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Amberos Play Guide

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Amberos Play Guide

Amberos
Guide for Play

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Amberos Play Guide

THE BASICS............................................................... 4
ADVENTURING.................................................... 364
THE CORE MECHANIC ...............................................4
CARRYING, MOVEMENT, & EXPLORATION ........... 364
DICE ..........................................................................4
EXPLORATION ....................................................... 368
ABILITY SCORES ........................................................4
TREASURE ............................................................. 371
THE ABILITIES ...........................................................5
EXPERIENCE .......................................................... 373
DESCRIPTION .............................................................6
COMBAT................................................................ 374
RACES.........................................................................9
HOW COMBAT WORKS.......................................... 374
FAVORED CLASS ........................................................9
COMBAT STATISTICS ............................................. 374
RACE AND LANGUAGES ............................................9
ACTIONS IN COMBAT ............................................ 377
SMALL CHARACTERS .................................................9
INJURY AND DEATH .............................................. 385
CORE RACES OF AMBEROS ......................................10
MOVEMENT, POSITION, AND DISTANCE ............... 389
OTHER RACES..........................................................24
COMBAT MODIFIERS ............................................. 391
CLASSES...................................................................26 SPECIAL ATTACKS ................................................ 393
SPECIAL INITIATIVE ACTIONS ............................... 398
MONSTER HIT DICE .................................................26
LEVEL ADJUSTMENT ADVANCEMENT ......................26 SOCIAL ENCOUNTERS...................................... 400
MULTICLASSING ......................................................27
SOCIAL STATISTICS ............................................... 400
CLASS DESCRIPTIONS ..............................................28
ACTIONS IN A SOCIAL ENCOUNTER ...................... 401
PRESTIGE CLASSES ................................................113
COURTLY INTRIGUE .............................................. 407
SKILLS.................................................................... 180
SKILL CHALLENGES ......................................... 410
SKILLS SUMMARY .................................................180
SETTING UP A SKILL CHALLENGE ......................... 410
USING SKILLS ........................................................180
PERFORMING A SKILL CHALLENGE ...................... 410
SIMPLE SKILL CHECKS ..........................................180
RESULTS OF A SKILL CHALLENGE ......................... 410
COMPLEX SKILL CHECKS ......................................180
EXAMPLE SKILL CHALLENGE................................ 410
OPPOSED SKILL CHECKS .......................................181
DIFFICULTY CLASS ................................................181 SPECIAL ABILITIES & CONDITIONS ............ 416
SKILL DESCRIPTIONS .............................................182
SPECIAL ABILITIES ................................................ 416
FEATS .....................................................................208 CONDITIONS.......................................................... 427
FEATS SUMMARY ..................................................208 PSIONICS............................................................... 432
FEAT TYPES ...........................................................226
MANIFESTING ....................................................... 432
FEAT DESCRIPTIONS ..............................................230
HERO POINTS.......................................................296 SPELLS................................................................... 433

USING HERO POINTS..............................................296 SPELLCASTING ...................................................... 433


GAINING HERO POINTS ..........................................296 CASTING SPELLS ................................................... 433
COUNTERSPELLING ............................................... 434
RELIGION .............................................................. 298 METAMAGICED SPELLS ......................................... 436
NATURALLY METAMAGICED SPELLS .................... 437
GODS OF AMBEROS ...............................................298
SPELL DESCRIPTIONS ............................................ 438
OTHER INFORMATION .....................................303 ARCANE SPELLS .................................................... 444
DIVINE SPELLS ...................................................... 446
VITAL STATISTICS .................................................311
SPELL LISTS .......................................................... 449
FAMILY MATTERS .................................................313
SPELL DESCRIPTIONS ............................................ 516
SOCIAL STATUS AND FORMER OCCUPATION .........314
SOCIAL CLASS .......................................................317 MAGIC ITEMS...................................................... 713
REASONS FOR ADVENTURING ................................318
MAGIC ITEMS AND DETECT MAGIC....................... 713
EQUIPMENT.......................................................... 320 POWER COMPONENTS ........................................... 713
USING ITEMS ......................................................... 713
WEAPONS ..............................................................320
UNUSUAL MAGIC ITEMS ....................................... 715
ARMOR ..................................................................341
CHARGES, DOSES, AND MULTIPLE USES .............. 715
MISCELLANEOUS GEAR .........................................350
PURCHASING MAGIC ITEMS .................................. 715
SPECIAL MATERIALS .............................................360
MAGIC ITEM DESCRIPTIONS .................................. 716

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MAGIC ITEM HISTORIES ........................................ 717
CREATING MAGIC ITEMS ....................................... 718
MUNDANE MAGIC ITEMS ...................................... 724
ARMOR .................................................................. 724
WEAPONS .............................................................. 730
POTIONS AND OILS ............................................... 743
RINGS .................................................................... 744
RODS ..................................................................... 749
SCROLLS................................................................ 754
STAFFS .................................................................. 756
STAFF DESCRIPTIONS ............................................ 756
WANDS.................................................................. 759
WONDEROUS ITEMS .............................................. 759
INTELLIGENT ITEMS .............................................. 791
CURSED ITEMS ...................................................... 794
ARTIFACTS ............................................................ 801
TECHNOLOGICAL ITEM CREATION ............ 814
PURCHASING TECHNOLOGICAL DEVICES .............. 814
PURCHASING TECHNOLOGICAL DEVICES .............. 815
ACTIVATING TECHNOLOGICAL DEVICES ............... 815
CREATING TECHNOLOGICAL ITEMS ....................... 815
TECHNOLOGICAL ITEMS ........................................ 822
TECHNOLOGICAL DEVICE DESCRIPTIONS .............. 824
CONSTRUCT CONSTRUCTION ................................. 846
CONSTRUCT TEMPLATE ......................................... 851
WARRIORS OF DISHNU..................................... 854
WARRIOR OF DISHNU (TEMPLATE) ....................... 854
WARRIOR FEATS ................................................... 856
SPECIAL WEAPONS ................................................ 857
EXAMPLE WARRIORS OF DISHNU .......................... 857
WORLD BUILDING ............................................. 860
WILDERNESS, WEATHER, & ENVIRONMENT ......... 860
WILDERNESS ......................................................... 868
WEATHER .............................................................. 879
THE ENVIRONMENT ............................................... 883
PLANES .................................................................. 887
WHAT IS A PLANE?................................................ 887
PLANE DESCRIPTIONS............................................ 891
PERSONALITIES OF AMBEROS ...................... 901

