arcana incantations
TRANSCRIPT
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
INCANTATION
Incantations function li!e spells, e"cept a character need not be a spellcaster to cast them. An#one can cast an incantation
simpl# b# performin$ the correct ritual $estures and phrases. Incantations don%t use spell slots, so the# don%t have to be
prepared ahead of time, and there%s no limit on the number of times one can cast an incantation per da#. ince the# do not use
up spell slots, incantations cannot be improved usin$ metama$ic feats. &inall#, incantations $enerall# have more po'erful,far(reachin$ effects than even )th(level spells.
There is, of course, a catch. Incantations ta!e much lon$er to cast than normal spells. uccess 'ith an incantation is never
assured, and the conse*uences for failure can be dramatic. The most po'erful incantations can re*uire rituals involvin$
multiple participants, stran$e or e"pensive material components, or other aspects that ma!e them difficult to cast.
+iscoverin$ IncantationsThe instructions for performin$ incantations are $enerall# found in various obscure tomes. uch boo!s are filled 'ith ma$ic
spells,- and most of them are utterl# bo$us. ut hidden amon$ the dross is the real stuff, and discernin$ 'hether anincantation found in a boo! 'ill actuall# 'or! is a matter for e"perts in arcane lore.
&indin$ a set of instructions for a particular incantation re*uires a successful /esearch chec! 'ith a +C e*ual to the
no'led$e arcane lore2 +C for the incantation 310. 4ust learnin$ of the e"istence of a particular incantation is an easier
/esearch chec!, 'ith a +C e*ual to the no'led$e arcane lore2 +C 31).
Castin$ an IncantationAt its core, castin$ an incantation means havin$ the re*uired incantation components, then succeedin$ at a number ofno'led$e arcane lore2 chec!s durin$ the incantation%s castin$ time. 5ach incantation lists ho' man# no'led$e arcane
lore2 chec!s are re*uired to cast the incantation successfull#.
6nless other'ise specified, the caster ma!es no'led$e arcane lore2 chec!s ever# 10 minutes. &ailin$ a no'led$e arcane
lore2 chec! doesn%t mean that the entire incantation is a failure, 7ust that the previous 10 minutes have been 'asted. 8o'ever,if #ou fail t'o no'led$e arcane lore2 chec!s in a ro', the incantation immediatel# fails. The conse*uences for failure are
detailed in the description of the specific incantation. 5ven if the incantation fails, material components and e"perience points
are still lost and the bac!lash still ta!es effect.Incantation Components
9ost incantations re*uire components not unli!e spells, includin$ verbal, somatic, focus, and material components. In
addition, some re*uire secondar# casters abbreviated C2, cause some sort of bac!lash abbreviated 2, or cost the caster
some e"perience points abbreviated :;2.Secondary Casters
ome incantations re*uire multiple participants to cast successfull#. These secondar# casters abbreviated C2 are
indispensable to the success of the spell. No matter ho' man# people are $athered in the dar! room, chantin$ 'ith candles,
onl# one character
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Attack: A creature is called from else'here to battle the caster and often an# b#standers and secondar# casters2. The
incantation%s description tells the G9 'hat Challen$e /atin$ the creature should have, ho' it behaves, and ho' lon$ it persists.Augment: The incantation 'as supposed to 'ea!en or destro# its tar$et, but it ma!es it more po'erful instead. A dama$in$
spell mi$ht heal its tar$et or cause it to $ro' in si>e, for e"ample.Betrayal: The incantation seemin$l# succeeds, but the sub7ect of the incantation or in rare cases the caster2 loses allalle$iances and $ains their opposites. In $eneral, the sub7ect no' hates all it loved before the incantation. The sub7ect ma#
!eep its ne' alle$iances a secret. ?henever a character attempts an incantation 'ith a chance of betra#al failure, the G9
should ma!e the relevant die rolls in secret.Damage: The simplest conse*uence of failure, dama$e is dealt to the caster or the tar$et, dependin$ on the incantation.Death: omeoneard, mon!e#, toad, or viper2. If the ne' form 'ould prove fatal to the creature such as pol#morphin$ alandbound tar$et into a fish2, the sub7ect $ets a E@ bonus on the save. If the incantation succeeds, the tar$et must also ma!e a
?ill save. If this second save fails, the creature $ains the Intelli$ence, ?isdom, and Charisma scores of its ne' form. It still
retains its class and level, hit points, base attac! bonus, base save bonuses, alle$iances, e"traordinar# abilities, supernatural
abilities, and spell(li!e abilities, as 'ell as an# spellcastin$ abilit# possessed. Note that incorporeal or $aseous creatures are immune to bein$ pol#morphed, and a shapeshifter such as a 'ere'olf2 can
revert to its natural form as a move action. Material Component: Laborator# e*uipment and alchemical supplies purchase +C =)2.
Focus: ;art of the !ind of creature that the tar$et 'ill turn into, such as a hair, scale, or feather. If #ou have a livin$, helplesscreature that can serve as a model for the tar$et creature, #ou $ain a E= bonus on the no'led$e arcane lore2 chec!s
re*uired for this incantation.
Secondary Casters: 1= re*uired not includin$ the primar# caster2.
Failure: /eversal on all secondar# casters, usin$ the same savin$ thro' +C.
ibliolalia+ivinationSkill Check: no'led$e arcane lore2 +C , successesB ailure: T'o consecutive failed s!ill chec!sB Components: , ,&, :;B Casting #ime: 0 minutes minimum2B Range: ;ersonalB #arget: FouB Duration: InstantaneousB Saving #hro$:
NoneB Spell Resistance: No
The bibliolalia incantation puts #ou in an oracular trance as #ou pore throu$h boo!s in a librar#. At the incantation%s
conclusion, #ou uncover lore about an important person, place, or thin$ be#ond the limits of mundane research.The information $leaned throu$h a bibliolalia incantation isn%t necessaril# !no'n to an#one, and it ma# not be in an# of the
boo!s in the librar#. Nonetheless, somethin$ 'ithin the boo!s tri$$ers the burst of ma$ical inspiration that reveals the
information.
No set of rules can ade*uatel# describe ho' much information the bibliolalia incantation provides. If #ou have the item or person at hand, #ou%ll learn more than if #ou 7ust have a name or a cr#ptic clue.
Focus: A lar$e librar# 'ith at least a to!en occult section purchase +C =)2.
Experience Point Cost: =00 :;.
Failure: &alsehood. The bibliolalia incantation reveals information that seems accurate, but is activel# misleadin$.
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od# +oubleCon7uration Creation2Skill Check: no'led$e arcane lore2 +C H, successes and see te"t2 and +is$uise +C H, 1 successB ailure: T'o
consecutive failed s!ill chec!sB Components: , , 9 see te"t2, :;B Casting #ime: D hours minimum2B Range: TouchB%&&ect: One duplicate creatureB Duration: 1= da#sB Saving #hro$: NoneB Spell Resistance: NoThe body double incantation creates a duplicate of an# creature formed from m#stic cla#, 'ith alchemical blood and an
eldritch life of its o'n. At first $lance, the duplicate appears to be e"actl# the same as the creature #ou modeled it after, but
there are differences The body double has onl# half the level or 8it +ice 'hich affects its s!ills, feats, and class features2. It
has the surface mannerisms and personalit# of the real creature, but its Intelli$ence, ?isdom, and Charisma scores are all ).Creatures familiar 'ith the ori$inal mi$ht detect the ruse 'ith a successful pot chec!. Fou must ma!e a +is$uise chec!
'hen #ou cast the incantation to determine ho' $ood the li!eness is, and this +is$uise chec! sets the +C for pot chec!s to
notice imperfections in the duplication2 and ense 9otive chec!s to discern that the body double is behavin$ oddl#2.
At all times the body double remains under #our absolute command. No special telepathic lin! e"ists, so command must bee"ercised in some other manner. The body double has no abilit# to become more po'erful. It cannot earn e"perience points.
If destro#ed, it reverts to cla# and melts into a va$uel# humanoid lump 'ithin 1 minute. The body double doesn%t naturall#
heal and responds to neither conventional medicine nor natural healin$. A comple" process re*uirin$ at least one da#,
materials purchase +C ) E 1 per hit point2, and a full# e*uipped ma$ical laborator# can repair dama$e to the body double. Material Component: The spell is cast over an elaborate cla# simulacrum of the creature to be duplicated, and some piece of
the creature a hair or fin$ernail, for instance2 must be placed 'ithin the cla#. Additionall#, the incantation re*uires rare
earths and un$uents purchase +C 02.
XP Cost: 1,000 :;.
Failure: etra#al. The body double has alle$iances opposite the ori$inal creature and a patholo$ical hatred of both theori$inal creature and the caster. &urthermore, the body double isn%t under the command of the caster, althou$h it ma# pla#
alon$ for a 'hile 'hile it learns about its ne' enemies.
CaduceusCon7uration 8ealin$2Skill Check: no'led$e arcane lore2 +C 1, @ successes, and Treat In7ur# +C 1, = successB ailure: T'o consecutive
failed s!ill chec!sB Components: , , &B Casting #ime: hours minimum2B Range: TouchB #arget: Livin$ creatureBDuration: InstantaneousB Saving #hro$: ?ill ne$ates harmless2B Spell Resistance: Fes harmless2
Caduceus enables #ou to channel ma$ic into a creature to 'ipe a'a# in7ur# and afflictions. It immediatel# ends an# and all of
the follo'in$ adverse conditions affectin$ the tar$et temporar# abilit# dama$e but not permanent abilit# drain2, blindness
includin$ da>>led effects2, confusion or insanit#, da>e, deafness, fati$ue, e"haustion, feeblemindedness, nausea, and poison.It also cures up to 1)0 points of dama$e. A sin$le castin$ of the incantation is enou$h to simultaneousl# achieve all these
effects.Caduceus also removes ne$ative levels, but it does not restore permanentl# drained levels.
The caduceus incantation has no effect on undead or constructs. Focus: 9edical e*uipment found in a hospital emer$enc# room purchase +C =)2.
Failure: +eath. Tar$et must succeed at a &ortitude save +C 1)2 or die. If the save succeeds, the tar$et is reduced to 31 hit
points, unless he 'as alread# belo' that.
