemisphere from
the coasts of the Harkindian and Symmallean continents
to the World’s Edge Mountains. It expanded when the
continent of Draco sank as a result of the Second Chaos
Wave with mountains are now chains of islands.
Spires of Poseidon
The Spires of Poseidon are an underwater mountain
range that rose on the side of the planet opposite the
Great Rift. The peaks of the tallest mountains rise high
out of the water forming narrow pointed spires of rock
with hidden ones under the surface between them.
Tritons and Ikari dwell in and among them, watching for
the prophesied draconic invasion from the east.
The Dark North
Locked in eternal night, the arctic zone of the planet is
known as the Dark North, which also describes the
nature of most of its life. Plants and animals have
adapted chemically to the low light and intensely cold
winters. Plants in the north are coniferous, shorter and
bushier than southern varieties, and so dark with
chlorophyll they are nearly black, helping them capture
and utilize every available photon throughout the
259
spectrum. Plants grow quick and sturdy, as do the
animals. Most are resistant or immune to cold due to
the chemicals in the vegetation; similar to what occurs
in the south but without colouring the skin. However,
the dark does tend to push creatures toward albinism.
Mammoths, mastodons, winter wolves, yeti, trolls, and
numerous arctic species make a rough living on the
edge of survival.
The Dead Lands
The valley plateau running through the Kaxxuun
Mountains from Sorvah to Ethernia was reshaped by a
series of antimatter bombs followed by radiation
suppression foam interacting with the curse of Kaxxuun.
The result of an attempt by Adel Hister to invade Sorvah
in 11945, over 300,000 Ethernians and Ganites were
obliterated in seconds, the rumbling booms, mushroom
clouds, earthquakes, and flashes witnessed many
leagues distant. This left the land waste of life, the
valley floor cloaked in 2’ deep glowing green mist that
clings stubbornly to the ground in the strongest winds.
Created from ground swept up the mountainside, a
narrow trail hundreds rises hundreds of feet above the
mist, known as Nightmare Pass. At nightfall, the spirits
of the blasted soldiers rise, around 50% as shadows, the
rest as wraiths, spectres, and a few powerful ghosts. All
so bound to the area that they return every night even
if destroyed normally. Anyone who dies in this or any
other area of Kaxxuun is similarly trapped in undeath
unable to leave or pass on until the curse is broken.
Any food or water brought into the area becomes
contaminated as is that already in the region and the
river for ten miles downstream from the plateau
waterfalls. Radiation has the following effects:
 Constitution save each round of exposure at
DC20 or become Poisoned until removed
magically. Gain 1 point of Exhaustion after
every long rest that a DC15 Constituion save is
failed as long as Poisoned condition persists.
 Mist: Constitution saves at DC15 every 10
minutes or take 1d8 poison damage.
 Water Contact: 1d8 poison damage every
minute of exposure, emersion that a DC15
Constitution save fails.
 Water/Food Ingestion: 1d8 poison damage
every round until a successful DC20
Constitution save.
The Devil’s Triangle
The Devil’s Triangle in the Three Seas is thought be a
Mortal Mystical Triangle, either the result or origin of
the other. Some believe dead zones to have always
been non-resonant. Most believe them to have been
created by the Second Chaos wave, silenced by the Fall.
Few are seen again who dare enter the Devil’s Triangle
and none who investigate its shrouded heart.
The Devil’s Triangle is a region of damaged
seafloor, space-time and planar fabric. Wormholes and
plane shift zones open, closed, and move, at random,
while the thinning of the planar fabric between Mortal
and Virtual Spheres causes random incursions by the
Dreamworld that can sweep objects and life into the
deeper Psychic planes or Dreamwalk them a random
distance in a random direction, including straight up or
down. This instability, added to the region’s already
strong storms and currents on top of a deep seabed of
shifting sand, create an ever-changing maze of
sandbanks, deep troughs, doldrums, gales, and
whirlpools, with storms surpassed in intense ferocity
only by the stationary, ancient, Throne of Zeus. Storms
that could appear from calm blue sky one minute and
then vanish back into breathless blue sky the next. And
then there are the Kraken and Sirens competing for
territory and slaves. Only the lost, the desperate, the
insane, the suicidal, and sea elves, dare sail the Triangle.
Even the wind avoids the Shroud at its centre, a
motionless bank of solid white extending from seafloor
to above clouds racing past.
Three forms of Triangle are likely to occur
within any one hour (roll 1d6 each hour): 1-2 = Reality
Warp (area of space-time twists), 3-4 = Shifting Field
(invisible one-way Plane Shift zone), 5-6 = Wormhole
Vortex (tornado-like one-way Gate). Warps require one
Constitution save to be compared to DC30 to prevent
+1 step of Madness, DC25 to avoid +2 Steps into
Madness, DC20 to avoid +3 steps, an a DC 15 to avoid
+4 steps with critical failure resulting in +8. The lowest
failed DC takes effect and 1d10physchic damage
accompanies each +1 step. Variable effects of the spells
are based on a level of 1d20 and a casting score
modifier of +1d6 when applicable. Each shifting Field
and wormhole vortex sends those who fail their saves
to its own random plane (roll 1d20): 1 = Outer Darkness,
2 = The Maelstrom, 3-4 = Pandemonium, 5 = The Abyss,
6 = Gehenna, 7 = Abaddon, 8-15 = The Astral Sea, 16-17
= The Dream Time, 18 = Ekstasis, 19 = Elysium, 20 =
Genesis.
260
The Shroud
Centred on the Island of Atlantis, the Shroud extends in
a 45-mile radius from its shores. The motionless wall of
fog reduces visibility to a maximum of 30’ and raises the
entropy of all entities and objects that it touches,
making everything increasingly cold and weak.
Immediately upon entering the Shroud, the Exhaustion
factor of all entities, even normally immune or divine,
rises to 1. It increases 1 step further for every half hour
of continued exposure, going past 6 to 7 where all
entities and objects Disintegrate completely, body and
spirit. Such are able to be returned to existence and life
only by an extraordinary Wish that leaves the restored
with a debt of -5000xp to eliminate before they can
accrue positive XP again. The Shroud also exists on the
Ethereal plane and any attempt to pierce it with scrying
spells, information divination, teleportation, or planar
travel, automatically fails and raises the attempter’s
Exhaustion factor to 1. Entering via Astral Projection has
the same effects as entering physically. No wind will
blow within the Shroud, mundane or magical, water
cannot be controlled or moved magically, weather
control and summing including storms and lightning do
not function. All energy damage is divided by the
present Exhaustion factor. All attempts to communicate
or travel beyond the Shroud fail. No magic, save,
resistance, or standard immunity offers protection, only
a priesthood convent with Cthulhu or the 200’ aura of
protection provided by the Mortis Liber. Otherwise,
only setting foot on Atlantis makes the individual and
associated objects safe from the Shroud, and only while
actually touching the Island and its structures.
The Dragon’s Maw
This massive whirlpool swallows all that gets too close,
dragging it down to the depths of the Underworld’s
Sunless Sea.
Dunblannor
Capital: Kincardine
Settled by Scottish tribes this feudal monarchy holds the
line as one of the borderlands with the Dark North,
fending of raids by the cannibalistic Gaels and hunting
werewolves exiled from Paholja while keeping an eye
on the magicians of Maldarvia and their slave hunters.
Slavery is outlawed.
Ethernia
Capital: Phokis
Founded by Gawain after Sirsyr’s death, this theocracy
is supposed ruled by the Steward of the Ivory Throne
but has long been dominated by the Knights of the
Light. Built of drake bones, the Ivory Throne was meant
to be occupied by a paladin exemplar ruling in Sirsyr’s
stead until his return, chosen and advised by the
churches of Athena, Anubis and Sirsyr. Sirsyr’s faith
began here, the Knights of the Light being formed by
Gawain for that purpose. For centuries this worked,
until the ruling Steward fell and became an enforcer.
After the cruelty of his rule was ended by rebellion a
plague ravaged the country and the three churches,
represented by the Trinity Council, took over backed by
the Knights. Ethernia’s first Crusade was to spread the
faith of Sirsyr, the second to return his body to his
homeland and secure the cavern where Qaldon was
found. Many followed, more than one against Gyrrd’N
and Aldyrrya because Gawain held elves and half-elves
in low regard because of Lancylot and Gwenhwyfar’s
betrayal and transformation into vampires. Like the
Knights Templar, the Knights of the Light developed into
international bankers and we Napoleon’s primary target
in invading and holding Ethernia at the beginning of the
Century Wars. After Hister fell, the Knights of the Light
took over and retain their hold on power, but hardened
her ideas on human supremacy by declaring all
magicians but themselves and the three faiths to be
witches, faerie to be demons, and all halflings to be
monsters and abominations. Slavery is outlawed.
The Fallen Lands
Once the heart of the dwarf nation, along with Gaxxidin
and Kaxxuun, the land of Dhazagar was ground-zero for
the beginning of the Faerie Wars. There, within
Diamond Mountain, said to be a solid crystal, the
Hammer of Union was shattered by Hexxis and Axvin.
The land fell into ruin as wars raged and the location of
Diamond Mountain lost. Now many races fight over its
endless Underworld tunnels, several having established
a permanent presence. Things long forgotten and
hoped destroyed lurk within its passages, which are said
to be surpassed in dread only by those of haunted,
twisted, Kaxxuun. It is a place damned by the gods
where an artefact of their hands was broken. Certainly,
despite millions of years of effort and combat little
progress has been made in exploring or conquering its
depths. Some say the spirits of dwarves prevent anyone
from doing so, bound there until the Hammer is
restored. Some say something far worse.
In truth, the sundering of the Hammer caused
the two factions supporting Hexxis versus Axvin for the
throne went to war dividing the dwarves and beginning
261
the Faerie Wars. The released magic fed on the negative
emotions and horror, building into a powerful curse
that summoned deadly gases into the tunnels and
chambers, covered all water and food with green slime,
and turned every drop and pool of spilled blood into a
black pudding. Forced to flee, Hexxis took her duergar
into the Underworld while Axvin took his gaxx to what
became Gaxxidin. Invisible and oozing death remains to
claim those who enter the Fallen Lands, the place
absolute crawling with puddings and dripping with slime
while poison wafts through its depths. In addition, while
in the Fallen Lands, whether on the surface or below,
every long rest requires a DC20 Constituion save to gain
any benefits and prevent the incurring of 1 point of
exhaustion.
The Fey Mountains
Home to the most ents per square mile of anywhere on
Aldyryc, Ents patrol jealously guard this region of
ancient rugged, heavily forested mountains keeping
everyone except fey and kenku out. This suits the
reclusive ikari, the only tolerated faerie besides kenku,
just fine. It also suits the gnomes who dwell here in
numerous hidden outposts, the main concentration of
their kind on the planet other than Gyrrd’N. Because
the Ent Moot, a valley occupied by a living power circle
gate made of ent elders that connects to the realm of
the Entarys, lies at the heart of these mountains, ents
aren’t gentle in ejecting intruders although they still rely
mostly on the unease of their infrasound and animated
trees to do most of the work. Unlike those of Stygia,
known as aggressive killers, they prefer not to directly
interact with intruders if possible. Unlike the Ent Line,
the ents of the Fey Mountains are spread throughout so
that there are few places they cannot be found. Huge
numbers of gargoyles and harpies also dwell in one of
the valleys, the result of the Ikari curse, and more are
drawn there all the time. Their sheer numbers and the
presence of a drake prevent the ents and gnomes from
doing more than guarding against them while the kenku
and ikari work on ending the curse. Young ents arrive
on Aldyryc through the Ent Moot and then make their
west and north to Aldyrrya and Stygia as they feel called
to do. Old ents make their back to the Entarys to add
their gene, teach the young, and die.
The Fey Mountains are home to gnomes and
other fey, many of who loath faerie or are of a darker
nature. This includes quicklings, boggarts, fauns, dryads,
nixies, leprechauns, sprites, gremlins, shambling
mounds, and the like. Most gnomes view faerie as
young upstarts who need to be taught a lesson from
time to time, though some of the darker hearted ones
see them as thieves of their heritage, and those who
suffered most under Titannia’s transforming wrath see
them as vile abominations responsible for their
condition.
Gaelland
Settled by Picts, the harsh climate, darkness, and native
chemicals transformed them into brutal cannibalistic
albinos who often work as mercenaries for Maldarvia
when not fighting each other or raiding Dunblannor.
Gaelland is mostly moorland with peat bogs and other
hazards that make life interesting and short.
Ganis
Capital: Aragonne
When the first Round Table disbanded Charlemagne
helped the second part of the Kaldarian Empire to gain
independence by founding the Kingdom of Ganis and
Knights of the Crown. Centuries later, Joan of Arc led
the Silverlock Rebellion that ended the monarchy and
instated a constitution republic with prime minister and
elected president as head of state and commander of
the military. This ended when Napoleon took over as
Emperor, but was re-established following the Century
Wars and continues still. Slavery is outlawed and
women have an equal vote to men.
Captured by Caltic Duke Wellington during an
airship battle, Napoleon was sent to the Infamous
Imperial Prison in Arcanica, known as the Rock. Said to
bear the Mark of the Beast he dwells there still.
Gaxxidin
Capital: Darggen
Known as the Fortress Land, Gaxxidin went from a
frontier to the home of the dwarves when Axvin fled
the Fallen Lands. The only one of three ancient lands to
have survived into the Age of Atonement, Kaxxuun and
the Fallen lands being the others, the only surface
entrances are huge fortified, animated, stone doors and
hidden access tunnels in valleys deep in the mountains
where the dwarves harvest food. Their Holds are hidden
in cavern fortress cities with a section for other dwarves
and faerie to enact trade. All industry and work is done
in the city with all elderly, inform, and children kept in
the Hold. A few ancient mag-lev trains remain from the
system that was being built before the Fall. Tunnels are
highly organized, meeting at fortified junctions with
animated elevators and rotating central connector
passages to confuse and trap enemies. The mountains
262
are home to giants of all types, though in nowhere near
the numbers found along the Great Rift.
Gor
Capital: Norven
Repeatedly fought over and conquered by Caltere and
Ganis, this land gained independence when Velkiri’s
Feminist Revolution inspired general revolt against their
Ganin masters. Led to victory by Joan of Arc following
Velkiri being burned at the stake and ascending as a
phoenix of silver flame, Gor is a constitutional
democracy with proportional representation in its
presidential council. Communist in nature, the country
owns everything as a collective, all sharing equally in
wealth and duties including mandatory 5 years of
military service. Local councils are elected and send
representatives to regional councils that send
representatives to the presidential council from whom
one if elected president. Gorns are suspicious of
outsiders and extremely loyal to one another. Slavery is
outlawed and women are considered equal to men. Gor
is a presidential democratic communist republic.
The Great Rift
The World’s Edge Mountains are actually two ranges,
the Eastern and Western which form the edges for the
Great Rift, all three running from pole to pole. The
Great Rift goes all the way to the planet’s molten heart.
Grottar
Capital: Grottai
Ruled by the Oni with their ogre enforcers, Grottar is a
kingdom of slaves gathered from all over the continent.
The oni are known as the slave masters of the Dark
North and are involved with the slave trade in every
land that has one. They favour minosi for their personal
slaves due their physical power and fire abilities, useful
in the cold Dark North.
The Gull Coast
Settled by the Rapa Nui people of Easter Island, these
people remain isolated and unknown by other humans.
Even few dwarves know of them. They worship and
carve huge black heads to match those already lining
the coast, said to be huge stone golem sentinels either
created by the humans’ ancestors or by faerie during
the Blood Wars or later to guard against the
dragonnethi onslaught predicted to come in
Armageddon. It takes magic, digging, or Investigation
DC25 to discern a copy head from a full sentinel.
Gyrrd’N
Meaning “Redemption” in Faerie, the Free City of
Gyrrd’N was founded around Oberon’s Crown, a low
rocky hill bristling like a porcupine with sharp pointe
rock spikes resembling unicorn horns. These get larger
toward the top where the largest create a power ring
around a 1000’ tall spire obelisk called the Horn. The
original faerie circle this was used to bring the first fey
and then the first faerie to Aldyryc from Faerie Realms.
The Horn’s resemblance to a unicorn has been
enhanced by the druids who transformed it into the
central feature of their Tower of Dreams. The ten-
storey Institute of Illumination surrounds the Horn,
forming five sided of a hexagonal courtyard open on the
sixth for the road winding around and down the hill to
the city. As well as being the central training and
meeting place for illuminati, the halls of the Institute
are crammed with works of lore gathered and written
by members as well as magicians from the Horn. Below
the Horn is Fey Grotto, a mystic crossroads with the
Hart Key through which ley lines cross making it
resonant as well as a crossroads. Around and below this
is Underhill, the original gnome outpost still inhabited
by wunderkind, tinkerers, and pech.
The Druid Council rules the Tower of Dreams
and works with the Illuminati Council to guide and
protect the city. The Free City is covered by an elected
city council with a member appointed by the Druids and
Illuminati each. It is known that the power circle is able
to create a 1000’ radius Prismatic Sphere around itself
containing the entire power circle and Tower of Dreams
plus the Grotto and Underhill. It can also project
Prismatic Sprays and Prismatic Walls up to 3 miles from
the Horn. This has been a major factor in holding
Lyrnean crusades at bay. All who respect law as well as
liberty; goodwill, cooperation, knowledge, creativity,
and imagination are welcome in the Free City regardless
of race. Slavery is outlawed.
Across the rivers are Xotikos, a den of thieves
and corruption, and Daimos, a city turned into a
fortress. Both were built by the Kaldarians while
building the three bridges connecting the cities to
Overlook Island in the forks between them. There sits a
fortress meant to protect the island that was the main
battlefield during the Century Wars. Daimos was
fortified by the Ethernians to serve as a launch point for
crusades and a defense against Gyrrd’N and Aldyrrya.
The site of Hister’s Obsidian Tower, destroyed along
with her and the Black Cauldron, her body and the
Cauldron thought blown apart in the explosion and
263
buried by the Tower’s rubble. Although Lyrnea owns
Xotikos, it is controlled by the Kaldarian rogues’
organization known as the Family. They get a piece of
everything that happens in or passes through the city.
Kaankura
Capital: Nampo
Settled by Koreans, this feudal monarchy has been
dominated by and part of the Konimbra Empire through
long parts of history, gaining independence through
revolt several times before the modern age. Fiercely
independent they gave a fierce fight against the Zur
during the Century Wars before finally allying with
Konimbra to drive the islanders offshore. Mistrustful of
their allies, they maintain a large ready force to defend
their sovereignty while plotting to one day reverse
fortunes on both the Koni and the Zur.
Kaldaria
Capital: Arcanica
Originally settled by the Sumerians who were driven out
by erupting volcanoes, this region was later settled by
the ancient Greeks who were then displaced to Lyrnea
or conquered by the Romans. Sealing the gateway to
the Old World created the Empire of Kaldaria which
proceeded to spread and conquer everything from the
borders of Aldyrrya to Gaxxidin as far north as Caltere.
Ruled by Morgana Le Fey, the Empire thrived until Sirsyr
successful led the Camelot rebellion and gained
independence. After a brief respite, his rebellion spread
south to meeting the invading Drake First’s forces in the
Drake War. Sirsyr may have died ending it, but his
influence continued. Ethernia, Ganis, Lyrnea, and
Murcia all gained independence as the Empire sank into
its Dark Ages emerging centuries later with Morgana’s
Renaissance and creation of the Node network. The
network brought nearly three hundred years of Golden
Age to humanity before the Node Plague shut it down,
followed by the Century Wars.
Kaldaria and Morgana emerged stronger and
more vital, the restoration of the Node network
continuing the Kaldarian ascendance to the world’s
most powerful trading nation, ruling with economy
what they couldn’t with force. All nations have
embassies in Arcanica and the capital city has
developed ethnic ghettos as well as those for races
other than human as it has grown to the biggest most
influential city on the planet. Following the Dream War,
in which Arcanica was briefly held by magicians, the
Arcanum was built in Arcanica making it the world
centre for magical knowledge and power.
Morgana the Eternal Empress is said to be the
twin sister of Viviane, Lady of the Lake, and demigod
daughter of Titania. Legend says she vanquished
Merlyn, explaining his disappearance near the end of
the Drake War.
Kalvaala
Capital: Eiken
Settled by Germanic tribes who spent much of their
time fending off raids from Grottar, Thunder Island
Varlund, Thurlund and Paholja, this region never fell to
the Kaldarian Empire. It did, however, fall to the
influence of Sirsyr in that after his death one of the
regional kings decided to found his own knightly order,
dedicated to the discipline and order of Xondra. The
Teutonic Knighthood was born and eventually allied
with the Knights of the Light and Knights of the Crown
against the Imperial Knights of Kaldaria. Much
happened since and the alliance fell apart, but the
Teutonic Knights grew in power to take control of
Kalvaala from the kings. Regional kings still rule in name
but only as backed by the Grand Master of the
Knighthood. Kalvaala produces skilled mercenaries
legendary for their discipline, typically led by knights.
Slavery is outlawed.
Kassykoth
Capital: Bahamuthiss
A monastic island where mystical purist are followed
and the inner nature of the dragonnethi studied in hope
of advancement, this island operates as a commune
under the mastery of the supreme leaders of each
profession followed there. Apart from occasional
voyages to trade and study the world in relation to
dragonnethi, the inhabiting Varstrills lead a hermit-like
existence cut off from even other dragonnethi with
particular antipathy for ysstrakans who have repeatedly
tried to invade and dominate the island for its mystical
zone.
Kaxxuun
Said to be worse than the Fallen lands, Kaxxuun is
where the Sundering of the gods first began turning
elves into trolls and dwarves into tunnel curs. In
addition to the spirits of dwarves and elves locked in
eternal combat, the place crawls with these mutants
and the mountains themselves twist and shift to
confuse and destroy intruders. It is in these lands and
because of this curse that the Dead Lands became as
they are when blasted with antimatter and radiation
suppressor.
264
KI’s Circle Mountains
A large circular valley sits within a ring of tall sharp
peaks, the land evenly split between swamps, lake,
forest, and plain surrounded by forested foothills. The
central lake holds an island in the middle where the
oldest oak, and tree, on the planet grows. It is inhabited
by the hamadryad, queen of the dryads and avatar of KI,
charged with keeping the planet together and running.
She is attended by four Satyrs each the avatar of one of
her Time Lord sons, the four gods of the seasons, who
aide her mission. The valley is home to many nymphs
and dryads, the mountains to satyrs, fauns, and sylphs.
Megafauna and ordinary animals share its bounty. The
hamadryad is accompanied by two dire wolves, one
white the other black.
Konimbra
Capital: Xian
The Lóng Dynasty of Konimbra, its ancient ruling
dynasty, made an alliance with the wyrms living in the
region sustaining their rule and protecting their land. It
is said that every major city has a wyrm under it. Settled
by the Chinese, at one time Konimbra controlled and
empire consisting of Kaankura, the Islands of Zur, and
Lamzara. Growing larger and smaller over the millennia
as revolts and Kangg invasions disturbed the balance of
power, actually the Zur then the Kaan managed to
throw off their yolk reducing the empire to its current
size. During the Century Wars Zur even managed to
invade parts of Konimbra only to be held off wyrms they
thought legends until they managed to assassinate
Hirohito the Death-Eater and end the Wars in the
southeast. Since then, humiliated by the loss of power
and status, the Koni have longed to regain their rightful
empire.
Kordesh
Capital: Nippur
Settled by Babylonians fleeing Assyrvia, Kordesh forced
them to dwell underground for the first millennium,
until the environmental chemicals turned their skin
purple and resistant to fire and electricity. Plasma
storms called sunstorms, sandstorms, hurricanes, and
tornadoes, travel through here on the way east and
north. The sun shines nearly continually and the heat is
unrelenting. Restoring their pre-Aldyryc kingdom, they
spent their time underground and after delving into
magic that might protect them, stealing the secret of
flying carpets from the Dune Sea’s native genies, and
discover how to build power circle that could project
shields effective against the sunstorms. This enabled
them to spread across the surface once again, building
ziggurats to Marduk and Rawna for helping them face
extinction and survive stronger and wiser as a people.
Fascinated with the arcane, they have a cultural fire
dance where they dance in and around a bonfire to the
amazement of non-Kordeshi. Highly erotic it is also used
as wedding dance. The Kaldarian s stole the secret of
carpets from the janni as well, but gained the design for
their transportation shields from sunshields through a
kidnapped expert. Gnolls roam the plains in packs and
purple worms crawl below. From time to time hostilities
break out with Syrraqa or Rovalla but this is relatively
rare. Each culture sees themselves as the superior
culture and all others as infidels.
The Labyrinth
A dusty wasteland most of the time, rains and flash
floods have carves a maze of ravines and canyons that
change with the weather. Only one permanent reliable
known route has been discovered and fought over by
the Kaldarians and Ganins. Great battles occurred here
during the Faerie Wars leaving uncounted bones and
spirits. It is also the location of the hidden Crystal
Cavern, the most power mystical zone on the planet,
and numerous lesser ones.
Lamzara
Capital: Azha
Settled by Tibetans, this fertile steppe is home to tribal
herders and farmers united under a feudal monarchy
advised by religious orders in favour with the court.
Mystics are common here, many passing through on
their way to Shangri-La with which Lamzara does heavy
trade in food for magical services and training. Xondra’s
monasteries are also common as are monasteries
devoted to the martial arts. Ptah is the most revered
god here with Xondra second. Slavery is outlawed.
Lantana
The Magician Sanctuary founded by the White Order
following the revelation of the Arts in Tandros.
Accessed through a teleportation circle near Gyrrd’N,
only members of the White Order, immediate family,
and apprentices are allowed, all others being exiled
after having all memory of the place erased.
Lyrnea
Capital: Ithaka
After it gained independence from Kaldaria, Lyrnea
returned to its Greek roots, forming a federation of city
states with features of Athenian democracy and Plato’s
265
Republic. The Philosopher’s Council of noted and
respected sages from the Academy, the third most
respected institution of knowledge after the Arcanum
and the Institute of Illumination, chooses the president
from among the elected councils of the city states. City
councils are elected by free men with only landowners
being able to run for office. Society is arranged into
classes according to general occupation (military, trade,
mercantile, politics, knowledge, labour, etc.) and the
only way to move between them is to show aptitude
and pass the tests.
Maldarvia
Known as a the Heart of the Dark North and the
Fountain of Evil, this cold volcanic valley became the
Magician’s Sanctuary for the Black Order, with only
members, immediate family and apprentices allowed
within. All others are enslaved or killed. Slaves make up
the majority of the population, most never seeing sky.
Terrible experiments and entertainments occur, the
search for a controlled super soldier producing
minotaurs and rhokargans among countless
unsuccessful mutations. Among the latter are the
members of the Maldarvian Intelligence Service which
include nearly invisible Investigators, shape-stealing
Infiltrators, and brain twisting Interlocutors. Although
officially only supplying hired warlocks, Maldarvia
covertly provided far great aid to Hister in the Century
Wars, something the White Order would love to prove
to the Cerulean Order. A necromancer ordained a
deacon by Satanael, Kalvaalan Adel Hister was a
member of the Black Order, but the Order claimed that
she abused their resources without knowledge or
permission.
Murcia
Capital: Jactlaw
Originally settled by Kaldarians, Murcia gained
independence last among the empire’s territories and
has returned to its control many times. Frequently
invaded by Tarki it has fallen into their hands on several
occasions including for several centuries during the
Dark Ages. Ganis has also managed to conquer it once.
The Labyrinth War made Murcia a Kaldarian
protectorate, a state which continues. The result of all
these invasions and occupations is a people culturally
similar to that found in Romania. Because of their desire
for personal defence, Murcian schools for
swordsmanship are legendary, some of the finest
fencers and fighters coming from there. They are highly
sought after as mercenaries and bodyguards. Due to
their long association with Kaldaria and number of
foreign masters, they have become adept at concealing
the truth.
The Murhkar Empire
Northern Capital: Thuul
Southern Capital: Nak
Under Kingdom Capital: Hrask
Split into three parts by civil war, the North Kingdom,
the South Kingdom and the Under Kingdom, the Orcs
have the longest existing nations on the planet.
Currently obsessed with reunification, they rarely war
on other races, except for resources and engaged in
trade when possible to further their efforts. Each land
has a King who retains a hereditary throne as long as
capable while attempting to become the first Emperor
since the Age of the Fallen.
Mystical Zones
Mystical energy coming in the form of Keys produced by
the vibrations of the planes, Elysium, the Meadows of
Spring, the Tors of Autumn, and Qohlahb on the Karmic
Wheel are the only planes not Keyed, known as mystical
Dead Zones, the latter three forming the Immortal
Mystical Triangle.
There are also places where naturally occurring
resonant zones make native planar Keys are especially
strong and sympathetic zones where Keys in addition to
or other than the native planar Key are resonant, some
of these acting as resonant zones while others act as
mystical crossroads. Resonant zones enhance the power
of those Keyed to the resonant Key(s) granting an
additional metamagic ability as well as 2 temporary
sorcery font points per resonating Key while in the area.
A mystical crossroads results from a harmonization of
two or more planar Keys allowing those within the area
to intentionally Plane Shift between them with a DC25
willpower check and requiring all within to make a DC25
willpower save upon entering and every minute
thereafter to prevent randomly shifting. Mystics get
advantage on these rolls.
The most notable of these locations are:
 Bloodwood Island: Resonant and a crossroads
for the Blood Key, a huge tree sprang up here
over the remains of the Wyrm First, slain by
dragonsbane before the Fall. The immense
black-barked tree has silver leaves and sits atop
a huge mound of an island deep in the swamps.
It is heavily guarded and sacred to Ysstrakan
blood mystics.
266
 Caverns of Yog-Sothoth: A maze of tunnels and
caverns winds its way through the mountains
forming the walls of Shangri-La, Valley of
Mysteries. All the Keys have at least one
representative resonance zone and crossroads
present, but all are not represented in any one
cavern. The air currents create a sound like
constant measured breathing.
 Crystal Cavern: This powerful mystical zone is
both resonant and a crossroads for all the Keys
at once plus a unique Key for the distant reality
of Midgard. Located in the Labyrinth, the maze
of canyons and ravines surrounding have
numerous lesser resonance zones and
crossroads in them along with phantom zones
left from the Faerie Wars. The Cavern is
inhabited by a feminine consciousness known
as the Oracle.
 Kassykoth: Resonant and a crossroads for the
Blood Key, this was the location of the original
portal created by the Frist for the Dragonneth
migration to Aldyryc, this island was once
marge larger but most of it sank during the Fall.
It is one of three sacred sites for the
Dragonneth not presently underwater.
 Valley of the Blood: Located on Raktargoth and
resonant with the Blood Key, this valley served
as lair of the Drake Frist until the Drake War. It
became a gathering place for dragons and is site
of their present councils.
Necros
An ancient impact crater, Necros is a sandy rock desert
that reaches the lowest surface point below sea level at
its centre where an ancient Oni city rings a circular lake
with a single island in the middle. There the first Gate of
Yog-Sothoth was constructed by Oni seeking to explore
other worlds and realities. Before they could use it, the
radiation forced them to leave in order to prevent all
their offspring being born ogres. The ancestors of the
Ahkracians came through and left due to the heat
before the radiation had much effect. Sirsyr was buried
under the gate supposedly to rise again during
Armageddon.
From around 100 degrees Fahrenheit on the
border, the temperature rises to around 200F halfway
to the centre and 300F at the centre, inflicting heat
exhaustion as well as 1 point of fire damage every 10
minutes without any saving throw to those without
protection.
One of three points of the mystical ley triangle
(the others being the Devil’s Triangle and the Throne of
Zeus)intense ley radiation permeates the central twenty
miles mutating non-aberrations that spend too much
time exposed. Every ten minutes of exposure requires a
DC20 Constitution save to avoid being Poisoned, with
another save at DC20 every 4 hours to avoid gaining 1
point of Exhaustion. Every 4 hours of exposure grants a
permanent, irreversible, cumulative 1% lifetime chance
of producing mutated offspring (mongreloid for most
anthropoids, kenku for ikari, and sahuagin for tritons)
checked separately for each offspring.
Numallea
Capital: lost Kurru
The first humans came here from sub-Saharan Africa,
beginning the Age of the Winds. Many tribes from all
over the continent were carried to these thick steaming
jungles to compete and cooperate for survival. Tribal
kings arose, conflict for power an ongoing event. Then
they discovered the sarllak plant and the first human
“immortals” came to be soon rising to kings. For
centuries this great civilization pitched and advanced
through the struggle for dominance until the Immortal
King Othello united the entire region under one throne.
Setting his sights on the world he sent explorers to
Raktargoth and massed his armies to invade Ahkracia.
His explorations disturbed and angered the Drake Frist
who began the Drake War by invaded and obliterating
destroying the Numallean civilization before heading
encountering the desert and heading north for
Harkindia in pursuit of the Numallean diaspora.
Paholja
Capital: Witch Mountain
The Dream War
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition
Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition

Aldyryc Campaign Guide for Dungeons & Dragons 5th Edition

  • 1.
    Aldyryc Campaign Guide PündiPublications 2017 For D&D 5e
  • 3.
    1 Contents Introduction.......................................................................................................................................................................................................... 15 Ability Scores..........................................................................................................................................................................................................15 Expertise..................................................................................................................................................................................................................15 InspirationPoints..................................................................................................................................................................................................15 Longevity Rating ....................................................................................................................................................................................................15 Metabolic Requirements ......................................................................................................................................................................................15 Starting Age...........................................................................................................................................................................................................15 Aging Effects .........................................................................................................................................................................................................15 Lifelong Learning...................................................................................................................................................................................................15 Natural Causes ......................................................................................................................................................................................................16 Qi...............................................................................................................................................................................................................................16 Races.......................................................................................................................................................................................................................... 16 Anthropoid..............................................................................................................................................................................................................16 Faerie ....................................................................................................................................................................................................................16 Faerie Sources..................................................................................................................................................................................................17 Holds and Territories...................................................................................................................................................................................17 The Longing.................................................................................................................................................................................................17 Source Defences..........................................................................................................................................................................................17 Guardians ....................................................................................................................................................................................................17 Source Types ...............................................................................................................................................................................................18 Source Destruction......................................................................................................................................................................................18 Dwarf ....................................................................................................................................................................................................................18 Duergar ............................................................................................................................................................................................................18 Gaxx .................................................................................................................................................................................................................19 Elf..........................................................................................................................................................................................................................19 Blood Elves.......................................................................................................................................................................................................19 Feral Elves ........................................................................................................................................................................................................19 Forest Elves ......................................................................................................................................................................................................20 Mist Elves .........................................................................................................................................................................................................20 Sea Elves...........................................................................................................................................................................................................20 Ikari .......................................................................................................................................................................................................................20 Kenku ....................................................................................................................................................................................................................21 Minos ....................................................................................................................................................................................................................22 Sahuagin................................................................................................................................................................................................................23 Triton ....................................................................................................................................................................................................................24 Fey.........................................................................................................................................................................................................................25 Gnome ..................................................................................................................................................................................................................25 Bumpkin...........................................................................................................................................................................................................25 Munchkin .........................................................................................................................................................................................................25 Pech..................................................................................................................................................................................................................25 Derro................................................................................................................................................................................................................25 Azer..................................................................................................................................................................................................................26 Redcap .............................................................................................................................................................................................................26 Halfling..................................................................................................................................................................................................................26 Half-Elf..............................................................................................................................................................................................................26 Half-Ogre..........................................................................................................................................................................................................27 Half-Orc............................................................................................................................................................................................................27 Hellion..............................................................................................................................................................................................................28 Minotaur ..........................................................................................................................................................................................................29 Rhokargan........................................................................................................................................................................................................29 Human ..................................................................................................................................................................................................................30 Cultural Ethnicities ...........................................................................................................................................................................................31 Mark of the Beast.............................................................................................................................................................................................32 Psychic Ability ..................................................................................................................................................................................................32 Special Ethnicities.............................................................................................................................................................................................33 Orc ........................................................................................................................................................................................................................35 Bugbear............................................................................................................................................................................................................35 Goblin...............................................................................................................................................................................................................35 Hobgoblin.........................................................................................................................................................................................................36 Pündi.....................................................................................................................................................................................................................36 Dragonneth .............................................................................................................................................................................................................37 Kobold...................................................................................................................................................................................................................37 Varstrill..................................................................................................................................................................................................................37
  • 4.
    2 Ysstrakan...............................................................................................................................................................................................................37 Octopod....................................................................................................................................................................................................................38 Languages.............................................................................................................................................................................................................. 39 Common Languages...............................................................................................................................................................................................39 EthnicLanguages ...................................................................................................................................................................................................39 Exotic Languages....................................................................................................................................................................................................40 Secret Languages....................................................................................................................................................................................................40 Classes ...................................................................................................................................................................................................................... 43 Assessing Professional Rank ...............................................................................................................................................................................43 Dreamweavers .......................................................................................................................................................................................................44 Eldritch Sight.........................................................................................................................................................................................................44 Illuminatus ............................................................................................................................................................................................................44 Magician................................................................................................................................................................................................................46 Proficiencies.....................................................................................................................................................................................................46 Spells................................................................................................................................................................................................................46 Arcane Craft Traditions ....................................................................................................................................................................................46 Artistic Expression............................................................................................................................................................................................47 Nights of Power................................................................................................................................................................................................47 Ordination........................................................................................................................................................................................................47 Divine Intervention ..........................................................................................................................................................................................48 Enclaves............................................................................................................................................................................................................48 Familiars...........................................................................................................................................................................................................48 Sorcery .............................................................................................................................................................................................................48 Mystic....................................................................................................................................................................................................................48 Paladin ..................................................................................................................................................................................................................49 Enforcer............................................................................................................................................................................................................49 Equestrian (Lancer) ..........................................................................................................................................................................................49 Exemplar ..........................................................................................................................................................................................................49 Ranger...................................................................................................................................................................................................................49 Warlock.................................................................................................................................................................................................................50 Witch.....................................................................................................................................................................................................................50 Warriors ..................................................................................................................................................................................................................51 Barbarian ..............................................................................................................................................................................................................51 Fighter (Myrmidon)...............................................................................................................................................................................................51 Berserker (Warrior of the Eye).........................................................................................................................................................................51 Monk (Defender of the Faith) ...............................................................................................................................................................................52 Rogue (Streetfighter) ............................................................................................................................................................................................52 Customization Options.................................................................................................................................................................................. 52 Feats .........................................................................................................................................................................................................................52 Echolocation .........................................................................................................................................................................................................52 Meditation ............................................................................................................................................................................................................52 Paragon.................................................................................................................................................................................................................52 Psychic ..................................................................................................................................................................................................................52 Witchcraft .............................................................................................................................................................................................................52 Equipment.............................................................................................................................................................................................................. 52 Weapons..................................................................................................................................................................................................................52 Bastardsword........................................................................................................................................................................................................53 Blood Elf Hook Net................................................................................................................................................................................................53 Blood Elf Talons.....................................................................................................................................................................................................53 Boar Spear.............................................................................................................................................................................................................53 Broad Sword .........................................................................................................................................................................................................53 Curved Greatsword...............................................................................................................................................................................................53 Cutlass...................................................................................................................................................................................................................53 Elven Bow..............................................................................................................................................................................................................53 Elven Thinblade.....................................................................................................................................................................................................53 Executioner’s Sword .............................................................................................................................................................................................53 Falchion.................................................................................................................................................................................................................53 Garrotte ................................................................................................................................................................................................................53 Gorn Gatling Bow:.................................................................................................................................................................................................53 Hunting Knife ........................................................................................................................................................................................................53 Katana...................................................................................................................................................................................................................53 Parrying Dagger.....................................................................................................................................................................................................53 Scythe ...................................................................................................................................................................................................................53 Shagra ...................................................................................................................................................................................................................54
  • 5.
    3 Star Knife...............................................................................................................................................................................................................54 Throwing Knife......................................................................................................................................................................................................54 ThuggeeDagger ....................................................................................................................................................................................................54 Troll Double Spear ................................................................................................................................................................................................54 Xen Sword.............................................................................................................................................................................................................54 Adventuring Equipment .......................................................................................................................................................................................54 Anointing Oil (vial) ................................................................................................................................................................................................54 Bloody Agony........................................................................................................................................................................................................54 Class Text ..............................................................................................................................................................................................................54 Holy Water (flask) .................................................................................................................................................................................................54 Nova Stick .............................................................................................................................................................................................................54 Pündi Poison .........................................................................................................................................................................................................55 Transportation.......................................................................................................................................................................................................55 Air Ship..................................................................................................................................................................................................................55 Flying Carpet .........................................................................................................................................................................................................55 Sea Elf Ship............................................................................................................................................................................................................55 Node Station .........................................................................................................................................................................................................56 Services....................................................................................................................................................................................................................56 Airship Passage .....................................................................................................................................................................................................56 Carpet Ride ...........................................................................................................................................................................................................56 Node Travel...........................................................................................................................................................................................................56 Siege Defense..........................................................................................................................................................................................................56 Shield System........................................................................................................................................................................................................56 Combat..................................................................................................................................................................................................................... 57 Amputation and Gangrene ...................................................................................................................................................................................57 Bleeding and Infection..........................................................................................................................................................................................57 Critical Rolls............................................................................................................................................................................................................57 Execution Attacks ..................................................................................................................................................................................................57 Extremity Damage .................................................................................................................................................................................................58 Initiative ..................................................................................................................................................................................................................58 Adventuring.......................................................................................................................................................................................................... 59 Anthropoid Reproduction....................................................................................................................................................................................59 C.P.R..........................................................................................................................................................................................................................59 Death and the Afterlife..........................................................................................................................................................................................59 The Spirit World....................................................................................................................................................................................................59 Pearly Gates and Shade Sanctuaries.....................................................................................................................................................................59 Limbo ....................................................................................................................................................................................................................60 Reincarnation........................................................................................................................................................................................................60 Raise Dead ............................................................................................................................................................................................................60 Resurrection..........................................................................................................................................................................................................60 True Resurrection .................................................................................................................................................................................................60 Haunting ...............................................................................................................................................................................................................60 Descending into Madness.....................................................................................................................................................................................60 Encounter XP Thresholds.....................................................................................................................................................................................60 Information Checks ...............................................................................................................................................................................................60 Intoxication.............................................................................................................................................................................................................60 Addictive Compulsion ...........................................................................................................................................................................................60 Alcohol ..................................................................................................................................................................................................................61 Drunkenness Levels..........................................................................................................................................................................................61 Alcohol Strength...............................................................................................................................................................................................61 Caffeine.................................................................................................................................................................................................................62 Cannabis................................................................................................................................................................................................................62 Returning From Oblivion .....................................................................................................................................................................................62 Torture.....................................................................................................................................................................................................................62 Magic ......................................................................................................................................................................................................................... 63 Metaphysics ............................................................................................................................................................................................................63 Dreamweaving .......................................................................................................................................................................................................63 Spells ........................................................................................................................................................................................................................63 The Forms ...............................................................................................................................................................................................................64 The Keys ..................................................................................................................................................................................................................64 The Companions ....................................................................................................................................................................................................64 Body Casting ...........................................................................................................................................................................................................64 Demon Summoning ...............................................................................................................................................................................................64 Dimensional Translocation..................................................................................................................................................................................65
  • 6.
    4 Coordinate Shifting ...............................................................................................................................................................................................65 InformationShifting..............................................................................................................................................................................................65 Planar Barriers ......................................................................................................................................................................................................65 The Dreaming.........................................................................................................................................................................................................65 The Sarllak Plant....................................................................................................................................................................................................65 Brewed Twilight ....................................................................................................................................................................................................66 Blitzkrieg ...............................................................................................................................................................................................................66 Entering the Dreaming..........................................................................................................................................................................................67 The Existential Veil...........................................................................................................................................................................................67 The Dreamscape ..............................................................................................................................................................................................67 Psychic Aspects ................................................................................................................................................................................................67 Influencing Aspects ..........................................................................................................................................................................................67 Psychic Balance ................................................................................................................................................................................................68 Dreaming Damage............................................................................................................................................................................................68 Personal Demons .............................................................................................................................................................................................68 Psychic Ethics ...................................................................................................................................................................................................68 Psychic Foundations.........................................................................................................................................................................................68 Psychic Core .....................................................................................................................................................................................................68 Enforced Clarity................................................................................................................................................................................................68 Psychic and Spiritual Damage ..........................................................................................................................................................................69 Existential Clarity ..................................................................................................................................................................................................69 Informed (Awake) ............................................................................................................................................................................................69 Enlightened (Aware) ........................................................................................................................................................................................69 Amplified (Lucid) ..............................................................................................................................................................................................70 Aftermath..............................................................................................................................................................................................................70 The Fifty Sacred Names of Marduk.....................................................................................................................................................................70 Fire Diamond..........................................................................................................................................................................................................70 The Inner Eye..........................................................................................................................................................................................................70 Material Components............................................................................................................................................................................................71 Mind Casting ...........................................................................................................................................................................................................71 Mystic Mushrooms.................................................................................................................................................................................................71 Oath of the Styx ......................................................................................................................................................................................................71 Paying the Reaper..................................................................................................................................................................................................71 Prismatic Magic......................................................................................................................................................................................................71 Colours..................................................................................................................................................................................................................71 Visionleaf.................................................................................................................................................................................................................72 Wizardry..................................................................................................................................................................................................................72 Druidic Lore’s Central Calculus..............................................................................................................................................................................73 The Arcanum Compass .........................................................................................................................................................................................73 Witchcraft .............................................................................................................................................................................................................73 Psions and Psychics...............................................................................................................................................................................................73 Magic in the Spheres.............................................................................................................................................................................................74 Spells.......................................................................................................................................................................................................................... 75 Tenth Level Spell Slot............................................................................................................................................................................................75 Enforcer ...................................................................................................................................................................................................................75 Exemplar .................................................................................................................................................................................................................76 Illuminatus..............................................................................................................................................................................................................77 Magician...................................................................................................................................................................................................................82 Alphabetical List....................................................................................................................................................................................................82 Spell by Level List ..................................................................................................................................................................................................90 Black Magic ...........................................................................................................................................................................................................98 Grey Magic..........................................................................................................................................................................................................100 White Magic........................................................................................................................................................................................................104 Variable Magic ....................................................................................................................................................................................................106 Conjuration .........................................................................................................................................................................................................107 Druidic Lore.........................................................................................................................................................................................................109 Enchantment.......................................................................................................................................................................................................110 Magecraft............................................................................................................................................................................................................111 Necromancy........................................................................................................................................................................................................113 Priestcraft ...........................................................................................................................................................................................................114 Mystic .....................................................................................................................................................................................................................116 Ranger....................................................................................................................................................................................................................120 Rituals....................................................................................................................................................................................................................121 Descriptions..........................................................................................................................................................................................................122
  • 7.
    5 Astral Projection .................................................................................................................................................................................................122 BlindinglyObvious ..............................................................................................................................................................................................123 Communing.........................................................................................................................................................................................................123 Create Homunculus ............................................................................................................................................................................................123 Dread Curse (ritual).............................................................................................................................................................................................123 Dream Lock .........................................................................................................................................................................................................124 Dream Walk ........................................................................................................................................................................................................125 Effigy ...................................................................................................................................................................................................................125 Elemental Bonding (ritual only) ..........................................................................................................................................................................125 Energetic Blast ....................................................................................................................................................................................................126 Enlarge/Reduce...................................................................................................................................................................................................126 Inquisitor’s Touch................................................................................................................................................................................................126 Miraculum...........................................................................................................................................................................................................127 Permanency ........................................................................................................................................................................................................127 Placebo ...............................................................................................................................................................................................................127 Power Circle Creation (Ritual Only, Lost)............................................................................................................................................................128 Totem Pole Creation (Ritual Only) ......................................................................................................................................................................128 Forbidden Rituals ................................................................................................................................................................................................129 Grimoire Creation ...............................................................................................................................................................................................129 Lycanthropy ........................................................................................................................................................................................................129 Mummification ...................................................................................................................................................................................................129 Qi Rape................................................................................................................................................................................................................130 Planar Keys ......................................................................................................................................................................................................... 130 Bestial ....................................................................................................................................................................................................................131 Blood ......................................................................................................................................................................................................................131 Doom......................................................................................................................................................................................................................131 Element..................................................................................................................................................................................................................131 Frigid......................................................................................................................................................................................................................131 Hart.........................................................................................................................................................................................................................132 Holy ........................................................................................................................................................................................................................132 Horror....................................................................................................................................................................................................................132 Liminal...................................................................................................................................................................................................................132 Metamorphic.........................................................................................................................................................................................................132 Necrotic..................................................................................................................................................................................................................132 Perception.............................................................................................................................................................................................................133 Radiant...................................................................................................................................................................................................................133 Spirit.......................................................................................................................................................................................................................133 Stellar.....................................................................................................................................................................................................................133 Uncanny.................................................................................................................................................................................................................133 Unholy....................................................................................................................................................................................................................134 Existential Forms and Aspects................................................................................................................................................................ 134 Paragon..................................................................................................................................................................................................................134 Air ...........................................................................................................................................................................................................................134 Cloud...................................................................................................................................................................................................................134 Wind....................................................................................................................................................................................................................135 Animal....................................................................................................................................................................................................................135 Feather................................................................................................................................................................................................................135 Fur.......................................................................................................................................................................................................................135 Artifice ...................................................................................................................................................................................................................135 Construct.............................................................................................................................................................................................................135 Toil ......................................................................................................................................................................................................................135 Chaos......................................................................................................................................................................................................................136 Generation..........................................................................................................................................................................................................136 Mutation.............................................................................................................................................................................................................136 Degeneration ......................................................................................................................................................................................................136 Charm.....................................................................................................................................................................................................................136 Love.....................................................................................................................................................................................................................136 Lust......................................................................................................................................................................................................................137 Community............................................................................................................................................................................................................137 Family..................................................................................................................................................................................................................137 Home ..................................................................................................................................................................................................................137 Darkness................................................................................................................................................................................................................137 Loss .....................................................................................................................................................................................................................137 Night ...................................................................................................................................................................................................................138
  • 8.
    6 Death ......................................................................................................................................................................................................................138 Murder................................................................................................................................................................................................................138 Undead ...............................................................................................................................................................................................................138 Destruction...........................................................................................................................................................................................................138 Catastrophe ........................................................................................................................................................................................................138 Rage ....................................................................................................................................................................................................................139 Earth.......................................................................................................................................................................................................................139 Cave ....................................................................................................................................................................................................................139 Metal...................................................................................................................................................................................................................139 Evil..........................................................................................................................................................................................................................139 Cruelty.................................................................................................................................................................................................................140 Dehumanization..................................................................................................................................................................................................140 Brutality ..............................................................................................................................................................................................................140 Fate.........................................................................................................................................................................................................................140 Fortune ...............................................................................................................................................................................................................140 Misfortune ..........................................................................................................................................................................................................140 Fire..........................................................................................................................................................................................................................140 Ash ......................................................................................................................................................................................................................141 Smoke .................................................................................................................................................................................................................141 Glory.......................................................................................................................................................................................................................141 Heroism...............................................................................................................................................................................................................141 Honour................................................................................................................................................................................................................141 Good .......................................................................................................................................................................................................................141 Forgiveness .........................................................................................................................................................................................................142 Compassion.........................................................................................................................................................................................................142 Kindness..............................................................................................................................................................................................................142 Healing...................................................................................................................................................................................................................142 Restoration .........................................................................................................................................................................................................142 Resurrection........................................................................................................................................................................................................142 Knowledge.............................................................................................................................................................................................................142 Memory ..............................................................................................................................................................................................................143 Thought...............................................................................................................................................................................................................143 Liberation..............................................................................................................................................................................................................143 Freedom..............................................................................................................................................................................................................143 Revolution...........................................................................................................................................................................................................143 Light........................................................................................................................................................................................................................143 Day......................................................................................................................................................................................................................144 Sun ......................................................................................................................................................................................................................144 Madness.................................................................................................................................................................................................................144 Insanity................................................................................................................................................................................................................144 Nightmare...........................................................................................................................................................................................................144 Magic ......................................................................................................................................................................................................................144 Art .......................................................................................................................................................................................................................145 Craft ....................................................................................................................................................................................................................145 Nobility ..................................................................................................................................................................................................................145 Leadership...........................................................................................................................................................................................................145 Martyr.................................................................................................................................................................................................................145 Order......................................................................................................................................................................................................................145 Reinforcement ....................................................................................................................................................................................................145 Regulation...........................................................................................................................................................................................................145 Restriction...........................................................................................................................................................................................................146 Plant .......................................................................................................................................................................................................................146 Decay ..................................................................................................................................................................................................................146 Growth................................................................................................................................................................................................................146 Protection..............................................................................................................................................................................................................146 Defense...............................................................................................................................................................................................................146 Purity...................................................................................................................................................................................................................146 Repose....................................................................................................................................................................................................................147 Ancestors ............................................................................................................................................................................................................147 Souls....................................................................................................................................................................................................................147 Rune .......................................................................................................................................................................................................................147 Language.............................................................................................................................................................................................................147 Wards..................................................................................................................................................................................................................148 Strength .................................................................................................................................................................................................................148 Ferocity ...............................................................................................................................................................................................................148
  • 9.
    7 Resolve................................................................................................................................................................................................................148 Travel.....................................................................................................................................................................................................................148 Exploration..........................................................................................................................................................................................................148 Trade...................................................................................................................................................................................................................149 Trickery.................................................................................................................................................................................................................149 Deception............................................................................................................................................................................................................149 Thievery ..............................................................................................................................................................................................................149 War .........................................................................................................................................................................................................................149 Blood...................................................................................................................................................................................................................149 Tactics.................................................................................................................................................................................................................149 Water......................................................................................................................................................................................................................150 Ice .......................................................................................................................................................................................................................150 Oceans ................................................................................................................................................................................................................150 Weather .................................................................................................................................................................................................................150 Seasons ...............................................................................................................................................................................................................150 Storms.................................................................................................................................................................................................................150 Pantheon............................................................................................................................................................................................................... 151 The Divine Powers...............................................................................................................................................................................................152 The Ancient Ones................................................................................................................................................................................................152 Bahamut.........................................................................................................................................................................................................152 Lorril...............................................................................................................................................................................................................152 Ptah................................................................................................................................................................................................................153 Tiamat ............................................................................................................................................................................................................153 The Great Old Ones.............................................................................................................................................................................................153 Azathoth (Cronus) ..........................................................................................................................................................................................153 Cthulhu...........................................................................................................................................................................................................154 Odin (Cronus).................................................................................................................................................................................................154 Orcus..............................................................................................................................................................................................................154 Pazuzu............................................................................................................................................................................................................155 The Elder Gods....................................................................................................................................................................................................155 Athena............................................................................................................................................................................................................155 Freya ..............................................................................................................................................................................................................156 KI ....................................................................................................................................................................................................................156 Loki.................................................................................................................................................................................................................156 Marduk...........................................................................................................................................................................................................157 Oberon...........................................................................................................................................................................................................157 Poseidon ........................................................................................................................................................................................................157 Ra ...................................................................................................................................................................................................................158 Rawna ............................................................................................................................................................................................................158 Titania ............................................................................................................................................................................................................158 Vulcan ............................................................................................................................................................................................................159 Wicca..............................................................................................................................................................................................................159 Xondra............................................................................................................................................................................................................159 The Young Gods ..................................................................................................................................................................................................160 Amon-Re ........................................................................................................................................................................................................160 Anubis ............................................................................................................................................................................................................160 Apollo.............................................................................................................................................................................................................160 Artemis...........................................................................................................................................................................................................161 Bacchus ..........................................................................................................................................................................................................161 Calypso...........................................................................................................................................................................................................161 Charon............................................................................................................................................................................................................162 Hades .............................................................................................................................................................................................................162 Horus..............................................................................................................................................................................................................162 Ishtar ..............................................................................................................................................................................................................163 Isis ..................................................................................................................................................................................................................163 Kali-Set ...........................................................................................................................................................................................................163 Lowyatar ........................................................................................................................................................................................................164 Mercury..........................................................................................................................................................................................................164 Merlyn............................................................................................................................................................................................................165 Osiris ..............................................................................................................................................................................................................165 Pan .................................................................................................................................................................................................................165 Satanael..........................................................................................................................................................................................................166 Thor................................................................................................................................................................................................................166 Thrym.............................................................................................................................................................................................................166
  • 10.
    8 Xoll’X ..............................................................................................................................................................................................................167 Zeus................................................................................................................................................................................................................167 The Ascended......................................................................................................................................................................................................168 AxvinArvanx ..................................................................................................................................................................................................168 Hexxis Arvanx.................................................................................................................................................................................................168 Pandis.............................................................................................................................................................................................................169 Shaykspeyr .....................................................................................................................................................................................................169 Sirsyr ..............................................................................................................................................................................................................169 Sorvah ............................................................................................................................................................................................................170 Velkiri .............................................................................................................................................................................................................170 The Elite ..............................................................................................................................................................................................................171 Hellspawn Nobility ..............................................................................................................................................................................................171 Asmodeus.......................................................................................................................................................................................................171 Baphomet.......................................................................................................................................................................................................171 Graz'zt ............................................................................................................................................................................................................171 Hel..................................................................................................................................................................................................................171 Hera................................................................................................................................................................................................................171 Lilith ...............................................................................................................................................................................................................171 Mammon........................................................................................................................................................................................................171 Mephistopheles .............................................................................................................................................................................................172 Yeenoghu .......................................................................................................................................................................................................172 Pit Fiends.............................................................................................................................................................................................................172 Abholos ..........................................................................................................................................................................................................172 Chaugnar Faugn .............................................................................................................................................................................................172 Cyäegha..........................................................................................................................................................................................................172 Gog-Hoor........................................................................................................................................................................................................172 Gurathnaka ....................................................................................................................................................................................................172 Gwarloth ........................................................................................................................................................................................................173 Hastur.............................................................................................................................................................................................................173 Jubilex ............................................................................................................................................................................................................173 Kassogtha.......................................................................................................................................................................................................173 Mordiggian.....................................................................................................................................................................................................173 Nyarlathotep..................................................................................................................................................................................................173 Nyogtha..........................................................................................................................................................................................................173 Xalafu .............................................................................................................................................................................................................174 Y'golonac........................................................................................................................................................................................................174 Ythogtha.........................................................................................................................................................................................................174 Yug-Siturath ...................................................................................................................................................................................................174 Zathog ............................................................................................................................................................................................................174 Zhar and Lloigor .............................................................................................................................................................................................174 Divine Power Rank..............................................................................................................................................................................................174 Divine Sensitivity............................................................................................................................................................................................177 Ceremonies.........................................................................................................................................................................................................177 Covenants ...........................................................................................................................................................................................................177 Blood Sacrifices ..............................................................................................................................................................................................178 Ill Omens ........................................................................................................................................................................................................178 Special Sacrifices ............................................................................................................................................................................................178 Prayers ................................................................................................................................................................................................................178 The Children of the Reformation ......................................................................................................................................................................178 Demigods...............................................................................................................................................................................................................179 The Elite.................................................................................................................................................................................................................180 The Ascended........................................................................................................................................................................................................180 Cosmology............................................................................................................................................................................................................ 181 Planes of Existence ..............................................................................................................................................................................................181 Acheron..................................................................................................................................................................................................................183 Beyond Reality .....................................................................................................................................................................................................184 The Maelstrom....................................................................................................................................................................................................184 Outer Darkness ...................................................................................................................................................................................................184 The Void..............................................................................................................................................................................................................184 Celestial Nodules..................................................................................................................................................................................................185 Dimensional Bubbles ..........................................................................................................................................................................................185 The Dreamworld..................................................................................................................................................................................................185 Faerie Geography.................................................................................................................................................................................................185 Karmic Wheel .......................................................................................................................................................................................................186
  • 11.
    9 Planar Malleability ..............................................................................................................................................................................................187 TemporalEffects..................................................................................................................................................................................................187 Magic Items......................................................................................................................................................................................................... 187 Artefacts & Relics.................................................................................................................................................................................................188 Relics...................................................................................................................................................................................................................188 Dwarven Train................................................................................................................................................................................................188 Gnome Clockwork..........................................................................................................................................................................................188 Nautilus..........................................................................................................................................................................................................188 Stonehenge....................................................................................................................................................................................................188 Minor Arcane Artefacts.......................................................................................................................................................................................188 Baba Yaga’s Hut..............................................................................................................................................................................................188 Druid Circle.....................................................................................................................................................................................................188 Hypership.......................................................................................................................................................................................................188 Key of Solomon ..............................................................................................................................................................................................189 Shadow Staff ..................................................................................................................................................................................................189 Tao Stones......................................................................................................................................................................................................189 Major Arcane Artefacts.......................................................................................................................................................................................190 Belt of Atlas....................................................................................................................................................................................................190 Black Cauldron ...............................................................................................................................................................................................190 Excalibur.........................................................................................................................................................................................................190 Hammer of Union...........................................................................................................................................................................................191 Holy Grail of the Suns.....................................................................................................................................................................................191 Jhaahm...........................................................................................................................................................................................................191 Mjölnir............................................................................................................................................................................................................191 Spear of Destiny.............................................................................................................................................................................................192 Cosmic Arcane Artefacts.....................................................................................................................................................................................192 Altar of the Tao ..............................................................................................................................................................................................192 Ankh...............................................................................................................................................................................................................192 Axiom .............................................................................................................................................................................................................193 Cauldron of Creation......................................................................................................................................................................................193 Cthanic ...........................................................................................................................................................................................................193 Demon Wall ...................................................................................................................................................................................................194 Eye of Ptah .....................................................................................................................................................................................................194 Mortis Liber....................................................................................................................................................................................................194 Orcrix..............................................................................................................................................................................................................194 Qaldon............................................................................................................................................................................................................194 Secreta Liber ..................................................................................................................................................................................................195 Vitae Liber......................................................................................................................................................................................................195 Devastating Weapons..........................................................................................................................................................................................195 Enchanting Items .................................................................................................................................................................................................195 Monstrous Races.............................................................................................................................................................................................. 195 Centaur ..................................................................................................................................................................................................................195 Couatl .....................................................................................................................................................................................................................195 Dragonneth ...........................................................................................................................................................................................................195 Dragonnethik ......................................................................................................................................................................................................196 High Ones............................................................................................................................................................................................................197 Minimum Size by age Category......................................................................................................................................................................197 Size Categories beyond Gargantuan ..............................................................................................................................................................198 Dragon............................................................................................................................................................................................................199 Drake..............................................................................................................................................................................................................201 Wyrm .............................................................................................................................................................................................................203 Linnorm...............................................................................................................................................................................................................205 Metal Song..........................................................................................................................................................................................................206 Nethienkah .........................................................................................................................................................................................................206 Soulless ...............................................................................................................................................................................................................207 The Terasques.....................................................................................................................................................................................................207 Displacer Beast.....................................................................................................................................................................................................207 Ent...........................................................................................................................................................................................................................208 Ent Elder..............................................................................................................................................................................................................208 The Entarys .........................................................................................................................................................................................................208 Faerie Hag .............................................................................................................................................................................................................209 Gaunt......................................................................................................................................................................................................................209 Gnoll .......................................................................................................................................................................................................................209 Grey ........................................................................................................................................................................................................................209
  • 12.
    10 Herpeton................................................................................................................................................................................................................210 Lizard Folk ...........................................................................................................................................................................................................210 CaveFolk (Troglodyte) ...................................................................................................................................................................................210 Yuan-ti.................................................................................................................................................................................................................210 Immortal Entities.................................................................................................................................................................................................210 Celestial Hosts.....................................................................................................................................................................................................210 Celestial Legions..................................................................................................................................................................................................210 Principalities of Heaven ......................................................................................................................................................................................211 Hellborn Charger.................................................................................................................................................................................................211 Hellfire Knight .....................................................................................................................................................................................................211 Krahl.......................................................................................................................................................................................................................211 Aranea (Knight) ...................................................................................................................................................................................................211 Drider (Queen)....................................................................................................................................................................................................212 Ettercap (Pawn) ..................................................................................................................................................................................................213 Kraken ...................................................................................................................................................................................................................214 Maldarvian Intelligence......................................................................................................................................................................................214 Infiltrator.............................................................................................................................................................................................................214 Interlocutor.........................................................................................................................................................................................................215 Investigator.........................................................................................................................................................................................................216 Mutant....................................................................................................................................................................................................................216 Grimlock..............................................................................................................................................................................................................217 Grim Creeper..................................................................................................................................................................................................217 Grim Stalker ...................................................................................................................................................................................................217 Meenlock ............................................................................................................................................................................................................219 Mongreloid .........................................................................................................................................................................................................219 Morlock...............................................................................................................................................................................................................220 Shambling Mound...............................................................................................................................................................................................221 Troll.....................................................................................................................................................................................................................221 Tunnel Cur...........................................................................................................................................................................................................221 Phase Spider .........................................................................................................................................................................................................222 Rakshasa................................................................................................................................................................................................................222 Noble...................................................................................................................................................................................................................222 Kayn ....................................................................................................................................................................................................................222 Rakshiri .................................................................................................................................................................................................................223 Abyl.....................................................................................................................................................................................................................223 Sasquatch ..............................................................................................................................................................................................................223 Shade......................................................................................................................................................................................................................223 Siren of the Deep..................................................................................................................................................................................................223 Skinchanger ..........................................................................................................................................................................................................223 S’Skahahn ..............................................................................................................................................................................................................224 Telestial Entities ..................................................................................................................................................................................................225 Aberrations .........................................................................................................................................................................................................225 Aeon....................................................................................................................................................................................................................225 Akhana ...........................................................................................................................................................................................................225 Bythos ............................................................................................................................................................................................................226 Paracletus.......................................................................................................................................................................................................227 Pleroma..........................................................................................................................................................................................................228 Theletos .........................................................................................................................................................................................................229 Bestial Muse........................................................................................................................................................................................................230 Avoral.............................................................................................................................................................................................................230 Cetaceal..........................................................................................................................................................................................................231 Draconal.........................................................................................................................................................................................................232 Leonal.............................................................................................................................................................................................................234 Silvanshee ......................................................................................................................................................................................................235 Vulpinal ..........................................................................................................................................................................................................235 Daemon...............................................................................................................................................................................................................236 Demon ................................................................................................................................................................................................................237 Shemhazian....................................................................................................................................................................................................237 Vrolikai ...........................................................................................................................................................................................................238 Empyrean............................................................................................................................................................................................................239 Fayd.....................................................................................................................................................................................................................239 Feyr .....................................................................................................................................................................................................................239 Nightterror .....................................................................................................................................................................................................240 Nightcrawler...................................................................................................................................................................................................240 Flux......................................................................................................................................................................................................................242
  • 13.
    11 Gith .....................................................................................................................................................................................................................242 Lux.......................................................................................................................................................................................................................242 Brijidine..........................................................................................................................................................................................................242 Bralani............................................................................................................................................................................................................243 Ghaelle...........................................................................................................................................................................................................243 Lillend.............................................................................................................................................................................................................244 Lyrakien..........................................................................................................................................................................................................245 Modron...............................................................................................................................................................................................................246 Seraph.................................................................................................................................................................................................................246 Titan .......................................................................................................................................................................................................................246 Undead...................................................................................................................................................................................................................246 Origins.................................................................................................................................................................................................................246 Apparition...........................................................................................................................................................................................................246 Cthoi....................................................................................................................................................................................................................247 Elder....................................................................................................................................................................................................................247 Dragonnethi ........................................................................................................................................................................................................248 Ghosts.................................................................................................................................................................................................................249 Ghouls.................................................................................................................................................................................................................249 Mummy...............................................................................................................................................................................................................249 Phantom Zones...................................................................................................................................................................................................250 Structural Feeding...............................................................................................................................................................................................251 Undead Evolution and Magic..............................................................................................................................................................................251 Undead Recovery................................................................................................................................................................................................251 Vampire...............................................................................................................................................................................................................251 Dracula...........................................................................................................................................................................................................251 Voidsoul ..............................................................................................................................................................................................................252 Werewolf ...............................................................................................................................................................................................................252 Barghest..............................................................................................................................................................................................................252 Wendigo..............................................................................................................................................................................................................253 World of Aldyryc............................................................................................................................................................................................... 253 Forbidden Associations ......................................................................................................................................................................................254 Knighthoods..........................................................................................................................................................................................................254 Locations ...............................................................................................................................................................................................................257 Ahkracia ..............................................................................................................................................................................................................257 The Aldwynn Islands ...........................................................................................................................................................................................257 Aldyrrya...............................................................................................................................................................................................................257 Arcanica ..............................................................................................................................................................................................................257 Assyrvia...............................................................................................................................................................................................................258 The Burning Sea ..................................................................................................................................................................................................258 Caenyrvyn ...........................................................................................................................................................................................................258 Caltere.................................................................................................................................................................................................................258 The Daikaiju Ocean .............................................................................................................................................................................................258 Spires of Poseidon..........................................................................................................................................................................................258 The Dark North ...................................................................................................................................................................................................258 The Dead Lands...................................................................................................................................................................................................259 The Devil’s Triangle.............................................................................................................................................................................................259 The Shroud.....................................................................................................................................................................................................260 The Dragon’s Maw..............................................................................................................................................................................................260 Dunblannor .........................................................................................................................................................................................................260 Ethernia...............................................................................................................................................................................................................260 The Fallen Lands..................................................................................................................................................................................................260 The Fey Mountains .............................................................................................................................................................................................261 Gaelland..............................................................................................................................................................................................................261 Ganis ...................................................................................................................................................................................................................261 Gaxxidin ..............................................................................................................................................................................................................261 Gor ......................................................................................................................................................................................................................262 The Great Rift......................................................................................................................................................................................................262 Grottar ................................................................................................................................................................................................................262 The Gull Coast.....................................................................................................................................................................................................262 Gyrrd’N ...............................................................................................................................................................................................................262 Kaankura .............................................................................................................................................................................................................263 Kaldaria ...............................................................................................................................................................................................................263 Kalvaala...............................................................................................................................................................................................................263 Kassykoth............................................................................................................................................................................................................263
  • 14.
    12 Kaxxuun...............................................................................................................................................................................................................263 KI’s Circle Mountains..........................................................................................................................................................................................264 Konimbra ............................................................................................................................................................................................................264 Kordesh...............................................................................................................................................................................................................264 The Labyrinth ......................................................................................................................................................................................................264 Lamzara...............................................................................................................................................................................................................264 Lantana ...............................................................................................................................................................................................................264 Lyrnea .................................................................................................................................................................................................................264 Maldarvia............................................................................................................................................................................................................265 Murcia.................................................................................................................................................................................................................265 The Murhkar Empire...........................................................................................................................................................................................265 Mystical Zones ....................................................................................................................................................................................................265 Necros.................................................................................................................................................................................................................266 Numallea.............................................................................................................................................................................................................266 Paholja ................................................................................................................................................................................................................266 The Plains of Kangg-Ara ......................................................................................................................................................................................267 Polaris Mons .......................................................................................................................................................................................................267 The Polar Vortex .................................................................................................................................................................................................267 Raktargoth ..........................................................................................................................................................................................................268 Rhokarga.............................................................................................................................................................................................................268 Rovalla.................................................................................................................................................................................................................268 The Salo Silence ..................................................................................................................................................................................................268 Shangri-La ...........................................................................................................................................................................................................268 Sorrvas ................................................................................................................................................................................................................268 Stygia...................................................................................................................................................................................................................269 Syrraqa................................................................................................................................................................................................................269 Tandros ...............................................................................................................................................................................................................269 Tarkiztan .............................................................................................................................................................................................................269 The Throne of Zeus .............................................................................................................................................................................................269 Thunder Island ....................................................................................................................................................................................................270 Thurlund..............................................................................................................................................................................................................270 The Tlaqectz Kingdoms .......................................................................................................................................................................................270 The Underworld..................................................................................................................................................................................................270 The Subsurface Domain .................................................................................................................................................................................270 The Bedrock Domain......................................................................................................................................................................................270 The Deep Domain...........................................................................................................................................................................................271 The Desolate Domain.....................................................................................................................................................................................271 The Aberrant Domain (Sheol) ........................................................................................................................................................................271 The Oppressive Domain (Tartarus) ................................................................................................................................................................271 The Molten Domain (The Inferno) .................................................................................................................................................................271 The Dynamic Domain (The Core) ...................................................................................................................................................................272 Valympur.............................................................................................................................................................................................................272 Varlund ...............................................................................................................................................................................................................272 The White Death.................................................................................................................................................................................................272 Witching Zones ...................................................................................................................................................................................................272 Wyrland ..............................................................................................................................................................................................................273 Ysstraka...............................................................................................................................................................................................................273 Zendar.................................................................................................................................................................................................................273 Zhyatis.................................................................................................................................................................................................................273 Zur.......................................................................................................................................................................................................................273 Precious Metals and Minerals ...........................................................................................................................................................................273 Rogue Organizations ...........................................................................................................................................................................................273 Timekeeping and History...................................................................................................................................................................................274 The Existential Ages of the Continuum ...............................................................................................................................................................274 The Age of the Winds..........................................................................................................................................................................................274 Aldyryc’s Year (six-week lunar cycle) ..................................................................................................................................................................279 Aldyryc’s Week....................................................................................................................................................................................................280 Aldyryc’s Festivals ...............................................................................................................................................................................................280 The Three Existential Wars .................................................................................................................................................................................280 World Map Legend...............................................................................................................................................................................................281 Key ......................................................................................................................................................................................................................282 Experience Awards......................................................................................................................................................................................... 282 Xanathar’s Guide............................................................................................................................................................................................. 283 Classes....................................................................................................................................................................................................................283
  • 15.
    13 Feats .......................................................................................................................................................................................................................283 Spells ......................................................................................................................................................................................................................283 Enforcer..............................................................................................................................................................................................................283 Exemplar .............................................................................................................................................................................................................283 Illuminatus ..........................................................................................................................................................................................................283 Magician..............................................................................................................................................................................................................283 Mystic..................................................................................................................................................................................................................284 Ranger.................................................................................................................................................................................................................284 Summoning Demons ...........................................................................................................................................................................................283 Sheets………………………………………………….………………………………………………………..….……………………..............................................................................287 Individual Experience……….…………………………..…..………………………….………………………………………………………………………………………….287 Combat Order……………………………………………..….….……………………………………………………………….………………………………………………......288 Character………………………………..……………………….…………’………………………………………………………………….…………………………………………………………….289 Calandar………..…..…………………………………………….…..……….….….….….….….….….….….….….….….….……….….….….…..…………………………….………….…….293 Map………………………………………………………….….….….….….….….….….….….….….….…………………………………………………….…….….….….….….….….…..…Back Cover
  • 16.
  • 17.
    15 Introduction Aldyryc campaigns usethe standard D&D fifth edition rules with the additions, adjustments, and omissions, described within this Guide, along with expansions adapted from Pathfinder. Consisting largely of conversions for standard races, classes, magic, monsters and planes, the Guide follows the D&D maxim that all rules and details are considered optional, provided to enable the closest recreation of the Aldyryc milieu. Ability Scores In addition to methods in the PHB, Ability Scores may be generated by rolling 4d6; rerolling up to 4 results of 1 if desired, then dropping either the lowest or highest dice from the total result and repeating this procedure five times before assigning the results to the abilities preferred. The three mental ability scores are defined as follows: Intelligence is a measure of the effective Strength and Dexterity of the intellect and recall. Wisdom is a measure of the effective Dexterity and Constituion of the intuition and subconscious awareness. Charisma is a measure of the effective Strength and Constitution of the psyche in relation to influencing others and the sense of self. Willpower is the direct exercise of a Mental Ability, used generically for the choice of applying any single Mental Ability check or saving throw. Dreamweaving requires willpower of a type dependant on the type of dreamweaver. Expertise Unless otherwise noted under the race or class, expertise grants the ability to add proficiency bonus to the listed checks without actually being proficient. If proficient, double the bonus is added. Inspiration Points Inspiration points can be collected to a maximum of 1 + ½HD in IP and spent one at a time as an action to gain inspiration. Longevity Rating A race’s longevity rating indicates its rough metabolic rate and lifespan in relation to the lowest rating which is human. Humans reach Adulthood around 16 years, Middle Age around 35, Old around 53, and Venerable around 70, with a Maximum age of 70+5d10. The racial longevity rating indicates the factor by which these numbers are multiplied. Metabolic Requirements A Medium-size creature with Longevity 1 requires at least 2lbs of food and 4 pints of water (4lbs) for sustenance each day, Diminutive Creatures require 1/16 of this amount, Tiny creatures require 1/4, Small creatures ½, Large x4, Huge x16 times, and Gargantuan at least 64 times the Medium-sized amount. The largest Dragonneth High Ones require 16384 times medium- size requirements every 50 days. This is typically spread divided into three meals spread over the Cycle with the first upon ending the cycle’s long rest. Longevity 1 races also require a Long Rest to end the Cycle and start the new or they gain 1 point of Exhaustion. Higher rating have a longer time between mandatory long rests but require the same amount of time for the rest unless noted otherwise (see Dwarf and Ikari). Starting Age Characters roll 1d4+1 for the Fighter, Monk, and Rogue, classes and 2d6 for all other classes, adding it to 14 before applying their racial longevity rating. Aging Effects When a living creature attains an age category above Adulthood, they get 3 points to subtract from Physical Ability scores and 3 to add to their Mental Ability scores. Like the ability score adjustments every 4HD, these may be divided as desired and exchanged in order to choose a new feat and discard and old or add at the standard exchange rate. By using two points for feat addition to cancel out two points of subtraction they can pay to retain feats and reduce physical loss to 1 point while still gaining one mental point. Lifelong Learning Once they have attained 1st level in a class as well as adulthood, characters get 2000xp for ever year they live. Every New Year’s Day they make an Insight check at DC20, success granting the full award, failure granting half, and a natural 1 granting none. This award is divided by the Longevity Rating of the race because they are less impacted by a single year, tending to learn and act at a slower pace unless pressed. To an elf, an hour has the impact of six minutes and they tend to pay it as much attention. Most races tend to keep time in regards to their metabolic Cycle instead of the passage of 24 hours, an elven “day” being 240 hours long.
  • 18.
    16 Natural Causes At maximumage a Constitution save is required every metabolic Cycle at DC25 to avoid advancing 1 step up the Exhaustion scale toward 6. A critical failure triggers sudden, intense heart failure, a stroke, or an aneurism. Heart failure causes 3d10 points of Constitution damage that if they drop it to 0 trigger dying. If they recover, they get disadvantage on further saves. A stroke inflicts 3d10 Intelligence damage that causes 1 step of Madness if it drops it to 0. Ability damage is restored by a long rest unless deadly. High Ones also start advancing in Exhaustion levels once they attain maximum size that their hearts can sustain, but they don’t make saves to try and stave things off. Instead they roll d% at the start of each Exhaustion level and take that number of years to attain the next until sinking into a deep motionless slumber before finally ceasing to breathe. They never suffer heart failure, strokes, or aneurisms. Qi Qi is the essence of the Tao, the Void’s spirit of infinite potential. Qi, thought, and energy, are one and the same. The Tao is static, unorganized, undifferentiated, unrealized qi at maximum entropy. The Heart of Existence realizes the qi by creating paired kinetic threads of radiant and dark qi at maximum quality once per instant, combining to form the planar fabric of the cosmos. All life and matter evolved from radiant qi while demons are the only purely dark qi entities. Dark qi is parasitically attracted to radiant, cocooning it and taking control. Daemons and feyrs were created by combining demons with enough radiant qi to lock them into forms, while undead were created by infecting the living with dark qi. Races Natural Weapons listed are treated as melee weapons in hand for the purposes of how many can be used in one Action and attacking with multiple weapons. Creatures are inherently proficient with a Claw attack considered Light, Finesse and Slashing, and a Bite attack Light and Piercing. Anthropoid The First Chaos Wave transformed antha, rakshiri and rakshasa, into unstable beings called Proteans that served as the source for the creation and evolution of many anthropoid races. Pündi and humans are the only evolved races on Aldyryc; humans immigrants from the Old World of One Sun whose first arrivals began the Age of the Winds. Anthropoids are classed as “Persons” and “Humanoids” for spell and other purposes. Faerie There are five Faerie races based on the Faerie Elements, including Minos (Fire), Ikari (Air), Tritons (Water), Dwarves (Earth), and Elves (Nature’s combination). All Faerie races get the following:  Environmental Adaptation: Comfort in temperatures between -40C (-40F) and +50C (122F). Above and below this range they begin to experience heat or cold difficulties if not protected in some way.  Faerie Calm: Inability to be berserkers.  Reincarnate: return as a type of elf until they achieve spiritual harmony with themselves and vanish into the Faerie Realms upon death (Adventuring: Death and The Afterlife)  Source Connection: Magical abilities activated by spiritual connection to Hold Source in Naming Ceremony when faerie are given their adult names. Empathic touch between members of the same sub-race or race if none outside their racial Holds, full empathy and telepathic touch within their Holds. Affected by the Longing. Because of the intimate mental connections, faerie tend to have little shame regarding nudity and sexuality wearing what clothing is needed comfortable or preferred. Except for cloaks, this means nothing for ikari, Kenku, and tritons, loincloths of skin or fur, if anything, in the case of minosi, blood elves, and feral elves, simple modest clothing for forest elves, flamboyant and often revealing clothing for sea elves, formally stylish attire for mist elves, and practical durable workwear for dwarves. Although there are racial and subracial variations, faerie tend to follow the ancient social structure of the Faerie Alliance, having tried everything else during the Age of the Fallen, based on the family lad by an elder s4eriving on the Clan Council led by the eldest member who serves on the Hold Council, the Holds forming a Racial Council and the races forming the Alliance Council. In the Age of the Winds the Racial Councils have become loose or nonexistent and there hasn’t been a full Alliance since the Fall. The mist, forest, and sea elves still maintain a solid alliance while a loose alliance remains between them and the Gaxx, but most others have abandoned the idea.
  • 19.
    17 Faerie justice recognizesseven classes of offenses ranked according to increasing severity of punishment: 1. Reparation 2. Compensation 3. Indentured Servitude 4. Imprisonment 5. Shunning (Temporary Exile) 6. Death 7. Severing (Permanent Exile) Faerie Sources The Atonement brought faerie back into communion with their gods and the Faerie Realms through the creation of Faerie Sources, faewoods being the first. The Source is the foundation for the dimensional bubble known as a Hold, containing the faerie settlement. Upon becoming adult age, every faerie is given their adult name and linked in communion with the Hold’s Source. This activates their magical abilities and gives them telepathy through touch with others of their sub-race and empathy with all lined to the Sources while inside the Hold. Beyond the Hold, this is limited to empathic touch with their subtype. Holds and Territories A Source extends a dimensional bubble in a seven-mile radius around itself between the Terrestrial and Faerie Realms known as a Hold. Accessed by Faerie Circles, one at the bottom of the bubble and the other on the Material Plane, only faerie are allowed within Holds, being where the faerie dwell and raise their families. Children are not allowed to leave the Hold unaccompanied. The Faerie Circle on the Material Plane is typically hidden in a fortified or inaccessible location, like mountaintops for Ikari, its exact location often considered a racial secret. Faeroe don’t allow non- faerie within their territories for the most part, except for those considered especially valuable allies gifted with amulets that declare them Faerie Friends. Dwarf territories are fortified Underworld tunnel systems and mines. The elves of Aldyrrya are allies with the fey of the region, the borders protected by the ever-vigilant Ent Line, an unbroken series of overlapping Ent sensory regions containing ultra-low frequency sonic vibrations that create an eerie haunted sensation in living creatures discouraging most intruders from crossing. Those who do are either chased away by Ents or of captured by elven rangers and lancers and released with their memories altered. The Longing Faerie who leave the Hold must make a Willpower save every New Year’s day at DC10+1 for every1 year multiplied by Longevity rating since last in the Hold, or be afflicted with the Longing, a Geas to physically touch the Source to which they are linked and cannot be removed or dispelled, although experienced the empathic touch of another of the same race offers a new save to throw off the Longing until a new failed save. If the faerie is linked to the exact same Source, those save has advantage. This touch only works once per individual touched until the Source is touched. The damage inflicted by the Geas is delivered each time they awake from a long rest. After each cycle of Longing the faerie must save against the Longing with disadvantage or become afflicted by short –term madness, long-term on a critical failure, that leave indefinite madness at the end of its duration, curable only by touching the Source. Should the Geas damage reduce hit points to 0, the faerie automatically stabilizes but incurs 1 point of Exhaustion that only touching the Source removes and must save versus the Longing with disadvantage or become mad as previously described. Source Defences A Source has AC20 as well as 10 times the maximum hit points of its Guardian with the same HD total, feats, and bonus action healing ability. It uses the same saves but with +4 , immunity to psychic and madness, and resistance to necrotic, poison and non- magical B/P/S as well as sharing the immunities and resistance of the Guardian. A Source can create an Antipathy field as per the spell at 18th level with +10 modifiers to defend itself, recharged by short rest. Guardians Each race has its own type of Source with a Guardian. Guardians have the Alert, Durable, Lucky, and Tough feats, are able to use their healing HD as a bonus action with HD recharged by a short rest, all rests being done by withdrawing into the substance of the Source. A Guardian can Dimension Door at will to anywhere within the Hold (which may be up to 7 miles in radius) and has the abilities of a 17th level Paragon of the listed Forms with a +10 modifier when required and 2 uses of each spell level. Guardians have all the abilities and standard for their kind with +4 to Wisdom and Intelligence, as well as Immunity to Madness and Psychic. Guardians have advantage on all saves, can Commune as if a priest, and can communicate telepathically within the Hold to anyone linked to the Source. They can grant Inspiration to every linked individual once and Clam Emotions each individual
  • 20.
    18 once, serially orall at once, recharged by a long rest. If slain, a Guardian’s body vanishes into the Source and emerges fully restored and rested 1d10 days later. Source Types  Elven Sources are called Faewoods, giant tress or roots systems with a dryad as the Guardian, able to divide her spell uses between the Forms of Animal and Plant as desired.  Dwarven Sources are called Heart Stones, giant natural rock pillars with an Earth Elemental as the Guardian with the paragon abilities of Earth.  Ikari Sources are called Heart Winds, air funnels with an Air paragon Air Elemental as Guardian.  Minos Sources are called Heart Fires, pools of magma with a flaming vortex in the centre and a Fire Elemental Guardian.  Triton Sources are called Heart Waters, large water funnels with a Water Elemental Guardian. Source Destruction Slaying a Source requires all linked to it to make a Constitution save at DC30 or die immediately, with success granting 3 points of Exhaustion, and a DC30 Charisma save or be afflicted with permanent Berserk Rage (as berserker) and short-term madness, with a critical failure resulting in long term madness, and success with normal Berserk Rage and indefinite madness. When the initial madness of a failure ends, the victim is afflicted by incurable indefinite madness. The Guardian is slain and rises immediately as a wraith with all those linked rising as shadows at death, the Hold twisting into a dark, haunted place. Dwarf Dwarf Traits Ability Score Increase. All dwarves get +2 to Constitution Description. Base Height: 4’; Height Modifier: +2d4; Base Weight: 130 lb; x (2d6) lb; Female Base Adjustment: -2” and - 15 lb; Digits: 5; Facial Hair: Both sexes may grow, males in mustaches and beards, while females only grow beards. Longevity Rating. 9 Speed. 25 not reduced by heavy armour. Dwarven Resilience. advantage on saves versus poison and Resistance versus Poison damage. Proficiencies. Battle-axe, hand axe, light hammer, Warhammer, and smith’s, brewer’s, or mason’s tools. Expertise. Intelligence (History of Stonework, Metallurgy, and Engineering) Bonus Feats. Dungeon Delver and Tavern Brawler at 1HD. Agoraphobic: Extremely uncomfortable in wide-open spaces dwarves require twice the minimum time for a short or long rest when outdoors. They prefer being enclosed with a ceiling and walls. Faerie Magic.:  Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 60’) at 1HD usable at will.  Faerie Fire at 3HD level usable at will  Meld into Stone at 5HD level usable once recharged by 5 or 6 on d6  Stoneskin at 7HD level recharged on short rest  Conjure Elemental (Earth) at 9HD with 4 points that can be spent for individual uses or to raises effective spell slot one increase step per point, long rest resets points Dwarves of different sub-races produce children that have an even chance of being either type. Outlook Dwarves are hardworking and honourable having little patience for lies or chaos. They work and play hard, often brawling for sport. They live a hard life in a hard place and condition themselves for that from childhood. Everyone learns a practical skill and how to defend themselves and others. Duergar take this to the next level, seeing the world as hostile and life as a struggle filled with toil. They are often accused of having an orc attitude by Gaxx. Society Practical in all things, dwarves aren’t big on formality or ceremony, preferring to get to the point and down to business. They only deal with outsiders who have some value to the dwarves, although Gaxx are willing to come to the aid of allies. A good defense prevents the need for offense is their motto for constructing their fortress cities outside their holds. Their artistic spirit is mostly dedicated to singing, storytelling, and working stone and metal into lasting shapes of simple beauty. They have little use for adornment, except in cases of sentimentality which they deny but to which they are prone. Duergar Alignment. Lawful Evil Ability Increase. Strength +1 and Dexterity +1 Toughness. +1 to hit point maximum, increasing +1 per HD. Darkvision 90’; Sunlight Sensitivity (Blinded in sunlight; Languages: Dark Speech, Dwarfish; Faerie Skill Bonuses. +1 Deception, +1 Stealth
  • 21.
    19 Description -1 toHeight Modifier roll Eyes: irises have the appearance and colour of the full range of gemstones. Hair: pale brown, grey, red, orange, white, yellow, from light to near black Skin: rough and hard like a callous in shades of grey from light to medium. Gaxx Alignment. Lawful Good Ability Increase. +2 Strength, Skill Bonuses. +1 Insight, +1 Intimidation Hardy: Add +1 hit point to each Healing HD spent Darkvision 60’ Languages: Dwarfish, Iantic, Faerie Description Eyes: irises have appearance and colour of the full range of gemstones. Hair: dark to near-black brown, grey, red, orange, white, and yellow Skin: rough and hard like a callous in shades of grey from medium to black. Elf Elf Traits Ability Score Increase. All elves get +2 to Dexterity Description. Digits: 5; Eyes: canted and feline; Facial Hair: only eyes brows; Base Height: 4’6”; Height Modifier: +2d10; Base Weight: 100 lb; x (1d4) lb; Female Base Adjustment: -2” and -30 lb Longevity Rating. 10 Speed. 30. Magical Resilience. Advantage on saves versus charm and immunity to magical sleep. Darkvision 60’ Bonus Feats. Meditation Expertise. Perception. Faerie Magic.  Faerie Fire and Druidcraft at 1HD usable at will  Invisibility at 3HD recharged on 5 or 6  Levitate at 5HD recharged on 5 or 6 on d6  Conjure Animals at 7HD, with 4 points that can be spent for individual uses or to raises effective spell slot one increase step per point, long rest resets points  Conjure Minor Elemental at 9HD restored by long rest When elves of different types have a child it has an even chance of being of either sub-race except if the parents are a mist and a feral elf then the result is always a sea elf. Outlook Elves take the long view of things, exercising patience and control until ready to act. Then they move with fluid agility and grace, mist elves with disciplined precision, feral elves with wild enthusiasm, blood elves with savage abandon. All appreciate beauty for its own sake, most seeking to nature and protect it, except blood elves who seek to improve it with sharp instruments. Society In harmony with their environment, elven settlements blend into their surroundings. Their love for beauty finds its way into everything they touch with even simple utensils works of art compared to those of other races. There is always a sense of flow and freedom within their artifice and societies. Even the mist elves rely more on self-discipline than strict enforcement of universal laws. While all faerie are empathic, elves exemplify this, their social interactions and language designed to respect the feeling and dignity of others by avoiding offense unless offense is intended. Although their clans have no royalty, they do have a form of nobility earned by the actions of self or family. Blood Elves Ability Score Increase. +2 Constitution Alignment. CE Sadomasochism. All damage taken is reduced by 1 point per dice, the points stored as Pain Points to a maximum of the character’s full HD plus proficiency modifier. Pain Points may be spent as an immediate bonus action to add a bonus to any roll. The damage may be self-inflicted and most blood elves go into battle bleeding from enough harmless wounds to fill their Pain Points. Deep Dweller: Darkvision 120’; Blinded in sunlight, Can’t meditate above ground Languages: Dark Speech, Elvish, Faerie; Bonus Feats. Alert Expertise. Intimidation. Blood Elf Background: can only choose Outlander background Cultural Talents: +1 Stealth, +1 Survival Description. Eyes: all black pupil; Hair: black;Skin: light to dark blood red; Base Adjustment: -3” and -30 lb; Feral Elves Ability Score Increase, +2 Strength Alignment. CN Xenophobic: Disadvantage to resisting intimidation outside of home territory, advantage on intimidation checks within home territory. Can’t meditate in civilized surroundings. Fleet-footed. Speed 35
  • 22.
    20 Wild Spirit. Ableto Locate Plants and Animals and Speak with Plants and Animals at will Languages: Elvish, Faerie; Bonus Feats. Athlete Expertise. Acrobatics. Feral Elf Background: can only choose Outlander background Cultural Talents: +1 Athletics, +1 Survival Description Eyes: bark browns, greens, and greys Hair: brown, green, yellow, orange, red, often mixed in streaks or patches like leaves, some changing colour with the seasons; Skin: light to dark green. Base Adjustment: -6” and -40 lb; Forest Elves Ability Score Increase. +1 Wisdom, +1 Charisma Alignment. NG Bonus Feats. Sharpshooter Expertise. Animal Handling. Cultural Talents: +1 Nature, +1 Survival Description Eyes: green, yellow, red, orange, with mixtures possible, some change colour with the seasons Hair: green, yellow, lavender, pink, red, blue, orange, brown, in light and dark shades found among leaves and flowers; Skin: the light to dark hues and shades of green, grey and brown of plant stems and trunks with blends possible. Mist Elves Ability Score Increase. +1 Intelligence, + 1 Charisma Alignment. LG Bonus Feats. Magical Initiate Expertise. Persuasion. Cultural Talents: +1 Arcana, +1 Survival Description Eyes: gold, silver, blue, lavender, orange, violet, in light to dark shades found in the sky ;Hair: gold, silver, platinum, white, red, blue, orange, violet; Skin: snow white; Base Adjustment: +6” and +40 lb Sea Elves Ability Score Increase. +1 Strength, +1 Charisma Alignment. CG Bonus Feats. Athlete and Keen Mind Expertise. Vehicles (Water). Feral Elf Background: can only choose Outlander background Cultural Talents: +1 Acrobatics, +1 Survival Description Eyes: green, blue, gold, silver, violet, brown Hair: blue, green, gold, silver, brown, orange, red; Skin: white with a green tint to pale green. Ikari Ikari Traits Ability Score Increase. Strength +2; Dexterity +1; Wisdom +1 Alignment. Neutral Longevity Rating. 8 Speed. 25 Sharp-Eyed. Visual range is triple that of humans. Wings. Reach 10’, Fly 50; Advantage Strength checks and saves involving arms. Diving straight at opponent at least 30’ delivers an extra 1d6 points of melee damage. Can’t use hands while in flight. Cursed. Disadvantage on Constitution saves, checks, and skills Talons 1d6 piercing Beak 1d6 slashing Bonus Feats. Alert and Observant Expertise. Performance. Cultural Talents. +1 Perception, +1 Acrobatics Languages. Ikari, Tengu, Faerie Faerie Magic.  Feather Fall at will at 1HD  Faerie Fire at will at 3HD  Conjure Animals (birds) at 5HD having 4 points to spend with 1 point for the basic spell and 1 additional point cost for each slot increase added to one spell or divided as desired, points reset after long rest  Conjure Minor Elemental (Air) recharged by a long rest at 7HD  Conjure Elemental (Air) recharged by a long rest at 9HD Avian Reproduction: although they use the standard reproduction rules to determine pregnancy, ikari are egg- layers, with 1/10 th the pregnancy period to produce a clutch and the rest of the pregnancy period spent tending the egg
  • 23.
    21 until it hatches.Each clutch contains 1d4+2 eggs with each hatching a harpy on a 01-10, a gargoyle on an 11-20, a kenku on a 21-30 and an ikari on a 31-98, with a 99 or 00 resulting in a dud. Claustrophobic: While indoors or underground, ikari require twice the minimum time to complete a rest, 2 hours for short and 16 for long. Each metabolic cycle spent under such conditions is treated as a full year for purposes of triggering the Longing. Description Eyes: avian brown, grey, or black. Hair: feathers cover body like a bird with the full range of possible plumage and males more colourful and decorative than females. Skin: pink tinted white; Digits: 4; Facial Hair: none; Base Height: 4’6”; Height Modifier: +2d12; Base Weight: 90 lb; x (1d4) lb Male ikari tend to have more spectacular plumage than females and Performance, especially singing, is important to their courtship rituals making them naturally beautiful singers. Ikari are shy, aloof, and suspicious of outsiders, fiercely territorial, loyal allies, and fierce enemies when aroused. Raptors, they prefer to be aloft in the open sky regardless the weather. Their aeries have silken structures without rooves. They dislike being indoors and protect their isolation using their Kenku relatives as emissaries with even other faerie. In the year 9912 of the Age of the Winds, a curse struck the ikari, spreading through their Sources, killing the old and the young by weakening their systems and transforming increasing numbers of eggs into gargoyles and harpies that have taken over at least one Hold. Continuing to spread and weaken the adults, the curse reaches even Freya causing the weather to becoming increasingly wild, turbulent, and unpredictable over the centuries. Between random kenku, gargoyles, and harpies, the number of actual ikari chicks is decreasing alarming fast. Outlook Aloof and shy ikari tend to stay close to their Holds unless driven by some personal need to travel. Fiercely territorial they protect their flocks and hunting ranges from intruders usually watching from above before driving the intruder out with dive attacks. They tend to keep their distance and avoid other races using the kenku as intermediaries. Once dedicated to a course of action they tend not to swerve from it going through great lengths to accomplish their goals. Once engaged in battle, they rarely show fear and are skilled at group coordination. Their spirit is soaring, their wills free, and their attitude often headstrong. They are happiest when in flight. Society Ikari only settle in their holds, with kenku settlements near their gateways. Ikari prefer simple structures with walls of silk, wood, or other light materials and no roof. Living in families on in their aeries, they spend much of their time joining the almost continual choir of song with a great deal of status coming attached to the beauty and complexity produced. Tightly bonded to their flocks they defend each other without thought and never abandon the fallen. Their symbiotic relationship with their kenku cousins places the ikari in the position of nobility, the decision makers and aerial defenders while the kenku serve most of the more mundane and practical functions. Thus ikari tend toward artistic and intellectual pursuits while kenku are the craftspeople and traders. Kenku Kenku Traits Ability Score Increase. Dexterity +3; Charisma +1 Alignment. Neutral Good Longevity Rating. 4 Speed. 30 Polyglot: Tengu, Ikari, Faerie, Iantic. Bonus Linguist feat and ccontinual Speak with Animals (birds only) at 1HD. Faerie Nature. Faerie Fire at 1HD usable once and restored by 5 or 6. Ambusher. Advantage against any creature the kenku has surprised. Bonus Feats. Alert, Keen Mind, and Observant Expertise. Insight. Cultural Talents. +1 Deception, +1 Stealth Beak 1d4 slashing Mimicry. Can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC14 Insight check. Cultural Talents: Expertise in Insight Avian Reproduction: although they use the standard reproduction rules to determine pregnancy, kenku are egg- layers, with 1/10 th the pregnancy period to produce a clutch and the rest of the pregnancy period spent tending the egg until it hatches. Each clutch contains 1d4+2 eggs. Description Eyes: black; Hair: covered in black feathers like a raven, males have splash of colour under the eyes. Skin: pale white with ted tint. Digits: 4; Facial Hair: none; Base Height: 4’6”; Height Modifier: +2d8; Base Weight: 100 lb; x (1d4) lb Hatched randomly from the eggs of the Ikari since the Fall as a result of the Second Chaos Wave, Kenku serve as emissaries and intermediaries for their reclusive cousins. Males have splashes of colour under their eyes while females are completely black. Able to speak only through their
  • 24.
    22 mimicry they keepinformation close to their vests, thoroughly checking individuals out before approaching them for business or aid. Trust comes slowly. Most other races mistrust and fear them for their apparent mockery and resemblance to Rawna’s sacred ravens. They do not speak of the ikari illness, only of the need to lift a powerful curse. Kenku have an inherent inferiority complex because of their origin, not helped by the ikari viewing them as kind but misshapen demi-faerie to be pitied like handicapped cousins for their lack of colour and flight. Thus they are obsessed with making their relatives proud by helping and protecting them like ailing, honoured parents. Ending the curse is the gift all kenku wish to give. Kenku are as fiercely loyal and protective as one another as they are the ikari, tending toward secrecy and reserve around other races. Outlook Kenku are sharp of mind and senses, wary in their dealing and bold in action. Curious yet cautious they learn to conceal their origins, the locations of the homes, the ikari curse, rarely trusting anyone other than kenku and ikari. They prefer to move and work in the shadows since their appearance often generates discomfort or fascination in other races. Loyal allies, they generally seek out individuals among other races than they trust to act as their agents with those races, keep their dealings mediated and private. Kenku have a love for shiny metals and jewelry, using their collections of goodies to attract mates the way ikari use their songs. Society Dwelling in villages often composed of rounded structures made of woven branches, small trees, and the like, kenku live near and protect the gateways to ikari holds. The peasants of their combined society, they serve the ikari and act as their agents in the world while trying to find a cure for the ikari curse. Their social organization is based on skill and experience with the most travelled, most skilled the most respected. They don’t collect wealth except for practical and mating purposes. Practical and stoic, kenku are the merchants, miners, the farmers, the infantry, the craftspeople, and the labourers for the ikari. Minos Minos Traits Ability Score Increase. Strength +3; Constitution +1 Alignment. Chaotic Neutral Longevity Rating. 6, but require Huge-size sustenance Massive: Large size, Equipment costs double, weapons do 1 extra dice of damage. Maximum 1 st level hit points plus 5 times average hit points for 1HD before adding constitution. Speed. 40 Minos Background: unable to choose a background option, minosi have the universal traits of aggressive stubbornness, ideals of strength and courage, bonds of family and loyalty to allies, and flaws of brashness and insatiable hunger. Limited Interest: Can only be fighters and get a penalty of - 20% on all awarded XP Gore 2d8 piercing, 5’ reach Bonus Feats. Keen Mind and Charger Expertise. Survival and Perception. Cultural Talents. +1 Stealth, +1 Survival Languages. Minos, Faerie Faerie Magic.  Immunity to Fire and Faerie Fire at will at 1HD  Produce Flame at will at 3HD  Wall of Fire at 5HD, short rest to recharge  Conjure Minor Elemental (Fire) at 7HD recharged by long rest  Fireball at 9HD with 7 points to spend one at a time on basic spell and/or 1 per slot level advancement added, points rest after long rest Aquaphobia causes minosi to be unable to relax in wet conditions such as at sea, swamps, sea coasts, and beaches, as well as in the rain or snow making them require twice the normal minimum time for short and long rests while in such conditions.
  • 25.