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The Basics Rounding Fractions
In general, if you wind up with a fraction, round
down, even if the fraction is one–half or larger.
The Core Mechanic Exception: Certain rolls, such as damage and hit points,
Whenever you attempt an action that has some have a minimum of 1.
chance of failure, you roll a twenty–sided die (d20). To
determine if your character succeeds at a task you do Multiplying
this: Sometimes a rule makes you multiply a number or
• Roll a d20. a die roll. As long as you’re applying a single multiplier,
• Add any relevant modifiers. multiply the number normally. When two or more
• Compare the result to a target number. multipliers apply to any abstract value (such as a modifier or
a die roll), however, combine them into a single multiple,
If the result equals or exceeds the target with each extra multiple adding 1 less than its value to the
number, your character succeeds. If the result is lower first multiple. Thus, a double (×2) and a double (×2) applied
than the target number, you fail. to the same number results in a triple (×3, because 2 + 1 =
3).
Dice When applying multipliers to real–world values
Dice rolls are described with expressions such (such as weight or distance), normal rules of math apply
as “3d4+3,” which means “roll three four–sided dice instead. A creature whose size doubles (thus multiplying its
and add 3” (resulting in a number between 6 and 15). weight by 6) and then is turned to stone (which would
The first number tells you how many dice to roll multiply its weight by a factor of roughly 3) now weighs
(adding the results together). The number immediately about 18 times normal, not 10 times normal. Similarly, a
after the “d” tells you the type of die to use. Any blinded creature attempting to negotiate difficult terrain
number after that indicates a quantity that is added or would count each square as 4 squares (doubling the cost
subtracted from the result. twice, for a total multiplier of ×4), rather than as 3 squares
d%: Percentile dice work a little differently. You (adding 100% twice).
generate a number between 1 and 100 by rolling two
different ten–sided dice. One (designated before you Ability Scores
roll) is the tens digit. The other is the ones digit. Two 0s
represent 100.

Score Mod 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 –––Can’t cast spells tied to this ability –––
2–3 –4 –––Can’t cast spells tied to this ability –––
4–5 –3 –––Can’t cast spells tied to this ability –––
6–7 –2 –––Can’t cast spells tied to this ability –––
8–9 –1 –––Can’t cast spells tied to this ability –––
10–11 0 – – – – – – – – – –
12–13 +1 – 1 – – – – – – – –
14–15 +2 – 1 1 – – – – – – –
16–17 +3 – 1 1 1 – – – – – –
18–19 +4 – 1 1 1 1 – – – – –
20–21 +5 – 2 1 1 1 1 – – – –
22–23 +6 – 2 2 1 1 1 1 – – –
24–25 +7 – 2 2 2 1 1 1 1 – –
26–27 +8 – 2 2 2 2 1 1 1 1 –
28–29 +9 – 3 2 2 2 2 1 1 1 1
30–31 +10 – 3 3 2 2 2 2 1 1 1
32–33 +11 – 3 3 3 2 2 2 2 1 1
34–35 +12 – 3 3 3 3 2 2 2 2 1
36–37 +13 – 4 3 3 3 3 2 2 2 2
38–39 +14 – 4 4 3 3 3 3 2 2 2
40–41 +15 – 4 4 4 3 3 3 3 2 2
42–43 +16 – 4 4 4 4 3 3 3 3 2
44–45 +17 – 5 4 4 4 4 3 3 3 3
Etc.

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Ability Modifiers (monks, wizards, and sorcerers), and for anyone who wants
Each ability, after changes made because of to be a skilled archer.
race, has a modifier ranging from –5 to +5. Table: You apply your character’s Dexterity modifier to:
Ability Modifiers and Bonus Spells shows the modifier
for each score. It also shows bonus spells, which you’ll • Ranged attack rolls, including those for attacks
need to know about if your character is a spellcaster. made with bows, crossbows, throwing axes, and
The modifier is the number you apply to the other ranged weapons.
die roll when your character tries to do something • Armor Class (AC), provided that the character can
related to that ability. You also use the modifier with react to the attack.
some numbers that aren’t die rolls. A positive modifier • Reflex saving throws, for avoiding fireballs and
is called a bonus, and a negative modifier is called a other attacks that you can escape by moving
penalty. quickly.
• Acrobatics and Stealth. These are the skills that
Abilities And Spellcasters have Dexterity as their key ability.
The ability that governs bonus spells depends
on what type of spellcaster your character is: Constitution (CON)
Intelligence for wizards; Wisdom for clerics, druids, Constitution represents your character’s health and
paladins, and rangers; or Charisma for sorcerers and stamina. A Constitution bonus increases a character’s hit
bards. In addition to having a high ability score, a points, so the ability is important for all classes.
spellcaster must be of high enough class level to be able You apply your character’s Constitution modifier
to cast spells of a given spell level. (See the class to:
descriptions for details.)
• Each roll of a Hit Die (though a penalty can never
The Abilities drop a result below 1—that is, a character always
Each ability partially describes your character gains at least 1 hit point each time he or she
and affects some of his or her actions. advances in level).
• Fortitude saving throws, for resisting poison and
Strength (STR) similar threats.
Strength measures your character’s muscle and • There are no Constitution skills.
physical power. This ability is especially important for
fighters, barbarians, paladins, rangers, and monks If a character’s Constitution score changes enough
because it helps them prevail in combat. Strength also to alter his or her Constitution modifier, the character’s hit
limits the amount of equipment your character can points also increase or decrease accordingly.
carry.
You apply your character’s Strength modifier Intelligence (INT)
to: Intelligence determines how well your character
• Melee attack rolls. learns and reasons. This ability is important for wizards
• Damage rolls when using a melee weapon or a because it affects how many spells they can cast, how hard
thrown weapon (including a sling). their spells are to resist, and how powerful their spells can
(Exceptions: Off–hand attacks receive only be. It’s also important for any character who wants to have a
one–half the character’s Strength bonus, while wide assortment of skills.
two–handed attacks receive one and a half You apply your character’s Intelligence modifier
times the Strength bonus. A Strength penalty, to:
but not a bonus, applies to attacks made with a
bow that is not a composite bow.) • The number of languages your character knows at
• Athletics checks. These are the skills that have the start of the game.
Strength as their key ability. • The number of skill points gained each level. (But
• Strength checks (for breaking down doors and your character always gets at least 1 skill point per
the like). level.)
• Craft, Linguistics, Disable Device, Linguistics,
Dexterity (DEX) Knowledge, and Spellcraft checks. These are the
Dexterity measures hand–eye coordination, skills that have Intelligence as their key ability.
agility, reflexes, and balance. This ability is the most
important one for rogues, but it’s also high on the list A wizard gains bonus spells based on her Intelligence
for characters who typically wear light or medium score. The minimum Intelligence score needed to cast a
armor (rangers and barbarians) or no armor at all wizard spell is 10 + the spell’s level.

