D&D 3E/3.5 [Kulan] Crisis in Bluffside PBP Campaign Guide

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World of Kulan DM
Okay, so in my post I changed the common name of the creature to be known as the Shardgrim. That's the name that the locals living in Old City call the legendary beast. In my post, Custodio now refers to it as the Nightshard of Nyx, which keeps the shadow/night connection.

I'll post details of Akos' successful checks later on tonight.

EDIT: Okay, it's been a rough day. I have a splitting headache. So, I'll post that information tomorrow.
Last edited:


I plan on living forever. Or die trying.
Nyx, is this context, would be referring to the Greek goddess of night: Nyx - Wikipedia

At least, that is what I assume from @Neurotic's suggestion.


While I don't mind Vargrim, I'd like to keep a 'shadowy' reference to the creature's name of legend. Hmm, Grimshade or Direshade? (Or maybe something with gloom or umbra?)

Hmm, Vargrim, the Child of Nyx?

Heart of Umbra? Umbral Shroud? Eberrons Umbragen (kind of Drow)...Shaddaroth? Orm'Umbral?

Good night :)


While I don't mind Vargrim, I'd like to keep a 'shadowy' reference to the creature's name of legend. Hmm, Grimshade or Direshade? (Or maybe something with gloom or umbra?)

Nightstar? Graywraith? Hollowghast? (The latter is lifted from "Miss Peregrine's Home for Peculiar Children", but I feel that it's such a good name that it should have been invented far sooner than it was.)

I home I'm right to be picturing some sort of Draugr-esque creature, similar to the Barrow Wraiths in Lord of the Rings. My mental image of these horrors is one of the most compelling images my subconscious has ever invented. (There's a picture which came pretty close to doing justice to it, but it appears to have vanished from the Internet, sadly. I'll have to dig up the paper copy I fortuitously printed out something close to 20 years ago, scan it and put it back up online somewhere.)

You should b able to edit the post and then click on the link and unlink it.

I wanted it to be a normal link, not a poorly-sized picture.


Apparently Knightfall made up his mind while I was posting (or rather while I was looking for some information for an otherwise-completed post).


Completely off-topic thought, Knightfall: you put a huge amount of work into your campaign, and I'm not saying it isn't appreciated. But how would you feel about being a player in a very laid-back casual game on the side? Would that just cost you time that you can't spare, or do you feel like a little gratuitous fun in your spare time might help you recharge your creative batteries?


Still waiting for @Scotley to post his PC here before I write my post for him.

Sorry, here he is.


Name: Breva Sciarra
Race: Human Class: Paladin (6)
Str: 18
Dex: 16
Con: 14
Int: 13
Wis: 14
Cha: 18 (level bonus 4th level)
HP: 41+12con=53 Current: 53
Init: +3
Saves: Fort+5+2Con+4Cha, Ref: +2+3 Dex+4Cha, Will: +2+2Wis+4Cha
BAB: +6/+1
Alignment: LG
AC: 21 (22 with shield) Touch: 14 FF: 18

Gender: Male
Age: 25
Height: '5"11
Weight: #155
Hair: Dark Blond
Eyes: Brown

  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Paladin Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. (Note Extra Smiting Feat)
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su)
When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (Note +2 syn bonus from ranks in Knowledge (Religion))
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
1st Level (1+1Wis) Typically Memorized: Bless and Cure Light Wounds. Save DC13 when applicable.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Skills: Ranks 2+1Human+2Int(x9)=45 Max Ranks 9 (4.5 cross class) Armor check -3
Class Skills
Concentration 5 (Con)
Craft (Int)
Diplomacy 6 (Cha)_2 Syn
Handle Animal 5 (Cha)
Heal 6 (Wis)
Knowledge (nobility and royalty) 1 (Int)
Knowledge (religion) 5 (Int)
Profession (Wis)
Ride 5 (Dex) +2 Syn
Sense Motive 6 (Wis)