    23 Reckless. At startof its turn can gain adavantage on all melee attacks during that turn but attack rolls against it also have advanatage until start of next turn Description Eyes: red, gold, silver, brown, black, grey, orange, silver, or black; Hair: fur covers entire body like a bovine in dark shades of blue, purple, violet, indigo, red, yellow, green, orange, or black; Skin: same as fur. Digits: 5; Facial Hair: fur; Base Height: 6’10”; Height Modifier: +3d12; Base Weight: 260lb; X (1d10)lb Minos respect strength and ferocity, dealing with most disagreements and choosing leaders through combat or contests of strength. Males and females gather personal harems, holding them as long as they are able, with a Herd Master leading the collective harems that is typically male but can be female. Leadership changes frequently, most challenges being nonlethal. Outlook Minosi are known for bravery, stubbornness, volatility, and slow wits. They tend to punch first and think later. They have little patience for intellectual pursuits and no tolerance for physical weakness using their size and strength to jockey continually for position within their herds. Order bores them. They prefer the excitement of a forest fire or a battle and have a reputation for stirring up unnecessary trouble. Easily provoked, most other races avoid them unless looking for a fight. They fiercely protect their ranges and rarely back down from a fight. Constantly hungry, they spend most of their time hunting, brawling, mating, or building their strength. They make little that isn’t a weapon or armour. Drawn by challenges, minosi rarely back down and never pick on the weak seeing no challenge in it. Their sole law is to protect the herd, otherwise might makes right although fights are rarely deadly. Society The most primitive of the faerie races, internal strife is a near constant with fights and intimidation the norm. The strongest rule and the weak are shoved aside. They live in ever shifting herds without pair bonds, the children are raised communally. Due to the hostile environments in which their Holds are located, a minos hold is ¾ filled with solid earth and stone through which run miles of labyrinthine tunnels roamed continually by the herd. The upper ¼ is a flat grassy plain where the minos gather herd animals that they allow to roam freely and hunt at leisure. When necessary they conduct raids on other races to replenish their herds. Sahuagin Sahuagin Traits Ability Score Increase. Strength +3; Constitution +1 Alignment. Chaotic Neutral Longevity Rating. 6, but require Huge-size sustenance Massive: Large size, Equipment costs double, weapons do 1 extra dice of damage. Maximum 1 st level hit points plus 5 times average hit points for 1HD before adding constitution. Speed. 40 Minos Background: unable to choose a background option, minosi have the universal traits of aggressive stubbornness, ideals of strength and courage, bonds of family and loyalty to allies, and flaws of brashness and insatiable hunger. Limited Interest: Can only be fighters and get a penalty of - 20% on all awarded XP Gore 2d8 piercing, 5’ reach Bonus Feats. Keen Mind and Charger Expertise. Survival and Perception. Cultural Talents. +1 Stealth, +1 Survival Languages. Minos, Faerie Mutated by the 2 nd Chaos Wave, sahuagins were once Tritons, the two races form and splitting during the Age of the Fallen. Their hatred for each other burning strong still, sahuagin consider triton infants delicacies. CE Maximum 1 st level hit points plus average for 1HD before adding constitution Sahuagin background: Can only be Outlander tribal marauder Strength +2, Constitution +2; Fins for feet, Speed 20, Swim 40 +1 Intimidation, +1 Perception Faerie Fire at 3HD recharged by 5 or 6 Natural Armor +2 Underwater Scent up to 1 mile radius
  • 26.
    24 Blindsight within 30’for aquatic electrical fields and motion Cultural Talents: Expertise in Survival Darkvision 60’ Description Eyes: black. Hair: none; Skin: grey with white and ridges that feel like sandpaper; Digits: 5; Facial Hair: none; Base Height: 5’; Height Modifier: +2d12; Base Weight: 140 lb; x (1d4) lb; Female Base Adjustment: -2” and -30 lb Sahuagin are nomadic raiders following the cetaceans they love to hunt between attacks on tritons, ships and coastal settlements. Swim, fight, feed, and mate, is their life. They are often led by sorcerous occult priests covenanted with Chaugnar Faugn, the Feeder. Triton Tritons are the faerie parents of the rare Halfling race of Merfolk, who are unable to mate with non-merfolk and tend to live among or near Tritons or in solitude. Amphibious, tritons prefer to dwell in coastal coral structures or deep caverns, farming kelp forests, clam and oyster beds, crustaceans and anemones, as well as hunting large fish. They get along with cetaceans and never hunt them. Neutral Dexterity +2; Constitution +1; Charisma +1 Fins for feet, Speed 20, Swim 40 +1 Perception, +1 Insight Cetacean Camaraderie: able to speak the strange whistles, clicks, and other sounds used in cetacean communication a triton can call out in a 1 mile radius for aid at sea and have 3 dolphins (1-18 on d20) or 1 killer whale (19 or 20) per 4HD show up at full dash in 3d20 rounds. Create Water at will at 1HD Faerie Fire at will at 3HD Conjure Animals (fish) at 5HD having 4 points to spend with 1 point for the basic spell and 1 additional point cost for each slot increase added to one spell or divided as desired, points reset after long rest Conjure Minor Elemental (Water) recharged by a long rest at 7HD Cultural Talents: Expertise in Athletics Xerophobia causes tritons to be unable to relax in dry conditions when on land and out of sight of a body of water sufficient for emmersion making them require twice the normal minimum time for short and long rests while in such conditions. Conjure Elemental (Water) recharged by a long rest at 9HD Longevity 7 Description Eyes: light to dark grey, green, blue, or brown. Hair: light to dark green, brown, blue, yellow, orange, red, or white; Skin: bronze with transparent sales; Digits: 5; Facial Hair: eyebrows with males able to grow thin mustaches and “soul patches”. Base Height: 4’10”; Height Modifier: +2d12; Base Weight: 120 lb; x (1d4) lb; Female Base Adjustment: -2” and -30 lb
  • 27.
    25 Fey Gnome Gnome Traits Ability ScoreIncrease. All gnomes get +2 to Intelligence Description. Eyes: all the colours of gemstones and flowers.; Hair: white, grey, silver, yellow, orange, red, brown, or black; Skin: pale to dark brown with green tinge; Digits: 5; Facial Hair: Thick eyebrows and males may grow beards and mustaches; Base Height: 2’11”; Height Modifier: +2d4; Base Weight: 35 lb; x 1 lb; Female Base Adjustment: -2” and -5 lb Longevity Rating. 5 Speed. 25. Fey Resistance. Resistance to B/P/S attacks that aren’t cold iron or magic Size Alteration. Able to cast Enlarge/Reduce on self at will as a spell-like ability Talents. +1 Stealth, +1 Sleight of Hand Darkvision 60’ Fey Spirit. Unable to be berserkers. Bonus Feats. Healer and Crossbow Expert at1HD Expertise. Medicine Languages: Gnome, Iantic, Faerie Gnomes of different sub-races cannot conceive children together. Bumpkin Ability Score Increase. Dexterity +1, Wisdom +1 Alignment. CG Underworld Territory. Surface and Subsurface Domains Natural Trickster. Can use the Minor Illusion, Druidcraft, and Prestidigitation cantrips based on Intelligence. (PHB pg37) and can cast Entangle once recharged by a long rest. Nature’s Spirit. Speak with Plants and Animals at will. Ecologist. Expertise in Nature Munchkin Ability Score Increase. Dexterity +1, Constituion +1 Alignment. NG Underworld Territory. Bedrock Domain Artificer’s Lore. Double proficiency bonus instead of actual on History checks related to magic items, alchemical objects, and technology. (PHB pg37) Tinker. Proficiency with tinker’s tools. Can spend 1 hour and 10gp to construct tiny clockwork device (PHB pg37): Toy, Fire Starter, or Music Box. Engineer. Expertise in Intelligence (Engineering) and advantage on attacks versus constructs Description Disadvantage on Height Modifier roll Pech Ability Score Increase. Dexterity +1, Constituion +1 Alignment. N Languages. Gnome, Dark Speech, Faerie Underworld Territory. Bedrock Domain Underworld Survivor. Dungeon Delver and Keen Mind bonus feats at 1HD Stone Step. Able to duplicate the effect of Dimension Dorr by travelling through stone or earth up to 20’ per proficiency +1 in 5’ increments, full range resetting after a long rest. Deep Dweller. Darkvision 120’, blinded by sunlight Geologist. Expertise in Intelligence (Geology) and advantage on attacks versus earth elementals Description Eyes: all black pupils.; Hair: bald; Skin: light to dark grey or brown. ;Facial Hair: eyebrows with males able to grow mustaches; Advantage on Height Modifier roll Derro Ability Score Increase. Constituion +2 Alignment. CN, CE Underworld Territory. Sheol Aberrant Physiology. Resistance to Poison and Necrotic damage; Immune to Psychic damage and Frightened; Vulnerable to Radiant damage. Durable ad bonus feat at 1HD. Sunlight Allergy. Poisoned by sunlight. DC20 Constitution save each round to resist. Chemist. Proficiency with Alchemist or Poisoners’ Kit Language: Gnome, Dark Speech, Faerie Deep Dweller. Darkvision 120’, blinded by sunlight Self-Experimentation:  At 1HD: 1 Indefinite Madness roll and 1d4 rolls of the Psychic Abilities table with advantage (see Human), abilities are usable without a check but the described check is still used with failure indicating an episode of Short-Term Madness. A critical failure inflicts an episode Long-Term Madness.  At 2HD: able to cast Sleep once based on Intelligence  At 3HD able to Modify Memory once  At 4HD: Grow tail granting +2 to Acrobatics checks  At 8HD: Grow third arm from chosen side enabling two-weapon attacks with versatile and a light weapon as well as adding +5’ to climbing speed and the use of a third hand.  At 12HD: Grow second head granting 1d4 additional rolls on the Psychic Abilities table and +2 to
  • 28.
    26 Perception and Investigationchecks as well a second Indefinite Madness roll Description Eyes: all black pupils.Hair: bald Skin: light to dark grey, violet, or blue. Facial Hair: males may grow mustaches. Advantage on Height Modifier and Weight Modifier rolls Azer Ability Score Increase. Strength +1, Constituion +1 Alignment. NE Underworld Territory. Tartarus Fiery Spirit. Immune to Fire, Resistance to Thunder, Vulnerable to Cold. Tough as bonus feat at 1HD Smoldering Locks. Produce Flame from hair at will Philosopher. Expertise in Insight Language: Gnome, Dark Speech, Faerie Description Eyes: smoldering red coals that blaze with emotion when aroused; Hair: wiry copper coils with high metal content that burn with blue flame; Skin: black; Facial Hair: course and wiry copper flickering with blue flame; +1 and advantage to Height Modifier and Weight Modifier rolls Redcap Ability Score Increase. Strength +1, Dexterity +1 Alignment. CN, CE Underworld Territory. Winterwaste Cold Blooded. Immunity to Cold, Vulnerable to Fire, Immune to Frightened. Battle-Hardened. Tough, Durable, and Athlete bonus feats at 1HD. Bloodthirsty. Interaction to dip hat in freshly slain foe’s blood to become Inspired. Savage Attacker and Tavern Brawler bonus feats at 1HD. Able to be Berserkers. Language: Gnome, Dark Speech, Faerie Description Eyes: light to dark blue, brown, green, grey, or hazel with mixtures. Hair: all wear pointed caps stained by the blood of slain opponents; Skin: has a blue tinge; +1 and advantage on Height Modifier roll, advantage on Weight modifier roll. Gnomes were created by Oberon and Titania with the intention that they would form the core of the fey civilization. When the Council declared the attempt a failure, Oberon teamed up with Titannia’s rival KI to create the elves using gnomes as a prototype for faerie. When Oberon made KI the Fairy Queen, Titania enslaved the gnomes out of jealousy, bitterness and spite, torturing and twisting them to suit her purposes. Some gnomes managed to escape and eventually a resistance grew into a rebellion with gnome fighting gnome. Gaining their freedom, most gnomes settled in the Tors of Autumn in their hidden Wonderland while others migrated to the Material Plane. Gnomes are relatively rare on Aldyryc, being natives of Rivendell, capital of Wonderland among the Painted Highlands of the Faerie Tors of Autumn, but some have formed small outpost settlements in the Mortal Sphere or were among migrations made prior to the Age of the Faerie and during the Age of the Fallen. The highest concentration of their hidden surface settlements is found in the Fey Mountains which most gnome adventures at least pass through on the way from the Faerie Realms. The highest surface population concentration is in Gyyrdn. Larger groups of past immigrants are found in the Underworld. Outside of the Dark North, most races view gnomes with tolerance, curiosity, or amusement. They are vermin in the Dark North. Halfling Halfling is a common term for those of mixed racial heritage, always part human. Humans have a reputation for mating with just about anything. Depending on the race and location, they are viewed as anything from exotic curiosities to monstrous abominations. Half-Elf Half-Elf Traits Ability Score Increase. Dexterity +1, Charisma +2, two others scores +1 Longevity Rating. 5 Speed. 30 Elven Resistance. Advantage on saves against charm and sleep magic. Darkvision 60 Bonus Feats. Meditation and one bonus feat at 1HD from the following, according to parentage with Forest Elf common, Mist Elf uncommon, Sea Elf rare, Blood Elf very rare, and Feral Elf extremely rare :  Durable (Blood Elf)  Keen Mind (Sea Elf)  Magical Initiate with Faerie Fire as 1 st level spell (Mist Elf)  Mobile (Feral Elf)  Sharpshooter (Forest Elf) Skill Versatility. Proficiency in two skills.
  • 29.
    27 Cultural Talents. TwoCultural skill bonuses chosen from the ethnicity of the human parent Bring Out the Best: grant inspiration bonus up to proficiency modifier to another creature applicable to any roll, save, check, as an immediate bonus action. Bonus resets after long rest. Psychic Ability on a 20 (See Human) Mark of the Beast on 00 (See Human) Languages. Iantic, Elfish, and one additional Description Eyes: as Elf parent with feline irises Hair: as Human or Elf parent; Skin: as Human parent with Elf parent tinge; Digits: 5; Facial Hair: Males may grow mustaches; Base Height: 4’9”; Height Modifier: +2d10; Base Weight: 110 lb; x (2d4) lb; Female Base Adjustment: -3” and - 30 lb Called Aldanni in Elfish, half-elves are viewed as exotic by humans and slightly less than abominations by mist elves, half-elves originally resulted from humans raping elves, but true relationships between the races have since developed, although still fairly rare. Half-elves founded the Free City of Gyrrd’N around the Tower of Dreams and established the Institutive of Illumination. The city is known as a home for Halflings of all types (no Rhokargan has yet settled there), as well as others who feel like outsiders Half-Ogre Half-Ogre Traits Ability Score Increase. Strength +4 Massive: Large size, Equipment costs double, weapons do 1 extra dice of damage Maximum 1 st level hit points plus 2 times average hit points for 1HD before adding constitution. Leathery Hide: AC12 Longevity Rating. 1 Speed. 40 Giant Strength. Advantage on Strength checks and saves. Darkvision 60 Ethnic Talents: Two Cultural skill bonuses chosen from the ethnicity of the human parent. Psychic Ability on a 20 (See Human) Mark of the Beast on 00 (See Human) Bonus Feats. Athlete, Tavern Brawler, and Durable bonus feats at 1HD. Languages. Iantic and one additional Description Eyes: light to dark blue, brown, green, grey, or hazel with mixtures. Hair: brown, grey, red, orange, white, yellow, from light to near black; Skin: shades and hues of brown from pale to near black with tints of pink, yellow, red, olive and the ability to tan in all but the lightest and darkest shades. Digits: 5; Facial Hair: Both sexes may grow but typical for males in mustaches and beards. Base Height: 6’5”; Height Modifier: +2d12+1d10; Base Weight: 270lb; x (3d4) lb; Female Base Adjustment: -2” and -30 lb Called Urruk in Titanek, the first organized breeding program by Maldarvia to create a super soldier after rapes of human women proved productive, half-orcs have too much brute in their blood to attain true goodness but need not be brutes themselves despite their size. Half-Orc Half-Orc Traits Ability Score Increase. Strength +2, Constitution +1 and one other ability +1 Longevity Rating. 1
  • 30.
    28 Speed. 30 Darkvision 60 RelentlessEndurance. When reduced to 0hp but not killed outright can drop to 1hp instead, once, restored by long rest. Bonus Feats. Tough and Savage Attacker Expertise. Intimidation. Cultural Talents. Two Cultural skill bonuses chosen from the ethnicity of the human parent Die Hard: remains conscious while dying (0hp) until the failure of a death save. Any damage taken while dying forces an immediate death saving throw at disadvantage Bite: 1d4 Psychic Ability on a 20 (See Human) Mark of the Beast on 00 (See Human) Languages. Iantic, Elfish, and one additional Description Eyes: colour as Human parent with pink sclera. Hair: black; Skin: colour of Human or Orc parent. Digits: 5; Facial Hair: Both sexes may grow but typical for males in mustaches and beards. Base Height: 4’10”; Height Modifier: +2d10; Base Weight: 140 lb; x (2d6) lb; Female Base Adjustment: -2” and -15 lb Called Murakhi in Orc, they have either green or red blood according to whether mother was orc or human. Hellion Hellion Traits Ability Score Increase. Intelligence+1, Charisma +2, one other score +1 Longevity Rating. 1 Speed. 30 Hellish Resistance. Resistance to Fire damage. Darkvision 60 Infernal Legacy. Can use Thaumaturgy cantrip at 1HD. At 3HD can cast Hellish Rebuke as 2nd level spell once restored by a long rest. At 5HD can cast Darkness once. Charisma is used for these spells. Celestial Blood. Resistance to B/P/S non-magic Changeling: Disguise Self at will at 1HD Forked Tongue: Friends at will at 1HD Spiritwalker: Astral Projection at 4HD recharged by a short rest Otherworldly Connection: Contact Other Plane at 2HD recharged by short rest Bonus Feats. Resilient Expertise. Deception Cultural Talents. Two Cultural skill bonuses chosen from the ethnicity of the human parent Psychic Ability (See Human) on a 1 or 20 Mark of the Beast on 00 (See Human) Languages. Iantic, Celestial Description Eyes: serpentine irises with human parent’s colours, black, or red; Hair: brown, grey, red, orange, white, or yellow, from light to near black, or black; Skin: shades and hues of brown from pale to near black with tints of pink, yellow, red, olive and the ability to tan in all but the lightest and darkest shades with scales like callouses. Digits: 5; Facial Hair: Both sexes may grow but typical for males in mustaches and beards. Also have hairy palms. Adults grow small to large decorative horns and many grow tails. Teeth become sharper and canines longer. Callous-like scales form that are black, red, blue, green, white, yellow, orange, violet, or indigo. Base Height: 4’9”; Height Modifier: +2d8; Base Weight: 110 lb; x (2d4) lb; Female Base Adjustment: -2” and -30 lb Viewed as abominations outside of the Dark North, Hellions are extremely rare on Aldyryc, existed alone or in small groups with no society of their own. Most often born as normal appearing children of succubi/incubi they are either raised by their human mother or placed with an unsuspecting family, their fiendish nature emerging with puberty, starting with their gaze and changeling ability. Their appearance alters as the enter adulthood and the rest of their nature surfaces. They live in secret and move through the shadows. Only in Maldarvia are there numbers in large enough concentration for them to live openly, most having come from a Black Magician parent or being in the Order themselves. Shangri-La is thought to be the other large concertation as a result of Unholy Mystics who became a little more attuned than most.
  • 31.
    29 Minotaur Minotaur Traits Ability ScoreIncrease. +2 Strength, +1 Constitution, +1 Wisdom Robust: Maximum 1st level hit points plus 3 times average hit points for 1HD before adding constitution. Longevity Rating. 3 Speed. 30 Slow Development: get a -10% penalty on all awarded XP Darkvision 60 Minos Resistance. Resistant to Fire damage. Psychic Ability on a 20 (See Human) Mark of the Beast on a 00 (See Human) Gore 2d4 piercing as bonus action Leathery Hide: AC12 Bonus Feats. Athlete, Keen Mind, and Tavern Brawler Expertise. Perception and Survival. Cultural Talents. Two Cultural skill bonuses chosen from the ethnicity of the human parent Languages. Iantic and one additional Description Eyes: as Minos parent; Hair: like a Human’s but colours of Minos parent; Skin: as Human parent. Digits: 5; Facial Hair: none; Base Height: 5’10”; Height Modifier: +2d8; Base Weight: 230 lb x (2d10) lb; Female Base Adjustment: -4” and -40 lb Half Human and half Minos (5E Monster Manual Minotaur with fire abilities and immunity from Faerie blood, CN) the first minotaurs were products of a forced Maldarvian breeding program to produce super- soldiers in Age of the Winds 11187. Rhokargan Rhokargan Traits Ability Score Increase. +1 Strength, +1 Dexterity; +2 Constitution Massive: Large size, Equipment cost double, weapons do 1 extra dice of damage, Maximum 1st level hit points plus 4 times average hit points for 1HD before adding constitution. Longevity Rating. 4 Fast Reproduction: Longevity 1 until reaching Adulthood age and then Longevity 4 kicks in. As a result, none have existed long enough yet to reach Middle Age. Prolific, rhokargans are treated as Longevity 1 for the purposes of reproduction and get +1 to all rolls involved. Speed. 40 Alignment. CE, can only be CE, CN, or NE Limited Interests: may only be Fighters of the Battle Master, Berserker, or Champion archetypes, or Mystics of the Dark, Doom, Horror or Metamorphic Keys, and get a -20% penalty on all awarded XP Scent Darkvision 60 Troll Regeneration: Rhokargan get +4 additional HD to spend for healing. A short rest heals as much in hit points, HD, and conditions as a long rest. Short rest
  • 32.
    30 healing HD maybe spent at any time as a bonus action or a reaction to 0 hit points or fewer. Severed limbs held in place for a short rest reattach but not head. Only require 2 successful death saves to stabilize. Their healing HD reset after a short rest. Troll Blood: Immune to cold damage and bleeding, Resistant to poison damage, Advantage versus poison condition, intoxicants, and drugs Troll Nature: Advantage to Intimate as well as saves against Fear effects. Resistant to will-breaking by torture. Troll Skin: AC12, Resistant to non-magic bludgeoning Troll Weapons: Proficient with troll hunting spear, star knife, net, and hunting knife Troll Vulnerability: Vulnerable to Fire. Their regeneration does not function in direct sunlight. Bite: 1d6 as bonus action with 5’ reach Claw: 1d6 as bonus action Psychic Ability on a 20 (See Human) Mark of the Beast on a 00 (See Human) Rhokargan Background: unable to choose a background option, rhokargans have the universal traits of violent aggression, ideals of prowess, patience, and power, and flaws of being unable to resist a challenge and wanderlust. Their universal and only bond is the Hunt, the pursuit of the best mates and glory through the attainment of the best trophies from the most challenging prey. Bonus Feats. Athlete Expertise. Stealth, Survival and Perception Languages: Dark Speech Description Eyes: red feline irises; Hair: black, dark red, dark blue, dark violet, dark green; Skin: light reddish brown to black. Digits: 5; Facial Hair: eyebrows only. Base Height: 7’5”; Height Modifier: +2d12+1d10; Base Weight: 270 lb; x (3d4) lb A mix of troll and human created through Maldarvian magical genetic manipulation in the pursuit of a super-soldier in 11864, 14 years into the Century Wars, these towering creatures proved too willful and hard to control. Their culture is based on the Hunt, gaining the highest status and best mates by killing the toughest prey and returning home with the most numerous and impressive trophies to impress potential mates. There are two classes in Rhokargan society, Headhunters (Fighter) and Headshrinkers (Mystics). Headhunters paint their faces while Hunting and headshrinkers wear demonic masks. Only Headshrinkers, children, pregnant females, and the infirm remain in their cavern homes while the rest roam nearly continually searching for food, prey, and slaves. A Hunt is usually solitary ending by reforming groups of up to twenty that frequently divide as they roam and Hunt. Rhokargans are fearless, hard to kill and typically savage and brutal although they are skilled hunters and prey often don’t realize their danger until it is too late. They prefer taking the toughest prey on openly, respecting prowess, strength, and toughness Rhokargan blood is a thick red gel. Human Human Traits Ability Score Increase. All scores but one rise +1, the remaining one rising +2. Longevity Rating. 1 Speed. 30 Gut Instinct: Advantage on Insight checks Lust for Life: Advantage on 1 Death Save, reset by long rest, and the character can use their proficiency bonus to inspire themselves on any roll (damage, save, check, attack, death, initiative) as an immediate bonus action. The bonus may be split up as desired until used up and resets after a long rest. Cultural Ethnicities: each human is part of an ethnicity based on the regional origin of their ethnicity. See chart below for cultural skill bonuses. Special Ethnicities: Those humans dwelling near the poles have adapted to the unusual environmental conditions and have become variants of the human race (see below) Psychic Ability: on a 1 or 20 (see below) Mark of the Beast: on a 01 or 00 (see below) Bonus Feats. Lucky and Skilled Languages. Iantic, Ethnic Language(Because Iantic is the Kaldarian Ethnic Language and Kaldaria is the most cosmopolitan of nations, Kaldarians get a choice of a
  • 33.
    31 second Ethnic Languagefrom another human ethnicity), and one additional Description Eyes: light to dark blue, brown, green, grey, or hazel with mixtures. Hair: brown, grey, red, orange, white, yellow, from light to near black; Skin: shades and hues of brown from pale to near black with tints of pink, yellow, red, olive and the ability to tan in all but the lightest and darkest shades. Digits: 5; Facial Hair: Both sexes may grow but typical for males in mustaches and beards; Base Height: 4’4”; Height Modifier: +2d10+1d12; Base Weight: 110 lb; x (2d4) lb; Female Base Adjustment: -4” and -40 lb Humans are immigrants to Aldyryc from the Old World of One Sun, there are many ethnicities who have formed the various peoples and nations of humanity. Cultural Ethnicities Unlike most races, human vary in regional cultures enough to develop ethnicities but not enough to develop sub-races. Each culture has skills that it excels at due to lifelong exposure, members getting +1 to all checks using those skills. Ethnicity Nation/People Root Culture Skills Ahkracian Ahkracia Egyptian Engineering, Medicine, Religion Aran Ara Anasazi Handle Animal, Nature, Survival Caenyrvyn Caenyrvyn Welsh Gaelic Performance, Survival, Insight Caltic Caltere Anglo- Saxon Animal Handling, Persuasion, History Dunn Dunblannor Scottish Gaelic Perception, Survival, Performance Ethern Ethernia Greek, Latin, Irish mixture Persuasion, Religion, Intimidation Ganin Ganis French Arcana, Nature, Persuasion Gael* Gaelland Pictish Athletics, Intimidation, Survival Gorn* Gore Canadian English and French Deception, Insight, Athletics Ethnicity Nation/People Root Culture Skills Kaan Kaankura Korean History, Stealth, Persuasion Kaldarian Kaldaria Latin Deception, Persuasion, History Kalvaalan Kalvaala German Athletics, Survival, Animal Handling Kangg Kang Mongol Animal Handling, Survival, Intimidation Koni Konimbra Mandarin History, Medicine, Acrobatics Kordeshi* Kordesh Babylonian Arcana, Nature, Survival Lamzaran Lamzara Tibetan Acrobatics, Athletics Lyrnean Lyrnea Greek Insight, Persuasion Murcian Murcia Romanian Deception, Acrobatics, Athletics Numakki* Numallea Ethiopian Arcana, Insight, Sleight of Hand, Survival Paholjan Paholja Finnish Arcana, Sleight of Hand, History Rapa Nui* Gull Coast Rapa Nui Survival, Nature, Athletics Rovallan Rovalla Persian Animal Handling, Persuasion, Arcana Syrraqan Syrraqa Arabic Insight, Survival, Animal Handling Tarki Tarkiztan Russian Animal Handling, Athletics, Acrobatics Thün* Thün kingdom of Thunder Island Swedish Norse Athletics, Intimidation, Survival
  • 34.
    32 Ethnicity Nation/People Root Culture Skills Thurl*Thurlund Norwegian Norse Athletics, Persuasion, Survival Tollex* Tlaqectz kingdoms of the Southeastern Arm Aztec Athletics, Survival, Arcana Varl* Varlund Icelandic Norse Athletics, Insight Valympuri* Valympur Hindi Insight, Persuasion, Survival Wyr Wyrland Irish Gaelic Performance, Persuasion, Deception Zendari Zendar Sumerian Acrobatics, Athletics, Nature Zuri Zur Japanese History, Athletics, Acrobatics Mixed Heritage: A character of one culture raise by a different culture or a character with parents from different ethnicities is considered to be of mixed heritage and is able to choose 1 Skill bonus from each ethnicity. If the same bonus comes from different cultures the modifiers are cumulative. If one of the parents is of a Special Ethnicity or the parents are of different Special Ethnicities, the child is considered of standard but mixed ethnicity and gets no special adjustments except for the access to the ethnic Skill modifiers of the parents as is standard for mixed heritage. * Special Ethnicity (see section below) Mark of the Beast Human characters have a 2% (01 or 00) and most Halflings a 1% (00) upon creation of bearing the Mark of the Beast, a tiny to large birthmark of four thin red lines like the scars left by a claws. No one on Aldyryc knows its meaning or source and few know of its power. Most that bear it go to the grave without ever activating it. Those who have experienced their power have become legends, thought to be demigods or otherwise blessed/cursed, that left tails through history of blood, tyranny, megalomania, and unpleasant endings. Harvesters can harvest the spiritual qi of any anthropoid they slay. This destroys the spirit, flooding the harvester with memories and qi. The harvester is immediately award full experience for the victim’s CR and experiences any increase in level immediately. The harvester also gains 1 Life Point which may be spent as a bonus action to duplicate all the effects of a long rest or to reverse the character’s age to the same relative position in the Age category immediately younger. Being reduced to 0 or fewer hit points triggers the spending of 1 Life Point as a reaction, giving the immediate benefits of a long rest. If the harvester is instantly slain or fails three Death saves, 1 Life Point is spent as a reaction that duplicates the effects of a Revivify spell. Age reversal occurs as a reaction to reaching the character maximum age limit. Harvesters begin unable to control their ability, possibly harvesting every time they lethally drop a suitable opponent to 0 hit points. The harvester must make a Death save, a failure indicating a harvest. The victim gets a Willpower save at DC10+Harvester HD to resist. If the harvester intentionally tries to control the ability, they must make a successful Death save to avoid its activation, three cumulative successes granting complete control. The rush experienced by the harvester from harvesting gives them the Incapacitated condition for 1 round plus 1 round per CR if they fail a Willpower save at DC10+CR of victim. Success drops this to 2 rounds and critical success to 1 round. A critical failure the Stunned condition replaces Incapacitated. A harvester who harvests another harvester gains their Life Points in addition to normal harvest benefit but this grants disadvantage to the save. Before control is established, it takes a successful Death save to intentionally spend a Life Point. Harvested victims have no spirit for Raise Dead or Resurrection to call back (see Adventuring: Returning from Oblivion). Psychic Ability Psychic ability is gained by taking the Psychic feat available to Humans and Halflings, or upon character creation by rolling 1d20 and getting a 1 or a 20 for a Human, 20 for most Halflings. The psychic rolls 1d4-1 (minimum 1) for how many d20 rolls they get on the Psychic Ability chart below. Each roll result grants 1 use of the indicated spell as spell-like ability based on Willpower and HD, with each duplicate result adding 1 use of that ability. Once an ability’s uses are expended, a 6 on d6 recharges one use. A short rest restores 1 use of all abilities possessed. Wielding a psychic ability requires a Psionic Check at DC15+spell level with Willpower bonus, adjusted as follows by psychic HD: 1-4 (non-proficient with disadvantage); 5-8 (non-proficient); 9-12HD (proficient); 13-16 (advantage); 17+ (no check required). A critical success triggers the spell without expending the use. Failure doesn’t expend a use, but a critical failure expends the use and inflicts 1 point of Exhaustion.
  • 35.
    33 Once all usesfor a Psychic Ability are expended it is possible to pay a cost in points of Exhaustion for an additional use and doing so until reaching a total of 6. A psychic can expend extra uses of the ability, as well as pay the appropriate Exhaustion cost, to boost the effect level of the ability by 1 step if that spell has increased effects for higher slot levels. Abilities may be boosted as far as uses and Exhaustion allow. All abilities are used at their basic spell slot level. Psychic Ability 1d20 Cost Contact Other Plane 1 4 Clairvoyance 2 3 Detect Thoughts 3 2 Locate Creature 4 2 Locate Object 5-6 1 Detect Evil and Good 7-10 1 Mage Hand 11-14 1 Astral Projection 15-16 1 Suggestion 17 2 Fire Bolt 18 2 Fireball 19 3 Telekinesis 20 4 Special Ethnicities Gaels are cannibalistic albinos who file their teeth into points. They have double the normal human range of vision in conditions of dim light, half in bright, and Immunity to Cold but Vulnerability to Fire. Severe albinos accustomed to darkness, they gain advantage on all checks attacks and saves in darkness and disadvantage in bright light. They are allergic to direct sunlight requiring Constitution saves at DC 20 upon first exposure and every minute thereafter to avoid being Poisoned by skin exposure and Blinded. A save is required for each condition, a long rest removing them except in the case of a critical failure which makes the condition permanent until removed by a Restoration. Gaels get Echolocation as a bonus feat and Dark Speech as a starting language instead of Iantic. Gaels may choose only Outlander raider as a background option. Instead of the Lucky and Skilled feats Gaels get Tough and Savage Attacker feats at 1HD. Gorns are all inducted into the military as youth cadets and must spend five years in the military upon graduation as adults, serving one year each in the infantry, cavalry, navy, air force, and intelligence service. Thus, all Gorns must choose the Soldier background option and instead of getting Lucky and Skilled at 1HD all get Weapons Master and Tavern Brawler. In addition to land vehicles, they are proficient with ships and air craft. A mixture resulting from repeated conquering by the Kaldarians, Caltics, Ganins, and raiders from Wyr, Caenyrvyn, and Kalvaala, Gor established itself through revolution and fortified itself against ever being conquered again. Gorns are suspicious of outsiders and skillful at concealing their emotions and intentions. Outsiders are constantly watched and reported upon. While Kaldarians lie to work within their society, Gorns rarely reveal what they are really thinking to non-Gorns and are masters at misdirection and blending in. Honourable for the most part, they reserve deception for the proper time and place to preserve its effectiveness. Unlike Kaldarians, who tend to exaggerate and embellish out of habit. Because of their Intelligence Service training, all Gorns have the Actor feat as a bonus feat at 1HD. Kordeshi have a purple tint to their skin due to a pervasive chemical in their diet that protects most life native to the Far South. They get Resistance to Fire and Lightning but Vulnerability to Cold. Accustomed to nearly constant daylight, they see half the normal human range in conditions of dim light. Like the Numallean civilization, fascination with magic and its use has permeated the culture. At 1HD, instead of Skilled, Kordeshi get Keen Mind and instead of Lucky they get Childhood Tricks which grants the Magic Initiate feat with the cantrips Prestidigitation and Mage Hand plus the spell Detect Magic. Numakki were driven from their homeland when the Drake War destroyed the Numallean Empire. A few settled in the Aldwynn Islands but most wander alone, in families or family groups and making their way as tinkers, traders, entertainers, charlatans, and whatever they can. They are part of no other society, mistrusted by many, and always on the fringes. Because they have no nation behind them, they are the most commonly enslaved ethnicity, the largest number of free Numakki living in their settlements in the Aldwynn Islands. Except for the fortunate few who have been accepted or have skill too valuable to discriminate against, most Numakki living outside the Islands are known by the derogatory term “gypsy” first coined by Tarki Rovers to distinguish themselves from the outcasts. Before its destruction Numallean civilization had become permeated by magic use, fascination, and knowledge. Everyone practiced a little Juju for practical purposes. This means that instead of a Lucky feat at 1HD, all Numakki get Magic Initiate with the cantrips Prestidigitation and Druid craft plus the spell Hex. In addition to Skilled they get Observant as a bonus feat at 1HD but all interaction rolls for first
  • 36.
    34 impression made forNPCs of other ethnicities are made at disadvantage and Numakki have disadvantage when using Persuasion on them. Rapa Nui are descendants of the Polynesian people of the same name, so skilled at navigation that they gain Keen Mind as a bonus feat at 1HD instead of Skilled but so isolated from other humans that they tend to be more primitively educated, insecure about their knowledge, less exposed to information, and more reliant on intuition than other ethnicities. This gives them disadvantage on all Intelligence checks done without proficiency except for Nature. However, their culture grants them such in-depth navigational knowledge and skill that they get Expertise in Vehicles (water) which of course grants them the effects of proficiency even if they don’t take the sailor background. If they do they get double the proficiency modifier. Legends say that the Rapa Nui have sailed their out-riggers across the Daikaiju to the Edge of the World Mountains and colonized some of the islands found along the way. If true, no contact has been had with them in centuries. They worship Poseidon and the great stone heads that line the Gull Coast. Some say their ancestors made them to worship and others say they are massive stone golem sentinels waiting to respond to a dragonnethi invasion since before the Fall. Thün are a violent combination of Scandinavian Viking tribes who fight from the time they can walk. They can choose either the Outlander raider or the Sailor pirate background. Instead of the Skilled and Lucky feats, Thün get Athlete, Tough, and Tavern Brawler as bonus feats at 1HD as well as Skulker without needing the prerequisite from dwelling so much of the time in darkness. Dark Speech replaces Iantic as one of their automatic starting languages. Superstitious and fearful of magic, all dreamweavers are treated as having Passive Intimidation that requires a check by the Thün upon first meeting and every time magic is cast by the dreamweaver. Odin and Thor are the only gods they respect, leaders holding power through prowess, strength, and intimidation. Only those unfit for battle do anything else. Each settlement has a thane who pays tribute to the king. Native-born Thün are never magicians, but may reluctantly accept the stigma of other dreamweaver classes if the talent emerges. Such individuals are often forced to live as hermits. Most Thün are berserker or champion Fighters. Thurls are descendants of Thurl Olafssen identical twin son of Olaf Redmane King of Thunder Island. Thurls still cling to piracy, being skillful fishers, sailors and raiders, but less brutal and savage and ferocious than their Thün cousins. Thurls get Tough instead of Skilled and Tavern Brawler instead of Lucky. Their only background option is Sailor with fishing, cartography, or piracy the focus. They have Keen Mind as a bonus feat at 1HD due to experience navigating. Tollex are descendants of the Aztecs dominated by dragons they worship as gods. Advanced astrologers they have no magicians or access to any and are cut off from the rest of humanity. Thus they replace Iantic with Dragonnethik and cannot take the Acolyte background option. They get disadvantage on History and geography other than their own, but advantage on knowledge regarding astrology or dragonnethi. They believe they are the only humans in the world. Valympuri are the most cosmopolitan of cultures but also adhere to a strict caste system making them somewhat passive in temperament. They get Linguist instead of Lucky, advantage on History checks and disadvantage on Intimidation checks. Varls are descendants of Varl Olafssen, identical twin son of Olaf Redmane, King of Thunder Island. Unlike the people who followed his more aggressive brother Thurl, Varls turned away from piracy and raiding, for the most part, to focus on whaling, fishing and trade. Like Thüns and Thurls, Varls are raised to fight but generally only in defence, and often against Thüns or Thurls. Instead of Skilled and Lucky, they get Athlete and Tough. They have Keen mind feat as a bonus at 1HD due to navigation experience but must take the Sailor background with fishing, whaling, cartography, or piracy as their focus.
  • 37.
    35 Orc Orc Traits Longevity Rating.2 Relentless Endurance. When reduced to 0hp but not killed outright can drop to 1hp instead, once, restored by long rest. Darkvision 60 Die Hard: doesn’t fall Unconscious at 0 hit points, remaining conscious while dying until the failure of 2 death saving throws. Any damage taken while dying forces an immediate death save at disadvantage. Bonus Feat. Echolocation 90’, Savage Attacker, Tough, Tavern Brawler and Durable Expertise. Intimidation. Languages. Orc and Dark Speech Murhkar Maxim. Life is war and the Orc is the weapon, forged to serve the good of the Empire. The weak must perish for the strong to flourish. Description Eyes: dark red, green, black, grey, yellow, orange, blue, or orange, with red sclera. Hair: thick ropes of black hair grow around crown of skull; Skin: light to dark green, grey, blue, black, purple, yellow, orange, red, indigo, and brown, included mottled mixtures of up to three; Digits: 5; Facial Hair: none Base Height: 5’; Height Modifier: +2d10; Base Weight: 170 lb; x (2d6) lb; Female Base Adjustment: -1” and -5 lb Called Murhkar in Orc, Orcs and Goblinoids are the same thing on Aldyryc. A goblin is a small orc usually trained in magic as a leader, hobgoblins are the standard orc soldiers, and bugbears are typically berserker shock troops and scouts. The first goblin sorcerers instituted a breeding program and military social structure to their empire that puts them at the top served by hobgoblin and bugbears, with inferior specimens used for labour, industry, and food. Strict discipline is brutally enforced. Orc copper-based blood is green. Bugbear Ability Score Increase. +2 Strength, +1 Dexterity, +1 Constitution Alignment. CE Hulking. Large size, equipment costs double, weapons do 1 additional dice of damage. Maximum 1st level hit points plus average hit points for 1HD before adding constitution Speed. 40 Tough Hide. AC11 Cultural Talents. +1 Stealth, +1 Survival Bite: 1d4+2 with 5’ reach Limited Background: can only choose Outlander or Soldier Survival Maxim: Obey all superiors without hesitation and show no mercy to yourself or others Bonus Feat. Skulker Description. Base Size Adjustments: +2’ and +80 lb Called Mrahk in Orc Goblin Ability Score Increase. +1 Dexterity, +1 Constitution, +2 Intelligence Alignment. NE Speed. 25 Cultural Talents. +1 Arcana, +1 Deception Bite: 1d4 Survival Maxim: Obey all superiors without hesitation and show no mercy to yourself or others Bonus Feats. Magic Initiate Languages. Orc, Dark Speech, and Goblin Limited Background: can only choose Acolyte, Charlatan, Criminal, Guild Artisan, Hermit, Outlander, or Sage. Survival Maxim: Life is war, ruled by the game of power. If you play the game, don’t get caught outside the boundaries unless it’s a tactic. Strategy and discipline are vital weapons. Weakness and disorder must be elevated and disobedience crushed. Information is power and it control essential. The Empire above all. Description. Small- sized. Base Size Adjustments: -30” and -135 lb; Called Murh in Orc
  • 38.
    36 Hobgoblin Ability Score Increase.+1 Strength, +2 Dexterity, +1 Constitution Alignment. LE Speed. 30 Cultural Talents. +1 Athletics, +1 Survival Bite: 1d4+1 Bonus Feats. Weapon Master Limited Background: can only choose Outlander or Soldier Survival Maxim: Glory is achieved through unwavering, honourable service and obedience to duty and the Empire. The highest personal glory is won by dying for its glory. Cowardice, disobedience and dishonour are unforgivable, deserving only the slowest, most painful of deaths. Called Rakmurh is Orc. Pündi Pündi Traits Ability Score Increase. Intelligence +2, Dexterity +2 Restrained: Typically N, rarely partially neutral, and very rarely an extreme alignment. Longevity Rating. 2 Speed. 25 Bonus Feats. Actor, Skilled, Observant and Keen Mind Expertise. All Intelligence and Perception Cultural Talents. +1 Stealth, +1 Deception Altered Chemistry: Unable to be berserkers Nanomites grant advantage on saves versus disease and poison and the ability to spend 1 HD of rest healing as a bonus action. Watcher: Alter Self usable at will and maintained during sleep as long as not dispelled, both at 1HD Enhanced Genes: Advantage on Intelligence saves Insatiably Curious: pündi curiosity often overrides their common sense and gives them disadvantage on all Wisdom checks and saves except for Perception. Curiosity killed the pündi. Network Connections grant Commune once, recharged by short rest and telepathy with any pündi within a 1 mile radius creating an awareness of all present. Racial Weapon: pündi are proficient with and get a shagra with 10 darts and 1 dose of pündi poison as equipment at 1HD. Pündi can use their proficiency with Herbalism Kits to produce 10 dose of poison for 50gp. Only pündi can produce the poison. Darkvision 90’: eyes glow in dim light as brightly as a cat’s, twice as bright if light is shining directly at their eyes Personal Obsession: pündi often develop a personal obsessive interest in addition to their Bond. It always is driven by curiosity and a need to explore, investigate, tinker, or collect. Most often it is information itself that they are obsessed over. When reminded of or confronted by the subject of the interest they have trouble thinking of little else. In the most severe cases it creates the effect of a Geas upon the person and has led to the saying, “Curiosity killed the pündi.” Limited Background: pündi cannot choose Criminal, Folk Hero, Hermit, Noble, Outlander, or Soldier Oath Circle: the Pündi race is under an oath not to share pündi knowledge, technology, or magic with non- pündi, and to stay out of the affairs of other races as much as possible. Failure can result in the death of the offender and as many relatives as it takes to fix the problem. Each getting eight days before the curse claims them. They are a race of observers who conceal their true appearance and claim to be the Servitors of the godlike Pündi of Forbidden Sorrvas if their true appearance and nature is revealed. All pündi are connected by the circular tattoos on their forehead which represent the Oath and the Pündi Network, and information network connected telepathically through the circles. Circles change their colour as the owner moves up in rank in the Network. They do not detect as magic because they are a combination of nanotech and magic that cloaks itself. Polyglot: languages are Pündi, Iantic, Faerie, and Dark Speech. Bonus Linguist feat at 1HD
  • 39.
    37 Reincarnate: trapped inreincarnation until they fulfill their Oath and lift he curse on their race (see Adventuring; Death and the Afterlife). Description Eyes: softly glowing white, yellow, pink, red, blue, green, lavender, orange, or purple; Hair: black and wavy or curly; Skin: ochre to burnt sienna with lines following their features like wood grain wrinkles; Digits: 5; Facial Hair: Heavy eyebrows, males may grow mustaches and beards. Base Height: 2’7”; Height Modifier: +2d4; Base Weight: 35 lb; x 1 lb; Female Base Adjustment: -2” and -5 lb Descended from the extinct Hobbit race (5E Halflings). Dragonneth Varstrill leaping at Ysstrakan with Kobolds Dragonneth Traits Longevity Rating. 5 Breath Weapon. 15’ cone; Choose Acid (Dex save), Cold (Dex save), Fire (Dex save), Lightning (Con save), Poison (Con save), or Thunder (Con save); DC8+ Constitution modifier+ Proficiciency bonus. 2d6 damage or half on successful save, 3d6 at 6HD, 4d6 at 11HD, and 5d6 at 16HD; recharged by short or long rest. Dreamweavers add their maximum spell slot (+1 for 1st , +3 for 3rd , etc.) to damage inflicted. Damage Immunity. Immune to the damage type of your breath weapon. Metallic scales: Natural AC14 Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Continual growth: Increase Mental abilities with age, no Physical subtractions or feat loss. Limited Background: Acolyte, Criminal (typically Kobold), Hermit, Sailor, Sage, and Soldier Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Cultural Talents. +2 to Athletics. +2 Acrobatics Bonus Feats. Athlete Soulless: don’t respond to Raise Dead or any form of Resurrection (see Adventuring: Death and The Afterlife) Class Limitations: Can be Blood Key Mystics, Champion or Battlemaster Fighters, Monks, or Rogues (typically Kobolds) Languages. Dragonnethik Description: Eyes: golden or silver with x-shaped pupils. Hair: none; Digits: 4; Facial Hair: none; Base Height: 5’6”; Height Modifier: +2d8; Base Weight: 175lb; x (2d6) lb See Monstrous Races: Dragonneth for details about Low Ones, High Ones, and the history of the oldest civilization on Aldyryc. Dragonneth mithral-based blood is black. Kobold Ability Score Increase. +1 Strength, +3 Dexterity Speed. 25 Alignment. Lawful Evil Bite: 1d4 Claw: 1d4 Bonus Feats. Alert Description Small-sized; Skin: red scales; Base Size Adjustments: -33” and -88 lb Varstrill Ability Score Increase. +3 Strength, +1 Wisdom Speed. 30, Burrow 20 Alignment. Lawful Good Bite: 1d6 Claw: 1d4+2 Bonus Feats. Resilient Description Hair: Black mane and strip down back Skin: brown scales. Ysstrakan Ability Score Increase. +1 Strength, +3 Dexterity Speed. 30, Swim 30 (Amphibious) Alignment. Lawful Neutral Bite: 1d6
  • 40.
    38 Claw: 1d4+1 Bonus Feats.Weapon Master Description Skin: green scales Octopod Evolved from octopi, octopods are medium- sized octopi hermits living in loose communes. That mate and lay 5d6 eggs upon reaching their maximum age, guarding them as pair until they hatch and the venerable octopods die leaving food for the hatchlings. They communicate using colours, textures, body language, and sound having adapted the language of the dragonneth to their purposes. Aloof, reclusive, contemplative, and curious as to the nature of existence, they tend to get along and trade with tritons while avoiding sirens and sahuagin. However, they can be cunning adversaries and skilled assassins as well, often using their skills to rescue slaves from the sirens and pass on to the tritons to return home. They live in natural caves and those they construct from rocks and coral. They can be Magicians, Monks, Mystics, or Rogues. They despise the association made between them, krakens, and Cthulhu, and have rejected religion for communism. Sirens and octopods hate each other, often competing for the same habitats. Sirens find octopod eggs irresistible. Octopods get the following: Neutral +1 Strength, +2 Dexterity, +1 Constitution Hermit or Sage backgrounds only Darkvision 60’ Boneless: Natural AC+2 , Immune to Prone, tripping, and disarming, Resistant to bludgeoning; Move normal speed through spaces as small as 2 ½’ wide, half speed through gaps as narrow as 1 ¼’ wide, squeeze through as small as 8” at crawl of 5 on a DC15, and squeeze through as little as a 4” diameter opening for a move and a dash to go 5 feet on a DC20 Cagey: Alert and Observant feats at 1HD +1 to Arcana. +1 Perception bonus Magic Initiative and Alert feats at 1HD Contemplative: Meditation and Keen Mind feats at 5HD Speed 20, Swim 40, Climb 25 (any surface) Ink Cloud: Emit an ink cloud underwater equal to Stinking Cloud as blinding as the Darkness spell recharge on 6 Water Jet: backwards in water 60’ as a bonus action recharge on 5 or 6 Semi-amphibious: can survive out of water but must submerge for short rest after four hours to prevent suffocation Natural Weapon Multi-attack: 3 Tentacles for 1d6 slashing and 1 beak for 1d6 piercing Extra Limbs: Can use a bonus action to attack with a second weapon or to cast a spell of 1 action casting time or less in addition to normal attack or spell actions Alien Physique: bonus Grappler feat at 1HD plus Advantage grappling, tripping, and disarming, but disadvantage on all Charisma checks due to their alien minds Camouflage: Invisible while motionless and blended into environment, advantage on stealth Cultural Talents: Expertise in Athletics but unable to jump, climb speed enhancement of 5 already incorporated Half of their height (length) is tentacle, the rest head making their Extremity rolls 1-18 for tentacle and 19-20 for head Invertebrate: With their neurons distributed throughout their body and lacking a nervous system they are Immune to Paralysis, Detect Thoughts, Modify Memory, Confusion, and Madness Arcane heritage: bonus Magic Initiate feat at 1HD Starting Languages: Octopian, Faerie, and one other Longevity 3 Description Eyes: White, black, purple, green, blue, or red with horizontal pupils. Hair: none Skin: as varied as those of octopi in texture, colour and decoration Digits: 8 Facial Hair: none Base Height: 4’6”; Height Modifier: +2d10; Base Weight: 90 lb; x (1d4)
  • 41.
    39 Languages Common Languages Language TypicalSpeakers Script Notes Common (Iantic) Common trade tongue Roman National Tongue of Kaldaria Dark Speech (replaces Abyssal, Deep Speech, and Undercommon) Common Tongue of Lower Outer Planes, Dark North and Underworld Dark Speech Created by Cthulhu; Forceful slashes forming bizarre geometric patterns, horrid shapes, and demonic symbols in a complex structure. Dwarfish (replaces Dwarvish) Dwarves Celestial Faerie with additional Celestial geometry and a runic quality Elfish (replaces Elvish) Elves Celestial Faerie with additional Celestial elegance and beauty Faerie Faerie Celestial Faerie common; A simplification of Celestial Gnomish Gnomes Celestial Tengu (replaces Kenku) Kenku Celestial A harsher, flatter form of Ikari with more recognizable Faerie word structures National Language Humans See below See below Orc (replaces Goblin) Orcs Dark Speech A rigid, highly logical form of Dark Speech with runic-styled script Titanek (replaces Giant) Giants, Ogres, Titans Celestial A crude form of Celestial with some additions from Dark Speech Ethnic Languages Language Nation/People Script Script Example Root Language Ahkracian Ahkracia Hieratic Hieroglyph Egypt Egyptian Arric Ara Logographic Anasazi Assyrvic Assyrvia Cuneiform Babylonian Caenyrvysh Caenyrvyn Runic Welsh Gaelic Caltic Caltere Latin British English Dunnish Dunblannor Runic Scottish Gaelic Ethern Ethernia Ionic Greece Greek, Latin, Irish mixture Gael Gaelland Ogham Pictish Ganin Ganis Latin French Gornish Gore Latin Canadian English and French Iantic Kaldaria Latin Rome Latin Kaan Kaankura Logographic Korean Kalvaalan Kalvaala Runic Germania German Kangg Kang Logographic Mongol Koni Konimbra Logographic China and Central America Mandarin Kordeshi Kordesh Cuneiform Babylonia Babylonian Lamese Lamzara Logographic Tibetan Lyrneshan Lyrnea Ionic Greece Greek
  • 42.
    40 Language Nation/People ScriptScript Example Root Language Murci Murcia Cyrillic Romanian Numakku Numallea Ge'ez Ethiopia Ethiopian Paholjar Paholja Runic Finnish Pascuan Gull Coast Rongorongo Rapa Nui Island Rapa Nui Rovall Rovalla Kharosthi Persian Syrraq Syrraqa Arabic Arabia Arabic Tarki Tarkiztan Cyrillic Russia Russian Thün Thun kingdom of Thunder Island Runic Swedish Norse Thurn Thurlund Runic Norwegian Norse Tollex Tlaqectz kingdoms of the Southeastern Arm Logographic Aztec Valyshi Valympur Brahmi Hindi Varn Varlund Runic Icelandic Norse Wyr Wyrland Runic Irish Gaelic Zendari Zendar Cuneiform Sumerian Zuri Zur Logographic Japanese Exotic Languages Language Typical Speakers Script Notes Celestial (replaces Infernal) Angles, Fiends, Archons Celestial Language of Eden; Elegant lines forming mesmerizing geometric patterns, beautiful shapes, and inspiring symbols in a complex structure. Dragonnethik (replaces Draconic) Dragonnethi Dragonnethik The language of the Firsts. Script resembles Dark Speech with colour coding, body positioning, and texture indicators built in Goblin (only Goblins get as starting language) Goblins Dark Speech An encrypted form of Orc Ikari Ikari, Kenku Celestial Faerie resembling Morse code mixed with a musical score with elegant slashes, sounds like bird song, chirps, tweets, and other avian sounds Minos Minos Celestial A crude for of Faerie Octopian Octopods Dragonnethik A more elegant, fluid form of Dragonnethik Primordial Elementals, Djinn Celestial A harsh, crude form of Celestial Sylvan Fey Celestial Triton Tritons Celestial A more flowing style of Faerie Secret Languages Language Typical Speakers Script Notes Druidic Druids, Ecomancers Druidic Combines Celestial and Dark Speech Pündi Pündi Pündi Looks like mathematical equations, symbols, Morse code, and complex logographic symbols Shadow Sign Priests and Deacons of Lorril None Silent hand language, Resembles American Sign Language
  • 43.
    41 Language Typical SpeakersScript Notes Thieves’ Cant Rogues, Priests and Deacons of Lorril None Slang, code words, reversed meanings, and innuendo used with any other language
  • 44.
  • 45.
    43 Classes Assessing Professional Rank Anyonewith a professional class or trade can try to assess the class and rank of another as an Interaction with a successful Assessment check. One check can be made by one character on another at any time during their direct association requiring a short rest before they can attempt another on the same individual. A critical success grants the Rank Degree (1 to 4), a critical failure requires a long rest before another attempt can be made. Those of the exact same class subtype (Archetype, Oath, Key, Arcane Tradition, etc.) get advantage on the check and those of different classes get disadvantage. The Assessment check is 1d20 +Proficiency bonus, plus Intelligence modifier if the one assessed has displayed class level abilities, at the DC listed below, with the roll being consulted against all applicable DCs and granting the level of knowledge successfully passed (e.g. at least Adept, if above this and the check passed DC14): Level Rank DC Clerical Title Monk Belt Military Rank Oath Circle Class and Type Each rank has four degrees within it 10 Awarded to deacons only when priests are not present. Monk titles after slash. Degrees are indicated by brown strips Navies have variant terms and various armies use different rank insignia Nanomites alter colour as level progresses 1-4 Apprentice 12 Novice White Private 1-2, Corporal 3-4 Orange 5-8 Adept 14 Reverend / Elder Yellow Sergeant 5-6, Lieutenant 7-8 Yellow 9-12 Expert 16 Vicar / Lama Green Captain 9, Major 10, Lt. Colonel 11, Colonel 12 Green 13-16 Master 18 Bishop / Sensei Blue Lt. General 13-14, General; 15-16 Blue 17-20 Archmaster 20 Cardinal / Prelate Black Major General Violet Highest local Leader 22 High Priest / Prior Red strip Commander Silver border Highest in organization Supreme Leader 25 Archbishop / Grandmaster Two red strips Marshall Gold border The Seal of the Council of Powers
  • 46.
    44 Dreamweavers Eldritch Sight By thetime a spell-caster, including an Eldritch Knight or Arcane Trickster, attains their first 3rd level spell slot for their inherent spell-casting class they have felt the flow of qi and the weaving of spell enough to sense them from a distance and discern details about their constituents and purpose. All inherent spell-casting classes get Eldritch Sight (PHB pg. 111) the Warlock Eldritch Invocation. This doesn’t apply to spells or spell slot attained from Feats, Race, or other non-class sources. Illuminatus Illuminati are shamanistic bards, keepers of stories, lore, and magical knowledge, get the basic baric abilities but not Colleges. Instead they get the following:  At 1st level they get the Warlock Pact of the Tome ability Book of Shadows (PHB pg. 108) They often identify themselves by wearing the spectrum of colours and/or the burning torch of the Institute of Illumination  At 2nd level they get the Book of Ancient Secrets warlock Eldritch Invocation (PHB pg. 110)  At 3rd level they can choose an three additional skills and get a choice of a Totem Companion which raises the related ability score by 1 to the normal maximum, grants the ability to Locate Animal and Plants and Speak with Animals at will but applicable only to the totem animal, and to use Wild Shape (PHB pg.66) into the totem animal twice regaining both with either a short or long rest. You are able to cast spell requiring Somatic or Verbal components only while in totem form.  At 5th they get Mask of Many Faces Eldritch Invocation (PHB pg. 111)  At 6th level Wild shape form can be assumed either Enlarged or Reduced as per spell and can be used three times. The related ability score rises another point. The illuminatus can cast Enhance Ability on their related ability score, a number of times equal to their proficiency bonus, regained after a short or long rest.  At 7th level they get Eyes of the Rune Keeper (PHB pg. 111)  At 9th level the illuminatus can use Wild Shape four times and the form has resistance to non- magical Bludgeoning, Piercing, and Slashing, damage. Its physical attacks count as magical.  At 11th level the Companion teaches the illuminatus a warlock Mystic Arcanum (PHB pg. 108) of 6th level Conjuration, Enchantment, Magecraft, or Necromancy, a 7th level spell at 13th , an 8th level spell at 15th , and a 9th level spell at 17th , all usable once per level with the illuminatus’s spell DC and casting bonus and regained after a long rest.  At 12th level they get One With Shadows (PHB pg. 111, Whispers of the Grave (PHB pg. 111  At 14th level the illuminatus can summon the Companion to their side for up to 1 minute. It manifests with a 26 in its related ability score, the ability to Enlarge/Reduce at will, and resistance to non-magical Bludgeoning, Piercing, and Slashing, damage. Its physical attacks count as magical.  At 15th they get Master of Myriad Forms (PHB pg. 111)  At 18th they get Chains of Carceri (PHB pg. 110)  Totemic Companion: Instead of Colleges there are Companions chosen at 3rd evel who teach them the songs and skills needed to become an adept. The apprentice crafts a personal representation of the Companion animal, usually in the form of jewelry or a figurine, using 1gp per level of wood, stone, beads, leather, etc., as materials. The totem is a gift to honour and attract the Companion, acting as a focus that grants Advantage on Concentration checks. If lost another can be made at the cost for the current level. A personal totem is useless to another illuminatus or anyone else but can be sold as an artwork for the cost of a divine symbol. Totem Companions Bear (Constitution)
  • 47.
    45 Bull (Strength) Cattle Large beast,unaligned Armor Class 10 (natural armour) Hit Points 22 (3d10+6) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Charge. If the bull moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ACTIONS Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Cat (Dexterity) Can assume either form Coyote or Fox (Intelligence) Choose one form to always assume. FOX Tiny beast, unaligned Armor Class: 12 Hit Points: 3 (1d6) Speed: 50 ft. STR 5 (-3); DEX 15 (+2); CON 11 (+0); INT 3 (-4); WIS 12 (+1) CHA 7 (-2) Skills: Perception +3 Senses: passive Perception 13 Languages: — Challenge: 0 (10 XP) Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.
  • 48.
    46 Coyote Eagle (Charisma) Owl (Wisdom) Magician Magiciansfollow 5E Wizard rules except as following: The six Crafts (Conjuration [Evocation, Conjuration, phantasms], Druidic Lore [controlled elemental magic, natural magic], Enchantment [Transmutation, Enchantment, hallucinations], Magecraft [Abjuration, psychic abilities, force, meta-spells), Necromancy [Necromancy, healing and inflicting wounds, curing illness and conditions], and Priestcraft [divine magic, inspiration, future divination, and alignment]) replace Schools and the Arts are added. Spells from a Foreign Art or a Neglected Craft require a Casting Check using their Spell Attack modifier at DC15+spell level to cast. Spells that are both require a check with disadvantage. Proficiencies Weapons: All simple weapons and scimitars Tools: Herbalism Kit Saves: Intelligence and Wisdom Skills: Choose two from Animal Handling, Arcana, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival Equipment: Diplomat’s, Explorer’s, Priest’s or Scholar’s Pack; a melee or ranged weapon, both if combat trained by covenant; component pouch with crystals; an arcane focus, divine symbol, or druidic torc; spellbook; optional sacred text; leather armour if proficient with armour by covenant Spells In addition the spell slots listed on the Wizard class chart, magicians gain a single 10th level spell slot at 19th level and retain 1 slot at 20th. There is only one 10th level spell, Miraculum. Arcane Craft Traditions Apprentice magicians are tested and channelled into the most suitable Craft for their aptitudes and interests. Their education involves much reading, memorization, calculation, and study, tending to be highly structured and formal. Magicians are organized into seven traditions of practice based on specialization in the six Crafts: Conjurers, Druids, Enchanters, Mages, Necromancers, Priests, and Wizards. Specialists choose one Craft as their Neglected Craft, most commonly Priestcraft or Druidic Lore due to their restrictions. As the most basic of the Crafts, Magecraft is the first one that magicians learn and the least common Neglected Craft. A magician must choose their Craft Tradition at 1st level. All magicians get at-will Trackless Step (can hide own tracks, trail, and other signs of passage at will as if using Pass without a Trace without the veil of shadows) at 4th level.  Conjurer Features: Savant (as 5E but also gets Advantage on Craft Concentration checks); 2nd – Minor Conjuration (pg. 116); 8th — Benign Transposition (pg. 116); 10th – Focused
  • 49.
    47 Conjuration (pg. 116);14th – Durable Summons (pg. 116)  Druid Features: Savant; 1st – Druidic Ordination (grants Commune with Nature and Druidcraft as bonus 0 level spells, at-will Balance Sense as a bonus action which acts as a Detect Evil that enables the sensing of the degree and direction to which individuals, situations, and environments are away from a True Neutral Balance, and 2 Forms or Aspects from the following: Air, Animal, Earth, Fire, Plant, Water, Weather); 2nd — Many Faces (Alter Self 1 time per level); 8th – Natural Insight (Expertise in two skills chosen from Animal Handling, Intimidation, Nature, Perception, Survival) and Druidic Hibernation (suspend animation in deep sleep, guarded by Alarm spell that awakens, for pre-set time up to 1 year times longevity rating, only air required during this time, aging normally, comfortable from -40F to 120f); 10th – Third Eye (pg. 116); 14th – Greater Portent (pg. 117)  Enchanter Features: Savant; 2nd – Minor Alchemy (pg. 119); 8th — Instinctive Charm (pg. 117); 10th – Shapechanger (pg. 119); 14th – Alter Memories(pg. 117)  Mage Features: Savant; 2nd – Arcane Ward (pg. 115); 8th — Potent Cantrip (pg. 117); 10th – Empowered Evocation (pg.117) ; 14th – Overchannel (pg.118)  Necromancer Features: unchanged from 5E.  Priest Features: Savant; 1st – Priesthood Ordination (Divine Covenant grants Commune as bonus 0 level spell, Scripture, 2 Forms, Boons, and Favoured weapon proficiencies plus Channel Divine Energy once for 3d8 points of divine damage or healing to anything, increasing to twice for 6d8 at 4th level, twice for 9d8 at 8th , three times at 12d8 at 12th, three for 15d8 at 16th , 4 times for 18d8 at 20th level; the bolts of golden energy are not considered magic and not even the greatest of gods are resistant or immune, only the mightiest of artifacts; Con save against priest’s spell DC for half, up to 1 target per level within 40’ radius); 10th – Divine Intervention (as Cleric); 14th – Spell Resistance (pg.116)  Wizard Features: Generalist (must qualify for all six Crafts, has no Neglected Craft); 2nd – Portent (pg.116); 8th — Transmuter’s Stone (pg.119); 10th – Illusory Self (pg.116); 14th – Master Transmuter (pg.119) Artistic Expression An Art is defined by the inherent sympathetic or antipathetic nature of its effects. The empathic ethical alignment of a magician’s psyche determines their Native Art. Spells whose Art depends on the empathic alignment of an associated god, the caster, the target, the intention, or other situational factors, are Variable Art spells and always treated as a Native Art. Artistic Expression enables magicians to unleash the energy of spell slots and empathically deliver it through touch as healing or force damage. The Black Art expresses converted spell slots as 1d6 points of force per slot level expended plus Spell Attack bonus. The White Art expresses 1d6 points of healing per slot level plus Spell Attack bonus, and the Grey Art can express 1d6 per slot level of either as desired without any bonus applied. Artistic Expression can expend as many slot levels as desired at once up to the total currently possessed by the character. Nights of Power The Night of Light occurs when the white Maiden face of Isis, the moon, enters the constellation of the Pentagram, the Night of Shadows when the grey Matron enters the Hexagram and the Night of Darkness when the black Crone enters the Inverted Pentagram, each perfectly framed in the centre during the Witching Hour from midnight to one. From moonrise to moonset, all magicians of the Art treat magical damage dice results of 1 as 2 and gain an inspiration pool similar to a equal to +1 per level plus Intelligence modifier that may be applied to any roll involving magic in any amount up to the total, which resets at midnight with any remaining points lost at moonset. From Midnight to one, the Witching Hour causes all spells of the Art’s magicians to be cast one slot level higher than that used with all saves against them made at disadvantage. Ordination To qualify for Priestcraft spells, the magician must be within one alignment step of the relevant Power; Druidic Lore spells require partial Neutrality. Then the magician must be ordained by a priest of at least 12th level of the appropriate god or by a druid. The lower order of Priestcraft is Deacon and Ecomancer for Druidic Lore. Those ordained in Druidic Lore get Commune with Nature as a Bonus 0 level spell; those ordained in Priestcraft get Commune as a Bonus 0 level spell. Both ordinations require covenants with their sources, the god of a Religious Order and the Druidic Order. Those
  • 50.
    48 ordained to theDruidic Order are taught the secret language of druids and wear a torc escribed with the Four Expression of the Calculus that costs the same as a holy symbol and acts as a focus but they don’t use mistletoe or have sacred groves. Priesthood Covenants and Occult Pacts require a sacred text, a class text that codifies the agreement and is used during its renewal. Divine Intervention Divine Intervention follow 5E rules for Cleric except for the result being the response, “Ask and receive,” indicating the willingness of the Power to use their Miraculum ability in relation to their Incarnated Concepts and Forms. The Power will use as little of the spell’s potential power as required. If great power is required, the deity may require the covenanter to sacrifice something of value or pay part or all of the normal cost of a Miraculum, even though the deity doesn’t pay such a cost. Enclaves The lands of Lantana, Maldarvia, and Tandros, are Artistic Enclaves established during the Dream War. Only magicians of the Orders, respectively White, Black, or Grey, can enter and dwell within these isolated valleys ruled totally by the three Artistic Orders. It is death for anyone else to try. Familiars If a magician so chooses they may obtain a familiar bonded with them spiritually either from their covenant Power, if one is offered, or by casting Create Homunculus as a spell or a ritual. Convents provide the ability to summon a familiar upon the attainment of 5th level. Because only a few gods offer living familiars, the constructed homunculus is the standard choice. All covenant familiars grant the following benefits:  Magic gains familiar’s physical sensory abilities  Magician gains an ability score adjustment or an ability specific to the familiar  Magician and familiar share all their Ability Score saves, using whichever bonus is the highest for each  Magician can experience at-will what the familiar senses as per the warlock’s Eldritch Invocation called Gaze of Two Minds The familiar enjoys the following benefits:  +2 hit points per magician level  Magician can use an Interaction to spend rest HD to heal familiar through their link  Intelligence adjusted by magician’s proficiency bonus.  Durable feat  Shares in any magical protections possessed by or cast upon the magician If a familiar is slain the magician loses all benefits and suffers 2d10 points of Constitution damage with a Constitution save for half at DC14+1/HD of familiar. At 0 the magician starts dying. A long rest restores 1d6 points inflicted in this manner. Power Familiar Benefit Apollo Dove +2 Charisma Athena Owl +2 Wisdom Horus Hawk Advantage on Perception checks Kali-Set Black Adder Resistance to Poison Pazuzu Rat +2 Constitution Rawna Raven +2 Intelligence Satanael Imp Resistance to B/P/S unless magical Xoll’X Spider +2 Strength Sorcery Sorcerers are proto-magicians, practitioners of a single Tradition with no Art expression but still requiring a casting check for spells of other Arts, as well as treating all other Crafts as Neglected with triple normal cost for adding them to scroll collections. There were no Wizards and sorcerers didn’t get Trackless Step. Mystic Mystics are 5E Sorcerers who substitute Pathfinder Bloodlines and their abilities for Origins, Wisdom for their casting score and Wisdom proficiency for their Constitution save. Only dragonneth mystics use the draconic origin from 5E, both Origin and Bloodline banned to all other races.  Spells: As with magicians, mystic gains one 10th level spell slot at 19th level, retaining it at 20th . Miraculum is the sole 10th level spell.  Altered State of Consciousness: While a mystic is concentrating on an active spell their mind is in an altered state more attuned to their Key that gives them Advantage on Wisdom and Charisma saves but Disadvantage on their Perception and Investigation checks until they break concentration.  Inner Resonance: Mystics channel the energy of the planes and do not require standard crystal
  • 51.
    49 Material components, justthose named within the spell.  Key Sensitivity: At 4th level a mystic can sense others attuned the Keys, both mystics and those from those planes. This functions life a constant Detect Magic that detects the presence of anyone attuned to a Key within 10’/mystic level. As with Detect Magic, further concentration reveals greater information, first identifying the Key and then entity type and strength according to mystic level or entity HD.  Planar Medium: At 5th level mystics are able to use Contact Other Plane to reach their Keyed Plane, restored by a long rest.  Mystical Trip: At 13th level a mystic is able to Plane Shift as the spell to their Keyed Plane or back to their native plane once before requiring a long rest for restoration.  Nirvana: When a mystic reaches 17th level, they achieve such oneness with their Key that the DCs for their spell saves are all made at Disadvantage. The mystic is considered a native of the Keyed Plane for purposes of Banishment (etc.) from it and both Mystical Trip and Planar Medium become restored by a short rest. The Southeastern Arm land of Shangri-La, also known as the Valley of Mysteries is known as a Mystical version of the Magician Sanctuaries, but is shrouded in secrets and rumored to have a fearsome immortal ruler. Paladin Enforcer Lawful Evil paladins, Enforcers take the Oath of Vengeance or the Oath of Conquest as written in their class text, Mordred’s “Will to Power”. Abjure Enemy gives angels and Good entities from other planes Disadvantage on the save, their Avenging Angel has black wings and horns, and their Lay on Hands inflicts wounds rather than healing, their Divine Smite does Necrotic damage with increased damage to angels and Good planar entities. Their spells Inflict, Bestow and Cause rather than Cure and Remove and are oriented against Good rather than Evil. Mordred sneered at Sirsyr’s “bleeding-heart philosophy” and wrote his text in response as an argument against even considering mercy for Chaos and thus abandoning the concept altogether, along with other considerations he thought tied the hands of enforcers of the law in their fight against the true evil of disorder, chaos being the only evil and mercy a slippery slope of weakness into its maw. Seeking the equivalent power to the foe, he weaponized his connections with Good, Light, and Life, by reversing his orientation toward Darkness, Death, and Evil. Equestrian (Lancer) The original paladins, elven equestrians, known as Lancers, take the Oath of the Ancients as written in their class text, Charlimayn’s “The Radiant Hart”. Using Mielikki’s “The Wild Hunt”, the mist elf ranger explored his connection between the Hart Key and the Form of War and discovered that he could also attune himself to the Form of Light as well as the Formal Aspects of Reinforcing Order and Forgiving Good. All lancers get Mounted Combatant as a bonus feat at 3rd level. Instead of being able to use their Channel Divinity to Turn the Faithless they can summon a Faerie Mount which comes in the form of a pegasus for Mist Lancers or a unicorn for Forest Lancers. The Faerie Mount and the lancer have a telepathic link with a range of 1mile per Level of the Lancer. The mount will only allow the lancer to ride it and remains shy around others without the lancers, typically staying hidden. If the mount is slain another may not be summoned until the lancer gains a level. They use the Paladin spell list. Only mist elves and forest elves may be lancers and only of the appropriate type. Sea elves come from feral and mist elf blood enabling them to be either type as is the case with halflings with forest, mist, or sea elf blood. Exemplar Exemplars take the Oath of Devotion as written in their class text, Sirsyr’s “True Light”. Sirsyr was trained in his divine paladin abilities by a crystal bastardsword, Qaldon the Holy Avenger. While camped on the shore of Lake Avalon with the Mist Lancer Lancylot and half- elf ranger Gwenhwyfar, Sirsyr mined the paladin traditions to adapt the Oath of the Ancients for all races, creating the Oath of Devotion and the Oath of Redemption. He swore Devotion to Athena by the power of Qaldon, standing on the shore of the Lake. This brought Vivienne, a priest of Ptah and Hart mystic known as the Lady of the Lake, from her home on the Isle of Avalon, with the product of one of her visions, Excalibur the Sword of Truth. Giving it to him, she declared him First Paladin. Sirsyr then codified the Oath and his spellcasting techniques in the manner of a Covenant sacred text, making it the exemplar class text. Ranger Rangers are unchanged except for being mystical paragons who require the class text “The Wild Hunt” written by Mielikki the forest elf fight scout who became the 1st ranger. A paragon of War, she used
  • 52.
    50 mysticism to attuneto the Wonder and in so doing was able to use both Form and Key to craft a selection of spells which she codified in the Wild Hunt. Warlock There is no Warlock class. Occult pacts are priesthood covenants with the Parasitic Powers called the Elites (Hellspawn Nobility and Pit Fiends). Illuminati and witches have access to Book of Shadows from the warlock Tome Pact as well as the Eldritch Invocation option Book of Ancient Secrets. On Aldyryc, warlock is the professional designation of a battle-trained dreamweavers, normally a conjurer of the Black Order although anyone with a good selection of damaging spells and the required feats who is employed by a martial force may legitimately claim the title. An apprentice warlock must possess at least one of the following feats while an adept requires at least two, at least three for a master, and at least four to be an archmaster warlock.  Mage Slayer  Martial Adept  Spell Sniper  Tough  War Caster  Weapon Master All members of the Cerulean Order are lawful warlocks. Witch Not actually a separate class, a witch is a possessor of Witchcraft, a bonus feat that gives a spell-caster the abilities of the Warlock of Pact of the Tome and the Book of Ancient Secrets Eldritch Invocation, along with all the Origin benefits of a Wild Magic sorcerer, and the ability to add as many sorcerous metamagic selections as desired at once to the spells they can already cast. There is a risk of a Wild Surge equal the spell’s level multiplied by the number of metamagic added, rolled on a d20, with no maximum but an automatic Surge at 20 or higher. Each surge carries a risk of 1 step of Madness avoided by a Constitution save at a DC of 11 plus the spell’s level, with a critical failure inducing 2 steps. Witchcraft is gained by performing the Grimoire Creation ritual for the Witch’s Grimoire, Necronomicon, and performing its ritual. Reading the ritual takes two hours with a DC25 Constitution save at the end to avoid 2 steps of Madness as above, with a critical failure inflicting 3 steps. Once read it can be performed over eight hours using 1000gp of rare and exotic materials. This involves creating a familiar animal of any type by building its ability scores with points deducted from the witch’s scores and its hit point maximum from the witch’s. This takes the form of damage that heals at 1 point per day for abilities and at the normal rate for hit points until one point below normal. This point remains to link the familiar and witch, allow the familiar to channel wild ley energy to the witch with minimal danger. The destruction of the familiar returns all but 1 permanently lost Constitution point to the witch and requires a DC25 Charisma save to prevent 1 step of Madness. A familiar may be reformed by changing its scores, each change requiring the donation of a point, whether up or down. If dismissed completely by the witch all six points are returned. A new one may then be created. Familiar’s a normal animals of the type created though they share any magical or class ability protections possessed by their master. They are telepathically linked within a 5 mile radius and the master can experience what the familiar’s senses. The master can also heal the familiar by donating hit points through their link or draw hit points from it, but if it falls to 0 it is destroyed. Familiar and master can always tell where each other are, unless telepathy is blocked in some manner. Each time a spell is cast with witchcraft roll d20 a wild surge occurring on a 1 per spell slot level plus 2 per metamagic effect applied. So a 2nd level spell with 2 metamagic surges on a result of 1 to 6 on d20. Wild Magic Surge d100 Effect 01 Permanent Warp Zone created equal to antimagic field wherein all spells cast require a roll on the surge table 02 Permanent Null Zone created equal to antimagic field 03 Caster is permanently dream locked as per spell 04 Caster is dream locked as per spell for 1 month 05 Caster is dream locked until completion of a long rest
  • 53.
    51 d100 Effect 06 Casteris dream locked until completion of a short rest 07 Spell targets caster if possible or fails 08 Spell has opposite the intended effect (healing harms, damage heals, advantage becomes disadvantage, a +1 becomes a -1, etc.) if possible, fails if not 09 Other random spell effect replaces cast spell 10 Spell has minimum possible effect and advantage on saving throw 11 Result 01-02 PHB pg.104 12 Result 03-04 PHB pg.104 13 Result 05-06 PHB pg.104 14 Result 07-08 PHB pg.104 15 Result 09-10 PHB pg.104 16 Result 11-12 PHB pg.104 17 Result 13-14 PHB pg.104 18 Result 15-16 PHB pg.104 19 Result 17-18 PHB pg.104 20 Result 19-20 PHB pg.104 21-96 As PHB pg.104 97 Result 97-98 PHB pg.104 98 Spell has maximum effect, disadvantage on saving throw 99 Spell made permanent 00 Spell mixes with second random spell and both effects made permanent The destruction caused by witches during the Dream War resulted in witchcraft and the Necronomicon being banned under penalty of death. The Arcanum’s Cerulean Guard act swiftly upon hearing rumors of a witch and do not relent. Warriors Barbarian There is no Barbarian class on Aldyryc. Berserker is a martial archetype for the 5th edition Fighter created with Barbarian abilities. The closest thing to a 5E Barbarian is a Berserker with the Tough feat and the Wilderness Warrior Outlander background option. A barbarian like Conan would also possess a few levels of Rogue. Fighter (Myrmidon) There are four martial archetypes for fighters: Berserker, Battle Master, Champion, and Dreamwarrior (Eldritch Knight) Berserker (Warrior of the Eye) The Berserker Martial Archetype has the following abilities:  4th level = Odin’s Eye Training: Rage (as Barbarian but requiring Wisdom save DC 21 – (number rounds spent ranging [DC12 to DC20] to end willingly and must continue attacking until it does) plus Unarmored Defense.  7 th level = Wild Abandon*: Feral Instinct plus Fast Movement and Reckless Attack  10 th level = Ferocity*: Relentless Rage plus Brutal Critical (1 dice, 2 dice at 14 th , 3 dice at 18 th )  15 th level = Persistent Rage (with complete control)  18 th level = Indomitable Might * Available only while raging. Also known as Rage Warriors in some languages, the first expert warriors were Berserkers, trained to undergo an intense ritual to control their adrenaline flow in order to summon and end powerful rages. Titans first discovered the Odin’s Eye mushroom, named for its circular red cap with central black dot, around the time giants discovered fermentation and brewing. Accidentally brewed into beer, the mushroom unleashed a flood of adrenaline creating a raging juggernaut. Odin’s Eye creates the effects of a Rage spell, but fully equal to the Barbarian ability, combined with the effects of Confusion spell for 1d6 hours, followed by fatigue for twice as long unless a new dose is taken. Taking more than one dose at time or overlapping doses causes an immediate eight hours of unconsciousness and 24 hours of fatigue. First called Warriors of the Eye, young titans would go into isolation, alone or with a master, to “Stare-Down the Eye”, taking only Eye Mead as sustenance beyond forage and fresh game. The titan had to maintain the Rage except when unconscious from exhaustion for as many days or weeks as it took to master the Confusion with three successful Will saves before three failures with one check per dose. Three failures reset the count. Once this occurred, the titan needed to make one more Will save once per hour, success ending the Rage. Brains condition and glands trained, they were now safe to return to their people as apprentices working to become masters able to end the rage without a Wisdom save DC 11+number of rounds left in rage, [DC12 to DC20] to end willingly. Considered sacred and connected directly to Odin, at first only titans were worthy of the Eye but as their struggle to establish a civilization became desperate, use spread throughout the giant sub-races, dooming them to failure. Instead of displacing the dragonnethi, giant infighting became rampant and the
  • 54.
    52 sub-races disintegrated intofamily groups and small tribes, never rising further as a civilization. So the Orcs were created with a military society and strict discipline. Only bugbears could Stare-Down the Eye. These were the first to be called Berserkers. Their civilization rose and spread to become the second more successful in the history of Aldyryc. When humans came to the Dark North of Aldyryc, they learned of the Eye from giants and orcs and became the third race to Stare-Down the Eye. The phrase “seeing red” comes from the red eyes of human berserkers. Only giants, orcs, humans, and related halflings, achieve a positive effect from Odin’s Eye. Pündi are knocked unconscious for eight hours and left fatigued the following 24 hours by the adrenaline overload. Faerie and Fey suffer dizziness and cramping making them nauseated for one full metabolic cycle. Dragonnethi are unaffected by the Eye as well as alcohol, Visionleaf, Brewed Twilight, and Blitzkrieg. Monk (Defender of the Faith) Monks must be Lawful. Generally considered clergy but unchanged from 5E rules, the first monks were Xondra priests who retreated to monasteries to concentrate and develop their studies, training, and practice, for the purpose of physically defending the priesthood and temples without reliance on paid fighters. Now, most religions that allow Lawful priests also have monks. In Harkindia’s Southeastern Arm lands of Konimbra, Kaankura, Lamzara, and the Empire of Zur, there are non-religious monasteries dedicated to the study, practice, and perfecting of the martial arts. Because monks of many religions, and none, gather in these places the monastic traditions were developed and then spread from these lands. Non-religious monasteries remain rare beyond. Rogue (Streetfighter) A rogue can be of any alignment, depending on the path they take. Lawful ones make good bounty-hunters, detectives, security experts, thief-catchers, assassins, or spies, for example, but poor thieves. Rogues are unchanged from 5E rules, except for the existence of Xen Assassins, monks of Xondra who multiclass as assassins. Families of these Xen assassins formed in the Empire of Zur and called themselves ninja clans, known for extreme discipline, skill, and scrupulously honouring their contracts. Highly secretive about their existence and identities they do adopt outsiders, but no one gets out alive. It is considered dishonourable heresy and family betrayal. Customization Options Feats Echolocation A temporary lack of sight or trained has sharpened your hearing to bat-like levels granting you the following:  Advantage on hearing-related Perception checks  Sensing of objects and creatures within a 60’ range as if possessing Blind-sight, as long as sounds are being made by the character or within the area, even soft clicks of the tongue. Excessively loud noise blinds like brilliant light. Meditation Training and long practice has enabled you to calm and clear your mind granting you the following:  Concentration checks have advantage.  Reduces the minimum time of a short rest to 30 minutes and a long rest to 4 hours if entire time spent in mediation. Paragon You exemplify and personify a Form or Aspect so thoroughly that you can access it as if a priest of a level equal to your HD using Willpower to choose any one mental stat as the casting ability for this purpose. This feat may go dormant or even be taken away if you fail to sufficiently fulfill your role as a paragon according to DM’s discretion. Psychic Available to Humans or Halflings only, something has awakened hidden magical talent within human blood granting you 1d4 rolls on the Psychic Ability table. Witchcraft Forbidden under penalty of death, witchcraft is only gained by reading the Necronomicon, granting the ability to create a witch’s familiar and wield dangerous, unpredictable, ley magic. Equipment Weapons Improvised weapons are treated as a comparable type of weapon but wielded with Disadvantage and a Thrown range of no more than 20/60.
  • 55.
    53 Bastardsword Martial Melee Weapon;25gp; 1d10 slashing; 6 lb; Heavy, Versatile (1d12) Blood Elf Hook Net Martial Weapon; 5gp from Blood Elves only, 1 piercing from hooks when entangled and 1d4 slashing for each escape attempt and jerk on the rope by captor; 3 lb; Special, Thrown (range 5/15), has 20’ lead rope that can be pulled as an interaction to inflict damage or pull/drag the captive along as a grapple check replaced by the net attack either with or without damage inflicted as well. Blood Elf Talons Martial Weapon; 100gp from Blood Elves only; 2d4 puncture or 1d4 slashing; 2 lb; Light, Finesse; Holds two darts that do 1 point piercing each requiring an action to load two, Cost 1gp for 20, have a range of 15/60, and the darts may be fire together as one shot at one target, or one at a time as separate attacks. Blades and guard are designed to grant Advantage to disarm attacks on opponents and disadvantage to disarm attempts on the wielder. Boar Spear Martial Weapon; 4gp; 3d4 piercing; 3 lb; Reach, Heavy, 2-hand, Thrown (10/30); long broad blade with quillons Broad Sword Martial Melee Weapon; 20gp; 2d4 piercing; 3 lb Curved Greatsword Martial Melee Weapon; 100gp; 1d10 slashing; 7 lb; Heavy, Versatile (2d6) Cutlass Martial Melee Weapon; 10gp; 1d8 slashing; 2 lb Elven Bow +50% cost from Elves only; +50% to short and maximum ranges; Advantage within half the short range distance, available in all standard types. Elven Thinblade Martial Melee Weapon; 100gp; 1d8 piercing; 1 lb; Finesse Executioner’s Sword Martial Melee Weapon; 100gp; 1d10 slashing; 6 lb; Heavy, Versatile (1d12), -2 Persuasion,+2 Intimidation; Advantage on execution checks Falchion Martial Melee Weapon; 10gp; 2d4 slashing; 3 lb Garrotte Martial Melee Weapon; 20gp cost inly from Black Market, Rogue’s Guild, or priesthood of Kali-Set; – lb; 1 point slashing; 2-Hands, Finesse, Rogue weapon only usable as an attack from behind with surprise or as a sneak attack that inflicts damage as well as Grappled and Restrained, then begins Suffocation with next attack if grapple maintained. The weapon’s attack replaces all its wielder’s grapple checks. If the victim does have a chance to take a breath before the Suffocation begins the victim and has its Constituion modifier in rounds left to escape with disadvantage, while the wielder has advantage, before it drops to 0 hit points and is dying. Standard dame is inflicted with each round of grappling and suffocation. Gorn Gatling Bow: Martial Ranged Weapon; 300gp; 1d12 piercing; 50lbs; Ammunition (120/480), 1 shot per round heavy and two-handed if unmounted, 4 shots per round at one target or split up with disadvantage plus any additional attacks, 30 bolt belt, 1 action and 1 movement to change belts. Tripod: 8gp; 10lbs; 1 movement to setup and 1 action to mount bow or reverse. Ammunition Belt: 30 bolts; 2gp; 3lbs Hunting Knife Simple Melee Weapon; 2gp; 1d4 slashing; 2 lb; Finesse, Light, Improvised Thrown piercing, range 10/30) Katana Martial Melee Weapon; 15gp; 1d8 slashing; 2.5 lb; Versatile (1d10), Finesse Parrying Dagger Martial Melee Weapon; 5gp; 1d4 piercing; 1 lb; Finesse, Light, +1 AC if not used to attack Scythe Simple Weapon; 26gp; 3d4 slashing or piercing; 9lb; 2 Hands ; Target struck must make a
  • 56.
    54 Dexterity save ata DC equal to the total attack roll or be knocked Prone. Shagra Martial Weapon; 15gp from Pündi only; 1d4 bludgeoning or 1 piercing; 2 lb; Light, Finesse; Holds up to ten needles and 1 dose of poison concealed inside handle, and internal metal tube extends into blowgun with range 20/80 and Loading. Star Knife Martial Melee Weapon; 5gp, 1d4 slashing, 3 lb; Finesse, Thrown (1d4 piercing, range 30/100) Throwing Knife Simple Ranged Weapon; 2gp; 1d4 piercing; 2 lb; Range 30/100, Finesse, Light, Improvised Melee slashing Thuggee Dagger Martial Melee Weapon; 200gp from Kali-Set priesthood, Black Market or Rogue’s Guild; 1d4 slashing or 1d4 piercing + 1d4 slashing; 2 lbs empty (3lbs full); Finesse, Rogue weapon, Serpentine kris blade is worked into a snake’s tail that becomes a naked hilt with a snake’s head pommel, detailed scales are sharp edged along blade and form saw teeth that rip on the way out of a stab wound making the target make a Constituion save at DC10+weapon damage rolls or take 1 point bleeding damage each round. The pommel unscrews to reveal an inner vial big enough for three doses on injected poison, each released by one press of a scale stud at will upon a hit through holes hidden among the scales of the blade. also known as an Assassin’s Fang. Troll Double Spear Martial Weapon; 3gp in Dark North only; 1d6 piercing; 3 lb; Thrown (range 30/120), versatile (1d8), double weapon (can be used as having a weapon in each hand for an extra attack), Heavy; From Rhokargan only Xen Sword Martial Melee Weapon; 30gp in Arcanica or Xondra temples only; 2d4 slashing; 3lb; Finesse, Monk weapon looking like a sword crossed with a sickle Adventuring Equipment Anointing Oil (vial) 75gp; Virgin olive oil Blessed and then infused with a use of channelled divine energy anointing oil is equal to Holy water in effects but inflicts 2d6 plus the total of the priest’s Proficiency and Wisdom bonuses. Instead of inflicting damage, it can be used to anoint a target in preparation for a spell of blessing, cursing, curing, or inflicting to be cast next by a priest of the same god. This increases hit points affected, save DC, and duration units by the total of the priest’s Proficiency and Wisdom bonuses. Anointing willing target is an Interaction, otherwise it’s an attack. Priests treat these vials as Simple Weapons. Bloody Agony Injected; 90gp from Blood Elves only per dose for ten needles or 1 blade; DC14; 2d4 points of poison damage and the same number of hours of intense excruciating muscle cramping that immobilizes and leaves the victim exhausted upon the duration’s end. Class Text 40gp; 4lb; Class texts are scroll collections or books required to prepare spells and recover granted abilities after a long rest by mystical and divine paragons and those with priesthood covenants. Holy Water (flask) 25gp; 1 lb; as 5E Holy Water except that it is aligned to the God that Blessed it, inflicting 2d6 divine energy damage on outsiders, priests, paladins, and undead, more than one step away from the God in alignment. Priests treat these flasks as Simple Weapons. Nova Stick 400gp; 1 lb; basically a stick of dynamite with a 1 minute fuse that can be lit by an existing flame as an Interaction or by created flame as an action, with applying the flame lower enabling the fuse time to be reduced by 1 round increments to as low as the next available action. When it explodes the thump can be heard 120’away and felt 90’ away, the flash equals bright light within 60’, those within 30’ must make a Dexterity save DC15 or be Blinded and knocked Prone, and those within 15’ must
  • 57.
    55 save or takemultiple types of energy damage and become Stunned. Roll 1d6 and apply this full amount as separate points of Fire, Thunder, and Force damage on a failed save, reducing damage to half on a successful save and the condition to Deafened, with a natural 1 having the normal critical failure effect as well as adding Blinded to the list of conditions. The base duration of all conditions is also equal to this roll. Due to the god’s suppression of certain technologies, adding sticks together doesn’t have as much effect as it should. Two sticks set off together adds their effects as expected but for every two added to this +1 is to added to each type of damage as well as the save DC. Once reaching +10, any additional sticks fail to detonate. If someone carrying nova sticks critically fails a save against fire damage all the fuses are ignited, each with a countdown of 1d10-1 rounds. It takes and action to put out a fuse by hand, an interaction by immersion in water. If it gets wet or is more than 3 years old, it has a 1 in 20 chance of exploding every time it experiences jostling (such as its carrier being hit by an attack) of exploding. It is an Alchemical check at DC20 to make a nova stick with a critical failure resulting in it exploding in hand for Disadvantage on the save and a roll of 2d6 to apply to damage and duration. Pündi Poison Injected; 70gp from Pündi only per dose for ten needles or 1 blade; DC14; 2d4 hours of deep sleep that cannot be interrupted without magic. Transportation Air Ship Cost x5 from Humans only, a ship equipped with a balloon deigned by a goblin and a flat bottom with cargo hatch and ramp that leak in water. Balloon and the ship are each bonded with an air elemental of Large or grater size as appropriate, controlled independently or in unison with mounted control stones. Together, the elementals can move the ship at a speed equal to an elemental’s full flying speed plus the sailing speed of the ship when the wind cooperates and add their Dexterity modifier to the ship’s AC. Air ships are largely national military vehicles and thus Cost X10 for non- military or other nations and need to be discovered or stolen by other races for building at Cost x20 until they become ubiquitous then all fall to Cost x5, but are always +2000gp for control stones instead of attuning. Goblin Balloon: also known as a Cidboat, the original air ship created by the goblin Cidark, known as Cid, who flew it to the humans during the Century War after being rejected by his own people. Known for his love of expensive, flashy, gaudy, clothing, broad-rimmed felt hat with peacock feather, his arrival instituted the era of large scale aerial combat and travel. Costing 6000gp, the basic Cidboat is supported by a balloon, holds two Medium-sized passengers, and is powered by two Small elementals. The four person version costs 8000gp and powered by Medium elementals, with control stones costing +2000gp. Flying Carpet 2 person Cost 2000gp, 4 person 4000gp, +1000gp for control stone; Animated by Air Elemental Mithral armoured: Cost 20,000gp or 40,000gp, AC14 + DEX (max 3), Resistance to Fire. Sea Elf Ship Not for sale, constructed normally if sleeker than normal, but main mast is a Feywood branch taken root in the wood of the ship. Becoming alive, the wood grows together, nails pop out, and holes heal. Linked to the Sea Elf Hold of its origin as well as those adults connected to it, touching the main mast near deck level enables telepathic communication with all, at any distance within the Mortal Sphere. Then the ship is bonded with a Large to Gargantuan Water Elemental, as appropriate, big enough to move it at half the Elemental’s Swim Speed of 90’in the doldrums and to add the entire amount to the ship’s speed when the wind is blowing. Half of the Elemental’s hit point maximum is added to the ship and the ship’s AC increases by +4 (+2 DEX, +2 from natural armor). The Elemental can use the ship to attack with its full attack bonus, Strength included. Sea elves recover or destroy any stolen ship at all costs. The water content in the wood gives it Resistance to Fire and the ship can rest in order to heal, using the elemental’s HD for short rests. Onboard communication is telepathic between crew members and with the ship as long as in contact with the wood.
  • 58.
    56 Node Station Morgana LeFey created the Grand Node Station as part of her plan to use it, the new shield system, and the new Kaldarian armoured carpet force, to conquer Ahkracia in one night. It worked so well that when she offered to build them for other national capitals for a steep profit, they fought over the chance. A node station has a huge central circular domed building surrounded by numerous smaller ones, all with rooftop power circles. Inside, each of the smaller domes contains a power circle enchanted with a Gate spell target at one or more circles in other node stations, plus several that are used as secure arrival areas for incoming travelers diverted by the shield system. The central building holds defensive structures, administrative facilities and more Gate (wormhole) circles that are not targeted to any other nodes, used for other Material destinations and planes. Activated for the cost of a cantrip, using a targeted Gate circle costs 1000gp per person plus an additional 5% tax on the value of all goods and items carried though the wormhole. This pays for travel only in one direction. Using a non-targeted circle costs twice the targeted amount and carries half the standard Gate spell risk of missing the destination by half the standard distance. Targeting a Telestial Realm is five times the base cost with the normal Gate off-target rules. Targeting the Faerie Realms is ten time the cost. The Celestial Realms may not be targeted. Services Airship Passage Cost: 1gp per mile Carpet Ride Cost Between Towns: 3sp per mile Cost Within City: 1sp Node Travel Cost Per Person: 100gp plus local toll Cost for Cargo: 1000gp plus 10% value plus local taxes Siege Defense Shield System Created by Morgana Le Fey with help from a Kordeshi sunshield expert it consists of a power circle and obelisk built atop every wall tower as well as two in the center, all linked to the much larger one on top of the central dome of the Node Station. Drawing power from multiple sources through every Craft, the circles generate a spherical energy and probability field that warps to fit the shape of the city above and below. The field functions as an Antimagic Field, preventing magic from even being targeted through it and absorbing or dispersing all forms of energy damage, including divine energy, while recycling some for its own use. The field is entropic, draining qi and momentum from anything that tries to fly or fall through it. Creatures must make a DC30 Constitution save or be Stunned and a second one to prevent becoming Exhausted. A natural 1 one either roll renders the creature Unconscious and dying, thus requiring Death saves to stay alive. Stunned creatures keep the condition until they make a successful save. Any attempt to bypass the shield by planar travel, teleportation, dream walking is directed to a secure arrival circle in the Node Station. Attempts to Astral project or come through in incorporeal form are blocked as if by a wall of force. Outbound travel is not affected, nor is that within the city walls. The shield reinforces the walls and towers to give them Resistance to Bludgeoning damage. Hurled missiles such as catapult ammo get Disadvantage on their targets and inflict half damage. Only the physical disabling a power circle can bring down a shield. This has the effect of Dispel Magic cast with no bonus against a 11th level spell. The Wish of a Power can do this from outside the shield, with a bonus to the roll of +1 for a Minor Power, +2 for a Lesser Power, +3 for a Greater, and +4 for an Apex power.
  • 59.
    57 Combat Amputation and Gangrene Whendestroyed by acid, fire, force, lightning, radiant, or slashing, damage is an extremity severed from the body. Other forms of damage leave the dead extremity attached. Each hour after its demise, the owner must make a Constitution save at DC 15+2 per point of bleed value assigned to the extremity to avoid the onset of gangrene and the Poisoned condition. saves once gangrene sets in are to avoid 1d4 points of Constituion damage, required every hour until amputation or until 0 Constitution triggers Death saves to try and get back to 1 and stabilize until the next gangrene save. Amputation requires 3 points of slashing damage per point of bleed value assigned the extremity and inflicts the bleed value as Constitution damage due to shock and blood loss. If, before cutting, the cutter makes a successful Medicine check against the same DC as gangrene onset, the Constitution damage is reduced by 2 points. Amputations do not cause bleeding damage or infection. Amputation Constituion damage is restored by a long rest and gangrene damage at 1d4/long rest. Bleeding and Infection A bleeding wound continues to bleed until it clots as a result of a successful Constitution save at DC15 + Bleed value multiplied by 2, rolled every minute after receiving the wound. It can be cauterized by applying twice the bleed value to the wound in fire damage, by twice the amount in curative hit points, or by 1 use of a healer’s kit for a Medicine check at the same DC as the clotting DC. Receiving a bleeding wound carries a risk of infection equal to a Constitution save DC calculated the same as the clotting save. If the infection save is unsuccessful the individual gains the Poisoned condition and takes until a Remove Disease is cast upon them or they make the daily save. Every 24 hours after being infected, the creature must make an infection save to remove the condition or take 2d4 points of Constitution damage that rest and medicine can’t restore until the disease is gone. Once the condition is removed, each unconscious long rest restores 1d4 points of Constitution. Each successful Medicine check against the infection save DC allows an unconscious short rest to have the effect of a long one. Critical Rolls Rolling a natural 20 on an attack or damage save is a critical success. Rolling a natural 1 on an attack roll or save is a critical failure.  Attack Critical Success: doubles the damage dice and grants a chance of extremity damage equal to a DC25 minus 1 per dice size (4, 6, 8, etc.) with a bonus to the check equal to +1 per dice involved (3 d4 ++3), so 6d6 would have a DC19 with a +6 bonus to the check.  Save Critical Success: has the normal effect of halving any damage as well as treating all damage diced rolled as 1s.  Attack Critical Failure: the attacker provokes attacks of opportunity from opponents in range with melee weapons and those with prepared ranged attacks who are within half their short-range value or 30’, whichever is shorter.  Save Critical Failure: the target takes double damage, doubles the duration, and has Disadvantage on any additional saves to resist or break the effect as well as on any attempts to remove or dispel it. Execution Attacks Declared before rolling, executing an unhampered target requires a standard attack hit that inflicts no damage but grants an execution check at DC15 + 1 per 2HD of target rounded down, with the roll adjusted by the attack’s proficiency modifier. If the weapon is vorpal or a blade of sharpness the check is made with advantage. If the target is larger than the attacker the check has disadvantage, if the attacker is larger their check has advantage. An attacker cannot execute a target more than two sizes larger. Failing the execution check inflicts damage as normal but the attacker loses any further actions for the round and the target gets an attack of opportunity with advantage. Success results in damage plus the triggering of death saves, handled normally but with the target conscious and having advantage until failing the third save. If the target is Restrained the death saves are made normally in addition to the effects of the condition. If the target is Paralyzed or Unconscious, the death saves are made with disadvantage. If the original attack roll is a natural 20
  • 60.