Cast into hado'Ab7urationSkill Check: no'led$e arcane lore2 +C , successes see te"t2B ailure: T'o consecutive failed s!ill chec!sBComponents: , , 9, :;, B Casting #ime: 1 hour minimum2B Range: )) ft.B #arget: One or more outsiders, no t'o of
'hich can be more than 0 ft. apartB Duration: ;ermanentB Saving #hro$: &ortitude ne$ates +C 1D E caster%s Cha
modifier2 and see te"tB Spell Resistance: Fes
The cast into Shadow incantation enables #ou to force outsiders usuall#, but not al'a#s, fiends2 a'a# from the 'orld #ou!no', trappin$ them in some distant dimension. 6p to = 8+ of creatures per caster level can be sent a'a# in this fashion.
To tar$et a creature, #ou must present at least one ob7ect or substance that it hates, fears, or other'ise opposes.
If #ou successfull# overcome the tar$et%s spell resistance, and the tar$et fails its save, the tar$et disappears. In $eneral, tar$ets
never find their 'a# bac! from be#ond hado'
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Failure: Attac! from an outsider of the same alle$iance. The attac!in$ outsider has a Challen$e /atin$ e*ual to the avera$e
part# level E1. It attac!s the caster 'ithin a fe' rounds of the incantation%s failure. It has been brou$ht to this 'orld b# thefailed incantation, so it ma# retreat and tr# to ma!e a home for itself here. It 'ill al'a#s bear a $rud$e a$ainst the caster for
brin$in$ it here, ho'ever, and it is a potential source of later mischief.
Control ?eather 5vocationSkill Check: no'led$e arcane lore2 +C @, successesB ailure: T'o consecutive failed s!ill chec!sB Components: , ,
CB Casting #ime: 0 minutes minimum2B Range: T'o milesB Area: T'o(mile(radius circle, centered on #ouB Duration:=@ hours +2B Saving #hro$: NoneB Spell Resistance: No
Fou chan$e the 'eather in the local area. It ta!es 10 minutes for the effects to manifest after the incantation is completed.
The current, natural 'eather conditions are determined b# the G9. Fou can call forth 'eather appropriate to the climate and
season of the area #ou are in.
Season 'ossible (eather
prin$ Tornado, thunderstorm, sleet storm, or hot 'eather
ummer Torrential rain, heat 'ave, or hailstorm
Autumn 8ot or cold 'eather, fo$, or sleet
?inter &ri$id cold, bli>>ard, or tha'
Late 'inter 8urricane(force 'inds or earl# sprin$ coastal area2
Fou control the $eneral tendencies of the 'eather, such as the direction and intensit# of the 'ind. Fou cannot control specificapplications of the 'eather
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Failure: 8ostile spell. The primar# caster is tar$eted 'ith a bestow curse spell, but does not $et a savin$ thro' or spell
resistance. The G9 chooses the e"act curse.
Greater +ispel 9a$icAb7urationSkill Check: no'led$e arcane lore2 +C 1, @ successes, and pellcraft +C 1, = successesB ailure: T'o consecutive
failed s!ill chec!sB Components: , , 9, B Casting #ime: 0 minutes minimum2B Range: ==0 ft.B #arget: One
spellcaster, creature, or ob7ectB or 0(ft.(radius burstB Duration: InstantaneousB Saving #hro$: NoneB Spell Resistance: No
As the dispel maic spell, e"cept that the bonus on the dispel chec! is E1), not the caster level. Additionall#, reater dispelmaic has a chance to dispel an# effect that remo$e curse can remove, even if dispel maic can%t dispel that effect.
Material Component: arious rare incenses, herbs, and rea$ents purchase +C =02.
Backlash: Caster ta!es @d points of dama$e.
Failure: Au$ment. One characteristic of the ma$ical effect tar$eted area, ran$e, duration, etc.2 doubles. The tar$et spellmi$ht deal t'ice as much dama$e or a curse mi$ht besto' t'ice the penalt#, for e"ample. The G9 determines 'hich aspect
of the tar$et spell is so au$mented.
9#stic eilIllusionSkill Check: no'led$e arcane lore2 +C @, D successes
and see te"t2B ailure: T'o consecutive failed s!ill chec!sB Components: , , 9 see te"t2, B Casting #ime: D0 minutes
minimum2B Range: )) ft.B %&&ect: isual and audible fi$ment that covers 1= 10(foot cubes 2B Duration: 1= hoursB Saving
#hro$: None or ?ill disbelief if interacted 'ith2 see te"t2B Spell Resistance: NoThis incantation combines several elements to create a po'erful protection from scr#in$ and direct observation. ?hen
castin$ the incantation, #ou dictate 'hat 'ill and 'ill not be observed in the incantation%s area. The illusion created must be
stated in $eneral terms. Once the conditions are set, the# cannot be chan$ed.Attempts to scr# the area automaticall# detect the ima$e stated b# #ou 'ith no save allo'ed. i$ht and sound are appropriate
to the illusion created. A band of people standin$ in a meado' could be concealed as an empt# meado' 'ith birds chirpin$,
for instance.
+irect observation ma# allo' a save as per a normal illusion2, if there is cause to disbelieve 'hat is seen. Certainl#onloo!ers in the area 'ould become suspicious if marchin$ soldiers disappeared at one point to reappear at another. 5ven
enterin$ the area does not cancel the illusion or necessaril# allo' a save, assumin$ that hidden bein$s ta!e care to sta# out of
the 'a# of those affected b# the illusion.
Options: Fou can create the material component for the mystic $eil illusion #ourself at no cost. If #ou do, the incantation alsore*uires a successful Craft visual arts2 chec! +C @2.
Material Component: /ealistic paintin$s, di$itall#(altered photos, or other representations of the desired illusion purchase+C 1D2.
Backlash: Caster ta!es =d points of dama$e. Failure: +elusion. The caster and an#one else present at the conclusion of the incantation believe the mystic $eil is effective,
but no one else is fooled.
;ol#morphTransmutationSkill Check: no'led$e arcane lore2 +C 1, ) successes, and no'led$e earth and life sciences2 +C 1, 1 successBailure: T'o consecutive failed s!ill chec!sB Components: , , 9, &B Casting #ime: 0 minutes minimum2B Range:
TouchB #arget: ?illin$ creature touchedB Duration: 1= minutesB Saving #hro$: &ortitude ne$atesB Spell Resistance: Fes
The polymorph incantation $ives a creature another form that #ou desi$nate, 'hich must be 'ithin one si>e cate$or# of the
sub7ect%s normal si>e. The ne' form can have no more 8it +ice than #ou or the sub7ect has 'hichever is $reater2, and in an#
case the assumed form cannot have more than 1) 8it +ice. Fou can transform the sub7ect into an avera$e member of its o'nspecies. The ne' form cannot be an elemental, outsider, or undead unless the sub7ect is that t#pe alread#. The ne' form can%t
be incorporeal or $aseous.
The sub7ect%s tren$th, +e"terit#, and Constitution scores chan$e to the avera$e scores for the ne' form.. The sub7ect doesn%t
$ain or lose an# hit points, re$ardless of its ne' Constitution score.The sub7ect retains its o'n Intelli$ence, ?isdom, and Charisma scores. The sub7ect%s class and level, hit points, ali$nment,
base attac! bonus, and base save bonuses all remain the same. Ne' tren$th, +e"terit#, and Constitution scores ma# affect
final attac! and save bonuses.2 The sub7ect also retains all e"traordinar#, supernatural, and spell(li!e abilities, as 'ell as an#
spellcastin$ abilit#.Fou can freel# desi$nate the ne' form%s minor ph#sical *ualities such as hair color, hair te"ture, and s!in color2 'ithin the
normal ran$es for a creature of that t#pe. The ne' form%s si$nificant ph#sical *ualities such as hei$ht, 'ei$ht, and $ender2
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are also under #our control, but must fall 'ithin the norms for the ne' form%s species. The sub7ect is effectivel# dis$uised as
an avera$e member of the ne' form%s race. If #ou use this spell to create a dis$uise, #ou $et a E10 bonus on #our +is$uisechec!.
The sub7ect ac*uires the ph#sical *ualities of the ne' form 'hile retainin$ its o'n mind. ;h#sical *ualities include natural
si>e, mundane movement capabilities such as burro'in$, climbin$, 'al!in$, s'immin$, and fli$ht 'ith 'in$s, up to a
ma"imum speed of 1=0 feet for fl#in$ or 0 feet for nonfl#in$2, dar!vision andMor lo'(li$ht vision, natural armor bonus,natural 'eapons such as cla's, bite, and so on2, species s!ill bonuses, species bonus feats, and an# $ross ph#sical *ualities
presence or absence of 'in$s, number of e"tremities, and so forth2. A bod# 'ith e"tra limbs does not allo' a character to
ma!e more attac!s or more advanta$eous t'o('eapon attac!s2 than normal.The sub7ect also $ains an# e"traordinar# special *ualities possessed b# the ne' form. Fou do not $ain an# e"traordinar#
special *ualities not listed above under ph#sical *ualities, such as blindsi$ht, fast healin$, re$eneration, ener$# resistance,
scent, or spell resistance. Fou do not $ain an# supernatural abilities or spell(li!e abilities of the ne' form.
If the ne' form is capable of speech, the sub7ect can communicate normall#. Thou$h the sub7ect retains an# spellcastin$abilit# he had in his ori$inal form, the form must be able to spea! intelli$ibl# that is, spea! a lan$ua$e2 to use verbal
components and must have humanli!e hands to use somatic or material components.
?hen the polymorph occurs, the sub7ect%s e*uipment, if an#, either remains 'orn or held b# the ne' form if the ne' form is
capable of 'earin$ or holdin$ the item2, or melds into the ne' form and becomes nonfunctional. ?hen the sub7ect reverts tohis true form, an# ob7ects previousl# melded into the ne' form reappear in the same locations the# previousl# 'ere and are
once a$ain functional. An# ne' items he 'ore in pol#morphed form and can%t 'ear in his normal form fall off and land at his
feetB an# that he could 'ear in either form or carried in a bod# part common to both forms mouth, hands, or the li!e2 at the
time of reversion are still held in the same 'a#. An# part of the bod# or piece of e*uipment that is separated from the 'hole
reverts to its ori$inal form.Options: If #ou have a livin$, helpless creature that can serve as a model for the tar$et creature, the +C on the no'led$e
arcane lore2 chec!s for this incantation is reduced b# 3=.