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An animal has an Intelligence score of 1 or 2. A character does retroactively get additional skill points for
creature of humanlike intelligence has a score of at least previous levels if she increases her intelligence.
3.
Description
Wisdom (WIS)
Wisdom describes a character’s willpower, Alignment
common sense, perception, and intuition. While A creature’s general moral and personal attitudes
Intelligence represents one’s ability to analyze are represented by its alignment: lawful good, neutral good,
information, Wisdom represents being in tune with and chaotic good, lawful neutral, neutral, chaotic neutral, lawful
aware of one’s surroundings. Wisdom is the most evil, neutral evil, or chaotic evil.
important ability for clerics and druids, and it is also Alignment is a tool for developing your character’s
important for paladins and rangers. If you want your identity. It is not a straitjacket for restricting your character.
character to have acute senses, put a high score in Each alignment represents a broad range of
Wisdom. Every creature has a Wisdom score. personality types or personal philosophies, so two characters
You apply your character’s Wisdom modifier of the same alignment can still be quite different from each
to: other. In addition, few people are completely consistent.
• Will saving throws (for negating the effect of
Good Vs. Evil
charm person and other spells).
Good characters and creatures protect innocent life.
• Perception, Profession, and Survival checks.
Evil characters and creatures debase or destroy innocent life,
These are the skills that have Wisdom as their
whether for fun or profit.
key ability.
“Good” implies altruism, respect for life, and a
concern for the dignity of sentient beings. Good characters
Clerics, druids, paladins, and rangers get bonus
make personal sacrifices to help others.
spells based on their Wisdom scores. The minimum
“Evil” implies hurting, oppressing, and killing
Wisdom score needed to cast a cleric, druid, paladin, or
others. Some evil creatures simply have no compassion for
ranger spell is 10 + the spell’s level.
others and kill without qualms if doing so is convenient.
Others actively pursue evil, killing for sport or out of duty to
Charisma (CHA) some evil deity or master.
Charisma measures a character’s force of People who are neutral with respect to good and
personality, persuasiveness, personal magnetism, ability evil have compunctions against killing the innocent but lack
to lead, and physical attractiveness. This ability the commitment to make sacrifices to protect or help others.
represents actual strength of personality, not merely Neutral people are committed to others by personal
how one is perceived by others in a social setting. relationships.
Charisma is most important for paladins, sorcerers, and Being good or evil can be a conscious choice. For
bards. It is also important for clerics, since it affects most people, though, being good or evil is an attitude that
their ability to turn undead. Every creature has a one recognizes but does not choose. Being neutral on the
Charisma score. good–evil axis usually represents a lack of commitment one
You apply your character’s Charisma modifier way or the other, but for some it represents a positive
to: commitment to a balanced view. While acknowledging that
good and evil are objective states, not just opinions, these
• Deception, Handle Animal, Persuade, Perform, folk maintain that a balance between the two is the proper
and Spellcraft (Use Magic Device) checks. place for people, or at least for them.
These are the skills that have Charisma as their Animals and other creatures incapable of moral
key ability. action are neutral rather than good or evil. Even deadly
• Checks that represent attempts to influence vipers and tigers that eat people are neutral because they
others. lack the capacity for morally right or wrong behavior.
• Turning checks for clerics and paladins
attempting to turn zombies, vampires, and Law Vs. Chaos
other undead.
Lawful characters tell the truth, keep their word,
respect authority, honor tradition, and judge those who fall
Sorcerers and bards get bonus spells based on their
short of their duties.
Charisma scores. The minimum Charisma score needed
Chaotic characters follow their consciences, resent
to cast a sorcerer or bard spell is 10 + the spell’s level.
being told what to do, favor new ideas over tradition, and do
what they promise if they feel like it.
When an ability score changes, all attributes
associated with that score change accordingly. A