    58 all death savesoccur immediately within the same round. Non-living creatures are immune to execution attacks, as are those without specific organs such as elementals, oozes, plants, and trolls. Extremity Damage A critical failure on a save against a nova stick explosion at ground zero or a critical hit by a vorpal weapon or blade of sharpness automatically triggers the extremity destruction process. A critical success on an attack roll has a chance of extremity damage equal to a DC25 minus 1 per dice size (4, 6, 8, etc.) with a bonus to the check equal to +1 per dice involved (3d4 =+3), so 6d6 would have a DC19 with a +6 bonus to the check. This check is made with disadvantage if the target is of larger size than the attack. Once triggered, roll 1d20 and consult the table with even numbers indicating the right side and odd the left, the indicated extremity being immediately rendered useless/unconscious, and required to start making Death saves the following round. After three successes, the extremity stops dying and is destroyed/severed unless the damage is Bludgeoning, Cold, Piercing, Poison, or Thunder, in which case it becomes Broken, remaining useless until the condition is removed by magic or by 3d20 long rests. Vorpal weapons get advantage and blades of sharpness disadvantage on the extremity roll. Not even a vorpal weapon is capable of destroying an extremity larger than two size categories beyond its own, inflicting only the bleeding damage in such a case. If the rolled extremity is beyond reach, move the strike to the next closest by number or roll again. Roll Extremity Death save failure Effects Prosthetic 1, 2, 17, 18 Leg 3 = destruction, Bleed 4 points per round Speed a 5’ crawl, disadvantage and no ability bonus to related skills and Dexterity saves. Acrobatics DC25 to stand and crawl. Melee attacks at Disadvantage Peg-leg restores ¼ Speed and returns half of ability bonus. Acrobatics DC20 5, 6, 15, 16 Foot 3 = destruction, Bleed 2 points per round Speed cut in half, disadvantage to related skills and Dexterity saves. Acrobatics DC15 to stand and dash Wooden foot raises Speed to ¾ removes disadvantage and makes. Acrobatics DC10 7-12 Hand 1= 1 finger lost 2= 2 fingers lost, Bleed 1 point per round 3 = destruction, Bleed 2 points per round 1 finger = B/P/S damage -1 2 fingers = B/P/S attack and damage -1 Hand = Unable to grasp, swimming and climbing Speeds cut in half, disadvantage to related skills, only half of ability bonus applicable. Hook-hand enables full ability bonus and allows a limited two- hand grasp. 3, 4, 13, 14 Arm 3 = destruction, Bleed 3 points per round Unable to grasp, swimming and climbing Speeds cut to 5’, disadvantage to related skills, and no ability bonus. Wooden arm restores ¼ of climb and swim and half of ability bonus plus limited two hand grasp 19 or 20 Head 1 = ear lost, Bleed 1 points per round 2 = eye loss, Bleed 1 points per round 3 = destruction Ear = disadvantage on auditory perception Eye = sight and attack ranges halved with disadvantage on visual perception Head = death Initiative All initiative rolls are made on d20 with ties resulting in actions and results resolved simultaneously and practical turn orders determined by the natural roll. Natural 1 and 20 have no special effects. This assumes that the combatant with the higher bonus is slacking off relative to the one with the higher natural roll.
  • 61.
    59 Adventuring Anthropoid Reproduction Unlike dragonnethireproduction, which is 100% certain to produce 1d6 offspring during their once an age category mating, the frequent mating of anthropoid races generally doesn’t produce offspring, with the chance dropping as the racial longevity rating rises, with the lower the rating, the higher the chance of multiple offspring. While dragonnethi lay eggs without personal risk, anthropoid birth carries a high risk of death for both mother and offspring, rising if more than two offspring are involved. Gestation length depends on the mother’s race. At the end of the duration labour begins, lasting 3d20 hours, after which the mother must make Birthing checks consisting of 3 normal Death Saves plus 1 per child with the required number of successes and failures for the mother raised accordingly (to 4+). The first failure is harmless. After this each failure kills 1 offspring with the final one killing the mother. Each additional Death Save is made after 1d4 hours for each child, adding to total birthing duration. Every 2 hours after birthing begins the mother must make a Constitution save at DC10+ 1 per 3 hours to avoid gaining 1 point of Exhaustion. 1 Exhaustion point is gained automatically without save every 6 hours. Treatment by the priesthood of Wicca grants advantage on the saves and reduces automatic exhaustion to 1 point every 12 hours. Birthing without treatment by someone proficient in Medicine grants disadvantage and increases automatic exhaustion to every 4 hours. Any offspring remaining after the mother’s death due to Exhaustion must make their own normal Death Saves to survive. A d20 roll determines the success of mating and number of offspring produced. If a 20 is rolled take the result and add it to another d20 and so on as long as 20s are rolled. Longevity Rating Gestation D20 (Offspring) 1-2 270 days 16 (5) to 20 (1) 3-4 540 days 17 (4) to 20 (1) 5-6 810 days 18 (3) to 20 (1) 7-8 1080 days 19 (2) or 20 (1) 9-10 1350 days 20 (1) C.P.R. Requiring full attention and total concentration for a full round, no other action may be taken while applying C.P.R. A dead individual may be revived and stabilized by a DC20 Medicine check made each round with success granting a death save. A critical failure leaves the creature with 3 points of exhaustion upon revival due to cracked ribs. If applied more than 1 round after death, the checks have disadvantage. C.P.R. may be continued until the creature makes three successful death saves and stabilizes with 2 point of exhaustion or until 5 minutes have passed since death, at which point only magic can restore life to the creature. Resuscitation doesn’t cure any conditions or wounds and leaves the treated creature stabilized with 1 hit point. After 1 minute, the resuscitated takes 1 point of Intelligence, Wisdom, and Charisma due to brain damage, continuing to accumulate 1 point of damage each minute that passes before resuscitation. Death and the Afterlife Except for soulless Dragonnethi, upon death, the spirit leaves the body to dwell in the Spirit World as an ethereal shade. Dragonnethi cannot be affected by Raise Dead or any form of Resurrection having no spirit to bring back. They require a Wish or Miraculum to return them from oblivion (See Retuning from Oblivion). The Ethereal Plane is experiences as a paradise of respite by some shades, a purgatory of contemplation and self-improvement, for others, and to others a prison cell to await judgement cut off from the life and pleasures they crave. The Spirit World Shades of the dead dwell in the Ethereal Plane, able to see into the Material Plane but unable to interact with it. Within 1d100 minutes, they see the pure radiance of the nearest Pearly Gates and irresistibly follow, moving rapidly down a dark tunnel to the Shade Sanctuary containing the Gates. Often the spirit can sense undead and other evil spirit trying to get into the tunnel, but this is not possible. Rawna creates the tunnel and her Reapers guarantee its integrity. Pearly Gates and Shade Sanctuaries There are many Shade Sanctuaries, locations Hallowed to Rawna with a permeant Calm Emotions attached, where shades gather to await passage into the Afterlife, typically an isolate or inaccessible valley, canyon, rift, or grotto, with the radiant energy Pearly Gates in the centre, Hallowed to Anubis, with the Gates acting as a joint altar. Until Anubis opens the Gates at the start of the Witching Hour on the 48th night of each month, the Repulsion effect of the Gate’s Hallow prevents most entities from coming near it. The radiant Gates become a Gate to the Celestial Courts on in Qohlahb on the Karmic Wheel of the Immortal Sphere, the only known way to travel directly there through magic. Unless the shade’s alignment is still in fluctuation, has been put
  • 62.
    60 into unstable balanceby conflicting lifetime actions, or has committed special action at the end requiring consideration, Anubis pre-approves the shade for release to their appropriate afterlife and immortal form. The Willpower DC for both the Hallow spells and attached effects is 30. Limbo Shades are given three openings of the Pearly Gates to cross over. Up to this limit Raise Dead is effective as long as the race responds and the body is preserved intact. After this limit the shade gets trapped in ethereal Limbo. If no funeral rites were performed on an anthropoid, that spirit must make successful death saves as if dying and succeed to cross over. Spirits may also make a Willpower DC25 to resist the crossing, due to unfinished business, extreme emotion, or a desperate inability to let go of life. Once in Limbo Raise Dead has no effect and a Resurrection or True Resurrection is necessary. Reincarnation Shades that reincarnate do so upon crossing into the Afterlife. Until then, they can be affected by Raise Dead. Once they have reincarnated, Resurrection and True Resurrection have no effect. A Wish or Miraculum is required to bring them back, if willing, from their new form. Raise Dead Raise Dead is effective until a shade has passed into Limbo or the Afterlife, then Resurrection or greater is required. Resurrection As well as acting as Raise Dead, Resurrection will affect those in Limbo, but not those who cross over into the Afterlife or reincarnation. True Resurrection True Resurrection affects all those that lesser spells do but also reaches into the Afterlife to call those willing back to their living forms. This ends their new form, resulting in a sudden death. Haunting Spirits in Limbo at the Witching Hour of the Night of Darkness must make death saves as if dying to avoid Orcus’s gift of chains of dark qi that attach them to the physical world as revenants (1 or 20 on d20) or ghosts (2-19), the undead creature rising from its death site at the end of the Witching Hour. Descending into Madness There are 10 steps: 1. Short-term Madness 2. Long-term Madness 3. Curable indefinite Madness 4. Indefinite Madness requiring Greater Restoration 5. Indefinite requiring Wish 6. Indefinite requiring extraordinary Wish 7. Indefinite incurably set into the spirit 8. 7 + Feebleminded (Intelligence and Charisma at 1) 9. 7 + Catatonic (Paralyzed and all Mental scores at 1) 10. 7 + Brain Dead (all Mental Ability scores at 0 and Dying) Encounter XP Thresholds Because Minosi, Minotaurs, and Rhokargan have far greater maximum hit point capacities than normal they are considered to be 1 level higher than actual when using the XP Thresholds by Character Level table (DMG pg.82 with 20th used for both 19th and 20th level characters. Information Checks Any check that produces knowledge or information about a subject has four main possible outcomes: 1. Critical Success: Highly detailed in-depth, even rare, information gleaned 2. Success: Standard information at a normal level of detail is gleaned 3. Failure: No information gleaned 4. Critical Failure: DM makes a secret Misinformation roll of 1d20, either choosing odd as a positive or negative mistake themselves, or letting the player have a choice, always treating a 20 as a correct guess that lacks any feeling of confidence or truth, and then the provide information accordingly. Intoxication The duration of intoxication and hangover effects continues to count down during short and long rests, including deep sleep. Addictive Compulsion Once addicted, first coming within 60’ of the addiction and every half hour until leaving its presence, each combat initiative roll, or the onset of intense emotion, can trigger an addictive compulsion if the Willpower addiction save is failed, lasting 1d10 minutes before a new save is required if still in range, with advantage if it is out of sight but location known. The compulsion requires the addict to obtain a dose as soon as possible
  • 63.
    61 within the durationwith a critical failure making the requirement immediate and violent. Alcohol The most commonly consumed drug, alcohol produces 9 levels of intoxication in those not immune to poison or its effects. Each dose (1 standard drink) requires a Constitution save at a DC6 for 1% alcohol in the beverage, DC8 for 2.5%, and DC10 for 5% percent, increased by DC2 for every 5% higher percentage to a maximum of 75%. Below 1% there is no intoxication and beyond 75%s a failed save causes the imbiber to become permanently Blinded, Poisoned until a long rest, gain 2 points of Exhaustion, and take 5d10points of poison damage. A critical failure requires two long rests to remove the Poisoned condition, inflicts 4 points of Exhaustion, and inflicts 10d10points of damage. Dwarven and orc alcohol grants disadvantage to the Constituion save for +50% the equivalent cost while elven alcohol doesn’t cause a hangover but is twice normal cost. A critical failure of an alcohol Constitution save otherwise inflicts 1 point of Exhaustion with a failure granting 1 level of intoxication increased by 1 level for every five points the save is failed by. The intoxication lasts for 2 hours at the same level before dropping one level, repeating every two hours until sober and the hangover begins. Additional effective doses reset the duration of drunkenness as well as increasing intoxication accordingly. Each additional dose save is made with disadvantage. 1 dose for a medium creature equals 2 for a small and 4 for tiny. It takes 4 does to equal 1 for a large creature, 16 for huge, and 64 for gargantuan. Each has an onset time of 6d10 minutes, with half the total subtracted from the remainder upon standing or with DC+2 if imbibed standing. Drinking a dose more than two hours after eating increases the DC+2. Poor quality alcohol requires a successful DC12 Willpower save to swallow with a critical failure making the drinker Poisoned until removed by a short rest and is usually half the listed cost except when it is all that is available. Watered-down beverages are reduced in increments of 5%, then to 2.5%, and then 1%. Once drunkenness is attained it takes a successful Wisdom save at the DC for the strength to keep from drinking more, made once every half hour, a critical failure resulting in a double dose. Once the effects end, a hangover sets in for 1 hour per intoxication level granting the individual the Poisoned condition upon failing a Constituion save at the %DC rolled at the end of the duration. A Charisma save at the same DC must also be made at this time to avoid Addiction that duplicates the effect of Geas spell, inflicting 1d10 points of psychic damage every 3 hours of wakefulness without a dose for 30 days. At this point another Charisma save made be made to break the addiction, otherwise the Geas is renewed. Short-term drunken madness is rolled randomly upon attaining level 6 and each time the duration of a form of madness ends, each period of non-clarity blacking out its memories. A result of 91-95 equals Unconscious and 96-00 indicates a period of clarity with relative self- control, both of which granting advantage to the next form roll. Drunkenness Levels The intoxication effects of alcohol are cumulative except for advantage and disadvantage which replace each other. 1. Advantage on Dexterity and Charisma checks and saves 2. 1 Inspiration Point and +5 temporary hit points but disadvantage on Intelligence and Dexterity checks and saves 3. +5 temporary hit points, advantage on Strength checks and saves, Immune to fear conditions, but disadvantage on Wisdom saves and checks 4. +5 temporary hit points for duration but disadvantage on Charisma checks and saves 5. Resistance to B/P/S and Psychic, advantage on save against Acid, Cold, Fire, Lightning, and Thunder, but treated as if under a Slow spell for duration 6. Immunity to fear and pain but afflicted by short- term madness for duration 7. Poisoned condition incurred from nausea 8. Incapacitated due to disorientation and dizziness 9. Unconscious Alcohol Strength Beverage Percentage Cost Notes Mead 2.5% 2cp Ale, Beer, Wine 5% 4cp A wine hangover suppresses all mental ability bonuses due to the severe headache Dwarven Ale, Fine Wine, Zur Saki 10% 2gp Liquor 15% 25sp Dwarven Whiskey 20% 3gp Orc Grog 30% 35sp DC15 for non-orc blood to swallow Hard Liquor 40% 4gp Dunnish Whiskey 45% 45sp
  • 64.
    62 Beverage Percentage CostNotes Moonshine 50%+5d10% 4gp Failing the Constituion save by more than 10 induces Poisoned condition until sober, critical failure making drinker Blinded as well Wyr Whiskey 55% 5gp Tequila 60% 6gp A tequila hangover takes suppresses all mental ability bonuses due to the severe headache Ogre Sludge 70% 4gp DC20 for non-ogre blood to swallow Over-proof Liquor 75% 65sp Caffeine The second most popular drug is caffeine. Coffee and tea each cost 2cp per cup/dose, eliminating 1 point of Exhaustion and reducing drunkenness by one level for 2 hours after an onset time of 2d10 rounds, with poor quality requiring a DC10 to swallow and 3d10 rounds onset. Taking additional doses at one time or while any are active increases the effects accordingly and requires a Constitution save upon becoming active at DC12+2 per dose beyond 1 in effect to avoid the Poisoned condition induced by nausea and the Frightened condition induced by nervousness, both removed by a short rest that includes the liquid evacuation of the bowels for 2d10 minutes. The Addiction save is DC12 and inflicts irritability that gives all Mental Ability checks and Willpower saves disadvantage until broken. Cannabis Also known as pipe weed, cannabis is the third most commonly used drug. It may be inhaled or ingested with an onset time of 2d6 minutes and duration of 2 hours. The intoxication causes amused relaxation that grants advantage to Wisdom checks and saves but disadvantage to Intelligence ones. If the save is failed by more than 5, the taker is incapacitated for 3 minutes per point below success. Failure by more than 10 induces the effect of Tasha’s Hideous Laughter for 1 minute per point below success followed by being incapacitated for 3 minutes per point. A critical failure doubles the duration of the negative effects and inflicts 1 point of Exhaustion. A short rest removes 2 points of Exhaustion caused in this way, a long rest all. 6 points of Exhaustion result in being rendered Unconscious for a long rest. Once active, cannabis acts as a Calm Emotions spell that also suppresses madness and any conditions inflicted by pain or nausea, while increasing any possessed level of drunkenness by one fir the dose duration. The addiction save DC for cannabis is 6 points lower than the potency DC. Additional doses taken at once or while intoxicated have disadvantage on all saves and reset the intoxication duration. The hangover is 1 point of Exhaustion for 2 hours per dose removed normally. It takes a Wisdom save at the potency DC+2 to resist taking another dose, made every half hour with critical failure creating a desire for a double dose. Addiction inflicts 1d10 points of psychic every metabolic cycle without a dose and inflicts irritability that gives all Mental Ability checks and Willpower saves disadvantage until broken. 84 does weigh one ounce, cannabis being available for cost from herbalists. Potency DC Cost Onset Weak DC9 5cp 3d6 minutes Moderate DC12 1sp 2d6 minutes Strong DC15 5sp 2d4 minutes Intense DC18 1gp 1d4 minutes Extreme DC21 5gp 1d10 rounds Returning From Oblivion If an entity has it spirit destroyed, or its immortal soul, restoration requires a trip to Acheron and a crossing of the Styx to access the Keystone of Reality. The entity may be drawn forth from the record in the Keystone and restored to life using the Keystone’s power, at the cost of the Ferryman’s price. This duplicates the effect of a True Resurrection spell cast on the creature. Torture Torture is Intimidation that goes beyond inflicting mild pain and discomfort for a round or two. Used to break the will of a subject, ideally without killing them, its effectiveness depends largely on time and equipment, as well as the skill of the torturer and resistance of the subject. Torture involving simple tools, devices, used over a long period of time is considered Moderate and has a Breaking DC10 for their Wisdom save, torture considered Severe uses larger more dedicated, complicated, expensive, equipment, and technique over a shorter period and has a Wisdom save DC of 15, while Intense torture has a DC 20 because of its exotic, often immobile, and frequently deadly, equipment and advanced techniques, used over an extremely short period of time. A creature can’t be tortured by something to which it has Resistance. Torture inflicts 1d4 points of Constitution damage per damage period, the exact length of the period and amount of rest permitted between depending on the torture level. For every 2 Constitution points of damage inflicted the wisdom save DC against breaking increases by 1, checked after each application of damage. At 0 Constituion 3 successful Death saves
  • 65.
    63 are required toreturn to 1 and stabilize. Once the will is broken, the subject falls under the Charmed condition as per Charm Monster, using the torturer’s Intimidation bonus and HD for the purposes of casting bonus, caster level, and spell DC. The torturer may use a Suggestion effect on a broken subject at will, using the Wisdom save DC against breaking with disadvantage. In addition to its normal effects, a critical fail on any of these Wisdom saves allows the torturer to control the subject as per Dominate Monster for 1 round per point of Intimidation bonus, before the Charm or Suggestion effect begins. Those in the priesthood of Lowyatar have Expertise in Intimidation as well as Resistance to will- breaking and torture damage. Level Period Rest Style Examples Moderate 12 hours Long rest per 2 periods Probing Subtle combination of psychological manipulation, gas- lighting, and abuse; Constant discomfort; Suspended Crucifixion; Cutting; Whipping; Dislocation; Gradually increasing pain Severe 1 hour Short rest per 6 periods Relentless Powerful combination of psychological manipulation, gas- lighting, and abuse; Minor surgery; Bone fracturing; Branding; Water torture; Thumb screws; Wounded Crucifixion; Fingernail pulling; Removal of small patches of skin; Rapidly increasing pain Intense 5 minutes None Brutal Constant disorientation and discomfort with random mental and physical abuse; Major surgery; Iron maiden; Rack; Inserted hot power; Flaying; Eyelid removal; Eye or orifice sealing with stiches; Keelhauling; Waterboarding; Emasculation or castration; Tooth pulling; Bone breaking; Amputation; Level Period Rest Style Examples Constant, or unpredictably varying, crippling pain Magic Metaphysics Based on the ideas in A.N. Whitehead’s “Process and Reality” as well as quantum and string theory, dreamweaving treats existence as the dream of the Tao, the Void’s spirit of infinite potential, growing increasingly complex as it strives to attain lucidity. The evolution of self-aware, free-willed, complex spirits leads to those who can attain personal measures of lucidity and influence the probabilities of the dream though conscious will and imagination. Qi, life-force of the Tao, powers these changes and can be woven into spells. Gathered qi prevents consumption of the dreamweaver by the change. Dreamweaving Able to influence probability to some degree, all complex minds can dreamweave, their minor alterations interacting with others to produce the effect called luck. The Barrier of Disbelief protects most from accidentally being consumed by their desires. The Barrier is usually broken through shamanistic visions induced by stress rituals, on mystic mushroom trips, or within the shared dreams of visionleaf. Spells Qi can be imbued with visualized intention and “woven” into “viral” matrices of predetermined probability, activated, amplified, and transmitted by specific sonic vibrations and intricate movements plus a spark of material qi and focused, situational visualization. The matrix then insinuates into the Tao effectively changing its mind and expression of the dream. The more improbable or radical the change, the more qi required and the greater the complexity and difficulty of the casting, producing the eleven Power Classes of spells. Spells learned by mystics and illuminati become internalized abilities while magicians write their more numerous lessons in books, hooking individual prepared matrices to their exterior qi to preserve their cohesion until cast. Mystics “convince” the Tao by harmonizing consciousness with a Key to become as one, illuminati charm it with artistic performance and storytelling, and magicians visualize their understanding into their spell qi to reason with it. Spells are divided according to power and complexity into a range from 0-level cantrips to level 10. Magicians use concentric circles to represent the relationship with the first outer Circle representing cantrips and the singular centre the sole 11 th Circle. This also represents how spells go from simple effects of singular purpose to complex wishes with all
  • 66.
    64 spells effectively drawingupon of being a simplified version of the core spell Miraculum. The Forms Concentrated potency, the Existential Forms are overarching thematic conceptual ideals essential to the Tao and embodied in or through Yggdrasil, Eden’s Tree of Life that bore the Gods, from which divine Powers directly draw divine energy (golden bolts that can repair or damage anything), Formal spells and abilities, and qi to weave spells. Each Form also has Formal Aspects which focus on slightly different powers and magic. There are 33 Forms with a total of 67 Aspects that make up the 100 wells of divine energy collectively known as the Font of Divinity. Paragons are mortals who so embody a Form that they can draw directly upon its abilities and spells, requiring focused visualized intention without the need for weaving, casting vibrations, or additional qi. Complex, or Martial, Paragons embody multiple Forms, using techniques in their sacred texts to broaden set Formal spells and abilities into more spells with casting vibrations and more abilities. All five types embody Struggle, rangers also drawing from Animal and Earth, paladins Order, Good, Light, and Life, and dark paladins Order, Evil, Darkness, and Death. Dark paladins follow Mordred’s Will to Power, light paladins Sirsyr’s Meditations on Honour, and rangers Mielikki’s The Wild Hunt. Superior Paragons, both types of paladins can directly channel divine energy for both its purposes. Divine paragons, or saints, are mortals granted access to a Form through the favour of a compatible Power. The Keys The vibrations as well as dissonant and harmonic interactions of the Forms resonate with the fabric of the planes to produce the Planar Keys. The exception is the Blood Key that resonates within all dragonnethi from the blood of Tiamat. The mystic mushroom, discovered by dragonnethi, allows initiate mystics to attune to a Key in order to draw power for spells and abilities. Once trained, the mushroom is no longer required to reach the proper level of altered consciousness. There are 17 Keys:  Celestial Keys: Holy and Unholy  Faerie Keys: Element (Air, Earth, Fire, or Water), Frigid, and Hart  Terrestrial Keys: Blood and Spirit  Telestial Keys: Bestial, Doom, Horror, Liminal, Metamorphic, Necrotic, Perception, Radiant, Stellar, and Uncanny The Companions The offspring of Thought and Memory, the Seven Companions sang songs created from the Keys to teach the early elven shamanistic knowledge-keepers who became illuminati, working magic through charisma on perception, emotion, and psychology. As they did in person with the Elder Gods, the Companions send out avatar-like guiding spirits to be expressed through the illuminati. Illuminati use totems of their Companion to focus their magic and as a link to their Guides similar to a priest’s sacred symbol. Body Casting Desperate spell-casters out of spell slots and sources for them can consume their physical qi on the form of 1 Constitution point per level of spell slot. Demon Summoning The common lower level summoning and conjuring spells do not summon the actual creatures named, instead they summon unborn spirits from the Dream Worlds of Utopia, the Dream Time, and Abaddon, and give them the temporary form of the named creature. Not so for summoned demons. Many demons escaped the raising of the Demon Wall that rapped the rest in the Abyss and now haunt the Dream Time and Abaddon, eager as the unborn for summons. More powerful planar summoning and the Gate spell contact the actual named creatures. Their astral forms appearing like thick black smoke, demons are formless spirits of dark qi, ever- changing and amorphous except for their powers, physical capabilities, Hit Dice, and intense lust for chaos, destruction, terror, horror, and agony. Demons given form by Cthulhu are daemons and loose a measure of their chaos. Beyond the Mortal Sphere, they can manifest all their powers and physical capabilities to other astral beings. Within the Mortal Sphere they must take possession of a body. When summoned, a demon must be targeted at a humanoid body, not a location. If not, the demon enters the Mortal Sphere targeting the caster for possession. To take possession of a potential host, the demon must make a possession attack (a proficient Charisma check or save) against the potential host’s Wisdom save. If it beats the victim, it takes control. If rejected, it is banished. If the host is an intact corpse (preferably fresh) the demon rises as a ghast with +1hp/HD of the demon and ability to use the demon’s magical powers at half their strength, giving victims Advantage on any save and resistance against any damage. If the host is an unwilling living creature, the
  • 67.
    65 demon is ableto use its magical abilities at full strength but targets still get advantage or resistance against their effects. The host also gains +1hp/HD of the demon while hosting it. If the host is a willing living creature the demon fully manifests its magical powers and physical capabilities, transforming the host’s body into its own. At the end of a summoning’s duration, the demon may make a possession attack to resist and remain in possession indefinitely. A host may try to exert control by make a Charisma save opposed by the possession attack of the demon. If successful, the host is in physical and mental control of the form until the demon reasserts its control. While in control, the demon’s alignment becomes the host’s but attacks and spells target the body’s mind and structure not the demon. Only spells such as Banishment affect the possessing demon. A demon in possession may transfer to another host by a possession attack made through touch. If a host is slain, the demon is forced out and if unable to pass through touch, is banished. Hit points gained from possession are temporary but remain and return after along rest as long as the possession continues. A demon may be summoned into a magic circle and trapped in its formless state. Demons, in possession or formless, can see astral projections and astral projections can see formless demons, but not those in possession. It requires spells such as True Sight to detect the demon within, although their alignment is detectable whenever they exerting control. Dimensional Translocation There are three methods used for rapid to instantaneous dimensional travel: coordinate shifting, wormholes, and the Dreamworld. Dream Walk utilizes the Dreamworld borderland between the Mortal and Virtual Spheres to blur distance and reduce travel time dramatically. Spells such a Gate open a wormhole targeted within or beyond a plane to create a doorway between distant locations. Teleport, Plane Shift, and most conjurations, use coordinate shifting to change the cosmic coordinates of the traveller or summoned entity to those of the destination or conjurer for incorporation into the next instantaneous permutation of Existence, basically hacking the cosmic program. Coordinate Shifting Coordinate shifting involves imposing quantum entanglement for quantum teleportation of the essential information from particles in one location to particles in another location, enabling instantons travel/ This is aided by the alteration of the original particles into virtual particles, releasing zero-point energy for creating and stabilizing virtual particles on order to add form and substance to the transferred information. For creatures conjured by spells of less than 5th level, the stability of their substance quickly destabilizes back into virtual particles returning their essential information to the Virtual Sphere. Information Shifting Involving fewer virtual particles than coordinate shifting, information shifting involves energy, most energetic conjurations employing this technique. Applied specifically to light it enables spells such as Blur, Displacement, and Invisibility by creating a probability field that teleports most incoming light information to the other side of the field or to another location. This dims the effective light level for the invisible creature by 1 step and prevents all reflected or generated light and related electromagnetic radiation from leaving the field. Planar Barriers The nature of the Immortal Sphere limits magic within it as well as plane travel to them. The Faerie Realms may be entered only through a Plane Shift or Gate spell cast on the Material Plane or a Faerie Circle connected to one in the Faerie Realms. The Celestial Realms may only be entered physically from the Air Realm. Those planes sealed by the Demon Wall may be reached and entered from beyond the wall without problem, but coming back encounters the Wall’s effects. This allows the summoning of entities that dwell there, except for Cthulhu, Orcus, Azathoth, and Pazuzu. The Dreaming The Sarllak Plant Appearing as a towering mound of foliage, the Numallean Sarllak is a huge bulbous carnivore it a large, strong, flexible sphincter in its top opening into a central cavity filled with painful acid and lined horizontally with circular, hard saw-toothed ridges turning alternating directions by twisting fibrous contractions. The same Kevlar-like fibers give it Nat AC +10, DR10/adamantine, and Energy Resistance 10 to all but Cold. It constantly emits an Anti-magic Flied and a 100-foot radius perfume cloud that creates an entrancing hallucination of a plant so glorious that victims walk freely to its side and stare motionless in helpless awe. A sarllak plant can also emit a blast of panic-inducing pollen in a 30-foot radius that leaves even the hardiest shaken. Its base ring of dozens of relatively small vine tentacles trip and entangle Medium
  • 68.
    66 and smaller creaturescoming within a 10-foot radius, while a dozen much larger vines lash and grab up to Large creatures for deposit in the cavity next round. Each has thorns with deadly Constitution poison able to be employed while striking or grabbing. A Large meal can last a sarllak up to 48 days, a Medium 24, and a Small 12. Once planted, the Diminutive plant sprouts after a week, growing a size category each week until Huge and living roughly twelve years before producing 3d4 bulbs and dying. The root of a sarllak plant produces 5d4 doses of clear, blue juice. Brewed Twilight Although the Arcanum claims it to be a brew of a rare Numallean mushroom, flowers, and other ingredients, this is to throw people off the truth. Heated from blue to indigo, the pure juice of the Sarllak Plant emits an earthy steam with a hint of spice. Imbibed, it burns into the body, filling it like liquid flame before blasting the imbiber into the Dreaming. Blitzkrieg During the 11930s, Hister sent expeditions into Numallea looking for artefacts of power and the source of brewed twilight. They returned with three sarllak plants from which Hister created blitzkrieg, known commonly as blitz, to turn normal soldiers into super soldiers known as Stormtroopers. During the Witching Hour of the Night of Darkness, planting a Sarllak bulb blessed jointly by priests of Cthulhu, Kali-Set, and Pazuzu, in ground freshly Hallowed by the same priests starts the process of creating a blitzkrieg plant. Upon attaining full growth, it must be sacrificed at least one anthropoid child meal per week until the following Night of Darkness. During the Witching Hour, a virgin priest of a good god is sacrificed to the plant’s hunger, completing its transformation. Two thirds of its leaves turn colour, half to red and half brown as its perfume cloud condenses into a Stinking Cloud of decay and rot. It immediately produces 3d4 bulbs and dies, the bulbs producing blitzkrieg plants no longer requiring blessing or sacrifices but still needing ground Hallowed by a priest of one of the three gods to sprout. Acquiring the Advanced Template and an additional +2 Hit Dice, blitzkrieg plants mature twice as fast and require more frequent meals, a Large one lasting up to 16 days, Medium 8, and Small 4. The small vines grow vampiric thorns that bleed entangled victims 1d4 Con per round, granting +1 temporary hit point to the plant each time. The overwhelming terror evoked by its pollen burst knocks out victims, panicking those who resist. Priests of the three Gods are treated as having 0-level Sanctuary, Hide from Plants, and Hold Plant spells effective only on blitzkrieg plants. A blitzkrieg plant lives up to four years before producing bulbs and dying. The dried, pulverized core flesh of the central root produces 10d10 doses of pale yellow Blitzkrieg powder for snorting. Hitting like Twilight Tea enhanced by witchcraft, it drills through the Veil. Creating a temporary conduit with the Soul grants the effects of attaining one of three levels of increased Existential Clarity (Awoken, Enlightened, or Ludic) without inner resistance, but with the risk of going beyond Lucid to berserk or death. An inhaled or ingested dose of blitzkrieg always has an effect. The taker makes a Constitution save at DC25 to determine the intoxication level:  Critical Success: Advantage of Charisma and Wisdom checks and skills, disadvantage on Wisdom and Intelligence skills and checks; +5 temporary hit points; Confusion/Exhaustion/Withdrawal/Addiction DC10 with advantage  Success: Advantage of Charisma checks and skills, disadvantage on Wisdom skills and checks; Confusion/Exhaustion/Withdrawal/Addiction DC15 with advantage  Failure: Attain Awoken status; Confusion/Exhaustion/Withdrawal/Addiction DC15  Failure >10: Enlightened status; Confusion/Exhaustion/Withdrawal/Addiction DC20  Failure >20: Lucid status; Confusion/Exhaustion/Withdrawal/Addiction DC25  Critical Failure: Overdose (convulsions and seizures inflict 3d10 points of damage to both Constitution and Intelligence) The effects of each dose lasts 1d6 hours, requiring a Wisdom saving throw at the noted DC to prevent Confusion for 1 round per hour of effect with a critical failure resulting in Confusion during the entire duration. Each hour of effect inflicts 1 point of Exhaustion all of which hit when the effects end. A Constituion save at the noted DC cuts this in half, rounded down. Another Constitution save is also rehired to prevent incapacitation due to withdrawal that goes away after a long rest and a successful Constitution save, preventing Exhaustion recovery until it does.
  • 69.
    67 Once the withdrawaleffects end, the character must make Wisdom save to prevent addiction, which takes the form of Geas spell to get more, a basic spell for less than Awoken, a 7th level slot spell for Awoken, 8th level for Enlightened, and a 12th level slot for Lucid. A Greater Restoration or a Wish cures the addiction. Otherwise they get a save at the end of each duration period to break the addiction or it continues for another full duration period. The psychic damage is delivered 1 damage dice per 3 waking hours they go without and each day the addict must make an addiction save or have the Poisoned condition. Taking multiple doses of blitzkrieg is highly dangerous. A second dose adds 1d6 hours to the duration and causes all new saves with disadvantage, more intense effects replacing lesser. Each dose after this has the same effects as the second but carries a Death save to prevent immediate overdose, made with disadvantage after the third dose. Entering the Dreaming The Dreaming is entered by ingesting brewed twilight, placing the Dreamer into a dreamscape with three levels separated by Veils: Ethical, Foundational, and Spiritual. The goal is to pass through the Veil between body and soul to achieve one of three levels of Existential Consciousness: Awake, Aware, or Lucid. Should a natural 1 be rolled on any check to convince a Psychic Aspect or the spiritual True Self it provokes immediate attack upon the Dreamer. If the Persuasion, Deception, or Intimidation, check is made against an Aspect of opposing alignment has Disadvantage. The True Self when encountered has the Dreamer’s original alignment and any change in the Dreamer’s present alignment from Aspect defeat (unconscious or dead) makes convincing it to cooperate more difficult. A change of 1 step causes disadvantage, 2 steps also remove any proficiency bonus, and changing to an opposing alignment drops success to only on a natural 20. The Existential Veil Forms as body, memories and skills are developed in infancy and childhood, growing thicker until the spirit and body are completely separated. The Dreamscape The dreamscape may be anything appropriate to the dreamer, from familiar and realistic to fanciful and allegorical. Due to the malleable reality, it is possible for any mind to shape its environment enabling the at-will use of spell-like abilities that require the same casting time, but no components, and have the same effects as any spell of any type within the level limit of the Sphere. Wisdom is used as the casting ability with casting level and proficiency dependent on the plane. Doing so requires a Casting Check at DC15+spell level according to the following: 1-4HD (non-proficient with disadvantage); 5-8HD (non-proficient); 9-12HD (proficient); 13-16HD (advantage); 17+HD (no check). Psychic Aspects Inside the dreaming, the Aspects of the psyche are represented by duplicates of the dreamer, exact in all ways except appearance, which may reflect the dreamer’s character or self-image (such as good being represented by a child) and always differs in respect to colour in that good is always represented by white, evil by black, ethical neutrality by grey, order by blue, chaos red, and foundational neutrality purple. All want to be in control and to prevent the dreamer from going deeper into the Dreaming and are willing to kill each other if necessary, the degree of necessity depending on the dreamer. Always able to abandon the Dreaming and wakeup, the dreamer can only go deeper by convincing the Hostile parts to allow it, by rendering them both unconscious, or by killing them. The foundational and ethical neutrals can only exist while there are extremes. If an extreme dies, the neutral takes its place. The goal is to pierce each level’s veil and reach the Spiritual Aspect, the Essential Self, in the Core. Influencing Aspects All Aspects want to be in conscious control of the psyche and fear the result of allowing another Aspect to enter a deeper level. The mere presence of the Dreamer can cause battle between the other Aspects. Each must be convinced to allow the Dreamer to pass through the next Veil or cooperate in keeping the other Aspect from preventing such passage. There are three periods when attempts may be made to Influence each of the other Aspects in a psychic level: upon first encounter, each time the situation significantly changes, and after each minute the encounter lasts. Three attempts may be made on each Aspect during each influence period using a Deception check, an Intimidation check, and a Persuasion check. The first check is made normally, the following one at disadvantage, and the third with disadvantage and half normal total bonus. a critical success grants enthusiastic cooperation that grants advantage on the first check used to influence the remaining Aspect. A critical failure results in increasing hostility with three inciting attack immediately follow the Influence attempts on both Aspects. Each critical
  • 70.
    68 failure also givesdisadvantage on the corresponding check made for the other Aspect. Psychic Balance The balance of the psyche depends of the existence of two extreme Aspects and a neutral Aspect, the psyche’s Neutrality unable to be maintained if a slain extreme is not restored to life within 1d4 rounds. At this point, the neutral Aspect immediately assumes the extreme point of view. If the other extreme is then slain, the Aspect can choose to remain with its extreme point of view or return to neutrality. Raising a slain Aspect guarantees its cooperation except on a critical failure of the check. A slain Aspect can be regenerated with consistent behaviour and a successful Charisma DC25 save made after each year multiplied by Longevity rating. Dreaming Damage Although energy damage behaves normally within the Dreaming it is all actually psychic damage. Rendering an Aspect unconscious inflicts an immediate 1 point of Exhaustion. Each slain Aspects inflicts 2 points of Exhaustion on the Dreamer. 6 points of Exhaustion ejects the Dreamer from the Dreaming dying. Slaying and replacing the True Self requires a Constitution save DC25 to prevent all Exhaustion points becoming permanent, with success reducing permanent Exhaustion to 2 points. A Wish enables these permanent points to be removed normally and an extraordinary Wish to remove them all immediately. Each time an Aspect is rendered unconscious the Dreamer must make a Wisdom save at DC15 to avoid as per Witchcraft. This rises to DC20 for a slain Aspect or an unconscious True Self, and to DC25 for a slain True Self. If one is already unconscious or dead, the saves for additional ones are made with disadvantage. As usual, a victim of gets a new save to remove it if a Greater restoration is cast upon them, with advantage if a Wish is used, and is cured by an extraordinary Wish. Healing, raising, resurrecting or otherwise restoring an Aspect from its condition removes the inflicted Exhaustion involved from the Dreamer. Only the True Self can’t be restored if slain. If the Dreamer becomes unconscious or dying, they are ejected from the Dreaming in the same condition. If slain outright, they are ejected dying with 5 points of Exhaustion. Personal Demons When attempting to pass through the Veils of each level after the dealing with the Aspects, the Dreamer can experience a psychic blockage, a personal demon they must face, survive, and banish. This is usually takes the form of having to face deep physiological emotions and traumas that induced life-long fear, doubt, depression, guilt, and the like, in the form of a Phantasmal Killer, related in theme to either the Ethics or to the Foundations. Passing through a Veil takes three successful Death saves following the normal process for Death saves with one save per round. Failing three, or a critical failure, triggers the effect which lasts until a successful save is made or 1 minute. On a critical failure Death save saves against the Phantasmal Killer have disadvantage with the damage increased by 2 slot levels, or by 1 if it occurs as the second failed roll. Psychic Ethics The Ethical level divides the dreamer into Good, Evil, and Neutrality with the dreamer’s consciousness in the appropriate role. Convincing another Aspect to cooperate is DC20 at this level. The dreamer requires unanimous or overwhelming cooperation to advance inward, or at least no opposition. Psychic Foundations The Foundational level divides the dreamer into Chaos, Order, and Neutrality. Passing beyond this level takes the dreamer through the Existential Veil. Convincing another Aspect to cooperate is DC25 at this level. The dreamer requires unanimous or overwhelming cooperation to advance inward, or at least no opposition. Psychic Core The Core level is the dreamer’s spirit resides, the Essential Self. Piercing the Veil brings the consciousness into contact with the spirit. This enables the dreamer to attain a level of Existential Clarity depending on the cooperation or domination of the soul. The soul resists such cooperation because it makes it more vulnerable.  To become Awoken the dreamer needs to make three successful checks at DC26 before three failures to convince the spirit, the same three failures applying to attempts to achieve higher further Clarity.  To become Enlightened by the True Name, the Dreamer’s unique existential frequency, requires an additional three successes at DC28  To join with the Essential Self and become a Lucid psyche requires and additional three successes at DC30 Enforced Clarity Attaining one of these states through force is possible but risky. Becoming Awake can be accomplished by duplicating the effect of Qi Rape (without the coup de
  • 71.
    69 grace) on theunconscious but stable Soul. This causes the Soul to make a Will save and a Fort save against the spell. Failure of the first gains the desired state. Failure of the second inflicts 1 point of constitution damage per 2 caster levels to the soul and dreamer (real and imagined), or 1 per 3HD. To become Aware the dreamer must create the same effect on the dying Soul with a +5 bonus to its Will save and failure of the Fort save inflicting 1 point per caster level or 1 per 2HD. To attain Lucidity the same must be done on the soul the round before death with a +10 bonus to the Will save and a failed Fort save resulting in the Soul’s death. Psychic and Spiritual Damage Each Aspect rendered unconscious inflicts 1 point of Exhaustion and each slain inflicts 2 points. Unconsciousness forces a DC15 Wisdom save and Death a DC20 save both with +1 to the DC for ever prior Aspect affected by either condition. Failure results in as per Witchcraft. Each unconscious Aspect inflicts 4 points of Constitution damage to the Dreamer with 0 CON resulting in being ejected unconscious rom the Dreaming. Each dead Aspect inflicts the 8 points of damage recovered at the rate of 1 point per long rest, Restoration only returns half the normal amount normal and 1 point per dead Aspect is lost permanently, impossible for even an extraordinary Wish to restore. If reduced to 0 CON by a dead Aspect, the Dreamer must make immediate Death saves. 3 successes mean ejection from the Dreaming with the dying condition. 3 failures eject the Dreamer already dead. Rendering the True Self unconscious or killing it inflicts counts as 2 Aspects at once. Killing the True Self requires immediate Death saves with disadvantage to prevent immediate death with three successes raising Consciousness to the Awoken level as the conscious Aspects take its place as the new True Self. Being rendered unconscious or dead by an Aspect gives that Aspect conscious control. If the True Self renders the Dreamer unconscious they are ejected unconscious. If slain, the Dreamer must make immediate Death save with 3 successes ejected them dying and three failure ejecting them dead. If the True Self and Dreamer are both slain the Dreamer the character can only be brought back by being Returned from Oblivion (see section Spells: Descriptions). Any damage taken in the Dreaming still remaining when the Dreaming is left becomes real psychic damage upon waking, with a DC20 CON save for half damage, none on a critical success, and double on a critical failure. Exhaustion caused by unconscious Aspects or True Self decreases normally. Those from slain one decrease at half the normal rate and 1 point remains permanently, 2 for just the True Self, and 3 if the True Self was among others. Permanent exhaustion requires an extraordinary Wish to eliminate or a normal Wish to remove 1 point. Existential Clarity Defined by the quality of the communication between the consciousness and the spirit through the interference of the Veil, the State of Clarity attained includes all the benefits of the level(s) below it, all bonuses being cumulative except where the superior replaces the inferior. In the vernacular of the Dreaming the four States of Clarity are referred to as States within the Waking Dream, with Asleep the term for the basic Subconscious State of mortality. Informed (Awake) The consciousness establishes a communication channel worth the Essential Self through the Veil accessing its qi and knowledge to gain:  Spiritual Insight: +1 level  Cellular Control: Able to spend HD for healing as a bonus action, fully restored by a short rest  Form Control: Disguise Self at will  Inner Eye (spiritual vision): Darkvision +30, Detect Evil and Good as per Eldritch Sight  Ancient Intuition: Luck feat with one roll usable for any check or attack roll involving Mental stats.  Integrated Consciousness: Add +1 to all Mental ability bonuses  Agelessness: Age penalties and apparent aging stop  Psychic Awakening: 1d4-1 (minimum 0) rolls on Psychic Ability chart. Enlightened (Aware) The dreamer learns their True Name, the exact unique frequency of the thought comprising their qi, enabling them to finely tune the connection with the spirit, enabling stronger energy flow, deeper self-knowledge, and greater situational awareness. The possession of a True Name by an opponent gives the owner disadvantage against the possessor’s spell and attack saves and vulnerability to all damage inflicted by the possessor. The possessor has advantage on all attacks against the owner and on any attempt to Dispel or Counter the owner’s magic. Every directive of the possessor has the effect of a Dominate spell if not
  • 72.
    70 resisted by aCharisma save against their spell DC. Lastly, the possessor may use the True Name to place the owner under a Geas on a failed save against the spell, of 30 day, 1 year, or indefinite, length, able to renew or replace it once expired or completed. Generally only a deep probe with Detect Thoughts or some form of domination has a chance of getting a True Name out of a possessor but the owner gets a Charisma save with advantage against the attempt. The dreamer gains:  Spiritual Insight: +1 level  Cellular Control: Treated as if possessing the Durable feat (actual feat stacks)  Form Control Alter Self at will  Inner Eye: Darkvision +30, See Invisible as per Eldritch Sight  Ancient Intuition: Luck feat with one roll usable for any check or attack roll involving Physical stats.  Integrated Consciousness: Add +1 to all Physical ability bonuses  Agelessness: Maximum age doubled  Psychic Awakening: 1d4-1 (minimum 0) rolls on Psychic Ability chart. Amplified (Lucid) The shattered Veil falls, uniting the psyche and spirit into a single consciousness and granting the Dreamer:  Spiritual Insight: +1 level  Cellular Control: Get 2HD to spend for healing for every 1HD possessed  Form Control: Polymorph ( Self) at will  Inner Eye: Darkvision +30, True Seeing as per Eldritch Sight  Ancient Intuition: Two additional two rolls each for Mental and Physical Luck.  Integrated Consciousness: Add +1 to all Mental and Physical ability bonuses  Agelessness: Unlimited longevity created by qi- infused blood removing maximum age limit but not metabolic need for sleep, water, food, and air. Unified in the Afterlife into a soul, a true immortal body has its blood replace by the qi of its spirit and its metabolism is self- sustaining.  Psychic Awakening: 1d4-1 (minimum 0) rolls on Psychic Ability chart. Aftermath All damage taken in the Dreaming is real psychic damage. If the Dreamer replaced their True Self by slaying it or became Lucid, they can never attempt the Dreaming again. If more is ingested, the seizures and convulsions caused by a brewed twilight overdose inflict 3d10 permanent points of damage to both Constitution and Intelligence, restored only by one Wish per Ability score or an extraordinary Wish for both. If this is not the case, the Dreaming may be entered again after they gaining a level, and again a level after that attempt, and so on until one of these limits is reached. Those who pass through the Dreaming usually bear some mark of the experience in their appearance, most often in the form of an alteration in bone structure, height, weight, healthful appearance, senses, or the colour of eyes, hair, or skin, although more dramatic and shocking changes can happen if warranted by the events of the Dreaming. The Fifty Sacred Names of Marduk Spells using glyphs, runes, symbols, or words draw upon the Fifty Sacred Names of Marduk, each name possessing its own power in written or spoken form. From strongest to weakest they are typically referred to as Power Words, Symbols, Glyphs, Runes, or Words (e.g. Placebo and Healing Word). Fire Diamond Fire diamond contains qi that makes it appear to have an internal flame. The standard fire diamond holds enough qi to be used as 10 sorcerous points by any spell-casting class. A diamond’s value multiplies in proportion with the amount of points contained within, which correspond with size, clarity, and quality. The Inner Eye Also known as Spiritual Sight, focusing the Inner Eye allows the spirit to sense qi and discern increasingly deeper levels of existential detail that the brain interprets as mental visual images. `There are six levels of resolution: Fogged (no awareness), Fuzzy (discerning patterns of qi at the macroscopic level, experienced as Eldritch Sight), Clear (discerning the radiant and surface qi to the microscopic level, experienced as Darkvision), Sharp (discerning the qi at the molecular level and the inherent radiation of empathy or antipathy, experienced as seeing the auras of Detect Evil and Good), Fine (discerning the deep detail of substance at the elemental level, experienced as See Invisible), Extreme (discerning the deepest level possible, experienced as True Seeing). The spells mentioned focus the Inner Eye to the appropriate level, many races and dreamweavers possess or develop focus, and those who pass through the Dreaming are able to attain up to
  • 73.
    71 Deep Resolution. Beyondthe range given by the appropriate spells and Darkvision, the Fog of Existence created by the atoms and energies of air, heat, light, magnetism, cosmic radiation, and such down to the omnipresent Tao, grows too dense discern detail. Material Components Aldyryc magic doesn’t use minor material components like spider webs and the like, usually included in a component pouch. For the normal listed material components other than those added within the spell description the following value of crystals are consumed according to the spell level: 1. 1cp 2. 5cp 3. 1sp 4. 5sp 5. 1gp 6. 5gp 7. 1pp 8. 5pp 9. 10pp Mind Casting Mind casting is casting spells directly by the imposition of will upon reality without components. It requires a Casting Check at DC24 plus 2 per missing component category. A critical failure inflicts 1 point of Exhaustion and expends the spell slot. A critical success raises the effective slot level of the spell by 1. Failure doesn’t expend the slot. Mystic Mushrooms Powerfully hallucinogenic, the mystic mushroom causes the same effects as an Astral Projection spell with one full dose lasting 1d12 x 30 minutes and a Constituion DC of 24 to resist. Mystics use a full dose to allow their astral forms to attune to their Keys and then take gradually smaller daily doses until they can maintain their connect without it. 1 dose costs 10gp. Oath of the Styx Many being swear blood oaths or upon the River Styx as the most serious of honourable compacts. However, this is only truly binding if the priesthood of Charon is involved or the two are combined. This creates a Geas for the Oath. A true Oath of the Styx requires the people swearing to cut themselves and press the wound together so that all involved share blood. Then they take the Oath. This is absolutely binding and can only be released by the priesthood of Charon. Breaking the Oath comes with an instant Geas damage warning. If not remedied within one minute, the Oath breaker is taken by the Styx never to be released. No distance, magic or physical barrier prevents this and even Apex Powers must submit without a save. Thus true Oaths are extremely rare. Paying the Reaper Raise Dead and Reincarnation require a valuable sacrifice made to the Reaper that responds in order for it to summon the desired spirit waiting in the Ethereal Plane and release it to life. In addition, all Resurrection spells require paying Rawna’s Price, A Life for a Life, in order for her to call them from the Afterlife and split their soul for return to mortality. The wishes of the dead may cancel the spell, but not until after payment is made and debt incurred to the Raven Queen. Prismatic Magic Prismatic Spray and Prismatic Wall are Conjurations that draw energy from the Seven Seals of the Demon Wall. The effects are altered as follows:  Reduction to 0 hit points by any of the listed damage forms results in the same effect as Disintegrate.  Prismatic effects reach into the Ethereal plane, ignore Resistance, treat Immunity as Resistance, and affect astral projections.  Prismatic energy is unaffected by Antimagic Field but can’t be cast within one as with any other spell.  The violet layer projects a probability field with a radius equal to the layer length, extending its effects to all teleportation and planar travel attempting to enter the protected area. A successful save returns the individual to their point of departure or entry point at the edge of the protected area. Any other attempt to target a spell into the protected areal results in the spell being targeted on the caster if possible, failing if not.  Walls affected by a Permanency ritual are able to regenerate 10 points of damage per round plus 10 per intact layer, rebuilding damaged ones before restoring fallen layers from 0, even if dispelled.  Colours throw targets who fail the save 10’ away from the caster or wall plus 10’ per layer already passed through, requiring a Dexterity save to avoid landing Prone. Contacting any hard objects inflicts 1d6 points of falling damage per 10’ of movement cut-off by immobile objects or per 10’ traveled before striking mobile ones of at least half the target’s weight. Each mobile object struck reduces total distance travelled by 10’. Colours 1. Red: 10d6 points of psychic damage, Frightened if save fails; Weakness: 60 hit points of White Art converted spell slot healing followed by Dispel Magic.
  • 74.
    72 2. Orange: 10d6points of thunder damage, Deafened if save fails; Weakness: 60 points of force damage followed by Dispel Magic. 3. Yellow: 10d6 points of force damage, Stunned if save fails; Weakness: 60 hit points of disintegration damage followed by Dispel Magic. 4. Green: 10d6 points of radiant damage, Blinded if save fails; Weakness: 60 hit points of damage by a Death spell followed by Dispel Magic. 5. Blue: 10d6 points of divine energy damage, Paralyzed if save fails; Weakness: 60 hit points of divine energy healing followed by Dispel Magic. 6. Indigo: Restrained and Petrified as normal; Weakness: a Rock to Mud spell followed by Dispel Magic. 7. Violet: Blinded and Transported as normal but remain Blinded until a successful save, roll d6 to end up in Abyss (1-2), Gehenna (3-4), or Abaddon (5-6); Weakness: a Plane Shift spell followed by Dispel Magic. The Demon Wall is a deformed sphere containing the lower Telestial Realms, at least 100 times more powerful than the spell with disadvantage on all saves and weakness exploitation, requiring at least a Lesser Divine Power Rank to attempt. Until the 2nd and 4th Chaos Waves weakened the Seals, an Apex rank was required. Visionleaf First sprouted in Eden, the visionleaf plant is the more potent ancestor of cannabis. Inhaling or ingesting a dose places the individual into a mental state close to the Dreamworld that enables those sharing it (multiple doses are smoked in one pipe or eaten from one batch) to meet in a shared dreamscape of their surrounding that enables magicians to train apprentices in their cantrips until they are tricked into doing so on regular cannabis, breaking the Barrier of Disbelief that prevents accidental dreamweaving. A dose of visionleaf costs 50gp and is typically purchased from the Arcanum. It costs twice this one the street and is a popular form of entertainment. 1 dose of visionleaf creates a shared dreamscape for 2 hours that can be left by making a Charisma save at DC20, 1 attempt per minute with a critical failure granting disadvantage on the next attempt. The dreamscape overlays the material world around the dreamer granting disadvantage on Perception checks regarding the material world. While dreaming, the body is Paralyzed. Once the dreamscape is left, the individual enters a state of amused relaxation that grants advantage of Wisdom saves and checks but disadvantage on those for Intelligence. This lasts for 2 hours before sobriety returns and 2 points of Exhaustion are gained. There is a risk of attracting a native entity of the Dreamworld to the dreamscape equal to 1d20 rolled every 30 minutes with a 1 resulting in the attraction of something nasty and a 20 something simply curious or potentially beneficial. Wizardry The six magician’s Crafts began as unrelated Sorceries learned by rote and practiced without intellectual understanding. Melkor the goblin was contacted by Orcus to serve as the first priest and reveal the Mortis Liber. Melkor and his son Sauron discovered it buried deep in the Underworld of Aldyryc. Copying the book’s groups of arcane rituals, Melkor created the first sorcerous texts. This allowed sorcery to spread, except Druidic Lore for which orcs had little talent or interest. Melkor rallied the orcs around the book, eventually founding the Murhkar Empire that Sauron the Necromancer would be first to rule. Later, more rituals were copied by faerie from the Vitae Liber before leaving the Faerie Realms and Druidic Lore came into its own. Priestcraft creates a divine covenant enabling the channeling of divine energy, Formal abilities, and qi for spells. Magecraft utilizes the caster’s qi, Enchantment that of inanimate matter, Necromancy the qi of other creatures and spirits, Druidic Lore the forces of nature, planets, and the Faerie Realms, and Conjuration the forces of the universe, planes of the Outer Spheres, and the structure of reality. Thousands of years after humans first arrived from their Old World of One Sun, Merlin the Magician, the younger of Rawna and Marduk’s two sons, introduced the concept of scientific investigation. His apprentice, Solomon, connected the Sorceries into the Crafts of Wizardry transforming sorcerers into magicians. Known as the Master Craftsman and First Wizard, a generalist of all six Crafts, he created the first true spellbook, known as the Key of Solomon. It is said to have emerald covers imbued with power akin the Mortis Liber and Vitae Liber. The Black and White Arts are essential expressions of antipathy or empathy that infuse the effects and creator of a prepared spell, capable of converting such into energy capable of respectively inflicting or healing wounds through touch. The Grey Art affords the magician an initial choice of orientation. Changes in character accrued through choices and cumulative use of spells of other Arts can shift a magician’s expressed Art.
  • 75.
    73 Unfortunately, although Wizardryunited the Crafts, it split the magicians into three Art factions and the Druidic Order that had formed a few centuries earlier. A struggle for dominance became the devastating Dream War, including the Witch Hunt of Draco’s Kaldarian Inquisition. Merlin brought it to an end by creating the Arcanum, made up of the three Artistic Orders, the Druidic Order, the numerous Divine Orders, and the Cerulean Order that enforces Wizard Law and protects the Arcanum. Each Order has a Speaker on the Arcanum Council from whom one is elected Speaker of The Arcanum, except for First Speaker Morden Kainen Gygax, appointed directly by Merlin. Druidic Lore’s Central Calculus The core of the Druidic Lore philosophy is the Universal Computation. The Formula has Four Expressions: Druidic Formula (Balance):Order / Chaos + Good - Evil = 1 Dark Energy Calculation (Process): Void / Tao + Quality - Entropy = 1 Cosmic Equation (Creation): ∞ / ∞ + Construction + Destruction = 1 or 0 / 0 + 1 + (-1) = 1 Evolutionary Reckoning (Progress): Opportunity / Potential + Benefit - Detriment = Continuity Druids and Ecomancers use their best numerical estimation of relevant complexity factors and variables, based on a large index of experimental values and result comparisons, to gauge whether their form of Neutrality needs to be applied to return to 1 or some other, or if multiple angles need be applied to the constantly changing, often increasingly complex and delicate, calculation. Sometimes this requires doing nothing in order to let it work itself out or to maintain its stable progress. Sometimes it requires doing the counter-intuitive and the disruptive, or using ends to justify means. A result in the Formula greater than 1 indicates expansion while less than 1 indicates contraction. The Arcanum Compass The Arcanum was founded on eight principle laws that they call the 8 Points of the Compass. The Cerulean Guard was created to enforce these as judge and act as judge and juror to offenders. Only the Arcanum Council can overrule them. 1. The Arcanum requires total loyalty and obedience to Council and Order, complete unity against common enemies, and willing cooperation on common problems. 2. All adept magicians must be members of the Arcanum, tithing 10% of all income to their Order each New Year’s Day as dues. Unaffiliated or excommunicated adepts will be Dream Locked permanently. 3. There will be no unsanctioned direct combat between magicians or Orders except in declared personal duels. 4. There will be no violation of the territory or property of other magicians or Orders. 5. Neither the Arcanum nor its Orders shall seek to rule more than itself. 6. Magicians will exercise restraint in Qi collection and environmental magic to minimize the chance of permanent existential damage. Qi Rape and Witchcraft are forbidden on pain of death. 7. Restraint in demon conjuring is to be exercised to prevent a demonic plague. 8. Magicians may work for opposing sides in conflicts but may take no direct action against one another or in any way detrimental to the Arcanum or Orders. Witchcraft The Ley was once a Key and accessible by a Druidic Lore ritual. Twisted and broken into dangerous unpredictability by the Second Chaos Wave, the Ley is the spiritual matrix of the planet. Accessing it now causes 7 steps of Madness without regard for saves, resistance, or immunity. Witchcraft draws upon ley energy to spontaneously enhance spells without increasing casting difficulty. Pan’s Necronomicon, the Witch’s Grimoire, reintroduced it with a complex ritual sacrificing part of the witch’s essence to create a living familiar from a wet clay effigy. Linking witch and planet to more safely channel the unstable ley energy, some of the reduction is permanent, reduced further by the familiar’s destruction. The first contact with ley energy risks and its use is capable of permanently damaging reality. Formed after the horrors of the Dream Wars, the Arcanum banned witchcraft under penalty of death and launched the Witch Hunt. Priests of Pan form the majority of witches and the only religion not one of the Arcanum’s Orders. Created by the Witch Hunt, only their land of Paholja offers witches sanctuary from the Cerulean Order, enforcers of Wizard Law and defenders of the Arcanum. Psions and Psychics Psions are races with a number of innate, fixed magical abilities much like the Formal spells of paragons. Psychics are individuals of non-psion races with one to three relatively minor abilities from a small range of psionic powers, usually surfacing around adolescence. Faerie are psions whose abilities are dormant until they establish their adult link with the Faerie Source of their Hold.
  • 76.
    74 Magic in theSpheres The influence of magic varies according to the dimensional Sphere occupied by the caster. This is due to1 the prevalence of chaos and spirit or order and substance as well as the amount of potential already realized in the Sphere. The Celestial Realms of the material Inner Sphere inhibit magic while growing closer to the pure spirit of the Tao with distance from the Mortal Sphere, the three Spheres of the Telestial Realms increase in malleability and instability.
  • 77.
    75 Spells Tenth Level SpellSlot A magician or mystic has one 10th level spell slot at 19th and 20th levels. There is only one spell at this level, Miraculum, the spell if which all others are but a limited form. Enforcer No. Name Level Casting Time Ritual Concentration 1 Bane 1 1 Action No Yes 2 Command 1 1 Action No No 3 Compelled Duel 1 1 Bonus Action No Yes 4 Detect Evil and Good 1 1 Action No Yes 5 Detect Magic (Ritual) 1 1 Action Yes Yes 6 Detect Poison and Disease 1 1 Action Yes Yes 7 Divine Favor 1 1 Bonus Action No Yes 8 Hellish Rebuke 1 Special No No 9 Inflict Wounds 1 1 Action No No 10 Inquisitor’s Touch 1 1 Action No Yes 11 Protection from Evil and Good 1 1 Action No Yes 12 Searing Smite 1 1 Bonus Action No Yes 13 Shield of Faith 1 1 Bonus Action No Yes 14 Thunderous Smite 1 1 Bonus Action No Yes 15 Wrathful Smite 1 1 Bonus Action No Yes 1 Blindness/Deafness 2 1 Action No No 2 Branding Smite 2 1 Bonus Action No Yes 3 Darkness 2 1 Action No Yes 4 Find Steed 2 10 Minutes No No 5 Locate Object 2 1 Action No Yes 6 Magic Weapon 2 1 Bonus Action No Yes 7 Protection from Poison 2 1 Action No No 8 Suggestion 2 1 Action No Yes 1 Animate Dead 3 1 Minute No No 2 Bestow Curse 3 1 Action No Yes 3 Blinding Smite 3 1 Bonus Action No Yes 4 Crusader’s Mantle 3 1 Action No Yes 5 Dispel Magic 3 1 Action No No 6 Elemental Weapon 3 1 Action No Yes 7 Fear 3 1 Action No Yes 8 Magic Circle 3 1 Minute No No
  • 78.
    76 No. Name LevelCasting Time Ritual Concentration 9 Vampiric Touch 3 1 Action No Yes 1 Banishment 4 1 Action No Yes 2 Compulsion 4 1 Action No Yes 3 Death Ward 4 1 Action No No 4 Locate Creature 4 1 Action No Yes 5 Phantasmal Killer 4 1 Action No Yes 6 Staggering Smite 4 1 Bonus Action No Yes 1 Banishing Smite 5 1 Bonus Action No Yes 2 Circle of Power 5 1 Action No Yes 3 Commune (Ritual) 5 1 Minute Yes No 4 Contagion 5 1 Action No No 5 Destructive Wave 5 1 Action No No 6 Dispel Evil and Good 5 1 Action No Yes 7 Geas 5 1 Minute No No 8 Grimoire Creation (Ritual Only) 5 8 days Yes No 9 Qi Rape (Forbidden Ritual) 5 1 hour Yes No Exemplar NO. Name Level Casting time Concentration 1 Bless 1 1 Action Yes 2 Command 1 1 Action No 3 Compelled Duel 1 1 Bonus Action Yes 4 Cure Wounds 1 1 Action No 5 Detect Evil and Good 1 1 Action Yes 6 Detect Magic (Ritual) 1 1 Action Yes 7 Detect Poison and Disease 1 1 Action Yes 8 Divine Favor 1 1 Bonus Action Yes 9 Heroism 1 1 Action Yes 10 Protection from Evil and Good 1 1 Action Yes 11 Purify Food and Drink (Ritual) 1 1 Action No 12 Searing Smite 1 1 Bonus Action Yes 13 Shield of Faith 1 1 Bonus Action Yes 14 Thunderous Smite 1 1 Bonus Action Yes 15 Wrathful Smite 1 1 Bonus Action Yes 1 Aid 2 1 Action No 2 Branding Smite 2 1 Bonus Action Yes 3 Find Steed 2 10 Minutes No 4 Lesser Restoration 2 1 Action No
  • 79.
    77 NO. Name LevelCasting time Concentration 5 Locate Object 2 1 Action Yes 6 Magic Weapon 2 1 Bonus Action Yes 7 Protection from Poison 2 1 Action No 8 Zone of Truth 2 1 Action No 1 Aura of Vitality 3 1 Action Yes 2 Beacon of Hope 3 1 Action Yes 3 Blinding Smite 3 1 Bonus Action Yes 4 Create Food and Water 3 1 Action No 5 Create Homunculus (Ritual) 3 10 minutes plus figure No 6 Crusader’s Mantle 3 1 Action Yes 7 Daylight 3 1 Action No 8 Dispel Magic 3 1 Action No 9 Elemental Weapon 3 1 Action Yes 10 Magic Circle 3 1 Minute No 12 Remove Curse 3 1 Action No 13 Revivify 3 1 Action No 1 Aura of Life 4 1 Action Yes 2 Aura of Purity 4 1 Action Yes 3 Banishment 4 1 Action Yes 4 Death Ward 4 1 Action No 5 Locate Creature 4 1 Action Yes 6 Staggering Smite 4 1 Bonus Action Yes 1 Banishing Smite 5 1 Bonus Action Yes 2 Circle of Power 5 1 Action Yes 3 Commune (Ritual) 5 1 Minute No 4 Destructive Wave 5 1 Action No 5 Dispel Evil and Good 5 1 Action Yes 6 Geas 5 1 Minute No 7 Grimoire Creation (Ritual Only) 5 8 days No 8 Raise Dead 5 1 Hour No Illuminatus No. Name Level Casting time Ritual Concentration 1 Blade Ward 0 1 Action No No 2 Chill Touch 0 1 Action No No 3 Dancing Lights 0 1 Action No Yes 4 Friends 0 1 Action No Yes 5 Guidance 0 1 Action No Yes 6 Light 0 1 Action No No 7 Mage Hand 0 1 Action No No 8 Mending 0 1 Minute No No
  • 80.
    78 No. Name LevelCasting time Ritual Concentration 9 Message 0 1 Action No No 10 Minor Illusion 0 1 Action No No 11 Placebo 0 1 Action No No 12 Prestidigitation 0 1 Action No No 13 Shillelagh 0 1 Bonus Action No No 14 Thaumaturgy 0 1 Action No No 15 True Strike 0 1 Action No Yes 16 Vicious Mockery 0 1 Action No No 1 Animal Friendship 1 1 Action No No 2 Armor of Agathys 1 1 Action No No 3 Arms of Hadar 1 1 Action No No 4 Astral Projection 1 1 Action No Yes 5 Bane 1 1 Action No Yes 6 Bless 1 1 Action No Yes 7 Charm Person 1 1 Action No No 8 Comprehend Languages (Ritual) 1 1 Action Yes No 9 Cure Wounds 1 1 Action No No 10 Detect Magic (Ritual) 1 1 Action Yes Yes 11 Disguise Self 1 1 Action No No 12 Dissonant Whispers 1 1 Action No No 13 Expeditious Retreat 1 1 Bonus Action No Yes 14 Faerie Fire 1 1 Action No Yes 15 Feather Fall 1 Special No No 16 Healing Word 1 1 Bonus Action No No 17 Hellish Rebuke 1 Special No No 18 Heroism 1 1 Action No Yes 19 Hex 1 1 Bonus Action No Yes 20 Identify (Ritual) 1 1 Minute Yes No 21 Illusory Script (Ritual) 1 1 Minute Yes No 22 Longstrider 1 1 Action No No 23 Protection from Evil and Good 1 1 Action No Yes 24 Silent Image 1 1 Action No Yes 25 Sleep 1 1 Action No No 26 Speak with Animals (Ritual) 1 1 Action Yes No 27 Tasha’s Hideous Laughter 1 1 Action No Yes 28 Thunderwave 1 1 Action No No 29 Unseen Servant (Ritual) 1 1 Action Yes No 30 Blindingly Obvious 1 1 Action Yes No 31 Witch Bolt 1 1 Action No Yes 1 Animal Messenger (Ritual) 2 1 Action Yes No 2 Astral Travel 2 1 Hour No No
  • 81.
    79 No. Name LevelCasting time Ritual Concentration 3 Blindness/Deafness 2 1 Action No No 4 Calm Emotions 2 1 Action No Yes 5 Cloud of Daggers 2 1 Action No Yes 6 Crown of Madness 2 1 Action No Yes 7 Darkness 2 1 Action No Yes 8 Detect Thoughts 2 1 Action No Yes 9 Enhance Ability 2 1 Action No Yes 10 Enthrall 2 1 Action No No 11 Heat Metal 2 1 Action No Yes 12 Hold Person 2 1 Action No Yes 13 Invisibility 2 1 Action No Yes 14 Knock 2 1 Action No No 15 Lesser Restoration 2 1 Action No No 16 Locate Animals or Plants (Ritual) 2 1 Action Yes No 17 Locate Object 2 1 Action No Yes 18 Magic Mouth (Ritual) 2 1 Minute Yes No 19 Melf’s Acid Arrow 2 1 Action No No 20 Mirror Image 2 1 Action No No 21 Misty Step 2 1 Bonus Action No No 22 Moonbeam 2 1 Action No Yes 23 Nystul’s Magic Aura 2 1 Action No No 24 Pass Without Trace 2 1 Action No Yes 25 Phantasmal Force 2 1 Action No Yes 26 Protection from Poison 2 1 Action No No 27 Ray of Enfeeblement 2 1 Action No Yes 28 See invisibility 2 1 Action No No 29 Shatter 2 1 Action No No 30 Silence (Ritual) 2 1 Action Yes Yes 31 Spider Climb 2 1 Action No Yes 32 Suggestion 2 1 Action No Yes 33 Warding Bond 2 1 Action No No 34 Web 2 1 Action No Yes 35 Zone of Truth 2 1 Action No No 1 Bestow Curse 3 1 Action No Yes 2 Blink 3 1 Action No No 3 Call Lightning 3 1 Action No Yes 4 Clairvoyance 3 10 Minutes No Yes 5 Counterspell 3 Special No No 6 Create Homunculus (Ritual) 3 10 minutes plus figure Yes No 7 Daylight 3 1 Action No No 8 Dispel Magic 3 1 Action No No 9 Fear 3 1 Action No Yes 10 Feign Death (Ritual) 3 1 Action Yes No
  • 82.
    80 No. Name LevelCasting time Ritual Concentration 11 Fly 3 1 Action No Yes 12 Gaseous Form 3 1 Action No Yes 13 Glyph of Warding 3 1 Hour No No 14 Haste 3 1 Action No Yes 15 Hunger of Hadar 3 1 Action No Yes 16 Hypnotic Pattern 3 1 Action No Yes 17 Leomund’s Tiny Hut (Ritual) 3 1 Minute Yes No 18 Magic Circle 3 1 Minute No No 19 Major Image 3 1 Action No Yes 20 Nondetection 3 1 Action No No 21 Plant Growth 3 Special No No 22 Remove Curse 3 1 Action No No 23 Sending 3 1 Action No No 24 Slow 3 1 Action No Yes 25 Speak with Dead 3 1 Action No No 26 Speak with Plants 3 1 Action No No 27 Stinking Cloud 3 1 Action No Yes 28 Tongues 3 1 Action No No 29 Water Walk (Ritual) 3 1 Action Yes No 1 Banishment 4 1 Action No Yes 2 Blight 4 1 Action No No 3 Compulsion 4 1 Action No Yes 4 Confusion 4 1 Action No Yes 5 Dimension Door 4 1 Action No No 6 Divination (Ritual) 4 1 Action Yes No 7 Etherealness 4 1 Action No No 8 Freedom of Movement 4 1 Action No No 9 Greater Invisibility 4 1 Action No Yes 10 Hallucinatory Terrain 4 10 Minutes No No 11 Locate Creature 4 1 Action No Yes 12 Polymorph 4 1 Action No Yes 1 Animate Objects 5 1 Action No Yes 2 Awaken 5 8 Hours No No 3 Commune (Ritual) 5 1 Minute Yes No 4 Commune with Nature (Ritual) 5 1 Minute Yes No 5 Contact Other Plane (Ritual) 5 1 Minute Yes No 6 Dominate Person 5 1 Action No Yes 7 Dream 5 1 Minute No No 8 Effigy 5 1 hour No No 9 Flame Strike 5 1 Action No No 10 Geas 5 1 Minute No No 11 Greater Restoration 5 1 Action No No 12 Grimoire Creation (Ritual Only) 5 8 days Yes No 13 Hold Monster 5 1 Action No Yes
  • 83.
    81 No. Name LevelCasting time Ritual Concentration 14 Insect Plague 5 1 Action No Yes 15 Legend Lore 5 10 Minutes No No 16 Mass Cure Wounds 5 1 Action No No 17 Mislead 5 1 Action No Yes 18 Modify Memory 5 1 Action No Yes 19 Planar Binding 5 1 Hour No No 20 Qi Rape (Forbidden Ritual) 5 1 hour Yes No 21 Raise Dead 5 1 Hour No No 22 Scrying 5 10 Minutes No Yes 23 Seeming 5 1 Action No No 24 Teleportation Circle 5 1 Minute No No 25 Totem Pole Creation (Ritual Only) 5 12 hours Yes No 1 Arcane Gate 6 1 Action No Yes 2 Circle of Death 6 1 Action No No 3 Conjure Fey 6 1 Minute No Yes 4 Dream Walk 6 1 Action No No 5 Eyebite 6 1 Action No Yes 6 Find the Path 6 1 Minute No Yes 7 Flesh to Stone 6 1 Action No Yes 8 Guards and Wards 6 10 Minutes No No 9 Mass Suggestion 6 1 Action No No 10 Otto’s Irresistible Dance 6 1 Action No Yes 11 Programmed Illusion 6 1 Action No No 12 True Seeing 6 1 Action No No 1 Conjure Celestial 7 1 Minute No Yes 2 Finger of Death 7 1 Action No No 3 Forcecage 7 1 Action No No 4 Mirage Arcane 7 10 Minutes No No 5 Mordenkainen’s Magnificent Mansion 7 1 Minute No No 6 Mordenkainen’s Sword 7 1 Action No Yes 7 Plane Shift 7 1 Action No No 8 Project Image 7 1 Action No Yes 9 Regenerate 7 1 Minute No No 10 Resurrection 7 1 Hour No No 11 Symbol 7 1 Minute No No 12 Teleport 7 1 Action No No 1 Antipathy/Sympathy 8 1 Hour No No 2 Dominate Monster 8 1 Action No Yes 3 Feeblemind 8 1 Action No No 4 Glibness 8 1 Action No No 5 Maze 8 1 Action No Yes 6 Mind Blank 8 1 Action No No 7 Power Word Stun 8 1 Action No No 1 Foresight 9 1 Minute No No
  • 84.
    82 No. Name LevelCasting time Ritual Concentration 2 Gate 9 1 Action No Yes 3 Imprisonment 9 1 Minute No No 4 Mass Heal 9 1 Action No No 5 Power Word Heal 9 1 Action No No 6 Power Word Kill 9 1 Action No No 7 True Polymorph 9 1 Action No Yes 8 True Resurrection 9 1 Hour No No Magician Alphabetical List Name Level Craft Casting time Ritual Concentration Acid Splash 0 Conjuration 1 Action No No Aid 2 Necromancy 1 Action No No Alarm (Ritual) 1 Magecraft 1 Minute Yes No Alter Self 2 Enchantment 1 Action No Yes Animal Friendship 1 Druidic Lore 1 Action No No Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No Animal Shapes 8 Enchantment 1 Action No Yes Animate Dead 3 Necromancy 1 Minute No No Animate Objects 5 Necromancy 1 Action No Yes Antilife Shell 5 Magecraft 1 Action No Yes Antimagic Field 8 Magecraft 1 Action No Yes Antipathy/Sympathy 8 Enchantment 1 Hour No No Arcane Eye 4 Magecraft 1 Action No Yes Arcane Gate 6 Conjuration 1 Action No Yes Arcane Lock 2 Magecraft 1 Action No No Armor of Agathys 1 Magecraft 1 Action No No Arms of Hadar 1 Conjuration 1 Action No No Astral Projection 1 Conjuration 1 Action No Yes Astral Travel 2 Conjuration 1 Hour No No Augury (Ritual) 2 Priestcraft 1 Minute Yes No Awaken 5 Necromancy 8 Hours No No Bane 1 Priestcraft 1 Action No Yes Banishment 4 Conjuration 1 Action No Yes Barkskin 2 Enchantment 1 Action No Yes Beacon of Hope 3 Priestcraft 1 Action No Yes Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes Bestow Curse 3 Priestcraft 1 Action No Yes Bigby’s Hand 5 Magecraft 1 Action No Yes Blade Barrier 6 Magecraft 1 Action No Yes Blade Ward 0 Magecraft 1 Action No No Bless 1 Priestcraft 1 Action No Yes Blight 4 Necromancy 1 Action No No Blindingly Obvious 1 Enactment 1 Action No Yes
  • 85.
    83 Name Level CraftCasting time Ritual Concentration Blindness/Deafness 2 Priestcraft 1 Action No No Blink 3 Conjuration 1 Action No No Blur 2 Magecraft 1 Action No Yes Burning Hands 1 Conjuration 1 Action No No Call Lightning 3 Druidic Lore 1 Action No Yes Calm Emotions 2 Enchantment 1 Action No Yes Chain Lightning 6 Conjuration 1 Action No No Charm Person 1 Enchantment 1 Action No No Chill Touch 0 Necromancy 1 Action No No Chromatic Orb 1 Conjuration 1 Action No No Circle of Death 6 Necromancy 1 Action No No Clairvoyance 3 Magecraft 10 Minutes No Yes Clone 8 Necromancy 1 Hour No No Cloud of Daggers 2 Conjuration 1 Action No Yes Cloudkill 5 Conjuration 1 Action No Yes Color Spray 1 Conjuration 1 Action No No Command 1 Enchantment 1 Action No No Commune (Ritual) 5 Priestcraft 1 Minute Yes No Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No Cone of Cold 5 Conjuration 1 Action No No Confusion 4 Enchantment 1 Action No Yes Conjure Animals 3 Conjuration 1 Action No Yes Conjure Celestial 7 Conjuration 1 Minute No Yes Conjure Elemental 5 Druidic Lore 1 Minute No Yes Conjure Fey 6 Druidic Lore 1 Minute No Yes Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes Conjure Woodland Beings 4 Conjuration 1 Action No Yes Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No Contagion 5 Necromancy 1 Action No No Contingency 6 Magecraft 10 Minutes No No Continual Flame 2 Conjuration 1 Action No No Control Water 4 Druidic Lore 1 Action No Yes Control Weather 8 Druidic Lore 10 Minutes No Yes Counterspell 3 Magecraft Special No No Create Food and Water 3 Priestcraft 1 Action No No Create Homunculus (Ritual) 3 Enchantment 10 minutes plus figure Yes No Create or Destroy Water 1 Druidic Lore 1 Action No No Create Undead 6 Necromancy 1 Minute No No Creation 5 Conjuration 1 Minute No No Crown of Madness 2 Enchantment 1 Action No Yes Cure Wounds 1 Necromancy 1 Action No No Dancing Lights 0 Conjuration 1 Action No Yes
  • 86.
    84 Name Level CraftCasting time Ritual Concentration Darkness 2 Conjuration 1 Action No Yes Darkvision 2 Magecraft 1 Action No No Daylight 3 Conjuration 1 Action No No Death Ward 4 Necromancy 1 Action No No Delayed Blast Fireball 7 Conjuration 1 Action No Yes Demiplane 8 Conjuration 1 Action No No Destructive Wave 5 Priestcraft 1 Action No No Detect Evil and Good 1 Priestcraft 1 Action No Yes Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes Detect Poison and Disease 1 Necromancy 1 Action Yes Yes Detect Thoughts 2 Magecraft 1 Action No Yes Dimension Door 4 Conjuration 1 Action No No Disguise Self 1 Enchantment 1 Action No No Disintegrate 6 Enchantment 1 Action No No Dispel Evil and Good 5 Priestcraft 1 Action No Yes Dispel Magic 3 Magecraft 1 Action No No Divination (Ritual) 4 Priestcraft 1 Action Yes No Divine Word 7 Priestcraft 1 Bonus Action No No Dominate Beast 4 Enchantment 1 Action No Yes Dominate Monster 8 Enchantment 1 Action No Yes Dominate Person 5 Enchantment 1 Action No Yes Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No Dream 5 Magecraft 1 Minute No No Dream Lock 5 Magecraft 1 Action No Yes Dream Walk 6 Conjuration 1 Action No No Druidcraft 0 Druidic Lore 1 Action No No Earthquake 8 Druidic Lore 1 Action No Yes Effigy 5 Necromancy 1 hour No No Eldritch Blast 0 Magecraft 1 Action No No Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No Elemental Weapon 3 Conjuration 1 Action No Yes Energetic Blast 1 Conjuration 1 Action No No Enhance Ability 2 Enchantment 1 Action No Yes Enlarge/Reduce 2 Enchantment 1 Action No Yes Entangle 1 Druidic Lore 1 Action No Yes Enthrall 2 Enchantment 1 Action No No Etherealness 4 Conjuration 1 Action No No Evard’s Black Tentacles 4 Conjuration 1 Action No Yes Expeditious Retreat 1 Enchantment 1 Bonus Action No Yes Eyebite 6 Necromancy 1 Action No Yes Fabricate 4 Enchantment 10 Minutes No No Faerie Fire 1 Druidic Lore 1 Action No Yes False Life 1 Necromancy 1 Action No No
  • 87.
    85 Name Level CraftCasting time Ritual Concentration Fear 3 Enchantment 1 Action No Yes Feather Fall 1 Magecraft Special No No Feeblemind 8 Enchantment 1 Action No No Feign Death (Ritual) 3 Necromancy 1 Action Yes No Find the Path 6 Priestcraft 1 Minute No Yes Find Traps 2 Priestcraft 1 Action No No Finger of Death 7 Necromancy 1 Action No No Fire Bolt 0 Conjuration 1 Action No No Fire Shield 4 Conjuration 1 Action No No Fire Storm 7 Druidic Lore 1 Action No No Fireball 3 Conjuration 1 Action No No Flame Blade 2 Druidic Lore 1 Bonus Action No Yes Flame Strike 5 Priestcraft 1 Action No No Flaming Sphere 2 Druidic Lore 1 Action No Yes Flesh to Stone 6 Enchantment 1 Action No Yes Fly 3 Magecraft 1 Action No Yes Fog Cloud 1 Conjuration 1 Action No Yes Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No Forcecage 7 Magecraft 1 Action No No Foresight 9 Magecraft 1 Minute No No Freedom of Movement 4 Magecraft 1 Action No No Friends 0 Enchantment 1 Action No Yes Gaseous Form 3 Enchantment 1 Action No Yes Gate 9 Conjuration 1 Action No Yes Geas 5 Enchantment 1 Minute No No Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No Giant Insect 4 Enchantment 1 Action No Yes Glibness 8 Enchantment 1 Action No No Globe of Invulnerability 6 Magecraft 1 Action No Yes Glyph of Warding 3 Magecraft 1 Hour No No Goodberry 1 Druidic Lore 1 Action No No Grasping Vine 4 Druidic Lore 1 Bonus Action No Yes Grease 1 Conjuration 1 Action No No Greater Invisibility 4 Magecraft 1 Action No Yes Greater Restoration 5 Necromancy 1 Action No No Grimoire Creation (Ritual Only) 5 Magecraft Yes No Guardian of Faith 4 Priestcraft 1 Action No No Guards and Wards 6 Magecraft 10 Minutes No No Guidance 0 Priestcraft 1 Action No Yes Guiding Bolt 1 Conjuration 1 Action No No Gust of Wind 2 Druidic Lore 1 Action No Yes Hallow 5 Priestcraft 24 Hours No No Hallucinatory Terrain 4 Conjuration 10 Minutes No No
  • 88.
    86 Name Level CraftCasting time Ritual Concentration Harm 6 Necromancy 1 Action No No Haste 3 Enchantment 1 Action No Yes Heal 6 Necromancy 1 Action No No Healing Word 1 Necromancy 1 Bonus Action No No Heat Metal 2 Druidic Lore 1 Action No Yes Hellish Rebuke 1 Priestcraft Special No No Heroes’ Feast 6 Priestcraft 10 Minutes No No Heroism 1 Priestcraft 1 Action No Yes Hex 1 Priestcraft 1 Bonus Action No Yes Hold Monster 5 Enchantment 1 Action No Yes Hold Person 2 Enchantment 1 Action No Yes Holy Aura 8 Priestcraft 1 Action No Yes Hunger of Hadar 3 Conjuration 1 Action No Yes Hypnotic Pattern 3 Conjuration 1 Action No Yes Ice Storm 4 Conjuration 1 Action No No Identify (Ritual) 1 Magecraft 1 Minute Yes No Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No Imprisonment 9 Magecraft 1 Minute No No Incendiary Cloud 8 Conjuration 1 Action No Yes Inflict Wounds 1 Necromancy 1 Action No No Inquisitor’s Touch 1 Enchantment 1 Action No Yes Insect Plague 5 Conjuration 1 Action No Yes Invisibility 2 Magecraft 1 Action No Yes Jump 1 Enchantment 1 Action No No Knock 2 Magecraft 1 Action No No Legend Lore 5 Priestcraft 10 Minutes No No Leomund’s Secret Chest 4 Conjuration 1 Action No No Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No Lesser Restoration 2 Necromancy 1 Action No No Levitate 2 Magecraft 1 Action No Yes Light 0 Conjuration 1 Action No No Lightning Bolt 3 Conjuration 1 Action No No Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No Locate Creature 4 Magecraft 1 Action No Yes Locate Object 2 Magecraft 1 Action No Yes Longstrider 1 Enchantment 1 Action No No Lycanthropy 6 Priestcraft Mage Armor 1 Magecraft 1 Action No No Mage Hand 0 Magecraft 1 Action No No Magic Circle 3 Magecraft 1 Minute No No Magic Jar 6 Necromancy 1 Minute No No Magic Missile 1 Magecraft 1 Action No No Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No
  • 89.
    87 Name Level CraftCasting time Ritual Concentration Magic Weapon 2 Enchantment 1 Bonus Action No Yes Major Image 3 Conjuration 1 Action No Yes Mass Cure Wounds 5 Necromancy 1 Action No No Mass Heal 9 Necromancy 1 Action No No Mass Healing Word 3 Necromancy 1 Bonus Action No No Mass Suggestion 6 Enchantment 1 Action No No Maze 8 Conjuration 1 Action No Yes Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No Melf’s Acid Arrow 2 Conjuration 1 Action No No Mending 0 Enchantment 1 Minute No No Message 0 Magecraft 1 Action No No Meteor Swarm 9 Conjuration 1 Action No No Mind Blank 8 Magecraft 1 Action No No Minor Illusion 0 Conjuration 1 Action No No Miraculum 10 All 1 action No` No Mirage Arcane 7 Conjuration 10 Minutes No No Mirror Image 2 Conjuration 1 Action No No Mislead 5 Enchantment 1 Action No Yes Misty Step 2 Conjuration 1 Bonus Action No No Modify Memory 5 Enchantment 1 Action No Yes Moonbeam 2 Conjuration 1 Action No Yes Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No Mordenkainen’s Sword 7 Magecraft 1 Action No Yes Move Earth 6 Druidic Lore 1 Action No Yes Mummification (Forbidden Ritual) 6 Necromancy 2 Hours Yes No Nondetection 3 Magecraft 1 Action No No Nystul’s Magic Aura 2 Magecraft 1 Action No No Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes Pass Without Trace 2 Magecraft 1 Action No Yes Passwall 5 Conjuration 1 Action No No Permanency (Ritual) 7 Magecraft 10 minutes Yes No Phantasmal Force 2 Conjuration 1 Action No Yes Phantasmal Killer 4 Enchantment 1 Action No Yes Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No Placebo 0 Necromancy 1 Action No No Planar Ally 6 Priestcraft 10 Minutes No No Planar Binding 5 Conjuration 1 Hour No No Plane Shift 7 Conjuration 1 Action No No
  • 90.
    88 Name Level CraftCasting time Ritual Concentration Plant Growth 3 Druidic Lore Special No No Poison Spray 0 Conjuration 1 Action No No Polymorph 4 Enchantment 1 Action No Yes Power Circle Creation (Ritual Only) 7 All 2 hours / stone Yes No Power Word Heal 9 Necromancy 1 Action No No Power Word Kill 9 Necromancy 1 Action No No Power Word Stun 8 Enchantment 1 Action No No Prayer of Healing 2 Priestcraft 10 Minutes No No Prestidigitation 0 Conjuration 1 Action No No Prismatic Spray 7 Priestcraft 1 Action No No Prismatic Wall 9 Priestcraft 1 Action No No Produce Flame 0 Druidic Lore 1 Action No No Programmed Illusion 6 Conjuration 1 Action No No Project Image 7 Conjuration 1 Action No Yes Protection from Energy 3 Magecraft 1 Action No Yes Protection from Evil and Good 1 Priestcraft 1 Action No Yes Protection from Poison 2 Magecraft 1 Action No No Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No Raise Dead 5 Priestcraft 1 Hour No No Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No Ray of Enfeeblement 2 Necromancy 1 Action No Yes Ray of Frost 0 Conjuration 1 Action No No Ray of Sickness 1 Necromancy 1 Action No No Regenerate 7 Necromancy 1 Minute No No Reincarnate 5 Priestcraft 1 Hour No No Remove Curse 3 Priestcraft 1 Action No No Resistance 0 Magecraft 1 Action No Yes Resurrection 7 Priestcraft 1 Hour No No Reverse Gravity 7 Druidic Lore 1 Action No Yes Revivify 3 Necromancy 1 Action No No Rope Trick 2 Conjuration 1 Action No No Sacred Flame 0 Priestcraft 1 Action No No Sanctuary 1 Priestcraft 1 Bonus Action No No Scorching Ray 2 Conjuration 1 Action No No Scrying 5 Magecraft 10 Minutes No Yes See invisibility 2 Magecraft 1 Action No No Seeming 5 Enchantment 1 Action No No Sending 3 Magecraft 1 Action No No Sequester 7 Enchantment 1 Action No No Shapechange 9 Enchantment 1 Action No Yes Shatter 2 Conjuration 1 Action No No Shield 1 Magecraft Special No No
  • 91.
    89 Name Level CraftCasting time Ritual Concentration Shield of Faith 1 Priestcraft 1 Bonus Action No Yes Shillelagh 0 Druidic Lore 1 Bonus Action No No Shocking Grasp 0 Conjuration 1 Action No No Silence (Ritual) 2 Conjuration 1 Action Yes Yes Silent Image 1 Conjuration 1 Action No Yes Simulacrum 7 Conjuration 12 Hours No No Sleep 1 Enchantment 1 Action No No Sleet Storm 3 Conjuration 1 Action No Yes Slow 3 Enchantment 1 Action No Yes Spare the Dying 0 Necromancy 1 Action No No Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No Speak with Dead 3 Necromancy 1 Action No No Speak with Plants 3 Druidic Lore 1 Action No No Spider Climb 2 Enchantment 1 Action No Yes Spike Growth 2 Druidic Lore 1 Action No Yes Spirit Guardians 3 Priestcraft 1 Action No Yes Spiritual Weapon 2 Priestcraft 1 Bonus Action No No Stinking Cloud 3 Conjuration 1 Action No Yes Stone Shape 4 Druidic Lore 1 Action No No Stoneskin 4 Enchantment 1 Action No Yes Storm of Vengeance 9 Druidic Lore 1 Action No Yes Suggestion 2 Enchantment 1 Action No Yes Sunbeam 6 Conjuration 1 Action No Yes Sunburst 8 Conjuration 1 Action No No Symbol 7 Magecraft 1 Minute No No Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes Telekinesis 5 Magecraft 1 Action No Yes Telepathy 8 Magecraft 1 Action No No Teleport 7 Conjuration 1 Action No No Teleportation Circle 5 Conjuration 1 Minute No No Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No Thaumaturgy 0 Priestcraft 1 Action No No Thorn Whip 0 Enchantment 1 Action No No Thunderwave 1 Conjuration 1 Action No No Time Stop 9 Druidic Lore 1 Action No No Tongues 3 Magecraft 1 Action No No Transport via Plants 6 Druidic Lore 1 Action No No Tree Stride 5 Druidic Lore 1 Action No Yes True Polymorph 9 Enchantment 1 Action No Yes True Resurrection 9 Priestcraft 1 Hour No No True Seeing 6 Priestcraft 1 Action No No True Strike 0 Priestcraft 1 Action No Yes
  • 92.
    90 Name Level CraftCasting time Ritual Concentration Tsunami 8 Druidic Lore 1 Minute No Yes Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No Vampiric Touch 3 Necromancy 1 Action No Yes Wall of Fire 4 Druidic Lore 1 Action No Yes Wall of Force 5 Magecraft 1 Action No Yes Wall of Ice 6 Druidic Lore 1 Action No Yes Wall of Stone 5 Druidic Lore 1 Action No Yes Wall of Thorns 6 Druidic Lore 1 Action No Yes Warding Bond 2 Magecraft 1 Action No No Water Breathing (Ritual) 3 Enchantment 1 Action Yes No Water Walk (Ritual) 3 Priestcraft 1 Action Yes No Web 2 Conjuration 1 Action No Yes Weird 9 Enchantment 1 Action No Yes Wind Walk 6 Enchantment 1 Minute No No Wind Wall 3 Druidic Lore 1 Action No Yes Wish 9 All 1 Action No No Witch Bolt 1 Magecraft 1 Action No Yes Word of Recall 6 Conjuration 1 Action No No Zone of Truth 2 Enchantment 1 Action No No Spell by Level List No. Name Level Craft Casting time Ritual Concentration 1 Acid Splash 0 Conjuration 1 Action No No 2 Blade Ward 0 Magecraft 1 Action No No 3 Chill Touch 0 Necromancy 1 Action No No 4 Dancing Lights 0 Conjuration 1 Action No Yes 5 Druidcraft 0 Druidic Lore 1 Action No No 6 Eldritch Blast 0 Magecraft 1 Action No No 7 Fire Bolt 0 Conjuration 1 Action No No 8 Friends 0 Enchantment 1 Action No Yes 9 Guidance 0 Priestcraft 1 Action No Yes 10 Light 0 Conjuration 1 Action No No 11 Mage Hand 0 Magecraft 1 Action No No 12 Mending 0 Enchantment 1 Minute No No 13 Message 0 Magecraft 1 Action No No 14 Minor Illusion 0 Conjuration 1 Action No No 15 Placebo 0 Necromancy 1 Action No No 16 Poison Spray 0 Conjuration 1 Action No No 17 Prestidigitation 0 Conjuration 1 Action No No 18 Produce Flame 0 Druidic Lore 1 Action No No 19 Ray of Frost 0 Conjuration 1 Action No No 20 Resistance 0 Magecraft 1 Action No Yes 21 Sacred Flame 0 Priestcraft 1 Action No No 22 Shillelagh 0 Druidic Lore 1 Bonus Action No No
  • 93.
    91 No. Name LevelCraft Casting time Ritual Concentration 23 Shocking Grasp 0 Conjuration 1 Action No No 24 Spare the Dying 0 Necromancy 1 Action No No 25 Thaumaturgy 0 Priestcraft 1 Action No No 26 Thorn Whip 0 Enchantment 1 Action No No 27 True Strike 0 Priestcraft 1 Action No Yes 1 Alarm (Ritual) 1 Magecraft 1 Minute Yes No 2 Animal Friendship 1 Druidic Lore 1 Action No No 3 Armor of Agathys 1 Magecraft 1 Action No No 4 Arms of Hadar 1 Conjuration 1 Action No No 5 Astral Projection 1 Conjuration 1 Action No Yes 6 Bane 1 Priestcraft 1 Action No Yes 7 Bless 1 Priestcraft 1 Action No Yes 8 Blindingly Obvious 1 Enactment 1 Action No Yes 9 Burning Hands 1 Conjuration 1 Action No No 10 Charm Person 1 Enchantment 1 Action No No 11 Chromatic Orb 1 Conjuration 1 Action No No 12 Color Spray 1 Conjuration 1 Action No No 13 Command 1 Enchantment 1 Action No No 14 Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No 15 Create or Destroy Water 1 Druidic Lore 1 Action No No 16 Cure Wounds 1 Necromancy 1 Action No No 17 Detect Evil and Good 1 Priestcraft 1 Action No Yes 18 Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes 19 Detect Poison and Disease 1 Necromancy 1 Action Yes Yes 20 Disguise Self 1 Enchantment 1 Action No No 21 Energetic Blast 1 Conjuration 1 Action No No 22 Entangle 1 Druidic Lore 1 Action No Yes 23 Expeditious Retreat 1 Enchantment 1 Bonus Action No Yes 24 Faerie Fire 1 Druidic Lore 1 Action No Yes 25 False Life 1 Necromancy 1 Action No No 26 Feather Fall 1 Magecraft Special No No 27 Fog Cloud 1 Conjuration 1 Action No Yes 28 Goodberry 1 Druidic Lore 1 Action No No 29 Grease 1 Conjuration 1 Action No No 30 Guiding Bolt 1 Conjuration 1 Action No No 31 Healing Word 1 Necromancy 1 Bonus Action No No 32 Hellish Rebuke 1 Priestcraft Special No No 33 Heroism 1 Priestcraft 1 Action No Yes 34 Hex 1 Priestcraft 1 Bonus Action No Yes 35 Identify (Ritual) 1 Magecraft 1 Minute Yes No 36 Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No 37 Inflict Wounds 1 Necromancy 1 Action No No
  • 94.
    92 No. Name LevelCraft Casting time Ritual Concentration 38 Inquisitor’s Touch 1 Enchantment 1 Action No Yes 39 Jump 1 Enchantment 1 Action No No 40 Longstrider 1 Enchantment 1 Action No No 41 Mage Armor 1 Magecraft 1 Action No No 42 Magic Missile 1 Magecraft 1 Action No No 43 Protection from Evil and Good 1 Priestcraft 1 Action No Yes 44 Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No 45 Ray of Sickness 1 Necromancy 1 Action No No 46 Sanctuary 1 Priestcraft 1 Bonus Action No No 47 Shield 1 Magecraft Special No No 48 Shield of Faith 1 Priestcraft 1 Bonus Action No Yes 49 Silent Image 1 Conjuration 1 Action No Yes 50 Sleep 1 Enchantment 1 Action No No 51 Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No 52 Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes 53 Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No 54 Thunderwave 1 Conjuration 1 Action No No 55 Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No 56 Witch Bolt 1 Magecraft 1 Action No Yes 1 Aid 2 Necromancy 1 Action No No 2 Alter Self 2 Enchantment 1 Action No Yes 3 Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No 4 Arcane Lock 2 Magecraft 1 Action No No 5 Astral Travel 2 Conjuration 1 Hour No No 6 Augury (Ritual) 2 Priestcraft 1 Minute Yes No 7 Barkskin 2 Enchantment 1 Action No Yes 8 Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes 9 Blindness/Deafness 2 Priestcraft 1 Action No No 10 Blur 2 Magecraft 1 Action No Yes 11 Calm Emotions 2 Enchantment 1 Action No Yes 12 Cloud of Daggers 2 Conjuration 1 Action No Yes 13 Continual Flame 2 Conjuration 1 Action No No 14 Crown of Madness 2 Enchantment 1 Action No Yes 15 Darkness 2 Conjuration 1 Action No Yes 16 Darkvision 2 Magecraft 1 Action No No 17 Detect Thoughts 2 Magecraft 1 Action No Yes 18 Enhance Ability 2 Enchantment 1 Action No Yes 19 Enlarge/Reduce 2 Enchantment 1 Action No Yes 20 Enthrall 2 Enchantment 1 Action No No 21 Find Traps 2 Priestcraft 1 Action No No 22 Flame Blade 2 Druidic Lore 1 Bonus Action No Yes 23 Flaming Sphere 2 Druidic Lore 1 Action No Yes
  • 95.