Material Component: ;art of the !ind of creature that the tar$et 'ill turn into, such as a hair, scale, or feather. Focus: Laborator# e*uipment purchase +C =)2.
Failure: +ama$e. The tar$et ta!es 1=d points of dama$e.
;ossession Necromanc#Skill Check: no'led$e arcane lore2 +C @, successesB ailure: T'o consecutive failed s!ill chec!sB Components: , ,
9, :;B Casting #ime: 0 minutes minimum2B Range: TouchB #arget: One helpless creature of fe'er 8it +ice than #ouBDuration: 1= hours +2B Saving #hro$: ?ill ne$ates +C 1 E caster%s Charisma modifier2B Spell Resistance: Fes# castin$ the possession incantation, #ou place the sub7ect%s soul in a receptacle a $em or lar$e cr#stal2 'hile #our soul
inhabits the sub7ect%s bod#, leavin$ #our bod# lifeless. Then #ou can attempt to ta!e control of a nearb# bod#, forcin$ its soulinto the receptacle. The spell ends 'hen #ou send #our soul bac! to #our o'n bod# restorin$ the sub7ect%s soul to its bod#
and causin$ the receptacle to crumble into dust2.Fou possess the bod# and force the creature%s soul into the receptacle unless the sub7ect succeeds at a ?ill save. &ailure to
ta!e over the host leaves #our life force in #our bod#, and the receptacle turns to dust. If successful, #our life force occupies
the host bod#, and the host%s life force is imprisoned in the receptacle. Fou !eep #our Intelli$ence, ?isdom, Charisma, level,
class, base attac! bonus, base save bonuses, ali$nment, and mental abilities.The bod# retains its tren$th, +e"terit#, Constitution, hit points, natural abilities, and automatic abilities. A bod# 'ith e"tra
limbs does not allo' #ou to ma!e more attac!s or more advanta$eous t'o('eapon attac!s2 than normal. Fou can%t choose to
activate the bod#%s e"traordinar# or supernatural abilities. The creature%s spells and spell(li!e abilities do not sta# 'ith the
bod#.As an attac! or move action, #ou can send the trapped soul bac! to its bod# and return to #ours. This ends the spell.
If the host bod# is slain, #ou return to #our bod# and the life force of the host departs that is, it is dead2. If the spell ends
'hile #ou are in a host, #ou return to #our bod# and the soul in the receptacle returns to its bod#. +estro#in$ the receptacle
ends the spell and returns both souls to their ori$inal bodies. The spell can be dispelled at either the receptacle or the host.?hen #ou transfer #our soul upon castin$, #our bod# is, as near as an#one can tell, dead.
Material Component: A lar$e $em or cr#stal purchase +C =)2.
Experience Point Cost: 1,000 :;.
Failure: 9irrorcast. Fou 'ind up trapped inside the receptacle, and the sub7ect%s soul inhabits #our bod#.
uart> Compulsion5nchantment Compulsion2 K9ind(Affectin$, Lan$ua$e(+ependentSkill Check: no'led$e arcane lore2 +C , successes, and Intimidate +C , = successesB ailure: T'o consecutive
failed s!ill chec!sB Components: , , &, B Casting #ime: J0 minutes minimum2B Range: 6nlimitedB #arget: One
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creature 'ith fe'er 8it +ice that #ouB Duration: 1 hours see te"t2B Saving #hro$: ?ill partial +C 1J E caster%s Cha
modifier2B Spell Resistance: FesThe 'uart% compulsion incantation lets #ou telepathicall# contact the sub7ect b# $a>in$ throu$h a *uart> shard, re$ardless of
'here the sub7ect is located. Fou can telepathicall# converse for 1 minutes 'ith the sub7ect. Four telepathic contact can also
contain a suestion as per the suestion psionic po'er2, 'hich the sub7ect does her best to carr# out. A successful ?ill
save ne$ates the su$$estion effect but not the contact itself. Telepathic communcation is possible even if the creature%sIntelli$ence score is as lo' as 1, but #ou must have a lan$ua$e in common 'ith the sub7ect to communicate. If the messa$e is
impossible or meanin$less accordin$ to the circumstances that e"ist for the sub7ect at the time the 'uart% compulsion comes,
the messa$e is understood but the suestion is ineffective. Focus A carefull# cut shard of *uart> purchase +C ==2.
Backlash: Caster is e"hausted.
Failure: /eversal. Fou converse 'ith the sub7ect normall#, but the suestion attempt automaticall# fails, and the sub7ect can
instead compel #ou as per the suestion psionic po'er2. Fou don%t $et a savin$ thro', and spell resistance does not appl#.+ependin$ on the specific suestion, #ou ma# not reali>e that #our attempt failed or that #ou%ve been compelled.
atellite Trac!in$+ivinationSkill Check: no'led$e arcane lore2 +C @, successes, and Computer 6se +C @, = successesB ailure: T'o consecutive
failed s!ill chec!sB Components: , , &B Casting #ime: J0 minutes minimum2B Range: 6nlimitedB #arget: One livin$
creature or ob7ectB Duration: InstantaneousB Saving #hro$: NoneB Spell Resistance: No
A satellite trackin incantation is amon$ the most po'erful means of locatin$ creatures or ob7ects. Fou learn the e"act
location of a sin$le individual or ob7ect. Satellite trackin circumvents normal means of protection from scr#in$ or location.The incantation reveals $lobal positionin$ s#stem G;2 coordinates for the sub7ect, and a successful computer search
Computer 6se chec!, +C 1)2 supplies the name of the location place, name, business name, buildin$ name, or the li!e2,
communit#, count# or similar political division2, and countr# 'here the sub7ect lies.To find a creature 'ith the spell, #ou must have seen the creature or have some item that once belon$ed to it. To find an
ob7ect, #ou must have touched the ob7ect at least once.
Focus: A satellite dish, computer, and telemetr# soft'are purchase +C =)2.
Failure: &alsehood. The caster obtains bo$us G; data. At the G9%s discretion, the bo$us data ma# lead the caster to acreature or ob7ect thematicall# similar to the intended tar$et.
i$il of Al$os5nchantment Compulsion2 K9ind(Affectin$Skill Check: no'led$e arcane lore2 +C =, successesB ailure: T'o consecutive failed s!ill chec!sB Components: , ,
9, :;B Casting #ime: 0 minutes minimum2B Range: TouchB %&&ect: 0 ft. burst centered on ma$ic rune see te"t2BDuration: 1= minutes and see te"t2B Saving #hro$: ?ill ne$ates +C 1 E caster%s Charisma modifier2B Spell Resistance:
FesThis incantation, named after the Gree! $od of pain, allo's #ou to scribe a potent rune of po'er upon a surface. ?hen
tri$$ered, the siil o# (los causes one or more creatures 'ithin 0 feet of the rune treat as a burst2 to suffer 'rac!in$ pain if
the# fail a &ortitude save. The pain imposes a 3@ penalt# on attac! rolls, s!ill chec!s, and savin$ thro's. These effects last for
1= hours after the creature leaves the area of the spell.Once tri$$ered, the s#mbol becomes active and $lo's, lastin$ for 1= minutes. An# creature 'ho enters the area 'hile the
siil o# (los is active is sub7ect to its effects, 'hether or not that creature 'as in the area 'hen it 'as tri$$ered. A creature
need onl# save a$ainst the s#mbol once as lon$ as it remains 'ithin the area, thou$h if it leaves the area and returns 'hile the
s#mbol is still active, it must save a$ain.6ntil it is tri$$ered, the siil o# (los is inactive thou$h visible and le$ible at a ran$e of up to 0 feet2. To be effective, a
siil o# (los must al'a#s be placed in plain si$ht and in a prominent location. Coverin$ or hidin$ the rune renders it
ineffective unless a creature removes the coverin$, in 'hich case the siil o# (los 'or!s normall#2.
As a default, a siil o# (los is tri$$ered 'henever a creature does one or more of the follo'in$, as #ou select loo!s at theruneB reads the runeB touches the runeB passes over the runeB or passes throu$h a portal bearin$ the rune. /e$ardless of the
tri$$er method or methods chosen, a creature more than 0 feet from a siil o# (los can%t tri$$er it even if the# meet one or
more of the tri$$erin$ conditions, such as readin$ it2. Once the incantation is complete, the tri$$erin$ conditions cannot be
chan$ed.In this case, readin$- the rune means an# attempt to stud# it, identif# it, or fathom its meanin$. Thro'in$ a cover over a
siil o# (los to render it inoperative tri$$ers it if it reacts to touch. Fou can%t use a siil o# (los offensivel#B for instance, a
touch(tri$$ered rune remains untri$$ered if an item bearin$ the siil o# (los is used to touch a creature. Li!e'ise, a siil o#
(los cannot be placed on a 'eapon and set to activate 'hen the 'eapon stri!es a foe.
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Fou can also set special tri$$erin$ limitations of #our o'n. These can be as simple or elaborate as #ou desire. pecial
conditions for tri$$erin$ a siil o# (los can be based on a creature%s name, identit#, or alle$iances, but other'ise must be based on observable actions or *ualities. Intan$ibles such as level, class, 8it +ice, and hit points don%t *ualif#.
?hen scribin$ a siil o# (los, #ou can specif# a pass'ord or phrase that prevents a creature usin$ it from tri$$erin$ the
rune. An#one usin$ the pass'ord remains immune to that particular rune%s effects so lon$ as the character remains 'ithin 0
feet of the siil o# (los. If the character leaves the radius and returns later, he must use the pass'ord a$ain. Fou also canattune an# number of creatures to the siil o# (los, but doin$ this can e"tend the castin$ time. Attunin$ one or t'o creatures
ta!es ne$li$ible time, and attunin$ a small $roup up to ten creatures2 e"tends the castin$ time b# 1 hour. Attunin$ a lar$e
$roup up to =) creatures2 ta!es one da#. Attunin$ lar$er $roups ta!es proportionatel# lon$er, as the G9 sees fit. An#creature attuned to a siil o# (los cannot tri$$er it and is immune to its effects, even if 'ithin its radius 'hen tri$$ered. Fou
are automaticall# considered attuned to #our o'n si$ils, and thus al'a#s i$nore the effects and cannot inadvertentl# tri$$er
them.
)ead maic allo's #ou to identif# a siil o# (los 'ith a successful pellcraft chec! +C 12. Of course, if the siil o# (losis set to be tri$$ered b# readin$ it, this 'ill tri$$er the s#mbol.