Important Cross Class Skills
Appraise (Int)
Balance (Dex)
Climb (Str)
Jump (Str)
Gather Information 2 (Cha)
Listen (Wis)
Search (Int)
Spot 3 (Wis)
Swim (Str)
Use Rope (Dex)
Languages: Cliff Speak, Old Ticinum, Novarese, Giant

Power attack [General]
Str 13.
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Weapon Focus [General]-Great Sword
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Proficiency with selected weapon, base attack bonus +1.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Extra Smiting [General]
( Complete Warrior, p. 98)
You can make more smite attacks.
base attack bonus +4, Smite ability,
Benefit When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin's smite evil ability or the hunter of the dead's ability to smite undead, for example).
Special You can take this feat multiple times, Its effects stack.

Awesome Smite [Tactical]
( Complete Champion, p. 55)
Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.
Power Attack (PH) , Base attack bonus +6, smite ability,
Benefit This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.
Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a non-magical weapon.

Cleansing Light, The Vanquisher

Intermediate Deity
Crossed swords or tipped scales
Home Plane: Celestia
Godly Realm: Light of War
Alignment: Lawful good
Portfolio: War, justice, retribution
Worshipers: Fighters, paladins, good barbarians, guards, soldiers
Cleric Alignments: LN, LG, NG
Domains: Good, Justice, Law, Protection, Retribution, War
Favored Weapon: Any sword (longsword)

Gear: 13000 gp base plus an heirloom item value 2500 gp (remaining balance 41 gp)

+1 Holy surge light generating Greatsword 4320 gp (on a successful melee attack as swift action make a holy surge doing 2d6 damage to evil creatures charisma mod times a day no effect on non-evil DMG2 pp. 258-259)
+2 Sanctified Breastplate 4250 gp (functions as holy symbol)
MW Light Steel Shield 159 gp
+1 ring of protection
MW Flail 315 gp
True Holy Symbol 500 gp (+2 sacred bonus to turn undead--planer handbook p. 71)
Short Spear 1 gp
Lance Heavy 10 gp
2 daggers 4 gp
Mighty MW Composite Longbow 800 gp
20 arrows and quiver 1 gp
Wand of Cure Light Wounds 750 gp
Standard Adventurer's Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10days), Waterskin)
Healers Kit 50 gp
Scroll case 1 gp
Scroll of cure light wounds x2 50 gp
Spell component pouch 5 gp
Holy Water 25 gp
Heavy Warhorse (Paladin's mount)
-MW Studded Leather barding 250 gp
-Military Saddle 20 gp
-Bit and Bridle 2 gp
-Saddle bags 4 gp

Heirloom item--Counter strike bracers. 2x a day take a free attack of opportunity against a foe who misses with a melee attack. The bracers are lettered in Novarese with the family motto, 'no challenge unanswered' along with a pair of daggers pointed in opposite directions. MIC p. 90

Breva Sciarra was born into a Novarese family high in the Red Mountains. The family is not a wealthy one and as a lesser son Breva was expected to go into service. He felt a strong religious calling and became a Paladin of the Purifier. After training at Northanon Castle young Breva proved himself in battle against the giants of Gigans Arx and the Evil Denizens of Infernis. He joined the forces trying to break the siege of Redfrost. It was there that he met a woman of considerable martial skill, Alissa Terro, and he began to court her. They became very close in a short time as young people in such situations do. But as the seige dragged on she lost her brother and became increasingly vengefull and even cruel in her efforts. Breva had to stop her torturing prisoners for information. The final straw came when she led a group behind enemy lines to poison the enemy food supply. Despite his feelings for her he felt that this oaths and code could not condone such acts. After much prayer and consultation with his superiors in the order he determined that he must leave the siege and Alissa, for he did not trust himself to do the right thing when with her as his feelings of attraction for her remained strong. And so the head of his order penned a letter of introduction to the leader of the Purifier temple in Bluffside, Silvon Silas. He boarded a boat without a backward glance and journeyed to Bluffside to start his life anew.