    93 No. Name LevelCraft Casting time Ritual Concentration 24 Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No 25 Gust of Wind 2 Druidic Lore 1 Action No Yes 26 Heat Metal 2 Druidic Lore 1 Action No Yes 27 Hold Person 2 Enchantment 1 Action No Yes 28 Invisibility 2 Magecraft 1 Action No Yes 29 Knock 2 Magecraft 1 Action No No 30 Lesser Restoration 2 Necromancy 1 Action No No 31 Levitate 2 Magecraft 1 Action No Yes 32 Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No 33 Locate Object 2 Magecraft 1 Action No Yes 34 Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No 35 Magic Weapon 2 Enchantment 1 Bonus Action No Yes 36 Melf’s Acid Arrow 2 Conjuration 1 Action No No 37 Mirror Image 2 Conjuration 1 Action No No 38 Misty Step 2 Conjuration 1 Bonus Action No No 39 Moonbeam 2 Conjuration 1 Action No Yes 40 Nystul’s Magic Aura 2 Magecraft 1 Action No No 41 Pass Without Trace 2 Magecraft 1 Action No Yes 42 Phantasmal Force 2 Conjuration 1 Action No Yes 43 Prayer of Healing 2 Priestcraft 10 Minutes No No 44 Protection from Poison 2 Magecraft 1 Action No No 45 Ray of Enfeeblement 2 Necromancy 1 Action No Yes 46 Rope Trick 2 Conjuration 1 Action No No 47 Scorching Ray 2 Conjuration 1 Action No No 48 See invisibility 2 Magecraft 1 Action No No 49 Shatter 2 Conjuration 1 Action No No 50 Silence (Ritual) 2 Conjuration 1 Action Yes Yes 51 Spider Climb 2 Enchantment 1 Action No Yes 52 Spike Growth 2 Druidic Lore 1 Action No Yes 53 Spiritual Weapon 2 Priestcraft 1 Bonus Action No No 54 Suggestion 2 Enchantment 1 Action No Yes 55 Warding Bond 2 Magecraft 1 Action No No 56 Web 2 Conjuration 1 Action No Yes 57 Zone of Truth 2 Enchantment 1 Action No No 1 Animate Dead 3 Necromancy 1 Minute No No 2 Beacon of Hope 3 Priestcraft 1 Action No Yes 3 Bestow Curse 3 Priestcraft 1 Action No Yes 4 Blink 3 Conjuration 1 Action No No 5 Call Lightning 3 Druidic Lore 1 Action No Yes 6 Clairvoyance 3 Magecraft 10 Minutes No Yes 7 Conjure Animals 3 Conjuration 1 Action No Yes 8 Counterspell 3 Magecraft Special No No
  • 96.
    94 No. Name LevelCraft Casting time Ritual Concentration 9 Create Food and Water 3 Priestcraft 1 Action No No 10 Create Homunculus (Ritual) 3 Enchantment 10 minutes plus figure Yes No 11 Daylight 3 Conjuration 1 Action No No 12 Dispel Magic 3 Magecraft 1 Action No No 13 Elemental Weapon 3 Conjuration 1 Action No Yes 14 Fear 3 Enchantment 1 Action No Yes 15 Feign Death (Ritual) 3 Necromancy 1 Action Yes No 16 Fireball 3 Conjuration 1 Action No No 17 Fly 3 Magecraft 1 Action No Yes 18 Gaseous Form 3 Enchantment 1 Action No Yes 19 Glyph of Warding 3 Magecraft 1 Hour No No 20 Haste 3 Enchantment 1 Action No Yes 21 Hunger of Hadar 3 Conjuration 1 Action No Yes 22 Hypnotic Pattern 3 Conjuration 1 Action No Yes 23 Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No 24 Lightning Bolt 3 Conjuration 1 Action No No 25 Magic Circle 3 Magecraft 1 Minute No No 26 Major Image 3 Conjuration 1 Action No Yes 27 Mass Healing Word 3 Necromancy 1 Bonus Action No No 28 Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No 29 Nondetection 3 Magecraft 1 Action No No 30 Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No 31 Plant Growth 3 Druidic Lore Special No No 32 Protection from Energy 3 Magecraft 1 Action No Yes 33 Remove Curse 3 Priestcraft 1 Action No No 34 Revivify 3 Necromancy 1 Action No No 35 Sending 3 Magecraft 1 Action No No 36 Sleet Storm 3 Conjuration 1 Action No Yes 37 Slow 3 Enchantment 1 Action No Yes 38 Speak with Dead 3 Necromancy 1 Action No No 39 Speak with Plants 3 Druidic Lore 1 Action No No 40 Spirit Guardians 3 Priestcraft 1 Action No Yes 41 Stinking Cloud 3 Conjuration 1 Action No Yes 42 Tongues 3 Magecraft 1 Action No No 43 Vampiric Touch 3 Necromancy 1 Action No Yes 44 Water Breathing (Ritual) 3 Enchantment 1 Action Yes No 45 Water Walk (Ritual) 3 Priestcraft 1 Action Yes No 46 Wind Wall 3 Druidic Lore 1 Action No Yes 1 Arcane Eye 4 Magecraft 1 Action No Yes 2 Banishment 4 Conjuration 1 Action No Yes 3 Blight 4 Necromancy 1 Action No No 4 Confusion 4 Enchantment 1 Action No Yes 5 Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes
  • 97.
    95 No. Name LevelCraft Casting time Ritual Concentration 6 Conjure Woodland Beings 4 Conjuration 1 Action No Yes 7 Control Water 4 Druidic Lore 1 Action No Yes 8 Death Ward 4 Necromancy 1 Action No No 9 Dimension Door 4 Conjuration 1 Action No No 10 Divination (Ritual) 4 Priestcraft 1 Action Yes No 11 Dominate Beast 4 Enchantment 1 Action No Yes 12 Etherealness 4 Conjuration 1 Action No No 13 Evard’s Black Tentacles 4 Conjuration 1 Action No Yes 14 Fabricate 4 Enchantment 10 Minutes No No 15 Fire Shield 4 Conjuration 1 Action No No 16 Freedom of Movement 4 Magecraft 1 Action No No 17 Giant Insect 4 Enchantment 1 Action No Yes 18 Grasping Vine 4 Druidic Lore 1 Bonus Action No Yes 19 Greater Invisibility 4 Magecraft 1 Action No Yes 20 Guardian of Faith 4 Priestcraft 1 Action No No 21 Hallucinatory Terrain 4 Conjuration 10 Minutes No No 22 Ice Storm 4 Conjuration 1 Action No No 23 Leomund’s Secret Chest 4 Conjuration 1 Action No No 24 Locate Creature 4 Magecraft 1 Action No Yes 25 Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No 26 Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No 27 Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes 28 Phantasmal Killer 4 Enchantment 1 Action No Yes 29 Polymorph 4 Enchantment 1 Action No Yes 30 Stone Shape 4 Druidic Lore 1 Action No No 31 Stoneskin 4 Enchantment 1 Action No Yes 32 Wall of Fire 4 Druidic Lore 1 Action No Yes 1 Animate Objects 5 Necromancy 1 Action No Yes 2 Antilife Shell 5 Magecraft 1 Action No Yes 3 Awaken 5 Necromancy 8 Hours No No 4 Bigby’s Hand 5 Magecraft 1 Action No Yes 5 Cloudkill 5 Conjuration 1 Action No Yes 6 Commune (Ritual) 5 Priestcraft 1 Minute Yes No 7 Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No 8 Cone of Cold 5 Conjuration 1 Action No No 9 Conjure Elemental 5 Druidic Lore 1 Minute No Yes 10 Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No 11 Contagion 5 Necromancy 1 Action No No 12 Creation 5 Conjuration 1 Minute No No 13 Destructive Wave 5 Priestcraft 1 Action No No 14 Dispel Evil and Good 5 Priestcraft 1 Action No Yes 15 Dominate Person 5 Enchantment 1 Action No Yes 16 Dream 5 Magecraft 1 Minute No No
  • 98.
    96 No. Name LevelCraft Casting time Ritual Concentration 17 Dream Lock 5 Magecraft 1 Action No Yes 18 Effigy 5 Necromancy 1 hour No No 19 Flame Strike 5 Priestcraft 1 Action No No 20 Geas 5 Enchantment 1 Minute No No 21 Greater Restoration 5 Necromancy 1 Action No No 22 Grimoire Creation (Ritual Only) 5 Magecraft Yes No 23 Hallow 5 Priestcraft 24 Hours No No 24 Hold Monster 5 Enchantment 1 Action No Yes 25 Insect Plague 5 Conjuration 1 Action No Yes 26 Legend Lore 5 Priestcraft 10 Minutes No No 27 Mass Cure Wounds 5 Necromancy 1 Action No No 28 Mislead 5 Enchantment 1 Action No Yes 29 Modify Memory 5 Enchantment 1 Action No Yes 30 Passwall 5 Conjuration 1 Action No No 31 Planar Binding 5 Conjuration 1 Hour No No 32 Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No 33 Raise Dead 5 Priestcraft 1 Hour No No 34 Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No 35 Reincarnate 5 Priestcraft 1 Hour No No 36 Scrying 5 Magecraft 10 Minutes No Yes 37 Seeming 5 Enchantment 1 Action No No 38 Telekinesis 5 Magecraft 1 Action No Yes 39 Teleportation Circle 5 Conjuration 1 Minute No No 40 Tree Stride 5 Druidic Lore 1 Action No Yes 41 Wall of Force 5 Magecraft 1 Action No Yes 42 Wall of Stone 5 Druidic Lore 1 Action No Yes 1 Arcane Gate 6 Conjuration 1 Action No Yes 2 Blade Barrier 6 Magecraft 1 Action No Yes 3 Chain Lightning 6 Conjuration 1 Action No No 4 Circle of Death 6 Necromancy 1 Action No No 5 Conjure Fey 6 Druidic Lore 1 Minute No Yes 6 Contingency 6 Magecraft 10 Minutes No No 7 Create Undead 6 Necromancy 1 Minute No No 8 Disintegrate 6 Enchantment 1 Action No No 9 Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No 10 Dream Walk 6 Conjuration 1 Action No No 11 Eyebite 6 Necromancy 1 Action No Yes 12 Find the Path 6 Priestcraft 1 Minute No Yes 13 Flesh to Stone 6 Enchantment 1 Action No Yes 14 Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No 15 Globe of Invulnerability 6 Magecraft 1 Action No Yes 16 Guards and Wards 6 Magecraft 10 Minutes No No 17 Harm 6 Necromancy 1 Action No No 18 Heal 6 Necromancy 1 Action No No
  • 99.
    97 No. Name LevelCraft Casting time Ritual Concentration 19 Heroes’ Feast 6 Priestcraft 10 Minutes No No 20 Lycanthropy 6 Priestcraft 21 Magic Jar 6 Necromancy 1 Minute No No 22 Mass Suggestion 6 Enchantment 1 Action No No 23 Move Earth 6 Druidic Lore 1 Action No Yes 24 Mummification (Forbidden Ritual) 6 Necromancy 2 Hours Yes No 25 Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No 26 Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes 27 Planar Ally 6 Priestcraft 10 Minutes No No 28 Programmed Illusion 6 Conjuration 1 Action No No 29 Sunbeam 6 Conjuration 1 Action No Yes 30 Transport via Plants 6 Druidic Lore 1 Action No No 31 True Seeing 6 Priestcraft 1 Action No No 32 Wall of Ice 6 Druidic Lore 1 Action No Yes 33 Wall of Thorns 6 Druidic Lore 1 Action No Yes 34 Wind Walk 6 Enchantment 1 Minute No No 35 Word of Recall 6 Conjuration 1 Action No No 1 Conjure Celestial 7 Conjuration 1 Minute No Yes 2 Delayed Blast Fireball 7 Conjuration 1 Action No Yes 3 Divine Word 7 Priestcraft 1 Bonus Action No No 4 Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No 5 Finger of Death 7 Necromancy 1 Action No No 6 Fire Storm 7 Druidic Lore 1 Action No No 7 Forcecage 7 Magecraft 1 Action No No 8 Mirage Arcane 7 Conjuration 10 Minutes No No 9 Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No 10 Mordenkainen’s Sword 7 Magecraft 1 Action No Yes 11 Permanency (Ritual) 7 Magecraft 10 minutes Yes No 12 Plane Shift 7 Conjuration 1 Action No No 13 Power Circle Creation (Ritual Only) 7 All 2 hours / stone Yes No 14 Prismatic Spray 7 Priestcraft 1 Action No No 15 Project Image 7 Conjuration 1 Action No Yes 16 Regenerate 7 Necromancy 1 Minute No No 17 Resurrection 7 Priestcraft 1 Hour No No 18 Reverse Gravity 7 Druidic Lore 1 Action No Yes 19 Sequester 7 Enchantment 1 Action No No 20 Simulacrum 7 Conjuration 12 Hours No No 21 Symbol 7 Magecraft 1 Minute No No 22 Teleport 7 Conjuration 1 Action No No 1 Animal Shapes 8 Enchantment 1 Action No Yes 2 Antimagic Field 8 Magecraft 1 Action No Yes 3 Antipathy/Sympathy 8 Enchantment 1 Hour No No 4 Clone 8 Necromancy 1 Hour No No
  • 100.
    98 No. Name LevelCraft Casting time Ritual Concentration 5 Control Weather 8 Druidic Lore 10 Minutes No Yes 6 Demiplane 8 Conjuration 1 Action No No 7 Dominate Monster 8 Enchantment 1 Action No Yes 8 Earthquake 8 Druidic Lore 1 Action No Yes 9 Feeblemind 8 Enchantment 1 Action No No 10 Glibness 8 Enchantment 1 Action No No 11 Holy Aura 8 Priestcraft 1 Action No Yes 12 Incendiary Cloud 8 Conjuration 1 Action No Yes 13 Maze 8 Conjuration 1 Action No Yes 14 Mind Blank 8 Magecraft 1 Action No No 15 Power Word Stun 8 Enchantment 1 Action No No 16 Sunburst 8 Conjuration 1 Action No No 17 Telepathy 8 Magecraft 1 Action No No 18 Tsunami 8 Druidic Lore 1 Minute No Yes 1 Foresight 9 Magecraft 1 Minute No No 2 Gate 9 Conjuration 1 Action No Yes 3 Imprisonment 9 Magecraft 1 Minute No No 4 Mass Heal 9 Necromancy 1 Action No No 5 Meteor Swarm 9 Conjuration 1 Action No No 6 Power Word Heal 9 Necromancy 1 Action No No 7 Power Word Kill 9 Necromancy 1 Action No No 8 Prismatic Wall 9 Priestcraft 1 Action No No 9 Shapechange 9 Enchantment 1 Action No Yes 10 Storm of Vengeance 9 Druidic Lore 1 Action No Yes 11 Time Stop 9 Druidic Lore 1 Action No No 12 True Polymorph 9 Enchantment 1 Action No Yes 13 True Resurrection 9 Priestcraft 1 Hour No No 14 Weird 9 Enchantment 1 Action No Yes 15 Wish 9 All 1 Action No No 1 Miraculum 10 All 1 action No` No Black Magic No. Name Level Craft Casting time Ritual Concentration 1 Acid Splash 0 Conjuration 1 Action No No 2 Chill Touch 0 Necromancy 1 Action No No 3 Eldritch Blast 0 Magecraft 1 Action No No 4 Fire Bolt 0 Conjuration 1 Action No No 5 Poison Spray 0 Conjuration 1 Action No No 6 Ray of Frost 0 Conjuration 1 Action No No 7 Shocking Grasp 0 Conjuration 1 Action No No 1 Arms of Hadar 1 Conjuration 1 Action No No 2 Bane 1 Priestcraft 1 Action No Yes 3 Burning Hands 1 Conjuration 1 Action No No 4 Charm Person 1 Enchantment 1 Action No No 5 Chromatic Orb 1 Conjuration 1 Action No No
  • 101.
    99 No. Name LevelCraft Casting time Ritual Concentration 6 Color Spray 1 Conjuration 1 Action No No 7 Command 1 Enchantment 1 Action No No 8 Energetic Blast 1 Conjuration 1 Action No No 9 Hellish Rebuke 1 Priestcraft Special No No 10 Hex 1 Priestcraft 1 Bonus Action No Yes 11 Inflict Wounds 1 Necromancy 1 Action No No 12 Inquisitor’s Touch 1 Enchantment 1 Action No Yes 13 Magic Missile 1 Magecraft 1 Action No No 14 Ray of Sickness 1 Necromancy 1 Action No No 15 Thunderwave 1 Conjuration 1 Action No No 16 Witch Bolt 1 Magecraft 1 Action No Yes 1 Blindness/Deafness 2 Priestcraft 1 Action No No 2 Cloud of Daggers 2 Conjuration 1 Action No Yes 3 Crown of Madness 2 Enchantment 1 Action No Yes 4 Darkness 2 Conjuration 1 Action No Yes 5 Enthrall 2 Enchantment 1 Action No No 6 Flaming Sphere 2 Druidic Lore 1 Action No Yes 7 Melf’s Acid Arrow 2 Conjuration 1 Action No No 8 Ray of Enfeeblement 2 Necromancy 1 Action No Yes 9 Scorching Ray 2 Conjuration 1 Action No No 10 Shatter 2 Conjuration 1 Action No No 11 Silence (Ritual) 2 Conjuration 1 Action Yes Yes 12 Suggestion 2 Enchantment 1 Action No Yes 1 Animate Dead 3 Necromancy 1 Minute No No 2 Bestow Curse 3 Priestcraft 1 Action No Yes 3 Call Lightning 3 Druidic Lore 1 Action No Yes 4 Fear 3 Enchantment 1 Action No Yes 5 Fireball 3 Conjuration 1 Action No No 6 Hunger of Hadar 3 Conjuration 1 Action No Yes 7 Hypnotic Pattern 3 Conjuration 1 Action No Yes 8 Lightning Bolt 3 Conjuration 1 Action No No 9 Slow 3 Enchantment 1 Action No Yes 10 Vampiric Touch 3 Necromancy 1 Action No Yes 1 Blight 4 Necromancy 1 Action No No 2 Confusion 4 Enchantment 1 Action No Yes 3 Dominate Beast 4 Enchantment 1 Action No Yes 4 Evard’s Black Tentacles 4 Conjuration 1 Action No Yes 5 Ice Storm 4 Conjuration 1 Action No No 6 Phantasmal Killer 4 Enchantment 1 Action No Yes 1 Cloudkill 5 Conjuration 1 Action No Yes 2 Cone of Cold 5 Conjuration 1 Action No No 3 Contagion 5 Necromancy 1 Action No No 4 Dominate Person 5 Enchantment 1 Action No Yes
  • 102.
    100 No. Name LevelCraft Casting time Ritual Concentration 5 Dream Lock 5 Magecraft 1 Action No Yes 6 Grimoire Creation (Ritual Only) 5 Magecraft 8 days Yes No 7 Insect Plague 5 Conjuration 1 Action No Yes 8 Qi Rape (Forbidden Ritual) 5 Necromancy 1 hour Yes No 1 Chain Lightning 6 Conjuration 1 Action No No 2 Circle of Death 6 Necromancy 1 Action No No 3 Create Undead 6 Necromancy 1 Minute No No 4 Disintegrate 6 Enchantment 1 Action No No 5 Eyebite 6 Necromancy 1 Action No Yes 6 Flesh to Stone 6 Enchantment 1 Action No Yes 7 Harm 6 Necromancy 1 Action No No 8 Lycanthropy (Ritual) 6 Priestcraft 10 minutes Yes No 9 Magic Jar 6 Necromancy 1 Minute No No 10 Mass Suggestion 6 Enchantment 1 Action No No 11 Mummification (Forbidden Ritual, Ritual Only) 6 Necromancy 3 Hours Yes No 12 Otiluke’s Freezing Sphere 6 Conjuration 1 Action No No 1 Delayed Blast Fireball 7 Conjuration 1 Action No Yes 2 Finger of Death 7 Necromancy 1 Action No No 3 Fire Storm 7 Druidic Lore 1 Action No No 4 Prismatic Spray 7 Priestcraft 1 Action No No 1 Dominate Monster 8 Enchantment 1 Action No Yes 2 Earthquake 8 Druidic Lore 1 Action No Yes 3 Feeblemind 8 Enchantment 1 Action No No 4 Incendiary Cloud 8 Conjuration 1 Action No Yes 5 Power Word Stun 8 Enchantment 1 Action No No 6 Tsunami 8 Druidic Lore 1 Minute No Yes 1 Imprisonment 9 Magecraft 1 Minute No No 2 Meteor Swarm 9 Conjuration 1 Action No No 3 Power Word Kill 9 Necromancy 1 Action No No 4 Storm of Vengeance 9 Druidic Lore 1 Action No Yes 5 Weird 9 Enchantment 1 Action No Yes Grey Magic No. Name Level Craft Casting time Ritual Concentration 1 Dancing Lights 0 Conjuration 1 Action No Yes 2 Druidcraft 0 Druidic Lore 1 Action No No 3 Friends 0 Enchantment 1 Action No Yes 4 Mage Hand 0 Magecraft 1 Action No No 5 Message 0 Magecraft 1 Action No No 6 Minor Illusion 0 Conjuration 1 Action No No 7 Prestidigitation 0 Conjuration 1 Action No No 8 Produce Flame 0 Druidic Lore 1 Action No No 9 Shillelagh 0 Druidic Lore 1 Bonus Action No No
  • 103.
    101 No. Name LevelCraft Casting time Ritual Concentration 10 Thaumaturgy 0 Priestcraft 1 Action No No 11 Thorn Whip 0 Enchantment 1 Action No No 12 True Strike 0 Priestcraft 1 Action No Yes 1 Alarm (Ritual) 1 Magecraft 1 Minute Yes No 2 Animal Friendship 1 Druidic Lore 1 Action No No 3 Armor of Agathys 1 Magecraft 1 Action No No 4 Astral Projection 1 Conjuration 1 Action No Yes 5 Blindingly Obvious 1 Enchantment 1 Action No Yes 6 Comprehend Languages (Ritual) 1 Magecraft 1 Action Yes No 7 Detect Magic (Ritual) 1 Magecraft 1 Action Yes Yes 8 Detect Poison and Disease 1 Necromancy 1 Action Yes Yes 9 Disguise Self 1 Enchantment 1 Action No No 10 Entangle 1 Druidic Lore 1 Action No Yes 11 Faerie Fire 1 Druidic Lore 1 Action No Yes 12 Feather Fall 1 Magecraft Special No No 13 Fog Cloud 1 Conjuration 1 Action No Yes 14 Grease 1 Conjuration 1 Action No No 15 Identify (Ritual) 1 Magecraft 1 Minute Yes No 16 Illusory Script (Ritual) 1 Magecraft 1 Minute Yes No 17 Silent Image 1 Conjuration 1 Action No Yes 18 Sleep 1 Enchantment 1 Action No No 19 Speak with Animals (Ritual) 1 Druidic Lore 1 Action Yes No 20 Tasha’s Hideous Laughter 1 Enchantment 1 Action No Yes 21 Tenser’s Floating Disk (Ritual) 1 Magecraft 1 Action Yes No 22 Unseen Servant (Ritual) 1 Magecraft 1 Action Yes No 1 Alter Self 2 Enchantment 1 Action No Yes 2 Animal Messenger (Ritual) 2 Druidic Lore 1 Action Yes No 3 Arcane Lock 2 Magecraft 1 Action No No 4 Astral Travel 2 Conjuration 1 Hour No No 5 Augury (Ritual) 2 Priestcraft 1 Minute Yes No 6 Beast Sense (Ritual) 2 Druidic Lore 1 Action Yes Yes 7 Blur 2 Magecraft 1 Action No Yes 8 Darkvision 2 Magecraft 1 Action No No 9 Detect Thoughts 2 Magecraft 1 Action No Yes 10 Enlarge/Reduce 2 Enchantment 1 Action No Yes 11 Find Traps 2 Priestcraft 1 Action No No 12 Flame Blade 2 Druidic Lore 1 Bonus Action No Yes 13 Gust of Wind 2 Druidic Lore 1 Action No Yes 14 Heat Metal 2 Druidic Lore 1 Action No Yes 15 Hold Person 2 Enchantment 1 Action No Yes 16 Invisibility 2 Magecraft 1 Action No Yes 17 Knock 2 Magecraft 1 Action No No 18 Levitate 2 Magecraft 1 Action No Yes
  • 104.
    102 No. Name LevelCraft Casting time Ritual Concentration 19 Locate Animals or Plants (Ritual) 2 Druidic Lore 1 Action Yes No 20 Locate Object 2 Magecraft 1 Action No Yes 21 Magic Mouth (Ritual) 2 Conjuration 1 Minute Yes No 22 Mirror Image 2 Conjuration 1 Action No No 23 Misty Step 2 Conjuration 1 Bonus Action No No 24 Nystul’s Magic Aura 2 Magecraft 1 Action No No 25 Pass Without Trace 2 Magecraft 1 Action No Yes 26 Phantasmal Force 2 Conjuration 1 Action No Yes 27 Rope Trick 2 Conjuration 1 Action No No 28 See invisibility 2 Magecraft 1 Action No No 29 Spike Growth 2 Druidic Lore 1 Action No Yes 30 Zone of Truth 2 Enchantment 1 Action No No 1 Blink 3 Conjuration 1 Action No No 2 Clairvoyance 3 Magecraft 10 Minutes No Yes 3 Conjure Animals 3 Conjuration 1 Action No Yes 4 Counterspell 3 Magecraft Special No No 5 Dispel Magic 3 Magecraft 1 Action No No 6 Elemental Weapon 3 Conjuration 1 Action No Yes 7 Feign Death (Ritual) 3 Necromancy 1 Action Yes No 8 Fly 3 Magecraft 1 Action No Yes 9 Gaseous Form 3 Enchantment 1 Action No Yes 10 Leomund’s Tiny Hut (Ritual) 3 Magecraft 1 Minute Yes No 11 Magic Circle 3 Magecraft 1 Minute No No 12 Major Image 3 Conjuration 1 Action No Yes 13 Meld into Stone (Ritual) 3 Druidic Lore 1 Action Yes No 14 Nondetection 3 Magecraft 1 Action No No 15 Phantom Steed (Ritual) 3 Conjuration 1 Minute Yes No 16 Sending 3 Magecraft 1 Action No No 17 Sleet Storm 3 Conjuration 1 Action No Yes 18 Speak with Dead 3 Necromancy 1 Action No No 19 Speak with Plants 3 Druidic Lore 1 Action No No 20 Stinking Cloud 3 Conjuration 1 Action No Yes 21 Tongues 3 Magecraft 1 Action No No 22 Water Walk (Ritual) 3 Priestcraft 1 Action Yes No 23 Wind Wall 3 Druidic Lore 1 Action No Yes 1 Arcane Eye 4 Magecraft 1 Action No Yes 2 Conjure Minor Elementals 4 Druidic Lore 1 Minute No Yes 3 Conjure Woodland Beings 4 Conjuration 1 Action No Yes 4 Control Water 4 Druidic Lore 1 Action No Yes 5 Dimension Door 4 Conjuration 1 Action No No 6 Divination (Ritual) 4 Priestcraft 1 Action Yes No 7 Etherealness 4 Conjuration 1 Action No No 8 Fire Shield 4 Conjuration 1 Action No No
  • 105.
    103 No. Name LevelCraft Casting time Ritual Concentration 9 Grasping Vine 4 Druidic Lore 1 Bonus Action No Yes 10 Greater Invisibility 4 Magecraft 1 Action No Yes 11 Hallucinatory Terrain 4 Conjuration 10 Minutes No No 12 Leomund’s Secret Chest 4 Conjuration 1 Action No No 13 Locate Creature 4 Magecraft 1 Action No Yes 14 Mordenkainen’s Faithful Hound 4 Magecraft 1 Action No No 15 Mordenkainen’s Private Sanctum 4 Magecraft 10 Minutes No No 16 Otiluke’s Resilient Sphere 4 Magecraft 1 Action No Yes 17 Polymorph 4 Enchantment 1 Action No Yes 18 Stone Shape 4 Druidic Lore 1 Action No No 19 Wall of Fire 4 Druidic Lore 1 Action No Yes 1 Bigby’s Hand 5 Magecraft 1 Action No Yes 2 Commune with Nature (Ritual) 5 Druidic Lore 1 Minute Yes No 3 Conjure Elemental 5 Druidic Lore 1 Minute No Yes 4 Contact Other Plane (Ritual) 5 Magecraft 1 Minute Yes No 5 Dream 5 Magecraft 1 Minute No No 6 Effigy 5 Necromancy 1 hour No No 7 Hold Monster 5 Enchantment 1 Action No Yes 8 Legend Lore 5 Priestcraft 10 Minutes No No 9 Mislead 5 Enchantment 1 Action No Yes 10 Modify Memory 5 Enchantment 1 Action No Yes 11 Passwall 5 Conjuration 1 Action No No 12 Planar Binding 5 Conjuration 1 Hour No No 13 Rary’s Telepathic Bond (Ritual) 5 Magecraft 1 Action Yes No 14 Scrying 5 Magecraft 10 Minutes No Yes 15 Seeming 5 Enchantment 1 Action No No 16 Telekinesis 5 Magecraft 1 Action No Yes 17 Teleportation Circle 5 Conjuration 1 Minute No No 18 Tree Stride 5 Druidic Lore 1 Action No Yes 1 Arcane Gate 6 Conjuration 1 Action No Yes 2 Blade Barrier 6 Magecraft 1 Action No Yes 3 Conjure Fey 6 Druidic Lore 1 Minute No Yes 4 Contingency 6 Magecraft 10 Minutes No No 5 Drawmij’s Instant Summons (Ritual) 6 Conjuration 1 Minute Yes No 6 Dream Walk 6 Conjuration 1 Action No No 7 Find the Path 6 Priestcraft 1 Minute No Yes 8 Move Earth 6 Druidic Lore 1 Action No Yes 9 Otto’s Irresistible Dance 6 Enchantment 1 Action No Yes 10 Programmed Illusion 6 Conjuration 1 Action No No 11 Transport via Plants 6 Druidic Lore 1 Action No No 12 True Seeing 6 Priestcraft 1 Action No No 13 Wind Walk 6 Enchantment 1 Minute No No 14 Word of Recall 6 Conjuration 1 Action No No
  • 106.
    104 No. Name LevelCraft Casting time Ritual Concentration 1 Elemental Bonding (Ritual Only) 7 Druidic Lore 50 minutes Yes No 2 Forcecage 7 Magecraft 1 Action No No 3 Mirage Arcane 7 Conjuration 10 Minutes No No 4 Mordenkainen’s Magnificent Mansion 7 Magecraft 1 Minute No No 5 Mordenkainen’s Sword 7 Magecraft 1 Action No Yes 6 Permanency 7 Magecraft 7 Plane Shift 7 Conjuration 1 Action No No 8 Project Image 7 Conjuration 1 Action No Yes 9 Reverse Gravity 7 Conjuration 1 Action No Yes 10 Teleport 7 Conjuration 1 Action No No 1 Animal Shapes 8 Enchantment 1 Action No Yes 2 Antimagic Field 8 Magecraft 1 Action No Yes 3 Control Weather 8 Druidic Lore 10 Minutes No Yes 4 Demiplane 8 Conjuration 1 Action No No 5 Glibness 8 Enchantment 1 Action No No 6 Maze 8 Conjuration 1 Action No Yes 7 Telepathy 8 Magecraft 1 Action No No 1 Foresight 9 Magecraft 1 Minute No No 2 Gate 9 Conjuration 1 Action No Yes 3 Prismatic Wall 9 Priestcraft 1 Action No No 4 Shapechange 9 Enchantment 1 Action No Yes 5 Time Stop 9 Druidic Lore 1 Action No No 6 True Polymorph 9 Enchantment 1 Action No Yes White Magic No Name Level Craft Casting time Ritual Concentration 1 Blade Ward 0 Magecraft 1 Action No No 2 Guidance 0 Priestcraft 1 Action No Yes 3 Light 0 Conjuration 1 Action No No 4 Mending 0 Enchantment 1 Minute No No 5 Placebo 0 Necromancy 6 Resistance 0 Magecraft 1 Action No Yes 7 Spare the Dying 0 Necromancy 1 Action No No 1 Bless 1 Priestcraft 1 Action No Yes 2 Cure Wounds 1 Necromancy 1 Action No No 3 Expeditious Retreat 1 Enchantment 1 Bonus Action No Yes 4 False Life 1 Necromancy 1 Action No No 5 Goodberry 1 Druidic Lore 1 Action No No 6 Guiding Bolt 1 Conjuration 1 Action No No 7 Healing Word 1 Necromancy 1 Bonus Action No No 8 Heroism 1 Priestcraft 1 Action No Yes 9 Jump 1 Enchantment 1 Action No No 10 Longstrider 1 Enchantment 1 Action No No
  • 107.
    105 No Name LevelCraft Casting time Ritual Concentration 11 Mage Armor 1 Magecraft 1 Action No 12 Purify Food and Drink (Ritual) 1 Priestcraft 1 Action Yes No 13 Sanctuary 1 Priestcraft 1 Bonus Action No No 14 Shield 1 Magecraft Special No 1 Aid 2 Necromancy 1 Action No No 2 Barkskin 2 Enchantment 1 Action No Yes 3 Calm Emotions 2 Enchantment 1 Action No Yes 4 Continual Flame 2 Conjuration 1 Action No No 5 Enhance Ability 2 Enchantment 1 Action No Yes 6 Gentle Repose (Ritual) 2 Necromancy 1 Action Yes No 7 Lesser Restoration 2 Necromancy 1 Action No No 8 Magic Weapon 2 Enchantment 1 Bonus Action No Yes 9 Moonbeam 2 Conjuration 1 Action No Yes 10 Prayer of Healing 2 Priestcraft 10 Minutes No No 11 Protection from Poison 2 Magecraft 1 Action No No 12 Spider Climb 2 Enchantment 1 Action No Yes 13 Warding Bond 2 Magecraft 1 Action No No 14 Web 2 Conjuration 1 Action No Yes 1 Beacon of Hope 3 Priestcraft 1 Action No Yes 2 Create Food and Water 3 Priestcraft 1 Action No No 3 Create Homunculus 3 Enchantment 4 Daylight 3 Conjuration 1 Action No No 5 Haste 3 Enchantment 1 Action No Yes 6 Mass Healing Word 3 Necromancy 1 Bonus Action No No 7 Plant Growth 3 Druidic Lore Special No No 8 Protection from Energy 3 Magecraft 1 Action No Yes 9 Remove Curse 3 Priestcraft 1 Action No No 10 Revivify 3 Necromancy 1 Action No No 11 Water Breathing (Ritual) 3 Enchantment 1 Action Yes No 1 Death Ward 4 Necromancy 1 Action No No 2 Fabricate 4 Enchantment 10 Minutes No No 3 Freedom of Movement 4 Magecraft 1 Action No No 4 Giant Insect 4 Enchantment 1 Action No Yes 5 Stoneskin 4 Enchantment 1 Action No Yes 1 Animate Objects 5 Necromancy 1 Action No Yes 2 Antilife Shell 5 Magecraft 1 Action No Yes 3 Awaken 5 Necromancy 8 Hours No No 4 Creation 5 Conjuration 1 Minute No No 5 Flame Strike 5 Priestcraft 1 Action No No 6 Greater Restoration 5 Necromancy 1 Action No No 7 Mass Cure Wounds 5 Necromancy 1 Action No No 8 Raise Dead 5 Priestcraft 1 Hour No No
  • 108.
    106 No Name LevelCraft Casting time Ritual Concentration 9 Reincarnate 5 Priestcraft 1 Hour No No 10 Wall of Force 5 Magecraft 1 Action No Yes 11 Wall of Stone 5 Druidic Lore 1 Action No Yes 1 Globe of Invulnerability 6 Magecraft 1 Action No Yes 2 Guards and Wards 6 Magecraft 10 Minutes No No 3 Heal 6 Necromancy 1 Action No No 4 Heroes’ Feast 6 Priestcraft 10 Minutes No No 5 Sunbeam 6 Conjuration 1 Action No Yes 6 Wall of Ice 6 Druidic Lore 1 Action No Yes 7 Wall of Thorns 6 Druidic Lore 1 Action No Yes 1 Regenerate 7 Necromancy 1 Minute No No 2 Resurrection 7 Priestcraft 1 Hour No No 3 Sequester 7 Enchantment 1 Action No No 4 Simulacrum 7 Conjuration 12 Hours No No 1 Clone 8 Necromancy 1 Hour No No 2 Mind Blank 8 Magecraft 1 Action No No 3 Sunburst 8 Conjuration 1 Action No No 1 Mass Heal 9 Necromancy 1 Action No No 2 Power Word Heal 9 Necromancy 1 Action No No 3 True Resurrection 9 Priestcraft 1 Hour No No Variable Magic No. Name Level Craft Casting time Ritual Concentration 1 Sacred Flame 0 Priestcraft 1 Action No No 1 Create or Destroy Water 1 Druidic Lore 1 Action No No 2 Detect Evil and Good 1 Priestcraft 1 Action No Yes 3 Protection from Evil and Good 1 Priestcraft 1 Action No Yes 4 Shield of Faith 1 Priestcraft 1 Bonus Action No Yes 1 Spiritual Weapon 2 Priestcraft 1 Bonus Action No No 1 Glyph of Warding 3 Magecraft 1 Hour No No 2 Spirit Guardians 3 Priestcraft 1 Action No Yes 1 Banishment 4 Conjuration 1 Action No Yes 2 Guardian of Faith 4 Priestcraft 1 Action No No 1 Commune (Ritual) 5 Priestcraft 1 Minute Yes No 2 Destructive Wave 5 Priestcraft 1 Action No No 3 Dispel Evil and Good 5 Priestcraft 1 Action No Yes 4 Geas 5 Enchantment 1 Minute No No 5 Hallow 5 Priestcraft 24 Hours No No 1 Forbiddance (Ritual) 6 Priestcraft 10 Minutes Yes No 2 Planar Ally 6 Priestcraft 10 Minutes No No 1 Conjure Celestial 7 Conjuration 1 Minute No Yes 2 Divine Word 7 Priestcraft 1 Bonus Action No No
  • 109.
    107 No. Name LevelCraft Casting time Ritual Concentration 3 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 4 Symbol 7 Magecraft 1 Minute No No 1 Antipathy/Sympathy 8 Enchantment 1 Hour No No 2 Holy Aura 8 Priestcraft 1 Action No Yes 1 Wish 9 All 1 Action No No 1 Miraculum 10 All 1 Action No No Conjuration No. Name Level Art Casting time Ritual Concentration 1 Acid Splash 0 Black 1 Action No No 2 Dancing Lights 0 Grey 1 Action No Yes 3 Fire Bolt 0 Black 1 Action No No 4 Light 0 White 1 Action No No 5 Minor Illusion 0 Grey 1 Action No No 6 Poison Spray 0 Black 1 Action No No 7 Prestidigitation 0 Grey 1 Action No No 8 Ray of Frost 0 Black 1 Action No No 9 Shocking Grasp 0 Black 1 Action No No 1 Arms of Hadar 1 Black 1 Action No No 2 Astral Projection 1 Grey 1 Action No Yes 3 Burning Hands 1 Black 1 Action No No 4 Chromatic Orb 1 Black 1 Action No No 5 Color Spray 1 Black 1 Action No No 6 Fog Cloud 1 Grey 1 Action No Yes 7 Grease 1 Grey 1 Action No No 8 Guiding Bolt 1 White 1 Action No No 9 Silent Image 1 Grey 1 Action No Yes 10 Thunderwave 1 Black 1 Action No No 1 Astral Travel 2 Grey 1 Hour No No 2 Cloud of Daggers 2 Black 1 Action No Yes 3 Continual Flame 2 White 1 Action No No 4 Darkness 2 Black 1 Action No Yes 5 Magic Mouth (Ritual) 2 Grey 1 Minute Yes No 6 Melf’s Acid Arrow 2 Black 1 Action No No 7 Mirror Image 2 Grey 1 Action No No 8 Misty Step 2 Grey 1 Bonus Action No No 9 Moonbeam 2 White 1 Action No Yes 10 Phantasmal Force 2 Grey 1 Action No Yes 11 Rope Trick 2 Grey 1 Action No No 12 Scorching Ray 2 Black 1 Action No No 13 Shatter 2 Black 1 Action No No 14 Silence (Ritual) 2 Black 1 Action Yes Yes 15 Web 2 White 1 Action No Yes
  • 110.
    108 No. Name LevelArt Casting time Ritual Concentration 1 Blink 3 Grey 1 Action No No 2 Conjure Animals 3 Grey 1 Action No Yes 3 Daylight 3 White 1 Action No No 4 Elemental Weapon 3 Grey 1 Action No Yes 5 Fireball 3 Black 1 Action No No 6 Hunger of Hadar 3 Black 1 Action No Yes 7 Hypnotic Pattern 3 Black 1 Action No Yes 8 Lightning Bolt 3 Black 1 Action No No 9 Major Image 3 Grey 1 Action No Yes 10 Phantom Steed (Ritual) 3 Grey 1 Minute Yes No 11 Sleet Storm 3 Grey 1 Action No Yes 12 Stinking Cloud 3 Grey 1 Action No Yes 1 Banishment 4 Variable 1 Action No Yes 2 Conjure Woodland Beings 4 Grey 1 Action No Yes 3 Dimension Door 4 Grey 1 Action No No 4 Etherealness 4 Grey 1 Action No No 5 Evard’s Black Tentacles 4 Black 1 Action No Yes 6 Fire Shield 4 Grey 1 Action No No 7 Hallucinatory Terrain 4 Grey 10 Minutes No No 8 Ice Storm 4 Black 1 Action No No 9 Leomund’s Secret Chest 4 Grey 1 Action No No 1 Cloudkill 5 Black 1 Action No Yes 2 Cone of Cold 5 Black 1 Action No No 3 Creation 5 White 1 Minute No No 4 Insect Plague 5 Black 1 Action No Yes 5 Passwall 5 Grey 1 Action No No 6 Planar Binding 5 Variable 1 Hour No No 7 Teleportation Circle 5 Grey 1 Minute No No 1 Arcane Gate 6 Grey 1 Action No Yes 2 Chain Lightning 6 Black 1 Action No No 3 Drawmij’s Instant Summons (Ritual) 6 Grey 1 Minute Yes No 4 Dream Walk 6 Grey 1 Action No No 5 Otiluke’s Freezing Sphere 6 Black 1 Action No No 6 Programmed Illusion 6 Grey 1 Action No No 7 Sunbeam 6 White 1 Action No Yes 8 Word of Recall 6 Grey 1 Action No No 1 Conjure Celestial 7 Variable 1 Minute No Yes 2 Delayed Blast Fireball 7 Black 1 Action No Yes 3 Mirage Arcane 7 Grey 10 Minutes No No 4 Plane Shift 7 Grey 1 Action No No 5 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 6 Project Image 7 Grey 1 Action No Yes 7 Simulacrum 7 White 12 Hours No No
  • 111.
    109 No. Name LevelArt Casting time Ritual Concentration 8 Teleport 7 Grey 1 Action No No 1 Demiplane 8 Grey 1 Action No No 2 Incendiary Cloud 8 Black 1 Action No Yes 3 Maze 8 Grey 1 Action No Yes 4 Sunburst 8 White 1 Action No No 1 Gate 9 Grey 1 Action No Yes 2 Meteor Swarm 9 Black 1 Action No No 3 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Druidic Lore No. Name Level Art Casting time Ritual Concentration 1 Druidcraft 0 Grey 1 Action No No 2 Produce Flame 0 Grey 1 Action No No 3 Shillelagh 0 Grey 1 Bonus Action No No 1 Animal Friendship 1 Grey 1 Action No No 2 Create or Destroy Water 1 Variable 1 Action No No 3 Entangle 1 Grey 1 Action No Yes 4 Faerie Fire 1 Grey 1 Action No Yes 5 Goodberry 1 White 1 Action No No 6 Speak with Animals (Ritual) 1 Grey 1 Action Yes No 1 Animal Messenger (Ritual) 2 Grey 1 Action Yes No 2 Beast Sense (Ritual) 2 Grey 1 Action Yes Yes 3 Flame Blade 2 Grey 1 Bonus Action No Yes 4 Flaming Sphere 2 Black 1 Action No Yes 5 Gust of Wind 2 Grey 1 Action No Yes 6 Heat Metal 2 Grey 1 Action No Yes 7 Locate Animals or Plants (Ritual) 2 Grey 1 Action Yes No 8 Spike Growth 2 Grey 1 Action No Yes 1 Call Lightning 3 Black 1 Action No Yes 2 Meld into Stone (Ritual) 3 Grey 1 Action Yes No 3 Plant Growth 3 White Special No No 4 Speak with Plants 3 Grey 1 Action No No 5 Wind Wall 3 Grey 1 Action No Yes 1 Conjure Minor Elementals 4 Grey 1 Minute No Yes 2 Control Water 4 Grey 1 Action No Yes 3 Grasping Vine 4 Grey 1 Bonus Action No Yes 4 Stone Shape 4 Grey 1 Action No No 5 Wall of Fire 4 Grey 1 Action No Yes 1 Commune with Nature (Ritual) 5 Grey 1 Minute Yes No 2 Conjure Elemental 5 Grey 1 Minute No Yes 3 Tree Stride 5 Grey 1 Action No Yes
  • 112.
    110 No. Name LevelArt Casting time Ritual Concentration 4 Wall of Stone 5 White 1 Action No Yes 1 Conjure Fey 6 Grey 1 Minute No Yes 2 Move Earth 6 Grey 1 Action No Yes 3 Transport via Plants 6 Grey 1 Action No No 4 Wall of Ice 6 White 1 Action No Yes 5 Wall of Thorns 6 White 1 Action No Yes 1 Elemental Bonding (Ritual only) 7 Grey 50 minutes Yes No 2 Fire Storm 7 Druidic Lore 1 Action No No 3 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 4 Reverse Gravity 7 Grey 1 Action No Yes 1 Control Weather 8 Grey 10 Minutes No Yes 2 Earthquake 8 Black 1 Action No Yes 3 Tsunami 8 Black 1 Minute No Yes 1 Storm of Vengeance 9 Black 1 Action No Yes 2 Time Stop 9 Grey 1 Action No No 3 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Enchantment No. Name Level Art Casting time Ritual Concentration 1 Friends 0 Grey 1 Action No Yes 2 Mending 0 White 1 Minute No No 3 Thorn Whip 0 Grey 1 Action No No 1 Blindingly Obvious 1 Enchantment 1 Action No Yes 2 Charm Person 1 Black 1 Action No No 3 Command 1 Black 1 Action No No 4 Disguise Self 1 Grey 1 Action No No 5 Expeditious Retreat 1 White 1 Bonus Action No Yes 6 Inquisitor’s Touch 1 Black 1 Action No Yes 7 Jump 1 White 1 Action No No 8 Longstrider 1 White 1 Action No No 9 Sleep 1 Grey 1 Action No No 10 Tasha’s Hideous Laughter 1 Grey 1 Action No Yes 1 Alter Self 2 Grey 1 Action No Yes 2 Barkskin 2 White 1 Action No Yes 3 Calm Emotions 2 White 1 Action No Yes 4 Crown of Madness 2 Black 1 Action No Yes 5 Enhance Ability 2 White 1 Action No Yes 6 Enlarge/Reduce 2 Grey 1 Action No Yes 7 Enthrall 2 Black 1 Action No No 8 Hold Person 2 Grey 1 Action No Yes 9 Magic Weapon 2 White 1 Bonus Action No Yes
  • 113.
    111 No. Name LevelArt Casting time Ritual Concentration 10 Spider Climb 2 White 1 Action No Yes 11 Suggestion 2 Black 1 Action No Yes 12 Zone of Truth 2 Grey 1 Action No No 1 Create Homunculus 3 Variable 2 Fear 3 Black 1 Action No Yes 3 Gaseous Form 3 Grey 1 Action No Yes 4 Haste 3 White 1 Action No Yes 5 Slow 3 Black 1 Action No Yes 6 Water Breathing (Ritual) 3 White 1 Action Yes No 1 Confusion 4 Black 1 Action No Yes 2 Dominate Beast 4 Black 1 Action No Yes 3 Fabricate 4 White 10 Minutes No No 4 Giant Insect 4 White 1 Action No Yes 5 Phantasmal Killer 4 Black 1 Action No Yes 6 Polymorph 4 Grey 1 Action No Yes 7 Stoneskin 4 White 1 Action No Yes 1 Dominate Person 5 Black 1 Action No Yes 2 Geas 5 Variable 1 Minute No No 3 Hold Monster 5 Grey 1 Action No Yes 4 Mislead 5 Grey 1 Action No Yes 5 Modify Memory 5 Variable 1 Action No Yes 6 Seeming 5 Grey 1 Action No No 1 Disintegrate 6 Black 1 Action No No 2 Flesh to Stone 6 Black 1 Action No Yes 3 Mass Suggestion 6 Black 1 Action No No 4 Otto’s Irresistible Dance 6 Grey 1 Action No Yes 5 Wind Walk 6 Grey 1 Minute No No 1 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 2 Sequester 7 White 1 Action No No 1 Animal Shapes 8 Grey 1 Action No Yes 2 Antipathy/Sympathy 8 Variable 1 Hour No No 3 Dominate Monster 8 Black 1 Action No Yes 4 Feeblemind 8 Black 1 Action No No 5 Glibness 8 Grey 1 Action No No 6 Power Word Stun 8 Black 1 Action No No 1 Shapechange 9 Grey 1 Action No Yes 2 True Polymorph 9 Grey 1 Action No Yes 3 Weird 9 Black 1 Action No Yes 4 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Magecraft No. Name Level Art Casting time Ritual Concentration 1 Blade Ward 0 White 1 Action No No
  • 114.
    112 No. Name LevelArt Casting time Ritual Concentration 2 Eldritch Blast 0 Black 1 Action No No 3 Mage Hand 0 Grey 1 Action No No 4 Message 0 Grey 1 Action No No 5 Resistance 0 White 1 Action No Yes 1 Alarm (Ritual) 1 Grey 1 Minute Yes No 2 Armor of Agathys 1 Grey 1 Action No No 3 Comprehend Languages (Ritual) 1 Grey 1 Action Yes No 4 Detect Magic (Ritual) 1 Grey 1 Action Yes Yes 5 Feather Fall 1 Grey Special No No 6 Identify (Ritual) 1 Grey 1 Minute Yes No 7 Illusory Script (Ritual) 1 Grey 1 Minute Yes No 8 Mage Armor 1 White 1 Action No No 9 Magic Missile 1 Black 1 Action No No 10 Shield 1 White Special No No 11 Tenser’s Floating Disk (Ritual) 1 Grey 1 Action Yes No 12 Unseen Servant (Ritual) 1 Grey 1 Action Yes No 13 Witch Bolt 1 Black 1 Action No Yes 1 Arcane Lock 2 Grey 1 Action No No 2 Blur 2 Grey 1 Action No Yes 3 Darkvision 2 Grey 1 Action No No 4 Detect Thoughts 2 Variable 1 Action No Yes 5 Invisibility 2 Grey 1 Action No Yes 6 Knock 2 Grey 1 Action No No 7 Levitate 2 Grey 1 Action No Yes 8 Locate Object 2 Grey 1 Action No Yes 9 Nystul’s Magic Aura 2 Grey 1 Action No No 10 Pass Without Trace 2 Grey 1 Action No Yes 11 Protection from Poison 2 White 1 Action No No 12 See invisibility 2 Grey 1 Action No No 13 Warding Bond 2 White 1 Action No No 1 Clairvoyance 3 Grey 10 Minutes No Yes 2 Counterspell 3 Grey Special No No 3 Dispel Magic 3 Grey 1 Action No No 4 Fly 3 Grey 1 Action No Yes 5 Glyph of Warding 3 Variable 1 Hour No No 6 Leomund’s Tiny Hut (Ritual) 3 Grey 1 Minute Yes No 7 Magic Circle 3 Variable 1 Minute No No 8 Nondetection 3 Grey 1 Action No No 9 Protection from Energy 3 White 1 Action No Yes 10 Sending 3 Grey 1 Action No No 11 Tongues 3 Grey 1 Action No No 1 Arcane Eye 4 Grey 1 Action No Yes 2 Freedom of Movement 4 White 1 Action No No 3 Greater Invisibility 4 Grey 1 Action No Yes
  • 115.
    113 No. Name LevelArt Casting time Ritual Concentration 4 Locate Creature 4 Grey 1 Action No Yes 5 Mordenkainen’s Faithful Hound 4 Grey 1 Action No No 6 Mordenkainen’s Private Sanctum 4 Grey 10 Minutes No No 7 Otiluke’s Resilient Sphere 4 Grey 1 Action No Yes 1 Antilife Shell 5 White 1 Action No Yes 2 Bigby’s Hand 5 Grey 1 Action No Yes 3 Contact Other Plane (Ritual) 5 Grey 1 Minute Yes No 4 Dream 5 Grey 1 Minute No No 5 Dream Lock 5 Magecraft 1 Action No Yes 6 Grimoire Creation (Ritual Only) 5 Black 8 days Yes No 7 Rary’s Telepathic Bond (Ritual) 5 Grey 1 Action Yes No 8 Scrying 5 Grey 10 Minutes No Yes 9 Telekinesis 5 Grey 1 Action No Yes 10 Wall of Force 5 White 1 Action No Yes 1 Blade Barrier 6 Grey 1 Action No Yes 2 Contingency 6 Grey 10 Minutes No No 3 Enchant Item 6 Variable 4 Globe of Invulnerability 6 White 1 Action No Yes 5 Guards and Wards 6 White 10 Minutes No No 1 Forcecage 7 Grey 1 Action No No 2 Mordenkainen’s Magnificent Mansion 7 Grey 1 Minute No No 3 Mordenkainen’s Sword 7 Grey 1 Action No Yes 4 Permanency 7 Variable 5 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 6 Symbol 7 Variable 1 Minute No No 1 Antimagic Field 8 Grey 1 Action No Yes 2 Mind Blank 8 White 1 Action No No 3 Telepathy 8 Grey 1 Action No No 1 Foresight 9 Grey 1 Minute No No 2 Imprisonment 9 Black 1 Minute No No 3 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Necromancy No. Name Level Art Casting time Ritual Concentration 1 Chill Touch 0 Black 1 Action No No 2 Placebo 0 White 1 Action No No 3 Spare the Dying 0 White 1 Action No No 1 Cure Wounds 1 White 1 Action No No 2 Detect Poison and Disease 1 Grey 1 Action Yes Yes 3 False Life 1 White 1 Action No No 4 Healing Word 1 White 1 Bonus Action No No 5 Inflict Wounds 1 Black 1 Action No No
  • 116.
    114 No. Name LevelArt Casting time Ritual Concentration 6 Ray of Sickness 1 Black 1 Action No No 1 Aid 2 White 1 Action No No 2 Gentle Repose (Ritual) 2 White 1 Action Yes No 3 Lesser Restoration 2 White 1 Action No No 4 Ray of Enfeeblement 2 Black 1 Action No Yes 1 Animate Dead 3 Black 1 Minute No No 2 Feign Death (Ritual) 3 Grey 1 Action Yes No 3 Mass Healing Word 3 White 1 Bonus Action No No 4 Revivify 3 White 1 Action No No 5 Speak with Dead 3 Grey 1 Action No No 6 Vampiric Touch 3 Black 1 Action No Yes 1 Blight 4 Black 1 Action No No 2 Death Ward 4 White 1 Action No No 1 Animate Objects 5 White 1 Action No Yes 2 Awaken 5 White 8 Hours No No 3 Contagion 5 Black 1 Action No No 4 Effigy 5 Grey 1 hour No No 5 Greater Restoration 5 White 1 Action No No 6 Mass Cure Wounds 5 White 1 Action No No 7 Qi Rape (Forbidden Ritual) 5 Black 1 hour Yes No 1 Circle of Death 6 Black 1 Action No No 2 Create Undead 6 Black 1 Minute No No 3 Eyebite 6 Black 1 Action No Yes 4 Harm 6 Black 1 Action No No 5 Heal 6 White 1 Action No No 6 Magic Jar 6 Black 1 Minute No No 7 Mummification (Forbidden Ritual) 6 Black 2 Hours Yes No 1 Finger of Death 7 Black 1 Action No No 2 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No 3 Regenerate 7 White 1 Minute No No 1 Clone 8 White 1 Hour No No 1 Mass Heal 9 White 1 Action No No 2 Power Word Heal 9 White 1 Action No No 3 Power Word Kill 9 Black 1 Action No No 4 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Priestcraft No. Name Level Art Casting time Ritual Concentration 1 Guidance 0 White 1 Action No Yes 2 Sacred Flame 0 Variable 1 Action No No 3 Thaumaturgy 0 Variable 1 Action No No 4 True Strike 0 Variable 1 Action No Yes
  • 117.
    115 No. Name LevelArt Casting time Ritual Concentration 1 Bane 1 Black 1 Action No Yes 2 Bless 1 White 1 Action No Yes 3 Detect Evil and Good 1 Variable 1 Action No Yes 4 Hellish Rebuke 1 Black Special No No 5 Heroism 1 White 1 Action No Yes 6 Hex 1 Black 1 Bonus Action No Yes 7 Protection from Evil and Good 1 Variable 1 Action No Yes 8 Purify Food and Drink (Ritual) 1 White 1 Action Yes No 9 Sanctuary 1 White 1 Bonus Action No No 10 Shield of Faith 1 Variable 1 Bonus Action No Yes 1 Augury (Ritual) 2 Grey 1 Minute Yes No 2 Blindness/Deafness 2 Black 1 Action No No 3 Find Traps 2 Grey 1 Action No No 4 Prayer of Healing 2 White 10 Minutes No No 5 Spiritual Weapon 2 Variable 1 Bonus Action No No 1 Beacon of Hope 3 White 1 Action No Yes 2 Bestow Curse 3 Variable 1 Action No Yes 3 Create Food and Water 3 White 1 Action No No 4 Remove Curse 3 Variable 1 Action No No 5 Spirit Guardians 3 Variable 1 Action No Yes 6 Water Walk (Ritual) 3 Grey 1 Action Yes No 1 Divination (Ritual) 4 Grey 1 Action Yes No 2 Guardian of Faith 4 Variable 1 Action No No 1 Commune (Ritual) 5 Variable 1 Minute Yes No 2 Destructive Wave 5 Variable 1 Action No No 3 Dispel Evil and Good 5 Variable 1 Action No Yes 4 Flame Strike 5 White 1 Action No No 5 Hallow 5 Variable 24 Hours No No 6 Legend Lore 5 Grey 10 Minutes No No 7 Raise Dead 5 White 1 Hour No No 8 Reincarnate 5 White 1 Hour No No 1 Find the Path 6 Grey 1 Minute No Yes 2 Forbiddance (Ritual) 6 Variable 10 Minutes Yes No 3 Heroes’ Feast 6 White 10 Minutes No No 4 Lycanthropy 6 Black 5 Planar Ally 6 Variable 10 Minutes No No 6 True Seeing 6 Grey 1 Action No No 1 Divine Word 7 Variable 1 Bonus Action No No 2 Power Circle Creation (Ritual Only) 7 Variable 2 hours / stone Yes No
  • 118.
    116 No. Name LevelArt Casting time Ritual Concentration 3 Prismatic Spray 7 Black 1 Action No No 4 Resurrection 7 White 1 Hour No No 1 Holy Aura 8 Variable 1 Action No Yes 1 Prismatic Wall 9 Grey 1 Action No No 2 True Resurrection 9 White 1 Hour No No 3 Wish 9 Variable 1 Action No No 1 Miraculum 10 Variable 1 Action No No Mystic No. Name Level Casting time Ritual Concentration 1 Acid Splash 0 1 Action No No 2 Blade Ward 0 1 Action No No 3 Chill Touch 0 1 Action No No 4 Dancing Lights 0 1 Action No Yes 5 Eldritch Blast 0 1 Action No No 6 Fire Bolt 0 1 Action No No 7 Friends 0 1 Action No Yes 8 Guidance 0 1 Action No Yes 9 Light 0 1 Action No No 10 Mage Hand 0 1 Action No No 11 Mending 0 1 Minute No No 12 Message 0 1 Action No No 13 Minor Illusion 0 1 Action No No 14 Placebo 0 1 Action No No 15 Poison Spray 0 1 Action No No 16 Prestidigitation 0 1 Action No No 17 Ray of Frost 0 1 Action No No 18 Resistance 0 1 Action No Yes 19 Shocking Grasp 0 1 Action No No 20 Thaumaturgy 0 1 Action No No 21 True Strike 0 1 Action No Yes 1 Astral Projection 1 1 Action No Yes 2 Blindingly Obvious 1 1 Action No Yes 3 Burning Hands 1 1 Action No No 4 Charm Person 1 1 Action No No 5 Chromatic Orb 1 1 Action No No 6 Color Spray 1 1 Action No No 7 Comprehend Languages (Ritual) 1 1 Action Yes No 8 Detect Magic (Ritual) 1 1 Action Yes Yes 9 Disguise Self 1 1 Action No No 10 Expeditious Retreat 1 1 Bonus Action No Yes 11 False Life 1 1 Action No No 12 Feather Fall 1 Special No No 13 Fog Cloud 1 1 Action No Yes
  • 119.
    117 No. Name LevelCasting time Ritual Concentration 14 Hellish Rebuke 1 Special No No 15 Hex 1 1 Bonus Action No Yes 16 Inquisitor’s Touch 1 1 Action No Yes 17 Jump 1 1 Action No No 18 Mage Armor 1 1 Action No No 19 Magic Missile 1 1 Action No No 20 Protection from Evil and Good 1 1 Action No Yes 21 Ray of Sickness 1 1 Action No No 22 Shield 1 Special No No 23 Silent Image 1 1 Action No Yes 24 Sleep 1 1 Action No No 25 Thunderwave 1 1 Action No No 26 Unseen Servant (Ritual) 1 1 Action Yes No 27 Witch Bolt 1 1 Action No Yes 1 Alter Self 2 1 Action No Yes 2 Astral Travel 2 1 Hour No No 3 Blindness/Deafness 2 1 Action No No 4 Blur 2 1 Action No Yes 5 Cloud of Daggers 2 1 Action No Yes 6 Crown of Madness 2 1 Action No Yes 7 Darkness 2 1 Action No Yes 8 Darkvision 2 1 Action No No 9 Detect Thoughts 2 1 Action No Yes 10 Enhance Ability 2 1 Action No Yes 11 Enlarge/Reduce 2 1 Action No Yes 12 Enthrall 2 1 Action No No 13 Gust of Wind 2 1 Action No Yes 14 Hold Person 2 1 Action No Yes 15 Invisibility 2 1 Action No Yes 16 Knock 2 1 Action No No 17 Levitate 2 1 Action No Yes 18 Mirror Image 2 1 Action No No 19 Misty Step 2 1 Bonus Action No No 20 Pass Without Trace 2 1 Action No Yes 21 Phantasmal Force 2 1 Action No Yes 22 Ray of Enfeeblement 2 1 Action No Yes 23 Rope Trick 2 1 Action No No 24 Scorching Ray 2 1 Action No No 25 See invisibility 2 1 Action No No 26 Shatter 2 1 Action No No 27 Spider Climb 2 1 Action No Yes 28 Suggestion 2 1 Action No Yes 29 Warding Bond 2 1 Action No No
  • 120.
    118 No. Name LevelCasting time Ritual Concentration 30 Web 2 1 Action No Yes 1 Blink 3 1 Action No No 2 Clairvoyance 3 10 Minutes No Yes 3 Counterspell 3 Special No No 4 Create Homunculus (Ritual) 3 10 minutes plus figure Yes No 5 Daylight 3 1 Action No No 6 Dispel Magic 3 1 Action No No 7 Fear 3 1 Action No Yes 8 Feign Death (Ritual) 3 1 Action Yes No 9 Fireball 3 1 Action No No 10 Fly 3 1 Action No Yes 11 Gaseous Form 3 1 Action No Yes 12 Haste 3 1 Action No Yes 13 Hypnotic Pattern 3 1 Action No Yes 14 Lightning Bolt 3 1 Action No No 15 Magic Circle 3 1 Minute No No 16 Major Image 3 1 Action No Yes 17 Nondetection 3 1 Action No No 18 Protection from Energy 3 1 Action No Yes 19 Sending 3 1 Action No No 20 Sleet Storm 3 1 Action No Yes 21 Slow 3 1 Action No Yes 22 Stinking Cloud 3 1 Action No Yes 23 Tongues 3 1 Action No No 24 Vampiric Touch 3 1 Action No Yes 25 Water Breathing (Ritual) 3 1 Action Yes No 26 Water Walk (Ritual) 3 1 Action Yes No 1 Banishment 4 1 Action No Yes 2 Blight 4 1 Action No No 3 Confusion 4 1 Action No Yes 4 Dimension Door 4 1 Action No No 5 Dominate Beast 4 1 Action No Yes 6 Etherealness 4 1 Action No No 7 Freedom of Movement 4 1 Action No No 8 Greater Invisibility 4 1 Action No Yes 9 Hallucinatory Terrain 4 10 Minutes No No 10 Ice Storm 4 1 Action No No 11 Leomund’s Secret Chest 4 1 Action No No 12 Locate Creature 4 1 Action No Yes 13 Mordenkainen’s Private Sanctum 4 10 Minutes No No 14 Polymorph 4 1 Action No Yes 15 Stoneskin 4 1 Action No Yes 16 Wall of Fire 4 1 Action No Yes
  • 121.
    119 No. Name LevelCasting time Ritual Concentration 1 Animate Objects 5 1 Action No Yes 2 Cloudkill 5 1 Action No Yes 3 Cone of Cold 5 1 Action No No 4 Contact Other Plane (Ritual) 5 1 Minute Yes No 5 Creation 5 1 Minute No No 6 Dominate Person 5 1 Action No Yes 7 Dream 5 1 Minute No No 8 Flame Strike 5 1 Action No No 9 Geas 5 1 Minute No No 10 Grimoire Creation (Ritual Only) 5 8 days Yes No 11 Hold Monster 5 1 Action No Yes 12 Insect Plague 5 1 Action No Yes 13 Qi Rape (Forbidden Ritual) 5 1 hour Yes No 14 Rary’s Telepathic Bond (Ritual) 5 1 Action Yes No 15 Scrying 5 10 Minutes No Yes 16 Seeming 5 1 Action No No 17 Telekinesis 5 1 Action No Yes 1 Arcane Gate 6 1 Action No Yes 2 Chain Lightning 6 1 Action No No 3 Circle of Death 6 1 Action No No 4 Conjure Fey 6 1 Minute No Yes 5 Create Undead 6 1 Minute No No 6 Disintegrate 6 1 Action No No 7 Dream Walk 6 1 Action No No 8 Eyebite 6 1 Action No Yes 9 Globe of Invulnerability 6 1 Action No Yes 10 Mass Suggestion 6 1 Action No No 11 Move Earth 6 1 Action No Yes 12 Mummification (Forbidden Ritual) 6 2 Hours Yes No 13 Otiluke’s Freezing Sphere 6 1 Action No No 14 Sunbeam 6 1 Action No Yes 15 True Seeing 6 1 Action No No 1 Conjure Celestial 7 1 Minute No Yes 2 Delayed Blast Fireball 7 1 Action No Yes 3 Finger of Death 7 1 Action No No 4 Fire Storm 7 1 Action No No 5 Forcecage 7 1 Action No No 6 Mirage Arcane 7 10 Minutes No No 7 Mordenkainen’s Magnificent Mansion 7 1 Minute No No 8 Plane Shift 7 1 Action No No 9 Power Circle Creation (Ritual Only) 7 2 hours / stone Yes No 10 Prismatic Spray 7 1 Action No No 11 Reverse Gravity 7 1 Action No Yes
  • 122.
    120 No. Name LevelCasting time Ritual Concentration 12 Teleport 7 1 Action No No 1 Animal Shapes 8 1 Action No Yes 2 Antipathy/Sympathy 8 1 Hour No No 3 Demiplane 8 1 Action No No 4 Dominate Monster 8 1 Action No Yes 5 Earthquake 8 1 Action No Yes 6 Feeblemind 8 1 Action No No 7 Glibness 8 1 Action No No 8 Incendiary Cloud 8 1 Action No Yes 9 Mind Blank 8 1 Action No No 10 Power Word Stun 8 1 Action No No 11 Sunburst 8 1 Action No No 12 Telepathy 8 1 Action No No 1 Foresight 9 1 Minute No No 2 Gate 9 1 Action No Yes 3 Imprisonment 9 1 Minute No No 4 Meteor Swarm 9 1 Action No No 5 Power Word Kill 9 1 Action No No 6 Time Stop 9 1 Action No No 7 True Polymorph 9 1 Action No Yes 8 Wish 9 1 Action No No 1 Miraculum 10 1 Action No No Ranger No. Name Level Casting time Concentration 1 Alarm (Ritual) 1 1 Minute No 2 Animal Friendship 1 1 Action No 3 Cure Wounds 1 1 Action No 4 Detect Magic (Ritual) 1 1 Action Yes 5 Detect Poison and Disease 1 1 Action Yes 6 Ensnaring Strike 1 1 Bonus Action Yes 7 Fog Cloud 1 1 Action Yes 8 Goodberry 1 1 Action No 9 Hail of Thorns 1 1 Bonus Action Yes 10 Hunter’s Mark 1 1 Bonus Action Yes 11 Jump 1 1 Action No 12 Longstrider 1 1 Action No 13 Speak with Animals (Ritual) 1 1 Action No 1 Animal Messenger (Ritual) 2 1 Action No 2 Barkskin 2 1 Action Yes 3 Beast Sense (Ritual) 2 1 Action Yes 4 Cordon of Arrows 2 1 Action No
  • 123.
    121 No. Name LevelCasting time Concentration 5 Darkvision 2 1 Action No 6 Find Traps 2 1 Action No 7 Lesser Restoration 2 1 Action No 8 Locate Animals or Plants (Ritual) 2 1 Action No 9 Locate Object 2 1 Action Yes 10 Pass Without Trace 2 1 Action Yes 11 Protection from Poison 2 1 Action No 12 Silence (Ritual) 2 1 Action Yes 13 Spike Growth 2 1 Action Yes 1 Conjure Animals 3 1 Action Yes 2 Conjure Barrage 3 1 Action No 3 Create Homunculus (Ritual) 3 10 minutes plus figure No 4 Daylight 3 1 Action No 5 Lightning Arrow 3 1 Bonus Action Yes 6 Nondetection 3 1 Action No 7 Plant Growth 3 Special No 8 Protection from Energy 3 1 Action Yes 9 Speak with Plants 3 1 Action No 10 Water Breathing (Ritual) 3 1 Action No 11 Wind Wall 3 1 Action Yes 1 Conjure Woodland Beings 4 1 Action Yes 2 Freedom of Movement 4 1 Action No 3 Grasping Vine 4 1 Bonus Action Yes 4 Locate Creature 4 1 Action Yes 5 Stoneskin 4 1 Action Yes 1 Commune with Nature (Ritual) 5 1 Minute No 2 Conjure Volley 5 1 Action No 3 Grimoire Creation (Ritual Only) 5 8 days No 4 Swift Quiver 5 1 Bonus Action Yes 5 Tree Stride 5 1 Action Yes Rituals No. Name Level Casting time Concentration 1 Alarm (Ritual) 1 1 Minute No 2 Comprehend Languages (Ritual) 1 1 Action No 3 Detect Magic (Ritual) 1 1 Action Yes 4 Detect Poison and Disease 1 1 Action Yes 5 Identify (Ritual) 1 1 Minute No 6 Illusory Script (Ritual) 1 1 Minute No 7 Purify Food and Drink (Ritual) 1 1 Action No 8 Speak with Animals (Ritual) 1 1 Action No
  • 124.
    122 No. Name LevelCasting time Concentration 9 Tenser’s Floating Disk (Ritual) 1 1 Action No 10 Unseen Servant (Ritual) 1 1 Action No 11 Animal Messenger (Ritual) 2 1 Action No 12 Augury (Ritual) 2 1 Minute No 13 Beast Sense (Ritual) 2 1 Action Yes 14 Gentle Repose (Ritual) 2 1 Action No 15 Locate Animals or Plants (Ritual) 2 1 Action No 16 Magic Mouth (Ritual) 2 1 Minute No 17 Silence (Ritual) 2 1 Action Yes 1 Feign Death (Ritual) 3 1 Action No 2 Leomund’s Tiny Hut (Ritual) 3 1 Minute No 3 Meld into Stone (Ritual) 3 1 Action No 4 Phantom Steed (Ritual) 3 1 Minute No 5 Water Breathing (Ritual) 3 1 Action No 6 Water Walk (Ritual) 3 1 Action No 7 Create Homunculus 3 10 minutes plus figure No 1 Divination (Ritual) 4 1 Action No 1 Commune (Ritual) 5 1 Minute No 2 Commune with Nature (Ritual) 5 1 Minute No 3 Contact Other Plane (Ritual) 5 1 Minute No 4 Grimoire Creation (Ritual Only) 5 8 days No 5 Qi Rape (Forbidden Ritual) 5 1 hour No 6 Rary’s Telepathic Bond (Ritual) 5 1 Action No 7 Totem Pole Creation (Ritual Only) 5 12 hours No 1 Drawmij’s Instant Summons (Ritual) 6 1 Minute No 2 Forbiddance (Ritual) 6 10 Minutes No 3 Mummification (Forbidden Ritual, Ritual Only)) 6 3 Hours No 4 Lycanthropy (Ritual) 6 10 minutes No 1 Power Circle Creation (Ritual Only) 7 2 hours / stone No 2 Elemental Bonding (Ritual Only) 7 50 minutes No Descriptions Astral Projection Level: 1 Craft: Conjuration Art: Grey Components: V, S Casting Time: 1 action Range: Self Duration: Concentration up to 1 hour/level Astral Projection puts the caster in the same sort of sleep as Astral Travel (5E Astral Projection) during which the caster leaves their body in astral form and enters the Ethereal Plane, able to travel as far away as possible within the duration at a Flying Speed equal to their normal speed. Invisible and incorporeal, the astral projection has damage resistance to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons, damage Immunity to poison, and condition immunity to exhaustion, paralyzed, petrified, poisoned, prone, and restrained. The projection has Darkvision 60’, being able to move through other creatures and objects as if difficult terrain. It takes 5 (1d10) force damage if it ends its turn
  • 125.
    123 inside an object.At the end of the duration, the caster awakens in body, with any damage taken transferred to the body. If unconscious and/or dying, the body is as well. If the projection is slain, the caster’s body dies. Targets of the caster’s attacks get the same resistances as the projection to the projection’s attacks. The caster cannot communicate verbally with or hear those not also in astral form. Astral projections are visible to each other and have no resistance to each other’s attacks or to those of other entities on the Ethereal Plane. Blindingly Obvious Level: 1 Art: Grey Craft: Enchantment Components: V, S Range: Touch Duration: Concentration up to 1 minute Saving Throw: Wisdom negates This spell makes a creature so obviously an expected part of the environment that the observer’s mind fails to notice its presence. This makes all normal, moderate movements, actions, sounds, and scents, made or emitted by the creature practically non- existent, odourless, invisible, and silent. The spell is broken universally if the creature engages with observers, attacks, or otherwise draws attention to itself. The creature has advantage in Stealth and Sleight of Hand checks against affected observers but a failure breaks the effect on the observer who then can draw the attention of others breaking the spell universally. Loud noise, intense scents, and brief vigorous action such as falling from a ladder or attacking someone else, allows affected observers a new save. Observers retain no memory of the creature from their time affected. At Higher Levels. You can target one additional creature for each slot level used above 1st . Communing Those ordained into a priesthood or the Druidic Order get Commune or Commune with Nature as a bonus cantrip as it the essential tool of their Craft. These are the only spells of these Crafts available to lay- magicians as 5th level spells although if they don’t meet the alignment requirements or otherwise do not meet the approval of the entity contacted there will be no response. Create Homunculus Level 3 (Ritual Only) Craft: Enchantment Art: Variable Components: V, S, M Casting Time: 10 minutes plus figure creation time Range: Touch Targets: One clay figure Duration: permanent Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. This ritual requires enough of the caster’s blood to inflict 2hp/HD mixed into the clay with which a tiny winged anthropoid figure is made, either by a craftsperson or the caster. The ritual is cast upon the figure, which may have any desired appearance, with gargoyle-like and/or some version of the caster being typical. The casting involves a donation of spirit and qi inflicting 1 point of Exhaustion upon the caster plus 1 point of damage to all three mental ability scores, all of which is healed by a long rest. The caster must make Willpower save at DC15 or be afflicted with short term madness, long term on a critical failure. The caster must make a DC20 save if the homunculus is destroyed to reduce long term madness to short term, with a critical failure causing indefinite madness. Dread Curse (ritual) 5th level Enforcer and Magician Art: Black Craft: Priestcraft Casting Time: 1 action Range: 60’ or see below Components: V, S, M (blood) Duration: 24 hours A more powerful form of Bestow Curse that requires a small amount of blood (1 hit point from the target or the caster, this spell causes the effects of that spell at a range altered as shown below as well as offering additional possible Disorders as curs. If the blood used in the casting is from the target, the spell’s range is unlimited by distance or planar location.  Two of the target’s ability scores receive disadvantage on checks and saves  The target has disadvantage on attacks  The target gets disadvantage on Initiative  Chronic fatigue grants 2 points of Exhaustion  Obsession creates a Geas regarding one subject, object, item, place, creature, or person  Panic requires a Willpower saving throw when Initiative is rolled to prevent becoming Frightened until long rest removes  Blinded  Deafened
  • 126.
    124  Voice silenced Stutter prevents verbal components and gives disadvantage on Persuasion, Deceit, and Intimidation checks  Attention deficit gives disadvantage to all concentration and casting checks  Slow  Muscle weakness cuts weapon damage 50%  Balance requires Dexterity if hit, dashing, or using Athletics or Acrobatics to prevent falling Prone. Critical failures while attacking also require a save.  Initiatives require a Constitution save to avoid being effected as if by a Sleep spell  The sight of blood requires a Constitution save to prevent being Poisoned by nausea. Any physical damage inflicted within target’s sight and the first time entering a bloody scene triggers a save. A critical failure results in fainting Unconscious as if under a Sleep spell.  Hyperactivity requires a Constitution save at the completion of short rests to gain their benefits  Insomnia requires a Constitution save at the end of a long rest to gain its benefits  Anemia requires a Constitution save when physical damage is taken to avoid bleeding 1 point per round per damage dice  Repressed immune system and regenerative ability prevent non-magical hit point recovery  Incontinence requires a Constitution save when rolling initiative, ability checks, and when damage for thetarget to avoid soiling itself, generating a stench that requires a Constituion save for all within a 10’ radius, including the target, to avoid being Poisoned while in the range. Swimming, washing during a short rest, or a long rest, removes the stench.  Gullibility gives target disadvantage on Willpower saves, Insight, Persuasion, Intimidation, and Deceit.  Amnesia gives disadvantage on all Intelligence checks and saves as well as requiring an Intelligence save to cast each spell while affected, with disadvantage  Internal noises, belches and farts make the target incapable of Stealth, Persuasion, and Intimidation, and cause all verbal spells to require a Concentration check to cast at this spell’s DC.  The target becomes Vulnerable to one damage type.  Every hour’s passage effects the target’s physical age, sustenance needed, and sleep requirements, as if two had passed. No benefits are gained from this except as normal for aging when appropriate.  Dementia may occur on a failed Constitution save triggered by making any check roll. This causes Confusion as per the spell until a successful save against the dementia is made.  All forms of healing the target are 50% effective  The target gets disadvantage on Death saves, transforming into an undead upon death with a Geas upon it to feed upon the target’s allies, family, and loved ones, until none are left. If the target has two successes before the third failure, they become a ghoul in 1d4 rounds. If they have one success they rise as a wight in 1d4 hours. If they have no successes the target rises as a vampire in 1d4 days. If the body has been destroyed the target rises as a shadow, specter, or wraith respectively. At Higher Levels: Cast at 6th level the duration lasts until dispelled by remove curse. At 7th level it takes a Remove Curse 1 level higher to remove or a Wish. At 8th level it requires an extraordinary Wish and at 9th slot level it requires a Miraculum to end the curse. Dream Lock Level: 5 Craft: Magecraft Art: Black Components: V, S Casting Time: 1 action Range: 60’ Targets: One magic-using creature Duration: concentration up to 1 minute/level Saving Throw: Wisdom negates A Dream Lock is a personal antimagic field that restores and solidifies the Barrier of Disbelief in the target, rendering it incapable of dreaming in any way affected by an antimagic field. Using a 8th level slot raises the duration to 1 hour/level, a 7th to 1 day/level, an 8th to 48 days/level, and a 12th to 1 year /level with a Permanency ritual used to make the Lock a life-long punishment. Being Dreaming Locked requires a Willpower saving throw at DC10 +1/maximum slot level available to avoid short-term madness with a critical failure causing long-term. Casting it with a higher level slot raises the DC+1/+1 level and grants disadvantage. Making a dream lock permanent raises the save to DC15+1/maximum level to avoid indefinite madness,
  • 127.
    125 made incurable bya critical failure. Removing the Lock grants a new save at DC10+1/maximum level to recover from all but incurable madness which requires an extraordinary Wish to enable curing by Greater Restoration. Madness is centred around or focused upon dreamweaving, loss, revenge, or the Lock. Dream Walk Level: 6 Craft: Conjuration Art: Grey Components: V, S Casting Time: 1 action Range: Touch Targets: Up to one touched creature/ level Duration: 1 hour/level Saving Throw: Wisdom negates Dream Walk allows you and any creature you touch to shift physically into the borderland between the Dream Time and the Material Plane. You can take more than one creature along with you (subject to your level limit), but all must be touching each other. By shifting the details of the dreamscape around you from your present location toward your destination you move at a rate of 50 miles per hour relative to the Material Plane before stepping back onto the Material Plane. You can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature disadvantaged in all checks, attacks, and saves, until they complete a long rest (no save). If the caster is separated from fellow travellers they are dumped into the Material Plane at their present location. If rendered unconscious or slain the same happens to the caster. Creatures unwilling to accompany you receive a Wisdom save to avoid the effect. Effigy Level: 5 Craft: Necromancy Art: Grey Casting Time: 1 hour Components: M S V Range: Touch Target: 1 figurative representation of 1 creature Duration: Permanent until dispelled or destroyed A dreamweaver may make an effigy of a subject using a specimen of their body such a finger nail, a hair, or blood, and 50gp of materials., the cloth is cut 6 to 18 inches tall into the body shape of the target, inscribed with one of Marduk’s names, wrapped around a clay heart embedded/mixed with the target’s specimen, stuffed with straw and rare herbs, sewn together, and then bound in leather. Once the completed the target must make a Wisdom saving throw if it is within 1 mile. If it fails the save, the connection is formed and remains until the spell is removed from the effigy or the effigy is destroyed, reaching across planes to anywhere within the same reality. Although it may be detected upon the target, the spell can only be dispelled on the effigy. Sticking a needle in the effigy inflicts 1 point of damage on the target or 1 point of exhaustion from pain and discomfort. Up to 5 points of damage or 5 points of exhaustion may be inflicted at one time. Damage needles may be pulled out and put back in to inflict more damage but removing an exhaustion needle removes the exhaustion it causes. Until removed such exhaustion resists magic and long rests. If a damage needle remains in the effigy that damage cannot be healed until they are removed. The effigy also counts as the target for the purposes of transmitting spells with the range of touch. Any damage, effects, or healing done to the effigy are transmitted in full but if more than 1d6 damage of any type is inflicted at one time the effigy is destroyed. This includes non-magical damage from poison, fire, cold, poison, etc. and the target still gets any relevant saving throws. At Higher Levels. Cast with a 5th level slot, the spell and effigy have a range of 1 mile within which to affect the target. Cast with a 6th level slot this rises to 10 miles, a 7th level slot reaching 100 miles, an 8th level slot anywhere on the same plane, and a 9th level slot anywhere within the same reality. Elemental Bonding (ritual only) Level: 7 (Ritual) Craft: Enchantment Art: variable Components: V, S, M (one 1000gp gem per bonded elemental) Casting Time: 50 minutes Range: Touch
  • 128.
    126 Targets: As manyobjects as there are casters and gems available Duration: Permanent Saving Throw: Wisdom negates Created through much national research and the theft of a Janni carpet by Kaldaria, the Elemental Bonding ritual is used most frequently to animate intelligent objects and give them the locomotion abilities of the elemental, typically Air or Water. Earth elementals are used almost exclusively for animating golems and clockwork. This ritual requires one caster able to access to Animate Objects, Magic Jar, Conjure Elementals, and Permanency, along with 1 of each of these spells, for every object to be bonded (for airships the ship, the balloon, and the main sail are all separate objects). Each object must have Permanency cast upon it followed by simultaneous Conjure Elementals (1 of largest HD), Animate Objects, and Magic Jar. This bonds the elemental into the fabric of the object while linking to the gem as a mental control stone. Thus at least the caster and two helping casters are required for this ritual, all involved spells being treated as rituals. Although airships may be created in parts, they are often bonded together in one large ritual with the three control stones linked together by a fourth stone of 4000gp that requires a Rary’s Telepathic Bond to link with the others, adding another 10 minutes to the grand ritual. The variability of the Art depends on the willingness of the elemental to be bonded. Energetic Blast 1st-level Conjuration Art: Black Casting Time: 1 action Range: variable Components: V, S Duration: Instantaneous Saving Throw: see below This spell allows a choice of energy type and area of effect upon casting, inflicting a little lower damage than other equivalent energy spells but with additional ongoing, potentially permanent, effects dependent on the energy type. Regardless of type the spell inflicts 2d6 points of damage, half upon a successful save and double upon a critical fail, in addition to the effects listed for the energy type. The blast may be shaped as a 30’ line or a 15’ cone extending from the caster or detonated in a 5’ radius sphere at a range of up to 15’ from the caster.  Acid: on failed Dexterity save target takes initial spell damage each round until save successful; critical failure same as failure plus Blinded, each long rest affords a save to remove condition with a critical failure on any of these saves making it permanent until a Greater Restoration or Wish removes it.  Cold: on failed Constitution save target is Incapacitated until save successful; critical failure same as failure plus gain 1 point of Exhaustion, each long rest affords a save to remove Exhaustion with a critical failure on any of these saves making it permanent until a Greater Restoration or Wish removes it.  Fire: on failed Dexterity save target suffers half initial spell damage each round and have disadvantage on all ability checks and attacks until a save successful; critical failure same as failure plus Blinded, each long rest affords save to remove condition with a critical failure on any of these saves making it permanent until a Greater Restoration or Wish removes it.  Lightning: on failed Constitution save target is rendered Prone until save successful; critical failure same as failure plus Paralyzed, each long rest affords a save to remove condition with a critical failure on any of these saves making it permanent until a Greater Restoration or Wish removes it.  Thunder: on failed Constitution save target is Stunned until save successful; critical failure same as failure plus Deafened, each long rest affords a save to remove condition with a critical failure on any of these saves making it permanent until a Greater Restoration or Wish removes it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st , lines increase in length by +30’, cones by +15’ and spheres increase +5’ in radius and +15’ in range Enlarge/Reduce When a target is Enlarged is gains advantage on Strength checks and saves as well as 1 additional dice of damage for weapon attacks and +1d4 on unarmed attacks. A Reduced target gets disadvantage on Strength checks and saves and weapons do half damage. Inquisitor’s Touch Level: 1 Craft: Enchantment Art: Black Components: S, V
  • 129.
    127 Casting Time: 1action Range: Touch Duration: concentration up to 1 minute With a touch attack the caster increases blood pressure and body temperature of the target, igniting the pain nerves. This has the effect of inflicting 1 point of exhaustion upon the target for the duration and renders the target vulnerable to questioning as if under intense torture, each question requiring a Willpower saving throw against the spell DC plus 2 per point of Exhaustion to avoid answering completely and truthfully with a critical failure resulting in actual breaking of the target’s will as per Torture (see Adventuring) as well as an additional point of exhaustion being incurred. While the spell is maintained, the caster may use the question ability as a bonus action to incapacitate the target for 1 round on a failed save against the spell as above but with a critical failure merely doubling the duration of incapacitation. When the spell ends, 1 point of exhaustion is removed. A short rest can remove 1 point delivered by this spell and a long rest removes all delivered in this manner. At Higher Levels. When you cast this spell using a spell slot of 3rd level, 2 points of exhaustion are inflicted. A 5th level slot inflicts 3 exhaustion points, a 7th level slot inflicts 4 points, and a 9th level slot inflicts 5. Miraculum Level: 10 Craft: All Art: Variable Components: V Casting Time: 1 Action Range: Self Duration: Instantaneous All spells draw in limited form this most powerful of all spells, An extremely powerful Wish, Miraculum is capable of duplicating any spell or combination of spells of any level below itself as long as the total sell slot levels total less than the caster’s level of 19 or 20. The spells are cast and take effect simultaneously. Thus two Wishes and a Magic Missile could all be cast at once by a 19th level caster with one Miraculum, or an extraordinary and a standard, or nineteen Magic missile spells, or 19 different 1st level spells, or 5five 2nd level, two 4th level and a 1st , and so on. Wish and Miraculum Costs Although no material costs are involved in duplicating spells extra energy is required for those with personal costs such extraordinary Wishes. There is no cost for a Wish duplicating a spell of 8th level or lower. The cost for producing the listed extraordinary effects is 1 point of Exhaustion. A Wish that accomplishes more than this causes any spell cast thereafter to inflict 1d10 points of necrotic damage upon the caster per level until the end of a long rest as well as their Strength dropping to 3 for 2d4 days with each day spent resting reducing the total recovery time needed by 2 days. There is also a 33% chance of being unable to cast this spell again until a new level is gained. These costs are incurred if duplicated by Miraculum in addition to the exhaustion and mental shock of the Miraculum spell itself. Casting Miraculum requires a Constitution save and a Willpower saving throw at a DC equal to the total number of spell slot levels duplicated. Failing the Constituion save inflicts 3 points of Exhaustion, successfully saving inflicts 2, a critical success inflicts 1, and a critical failure inflicts 6. Failing the Willpower save inflicts Long-term madness with a critical failure making it indefinite, a success reducing it to short-term, and a critical success avoiding it completely. Permanency Level: 7 (Ritual Only) Craft: Magecraft Art: Grey Components: V, S Casting Time: 10 minutes Range: Self Targets: One spell Duration: Permanent Casting this ritual causes the caster’s next spell to gain a permanent duration as long as it’s duration isn’t instantaneous. If it is, the ritual is wasted. Otherwise the caster donates qi to preserve the next spell weave inflicting upon themselves 1 point of Exhaustion per 2 slot levels of spell made permanent, rounded up, with a Constitution save at DC15 to half this, rounding down, and a critical failure resulting in double the points inflicted. Placebo Level: 0 Craft: Necromancy Art: White Components: V, S Casting Time: 1 action Range: Touch Duration: instantaneous With a touch an a comforting word, the caster delivers a small jolt of qi to trigger the creature’s placebo response enabling it to immediately spend 1HD of its HD pool to heal itself.
  • 130.
    128 Power Circle Creation(Ritual Only, Lost) Level: 7 Craft: Enchantment Art: White Components: V, S Casting Time: 2 hours per standing stone, altar, or obelisk Range: Touch Targets: Two “stones “plus two per participant Duration: permanent Lost to standard selection and discovery, this ritual requires 1d4+1d6 times as much research to develop followed by a DC25 Arcana check to determine success. This complex exhausting ritual requires 1 master rank caster of the same class per two “stones” multiple casters able to cast the ritual, working together to build a power circle, also known as Faerie Circles and stone circles. They may be made of single pieces of stone, crystal, conductive metal, or living wood of a minimum of 5’ wide 10’ high and 2 ½ ‘ thick, each “stone” actually two standing posts menhirs and a capstone lintel. The circle may be Hallowed to a deity if it contains an altar dedicated to that Power, the Hallow and attached spell becoming permanent on the circle site. This is in addition to one of the following purposes, each of which requires a certain number of stones and possibly an obelisk at least 20’ and 5’ wide at the base, denoted by the runes and symbols engraved/carved into each: Type Purpose and Effect Stones Required Amplification Spells cast within the circle are increased in spell slot level 11 + 4 per slot level increase Art All casters within circle of the attuned Art have their casting level, but not knowledge or abilities, increased while inside the circle. 14 + 4 for each caster level increased Type Purpose and Effect Stones Required Casting Casters within circle have advantage on Concentration checks and are linked through the obelisk to each other’s spells able to cast them as if their own, using them up normally as far as preparation or uses. 11 + 4 for each caster that can link to obelisk Craft All casters within circle of the attuned Craft have their casting level, but not knowledge or abilities, increased while inside the circle. 14 + 4 for each caster level increased Dreaming For each caster in the circle feeding the obelisk, one caster level is added to the one drawing upon it 11 + 2 for each caster able to link to the obelisk Spell Attach one spell to the circle enabling it to be activated within the circle at the cost of the spell slot or as little as a cantrip. 11 + 2 per slot level of attached spell and 2 for each slot reduction in the level required for activation Witching One or more Metamagic abilities may be attached and applied to any spell cast within the circle. More than one at a time per spell is possible. 11 + 4 for each Metamagic attached; Upon completion, all casters must make a DC20 Willpower save or be afflicted with Long term madness, short term on success and indefinite upon a critical failure. Draws ley energy through obelisk. Attuning the Circle requires that all involved be of the same TYPE in regards to the Art or Craft specialty involved. All must cast the ritual and any involved spells. Although they draw some energy from sunlight and other radiation, Circles must be built near or on a natural power source such as a large river, waterfall, volcano, windswept peak, surf-pounded coast, geyser, or fault line. Drawing qi from a ley line allows two less stones to be used in the construction with a ley crossing dropping it by 2 stones plus 2 per line involved. At the end of the ritual all involved must make a DC25 Constitution saving throw or take 3 points of Exhaustion, 1 if they succeed and 6 on a critical failure. Totem Pole Creation (Ritual Only) Level: 5 Craft: Enchantment Art: White Components: V, S, M
  • 131.
    129 Casting Time: 12hours once pole is carved starting at midnight and raising the pole at noon Range: Touch Targets: one ten-foot tree-trunk pole Duration: Permanent Usable only by illuminati, this ritual allows the crafting of a wooden pole craved with the totemic images of one to seven of the Totems. These may be all the same, a mixture, or all different. Each is contributed by an illuminatus of that Totem. Each mage links that Totem’s power to the pole and the pole is placed on the perimeter or in the centre of an area to be protected. This grants several effects:  The pole is able to Summon Totem as per the illuminatus who enchanted it, at the level that they were at the time of enchantment. The Totem can be summoned to guard the area and attack anyone who intrudes or otherwise defend the area. The pole can be linked to those living in the area at the time of rising by putting the blood of each family on each representation. This allows them to activate its abilities and fall under the Totem’s protection. The Totem can go up to 1 mile/ 2 levels of the illuminatus from the pole without being dispelled. Each representation can summon a Totem once per day, recharged by the rising suns.  Touching the pole can bestow each Totem’s Blessing once per day per each person linked, recharged by the rising suns.  Touching the pole can act as a Bard’s rest- shorting ability once per day per representation, recharged by the rising suns.  The pole can Inspire those linked to it as a bard once per day per representation in a 30’ radius per representation, recharge by the rising suns. Forbidden Rituals These spells occur only as rituals that must be researched or discovered by those wishing to employ them. Possession of Mummification is punishable by life imprisonment and Qi Rape and Grimoire Creation by death. Forbidden rituals don’t require the Ritual Casting ability if they are listed as allowed for the class on the Spell Conversion Chart. Grimoire Creation Grimoire Creation is the 5th level Black Magecraft ritual that use a special form of Commune along with a special form of Commune with Nature to contact the god Pan and the ley lines of Aldyryc at the same time in order to draw knowledge and power from both and craft a copy of the Witch’s Grimoire, Necronomicon, containing the ritual for gaining the Witchcraft feat. It requires the component for both Commune spells, a blank spellbook., and enough ink and materials for two 5th level spells and one 8th , along with the cost of transcribing a ritual (as per warlock). It takes ten hours of work for eight straight days, at the end of which the creator must make a DC25 Wisdom save or go permanently insane as per Witchcraft. Priests of Pan are able to choose this spell as part of their normal Priestcraft list. Lycanthropy Lycanthrope is the 6th level Black Priestcraft ritual originally used by Paholja’s witches to curse criminals before exiling them to neighbouring lands. Taking ten minutes, this ritual summons a barghest demon to possess the lycanthrope and remain dormant until the Faces of the Moon when it manifests fully. The lycanthrope can try to resist the manifestation with Wisdom save at the following DC:  White Maiden DC25, Night of Light DC30  Grey Matron DC20, Night of Shadows DC25  Black Crone DC15, Night of Darkness DC20 Saves are made upon moonrise, at the beginning and end of the Witching Hour, and every hour during the three Nights of Power. Only moonset ends the manifestation without also killing the lycanthrope, as is the case when the demon is brought to zero hit points. The bite and claws of the barghest spread the curse which can only be broken by casting Remove Cure on the Lycanthrope as they drink deadly wolfs bane at moonrise. If the lycanthrope survives a Constitution save at DC25 and the Removal succeeds (treat as if using Dispel Magic), the rising moon will not trigger the manifestation and the curse is ended. If the removal fails, the barghest manifests. If the save fails, the lycanthrope dies and the barghest is set free, having to immediately possess anyone touching the lycanthrope or be banished from the Mortal Sphere. Werewolves do not bear detectable traces of magic as a result of the curse. It takes the ability to detect a shapeshifter or a spell like True Seeing to recognize the demon within. Only Anthropoids are affected by Lycanthropy. Mummification Mummification the 6th level Black Necromancy ritual with a three-hour casting time used to create a mummy, statistically a 5e Lich, for the cost of the
  • 132.
    130 phylactery and 5000gpin materials. Priests of Orcus can take this spell as one of their normal spell choices. The caster’s active involvement is only required for the first half hour of the ritual if they are becoming a lich. After this another ritual caster may take over. This firs period involves the preparation of the phylactery by dedicating it to Orcus and the creation of a pellet made of the subject’s blood, exotic rare herbs, mandrake root, and dark qi. Some of the mixture is used to escribe ritual runes on the phylactery, which is typically a gem, piece of jewellery, statuette, staff, scroll tube, orb, or ornate box. Then the subject must be chained down as they will remain conscious and able to feel the entire thing. The rest of the ceremony grants the subject Strength saves with advantage against restraints every ten minutes until the end as well as advantage on strength- based attacks. At the end of the ritual, the subject must make a Charisma save at DC25 or be stricken by short- term madness. If they fail by more than 10 they suffer long-term madness and indefinite madness on a critical failure. The subject is anointed with rare oils and herbs then covered with sigils and runes of Dark Speech. At this point a Geas is cast to control the mummy if desired, along with Antipathy or Antilife Shell as a protection. This includes a pentagram around the belly button and an inverted pentagram over the heart. A knife is used to slice the lines of the inverted pentagrams to the muscle and then cut the entire circle out to the bone, revealing the heart. The pellet is dropped between the ribs beside the heart where the continual chanting transforms it into a red mist that enters the beating heart and transforms it into mist that leaves the body and sinks into the phylactery, granting the phylactery the full total of the subject’s hit points, the ability to rest as if having its own HD equal to the mummy’s, Immunity to P/S and Necrotic, and Resistance to Acid, Fire, Cold, Lightning, Thunder, and Bludgeoning attacks that aren’t adamantine, as well as Vulnerability to Radiant damage. The phylactery shares the subjects saving throws and magical defenses as well as the aura of Crypt emitting it in pulses that require a save each round exposed. This begins the replacement of its blood with dark qi. The pentagram is then cut from the abdomen and organ removal started from the colon up to the lungs. The tongue is removed before the eyes and then the brain is pulled out through the nose in pieces. Each organ is placed in its own canopic jar inscribed with runes identical to those on the body. At this point, its flesh mummifies and the subject can be released to destroy the organ jars in the order filled, the last jar completing the ritual and ending the pain. Driven to the end the pain, the mummy doesn’t become aware and in control until this moment. The result of the ritual’s interruption depends on the timing of the interruption. Should the casting end before the heart circle is cut from the subject’s chest there are no adverse consequences except for having to get new materials, cleanse the phylactery with a Dispel Evil, and start over. The circle is open for 1 round after the removal of flesh, the pellet dropped in the next round, and the conversion occurs on the third. If interrupted after the circle is removed but before the pellet converts the heart, the subject suffers 25% of their maximum hit point total in damage, is Stunned for 1d4 rounds, gains 2 points of Exhaustion, and starts bleeding 5 hit points per round. If the ritual is interrupted at any point between the heart transforming and the destruction of the final canopic jar, the subject immediately becomes a standard ghoul. Qi Rape Qi rape is a 5th level Black Necromancy ritual that involves the slaying of an intelligent creature in rode ot harvest a portion of its qi by stripping away part of its spirit as leaves the body, forever taking away part of its being, memories, and personality. Each level/HD possessed by the victim produces 2 sorcerous points usable by any spell-casting class. The qi requires a polished Jet, also called Soul Stone, engraved with arcane symbols of at least 100gp value for each point of storage capacity, to a maximum capacity per piece of 40 sorcerous points, all collected at once from the same victim. Such stones sell for 2 times their value per 2 stored points, rounded up. Soul Stone possession gets at least a life sentence. Qi rape requires an hour to perform. Victims cannot be Raised or Reincarnated, requiring Resurrection to restore lives, personalities, and memories. Victims return to life with an XP debt of - 2500xp (-1500xp for a Wish, -500xp for an extraordinary Wish) that must be eliminated before any positive XP is accumulated and must make a DC20 Charisma save or suffer as per Witchcraft. Priests of Cthulhu, Orcus, and Pazuzu, can choose this spell as one of their normal spell choices. Planar Keys Those native planar entities with a spell-casting class or abilities are inherently mystics Keyed to their plane, full or partial. Only divine entities are the exception, drawing from Forms and Aspects and able to possess any spell-casting class. Mystics are considered natives of
  • 133.
    131 their Keyed planeif they travel to it for the purposes of environmental adaptation and banishment. All abilities, except where noted or continuous, require 1 Action to use, and use the mystic’s spell casting DC, bonus, and level, where required. Bestial Telestial Keyed Plane: Ekstasis Mystical Ability: Advantage on Animal Handling and can cast Find Familiar once upon creation and once upon attaining each level of mystic thereafter if no familiar already possessed Sorcerous Origin Features: 1st = Wild Shape as 5e Druid of 2nd level, two times, and Beast Whisperer (1st level Speak with Animals at will, 4th level Animal Friendship once per mystic level, 8th level Animal Messenger 3 times restored by short rest, 12th level Conjure Animals restored by short rest, 12th level Dominate Beast restored by short rest and Conjure Animals at 5th level slot, 15th level Conjure Animals at 7th level slot, 18th level Conjure Animals at 12th level slot ); 6th = Wild Shape as 5e Druid of 4th level, three times with a short rest restoring 1 use; 14th = Wild Shape as Druid of 8th level, four times with a short rest restoring 1 use; 18th = Wild Shape as Druid of 8th level with the ability to speak and cast spells with Verbal and Somatic components normally, six times with a short rest restoring 2 uses. Blood Terrestrial Keyed Plane: Material Limit: Dragonneth only Mystical Ability: Telepathy up to 30’ understandable by any creature capable of understanding language Sorcerous Origin Features: 1st = Draconic resilience (Hit point maximum increases by 1 per level, Scales harden to AC16) 6th = Elemental Affinity (spells of damage type same as breath weapon do Charisma modifier in additional damage, and breath weapon recharges on a 5 or 6 on d6 rolled each round); 14th = Dragon Wings (Grow permanent wings for fly speed equal to current speed); 18th = Draconic Presence (5 sorcery points to create aura of awe or fear up to 60 feet for 1 minute or concentration causing all hostile creatures within to make a Wisdom save or be charmed (awe) or frightened (fear) until the aura ends. Creatures that succeed are immune for 24 hours. ) Doom Telestial Keyed Plane: Gehenna Mystical Ability: Casting a spell on yourself with range of 0 or “personal” grants Advantage on all your saves for 1 round. Sorcerous Origin Features: 1st = Touch of Destiny (when desired, Touch grants Advantage on all attacks, save, ability and skill checks for 1 round); 6th = Warded by Destiny (while surprised Advantage on saves and attackers have Disadvantage on attack rolls); 14th = Enforce Doom (reroll one attack, restored by short rest at 17th level); 18th = Escape Doom (Allowed a Wisdom save DC20 if fail three death save or otherwise face immediate death, success stabilizes to Unconscious with 1 hit point) Element Faerie Keyed Plane: Air, Earth, Fire, or Water Mystical Ability: Can shift the energy type damage of spells to attuned elemental type and gain Elemental Movement () Sorcerous Origin Features: 1st = Elemental Ray (Bonus 0 level spell, 30’range, 1d6+ ½ level type damage); 6th = Elemental Resistance (Resistance to energy type: Air is Thunder; Earth is Acid; Fire is Fire; Water is Cold); 14th = Elemental Blast (60’ range, 20’ radius, 1d6 type damage per level, Dexterity for half at spell DC, failure gives Vulnerability to type until end of your next turn, once per day, 2/day at 17th level, 3/day at 20th ); 18th = Elemental Adaptation (Immunity energy type, able to survive in environment and move as if a native elemental: Air Fly 60; Earth Burrow 30; Fire Speed +30; Water Swim 60) Frigid Faerie Keyed Plane: Winterwaste Mystical Ability: Cold energy spells have DC+1 Sorcerous Origin Features: 1st = Cold Steel (weapon touched inflicts 1d6 points of cold damage on a hit for 1 round per 2 levels (minimum 1) 3 times, short rest); 6th = Ice Walker (Resistance to cold, climb or walk across snow and ice at normal speed without leaving tracks); 14th = Snow Shroud (ignore concealment and perception penalties in natural or magical snow, ice, fog, etc., and can surround self with swirling snow for 1 round per day per level that acts as a Fire Shield (cold)that doesn’t shed light, offers concealment, and grants advantage on Stealth in snowy or icy areas, once per day, 2/day at 17th , 3/day 20th ); 18th = Blizzard (as Control Winds centred on you but even the eye is affected by a Sleet Storm and all in the area are exposed to extreme environmental cold)
  • 134.