The siil o# (los can be removed b# a successful dispel maic tar$eted solel# on the rune. A clean spell has no effect on a
siil o# (los. +estruction of the surface 'here a siil o# (los is inscribed destro#s the rune but also tri$$ers its effects.
Note 9a$ic traps such as siil o# (los are hard to detect and disable. Characters can use the earch s!ill to find a siil o#
(los and the +isable +evice s!ill to th'art it. The +C in each case is 1.
Material Component: /are alchemical paints and herbs purchase +C =02.
Experience Point Cost: )00 :;.
Failure: /eversal. The si$il affects an#one, includin$ the caster and an# b#standers, 'ho loo!s at it or reads it.
i$il of L#ssa5nchantment Compulsion2 K9ind(Affectin$Skill Check: no'led$e arcane lore2 +C ), D successes and see te"t2B ailure: T'o consecutive failed s!ill chec!sBComponents: , , 9, :;B Casting #ime: D0 minutes minimum2B Range: TouchB %&&ect: 0 ft. burst centered on ma$ic
rune see te"t2B Duration: 1 minutes and see te"t2B Saving #hro$: ?ill ne$ates +C 1J E caster%s Charisma modifier2BSpell Resistance: Fes
As the siil o# (los incantation, e"cept that the rune causes creatures 'ithin 0 feet of the rune treat as a burst2 to $otemporaril# insane if the# fail their ?ill saves. Creatures affected b# this spell behave randoml# for the ne"t 1 hours, as
indicated on the follo'in$ table)d)* Behavior
1 ?ander a'a# for 1 minute unless prevented2
=3 +o nothin$ for 1 round
D3H Attac! nearest creature for 1 round10 Act normall# for 1 round
5"cept on a result of 1, roll a$ain each round on the creature%s turn to see 'hat the sub7ect does that round. ?anderin$
creatures leave the scene as if disinterested. Attac!ers are not at an# special advanta$e 'hen attac!in$ them. ehavior is
chec!ed at the be$innin$ of each creature%s turn. An# confused creature that is attac!ed automaticall# attac!s its attac!ers on
its ne"t turn. )emo$e curse 'on%t end the insanit#, but a break enchantment spell or heal incantation 'ill.Once tri$$ered, the s#mbol becomes active and $lo's, lastin$ for 1 minutes. An# creature that enters the area 'hile the siil
o# *yssa is active is sub7ect to its effects, 'hether or not that creature 'as in the area 'hen it 'as tri$$ered. A creature need
onl# save a$ainst the s#mbol once as lon$ as it remains 'ithin the area, thou$h if it leaves the area and returns 'hile the
s#mbol is still active, it must save a$ain. )ead maic allo's #ou to identif# a siil o# *yssa 'ith a successful pellcraft chec! +C 1J2. Of course, if the siil o# (los
is set to be tri$$ered b# readin$ it, this 'ill tri$$er the s#mbol.
Note 9a$ic traps such as siil o# *yssa are hard to detect and disable. Characters can use the earch s!ill to find a siil o#
*yssa and +isable +evice to th'art it. The +C in each case is . Material Component: /are alchemical paints and herbs purchase +C =)2.
Experience Point Cost: D00 :;.
Failure: /eversal. The si$il affects an#one, includin$ the caster and an# b#standers, 'ho loo!s at it or reads it.
ub7u$ate Outsider Con7uration Callin$2Skill Check: no'led$e arcane lore2 +C , successesB ailure: T'o consecutive failed s!ill chec!sB Components: , ,9, C, B Casting #ime: hours minimum2B Range: )) ft.B #arget: One outsider of up to C/ see te"t2B Duration:
Instantaneous see te"t2B Saving #hro$: ?ill ne$ates +C 1 E caster%s Charisma modifier2B Spell Resistance: Fes
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Castin$ this incantation attempts a dan$erous act to lure a creature from another dimension or plane to a specificall#
prepared trap. The called creature is held in the trap until it a$rees to perform one service in return for its freedom.The trap is a 'ard similar to a maic circle spell, but focused in'ard. The t#pe of creature to be bound must be !no'n and
stated. If it has a specific, proper, or $iven name, this must be uttered durin$ the incantation. If #ou 'ish to call a vivilor 'ith
this incantation, #ou can choose its abilities 7ust as if #ou had cast the summon $i$ilor spell.
The tar$et creature must attempt a ?ill savin$ thro'. If the savin$ thro' succeeds, the creature resists the incantation. If thesavin$ thro' fails, the creature is immediatel# dra'n to the trap spell resistance does not !eep the creature from bein$
called2. The creature can escape from the trap 'ith a successful spell resistance roll or a successful Charisma chec! +C =0 E
the caster%s Charisma modifier2. It can tr# each method once per da#. If it brea!s loose, it can flee or attac! #ou.If the creature does not brea! free of the trap, #ou can !eep it bound for as lon$ as #ou dare. Fou can attempt to compel the
creature to perform a service b# describin$ the service and perhaps offerin$ some sort of re'ard. Fou ma!e a Charisma chec!
opposed b# the creature%s Charisma chec!. The G9 then assi$ns a bonus based on the service and re'ard, from E0 to E.
This bonus applies to #our Charisma chec!. If the creature 'ins the opposed chec!, it refuses service. Ne' offers, bribes, andthe li!e can be made or the old ones reoffered ever# =@ hours. This can be repeated until the creature promises to serve, until
it brea!s free, or until #ou decide to $et rid of it b# means of some other spell or incantation. Impossible demands or
unreasonable commands are never a$reed to. If #ou roll a 1 on the Charisma chec!, the creature brea!s free of the trap and
can escape or attac! #ou.Once the re*uested service is completed, the creature need onl# so inform #ou to be instantl# sent bac! 'hence it came. The
creature mi$ht later see! reven$e. If #ou assi$n some open(ended tas! that the creature cannot complete thou$h its o'n
actions, the incantation remains in effect for a ma"imum of ten da#s, and the creature $ains an immediate chance to brea!
free. Note that a clever recipient can subvert some instructions.
Options: If #ou call an outsider of C/ 11 to C/ 1), the +C for the incantation is increased b# E@. If #ou call an outsider ofC/ 1 or hi$her, the +C for the incantation is increased b# EJ.
Material Component: arious rare alchemical pi$ments purchase +C =)2, 'hich are used to trace a series of s#mbols in a
circle on the floor. This circle is the trap for the outsider.Secondary Casters: 1= re*uired not includin$ primar# caster2.
Backlash: All casters primar# and secondar#2 receive one ne$ative level &ortitude save, +C 1), to remove2.
Failure: Attac!. The called outsider immediatel# attac!s the casters, and is thereafter roams the 'orld freel# for 10 da#s
before returnin$ to its home plane or dimension.
TeleportCon7uration Teleportin$2Skill Check: no'led$e arcane lore2 +C 1, ) successes, and Navi$ate +C 1, 1 successB ailure: T'o consecutive faileds!ill chec!sB Components: , , C, B Casting #ime: 0 minutes minimum2B Range: ;ersonal and TouchB #arget: Fou,
up to si" touched 'illin$ creatures, and touched ob7ects 'ei$hin$ up to )00 lb.MlevelB Duration: InstantaneousB Saving#hro$: NoneB Spell Resistance: No
This incantation instantl# transports #ou to a desi$nated destination up to 1,000 miles a'a#. Fou can brin$ alon$ up to )00 pounds of touched ob7ects and up to si" additional 'illin$ creatures and their $ear or ob7ects up to their ma"imum load2. All
creatures to be transported must be in contact 'ith one another, and at least one of those creatures must be in contact 'ith
#ou. The creatures ma# be the secondar# casters of the incantation, but the# don%t need to be.
Fou must have some clear idea of the location and la#out of the destination. The clearer #our mental ima$e, the more li!el#the teleportation 'or!s. Areas of stron$ ph#sical or ma$ical ener$ies ma# ma!e teleportation more ha>ardous or even
impossible.
Options: If #ou have $lobal positionin$ s#stem coordinates for #our destination, decrease the no'led$e arcane lore2 and
Navi$ate chec! +Cs b# 3=.Secondary Casters: Three re*uired not includin$ primar# caster2.
Backlash: All casters ta!e =d points of dama$e.
Failure: 9irrorcast. If the second consecutive no'led$e arcane lore2 chec! fails b# ) or less, #ou arrive off tar$et,
appearin$ safel# a random distance a'a# from the destination in a random direction. +istance off tar$et is 1d10 " 1d10 ofthe distance that 'as to be traveled. The G9 determines the direction off tar$et randoml#, such as b# rollin$ 1dJ and
desi$natin$ 1 as north, = as northeast, and so forth.
If the second no'led$e arcane lore2 chec! fails b# or more, #ou 'ind up in an area that%s visuall# or thematicall#
opposite to the destination. The G9 determines the point of arrival.
Creatin$ Ne' Incantations
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+esi$nin$ uni*ue incantations is a tric!# balancin$ act. Incantations are intentionall# constructed to be much more
idios#ncratic than spells. ince incantations hin$e on no'led$e arcane lore2 chec!s, it%s possible for characters to $ainaccess to po'erful ma$ic before the# are read# for it.
Incantations are built from buildin$ bloc!s called seeds, 'hich describe in $eneral terms the ma$ic effect #ou%re tr#in$ to
create. ?hen #ou%re desi$nin$ #our o'n incantation, #ou%ll first choose 'hich seed or seeds2 #ou 'ant for the incantation.
5ach seed comes 'ith its o'n no'led$e arcane lore2 +C, 'hich 'ill serve as the base +C for the incantation #ou%redesi$nin$. If #ou%re desi$nin$ an incantation 'ith more than one seed, choose the most important one to provide the
no'led$e arcane lore2 +C. Other seeds add one(third their no'led$e arcane lore2 +C to the total.
Ne"t #ou%ll appl# a number of factors modifications to the no'led$e arcane lore2 +C based on the specifics of #our ritual.Increasin$ the base ran$e of an incantation, for e"ample, is a factor that 'ill increase the no'led$e arcane lore2 +C.
/educin$ the duration of the incantation, on the other hand, is a factor that reduces the no'led$e arcane lore2 +C.