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“Law” implies honor, trustworthiness, those in need, and speaks out against injustice. A lawful
obedience to authority, and reliability. On the good character hates to see the guilty go unpunished.
downside, lawfulness can include close–mindedness, Lawful good is the best alignment you can be
reactionary adherence to tradition, judgmentalness, and because it combines honor and compassion.
a lack of adaptability. Those who consciously promote
lawfulness say that only lawful behavior creates a Neutral Good, “Benefactor”
society in which people can depend on each other and A neutral good character does the best that a good
make the right decisions in full confidence that others person can do. He is devoted to helping others. He works
will act as they should. with kings and magistrates but does not feel beholden to
“Chaos” implies freedom, adaptability, and them.
flexibility. On the downside, chaos can include Neutral good is the best alignment you can be
recklessness, resentment toward legitimate authority, because it means doing what is good without bias for or
arbitrary actions, and irresponsibility. Those who against order.
promote chaotic behavior say that only unfettered
personal freedom allows people to express themselves
fully and lets society benefit from the potential that its
Chaotic Good, “Rebel”
individuals have within them. A chaotic good character acts as his conscience
Someone who is neutral with respect to law directs him with little regard for what others expect of him.
and chaos has a normal respect for authority and feels He makes his own way, but he’s kind and benevolent. He
neither a compulsion to obey nor a compulsion to rebel. believes in goodness and right but has little use for laws and
She is honest but can be tempted into lying or deceiving regulations. He hates it when people try to intimidate others
others. and tell them what to do. He follows his own moral
Devotion to law or chaos may be a conscious compass, which, although good, may not agree with that of
choice, but more often it is a personality trait that is society.
recognized rather than being chosen. Neutrality on the Chaotic good is the best alignment you can be
lawful–chaotic axis is usually simply a middle state, a because it combines a good heart with a free spirit.
state of not feeling compelled toward one side or the
other. Some few such neutrals, however, espouse Lawful Neutral, “Judge”
neutrality as superior to law or chaos, regarding each as A lawful neutral character acts as law, tradition, or
an extreme with its own blind spots and drawbacks. a personal code directs her. Order and organization are
Animals and other creatures incapable of paramount to her. She may believe in personal order and
moral action are neutral. Dogs may be obedient and cats live by a code or standard, or she may believe in order for
freespirited, but they do not have the moral capacity to all and favor a strong, organized government.
be truly lawful or chaotic. Lawful neutral is the best alignment you can be
because it means you are reliable and honorable without
The Nine Alignments being a zealot.
Nine distinct alignments define all the possible
combinations of the lawful–chaotic axis with the good– Neutral, “Undecided”
evil axis. A neutral character does what seems to be a good
Each alignment description below depicts a idea. She doesn’t feel strongly one way or the other when it
typical character of that alignment. Remember that comes to good vs. evil or law vs. chaos. Most neutral
individuals vary from this norm, and that a given characters exhibit a lack of conviction or bias rather than a
character may act more or less in accord with his or her commitment to neutrality. Such a character thinks of good
alignment from day to day. Use these descriptions as as better than evil—after all, she would rather have good
guidelines, not as scripts. neighbors and rulers than evil ones. Still, she’s not
The first six alignments, lawful good through personally committed to upholding good in any abstract or
chaotic neutral, are the standard alignments for player universal way.
characters. Some neutral characters, on the other hand, commit
The three evil alignments are for monsters and themselves philosophically to neutrality. They see good,
villains. evil, law, and chaos as prejudices and dangerous extremes.
They advocate the middle way of neutrality as the best, most
Lawful Good, “Crusader” balanced road in the long run.
A lawful good character acts as a good person Neutral is the best alignment you can be because it
is expected or required to act. She combines a means you act naturally, without prejudice or compulsion.
commitment to oppose evil with the discipline to fight
relentlessly. She tells the truth, keeps her word, helps

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Chaotic Neutral, “Free Spirit” other hand, she doesn’t have the restless nature or love of
A chaotic neutral character follows his whims. conflict that a chaotic evil villain has.
He is an individualist first and last. He values his own Some neutral evil villains hold up evil as an ideal,
liberty but doesn’t strive to protect others’ freedom. He committing evil for its own sake. Most often, such villains
avoids authority, resents restrictions, and challenges are devoted to evil deities or secret societies.
traditions. A chaotic neutral character does not Neutral evil is the most dangerous alignment
intentionally disrupt organizations as part of a because it represents pure evil without honor and without
campaign of anarchy. To do so, he would have to be variation.
motivated either by good (and a desire to liberate
others) or evil (and a desire to make those different Chaotic Evil, “Destroyer”
from himself suffer). A chaotic neutral character may A chaotic evil character does whatever his greed,
be unpredictable, but his behavior is not totally random. hatred, and lust for destruction drive him to do. He is
He is not as likely to jump off a bridge as to cross it. hottempered, vicious, arbitrarily violent, and unpredictable.
Chaotic neutral is the best alignment you can If he is simply out for whatever he can get, he is ruthless
be because it represents true freedom from both and brutal. If he is committed to the spread of evil and
society’s restrictions and a do–gooder’s zeal. chaos, he is even worse. Thankfully, his plans are
haphazard, and any groups he joins or forms are poorly
Lawful Evil, “Dominator” organized. Typically, chaotic evil people can be made to
A lawful evil villain methodically takes what work together only by force, and their leader lasts only as
he wants within the limits of his code of conduct long as he can thwart attempts to topple or assassinate him.
without regard for whom it hurts. He cares about Chaotic evil is sometimes called “demonic”
tradition, loyalty, and order but not about freedom, because demons are the epitome of chaotic evil.
dignity, or life. He plays by the rules but without mercy Chaotic evil is the most dangerous alignment
or compassion. He is comfortable in a hierarchy and because it represents the destruction not only of beauty and
would like to rule, but is willing to serve. He condemns life but also of the order on which beauty and life depend.
others not according to their actions but according to
race, religion, homeland, or social rank. He is loath to
break laws or promises.
This reluctance comes partly from his nature
and partly because he depends on order to protect
himself from those who oppose him on moral grounds.
Some lawful evil villains have particular taboos, such
as not killing in cold blood (but having underlings do it)
or not letting children come to harm (if it can be
helped). They imagine that these compunctions put
them above unprincipled villains.
Some lawful evil people and creatures commit
themselves to evil with a zeal like that of a crusader
committed to good. Beyond being willing to hurt others
for their own ends, they take pleasure in spreading evil
as an end unto itself. They may also see doing evil as
part of a duty to an evil deity or master.
Lawful evil is sometimes called “diabolical,”
because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment
because it represents methodical, intentional, and
frequently successful evil.

Neutral Evil, “Malefactor”


A neutral evil villain does whatever she can
get away with. She is out for herself, pure and simple.
She sheds no tears for those she kills, whether for
profit, sport, or convenience. She has no love of order
and holds no illusion that following laws, traditions, or
codes would make her any better or more noble. On the

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Races
There is an unusual abundance of beings on
Amberos who are intelligent enough to be able to take
up the mantle of an adventurer. The core races
available on Amberos are listed below, along with a
brief description of each race. Additional player races
can be found in the Bestiary Malfearous and Bestiary
Nefarious accessory. Check with your GM for
approval to play the non–standard races.

Favored Class
A character’s favored class doesn’t count
against him or her when determining experience point
penalties for multiclassing.