Hit point roll
_: 1D10 = [8] = 8
1D10 = [3] = 3
1D10 = [1] = 1
1D10 = [9] = 9
1D10 = [10] = 10

Tellerian Hawke

Defender of Oerth
I was looking at Tim's stats, and noticed an error, so I fixed him. I also added Rizvan's Shield to his sheet, as well as the pouch with the map in it.


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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
it looks like this character is ready.

work in progress
Name: Vinccenzo d'Lucio
Wizard [level 5]-Rogue [level 1]-swiftblade [0]
xp 15 000 [+10% to xp gained from level 6 on from item familiar]
Goal: 21 000 xp
associated with the wizard guild of transmutation
specialist: Transmutation; counter schools: Necromancy and conjuration
just attained Wizard 5, so all level 3 spells will be  Haste

str   14   +2
dex   17   +3
con   14   +2
int   17   +3
wis   18   +4
cha   14   +2

level 4 stat increase: Int
lang: 2 local + draconic
bab +2; str +2; wpn +1

AC              base  dex  magic    misc    total
chain shirt,    +4    +3     +1            18
mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Saves:  Base    attrb   misc  Total
Fort     +1      +2      x     +3
ref      +3      +3      x     +6
will     +4      +4      x     +8

Weapon          Attack   Damage     Critical     Knotes
rapier, +1          +6          1d6 +3     18-20/*2     [P]    BAB +3;Str +2; Magic +1
Dagger              +5          1d4 +2     19-20/*2     [S,P] BAB +3;Str +2
Lt X bow            +6          1d8           19-20/*2     [P]    BAB +3;Dex +3;

heirloom item: rapier, +1    free[2320 gpv]
spell book, 100 pages       free
+ starting gold      13 000 gp

spell book costs     10,350 gp
2*dagger                  4 gp
light crossbow           35 gp
*10 bolts                 1 gp
chain shirt             100 gp
*mithral             +1,000 gp
*+1 ench             +1,000 gp

total          12,490 gp

6 ranks [concentration]
Level 3: Haste sacrificed, item can cast shocking grasp.

skill points:
[[8+3[+4 @1st lvl]]*4]+[[2+3+1]*5] = 60 + 30 = 90

Skill                 Mod     Ranks    Misc    Total
*Appraise (int)        3        1        x        +4   [+6]   [+2 with rings]
*Balance (dex)         3        5        2       +10   Tumble
*Bluff (cha)           2        1        x        +3
*Climb (str)           2        5        2        +9   Use rope
*Concentration (con)   2        8        7       +15   Feat; Feat; item familiar invesment: 6 ranks; bonus:+2
*Craft (int)           3        1        x        +4   jewelry [rings]
*Decipher (int)        3        1        x        +6
*Diplomacy (cha)       2        1        2        +5   Sense Motive
*Disable Device (int)  3        1        x        +4
*Disguise (cha)        2        1        x        +3
*Escape Artist (dex)   3        1        2        +6   Use rope, involving ropes
*Forgery (int)         3        1        x        +4
*Gather Info (cha)     2        1        x        +3
Handle Animal (wis)    4        0        x        0
Heal (wis)             4        0        x        x
*Hide (dex)            3        4        x        +7
*Intimidate (cha)      2        0        x        x
*Jump (Str)            2        5        7       +14   ring, tumble
*Arcana (int)          3        6        x        +9
*Architecture          3        1        x        +4
*Dungeoneering         3        0        x        x
*Geography             3        0        x        x
*History(int)          3        0        x        +
*Local (int)           3        1        x        +4
*Nature (int)          3        0        x        x
*Nobility              3        0        x        x
*Planes(int)           3        1        x        +4
*Religion (int)        3        0        x        +4
*Listen (wis)          4        5        x         +9
*Move Silently (dex)   3        5        x        +8
*Open Lock (dex)       3        5        x        +8
*Perform (cha)         2        1        x        +3    Acrobat
*Profession (wis)      4        0        x        xr
Ride (dex)             3        0        x         x
*Search (int)          3        5        x        +8
*Sense Motive (wis)    4        5        x        +9
*Sleight of Hand (dex) 3        1        x        +4
Speak Language (int)   3        1        x         x
*Spellcraft (int)      3        6        2       +11    Knowledge: Arcana [+2: trans to learn]
*Spot (wis)            4        5        x        +9
Survival (wis)         4        0        x         x
*Swim (str)            2        1        x        +3
*Tumble (dex)          3        5        5       +13   Feat, jump
*UMD (cha)             2        1       (2)       +3   (+5)   Spellcraft (scrolls only)
*Use rope (dex)        3        5        x        +8