The third step is to identif# components and options for the incantation. ome of #our choices here ma# modif# the
no'led$e arcane lore2 +C further. Ne"t, #ou%ll set the effective level of the incantation. In some respects, incantations are li!e th( throu$h Hth(level spells.
Assess ho' po'erful the incantation is, and assi$n it an effective level. The effective level determines a number of relativel#
minor aspects to the incantation ho' man# total successes are re*uired, the e"act save +C of the incantation, and sometimes
its precise ran$e and duration.#otal Successes: 5*ual to the incantation%s effective level minimum 2.Save DC: 5*uals 10 E incantation%s effective level E caster%s Charisma modifier.Duration and Range: Assume a caster level of t'ice the spell%s level, usin$ the same formula a spell 'ould. &or e"ample an
incantation built from a seed 'ith a duration of minutes- 'ould last 1= minutes if it%s effectivel# a th(level spell. The same
incantation 'ith 9edium ran$e can affect a tar$et up to ==0 feet a'a#.&inall#, #ou%ll decide ho' to put the ne' incantation in #our $ame. 6suall#, a /esearch chec! 'ill suffice to reveal it to the
characters, but some incantations can be po'erful tools in the hands of N;Cs.Create $ith Caution
&undamentall#, it%s important to reali>e that this s#stem is meant as a startin$ point, not the last 'ord. An#time #ou have
multiple modifiers to a sin$le +C, the potential for accidental conse*uences or intentional abuse is there.
To !eep incantations under control in #our campai$n, avoid creatin$ incantations 'ith no'led$e arcane lore2 +Cs lo'er
than 0. Conversel#, don%t allo' an# feat, class feature, or ma$ic item that provides a lar$e bonus to no'led$e arcane lore2chec!s. onuses of E= or even E@ are fine, but lar$er bonuses mi$ht unbalance #our $ame.
G9s should emphasi>e ho' much faster, easier, and safer spells are than incantations. 5ver# incantation #ou create should
have at least one component that%s difficult for the caster to deal 'ith, such as an e"perience point cost, e"pensive material
component, or si$nificant bac!lash. ecause incantations don%t re*uire spell slotse anincantation.+ption: Aspects of the incantation that ma!e it easier or harder, dependin$ on choices the caster ma!es. Options provide
modifiers to the caster%s no'led$e arcane lore2 chec!.Seed: The buildin$ bloc!s of incantation, seeds describe ma$ical effects in $eneral terms.
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#able: ,eneral actors
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actor DC modi&ier
Skill Checks
/e*uires s!ill chec! other than no'led$e arcane lore2 31
Castin +ime
1 hour bet'een chec!s 31
)ane
Touch to CloseMClose to Touch E=M3=
Close to 9ediumM9edium to Close E=M3=
9edium to Lon$MLon$ to 9edium E=M3=
+aret
6n'illin$ tar$et must be helpless 3=
Limited tar$ets b# 8+, creature t#pe, etc.2 3
in$le tar$et to multiple tar$ets E@
!uration/ounds to minutesMminutes to rounds E=M3=
9inutes to hoursMhours to minutes E@M3=
8ours to da#s Mda#s to hours EM3=
+a#s to permanentMpermanent to da#s E10M3@
Material Components
5"pensive component purchase +C =03=@2 31
5"pensive component purchase +C =)3=H2 3=
5"pensive component purchase +C 0E2 3@
5"pensive focus purchase +C =)3=H2 31
5"pensive focus purchase +C 0E2 3=
XP Cost
per 100 :; ma" 1,000 :;2 31
Extra Casters
6p to 10 secondar# casters 3=
113100 secondar# casters 3
101E secondar# casters 310
Backlash
;er =d points of dama$e 31
Caster is e"hausted 3=;er ne$ative level caster suffers 3=
Caster reduced to 31 hp 3
Caster infected 'ith disease 3@
ac!lash affects secondar# casters too 31
eed Afflict5nchantment Compulsion2 K&ear, 9ind(Affectin$no$ledge .arcane lore/ DC: 0B Range: CloseB #arget: One livin$ creatureB Duration: 9inutesB Saving #hro$: ?illne$atesB Spell Resistance: Fes
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Fou afflict the tar$et 'ith a 3= morale penalt# on attac! rolls, chec!s, and savin$ thro's. &or each additional 31 penalt#
assessed on either the tar$et%s attac! rolls, chec!s, or savin$ thro's, increase the no'led$e arcane lore2 chec! +C b# E=.Fou ma# also develop an incantation 'ith this seed that afflicts the tar$et 'ith a 31 penalt# on caster level chec!s, a 31
penalt# to an abilit# score, a 31 penalt# to spell resistance, or a 31 penalt# to some other aspect of the tar$et. &or each
additional 31 penalt# assessed in one of the above cate$ories, increase the no'led$e arcane lore2 chec! +C b# E@.
Fou can afflict a character%s abilit# scores to the point 'here the# reach 0, save for Constitution 'here 1 is the minimum. If#ou%re appl#in$ abilit# penalties, #ou can%t len$then the duration. Instead, #ou can increase the no'led$e arcane lore2
chec! +C b# E= to turn the penalties into temporar# abilit# dama$e, or increase the no'led$e arcane lore2 +C b# E10 to
turn the penalties into permanent abilit# drain. If #ou increase the no'led$e arcane lore2 chec! +C b# E=, #ou can afflict'hichever one of the tar$et%s senses #ou select si$ht, touch, hearin$, taste, touch, or a special sense the tar$et possesses. If
the tar$et fails its savin$ thro', the sense #ou select doesn%t function for the spell%s duration, 'ith all attendant penalties that
appl# for losin$ the specified sense.
Options: 6seful options for incantations 'ith the a##lict seed include havin$ a hair, fin$ernail, or other part of the tar$et E= bonus2B havin$ the tar$et present and helpless durin$ the incantation E bonus2B or buildin$ an elaborate model or doll of the
tar$et E@ bonus2.
eed Animate +ead Necromanc#no$ledge .arcane lore/ DC: @B Range: TouchB #argets: One or more corpses touchedB Duration: InstantaneousB Saving
#hro$: NoneB Spell Resistance: No
Fou can turn the bones or bodies of dead creatures into undead that follo' #our spo!en commands. The undead can follo'#ou, or the# can remain in an area and attac! an# creature or a specific t#pe of creature2 enterin$ the place. The undead
remain animated until the# are destro#ed. A destro#ed undead can%t be animated a$ain.2 Intelli$ent undead can follo' more
sophisticated commands.The animate dead seed 'hich is more potent than the animate dead spell2 allo's #ou create =0 8+ of undead. &or each
additional 1 8+ of undead created, increase the no'led$e arcane lore2 chec! +C b# E1. The undead #ou create remain
under #our control indefinitel#.
Fou can naturall# control =0 8+ of undead creatures #ou%ve personall# created, re$ardless of the method #ou used. If #oue"ceed this number, ne'l# created creatures fall under #our control, and e"cess undead from previous castin$s become
uncontrolled #ou choose 'hich creatures are released2. An# undead #ou command throu$h a class(based abilit# to command
or rebu!e undead do not count to'ard the limit.
&or each additional = 8+ of undead to be controlled, increase the no'led$e arcane lore2 chec! +C b# E1. Onl# undead ine"cess of =0 8+ created 'ith this seed can be controlled usin$ this +C ad7ustment. If #ou 'ant to both create and control
more than =0 8+ of undead, increase the no'led$e arcane lore2 +C b# E per additional = 8+ of undead.#ype o& 0ndead: All t#pes of undead can be created 'ith the animate dead seed, althou$h creatin$ more po'erful undead
increases the no'led$e arcane lore2 chec! +C, accordin$ to the chart belo'. The G9 must set the no'led$e arcanelore2 chec! +C for undead not included on the chart, usin$ similar undead as a basis for comparison.
0ndead
no$ledge
.arcane lore/ DC
"odi&ier
9edium or smaller s!eleton 31=
9edium or smaller >ombie 31=
Animatin$ spirit 310
&ri$htful spirit 3J
Lar$e s!eleton 3JLar$e >ombie 3
Groanin$ spirit 3
mall or smaller li*uefied >ombie 3@
9edium li*uefied >ombie 3=
?ea!enin$ spirit E0
9umm# E0
Lar$e li*uefied >ombie E0
;ossessin$ spirit E=
8u$e s!eleton E=
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8u$e li*uefied >ombie E=
Ash 'raith E@
8u$e >ombie E@
Gar$antuan or Colossal s!eleton E
Gar$antuan or Colossal >ombie EJ
Gar$antuan li*uefied >ombie EJ
Colossal li*uefied >ombie E10
ampire 8it +ice E@
eed Armor
Con7uration Creation2no$ledge .arcane lore/ DC: 0B Range: TouchB #arget: Creature touchedB Duration: 8ours +2B Saving #hro$: ?ill
ne$ates harmless2B Spell Resistance: Fes harmless2
Fou $rant a creature additional armor, providin$ a E@ bonus to +efense. The bonus is either an e*uipment bonus or a naturalarmor bonus, 'hichever #ou select. 6nli!e mundane armor, the armor seed provides an intan$ible protection that entails no
armor chec! penalt#, arcane spell failure chance, or speed reduction. Incorporeal creatures can%t b#pass the armor seed the
'a# the# can i$nore normal armor. &or each additional point of +efense bonus, increase the no'led$e arcane lore2 chec!
+C b# E=.Fou can also $rant a creature a E1 bonus to +efense 'ith different bonus t#pes, includin$ deflection, insi$ht, sacred, or
others. &or each additional point of +efense bonus in one of these t#pes, increase the no'led$e arcane lore2 chec! +C b#E10.
eed anishAb7urationno$ledge .arcane lore/ DC: @B Range: CloseB #argets: One or more summoned or called creatures, no t'o of 'hich can
be more than 0 ft. apartB Duration: InstantaneousB Saving #hro$: ?ill ne$atesB Spell Resistance: Fes
Fou force summoned or called creatures bac! to 'here the# came from. Fou can banish up to 1@ 8+ of such creatures. &or
each additional 8it +ie of creatures #ou banish, increase the no'led$e arcane lore2 chec! +C b# E1. To banish a creature
that%s not summoned or called, increase the no'led$e arcane lore2 chec! +C b# E if the tar$et creatures are limited toelementals and outsiders, or b# E10 if the tar$et creatures are of a different t#pe.