Race And Languages


All characters know how to speak Common.
Many races also speaks a racial language, as
appropriate. A character who has an Intelligence bonus
at 1st level speaks other languages as well, one extra
language per point of Intelligence bonus as a starting
character.
Class–Related Languages: Clerics, druids, and wizards
can choose certain languages as bonus languages even
if they’re not on the lists found in the race descriptions.
These class–related languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Druidic, Sylvan.
Bard, Battlemage, Mage, Sorcerer,Wizard: Draconic.

Small Characters
A Small character gets a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4
size bonus on Stealth (Hide) checks. A Small
character’s carrying capacity is three–quarters of that of
a Medium character.
A Small character generally moves about two–
thirds as fast as a Medium character.
A Small character must use smaller weapons
than a Medium character.

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Core Races of Amberos genders among the Aegyptians usually shave themselves
bald. Eye color among aegyptians is usually gray, light blue
or brown, with green being rare. Among the nobility, there
Humans
is a preponderance of green eye color.
The current Amberos is one that is dominated
Aegyptians have the following special traits:
by the race of men. While there are nine major
subgroups of humans, as a whole they control 80% or • +1 Intelligence, –1 Constitution; Aegyptians
more of Ambero’s surface. harbor many secrets they have learned from their
While the different subgroups of humans have goddess, Shame. However, despite the harsh
slightly different features, attitudes and routes of landscape they live in, Aegyptian inbreeding has
worship, they all share some basic characteristics. caused some racial fraility.
All humans share the following traits: • Khopesh weapon familiarity. Regardless of
class, all Aegyptians treat the Khopesh as a
• Medium: As Medium creatures, humans have martial weapon instead of an exotic weapon.
no special bonuses or penalties due to their • Knowledge is a racial skill. Regardless of your
size. class, all knowledge skills are treated as class
• Human base land speed is 30 feet. skills.
• One extra feat at 1st level. • Diligent feat. Aegyptians study hard, and as such
they are familiar with the value of many things.
• 4 extra skill points at 1st level and 1 extra
They gain the diligent feat for free.
skill point at each additional level.
• Aegyptian blood; There are many technological
• Automatic Language: Common. Bonus
wonders from the past that will only work in
Languages: Any (other than secret languages,
aegyptian hands
such as Druidic). See the Linguistics (Speak
Language) skill. • Favored Class: Cleric, Mage or Scienctist
• Favored Class: Any. When determining
whether a multiclass human takes an Afarian
experience point penalty, his or her highest– Afarians make up the majority of humankind on
level class does not count. Amberos. Comprising a vast mix of cultures, Afarians
represent those humans brought to Amberos by the Elder
Human Subtypes Gods following the Dark Age of Amberos.
The gods of Amberos have magically infused Afarians have a generally light complexion,
humans with their own desires and abilities , creating ranging from a bronze to near–white skin tone. Hair color
subgroups of humans that can be found across the ranges from black to golden blonde and can be straight,
continent. While there are basic humans that can match kinky or curly. Eye color ranges from gray through light
the outward appearance of the subraces below, the blue, green, and brown shades.
following human subtypes have been touched by the Afarians use the normal human traits, with the
gods of Amberos to give them slightly different abilties following addition.
and outlooks than the norm. The default for human • Racial Class Skill: At 1st level, an Afarian human
characters is Afarian. chooses one skill of his choice (If the skill has
several subsets, he may choose 2 subskills). The
Aegyptian skill becomes a class skill regardless of what class
the character advances in.
Also known as Shame’s folk, the Aegyptians
derive from the people that the godess Shame herself
was born of. In ancient times, her people came in Aharati
conflict with the Dhoric, and they were punished for the Known as Belli’s chosen, the Aharati are a nature–
crimes they commited against the Elder Gods. loving branch of humankind with a strong nomadic streak.
However, Shame was able to secretly commune with Compared to the other groups of humans, Aharati culture is
her people during the time of their punishment, and primative, though far from barbaric. Tribes of Aharati
they were able to retain many of the technological generally thrive in the wilder areas of Amberos, including
secrets they had learned from the past. the Lands of Sarve and the Wild Wastes of the continent’s
Aeguptians generally have a lightly tanned southwest.
appearance due to the amount of sun they are under, but Aharati have a bronze complexion, and they are
overall have a light complexion. It is not unknown for sometimes nicknamed “Red men”. Hair color is generally
harem girls who have never been outdoors to have straight and black, and eye color is usually brown, with gray
milky white skin, for example. Hair is generally being very rare.
straight and black, though some subjects do have Aharati gain the following additional special traits:
slightly kinky hair. Male nobles and priests of all