    132 Hart Faerie Keyed Plane: Summerwood MysticalAbility: Advantage on Charisma checks, targets of charms and compulsion have disadvantage on saves Sorcerous Origin Features: 1st = Laughing Touch (target Incapacitated by Laughter for `1 round, can affect each target once only but a short rest resets); 6th = Woodland Stride (move through undergrowth such as thorns, briars, and overgrown areas, as if normal terrain without incurring any damage from mundane growth and with Resistance against that caused by magical as well as Advantage on any required saves) ; 14th = Fleeting Glance (Use Grater Invisibility for up to 1 round per mystic level total but not necessarily consecutive) ; 18th = Fey Wonders (6 Wonder Points that may be spent as follows: 1 for the effects of Inspiration, 2 to cast a Haste without components, 3 for a Dimension Door, 4 for a Conjure Fey, 5 for a Plane Shift, and 6 for a Foresight spell, with a short rest restoring 1 Wonder Point) Holy Celestial Keyed Plane: Heaven Mystical Ability: Conjured creates gain Resistance B/P/S to non-magic Sorcerous Origin Features: 1st = Heavenly Fire (divine ray, 30’ range, 1d6+ ½ level divine damage to Evil or healing to Good, 3/day, short rest); 6th = Celestial Resistances (Resistance against Radiant and Poison, Advantage against Necrotic, Fire, and Cold) ; 14th = Wings of Heaven (bonus action to grow or retract, Fly 60, 1 minute per level in 1 minute increments) ; 18th = Conviction (2 Inspiration points in addition to any other inspiration, short rest) Horror Telestial Keyed Plane: Abaddon Mystical Ability: Your mind-effecting spells affect corporeal undead Sorcerous Origin Features: 1st = Grave Touch (touch causes living creature to become Frightened for 1 round per 2 levels (minimum 1), a second touch increasing it to Paralyzed for 1 round if it has fewer HD than your mystic level, 3 uses, short rest); 6th = Death’s Gift (Immune to Frightened and Paralyzed, Resistance to Poison, Fear, Paralysis, Sleep, and mind-effecting); 14th = Grasp of the Dead (60’ range, skeletal arms erupt from ground in 20’ radius doing 1d6 necrotic damage per level to all inside, Dexterity save for half damage and to avoid being Restrained for 1 round plus 1 per point of Wisdom bonus, 1 use at 14th , 2 at 17th , 3 at 20th ); 18th = Incorporeal form (can move through other creatures and objects as if they were difficult terrain, taking 5 (1d10) force damage if turn ends inside an object, Resistance to non-magic B/P/S, Acid, Cold, Fire, Lightning, and Thunder) Liminal Telestial Keyed Plane: Dreamworld Mystical Ability: When you target a single creature with a spell you gain advantage on saves versus that creatures spells and its attacks get disadvantage against you. Sorcerous Origin Features: 1st =Lullaby (cast Sleep once, short rest); 6th = Combat Precognition (Advantage on initiative) ; 14th = Dream Intruder (May manipulate the dreamscape of a sleeping creature to Modify Memory or ask questions as per Speak with Dead, Wisdom save against spell DC to resist, 1 per day, 2/day at 17th , 3/day at 20th ); 18th = Eye of the Sandman (project consciousness as if using Arcane Eye but able to make visible and immobile at any point, turning it into a Symbol of Sleep, once per day) Metamorphic Telestial Keyed Plane: Pandemonium Mystical Ability: Attempts to dispel your transmutation Enchantments and creation Conjurations have disadvantage. Sorcerous Origin Features: 1st = Protoplasm (hurl ball 30’ range, target is Restrained for 1d4 rounds and takes 1 point of acid damage each round, 3 uses, short rest); 6th = Protean Resistances (Resistance to Acid, Advantage on saves against polymorph, petrification, and other transmutation Enchantments); 14th = Reality Wrinkle (10’ radius rippling distortion emanated from mystic that Slows all others inside it and gives attacks from outside disadvantage, 1 round per level divided as desired); 18th = Spatial Tear (unravelling and snapping reality back into place creating a Dimension Door effect with the range multiplied by the mystic’s Wisdom bonus (minimum 1), leaving behind an Evard’s Black Tentacles centred on the point of departure that inflicts psychic damage instead of bludgeoning, 1 use at 18th and 2 at 20th ) Necrotic Telestial Keyed Plane: Abyss
  • 135.
    133 Mystical Ability: Conjuredcreates gain Resistance B/P/S to non-silver Sorcerous Origin Features: 1st = Claws (Bonus to grow or retract, each is a magic weapon, 1d4 slashing, 1d6 at 7th , +1d6 fire at 11th , Extended until retracted) ; 6th = Demon Resistance (Resistance against Necrotic and Poison, Advantage against Lightning, Radiant, Cold, and Fire); 14th = Strength of the Abyss (Strength +2, +4 at 17th , +6 at 20th , rising beyond normal maximum); 18th = Possession (Magic Jar once per day) Perception Telestial Keyed Plane: Dream Time Mystical Ability: Casting a spell involving darkness, hallucinations, phantasms, or dreams grants advantage on Stealth checks for 1d4 rounds. Sorcerous Origin Features: 1st = Dissociative Touch (1d6 psychic damage +1 point/2 levels and disadvantage on Perception for 1 round); 6th = Nighteye (Darkvision +30’, Resistance to Phantasms and Hallucinations); 14th = Dreamwalker (one use of Dream Walk); 18th = Enveloping Darkness (60’ range, Darkness spell that you can see through and that Restrains all within lacking Freedom of Movement , 1 use) Radiant Telestial Keyed Plane: Genesis Mystical Ability: Your radiant spells grant disadvantage on their target’s saves Sorcerous Origin Features: 1st = Lightsaber (touch grants a weapon +1d6 radiant damage for 1 round plus 1 round per 2 levels, 3 uses, short rest); 6th = Positive Spirit (Resistance to Radiant, Light as bonus 0 level spell); 14th = Radiant Strike (120’ range, 5’ radius x 60’ high column, 1d6 radiant damage per level, Dexterity for half or also Blinded 1 round, 1 use at 14th , 2 at 17th , 3 at 20th ); 18th = Light Speed (Bonus action, move in straight line at 10 times normal Speed without provoking attacks of opportunity, blocked by solid objects but ignoring difficult terrain, 1 round per level divided as desired and ended automatically by stopping or changing direction) Spirit Terrestrial Keyed Plane: Ethereal Mystical Ability: Sanctuary versus incorporeal undead restored by short rest Sorcerous Origin Features: 1st = Spiritwalker (Astral Projection as bonus cantrip); 6th = Phaseshifter (Blink once restored by a short rest); 14th = Ghostwalker (Etherealness once restored by short rest); 18th = Wraith Form (Can become incorporeal for up to 1 minute, able to move through other creatures and objects as if they were difficult terrain and taking 5 (1d10) force damage if it ends its turn inside an object. During this time is resistant to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non- magical weapons that aren't silvered, reset by a short rest) Stellar Telestial Keyed Plane: Novus Lucidum Mystical Ability: targets of your conjured energies are Blinded by star flashes in their vision for 1 round per level of the spell on a failed save Sorcerous Origin Features: 1st = Minute Meteors (conjure a rain of tiny meteorites within a 5’ diameter column 30’ high for 1d4 bludgeoning plus 1d4 fire damage +1 point or each per 2 mystic levels, save versus spell DC for half, 3 times with 1 use restored by a short rest); 8th = Voidwalker (Darkvision +30’, Resistance to Cold and Fire, and at 12th level Immune to Suffocation and vacuum damage) ; 14th = Aurora (ionized sheet of cascading colours that acts as a Wall of Fire that inflicts half its damage as cold and half as lightning, radiating both as well as the effect of a Hypnotic Pattern spell on the designated side, lasts 1 round per mystic level in total but not necessarily consecutive); 18th = Breaching the Gulf (teleportation spells are cast at a two slot levels higher than used, and can, as an action, teleport one target lightyears into the vacuum of space if it fails a Wisdom save, taking 6d10 points of cold damage each round plus immediate suffocation, returning to the point of departure only upon a successful save or when dead) Uncanny Telestial Keyed Plane: Astral Sea Mystical Ability: “polymorph” spells +50% duration Sorcerous Origin Features: 1st level = Ego Whip (Bonus 0-level; Action; 30’ range spell attack; 1d6+1/2 levels psychic); 6th level = Aberrant flexibility (Resistance to psychic, can extend reach by 5’, 10’ at 11th , 15’ at 17th) ; 14th level = Bizarre Anatomy (25% chance to ignore critical and sneak attack damage dice, 50% at 18th ); 18th level = Alien Resistance (Immunity to psychic and Frightened, Resistance to magical damage and Advantage on saves against magic)
  • 136.
    134 Unholy Celestial Keyed Plane: Hell MysticalAbility: Advantage on Persuasion, Deception, and Intimidation checks and targets of charm spells get disadvantage on saves Sorcerous Origin Features: 1st = Corrupting Touch (touch causes target to become Frightened until successful Willpower save removes and to radiate Evil as if they were a Fiend, usable 3 times reset by a short rest); 6th = Celestial Resistances (Resistance against Radiant and Poison, Advantage on saves against Necrotic, Fire, and Cold); 14th = Hellfire (call down 10’ radius, 60’ column, range 60’, 1d6 fire and 1d6 psychic damage per 2 mystic levels, Dexterity save for half fire, Willpower for half psychic, Good must make a Charisma save or also become Frightened for 1 round per mystic level, usable once, twice at 17th and three times at 20th level) ; 18th = On Dark Wings (Can grow and retract bat wings as an interaction for Fly 60’ and gains True Seeing restored by a short rest, Darkvision +30, and Awakened Mind as Warlock) Existential Forms and Aspects Concepts so essential to the Tao that they concentrate its divine energy and are always expressed in its permutations, there are 33 Forms with 67 expressed Aspects for a total of 100 sources for divine energy tapped directly by the Powers and known collectively as the Font of Divinity. Full priests have access to two of their choice from the covenant selection. Formal spells are spontaneously called upon spell-like abilities that require the same casting time as the spell but do not require components or preparation. A long rest restores their use. In selection Forms and Aspects, no one character may possess he same Form twice or a Form and an Aspect of that same Form, although multiple Aspects of a Form are permissible. This is regardless of whether the forms are gained as a druid, priest, or paragon. A priest can only change Forms by making a new covenant with a different god, normally viewed as a 3rd or 4th degree offense by the abandoned Power. Paragon Paragons exemplify Forms or Aspects, the typical simple paragon personifying one, the rare advanced paragon two, and complex paragons such a rangers and paladins three or more with their abilities and powers interwoven into a full spell selection and class abilities. No paragon accesses the same Form or any of its Aspects more than once. At the DM’s discretion a character may be “born” a paragon at creation having gained the ability in childhood adolescence or perhaps still discovering it. A paragon can also be made later in life by purchasing the Form as if it were a feat, but the character must have exemplified the Form for at least 1 level beforehand. Gods can also declare a paragon and grant the feat, whether the character as yet earned the title or the god decides they will. This is completely at the DM’s discretion. Paragons are usually important to the story line, possibly gaining and losing their abilities throughout their lives as they struggle to live up to the example they once set. Some paragons, like priests, change their attuned Form through behaviour or because of a god’s actions. Bringing a paragon into the game is always a story choice and should never just be a simple mechanical option. Air You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage. Granted Powers: Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of lightning damage + 1 point for every two priest levels you possess. Usable once, this ability recharges on a 5 or 6 on d6. Elemental Avatar (Ex): You have sanctuary versus air elementals reset after a short rest. At 4th level, you gain Resistance to Lightning. At 8th level, you gain Immunity to Lightning. At 12th level you are able to meld with the air enough to dwell comfortably and move through it in any direction at your normal Speed. At 16th level you can shapechange into an air elemental and at 20th level this ability is recharged after a short rest. Form Spells: 1st —energetic blast (lightning only), 2nd — gust of wind, 3rd —wind wall, 4th —conjure minor elemental (air), 5th —conjure elemental (air), 6th — conjure elemental (air) , 7th — plane shift (Air realm or Material only), 8th —conjure elemental (Air), 9th — meteor swarm (lightning instead of fire). Cloud Replacement Power: The following granted power replaces the elemental avatar power of the Air form. Thundercloud (Su): You may use shocking grasp, the ability being recharged by a short rest upon reaching 4th level. At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your
  • 137.
    135 priest level. Theserounds do not need to be consecutive. Replacement Form Spells: 1st – fog cloud, 2nd – misty step, 3rd —gaseous form. Wind Replacement Power: The following granted power replaces the lightning arc power of the Air form. Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability once recharged by a 5 or 6 on d6. Replacement Form Spells: 1st – Thunderwave, 8th – control weather, 9th – storm of vengeance Animal Granted Powers: You can speak with and befriend animals with ease. You get Expertise in Nature in addition to Granted Powers: Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds equal to 3 + your priest level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion as per Druid 5e rules. Form Spells: 1st —animal friendship, 2nd —beast sense, 3rd —conjure animals, 4th — dominate beast, 5th — Antilife shell, 6th —planar allay (bestial muse only), 7th —animal shapes, 8th —dominate monster , 9th — shapechange. Feather Whenever you cast a spell that grants you a fly speed is at +10’. Replacement Power: The following granted power replaces the speak with animals power of the Animal form. Eyes of the Hawk (Ex): You gain the Alert feat and Expertise in Perception. Replacement Form Spells: 1st —feather fall, 3rd —fly Fur Replacement Power: The following granted power replaces the speak with animals power of the Animal form. Predator's Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 priest levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd —animal messenger, 3rd —hunger of hadur Artifice You can repair damage to objects, animate objects with life, and create objects from thin air. Granted Powers: Artificer's Touch (Sp): You can cast mending at will, using your priest level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two priest levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your priest level. You can use this ability 4 times with a short rest restoring 1 use. Dancing Weapons (Su): At 6thlevel, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 6th level, and an additional time per day for every three levels beyond 6th . Form Spells: 1st —identify, 2nd — magic weapon, 3rd — leomund’s tiny hut, 4th—fabricate, 5th—creation, 6th —move earth, 7th—mordenkainen’s magnificent mansion, 8th—simulacrum, 9th—prismatic wall. Construct Replacement Power: The following granted power replaces the dancing weapon power of the Artifice form. Animate Servant (Su): At 6th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your priest level as the caster level. You can use this ability once per day at 6th level, and one additional time per day for every three levels beyond 6th . Replacement Form Spells: 2nd – rope trick, 3rd – create homunculus; 5th – animate objects Toil Replacement Power: The following granted power replaces the dancing weapon power of the Artifice form. Aura of Repetition (Su): At 6th level, you can emit a 30- foot aura of repetition for a number of rounds per day equal to your priest level. All enemies within this aura must make Willpower saves each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change
  • 138.
    136 their route. Creaturesthat drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive. Replacement Form Spells: 1st —command, 5th — dominate person, 6th —mass suggestion. Chaos Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Granted Powers: Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he gets disadvantage. Usable once, this ability recharges on a 5 or 6 on d6. Chaos Blade (Su): At 6th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your priest level. This grants attacks with it advantage against lawful aligned targets. You can use this ability once per day at 6th level, and an additional time per day for every three levels beyond 6th . Form Spells: 1st —dissonant whispers, 2nd —spiritual weapon, 3rd —haste, 4th —confusion, 5th —dispel good and evil (lawful only), 6th —planar ally (chaotic only), 7th —conjure celestial (chaotic only), 8th —holy aura (chaos), 9th —Wish. Generation Replacement Power: The following granted power replaces the chaos blade power of the Chaos form. Aura of Genesis (Su): At 6th level, you can surround yourself with a field of wildly positive energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your priest level. All allies within this aura gain Inspiration while inside and able to gain it again by entering after a short rest. Replacement Form Spells: 1st —Bless, 3rd —Aid, 4th – death ward; 5th – creation, 7th —Conjure Celestial (lux only). Mutation Replacement Power: The following granted power replaces the chaos blade power of the Chaos form. Aura of Pandemonium (Su): At 6th level, you can surround yourself with a field of wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your priest level. All enemies within this aura must make a Willpower save. Creatures that fail the Will save are Confused while in the aura and for your Intelligence modifier in rounds thereafter. Replacement Form Spells: 1st —Tasha’s hideous laughter, 3rd —blink, 4th – freedom of movement, 7th — Conjure Celestial (flux only). Degeneration Replacement Power: The following granted power replaces the chaos blade power of the Chaos form. Aura of the Abyss (Su): At 6th level, you can surround yourself with a field of wild fearful twisting energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your priest level. All enemies within this must make a Willpower save. Replacement Form Spells: 1st —bane, 3rd —bestow curse, 7th —Conjure Celestial (demon only). Charm You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Granted Powers: Dazing Touch (Sp): You can cause a living creature to become Incapacitated for 1 round as a melee touch attack. Creatures with more Hit Dice than your priest level are unaffected. You can use this ability4 times with a short rest restoring 1 use. Charming Smile (Sp): At 6th level, you can cast charm person as a bonus action at your Spell save DC. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your priest level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect. Form Spells: 1st —charm person, 2nd —calm emotions, 3rd —beacon of hope, 4th —confusion, 5th —geas/quest, 6th —mass suggestion, 7th —divine word, 8th — dominate monster, 9th —true polymorph. Love Replacement Power: The following granted power replaces the dazing touch power of the Charm form. Adoration (Su): As a reaction action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Willpower save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability once recharge by a 5 or 6 on d6. This is a mind-affecting effect. Replacement Form Spells: 1st – healing word, 2nd — enthrall, 9th —power word heal.
  • 139.
    137 Lust Replacement Power: Thefollowing granted power replaces the charming smile power of the Charm form. Anything to Please (Su): At 6th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 6th level and one additional time per day for every three levels beyond 6th . This is a mind-affecting effect. Replacement Form Spells: 2nd —crown of madness, 3rd —hunger of hadar, 7th – conjure celestial (succubus/incubus only) Community Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Granted Powers: Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per priest level. This touch also removes the Frightened condition. You can use this once recharge by 5 or 6 on d6. Unity (Su): At 6th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 6th level, and one additional time per day for every three priest levels beyond 6th . Form Spells: 1st —bless, 2nd —warding bond, 3rd —mass healing word, 4th —mordenkainen’s faithful hound, 5th —rary’s telepathic bond, 6th —heroes' feast, 7th — sequester, 8th —holy aura, 9th —wish. Family Replacement Power: The following power replaces the calming touch power of the Community form. Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to you. This transfer lasts a number of rounds equal to your priest level, but you can end it as an interaction on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd —calm emotions, 3rd — create food and water. Home Replacement Power: The following granted power replaces the unity power of the Community form. Guarded Hearth (Su): At 6th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 priest levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per priest level. You can use this ability once recharged by a long rest. Replacement Form Spells: 1st —alarm, 3rd —glyph of warding, 6th —guards and wards. Darkness You manipulate shadows and darkness. Echolocation feat in addition to Granted Powers: Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched gets disadvantage on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your priest level (minimum 1). Usable once, this ability recharges on a 5 or 6 on d6. Eyes of Darkness (Su): At 6th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your priest level. These rounds do not need to be consecutive. Form Spells: 1st —fog cloud, 2nd —darkness, 3rd —fear, 4th —evard’s black tentacles, 5th —scrying (use a dark pool or window opening into darkness), 6th —dream walk (works only in darkness or at night), 7th —project image (makes a shadowy image or dark shape), 8th — power word stun (blinds instead), 9th—weird. Loss Replacement Power: The following granted power replaces the eyes of darkness power of the Darkness form.
  • 140.
    138 Aura of Forgetfulness(Su): At 6th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your priest level. Creatures you target in this area must make a Intelligence save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive. Replacement Form Spells: 5th —modify memory, 6th — circle of death, 8th – power word stun Night Replacement Power: The following granted power replaces the touch of darkness power of the Darkness form. Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your priest level (minimum 1). Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st —sleep, 4th – phantasmal killer, 7th conjure celestial (night hag only) Death You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Granted Powers: Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your priest level (minimum 1) or until stopped with a DC 15 Medicine check or any spell or effect that heals damage. Usable once, this ability recharges on a 5 or 6 on d6. Death's Embrace (Ex): At 8th level, you get Death Ward once, plus one use for every 4 levels above 8th, as well as Resistance to Necrotic damage that becomes Immunity at 16th level. Form Spells: 1st —astral projection, 2nd —pass without Trace, 3rd —fear, 4th —greater invisibility, 5th—antilife shell, 6th —circle of death, 7th —finger of death, 8th — power word stun, 9th — power word kill. Murder Replacement Power: The following granted power replaces the death's embrace power of the Death form. Killing Blow (Su): At 6th level, your attacks become infused with the power of death. Whenever you score a critical with an attack, your attack deals an additional amount of bleed damage equal to half your priest level. You can use this ability once per day at 6th level, plus one additional time per day for every three levels beyond 6th . Replacement Form Spells: 5th —passwall, 8th —glibness Undead Replacement Power: The following granted power replaces the bleeding touch power of the Death form. Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are Immune to Exhaustion and have Sanctuary against undead for a number of rounds equal to 1/2 your priest level (minimum 1). Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd — vampiric touch, 3rd — animate dead, 6th – create undead. Destruction You revel in ruin and devastation, and can deliver particularly destructive attacks. Granted Powers: Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your priest level (minimum 1). You must declare the destructive smite before making the attack. Usable once, this ability recharges on a 5 or 6 on d6. Destructive Aura (Su): At 6th level, you can emit a 30- foot aura of destruction for a number of rounds per day equal to your priest level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your priest level. These rounds do not need to be consecutive. Form Spells: 1st —cause wounds, 2nd —shatter, 3rd — fireball, 4th —blight, 5th —telekinesis, 6th —disintegrate, 7th —fire storm, 8th —earthquake, 9th —storm of vengeance. Catastrophe Replacement Power: The following granted power replaces the destructive aura power of the Destruction form. Deadly Weather (Su): At 6th level, you can unleash a furious call to the heavens, summoning forth an ever- changing storm of destruction for a number of rounds per day equal to your priest level. This storm has a radius of 5 feet per priest level. Each round, the storm has one of the following effects: driving rain (disadvantage on all Perception checks and ranged attack rolls), howling winds (walking and flying speeds cut in half along with attack ranges), heavy snow (visual ranges halved and all terrain is considered difficult), or
  • 141.
    139 lightning bolt (ascall lightning). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive. Replacement Form Spells: 2nd —gust of wind, 3rd —call lightning, 8th —control weather. Rage Replacement Power: The following granted power replaces the destructive aura power of the Destruction form. Rage (Su): At 6th level, you can enter a rage, like a berserker with control, for a number of rounds per day equal to your priest level. At 9th you get the Durable feat while raging and at 12th you gain Resistance to bludgeoning, piercing, and slashing damage that is non- magical. Replacement Form Spells: 2nd —enhance ability (bull's strength), 6th —chain lightning, 8th – tsunami Earth You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Granted Powers: Acid Dart (Sp): As an action, you can unleash an acid dart targeting any foe within 30 feet. This acid dart deals 1d6 points of acid damage + 1 point for every two priest levels you possess. Usable once, this ability recharges on a 5 or 6 on d6. Elemental Avatar (Ex): You have sanctuary versus earth elementals reset after a short rest. At 4th level, you gain Resistance to Acid. At 8th level, you gain Immunity to Acid. At 12th level you are able to meld with earth and stone enough to dwell comfortably and move through it in any direction at your normal Speed. At 16th level you can shapechange into an earth elemental and at 20th level this ability is recharged after a short rest. Form Spells: 1st — energetic blast (acid only), 2nd —spike growth, 3rd —meld into stone, 4th —conjure minor elemental (earth), 5th —conjure elemental (earth), 6th —move earth, 7th —plane shift (Earth Realm and Material only), 8th —earthquake, 9th —meteor swarm (acid instead of fire). Cave Replacement Power: The following granted power replaces the acid dart power of the Earth form. Tunnel Runner (Su): You can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your priest level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per priest level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Replacement Form Spells: 4th —stoneskin, 6th – conjure elemental (earth), 9th – conjure elemental (earth) Metal Replacement Power: The following granted power replaces the elemental avatar power of the Earth form. Magnetism: Duplicates the effect of mage hand on metals recharging on a 6, at 4th level the charge improves to 5 or 6. At 8th level you can duplicate the effects of telekinesis on metal once recharged by a long rest. At 12th level this is recharged by a short rest and the ability can be used to bend/warp metal objects to grant them the Broken condition. At 16th level the recharge is a 6 on d6 and the ability can be used as a reaction to a successful hit by a metal attack in order to prevent damage. At 20th level the recharge is 5 or 6 and the reaction can reverse a successful hit to return the damage onto the attacker. Replacement Form Spells: 2nd—heat metal, 3rd – elemental weapon (acid), 6th – conjure elemental (earth), 8th – conjure elemental (earth). ` Evil You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Granted Powers: Touch of Evil (Sp): You can cause a Poisoned as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells and attacks. This effect lasts for a number of rounds equal to 1/2 your priest level (minimum 1). You can use this ability once recharged on a 5 or 6. Scythe of Evil (Su): At 6th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your priest level. This grants all attacks with it advantage against creatures of good alignment. You can use this ability once at 6th level, and an additional time for every 3 levels beyond 6th . Form Spells: 1st —protection from good and evil (good only), 2nd —enthrall, 3rd —vampiric touch, 4th— phantasmal killer, 5th —dispel good and evil (good only), 6th —harm, 7th — conjure celestial (evil only), 8th—holy aura (evil), 9th – power word kill.
  • 142.
    140 Cruelty Replacement Power: Thefollowing granted power replaces the touch of evil power of the Evil form. Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your priest level (minimum 1). Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st —command, 2nd — suggestion, 7th —conjure celestial (seraphim or hellspawn only). Dehumanization Replacement Power: The following granted power replaces the scythe of evil power of the Evil form. Daemons are a race of neutral evil outsiders. Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your priest level, but these rounds do not need to be consecutive. This is a mind-affecting effect. Replacement Form Spells: 1st – command, 3rd —fear, 7th —conjure celestial (daemons only). Brutality Replacement Power: The following granted power replaces the touch of evil power of the Evil form. Demons are a race of chaotic evil outsiders. Fury of the Abyss (Su): As a bonus action, can gain advantage on melee attacks and a reroll on melee damage below average. This bonus lasts for 1 round. During this round, attacks against you have advantage. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st —command, 3rd — fear, 7th — conjure celestial (demons only). Fate You are attuned to the tides and eddies of destiny and fate, able to sense its timing and influence its unfolding. Granted Powers: Twist of Fate (Sp): You can touch a willing creature as a standard action, giving it one use of the Lucky feat for 1 round. Usable once, this ability recharges on a 5 or 6 on d6. Tugging Strands (Su): At 6th level, as a reaction, you can force a creature within line of sight to reroll any one roll that it has just made. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every 3 levels beyond 6th . Form Spells: 1st —sanctuary, 2nd —augury, 3rd – remove curse, 4th —divination, 5th —reincarnate, 6th —planar ally,7th – finger of death, 8th – dominate monster, 9th — foresight. Fortune Replacement Power: The following granted power replaces the good fortune power of the Fate form. Good Fortune (Ex): At 6th level, get two uses of the Lucky feat without the feat and 1 bonus use for every 3 levels above 6th . Replacement Form Spells: 1st – bless, 2nd —aid, 3rd – remove curse, 4th —freedom of movement, 7th —plane shift, 8th —glibness Misfortune Replacement Power: The following granted power replaces the bit of luck power of the Fate form. Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take disadvantage on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st level—bane, 2nd – blindness/deafness, 3rd —bestow curse, 4th – polymorph, 6th —eyebite, 7th – prismatic spray, 8th – feeblemind, 9th – imprisonment Fire You can call forth fire, command creatures of the inferno, and your flesh does not burn. Granted Powers: Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two priest levels you possess. Usable once, this ability recharges on a 5 or 6 on d6. Elemental Avatar (Ex): You have sanctuary versus fire elementals reset after a short rest. At 4th level, you gain Resistance to Fire. At 8th level, you gain Immunity to Fire. At 12th level you are able to meld with fire to dwell comfortably and move through it in any direction at your normal Speed. At 16th level you can shapechange into a fire elemental and at 20th level this ability is recharged after a short rest. Form Spells: 1st —energetic blast (fire only), 2nd — flaming sphere, 3rd —fireball, 4th —conjure minor elementals (fire), 5th —conjure elemental (fire), 6th —
  • 143.
    141 energetic blast (fireonly), 7th —plane shift (Fire realm and Material only), 8th —incendiary cloud, 9th —meteor swarm. Ash Replacement Power: The following granted power replaces the elemental avatar power of the Fire form. Wall of Ashes (Su): You can use burning hands, recharged at 4th level after a short rest. At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per priest level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Constitution save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes equal to your priest level, but these minutes do not need to be consecutive. Replacement Form Spells: 5th – cloudkill, 6th — disintegrate. Smoke Replacement Power: The following granted power replaces the fire bolt power of the Fire form. Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take disadvantage on attack rolls and Perception checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 3rd —stinking cloud, 5th – cloudkill Glory You are infused with the glory of the divine, and are a true foe of the undead. When you channel divine energy to harm undead creatures, they get disadvantage on the saving throw: Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it advantage on a Charisma check. This ability lasts for 1 hour or until the creature touched elects to apply the advantage. Usable once, this ability recharges on a 5 or 6 on d6. Divine Presence (Su): At 6th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your priest level. All allies within this aura are treated as if under the effects of a sanctuary spell cast by you. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies. Form Spells: 1st —shield of faith, 2nd—magic weapon, 3rd —beacon of hope, 4th —death ward, 5th —flame strike, 6th – sunbeam, 7th —divine word, 8th —holy aura, 9th —gate. Heroism Replacement Power: The following granted power replaces the divine presence power of the Glory form. Aura of Heroism (Su): At 6th level, you can emit a 30- foot aura of heroism for a number of rounds per day equal to your priest level. Using this ability is a bonus action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive. Replacement Form Spells: 1st —heroism, 6th —heroes’ feast. Honour Replacement Power: The following granted power replaces the touch of glory power of the Glory form. Honor Bound (Su): With a touch, you can remind a creature of its Scripture and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save, this ability’s effect ends. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd —zone of truth, 5th — geas. Good You have pledged your life and soul to goodness and purity. Granted Powers: Touch of Good (Sp): You can touch a creature as a standard action, granting advantage on attack rolls, skill checks, ability checks, and saving throws for 1 round. Usable once, this ability recharges on a 5 or 6 on d6. Holy Lance (Su): At 6th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your priest level. This grants attacks with it advantage versus evil aligned targets. You can use this ability once per day at 6th level, and an additional time per day for every three levels beyond 6th .
  • 144.
    142 Form Spells: 1st —protectionfrom good and evil (evil only), 2nd —cure wounds, 3rd —mass healing word, 4th —banishment (evil only), 5th —flame strike, 6th —heal, 7th —divine word, 8th —holy aura, 9th —mass heal. Forgiveness Replacement Power: The following granted power replaces the holy lance power of the Good form. Aura of Menace (Su): At 6th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take disadvantage on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive. Replacement Form Spells: 1st —healing word, 3rd — prayer, 6th —planar ally (cherubim only). Compassion Replacement Power: The following granted power replaces the holy lance power of the Good form. Protective Aura (Su): At 6th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 bonus to AC and advantages on all saving throws. In addition, allies in the area gain the benefits of protection from evil. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not have to be consecutive. Replacement Form Spells: 1st —healing word, 3rd — tongues, 6th —planar ally (nephalim only). Kindness Replacement Power: The following granted power replaces the touch of good power of the Good form. Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive advanatge on such saving throws and checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round. These bonuses last for a number of rounds equal to 1/2 your priest level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability once recharged on a 5 or 6.. Replacement Form Spells: 1st —healing word, 3rd —fly, 6th —planar ally (lux only). Healing Your touch staves off pain and death, and your healing magic is particularly vital and potent. Granted Powers: Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two priest levels you possess. Usable once, this ability recharges on a 5 or 6 on d6. Healer's Blessing (Su): At 6th level, all of your cure and healing spells are treated have their effect increased by half (+50% damage repaired). Form Spells: 1st —cure wounds, 2nd —cure wounds, 3rd —revivify, 4th —cure wounds, 5th —mass cure wounds, 6th —heal, 7th —regenerate, 8th—cure wounds, 9th — mass heal. Restoration Replacement Power: The following granted power replaces the rebuke death power of the Healing form. Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd—lesser restoration, 5th —greater restoration. Resurrection Replacement Power: The following granted power replaces the healer's blessing power of the Healing form. Gift of Life (Su): At 6th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your priest level. Creatures returned to life in this way have a number of hit points equal to half your priest level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once at 6th level, plus one additional time for every three levels beyond 6th . Replacement Form Spells: 5th —raise dead, 7th — resurrection, 9th —true resurrection. Knowledge You are a scholar and a sage of legends. You get Advantage on all Intelligence checks in addition to Granted Powers: Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. It gets a Willpower saving throw at your spell save DC to negate the effect.
  • 145.
    143 Remote Viewing (Sp):Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive. Form Spells: 1st —comprehend languages, 2nd —augury, 3rd —tongues, 4th —divination, 5th —legend lore, 6th — true seeing, 7th —symbol, 8th —mind blank, 9th — foresight. Memory Replacement Power: The following granted power replaces the lore keeper power of the Knowledge form. Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Intelligence check it has made within the past minute, with advantage. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd —detect thoughts, 4th – locate creature, 5th —modify memory, 6th —word of recall. Thought Replacement Power: The following granted power replaces the remote viewing power of the Knowledge form. Read Minds (Su): At 6th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts and communicate telepathically as per the Awakened Mind warlock ability. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Willpower save to negate the effect at your spell save DC. You can use this ability for a number of rounds per day equal to your priest level. These rounds do not need to be consecutive. Replacement Form Spells: 2nd – calm emotions, 4th — confusion, 5th —rary’s telepathic bond, 8th —telepathy. Liberation You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Granted Powers: Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds equal to your priest level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive and reset as usual after a long rest. Freedom's Call (Su): At 6th level, you can emit a 30-foot aura of freedom for a number of rounds equal to your priest level. Allies within this aura are not affected by the confused, grappled, frightened, paralyzed, or restrained conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive. Form Spells: 1st—astral projection, 2nd—astral travel, 3rd —dispel magic, 4th —freedom of movement, 5th — passwall, 6th dream walk, 7th —plane shift, 8th —mind blank, 9th —shapechange. Freedom Replacement Power: The following granted power replaces the liberation power of the Liberation form. Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a bonus action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st—expeditious retreat, 2nd – knock, 3rd – remove curse, 9th – time stop. Revolution Replacement Power: The following granted power replaces the freedom's call power of the Liberation form. Powerful Persuader (Su): At 6th level, you gain Expertise in Persuasion and Intimidation checks and may gain advantage on either check once at 6th level, plus one additional time for every 3 levels beyond 6th . Replacement Form Spells: 1st —longstrider, 2nd – suggestion, 3rd – haste, 9th storm of vengeance. Light You see truth in the pure light and can call upon its blessing or wrath to work great deeds. Granted Powers: Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your priest level within this area are blinded for 1d4 rounds unless they succeed at a Constitution savage against your Spell DC. Usable once, this ability recharges on a 5 or 6 on d6. Nimbus of Light (Su): At 6th level, you can emit a 30-foot nimbus of light for a number of rounds equal to your priest level. This acts as a daylight spell. In addition,
  • 146.
    144 undead within thisradius take an amount of damage equal to your priest level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Form Spells: 1st— faerie fire, 2nd—moonbeam, 3rd — beacon of hope, 4th —greater invisibility, 5th —flame strike, 6th —sunbeam, 7th—prismatic spray, 8th — sunburst, 9th —prismatic wall. Day Replacement Power: The following granted power replaces the nimbus of light power of the Light form. Day's Resurgence (Su): At 6th level, you can restore a single creature as if it had just completed a long rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. This ability affects spellcasting like a short rest instead of a long. You can use this ability once per day at 6th level, plus one additional time for every 3 levels beyond 6th. Replacement Form Spells: 2nd level—scorching ray, 3rd —daylight Sun Replacement Power: The following granted power replaces the blinding flash power of the Sun form. Sun's Blessing (Su): Whenever you channel divine energy to harm undead creatures, add your priest level to the damage dealt. Form Spells: 2nd —continual flame, 3rd — daylight, 4th – fire shield, 7th – fire storm Madness You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Granted Powers: Vision of Madness (Sp): You can give a creature a vision of madness as a melee attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives advantage on one and disadvantage on the other two types of rolls. This effect fades after 3 rounds. You can use this ability once recharged by a 5 or 6. Aura of Madness (Su): At 6th level, you can emit a 30- foot aura of madness for a number of rounds equal to your priest level. Enemies within this aura are affected by confusion unless they make a Willpower save at your spell DC. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive. Form Spells: 1st —tasha’s hideous laughter, 2nd —crown of madness, 3rd —fear, 4th —confusion, 5th —dream lock, 6th —otto’s irresistible dance, 7th —symbol, 8th — feeblemind, 9th —weird. Insanity Replacement Power: The following granted power replaces the visions of madness power of the Madness form. Insane Focus (Su): You can touch a willing creature as a standard action, granting it advantage on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind- affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 3rd – bestow curse, 4th — phantasmal killer. Nightmare Replacement Power: The following granted power replaces the vision of madness power of the Madness form. Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes disadvantage on attack rolls made against you. In addition, the creature gets disadvantage on saves made against fear effects. This power is a mind-affecting effect. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 4th —phantasmal killer, 5th – dream, 6th – dream walk. Magic You are a true student of all things magical and see divinity in the purity of magic. Your focused mind gives you Meditation as a bonus feat. Granted Powers: Metamagician (Su): 1 mystical metamagic option Spell Capture (Sp): At 6th level, you can capture a spell targeted at you as a reaction and choose to immediately release it back upon the caster as an interaction, or to store it for up to 1 round per 2 levels and unleash it at a desired target as a bonus action. You may use this ability once at 6th and 1 additional time per 3 levels beyond 6th . Form Spells: 1st —detect magic, 2nd —magic weapon, 3rd —counterspell, 4th —arcane eye, 5th —telekinesis, 6th —
  • 147.
    145 dream lock, 7th —teleport,8th —antimagic field, 9th — wish. Art Replacement Power: The following granted power replaces the metamagician ability of the Magic form. Artist (Su): No Foreign Art casting checks required Replacement Form Spells: 1st – identify, 3rd —dispel magic Craft Replacement Power: The following granted power replaces the metamagician ability of the Magic form. Craftsperson (Su): No Neglected Craft casting checks required Replacement Form Spells: 1st – identify, 3rd —dispel magic Nobility You are a great leader, an inspiration to all who follow the teachings of your faith. Granted Powers: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature advantage on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your priest level (minimum 1). Usable once, this ability recharges on a 5 or 6 on d6. Leadership (Ex): At 6th level, you receive Inspiring Leader as a bonus feat with proficiency modifier added to Charisma bonus. Form Spells: 1st —heroism, 2nd —enthrall, 3rd —beacon of hope, 4th —guardian of faith, 5th —Geas, 6th —heroes’ feast, 7th —conjure celestial, 8th —antipathy/sympathy, 9th —storm of vengeance. Leadership Replacement Power: The following granted power replaces the inspiring word power of the Nobility form. Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain advantage on attack rolls, saves, and skill checks for 1 round. This is a language-dependent mind-affecting effect. Usable once recharged on a 5 or 6. Replacement Form Spells: 1st —bless, 2nd —aid, 8th — holy aura. Martyr Replacement Power: The following granted power replaces the leadership power of the Nobility form. Sacrificial Bond (Su): At 6th level, when an ally within 30 feet takes damage from an attack, you can, as an reaction, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 6th level, plus on additional time per 3 levels above 6th level. Replacement Form Spells: 2nd —warding bond, 8th — holy aura, 9th – wish. Order You follow a strict and ordered code of laws, and in so doing, achieve enlightenment. Granted Powers: Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability once recharged by a 5 or 6.. Staff of Order (Su): At 6th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your priest level. This grants the weapon advantage against opponents of chaotic alignment. You can use this ability once 6th level, and an additional time for every 3 levels beyond 6th . Form Spells: 1st —protection from good and evil (chaos only), 2nd —dispel magic, 3rd —protection from energy, 4th —banishment (chaos only), 5th —dispel evil and good (chaos only), 6th —true seeing, 7th —divine word, 8th — holy aura, 9th —Imprisonment. Reinforcement Replacement Power: The following granted power replaces the touch of law power of the Law form. Attention (Su): As a standard action, you can give a willing creature an inspiring order, granting the effects of the spell heroism for 1 round. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st —bless, 2nd — counterspell, 3rd – cure wounds, 5th – mass cure wounds, 7th —conjure celestial (cherubim only), 9th – mass heal Regulation Replacement Power: The following granted power replaces the touch of law power of the Law form. At Ease (Su): As a standard action, you can give a creature focusing order, affecting them as per the spell calm emotions for 1 round. A Willpower save negates this effect. Usable once, this ability recharges on a 5 or 6 on d6.
  • 148.
    146 Replacement Form Spells:1st – shield of faith, 2nd – counterspell, 5th – planar binding, 7th —conjure celestial (ophanim only). Restriction Replacement Power: The following granted power replaces the touch of law power of the Law form. Halt (Su): As a standard action, you can give a creature an undeniable order, as per the spell command. A Willpower save negates this effect. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st – bane, 2nd – counterspell, 3rd – hold person 5th – hold monster, 7th —conjure celestial (seraphim or hellspawn only). Plant You find solace in the green, can grow defensive thorns, and can communicate with plants. Granted Powers: Vine Whip (Su): As a bonus action, you grow a 20’ vine from your shoulder that wraps around your arm and extends like a thorn whip spell but with the full functionality of a whip. It is an interaction to retract the vine. You can use this ability for a number of rounds equal to 3+ 1 per priest level. These rounds do not need to be consecutive. Green Thumb (Su): At 6th level, your skin turns green and 3 short rests spent in direct sunlight feeds you for 1 cycle each rest roughly equaling one meal. You can speak with plants at will. You can also use plant growth once with an additional use for every three levels beyond 6th . Form Spells: 1st —entangle, 2nd —barkskin, 3rd —plant growth, 4th —grasping vine, 5th —tree stride, 6th — transport via plants, 7th —conjure celestial (ent), 8th — antipathy/sympathy, 9th —shapechange (plant only). Decay Replacement Power: The following granted power replaces the bramble armor power of the Plant form. Black Thumb (Su): At 6th level, you can use blight once plus once for every 3 levels beyond 6th . Plants get disadvantage on their attacks against you and you get advantage on attacks against them and on saves involving plants. Replacement Form Spells: 1st – inflict wounds, 3rd – speak with plants, 5th —contagion, 6th —harm, 7th – finger of death, 9th – power word kill Growth Replacement Power: The following granted power replaces the wooden fist power of the Plant form. Vine Net (Su): As a standard action you can entangle once recharged on 5 or 6. Replacement Form Spells: 2nd —enlarge/reduce (enlarge only), 6th —wall of thorns, 7th – regenerate, 8th – holy aura, 9th – power word heal Protection Your faith is your greatest source of protection, and you can use that faith to defend others. You receive advantage on saving throws in addition to Granted Powers: Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your saving throw advantage for 1 minute. When you use this ability, you lose your advantage granted by the Protection form for 1 minute. Usable once, this ability recharges on a 5 or 6 on d6. Aura of Protection (Su): At 6th level, you can emit a 30- foot aura of protection for a number of rounds per day equal to your priest level. You and your allies within this aura gain a +1 bonus to AC and Resistance against all elements (acid, cold, lightning, fire, and thunder). The bonus increases by +1 for every three priest levels you possess beyond 6th . At 12th level, the Resistance against all elements increases to Immunity. These rounds do not need to be consecutive. Form Spells: 1st —sanctuary, 2nd —warding bond, 3rd — protection from energy, 4th —death ward, 5th —antilife shell, 6th —globe of invulnerability, 7th – sequester, 8th —mind blank, 9th —prismatic wall. Defense Replacement Power: The following granted power replaces the resistant touch power of the Protection form. Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your priest level. Allies within the aura gain a +2 bonus to AC. Replacement Form Spells: 1st—shield, 2nd—barkskin, 5th – mislead Purity Replacement Power: The following granted power replaces the aura of protection power of the Protection form. Purifying Touch (Su): At 6th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it with advantage, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once at 6th level, plus one additional time for every 3 levels beyond 6th level. Replacement Form Spells: 1st—protection from evil and good, 2nd – lesser restoration, 3rd —remove curse, 5th — greater restoration.
  • 149.
    147 Repose You see deathnot as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear. Granted Powers: Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to gain 1 point of Exhaustion for 1 round as a melee attack. Undead creatures touched are affected by 1 point of Exhaustion for 1 round plus your Intelligence modifier. Usable once, this ability recharges on a 5 or 6 on d6. Ward Against Death (Su): At 6th level, you can emit a 30- foot aura that wards against death for a number of rounds per day equal to your priest level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause maximum hit point reduction. This ward does not remove hit point reduction that a creature has already gained. These rounds do not need to be consecutive. Form Spells: 1st — protection from evil and good, 2nd — gentle repose, 3rd —speak with dead, 4th — etherealness, 5th— hallow, 6th —circle of death, 7th — finger of death, 8th —sunburst, 9th —gate (Reaper). Ancestors Replacement Power: The following granted power replaces the ward against death power of the Repose form. Speak with Dead (Su): At 6th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Willpower saving throw if your alignments are different. You can use this ability a number of times equal to your priest level. Replacement Form Spells: 3rd – spirit guardians, 4th— guardian of faith, 5th – legend lore, 6th – planar ally. Souls Replacement Power: The following granted power replaces the gentle rest power of the Repose form. Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals full damage to incorporeal creature and gets advantage on attacks if it is a magic weapon. This benefit lasts for a number of rounds equal to your priest level. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st – astral projection, 2nd – astral travel, 5th — contact other plane, 6th – magic jar. Reaper Appearing as a figure in a grey robe, face lost in the shadows of a deep hood, hands covered in grey gloves, Reapers are the afterlife form for Rawna’s priests. Statistically they are the same as a standard 5e Solar with the following adjustments: 1. Neutral Medium Celestial. 2. Advantage on Initiative. 3. Inspiration recharged by a 5 or 6. 4. All the Boons of Rawna’s covenant at full HD. 5. Form Access at full HD to Death, Repose, and Resurrection. 6. Channel divine energy at full HD. 7. Vorpal starcore scythe. 8. Mithral sickle of sharpness. 9. Cold iron sickle of sharpness. 10. Immune to mind-affecting, Death magic, Exhaustion, Poison, Starvation, Suffocation, Necrotic, Psychic, and non-magic Bludgeoning, Piercing, Slashing. 11. Resistance to Acid, Cold, Fire, Lightning, Thunder, and Bludgeoning, Piercing, Slashing. Rune In strange and eldritch runes you find potent magic. Granted Powers: Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two priest levels you possess. This rune deals either acid, cold, fire, lightning or thunder damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your priest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception check. Usable once, this ability recharges on a 5 or 6 on d6. Spell Rune (Sp): At 6th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level priest spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune. Form Spells: 1st —illusory script, 2nd —augury, 3rd — glyph of warding, 4th —divination, 5th —teleportation circle, 6th —drawmij’s instant summons, 7th —symbol, 8th —feeblemind, 9th —gate. Language Replacement Power: The following granted power replaces the spell rune power of the Rune form. Rune Shift (Su): At 6th level, as a bonus action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in
  • 150.
    148 any square adjacentto you, including one occupied by another creature. Replacement Form Spells: 1st —comprehend languages, 2nd —suggestion, 3rd —tongues, 5th —awaken, 6th – word of recall, 8th – power word stun, 9th – imprisonment Wards Replacement Power: The following granted power replaces the spell rune power of the Rune form. Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your priest level unless it succeeds at a Willpower save, as per the spell sanctuary. Using this ability is a reaction when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once at 6th level, plus one additional time per 3 levels beyond 6th . Replacement Form Spells: 1st —protection from good and evil, 2nd – protection from poison, 3rd – magic circle, 4th —planar binding, 6th —guards and wards, 8th – antipathy/sympathy, 9th – time stop. Strength In strength and brawn there is truth, your faith giving you incredible might and power. Granted Powers: Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains advantage to melee attacks, Strength checks, and Strength saves. Usable once, this ability recharges on a 5 or 6 on d6. Might of the Gods (Su): At 6th level you are treated as having Expertise on all Strength checks and saves for number of rounds per day equal to your priest level. These rounds do not need to be consecutive. Form Spells: 1st — heroism, 2nd —enhance ability (bull's strength), 3rd — enhance ability (bull's strength), 4th — enhance ability (bull's strength), 5th —bigby’s hand, 6th — enhance ability (bull's strength), 7th — enhance ability (bull's strength), 8th — enhance ability (bull's strength), 9th — enhance ability (bull's strength),. Ferocity Replacement Power: The following granted power replaces the strength surge power of the Strength form. Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your priest level (minimum +1). Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st – compelled duel, 2nd – crown of madness, 5th — enhance ability (bull's strength). Resolve Replacement Power: The following granted power replaces the might of the gods power of the Strength form. Bestow Resolve (Su): At 6th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Intelligence modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 6th level, plus one additional time per day for every 3 levels you possess beyond 6th . Replacement Form Spells: 1st—bless, 2nd – aid, 3rd – aura of vitality, 6th —heroes' feast, 8th – bigby’s hand Travel You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet in addition to Granted Powers: Agile Feet (Su): As an interaction, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. Usable once, this ability recharges on a 5 or 6 on d6. Dimensional Hop (Sp): At 6th level, you can teleport up to 10 feet per priest level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Form Spells: 1st—longstrider, 2nd – astral travel, 3rd — water walk, 4th —dimension door, 5th —teleportation circle, 6th —arcane gate, 7th —plane shift, 8th —fly, 9th – gate. Exploration Replacement Power: The following granted power replaces the agile feet power of the Travel form. Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch
  • 151.
    149 per priest levelyou possess. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st —expeditious retreat, 2nd —locate object, 3rd – fly, 4th —locate creature, 5th – legend lore, 6th – find the path. Trade Replacement Power: The following granted power replaces the agile feet power of the Travel form. Silver-Tongued Haggler (Su): Whenever you make a Persuasion, Deceit, or Insight check, you can, as an interaction, grant yourself advantage . Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st— tenser’s floating disk, 2nd – locate animals or plants, 3rd – phantom steed, 5th —fly. Trickery You are a master of illusions and deceptions. Proficiency in Deception and Stealth in addition to Granted Powers: Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your priest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability once recharged by a 5 or 6.. Master's Illusion (Sp): At 6th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per priest level with a Wisdom save against your spell DC to see through this effect. The rounds do not need to be consecutive. Creatures have disadvantage against this effect and all of your phantasm (conjuration) and hallucination (enchantment) spells. Form Spells: 1st—disguise self, 2nd—invisibility, 3rd — nondetection, 4th —greater invisibility, 5th —seeming, 6th —drawmij’s instant summons, 7th —mirage arcane, 8th —glibness, 9th —time stop. Deception Replacement Power: The following granted power replaces the copycat power of the Trickery form. Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 2nd —mirror image, 7th — project image. Thievery Replacement Power: The following granted power replaces the master's illusions power of the Trickery form. Thief of the Gods (Su): At 6th level, you have Expertise and advantage on Thieves’ Tools and Sleight of Hand checks when using this ability as an interaction. You can use this ability once at 6th level, plus one additional time for every 3 levels beyond 6th . Replacement Form Spells: 4th —locate object, 7th — etherealness. War You are a crusader for your god, always ready and willing to fight to defend your faith. Granted Powers: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your priest level for 1 round (minimum +1). You can do so a once recharged by a 5 or 6. Weapon Master (Su): At 6th level, you gain the Martial Adept feat, if qalready possessed you get to choose two more maneuvers and an additional superiority dice. At 12th and 18th levels you gain another superiority dice to add to your total. A short rest restores 1 dice. Form Spells: 1st—heroism, 2nd —spiritual weapon, 3rd — elemental weapon, 4th —confusion, 5th —flame strike, 6th —blade barrier, 7th —mordenkainen’s magnificent sword, 8th —power word stun, 9th —power word kill. Blood Replacement Power: The following granted power replaces the weapon master power of the War form. Wounding Blade (Su): At 6th level, you can give a weapon that you touch wounding so that it causes 1 point of bleed damage per round for each dice of weapon damage inflicted, ongoing for a number of rounds equal to 1/2 your priest level. You can use this ability once at 6th level, and an additional time for every three levels beyond 6th . Replacement Form Spells: 1st – inflict wounds, 3rd — vampiric touch, 6th —wall of thorns, 7th —inflict wounds. Tactics Replacement Power: The following granted power replaces the battle rage power of the War form. Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet advantage on the roll as an interaction. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st – command, 2nd —aid, 5th—command, 6th —planar ally.
  • 152.
    150 Water You can manipulatewater and mist and ice, conjure creatures of water, and resist cold. Granted Powers: Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged attack. The icicle deals 1d6 points of cold damage + 1 point for every two priest levels you possess. Usable once, this ability recharges on a 5 or 6 on d6. Elemental Avatar (Ex): You have sanctuary versus water elementals reset after a short rest. At 4th level, you gain Resistance to Cold. At 8th level, you gain Immunity to Cold. At 12th level you are able to meld with water enough to dwell comfortably and move through it in any direction at your normal Speed. At 16th level you can shapechange into a water elemental and at 20th level this ability is recharged after a short rest. Form Spells: 1st —fog cloud, 2nd—misty step, 3rd — water breathing, 4th —conjure minor elementals (water), 5th —conjure elemental (water), 6th —conjure elemental (water), 7th —plane shift (Water realm or Material only), 8th —conjure elemental (Water), 9th — meteor swarm (cold instead of fire). Ice Replacement Power: The following granted power replaces the elemental avatar power of the Water form. Ice Runner (Su): You can move over ice and snow with ease. Snow and Ice are not difficult terrain for you and you do not leave tracks. You can also activate this ability is a standard action becoming able to move across any frozen surface as if under the effects of spider climb. While crossing snow or ice, you also gain advantage on Stealth skill checks and initiative checks. You can use this ability for 1 minute per day per priest level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Replacement Form Spells:1st – energetic blast (cold only) 3rd – sleet storm, 4th – ice storm, 5th – cone of cold, 6th —ottiluke’s freezing sphere, 8th – cone of cold, 9th — cone of cold. Oceans Replacement Power: The following granted power replaces the icicle power of the Water form. Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a spell attack against the target. If successful, you may pull or push the creature up to 10’. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 3rd —water walk, 4th – control water, 8th —tsunami, 9th – conjure elemental (Water) Weather With power over storm and sky, you can call down the wrath of the gods upon the world below. Granted Powers: Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged attack. The storm burst deals 1d6 points of force damage + 1 point for every two priest levels you possess. In addition, the target is buffeted by winds and rain, causing it to take disadvantage on attack rolls for 1 round. Usable once, this ability recharges on a 5 or 6 on d6. Lightning Lord (Sp): At 6th level, you can call down a number of bolts of lightning per day equal to your priest level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. Form Spells: 1st —fog cloud, 2nd —misty step, 3rd —call lightning, 4th —sleet storm, 5th —ice storm, 6th —call lightning, 7th —call lightning, 8th —control weather, 9th —storm of vengeance. Seasons Replacement Power: The following granted power replaces the storm burst power of the Weather form. Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per priest level and keeps the creature comfortable from -50F to 150F. Usable once, this ability recharges on a 5 or 6 on d6. Replacement Form Spells: 1st—goodberry, 4th —blight, 8th —sunburst. Storms Replacement Power: The following granted power replaces the lightning lord power of the Weather form. Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your priest level. The rounds do not need to be consecutive. Replacement Form Spells: 1st – thunderwave, 2nd – energetic blast (cold, lightning, or thunder).
  • 153.
    151 Pantheon Marduk Rawna OdinKali-Set Pazuzu Orcus Cthulhu Azathoth
  • 154.
    152 The Divine Powers TheFive Factions of the Council of Powers: Darkness, Flames, Light, Rains, Shadows, consisting of 78 Powers:  4 Ancient Ones (Iggiggi)  5 Great Old Ones (Abominations)  13 Elder Gods (Zonei)  22 Young Gods (Anunnaki)  7 Ascended (Elohim)  27 Elite (Goa'uld): 9 Hellspawn Nobility, 18 Pit Fiends Deity Incarnated Concepts (Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol The Ancient Ones Bahamut Creation, Benevolence, Self- Sacrifice, Energetic Quality, Positivity, Charity (Asceticism) M A LG Love, Good, Martyr, Order, Light, Restoration, Community First hour of New Year’s Day; Blood (Self) None Platinum wyrm devouring its tail encircling the world Resident Plane Dead but Dreaming. Covenant Scripture Give of yourself to build a better world. The sorrow of one sacrifice will hatch the joy of creation. Covenant Boons 1 st - Empathic Healing (Spend hit points to heal another an equal amount of hit points through touch); 4th – Donate rest healing HD to immediately heal another through touch; 8th – Take Me Instead (Exchange places with another as if using Dimension Door, Short rest recharges); 12th – Phoenix Blast (Expend all hit points to inflict half in flame damage and half in radiant in a 20’ radius burst, 40’ at 18 th , with a Dexterity save at DC10+level for half total damage. Priesthood holder’s death saves are made with advantage but they automatically gain 5 points of Exhaustion.) Lorril Shadows, Secrets, Deception, Illusion, Stealth, and Felines F G N Deception, Thievery, Languages, Knowledge, Darkness, Light, Art The midpoint of the Witching Hour of the Night of Shadows. in a place of dim illumination. Dagger Featureless mask divided vertically into half black and half white. Resident Plane Dream Time (Inside the Great Sphinx of Fantasia) Covenant Scripture Nothing is ever what it appears to be, especially if it appears to be nothing; hear and see everything, say nothing, and trust no one outside the Shadow Guild while seeking the truth that’s out there and the secrets with lives that grow in the silent darkness. Covenant Boons 1- Proficient with Stealth, Sleight of Hand, and Thieves’ Tools; Thieves’ Cant and Shadow Sign as added languages 3-Skulker and Resilient (DEX) feats 6-Evasion 9-Summon Shadow (as Shadow but not undead, damage is psychic, character’s alignment, no spawn, can’t be turned or destroyed by priests, serves as intelligible telepathic companion with half the character’s maximum hit point total, the character’s proficiency bonus and saves. If destroyed or dismissed another can be summoned in 30 days.
  • 155.
    153 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Ptah Space, Time, History, and Prophecy (Process/Biocentrism) M G N Night, Day, Art, Rune, Ancestors, Knowledge, Fate Midsummer’s Night with full aurora None The Tao ringed by purple. Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island) Covenant Scripture Fighting the cosmic flow is futile. Use action without intent to cultivate Te from the Tao with Compassion, moderation, and humility, expressing its basic character through spontaneity and creativity. Identify with the Tao by freeing yourself from selfishness and desire, and appreciating simplicity. The past awaits the future’s appearance in the present mist. Witness and reveal. Covenant Boons Oracular Madness (each level starting at 1 st the character must make death saves to avoid madness, 1 failure inflicts short-term, 2 inflicts long-term, and 3 inflicts indefinite, with the possibility of cumulative afflictions); 1 st – Temporal Intuition(Augury as bonus 0-level spell; 4th – Foresight (Divination usable 1/3levels with 1 use restored by each short rest; 8th - Vision of the Past (Clairvoyance effect within area occupied targeted to show any specific day and time up to 5 weeks into the past per level priesthood level multiplied by Intelligence modifier (minimum 1), range increasing to 1 year per level at 12th, 1 decade per level at 12, 1 century at 15 th , and to 1 millennium per level times Intelligence modifier at 18 th level , Short rest recharges); 12th – Space-Time Manipulation (A long rest resets Inspiration Points totalling 2 at 12 th , 3 at 15 th , and 4 at 18 th that may also be spent 1 at a time to duplicate Teleport or two for Time Stop) Tiamat Annihilation, Energetic Entropy, Negativity, Fury, Abominations, and Dragonneth F A CE Degeneration, Loss, Murder, Rage, Brutality, Ferocity, Blood Last hour of the year on Night of Darkness; Blood (Anthropoid) None A black Dragon skull forming a triangle above a black wyrm skull and a black drake skull on a red background Resident Plane Dead but Dreaming Covenant Scripture Destroy the vermin. Make them grieve and despair as their viral cosmos comes apart. Purify existence of the disease. Covenant Boons 1 st – Spirit of the Dragon (Constitution save proficiency, Sanctuary effect against dragonnethi recharges after short rest, cast Command on dragonnethi as bonus 0-level spell); 4th – Energetic Defences (Use Protection from Energy five times per day, once each for acid, cold, fire, lightning, thunder, with only one effect active at a time); 8th – Breath of the Dragon (Energetic Blast cone equal to a 4th level slot, five times per day with one each for acid, cold, fire, lightning, thunder, a short rest restoring one, Slot level rises 1 for every 2 priesthood levels above 8th to a maximum of slot level 10at 20 th priesthood level) The Great Old Ones Azathoth (Cronus) Chaos, Destruction, Madness, Massacre, Trolls and Tunnel Curs M G CE Ash, Destruction, Insanity, Blood, Ferocity, Brutality Any night of the full Crone in darkness; Blood (Elf), Blood (Self) None A single staring red eye on a black background Resident Plane Abyss Covenant Scripture Stare into the Unblinking Eye. Embrace the mayhem. Inhale the destruction. Bathe in the blood. Howl your ecstasy. Feast of the madness. Fear only the All- Consuming Eye.
  • 156.
    154 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons Seed of Madness (each level starting at 1 st the character must make death saves to avoid madness, 1 failure inflicts short-term, 2 inflicts long-term, and 3 inflicts indefinite, with the possibility of cumulative afflictions); 1 st – Minor Instability (Advantage against Fear, Resistance Psychic, May spend 1HD outside of rest for healing at will +1 HD/3 levels, a critical failure on any d20 roll requires a Will save at the roll’s difficulty to avoid short-term madness); 4th – Abyssal Glare (eyes glow red for gaze weapon that inflicts 3d6 points psychic damage plus Intelligence modifier, 60’ range, 1 use per day plus 1 per two levels above 4th short rest restoring 1 use) ; 8th – Major Instability (Immunity Fear and Psychic, May spend HD for healing outside rest as desired, a short rest restoring 2HD, Any critical fail requires Will save at disadvantage to avoid long-term madness); 12th - Vision of Madness (afflicted by incurable Indefinite Madness, Abyssal Glare inflicts 6d8+Int modifier psychic and requires a Will save at the priest’s spell DC to avoid short-term madness, with long-term if the save is a critical failure, a short rest restores two uses) Cthulhu Darkness, Domination, Evil, and Doom (Sith) M G NE Charm, Darkness, Catastrophe, Evil, Fate, Strength Midnight of the Night of Darkness in darkness; Blood (Anthropoid) None Three nines arranged in a pyramid Resident Plane Gehenna Covenant Scripture The weak will perish, dominate or be dominated. Covenant Boons 1-Sanctuary as Monk vs Evil 3- Darkvision +30’ 6-Command Evil as per Command Undead 9-Dominate Monster 10 rounds/HD which divided up as desired as small as 1 round units Odin (Cronus) War, Combat, and Berserk Rage M G CN Chaos, Rage, Glory, Revolution, Strength, War Anniversary of priesthood holder’s first combat; Blood (Self) Greatsword A flaming greatsword Resident Plane Pandemonium (Asgard dimensional bubble) Covenant Scripture Life is war; give it all your lust. Covenant Boons 1 st - Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Battle Madness (Berserk Rage as Warrior of the Eye, 1/day per 3 levels for up to 1 minute each); 12th – Battle Fever (Rage becomes controlled) Orcus Black Magic, Night, Undead, Terror, and Nightmares M G NE Art, Craft, Dehumanization, Night, Undead, Nightmare Mid-point of the Witching Hour on the Night of Darkness; Blood (Anthropoid) Skull-headed rod (mace 8gp, 1d6+1 damage) A ram’s skull with a black crown engraved with an inverted pentagram over the forehead. Resident Plane Abaddon Covenant Scripture Fear enlivens the spirit, relish it, become the unseen predator and the waiting grave. Shock the sleeping from their complacency and grant them the hunger of our Lich Lord’s eternal gift. We are the night stalking the day.
  • 157.
    155 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons 1 st - Black spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus, or arcane focus, can cast any one Black spell in spellbook as if prepared without expending energy, once per day); 8th – Dark Presence (Sanctuary effective only against Undead activates after each short rest); 12th – Unliving Thrall (cause 1 undead creature within 90’ to become a Thrall as per the Warlock pack ability, 1 use per day plus 1 per 3 level above 9, equal HD or lower to priesthood holder, maximum 1 thrall per level.) Pazuzu Lies, Corruption, Perversion, Degradation, Disease, Sickness, and Pestilence (Traditional Satanism) M G CE Animal, Degeneration, Charm, Evil, Decay, Trickery The Renewal of a non-evil god chosen randomly on short notice by Pazuzu; Blood (Self), Blood (Anthropoid Virgin, typically Child) None A black rat clutching a gold coin on which a red fly is crawling Resident Plane Abyss (Cliff Haven dimensional bubble) Covenant Scripture Take and twist it, for your benefit or to tear it down, get down with the sickness. Covenant Boons 1 st -Seductive Voice (Suggestion bonus 0 level spell); 4th - Sickening Touch (Poisoned on failed Spell save for 1 minute, 1 per day per level) 8th – Immunity to Disease; 9- Lord of the Flies (summons swarm of flies that infect all with 20’radius cloud as per Contagion before dispersing after 1 round per level, range 60’, 1 use per day plus 1 per 3 levels above 9) The Elder Gods Athena Fairness, Wisdom, Strategy, Valour, and Virtue (Aquinas) F G LG Community, Regulation, Forgiveness, Leadership, Purity, Tactics Any rising of the full Maiden; Blood (Self, Virgin, Female) Spear Horned White Owl with wings spread, talons clutching a blue spear. Resident Plane Heaven Covenant Scripture Discretion turns valour into victory. Be a pure light to the world focused to burn the dark. Restrain your passions to lead and live with compassion. Balance intuition with knowledge to guide you on your path. Stay true my chaste and valiant daughter, your sister Amazons and I await you at its end. Covenant Boons 1 st - Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armour, Athlete, and Martial Adept feats); 8th – Heightened Intuition(advantage on all Wisdom checks, skills, and saves); 12th – Shared Intuition (radiate Heightened Intuition to all chosen targets within 30’ radius, ends when they leave)
  • 158.
    156 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Freya Air, Wind, Sky, Flight, Atmospheric Gases, Weather, Whirlwinds, Breath, Birds, and Genies (Djinn), Ikari Mother F G N Air, Feather, Community, Freedom, Strength, Weather The 4 th day of any week Javelin, Net A white pegasus on a black background Resident Plane Realm of Air (Myst Island, Windy City of Oz, Palace of the Four Winds) Covenant Scripture When hunting, strike fast and true out of the suns, wary of hidden turbulence that can throw you down. Flying too high will bring a fatal plummet. Dive without fear but hold on not too long in folly while seeking to ride the updrafts and glide the downs, working to level until lifted again. Maintain calm sky until clouds gather and loom and then unleashes the whirlwinds. Be not bound to earth but willing to let the breeze carry you beyond the horizon to home. Ait is life and air is death. Beware the foulness without odour and take care not to foul the pure. Gales disturb every life. Duck below or soar with them until calm returns. Do not become stagnant in the doldrums, you can give way unfelt and unseen or hit like a hurricane wall. Covenant Boons 1 st – Thunder Preference (Thunder Elemental Adept feat); 4th – Air Ally (Sanctuary affecting Air Elementals that resets after short rest); 8th – Animate Air (as Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Fly 30, inflicts thunder damage and immune to it); 12th – Elemental Champion (conjured air elementals have maximum hit points and Inspiration) KI Natural Balance, Nature, and Wolves, Fairy Queen, Elf Mother (Animism) F G N Animal, Plant. Weather, Ferocity, Day, Night Any night or day of the full Matron; Blood (Self) Scimitar, Sling Two wolves, one white and one black baying at a grey hexagram inside a green circle. Resident Plane Summerwood (Garden of Eden) Covenant Scripture The natural is everywhere, be at one with it, trust it, nurture it, and protect it with the Mother’s fury. Sense the needs of the Balance and respond passively or actively to restore it while minor. The Mother’s corrections are harsh but fair as are her demands, no animal or plant above another in the web’s cycles. Covenant Boons 1 st – Nature’s Call (Expertise in Nature and Survival, and Conjure Animals 1 per day plus 1 per 4 levels as spell-like ability); 4th – Mother’s Child (Speak with Plants and Animals at will and Sanctuary effect applicable to all Plants and Animals restored by short rest); 8th – Summon the Beast (Polymorph target into dominated Dire Wolf), 1 per day per 6 levels); 12th – Servants of the Queen (Conjure Woodland Beings as 8 th level slot once, as 8th twice, or as 4 th three times, per day) Loki Fire, Firestorms, Ash, Smoke, Spontaneity, Intensity, Lust, Consumption, Extroversion, Mischief, and Efreeti (Djinn), Minos Mother (Cyber Troll) F G CN Chaos, Lust, Fire, Glory, Ferocity, Trickery The 2 nd day of any week Shortsword and Dagger A burning heart Resident Plane Realm of Fire (Firestorm Island, Mount Prometheus, Obsidian Palace) Covenant Scripture Leap, shimmy and shine, dancing in the darkness with shadows. Follow your hungers with brilliant intensity, giving and taking, releasing the light in everything longing to be free. Set the world on fire and let it blaze! Covenant Boons 1 st – Fire Preference (Fire Elemental Adept feat); 4th – Fire Ally (Sanctuary affecting Fire Elementals that resets after short rest); 8th – Animate Fire (as Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Leap 30, inflicts fire damage and immune to it); 12th – Elemental Champion (conjured fire elementals have maximum hit points and Inspiration)
  • 159.
    157 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Marduk Knowledge and Magic, Divine King (Aristotelian) M A N Magic, Knowledge, Nobility, Rune, Tactics, Artifice, Nobility The 7 th day of any week at noon Spear, Net A silver circle inset with Marduk’s eyes as the points of a triangle, purple on top connected to red on the right by a black line, to blue on the left by a white line, and grey across the bottom enclosing an open gold codex. Resident Plane Karmic Wheel Covenant Scripture The Book of Knowledge is always open. Read it, add to it, organize it, protect it, and share it. Nothing is unknowable. Nothing is unimaginable. Covenant Boons 1 st –Spell Blocking (Counterspell as bonus 0 level spell) ; 4th – Spell Cutting (Dispel Magic as bonus 0 level spell); 8th – Spell Weaving (when preparing can weave together two identical or different spells with the same casting time to be cast as a single spell of a slot level equal to the total of the two, eg. 1+3 = 4, the spells can be targeted separately); 12th – Spell Direction (winning a spell casting check against another caster enables the priesthood holder to change the target of that caster’s spell, reflecting upon the caster or redirecting to any other target desired within range) Oberon Natural Wonder, Children, and Youth, Fairy King, Elf Father (Peter Pan) M G CG Generation, Charm, Kindness, Freedom, Protection, Trickery Any starry night in Spring; Blood (Self, Elf) Longbow, Longsword, Dagger The White Hart, a 42-point stag Resident Plane Realm of Water (Neverland) Covenant Scripture Let it be our Neverland creed to steward the little ones and shepherd their innocence, enjoying the wonder of their wonder for as long as they will keep youth in their hearts, singing them away from callous familial harm to the free warmth and welcome of our Lost Ones, where they can feel the Pipes of Pan and run away with it through the Meadows Of Spring, following the Hart to their own. Unleash the youthful heart. Covenant Boons 1 st – Fey Charm (Sanctuary affecting Fey that resets upon a short rest); 4th – Fairy Children (Conjure Woodland Beings as 8 th level slot once, as 8th twice, or as 4 th three times, per day); 8th – Fey Children (Conjure Fey once per day as 12th level slot, 2 as 8 th , 3 as 7 th , or 4 times as 8th ); 12th – Renew Vigor (return target to base age of current age category, once in a creature’s life, once per day, no effect on younger than adult). Poseidon Water, Lakes, Seas, Oceans, Clouds, Ice, Snow, Rain, Steam, Fog, Whirlpools, Rapids, Falls, Waves, Fishing, Sailing, Aquatic Life, and Marids (Djinn), Triton Father M G N Community, Water, Storms, Travel, Strength, Ancestors The 5 th day of any week Trident, Net A Golden Trident Resident Plane Realm of Water (Neptune Palace in Aquarius) Covenant Scripture Life is water and water is life. Deep waters are still and cold but can boil, rush, and whirl, tossing and battering, rising in anger to sweep destruction acrtoss the land. Prepare for deluge and drought, but water is never lost. The cycle gives and takes source ice to universal destination, arisen and returned to the source to cut a new course. A steady drip can wear a hole through the thickest hardest stone. Ride the most challenging waves and beware friendly riptides. That which evaporates will eventually condense. That which freezes will melt. Covenant Boons 1 st – Cold Preference (Cold Elemental Adept feat); 4th – Water Ally (Sanctuary affecting Water Elementals that resets after short rest); 8th – Animate Water (as Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Swim 30, Speed 15, inflicts Cold damage and immune to it); 12th – Elemental Champion (conjured water elementals have maximum hit points and Inspiration)
  • 160.
    158 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Ra White Magic, Light, Life, and the Primary Sun (Jedi) M G NG Art, Craft, Light, Restoration, Good, Glory Noon or Witching Hour of the Night of Light Staff Golden radiant sun disk containing a white pentagram Resident Plane Novus Lucidum Covenant Scripture The light drives back the darkness and brings life. Defend it and spread it with the power you possess. Free those the darkness has taken. There is always a dawn. Covenant Boons 1 st - Turn Undead as per 5E Cleric and White spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus, or arcane focus, can cast any one White spell in spellbook as if prepared without expending energy, once per day); 8th – Breath of Life (Grant new death saves to creature if within 4 rounds of death); 12th – Ra’s Judgement (cause 1 undead creature within 90’ to be incapacitated and make death saves at disadvantage or be destroyed, 1 use per day plus 1 per 3 level above 9) Rawna Death, Sleep, Fantasy, Dreams, and Corvids, Divine Queen (Buddhism) F A N Death, Resurrection, Repose, Thought, Loss, Memory, Nobility The 8 th day of any week; Blood (self) Sickle or scythe A white skull wearing an iron crown with a raven perched on top, wings spread, in a purple circle. Resident Plane Karmic Wheel Covenant Scripture For vibrant life, sleep, dreams, and death, must come to all. Comfort those passing. Ease the journey. Lead the dreamers beyond the dream. Use the gift of imagination to escape the bounds of the physical, explore time, and avoid my arrival until it must come. Also allow me time to dwell in fantasy, my calling is all too frequently one-sided. The mind learns so much while the body rests. Once the Reaper arrives, the time for lessons is done. The fantasy becomes fixed reality, whether good, ill or indifferent. There is a cost that must be paid and that will never be refunded. Covenant Boons 1-Turn Undead as per 5E Cleric and Astral Projection as 0-level bonus; 3-Speak with Dead restored by short rest; 6- Dream Walk restored by short rest; 9- Reaper’s Touch (living or undead target makes Constitution save equal to spell save DC or drop to 0 hit points and begin Death Saves, success granting 1 point of Exhaustion, 2 times plus 1/3 levels above 12th ); 9- Death’s Favour (advantage on all Death saves and those reduced to 0 hit points by priesthood holder get disadvantage on all required Death saves) Titania Seduction, Rivalry, Revenge, Cold, Frost, and Cruelty, Fey Mother, Ice Queen F G NE Lust, Loss, Dehumanization, Memory, Misfortune, Ice Anytime in the Winter; Blood(self); Blood (Anthropoid, Lover or Elf) Dagger A White Heart cracked in half with a long drop red blood coming out of it on a black background. Resident Plane Winterwaste (Frozen Forest, Ice Palace) Covenant Scripture Let none beneath you rise above without price. One that is often best exacted when the blood is cold and the fool unaware. Make them long to be crushed and grant it like a glacier. Make them beg your forgiveness before it is denied with a kiss. The warm heart is a tool, use it until broken then throw it away. Covenant Boons 1 st – Fatal Allure (Suggestion on potential romantic or sexual partners as bonus 0 level); 4th – Inspired Rivalry (as bonus action in combat, contest, chase, or other opposed condition, take opponent’s successful roll against you as your own and roll second one as if having advantage against opponent in that skill or ability check or attack roll, 1 per day per 3 levels); 8th – Unfriendly Rivalry (Use Geas at 12thlevel slot once per day, at 7 th level slot 2 per day, or 5 th three per day, to charge target with defeating and humbling a designated ally within the duration in as severe a manner and as many times as possible); 12th – Slaves of the Ice Queen (Conjure Fey once per day as 12th level slot, 2 as 8 th , 3 as 7 th , or 4 times as 8th );
  • 161.
    159 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Vulcan Earth, Metals, Minerals, Mountains, Hills, Volcanoes, Artifice, Invention, Craftsmanship, Smithing, Mining, Earthquakes, Landslides, and Dao (Djinn), Dwarf Father (Utilitarianism) M G LN Artifice, Earth, Honour, Knowledge, Order, Resolve The 4th day of any week Warhammer, Battle-axe, crossbow A blue hammer on a grey mountain with a white peak and black cave mouth at the base. Resident Plane Realm of Earth (Moria) Covenant Scripture Earth provides substance, sustenance, shelter, and tools far beyond the surface. Foundation and furnace of the world, stone and metal grow and flow from infernal depths to breathless sky forming a cold hard crust around a hot churning heart. Remain silent and firm as the ground until pressure necessitates a shaking up or an eruption to cleanse and renew. Build for the eons and live for ever keeping your metal pure while allowing veins to crystallize and layers accumulate. Maintain regular hammer beats on the anvil until your own ends and all your blades will be true. Find the beauty in the strength and shape it into function. Time quenches all. Covenant Boons 1 st – Acid Preference (Acid Elemental Adept feat); 4th – Earth Ally (Sanctuary affecting Earth Elementals that resets after short rest); 8th – Animate Earth (as Animate Object doing up to 18 “objects” 1 per day, 16 twice, 14 three times, 12 four times, or 10 five times per day, Speed 30, Burrow 30, inflicts bludgeoning damage and immune to it); 12th – Elemental Champion (conjured earth elementals have maximum hit points and Inspiration) Wicca Agriculture, Domestication, Motherhood, Fertility, Dogs F G NG Animal, Family, Home, Compassion, Growth, Ancestry New Year’s Dawn; Blood (Self, Female) None A blue “Venus” figurine , a white rabbit, a red egg, and a golden shaft of wheat Resident Plane Meadows of Spring (Taurus Fields Homestead) Covenant Scripture Tend to all growing things in the garden of life. Fertilize, nurture, and train, the gentle heart. Tame the wild heart to make an invaluable ally. Nurture life in all forms and guide it toward its proper and productive fulfillment. From family comes community and strength. Make use of every good seed, herb, and plant. Name and tame every useful animal and breed more selectively. Be fruitful and multiply. The harvest ends soon and the winter comes all too quickly. Everything has its season. Know when to till, to sow, to wait, to reap, or go fallow. Build your homestead with heart, head, and hands, working with neighbours and welcoming strangers as neighbours and some will remain. We are all someone’s child and children should never be abandoned. Covenant Boons 1 st – Communal Wisdom (Expertise in Animal Handling, Insight, and Medicine); 4th – Fertility Blessing (can bestow advantage on reproduction checks for the next 72 hours by touching both members of the couple at once 1 per day); 8th – Midwifery (caring for the mother during the entire birthing process grants advantage on all checks and saves for success and survival); 12th – Faithful Companion (constant Mordenkainen’s Faithful Hound reset by short rest if dispelled) Xondra Discipline, Practice, Focus, Order, and Perfection (Stoicism) F G LN Honour, Thought, Order, Resolve, Tactics, Leadership The 4th Elrynn; Blood (Self) Monk weapons Black wyrm clutching a white orchid in its teeth on a blue background Resident Plane Karmic Wheel Covenant Scripture The Path to Perfection may turn but the Way remains straight, pursue that horizon in all that you do and become your own leader so others will follow. Self- discipline is the Way to remain on the Path of self-mastery leading toward the horizon of Perfection. Covenant Boons 1 st – Martial Art Training (Tough feat, Monk Unarmed Combat and Unarmoured Defense); 4th – Martial Priest (Athlete and Weapon Master feats, Monk Flurry 1/day per 3 levels); 8th – Physical Mastery (Alter Self at will and Flurry as Monk 1/day per 3 levels, short rest restores 1 Flurry); 12th – Mental Mastery (continual Mind Blank effect)
  • 162.
    160 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol The Young Gods Amon-Re Autumn, Dusk, Maturity, Grandparents, Harvest, Teaching, Legacy, Preparation, Decline, and Decay M L N Animal, Home, Defense, Plant, Seasons 1 st of Urvynn Scythe or Sickle The suns setting behind a grain silo with a rocking chair in the foreground Resident Plane Tors of Autumn (Cancer Hills) Covenant Scripture The cold is coming, things are winding down. Time to prepare, reflect, and pass on the lessons needed for the lean times. Gather the fruits of life and labour. Enjoy but remember that winter and time are merciless. You need all you life’s wisdom to persevere. Too soon year and life will end, their wisdom gone. Secure the promise of the ones to follow. Be ready for the expected challenges, don’t panic, and you will be be prepared for life’s inevitable surprises and contual lessons. Lead by example and teach by doing. Covenant Boons 1 st – Life Experience (advantage of Intelligence checks and Insight, able to grant advantage on one of these checks to another within 30’ as bonus action recharged on 5 or 6); 4 th – Reminiscence (Keen Mind feat as bonus and able to draw out a perfect recollection of one event of up to 5 minutes in length in one person by touch once recharged by a short rest); 8 th – Shared Experience (you gain Expertise and all allies within 30’ gain advantage on Intelligence checks and Insight while within range); 12 th – Always Prepared (use Contingency and Drawmij”s Instant Summons each once at 6 th with and additional use gained every 3 level beyond 6 th ) Anubis The Dead, the Law, Judgment, Justice, Genealogy, and Tradition (Confucianism) M L LN Souls, Regulation, Loss, Knowledge, Ancestors Before the Witching Hour of The 48 th day of any month Grey Staff of Office (shepherd’s quarterstaff) and Gavel (war hammer) Blue triangle containing a grey Sheppard’s crook across the bottom, an upright grey gavel at the top and in the middle a grey scale with one white platter and one black platter Resident Plane Karmic Wheel Covenant Scripture Enforce, guard, interpret, and apply the law for living and dead with equal impartiality, thoroughness, and dedication, while tempering severity with understanding, and lenience with harm done. No one is above the law. Comfort the grieving and shepherd their honoured departed, my keeper of lines. Covenant Boons 1- Legal Mind (Expertise in Investigation, Insight, and History); 3- Probing Stare (Detect Thoughts recharged by short rest); 6-Judgement (Bestow Curse that requires Absolution to remove or dispel) recharged by short rest; 9-Absolution (Remove Curse that affects Judgements) Apollo Healing, Medicine, Mercy, Compassion, Peace, and the Secondary Sun (Pacifism) M L NG Compassion, Healing, Knowledge, Day, Sun Noon on Midsummer’s Day None The Asklepian, a white serpent entwined around a gold rod Resident Plane Ekstasis Covenant Scripture Do no harm, help all you are able. Only compassion defeats dehumanization. Covenant Boons 1 st – Gifted Healer (Expertise in Medicine and Placebo as bonus 0 level) and Pacifist Defence (Sanctuary resets after a short rest, Grappler feat, unarmed combat maneuvers and tricks such as grapple, trip, disarm, etc., are made at advantage); 4th - Achilles Pinch (pressure to nerve cluster requires Constituion save at Spell DC to avoid being Restrained for 1 round per level, usable 1/day +1/3 levels with a short rest restoring 1 use); 8th - Infant Pinch ( as Achilles but rendered Paralyzed 1 round/level, 1/day +1/3 levels with a short rest restoring 1 use); 12th – Night Pinch (as Achilles but rendered Unconscious 1 round/level, 1/day +1/3 levels with a short rest restoring 1 use)
  • 163.
    161 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Artemis Athletics, Sport, Competition, Sportsmanship, Dedication, Teamwork, Mentoring F M N Loss, Glory, Fortune, Resolve Noon of any day, Blood (Self) Javelin, Bows, Crossbows, Warhammer, Dart A centaur archer shooting at a pouncing tiger Resident Plane The Dream Time (Olympia dimensional bubble) Covenant Scripture Games, including sport, teach many skills and lessons. Reach for 110% and you may realize that you were only giving 80% before, and that your limits can increase with growth. We can’t leap our hurdles unless be risk charging at them. Competition must always be for personal best and team best, not glory, pride, or animosity. Lead by example not whip, Guide the athlete, develop the muscle, and train the skill. Encourage the heart, its strength matters most. This is how a true champion is made. Talent is given, victory is earned. Nature strives for fitness of individual and group. It challenges everyone to rise to their best. Be a natural leader balancing competition with cooperative teamwork and like nature, improve the world. The opponent isn’t an enemy except in war but a challenge that you help grow in testing it. Victors are losers who learn from defeat. Good teachers learn from their students. Cheat and you cheat everyone, especially yourself. Don’t lose sight of the purpose of the game. Have fun. You’ll cross the finish line before you realize your near it. Face your personal challenges and keep your eye on the target. Pace yourself, Don’t burn everything in the first half, save some for when you need it, especially near the end. A final push can make all the difference. You only have to win by a nose. Endure to the end. Then you’ll realize it was all a game, a blood sport that that no one really wins or loses. Just a way to learn skills and lessons. Then the Championship starts. Covenant Boons 1 st – Natural Competitor (Athlete and Lucky feats, Proficiency in Athletics, Acrobatics and Intimidation); 4 th – Eye of the Tiger (Grappler feat, Expertise in Intimidation, Athletic, and Acrobatics); 8 th – Keen Rivalry (Intimidate chosen opponent as an Interaction and gain Inspiration Points upon defeating them, rivalry ending upon disengagement); 12 th – Team Captain (Inspiring Leader feat and can share IP with allies as a group pool that all can draw from as needed) Bacchus Joy, Song, Dance, Music, Celebration, and Wine (Hedonism) M L CG Generation, Charm, Community, Kindness, Restoration The 8th day of any week None Grapes, a chalice, and a fiddle bow. Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island) Covenant Scripture Drink up! Maximize pleasure and minimize pain. Life is a party if done right. Live for now. Live for friends, family, laughter, and dance. Eat drink and be merry for tomorrow you may die. Enjoy it while it lasts. Tomorrow takes care of itself. A hair of the dog that bit you eases the dawn of another day to enjoy. Joy is the spice of life. Wine is the milk of happiness. Drink up and dance! Covenant Boons 1 st – Party Tricks (Proficiency in Sleight of Hand, Perform, Deception, and Persuasion, Prestidigitation and Thaumaturgy as bonus 0 level); 4 th Life of the Party (Tavern Brawler and Resilience (Constitution only) feats, Expertise in Persuasion, Deception, Perform, and Sleight of Hand); 8 th – Liquid Inspiration (becoming intoxicated grants Inspiration Points at a rate of 1 IP per dose that causes intoxication, all IP from this source being lost after a long rest, once IP is possessed covenanter may give, as an bonus action, a dose of alcohol to someone to pass the IP point to them regardless if they become intoxicated and lasting until a short rest ); 12 th – Intoxicating Personality (Transform water into wine affecting the same quantity of water produced by Create Water once reset by long rest; Spend 1IP to intoxicate everyone in a 20’ radius 1 level if they fail a Constitution save at the converter’s Spell DC) Calypso Natural Beauty, Flowers, Meadows, Woodlands, Beaches, Vistas, Perfume, Honey, Calm, Meditation, Tranquility, and Nymphs (Flower Child Hippy) F L NG Charm, Good, Restoration, Plant Repose Any day except in Winter None A bee on a rose Resident Plane Summerwood (Arborlon) Covenant Scripture Live and let live, the world is beautiful. Be beautiful. Relax and smell the flowers. Let everyone envoy the aromas and calm. Beauty has power to sooth the savage breast. A rose by any other name smells as sweet. Don’t sweat the dew. be as fertile in life as the bee but savour the honey. People and places over things. Leave life smelling sweeter than when you sprouted. My mother respects those who care for her children. and I will love you for it. Spread the love like a sweet perfume. Be my flower child and attain your flower power using it to bring some spaces of tranquility to this wild world and respite to its weary creatures.
  • 164.
    162 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons 1 st – Flower Child (Meditation as bonus feat, Expertise in Nature, Druidcraft as bonus 0 level spell, and able to emit any scent desired masking your own); 4 th –Natural Calm (Advantage versus Fear and Intimidation, Sanctuary that resets after short rest, Calm Emotions by touch recharged on a 5 or 6); 8 th – Soothing Scent (emit a cloud of perfume centre on you equivalent to a Stinking Cloud that Calms Emotions instead of being nauseous with a critical fail on the save putting the individual to Sleep as per spell, use recharged by a short rest) ; 12 th – Flower Power (Skin turns green granting stealth advantage in vegetation and the ability to gain sustenance from sunlight requiring no food just water as long as 8 hours of exposure is possible, Commune With Nature as bonus 0 level, Speak With Plants at will, 4 power points to spend, Entangle costing 1 point, Treestride costing 2, Awaken 3, and Transport via Plants 4, with all 4 points restored after a long rest) Charon Oaths, Crossings, and The Styx M M LN A blue ferryboat on a grey flat river Resident Plane Acheron (The Styx) Covenant Scripture The Word began everything, a promise fulfilled holding still. Your word is your bond and your handshake or mark as good as your word. Break them and you break yourself. Give them wisely with caution and gravity. Betraying the Word comes with severe penalties. The greater the word of promise the greater the punishment. Love binds hearts freely, blood binds strongest and the River forever. Love forgives with struggle, blood with time, but the River never does. Grace is given for repair and repentance of intention, absolution is an earned mercy. Covenant Boons 1 st – Sanctify Bond (usable at will, turns willing oaths into the length and intensity of Geas the participates agree upon, including marriage which is typically on the light end of punishment); 4 th – Blood Bond (sanctifies a blood oath between two willing participants so that one breaking it affects both with the stated Bestow Curse or Geas effect, no saving throw, use recharged by short rest); 8 th – Fellowship Bond (sanctifies a blood bond affecting up to 4 people plus 1 person per 2 levels beyond 8 th , use recharged by short rest ); 12 th – Absolution (Remove Curse effect as well as removing the negative effects of sanctified bonds, blood bonds, and fellowship bonds, as well as being able to dispel such of affected individuals who desire to be released from their oath or bond such as in a divorce, use restored by short rest.) Hades The Underworld, Caves, Tunnels, Troglodytes, Toil, Depression, Obsession, Introversion, Disfigurement, Experimentation, Gloom, Toil, Rejection, Grudges, Jealousy, and Unrequited Love M L LE Toil, Loss, Cave, Cruelty, Restriction The Witching Hour of any 2 nd day of the week; Blood (Self) Pick, whip A black heart inside a coiled red whip on top of the handle of an upright gold pick Resident Plane Material (Hades dimensional bubble) Covenant Scripture Dwell safe inside your internal gloom, feeding on the false hope of fools who don’t deserve what has been denied you. Make them work off their debt, testing their pain and endurance to improve your own. Life is heartbreak. Reveal to them the ugly truth you are strong enough to admit. Ugliness is universal, beauty a lie, and pleasure is a tease. Embrace the comfort of your misery. It will never disappoint, betray, or abandon. Covenant Boons 1 st – Dark Creeper (Darkvision +60’, Expertise in Survival (Underworld), and Skulker feat); 4th – Dark Stalker (1 use of Greater Invisibility recharged by a short rest); 8th – Heart’s Obsession (inflict Geas upon 1 target permanently, 2 for 1 year, or 3 for 30 days, compelling them to pursue, possess and control a specific object or individual with all their heart); 12th – Devour Hope (target tou7ch must make Will save against Spell Dc or gain 4 points of Exhaustion, two on save, requiring a Remove Curse treated as a Dispel Magic against a 5 th level spell to enable removal through Restoration or rest, and the priesthood holder gains Inspiration) Horus Protection, Retribution, Vigilance, and Vengeance M G LN Honour, Memory, Regulation, Protection, Resolve, Tactics Any time in Autumn Kopesh (scimitar) Blue hawk flying out of golden sun disk clutching dead black rat in its talons. Resident Plane Karmic Wheel Covenant Scripture For every action there is an equal and opposite reaction. Give as good as you get. Protect those in need and avenge them when required. Remain alert, measured and even- handed. Take an eye for and eye a tooth for a tooth. Mercy and forgiveness are earned. Vengeance is a claim on a debt that must come due. Those who sow injustice deserve the avenging harvest. No mercy for the merciless. Be a vengeful spirit to prevent the need for such ghostly chins. Be their living fire, but beware for it consumes as well as drives. Be a strong and enduring container to prevent it going wild.
  • 165.
    163 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons 1 st - Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Spirit of the Raptor (Savage Attacker, Alert, and Observant feats); 12th – Reactive Revenge (activated once per round as a reaction to a successful damaging attacking upon the priesthood holder, the attack gains disadvantage on their saves versus the holder’s spells or attacks for 1 round and the holder makes a Will saveat DC 10+ the opponent’s HD to take only half damage and send the other half back to the source) Ishtar Beauty, Love, Romance, Romantic Passion, Devotion, Infatuation F G NG Love, Lust, Community, Glory, Compassion, Restoration 1 st of Tantrys; Blood (Self) None The Maiden moon, a rose, a heart, and a ring Resident Plane Ekstasis Covenant Scripture The most powerful alchemy happens in the heart mixing ingredients from the senses and memory. Create it with care for it can be explosively disastrous or separate out unexpectedly. Once rooted it can wither or twist into hate. It is the most intoxicating powerful drug, beware the addiction of obsession. Love must be free with devotion its only chains. Sometimes it must be cruel to be kind, sometimes you must let go to hang on, be willing to learn when and how. Become wise enough to l4eave well enough along or to water and fertilize the dropping flower. Let all you do be done with and out of love and it will embrace you. Its fire warms even in the dead unextinguished by the grave. Its light call from the deepest darkness. Never use it as a weapon or it will turn on you. Beauty is love expressed in form. Seek it; bring it to the surface and never abuse it or it will become a mask for ugliness. Ugliness must be unmasked. Covenant Boons 1 st – Enamoured with Life (Charisma +1, target within 30’ must make a Willpower save to harm or attack any living thing lasting 1 round per level and recharged on 5 or 6); 4 th – Exquisite Moment (target gets Calm Emotions effect as per spell and Inspiration, recharged by a 5 or 6); 8 th – True Devotion (your touch bonds two willing creatures to split all damage and healing done to them equally, to gain advantage on all Willpower checks and saves, and to be able to give each other Inspiration once with a long rest resetting their ability, duration until parted by death or dispel magic); 12 th – Unrequited Devotion (1 target with 30’ is Charmed with a Geas to please you, your displeasure inflicting psychic damage, your touch granting Inspiration once with the use rest by a short rest, and all damage you take split equally between you and the target, ability recharged after long rest, can have one devotee a time with an additional target/devotee added to the total possible every two levels beyond 12 th , in order to bring in a new devotee at maximum an old one must be released as an interaction) Isis Gray Magic, the Moon, Cycles, Lunacy (Platonic) F G N Art, Craft, Night, Memory, Thought, Madness Witching Hour of the Night of Shadows Moon Wand (wand-like knife with circular blade, as knife +1gp, -1/2 lb.) A woman’s head with three faces, white maiden, grey matron and black crone Resident Plane The Dream Time Covenant Scripture Thought, memory, and action can measure and guide the cycle of change. Softly meet softness, rationally meet reason, and harshly meet harshness. Beginning, middle, and end, are one, everything going and coming around. Learn when to get involved and when to let it spin. Covenant Boons 1 st - Grey spells cast as if 1 slot higher in effect; 4th – Qi Well (While in contact with designated divine symbol, divine focus, or arcane focus, can cast any one Grey spell in spellbook as if prepared without expending energy, once per day); 8th – Changing Faces (Disguise Self at will, Alter Self 3 times per day); 12th – Positive Change (cause 1 undead creature within 90’ to be incapacitated and make death saves at disadvantage or be transformed into a dead body capable of being returned to life, 1 use per day plus 1 per 3 level above 9, equal HD or lower to priesthood holder) Kali-Set Ruthlessness, Natural Selection, Serpents, Chimeras, Poison, and Assassination. H L LE Murder, Cruelty, Restriction, Deception, Tactics Any night of the full Crone. Thuggee Dagger A king cobra with a scorpion’s sting and two hands holding an anthropoid skull Resident Plane Hell
  • 166.
    164 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Scripture The gentle parent raises food for the harsh. Kindness brings no progress. What must be must be, regardless the cost. The more unexpected advantages one has the more likely to survive and thrive. Life is tough and life must be tough. What seems at first unnatural soon becomes the norm. Everything gets replaced as evolution grounds life into new life. Survival of the fittest is all that matters. Strike silent, fast, and hard. Then let the venom do its work. Be there for the reward not the risk. A prepared mind is the fittest weapon of all. Covenant Boons 1 st – Mother’s Kiss (grow small permeant fangs and venom sacks that enable a bite for 1 point of piercing and the Poisoned condition until a successful Constitution save at DC14, or a spit attack with a range of 10’/30’ that gives the Blinded condition on a hit for 1d410 rounds, venom supply recharged on a 5 or 6); 4th – Grandfather’s Gift (Stealth and Poison Kit proficiency, Sneak Attack 2d6, and Assassinate ability of Rogue archetype); 8th – Grandfather’s Blood (grow forked tongue and gain 30’ heat sense, Sanctuary against snakes that resets with short rest, Speak with Snakes at will, Wild Shape twice into snake up to 1 CR reset by short rest); 12th – Mother’s Blood (grow scales that give a Natural AC +1, Sanctuary against Chimeras reset by short rest, Wild Shape ability expands to assumption of Chimera form) Lowyatar Hate, Malice, Pain, Torture, Sadism, Masochism, Bondage F L NE Rage, Lust, Dehumanization, Ferocity, Blood Any time except during a full Maiden Whip, Net, Dagger Coiled cat o' nine tails Resident Plane The Dream Time (Shadowlands, Murkwood Forest entrance to Donjon dimensional bubble) Covenant Scripture Existence is pain, love it or leave it. Pain accompanies us into life and out again. Pain brings you into sharp focus, full life, and immediate action. It can fell the weak and empower the strong, Inhale it, ingest it, and savour it in yourself and your toys. Don’t break them too quickly. Patience heightens anticipation bringing greater reward. Pain is pleasure. Spread the pleasure. That which does not kill you makes you stronger. The weak will tremble at your feet, obeying without thought even as they beg for mercy they will not receive. Tease them with it. Hope is so delicious and juicy when bitten and chewed. Pain is pure. Take it laughing and demand more. You are sure to get it. It never disappoints. It never ends. Whipping the world into action is the cosmic sport so have fun. Covenant Boons 1 st – Steeped in Agony (Durable and Tough feats, Proficient and Expertise in Intimidation and Insight, Advantage against the effects of torture, victims of torture get disadvantage); 4 th – Hurts So Good (Immune to negative effects of pain, all damage taken is reduced by 2 points per dice); 8 th – Hit Me Again (each wound taken allows a DC16 Insight check to gain 1 Inspiration Point); 12 th – Feel the Burn (Spend IP to have touch attack cause every pain receptor to fire simultaneously making the blood seem to boil while flesh burns inside and out, resisted by a successful Constituion save versus Spell DC, 1IP for Poisoned, 2IP for Paralyzed, 3 for Unconscious, and 4 to trigger Death saves, all but Death requiring concentration and lasting up to 1 minute per level) Mercury Summer, Noon, Maturity, Adulthood, Parenthood, Bounty, Mentorship, Contentment, Economics, Trade, and Wealth (Capitalism) M L N Trade, Community, Knowledge, Leadership, Seasons 1 st of Elrynn None The Cornucopia spilling seeds, grains, coins, gems, and a land title scroll Resident Plane Summerwood (Lothlórien) Covenant Scripture Commerce and trade bring novelty, security, and culture, enlarging and spreading civilization and prosperity. It is the key to lasting peace. Be to your children as the invisible hand is to the markets, stepping in to correct, balance, enrich, while teaching the handling of responsibility and risk. Teach them to rely on themselves and to work with others. Competition must be balance with cooperation. Be fruitful and multiply, seeking wisdom in the growing and the raising while always reserving time and resources in the present for the future of you and your children. Someday the fruits of parenthood will keep you secure. Live long and prosper. Cheaters only prosper until they get caught. Covenant Boons 1 st – Born Negotiator (Keen Mind bonus feat, Expertise in Insight and Persuasion, Proficiency in Intelligence skill Appraisal); 4 th – Devalue Currency (reduces 5 coins per level to the next lowest coin type, e.g. gold to electrum, lasting until you do it to a different set of coins, usable once); 8 th – Inflate Currency (increase the value of up to 5 coins per level to the next highest type of coin with platinum the maximum, lasting until you do it again until another set of coins, usable once) ; 12 th – Cornucopia (Create Food and Water reset after a short rest, able to multiply resources by half your level starting with food, water, and seeds at 12 th level, then raw materials such as wood, non-precious metal, leather, fibers, at 15 th , with precious metals and gems possible at 18 th level, usable once incurring 5 exhaustion points doing so)
  • 167.