In $eneral, creatures return 'hence the# came. ome creatures, such as vivilors, return to the ed$e of hado'. 5lementals
fade into nothin$ness, their elemental nature suffusin$ and dispersin$ throu$hout the immediate area. Outsiders li!e'ise
disappear to a place be#ond hado', thou$h some eventuall# find their 'a# bac! 'ith dim memories of their previousso7ourn in the mundane 'orld. Other creatures simpl# reappear 'herever the# 'ere before the# 'ere summoned.
eed Compel5nchantment Compulsion2 K9ind(Affectin$, Lan$ua$e(+ependentno$ledge .arcane lore/ DC: 0B Range: CloseB #arget: One livin$ creatureB Duration: 8ours +2B Saving #hro$: ?ill
ne$atesB Spell Resistance: Fes
Fou compel a tar$et to follo' a specified course of activit#.
At the basic level of effect, an incantation usin$ the compel seed must be 'orded in such a manner as to ma!e the activit#sound reasonable. As!in$ the creature to stab itself, thro' itself onto a spear, immolate itself, or do some other obviousl#
harmful act automaticall# ne$ates the effect. 8o'ever, ur$in$ a dra$on to stop attac!in$ #our friends so that ever#one could
7ointl# assault a mob safehouse else'here is a reasonable use of the incantation%s po'er.
The compelled course of activit# can continue for the entire duration, such as in the case of the dra$on mentioned above. If
the compelled activit# can be completed in a shorter time, the incantation ends 'hen the sub7ect finishes 'hat he 'as as!edto do. Fou can instead specif# conditions that 'ill tri$$er a special activit# durin$ the duration. &or e"ample, #ou mi$ht
compel a roc! star to $ive her the first panhandler she meets a ride in her limo. If the condition is not met before the
incantation usin$ this seed e"pires, the activit# is not performed.
eed ConcealIllusionno$ledge .arcane lore/ DC: 0B Range: ;ersonal or touchB #arget: Fou or a creature or ob7ect up to =,000 lb.B Duration:
9inutesB Saving #hro$: None or ?ill ne$ates harmless, ob7ect2B Spell Resistance: No or Fes harmless, ob7ect2
Fou can conceal a creature or ob7ect touched from si$ht, even from dar!vision. If the tar$et is a creature carr#in$ $ear, the
$ear vanishes, too, renderin$ the creature invisible, 'ith all the rules that appl# to invisibilit#. An incantation usin$ the
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conceal seed ends if the sub7ect attac!s an# creature. Actions directed at unattended ob7ects do not brea! the incantation, and
causin$ harm indirectl# is not an attac!. To create invisibilit# that lasts re$ardless of the actions of the sub7ect, increase theno'led$e arcane lore2 chec! +C b# E@.
Alternativel#, #ou can conceal the e"act location of the sub7ect so that it appears to be about = feet a'a# from its true
locationB this increases the no'led$e arcane lore2 chec! +C b# E=. The sub7ect benefits from a )0 miss chance as if it
had full concealment. 8o'ever, unli!e actual full concealment, this displacement effect does not prevent enemies fromtar$etin$ him normall#.
The conceal seed can also be used to bloc! out divinator# spells such as scryin spells, spell(li!e effects, and incantations
developed usin$ the re$eal seedB this increases the no'led$e arcane lore2 chec! +C b# E. In all cases 'here incantationsare used a$ainst the sub7ect of a incantation usin$ the conceal seed for this purpose, an opposed no'led$e arcane lore2
chec! determines 'hich incantation 'or!s.
eed Con7ureCon7uration Creation2no$ledge .arcane lore/ DC: 0B Range: 0 ft.B %&&ect: 6nattended, nonma$ical ob7ect of nonlivin$ matter, =0 cu. ft.BDuration: 8oursB Saving #hro$: NoneB Spell Resistance: No
Fou create a nonma$ical, unattended ob7ect of up to =0 cubic feet. Fou must succeed at an appropriate s!ill chec! to ma!e acomple" item, such as a Craft mechanical2 chec! to ma!e a motorc#cle. The ob7ect can be composed of an# or$anic or
manufactured subtance or combination of substances2 'ith a hardness of 10 or less. &or each additional cubic foot of matter
created, increase the no'led$e arcane lore2 +C b# E=.
Attemptin$ to use an# created ob7ect as a material component causes the spell or incantation to fail and the ob7ect to
disappear.
eed Contact+ivinationno$ledge .arcane lore/ DC: 0B Range: ee te"tB #argets: One other creatureB Duration: 8oursB Saving #hro$: NoneBSpell Resistance: No
Fou for$e a telepathic bond 'ith a particular creature 'ith 'hom #ou are familiar or can currentl# see directl# or throu$h
ma$ical means2 and can converse bac! and forth. The sub7ect reco$ni>es #ou if it !no's #ou. It can ans'er in li!e mannerimmediatel#, thou$h it does not have to.
Fou can for$e a communal bond amon$ more than t'o creatures. &or each additional creature contacted, increase the
no'led$e arcane lore2 chec! +C b# E1. The bond can be established onl# amon$ 'illin$ sub7ects. &or telepathic
communication throu$h the bond re$ardless of lan$ua$e, increase the no'led$e arcane lore2 chec! +C b# E@. No specialinfluence is established as a result of the bond, onl# the po'er to communicate at a distance.
eed +eludeIllusionno$ledge .arcane lore/ DC: 0B Range: Lon$B %&&ect: isual fi$ment that can e"tend up to 1= 10(ft. cubes 2B Duration:
9inutesB Saving #hro$: ?ill disbelief if interacted 'ith2B Spell Resistance: No
An incantation developed 'ith the delude seed creates the visual illusion of an ob7ect, creature, or force, as visuali>ed b# #ou.Fou can move the ima$e 'ithin the limits of the si>e of the effect b# concentratin$ the ima$e is other'ise stationar#2.
The ima$e disappears 'hen struc! b# an opponent unless #ou cause the illusion to react appropriatel#. &or an illusion that
includes audible, olfactor#, tactile, taste, and thermal aspects, increase the no'led$e arcane lore2 chec! +C b# E= per e"tra
aspect. 5ven realistic tactile and thermal illusions can%t deal dama$e, ho'ever.&or each additional ima$e 'ith the effect, increase the no'led$e arcane lore2 chec! +C b# E1. &or an illusion that follo's
a script determined b# #ou, increase the no'led$e arcane lore2 chec! +C b# E=. The illusion can include intelli$ible
speech if #ou 'ish.
&or an illusion that ma!es an# area appear to be somethin$ other than it is such as ma!in$ a s'amp appear as a $rassland ora villa$e2, increase the no'led$e arcane lore2 chec! +C b# E@. Additional components, such as sounds, can be added as
noted above. Concealin$ creatures re*uires additional incantation development usin$ this or other seeds.
eed +estro#Transmutationno$ledge .arcane lore/ DC: 0B Range: Lon$B #argets: 1 creature, or up to a 10(foot cube of nonlivin$ matterB Duration:
InstantaneousB Saving #hro$: &ortitude halfB Spell Resistance: Fes
Fou deal 10d points of dama$e to the tar$et. The dama$e is of no particular t#pe or ener$#
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behind onl# a trace of fine dust. 6p to a 10( foot cube of nonlivin$ matter is affected, so an incantation usin$ the destroy seed
destro#s onl# part of an# ver# lar$e ob7ect or structure tar$eted.The destroy seed affects even ma$ical matter, ener$# fields, and force effects that are normall# immune to dama$e, such as
wall o# #orce& uch effects are automaticall# destro#ed. Incantations usin$ the ward seed ma# also be destro#ed, thou$h #ou
must succeed at an opposed no'led$e arcane lore2 chec! a$ainst the other caster to brin$ do'n such an effect.
eed +ispelAb7uration
no$ledge .arcane lore/ DC: 0B Range: 9ediumB #arget: One creature or ob7ectB Duration: InstantaneousB Saving#hro$: NoneB Spell Resistance: No
Fou can end on$oin$ spells and incantations that have been cast on a creature or ob7ect, temporaril# suppress the ma$ical
abilities of a ma$ic item, or end on$oin$ spells and incantations or at least their effects2 'ithin an area. A dispelled spell
ends as if its duration had e"pired. The dispel seed can defeat all spells, even those not normall# sub7ect to dispel maic.The dispel seed can dispel but not counter2 the on$oin$ effects of supernatural abilities as 'ell as spells, and it affects spell(
li!e effects 7ust as it affects spells.
One ob7ect, creature, or spell is the tar$et of the dispel seed. Fou ma!e a dispel chec! a$ainst the spell or a$ainst each
on$oin$ spell currentl# in effect on the ob7ect or crea( ture. A dispel chec! is 1d=0 E 10 a$ainst a +C of 11 E the tar$et spell%scaster level. &or each additional E1 on #our dispel chec!, increase the no'led$e arcane lore2 chec! +C b# E1.
If #ou tar$et an ob7ect or creature that is the effect of an on$oin$ spell such as a vivilor summoned b# a summon $i$ilor
spell2, ma!e a dispel chec! to end the spell that con7ured the ob7ect or creature.
If the ob7ect #ou tar$et is a ma$ic item, #ou ma!e a dispel chec! a$ainst the item%s caster level. If #ou succeed, all the item%s
ma$ical properties are suppressed for 1d@ rounds, after 'hich the item recovers on its o'n. A suppressed item becomesnonma$ical for the duration of the effect. An e"tradimensional space tar$eted b# the dispel is destro#ed, and an#thin$ 'ithin
it is instantl# e7ected. A ma$ic item%s ph#sical properties are unchan$ed.
Fou automaticall# succeed at #our dispel chec! a$ainst an# spell that #ou cast #ourself.
eed 5ner$#5vocation KAcid, &ire, 5lectricit#, Cold, or onicMConcussionno$ledge .arcane lore/ DC: 0B Range: 9edium, or touched creature or ob7ect of up to =,000 lbs.B Area: A bolt ) ft. 'ideto 00 ft. lon$B or )(ft.(radius emanationB or a 'all 'hose area is up to one =00(ft. s*uareB or a sphere or hemisphere 'ith a
radius of up to =0 ft.B Duration: Instantaneous or hoursB Saving #hro$: /efle" halfB Spell Resistance: Fes
Fou can 'or! 'ith 'hichever one of five ener$# t#pes #ou choose acid, cold, electricit#, fire, or sonicMconcussion. Fou can
cast the ener$# forth as a bolt, imbue an ob7ect 'ith the ener$#, or create a freestandin$ manifestation of the ener$#.If #our incantation developed usin$ the enery seed releases a bolt, that bolt instantaneousl# deals 10d points of dama$e of
the appropriate ener$# t#pe, and all creatures in bolt%s area must ma!e a /efle" save for half dama$e. &or each additional 1d points of dama$e dealt, increase the no'led$e arcane lore2 chec! +C b# E=. The bolt be$ins at #our fin$ertips.