Racial features: Human
Medium size - no penalties or bonuses
base move 30'
1 extra feat at first level
+4 skill points at first level
Class Features Martial rogue
lose sneak attack
gain feats of fighter
Class Features: Wizard
Item familiar
scribe scroll
H: Skill Focus: Tumbling
C1: Dodge
F1: Mobility
C3: Combat Casting
C6: Skill Focus: Concentration
W5: Item familiar (UA, 3.5 pg 170)

Level     Can   1st   2nd   3rd   4th
Base       4     3     2     1
int        0     1     1     1
spec       1     1     1     1
total      5     5     4     3
Save dc:  13    14    15    16    17
all 3rd level spells cast at level 5 MUST be Haste


Dancing Lights: Creates torches or other lights.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Silent Portal: Negates sound from door or window.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Amanuensis: Copy non-magical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Stick: Glues an object weighing 5 pounds or less to another object

Level 1

Ectoplasmic Armor
Color Spray
Critical Strike
Magic Missile
Shocking Grasp
Ice dagger

Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on
skill check.
Cutting Hand:
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Jump: Subject gets bonus on Jump checks
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Shieldbearer: Shield floats near subject to offer protection.

level 2

Balancing Lorecall
Burning Sword
Chain of Eyes
Discern Shapechanger
Electric Loop
Ethereal Chamber
Flaming Sphere
Mirror Image
Resist Energy
See Invisibility
Sting Ray

Alter Self: Assume form of a similar creature
Bear's endurance: Subject gains +4 to Con for 1 min./level
Bull's strength: Subject gains +4 to Str for 1 min./level
Cat's grace: Subject gains +4 to Dex for 1 min./level
Fox's Cunning: Subject gains +4 to Int for 1 min./level
Owl's wisdom: Subject gains +4 to Wis for 1 min./level
Knock: Opens locked or magically sealed door
Levitate: Subject moves up and down at your direction.
Wraithstrike: melee touch att for 1 round.

level 3
Haste [t]:
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves
Dispel Magic
Hold Person
Wind Wall
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.

level 4
spell book costs: [Scroll Cost]+[Writing Cost]
level 1: [50*9]+[100*9] =450+900=1350
level 2: [150*18]+[200*18] =2700+3600=6300
level 3: [375*4]+[300*4] =1500+1200=2700
10,350 gp spent

Spells Memorized

Light, Light, Detect Magic, Silent Portal, Ray of Frost

Level One
Message, Mending, Nightshield, Magic Missile, Magic Missile,
Bonus [item familiar]: Shocking Grasp

Level Two
Blur, Electric Loop, Mirror Image, Cat's Grace,

Level Three
Haste, Haste, Haste

His father worked all day as a blacksmith, the typical happy homemaker left our future intrepid hero with a lot of time. as he was too young and small to help either parent, he was left to his own devices of entertainment.

As a very young child, Vincenzo was enamored with performers of circus acts. He would sneak out after bed time just to watch the local market performers. One day when on a late night excursion, he watched as a wizard was added to the evening performance - and his heart was lost.