    165 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Merlyn Reason, Scientific Method, Logic, and Wizardry (Realism) M M N Knowledge, Craft, Art, Rune Any Night of Power during the Witching Hour Staff, Dagger, Longsword A tall, grey pointed hat with a wide brim and a magnifying glass Resident Plane Karmic Wheel (M.I.A.) Covenant Scripture The Magician knows that magic is neither mystery nor the misunderstood but the direct intentional manipulation of reality by the conscious mind. Nothing which exists is truly unknowable with enough proper study. Look deep into the mechanics of things for even magic obeys consistent rules or you couldn’t cast the same spell twice the same way and expect the same effects. Question, investigate, experiment, measure, record, verify, and repeat, that’s the scientific method that will grant logical understand of the uncanny pushing back the chaos of ignorance and the unknown. Knowledge properly classified, organized, and verified, unites all things in fact and truth leaving belief to acts of faith and expressions of opinion. Facts depend not on belief but rationality and measurement do have limits. The metaphysical demands intuition, perception, and insight, as refined as any ruler, scale, time piece, or compass. Explore within and without from smallest to largest, infinity to infinity. The mind is the only tool that, while always in need of sharpening, grows stronger in the process. Disuse dulls it and wears it down. Stay sharp. Covenant Boons 1 st – Bachelor’s Degree (Proficiency in all Intelligence skills); 4 th – Master’s Degree (Expertise in all Intelligence skills and ability checks); 8 th – Doctorate (Observant, Keen Mind, and Resilient feats); 12 th – Scientific Perception (practiced Spiritual Sight grants Darkvision, See Invisible, True Seeing, and X-Ray Vision as Ring, all with +60’ range (added to standard versions if applicable), usable as an Interaction, and allowing discernment of detail down to the quantum level.) Osiris Spring, Dawn, Childhood, Planting, Beginnings, Hope, Rebirth, and Renewal M L NG Restoration, Compassion, Day, Growth, Seasons 1 st of Taalynn None A white phoenix wreathed in an egg of gold flame Resident Plane Meadows of Spring (Gemini Fields) Covenant Scripture It is always darkest before the dawn, but dawn always arrives on time. Awakened from the darkness renews life, energy, hope, washing away the pains and sorries for a time, allowing us to appreciate the joys of childhood. Be gentle with your children, carful and kind. Never depress their energy, vision, imagination, or hope for they future, for they are the hope of us all. The ending of night brings the new day, a chance for new beginnings, new life, and new memories. New joys. Teach your children well and they will teach you. Fertilize the soil, tend it carefully for the seed. Tend the soil like a lover until the sprout appears and then turn your love upon it. Love like the seed, grows with care. Beware the weeds and pests that threaten the soil and the seedling and they will stay strong and be productive for a lifetime to come. Enjoy the wonder, innocence and joy the child for too soon, like season, it will pass. Covenant Boons 1 st – Spring Vigor (advantage on Constituion saves and checks and +1 temporary hit point per covenanter level until temporary hit points are used up or a long rest, one per target, recharge 5 or 6)l 4 th – Spring Fever (grant target Inspiration and Haste, use renewed by short rest); 8 th – Restore Innocence (Feeblemind target as per spell, short rest resets use); 12 th – Renewed Vitality (reverse 2 years of age per covenanter level multiplied by target ‘s racial longevity rating, once ever per individual per covenanter) Pan Wilderness, Beasts, Passion, Ley Energy, Witchcraft, the Wild Hunt, Satyrs, and Fauns M L CN Chaos, Lust, Magic, Ferocity, Blood Any full Maiden or Matron (Hunter’s Moon) in Tantrys; Blood (Animal), Blood (self) Short Bow, Spear, Knife, Net A green man’s head with goat horns curling from forehead, wearing a red crown of antlers Resident Plane Summerwood (Wildrun) Covenant Scripture The wild heart beats strongest. Lit it free. Be on with the wilderness and it will provide for the hunt. Follow the spoor of your desires and never give up the trail, remaining wary about leaving your own. Step, soft, sure, and silent, to shot quick and true, or abandon yourself to the joy of the chase until the gloriously bloody end. The feral instincts are not to be denied or they will overwhelm you. Feel the quickening of the hot blood in your veins and that of the prey untied in the hunt. Savour the delicious intensity of living at the edge of life and death. Be one with the cycle or it will roll over you. Kill or be killed. Eat or be eaten. Mate in between. This is life. Grab it by the testicles and live it to the full.
  • 168.
    166 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons 1 st – Eldritch Blast as bonus 0 level and Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Witchbolt 4 times 1 recharged by short rest, Agonizing Blast as per warlock and Hunter’s Instincts (Expertise in Nature, Stealth, Perception, and Survival); 8th – Hex 4 times 1`recharged by short rest, Eldritch Spear as warlock and Hunter’s Heart (Durable feat, Advantage on saves versus Fear, Exhaustion, and Sleep); 12th – Rapture of the Pipes (+5’ to all speed types, gain Inspiration after short rest, and Rage as Barbarian recharged by short rest) Satanael Oppression, Conformity, Slavery, Sophistry, Politics, and Hell, Prince of Darkness (Machiavelli) M L LE Toil, Cruelty, Restriction, Deception, Tactics End of Witching Hour on the Night of Darkness; Blood (Self, Male), Blood (Anthropoid, Virgin) Pitchfork (Spear 2d4, +2gp, +1 lb Three sixes arranged in an inverted pyramid Resident Plane Hell Covenant Scripture Weakness is a tool for the strong; weaken all resistance by controlling all expression. Covenant Boons 1 st – Political Acumen (Expertise in History, Insight, Persuasion, and Deceit); 4th – Social Chameleon (Alter Self and detected Alignment to blend in with that dominant in the area, 1 use reset by short rest); 8th – Silence Voice (cast a permanent Silence spell on 1 target, taking away their ability to speak until at least a Restoration is used to bring it back, recharged on a 5 or 6); 12th – Personal Slave (Create Thrall as per Warlock past ability) Thor Strength, Confidence, Daring, Courage, Speed, Virility, Stallions, Bulls, and Centaurs M L N Glory, Strength, Exploration, Trickery, War Any noon of the Full Matron; Blood (Self, Male) Warhammer, Lasso, Spear White horse leaping over or running on the top of a black Warhammer on grey shield Resident Plane Summerwood (Zyon) Covenant Scripture Seek your greatest fears and spit in their eyes. Obstacles are invitations to success. Dodge, leap, ort pound them into the ground. Stregth is built within, speed comes with experience. Burst from the gates with all your heart and don’t look back until the race is won, but don’t leap a cliff unless you know the depth of drop or width of gap. Don’t lead the herd over the edge. Show them the way, protect them, and earn the choice of mates. One bad break ends the race forever. Keep your eyes on the path and remain true until ready to enjoy the pasture. Don’t trample upon the small if you can and care for the weakest in the herd without risking the whole. Recognize when it is braver to run than die in foolish pride. A battle is not the war. But never back down from a reasonable risk. Comfort is the enemy. Reach toward your full potential to truly learn its limits, and then pull yourself a little beyond. That’s how strength grows. That’s how challenges and wars are won. Know your hand, place your bets and make your play. Never fold from the game. Covenant Boons 1 st – Fleet of Foot 1 (+5’ to all natural base speeds) and Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Fleet of Foot 2 (+5’ to all natural base speeds) and Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Fleet of Foot 3 (+5’ to all natural base speeds) and Equine Spirit (Advantage on saves versus Frightened, Speak with Equines at will, Sanctuary against Equines reset by short rest, Phantom Steed recharged by short rest); 12th– Fleet of Foot 4 (+5’ to all natural base speeds) and Indomitable Spirit (Immunity to Fear, Rage as Barbarian and/or Haste as spell with a 3 use total plus 1 use per 3 levels above 12th available to either with both possibly be active at once, short rest restores 1 use to total) Thrym Winter, Twilight, Old Age, Endings, Blizzards, Avalanches, Waste, Emptiness, Starvation, Bitterness, Regret, and Giants M L NE Dehumanization, Madness, Ice, Storms, Seasons 1 st of Shakrynn Cane (club), Staff, Dagger, Hand-axe. Battle-axe A gnarled purple cane on a black, snow-capped mountain Resident Plane Winterwaste (Valley of Dementia, Fortress Hoarfrost)
  • 169.
    167 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Scripture Age and decay claim all who live. They take the virile titan and twist him into a cold bitter skeleton bereft of outward life and inner vigor, of purpose, of clarity, of mind, until death becomes a mercy. Age rumbles in the distance or gives way underfoot, either way sweeping you to irresistible entombment. No sense fighting it. Even titans turn stiff and cold. The emptiness howls for us all, filling our blood until we feel nothing. Be grateful for the numbing slumber. There is no sustenance to be found in the wasteland. Even hope stops visiting. Everything dies around you and you wait to join them. Waiting becomes the only purpose until purposes cease to have meaning. Retreat into childhood. Abandon the present wasteland and let your mind wander lost in the past until you are call from the waste. It gets warm near the end. Covenant Boons 1 st – Momentary Delirium (Confusion by touch attack, save applies); 4 th – Infirmity Curse (Bestow Curse that inflicts Poisoned condition through pervasive joint arthritis, short rest makes dormant until activated by stressful activity such as running or combat if a Constitution save fails against covenanter’s Spell DC, one use per 4 levels); 8 th – Steal Time (touch attack ages target 1 year times their racial Longevity Rating if covenanter wins a check contest of Intelligence versus the target’s Constitution, winning also grants the covenanter 1 Inspiration Point, recharged on a 5 or 6); 12 th – The Corridors of Memory (spend IP as action to create a Memory Lapse for 1IP that gives the Incapacitated condition with concentration for up to 1 minute, spend 2IP to Modify Memory, 3IP to create an Maze effect, or 4IP to Feeblemind the target, all saves made against the covenanter’s Spell DC) Xoll’X Intrigue, Plots, Manipulation, Ensnarement, Extortion, Ambition, Espionage, and Arachnids (Nietzsche) F L NE Murder, Knowledge, Trade, Deception, Tactics Witching Hour of the Night of Darkness; Blood (Anthropoid Male); (Blood (Self, Female) Net, Dagger Black web with a red hourglass in the centre Resident Plane The Dream Time (Shadowlands, Murkwood Forest entrance to the Dark Web dimensional bubble) Covenant Scripture Make your strands fine and unseen, weaving layer upon layer that invite prey in with no possibility for escape. A delicate appearance can hide great strength. When you are ready to sting, wrap them in their willing cocoon and suck them dry at leisure. Lure in those larger than you and get what you want, leaving the husk in its cocoon so as to warn other in the web or about to be of their fate. Power is all that matters to our enduring Widow lines. Weave carefully; subtly tugging strands to test their strength. Secrets and sins are the ties that bind. The sisterhood will not be passively submissive. We will have the power denied us by males and they will dance as puppets on our webs. We are all connected. Sense the prey moving and watch it squirm until you strike, then feast. Covenant Boons 1 st – Spider Senses (Tremor Sense 60’, Alert feat); 4th – Spycraft (Actor and Observant feats, proficiency in Poison Kit and Thieves’ Tools, Expertise in History, Persuasion, and Deception, Sneak attack 1d6 plus Assassination ability of rogue); 8th – Wall Crawler (constant Spider Climb ability, Sanctuary against Arachnids that reset after short rest, Jump spell (recharge 4, 5, 6), Web spell (recharge 5 or 6), Touch inflicts Poisoned condition on filed Constituion save versus holder’s Spell save DC (recharge 6)); Spider Webs (Web spell that contains a Spider Swarm those with forced to make a Constituion save at the holder’s Spell save DC or be Poisoned until a long rest removes the condition, recharge 5 or 6) Zeus Tempests, Thunder, Lightning, Turmoil, Turbulence, Electromagnetism, Exuberance, Wrath, Conquest, Struggle, Wrestling M L CN Wind, Chaos, Lust, Ferocity, Storms Any day in Urvynn; Blood (Self, Male) Spear A black cloud with a forked bolt of white lightning coming down Resident Plane Realm of Fire (Firestorm Island, Mount Prometheus, Obsidian Palace) Covenant Scripture Life is turbulent energy, loud and bright. BE ALIVE. Hu, crackle, flash and boom. The sky does not withhold its emotions. Rumble and rage against the darkness bringing light and sound to the void. Feel it rushing and vibrating through you connecting you with everything. Pull, push, protect and punish with it. Enlighten and change. Change is violent but the air is always freshest after a fierce storm. Howl its ecstasy and make it your own. Share the flow and unleash the energy. Ride the lightning into destiny. It’s better to burn out than to fade away.
  • 170.
    168 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Covenant Boons 1 st – Electric Personality (Grappler feat, Mage Hand as bonus 0 level but only affects metal, Expertise in Persuasion and Deception); 4th - Magnetic Grasp (Telekinesis with metal only, 1 use restored by short rest); 8th – Ride the Lightning (Summon lightning bolt from ground through grasp and hold on as it arcs to anywhere under the open sky within range of Teleport and almost as fast, the flash Blinding and thunder Deafening all within 15’ who fail a Dexterity save at DC 14 for 1d4 rounds, usable once per day plus 1 per 6 levels); 12th – Thunderbolt (360’ range, arcs to target for 4d8 electrical, 4d8 thunder, 1d4 rounds Blinded and Deafened, and knocked prone, a successful Constituion save at Spell DC halving the damage and duration and preventing Prone condition, those within 5’ exempted from electricity, those at 10’ also exempted from thunder damager, those at 15’ affected only by Blinded and Deafened, 1 use per day per 3 levels, short rest restoring 1 use) The Ascended Axvin Arvanx Gambling , Good Luck, Adventure, Risk, Positivity, Improvisation, Hope, and Optimism M L CG Generation, Kindness, Fortune, Travel, Trickery 7 th or 11 th of any month Warhammer, Sling A four-leaf clover, a coin showing heads, and dice showing seven. Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island) Covenant Scripture Life is a gamble, roll those dice and don’t look back, it’ll pay off. Fortune favours the bold, the hesitant miss their chance or fall short. Be like a river seeking a way to the sea knowing it will find a way. A channel will offer itself or it will make one. You have to roll the dice to find out. We all bounce, often higher than from where we fell. Just do it. Fortune find a way, just keep your head up and eyes open. Never give up. A tiny chance is better than none. I’m bound to show up just when you most need me. Don’t waste it. Opportunity rarely knocks as often as my sour sister. But when she shows up, know that I can’t be far away. A brilliant dawn follows after the darkest of nights. Keep your heart on the morning and your eyes open. A two-headed coin or a space ace in your pocket never hurts either. Sometimes you have to even the stacked odds. Never let a rule stand in the way of a good idea. Covenant Boons 1 st – Heads I Win, Tails You Loose (bonus action coin flip, roll d20, 10 or less you gain advantage on all attacks, spell, and skills used against target for 1 round, above 10 target gets disadvantage on all these checks against you for 1 round); 4 th – Adventurous Nature (Lucky and Athlete feats, Proficiency in Athletics, Acrobatics, and Sleight of Hand); 8 th – Lucky Charm ( bless one personal carried item such as an article of clothing, set of armour, weapon, piece of jewelry, book, coin, trinket, statuette, etc., to hold Inspiration Points usable by anyone carrying the item, have 3 IP for this purpose that can be use on one item or split up as desired in uses and items, total IP available rests after long rest); 12 th – Fortune’s Favour (grant self and all allies within a 30’ radius Inspiration, 3 uses with 1 restored by a short rest) Hexxis Arvanx Disaster, Accidents, Misfortune, Curses, Anxiety, Lycanthropes, and Pessimism F L CE Chaos, Loss, Catastrophe, Smoke, Misfortune 2 nd or 13 th of any month Battle-Axe, Hand-Axe Broken mirror, black cat, and dice showing snake eyes Resident Plane Astral Sea (The Crossroads in Nexus City on Tachyon Island) Covenant Scripture Don’t bother grinning, you dodged one but I’ll throw the other shoe when you’re not looking. You know my brother drags me along behind, cleaning up. He’s far too generous, irresponsible, and unpredictable and he plays favorites. I favour no one and I like to linger despite being unwelcome. Let them deal with me. I’m dependable, persistent, and predictable. Whatever can go wrong will go wrong in the worst possible qway at the worst possible time. I like to come back a couple of times just to make sure my work is complete. Happiness is an illusion that will lead you off a cliff, where I’’ be waiting. Don’t anger me by relying on him or I will hunt you down and never let go. Life is a curse upon the spirit. His foolishness just makes the disappointment worse. He’ll let you down and abandon you when you need him most, but I’ll make sure to catch you. Show them how fruitless and frustrating hope can be. Let them learn to find comfort in misery. They are doomed anyway. No one gets out alive. No one wins. Hex them all. Make it painful. Make it ironic. Irony is the one thing that makes me smile. That and the idea of being there when his luck runs out. It always does, Please me and I’ll hold it off for a while. Anger me and death will seem like a gift from him. Covenant Boons 1 st – Hex it (Grant Disadvantage on all attacks, saves, and checks for 1 round to one target in 30’ range as bonus action); 4 th – Hex Charm (Hex item as per Axvin’s Lucky Charm to Bestow Curse upon person carrying it , up to 3 items); 8 th – Hexed Magic (can create Cursed Magic Items as per magic item creation); 12 th – Werewolf Hex (Curse of Lycanthrope up target in 60’ range Spell DC to resist, short rest recharges)
  • 171.
    169 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Pandis Humour, Laughter, Jokes, Tricks, and Eccentricity M L CN Chaos, Madness, Exploration, Trickery, Tactics Any 8 th day of the week; a sacrifice of someone else’s money equal to tithing amount Jester’s Wand club, sling Leprechaun wielding a jester’s wand and riding a tutu-wearing laughing hyena Resident Plane Karmic Wheel. Covenant Scripture Life is weird so be lively. Weird is wonderful, funny is fabulous, pranks are perfection. Get your freak on while the squares stare. Let life cope with you. Pranks are the most sacred of animals. Take things farther than anyone has before. Persnickety pea tee-he-he. Covenant Boons 1 st – Change Appearance (Disguise Self that affects 1 target creature or item up to 60’ range, recharge 5 or 6); 4th – Stunning Pun (use pun as an bonus action to inflict the Poisoned condition in all who hear within 30’ radius who fail a Spell save DC lasting until they save successfully, 1 use per 3 levels, short rest recharges 1 use); 8th – Alter Object (Polymorph 1 small-sized target object into another object of same size or a small animal for 1d6 hours if fail a Constitution save at Spell DC, recharge 5 or 6); 12th – Killer Punchline (joke afflicts all who hear within 30’ radius with Tasha’s Hideous Laughter on failed Will save against Spell save DC, short rest recharges) Shaykspeyr Artistic Expression, Theatre, Drama, Storytelling, Writing, Oratory, Poetry F L NG Construction, Charm, Community, Thought, Language Midsummer night between moonrise and moonset; Blood (Self) Dagger Tragedy and comedy masks over a feather quill. Resident Plane Ekstasis (Cosmos Theatre in the Hollywood Forest) Covenant Scripture The Word was the first gift given to Existence, a promise of joy achieved through sorrow and sacrifice. Thus the story began and continues, the end unwritten. The work of the word is always in process. Imagination, inspiration, perspiration, reflection, direction, dedication, and revision lead toward the goal of a good ending for all involved. Building ri8ch characters who develop over time. Pay close attention to mundane and unique details that enliven reality. Be fair and true to your character and try to touch both mind and heart. The word began the story, play your role as scripted by the past and improvise with the future. If you are sensitive it makes a great partner in the action. It is your memoir of your part in the play of the Ages. Live your story and share it will the world. The outsider reveals much that are hidden from insiders except in dreams. There is beauty, horror, ugliness and virtue in the word. Reveal them all and pull your audience in, a good story being as merciless as gravity. Let them fall into your imagination and come out the better for it. And rember that revision is essential to the process. No first draft gets it right. We all need to do a little editing. Covenant Boons 1 st – Dramatic Artist (Actor feat, proficiency in Perform, Perception, Persuasion, Deception, History, Insight); 4 th Dramaturge (Keen Mind feat, Expertise in Perform, Persuasion, Perception, History, Deception, and Insight); 8 th – Story Revision (Modify Memory recharged by a 5 or 6); 12 th – Gift of the Muse (Inspiration resets after a short rest, Inspiring Leader and Observant feats) Sirsyr Chivalry, Valour, Loyalty, and Honour M L LG Light, Order, Good, War, Life Moonrise of the Night of Light Bastardsword An armoured knight on one knee with forehead touching hands resting on the pommel of planted sword Resident Plane Heaven Covenant Scripture Compassion, Honour, Law, Truth, and the Weak, must be defended by a light shining in the darkness. Covenant Boons 1 st - Combat Training (Light Armour, Tough, and Weapon Master feats); 4th – Warrior Priest (Heavy Armor, Athlete, and Martial Adept feats); 8th – Detect Evil and Lay on Hands pool equal to HD for short rest healing; 12th - Smite Pool equal to HD for short rest healing as radiant damage.
  • 172.
    170 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Sorvah Travel, Curiosity, Exploration, Research, Hospitality, Guides, Nomads, Wanderers, and Vagabonds (Taoism) M L N Community, Knowledge, Freedom, Rune, Travel Any time Staff, Knife, Sling A road passing over the horizon into the rising/setting sun. Resident Plane Karmic Wheel Covenant Scripture Life is for learning and reaching beyond horizons. We all travel together. Divide your attention appropriately between two ears, two eyes and one mouth, acting accordingly. Beware too much curiosity and none for both are deadly. Leave a trail as you go to help those who follow and seek the signs of others. We must care for each other on the road and welcome all to our fires. Never stop wondering and wandering. Follow your curiosity, taking home in your heart. Happiness is the journey. Go boldly where no one has gone before. Covenant Boons 1 st – Wandering Wunderkind (Expertise in Survival, Observant and Keen Mind feats); 4th – Meditative Rest (1 short rest per day grants effects of long rest); 8th – Inspirational Mediation (use Inspiration to give 1 other creature Meditative Rest by touch); 12th – Portable Portal (draw visible outline on vertical surface and knock in middle to open on a location up to 10 miles per level distant similar to Dimension Door, remaining open up to 1 minute with concentration and allowing one-way passage, 1 use per 3 levels) Velkiri Equality, Emancipation, Freedom, and Individuality (Libertarian Egalitarianism) F L CG Heroism, Kindness, Thought, Freedom, Revolution Any time Rapier, Dagger, Short bow Broken manacles Resident Plane Genesis (Land of Liberty dimensional bubble) Covenant Scripture Let no one bind you unwillingly in speech, thought, action, or obligation. These are gifts to be freely given. Free those unjustly bound. Champion choice and the equal merit of all things to exist and thrive. Be true ti yourself and force nothing upon others. Freewill is the highest divine quality to be protected, exercised, encouraged, and appreciated as you pass through mortality’s test. Covenant Boons 1 st - Combat Training (Light Armour, Tough, and Weapon Master feats; 4th – Escape Artist (Proficient with Thieves’ Tools, Sleight of Hand, and Stealth, Advantage on all Dexterity checks, skills, and saves, used directly to escape something, Knock 1 + 1 per 4 levels, short rest restores 1 use); 8th – Shatter Bonds (touch breaks a bar, chain, rope or other restraint at one place per hand, enabling removal or bending, recharged on 5 or 6); 12th– Walk Through Walls (able to push harmlessly though solid objects of up to 2 feet thickness once per day per 3 levels)
  • 173.
    171 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol The Elite Hellspawn Nobility Asmodeus Archduke of the 9th Hell, Circle of the Unholy, Iron Lord of Hellspawn M O LE Restriction, Cruelty, Knowledge Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Nine concentric gold rings on a black circle Baphomet Baron of the 2 nd Hell, Circle of Lost Souls, Lord of the Labyrinth M O LE Restriction, Cruelty, Ferocity Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Seven concentric gold rings on a black circle Graz'zt Baron of the 3 th Hell, Circle of Chains, Lord of Assassins M O LE Restriction, Cruelty, Murder Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Eight concentric blue rings on a black circle Hel Baroness of the 4 th Hell, Circle of Ice, Lady of the Grave F O LE Restriction, Cruelty, Deceit Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Six concentric gold rings on a black circle Hera Duchess of the 6 th Hell, Circle of Wrath, Lady of Scorn F O LE Restriction, Cruelty, Trade Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Three concentric gold rings on a black circle Lilith Archduchess of the 8 th Hell, Circle of Power, Iron Lady of Hellspawn F O LE Restriction, Cruelty, Magic Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Two concentric gold rings on a black circle Mammon Duke of the 5 th Hell, Circle of Insatiable Flame, Lord of Greed M O LE Restriction, Cruelty, Darkness Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Five concentric gold rings on a black circle
  • 174.
    172 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Mephistopheles Duke of the 7 th Hell, Circle of Influence, Lord of the Deal M O LE Restriction, Cruelty, Charm Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None Four concentric gold rings on a black circle Yeenoghu Baroness of the 1 st Hell, Circle of Bones, Lady of Scavengers F O LE Restriction, Cruelty, Blood Any Crone Witching Hour; Blood (Self), Blood (Anthropoid, Virgin) None A black circle ringed in gold Pit Fiends Abholos Devourer in the Mist NA O CE Degeneration, Brutality, Decay Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Chaugnar Faugn The Feeder NA O CE Chaos, Brutality, Ferocity Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Cyäegha The Waiting Dark NA O CE Chaos, Evil, Darkness Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Gog-Hoor Eater of the Insane NA O CE Degeneration, Brutality, Loss Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Gurathnaka Eater of Dreams NA O CE Degeneration, Brutality, Night Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol
  • 175.
    173 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Gwarloth The Unspeakable NA O CE Degeneration, Brutality, Undead Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Hastur The Outsider NA O CE Chaos, Evil, Magic Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Jubilex The Faceless One NA O CE Degeneration, Brutality, Rage Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Kassogtha The Leviathan of Diseases NA O CE Degeneration, Brutality, Death Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Mordiggian The Charnel God NA O CE Chaos, Brutality, Blood Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Nyarlathotep The Crawling Chaos NA O CE Chaos, Brutality, Catastrophe Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Nyogtha The Thing which Should Not Be NA O CE Degeneration, Brutality, Insanity Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol
  • 176.
    174 Deity Incarnated Concepts(Similar Philosophy) Sex PR AL Forms Priesthood Covenant Renewal Sacrifice Preferred Weapons Symbol Xalafu The Dread One NA O CE Degeneration, Evil, Misfortune Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Y'golonac The Defiler NA O CE Degeneration, Dehumanization, Lust Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Ythogtha The Thing in the Pit NA O CE Chaos, Evil, Deception Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Yug-Siturath The All-Consuming Fog NA O CE Degeneration, Brutality, Destruction Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Zathog The Black Lord of Whirling Vortices NA O CE Degeneration, Brutality, Storms Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Zhar and Lloigor The Twin Obscenities NA O CE Degeneration, Brutality, Ash Any Crone Witching Hour, Blood (Self); Blood (Anthropoid, Child) None Unique bizarre symbol Note: Ptah, Amon-Re, Mercury, Osiris, and Thrym, are known collectively as the Time Lords. Divine Power Rank Powers of at least Demi rank have maximum hit point per HD. Those below Lesser rank are not barred from entering the Mortal Sphere in person are unable to possess an avatar. A power may possess one avatar at a time duplicating demonic possession of a willing host (must be willing) but usually remaining submerged as if the host is unwilling until their full presence is needed. Demi powers get Foresight recharged by a long rest, by a short rest for Occult. Powers of at least
  • 177.
    175 Occult Rank getAugury, Divination, Locate Creature, Locate Object, Legend Lore, and Commune (with the cosmos, usable at will, as well as Eldritch Sight and Trackless Step as per Magician. Powers above Occult also get Foresight at will and can use Dream to send one message, usually wrapped in metaphor and riddle, to each of their ordained priesthood holders, one at a time or all at once, being are able to do so again to each after a long rest, except fort Rawna and Orcus who only require a short rest. All powers have a level of divine invulnerability with all ranks above Demi also possessing divine immortality. A higher rank’s magic has advantage against that of lesser ranks while a lower’s has disadvantage, with the higher ranked miracle taking superseding the lower, and a lower being unable to Dispel or Counter the Miracle of a higher. A rank may be slain normally by a superior rank. If slain by an equal rank but has advantage on the Death saves. If rendered dying by 1 rank lower they retain advantage, stabilizing after 2 successful death saves with advantage and awake with 1 hit point per HD upon the third for the parasitic Occult, 2hp/HD Minor, 3hp/HD Lesser, 4hp/HD Greater, 5hp/HD for Apex, and 6hp/HD for Supreme. (Powers can be affected by Resurrection following the Extraordinary Wish at a higher rank than the slayer. If the attacker is two or more ranks below than the dying power it only takes 1 Death save to stabilize and 2 to awake. If the attacker has no rank, they automatically stabilize and awake with the listed hit points upon 1 successful Death save. All powers above Demi Rank are Immune to non-magical or non-planar Exhaustion, as well as Suffocation and Starvation. All powers have divine inspiration that recharges according to the rank as well as Lucky as a bonus feat with its effects multiplied as indicated. Ranks above Demi can work Miracles by casting Miraculum related to their Form spells and abilities as well as Incarnated Concepts at a casting level and bonus according to their power rank: Rank Forms Stat Max HD Inspiration Recharge Luck Healing Form Control Divine Energy Invulnerability Miraculum Supreme All 32 36d100 (3600+CON) Automatic Lucky x8 As Lesser with Durable increased to X5 As Apex Channel 30d6 recharged by 3- 6 on 1d6, 200’ radius burst or 800’ range line bolt, DC26 Immune to B/P/S non- major artefact and non-Divine, Resistance to B/P/S 32 uses, 32nd level Apex 7 30 34d20 (680+CON) 3-6 on d6 Lucky x5 As Lesser with Durable increased to X4 As Greater plus Shapechange at will Channel 25d6 recharged by 4- 6 on 1d6 and 160’ or 640’ range, DC24 Immune to B/P/S non- artefact plus Psychic , Necrotic, and Radiant, Resistance to B/P/S non-major artefact and non-Divine 16 uses, 30th level Greater 6 28 32d20 (640+CON) 4-6 on d6 Lucky x4 As Lesser with Durable increased to X3 As Lesser plus Polymorph self At will Channel 20d6 recharged by 5 or 6 on 1d6 and 120’ or 480’ range, DC22 Immune to B/P/S non- magic and Psychic, Resistance to B/P/S non-artefact and non- Divine 8 uses, 28th level Lesser 5 27 30d12 (360+CON) 5-6 on d6 Lucky x3 As Minor but get twice the number of HD for healing As Minor plus Alter Self at will Channel 15d6 recharged by 6 on 1d6 and 80’ or 320’ range, DC20 Immune to B/P/S non- magic, Resistance to non-Divine 4 uses, 26th level Minor 4 26 28d12 (336+CON) 6 on d6 Lucky x2 Durable plus able to spend healing HD as bonus action Disguise Self and Enlarge/Reduce self at will Channel 10d6 recharged by short rest and 40’ or 160’ range, DC18 Resistance to B/P/S non-magic, Acid, Cold, Fire, Lightning, Thunder, Poison, and Psychic 2 uses, 24th level
  • 178.
    176 Rank Forms Stat Max HDInspiration Recharge Luck Healing Form Control Divine Energy Invulnerability Miraculum Occult 3 25 24d12 (288+CON) Arch 26d12 (312+CON) Short rest Lucky Durable plus able to spend HD as an Action Alter Self at will Channel 5d6 recharged by short rest and 40’ or 120’ range, DC16 Standard plus Resistance to Psychic 1 use, 22nd level Demi Class 24 +1 step (d10=d12) Long rest Lucky Durable None None Resistance to Psychic None None Class Race Class None None Standard None None None None
  • 179.
    177 Divine Sensitivity All powersare Alert as per the feat. Powers above Demi Rank have extended awareness that allows them to focus their attention 1-511-51anywhere within their rank’s range to produce the effect of Blindsight with a 60’ radius that can see through barriers such as brush, floors, walls, and doors, but not inside objects. The rage is a 300’ radius for Occult, a 1-mile radius for Minor, a 1000-mile radius for Lesser, anywhere within the same Plane for Greater, anywhere within the same Sphere for Apex, and anywhere within every Sphere in the same cosmos for Supreme. Powers of at least Occult Rank can use Clairvoyance on any area Hallowed in their name and Scrying on any of their priesthood holders or scared items, both powers reaching across space and Planes within the same cosmos Ceremonies Ceremonies are rituals specific to each religion that require a minimum of 10 minutes to perform, much longer for elaborate worship services. All religions have common ceremonies involved in the operation:  Absolution: when a sin is committed against the Power or its scripture absolution must be sought to restore the relationship. Deacons and priests must be absolved before renewing covenant, if necessary, by a priest of at 1 rank higher. All absolution except for minor infractions requires a deed and/or sacrifice of contrition.  Consecration: used to bless 1 vial of anointing oil, flask of holy water, or divine symbol plus 1 per 2HD or 1 altar  Excommunication: the greatest punishment is stripping of membership, acceptance, and banishment from the religion, often accompanied by execution  Funeral: all religions have some method of marking the passing of life into afterlife and dealing with corpses of the faithful; available to deacons; Anubis, Rawna, and Sorvah, are the religions most typically turned to by those outside their religions, listed in order of popularity. A dead anthropoid that goes without funeral rites risks rising on the Night of Darkness as a ghost (2-19) or revenant (1 or 20) if death saves are failed as per dying.  Initiation: although forms and methods vary by religion, all have some ritual to grant entry into the religion and acceptance by the Power involved; available to deacons  Marriage: all religions that believe in a permanent unified relationship between two or more partners practice some form of this; available to deacons; Ishtar, Wicca, Anubis, Charon, and Mercury, are the religions most typically turned to by those outside their religions, listed in order of popularity  Ordination: deacons and priests require ordination to seal their covenants with their Powers  Worship Service: frequent and routine to extremely rare and special, all religions practice some form of ritualized worship service to give thanks and praise to their Power and build a community among the faithful; available to deacons Covenants Divine Covenants include Scripture, the central ideological outlook and obligation committed to by the priesthood holder in return for Boons granted by the Power. Failure to follow the scripture results in los of access to all covenant Forms and Boons until the covenant is renewed, typically after an act of contrition. Although they must fulfill the Scripture, deacons do no gain the Boons for 8th or 12th level. Like divine energy channelling, divine intervention, and access to two of the listed Forms, these are limited to full priests. All covenants enable the covenanter to use Commune as a bonus 0 level spell except for those with Bahamut, Tiamat, and Merlyn. No one truly knows who or what responds in these three cases, the first believed to be dead and the third missing and maybe dead. These three covenants provide Contact Other Plane as a bonus 0 level spell. Contacting Merlyn comes with disadvantage against the risk of psychic damage. Thus, these three gods are rarely consulted directly although all boons, spells, and Forms are available. as long as the covenant is obeyed. All covenants require a yearly ceremony and sacrifice to renew the commitment made by both sides. This usually takes place on the same day as the original covenant and may be a day holy to the power. Renewal sacrifices always involve tithing 1% of total wealth per level. Many include a blood sacrifice, either a symbolic self-cutting for a good power or the bleeding-out of a living animal for others. Dark powers often demand anthropoid sacrifices. The ceremony can be simple meditation and prayer to a grand event participated in by all priesthood holders and faithful. The renewal takes a minimum of 10 minutes per level. Typically the monetary sacrifice is donated to the church with at least half placed in a sacrificial brazier, pit, or bonfire, with
  • 180.
    178 any blood andbody. Once lit, the power’s divine energy consumes the sacrifices completely. Blood Sacrifices Blood sacrifices are marked as to any specific type that may be required, such as “Self” or “Anthropoid Male”. Blood sacrifices require either 2 hit points per level of self-inflicted Slashing damage or the death of a creature of a size category determined by the rank category of the priesthood holder: Apprentice (1-4) = 1 Tiny Adept (5-8) = 1 Small or 1 Tiny Expert (9-12) = 1 Small plus 1 Tiny or 1 Medium Master (13-16) = 1 Medium or 2 Small Archmaster (17-20) = 1 Medium plus 1 Small or 1 Large Ill Omens Offending a covenant by going against the word and spirit of its scripture comes with degrees of punishment that serve as warnings if the offense is not severe, that severe the covenant if severe enough or enough infractions have occurred. Powers reveal their displeasure through a range of ill omens given directly to their priesthood holders. Most Powers allow up to nine 1st Degree Offenses, three 2nd Degrees, or one 3rd Degree before considering the covenant broken. 1st Degree Omen: Covenanter gets a headache that makes a Spell Casting check necessary as if Priestcraft is a Neglected Craft until the end of a short rest. 2nd Degree Omen: Covenanter gains 1 point of Exhaustion. 3rd Degree Omen: All access to covenant Forms and Boons as well as Priestcraft spells is cut-off. 4th Degree Omen: as 3rd degree but also comes with a bolt of divine energy from the blue at the god’s level of Power. This usually signifies the end of all covenant possibilities with that Power. Special Sacrifices Performing a sacrifice at times other than for renewal doubles the priest’s level when rolling for Divine Intervention immediately following. This takes the normal time for the renewal sacrifice. Some evil powers delight in stealing priests and worshippers from other powers, particularly good or lawful deities. They do this by taking over the convent and replacing it with their own when the priest or worshippers falls without repentance or becomes hypocritical. Lowyatar often takes over the covenants of the priests in the Ethernian Inquisition. Covenanted with Anubis they believe the enforce Sirsyr’s Law with use of torture and executions, the joy some taking in it attracting Lowyatar attention and approval as Anubis slowly turns away. Pazuzu will joyfully steal anyone’s priest, given the chance and his name spoken three times in a row. Prayers Powers respond to the prayers of their worshippers, but not always when or as desired. Any member of a religion, including those in the priesthood, may at any time pray to their god. This is either and action or a 10 minute ritual depending on whether divine intervention or communion is the goal. A worship receive the guidance of a Commune spell after 10 minutes of focused concentration, mediation and prayer, if they make a Prayer check by rolling d20 against DC25 minus 1 to the DC per 1HD possessed. They may, as an action, pray for Divine Inspiration by making a Prayer check against DC25 minus 1 per 2HD, rounded down. If the worshipper is actively serving the Power’s purposes or on a direct quest for such the Prayer check is made with proficiency. If the worshipper has been especially good and faithful in regards to the covenant scripture the check is made with advantage. A non-worshipper has a DC25 Prayer check to receive on type of Divine Inspiration but will only receive one response until they join the religion. Divine Inspiration takes the form of granted Inspiration or a spell effect of a slot level no higher than what a priest of an equal HD could cast drawn from one of the Power’s accessible Forms. Unlike a worshipper, the non-worshipper can be of any alignment but the act of praying to a Power tends to move one toward Power’s alignment, especially if successful. The Children of the Reformation During the Age of Reformation created by the First Chaos Wave, late-blooming Horus, Ishtar, and Isis, left the Tree of Life. The rest of the Young Gods followed from existing godly parents or newly sprouted buds.  Artemis is centaur result of a challenge given to a drunken Thor by Loki to father a child with the Merciless Mother, Kali-Set..  Amon-Re, Apollo, Mercury, Osiris, and Thrym are the sons of Ra and KI.  Anubis sprang from the forehead of Athena the Virgin in the Immaculate Conception.  Artemis and Thor are the children of Odin and Xondra.  Bacchus and Calypso are the children of KI and Oberon.
  • 181.
    179  Charon andMerlin are the sons of Rawna and Marduk.  Hades and Zeus and are the sons of Loki and Vulcan.  Kali-Set was produced by Cthulhu raping KI.  Lowyatar and Xoll’X were conceived by Pazuzu seducing and raping Ishtar.  Pan is the son of Titania and Oberon.  Satanael’s parents are Xoll’X and Cthulhu.  The Furies are the daughters of Azathoth and Lowyatar. Demigods Beings just below or partially divine, demigods don’t possess divine powers or answer prayers, but may have superhuman abilities, talents, bodies, minds, longevity, or agelessness (etc.).  First Light pushed back the Abyss, hatching the Incarnations of Eden from the Egg. The next instant, darkness and a cacophony of wailing, howling, snarling, and growling, engulfed the Ravens, Huginn (Thought) and Muninn (Memory). Filled with the carrion of Bahamut, their droppings fertilized the new earth.  Yggdrasil sprouted full of brilliant light, the Tree of Life growing exponentially by the instant, branches and roots chasing its radiance, sprouting and spreading vegetation of every type.  Together the Ravens sang the Word, “Om,” the Song of the Questing Beast summoning the gleaming hope and wonder of the White Hart from the trunk of the Tree of Life, its primary defense against the demons and darkness.  The Ravens bore the Seven Companions (Bear, Bull, Cat, Coyote, Eagle, Fox, and Owl) to help the Hart and guide the Elder Gods when they emerged from Yggdrasil’s ripe pods.  Before the Antha, the gods tested the Cauldron by combining Eden’s primordial material Elements – Air, Earth, Fire, Water – with the Element of Spirit. This created the Primal Elementals, also called the Primevals. However, the gods found them to be too simple and their spirits too easy to detect, even after using them to produce a variety of more advanced offspring, including the four original races of Djinn. So, they tried combining all five into the Primeval known as the Tempest. Wild and dangerous, they ended the experiment without reproducing the storm elemental. Next they tried animals with a separation called the Veil between spirit and body, creating the Antha. All five Primevals are said to still exist.  The First Chaos Wave and the Reformation caused Cat to bear the Puk and Cheshyir, progenitors of Faerie Lynxes, also called Elven Cats, Forest Phantoms, and Displacer Beasts. Both are intelligent, witty, and mischievous with feline charm. Known for occasional kindness, Puk is Oberon’s animal companion while mind- gamer Cheshyir is Pan’s.  Leonine Abyl and the White Tiger, Kayn, along with the other surviving rakshiri and rakshasa elders, were elevated by the First Chaos Wave. The rakshasa elders and their lesser generations move among their anthropoid descendants in false shapes to manipulate, exploit, torture, and kill, unable to hide only their backwards- bending fingers. The twenty-one rakshiri elders never produced new generations, instead withdrawing to Faerie and the ruins of Zyon Eden’s only city, where the Book of Life is kept.  The Weird Sisters were born in the Reformation, the Old Hag, the Baba Yaga, and Medusa, living nightmares of Abaddon. Orcus produced night hag daughters with the Old Hag, then gorgon daughters with Medusa, before approaching the Baba Yaga only to be rejected. Returning with his Black Cauldron as a gift, she took it and fled cackling on the legs of her hut. Pazuzu and the Old Hag also produced children known alternatively as incubi and succubi, able to assume the appearance and sex they desire. They dwell in the Shadowlands of the Dreamtime near Abaddon, outside the Demon Wall.  Thor, known as the All-Father, is the most prolific producer of demigods. His taste for human women gave him sons Mars, Gilgamesh, Glooskap, Heracles, Theseus, Perseus, Jason, Genghis, Cuhullin, Achilles, Attila, Balder, Tyr, Heimdallr, Rasputin, Conan, Kensei, Hermes, Goliath, Hector, Kurgan, Othello, Sun Tzu, and Madmartigan, as well as his daughters Sonja, Xena, Desdemona, Brigit, Frigga, Hera, Morríghan, Myrina, Otrere, Antiope, Melanippe, Penthesileia, Melanippe, Glauce, and Hippolyta. It is possible the blood of Thor runs in Dorek.  Anubis fathered Confucius, Hammurabi, and Solomon.  Apollo is the father of Lucifer, Dian Cecht, and Hippocrates.  Artemis is the mother of Orion and Dianna.
  • 182.
    180  Athena andthe Syrraqan woman Nahala are the virgin mothers of Sirsyr, a demigod who Ascended as First Paladin.  Ishtar is mother of Persephone, Calliope, Aphrodite, Venus, Paris, Helen, Lothario, Juan, Ganymede, Selene, Narcissus, and Oedipus.  Kali-Set self-conceived three daughters called the Furies, as well as Cerberus, Fenrir, Garmr, Jabberwocky, Pegasus, Quetzalcoatl, and Sleiphnir  Loki is known to be the mother of Pandora, founder of the Witchland of Paholja and creator of the curse of Lycanthrope.  Odin is the father of the foresighted cyclops Phoebe with the titan Euryale and the Hekatonkheir, Kottos, with her sister titan Stheno, the daughters of Uranus. Kottos and Phoebe are the parents of ettins.  Pan is the father of Puck.  Titania is the mother of fraternal-twin mystics, Viviane and Morgana.  Wicca the Midwife is mother of Gaia, Enkidu, and Prometheus. The Elite The most powerful demons and Hellspawn found that they could parasitically draw power from those with whom they formed occult pacts modelled after divine covenants, intended as recruitment tools for their personal hoards and armies. The elite entity would grant a wish in exchange for a pact of eternal service. Through these pacts they gained worshippers and cults that expanded their power into the divine, literally feeding their pride. The Ascended There are prophesized to be seven ascended to arise before the eighth unlocks the dreams of the dead queen and the ninth emerges from the shadows to herald the Last Stand at the End of Ages:  The first two were Pandis and Sorvah, pündi brothers who ascended because they caused and were exposed to the 2nd Chaos Wave while touching the Keystone of Reality.  Twin brother and sister dwarves, Axvin and Hexxis were cursed for starting the Faerie Wars with immortality and inseparability, unable to die or be apart over long distances or extended periods. At midsummer, Thorin received a vision of the Spear of Destiny and Holy Grail of the Suns, beginning the quest that led him, Mielikki, and Shaykspeyr, to the Entarys to retrieve a seed and plant the first Faewood, creating the first elf Hold. Achieving the Atonement in the names of the dwarf twins allowed them to ascend, still inseparable rivals.  Shakespeare’s later death after her exploits and numerous famous works of art, poetry, song, and literature, including her seminal A Midsummer Night’s Dream, earned a following that allowed her ascension as the Bard.  Sirsyr, First Exemplar, died of poison and a fall shortly after ending the Drake War by petrifying the Drake First with Qaldon. Although he lost sword and life, his many noble deeds and fame allowed him to ascend with Athena’s blessing.  Velkiri’s Feminist Revolution not only succeeded in liberating women but founded Gor and sparked Joan of Arc’s revolution in Ganis for the price of being burned at the stake. Engulfed, she ascended as a phoenix of silver flame. Her Silverlock paragons first appeared a few years later to help Joan in Ganis and carry on after she met a similar fiery fate without ascension. Lorril
  • 183.
    181 Cosmology Planes of Existence ElevenDimensions: 3 Spatial, 3 Temporal, and 5 Spherical Plane Sphere Realm Notes Void Omnipresent Omnipresent Infinite expanse of eternal duration Outer Darkness Existential Background Existential Background The most basic manifestation of the Tao field, the spirit of the Void from which Existence is formed Maelstrom Hyperspace Hyperspace The result of overlapping, conflicting realities The Primal Sphere is where spirits are conceived from qi coming from the Wellspring of Light and Fountain of Darkness. The Telestial Realms are spiritual in nature with physically being malleable. Chaos is strongest in the Primal Sphere and decrease inward toward the Mortal Sphere. Spirits mature through a fetal stage to either “birth” into the Astral Sphere or as native entities. Genesis Primal Telestial Positive energy and light qi; contains the Wellspring of Light; Native entity: Lux Pandemonium Primal Telestial Contains Valhalla and strongest Maelstrom storms; Native entity: Flux Abyss Primal Telestial Negative energy and dark qi; contains the Fountain of Darkness; sealed by Demon Wall; Native entity: Demon The Astral Sphere is where infant spirits learn and develop on their way to becoming adolescents in the Virtual Sphere or native entities. Novus Lucidum Astral Telestial The Cosmic Nursery; Native entity: Astral Deva, the Shining Ones Astral Sea Astral Telestial Deepest reach for Maelstrom storms. Complete islands float alone and in chains on the Astral currents, travelled by merchants dodging Githyanki pirates and the Astral Vortex in ordinary sailing ships as well as the strange, dread craft of the mind-flayers. Only the Astral Core Islands remain fixed in place, everything else revolving and swirling around it. 111 small Ring Islands inhabited by Modrons, each with a megalithic black metal monolith standing on its highest central point, surround Tachyon Island, largest in the Astral Sea. The city of Nexus, hub of Astral intrigue and trade, covers most of the Aeon island. Serving as the power circle’s focal obelisk at the exact centre of island and city, the black metal chimney of the Crossroads, Ptah’s interdimensional inn, rises from its central fireplace watched over by bartender Bacchus. The major hang-out of divine powers and other beings the Twins, Axvin and Hexxis, have permanent rooms. Native entity: Aeon, Modron, Gith, Mind-Flayer, Beholder Gehenna Astral Telestial Contains Mount Doom; sealed by Demon Wall; Native entity: Daemon The Virtual Sphere is where young spirits come to wait and experience a measure of life through the Dreamworld that forms the overlapping border between the Mortal Sphere and the Psychic, closest to reality and sometimes accessed while dreaming. Unborn spirits can be summoned from the Dreamworld to take temporary form, grateful for the experience even if short and violent. They remain until maturing in complexity enough to be born as mortal or become native entities. Ekstasis Psychic Telestial Plane of Fantasies; capital Utopia ruled by Elysian Council located near the Hollywood Forest border with Fantasia where Shaykspeyr has her Cosmos Theatre; Native entity: Bestial Muse
  • 184.
    182 Plane Sphere RealmNotes Dream Time Psychic Telestial Plane of Reflections and Shadows, borderlands are Fantasia and the Shadowlands , where Xoll’X dwells in the Dark Web dimensional bubble and Lowyatar in the Donjon bubble, both accessed through the Murkwood; Native entity: Fayd, Gorgon, Night Hag, Succubus/Incubus Abaddon Psychic Telestial Plane of Nightmares; Shadowlands border sealed by Demon Wall; Orcus rules from the Dark Tower in city of Dystopia; Native entity: Feyr The Mortal Sphere is half spiritual and half physical, the Ethereal and Material being coexistent and life being where they meet. Entry is barred to Powers except through avatars. Spirits of the newly dead wait in the Ethereal Plane for the Gates of Immortality to open during the Witching Hour of the last night of each month, allowing them pass into the Immortal Sphere and the Afterlife. Some cling to life, unwilling or unable to recognize their state and leave. A spirit can hold on up to thirty days after ignoring the Gates. Clinging longer requires such twisted passion and dark depth of intention that it draws upon dark qi willing provided by Orcus for this purpose. Rawna’s reapers guard the spirits pf the dead and the Gates but don’t prevent the willing acceptance of darkness. On the Night of Darkness, spirits who cling on to life rise as ghosts during the Witching Hour. Material Mortal Terrestrial The Physical Universe Ethereal Mortal Terrestrial The Spiritworld divided by perspective into Paradise, Limbo, and Purgatory. Formerly Eden, the Immortal Sphere is encased in a shell formed by the Earth Realms, the ground of the Faerie Realms with the Celestial Realms forming the central sun of the hollow sphere’s sky, the Air Realm. The Celestial Realms are parts of Yggdrasil or inside its trunk. The Immortal Sphere is dominantly physical and orderly, where spirit and body combine and magic effects are limited in scope and power by the inflexibility of reality, becoming fixed, determined, entropic history inside the Keystone. Air Realm Immortal Faerie The sky of the Faerie Realms Fire Realm Immortal Faerie The upper pole Earth Realm Immortal Faerie The ground and Terran Mountains between Fire and Water Water Realm Immortal Faerie The sea Meadows of Spring Immortal Faerie Rolling, fertile, coastal plains dotted with verdant deciduous copses and vast colourful carpets of new plants with juvenile animals playing in the eternally fresh breeze and renewing warmth. Summerwood Immortal Faerie Equatorial rainforest of massive redwoods and tangled jungle plants. Tors of Autumn Immortal Faerie Maple-emblazoned highlands with craggy peaks gradually transitioning to thick, dark coniferous forests covering the Faerie Shield that becomes boreal muskeg forest increasingly covering in hoarfrost and snow. Winterwaste Immortal Faerie The frozen skeletal boreal and arctic forest in the eternal gloom of lower pole where the wendigo howl over the bitter wind and the stooped, wizened giant of Old Age waits for all mortals and Jealousy seduces with bewitching spite. The Celestial Realms are contained within Phlegethon and Lethe, the sun of the Faerie Realms, and grow from Yggdrasil the Tree of Life Heaven Immortal Celestial Upper trunk nodule; Seven Principalities ruled by Divine Prince Sirsyr, with Angelic Princes Mikael, Gabriel, Raphael, and Angelic Princesses Ariel, Uriel, and Galadriel; brightest at the core where sits Athena’s radiant throne; Legion: Cherubim; Host: Saints Karmic Wheel Immortal Celestial Mid-point trunk disc; Qohlahb the Celestial City divided into 5 Factional Wedges with five Dharma spokes crossing the Central Divide to the Cosmic Hub, location of the Celestial Parliament, Celestial Courts, and Mouth of Acheron; Legion: Ophanim; Host: Archons
  • 185.
    183 Plane Sphere RealmNotes Hell Immortal Celestial Lower trunk nodule; Nine Circles of Hell ruled by Archduke Asmodeus and the eight Dukes; darkest at the core where Satanael’s Obsidian Palace rises from the centre of Kali-Set’s Midnight Jungle surrounded by the frigid ashen sand of the Desolation of Iniquity ; Legion: Seraphim; Host: Hellspawn Acheron Immortal Celestial Heart cavern containing the Styx, Kokytos, Isle of Tranquility, and Keystone of Reality Heart of Existence Immortal Existential Background Core of the Keystone, realizes quality and form in static and entropic qi once per instant Acheron The Cavern of Woe occupies the heart of the trunk of Yggdrasil level with the Karmic Wheel. Reached from the Plaza of Remembrance by a thirty- foot diameter arched tunnel several miles long, the cavern is filled by Kokytos, Mists of Despair, and the glassy dark waters of the Styx, with the Ilse of Tranquility at its centre, formed around the Keystone of Reality. Cerberus guards the entrance and Charon is Ferryman of the Styx and Cerberus has guarded the entrance since the 2nd Chaos Wave. Cerberus has three identical black collars that glow with red runes and Charon carries the Staff of the Word, black with glowing red runes identical to those on the collars. All were crafted by the Council of Powers to grant them a Power Rank above Apex when executing their Scripture. The Staff and each head’s mouth can shoot a red ray up to 120’ that sends targets into the Styx if they fail a DC30 Charisma save. They also tune in on the all True Names within 120’ giving Cerberus and Charon the benefits of possession against their owners. The Staff also grants access to the Keystone with Exhaustion only incurred on a critical failure. Any entity other than Cerberus or the serving Ferryman that attempts to use them is consumed by divine energy beyond Apex power. The entrance has a raised crystal border inscribed with runes comprehensible by all intelligent entities. “Abandon all trickery and force, the price is a life paid each way. The Styx collects every debt. Break the Oath and abandon hope.” The tunnel opens on a narrow crystal beach that stretches about a mile along the wall in both directions. Kokytos fills the cavern from the water to the ceiling two miles above. Entities entering the Mist are filled with such despair that they plunge themselves into the Styx if they fail a Wisdom save at DC30 made every round exposed. The Styx traps entities that touch it that fail a DC30 Charisma save. Trapped creatures float forever in waking stasis, unable to even close their eyes and shut out the sight of the surface forever close yet out of reach. The Collars and Staff, like all major arcane artefacts, are not affected by the magic level limits of the Immortal Sphere. Only the Staff or the Ankh can cure the indefinite madness caused by Kokytos, or free an Styx prisoner without cosmic destruction. The Styx forms a thirteen-mile wide moat around the three-mile diameter barren crystal Isle of Tranquility and its mile and a half high dome of clear, still air. The mile-high, two-mile wide ultramarine crystal hemisphere of the Keystone of Reality rises from the centre of the Isle, a jet of radiant qi blasting from the top into the mist, the upper half of the Inner Valve of the Heart of Existence. Built of the afterimages of the past, the Keystone serves as a record of history from the 1st Chaos Wave to the instant previous to the present. Touching the Keystone allows communion with the past that can be used to ask any one question about anything in the past (including what the Apex gods were thinking) or to make alterations in the foundation of the present. Each question requires a Willpower Check at a DC dependant on the obscurity of the information with recent information being 5 points lower than listed (0 = only a 1 fails). A critical failure results in a headache that grants the Poisoned condition until a long rest removes it. The DCs are as follows :  Common DC5  Uncommon DC 10  Rare DC15  Very Rare DC20  Secret/Thought DC25  Unknown/Unique DC30 Each time the Isle is visited, each entity may touch the Keystone once. While contact is maintained, the entity can use up to 32 Miraculum as a Supreme Power, breaking contact ending the ability. Additional
  • 186.
    184 contact requires aConstitution save at DC30 to avoid being absorbed into the Keystone until a Keystone Miraculum releases them. Success tosses the entity back as if hurled by Telepathy. Each Miraculum performed requires a DC20 Constitution save to avoid 1 point of Exhaustion. The only safe way across the Styx is the Ferry. Made of yggdracite, the pündi name for the clear blue crystal of Yggdrasil, anyone touching the Ferry is protected from Kokytos for as long as contact is maintained. Large enough for 10 large-sized creature or 20 medium, the Ferry slides across the motionless surface of the Styx on its own power as directed through the Staff of the Word at a speed of 3 miles per hour, unloading after 4 hours and 20 minutes. Passage to the Isle requires the passenger telling their life story without lying once or a single intentional omission. Return passage requires serving in Charon’s place as Ferryman for one lifetime, defined as the entire maximum lifespan of the race. During this time the Staff prevents the Ferryman from aging and gives them the same grey-cloaked skeletal ancient male appearance as Charon while Charon is out enjoying life outside Acheron. Breaking the Oath of the Styx, taken by the replacement Ferryman, condemn the breaker to the Styx. A Ferryman so condemned causes the Staff to appear in Charon’s hands just before the Styx takes them. Ordinary Oath breakers are collected by Charon any time between immediately and their arrival in the Qohlahb after death, depending on how much he wants them to sweat about it first, or if he wants to snatch them from the doorway of their Afterlife. The elder of Rawna and Marduk’s two sons, Merlin’s brother Charon appears an ancient man in tattered grey robes, hood raised around a head withered skeletal, long strands of thin white hair hanging from chalky scalp over a hairless face with milky white eyes., boney hands gripping the Staff. Known as the Ferryman, the Boatman, the Knight of the Word, the Oath Keeper, and the Grim Reaper because he never looks less than dour, it is said that when not bearing staff he appears as a spritely, handsome, joyous, charming, hedonistic young man with thick rich raven locks. Beyond Reality There are three regions of the Existential Continuum that are universally deadly, two beyond the cosmic Spheres and one between. The Maelstrom is also known as the Realm of Madness and Plane of Paradox, Outer Darkness as the Primal Night, and the Void as the Emptiness of Being. Arriving in any of the three regions causes Disorientation and Existential Terror to even Apex Powers that must be dealt with along with the environmental factors of each.  Conflicting Forces: Each round of exposure inflicts 2d10 points of 1d4+1d10 damage types, chosen randomly or by going down the list in order, with Divine Energy as the 14th type.  Disorientation: Wisdom save or be Incapacitated until successful, 1 save per round  Entropy: Death saves required for all entities and objects, each failure inducing 1 step of Exhaustion, two on a critical failure, disintegrating into the Tao at level 7.  Existential Terror: Charisma save of be Paralyzed until successful, 1 save per round with disadvantage if any are critical failures, success drops to Frightened for as long as in region.  Paradox: Death saves required inducing Exhaustion steps that affect the mind instead of body: 1. +1 step of Madness 2. +2 Steps off Madness 3. +3 steps of Madness 4. +4 steps of Madness  Vacuum: Depressurizing inflicts 2d10 force damage per round, Constitution save to retain held breath or begin Suffocation, with critical failure cutting Constitution bonus in half for time until death. Intense cold inflicts 3d10 points of cold each round. Constitution saves reduce force and cold damage to half. The Maelstrom Conflicting Forces DC20; Disorientation DC30; Existential Terror DC20; Paradox saves required each round Outer Darkness Disorientation DC20; Entropy saves required once per minute of exposure; Existential Terror DC25; Vacuum DC25 (Material Space DC20) The Void Disorientation DC25; Entropy saves required once per round of exposure; Existential Terror DC30; Vacuum DC30
  • 187.
    185 Celestial Nodules The SevenHeavens are the concentric layers a spherical crystal nodule about ten times the diameter of Jupiter growing from the top of the trunk of Yggdrasil, each layer honeycombed with ornate passages, grand chambers, and breath-taking gardens, growing brighter and more glorious toward the brilliant core, home of Athena. Growing from the bottom of the trunk amid the black roots the Nine Hells grow darker toward the core cavern lair of Satanael, Kali-Set, and Asmodeus. Unlike the other nodules, the Karmic Wheel grows around the midpoint of the trunk in a thick wide ring called the Cosmic Hub, extending the Five Spokes of Dharma across the Central Divide to the Inner Circle before extended out to the Outer Rim. Honeycombed like the layers of Heaven and Hell, the top of the Wheel is worked into the broad streets, colossal buildings, and towering monuments of pure polished gold that mark the Celestial City of Qohlahb. The Wheel is divided into five Wedges, one for each Faction with its own Dharma path to the Cosmic Hub where the Plaza of Remembrance separates the Council Hall from the Celestial Courts, the Mouth of Acheron yawning between them in the great trunk. The Shadow Spoke leads from the Plaza, across the Central Divide and the Inner Circle Avenue of the Shadow Wedge to Pi Square and the Divine Palace of Rawna and Marduk. Dimensional Bubbles Forming in or between the space-time fabrics of the Spheres and also called demi-planes, dimensional bubbles are typically microscopic, independent, protean, pseudo realities with their own internal relativity of scale, making the exterior size irrelevant to the internal. Entering the bubble scales the individual to that of the bubble’s space-time. The individual may perceive the bubble expanding up to seven miles in radius but it is the scale of the perceiver that alters. Thus and atomic exterior may contain an interior up to fourteen miles in diameter. Dreamweavers utilize them as vaults, sanctuaries, observation posts, homes, prisons, and to experience altered rates of time’s effects. Only those with the ability, knowledge, and power, can access and manipulate dimensional bubbles. The first access of a random bubble attunes the dreamweaver to that bubble enabling repeated access; otherwise specific bubbles are practically impossible to detect. A dreamweaver usually starts by accessing one as a storage location for relatively small items and grows with it until able to create their own secure personalized reality. Having access to more than one is a common practice. The following spells utilize dimensional bubbles, either the same one or one for each:  Rope Trick  Secure Chest  Secure Shelter  Tiny Hut  Magnificent Mansion The Dreamworld All damage inflicted in the Dreamworld is psychic regardless of listed type except for divine energy damage. It appears as an exact duplicate of the Mortal Sphere that may be alter by willpower as per Planar Malleability. Faerie Geography The Faerie Realms form the inside land surface and starcore shell of the Immortal Sphere with the Celestial Realms as its sun-like core. The following chart lists the geographical features of the shell starting at the northern “pole” and deciding in order to the southern “pole”. The northern pole of the Celestial Star is as bright as the first cresting rays of the suns at its northern pole and an eye of darkness at the southern, casting the southern Faerie Realms into deepening night. The slight precession of the “star” causes some variation in the otherwise constant level of daylight. Realm Region Notes Fire Firestorm Island Island at the heart of the Sea of Flames where Pyros City is overlooked by the Obsidian Palace of Loki and Zeus, rising near the erupting peak of Mount Prometheus Blazing Sea Sea of fire contained in a magma “bowl” formed at the meeting with Earth Burnt Coast The basalt and obsidian coastline bounding the Sea of Flame Earth Black Bluffs of Khazad- dûm Sharp, jagged, basalt and obsidian
  • 188.
    186 Realm Region Notes TerranHeights Location of Vulcan’s city of Moria whose mines reach deep into the Sea of earth that forms the ground of the Faerie and the shell of the Immortal Sphere White Cliffs of Dwarrowdelf Sheer chalk, gypsum, and salt Water Sea of Aquarius Sea of water ruled by a loose federation of underwater settlements and cities built in and on floating coral reefs. Nautilus Aquan Sea’s capital city rued by Poseidon from Neptune Palace. Islands of Dawn Neverland Island holds Oberon’s Fountain of Youth Great Barrier Reef Meadows of Spring Pisces Coast The golden Sands of Renewal Aeries Green Taurus Plains Gemini Fields Summerwood Wildrun Dense young growth and large trees Lothlórien Mature, huge trees, moderately thick undergrowth Leo Jungle Deep in Lothlórien, ancient dense tangled growth surrounds Mount Aslan Cancer Canyon Box canyon in the base of Mount Aslan filled by Lake Narnia Lake Narnia Filled with ooze and slime surrounds Virgo Island Virgo Island Covered by the Garden of Eden Garden of Eden Last original living remnant of Eden location of the Libra Palace. Libra Palace The living tree home of KI Zyon Crown of Mt. Aslan, the ruins of the Antha capital of Eden, home the Quorum of 13, the surviving Rakshiri Arborlon Old colossal trees and sparse undergrowth Tors of Autumn Scorpio Hills Sagittarius Highlands Home to most centaurs as well as the gnome Wonderland Crags of Capricorn Twilight Timberland Winterwaste Niflhel Fens Home of Sea Hags Black Forest Home of Green Hags Midnight Barrens Decrepit Knolls Blizzard Peaks Valley of Dementia Entrance guarded by Thrym’s snow castle Hoarfrost Frozen Forest Location of Titannia’s Ice Palace. Air Firmament Sea of air ruled by Auran Federation of cloud islands with sky castles and settlements Myst Largest cloud Island, location of Oz Windy City of Oz Capital city, location of the Palace of Four Winds Palace of the Four Winds Home of Freya Karmic Wheel Ringing the narrow midpoint of the trunk of Yggdrasil, the Hub of Concordant Opposition extends the Five Paths of Dharma across the Central Divide as crystal spokes connecting the thick broad crystal Wheel and its five Factional Precincts. The entire surface is paved with polished gold from which massive, gold-sheathed, monumental structures rise. The Outer Rim and the Inner Rim are the broadest thoroughfares in Qohlahb, connected by slightly narrower streets separating the Precincts: 1st Street between Shadow and Darkness, 2nd between Darkness and Rains, 4th between Rains and Flames, 4th Flames and Light, and 5th dividing Light and Shadow. The Celestial Palace occupies the centre of the Shadow Precinct facing Pi Square from which Vector Street leads across the Shadow Path to the Hub. There it opens into the Plaza of Remembrance where the Powers who fell during and since Ragnarok are memorialized. The Celestial Courts face the Celestial
  • 189.
    187 Parliament across thePlaza, with the dark Mouth of Acheron between them like a wound in the trunk, guard by Cerberus since the 2nd Chaos Wave. On the opposite side of the Hub is the Hexagon, a sprawling martial monastery with a inner court garden from the entrée of which rises the Iron Rod, tower home of Xondra , Horus, and Anubis. Xondra is in charge of Qohlahb, while Horus commands the Ophanim Legion and Anubis the Xen Guard, the defensive force that polices Qohlahb. The Archon Host serve in Xondra’s Celestial Bureaucracy as well as serving and assisting the gods and their representatives. The Wheel is honeycombed with passages, rooms, and massive chambers like Heaven and Hell. Planar Malleability Due to the malleable reality of the Telestial Realms, it is possible for any mind to shape its environment enabling the at-will use of spell-like abilities that require the same casting time, but no components, and have the same effects as any spell of any type within the level limit of the Sphere. Willpower is used as the casting ability with casting level and proficiency dependent on the plane. Doing so requires a Casting Check at the following DC and modifiers:  Dreamworld 8 + 3 per slot level, 2 for cantrips  Psychic 8 +2 per slot level, 1 cantrips  Astral 7 + 2 pert slot level, 1 cantrips  Primal 6 + 2 per slot level , 1 cantrips Natives of the plane get advantage, dreamweavers make the check normally, non-dreamweavers get disadvantage, and those not in self-control, suffering from hallucinations, or afflicted by madness are unable to do so. All damage inflicted in this manner is psychic regardless of listed type. Each successful manipulation requires a Constitution save at the Casting Check DC to avoid incurring 1 point of Exhaustion with a critical failure inflicting 2. Due to their malleable nature, the Telestial realms enhance the power of magic cast within them by 1 slot level in the Psychic Sphere, 2 slot levels in the Astral Sphere, and 3 in the Primal Sphere. The Immortal Sphere’s fixed nature places severe limits on the magic capable within, allowing a maximum of 6th level spells in the Faerie Realms, 3rd level in the Celestial Realms, and cantrips inside Acheron. Although this includes even Apex Powers, minor arcane artefacts aren’t limited to 6th level until the Celestial Realms and 3rd in Acheron, while major artefacts aren’t limited to 6th until Acheron, and cosmic artefacts are unlimited. Planar structure also places limits on certain other spells. Astral Projection and Etherealness only function on the Material plane. Conjurations below 5th level summon sprits from the Psychic Realm using a sort of Shadow Conjuration to given them temporary physical bodies. These do not function in the Immortal Sphere, but those above 4th still do because they summon the real creatures from the actual planes. Temporal Effects Time is the division of static eternity into kinetic instants consisting of a present realized from actualized past and future probabilities drawn from the infinite possibility of the Tao. The relativistic effects of time are driven by the rate of kinetic energy’s movement from quality to entropy. Created at maximum quality it returns to maximum entropy within the Keystone, eventually returning to the Tao or being recycled by the Heart of Existence. The smallest unit of time is the instant, constant and universal. However, the rate of movement from quality to entropy varies as you move from the outside to the core of a cosmic Reality Sphere, Time’s effects occur ten times fast in the Telestial Realms than the Terrestrial Realms and ten times faster in the Mortal Sphere than the Immortal Sphere. Magic Items Unless otherwise noted in their descriptions, magic items that recharge once per day do so at midnight at the beginning of the Witching Hour. Standard magical items are Resistant to all damage types except divine energy. A Minor Arcane Artefact has advantage on all saves, is immune to all damage except Divine, is affected normally by the Void and Maelstrom, and gets Advantage against the effects of Outer Darkness. A Major Artefact fails saves only on a natural 1 (no critical failure), is Resistant to divine energy damage, is affected normally by exposure to the Void, has advantage against the effects of the Maelstrom, and Immunity against those of Outer Darkness. A Cosmic Artefact makes all saves, is immune to all damage as well as the effects of the Maelstrom and Outer Darkness, and has advantage against those of the Void. Resistance and Immunity to divine energy affects repair as well as damage.
  • 190.
    188 Artefacts & Relics Arelic is an item or structure of ancient technology or magic, the techniques for creating typically lost. Some may be extraordinarily powerful or durable but aren’t Arcane Artefacts. Typically unique, Arcane Artefacts are magical items created through unique circumstances, gods, assemblies of gods, or combined cosmic forces, possessing up to Supreme Rank power, otherwise available only through the Keystone of Reality in Acheron. Arcane Artefacts come in three power levels: Minor, Major, and Cosmic. Minor Artefacts are typically +3 items if applicable, Major Artefacts are +4, and Cosmic Artefacts are +5. Relics Dwarven Train Maglev subway Gnome Clockwork Animated Clockwork golems and machines Magic Items Staff of the Archmage (Elf); Sphere of Annihilation (Unknown); Book of Vile Darkness (Goblin); Book of Exalted Deeds (Elf); Manual of Golem Creation (Goblin); Daern’s Instant Fortress (Elf); Apparatus of Kwalish (Gnome); Nozlur’s Marvelous Pigments (Gnome); Hammer of Thunderbolts (Titan); Cubic Gate (Elf); Figurine of Wondrous Power (Elf); All carpets of Flying are sentient and there are no brooms of flying Nautilus Dwarven starcore submarine Stonehenge An ancient stone power circle on the plain near Camelot that was a Gate of Yog-Sothoth. Minor Arcane Artefacts Baba Yaga’s Hut Running through the swamps of the Mirkwood in the Dream Time’s Shadowlands, the bird-legged hut of the Baba Yaga is also home to her sisters Medusa and the Old Hag. Druid Circle Created in an attempt to reunited the Faerie Alliance with help from humanity, 11 druids had their spirits Harvested by the sacrifice of one of their number who was priest of Pazuzu and bound to this gold ring, worked into twisting vies with blooming flowers and fruit. Eleven screaming faces can be seen within the shapes, each vanishing upon the spirit’s use. This linked the ring to the Ikari source and Freya, poisoning both and cursing the race to produce gargoyles and harpies. Wearing the Circle enables the spending of spirits as if a Harvester, but only once the power has been activated by being brought back from dying with a healing burst. When spent, a spirit comes moaning out of the ring its face replaced by a blossom. The ring displays no powers until activated by the dying of the wearer. Once activated, the Circle retains 10 spirits and possesses the following abilities:  Acts as a Ring of Elemental Command that affects all four Elements.  Grants the wearer all Ikari magical abilities derived from their Source.  Grants access to Forms of Air, Earth, Fire, Water, and Seasons Aspect of Weather at their HD.  Wearer can use 1 Lesser Restoration per stored spirit and gets 1 Slot-Level worth of Cure Wounds per spirit to be used as desired  Can spend 1 spirit on self or on creature touched to Heal or Rejuvenate as per Harvester  Spending two spirits in a touch Heals/Rejuvenates as well as affecting as a Greater Restoration.  Spending three spirits in a touch Heals/Rejuvenates, and affects as Greater Restoration as well Remove Curse, and Regenerate. Used in an Ikari Source, this cleanses the Source and breaks the curse on the Ikari.  Spending five spirits in a touch attack destroys one undead, no save and no resistance, destroying the Circle and ending its effects on Freya. Wearer must make death saves or be killed by system shock, rendered Unconscious if successful. The Druidic Council was convened to find a solution for this curse, leading to the foundation of the Druidic Order and its Tower of Dreams, around which grew the Free City of Gyrrd’N. Hypership Grown from yggdracite, a pündi hypership is capable of travelling through the hyperspace of the Maelstrom.
  • 191.
    189 Key of Solomon Alsoknown as the Grand Grimoire, the emerald spellbook of the first wizard, Solomon, Merlyn’s apprentice, contains every magician spell known and the qi to cast each once from the book like scrolls recharged by a long rest. The Emerald Key of Solomon has the additional following abilities:  Possessor gains +1 to Intelligence and Wisdom upon becoming attuned  Access granted at possessor’s HD to the Knowledge, Magic, and Rune Forms  Possessor may recast one spell cast in the previous round without requiring a second preparation  One spell cast is immediate returned to preparation  Arcane Recovery is increased by 2 sot levels  Acts as a Ring of Spell Turning  Grants advantage on all Intelligence checks  Contains the Philosopher’s Stone ritual that requires casting from the Key, 1000gp in rare herbs and oils, and the fresh heart of a sacrificed infant of the same race as the possessor. The heart is ground up and mixed with the ingredients to form a powder over a period of an hour. The resulting Philosopher’s Stone pill is swallowed and the next long rest causes it to return the possessor to the beginning age of Adult for their race. Any additional Philosopher’s Stones taken each have a 50% chance checked by rolling a 10 or less on d20 of turning the character to dust. Shadow Staff Duvhar’s black Feywood staff is a +3 weapon with Ghost Touch and Chill Touch that contains the Shadows of 9 feral elves linked to the Feywood. These can be released and controlled by the wielder one at a time up to all at once and recalled at will. Once destroyed, they are gone. The staff is Evil aligned but unintelligent. It makes other alignments uncomfortable when grasped, feeling cold and clammy like a dead flesh. The 9 shadows attack any Good individual who tries to access its abilities or control them. The staff can be used for the following abilities:  Command Undead (2 charges)  Control Undead (3 charges)  Darkness (1 charges)  Deeper Darkness (2 charges)  Ray of Enfeeblement (1 charge)  Animate own shadow as per Monk  Summon Shadow ability as per Pathfinder Shadowdancer  Shadow Jump as Monk up to a total of 90’ per day Identify reveals its charge-dependent powers, Chill Touch, and Ghost Touch. However, the uniqueness of the other abilities prevents more than a determination of further powers to be unlocked and a dormant intelligence within. Combining Necromancy, Enchantment, and Conjuration, the weave holds more apparent energy than the rest of the staff, once unlocked. Grasping the staff makes a non-evil individual shaken. Trying to access its abilities causes a non-evil person to experience Chill Touch with Good persons being attacked by the 9 shadows in addition. Except for Duvhar, because of the spirit of Darkness inside he can access all of the charged abilities without difficulty. Only the additional abilities remain out of reach, unlocked by him becoming Lucid and joining with the Darkness in the Dreaming. Then he gains full mastery but has to experiment intuitionally to discover exactly what it can do. Tao Stones Created before the Fall by a vanished elven religion worshipping the Tao, these appear as 6 polyhedral crystals four, six, eight, ten, twelve and twenty-sided, each side engraved with one of the I Ching beginning with 1-4 on the Black four-sided stone representing Evil, 5-10 on the Grey six-sided stone representing Ethical Neutrality, 11-18 on the 8-sided White stone for Good, 19-28 on the Blue ten-sided Order stone, 29-40 on the Purple 12-sided Foundational Neutrality stone, and 41- 60 on the 20-sided Red stone of Chaos. When powers of the stones are activated, the engravings fill with spectral green flame. The attuned holder of any one stone is able to duplicate the abilities of a Wonder of Wonder once, recharged by a long rest. Multiple stones add just their single uses until all six are held, then the group an additional 1 use plus 1 per 3HD of the wielder (7+1/3HD), a short rest recharging 1 use. Also, the wielder may use an action to ask the Tao for Divine Intervention as if a priest of 10th level +1level/4HD of the wielder, with an additional +1 level if some form of Neutral alignment or +2 levels if True Neutral. This is also the casting level for all powers which start with a save DC of 16 and an attack modifier of +8, including ability and proficiency bonus for an 18 and 10th level
  • 192.
    190 before considering thewielder’s HD. Also, the wielder may use an action use the stones to Find the Path once plus once per 10HD restored by a long rest. Finally they can generate Light as frequently as the cantrip with the wielder’s action. Although intended for them, the Sack of Inspiration (that grants its bearer 3 Inspiration Points per day) bearing their images encircling the Tao symbol is not actually related in powers and nothing is gained by placing them inside except safety. Major Arcane Artefacts Belt of Atlas Worn by the original titanic god of strength, Atlas, this broad thick leather belt was soaked in his blood during his fatal battle with the great serpentine Abomination Jormangandur during the Ragnarok, imbuing it with his unrivalled strength of 32 (+11), required for lifting Mjolnir and wielding it without disadvantage. It and the hammer were guarded by a fifty-head, hundred-handed titan who Thor slew to gain them. Black Cauldron Created by Orcus as a gift for the Weird Sisters, this 8’ wide 5’ high 4’ deep, cast-iron cauldron has anthropoid skulls around its 7’ diameter rim and ram’s skulls as its six feet. Using it requires a blood sacrifice by the wielder to link them, after which the wielder may Animate Dead or Create Undead within using spells and linking them to the cauldron. This enables an unlimited number to be created and linked for control by the wielder, bypassing the standard limit. If corpses are placed within, the Black Cauldron can duplicate Animate Dead spells up to twelve times at 20th casting level and 9th slot level before a long rest is required and Create Undead at the same levels up to four. If a dying person is placed within and the wielder takes 1 point of Exhaustion, the person becomes a vampire upon death, the conversion occurring immediately and the vampire rising under the wielder’s control. Vampires can control lesser undead linked to the cauldron. The Cauldron’s blood link is broken by the death of the wielder or the anointing of the cauldron with Good aligned oil, the pouring of a flask of Good aligned holy water inside, and then the casting of a Good-aligned Hallow upon it. When unlinked, 100 points of divine energy damage destroys the Black Cauldron. It is Immune to divine energy and indestructible while linked. Breaking the link destroys all connected undead. While linked to the Cauldron the wielder has advantage on Death saves. If slain but the Cauldron remains whole, the wielder becomes a Ghost guardian until a new link is formed. The breaking of the link inflicts 5 points of exhaustion on the linked wielder and causes a backlash of 1 point of necrotic energy per linked undead that rises volcanically from inside 1 inch per undead, 2 points and inches for each vampire, 3 for each summoned carrion crawler, and 4 for each nightcrawler. Summoning a feyr requires the sacrifice of an anthropoid life, the blood drained into the Cauldron to open a Gate to Abaddon, as well as 2 points of Exhaustion from donated qi to summon and control a carrion crawler, 5 points for a nightcrawler. A living anthropoid can also be sacrificed and the blood fed to the Cauldron to summon the Cauldron’s phantom, a black hooded shape that whispers the answers to a Commune spell directed to Orcus. 1 point of Exhaustion can send the phantom to a target in a Dream spell. Should the Cauldron be destroyed, it releases 20d12 points of necrotic energy in a 100’ radius. Dexterity saves for half damage are at DC20 for the geyser and 25 for the burst. Excalibur Sword of Truth, Sword of the True King, Seeker Created by Xondra, Kali-Set, and Athena, this starcore longsword has a guard shaped like a cobra with a scorpion’s tail, a hilt shaped like a dragon holding two orchids in its teeth, one white and one black, and Athena’s Owl engraved up both sides of the blade near the guard. The word VERITAS is engraved in Celestial along both sides of the snake’s body. Given to Arthur Pendragon by Vivienne, demigod daughter of Poseidon and Titania, Lady of the Lake, the Sword of Truth is the basis for the Divine Right of Kings that Arthur used to retake Camelot and found the Kingdom of Caltere. Centuries later, as he died from an assassin’s poisoned blade, the last of the Pendragon line plunged the blade into an anvil near the temple of Anubis so that no one but the Once and Future King could pull it out and become the next True King of Caltere. As such Excalibur is also known as the Blade of the True King. +4 adamantine vorpal longsword, Axiomatic, Speed Stats: INT 20; WIS 20; CHR 10; Align: LN; Ego: 41 Powers: Sense Motive +15; Empathy; Glows when drawn; Holy Sword 3/day; Unholy Sword 3/day; Zone of Truth 6/day Purpose: Defend, Promote, and Reveal Truth (Wielder is prevented from lying)
  • 193.
    191 Dedicated Powers: Wieldergets +2 luck bonus on attacks, saves and checks; Discern Lies at will; Greater Dispel Magic at will (Illusions only) and SR5 + wielder Hit Dice versus Illusions; True Seeing at will Hammer of Union After the Fall, the elves began to separate into four sub- races beginning the internal strife that would become the racial civil conflicts of the Faerie Wars. To try and keep the dwarves united, after being form of two halves made by Hades and Vulcan, father and son crafted the Hammer of Union. This +4 adamantine Dwarven Thrower war hammer’s head is obsidian engraved with Hades symbol on both sides, the granite handle having an anvil for a pommel bearing the hammer and mountain of Vulcan on both sides. The two pieces were sealed together by Loki’s fire making the entire thing indestructible unless used by one dwarf against another. Loki, Hades and Vulcan became involved in a love triangle in which Hades felt spurned and ended up striking his father at the precise moment that princess Hexxis struck her brother Axvin with the Hamer in anger. The Hammer came apart causing a backlash that burned out Hades’ s eyes, one filling with darkness, the other eye becoming a flaming coal. Beginning the Faerie Wars, this tore the dwarves apart, Hades’s obsidian Duergar following dark Hexxis in to the depths of the Underworld and the Vulcan’s granite Gaxx remaining near the surface with her grey twin Axvin. She took the head and he the handle and both became lost to history. Assembled and sealed by being bathed in the combined self-sacrificed blood of a gaxx priest of Vulcan and a duergar priest of Hades restores the Hammer of Union. Intact, or separately where noted, it has the following abilities once attuned:  Presence gives inspiration to inspires all dwarves within 60’ upon seeing it for the first time (pieces each do so within a 20’ radius)  Inspiration to all dwarves within 120’ by holding aloft and calling out “United we stand!” recharge on 6  3 Inspiration Points for the user to draw upon personally resting at midnight (pieces each have 1IP separately)  Access Earth Form and Cave Aspect using HD as level (head allows Cave and handle allows Earth separately)  Advantage on attacks versus Orcs with Hammer  Acts a s a Divine Symbol for Vulcan and Hades  Grants user +60’ Darkvision  10 minutes of concentration allows a Commune with either Hades or Vulcan (each piece Communes with its creator separately)  User Immune to Fire (pieces are immune and grant resistance)  Allows user to move at normal speed through earth or stone by melding through it like an earth elemental. While doing so it is affected by spells and damage as per Meld into Stone. Once activated the duration can be of any length as long as it is continuous, stopping or doing anything other than moving ends the effect with the same results a Meld into Stone. For each round spent using such movement, the ability requires 1 round to recharge after it stops before it can be used again.  Shatter as per spell on a hit recharged on a 5 or 6 Holy Grail of the Suns One sip from the Grail duplicates a Heal spell. A full drink adds a permanent +3 to the Strength of the pure at heart (Good). A second full drink triggers the Dreaming. A third turns the drinker to dust. Drinking the fresh blood of a sacrificed infant from it during the Witching Hour of the Night of Darkness destroys it and turns the drinker into a vampire. Jhaahm Meaning “The Grudge” in Dark Speech, this completely black longsword was forged in the Inferno by Hades as a weapon for Duergar to use against the Gaxx, but was taken by blood elves in battle. A +3 NE Sword of Life Stealing with INT 16, WIS 14, and CHR12, it grants the following abilities once attuned:  Access to the Forms of Darkness and Fire  Mage Armour recharged eight hours after use  Shield recharged on 5 or 6  Hex recharged on 5 or 6  Bestow Curse recharged on a 6  Darkness recharged on a 6  Teleport recharged one hour after use  Energetic Blast with 9 power points to spend, 1 point for 1st level slot, 1 for each slot increase, divided as desired Mjölnir Crafted by Atlas the Titan, original god of strength, the hammer requires his blood-stained belt’s 32 Strength to
  • 194.
    192 lift and wieldwithout disadvantage, a 30 being able to lift, you gain a +4 bonus to attack and damage rolls made with this adamantine maul. While attuned to it, you can make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 40 feet and a long range of 120 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer immediately flies back to hand on a hit or a miss. In addition the hammer has the following abilities:  Energetic blast as 9th level slot, Lighting or Thunder only, DC21, recharged on 5 or 6  Bearer Immune to Lightning and Thunder  Lightning Speed duplicates Haste recharged by a short rest and Time Stop once recharged at midnight  Striking the ground creates an Earthquake once recharged at midnight Earned by Thor through a quest, the Belt and hammer became synonymous with his exploits until his pursuit of Loki brought him success. Bedding her, he awoke to find the Belt, hammer, and Loki long gone. Only Loki knows their location. Spear of Destiny Forged by Vulcan and Ptah, the Spear is a +3 Luck Blade of Speed of five wishes, which grants the attuned wielder the Alert feat if not possessed as well as: Augury 6/day; Divination 3/day; Find the Path 1/day; and Foresight 1/week. Committing suicide with it at the crack of dawn on New Year’s Day destroys it. Cosmic Arcane Artefacts Altar of the Tao Located on the Karmic Wheel, the Altar grants access to every Form and Aspect while in contact. Ankh The Ankh is by far the most power thing on Existence. Meaning Key in Celestial the Ankh was formed by Ptah from a piece of yggdracite encasing Keystone material and energy plus the entrapped spirit of Tiamat. Disoriented, unfocused, and confused the spirit’s Ego fights anyone who touches the Ankh, taking them over or destroying them with divine energy. Once mastered, the Ankh has a number of powers. Upon touching the Ankh an entity must make a DC30 Willpower saving throw against Tiamat’s ego or be struck by a maximized blast of the Ankh’s channelled divine energy with disadvantage on the save against its damage due to the direct contact. Ptah and Lorril are treated as possessing Expertise on this ego check as well as making it with advantage and having Inspiration in this regard. An entity slain by the energy is transformed into a guardian mummy if corporeal and a ghost if incorporeal or unsuitable as a mummy (anthropoids and all dragonneth are considered suitable mummies). Mastering the Ankh releases the guardian to the afterlife. Once mastered, the Ankh can be used to access the power of a Supreme Power, including the ability to use 32 Miraculum spells, without regard to incarnation or forms represented, before a long rest is needed to restore them. Doing so requires a DC21 Constitution saving throw to avoid 1 point of exhaustion with a critical failure inflicting 2 points. The wielder also can do the following as a 20th level caster with +18 attack bonus and a DC26 saving throw:  Access all Forms and Aspects  Time Stop, Reverse Gravity, Shapechange, and Teleport, each recharged by a 5 or 6.  Gate once before a long rest is required to restore  Knock as frequently a 0-level spell  Dimension Door recharged on a 4, 5, or 6  Dominate Monster on up to 1 Dragonneth per HD  Divine Energy channeled through it is maximized, including it6s own, in numerical effect and can be combined with other donors into a single burst combining all involved dice plus an additional dice per donor, so a single donor is amplified by 1 dice.  Channel divine energy at the Apex level in a standard burst or in a single, narrow, intense bolt, recharging on a 6, 31d6 (186) in 200’radius at 20 targets or a 800’ line bolt, DC26 The Ankh is thought to be indestructible.
  • 195.
    193 Axiom LN Yggdracite +5adamantine Xen Sword of Sharpness  Inflicts an extra dice of weapon damage to Chaotic  Only responds to Logosien and forces all others to return it  Mid-range ability scores  Grants access according to creator’s blessing (“blessed 7 times, the eighth a curse”) to Order (Anubis grants from beginning), Leadership (Athena grants when he gathers and leads troops from desert), Protection (Horus grants when he helps his wife gain vengeance), War (Xondra grants from beginning), Heroism (Sirsyr grants when he takes on the second S’Skahahn), Murder (Kali-Set grants when he kills his best friend), Loss (Hades grants after his wife’s spirit says goodbye), and Stone (granted last by Vulcan for being adopted as a dwarf.  Purpose to defeat the S’Skahahn using:  Dispel Magic  Magic Resistance that grants advantage on saves versus magic and disadvantage to all targeting spells  Protection from Chaos when carried, extends to 20’ radius when drawn  Banish S’Skahahn on strike until Vulcan’s blessing earned and then rises to disintegrated on strike, with successful save triggering immediate save against being banished  Detect S’Skahahn as per Eldritch Sight Cauldron of Creation The original power circle, grown of yggdracite it taps every Form and Aspect to focus Miraculum upon whatever is placed in the centre. The antha were created using the Cauldron as well as cloned. Cthanic Meaning “Doombringer” in Dark Speech, the Dagger of Destruction was created by Cthulhu and stabbed through Rawna’s womb into the Keystone of Reality generating the First Chaos Wave, a CE Yggdracite +5 huge three-bladed adamantine dagger broken into 9 pieces by the Second Chaos Wave so that only Cthulhu can reassemble them, all parts radiating the Disruption Field and each granting access to its associated Form  Minimum ability scores but treated as all maximum for ego purposes  Requires domination through ego to wield  Grants access to Brutality (curled blade 1), Catastrophe (pommel), Curse (handle), Degeneration (curled blade 2), Loss (demon skull guard), Murder (quillons horn 1), Mutation (pointed half of straight central blade), Rage (tang half of straight central blade), and War (quillons horn 2)  Purpose to undo order and destroy reality with its:  Disruption Field: causes disadvantage on all checks and saves to all within 15’ aura as well as any user except Cthulhu, requiring three consecutive Remove Curse spells to release the wielder from possession unless Cthanic is seeking a better wielder on its way back to Cthulhu.  Disruptive Strike: Critical duplicates the combined effects of the spell Shatter followed by Disintegrate. If not slain and turned to dust, target is mutated by being partially and permanently polymorphed to grow 1d6-2 extra body parts (roll on extremity damage table) of 1d6 additional random creatures of the same
  • 196.
    194 CR. If 0or negative parts are grown, originals are altered. In shattered condition, only the pointed half of the straight blade and the pommel can deliver such a strike, one as piercing the other bludgeoning, the blade at half strength and the pommel at one quarter. Each random creature type requires Willpower save against Long term madness, with a success meaning short term and a critical failure indefinite, all results taking effect cumulatively and simultaneously. Demon Wall The source of prismatic energy created by the gods channelled their combined power through the Ankh. It is 10 times more powerful in damage and all saves are 30 with disadvantage. Temporary holes created seal on a 3-6 on d6. Eye of Ptah An yggdracite crystal ball able to see any time, place, or person, within the reality sphere as long as it is no more recent than 1 round ago. The viewer can see and hear even thoughts without targets getting saving throws, including gods of all power ranks. Mortis Liber  Includes Ptah’s Thánatos Apocalypse  Touch inflicts creature’s own total HD as damage if Good  Reading grants Black Magician 1 level  Contains every Black Magic spell, every odd-level Grey Spell except Duvhar’s Blindingly Obvious, and every even-level Variable  Grants Access to Chaos, Charm, Darkness, Death, Destruction, Evil, Knowledge, Madness, Magic, Repose, Rune, Strength, Trickery, War Orcrix Dark Speech for “Soulslayer”, Orcrix is also known as the Ghost Blade and few realize it to be a spear not a sword. This boar spear +5 (1d8 piercing, versatile for 1d10, reach 10’) has a blackened crystal haft similar to yggdracite with a ghostly 1 ½ ‘ long black blade that ignores all physical armour except for any magical modifiers as well as all intervening physical barriers of 1’ or less thickness. A hit requires the target to make a DC30 Constitution saving throw or have their spirit and the living qi of their bodies sucked into the spear and lost to oblivion, leaving a desiccated husk, sucking up incorporeal spirits like a vacuum. Those who save are Frightened and gain 5 points of exhaustion, retaining the Frightened condition until all points gained from this are removed by long rests. Thought to have survived the ending of a previous permutation of Existence, it is the oldest thing in existence and thought utterly indestructible. First given to Kayn to slay Adym, Marduk stabbed it into Tiamat an instant before the 1st Chaos Wave ended the Ragnarok. It hasn’t been seen since. Qaldon The Miracle Blade, the Saint Sword, named “The Initiator” in Celestial LG Yggdracite +5 Holy Avenger adamantine bastardsword that helped Sirsyr become a god  Maximum mental ability scores  Grants access to Light, Life, Good, Order, and War  Can cast one Miraculum on its own or at user’s command, recharged at noon  Enables wielder to channel divine energy as priest of 1st level plus ½ levels per wielder HD  Enables wielder to access divine intervention as a priest of 10HD plus ½ levels per wielder HD  Purpose to combat disorder, discord, and disintegration with reconciliation, regulation, and reparation through the powers of:  Axiomatic Strike: Paralyzes Chaotic, Good gets advantage on save, Evil disadvantage; Demi Rank Power or higher Petrified instead of Paralyzed  Make Whole: Restores physical form damage as severe as being reduced to dust, reuniting
  • 197.
    195 atoms and thespirit to bring back the target similar to Revivify Secreta Liber  Includes Ptah’s Mystiká Apocalypse  Grants Access to every Aspect  Can only be summoned by a Neutral creature able to use both the Vitae Liber and Mortis Liber. Vitae Liber  Includes Ptah’s ZOI Apocalypse  Touch inflicts creature’s own total HD as damage if Evil  Reading grants White Magician 1 level  Contains every White Magic spell, every even-level Grey Spell, and every odd-level Variable  Grants Access to Air, Animal, Artifice, Chaos, Community, Earth, Fire, Glory, Good, Healing, Knowledge, Liberation, Life, Light, Fortune Magic, Nobility, Order, Plant, Protection, Rune, Strength, Travel, Water, Weather Devastating Weapons Sharpness and Vorpal weapons automatically inflict Extremity Damage upon a critical attack roll. Any slashing weapon can have Sharpness and any weapon type can be Vorpal, the former receiving disadvantage on the Extremity roll, Vorpal getting advantage. Enchanting Items Magic items are created with infusions of the creator’s qi that cause 1 point of Exhaustion every 8 hours of enchanting. Upon the completion of the enchanting time the item must be finalized with a last large infusion of qi. This requires an Enchanting check adjusted by their Casting modifier, with advantage if the creator is an Enchanter, against a DC dependant on the item type rarity: Common DC12; Uncommon DC16; Rare DC20; Very Rare DC24; and Legendary DC28. A critical success grants the item Intelligence if a suitable item type or the effects of the Lucky feat while possessing the item or affected by the potion if not suitable for intelligence. A failure allows another attempt as soon as desired but a critical failure results in an unintentionally cursed item (those in the DMG are intentionally created) that acts normally but also gives the possessor or imbiber disadvantage on all saves, checks, and attacks rolls. A Remove Curse can eliminate the curse caused by a potion, but other items require one cast on the item to suppress its curse granting ability for 3 rounds, enabling the curse on its possessor to be removed during that time. The creator must also make a Constitution save at the same DC as the Enchantment check, with disadvantage if that check was a critical failure, or suffer 4 points of Exhaustion. A success cuts this to 2 points of Exhaustion and critical failure inflicts 6 points causing the creator to make Death saves to stabilize with 5 points of Exhaustion. If the creator ends their attempts, the enchantment fails wasting funds and materials and ruining the item. Monstrous Races Centaur Created as Fey and native to the Faerie Realms, centaurs are also found in Aldyrrya and get the following adjustments/additions:  Resistance to bludgeoning, piercing , and slashing that isn’t cold iron  Prestidigitation and Druidcraft at will  Augury and Expeditious retreat once each, recharged by a short rest  Divination once  Sharpshooter and Mobile feats Centaurs form pair bonds and travel in family groups all of who respect Thor and Artemis. Couatl Couatl are native to the Summerwood in the Faerie Realms. Dragonneth Dragonnethi believe Ancient Ones Bahamut and Tiamat to have been the only true divine beings. Bahamut’s sacrifice left one until the First Chaos Wave split her freshly-vacated corpse into the three Dragonneth Firsts: Drake, Dragon, and Wyrm. All their descendant dragonnethi have her divine black blood pumping through in their veins passing forward genetic memories from every generation since the Firsts. Their dreams are explorations of their Blood Memory line. They use a personal first name with the combined names of their parents as a second and the combined names of all four grandparents as a third and soon back
  • 198.
    196 to the universallast name of Dragonneth. Thus full, formal introductions can take a long time. Dragonnethi are only able to produce offspring only three times during their age cycle. Once during young adulthood, one during adulthood, and once during mature adulthood. They do not mate for pleasure or emotion, but to improve the prestige and richness of the Blood Memory line. Each mating produces three to nine eggs, some of which occasionally contain other sub-species of dragonnethi, with only those small enough for the egg viable. The eggs are silver from the mithral content of the shell. They view all other beings, from newly created microbial spirits to Ancient Ones Lorril and Ptah, as a profane Vermin to be treated as Annoying, Dangerous, Irrelevant, Nutritious, or Useful. Dragonnethi are unaffected by the alcohol, visionleaf, brewed twilight, blitzkrieg, and Odin’s Eye mushroom. Dragonnethi deem invention and craft below their divine status and perfect natural capabilities preferring to use Vermin slaves to create tools, weapons, armour, and other useful products, or taking them in raids. However, the dragonnethi did recognize the combat value of the giants’ drug for training berserker warriors, Odin’s Eye, discovered accidentally by titans at the same time as fermentation and brewing. With adaptive mimicry woven into scales and skin, they sought a similar fungus for their race and discovered mystic mushrooms. This enabled them to be first to access the mystical Keys and become blood mystics. Believing it a power of their divinity, the mystics formed the Order of the Blood, a mystic religion dedicated to exploring the physical, mental, and spiritual aspects of the Blood through the Key. Those who focused upon body and mind became the first martial monks. Only dragonnethi can access the Blood Key and it is the only Key they can access. Dragonnethik The dragonneth language consists of vocalizations as well a wide variety and range of textures, colours, and patterns, produced by their adaptable scales. The written form contains indicators for these physical communications, but is used mostly for confidential messages because most knowledge is preserved and pass-down through their genetic memories.  “Nethienkah” means “Empire of the Blood”  “Raktargoth” means “The Last Remnant” of Nethienkah  “Kassykoth” means “The Altar of Self-Sacrifice”  “Dragonneth” means “Blood of the Dragon” (plural: dragonnethi)  “Dragon” said black-scaled with claw-like spikes, always refers to Tiamat. They only turn completely black in reference to her. “Dragonneth”, “Wyrm”, “Drake”, or “Dragon,” said black-scaled with a cross-hatch texture, always refers to a First.  “Dragonneth” “Wyrm”, “Drake”, or “Dragon,” said with black scales and pyramidal protrusions, always refers to High Ones  “Dragonneth” said with black, bumpy scales, always refers to Low Ones  “Dragonneth” said with black, smooth scales, always refers to Bestial Ones including:  Basilisk (lion-sized, six-legged with glowing chameleon-like eyes that petrify when gaze met)  Cockatrice (small feathered drake with a petrifying venomous bite)  Dragon Turtle (twice as big as a wyrm and spits boiling blasts of water)  Fairy Drake (tiny with wings that resemble a butterfly’s and hypnotic colour patterns)  Linnorm (giant serpent growing in deep lakes before inhabiting the sea)  Pseudodragon (small with a poison stinger on its tail that paralyzes)
  • 199.
    197 High Ones High Onesare converted from 5E metallic dragons by removing the ability to Change Shape. No dragonneth would demean their divine appearance by assuming any other form. Eggs have a shell of mithral composite. All three types also have the following additions and adjustments in common:  Amphibious  Longevity 50  Inherent Mystics: all High Ones have mystical ability of a level 6 below their hit dice. This grants them the appropriate spell slots, spells, sorcery points, and metamagic but no other benefits of the class or Blood Key.  Metal Fascination: a High One becomes Fascinated as per the spell if it fails a Will save when around large amounts of valuable metals. The DC is 15 for an amount that is worth 1000gp times the HD of the high one, 20 for 2000gp times HD 25 for 4000gp times HD, and 30 for 8000gp times HD or more. If failed the dragonneth gets another save according the spell conditions and every day for DC15, every 2 days for DC20, every 4 days for DC25, and every 8 days (one week) at DC30. Disturbing the metal grants it an immediate save. Removing any immediately breaks the fascination.  All 5E age categories are doubled in length; Ancient becomes Old with an upper limit of 1600 years, Venerable starts at 1601 and adds the permanent effect of an Enlarge spell, and Ancient starts at 4801 adding a second Enlarge effect. Growth slows through the Ancient stage until at 6000 the high one’s heart can no longer support their growth and they begin to slow down and toward death.  Sleep of Ages: Able to enter a deep sleep for up to an entire age category without food or water in near hibernation, waking if disturbed, at the end of the category, or when desired. Ravenous and thirsty, they need to consume three meals every day for 1 day per 1% (rounded up) of the category spent sleeping before their appetite returns to normal. They do not sleep during this time unless injured more severely than a short rest can heal or all of its abilities and spells need restoration.  Expanded Lifespan: The statistics for 5e Ancient dragons apply to Old High Ones on the Minimum Size by Age Category Table (see below). Venerable and Ancient High Ones get Expertise on all Strength, Constitution and Intelligence checks and saves. For each category above Old their size doubles and weight goes up four times granting +20’ range to their breath weapons and increasing all physical attack damage by 1 dice. Minimum Size by age Category Age Drake Dragon Wyrm Bludgeoning, Piercing, Slashing Egg 4’ 4.5’ 5’ Immune non- magical piercing and slashing, Resistant non- magical bludgeoning Hatchling 4’ 4.5’ 5’ Resistant non- magical slashing Young 8’ 9’ 10’ Resistant non- magical bludgeoning and slashing Adult 16’ 18’ 20’ Resistant non- magical Old 30’ 35’ 40’ Resistant non- magical non- adamantine
  • 200.