If #ou 'ish to imbue another creature 'ith the abilit# to use an ener$# bolt as a spell(li!e abilit# at its option or 'hen a particular condition is met, increase the no'led$e arcane lore2 chec! +C b# E1=.
Fou can also cause a creature or ob7ect to emanate the specific ener$# t#pe to a radius of 10 feet. The emanated ener$# deals
=d points of ener$# dama$e per round a$ainst unprotected creatures the tar$et creature is susceptible if not separatel#
'arded or other'ise resistant to the ener$#2. &or each additional 1d points of dama$e emanated, increase the no'led$earcane lore2 chec! +C b# E=.
Fou ma# also create a 'all, half(circle, circle, dome, or sphere of the desired ener$# that emanates the ener$#. One side of the
'all, selected b# #ou, sends forth 'aves of ener$#, dealin$ =d@ points of ener$# dama$e to creatures 'ithin 10 feet and 1d@
points of ener$# dama$e to those past 10 feet but 'ithin =0 feet. The 'all deals this dama$e 'hen it appears and each roundthat a creature enters or remains in the area. In addition, the 'all deals d points of ener$# dama$e to an# creature passin$
throu$h it. The 'all deals double dama$e to undead creatures, provided the undead creature is not immune to the selected
ener$# t#pe. &or each additional 1d points of dama$e, increase the no'led$e arcane lore2 chec! +C b# E=.
Fou can also use the enery seed to create an incantation that carefull# releases and balances the emanation of cold,electricit#, and fire, creatin$ specific 'eather effects for a period of =@ hours. 6sin$ the enery seed this 'a# has a base
no'led$e arcane lore2 chec! +C of @. The area e"tends to a t'o(mile(radius centered on #ou. Once the incantation is
cast, the 'eather ta!es 10 minutes to manifest.
?ith the base use, #ou can%t directl# tar$et a creature or ob7ect, thou$h indirect effects are possible. ut #ou can create coldsnaps, heat 'aves, thunderstorms, fo$s, bli>>ards
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no$ledge .arcane lore/ DC: =B Range: ;ersonalB #arget: FouB Duration: Instantaneous see te"t2
Fou can foretell the immediate future, or $ain information about specific *uestions.Fou are H0 li!el# to receive a meanin$ful readin$ of the future of the ne"t 0 minutes. If successful, #ou !no' 'hether a
particular action 'ill brin$ $ood results, bad results, or no result. &or each additional 0 minutes into the future, multipl# the
no'led$e arcane lore2 chec! +C b# =.
&or better results, #ou can pose up to ten specific *uestions one per round 'hile #ou concentrate2, but the base no'led$earcane lore2 chec! +C for such an attempt is =.
Four *uestions reverberate throu$h dimension interstices be#ond the veil of hado', see!in$ an ans'er from some 'illin$
entit#. The ans'ers return in a lan$ua$e #ou understand, but use onl# one('ord ans'ers such as #es,- no,- ma#be,-never,- irrelevant,- or some other one('ord ans'er. All *uestions ans'ered are H0 li!el# to be ans'ered truthfull#.
8o'ever, a specific incantation usin$ the #oresee seed can onl# be cast once ever# five 'ee!s.
The #oresee seed is also useful for incantations re*uirin$ specific information before functionin$, such as those that use the
re$eal and transport seeds.Fou can also use the #oresee seed to $ain one basic piece of information about a livin$ tar$et location, level, class, ali$nment,
or other special abilit# or an ob7ect%s ma$ical abilities, if an#2. &or !no'led$e revealed in each additional cate$or#, increase
the no'led$e arcane lore2 chec! +C b# E=. To obtain information about an ob7ect, increase the no'led$e arcane lore2
chec! +C b# E@.
eed &ortif#Transmutation
no$ledge .arcane lore/ DC: 0B Range: TouchB #arget: Creature touchedB Duration: 8oursB Saving #hro$: ?ill ne$atesharmless2B Spell Resistance: Fes harmless2
Incantations usin$ the #orti#y seed $rant a E1 enhancement bonus to 'hichever one of the follo'in$ #ou choose
P An# one abilit# score.P An# one !ind of savin$ thro'.
P pell resistance.
P Natural armor bonus.
The #orti#y seed can also $rant ener$# resistance 1 for one ener$# t#pe or 1 temporar# hit point. &or each additional E1 bonus, point of ener$# resistance, or hit point, increase the no'led$e arcane lore2 chec! +C b# E=.
The #orti#y seed has a base no'led$e arcane lore2 chec! +C is @ if it $rants a E1 bonus of a t#pe other than enhancement
such as luc! or insi$ht2. &or each additional E1 bonus of a t#pe other than enhancement, increase the no'led$e arcane
lore2 chec! +C b# E@. If #ou appl# a factor to ma!e the duration permanent, the bonus must be an inherent bonus, and thema"imum inherent bonus allo'ed is E).
The #orti#y seed can also $rant / ==, and each additional point of spell resistance increases the no'led$e arcane lore2chec! +C b# E@ each 31 to spell resistance reduces the no'led$e arcane lore2 chec! +C b# 3=2. If an incantation 'ith the
#orti#y seed $rants an inanimate ob7ect an abilit# score it 'ouldn%t normall# possess such as Intelli$ence2, the incantationmust also incorporate the li#e seed.
The #orti#y seed can also $rant dama$e reduction 10ME1. &or each additional point of dama$e reduction, increase the
no'led$e arcane lore2 chec! +C b# E1. &or each additional point of re*uired 'eapon enhancement above E1, increase the
no'led$e arcane lore2 chec! +C b# E.
eed 8ealCon7uration 8ealin$2no$ledge .arcane lore/ DC: =B Range: TouchB #arget: Creature touchedB Duration: InstantaneousB Saving #hro$: FesharmlessB see te"t2B Spell Resistance: Fes harmless2
Incantations developed 'ith the heal seed channel positive ener$# into a creature to 'ipe a'a# disease and in7ur#. uch an
incantation completel# cures all diseases, blindness, deafness, hit point dama$e, and temporar# abilit# dama$e. To restore
permanent abilit# dama$e, increase the no'led$e arcane lore2 chec! +C b# E@. The heal seed neutrali>es poisons in thesub7ect%s s#stem so that no additional dama$e or effects are suffered.
It offsets feeblemindedness and cures mental disorders caused b# spells or in7ur# to the brain. It dispels all ma$ical effects
penali>in$ the character%s abilities, includin$ effects caused b# spells and even incantations developed 'ith the a##lict seed.
Onl# a sin$le application of the incantation is needed to simultaneousl# achieve all these effects. It does not restore levels orConstitution points lost due to death.
To dispel all ne$ative ener$# levels afflictin$ the tar$et, increase the no'led$e arcane lore2 chec! +C b# E=.
eed LifeCon7uration 8ealin$2
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no$ledge .arcane lore/ DC: B Range: TouchB #arget: +ead creature touchedB Duration: InstantaneousB Saving #hro$:
None see te"t2B Spell Resistance: Fes harmless2An incantation developed 'ith the li#e seed 'ill restore life and complete vi$or to an# deceased creature. The condition of the
remains is not a factor. o lon$ as some small portion of the creature%s bod# still e"ists, it can be returned to life, but the
portion receivin$ the incantation must have been part of the creature%s bod# at the time of death.
The creature is immediatel# restored to full hit points, vi$or, and health, 'ith no loss of prepared spells. 8o'ever, the sub7ectloses 1 level or 1 point of Constitution if the sub7ect 'as 1st level2. Fou cannot revive someone 'ho has died of old a$e.
Fou can also use the li#e seed to $ive an animal or plant a soul, personalit#, and sentience. &or each point of Intelli$ence,
?isdom, or Charisma #ou $ive #our creation, increase the no'led$e arcane lore2 chec! +C b# E1. Fou can%t create acreature 'ith a hi$her Intelli$ence, ?isdom, or Charisma than #ou have.
The ne'l# sentient animal or plant is friendl# to'ard #ou. The ne'l# sentient creature understands one lan$ua$e
automaticall#B to $ive the creature the abilit# to spea!, increase the no'led$e arcane lore2 chec! +C b# E1.
eed /eflectAb7urationno$ledge .arcane lore/ DC: =B Range: ;ersonalB #arget: FouB Duration: 6ntil e"pended or 1= hours
Attac!s tar$eted a$ainst #ou rebound on the ori$inal attac!er. 5ach use of the re#lect seed in an incantation is effective a$ainstone t#pe of attac! onl# spells and incantations and spell(li!e effects2, ran$ed attac!s, or melee attac!s. To reflect an area
spell, 'here #ou are not the tar$et but are cau$ht in the vicinit#, increase the no'led$e arcane lore2 chec! +C b# EJ. A
sin$le successful use of re#lect e"pends its protection.
Incantations developed 'ith the re#lect seed a$ainst spells and spell(li!e effects return spell effects of up to 1st level. &or each
additional level of spells to be reflected, increase the no'led$e arcane lore2 chec! +C b# E. Other incantations are treatedas th(level spells for this purpose.
A$ainst 0( to )th(level spells, the desired effect is automaticall# reflected. An opposed no'led$e arcane lore2 chec! is
re*uired 'hen the re#lect seed is used a$ainst another incantation. If the enem# caster $ets his incantation throu$h b# 'innin$the no'led$e arcane lore2 chec!, the incantation usin$ the re#lect seed is not e"pended, 7ust momentaril# suppressed.