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• +1 Dexterity, –1 Intelligence; Aharati are • Aztech blood: Some items are usuable only by
quick on their feet, but are less inclined to take those with Aztech blood, namely many mystic
up intellectual pursuits items and technological items.
• +5 feet to base movement rate when in light • Favored Class: Fighter or Cleric.
armor or wearing no armor. This stacks
with the fast movement from the barbarian and Dhoric
monk class. The Dhoric are the people of the god Dhorian,
• Stealth (Hide), Survival (Wilderness Lore), who, before Dhorian rose to be a god, were the people ruled
Athletics (Swim) are racial skills. Despite by Kas who had come from the mountain Tsre Vestu. They
your class, these three skills are always are the stock of the original humans of Amberos, and are
considered class skills. Aharati are experts at generally considered to be of sterner stuff than the other
surviving in the wilderness and surprising their subgroups of humankind.
prey. Dhorics generally have a light complexion, and
• Run feat. Aharati are swift racers who are near–albinoism among nobility is not unheard of. Hair is
constantly on the move. They gain the run feat usually straight, though some specimens have been known
for free. to have kinky hair. Hair color is almost always blonde, with
• Bow weapon familiarity. All Aharati youth other colors indicating mixed–blood heritage. Eye color is
are raised to know how to shoot a bow and do generally light blue, though gray eyed–individuals can be
not suffer penalties to hit with any non– found. However, gray eyes are often considered a “flaw”.
crossbow bow. Dhorics gain the following additional special traits:
• Favored Class: Ranger or Druid • Strength +1, Wisdom –1; Dhorics are known for
their athleticism, but equally known for their
Aztech arrogance that sometimes blind their common
The aztech are an offshoot of the Aegyptian sense.
people, isolated from the rest of the continent just prior • Atheletics (Jump), Athletics (Climb) and
to the ancient Wars of Technology. The aztech are only Acrobatics (Balance) are racial skills. Despite
found in the Lost Vale region, where their culture has your class, these three skills are always considered
degraded to a primative, tribal state. There are two class skills. Dhorics are generally athletic and
major camps among the Azech – those who have excel at physical skills.
devoted themselves to the bloody demi–god • Athletic feat. The Dhoric prize physical fitness,
Tzuchamus, and those who have followed the peaceful and as such they gain the Athletic feat for free.
path of the demi–god Aztech. • Short sword weapon familiarity. All Dhorics are
Aztech have a dark, chestnut complexion, and proficient with the short sword and do not suffer
their skin is often described as “rough”. Hair color is non–proficiency penalties.
generally black with a rarity of dark brown or white • Favored Class: Fighter or Knight
hair, and eye color is usually brown, with green being
exceptionally rare. Ghan
Aztech gain the following additional special Ghan was a famous Khan of the Nippon during the
traits: Dark Ages whose people were taken under the wing of the
• +1 Dexterity, –1 Intelligence; The Aztech god of battle, Titanicus. He manipulated the bloodlines of
are generally slightly more agile than other Ghan’s people to suit his own purposes, and thus they came
humans, but their primitive culture somewhat to be their own subgroup of humanity.
stymies their ability to learn. Ghan gain the following additional special traits:
• Persuade (Intimidate), Knowledge • +1 Dexterity, –1 Wisdom; The Ghan are swift and
(Architechure) and Survival (Wilderness good with ranged weapons, but some of their will
Lore) are racial skills. Regardless of your has been taken from them to suit them to
class, the Aztech treat these skills as class Titanicus’s purpose
skills. • Handle Animal (Animal Handling), Handle
• Self–sufficient feat. All Aztech are taught to Animal (Ride), and Survival (Wilderness Lore)
handle themselves in the wilderness and gain are racial skills. Regardless of class, the Ghan
the self–sufficient feat for free. treats these skills as class skills.
• Blowgun and macahuitl weapon familiarity. • Shortbow weapon familiarity. All Ghan are
All Aztech treat the blowgun as a simple trained in the use of a shortbow, and can use it
weapon and the aztech macahuitl as a martial without non–proficiency penalty.
weapon, instead of an exotic weapon.

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• Mounted Combat feat. All Ghan are trained Ubuntis have a dark, almost charcoal skin color.
in riding and fighting from horseback, and as Their hair is generally black and curly, though some have
such they gain the mounted combat feat for streaks of stark white hair. Eye color is usually brown, with
free. gray or green being exceptionally rare.
• Ghan blood: Some items are usuable only by Ubuntis gain the following additional traits:
those with Ghan blood, and some creatures • +1 Strength, +1 Dexterity, +1 Constitution, –1
created by Titanicus will only bow to the Ghan Intelligence, –1 Wisdom, –1 Charisma; Ubuntis
• Favored Class: Fighter or Rogue. are generally stronger, quicker and healthier than
most humans, but care less for intellectual and
social pursuits than other humans.
Nippon • Craft, Persuade (Intimidate), and Survival
The Nippon are the humans from which the (Wilderness Lore) are racial skills. Regardless
god Gosend arose. When the War of Technology of class, Ubuntis treat the three skills as class skills.
threatened to engulf Amberos, Gosend sent his people • Endurance Feat. Ubuntis are hardy folk
to the far north and led them to a continent known as accustomed to adversity. They gain the endurance
Ashia. Those who could not flee the coming feat for free.
destruction he secreted away in the land of Chiamung • Spear weapon familiarity. All Ubuntis know
on Amberos, while some became trapped in the off– how to use a halfspear and longspear, even if just
shore landmass known as Spi Dak Su. for hunting. They do not suffer non–proficiency
Nippon are slightly shorter than most of the penalty with spears.
other human subgroups. Their skin color has a • Favored Class: Barbarian or Ranger
yellowish tint to it. Hair is generally straight, and color
is usually black, though some brown or white hair does Randese
occur. The eyes have epicathical folds, and irises are The Randese are an offshoot of the Ghan who
usually a brown color, with gray and green being very managed to pull away from the influence of Titanicus and
rare. create an empire of their own – known as Randu. The
Nippon have the following additional traits: Randese have adopted some of western Amberos culture
• Charisma +1, Strength –1; The Nippon are and married it to some of Nippon and Skierian culture to
known for the multi–layered aspect of their create a racial and cultural distiction from the other human
interactions, but their slightly smaller size subgroups. Randese culture is generally further progressed
makes them somewhat physically weaker than than the semi–nomadic Ghan roots, though it is nowhere as
other humans. structured as the Nippon.
• Persuade (Diplomacy), Knowledge (Nobility Randese have a ruddy skin complexion, mostly due
and Royalty) and Perception (Sense Motive) to the harsh desert conditions they dwell in. Hair color is
are racial skills. Despite your class, these often brown or black and generally straight, though kinky or
three skills are always considered class skills. curly hair may appear in those with non–Ghan ancestors. A
• Access to the oriental classes. Randese’s eyes have a slight to pronounced epicanthal fold,
• Favored Class: Samuria, Shugenja or Monk and eye color is usually gray, brown or light blue.
Randese have the following additional abilities:
• +1 Dexterity, –1 Wisdom; like the Ghan, the
Ubunti Randese are known for their agility, but are more
While there have been accounts of Ubuntis as impulsive than most other human subgroups.
far back as the time of Kas, no one has been able to • Knowledge (Religion), Knowledge (character’s
determine exactly where the Ubuntis originally hailed choice) and Handle Animal (Ride) are racial
from. Many theories have placed the Ubuntis skills. You can choose one knowledge skill as a
originating from lands in the east beyond Amberos, racial skill. Regardless of class, you treat the three
perhaps being the original inhabitants of Hadjept–Tuu, skills as class skills.
the sinking lands. In the early days of Amberos, the • Combat Reflexes. The Randese hone their
Ubuntis were often servants or second–class citizens to weapon skills to react to any enemy with blinding
the native Kasian/Dhorics. However, when the War of speed. They gain the combat reflexes feat for free.
Technology ended with the shattering of humanity’s • Scimitar weapon familiarity. All Randese are
civilization, the Ubuntis scattered into the wildernesses trained in the use the scimitar, and do not suffer
of Amberos and the islands beyond. Today, tribes of non–proficiency penalties for its use.
Ubuntis can be found in Aroknec, Oonala, the Ksiki • Access to Arabic classes
Colonies and in scattered pockets across the Amberos • Favored Class: Fighter or Knight
mainland.