    198 Age Drake DragonWyrm Bludgeoning, Piercing, Slashing Venerable 60’ 70’ 80’ Immune non- magical, Resistant non- adamantine Ancient 120’ 140’ 160’ Immune non- magical non- adamantine Maximum 240’ 280’ 320’  Starting at 6000 years, High Ones must make Constitution save every 50 days at a DC equal to their HD to avoid becoming permanently Exhausted for 1d6 x 50 years with the last quarter of that time requiring Constitution saves every 50-day metabolic cycle at DC = HD or become stunned for the remainder of the duration. At its end more Constitution saves are required every fifty days to avoid failing Unconscious for 5d10 years and dying at the end. Size Categories beyond Gargantuan With extremely few exceptions, only a dragonneth can reach a size beyond Gargantuan, terasques being largest of all. To enlarge a dragonneth add the following adjustments according to the desired size category change above Gargantuan:  Colossal (60-120’): Space 25 Speed +20 (all); Natural AC+1; average +1hp per HD; Resistance to Tiny attacks  Immense (120- 240’): Space 30 Speed +40 (all); Natural AC+2; average +2hp per HD; Resistance to Small attacks  Titanic (240-480’): Space 35; Speed +60 (all); Natural AC+3; maximum hit points per HD; Resistance to Medium attacks  Awesome (480’+): Space 40; Speed +80 (all); Natural AC+4; Maximum hit points per HD and Tough feat; Resistance to Large attacks High One Lairs LAIR ACTIONS On initiative count 20 (losing initiative ties), the high one takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:  The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.  Part of the ceiling collapses above one creature thatthe dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained andunable to breathe or stand up. A creature can take anaction to make a DC 10 Strength check, ending the buried state on a success.  A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. R EGIONAL EFFECTS The region containing a legendary high one’s lair is warped by magic, which creates one or more of the following effects:  Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.'  Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.  Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.  Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
  • 201.
    199 Dragon A dragon canbreathe a cone of acid, cold, fire, lightning, poison, or thunder, and possesses related immunity, the type manifesting upon hatching and not necessarily related to those of its parents. They are highly protective of their eggs and young and pair bond until the hatchlings pass the hatchling stage. Hatchling Medium dragon, Lawful Neutral Swim 30 Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Feats: Keen Mind, Alert Young Large dragon, Lawful Neutral Swim 40 Mystical Spellcasting Level: 10; DC12, +4 Feats: Keen Mind, Alert Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged.
  • 202.
    200 Adult Huge dragon, LawfulNeutral Swim 40 Mystical Spellcasting Level: 12; DC14, +6 Feats: Keen Mind, Alert Venomous Bite: +1d8 poison damage on failed DC20 Con save Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Old Gargantuan dragon, Lawful Neutral
  • 203.
    201 Swim 40 Detect MetalSong (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Mystical Spellcasting Level: 19; DC16, +8 Feats: Keen Mind, Alert Venomous Bite: +2d8 poison damage on failed DC23 Con save Eldritch Sight as per Warlock Drake Lacking fore legs, drakes can only use their claw attack in the air. Drakes can breathe a cone of cold, fire, lightning, or poison, the type and related immunity manifested upon hatching. They lay their eggs one at a time in random locations and leave them to fate, coming together just long enough to mate. Hatchling Medium dragon, Chaotic Neutral Speed 25, Fly 70, Swim 30 Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Feats: Keen Mind, Alert Young Large dragon, Chaotic Neutral Speed 35, Fly 90, Swim 40 Mystical Spellcasting Level: 8; DC12, +4 Feats: Keen Mind, Alert Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Adult Huge dragon, Chaotic Neutral
  • 204.
    202 Speed 35, Fly90, Swim 40 Mystical Spellcasting Level: 10; DC15, +7 Feats: Keen Mind, Alert Venomous Bite: +1d6 poison damage on failed DC18 Con save Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Old Gargantuan dragon, Chaotic Neutral Speed 35, Fly 90, Swim 40
  • 205.
    203 Detect Metal Song(as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Mystical Spellcasting Level: 19; DC16, +8 Feats: Keen Mind, Alert Venomous Bite: +2d6 poison damage on failed DC22 Con save Eldritch Sight as per Warlock Wyrm Upon hatching, Wyrms manifest a breath cone of acid, fire, poison or thunder, along with the related immunity. Lacking wings, their Wing attack is accomplished by raising their scales into sharp ridges and whipping its length in a circle to brush all in 10’ for Slashing damage plus chance of being knocked prone. . They lay their eggs alone or in small groups, typically buried in hidden difficult to reach places and then watch over them from a distance until they hatch, remaining a pair until this occurs. Hatchling Medium Dragon, Neutral Speed 35, Swim 30, Burrow 25 Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Brush Attack: as bonus action can brush scales across target +6 hit, reach 5 feet, one target, Hit: 7 (1d6+4) slashing Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Feats: Keen Mind, Alert Mystical Spellcasting Level: 2; DC10, +2 Young Large Dragon, Neutral Speed 45, Swim 40, Burrow 30 Brush Attack: as bonus action can brush scales across target +6 hit, reach 5 feet, one target, Hit: 13 (2d6+6) slashing Mystical Spellcasting Level: 11; DC13, +5 Feats: Keen Mind, Alert Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged.
  • 206.
    204 Adult Huge Drago, Neutral Speed45, Swim 40, Burrow 30 Brush Attack: as bonus action can brush scales across target, +14 to hit, reach 5 feet, one target, Hit: 15 (2d6+8) slashing Mystical Spellcasting Level: 13; DC16, +8 Feats: Keen Mind, Alert Venomous Bite: +1d10 poison damage on failed DC21 Con save Eldritch Sight as per Warlock Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Old Gargantuan Dragon, Neutral
  • 207.
    205 Speed 45, Swim40, Burrow 30 Brush Attack: as bonus action can brush scales across target, +14 to hit, reach 5 feet, one target, Hit: 15 (2d6+10) slashing Detect Metal Song (as Detect Magic but can sense the presence and type and rough value/quantity of metal within 90’) at 1 st level usable at will. Blood of the Dragon: Advantage on saves against poison and magic, Resistance to Poison damage and Immunity to sleep, and charm. Expertise. Insight and all Intelligence Checks due to Bloodline Memories, Athletics and Stealth due to scale color and texture changes combined with muscular precision. Invisible while still and camouflaged. Mystical Spellcasting Level: 20; DC18, +10 Feats: Keen Mind, Alert Venomous Bite: +2d10 poison damage on failed DC24 Con save Eldritch Sight as per Warlock Linnorm Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge. Gargantuan dragon N (aquatic) Armor Class 20 Hit Points 330 (15d20 + 105) Speed 20 ft., swim 60 ft. Str 26 (+8), Dex 14 (+2), Con 25 (+7), Int 2 (-4), Wis 11 (+0), Cha 11 (+0) Skills Stealth + (6) Perception + (4) Senses darkvision 120 ft., Passive Perception + (19) Languages none Challenge (12?) Traits Feats Alert Elusive (Su) Linnorms have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a linnorm can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive linnorm gains a advantage to its Stealth check. In addition, except when in combat, a linnorm is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled. Growth: Young linnorms are born in river mouths, dwelling in deep rivers and possessing average hit points, adult linnorms prefer deep lakes and have ¾ maximum total hit points, and mature linnorms swim out to sea, growing to maximum possible hit points. Ancient linnorms also have the Tough feat and get +1d4 points added to all attack damage. Lake linnorms have advantage on all Dexterity checks and saves. Sea linnorms get advantage on Strength too with the ancient ones also getting it on Constitution. Resistance to Acid, Fire, and Poison damage. Actions Melee bite +23 (4d8+22/19–20 plus grab), tail slap +18 (3d6+6 plus grab) Powerful Saliva: +1 dice of Acid and +1 dice of Poison damage added to the linnorm’s bite attack damage dice. Scalding Stream: A linnorm can heat its water stream to scalding adding 3d8 points of fire damage to the bludgeoning damage. This damage is also halved by the successful water stream saving throw. This ability recharges on a 6. Water Stream: Linnorms can spit a stream of water in a 60’ cone that inflicts 7d8 points of bludgeoning damage, pushes all creatures and objects 30’, and knocks them prone. A successful save at DC18 halves the damage and the push amount and avoids the Prone condition. This ability recharges on a 5 or 6. Capsize (Ex) A linnorm can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25. Tales of immense linnorms have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true linnorm rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the linnorm's hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship's morale as it does anything else—the linnorm itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be. Although linnorms are little more than animals, they possess about them an air of mysticism that even old salts and cynics are forced to admit quickens the heart and buoys (or sinks) the spirit. Reports of linnorm sightings are just as likely to encourage travel as they are to cause panic among seafarers, as explorers and adventurers flock to the site in hopes of sighting such a legendary creature. Young linnorms are 60 feet in length and weigh 4,500 pounds, but their upward size limit is unknown. Adult linnorms are Gargantuan, mature ones are Immense, and ancient ones reach Titanic. Certainly, the sea is a vast and mysterious place more than capable of supporting whales and other such leviathans, and tales
  • 208.
    206 of ancient linnormsthat exceed lengths of 300 feet or more are not unheard of. Metal Song Dragonnethi hear the Song of the Metal, pleasant vibrations reaching to the bone experienced like music. Different metals have different qualities sing different tunes with impurities and creating different styles and voices. A dragonneth’s hoard is the choir in a in its temple lair. Fascinated by the experience, they can spend centuries just listening, the larger the choir the hard it is to leave. This is the how metals gained their relative values and became currency on Aldyryc. Most prized of all are mithral, which they call Blood Silver, and starcore which they believe to sing the song of Eden altered by the First Chaos Wave. The song of mithral has a soothing harmonic sweetness that turns into mournful, disturbing dissonance in the sacrilegious possession of Vermin while starcore is cosmic, ancient, and alien. Adamantine starcore comes only from meteorites. Stronger and lighter than steel as well as easily attuned to magic, mithral originated in the blood, bones, and scales, of Tiamat, passed down through the Firsts. Natural deposits come from decaying bodies and egg shells, particularly those of High Ones. The relatively large size and number of deposits, considering dragonnethi cannibalism, is due to the long Blood Wars against the Vermin, the massive number of simultaneous deaths caused by the Second Chaos Wave that ended the Wars, and collapse of all civilizations and races toward extinction during the Age of the Fallen. Nethienkah Dragonnethi were first to establish a viable civilization on Aldyryc. The divine Firsts considered themselves above concepts like good, evil, ambition, and cooperation. Only The Dragon had the desire and discipline to lead, the Drake being too easily distracted and unpredictable, the Wyrm too passive and contemplative. Thus the Dragon gained dominance and, able to crush the will of their descendants with a look, the Firsts established a stratified hierarchy through unquestioning obedience ruthlessly maintained by strict discipline. Unopposed, the Empire of the Blood became global and divided between the Firsts with the Dragon ruling the largest territory, the Drake the smallest. High Ones ruled communities and commanded units commensurate with their level of prestige. Low Ones lived only to worship and serve those above as warriors, hunters, trappers, miners, artisans, or anything else required. All below worked to build the choirs of the Firsts and build prestige in their eyes. Prestige was all that mattered, along with a choir to sing about it of course. Although omnivorous when needed, dragonnethi prefer living or freshly killed meat. The Empire’s main source of food was large Nutritious Vermin, mainly dinosaurs. These were treated as the free-roaming cattle of the High One ruling the area. Despite the efforts of divinely created giants, orcs, fey, and faerie, through two Ages of the Blood Wars, Nethienkah was forced to share not surrender the planet. Only the Fall of every race and civilization cause by Second Chaos Wave managed to end it, but not before the First Wyrm was slain by dragonsbane developed by the faerie. The Drake emerged millions of years later from Raktargoth to wage the Drake War and die from Sirsyr’s blade. The fate of the Dragon First remains unknown. Both varstrills and ysstrakans clung to their warrior’s code and prestige-based honour to help survive the Age of the Fallen while the cunning Kobolds continued to do whatever it took and serve whoever would stand them. This turned out to be the ysstrakans who chose to rely on their military background to use as a blueprint for the society they hoped would become a new Empire of the Blood, with ysstrakans ruling. Varstrills took a more spiritual, mystical path, isolating themselves in monastic communities, abandoning the destruction of the cosmos and domination of the planet to seek the Blood of the Union. Even though Ysstrakans gathered in the great swamps to form the land that bears their name and Varstrills gathered on the nearby Island of Kassykoth, there is little contact or kinship between the two lands. While the Varstrill island homeland is a monastic place forbidden to outsiders, Ysstraka is an attempt to united three races into an Empire, Dragonneth, Lizardfolk, and Yuan-ti. Native to the great swamps, Lizardfolk were created by the 2nd Chaos Wave from ordinary reptiles. In contrast, the Yuan-ti are the second-most ancient race on the planet, created by Kali-Set as the first attempt to displace the Dragonnethi, almost immediately enslaved and co-opted into the dragonneth civilization. Ysstraka is split into three Territories, the largest being the South half dominated by the Ysstrakans, the second being the North of the Yuant-ti which is about two-thirds the size, with the Belt
  • 209.
    207 of Lizardfolk tribessqueezed between the two. The Ysstrakans have managed to unite the three under their full control multiple times but are typically undermined by turmoil between the Lizardfolk tribes, the drive for Yuan-ti independence, and Dragonneth politics. Lizardfolk often survive by raiding the other races or serving as mercenaries. For the most part, knowledge of Ysstraka stays inside Ysstraka. Soulless Tiamat and Bahamut are the apex gods of the dragonneth, with the Firsts viewed as greater powers, High Ones as intermediate powers, Low Ones as kisser powers, and Bestial Ones as demigods. The Low Ones are bipedal, the burrowing varstrills of Wyrm lineage, the aquatic ysstrakans of Dragon lineage, and the lowly venomous kobolds of Drake lineage. Most creatures are created as incorporeal spirits before inhabiting mortal bodies and then passing into the Afterlife where body and spirit unify into a soul. Generated from the spiritless corpse of Tiamat, dragonnethi only get a mortal life, their spirits and bodies created together and combined at conception. Some say they have no spirits. When slain they decay and are gone, as happens with gods, demons, angels, elementals, and the souls of the dead. Some consider them abominations but they consider themselves divine. Many varstrills believe that Bahamut is now a part of the fabric of the cosmos. Becoming closer to it brings one closer to him enabling a union of Tiamat and Bahamut that will grant dragonneth an Afterlife. This is known as the Blood of the Union. As it is, High Ones die when they grow too large for their hearts to support and the other when their hearts grow too large and thick to pump. The dead are eaten by those considered worthy of the honour to pass on the dead one and to prevent Vermin from defiling the corpse The Terasques Four of the five known terasques, indestructible colossal dragonnethi mutated by the Second Chaos Wave, are associated with the Daikaiju Ocean, named “Giant Monster” by human sailors from Zur for its size and inhabitants. Smallest and weakest, the Hydra dwells in the Great Salt Marsh near the Three Seas and the human Republic of Lyrnea. Legend says that the demigod Hercules died just after learning its only weakness. The others aren’t known to have any. Gojira, Rodan, and Ghidorah, dwell on the Isle of Dread, Kaiju, commonly known as Terasque Island. The largest creature known to exist on Aldyryc, whales and ships impaled on its tusks and shell spikes, Goliath dwells in the Daikaiju’s crushing Leviathan Deep at the deepest point of Behemoth Trench, known as the Depths of Despair. Fortunately it and the other terasques are fiercely territorial, having rarely ventured beyond since the Second Chaos Wave. Displacer Beast Small Fey AC14; HP42 (5d10+15); Speed 40’; STR8 (-2); DEX18 (+4); CON16 (+3); INT6 (-2); WIS12 (+1); CHA15 (+2): Senses: darkvision 60’, passive 13; Evasion (1/2 or no damage or DEX saves); Proficient Bonus +2; Proficiency and Expertise in Athletics, Acrobatics, Stealth; Proficient in Perception and DEX saves; Multiattack +6 to hit with two claws (1d4+4 slashing) and a bite (1d4+2 piercing); Resistance to B/P/S non-cold iron or non-magic Also known as Faerie Lynxes, Elven Cats, and Forest Phantoms displacer beasts descend from the offspring of Cat, the totemic Companion, and are the source of the legend of cats having nine lives. Appearing like long-eared Eurasian lynxes with fierce gold eyes and a longer tail, they can be of any colour available to lynxes or domestic cats. They are Small Magical Beasts. Intelligent and shy, they are able to use the following spell-like abilities:  It can restore any two of the abilities indicated below with a single short rest, all with a long rest.  Silent Image (usually as a distraction or lure) at will  Blur (self) restored by short rest  Invisibility (self) restored by short rest  Mirror Image (self) restored by short rest  Displacement (self) restored by short rest  Enlarge/Reduce (self) restored by short rest  Major Image restored by short rest  Constant Trackless Step as per Magician  Druidcraft at will  9 Lives: When it dies the displacer beast gets to keep rolling death saves until it succeeds three times and revives as if having had a long rest, able to act the next round. It can do this eight times before death is final. It cannot be restored by a Raise Dead spell or Resurrection.
  • 210.
    208 Ent Gargantuan Fey Plant As5E Treant except: Neutral; Scent; Blind-sight 180; Tremor-sense 180; Resistant P/S/B unless cold iron and slashing Highly intelligent animate trees resembling bald cypress, dense foliage thick with apparent Spanish moss, two thick branches ending in thin fingers and trunk wrapped by six long, strong vines that act as tentacles, ents are born from the seeds of the Entarys in the Grove of the Mother. Sprouting, entlings grow like normal trees through infancy until, at around six or seven feet tall, they pull up their roots to start toddling about with them. When old they become Elders, the venerable returning to the Grove to raise entlings before taking root, releasing their pollen to the Entarys and becoming inanimate. Unable to use their magic, they remain able to respond to communication. Souls in the process of separating from their bodies, all their mental stats drop by one each day until all reach zero, when the ent begins to decay back into the soil of the Grove. Equalling dragons, ents can live up to six thousand years. Their only form of communication is through chemicals emitted into the air and ground and transmitted by other vegetation. This enables them to communicate over great distances by using the vegetation as a network but is far from instant. They can also speak with other plants and track by scent. They can track by communicating with local vegetation and can receive warnings from regional vegetation. Although incapable of vocalization or reading, they can understand spoken language. Able to feel the intensity of the light of a single star, tiny pressure variations in the air, and the weakest of vibrations, their sensitivity grants them hearing as well as tremor-sense. Ents love good music and are drawn it, often welcoming illuminati into their territories. Accomplished by emitting infrasonic pulses, their blind-sight is replaced by tremor-sense when sleeping. While using infrasound, all animal life in range must save or become shaken due to a combination of mild nausea, fear, and awe. Often interpreted as unnerving supernatural hostility, affected areas are avoided by most normal animals. A side-effect enjoyed by ents, who often use “haunting the eater” to scare off intruders with least effort. An ent is aware of the infrasound of other ents up to ten miles away. Because they can’t do more than turn them on and off, the pulses aren’t used for communication beyond simple coordination by location. An ent’s territory is normally ten miles in diameter. Solitary, ents tend to stay at least ten mils apart unless necessary, rarely leaving their territories until their time comes to return to the Grove. Fighting the destructive, perverse advance of civilization, they act as protectors of the ecosystem in order to benefit its vegetation. Although hostile to civilization and fiercely protective of their territory, ents are patient. They often observe those approaching their homes for a long time before deciding on action, and then usually only if their territory is actually violated. Their forest-wide discussions and periods of motionlessness can last for weeks at a time. However, the sight of intentional fire or wood harvesting enrages them to violence. Ents have innate magical powers. They can Entangle, Plant Growth, Charm Plants, Quench Flame, Animate Plants, Pass without Trace, and Disguise Self to appear as any suitable type of tree. Ent Elder Resistant P/S/B unless cold iron, magical, and slashing Gargantuan Fey Plants, Elders have the additional powers of Hallucinatory Terrain, summoning 1d4+1 ents, Commune with Nature, using Baneful Polymorph to turn a living creature into an ordinary tree, and Wall of Thorns. The Entarys Immunity P/S/B unless cold iron, magical, and slashing A Gargantuan Fey Plant up to 120’ tall and sixty thousand years old, a dead Entarys is replaced by the oldest elder taking root, changing into the new Entarys as the old one crumbles into the soil. Without replacement, the Entarys’s dimensional bubble implodes into a singularity after seven days. The Entarys has the additional powers of being able to access and use the entire Plant Form/Form, use Mass Baneful Polymorph to create ordinary trees, emit a chemical cloud that creates Mass Confusion, project an Anti-animal Shell, and manipulate its projected dimensional bubble to produce effects like Reverse Gravity, Call Lightning Storm, Earthquake, Transmute Mud to Rock, Control Weather, Ice Storm, Solid Fog, Tsunami, etc.
  • 211.
    209 Faerie Hag Inspired byNight Hags, green and sea hags are fey creatures created by Titania in her bitterness at being dumped by Oberon for KI. Born in the cold fetid swamps between the Winterwood and the Tors of Autumn, they have spread to the Summerwood and Meadows of Spring to the plane of Water and Oberon’s Island of Neverland, where they prey on his Lost Ones. Gaunt Also known as the Eyes of Hades, Grey Ones, and Psychic Vampires these are the afterlife form for priests and deacons of Hades. More powerful ones with full class and covenant abilities serve as his personal servants, advisers, ambassadors, and guards in the Hades dimensional Bubble, while the lesser ones serve in lesser positions and in the Temple of Misery where the gateway to Hades is located at the centre the Efreet City of Brass on the Island of Avernus in Tartarus’s Lake of Fire. They appear as gaunt, morose, people drained, body and clothing, of colour to greyscale and lacking eyeballs. The right socket holds a ball of white flame, the left a void of impenetrable darkness. Gloom seems to radiate from them like cold. Medium Fiend, lawful evil Armor Class 20 (natural armor) Hit Points 78 (12d8+24) Speed 30 ft. TR EX ON NT IS HA 7 (+3) 4 (+2) 4 (+2) 8 (+4) 7 (+3) 9 (+4) Saving Throws Int +7, Wis +6, Cha +7 Skills Acrobatics +5, Arcana +10, Perception +9, Stealth +5 Senses truesight 120 ft., passive Perception 19 Damage Resistances piercing and slashing from nonmagical weapons; cold Damage Immunities fire, necrotic, poison Condition Immunities exhaustion, poisoned Languages Dark Speech Challenge 7 (2,900 XP) Ethereal Jaunt. As a bonus action, the eye of fear and flame can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Spell Deflection. If blindness or a similar vision-affecting spell is cast on the eye of fear and flame, it is reflected back at the caster, who must save against their own spell save DC. ACTIONS Eye of Despair. As a bonus action, the gaunt can use the empty blackness of its eye socket as a gaze weapon to Devour Hope, inflicting 4 points of Exhaustion on the target, 2 on successful Will save (As Eye of Flame) unresponsive to rest until a Greater Restoration or Wish enables normal recovery. A victim can only be affected one such attack at a time, gaining no further points from any gaunt during this time. The gaunt gains 1 Discouragement Point from each victim. Eye of Flame (Recharge 5-6). As an action, the eye of fear and flame can cast Energetic Blast (flame only) as a 7th-level spell (DC 15, Charisma-based). Contagious Gloom. As an interaction, the gaunt can use one Discouragement Point to give one target the reverse of Inspiration, granting disadvantage on the current roll or next roll or forcing a n immediate disadvantaged reroll. Most Eyes of Hades start with 5 or 7 DP and can possess a maximum of 13 at any one time. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. Gnoll Created during the Age of Orcs, gnolls tend to be CE kept brutally in line by NE pack-leaders support by LE sorcerous priests in occult pacts with Yeenoghu or another of the Elite. Northern: The hoary gnolls of the black conifers, northern tundra and frozen wastes of the Dark North are Immune to Cold and Vulnerable to Fire, with double the normal range of vision in dim light, but half in sunlight. They often raise winter wolves. Southern: The gnolls that roam the hot planes and deserts near the south pole are Resistant to Fire and Lightning, Vulnerable to Cold with half the normal range of vision in dim light. Their colouration tends toward hyena norms dominated by pale browns. They often raise hyenas or dire hyenas with the same regional properties. Grey Imperfect clones of the S’Skahahn Grey King, greys come in three sizes and roles all unable to digest anything except iron-based blood. They are unable to speak, instead possessing Telepathy up to 120’ and have Darkvision 120’. Their nanomites grant them the ability to spend up to their full healing HD as a bonus action, immunity to Poison and disease, resistance to Acid, Cold, Fire, and Thunder, as well as advantage on Constituion saves and checks but vulnerability to Lightning. All have disadvantage on Strength checks and saves and the following stats: STR 8; DEX 14; CON 18; INT 20; WIS 10; CHR 12; AC14; Speed 30 Drones are small humanoid with Alert feat and 24hp (3d6+12) that get the following abilities: • Sleep recharged by short rest • Disguise Self recharged by short rest • Mage Hand at will
  • 212.
    210 • Invisibility recharged5 or 6 • Dimension Door recharged by short rest Probers are skinny medium drones with Observant feat, Expertise in Medicine and Nature, and 54hp (6d8+24) that lead drones and get the following abilities: • Modify Memory recharged by short rest • Hold Person recharged by 5 or 6 Navigators are large spindly probers with Keen Mind and 90hp (9d10+36) that lead probers and get the following abilities: • Greater Invisibility recharged by short rest • Telekinesis recharged by short rest Herpeton Herpetons are creatures mutated from lizards and snakes by the 2nd Chaos Wave. Most dwell in the region of Ysstraka or the Underworld. Lizard Folk Lizard folk come in three sub-races: Forest, Swamp, and Cave. Forest and Swamp Folk follow standard 5e rules for Lizard Folk, while Cave Folk are 5e Troglodytes. Cave Folk (Troglodyte) The original form of Lizard Folk, mutated by the 2nd Chaos Wave from cave lizards in the Underworld, they split into Forest and Swamp in the process of adapting to the surface life. Yuan-ti The Yuan-ti race is almost unheard of beyond Elves and Ysstrakans. Their homeland of northern Ysstraka and has alternated between subjugation by Ysstraka and independence. They use Lizardfolk as common soldiers. Although not allied with the elves, they have used the enmity between the faerie and ysstrakans to their benefit and to hamper Ysstraka. Most elves believe them a legend. Immortal Entities All planar entities native to the Immortal Sphere have standard resistance to B/P/S as follows:  Celestial Realms: Non-magic; Necrotic, Cold, Fire; Immune to Poison and Radiant  Elemental Realms: Non-magic; Immune to Poison  Faerie Realms: Non- cold iron or non-magic Celestial Hosts The entities of the Celestial Realms are divided into the elite warriors of the Legions and the native Hosts. Athena’s Saints form the Host of Heaven, Xondra’s Archons the Host of Qohlahb, and Satanael’s Hellspawn the Host of Hell.  Saints: immortal souls who carry their classes and skills into the Afterlife to become paragons of Order, Good, and Life. Regardless of age at death, they appear as adults in their prime, radiant with inner beauty and typically dressed in white.  Archons: Immortal souls who carry their classes and skills into the Afterlife and become paragons of Order, Life, and Death. They appear as serene adults in their prime typically dressed in grey and carrying a black staff engraved with white runes.  Hellspawn: Immortal souls whose forms and classes give way to the monstrous natures within to become 5e Devils able to conceal their evil by using their innate at-will polymorph ability to appear as anthropoids of diabolic beauty. The strongest of these are the 8 Dukes and the Archduke Asmodeus, Satanael’s lieutenant. Mariliths are Kali-Set‘s Hellspawn servants. Celestial Legions Celestial for “Angels”, the Malakhim were created as the Celestial Legion to fight in the Telestial War. The events of that war split them into three Legions, the holy Cherubim, the just Ophanim, and the unholy Nephilim. Cherubim and nephalim have abilities directed against their opposite alignment, while Ophanim have ones that affect both. Instead of actual wings, they have innate Fly 60 and Cloaks of Flying that become wings, for a total Fly 120. While the cloaks of ophanim appear as cloaks, cherub cloaks resemble feathered dove wings and nephil ones black bat wings. There are three rank levels in the Legions: 5e Angel type Cherub Ophan Nephil Deva Herald Emissary Consul Planetar Guardian Sentinel Enforcer Solar Archangel Archangel Archangel
  • 213.
    211 Principalities of Heaven Underauthority of the Virgin Queen, Athena, the seven Principalities rule the spheres of Heaven, also referred to as the Seven Heavens. All but the Crown Prince are demigod Archangels with Exemplar class abilities of a level equal to their HD plus the Alert, Athlete, Martial Adept, Tough, and Weapon Master, feats. Athena and the Crown Prince dwell in the 7th Heaven’s Arcadian Palace Heaven Principality Title 1 st Raphael Prince of Temperance 2 nd Gabriel Prince of Industry 4th Uriel Princess of Generosity 4 th Galadriel Princess of Patience 5 th Mikael Prince of Courage 8th Ariel Princess of Honesty 7 th Sirsyr Crown Prince of Compassion Hellborn Charger A Hellborn charger is a 5e Nightmare with Lawful Evil alignment and its Ethereal Stride expanded to Dimensional Stride working the same but enabling a Plane Shift to a plane neighbouring Sphere or a coexistent plane. The first, Felaróf the stallion of Satanael, was originally the stallion Pegasus, offspring of the White Hart and Athena’s steed, until he was captured and his wings torn off by Kali-Set and then he was put to stud making a herd. After accomplishing Loki’s challenge to sire a child with Kali-Set, drunken Thor decided to ride out of Hell in style on Felaróf. Once out, he healed the open, smoldering amputation wounds with a blast of divine energy mixed with lighting and from his hammer. Crackling arcs of electricity replaced the steed’s flames turning his eye vibrant blue and sparking continually from gunmetal hooves. Given the place of ranking stallion in Thor’s Destrier herd, Felaróf sired the first Unicorn, dusky Shadowfax with a coat opposite his ivory descendants. In addition to 5e Unicorn abilities and the Dimensional Stride of his sire, Shadowfax can arc lightning from his horn like a Blue Dragonborn Born and Dream Walk. Said to be the fastest equine at Speed 100’, Shadowfax escaped Thor at the first opportunity and has never been ridden. Hellfire Knight A hellfire knight is a Pit Fiend following 5e Monster Manual rules for Devil. They serve as the knights and champions of the Dukes, the greater ones as generals. They breed and ride Hellborn Chargers. Krahl Created by Xoll’X as an arachnid species native to the moon, Isis, intended to rise there and then supplant dragonnethi on Aldyryc, the Krahl have Immunity to Acid, their blood being highly acidic. Any bludgeoning, slashing, or piercing damage results in damage to the weapon equal to the full potential of the weapon’s dice and bonuses (roll again for the acid) and splash damage to the attacker equal to the weapon’s damage dice, including any critical. This occurs upon contact and every round thereafter until a DC20 Constitution save is made successfully. An attack that destroys an extremity inflicts full potential to the attacker as well as weapon and the weapon’s dice as splash damage to all within a 10’ radius. Because of their exposure to the surface energies of Isis, all krahl are Immune to Acid and Resistant to Cold, Fire, Lightning, Necrotic, Radiant, and Thunder damage, while being Vulnerable to Psychic damage due to weak relatively mental defenses. Aranea (Knight) Large monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2)16 (+3)12 (+1)16 (+3)12 (+1)6 (–2) Saving Throws Int +5 Skills Stealth +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages Krahl, Dark Speech Challenge 5 Special Traits  Class Abilities: Knights possess the class abilities of a rogue of the Assassin archetype of a level up to 8th . Shapechange: An aranea can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The aranea retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast
  • 214.
    212 spells if theadopted form can provide the spell’s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged aranea reverts to its natural form when slain.  Spellcasting: All aranea are 4th-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells. o Cantrips (at will): dancing lights, poison cloud, shocking grasp o 1st level (4 slots): charm person, sleep o 2nd level (2 slots): invisibility, mirror image  Spider Climb: Aranea can climb any surface without making ability checks.  Tremor Sense: While in contact with a surface, the knight senses all vibrations transmitted though the surface up to a range of 60’.  Web Sense: While in contact with a web, the knight knows the exact location of any other creature in contact with the same web. Actions  Bite: Melee Weapon Attack: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8 + 3) piercing damage, and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below). o Paralytic Poison: The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea’s poison. On a result of 11– 15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized.  Webs (recharge 5, 6): Ranged Weapon Attack: +5 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Str (Athletics) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10. Description As the monstrosity approaches across its web, you notice that unlike other giant spiders, this one has a pair of diminutive arms and hands, and an oddly brain-shaped hump on its back. An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a typical giant spider, with a humpbacked body a little bigger than a human torso and venomous fangs. Although considered a Large creature, an aranea’s mass is no more than a typical human’s; its size comes from its long legs. An aranea can be distinguished from other giant spiders by the hump on its back that houses its brain and by the fact that, in addition to eight legs, it has a fifth pair of limbs, each about 2 feet long, located ahead of the first pair of legs. These limbs end in hands, each equipped with three clawed fingers and a double-jointed thumb. When aranea are encountered in groups, some might be young: identical in all respects to adult areanea but without the spellcasting trait. Aranea often use their shapechanging ability to lure unsuspecting victims into ambushes. Less often, they assume humanoid form to infiltrate human societies, where they conduct research and gather information for their inscrutable purposes. Drider (Queen) Large monstrosity, neutral evil Armor Class 19 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3)16 (+3)18 (+4) 20 (+5)14 (+2)12 (+1) Skills Perception +5, Stealth +9 Senses darkvision 120 ft., passive Perception 15
  • 215.
    213 Languages Krahl, DarkSpeech Challenge 8 Special Traits  Class abilities: Queens possess the covenants, spells, and class abilities of a Xoll’X priest of a level up to 13.  Innate Spellcasting: The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: o At will: dancing lights o 1/day each: darkness, faerie fire  Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.  Web Walker: The drider ignores movement restrictions caused by webbing.  Tremor Sense: While in contact with a surface, the queen senses all vibrations transmitted though the surface up to a range of 60’.  Web Sense: While in contact with a web, the queen knows the exact location of any other creature in contact with the same web. Actions  Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.  Sting: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 3 (1d6) piercing damage plus injects a egg-filled gel that gives the Paralyzed condition on a failed DC16 for 1d8+3 rounds. The eggs hatch on the hosts first turn on the following round duplicating the properties of a Spider Swarm that inflicts damage for 1d8+2 rounds before emerging through skin and orifices in bubbling flows of blood. Once damage starts, the victim gained the Poisoned condition until long rest stops the internal bleeding and eases the pain. A Curse Disease kills the swarm inside the host if it fails a Constitution save against the Spell DC. If the host takes electrical damage, the swarm takes an equal amount of damage. Unless on fire or otherwise coming apart, the swarm emerges on schedule even if the host is dead by that point. The swarm has acidic blood like all krahl.  Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.  Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.  Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. Krahl queens have scorpion tails and bodies that are half anthropoid and half arachnid. They form sisterhoods of 8 with one member dominant and members infiltrating and betraying sisterhoods frequently. Their society is a chess game between sisterhoods with many complex layers of intrigue and deception aided by the mercenary Brotherhood of aranea assassins and their contingents of Ettercap irregulars. Males are strictly inferior good only for reproduction, murder, and food if they don’t escape after mating. The sexless ettercaps are untouchable workers, hunters, and battle fodder to the others. Eggs produce female, males, and the sexless at a rough ratio of 1:2:8 respectively. Ettercap (Pawn) Medium monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2)15 (+2)13 (+1)7 (-2)12 (+1)8 (-1) Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Krahl Challenge 3 Special Traits  Spider Climb: The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.  Tremor Sense: While in contact with a surface, the ettercap senses all vibrations transmitted thugh the surface up to a range of 60’.  Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.  Web Walker: The ettercap ignores movement restrictions caused by webbing. Actions
  • 216.
    214  Multiattack: Theettercap makes two attacks: one with its bite and one with its claws.  Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success.  Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.  Web (Recharge 5-6): Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws. Kraken Created by Cthulhu to rule the oceans and protect R’lyeh on the Island of Atlantis, a few of these great creatures dwell in the depths of the Daikaiju Ocean and the Devil’s Triangle. Similar to a sahuagin, a kraken can telepathically control any octopus, giant octopus, squid, or giant squid within a 360’ radius and is usually accompanied by such as guards and convenient snacks. Each considers it the epitome of its kind and eventual master of the seas and uses its minions to dominate the area around its lair in as large a radius as possible. Because they don’t employ intelligent minions this ability is fortunately limited and kraken more often end up fighting each other than lesser beings. The only things that give a kraken pause are high dragonnethi and terasques, particularly Goliath whose trench they avoid. Although they will eagerly devour most things, they have a taste for Sirens of the Deep and a habit of gobbling up their slaves that makes the two species ancient and intense enemies. Krakens are known to break their way into Siren lairs, thus their deep labyrinthine design. Maldarvian Intelligence Mutants created through magic, they are under a permanent genetic Geas to serve and obey Maldarvia and the Black Order at all costs and without hesitation. They treat all directives from members of the Black Order as if under Dominate Monster, and get disadvantage against saves made against Black Magician attacks and spells. They obey the rank structure of the Order. Infiltrator Doppelgangers mutated and trained to be spies and assassins. Medium monstrosity (shapechanger), Lawful evil Hit Points 63 (10d8+ 20) Speed 30 ft. ft. str 11 (0) dex 18 (+4) con 14 (+2) int 11 (0) wis 12 (+1) cha 14 (+2) Saving Throws Dex +8, Int +4 Skills Stealth +12, Deception +10, Insight +9, Persuasion +10, Perception +5, Investigation +4, Sleight of Hand +8 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 18 Investigation 17 Languages Common, Dark Speech, + identity’s native language Challenge 3(700 XP) Identity Thief: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Touch stuns victim for 1d4 rounds and inflicts equal Exhaustion points on failed save (Charisma?) causing the creature and victim to exchange physical appearances but not Ability scores or racial abilities etc. Charisma DC20, exchanges all physical identifiers, natural senses, and movement types, plus the Alignment aura of any Anthropoid. Aura is a Reaction to attempts to detect alignment that charges with hort rest, Victim requires a Polymorph spell to return true appearance but Alignment aura reasserts after a long rest on successful Charisma save. Until then victim detects as LE. There is no other trace of magic left by the exchange. The infiltrator also gains the victim’s native language while in that identity. Actions
  • 217.
    215 Multiattack.The doppelganger makestwo melee attacks. Slam.Melee Weapon Attack: +8 to hit; reach 5 ft.; one target. Hit: 7 (1d6 + 4) bludgeoning damage. Read Thoughts.The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Play Possum: Can use Feign Death as a bonus action or a reaction to damage or torture for up to 24 hours. Cunning Action. On each of her turns, can use a bonus action to take the Dash, Disengage, or Hide action.Sneak Attack Sneak Attack (1/Turn). deals extra (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of that isn’t incapacitated and doesn’t have disadvantage on the attack roll. Evasion: Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. Uncanny Dodge when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Assassinate: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Infiltration Expertise: can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Expertise: Stealth, Deception, Insight, Persuasion Feats: Actor, Keen Mind, Observer, Skilled Proficiencies: Stealth, Deception, Insight, Persuasion, Perception, Investigation, Sleight of Hand, Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves’ tools, Poisoner’s Kit Interlocutor Medium Aberration, lawful evil Armor Class 15 (breastplate) Hit Points 71 (13d8+13) Speed 30’ STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) Saves Int +7, Wis +6, Cha +6 Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 Senses darkvision 120’, passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120’ Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting: Detect Thoughts (at will). Action to cast, self, concentration up to 1 minute. The mind flayer can focus on any target creature within 30’ of it (Int >3, and knows a language) and read its surface thoughts. As an action, the mind flayer can shift focus to another creature or probe deeper into the target’s mind. If the target fails a DC 15 Wis save, the mind flayer gains insight into the target’s reasoning, emotional state, and something that looms large in the target’s mind. On its own turn, the current target can make a contested Int check against the mind flayer to end the effect. Innate Spellcasting: Levitate (at will). Action to cast, self only, concentration up to 10 minutes. The mind flayer rises 20’ and can change its altitude 20’ as movement. It can move horizontally by grabbing a nearby fixed object, essentially climbing. Innate Spellcasting: Dominate Monster (1/day ). Action to cast, 60’, concentration up to 1 hour. A target creature must succeed on a DC 15 Wis save or be charmed by the mind flayer for the spell’s duration. While charmed and on the same plane as the mind flayer, the target can be telepathically ordered by the mind flayer to issue simple commands. If the mind flayer uses an action to do so, the creature may be given detail commands, including using the mind flayer’s reaction as its own. Each time it takes damage, the target may attempt a new save to end the spell. Innate Spellcasting: Plane Shift (1/day ). Action to cast, self only, instantaneous. The mid flayer transports to another plane, taking itself to a general location of the its choosing. Tentacles. Melee Weapon Attack: +7 to hit, reach 5’, one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Int save or be stunned until the grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5’, one incapacitated humanoid currently grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If the target is reduced to 0 hit points, the target dies.
  • 218.
    216 Mind Blast (Recharge56). Each ceature in a 60’cone emanating from the mind flayer must succeed on a DC 15 Int save or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature may repeat the save at the end of each of its turns to end the effect. Mind-flayer mutated to be obedient, less magically powerful, focused on detecting thoughts through tentacles. Maybe using their Mind Blast DC, and maybe causing Exhaustion levels with tentacles Play Possum: Can use Feign Death as a bonus action or a reaction to damage or torture for up to 12 hours. Mind Blast induces Stunned condition through tentacle contact only, Detect Thoughts thought contact only, Disadvantage if they burrow in, each inserted tentacle inflicts 1 point of Exhaustion. Astral Projection but any Planar abilities are limited to Etherealness and a form of Word of Recall that takes them back to Maldarvia.  Interrogators are able to Alter Self at will to appear as any Medium Anthropoid. They have Expertise in Investigation  Word of Recall to Maldarvia or to last location used  Armor of Shadows  Thought Shield  Create Thrall Investigator Mutated Human (Gael) Medium humanoid (skulk), lawful evil Hit Points 39 (6d8 + 12) Speed 30ft. STR 11 (+0) DEX 18 (+4) CON 15 (+2) INT 10 WIS 14 (+2) CHA 7 (-2) Saving Throws Dex +7, Int +3 Skills: Stealth +10, Perception +8, Investigation +6, Insight +5, Survival +8 Senses darkvision 60ft, passive Perception 21 Investigation 19 Languages: Common, Dark Speech Challenge 2 (450 XP) Camoflagued Step. cannot be tracked through forest or subterranean settings. Chameleon Skin. If is not wearing armor or clothing that covers more than one-quarter of her body, gets Advantage on Stealth checks to made to hide. Play Possum: Can use Feign Death as a bonus action or a reaction to damage or torture for up to 6 hours. Cunning Action. On each of her turns, can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). deals an extra 7 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and she doesn’t have disadvantage on the attack roll. Uncanny Dodge when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ACTIONS Multiattack. makes two melee attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage. Dagger. Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. Feats: Keen Mind, Observant, Skulker Expertise: Investigation, Stealth, Perception, Survival Proficiencies: Stealth, Perception, Investigation, Insight, Survival, Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves’ tools Mutant The major sources of mutation are:  Chaos Wave. The First Chaos Wave reformed the cosmos. The Second Chaos Wave reformed the world, mutating many species and races. Flumphs evolved from fungi in the Underworld. Ikari eggs began to randomly produce kenku. Malformed tritons evolved into sahuagin. Mutated octopi evolved into octopods whiles sting rays awakened and began developing themselves into sirens of the deep. A number of mammal species stood up and became anthropoid Skinchangers. Giants gave birth to firbolgs, ettins, and cyclopes.  Kinslayer Curse. Not long into the Age of the Fallen, sick and tired of the racial and civil carnage of the Faerie Wars sparked by Axvin and Hexxis, the Faerie gods called upon the Council of Powers to bring judgement down upon their creations in the form of the Sundering, cutting all faerie off from returning to the Faerie Realms upon the end of the lives by trapping them in reincarnation and severing the priesthood covenants with the Faerie gods. To bring the Wars to an end, Orcus and Azathoth were unleashed to create the Kinslayer Curse in the name of all faerie being a single family to encourage the restoration of the ancient Alliance. Toward this end all elves
  • 219.
    217 slain by afaerie rose transformed into trolls, all dwarves slain by faerie rose as tunnel curs, all minosi so slain rise as salamanders, all tritons rose as undead lacedons (aquatic ghouls), and all ikari males became gargoyles while females transformed into harpies, the two still compatible mates. Because kenku and sahuagin were still mutation through their evolution into races they weren’t affected by the Kinslayer Curse as far as mutation, although they were still Sundered. Thorin, Shaykspeyr and Mielikki ended the Kinslayer Curse with the Atonement of creating the first Faewood from the seed of the Entarys. Since then faerie can eventually evolve back into the Faerie Realms and are at peace with their creators.  Ley Radiation. Particularly intense in the Aberrant Domain of the Underworld and in the heart of Necros, when the ruins of an ancient Oni city remain intact and untouched, abandoned since the radiation turned Oni newborns into ogres. Human mutations have produced mongreloids, some of whom produce grimlocks with the more superior specimens known as grim creepers, and their leaders called grim stalkers. Mutated grimlocks become morlocks, and the most degraded morlocks become meenlocks able to transform others into their kind.  Maldarvian Magical Genetic Experimentation. Using an experimental variant of Clone, Maldarvia magicians create owlbears and rhokargan. Numerous mongreloids and their lines were also produced in the process. Grimlock As 5e Monster Manual Grim Creeper NE Small Humanoid Grim Stalker Dark Stalker XP 450 (CR 2) NE Medium Humanoid
  • 220.
    218 Initiative +4 DEFENSE AC 15(hide armor) hp: 48 (6d8 + 12) OFFENSE Speed: 30 ft. Multiattack: A dark stalker attacks twice with shortswords. Melee Attack—Shortsword: +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 4 piercing damage and the target must make a successful DC 12 Con saving throw or be poisoned (see below). STATISTICS Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 9 (–1), Wis 11 (+0), Cha 13 (+1) Languages: Deep Speech, Undercommon Skills: Sleight of Hand +5, Stealth +7 TRAITS Death Throes: When a dark stalker is slain, its body combusts in a flash of flame. All creatures within 20 feet of the slain stalker take 3d6 fire damage, or half damage with a successful DC 12 Dex save. The stalker’s combustible gear is burned to ash, but other items (shortswords, poison vials, coins, gems) survive the burst of fire. Poison: Dark stalkers are skilled in the use of poison. They favor a foul-smelling, dark paste called black smear that they distill from fungi that grows only in deep caverns. Creatures poisoned by black smear take 1d4 poison damage immediately and suffer the usual effect of the poisoned condition. In addition, they must repeat the DC 12 Con saving throw at the end of each of their turns. On a successful save, they are no longer poisoned; on a failed save, they take 1d4 poison damage and the poisoned condition continues. Each dark stalker carries six doses of this poison, and they train from childhood to reapply it to their shortswords as a bonus action after a successful hit. See in Darkness: Light conditions are reversed in effect for dark stalkers. They treat complete darkness as bright light and bright light as complete darkness. A dark stalker sees perfectly in darkness of any kind, including magical darkness. Sneak Attack: A dark stalker’s shortsword attack does an extra 2d6 piercing damage if the dark stalker has advantage on the attack or if another dark stalker or dark creeper is within 5 feet of the target. Spell-Like Abilities: Dark stalkers can use the following spell- like abilities, using Charisma as their casting ability (DC 11). Dark stalkers don’t need material components to use these abilities. At will: darkness, detect magic, fog cloud ECOLOGY Environment: Any Underground Organization: Solitary, pair, gang (3–6), or clan (20–80 plus 1 dark stalker per 20 dark creepers) Dark creepers lurk in lightless places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Dark creepers flee from bright light but are quite brave in the dark. They stand just under 4 feet tall and weigh about 80 pounds. Their flesh is pale and moist, and their large eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged. It is known that Subterranean cities of dark creepers exist. Most creatures that have seen these cities venture no closer than necessary, for the route to the city will be lined with traps, snares, and other deadly devices to bedevil trespassers. Each city is a large circular pit with a spiraling staircase leading down through the multi-layered city. A dark creeper city is constantly shrouded in impenetrable darkness. The actual habitat and details of dark creeper society remain a mystery, as few who venture into a dark creeper city return to testify about what they’ve seen (if, indeed, they saw anything in the stygian darkness). The strange and mysterious dark stalkers are the undisputed leaders of dark creeper society. Deep Underground, these creatures dwell in remote villages (some rumors suggest entire cities) built of stone and fungus in caverns where they are served and worshiped by the coarser, smaller dark creepers. Dark stalkers come to the surface rarely. When they do, they are on a mission, and accompanied by a small army of dark creepers. Dark stalkers are tall, frail Humanoids with incredibly pale skin. They wear multiple layers of dark cloth and blackened hide armor, but unlike their lesser kin, a dark stalker’s garb is always clean and spotless. Each dark stalker carries a pair of short swords—they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds. In a fight, dark stalkers are not above sacrificing lesser creatures, including dark
  • 221.
    219 creepers, to winthe day or to cover their retreat if things go poorly. They never fight to the death if they can escape by sacrificing others. Dark stalkers hate light and prefer to fight under the cover of darkness. For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the danger a tribe led by the sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. All of the heavy work and labor falls on the shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in servitude to a dark stalker is a life fulfilled. The origins of the dark stalkers and dark creepers are shrouded in mystery, made even deeper by the fact that these folk do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity; their eerie powers and spell-like abilities grew over generation upon generation of devotion to profane and sinister magic. Alas, the truth of the race’s history may never be known. Meenlock Small fey, neutral evil Challenge 2 (450 XP) Armor Class: 15 (natural armor) Hit Points: 31 (7d6+7) Speed: 30 ft. STR 7 (-2) DEX 15 (+2) CON 12 (+1) INT 11 (0) WIS 10 (0) CHA 8 (-1) Passive Perception: 14 Skills: Perception +4, Stealth +6, Survival +2 Condition Immunities: frightened Senses: darkvision 120 ft. Languages: telepathy 120 ft. Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Teleport (Recharge 5-6). As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mongreloid Ivory tusks, insect chitin, matted fur, scaly flesh, and more combine to form a hideous humanoid shape. CR 1 XP 400LN Medium monstrous humanoid it +1; Senses darkvision 60 ft., low-light vision; Perception +6 Defense AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 15 (2d10+4) Fort +2, Ref +4, Will +4 Offense Speed 30 ft. Melee club +4 (1d6+3) or slam +4 (1d4+3) Statistics Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 7 Base Atk +2; CMB +4; CMD 15 Feats Skill Focus (Stealth) Skills Climb +6, Perception +6, Sleight of Hand +7, Stealth +13, Survival +5; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Common, Undercommon SQ sound mimicry (voices) Ecology Environment any ruins or underground Organization solitary, pair, gang (3–6), band (7–12), or tribe (21–30 plus 30% noncombatants, 2–4 rogues of 1st–3rd level, 1–2 oracles or witches of 2nd–4th level, 1 fighter or ranger chieftain of 3rd–6th level, 4–6 dire bats, and 3–20 dire rats) Treasure standard (club, other treasure) Despite their monstrous appearances, mongrelmen are generally hardworking and peaceful creatures. A mongrelman can produce offspring with any humanoid, mixing bloodlines in strange ways to create hardier crossbreeds. No two mongrelmen look the same. One
  • 222.
    220 may have aface that is half hobgoblin, half lizardfolk, with one human-like foot and one cloven hoof, while his sister may have elven ears, a dwarven beard, orc tusks, and clawed hands. Each mongrelman usually has characteristics from at least a half-dozen different races. This strange mixture enforces mongrelmen's place in the edges of the world, for they are shunned by all who fear their twisted appearance. Mistaken as enemies by all, mongrelmen prefer to be left alone. Most mongrelmen live below the surface of the world in hidden caves far from civilization. These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Other foul and intelligent races who claim dominion in the underworld take mongrelmen as slaves (particularly morlocks), finding this deformed race's docile nature and hardworking attitude makes them extremely useful as tools of labor. In this role, mongrelmen still fall back on their pride of survival, slow to rebel and patiently waiting for the overthrow of their masters. Mongrelmen dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. Urban mongrelmen may rely on begging and pickpocketing to get by, but most form rural communities near trading routes. Despite their varied physical forms, most mongrelmen average 5–6 feet tall and weigh between 150 and 250 pounds on average. A tragically short lifespan limits the creatures' population growth—mongrelmen rarely live past 35 years. Morlock Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid. CR 2 XP 600 CE Medium monstrous humanoid Init +8; Senses darkvision 120 ft., scent; Perception +2 Defense AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) hp 22 (3d10+6) Fort +3, Ref +9, Will +5 Immune disease, poison Weaknesses light blindness Offense Speed 40 ft., climb 30 ft. Melee club +5 (1d6+2), bite +0 (1d4+1) Special Attacks leap attack, sneak attack +1d6, swarming Statistics Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6 Base Atk +3; CMB +5; CMD 19 Feats Improved Initiative, Lightning Reflexes Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb Languages Undercommon SQ expert climber Ecology Environment any underground Organization solitary, pair, band (3–6), or tribe (7–18) Treasure standard Special Abilities Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus. Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square. Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.
  • 223.
    221 Morlocks move abouton two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions. Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood's life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence. Shambling Mound Shambling mounds were originally ents from Stygia transformed and twisted by Maldarvian experimentation in the attempts to produce a super soldier. Ents despise them, the ents of Stygia also despising all magicians because of them. Troll Large Monstrosity Created by the Kinslayer Curse during the Age of the Fallen from the corpses of elves slain by elves, Trolls use the 5E Monster Manual rules for Troll with the following additions and alterations:  Longevity 8; Reproduce asexually upon entering a new age category by dividing in half vertically and each half regenerating a new half. The new troll produced is always adult.  Cellular colonies rather than individual organisms, trolls have Immunity to bleeding and execution. Limbs reform immediately  Immune to Paralysis, Poison, Cold Fear and other mind-effecting magic such as charms and detect thoughts.  Trolls have Expertise and Proficiency in Stealth, Survival, and Perception and the Athlete feat. They get advantage when tracking prey.  Rubbery scaly skin is Resistant to bludgeoning that is non-magical and thick fur grants resistance to non-magical piercing.  Vulnerable to Fire. Trolls turn to stone in direct sunlight  Troll fur adapts its colour to blend in with its environment after 24 hours of exposure. They are invisible while still in a natural environment due to camouflage.  Speed 50, Tunnel Cur Small Monstrosity AC21 HD4d10+16 (40hp), Speed 60, Burrow 60 (rock is rough terrain), Small Size, Resistance to non-magic B/P/S, Direct Sunlight melts like wax, STR16, DEX20, CON18, INT2, WIS10, CHR10, Bite 1d4+1, 2 Claws 1d4+3; Immune Paralysis, Poison, Cold, Fire, Execution, mind effects Created at the same time as Trolls from the corpses of dwarves slain by dwarves, tunnel curs are extremely dense, fast, vicious 2’ diameter humanoids seemingly all head, hair, teeth, and claws. Blind, they use sensitive hearing and the ability to detect any vibration or movement within 120’ to track prey. Although they don’t age, eat, sleep, or drink, they do reproduce. That’s
  • 224.
    222 all they existto do. Dwarves call them the Cancer of the Underworld. Their venomous bite inflicts 1d4 Venom Points on a failed save, continuing to do so each round until the save is made or the amount of accumulated venom points equals or surpasses the victim’s Constitution score. If the victim is Faerie, Fey, Giant, Halfling, Human, Orc, Pündi, or Tiefling, they transform into a tunnel cur within 1d4 rounds. If they are anything else, they die. Tunnel cur claws also have venom that causes the effect of a cumulative Slow spell on each hit if the save is failed. Each additional Slow effect drops speed again and grants Disadvantage to all rolls involving Dexterity, including attacks. When speed drops below 5 the victim is immobile. The effects of both venoms a removed by a long rest, if not transformed into a cur. Curs are named for the dog-like whining sounds they make to identify each other as curs. Phase Spider Aldyryc has two types of 5e Phase Spider, Phantom and Ghost, the former native to the Dreamworld and later the Ethereal Plane. Phantom spiders hunt the Dreamworld, the Material Plane, and the Dream time. Ghost spiders hunt the Ethereal Plane, the Material Plane, and the Dreamworld. Their lair is a web cocoon open at one end in the centre of a web with a 60’ radius sensitive to prey in the adjoining hunting planes. They are able to Plane Shift between the planes that they hunt. They may shoot webbing up to 30’as a +4 ranged attack that recharges with a roll of 5 or 6 on d6. The webbing restrains the target and requiring a DC11 Wisdom save to prevent becoming Paralyzed. Each round of being Restrained requires a DC11 Constituion save to prevent gaining 1 point of Exhaustion with a total of 6 points resulting in being Unconscious for 1 hour before rising to 5 points. During this time, victims are usually dragged into the lair. Siren of the Deep Rakshasa Aym, Kayn, and Abyl The rakshasa given in 5e is a Young Rakshasa born after the 1st Chaos Wave, unable to conceal their backward hands by shapeshifting. Elder Rakshasa were cloned from Kayn before the 1st Chaos Wave and Kayn is the first rakshasa, cursed with backward hands that the demigod can’t hide. There are 18 remaining elders in the Jade Court of Janniqoh, including Kayn, all of which are asexual. The first sexual rakshasa were mutated by the Chaos Wave. Noble A Noble rakshasa is a LE 5e Rakshasa with the class abilities of a 7th level Magician as well as the Actor, Alert, Athlete, and Tough, feats. They have Immunity to Acid, Cold, Fire, Lightening, Thunder, Bludgeoning and Slashing, Resistance to Necrotic and non-magical Piercing, and Vulnerability to Piercing that has been Blessed. Kayn Kayn the White Tiger was cloned from the Anth, Adym the Lion, before the second of the Antha, Abyl the Lionhearted. While rescuing Rawna from the Abyss, Kayn plunged the Ghost Blade into Adym’s back, committing the first sin, murder and becoming the first Rakshasa, Celestial for “False One,” as Abyl was declare to be Rakshiri, “True One,’ from whom the two races were cloned in order to form armies for Ragnarok. In addition to being and Elder, A NE Paragon of the Evil
  • 225.
    223 Form and theDeceit Aspect of Trickery, Kayn has the class abilities of an 18th level Priest of Cthulhu who Neglects Druidic Lore, a second Tough feat along with Mage Slayer, Spell Sniper, and War Caster, no Vulnerability, Immunity to Necrotic, and at-will Vampiric Touch. He rides a Hellborn Charger named Nightmare. Rakshiri A rakshiri is equal to a LG Rakshasa Elder but with Resistance to Radiant not Necrotic, no Vulnerability, unable to shapeshift from its lion appearance, and able to Fly 60, plus possessing 13th level Magician and 7th level Exemplar class abilities. There are 12 surviving rakshiri in the Zyon Quorum, including Abyl. Abyl The demigod First Prophet of Ptah, Abyl is a LN Paragon of the Form of Knowledge and the Ancestor Aspect of Repose with the class abilities of an 18th level Priest with no Neglected Craft, Immunity to Radiant, and Resistance to Piercing that is not magical cold iron, along with a second Tough feat plus Mage Slayer, Spell Sniper, and War Caster. Sasquatch The Sasquatch are massive hairy anthropoids that dwell in the remote valleys, grottos and the like, where Pearly Gates are located, serving as guardians. Omnivorous scavengers they live in small family groups and avoid other anthropoids. Yetis descend from rakshasa, sasquatch from rakshiri. A young sasquatch has the statistics of a Neutral Yeti, an elder is equal to a Neutral Abominable Yeti. However, instead of being Immune to Cold with a Fear of fire, and snow camouflage, sasquatch get advantage on all Stealth checks to hide or move silently in natural terrain, the ability to Tree Stride once per short rest and Transport via Plants once per long rest, and can use Druidcraft at will. Elder sasquatch get a howl with the same range as the abominable yeti’s breath weapon that grants the Frightened condition for 1 minute on a failed save as per Chilling Gaze. Shade Also appearing as three-dimensional anthropoid patches of dim air, shades differ from shadows in their passion of vague but recognizably individual features and whispering voices. The spirits of the dead dwell on the Ethereal Plane as shades while waiting to cross over into the Afterlife, or caught in Limbo. A shade possess all the character’s memories, HD, maximum hit points, abilities, skills, racial characteristics, and alignment they did in life, but are treated as having 5 points of Exhaustion which only crossing over can cure. Like all ethereal creatures, their base Speed is considered a Fly speed unless they already possess a better Fly speed as their movements are directed by thought. Unable to enter or interact with the Material Plane they possess what attacks they did in life on the Ethereal Plane minus equipment. Considered Celestials instead of Undead, shades are Immune to Suffocation, Starvation, Exhaustion, Poison, Sleep, Paralysis, and Cold. They have Resistance against non-magical bludgeoning, piercing, slashing attacks. Except for everything being considered dim illumination, they have normal vision for their race. Siren of the Deep Medium monstrosity, chaotic evil Armor Class 12 Hit Points 22 (4d8+4) Speed swim 60 ft. 14 (+2) 14 (+2) 12 (+1) 13 (+1) 18 (+4) 6 (- 2) Skills perception +6, stealth+4 Senses darkvision 60 ft., passive perception 13 Languages dark speech Challenge 2 (450 XP) Water Breathing. Ixitxachitl can breathe only underwater and can grant up to eight creatures 24 hours of water breathing by touch, recharged by long rest. Awakened Mind. Ixitxachitl have limited telepathy as per the Warlock feature. Eldritch Sight. Ixitxachitl can use Detect magic at will as per the Warlock feature.. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage. Poison Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (3d4) piercing damage + poison. Song. 120’ radius. All who hear must make Willpower save at DC14 or be Suggested into coming within 5’ of the creature. While under suggestion drowsiness grants 1 point of Exhaustion. Suggestion and exhaustion are removed by a successful save, an attack on the victim, or the end of the song. Suggestive Sting. Melee Weapon Attack: +4 to hit, reach 5 ftone target. Hit: 1 piercing damage + DC16 drug that causes the victim to obey all suggestions as per the Suggestion spell with a new Constitution save against the drug allowed after each long rest. Sirens of the Deep, Ixitxachitl (pronounced ish-it-SH., ACH-itl, although iks-it-ZATCH-i-til or ik-zit-zah-chih-tull are both used) in Dark Speech, are a race of intelligent, aquatic beings that resemble manta rays with barbed tails. They have an evil disciplined disposition and an ancient dedication to mystical exploration. They love to hunt marine humanoids, and then devour their catch or use them as slaves to support them during their inner wanderings. Sirens live in labyrinthine lairs carved by creatures they've enslaved, and groups of ixitxachitls are led by the eldest mystics who teach those below in return. They are most often found in oceans, but they can also lair in rivers that run to the sea. Once they've become established in an area, ixitxachitls dominant all other intelligent creatures that trespass. Those that they capture are used as slaves - including humanoids and slaves can outnumber ixitxachitls two-to-one in large settlements. Sirens of the Deep possess all the class abilities appropriate to a 12 th level mystic with a Spell save DC of 16 and attack bonus of +8. They are able to eschew the requirements for standard crystal material components. Skinchanger Monstrosity 5E Monster Manual Lycanthropes do not have Lycanthropy on Aldyryc. Lycanthropy is a curse that inflicts the lycanthrope with possession by a barghest demon that manifests as werewolf. Skinchangers use the statistics and rules for 5E Lycanthropes but their
  • 226.
    224 natural form isthe hybrid form, they do not have or infect with a curse, and are typically Neutral in alignment. All possess Trackless Step, Eldritch Sight, and the Magical Adept feat withe Druidcraft as one of the 0 level spells. In any form, skinchangers can use Animal Friendship and Speak with Animals at will with non-magical beasts of their type. In animal form they have the Sleep Gaze ability of a Jackalwere, in hybrid form they can sing a song of Sleep (as spell with 20 range, see below) that requires a short rest to recharge, and in anthropoid form they can use Suggestion once before requiring a short rest recharge. Their anthropoid form may be half-elf, half-orc , or any type of elf, dwarf, human, but all will possess the individual’s particular facial features, age, and general body type (kean, bulky, tall, etc.) as appropriate for the racial form. All have learned the secret Druidic language, as well as knowing Common and getting the Linguist feat to learn Elfish, Dwarfish, Orc, or the local National Language. Leaders have +1HD and Elders +2HD. They have Longevity 1. They have no lycanthrope resistance overcome by silver, but possess the Durable and Tough feats and experience the effects of a short rest every time they change forms. Skinchanger are always partially neutral, the following alignments being typical and HD used for effect caster levels and proficiency bonuses: Bear (Werebear, 18HD, NG, Song 21d8hp); Boar (Wereboar, 12HD, N, Song 15d8hp); Jackal (Jackalwere, 4HD, CN, Song 7d8hp); Rat (Wererat, 6HD, NE, Song 9d8hp), Tiger (Weretiger, 16HD, N, Song 19d8hp), Wolf (Werewolf, 9HD, LN, Song 13d8hp) Skinchangers were once ordinary beasts of their type until the Second Chaos Wave turned them into Magical Beasts and were one of the few types of creatures that spread and prospered during the Age of the Fallen. Their personalities and temperaments remain rooted in their origin. Although also strongly rooted in the past, their social structures are adapted to and influenced by to the local anthropoid race. Feeling trapped between beast and anthropoid, they are fascinated by both, seeking the primal freedom of a beast but unsatisfied with its simplicity and limits while longing to be as capable of development as anthropoids, as well as accept as equals. With the same lifespan as humans they find it easiest to blend into their societies, even founding noble family lineages. A skinchanger can possess a Background option with all included abilities, benefits and features. They are proficient with Simple Weapons and any others mentioned in their Monster Manual descriptions. However, their resemblance to werewolves and rakshasa has led to some confusion between them in legends and histories. Their Druid abilities have also led to the mistaken belief that all druids are able to change into animals. Druids have encouraged this belief. Druids are one of the few groups outside skinchangers that skinchangers warily trust. Otherwise, they dwell near anthropoids and pass among them but remain secretive about their presence and nature for self-preservation. Skinchangers hate werewolves; wolf and bear ruthlessly hunting them down with only bears willing to offer a choice between death and attempted cure. S’Skahahn When formless in the Telestial Realms, these creatures are unaligned with unrateable ability scores and no monster classification (Fiend, etc.), are immune to all magic and damage except for Divine Energy. A blast of divine energy inflicts 1 point of Exhaustion upon an S’Skahahn if they fail to save with +10 and Advantage on the roll. The save DC depends on the Power Rank of the being channelling the energy: Apex DC25, Greater DC20, Lesser DC15, Minor DC10, Demi DC5, and Mortal on critical failure only. At 6 points, the entity is expelled back to the Maelstrom. Essential a single mind, the S’Skahahn are paragons of Chaos and Madness equal to 20th level with a casting score of 30, and are Powers who’s Rank depends of their location in the cosmos: Maelstrom = Apex, Telestial Realms = Greater, Mortal Sphere = Lesser, Faerie Realms = Minor, Celestial Realms = Demi, Acheron = mortal and Poisoned, saving every ten minutes to resist gaining an Exhaustion point, with 6 Stunning it and 7 causing its destruction. They do not act as gods in providing abilities or answering prayers but can cast Wish in relation to Chaos and Madness. The can only enter the Mortal Sphere through the Dreamworld by replacing the reflection of an anthroid and then attacking the owner. Their touch attack +10 requires a DC30 Charisma save to resist being absorbed into the entity and becoming one of its forms. Success inflicts 5d20 points of psychic damage and leaves the target Stunned 1 round and Frightened for 1d6 hours. The entity can switch forms as a bonus action, the death of a form forcing a switch to a living one. It can only absorb anthropoids but gets all their knowledge, skills, abilities, spells, and equipment, even gaining their personality and alignment while in that form. If rendered Unconscious or dying the entity is forced into another form. If has no other forms, it is expelled into the Dreamworld, and must seek a
  • 227.
    225 reflection to return.The reflective surface must be larger than 6 inches in diameter to serve as doorway. Telestial Entities All native planar entities have standard resistance to B/P/S as follows:  Upper Telestial: Non- magical non-cold iron; Necrotic, Cold, Fire, Lightning; Immune to Radiant and Poison  Midian Telestial: Non-magic; Cold, Fire, Lightning; Immune to Psychic and Poison  Lower Telestial: Non-magical non-silver; Radiant, Cold, Fire, Lightning; Immune to Poison and Necrotic  Werewolf Barghest Demon: Non-silver; Cold, Fire, Lightning; Immune to Poison and Necrotic Aberrations Aberrations are native entities of the Astral Sea that migrated to the Material plane through conjuring and their own efforts, becoming native Mortals at the cost of their non-magic resistance. They are able to use Astral Projection once before requiring a short rest to restore it. Aeon From Pathfinder Bestiary 2, Aeons are native entities that Dwell on Astral Islands and dimensional bubbles. Akhana Akhana CR 12 XP 19,200 N Medium outsider (aeon, extraplanar) Init +10; Senses darkvision 60 ft., deathwatch; Perception +19 Defense AC 27, touch 18, flat-footed 21 (+2 deflection, +6 Dex, +9 natural) hp 148 (11d10+88); fast healing 5 Fort +17, Ref +11, Will +14 Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 23 Offense Speed 30 ft., fly 40 ft. (poor) Melee 4 claws +16 (1d4+5 plus grab) Special Attacks soul siphoning Spell-Like Abilities (CL 11th; concentration +15) Constant—deathwatch At will—cure serious wounds, gentle repose, inflict serious wounds (DC 17), sanctuary (DC 15) 3/day—restoration, slay living (DC 19) 1/day—raise dead Statistics Str 21, Dex 23, Con 26, Int 16, Wis 21, Cha 18 Base Atk +11; CMB +16 (+20 grapple); CMD 34 (38 vs. trip) Feats Combat Reflexes, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes Skills Bluff +18, Fly +2, Heal +19, Intimidate +18, Knowledge (planes) +22, Knowledge (religion) +22, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +20 Languages envisaging SQ extension of all, void form Ecology Environment any (Outer Planes) Organization solitary, pair, or collective (3–6) Treasure none Special Abilities Soul Siphoning (Su) As a swift action, an akhana can use its tail to siphon life essence from a grappled foe. At the start of the aeon's turn, the victim gains 1d4 negative levels (a DC 23 Fortitude save negates and grants immunity to this akhana's soul siphoning ability for 24 hours). When the number of negative levels equals the target's Hit Dice, the target's soul tears free from its mortal body and gets stored within the body of the akhana as a trap the soul spell. The victim's body remains preserved as if via a gentle repose spell for as long as the soul is held by the akhana. The akhana can keep the soul indefinitely, or can release it as a full- round action. Upon doing so, the released soul immediately returns to its body if the body is within 300 feet, at which point the body returns to life and any negative levels imparted to it by the akhana are removed. If the body is not within 300 feet (or if it has been destroyed), then the creature dies when its soul is released. A miracle, limited wish, or wish can force a displaced soul to return to its proper body. If an akhana is slain, any soul it contains is released automatically. An akhana can only hold one soul at a time. The save DC is Constitution-based. Akhanas bear charge over the duality of birth and death. They perceive the existence of living things as crucial to maintaining cosmic balance. They also understand the profound influence living things have on the cosmos, and if left untended, its ability to create terrible consequences. In this circumstance, life must give way to death.
  • 228.
    226 Akhanas wander thebyways of the multiverse, constantly on the hunt for imbalances in life. How they judge these imbalances is not well-understood by non- aeons, and the aeons are singularly unmotivated to justify akhanas' decisions when inquired about them. As a result, the focus of akhanas' attacks and attentions usually seems arbitrary or even random to most creatures—they do not always focus their attentions on the strongest or the weakest members of a group. An akhana stands 5 feet in height and weighs 120 pounds. Its strange central body seems vaporous, but is weirdly solid (and slimy) to the touch. Bythos A shimmering, colorless mass congeals to form a four- armed humanoid shape with an eye-like pattern in its torso. Bythos CR 16 XP 76,800 N Large outsider (aeon, extraplanar) Init +8; Senses blindsense 60 ft., darkvision 90 ft., low- light vision; Perception +30 Defense AC 31, touch 18, flat-footed 26 (+4 deflection, +4 Dex, +1 dodge, +13 natural, –1 size) hp 207 (18d10+108); fast healing 10 Fort +18, Ref +12, Will +20 Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 27 Offense Speed fly 40 ft. (good) Melee 4 slams +23 (1d6+6 plus 1d6 cold and aging strike) Space 10 ft.; Reach 10 ft. Special Attacks confusion gaze, temporal strike Spell-Like Abilities (CL 18th; concentration +23) At will—augury, greater teleport, slow (DC 18) 3/day—dimensional anchor, haste, plane shift (DC 20) 1/day—dimensional lock, moment of prescience, temporal stasis (DC 23) Statistics Str 22, Dex 19, Con 21, Int 24, Wis 28, Cha 21 Base Atk +18; CMB +25; CMD 44 (can't be tripped) Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Hover, Improved Initiative, Lightning Reflexes, Mobility, Toughness Skills Bluff +26, Fly +6, Heal +30, Intimidate +26, Knowledge (arcana, nature, religion) +33, Knowledge (history, planes) +36, Perception +30, Sense Motive +30, Spellcraft +28, Stealth +21, Use Magic Device +23 Languages envisaging SQ extension of all, void form Ecology Environment any (Outer Planes) Organization solitary, pair, or tribunal (3 bythos) Treasure none Special Abilities Aging Strike (Su) If a bythos strikes a living target with two slam attacks in a single round, the bythos ages the creature, causing it to advance to the next age category (Pathfinder RPG Core Rulebook 169) if it fails a DC 24 Fortitude save. The victim gains all of the penalties from this aging and none of the bonuses. A venerable victim targeted by this ability dies if it fails a DC 24 Fortitude save. This process is reversible with greater restoration, limited wish, miracle, or wish. The save DC is Constitution-based. Confusion Gaze (Su) Confusion for 1d4 rounds, 30 feet, Fortitude DC 24 negates. The save DC is Charisma- based. Temporal Strike (Su) As a standard action, a bythos can touch a creature or object to displace it from time. If the target fails a DC 24 Fortitude save, it disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed. If an object occupies that space, the creature appears in the closest available space to its original location—this displacement does not cause the creature any additional harm. The save DC is Charisma-based. The bythos are guardians of time and planar travel— indeed, to bythos, the act of aging is nothing more than a highly specialized method of travel. Although bythos themselves have no additional method of traveling through time, they scour the multiverse, hunting for creatures that do have the ability to time-travel and may have abused this ability. Far more often, though, bythos seek out abuses of planar travel, such as tears in reality, regions where planes overlap, or creatures that abuse the use of planar travel. In some cases, such distortions are ignored, but in others, a bythos or even a full tribunal comes to assess and repair the damage. In most cases, "repair" is analogous to the death of the creature responsible for the distortions, but placing such creatures in temporal stasis can also solve the problem. While a bythos's body may seem to be made of smoke and vapor, it is strangely solid to the touch, feeling not
  • 229.
    227 dissimilar to drystone. A bythos is 13 feet tall and weighs 600 pounds. Paracletus A small cluster of shimmering lights floats in the air, orbited by multiple vibrant crystals and gemstones. Paracletus CR 2 XP 600 N Small outsider (aeon, extraplanar) Init +2; Senses darkvision 60 ft.; Perception +7 Aura emotion aura (DC 12, 30 ft.) Defense AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 13 (3d10–3) Fort +4, Ref +3, Will +6 Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 7 Offense Speed fly 40 ft. (good) Melee slam +3 (1d3–1 plus 1d6 electricity) Spell-Like Abilities (CL 3rd; concentration +4) At will—sanctuary (DC 12) 3/day—calm emotions (DC 13) 1/week—commune (6 questions, CL 12th) Statistics Str 8, Dex 14, Con 9, Int 11, Wis 13, Cha 12 Base Atk +3; CMB +1; CMD 13 (can't be tripped) Feats Great Fortitude, Iron Will Skills Fly +8, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +12 Languages envisaging SQ extension of all, void form Ecology Environment any (Outer Planes) Organization solitary, pair, or commune (3–12) Treasure none Special Abilities Emotion Aura (Sp) Each paracletus exists as the embodiment of a specific emotive duality. Three times per day, a paracletus can create an aura representing one of its two programmed emotions. Creatures in the area must make a DC 12 Will save to resist the aura. A creature that makes its save against the aura is unaffected by that aeon's aura for the next 24 hours. The paracletus can choose one creature in the area to ignore its effects. The effect of the aura lasts for 10 minutes, and ends if a creature moves more than 30 feet from the aeon. The aura is a mind-affecting compulsion effect. The save DC is Charisma-based. Specific emotive dualities and their powers follow—any single paracletus can only use one of these three dualistic options and cannot change to a different one. Courage/Fear: The aura acts as bless or bane. Empathy/Apathy: The aura gives creatures a +2 bonus or a –2 penalty on Bluff, Diplomacy, and Intimidate checks. Hope/Despair: The aura gives creatures a +2 morale bonus on Will saving throws or a –2 penalty on Will saving throws. While mortals possess the gift of free will, both logic and emotion influence their decisions. The paracletus serve the aeons as agents who connect with mortals and study the influence of emotions (particularly the dualistic nature of raw emotion) upon mortal behavior. They wander the planes seeking mortals with particularly strong emotional or logical capabilities (characters with high Charisma or Intelligence scores). Once a paracletus locates such a creature, the paracletus remains nearby, studying the target's relationship with emotional and logical input and choices. Often, the paracletus will use its emotion aura on the target in order to study how outside influences affect the subject. Unfortunately for the target creature, whether or not the paracletus uses a helpful or harmful effect is, for all intents and purposes, a matter of random chance—even though to the paracletus's complex reasoning, nothing is left to actual random chance. If presented the option, a paracletus avoids direct combat, and uses its emotion aura to influence situations. If pressed to defend itself, it flies at opponents, slamming into them and discharging an electrical jolt of energy in addition to buffeting with its crystalline components. The crystals that orbit a paracletus are solidified aspects of logic, while the swirling vapors and lights that make up its central mass are manifestations of raw emotion—when a paracletus is slain, both the crystals and vapors fade away into nothingness. A paracletus can be chosen as a familiar by a 7th-level neutral spellcaster who has the Improved Familiar feat. A paracletus familiar does not abandon its mission to observe emotions and logic at play, but it does follow its master's orders—this is one situation where the application of a paracletus's emotion aura need not be random.
  • 230.
    228 Although the centralmass of a paracletus's body appears to be made of light and energy, it is in fact solid, and feels strangely like electrified flesh to the touch. Pleroma Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky. Pleroma CR 20 XP 307,200 N Large outsider (aeon, extraplanar) Init +12; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41 Defense AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, +12 natural, –1 size) hp 324 (24d10+192); fast healing 10 Fort +24, Ref +18, Will +26 Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 31 Offense Speed 0 ft., fly 60 ft. (perfect) Melee touch +30 (20d8 energy) Space 10 ft.; Reach 10 ft. Special Attacks sphere of creation, sphere of oblivion Spell-Like Abilities (CL 20th; concentration +27) At will—create food and water, mending, rusting grasp (DC 21), stone shape, wood shape (DC 19) 7/day—fabricate, plant growth, sculpt sound, shout (DC 21) 5/day—break enchantment, daylight, deeper darkness, freedom of movement, major creation 3/day—disintegrate (DC 23), horrid wilting (DC 25) 1/day—mage's disjunction (DC 26), wish (DC 26) Cleric Spells Prepared (CL 20th; concentration +30) 9th—astral projection, gate, implosion (3, DC 29) 8th—cloak of chaos (DC 28), holy aura (DC 28), shield of law (DC 28), summon monster VIII, unholy aura (DC 28) 7th—blasphemy (DC 27), destruction (DC 27), dictum (DC 27), holy word (DC 27), word of chaos (DC 27) 6th—banishment (DC 26), forbiddance (DC 26), geas, legend lore, repulsion (DC 26), veil (DC 26) 5th—contact other plane, dispel chaos (DC 25), dispel evil (DC 25), dispel good (DC 25), dispel law (DC 25), teleport 4th—chaos hammer (DC 24), holy smite (DC 24), order's wrath (DC 24), restoration, scrying (DC 24), unholy blight (DC 24) 3rd—clairaudience/clairvoyance, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, suggestion (DC 23) 2nd—align weapon, detect thoughts (DC 22), enthrall (DC 22), make whole, see invisibility, undetectable alignment, zone of truth (DC 22) 1st—detect chaos, detect evil, detect good, detect law, identify, magic aura, true strike 0—create water, detect magic, guidance, read magic Statistics Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25 Base Atk +24; CMB +32; CMD 57 (can't be tripped) Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Wind Stance Skills Appraise +30, Bluff +32, Fly +16, Heal +30, Intimidate +27, Knowledge (arcana) +47, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) +47, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +27, Use Magic Device +27 Languages envisaging SQ extension of all, void form Ecology Environment any (Outer Planes) Organization solitary or tribunal (1 pleroma, 3 akhanas, and 2–5 theletos) Treasure none Special Abilities Energy Touch (Su) A pleroma's touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma's touch never heals damage. Spells A pleroma casts spells as a 20th-level cleric, but does not have access to domains. A pleroma can cast certain sorcerer/wizard spells as divine spells. Sphere of Creation (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in
  • 231.
    229 contact with thesphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based. Sphere of Oblivion (Su) Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based. The pleroma is the most powerful of all the aeons. As a manifestation of the opposing acts of creation and destruction, a pleroma exists in a state of flux, its very form shifting between creation and oblivion within the ebon folds of its vaporous cloak. One who gazes upon a pleroma could spend days studying the continual changes of its form, which most resemble the shifting of celestial bodies within the universe sped up to a pace at which the swirling of galaxies and the tumble of planets form a strange dance. Pleromas view the concepts of creation and oblivion not so much as separate processes, but rather as two parts of a cyclical passage that everything in existence must explore. Pleromas guide this progression, ensuring everything remains balanced, such that whatever is created can be destroyed, and that nothing becomes so static that these two processes slow to a halt. For everything that attains a state of semi-permanence, there must be many more things that do not, or rather that cannot ever be reformed into a state of permanence. While pleromas believe in eternity, they understand that eternity is cyclical and infinity is something that repeats itself. Therefore, eternity and infinity are states that can be changed, or altered, if only slightly. Pleromas maintain such changes are necessary to keep the cosmos from becoming static and unbalanced, a state they refer to as apocalypse, or the end of everything. Of all the aeons, pleromas possess the strongest connection to the entity or concept they refer to as Monad. All aeons believe themselves to be extensions of this entity, and while they act freely and independently of the entity, they always act within the constricts of its will or needs. This behavior is not so much a state of servitude as a symbiosis in which the actions of the pleromas are universally beneficial to both themselves and the entity they are part of. Pleromas describe Monad as the sentience of the multiverse, from which all things are created through the recycling of everything that ever existed. Pleromas typically travel alone. Their arrival in a region almost always heralds some sort of dramatic change. They pay little mind to the wants and needs of other creatures, and remain entirely focused upon their primary task. They avoid conflicts of ethics, wars, and similar pursuits, save when manipulating such events would help to restore the balance between creation and oblivion. Should any be so foolish as to attempt to interfere with or sway their work, pleromas immediately retaliate by bringing all of their significant powers and devastating abilities to bear until the intervention is destroyed. Theletos Four bandy limbs, each splitting at the elbow into two three-fingered forearms, emerge from this creature's crystalline body. Theletos CR 7 XP 3,200 N Medium outsider (aeon, extraplanar) Init +6; Senses darkvision 60 ft.; Perception +16 Defense AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +1 dodge, +5 natural) hp 76 (9d10+27); fast healing 5 Fort +9, Ref +5, Will +12 Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 18 Offense Speed 30 ft., fly 30 ft. (poor)
  • 232.
    230 Melee 2 slams+13 (1d6+4), 2 tentacles +8 (1d4+2 plus fate drain) Space 5 ft.; Reach 5 ft. Special Attacks wreath of fate Spell-Like Abilities (CL 9th; concentration +10) At will—augury, command (DC 12), doom (DC 12), sanctuary (DC 12) 3/day— bestow curse (DC 14), enthrall (DC 13), touch of idiocy (DC 13), dispel magic, remove curse, suggestion (DC 14) 1/day—charm monster (DC 15), lesser geas (DC 15) Statistics Str 18, Dex 14, Con 17, Int 11, Wis 19, Cha 12 Base Atk +9; CMB +13; CMD 28 (can't be tripped) Feats Dodge, Hover, Improved Initiative, Improved Iron Will, Iron Will Skills Fly –2, Intimidate +13, Knowledge (planes) +16, Perception +16, Sense Motive +16, Spellcraft +12, Stealth +14 Languages envisaging SQ extension of all, void form Ecology Environment any (Outer Planes) Organization solitary, pair, or collective (3–12) Treasure none Special Abilities Fate Drain (Su) A theletos possesses a pair of flexible crystalline tentacles with which it can drain a creature's sense of fate and destiny. Whenever it strikes a foe with these tentacles, the creature struck must make a DC 17 Will save or take 1d4 points of Charisma damage. Until a creature's Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). The save DC is Constitution- based. Wreath of Fate (Su) As a full-round-action every 1d4 rounds, a theletos can release a 60-foot cone of energy from its chest. Any intelligent creature struck by this cone must make a DC 15 Will save or become nearly overwhelmed with the knowledge of various fates that destiny has in store for him—there is no way to make sense of these myriad dooms and boons, and as a result, the victim is staggered. As long as this condition persists, the victim may choose to make two rolls when attempting an attack roll, a saving throw, or a skill check—he must accept the worse of the two rolls, but in so doing the wreath of fate passes from his soul and he is no longer staggered by this ability. Wreath of fate is a curse effect, and as such can be affected by remove curse or break enchantment—the effective caster level of this curse is equal to the theletos's HD (CL 9th in most cases). The save DC is Charisma-based. The strange theletos is the guardian of the duality between freedom and fate. Slavery is no more of an issue to a theletos than is true freedom, but without one, the other cannot exist. In areas where slavery is rife, a theletos might aid in freeing some slaves, while in regions where slavery has been abolished, this strange being works to subjugate many creatures with its own mind-controlling spell-like abilities—often encouraging them to further undertake acts of slavery themselves. The theletos is also a guardian of fate and prophecy, and while for some creatures it might allow glimpses of futures, others who peer into the future almost seem to cause the aeon physical pain. The theletos cannot explain why one seer might be allowed to divine futures while another should not—it knows only that some prophets should be denied this pursuit. A theletos is 5 feet tall and weighs 100 pounds. Bestial Muse Native entities that dwell in Ekstasis, Bestial Muses are Agathions from Pathfinder Bestiary 2. Avoral Great feathers sweep back from this fierce bird-man's brow, and long, clawed hands grow from the end of his wings. Avoral CR 9 XP 6,400 NG Medium outsider (agathion, extraplanar, good) Init +6; Senses darkvision 60 ft., detect magic, low-light vision, see invisibility, true seeing; Perception +23 Aura fear aura (20 ft., DC 17) Defense AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural) hp 94 (9d10+45) Fort +11, Ref +12, Will +6; +4 vs. poison DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 20 Offense Speed 40 ft., fly 90 ft. (good) Melee 2 claws +16 (2d6+3), 2 wings +10 (2d6+1) Spell-Like Abilities (CL 9th; concentration +12) Constant—detect magic, see invisibility, speak with animals At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC
  • 233.
    231 15), hold person(DC 16), light, magic circle against evil (self only) 3/day—lightning bolt (DC 16), empowered magic missile Statistics Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16 Base Atk +9; CMB +12; CMD 29 Feats Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse, Weapon Focus (claw) Skills Bluff +10, Diplomacy +7, Fly +22, Handle Animal +9, Intimidate +15, Knowledge (any one) +14, Perception +23, Ride +7, Sense Motive +15, Spellcraft +11, Stealth +18; Racial Modifiers Perception +8 Languages Celestial, Draconic, Infernal; speak with animals, truespeech SQ lay on hands (4d6, 7/day, as a 9th-level paladin) Ecology Environment any air (Nirvana) Organization solitary, pair, or squad (3–6) Treasure standard Special Abilities True Seeing (Su) This ability works like the spell (caster level 14th), except it only affects the avoral, the avoral must concentrate for 1 full round before it takes effect, and it remains as long as the avoral concentrates. Avorals are generally human-shaped, but their upper limbs are great wings with a human-like hand at the end of each, allowing avorals to use tools and weapons, though in battle they prefer to attack from the air and slash with the large claws on their feet and buffets from their great wings. An avoral's head has a feathery cowl instead of hair, typically brown, white, gray, or golden, and its facial features are bird-like, with a large nose and piercing eyes. Its bones are hollow but strong, making it ideal for flying. Like eagles, avorals have phenomenal vision, and can see fine details even at great distances. Though on their home plane they are content to soar among the clouds and challenge each other to diving contests among the mountain peaks, in war avorals are the scouts, spies, and messengers of the agathions. With their incredible speed, phenomenal eyesight, and magical powers, they can sneak into an area, spy on whatever lives there, silently converse with the local fauna for additional information, and fly or teleport out again with a comprehensive report. They are experts at hit-and-run attacks and are often responsible for ferrying other celestial soldiers to battle. A typical avoral is 7 feet tall but weighs only 120 pounds. Cetaceal This mermaid-like creature has the torso and head of a long-haired woman and the lower half of a sleek killer whale. Cetaceal CR 15 XP 51,200 NG Medium outsider (agathion, aquatic, extraplanar, good) Init +8; Senses blindsense 60 ft., darkvision 60 ft., low- light vision; Perception +28 Aura protective aura (20 ft.) Defense AC 30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural; +4 deflection vs. evil) hp 212 (17d10+119); regeneration 5 (evil weapons and spells) Fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance vs. evil DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 26 Offense Speed 10 ft., swim 80 ft. Melee +1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun) Special Attacks shockwave, push (tail slap, 10 ft.) Spell-Like Abilities (CL 15th; concentration +18) Constant—speak with animals At will—detect thoughts (DC 15), light, lightning bolt (DC 16), hold monster (DC 18), message, greater teleport (self plus 50 lbs. of objects only), 7/day—break enchantment, cure serious wounds, neutralize poison, remove disease 3/day—cone of cold (DC 18), cure critical wounds, greater restoration, heal 1/day—awaken, summon monster VIII (water elementals only) Statistics Str 29, Dex 19, Con 24, Int 14, Wis 18, Cha 17 Base Atk +17; CMB +26; CMD 41 (can't be tripped) Feats Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Weapon Focus (shortspear, tail slap), Wind Stance Skills Diplomacy +12, Handle Animal +14, Heal +21, Knowledge (arcana) +22, Knowledge (nature) +19, Knowledge (planes) +22, Perception +28, Sense Motive +24, Stealth +24, Swim +17; Racial Modifiers +4 Perception Languages Celestial, Draconic, Infernal; speak with animals, truespeech
  • 234.
    232 SQ amphibious, layon hands (8d6, 11/day, as a 17th- level paladin) Ecology Environment any water (Nirvana) Organization solitary, pair, or pod (3–6) Treasure double (+1 shocking burst shortspear, other treasure) Special Abilities Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cetaceal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cetaceal's HD). The defensive benefits from the circle are not included in the above stat block. Shockwave (Su) Once per day, a cetaceal can release a 100-foot-radius burst of energy. All creatures in the area take 17d6 damage; half of this damage is cold, and half is electricity (DC 25 Reflex save halves). The save DC is Constitution-based. Stun (Ex) Any creature moved by a cetaceal's push attack must make a DC 25 Fortitude saving throw or be stunned for 1 round. The DC is Constitution-based. Cetaceals are great water-dwelling agathions who swim the planar seas and commune with the creatures of the deeps. Rarely seen by landwalkers, they defend the waters against aquatic evils such as aboleths. Their spirits usually were those of great mortal leaders of aquatic or coastal tribes, or good folk who died underwater serving some great cause, reborn in a celestial form that is part humanoid, part orca. They are social beings and develop close friendships with other celestials and marine creatures. A cetaceal is 8 feet long and weighs 400 pounds, although some grow quite a bit larger than that. Draconal This noble creature seems to be part serpent, part humanoid, and part dragon, with great wings and a crown of horns. Draconal CR 20 XP 307,200 NG Large outsider (agathion, extraplanar, good) Init +6; Senses blindsense 60 ft., darkvision 120 ft., low- light vision; Perception +48 Aura protective aura (20 ft.) Defense AC 36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6 insight, +18 natural, –1 size) (+4 deflection vs. evil) hp 324 (24d10+192); regeneration 10 (evil weapons and spells) Fort +22, Ref +16, Will +17; +4 vs. poison, +4 resistance vs. evil, DR 15/evil and silver; Immune one energy type (see Celestial Focus), electricity, petrification; Resist cold 10, sonic 10; SR 31 Offense Speed 40 ft., fly 120 ft. (average) Melee bite +36 (2d6+13 plus 1d6 energy), 2 claws +31 (1d8+6 plus 1d6 energy) Space 10 ft.; Reach 10 ft. Special Attacks breath weapon (120-ft. line, 20d6 energy damage, Reflex DC 30 half, usable once every 1d4 rounds) Cleric Spells Prepared (CL 17th; concentration +23) 9th—implosion (DC 26), storm of vengeanceD (DC 26) 8th—demandD , earthquake, quickened holy smite (DC 21) 7th—empowered breath of life, empowered flame strike (DC 22), holy word (DC 24), quickened invisibility purge, repulsionD (DC 24) 6th—animate objects, blade barrierD (DC 23), find the path, heal, heroes' feast, quickened remove paralysis 5th—breath of life, dispel evilD , flame strike (DC 22), greater command (DC 22), spell resistance, true seeing 4th—cure critical wounds (3), freedom of movement, holy smiteD (DC 21), repel vermin (DC 21) 3rd—bestow curse (DC 20), daylight, dispel magic, helping hand, magic vestmentD , prayer, protection from energy 2nd—align weaponD (good only), calm emotions (DC 19), enthrall, hold person (DC 19), lesser restoration (2), shield other 1st—bless, detect undead, divine favorD , obscuring mist, remove fear, sanctuary (DC 18), shield of faith 0—detect poison, guidance, purify food and drink, stabilize D domain spell; Domains Good, Nobility Spell-Like Abilities (CL 24th; concentration +30) Constant—speak with animals At will—beast shape II, command (DC 17), detect thoughts, elemental body III (air or water elementals only), greater teleport (self plus 50 lbs. of objects only), gust of wind, hold monster (DC 20), identify, light, lightning bolt (DC 19), mage hand, message 7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
  • 235.
    233 3/day—control water, controlweather, control winds, heal, plane shift (DC 23) Statistics Str 36, Dex 15, Con 27, Int 24, Wis 24, Cha 23 Base Atk +24; CMB +38; CMD 57 (can't be tripped) Feats Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Perception), Spell Penetration Skills Acrobatics +25, Bluff +29, Diplomacy +26, Escape Artist +22, Heal +27, Intimidate +29, Knowledge (arcana) +30, Knowledge (nature) +27, Knowledge (planes) +34, Knowledge (religion) +31, Perception +48, Sense Motive +34, Spellcraft +27, Stealth +21, Use Magic Device +26; Racial Modifiers +4 Perception Languages Celestial, Draconic, Infernal; speak with animals, truespeech SQ celestial focus, divine insight, lay on hands (10d6, 16/day, as a 20th-level paladin) Ecology Environment any air (Nirvana) Organization solitary, pair, or flight (3–6) Treasure double Special Abilities Celestial Focus (Ex) A draconal's color indicates aspects of its power and attunement to the powers of the good planes. These determine the draconal's breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities, and its additional domain choices (see Spells, below). Divine Insight (Su) A draconal adds its Charisma bonus as an insight bonus to Armor Class. Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the draconal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals draconal's HD). (The defensive benefits from the circle are not included in a draconal's stat block.) Spells Draconals cast spells as 17th-level clerics. Like clerics, they have access to two domains, selecting from the following list: Air, Good, Nobility, Weather, and two additional domain options based on their color (see facing page). The majority of draconals choose Good and Nobility as their domains (as represented by this stat block). Draconals have a domain spell slot at each spell level but do not gain the granted powers of their chosen domains, nor do they gain access to other cleric abilities. Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters. Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death. Draconal Colors A draconal's coloration represents mystical elements relating to energy, life, and the natural world. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal's colors may mistake her for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals' personality, and may alter their physical shape or apparent gender. Black: Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership. Black draconals are immune to fire damage, and their breath weapon is fire. A black draconal adds Fire, Glory, and Fortune to its list of possible domains. Green: Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold. A green draconal adds Animal, Plant, and Water to its list of possible domains. Red: Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck. Red draconals are immune to fire damage, and their breath weapon is fire. A red draconal
  • 236.
    234 adds Fire, Protection,and Sun to its list of possible domains. White: White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity. White draconals are immune to cold damage, and their breath weapon is cold. A white draconal adds Artifice, Liberation, and Repose to its list of possible domains. Yellow: Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid. A yellow draconal adds Earth, Glory, and Fortune to its list of possible domains. Leonal This lion-headed humanoid has golden fur, sharp teeth, and long cat-like claws on its hands and feet. Leonal CR 12 XP 19,200 NG Medium outsider (agathion, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +19 Aura protective aura (20 ft.) Defense AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) (+4 deflection vs. evil) hp 147 (14d10+70) Fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance vs. evil DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 23 Offense Speed 60 ft. Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8) Special Attacks roar, pounce, rake (2 claws +23, 1d6+8) Spell-Like Abilities (CL 14th; concentration +16) Constant—speak with animals At will—detect thoughts, fireball (DC 15), hold monster (DC 17) 3/day—cure critical wounds, neutralize poison, remove disease, wall of force 1/day—heal Statistics Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15 Base Atk +14; CMB +22 (+26 grapple); CMD 36 Feats Ability Focus (roar), Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (bite, claw) Skills Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate +19, Knowledge (any one) +19, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +24; Racial Modifiers +4 Acrobatics, +4 Stealth Languages Celestial, Draconic, Infernal; speak with animals, truespeech SQ lay on hands (7d6, 9/day, as a 14th-level paladin) Ecology Environment any land (Nirvana) Organization solitary, pair, or pride (3–8) Treasure standard Special Abilities Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal's HD). The defensive benefits from the circle are not included in a leonal's stat block. Roar (Su) Up to three times per day, a leonal can emit a powerful roar as a standard action. Each roar affects a 60-foot cone with the effects of a holy word spell and also deals 2d6 points of sonic damage to all creatures in the area (DC 21 Fortitude negates). This is a sonic effect. The save DC is Charisma-based. A leonal is a lion-like agathion, noble and fierce. Though gentle with their families and patient with strangers on their home plane, in battle leonals are deadly foes of evil and cruelty. They hunt fiends and other evil monsters, silently tailing their prey until they find the right time to leap and slash. Leonals pride themselves on their hunting prowess, and few land creatures can match their speed. Although capable of using weapons, the majority of leonals prefer to battle evil with tooth and claw. Leonals like their battles to be straightforward affairs. They begin with a roar to put their foes off balance, then follow up with claw and bite attacks. They closely coordinate with others in their pride, watching one another's flanks and setting up devastating attacks. They mainly use their magical abilities against large numbers of weaker foes and against those they need to capture or incapacitate without dealing harm to them. Leonals stand 6 feet tall and weigh 270 pounds on average. Males usually have manes of either dark gold or black hair, which may only surround the head or may extend onto the shoulders and chest. Female leonals do not have manes, but may have longer hair on the back of the neck.
  • 237.
    235 Silvanshee Silvanshee CR 2 XP600 NG Tiny outsider (agathion, extraplanar, good) Init +6; Senses darkvision 60 ft., low-light vision; Perception +10 Defense AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) hp 13 (2d10+2) Fort +5, Ref +6, Will +2; +4 vs. poison DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13 Offense Speed 30 ft., fly 90 ft. (good) Melee bite +6 (1d3–4), 2 claws +6 (1d2–4) Special Attacks heroic strength, pounce Spell-Like Abilities (CL 2nd; concentration +3) Constant—know direction, speak with animals At will—dancing lights, prestidigitation, stabilize 1/day—dimension door (self plus 5 lbs. of objects only) 1/week—commune (6 questions, CL 12th) Statistics Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13 Base Atk +2; CMB +2; CMD 8 (12 vs. trip) Feats Improved Initiative, Weapon FinesseB Skills Acrobatics +11, Climb +7, Fly +6, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth Languages Celestial, Draconic, Infernal; speak with animals, truespeech SQ cat's luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist Ecology Environment any land (Nirvana) Organization solitary, pair, or clowder (3–10) Treasure standard Special Abilities Cat's Luck (Su) A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes. Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute. Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments. Silvanshees are curious but reclusive cat agathions. Unobtrusive and able to blend in among normal animals (unlike the more anthropomorphic agathions), they are the eyes and ears of the good planes in the mortal world. Most roam hills, forests, and plains, keeping an eye out for evil influences. They can be taken as familiars by 7th-level good spellcasters who utilize the Improved Familiar feat and meet the proper prerequisites. As familiars, silvanshees act as moral guides and steer their mortal allies toward corruptive forces that must be eliminated. In some mortal lands, they are called cat sìth or cath sidhe, and are believed to be disguised witches or fairies—and not necessarily benign creatures, which only encourages silvanshees to avoid strangers. Silvanshees are not fond of open combat, even against demons, devils, or other fiendish threats, and they're likely to run away if confronted. When they must fight, they prefer greater numbers and the element of surprise, using their magic to temporarily overcome their physical weaknesses, and melting away into mist if the battle turns against them. A silvanshee is the size of a large domestic cat, though almost always sleek rather than fat, and weighs 20 pounds on average. Vulpinal This bright-eyed, anthropomorphic fox is dressed in simple traveling clothes and carries a musical instrument in one hand. Agathion, Vulpinal CR 6 XP 2,400 NG Small outsider (agathion, extraplanar, good) Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +12 Aura calm emotions (30 ft.) Defense AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1 size) hp 59 (7d10+21) Fort +5, Ref +10, Will +7; +4 vs. poison DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 17 Offense Speed 30 ft. Melee bite +11 (1d4+1), 2 claws +11 (1d3+1)
  • 238.