If the re#lect seed is used a$ainst a melee attac! or ran$ed attac!, five such attac!s are automaticall# reflected bac! on the
ori$inal attac!er. &or each additional attac! reflected, increase the no'led$e arcane lore2 chec! +C b# E@. The reflected
attac! rebounds on the attac!er usin$ the same attac! roll. Once the allotted attac!s are reflected, the incantation usin$ there#lect seed is e"pended.
eed /eveal+ivinationno$ledge .arcane lore/ DC: 0B Range: ee te"tB %&&ect: 9a$ical sensorB Duration: 9inutes +2B Saving #hro$: NoneB
Spell Resistance: NoFou can hear or see some distant location almost as if #ou 'ere there. To both hear and see, increase the no'led$e arcane
lore2 chec! +C b# E=. +istance is not a factor, but the locale must be !no'n
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successful, it instead ta!es @d points of dama$e. &or each additional =0 8+ affected or each additional creature affected2,
increase the no'led$e arcane lore2 chec! +C b# EJ.Alternativel#, #ou can use the slay seed in an incantation to suppress the life force of the tar$et b# besto'in$ =d@ ne$ative
levels on the tar$et the incantation besto's half as man# ne$ative levels on a successful &ortitude save2. &or each additional
1d@ ne$ative levels besto'ed, increase the no'led$e arcane lore2 chec! +C b# E@. If the sub7ect has at least as man#
ne$ative levels as 8it +ice, it dies. Assumin$ the sub7ect survives, the ne$ative levels 'ill become permanentl# drainedlevels =@ hours later if the sub7ect fails a &ortitude savin$ thro'.
eed ummonCon7uration ummonin$2no$ledge .arcane lore/ DC: =B Range: CloseB %&&ect: One summoned creatureB Duration: /ounds +2B Saving #hro$:
?ill ne$ates see te"t2B Spell Resistance: Fes see te"t2
Fou can summon an outsider. It appears 'here #ou desi$nate and acts immediatel#, on #our turn, if its spell resistance isovercome and it fails a ?ill savin$ thro'. It attac!s #our opponents to the best of its abilit#. If #ou can communicate 'ith the
outsider, #ou can direct it not to attac!, to attac! particular enemies, or to perform other actions.
The incantation con7ures an outsider #ou select of C/ or less. &or each E1 C/ of the summoned outsider, increase the
no'led$e arcane lore2 chec! +C b# E=.If #ou increase the no'led$e arcane lore2 chec! +C b# E, #ou can summon a creature of C/ or less from another
monster t#pe, such as $iant, aberration, or undead.
&or each E1 C/ of the summoned creature, increase the no'led$e arcane lore2 chec! +C b# E=. The summoned creature is
assumed to have been pluc!ed from some fara'a# place perhaps some'here be#ond hado'2. The summoned creature
attac!s #our opponents to the best of its abilit#, or if #ou can communicate 'ith it, it 'ill perform other actions.8o'ever, the summonin$ ends if the creature is as!ed to perform a tas! inimical to its nature, such as commandin$ a $ood
creature to attac! an innocent, or commandin$ an# creature to commit suicide.
eed TransformTransmutationno$ledge .arcane lore/ DC: =B Range: CloseB #arget: One creature or inanimate, nonma$ical ob7ectB Duration: 8oursBSaving #hro$: &ortitude ne$ates and see te"t2B Spell Resistance: FesIncantations usin$ the trans#orm seed chan$e the sub7ect into another form of creature or ob7ect. The ne' form can ran$e in
si>e from +iminutive to one si>e lar$er than the sub7ect%s normal form. If #ou 'ant transform a creature into a nonma$ical,
inanimate ob7ect, increase the no'led$e arcane lore2 chec! +C b# E10. If #ou 'ant to chan$e a creature of one t#pe into
another t#pe for e"ample, undead to outsider2, increase the no'led$e arcane lore2 chec! +C b# E).Transformations involvin$ nonma$ical inanimate substances 'ith hardness are more difficultB for each = points of hardness,
increase the no'led$e arcane lore2 chec! +C b# E1.The trans#orm seed can also chan$e its tar$et into someone specific. To transform an ob7ect or creature into the specific
li!eness of another individual, increase the no'led$e arcane lore2 chec! +C b# E. If the transformed creature doesn%thave the level or 8it +ice of its ne' li!eness, it can onl# use the abilities of the creature at its o'n level or 8it +ice.
If slain or destro#ed, the transformed creature or ob7ect reverts to its ori$inal form. The sub7ect%s e*uipment, if an#, remains
untransformed.
The transformed creature or ob7ect ac*uires the ph#sical and natural abilities of the creature or ob7ect it has been chan$ed into'hile retainin$ its o'n mind and mental abilit# scores. 9ental abilities include personalit#, Intelli$ence, ?isdom, and
Charisma scores, level and class, hit points despite an# chan$e in its Constitution score2, ali$nment, base attac! bonus, base
saves, e"traordinar# abilities, spells, and spell(li!e abilities, but not its supernatural abilities. ;h#sical abilities include natural
si>e and tren$th, +e"terit#, and Constitution scores. Natural abilities include armor, natural 'eapons, and similar $ross ph#sical *ualities presence or absence of 'in$s, number of e"tremities, etc.2, and possibl# hardness. Creatures transformed
into inanimate ob7ects do not $ain the benefit of their untransformed ph#sical abilities, and ma# 'ell be blind, deaf, dumb,
and unfeelin$.
The transformed sub7ect can have no more 8it +ice than #ou have or that the sub7ect has 'hichever is $reater2. In an# case,for each 8it +ie the assumed form has above 1) 8+, increase the no'led$e arcane lore2 chec! +C b# E=.
eed TransportCon7uration Teleportin$2no$ledge .arcane lore/ DC: =B Range: TouchB #arget: Fou and touched ob7ects or other touched 'illin$ creatures
'ei$hin$ up to )00 lb.B Duration: InstantaneousB Saving #hro$: None and ?ill ne$ates ob7ect, sub7ect2B Spell Resistance:
No and Fes ob7ect, sub7ect2Incantations usin$ the transport seed instantl# transport #ou to a desi$nated destination up to 1,000 miles a'a#. &or each
additional )00 miles #ou 'ish to travel, increase the no'led$e arcane lore2 chec! +C b# E=.
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&or each additional )0 pounds in ob7ects be#ond the base )00 pounds2, increase the no'led$e arcane lore2 chec! +C b#
E=. To brin$ alon$ 'illin$ creatures, increase the no'led$e arcane lore2 chec! +C b# E= per three additional creatures.Fou need not ma!e a savin$ thro', nor is spell resistance applicable to #ou. Onl# ob7ects 'orn or carried attended2 b#
another un'illin$ creature receive savin$ thro's and spell resistance. &or an incantation intended to transport un'illin$
creatures, increase the no'led$e arcane lore2 chec! +C b# E.
Fou must have at least a reliable description of the place to 'hich #ou are transportin$. If #ou attempt to use the transportseed 'ith insufficient or misleadin$ information, #ou disappear and simpl# reappear in #our ori$inal location.
eed ?ardAb7urationno$ledge .arcane lore/ DC: 0B Range: TouchB #arget: Creature or ob7ect of 1,000 lbs. or less touchedB or 10(ft.(radius
spherical emanation, centered on #ouB Duration: 8ours +2B Saving #hro$: NoneB Spell Resistance: Fes
Fou can $rant a creature protection from dama$e of a specified t#pe. Fou can protect a creature from standard dama$e orfrom ener$# dama$e. Fou can protect a creature or area from ma$ic. Alternativel#, #ou can hed$e out a t#pe of creature from
a specified area.
A 'ard a$ainst standard dama$e protects a creature from t'o of the follo'in$ dama$e t#pes ballistic, blud$eonin$, piercin$,
and slashin$. &or a 'ard a$ainst all t#pes, increase the no'led$e arcane lore2 chec! +C b# E@. 5ach round, the incantationcreated 'ith the ward seed absorbs the first ) points of dama$e the creature 'ould other'ise ta!e, re$ardless of 'hether the
source of the dama$e is natural or ma$ical. &or each additional point of protection, increase the no'led$e arcane lore2
chec! +C b# E=.
A 'ard a$ainst ener$# $rants a creature protection from 'hichever one #ou select of the five ener$# t#pes acid, cold,
electricit#, fire, or sonicMconcussion. 5ach round, the incantation absorbs the first ) points of dama$e the creature 'ouldother'ise ta!e from the specified ener$# t#pe, re$ardless of 'hether the source of dama$e is natural or ma$ical. The
incantation protects the recipient%s e*uipment as 'ell. &or each additional point of protection, increase the no'led$e
arcane lore2 chec! +C b# E1.A 'ard a$ainst a specific t#pe of creature prevents bodil# contact from 'hichever one of several monster t#pes #ou select.
This causes the natural 'eapon attac!s of such creatures to fail and the creatures to recoil if such attac!s re*uire touchin$ the
'arded creature. The protection ends if the 'arded creature ma!es an attac! a$ainst or intentionall# moves 'ithin ) feet of
the bloc!ed creature. pell resistance can allo' a creature to overcome this protection and touch the 'arded creature.A 'ard a$ainst ma$ic creates an immobile, faintl# shimmerin$ ma$ical sphere 'ith radius 10 feet2 that surrounds #ou and
e"cludes all spell effects of up to 1st level. Alternativel#, #ou can 'ard 7ust the tar$et and not create the radius effect. &or
each additional level of spells to be e"cluded, increase the no'led$e arcane lore2 chec! +C b# E. The area or effect of
an# such spells does not include the area of the 'ard, and such spells fail to affect an# tar$et 'ithin the 'ard. This includesspell(li!e abilities and spells or spell(li!e effects from ma$ic items. 8o'ever, an# t#pe of spell can be cast throu$h or out of
the 'ard. Fou can leave and return to the protected area 'ithout penalt# unless the incantation specificall# tar$ets a creatureand does not provide a radius effect2.
Instead of creatin$ an incantation that uses the ward seed to nullif# all spells of a $iven and lo'er level, #ou can create a'ard that nullifies a specific spell or specific set of spells2. &or each specific spell so nullified, increase the no'led$e
arcane lore2 chec! +C b# onl# E1 per spell level above 1st. &or e"ample, if #ou 'ant to create an incantation that protects
#ou specificall# a$ainst charm person and dominate, the no'led$e arcane lore2 chec! +C 'ould increase b# E0 and E@,
respectivel#.The 'ard could be brou$ht do'n b# a tar$eted dispel maic spell. Incantations usin$ the dispel seed ma# brin$ do'n a 'ard
if the enem# spellcaster succeeds at a caster level chec!.