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Skeirian
The Skeirian are mix of Randese and Ubunti blood that,
during the Dark Age, was under the rule of The Dark
One and his devilish minions, who often mixed their
tainted blood with that of the Skeirian people.
Skeirians have a coppery skin color, with some
mix of darker or lighter shades. Hair is usually brown,
black or gray, with gray being the most unusual and
oten indicating fiendish ancestors. Eyes have a slight
epicanthal fold, and are usually gray or brown. A
reddish or blue tint to the eye may indicate fiendish
ancestors.
• Skeirians gain the following additional traits:
• +1 Wisdom, –1 Strength; the Skeirians are
full of guile and willful, making up for a slight
lack in Strength.
• Skeirian Blood; Because of the mixed
bloodlines, a Skeirian can use the skill
Spellcraft (Use Magic Device) to emulate
Fiendish qualities to activate magic items or
enter areas that allow access to fiendish
creatures.
• Knowledge (Arcana), Spellcraft (Any one)
and Spellcraft (Use Magic Device) are a
racial skill. Regardless of class, you treat the
skill as a class skill.
• Investigator feat. Skieriens let no
opportunity pass them up, and are always on
the watch for information or items to improve
their station in life. They gain the investigator
feat for free.
• Chakram and Tiger Claw familiarity. A
Skeirian may treat the weapons listed above as
martial weapons instead of exotic weapons.
• Access to Oriental and Arabic classes
• Favored Class: Sorcerer or Shandruid

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Draemani (Half–elf)
As in the ancient days when the elves couried
favor with the dwarves of the hills and mountains,
many elves have fallen in love with humanity, and
vice–versa. The results of these unions have not yet
produced a race unique on Amberos, but instead a mix
of the two races. It is partially believed that something
in humanity is too strong – or too weak – to fully fuse
with elvin blood.
These half–elves are known by the elvin word
for their kind: Draemani, which means “awakened
dreamer”.
• Medium: As Medium creatures,
draemani have no special bonuses or
penalties due to their size.
• Draemani base land speed is 30 feet.
• Dreamtype: Immunity to sleep spells
and similar magical effects, and a +2
racial bonus on saving throws against
enchantment spells or effects.
• Low–Light Vision: A draemani can see
twice as far as a human in starlight,
moonlight, torchlight, and similar
conditions of poor illumination. She
retains the ability to distinguish color
and detail under these conditions.
• Excel: At 1st level, a draemani can
choose to take a +2 bonus to one ability
score, but must likewise take a –2
penalty to another ability score of his
choice. If this ability is not taken at 1st
level, it may not be taken later.
• Keen Senses: +2 racial bonus on
Perception checks.
• Between Two Worlds: +2 racial bonus
on Persuade (Diplomacy) and Persuade
(Gather Information) checks. Also, a
draemani deals +1 damage/4 levels
when dealing resolve damage in a social
encounter.
• Elvin Blood: For all effects related to
race, a draemani is considered an elf.
• Automatic Languages: Common and
Elven. Bonus Languages: Any (other
than secret languages, such as Druidic).
• Favored Class: Any. When
determining whether a multiclass half–
elf takes an experience point penalty,
her highest–level class does not count.

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Dwarves approximate depth underground as naturally as a
It is said that the dwarves of Amberos came human can sense which way is up.
from the mighty mountain Tsre Vestu, where they • Weapon Familiarity: Dwarves may treat dwarven
mined, built and repaired the mazework of tunnels that waraxes and dwarven urgroshes as martial
line the mysterious mountain maze. When the weapons, rather than exotic weapons.
mountain was shattered by the cataclysm Stormonu • Stability: A dwarf gains a +4 racial bonus on
unleashed at its peak, many dwarves found their way ability checks made to resist being bull rushed or
out of the mountain into the just–risen continent of tripped when standing on the ground (but not when
Amberos. climbing, flying, riding, or otherwise not standing
The dwarves once ruled a mighty empire firmly on the ground).
known as the Dur–Wundar Empire, but when Ziga • Poison Resistant: +2 racial bonus on saving
created her evil races and twisted the goblinoids into throws against poison.
foul shapes, they drove into the earth, battering • Spell Resistant: +2 racial bonus on Fortitude
themselves against the dwarven kingdom. Unable to saving throws against spells and spell–like effects.
corrupt the dwarven leadership as she had done with the • Goblinbane: +1 racial bonus on attack rolls
goblinoids, Ziga struck at the disenfranchised among against orcs and goblinoids.
the dwarves whom she could twist with desires to • Beneath the Pillars: +4 dodge bonus to Armor
overthrow the ruling monarchy, creating the mad derro Class against monsters of the giant type. Any time
dwarves. It was these dwarves and the demons they a creature loses its Dexterity bonus (if any) to
summoned that helped to bring ruin to the ancient Armor Class, such as when it’s caught flat–footed,
empire. it loses its dodge bonus, too.
There are several distinct subgroups of • Greed: +2 racial bonus on Knowledge (Appraise).
dwarves on Amberos, but the race that most deals with • Craftsmanship: +2 racial bonus on Craft.
the surface world is the Hill Dwarves, who abandoned • Automatic Languages: Common and Dwarven.
the deep mining of the earth to mingle with the races of Bonus Languages: Giant, Gnome, Goblin, Orc,
the surface world. Terran, and Undercommon.
Only the hill dwarves of Amberos are covered
• Favored Class: Fighter. A multiclass dwarf ’s
here. A Hill Dwarf has the following racial abilities:
fighter class does not count when determining
• +2 Constitution, –2 Charisma. whether he takes an experience point penalty for
• Medium: As Medium creatures, dwarves have multiclassing
no special bonuses or penalties due to their
size.
• Dwarf base land speed is 20 feet. However,
dwarves can move at this speed even when
wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other
creatures, whose speed is reduced in such
situations).
• Darkvision: Dwarves can see in the dark up to
60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and
dwarves can function just fine with no light at
all.
• Stonecunning: This ability grants a dwarf a
+2 racial bonus on Perception (Spot) checks to
notice unusual stonework, such as sliding
walls, stonework traps, new construction (even
when built to match the old), unsafe stone
surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised
as stone also counts as unusual stonework. A
dwarf who merely comes within 10 feet of
unusual stonework can make a Perception
(Spot) check as if he were actively searching,
and a dwarf can use the Perception (Spot) skill
to find stonework traps as a rogue can. A
dwarf can also intuit depth, sensing his