    236 Special Attacks pounce Spell-LikeAbilities (CL 7th; concentration +10) Constant—detect evil, mage armor, speak with animals At will—invisibility (self only) 3/day—charm monster (DC 17), dispel evil (DC 18), flame arrow, holy smite (DC 17), dimension door (self plus 50 lbs. of objects only), remove disease 1/day—major image (DC 16) Statistics Str 12, Dex 16, Con 17, Int 19, Wis 15, Cha 16 Base Atk +7; CMB +7; CMD 20 Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse Skills Acrobatics +10 (+18 jump), Bluff +13, Knowledge (any one) +21, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +12, Perform (any one) +13, Spellcraft +14, Stealth +17, Use Magic Device +10; Racial Modifiers +8 Acrobatics when jumping Languages Celestial, Common, Draconic, Infernal; speak with animals, truespeech SQ bardic knowledge +7, lay on hands (3d6, 6/day, as a 7th-level paladin) Ecology Environment any land (Nirvana) Organization solitary, pair, or team (3–12) Treasure standard (masterwork musical instrument, other treasure) Special Abilities Calm Emotions Aura (Su) A vulpinal's aura acts like a calm emotions spell with a radius of 30 feet. Any creature entering this area must make a Will save (DC 16) to resist the effect. A creature that makes its save is immune to that vulpinal's aura for 24 hours. The save DC is Charisma-based. Among the smallest of the agathions, vulpinals tend to be the most outspoken and friendly of their kind, and also the most far-ranging across the planes. A vulpinal looks like a humanoid fox, often with brilliantly colored fur (usually red or red-brown, though silver is not uncommon) and a tail as long as its height. As the bards and sages of the agathions, they dress in functional clothing, typically embellishing a single article to show their creativity and personality. Most appear to be adults, though others look more like fox kits (with shorter stature and larger eyes) while some look much older (leaner, with gray fur on the muzzle, chest, and tail). Their hands are humanoid in shape, with tiny clawed fingers. A typical vulpinal prefers a life of solitary travel, though they have been known to pair up or travel in groups if they find like-minded individuals who have much to teach and share. They are particularly fond of lillends, and these winged azatas can easily carry the child-sized vulpinals, giving vulpinals many opportunities to share stories. Indeed, for a vulpinal, there are few greater pleasures than sharing their knowledge—acting as sages of the planes, teaching songs and dances from exotic places, and composing poems about beautiful places in the natural world. Though they are gentle by nature, they fight to defend beauty, especially if their magic can bolster the more martial celestial races. A vulpinal stands about 3 feet in height and weighs 50 pounds. Daemon Daemons are demonic spirits given form. These NE creatures include:  Balrog (5e Balor): created by Cthulhu as personal guards and commanders  Shadow Daemon (5e Shadow Demon): created by Cthulhu as spies and infiltrators  Succubus/Incubus (5e Succubus): Night Terror/Dream Daemon children of Pazuzu and the Old Hag of the Shadow Realms; Native to the Dreamworld, Able the Plane Shift to and from Material Plane rather than Etherealness, can use Dream to pull a victim’s Astral self into Dreamworld for charming and draining kiss, those drained to 0 transform into Cambion daemons as per 5e, except that they can transform from their original appearance to that of a cambion at will and can only Plane Shift back and forth from the Dream World. The cambion retains the victim’s class abilities if an Evil alignment allows but no longer rises in level.  Night Hag (5e Night Hag): Night Terror/Dream Daemon daughters of Orcus and the Old Hag of the Shadowlands; Native to the Dreamworld, unable to use Etherealness, instead can use Dream once to pull victim’s Astral self into Dreamworld for its Nightmare Haunting with any alignment of spirit being capable of capture  Yugoloth: (as 5e) are the common daemons of Gehenna.  Gorgon (5e Medusa): instead of being bull-like, Aldyryc gorgons are the daughters of Medusa and Orcus, able to Cast Suggestion 3 times per
  • 239.
    237 day. Native tothe Shadowlands, they are able to Plane Shift to the Material Plane during the Witching Hour of the Night of Darkness. Once there they must become pregnant by mating with an elf, human, half-elf, hellion, half-orc, or half-ogre, without petrifying him by keeping him from seeing her face. Once pregnant, she poisons and eats him and can then return to the Shadowlands on the next Night of Darkness Witching Hour to give birth to her daughter. Demon Planar Allay and Conjure Celestial work to summon entities from the Immortal Sphere and the Telestial Realms, including Celestials, genies, Fiends, demons, daemons, aeon, flux, and rakshiri. Similar to Lux and Flux, demons are formless spirits of amorphous darkness, virtually indistinguishable from one another. Unlike flux and lux, which create forms when conjured by drawing upon environmental light, energy, and elements, a demon requires and anthropoid body because of the Demon Wall. Summoned into a corpse, the demon rises as a ghast. All ghasts are statistically the same, regardless of the power of demon within. Once each round, the ghast may as a bonus action use a successful attack hit to attempt to possess the target and abandon the ghast shell (See Magic: Demon Summoning). Only once in a living host does its true nature become apparent as its abilities emerge. Dangerous and unpredictable, any attempt to summon a demon requires a d% roll to determine what gets conjured: 01-80= Dretch; 81-90= CR1-CR5; 91-95= CR6- CR10; 96-98= CR11-CR15; 99= CR16-Cr20; 00= CR21+. When a ghast spawns another ghast, the demon reproduces its own type by budding off its qi. If a ghast is killed, the body remains intact for 1 round during which time the demon may attempt to possess anyone who touches the body. After 1 round the demon loses its grip and is banished and the body decays normally. All demons get access to the Forms of Chaos, Destruction, and Evil as a priest of a level equal to their CR. Those of less than CR1 get Chaos and Destruction at CR ½ and Destruction at Cr ¼. A demon in possession of an unwilling host may wield its formal and inherent magical powers as well as any of those belonging to the host but only in a willing host may it manifest its full physical capabilities in a form chosen from the fears and nightmares of the host or those it faces. All demons are able to use Vicious Mockery as a 0 level spell-like ability as well as Detect Thoughts and Tongues at will with their CR as casting level (minimum 1). They are able to use Vicious Mockery as a bonus action enabling two uses in a round. Shemhazian This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid. Shemhazian CR 16 XP 76,800 CE Gargantuan outsider (chaotic, demon, evil, extraplanar) Init +4; Senses darkvision 60 ft., detect good, scent, true seeing; Perception +36 Defense AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, –4 size) hp 246 (17d10+153) Fort +19, Ref +11, Will +18 DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27 Offense Speed 40 ft., climb 20 ft., fly 60 ft. (good) Melee bite +25 (2d6+12 plus 2d4 Strength drain), 2 claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6) Space 20 ft.; Reach 20 ft. (30 ft. with tail slap) Special Attacks paralyzing gaze, rend (2 claws, 2d6+18) Spell-Like Abilities (CL 15th; concentration +18) Constant—detect good, fly, true seeing At will—greater teleport (self plus 50 lbs. of objects only), invisibility, telekinesis (DC 18) 3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes 1/day—blasphemy (DC 20), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%) Statistics Str 35, Dex 19, Con 29, Int 10, Wis 26, Cha 16 Base Atk +17; CMB +33; CMD 48 Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike Skills Bluff +23, Climb +20, Fly +2, Heal +28, Intimidate +23, Knowledge (religion) +20, Perception +36, Sense Motive +28; Racial Modifiers +8 Perception Languages Abyssal, Celestial, Draconic; telepathy 100 ft. Ecology Environment any (the Abyss) Organization solitary Treasure standard
  • 240.
    238 Special Abilities Paralyzing Gaze(Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based. Strength Drain (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based. Although nearly all the horrors of the Abyss prey upon one another in an endless, eternal bloodbath, shemhazians are predators among predators. They are more intimidating and physically powerful than most demons, combining the features of numerous insectile and bestial hunters into one massive, deadly form. Although they don't require sustenance, shemhazians take perverse delight in mutilating and eating their victims. Replacing Marilith as a Type 5 Demon, a shemhazian stands 35 feet tall and weighs 12,000 pounds. They form from the sinful souls of torturers and those who enjoyed mutilating living victims to death. Vrolikai This black-skinned, bat-winged demon has four arms; a long, thin tail; and a leering, fanged face with dead, white eyes. Vrolikai CR 19 XP 204,800 CE Large outsider (chaotic, demon, evil, extraplanar) Init +10; Senses darkvision 120 ft., low-light vision, true seeing; Perception +36 Defense AC 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural, –1 size) hp 332 (19d10+228) Fort +18, Ref +17, Will +17 DR 15/cold iron and good; Immune death effects, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30 Offense Speed 40 ft., fly 60 ft. (perfect) Melee +1 black flame knife +29/+24/+19/+14 (1d6+11/19–20 plus energy drain), 3 +1 black flame knives +29 (1d6+6/19–20 plus energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus madness) or bite +28 (1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 plus madness) Space 10 ft.; Reach 10 ft. Special Attacks black flame knives, death-stealing gaze, multiweapon mastery Spell-Like Abilities (CL 19th; concentration +27) Constant—true seeing At will—deeper darkness, enervation, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 23) 3/day—quickened enervation, regenerate, silence (DC 20), vampiric touch 1/day—mass hold monster (DC 27), summon (level 6, 1 marilith 50% or 1d4 glabrezus 75%), symbol of death (DC 26) Statistics Str 30, Dex 23, Con 35, Int 22, Wis 23, Cha 26 Base Atk +19; CMB +30; CMD 47 Feats Cleave, Combat Expertise, Dodge, Flyby Attack, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken Spell-Like Ability (enervation), Vital Strike Skills Acrobatics +25 (+29 jump), Bluff +30, Fly +34, Intimidate +27, Knowledge (arcana) +25, Knowledge (planes) +28, Perception +36, Sense Motive +28, Spellcraft +25, Stealth +24 (+32 in shadowy areas), Survival +25, Use Magic Device +27; Racial Modifiers +8 Perception, +8 Stealth in shadowy areas Languages Abyssal, Celestial, Draconic; telepathy 100 ft. Ecology Environment any (the Abyss) Organization solitary Treasure double Special Abilities Black Flame Knives (Su) A vrolikai can manifest daggers made of crystallized black flames in each of its four hands as a free action. These weapons function as +1 daggers that bestow one permanent negative level on a successful hit. A DC 27 Fortitude negates the negative level, although on a critical hit, no save is allowed. The save DC is Charisma-based. Death-Stealing Gaze (Su) 1 permanent negative level, 30 ft., Fort DC 27 negates. Creatures slain by these negative levels become juju zombies under the vrolikai's control. The save DC is Charisma-based. Madness (Su) A creature stung by a vrolikai's tail must make a DC 27 Will save to resist taking 1d6 points of Charisma drain and becoming confused for 1d4 rounds. On a successful save, the victim is instead staggered for 1d4 rounds as strange visions assault its mind. This is a mind-affecting effect. The save DC is Charisma-based. Multiweapon Mastery (Ex) A vrolikai never takes penalties on its attack roll when fighting with multiple weapons.
  • 241.
    239 Replacing Balor asa Type 6 Demon, a vrolikai is 14 feet tall but weighs only 500 pounds. Unlike other demons, it does not form from a sinful soul—it instead manifests from a nabasu demon that returns to the Abyss after growing to maturity on the Material Plane. Not all nabasus survive this transformation, but those who do become powerful indeed—vrolikai usually rule large regions of unclaimed Abyssal land, and often serve as assassins or ambassadors to demon lords in need of an agent in a distant realm. Empyrean Native to Ekstasis, Empyreans serve the Agathions and protect spirits waiting to enter by patrolling the Dream Time. Evil Empyreans have been changed by time in the Shadowlands near Abaddon. Fayd The Fayd are entities of shadow and illusion based of the Fayd from Pathfinder Bestiary 3 native to the Dream Time. Their Shadow Evocation may be used to produce the effect of a Mirror Image spell or an energetic Conjuration (i.e. Burning Hands) but with psychic as the damage type. Fayd CR 4 XP 1,200 N Medium outsider (extraplanar) Init +6; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 16, touch 16, flat-footed 10 (+6 Dex) hp 38 (4d10+16) Fort +8, Ref +7, Will +7 Defensive Abilities amorphous, blur; Immune cold Offense Speed 30 ft. Melee mwk falchion +8 (2d4+4/18–20 plus 1d6 cold) or touch +7 (1d6 cold) Spell-Like Abilities (CL 4th; concentration +7) Constant—blur At will—lesser shadow evocation (DC 16) Statistics Str 16, Dex 22, Con 18, Int 21, Wis 13, Cha 17 Base Atk +4; CMB +7; CMD 23 Feats Combat Expertise, Iron Will Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, Intimidate +7, Knowledge (arcana) +9, Knowledge (planes) +12, Perception +8, Sense Motive +8, Stealth +13 (+23 in regions of low light or darkness), Use Magic Device +10; Racial Modifiers +10 Stealth in regions of low light or darkness Languages Aklo, Common, Fayd Ecology Environment any (Shadow Plane) Organization solitary, pair, or ascendance (3–12) Treasure standard (masterwork falchion, other treasure) Special Abilities Cold (Su) A fayd's touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A fayd can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals. Lesser Shadow Evocation (Sp) This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd- level spell. The mysterious people known as the fayds are natives of the Shadow Plane. In their own language, their name means "unbound" or "unfettered." According to fayd history, they were once humanoids who through tireless study and self-perfection managed to transcend the bonds of a definite form. Though they still bear roughly humanoid shapes, fayds' outlines are perpetually wispy and impossible for any non-fayds to focus directly on. Though fayds may engage in all the same pursuits and professions as other humanoids, their overwhelming racial pride often leads them to see all other humanoids—especially humans—as lesser beings. Ironically, this casual disdain sometimes leads individual fayds to gather harems of worshipful human consorts, and it is from these unions that fetchlings often issue. Humans involved in such relationships often hope to learn the secret of the fayds' power over shadows, and claim that only in sacred union with the creatures can one glimpse their true features. Fayds are roughly 6 feet tall and weigh 100 pounds. They often wear masks and form-fitting clothing when around other creatures in order to give the lesser beings something to focus on (such garments do not impede their blur ability). Feyr The native entities of Abaddon are fiendish unliving nightmares called feyrs ranging from greyscale shadow anthropoids to horrors such as nightterrors, nightwalkers, nightwings, and nightcrawlers. All feyrs have the following special abilities.
  • 242.
    240 Aversion to Daylight Ifexposed to natural daylight (not merely a daylight spell), feyrs take a -4 penalty on all attack rolls, saving throws, and skill checks. Desecrating Aura All feyrs give off a 20-foot radius emanation of utter desecration, as if Hallowed to Orcus. All undead within 20 feet of the feyr (including the creature itself) gain advantage on attack rolls and saving throws, and +2 on damage as well as +2 hit points per HD. (The feyr Hit Dice, attack, and save entries given here include these profane bonuses.) Checks made to turn undead within this area are at disadvantage with saves at advantage. A feyr’s desecrating aura cannot be dispelled except by a Dispel Evil spell or similar effect. If the effect is dispelled, the feyr can resume it as an interaction action on its next turn. Its desecrating aura is suppressed if a feyr enters a consecrated or hallowed area, but the feyr’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area. Terrifying Visage Feyrs call to the primal fears in those who see them requiring creatures first doing so to make a Willpower save or become Frightened with a critical failure adding Incapacitated until a successful save reduced it to just Frightened. A creature can only be affected one per 24 hours. Strike Dumb A feyr can use Feeblemind as a spell-like ability recharged on a 6. Worst Nightmare A feyr can use Phantasmal Killer as a spell-like ability recharged on a 5 or 6. Undead Paragon Feyrs have access to the Undead Aspect of the Death Form at a priest level equal to their HD using Willpower for their casting ability. Nightterror Size/Type: Huge Fiend (Undead) Hit Dice: 12d12+48 (118hp) Initiative: +2 Speed: 40 ft., climb 40 ft., spring 60 ft. Armor Class: 14 Attack: 6 Tentacles +6 (1d4+4 necrotic plus paralysis, grapple) Space/Reach: 10 ft. /10ft. Special Attacks: Desecrating aura, Paralysis, Stunning Gaze, Dark Web Special Qualities: Aversion to daylight, Resistance to Slashing, Bludgeoning, and Piercing unless silver and magic, darkvision 60 ft., immunity to cold, tremorsense 60 ft., undead traits Abilities: Str 15 Dex 15 Con 15 Int 6 Wis 14 Cha 6 Saves: +2 +2 +2 +2 +2 +2 Skills: Stealth +6 Perception +6 Environment: Abaddon Organization: Solitary or pair Challenge Rating: Alignment: Always evil A nightterror appear like a giant burned carrion crawler, covered with sticky three-foot tentacles , with six six- foot ones ringing its toothless maw. A spectral white mist fills its throat, the same as that inside the single orb of an eye unblinking above its mouth. Able to condense itself and spring up to 60’ horizontally or 30’ vertically as an action, these horrors often dwell in deep pits an spring out upon victims with surprise. Anyone attacking a nightterror with melee reach of less than 10’ must make a Dexterity save at DC20 to avoid 4d6 points of necrotic damage from the tarlike tentacles. Anyone coming in contact with its web, or hit by such, must make Dexterity save to avoid getting Restrained along with Enfeebled (as per Ray of Enfeeblement) and accruing 1 point of Exhaustion. Able to attack up to three individuals with its six mouth tentacles, each Requires a Dc20 Constituion save to avoid being Paralyzed for 1d6 hours. Paralyzed victims are pulled into the throat mist on its next tentacle action, each round therein the victims suffers suffocation and 3d6 necrotic until the necrotic damage lowers their hit points below their Constituion score. At this point the rotting corpse becomes part of the Nightterror increasing its hit point total from the usual 7 / Dice by 1 per victim devoured. Once the Maximum Hit points for d12 are reached, each victim adds 5 temporary hit points lost only through damage. A nightterror measures about 6 feet in diameter with an 18’ long body tipped by web spinners for tarlike webbing. It can spin complex webs and spray targets up to 30’ away. They move at full speed even on ceilings. . Nightcrawler Size/Type: Gargantuan Undead (Extraplanar) Hit Dice: 25d12+50 (212 hp) Initiative: +4
  • 243.
    241 Speed: 30 ft.(6 squares), burrow 60 ft. Armor Class: 35 (-4 size, +29 natural), touch 6, flat- footed 35 Base Attack/Grapple: +12/+45 Attack: Bite +29 melee (4d6+21) Full Attack: Bite +29 melee (4d6+21/19-20) and sting +24 melee (2d8+11/19-20 plus poison) Space/Reach: 20 ft./15 ft. Special Attacks: Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole Special Qualities: Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits Saves: Fort +12, Ref +10, Will +23 Abilities: Str 48, Dex 10, Con 20, Int 10, Wis 20, Cha 18 Skills: Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks) Feats: Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold) Environment: Plane of Shadow Organization: Solitary or pair Challenge Rating: 18 Treasure: Standard Alignment: Always evil Advancement: 26-50 HD (Colossal) Level Adjustment: — A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color. A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds. Combat A nightcrawler attacks by burrowing through the ground and emerging to strike. A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Energy Drain (Su) Living creatures inside a nightcrawler’s gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the nightcrawler gains 5 temporary hit points. Improved Grab (Ex) To use this ability, a nightcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. Poison (Ex) Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based. Spell-Like Abilities At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based. Summon Undead (Su) A nightcrawler can summon undead creatures once per night: 9-16 shadows, 3-6 greater shadows, or 2-4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released. Swallow Whole (Ex) A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.
  • 244.
    242 Flux Native to Pandemonium,5e Slaadi are the Flux, appearing as amorphous churning storm clouds of radiance and darkness. Gith Gith are native entities of the Astral Sea who fled enslavement by aberrations. Lux Entities native to Genesis, the Lux are Azata from Pathfinder Bestiary and Bestiary 2 without form, appearing as amorphous clouds of radiance. Brijidine This beautiful woman has flesh made of lava. She soars through the sky on a trail of fire. Brijidine CR 17 XP 102,400 CG Medium outsider (azata, chaotic, earth, extraplanar, fire, good) Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +26 Aura flaming body, holy aura Defense AC 32, touch 19, flat-footed 27 (+4 deflection, +5 Dex, +13 natural) hp 256 (19d10+152) Fort +22, Ref +15, Will +21 DR 10/cold iron and evil; Immune electricity, fire, petrification; Resist cold 10; SR 28 Weaknesses vulnerable to cold Offense Speed 40 ft., fly 60 ft. (good) Melee +1 flaming burst keen longsword +25/+20/+15/+10 (1d8+8/17–20 plus 1d6 fire and burn) Ranged lava blast +24 (16d6 fire plus burn and entrap) Special Attacks entrap (DC 26, instantaneous, hardness 8, hp 30), burn (2d6, DC 26), trample (1d8+7, DC 24) Spell-Like Abilities (CL 19th; concentration +25) Constant—holy aura (DC 24) At will—flaming sphere (DC 18), heat metal (DC 18), meld into stone (self only), soften earth and stone, stone shape 5/day—cure serious wounds, flame strike (DC 21), move earth, spike stones (DC 20), stone tell, summon nature's ally V (earth and fire elementals only), wall of stone (DC 22) 3/day—earthquake, fire storm (DC 23), heal, stoneskin, wall of fire Statistics Str 20, Dex 21, Con 24, Int 15, Wis 18, Cha 23 Base Atk +19; CMB +24; CMD 43 Feats Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Improved Bull Rush, Iron Will, Lunge, Power Attack, Staggering Critical, Toughness Skills Craft (any one) +24, Escape Artist +27, Fly +9, Heal +26, Knowledge (nature) +24, Knowledge (planes) +24, Perception +26, Perform (oratory) +25, Sense Motive +26 Languages Celestial, Draconic, Ignan, Infernal, Terran; truespeech SQ heat stone, obsidian blade Ecology Environment any (Elysium) Organization solitary or team (2–5) Treasure double (no flammable items) Special Abilities Flaming Body (Su) A brijidine's body is molten rock covered in dancing flames. Anyone striking a brijidine with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a brijidine or is grappled by one takes 6d6 points of fire damage each round the grapple persists. Heat Stone (Su) Whenever a brijidine uses her meld into stone, soften earth and stone, spike stones, stone shape, or wall of stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 fire damage per round. Lava Blast (Su) A brijidine can hurl a glob of lava at a target as a standard action. This attack has a range increment of 30 feet. Obsidian Blade (Ex) At will as a free action, a brijidine can create a blade of jagged volcanic glass that functions as a +1 flaming burst keen longsword. One round after it leaves the brijidine's grasp, the weapon decays into useless powder. Brijidines are passionate, powerful azatas attuned to the powers of earth and fire. They love basking in volcanoes, writing poetry, tending to sick creatures, and pursuing spicy recipes. The quickest way to befriend a brijidine is to present her with a fireproof copy of an exotic poem or a bag of rare peppers. Though their power is tied to primal destruction, they are quick- witted and love clever wordplay, whether in a sonnet or a dirty limerick. The brijidine sees fire as a form of purity, a marked difference from its classical association with devastation and destruction. To a brijidine, the existence of hellfire is the rankest blasphemy, and while many azatas look to
  • 245.
    243 the demons ofthe Abyss as their greatest enemies, it is among the devils of Hell that most brijidines find focus for their anger. The fact that devils are immune to fire, the brijidine's greatest strength, frustrates and angers these azatas all the more, forcing them to become far more imaginative and creative in their tactics when facing such foes. A brijidine stands 5-1/2 feet tall and weighs 150 pounds. Bralani Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors. Bralani CR 6 XP 2,400 CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger) Init +8; Senses darkvision 60 ft., low-light vision; Perception +15 Defense AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 66 (7d10+28) Fort +9, Ref +9, Will +6 DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17 Offense Speed 40 ft., fly 100 ft. (perfect) Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7) Ranged +1 composite longbow +12/+7 (1d8+6/×3) Special Attacks whirlwind blast Spell-Like Abilities (CL 6th) At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall 2/day—lightning bolt (DC 15), cure serious wounds Statistics Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15 Base Atk +7; CMB +12; CMD 26 Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception) Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14 Languages Celestial, Draconic, Infernal; truespeech SQ wind form Ecology Environment any (Elysium) Organization solitary, pair, or squad (3–6) Treasure double (+1 scimitar, +1 composite longbow [+5 Str]) Special Abilities Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based. Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously. Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms. Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators—or whenever else such opportunities present themselves— bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess. Ghaelle his elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power. Ghaele CR 13 XP 25,600 CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger) Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +20
  • 246.
    244 Aura holy aura Defense AC28, touch 16, flat-footed 26 (+4 deflection, +1 Dex, +1 dodge, +12 natural) hp 136 (13d10+65) Fort +17, Ref +11, Will +16 DR 10/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 25 Offense Speed 50 ft., fly 150 ft. (perfect) Melee +2 holy greatsword +22/+17/+12 (2d6+12) Ranged 2 light rays +14 ranged touch (2d12) Special Attacks gaze Spell-Like Abilities (CL 13th) Constant—detect evil, holy aura (DC 21), see invisibility At will—aid, charm monster (DC 17), continual flame, cure light wounds, dancing lights, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), greater teleport (self plus 50 lbs. of objects only) 3/day—globe of invulnerability 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force Spells Prepared (CL 13th) 7th—holy word (DC 21) 6th—banishment (DC 20), heal (DC 20) 5th—flame strike (DC 19), raise dead, true seeing 4th—death ward, dismissal (2) (DC 18), divine power, restoration 3rd—cure serious wounds (3), searing light (2) 2nd—aid, align weapon, bear's endurance, lesser restoration (2) 1st—bless, command (DC 15), divine favor, obscuring mist, shield of faith 0 (at will)—detect magic, purify food and drink, stabilize, virtue Statistics Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17 Base Atk +13; CMB +20; CMD 31 Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +17 Languages Celestial, Draconic, Infernal; truespeech SQ light form Ecology Environment any (Elysium) Organization solitary, pair, or squad (3–6) Treasure triple (+2 holy greatsword) Special Abilities Gaze (Su) In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele's gaze is immune to that particular ghaele's gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based. Light Form (Su) A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks or use spell-like abilities in this form, but can't make physical attacks or cast spells. This ability otherwise functions similarly to a bralani's wind form ability. Light Ray (Ex) A ghaele's light rays have a range of 300 feet. This attack bypasses all damage reduction. Spells Ghaeles cast divine spells as 13th-level clerics. They do not gain access to domains or other cleric abilities. Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked. Lillend Lillend CR 7 XP 3,200 CG Large outsider (azata, chaotic, extraplanar, good) Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13 Defense AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) hp 73 (7d10+35) Fort +7, Ref +10, Will +10 Immune electricity, petrification, poison; Resist cold 10, fire 10 Offense Speed 30 ft., fly 70 ft. (average) Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab) Space 10 ft.; Reach 10 ft.
  • 247.
    245 Special Attacks bardicperformance (20 rounds/day), constrict (2d6+5) Spell-Like Abilities (CL 7th) 3/day—darkness, hallucinatory terrain (DC 18), knock, light 1/day—charm person (DC 15), speak with animals, speak with plants Spells Known (CL 7th) 3rd (2/day)—charm monster (DC 17), cure serious wounds 2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16) 1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15) 0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic Statistics Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19 Base Atk +7; CMB +13; CMD 26 (can't be tripped) Feats Combat Casting, Hover, Iron Will, Lightning Reflexes Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (stringed instruments) +16, Sense Motive +13, Survival +14; Racial Modifiers +4 Survival Languages Celestial, Draconic, Infernal; truespeech Ecology Environment any (Elysium) Organization solitary, pair, or choir (3–6) Treasure standard (+1 longsword, masterwork harp) Special Abilities Bardic Performance A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects. Spells A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells. Among the azatas, lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend's lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds. Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils. Lyrakien Lyrakien CR 2 XP 600 CG Tiny outsider (azata, chaotic, extraplanar, good) Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9 Defense AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) hp 19 (3d10+3) Fort +2, Ref +7, Will +6 DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 Offense Speed 30 ft., fly 80 ft. (perfect) Melee slam +2 (1d2–3) Space 2-1/2 ft.; Reach 0 ft. Special Attacks starlight blast Spell-Like Abilities (CL 3rd; concentration +8) Constant—detect evil, detect magic, freedom of movement At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16) 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16) 1/week—commune (6 questions, CL 12th) Statistics Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20 Base Atk +3; CMB +5; CMD 12 Feats Agile Maneuvers, Improved Initiative Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18 Languages Celestial, Draconic, Infernal; truespeech SQ traveler's friend Ecology Environment any (Elysium) Organization solitary, band (2–5), or company (6–24) Treasure none Special Abilities
  • 248.
    246 Starlight Blast (Su)As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based. Traveler's Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance—doing so removes the effects of exhaustion and fatigue from the listener. Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic. Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called "glistenwings" by gnomes and halflings, lyrakien are frequently mistaken for fey—while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long. Modron Native entities of the Astral Sea, Modrons serve Aeons. Seraph Also called the Shining Ones, seraphim are angelic beings composed of radiance native to Novus Lucidum that nurture the infant spirits born from Genesis. They are NG 5e Angels divided into Teachers (Deva), Guides (Planetars), and Arbiters (Solars). Titan Meant to be the leaders of the failed Giant civilization, titans are equal to storm giants with the class abilities of a mystic of a level equal to their CR attuned to the Radiant Key, the ability to use Enlarge/Reduce on themselves at will, and the ability to craft and wield a Hammer of Thunderbolts. Titans are paragons of Storms and War. Undead Aldyryc’s undead are created by dark qi infecting a corpse to animate it or a living person to enwrap the light qi spirit and take control, with the spirit helpless inside. Undead can feed on spiritual and physical qi to grow more powerful or to build and improve bodies that they animate. When the physical form of an Undead is destroyed, the spiritual form animating it is kicked out with one hit point per HD remaining and Exhaustion Level 3. Aldyryc campaigns don’t use standard mummies, mummy lords, or death knights. Non-standard undead such as crypt things and skeleton warriors are the result of Wishes cast by Orcus priests, the dying, or Orcus himself. Ghasts are a form of ghoul created only by the possession of a corpse by a demon. Origins The first undead were the cthoi, monstrosities created by Orcus and Cthulhu from fallen rakshasa and rakshiri. These created the first wights and juju zombies from those of their kin not also turned into cthoi. The physical destruction of wights released the first incorporeal undead, poltergeists. The magic of the Mortis Liber helped rakshasa transform their enemies into skeletons, zombies and ghouls, leading to the release of specters and shadows. The 1st Chaos Wave then separated those cthoi from before into Elders and those later produced solely from rakshasa into Young while unlocking the ability to evolve through feeding in their lesser spawn. The first ghosts were faerie, almost solely banshees because only such unfocused intense hatred could make a faerie refuse the return to the Faerie Realms. The first lich was Sauron the Necromancer, First Emperor of Murhkar, using the ritual in the Mortis Liber discovered by his goblin father Melkor, First Priest of Orcus, and the First Sorcerer. The first mummies were his nine hobgoblin bodyguards, the Nazgûl. Apparition Medium Undead Neutral Evil Slaying a Voidsoul releases an apparition with the usual handicaps. An Apparition is an extremely pale 5e Shadow, an anthropoid dimness in the air with the following adjustments:
  • 249.
    247  Strength, Constitution,and Charisma are all reduced to 1  In combat or in motion it is treated as if affected by a Blur spell and it is Invisible when motionless outside of combat.  Its touch attack inflicts 1d8 points of necrotic damage to the target, granting disadvantage on their attack rolls against the apparition until the end of its next turn, and preventing the target from regaining hit points until the start of the apparition’s next turn.  An apparition only feeds on the qi remaining in the corpse, desiccating it, and is only able to evolve into a Shadow by feeding enough to gain a shadow’s full HD. Cthoi Also known as a Pale Whisperer, a Shadow Stalker, and a Soul Eater, a Cthoi is a 8th level Paragon of the Forms of Evil, Darkness, and the Undead Aspect of Death. Telepathic and connected with Cthulhu, Every cthoi within 30’ of another cthoi adds 2 sorcery points and 1 Paragon level of to each one in the chain. Cthoi can use sorcery points for Paragon spells. Elder Known as the Thirteen, cthoi elders are 13th level paragons with the class abilities of 12th level Fate Mystics and the Tough feat. Created by Orcus for Cthulhu for Ragnarok out of captured and dead rakshiri. They appear as skeletal anthropoids with pale, slimy white flesh like a dead fish stretched tight over its bones. Its seven feet in height, like their sources. Their long skinny arms end in long boney fingers tipped with curved claws. Normal rakshasa are transformed by blood drain into Young Cthoi of equal HD and sorcerous magic. Elder Cthoi come from rakshiri and rakshasa from before the wave. They are all level 20 - 30 Wizards. Their leonine skull has no mouth. Instead a mass of small tentacles dangle and writhe from the upper jaw, able to drill into victim and syphon out blood. The drain is double a vampires and creates vampires of non rakshiri types, under its control. The slime causes a sensuous, pleasurable sensation and prevents clotting. Their claws inflict twice the neg levels of dark qi as a vampire, creating wights under its control Instead of ears, two tentacles grow from the sides of the skull each nearly three feet long and slender, tipped with a long spine able to puncture a skull and suck out the spirit, replacing it with dark qi to create a voidsoul under its control. Each tentacle can hold one spirit. The cthoi can use it to power spells by spending 1 level/hd per spell level, or it can completely heal itself by consuming the spirit. It can consume just to make room. Cthoi have Frightful Presence when first seen. They radiate despair in a 30 radius that renders victims paralyzed with hopelessness until a successful save or shaken if they save. The effects vanish once out of the aura. They Regenerate 5 if young and 10 if elder, prevented only by direct sunlight. Can only be permanently destroyed by being anointed with holy oil then Blessed followed by burning while in direct sunlight and scattering the ash. Otherwise it can regenerate from the remnant. Dominate by filling mind with whispering voices given orders and suggestions. Aka: The White Whisperers (can’t talk, only telepathic whispers), the Shadow Stalkers (sunlight not only stops regeneration, and allows their destruction), the Silent Ones, Doom Warriors, and the Pale Strangers - because their robes make them appear as humanoids or faeries or orcs but not as living one. They are the origin of all undead except mummies (including liches) and ghosts, creating all others through all three types of drain and spells, the incorporeal forms coming from the destruction of corporeal ones.
  • 250.
    248 In groups onetends to be the caster while each additional cthoi contributes one metamagic effect to the spell. No two can be more than thirty feet apart to be in the link. Fanatical servants of Cthulhu, they work behind the scenes pulling strings unless ordered or forced into direct action. They tend to be surrounded by vampires, wights, and voidsouls and are considered holy by Cthulhu worshippers and those of Orcus as the first if his undead children. They obey only their master whom they commune with 0 level spell. Often cloaked with deep cowls cthoi tend to crouch and stoop making them appear shorter and hunched. They fight with ranged magic and rely on their aura to render victims defenceless and harmless, before taking a drink then taking the spirit unless it wants to make vampires or wights. Rakshasa fear cthoi. There are 9 elder cthoi, 13 rakshiri, and 18 elder rakshasa. The cthoi lair in the Deep of the Underworld above Tartarus and have a tunnel to Atlantis. Young Cthoi (NE Undead) CR 14 Str 22, Dex 24, Con - , Int 17, Wis 17, Chr 23 13d8+70hp, Natural AC +15, DR 15/magic and silver, CL7, SR 25 Feats: combat expert, Dodge, Imp Critical (kukri), imp initiative, werapon finesse, alertness, combat reflexes, lightning reflexes, Toughness Skills: Bluff +27, Dip 19, Disguise 27, Perc 24, sense mot 24, perform 19, stealth 28 Blood Drain and Bleeding: 1d4 con damage from mouth tentacle burrowing plus1 point bleed damage from slime per bite Energy Drain: both claw attacks 1d4+6 and 2 neg levels Spirit Drain: 1d4 sting damagr plus grapple. Successful grapple imbeds tebtacke spine in skull. Grapple check to pull out. If still in its next round victim must save Will or die and have spirit trapped in tentacle. Cthoi can spend victim levels or hd to heal itself 1d8pts per level spent. They can also use them to power additional castings oof their spells on a level per level basis. Lastly they may spend them in the witch link to pay the cost of contrubuted metamagic. The spirit remains trapped until exhausted by having all its kevels spent or the creature is permabently destroyed. True Res, Wish and Miracle work only once the spurit is exhausted. Lesser restoritives work once the spirit is freed but it has 1 neg level per kevel spent. The spine remains imbedded until pullefd out by victim or by cthii upon syphoning the spirit. Both spines can attack the same creature but not diffetebt ones once one is imbedded.. Create Spawn: Energy drain creates wights, Blood drain creates vampires (or cthoi if rakshasa), and Spirit drain creates juju zombied, all under thecreatures control until its permanent destruction. Spawn rise in 1d4 rounds. Telepathy 30': enables universa communucation experienced as voices and languages in the recievets memory, including their own, conibg as multiple whispers that echo in the mind Dominate Person 30' CL12: the whispers become overwelmingp Regenerate 5 / sunlight, Annoint with holy oil and bless before burning in sunlight fir permanent destruction. Pulls itself back together and can regrow from dust or ash as soon as out of sunlight. Witch link: when in groups one acts as caster while each additional one cobtributes one metamagic feat as if using witchcraft, not requiring the feat and paying its cost from captured spirits. Aura of Despair 30' radius: Taking any action whether offensive, defensive, or any other, rrequires a Will save to break the despair. Success majes immune for 24 hours but leaves shaken for 3d20 minutes. Inactive vuctins are considered helpess. Frightful presence: save upon first seeing its face Dragonnethi Although the soulless dragonnethi can still be killed by undead attacks they cannot be turned into undead or animated as skeletons or zombies. Their bodies do not provide sustenance for structural or vampiric feeding; the mithral in their blood acting as a Poison that eliminates gained hit points and gives them the Poisoned condition until they complete a full rest period. However, the bitten dragonneth stills takes the normal necrotic damage. Thus there are no dracoliches and no dragonneth would become such an abomination if it were possible. There is a legend from the Age of the Fallen about a dragon who dared quest after immortality with an entourage of Low Ones. One of the varstrills was found adrift near the Dagon’s Maw whirlpool, her dying words warning of the questing dragon being turned into an undead abomination by powerful magic and then destroying its entourage with the entropic breath of Tiamat herself. Her final whisper
  • 251.
    249 was the nameShen. Called the Dragon of Doom, Shen became the dragonneth boogieman, used to terrify hatchlings into obedience and serve as a warning to adults to accept their existence. They fear Shen far more than Cthulhu or Satanael. A few believe Shen to be the unborn hatchling of Tiamat and actively seek him out, returning without luck or not at all. Ghosts Ghosts are spirits unwilling or unable to leave the Mortal Sphere after death, who have turned their backs on the Gates of Immortality to forge their own chains of dark qi. They aren’t controlled by it and don’t feed or evolve, but it prevents their destruction or release until the emotions, desires, and intentions that formed the chain are resolved, weakening and breaking the links. Sometimes a spirit has such an intense desire for revenge on a specific individual or small group, that it refuses to leave its body upon death, fixing its dark qi chain to the corpse rather than the location of its death. These rise as remnants. Banshee is just the Faerie term for ghost; all ghosts being able to use Phantasmal Killer and Weird among their other undead spells (see Undead Evolution and Magic). The aging effect of a ghost is multiplied by the Longevity Rating of the affected creature. Ghouls The Aldyryc ghoul is modelled after the Romero zombie. They use standard 5e stats except for having Speed 20 and being unable to Dash. A ghast is a corpse possessed by a demon, otherwise using the standard 5e stats. Mummy Mummies are powerful, non-feeding undead created by the forbidden Mummification ritual. Aldyryc mummies replace standard 5e mummies, mummy lords, and death knights. Few non-lich mummies become so willingly and are created as punishment or to be a bound protector of some place or thing by adding a Geas to the phylactery’s construction in the ritual of at least 1 spell slot level per 2 class levels of the potential mummy (6 for 12th , 7 for 14th , 8 for 18th , and 9 for 18th ). Aldyryc mummies possess the standard ability scores and AC of a 5e Lich but only get spells if they are a spell-caster. Although they retain the standard HD and Hit Points as well, Liches and Death Knights may be of any class level, with the exception of Liches who must cast the ritual upon themselves, getting all the proficiencies and class level abilities appropriate to the class level. The rank of the mummy produced depends on the classes of the character, all mummies using the rules and statistic for a 5e Lich as adjusted bellow: Type Rank Adjustments Notes Crypt Thing Skeletal Guard Tough and Weapon Master feats No class level abilities or Legendary Actions Crypt Keeper Skeletal Sentinel Crypt Thing adjustments plus Athlete (STR+1) and Martial Adept, feats Eldritch Knight, Arcane Trickster, Ranger, or Lancer; No class level abilities or Legendary Actions Death Knight Mummy Champion Crypt Keeper adjustments as well as Legendary Actions, Enforcer class level abilities, STR+1, and Savage Attacker feat Exemplars become Enforcers when mummified. Lich Mummy Lord Legendary Actions with Lich Expansions, class level abilities, plus Keen Mind, Mage Slayer, Spell Sniper, and War Caster feats Illuminatus, Magician, or Mystic Mummy CR ~21 Medium undead, any evil 33,000 XP Armor Class 17 (natural armor) Hit Points 135 (18d8+54) Speed 30’, swim 30’ STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Skills Arcana +18, History +12, Insight +9, Perception +9 Damage Resistances cold, lightning Damage Immunities necrotic; poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120’, passive Perception 19 Languages Common plus up to five other languages Legendary Resistance (3/day ). If the mummy fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has an intact phylactery, a destroyed body mummy gains a new body in 1d10 days, regaining all of its hit points and becoming active again. The new appears within 5
  • 252.
    250 feet of thephylactery. Turn Resistance. The mummy has advantage on saves against any effect that turns undead. Magic Resistance. The mummy has advantage on saves against spells and other magical effects. ACTIONS Multiattack. The mummy uses its Dreadful Gaze and makes one attack with its Paralyzing Touch. Crypt Rot. Creatures that come within 15’ of a mummy must succeed on a DC 16 Con save or be cursed with Crypt Rot. A cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapses. If the curse reduces the victim’s hit point maximum to 0, the desiccated victim dies and rises as a shadow from the corpse during the Witching Hour of the next Night of Darkness. The corpse then turns to dust. The curse lasts until removed by magic equivalent or superior to Dispel Evil or Greater Restoration. A successful save renders the creature Immune to that mummy’s Crypt Rot for 24 hours. The phylactery radiates the same aura with disadvantage on the save. Dreadful Glare. A creature within 60’ that the mummy can see must succeed on a DC 16 Wis save or become frightened until the end of the mummy’s next turn. If the target fails the save by 5 or more, it’s also paralyzed during that time. A target that succeeds on the save is immune to the Dreadful Gaze of all mummies and mummy for 24 hours. Paralyzing Touch. Melee Weapon Attack: +12 to hit, reach 5’, one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Con save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns. LEGENDARY ACTIONS A Death Knight or Lich can take 3 legendary actions, only one at a time and only at the end of another creature’s turn. The lich regains spent actions at the start of its turn. Attack. The mummy makes one attack with its Rotting Fist or uses its Dreadful Gaze. Blinding Dust. Each creature within 5’ of the mummy must succeed on a DC 16 Con save or be blinded until the end of the creature’s next turn. Blasphemous Word (costs 2 actions). Each non-undead creature within 10’ of the mummy that can hear it must succeed on a DC 16 Con save or be stunned until the end of the mummy lord’s next turn. Channel Negative Energy (costs 2 actions). Creatures within 60’ of the mummy, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn. Whirlwind of Sand (costs 2 actions). The mummy lord transforms into a whirlwind of sand, moving up to 60’, then reverting to its normal form. While in whirlwind form, it’s immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned LICH EXPANDED LEGENDARY ACTIONS A lich can add the following to its list of legendary action options: Cantrip. The lich casts a cantrip. Paralyzing Touch (costs 2 actions). The lich uses that action. Frightening Gaze (costs 2 actions). One creature the lich can see within 10’ of it must succeed on a DC 18 Wis save or become frightened for 1 minute. The target may make another save at the end of each of its turn, gaining immunity for 24 hours on a success. Disrupt Life (costs 3 actions). Each living creature within 20’ of the lich takes 21 d6) necrotic damage (DC 18 Con save for half damage). Phantom Zones The events of some deaths cause some spirits to become lost in the nightmares of their deaths and enter the Dreamworld from the Ethereal Plane upon death instead of seeking the Pearly Gates. These became trapped reliving their final moments in a scene that can manifest on the Material Plane as a spectral vision, a movie repeating endlessly. Bound within the phantom zone by a bubble of dark qi and not actually undead, bound spirits are harmless and unable to interact with anything on the Material Plane but fully real in the Dreamworld. However, interaction is only possible by attacking one, getting it the ways of its objective, or by a Successful willpower check at DC18. Such interactions are generally violent due to the circumstances and the mind-set of the spirit at the time, but can be informative otherwise. Such areas feel colder than their surroundings and are avoided by natural beasts. Witnessing the manifestation, which usually occurs during the Witching Hour and always on the Night of Darkness, requires a DC18 Willpower save to resist becoming Frightened of the area for 6d% minutes. They are most commonly places where violence left unburied bodies that never received last rites. Performing last rites for every bound spirit cleanses the regional dark qi upon the completion of the final rite, freeing all trapped spirits to their afterlife. Creatures that take long rests or are rendered Unconscious or dying in an area of bound
  • 253.
    251 spirits may enterthe Dreamworld and find themselves suddenly swept up in the shared nightmare. Doing do requires a DC18 Charisma save to resist the effect, which is basically the same as Astral Travel in that only the dreamer’s astral form enters the Dreamscape. Structural Feeding Feeding strips a medium-sized body of the needed materials in 2 hours, a small in 1 and a large in 4. Evolving by feeding takes a hundred medium-sized victims per Hit Dice, or 200 small or 50 large from bodies dead no longer than 24 hours. Undead Evolution and Magic Incorporeal Form Corporeal Form Feeding Material Spells [Attack / DC] Shadow Skeleton Muscle Mage Hand (5, 6); Minor Illusion [+2/!0] Zombie Organs, Flesh Silent Image; Fog Cloud (5, 6) [+2/10] Specter Ghoul Spinal Fluid, Bone Gust of Wind (5,6); Phantasmal Force [+2/10] Poltergeist Wight Marrow Fear (5,6); Major Image [+4/12] Wraith Vampire or Spawn Blood Phantasmal Killer (5,6); Hallucinatory Terrain [+7/15] Ghost none none Animate Objects (6); Weird (short rest) [+5/13] All undead can cast certain spells as spell-like abilities using their Willpower as casting ability. Higher evolved undead can also access the spells of lower levels. Each may be used at will, with those that require recharging by a d6 roll or a rest so indicated on the table. Undead Recovery Undead have a slowed recovery rate, treating 1 full day of 24 hours rest as if it we 1 hour. Thus for them a short rest takes 48 hours and a long rest a full week of eight days. During the Night of Darkness they recover at the normal rate for the living and treat Witching Hour as if it were two hours, enabling a short rest. Also, ghosts rise to begin haunting the location of their death on the stroke of that night’s midnight. Magical healing and cure wounds spells work normally on their flesh and bones, but not incorporeal spirits encased in dark qi. These have to rest or gain temporary hit points through their abilities, if able. Vampire Instead of being forced into gaseous form at 0 hit points, vampires expel wraiths able to return to their Desecrated lairs to regenerate their bodies. The creation of undead or their continual presence for twenty-four consecutive hours desecrates the area, giving it the effects of a Hallow spell dedicated to Orcus that doesn’t affect (bar) undead and has the added effect of causing all dead bodies left in the area for 24 hours to rise as ghouls on the next Witching Hour, with decayed corpses becoming zombies or skeletons depending on condition. A vampire commands any undead that rises in its lair. Spells that create or animate undead can create twice as many in a desecrated area and an area desecrated by a vampire replaces a coffin and grave dirt as its restorative sources. Vampires must rest in darkness from moonset to moonrise regardless of the length of daylight at the latitude. Upon moonset they gain 5 points of Exhaustion which only resting from moonset to moonrise will remove. They must drink blood every day, gaining at least 21 hit points from their bite to prevent starvation. Should their body die of starvation, they permanently return to being spectres. A vampire can’t evolve any farther but can increase its HD by stripping enough victims to earn the total it desires, without practical limit. Unless they are confident in their defenses, vampires tend to be smart enough to locate their lairs where the area effects don’t give them away. Dracula Centuries before the Fall and the sinking of Island of Atlantis by the Faerie Alliance to destroy the hidden city of R'lyeh. A few centuries before this, a warning came from the Council of Powers in the form of an incurable blood disease sent by Pazuzu, prophesied to mark the rise of evil and impending doom. The elven Countess Lilith, wife of Count Dracula, was among those stricken. A sorcerous priest of Ra, Dracula begged hi god to save her. When Ra told him to accept the Council’s
  • 254.
    252 judgement, he turnedto Orcus hoping for a cure or at least the ritual of mummification. Orcus responded by sending a cthoi. The creature drained her blood. The first non-rakshasa so drained, she rose as the first vampire. Dracula willingly gave himself to her hunger and she fed him from herself when he rose a few days later. The pair became bloodthirsty tyrants feared by all their subjects. After a century or two of fear, the locals waited for Dracula to leave for R’lyeh and attacked Castle Ravenloft, managing to completely entomb Lilith until she starved and became the first wraith. Escaping, the she filled the castle with her spawn. Dracula’s rage was horrible and many died but Orcus warned him of the gathering of the Faerie armada and he escaped Atlantis before its sinking. Surviving the 2nd Chaos Wave altered him and gave him powers beyond the normal vampire. It is said he still haunts Aldyryc, obsessed with finding his reincarnated love and gathering rituals of magic. Dracula has +6 to all ability scores, +9HD, Resistance to Sunlight (radiant) and Water (acid) damage, as well as being both a warrior and a 15th level spell-caster. He has twice the standard number of uses of Children of the Night and Legendary Resistance as well as Legendary Actions. His Shapechanger forms include that of an ordinary wolf also with the vampire’s bite. His Charm ability has a DC of 20 and effects undead with a DC17. He can Dominate Person with a 30’ Gaze as a 12th level caster three times per day and can Create Thrall as per the Warlock Great Old One pact. His wraith if expelled doesn’t suffer from Exhaustion and has 3 hit points per HD. It is said that he recoils from the sight of presented Ra symbol. Voidsoul A victim whose spirit is taken by a cthoi becomes a voidsoul, a body preserved by an infusion of dark qi that retains a measure of its personality, intelligence, and memory. Also known as a forsaken, a mist walker, an empty one, and a dementor, these creatures retain the Ability Scores of the anthropoid victim with Strength and Dexterity increased +1, 9d8HD plus the Tough feat, and ½ of any of the class levels possessed by the victim in class abilities and proficiencies. Supernatural athletes, voidsouls can make standing leaps as if done with a running start with advantage with a 5’ start and with double the Ability modifier applied if a 10’ running start if possible. Voidsouls have continuous Spider Climb and a natural AC of 12 due to toughened skin. Their staring empty gaze can be used once per turn within 60’ as a bonus action to trap the gaze of another and pull their mind into the Void. This in inflicts 2d10 points of psychic damage and requires a DC16 Charisma save to avoid being afflicted with short-term madness and a critical failure doubling the damage and causing long-term madness instead. A success leaves the target Paralyzed for 1 round per point of damage and cuts the damage in half, with a critical success eliminating damage and reducing the condition to Frightened for 1 round. Once the duration of any madness ends, the victim must save again to avoid being left with indefinite madness. Voidsouls are Immune to Poison, Exhaustion, Frightened, Charmed, Starvation, Suffocation, Paralysis, and Psychic damage plus madness and hallucinations. Necrotic damage acts to heal them or provide temporary hit points. Vulnerable to Radiant, they are Resistant to Cold and B/P/S that is non-magical and non-silvered. Direct sunlight causes them to make a DC16 Constitution save to avoid being effectively Poisoned with success making it effectively Frightened. Voidsouls can summon a special Fog Cloud with a 60’ radius around them that moves with them, lasting until dismissed as an interaction, dispelled by wind or Dispel Magic, or the voidsouls dashes or runs. In addition to concealment the cold mist drains the vitality and depresses the emotions of those within requiring a DC16 Constitution save at the start of each turn inside the mist to avoid taking 1 point of Exhaustion, 2 on a critical failure. Once Exhaustion is gained, no further drain is experienced. However, upon gaining Exhaustion the individual must save a second time or be affected as if by a Sleep spell. On each turn following leaving the mist, individuals may save to remove the exhaustion and wake up. Werewolf A werewolf is an anthropoid afflicted with the Curse of Lycanthropy through the spell or being bitten by a barghest or wendigo. It first emerges as a barghest and evolves into a wendigo by feeding on the organs of victims. Barghest A barghest has black fur and red lupine eyes. CR 5 XP 1,600 CE Medium fiend (native, chaotic, demon, evil) Init +7, Senses darkvision, scent, Passive Perception/Investigation +19/+5 AC 17 (+2 Dex, +5 natural)
  • 255.
    253 HD 9d8+18 (52) Speed40’ Melee bite +8 (1d6+4 plus Curse of Lycanthropy), 2 claws +8 (1d4+4) Special Attacks Feed, Curse of Lycanthropy, saves for all special powers and abilities DC16 Str 18, Dex 15, Con 15, Int 10, Wis 12, Cha 14 Feat: Alert Languages Dark Speech Fast Healing: Can use healing HD as bonus action Resistance to Acid, Cold, Fire, Lightning, and Thunder Immune to Exhaustion and Poison as well as Bludgeoning, Piercing, and Slashing that is not silver, Vulnerable to silvered Howl: grants Frightened condition on failed Willpower save to everyone within 60’ lasting until savesuccessful, recharge 6 Gaze: causes Incapacitated condition as bonus action on failed Willpower save lasting until save successful, recharge 5 or 6 Curse of Lycanthropy passed through bite the curse has one cure known as the Suicide Solution. This requires making an elixir of wolfsbane, mandrake root, black lotus, and nightshade, with donated urine from the afflicted. This costs a total of 500gp and the result is a foul substance that Poisons anyone who drinks it who fails a DC20 Constitution save. This means the condition for anyone except the afflicted. The potion turns the healing HD of the afflicted against them as poison damage with the save reducing this to half. If the afflicted survives, the demon surfaces and begins to change form. A successful Banishment or Dispel Good and Evil spell cast at this point in the same round can open the afflicted to having the curse ended by a Remove Curse 1 slot level higher than the Curse of Lycanthropy spell. This must also be cast in the same round and in order. If the exorcism attempt is not successful by the end of the round, the demon completes its change and the creature attacks the next round. If not a night of the Maiden, the werewolf changes back after 1 minute or upon being rendered Unconscious. The standard bite is equal to a 7 th level spell slot, the transformation to barghest triggered on the nights of the Maiden. Feeding: involves tearing through the abdomen and devouring the internal organs in a full round. Feeding grants +1HD for healing, which it can do as bonus action, average temporary hit points for 1HD, and 1 Inspiration Point, remaining until spent and not being renewed or healed by a rest period. On appropriate Night of Power 2 healing HD are spent to gain 1 that renews with a rest period. Once its rest-restored healing Hit Dice reach 18 the barghest requires a final Feeding to become a wendigo. Wendigo CR16 A wendigo has white fur and all black eyes that glow red in the centre. It differs from a barghest as follows: Str 22, Dex 15, Con 18, Int 12, Wis 14, Cha 14 AC 19 HD 18d8+72 (162) Save DC20 for all special abilities and powers Enlarge: self, three times Howl: grants Incapacitated condition Gaze: grants Stunned condition Feeding: benefits continue but reset to normal level of HD and hit points upon transforming back to host’s form. Immune to Acid, Cold, Fire, Lighting, Thunder, Exhaustion, and Poison, as well as bludgeoning, piercing, and slashing that is not magical and silver Vulnerable to magic and silver Curse of Lycanthropy: Considered an 8th level spell slot the transformation includes include nights of the Maiden and the Matron. Only a 9th level spell slot turns all three Faces of Isis into triggers. The transformation from host to barghest takes a bonus action, starting at moonrise and turning back at moonset or when the barghest is reduced to 0 hit points. World of Aldyryc Aldyryc’s circumference is approximately 25,000 miles, a little bigger than Earth. The moon of Aldyryc, Isis, is twice the size of Earth’s Luna and extremely dense, giving it a gravity of 2/3 Earth’s one gee. Things on Isis weigh 2/3 what they do on Aldyryc. Aldyryc shares its heat, energy, atmosphere and magnetic field with its close-orbiting moon (about half the distance of Luna’s 70,000 miles so it appears four times bigger in the sky than Earth’s moon.) The moon maintains a stable orbit about the equator. Aldyryc’s day is equal to Earth’s. The moon’s day is twelve hours. Its phases (called the Three Faces of Isis) are dependent on the absorption and release of positive and negative energy not its position relative to the sun.
  • 256.
    254 Forbidden Associations Although variouslands many ban the followers of certain gods, only two forms of association are universally banned on pain of imprisonment and death. The destruction of the Dream War caused all witchcraft, witches and covens to be banned from every land except Paholja where witches rule. Merely possessing a copy of the Necronomicon, the Witches’ Grimoire, is worthy of execution. The other banned group are the Strom Front, also called the Front. Represented by a white Ankh in a black circle on a grey back ground they follow the ideology of human supremacy detailed in Adel Hister’s manifesto Ku Klux Klan, Purifying the Master Race in Dark Speech. A satanic cult formed by Hister to unite Napoleon’s forces following his capture in the later part of humanity’s Century Wars, the Front is dedicated to the belief that humanity shall rise to dominate the inferior races once it has purified itself of weakness and the world of witches, demons, monsters, and abominations. This meant everyone other than the human race. Purifying humanity meant enhancing superior specimens beyond mortal limits while using the rest for war fodder, experiments, and the undead army created with the Black Cauldron of Orcus. Halflings were declared to have to potential for souls and salvation through valour in combat on behalf of the Klan, all others were monsters to be dominated or destroyed. All enemies and dead were recruited into the unliving Night Brigade. Living soldiers were given Blitzkrieg, a drug that turned them into super soldiers known as Storm Troopers with a tendency to go berserk in battle. They even tried to invade Sorrvas, resulting in the explosion that created the Nightmare Pass of the Dead Lands. The threat proved great enough to unite the other human lands into an alliance that reopened the Node Network and managed to defeat Hister. All traces of blitzkrieg, or blitz, were obliterated and all Front members hunted down and put to death. However, the Knights of the Light continue to follow the Front’s beliefs about human destiny and superiority but focus more on purity, having dedicated themselves to cleansing the human races and the world of evil and impurity. They see halflings as ultimate abominations to be destroyed without mercy and all dreamweavers except themselves and white magicians as witches. Many others follow the manifesto in secret. Knighthoods There are 6 knightly orders that have stood the test of time: 1. The Caltic Knighthood of the Round Table Symbol: Circular tabletop surrounded by thirteen seats. A religious order founded by Sirsyr and sworn to Athena they serve as protectors of Caltere. The Round Table is based on Sirsyr’s Code of Chivalry, each sworn to champion:  Faith: Hold true to your trust in Athena, yourself, and your fellow knights as well as to your word in all things  Charity: Be generous with your resources and kind to those less fortunate.  Justice: See the truth of the situation and enforce the law on all equally  Sagacity: Search of the truth of the world and absorb all that you can, using to improve your decisions and minimize your mistakes  Prudence: Be cautious in your action and devotion. Look before you step over the precipice.  Temperance: Retain your wits for evil waits for opportunity to beguile and attack.  Resolution: Once you commit, see it through to the end. Do not let obstacles be more than a challenge.  Truth: Seek and speak the truth in all that you do. Lies are poison.  Liberality: Keep your mind open to Inconvenient truth, hard reality and opposing views.  Diligence: Always omit fully, doing your best and staying aware of your situation.  Hope: Trust in your faith to get you light the way in the darkness and be a beacon for others.  Valour: Defend the weak and defenseless and never back down in spirit. You are only truly defeated when your mind surrenders. 2. The Ethernian Knighthood of the Light Symbol: A white fireball
  • 257.
    255 Formed after thedissolution of the first Round Table, a religious order founded by Gawain, First Steward of the Ivory Throne, they are sworn to Sirsyr, the Ivory Throne, and Ethernia. Based on the Code of Chivalry, the Code of Righteousness defines this knighthood swearing each to the following:  Thou shalt be impoverished in wealth but rich in purity and generous in its encouragement  Thou shalt honour all that Sirsyr teaches and observe all knighthood directions.  Thou shalt defend churches of Light.  Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.  Thou shalt love the country in which thou wast born.  Thou shalt not recoil before thine enemy.  Thou shalt protect that entrusted to the knighthood with thy life.  Thou shalt wage war constant and unceasing against the workers of evil magic and witchcraft  Thou shalt perform scrupulously thy duties, if they be not contrary to the law.  Thou shalt never lie, and shalt remain faithful to thy pledged word.  Thou shalt be generous, and give largesse to everyone.  Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.[14] 3. The Ganite Knighthood of the Crown Symbol: A black crown with six points Formed by Charlemagne after the dissolution of the first Round Table as first monarch of the Kingdom of Ganis, based on a disagreement with dedication to a god instead of a mortal lord, they were forced underground by the Silverlock Revolution where they became a religious order dedicated to Satanael and the return of the Monarchy to Ganis. The rise of Napoleon brought it back to public prominence, still claiming to be agnostic. Declaring Napoleon the new Monarch they served him and then Hister during the Century Wars. After Hister’s defeat, they tried to re-establish the Monarchy but the Republic defeated drove them back underground. This knighthood swears to the Code of Nobility:  Loyalty: It is a practical utility in a warrior nobility. Richard Kaeuper associates loyalty with prowess  Forbearance: knights' self-control towards other warriors and at the courts of their lords was a part of the early noble habitus  Hardihood: The quality of hardy aligns itself with forbearance and loyalty in being one of the military virtues of the preudomme. According to Philip de Navarra, a mature nobleman should have acquired hardiness as part of his moral virtues. Geoffrey de Charny also stressed on the masculine respectability of hardiness in the light of religious feeling of the contemptus mundi.[28]  Honor: honor was what was achieved by living up to the ideal of the preudomme and pursuing the qualities and behavior listed above.[32] The loss of honor is a humiliation to a man's standing and is worse than death.  To fear Satanael and serve His Church  To serve the liege lord in valour and faith  To live by honour and for glory  To fight for the Divine Right  To obey those placed in authority  To guard the honour of fellow knights  To keep faith  To persevere to the end in any enterprise begun  To respect the honour of women  Never to refuse a challenge from an equal  Never to turn the back upon a foe 4. The Kaldarian Imperial Knighthood Symbol: Imperial red-headed black roc over crossed lances The original knighthood formed from the cavalry of the Empire of Kaldaria with knighthoods and land being given as rewards. The original knight’s code, the Code of Civility was extended to form the base of feudal society during the Dark Ages of the Kaldarian Empire.
  • 258.
    256  Loyalty: Itis a practical utility in a warrior nobility, associated with prowess.  Forbearance: knights' self-control towards other warriors and at the courts of their lords was a part of the early noble habitus.  Hardihood: The quality of hardy aligns itself with forbearance and loyalty in being one of the military virtues of the preudomme.  Largesse or Liberality: generosity was part of a noble quantity. According to Alan of Lille, largesse was not just a simple matter of giving away what he had, but "Largitas in a man caused him to set no store on greed or gifts, and to have nothing but contempt for bribes."  Honor: honor was what was achieved by living up to the ideal of the preudomme and pursuing the qualities and behavior listed above.[32] The loss of honor is a humiliation to a man's standing and is worse than death. 5. The Kalvaalan Teutonic Knighthood Symbol: Hawk in flight over wolf Formed after the Round Table, a religious order dedicated to Horus and their heritage. They have become the rulers of Kalvaala and renowned mercenaries. This knighthood is based around the Code of Stewardship, each sworn as follows:  To fear Horus and promote his faith  To serve the liege lord in valour and faith  To protect the weak and defenceless  To refrain from the wanton giving of offence  To live by honour and for glory  To despise pecuniary reward  To fight for the welfare of all  To obey those placed in authority  To guard the honour of fellow knights  To eschew unfairness, meanness and deceit  To keep faith  At all times to speak the truth  To persevere to the end in any enterprise begun  To respect the honour of women  Never to refuse a challenge from an equal  Never to turn the back upon a foe 6. The Southeastern Arm’s Samurai Order Symbol: the heraldry of their lord or land The Code of Bushidō, way of Discipline, a loose order based on the teachings of Xondra summarized by the eight virtues of Bushidō:  Righteousness (義 gi) Be acutely honest throughout your dealings with all people. Believe in justice, not from other people, but from yourself. To the true warrior, all points of view are deeply considered regarding honesty, justice and integrity. Warriors make a full commitment to their decisions.  Heroic Courage (勇 yū) Hiding like a turtle in a shell is not living at all. A true warrior must have heroic courage. It is absolutely risky. It is living life completely, fully and wonderfully. Heroic courage is not blind. It is intelligent and strong.  Benevolence, Compassion (仁 jin) Through intense training and hard work the true warrior becomes quick and strong. They are not as most people. They develop a power that must be used for good. They have compassion. They help their fellow men at every opportunity. If an opportunity does not arise, they go out of their way to find one.  Respect (礼 rei) True warriors have no reason to be cruel. They do not need to prove their strength. Warriors are not only respected for their strength in battle, but also by their dealings with others. The true strength of a warrior becomes apparent during difficult times.  Integrity (誠 makoto) When warriors say that they will perform an action, it is as good as done. Nothing will stop them from completing what they say they will do. They do not have to 'give their word'. They do not have to 'promise'. Speaking and doing are the same action.
  • 259.
    257  Honour (名誉meiyo) Warriors have only one judge of honor and character, and this is themselves. Decisions they make and how these decisions are carried out are a reflection of whom they truly are. You cannot hide from yourself.  Duty and Loyalty (忠義 chūgi) Warriors are responsible for everything that they have done and everything that they have said, and all of the consequences that follow. They are immensely loyal to all of those in their care. To everyone that they are responsible for, they remain fiercely true.  Self-Control (自制 jisei) Locations Ahkracia Capital: Akhetaton Founded by the ancient Egyptians, the Ahkracians continue the pharaonic dynasties, each hereditary ruler the avatar of a god. Twelve dynasties reigned before Kali-Set took over by ending the Kaldarian occupation. Ptah was the first, leading the Egyptians out of Necros, and Apollo was longest. Ptah and Ra were the only repeated avatars, defining two dynasties. Despite this, Ptah’s dynasties were the shortest even combined. His avatar came into power just long enough to lead the people in a new direction before passing the throne to a new line. Ra was in charge when the Kaldarians invaded, slew the avatar, and killed off the line. More than a hundred years later, the avatar of Kali-Set arranged the near simultaneous assassination of all Kaldarians on the 13th day of the year, known from then on as the Ides of Taalynn and considered an unlucky date by many on Aldyryc. The full line of pharaonic dynasties is as follows: 1. Ptah 2. Ra 3. Osiris 4. Mercury 5. Bacchus 6. Horus 7. Thor 8. Ptah 9. Anubis 10. Apollo 11. Athena 12. Ra 13. Kali-Set The Aldwynn Islands Originally inhabited by feral elves, stranded mist elf sailors married some, beginning the race of sea elves that inhabit the Islands in modern times. A place of rogues and vagabonds, many Numakki settled among the many small and large islands after the fall of Numallea, many becoming pirates. The pirates of the Islands are a fairly honourable breed not given to killing or raping captives or taking slaves. Thus they get along fairly well with the sea elves. Aldyrrya Forest Elf Capital: Qotiel Mist Elf Capital: Yndari Allied Capital: Ohm The elven homeland is the location of all mist and forest elf holds. Sea elves are exclusively found in the Aldwynn Islands where a few feral elf holds still remain, otherwise all feral elves are found in Aldyrrya. Only faerie are allowed with its borders which are defined by the edge of the forest, where the Ent Line forms a protective wall of discomfort that discourages most intruders. Patrols of Mist and Forest Lancers and defence forces capture any who make it beyond the Line, erase their memories of the experience and dump them outside the forest. Most blood efl holds are located beneath Aldyrrya. Aldyrrya has two types of settlements, Holds and Forts. Forts are settlements one the borders, shared by mist and forest elves and sea elves on the coasts. These appear like normal towns and cities but lack elderly, inform, and children, being places for meeting other faerie races and defence for the deeper parts of Aldyrrya. They also share participation in the Defence Force that occupies these settlements and protects the lands. Mist and Forest Lancers are part of the Defence Force. The location of Holds is a secret that has lasted millions of years. Aldyrrya is also home to many fey who get along with or at least tolerate faerie including ents, sprites, brownies, leprechauns, nixies, sylphs, dryads, centaurs, fauns, and satyrs. Arcanica The largest most cosmopolitan city on Aldyryc, Arcanica was founded by the Sumerians who were then driven out by the volcanoes Romulus and Remus both
  • 260.
    258 exploding and buryingtheir city. Greeks discover the same power circle as the Sumerians had used and were next to settled, soon conquered by Romans who named the city and mountains. Separating from Rome by closing the portal permanently, the New Kaldarian Empire spread from Arcanica and still has it has its capital. This is also the city of the Arcanum, Aldyryc’s ruling body for magician founded by Merlyn and his apprentice Solomon to end the Dream War. In addition to this great tower fortress and magical college, the Arcanum runs the Great Library of Arcanica which was founded on the model of the library of Alexandria, all books brought into the city being copied by state decree. Only Gyrrd’N’s Institute of Illumination rivals its breadth and depth of collection. The volcanic ridge between mountains divides the city into Uptown and Downtown, the strongest tide in the world sending the normally placid Racing River up the Reversing Falls once a day from the harbour to Lake Kaldar. Lake Kaldar is notable for containing Fire Island. The largest of several small islands near the centre, Fire Island is permanently lit by a continuous Fireball spell witching zone left from the Dream War as a warning about the dangers of witchcraft. The Cerulean Order throws witches into it. Assyrvia The original place settled by the Babylonians, they were later driven out by Broggan the Destroyer, King of Zhyatis, after he conquered the island nation. He destroyed the gateway to the Old World to end a Persian invasion and betray his most powerful allies. The allies brought down a curse upon the land as they died. The Babylonians and Persians fled as the dead rose to devour the living and take over Assyrvia, the Babylonians founding Kordesh and Persians Rovalla. The Isle of Dread remains a land of the unliving still. The Burning Sea The Burning Sea runs along the World’s Edge Mountains from the mountains of Southern Murhkar to Symmallea, beyond Raktargoth on the western side of the map. Volcanism and gas jets cause the sea to bubble and boil, actually emitting jets of flame in numerous places. Caenyrvyn Capital: Gwynedd Settled by the Welsh this feudal monarchy stands as a borderland with the Dark North, doing some trade with the Orcs when not fending of raids by them and the Minosi of Stygia. Known for producing singers with the voices of angels, Caenyrvyn allows no slavery. Caltere Capital: Camelot The Neolithic Picts first came to this region through Stonehenge. Later driven north by Celtic tribes they were replaced by Anglo-Saxons coming through the Stonehenge on the Old World to the one built by the Picts on Aldyryc. The Kaldarian Empire managed to conquer the south but the north remained home to the free plains horsemen. Encountering the Wyr and the Kalvaalans, the Kaldarian expansion ground to a halt. Sirsyr established the Kingdom of Camelot as the first of part of the Kaldarian Empire to gain independence, doing so after a long bloody war in which he united all the local tribes, established the Round Table, created the Code of Chivalry and the Knights of the Round Table. After his death at the end of the Drake War, Camelot fell and the Round Table disbanded, the region invaded regularly by barbaric tribes from Wyrland, Dunblannor, and Kalvaala. Arthur Pendragon founded Caltere after drawing Excalibur from a boulder inside ruined Camelot and using it to slay the terasques known as the Jabberwocky. Along with Robin Locksley and his Merry Men, they formed the second Round Table and a feudal monarchy that endures. Slavery is outlawed. The Daikaiju Ocean The Ocean covers the entire eastern hemisphere from the coasts of the Harkindian and Symmallean continents to the World’s Edge Mountains. It expanded when the continent of Draco sank as a result of the Second Chaos Wave with mountains are now chains of islands. Spires of Poseidon The Spires of Poseidon are an underwater mountain range that rose on the side of the planet opposite the Great Rift. The peaks of the tallest mountains rise high out of the water forming narrow pointed spires of rock with hidden ones under the surface between them. Tritons and Ikari dwell in and among them, watching for the prophesied draconic invasion from the east. The Dark North Locked in eternal night, the arctic zone of the planet is known as the Dark North, which also describes the nature of most of its life. Plants and animals have adapted chemically to the low light and intensely cold winters. Plants in the north are coniferous, shorter and bushier than southern varieties, and so dark with chlorophyll they are nearly black, helping them capture and utilize every available photon throughout the
  • 261.
    259 spectrum. Plants growquick and sturdy, as do the animals. Most are resistant or immune to cold due to the chemicals in the vegetation; similar to what occurs in the south but without colouring the skin. However, the dark does tend to push creatures toward albinism. Mammoths, mastodons, winter wolves, yeti, trolls, and numerous arctic species make a rough living on the edge of survival. The Dead Lands The valley plateau running through the Kaxxuun Mountains from Sorvah to Ethernia was reshaped by a series of antimatter bombs followed by radiation suppression foam interacting with the curse of Kaxxuun. The result of an attempt by Adel Hister to invade Sorvah in 11945, over 300,000 Ethernians and Ganites were obliterated in seconds, the rumbling booms, mushroom clouds, earthquakes, and flashes witnessed many leagues distant. This left the land waste of life, the valley floor cloaked in 2’ deep glowing green mist that clings stubbornly to the ground in the strongest winds. Created from ground swept up the mountainside, a narrow trail hundreds rises hundreds of feet above the mist, known as Nightmare Pass. At nightfall, the spirits of the blasted soldiers rise, around 50% as shadows, the rest as wraiths, spectres, and a few powerful ghosts. All so bound to the area that they return every night even if destroyed normally. Anyone who dies in this or any other area of Kaxxuun is similarly trapped in undeath unable to leave or pass on until the curse is broken. Any food or water brought into the area becomes contaminated as is that already in the region and the river for ten miles downstream from the plateau waterfalls. Radiation has the following effects:  Constitution save each round of exposure at DC20 or become Poisoned until removed magically. Gain 1 point of Exhaustion after every long rest that a DC15 Constituion save is failed as long as Poisoned condition persists.  Mist: Constitution saves at DC15 every 10 minutes or take 1d8 poison damage.  Water Contact: 1d8 poison damage every minute of exposure, emersion that a DC15 Constitution save fails.  Water/Food Ingestion: 1d8 poison damage every round until a successful DC20 Constitution save. The Devil’s Triangle The Devil’s Triangle in the Three Seas is thought be a Mortal Mystical Triangle, either the result or origin of the other. Some believe dead zones to have always been non-resonant. Most believe them to have been created by the Second Chaos wave, silenced by the Fall. Few are seen again who dare enter the Devil’s Triangle and none who investigate its shrouded heart. The Devil’s Triangle is a region of damaged seafloor, space-time and planar fabric. Wormholes and plane shift zones open, closed, and move, at random, while the thinning of the planar fabric between Mortal and Virtual Spheres causes random incursions by the Dreamworld that can sweep objects and life into the deeper Psychic planes or Dreamwalk them a random distance in a random direction, including straight up or down. This instability, added to the region’s already strong storms and currents on top of a deep seabed of shifting sand, create an ever-changing maze of sandbanks, deep troughs, doldrums, gales, and whirlpools, with storms surpassed in intense ferocity only by the stationary, ancient, Throne of Zeus. Storms that could appear from calm blue sky one minute and then vanish back into breathless blue sky the next. And then there are the Kraken and Sirens competing for territory and slaves. Only the lost, the desperate, the insane, the suicidal, and sea elves, dare sail the Triangle. Even the wind avoids the Shroud at its centre, a motionless bank of solid white extending from seafloor to above clouds racing past. Three forms of Triangle are likely to occur within any one hour (roll 1d6 each hour): 1-2 = Reality Warp (area of space-time twists), 3-4 = Shifting Field (invisible one-way Plane Shift zone), 5-6 = Wormhole Vortex (tornado-like one-way Gate). Warps require one Constitution save to be compared to DC30 to prevent +1 step of Madness, DC25 to avoid +2 Steps into Madness, DC20 to avoid +3 steps, an a DC 15 to avoid +4 steps with critical failure resulting in +8. The lowest failed DC takes effect and 1d10physchic damage accompanies each +1 step. Variable effects of the spells are based on a level of 1d20 and a casting score modifier of +1d6 when applicable. Each shifting Field and wormhole vortex sends those who fail their saves to its own random plane (roll 1d20): 1 = Outer Darkness, 2 = The Maelstrom, 3-4 = Pandemonium, 5 = The Abyss, 6 = Gehenna, 7 = Abaddon, 8-15 = The Astral Sea, 16-17 = The Dream Time, 18 = Ekstasis, 19 = Elysium, 20 = Genesis.
  • 262.
    260 The Shroud Centred onthe Island of Atlantis, the Shroud extends in a 45-mile radius from its shores. The motionless wall of fog reduces visibility to a maximum of 30’ and raises the entropy of all entities and objects that it touches, making everything increasingly cold and weak. Immediately upon entering the Shroud, the Exhaustion factor of all entities, even normally immune or divine, rises to 1. It increases 1 step further for every half hour of continued exposure, going past 6 to 7 where all entities and objects Disintegrate completely, body and spirit. Such are able to be returned to existence and life only by an extraordinary Wish that leaves the restored with a debt of -5000xp to eliminate before they can accrue positive XP again. The Shroud also exists on the Ethereal plane and any attempt to pierce it with scrying spells, information divination, teleportation, or planar travel, automatically fails and raises the attempter’s Exhaustion factor to 1. Entering via Astral Projection has the same effects as entering physically. No wind will blow within the Shroud, mundane or magical, water cannot be controlled or moved magically, weather control and summing including storms and lightning do not function. All energy damage is divided by the present Exhaustion factor. All attempts to communicate or travel beyond the Shroud fail. No magic, save, resistance, or standard immunity offers protection, only a priesthood convent with Cthulhu or the 200’ aura of protection provided by the Mortis Liber. Otherwise, only setting foot on Atlantis makes the individual and associated objects safe from the Shroud, and only while actually touching the Island and its structures. The Dragon’s Maw This massive whirlpool swallows all that gets too close, dragging it down to the depths of the Underworld’s Sunless Sea. Dunblannor Capital: Kincardine Settled by Scottish tribes this feudal monarchy holds the line as one of the borderlands with the Dark North, fending of raids by the cannibalistic Gaels and hunting werewolves exiled from Paholja while keeping an eye on the magicians of Maldarvia and their slave hunters. Slavery is outlawed. Ethernia Capital: Phokis Founded by Gawain after Sirsyr’s death, this theocracy is supposed ruled by the Steward of the Ivory Throne but has long been dominated by the Knights of the Light. Built of drake bones, the Ivory Throne was meant to be occupied by a paladin exemplar ruling in Sirsyr’s stead until his return, chosen and advised by the churches of Athena, Anubis and Sirsyr. Sirsyr’s faith began here, the Knights of the Light being formed by Gawain for that purpose. For centuries this worked, until the ruling Steward fell and became an enforcer. After the cruelty of his rule was ended by rebellion a plague ravaged the country and the three churches, represented by the Trinity Council, took over backed by the Knights. Ethernia’s first Crusade was to spread the faith of Sirsyr, the second to return his body to his homeland and secure the cavern where Qaldon was found. Many followed, more than one against Gyrrd’N and Aldyrrya because Gawain held elves and half-elves in low regard because of Lancylot and Gwenhwyfar’s betrayal and transformation into vampires. Like the Knights Templar, the Knights of the Light developed into international bankers and we Napoleon’s primary target in invading and holding Ethernia at the beginning of the Century Wars. After Hister fell, the Knights of the Light took over and retain their hold on power, but hardened her ideas on human supremacy by declaring all magicians but themselves and the three faiths to be witches, faerie to be demons, and all halflings to be monsters and abominations. Slavery is outlawed. The Fallen Lands Once the heart of the dwarf nation, along with Gaxxidin and Kaxxuun, the land of Dhazagar was ground-zero for the beginning of the Faerie Wars. There, within Diamond Mountain, said to be a solid crystal, the Hammer of Union was shattered by Hexxis and Axvin. The land fell into ruin as wars raged and the location of Diamond Mountain lost. Now many races fight over its endless Underworld tunnels, several having established a permanent presence. Things long forgotten and hoped destroyed lurk within its passages, which are said to be surpassed in dread only by those of haunted, twisted, Kaxxuun. It is a place damned by the gods where an artefact of their hands was broken. Certainly, despite millions of years of effort and combat little progress has been made in exploring or conquering its depths. Some say the spirits of dwarves prevent anyone from doing so, bound there until the Hammer is restored. Some say something far worse. In truth, the sundering of the Hammer caused the two factions supporting Hexxis versus Axvin for the throne went to war dividing the dwarves and beginning
  • 263.
    261 the Faerie Wars.The released magic fed on the negative emotions and horror, building into a powerful curse that summoned deadly gases into the tunnels and chambers, covered all water and food with green slime, and turned every drop and pool of spilled blood into a black pudding. Forced to flee, Hexxis took her duergar into the Underworld while Axvin took his gaxx to what became Gaxxidin. Invisible and oozing death remains to claim those who enter the Fallen Lands, the place absolute crawling with puddings and dripping with slime while poison wafts through its depths. In addition, while in the Fallen Lands, whether on the surface or below, every long rest requires a DC20 Constituion save to gain any benefits and prevent the incurring of 1 point of exhaustion. The Fey Mountains Home to the most ents per square mile of anywhere on Aldyryc, Ents patrol jealously guard this region of ancient rugged, heavily forested mountains keeping everyone except fey and kenku out. This suits the reclusive ikari, the only tolerated faerie besides kenku, just fine. It also suits the gnomes who dwell here in numerous hidden outposts, the main concentration of their kind on the planet other than Gyrrd’N. Because the Ent Moot, a valley occupied by a living power circle gate made of ent elders that connects to the realm of the Entarys, lies at the heart of these mountains, ents aren’t gentle in ejecting intruders although they still rely mostly on the unease of their infrasound and animated trees to do most of the work. Unlike those of Stygia, known as aggressive killers, they prefer not to directly interact with intruders if possible. Unlike the Ent Line, the ents of the Fey Mountains are spread throughout so that there are few places they cannot be found. Huge numbers of gargoyles and harpies also dwell in one of the valleys, the result of the Ikari curse, and more are drawn there all the time. Their sheer numbers and the presence of a drake prevent the ents and gnomes from doing more than guarding against them while the kenku and ikari work on ending the curse. Young ents arrive on Aldyryc through the Ent Moot and then make their west and north to Aldyrrya and Stygia as they feel called to do. Old ents make their back to the Entarys to add their gene, teach the young, and die. The Fey Mountains are home to gnomes and other fey, many of who loath faerie or are of a darker nature. This includes quicklings, boggarts, fauns, dryads, nixies, leprechauns, sprites, gremlins, shambling mounds, and the like. Most gnomes view faerie as young upstarts who need to be taught a lesson from time to time, though some of the darker hearted ones see them as thieves of their heritage, and those who suffered most under Titannia’s transforming wrath see them as vile abominations responsible for their condition. Gaelland Settled by Picts, the harsh climate, darkness, and native chemicals transformed them into brutal cannibalistic albinos who often work as mercenaries for Maldarvia when not fighting each other or raiding Dunblannor. Gaelland is mostly moorland with peat bogs and other hazards that make life interesting and short. Ganis Capital: Aragonne When the first Round Table disbanded Charlemagne helped the second part of the Kaldarian Empire to gain independence by founding the Kingdom of Ganis and Knights of the Crown. Centuries later, Joan of Arc led the Silverlock Rebellion that ended the monarchy and instated a constitution republic with prime minister and elected president as head of state and commander of the military. This ended when Napoleon took over as Emperor, but was re-established following the Century Wars and continues still. Slavery is outlawed and women have an equal vote to men. Captured by Caltic Duke Wellington during an airship battle, Napoleon was sent to the Infamous Imperial Prison in Arcanica, known as the Rock. Said to bear the Mark of the Beast he dwells there still. Gaxxidin Capital: Darggen Known as the Fortress Land, Gaxxidin went from a frontier to the home of the dwarves when Axvin fled the Fallen Lands. The only one of three ancient lands to have survived into the Age of Atonement, Kaxxuun and the Fallen lands being the others, the only surface entrances are huge fortified, animated, stone doors and hidden access tunnels in valleys deep in the mountains where the dwarves harvest food. Their Holds are hidden in cavern fortress cities with a section for other dwarves and faerie to enact trade. All industry and work is done in the city with all elderly, inform, and children kept in the Hold. A few ancient mag-lev trains remain from the system that was being built before the Fall. Tunnels are highly organized, meeting at fortified junctions with animated elevators and rotating central connector passages to confuse and trap enemies. The mountains
  • 264.
    262 are home togiants of all types, though in nowhere near the numbers found along the Great Rift. Gor Capital: Norven Repeatedly fought over and conquered by Caltere and Ganis, this land gained independence when Velkiri’s Feminist Revolution inspired general revolt against their Ganin masters. Led to victory by Joan of Arc following Velkiri being burned at the stake and ascending as a phoenix of silver flame, Gor is a constitutional democracy with proportional representation in its presidential council. Communist in nature, the country owns everything as a collective, all sharing equally in wealth and duties including mandatory 5 years of military service. Local councils are elected and send representatives to regional councils that send representatives to the presidential council from whom one if elected president. Gorns are suspicious of outsiders and extremely loyal to one another. Slavery is outlawed and women are considered equal to men. Gor is a presidential democratic communist republic. The Great Rift The World’s Edge Mountains are actually two ranges, the Eastern and Western which form the edges for the Great Rift, all three running from pole to pole. The Great Rift goes all the way to the planet’s molten heart. Grottar Capital: Grottai Ruled by the Oni with their ogre enforcers, Grottar is a kingdom of slaves gathered from all over the continent. The oni are known as the slave masters of the Dark North and are involved with the slave trade in every land that has one. They favour minosi for their personal slaves due their physical power and fire abilities, useful in the cold Dark North. The Gull Coast Settled by the Rapa Nui people of Easter Island, these people remain isolated and unknown by other humans. Even few dwarves know of them. They worship and carve huge black heads to match those already lining the coast, said to be huge stone golem sentinels either created by the humans’ ancestors or by faerie during the Blood Wars or later to guard against the dragonnethi onslaught predicted to come in Armageddon. It takes magic, digging, or Investigation DC25 to discern a copy head from a full sentinel. Gyrrd’N Meaning “Redemption” in Faerie, the Free City of Gyrrd’N was founded around Oberon’s Crown, a low rocky hill bristling like a porcupine with sharp pointe rock spikes resembling unicorn horns. These get larger toward the top where the largest create a power ring around a 1000’ tall spire obelisk called the Horn. The original faerie circle this was used to bring the first fey and then the first faerie to Aldyryc from Faerie Realms. The Horn’s resemblance to a unicorn has been enhanced by the druids who transformed it into the central feature of their Tower of Dreams. The ten- storey Institute of Illumination surrounds the Horn, forming five sided of a hexagonal courtyard open on the sixth for the road winding around and down the hill to the city. As well as being the central training and meeting place for illuminati, the halls of the Institute are crammed with works of lore gathered and written by members as well as magicians from the Horn. Below the Horn is Fey Grotto, a mystic crossroads with the Hart Key through which ley lines cross making it resonant as well as a crossroads. Around and below this is Underhill, the original gnome outpost still inhabited by wunderkind, tinkerers, and pech. The Druid Council rules the Tower of Dreams and works with the Illuminati Council to guide and protect the city. The Free City is covered by an elected city council with a member appointed by the Druids and Illuminati each. It is known that the power circle is able to create a 1000’ radius Prismatic Sphere around itself containing the entire power circle and Tower of Dreams plus the Grotto and Underhill. It can also project Prismatic Sprays and Prismatic Walls up to 3 miles from the Horn. This has been a major factor in holding Lyrnean crusades at bay. All who respect law as well as liberty; goodwill, cooperation, knowledge, creativity, and imagination are welcome in the Free City regardless of race. Slavery is outlawed. Across the rivers are Xotikos, a den of thieves and corruption, and Daimos, a city turned into a fortress. Both were built by the Kaldarians while building the three bridges connecting the cities to Overlook Island in the forks between them. There sits a fortress meant to protect the island that was the main battlefield during the Century Wars. Daimos was fortified by the Ethernians to serve as a launch point for crusades and a defense against Gyrrd’N and Aldyrrya. The site of Hister’s Obsidian Tower, destroyed along with her and the Black Cauldron, her body and the Cauldron thought blown apart in the explosion and
  • 265.
    263 buried by theTower’s rubble. Although Lyrnea owns Xotikos, it is controlled by the Kaldarian rogues’ organization known as the Family. They get a piece of everything that happens in or passes through the city. Kaankura Capital: Nampo Settled by Koreans, this feudal monarchy has been dominated by and part of the Konimbra Empire through long parts of history, gaining independence through revolt several times before the modern age. Fiercely independent they gave a fierce fight against the Zur during the Century Wars before finally allying with Konimbra to drive the islanders offshore. Mistrustful of their allies, they maintain a large ready force to defend their sovereignty while plotting to one day reverse fortunes on both the Koni and the Zur. Kaldaria Capital: Arcanica Originally settled by the Sumerians who were driven out by erupting volcanoes, this region was later settled by the ancient Greeks who were then displaced to Lyrnea or conquered by the Romans. Sealing the gateway to the Old World created the Empire of Kaldaria which proceeded to spread and conquer everything from the borders of Aldyrrya to Gaxxidin as far north as Caltere. Ruled by Morgana Le Fey, the Empire thrived until Sirsyr successful led the Camelot rebellion and gained independence. After a brief respite, his rebellion spread south to meeting the invading Drake First’s forces in the Drake War. Sirsyr may have died ending it, but his influence continued. Ethernia, Ganis, Lyrnea, and Murcia all gained independence as the Empire sank into its Dark Ages emerging centuries later with Morgana’s Renaissance and creation of the Node network. The network brought nearly three hundred years of Golden Age to humanity before the Node Plague shut it down, followed by the Century Wars. Kaldaria and Morgana emerged stronger and more vital, the restoration of the Node network continuing the Kaldarian ascendance to the world’s most powerful trading nation, ruling with economy what they couldn’t with force. All nations have embassies in Arcanica and the capital city has developed ethnic ghettos as well as those for races other than human as it has grown to the biggest most influential city on the planet. Following the Dream War, in which Arcanica was briefly held by magicians, the Arcanum was built in Arcanica making it the world centre for magical knowledge and power. Morgana the Eternal Empress is said to be the twin sister of Viviane, Lady of the Lake, and demigod daughter of Titania. Legend says she vanquished Merlyn, explaining his disappearance near the end of the Drake War. Kalvaala Capital: Eiken Settled by Germanic tribes who spent much of their time fending off raids from Grottar, Thunder Island Varlund, Thurlund and Paholja, this region never fell to the Kaldarian Empire. It did, however, fall to the influence of Sirsyr in that after his death one of the regional kings decided to found his own knightly order, dedicated to the discipline and order of Xondra. The Teutonic Knighthood was born and eventually allied with the Knights of the Light and Knights of the Crown against the Imperial Knights of Kaldaria. Much happened since and the alliance fell apart, but the Teutonic Knights grew in power to take control of Kalvaala from the kings. Regional kings still rule in name but only as backed by the Grand Master of the Knighthood. Kalvaala produces skilled mercenaries legendary for their discipline, typically led by knights. Slavery is outlawed. Kassykoth Capital: Bahamuthiss A monastic island where mystical purist are followed and the inner nature of the dragonnethi studied in hope of advancement, this island operates as a commune under the mastery of the supreme leaders of each profession followed there. Apart from occasional voyages to trade and study the world in relation to dragonnethi, the inhabiting Varstrills lead a hermit-like existence cut off from even other dragonnethi with particular antipathy for ysstrakans who have repeatedly tried to invade and dominate the island for its mystical zone. Kaxxuun Said to be worse than the Fallen lands, Kaxxuun is where the Sundering of the gods first began turning elves into trolls and dwarves into tunnel curs. In addition to the spirits of dwarves and elves locked in eternal combat, the place crawls with these mutants and the mountains themselves twist and shift to confuse and destroy intruders. It is in these lands and because of this curse that the Dead Lands became as they are when blasted with antimatter and radiation suppressor.
  • 266.
    264 KI’s Circle Mountains Alarge circular valley sits within a ring of tall sharp peaks, the land evenly split between swamps, lake, forest, and plain surrounded by forested foothills. The central lake holds an island in the middle where the oldest oak, and tree, on the planet grows. It is inhabited by the hamadryad, queen of the dryads and avatar of KI, charged with keeping the planet together and running. She is attended by four Satyrs each the avatar of one of her Time Lord sons, the four gods of the seasons, who aide her mission. The valley is home to many nymphs and dryads, the mountains to satyrs, fauns, and sylphs. Megafauna and ordinary animals share its bounty. The hamadryad is accompanied by two dire wolves, one white the other black. Konimbra Capital: Xian The Lóng Dynasty of Konimbra, its ancient ruling dynasty, made an alliance with the wyrms living in the region sustaining their rule and protecting their land. It is said that every major city has a wyrm under it. Settled by the Chinese, at one time Konimbra controlled and empire consisting of Kaankura, the Islands of Zur, and Lamzara. Growing larger and smaller over the millennia as revolts and Kangg invasions disturbed the balance of power, actually the Zur then the Kaan managed to throw off their yolk reducing the empire to its current size. During the Century Wars Zur even managed to invade parts of Konimbra only to be held off wyrms they thought legends until they managed to assassinate Hirohito the Death-Eater and end the Wars in the southeast. Since then, humiliated by the loss of power and status, the Koni have longed to regain their rightful empire. Kordesh Capital: Nippur Settled by Babylonians fleeing Assyrvia, Kordesh forced them to dwell underground for the first millennium, until the environmental chemicals turned their skin purple and resistant to fire and electricity. Plasma storms called sunstorms, sandstorms, hurricanes, and tornadoes, travel through here on the way east and north. The sun shines nearly continually and the heat is unrelenting. Restoring their pre-Aldyryc kingdom, they spent their time underground and after delving into magic that might protect them, stealing the secret of flying carpets from the Dune Sea’s native genies, and discover how to build power circle that could project shields effective against the sunstorms. This enabled them to spread across the surface once again, building ziggurats to Marduk and Rawna for helping them face extinction and survive stronger and wiser as a people. Fascinated with the arcane, they have a cultural fire dance where they dance in and around a bonfire to the amazement of non-Kordeshi. Highly erotic it is also used as wedding dance. The Kaldarian s stole the secret of carpets from the janni as well, but gained the design for their transportation shields from sunshields through a kidnapped expert. Gnolls roam the plains in packs and purple worms crawl below. From time to time hostilities break out with Syrraqa or Rovalla but this is relatively rare. Each culture sees themselves as the superior culture and all others as infidels. The Labyrinth A dusty wasteland most of the time, rains and flash floods have carves a maze of ravines and canyons that change with the weather. Only one permanent reliable known route has been discovered and fought over by the Kaldarians and Ganins. Great battles occurred here during the Faerie Wars leaving uncounted bones and spirits. It is also the location of the hidden Crystal Cavern, the most power mystical zone on the planet, and numerous lesser ones. Lamzara Capital: Azha Settled by Tibetans, this fertile steppe is home to tribal herders and farmers united under a feudal monarchy advised by religious orders in favour with the court. Mystics are common here, many passing through on their way to Shangri-La with which Lamzara does heavy trade in food for magical services and training. Xondra’s monasteries are also common as are monasteries devoted to the martial arts. Ptah is the most revered god here with Xondra second. Slavery is outlawed. Lantana The Magician Sanctuary founded by the White Order following the revelation of the Arts in Tandros. Accessed through a teleportation circle near Gyrrd’N, only members of the White Order, immediate family, and apprentices are allowed, all others being exiled after having all memory of the place erased. Lyrnea Capital: Ithaka After it gained independence from Kaldaria, Lyrnea returned to its Greek roots, forming a federation of city states with features of Athenian democracy and Plato’s
  • 267.
    265 Republic. The Philosopher’sCouncil of noted and respected sages from the Academy, the third most respected institution of knowledge after the Arcanum and the Institute of Illumination, chooses the president from among the elected councils of the city states. City councils are elected by free men with only landowners being able to run for office. Society is arranged into classes according to general occupation (military, trade, mercantile, politics, knowledge, labour, etc.) and the only way to move between them is to show aptitude and pass the tests. Maldarvia Known as a the Heart of the Dark North and the Fountain of Evil, this cold volcanic valley became the Magician’s Sanctuary for the Black Order, with only members, immediate family and apprentices allowed within. All others are enslaved or killed. Slaves make up the majority of the population, most never seeing sky. Terrible experiments and entertainments occur, the search for a controlled super soldier producing minotaurs and rhokargans among countless unsuccessful mutations. Among the latter are the members of the Maldarvian Intelligence Service which include nearly invisible Investigators, shape-stealing Infiltrators, and brain twisting Interlocutors. Although officially only supplying hired warlocks, Maldarvia covertly provided far great aid to Hister in the Century Wars, something the White Order would love to prove to the Cerulean Order. A necromancer ordained a deacon by Satanael, Kalvaalan Adel Hister was a member of the Black Order, but the Order claimed that she abused their resources without knowledge or permission. Murcia Capital: Jactlaw Originally settled by Kaldarians, Murcia gained independence last among the empire’s territories and has returned to its control many times. Frequently invaded by Tarki it has fallen into their hands on several occasions including for several centuries during the Dark Ages. Ganis has also managed to conquer it once. The Labyrinth War made Murcia a Kaldarian protectorate, a state which continues. The result of all these invasions and occupations is a people culturally similar to that found in Romania. Because of their desire for personal defence, Murcian schools for swordsmanship are legendary, some of the finest fencers and fighters coming from there. They are highly sought after as mercenaries and bodyguards. Due to their long association with Kaldaria and number of foreign masters, they have become adept at concealing the truth. The Murhkar Empire Northern Capital: Thuul Southern Capital: Nak Under Kingdom Capital: Hrask Split into three parts by civil war, the North Kingdom, the South Kingdom and the Under Kingdom, the Orcs have the longest existing nations on the planet. Currently obsessed with reunification, they rarely war on other races, except for resources and engaged in trade when possible to further their efforts. Each land has a King who retains a hereditary throne as long as capable while attempting to become the first Emperor since the Age of the Fallen. Mystical Zones Mystical energy coming in the form of Keys produced by the vibrations of the planes, Elysium, the Meadows of Spring, the Tors of Autumn, and Qohlahb on the Karmic Wheel are the only planes not Keyed, known as mystical Dead Zones, the latter three forming the Immortal Mystical Triangle. There are also places where naturally occurring resonant zones make native planar Keys are especially strong and sympathetic zones where Keys in addition to or other than the native planar Key are resonant, some of these acting as resonant zones while others act as mystical crossroads. Resonant zones enhance the power of those Keyed to the resonant Key(s) granting an additional metamagic ability as well as 2 temporary sorcery font points per resonating Key while in the area. A mystical crossroads results from a harmonization of two or more planar Keys allowing those within the area to intentionally Plane Shift between them with a DC25 willpower check and requiring all within to make a DC25 willpower save upon entering and every minute thereafter to prevent randomly shifting. Mystics get advantage on these rolls. The most notable of these locations are:  Bloodwood Island: Resonant and a crossroads for the Blood Key, a huge tree sprang up here over the remains of the Wyrm First, slain by dragonsbane before the Fall. The immense black-barked tree has silver leaves and sits atop a huge mound of an island deep in the swamps. It is heavily guarded and sacred to Ysstrakan blood mystics.
  • 268.
    266  Caverns ofYog-Sothoth: A maze of tunnels and caverns winds its way through the mountains forming the walls of Shangri-La, Valley of Mysteries. All the Keys have at least one representative resonance zone and crossroads present, but all are not represented in any one cavern. The air currents create a sound like constant measured breathing.  Crystal Cavern: This powerful mystical zone is both resonant and a crossroads for all the Keys at once plus a unique Key for the distant reality of Midgard. Located in the Labyrinth, the maze of canyons and ravines surrounding have numerous lesser resonance zones and crossroads in them along with phantom zones left from the Faerie Wars. The Cavern is inhabited by a feminine consciousness known as the Oracle.  Kassykoth: Resonant and a crossroads for the Blood Key, this was the location of the original portal created by the Frist for the Dragonneth migration to Aldyryc, this island was once marge larger but most of it sank during the Fall. It is one of three sacred sites for the Dragonneth not presently underwater.  Valley of the Blood: Located on Raktargoth and resonant with the Blood Key, this valley served as lair of the Drake Frist until the Drake War. It became a gathering place for dragons and is site of their present councils. Necros An ancient impact crater, Necros is a sandy rock desert that reaches the lowest surface point below sea level at its centre where an ancient Oni city rings a circular lake with a single island in the middle. There the first Gate of Yog-Sothoth was constructed by Oni seeking to explore other worlds and realities. Before they could use it, the radiation forced them to leave in order to prevent all their offspring being born ogres. The ancestors of the Ahkracians came through and left due to the heat before the radiation had much effect. Sirsyr was buried under the gate supposedly to rise again during Armageddon. From around 100 degrees Fahrenheit on the border, the temperature rises to around 200F halfway to the centre and 300F at the centre, inflicting heat exhaustion as well as 1 point of fire damage every 10 minutes without any saving throw to those without protection. One of three points of the mystical ley triangle (the others being the Devil’s Triangle and the Throne of Zeus)intense ley radiation permeates the central twenty miles mutating non-aberrations that spend too much time exposed. Every ten minutes of exposure requires a DC20 Constitution save to avoid being Poisoned, with another save at DC20 every 4 hours to avoid gaining 1 point of Exhaustion. Every 4 hours of exposure grants a permanent, irreversible, cumulative 1% lifetime chance of producing mutated offspring (mongreloid for most anthropoids, kenku for ikari, and sahuagin for tritons) checked separately for each offspring. Numallea Capital: lost Kurru The first humans came here from sub-Saharan Africa, beginning the Age of the Winds. Many tribes from all over the continent were carried to these thick steaming jungles to compete and cooperate for survival. Tribal kings arose, conflict for power an ongoing event. Then they discovered the sarllak plant and the first human “immortals” came to be soon rising to kings. For centuries this great civilization pitched and advanced through the struggle for dominance until the Immortal King Othello united the entire region under one throne. Setting his sights on the world he sent explorers to Raktargoth and massed his armies to invade Ahkracia. His explorations disturbed and angered the Drake Frist who began the Drake War by invaded and obliterating destroying the Numallean civilization before heading encountering the desert and heading north for Harkindia in pursuit of the Numallean diaspora. Paholja Capital: Witch Mountain The Dream War