The stars in his eyes must have shone bright to the master of ceremonies as the word that man saw was "Recruit". The lad he saw is a recurring audience and has been seen imitating the antics of the performers.
*seduced into learning the sneaky ways of rogues
*sent on first job to a wiard's lab to 'liberate' an item
*was caught and spent 5 years in he wizard's confines to see how the bow succeeded in getting in.
*the boy showed how he had learned to speak a command word on an item to defeat the defenses
*to use the item needed talent, which the wizard recognized
*at the end of 5 years the boy started in his training
*his parents had already turned him over to the guild
*because of the kind and fair treatment during his incarceration he gave his loyalty to the wizard
*from the local area, but learned the language of.... from the circus performers
*his knowledge of the streets got him a position on the guards of the wizard's district.

rogue 1 wizard 5 : 6 [max at levl 1 rogue]+3+1+3+2+4= 19 + [6*2 (con)]=31
stat rolls
best 6
14; 14; 18; 17; 14; 16
View attachment 113447
View attachment 113448

Wizard spell list - does not include restricted schools

Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
-elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an
-aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks
-of opportunity.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks
-for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.

Charm Person: Makes one person your friend.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.

Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.

Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level

Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.


Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.

Detect Thoughts: Allows “listening” to surface thoughts.
Marked Object: You gain bonus to track a specific being.
Locate Object: Senses direction toward object (specific or type).

Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Force Ladder F: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6
-damage, 2d6 against undead and evil outsiders.
Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures

Bladeweave: Your melee attack dazes your opponent.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe M: Subject is always flanked by one  creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.

Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.


Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura M: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Non-detection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Analyze Portal: Find a nearby portal and discover its properties.
Arcane Sight: Magical auras become visible to you.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.

Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.

Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb F: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage,
4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow Blast F: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.

Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item
for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence M: Object becomes programmed to create an area of silence at your command.

Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Diamondsteel M: Metal armor provides damage reduction.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremor-sense: Grants tremor-sense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.


Dispelling Screen: Targeted dispel magic on any
creatures and unattended items, +10 max on
caster level check.
Forceward: Creates a sphere of force that protects
against force effects and keeps out incorporeal
Portal Alarm, Improved: Warded portal alerts
you or a creature designated by you to creatures
passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level
to constructs.

Resistance, Greater: Subject gains +3 on saving
Resist Energy, Mass: Creatures ignore damage
from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks
creatures of opposite alignment.

Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and

Battle Hymn: Allies can reroll one Will save/
Rebuke, Greater: Subject cowers for 1d4 rounds.

Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Stone Sphere: 3-ft.-diameter stone sphere rolls
over your enemies.
Sword of Deception: Blade of energy attacks
independently, deals 1d4 damage, penalizes
subsequent save.
Thunderlance: Lance of force deals 3d6 damage
and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force
per round to all creatures in the area.
Wingbind: A net of force entangles the subject,
causing it to fall from the sky.

Sensory Deprivation: All of subject’s senses are
Shadow Well: Subject enters gloomy pocket plane
and emerges frightened.

Attune Form: Grant creature temporary
protection against overtly damaging planar
Backlash: Subject takes damage if it uses spells
against another creature.
Bite of the Werewolf: You gain the Strength and
attacks of a werewolf.
Blinding Breath: Your breath weapon blinds

Corporeal Instability: Transform a creature into
an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/
level subjects.
Displacer Form: You change into displacer beast,
gain some abilities.
Entangling Staff: Quarterstaff can grapple and
constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural
armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s
morphic essence.
Raise from the Deep: Creature or sunken ship
made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/
level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s
turn and choose one of several benefits.
Scramble Portal: You randomize the destination
of a magic portal.
Sharptooth: One of your natural weapons deals
damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the
same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy,
and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight
maneuverability improves by two steps.
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Hey Knightfall, I had to delete all my alerts on this site since they were causing technical problems, so if you need Relgar anytime soon, you'll probably have to send me a PM on the Piazza to prompt me to come back here, if I forget to do it on my own inish.


World of Kulan DM
Hey Knightfall, I had to delete all my alerts on this site since they were causing technical problems, so if you need Relgar anytime soon, you'll probably have to send me a PM on the Piazza to prompt me to come back here, if I forget to do it on my own inish.
Okay, thanks for letting me know.

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