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Elves There are other subgroups of elves known to
The elves of Amberos claim to come from the Amberos; often these elves were transformed to live in
dreamlands of Aurora, where they are the living dreams specific areas of the world or their transformation allowed
of the ancient gods. Certainly, the elves have a beauty them to perform special duties; the magical and mutable
and haughtiness to match the Ancient Ones, and their nature of the elven form allowed for many varieties of elves
immortal lifespans give more credence to their claims. to come into existence such as light elves, coral elves, sea
Unlike the mortal races, elves do not die. elves and falcon elves.
However, the years can wear heavily on their mortal However, the greatest shame to the elvin race is the
frames, and after a time – usually a thousand years – drow – the fallen elves whose dark hearts embraced Ziga’s
elves feel the need to leave the mortal realm and return evil and plotted to overthrow the rightful rulers of the
to the dreamlands of Aurora. ancient elvin kingdom. These elves, whose skin blackened
Elves first arrived on Amberos during with their dark deeds, fled to the deep earth when Ziga’s
following the sundering of the great mountain Tsre plans failed. If ever elves were to know hate, it is directed
Vestu. The mighty cataclysm that rocked the mountain at these traitors to their kind.
and raised the continent of Amberos from the sea Another branch of elvindom are the shadow elves,
likewise tore a hole to the dreamlands, and through it those whom have given themselves over to the dark secrets
passed curious elves to the mortal realm, taking bodily of Gwieze, the lord of shadows.
forms as they passed from dream to reality. Lastly, there is a final branch of elfdom that is no
The elves competed with humans in the early longer elf. In the time where the great dragon Guaradrell
years of history; the elves point to many calamitities rampaged across Amberos, spreading death in his wake, the
humans created (including the rift to Aurora) as reasons newly created god of death, Jhalah, threatened to devour the
to reign them in and rule them. When humans awoke dead elves slain by the mighty dragon’s rampage. However,
the ire of the Ancient Ones at the end of the in return for sparing the elvin souls so that they could return
Technological War, the elves were able to enslave to Aurora to dwell in peace, the great Ymin (King) of the
humans and solidify their positions upon Amberos, Elves struck a bargain with the lord of the dead. Several
creating the Evanthium Coridium. As the fantasy of elvin nobles became the progenitors of priests to find and
Aurora merged with reality of Amberos under elvin feed Jhalah in return for immunity to his soul–devouring
magic, uncounted years passed. hunger. However, late in the Elvin Golden Age, Jhalah and
However, the elves were eventually undone by these priests plotted with Ziga against the elves. In his
the goddess Ziga, whose claims of elfdom were spurned greed to increase the slaughter, Jhalah betrayed Ziga. In her
as were her dark, goblinoid ways. Seeking revenge, she anger, she plucked out the left eye of each of Jhalah’s
laid the undoing of the elves and inspired the treacherous elvin priests and imprisoned their soul within
disaffected among the elves to join her in rebellion the eye. These foul priests became the creatures known as
against the great Ymin of the elves. Yet, she herself occulus, who to this day still serve as the eyes to their
was betrayed and her plans, to an extent, were hungry master.
thrwarted. But the leader of the Evanthium Coridium Only High and Gray elves are detailed here.
fell, and with his death, the connection to Aurora was
severed, stranding the Amberos elves forever after on High Elf
Amberos. High Elves have the following abilites:
There are three major branches of elfdom that • +2 Dexterity, –2 Constitution.
mingle with the surface races. The most common are • Medium: As Medium creatures, elves have no
the High Elves, either from the ancient Elvin Kingdom special bonuses or penalties due to their size.
of the Evan Cordum or from splinter kingdoms spread • Elf base land speed is 30 feet.
across Amberos. • Dreamborn. Immunity to magic sleep effects, and
The second group, the gray elves, are actually a +2 racial saving throw bonus against
nobles among the elves, who gain their pale skin and enchantment spells or effects.
vast intellect via special conconcotions they administer
• Low–Light Vision: An elf can see twice as far as a
to their kind. The secrets of these concontions are a
human in starlight, moonlight, torchlight, and
highly guarded secret among the elves, and if it were
similar conditions of poor illumination. She retains
not for these infusions, they would be mere high elves.
the ability to distinguish color and detail under
The last group, the wild elves, arose from
these conditions.
those elf clans who refused to become part of the once–
• Weapon Proficiency: Elves receive the Martial
vast Evan Cordum. The wild elves are more in tune
Weapon Proficiency feats for the longsword,
with their natural heritage than the other two branches
rapier, longbow (including composite longbow),
of elves, and often see high (and especially gray) elves
and shortbow (including composite shortbow) as
as corrupt as the drow.
bonus feats.

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• Keen Senses: +2 racial bonus on Perception
checks. An elf who merely passes within 5 feet
of a secret or concealed door is entitled to a
Perception (Spot) check to notice it as if she
were actively looking for it.
• Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s
wizard class does not count when determining
whether she takes an experience point penalty
for multiclassing.

Gray Elf
Gray Elves have the following abilities:
• +2 Intelligence, –2 Strength.
• Medium: As Medium creatures, elves have no
special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Dreamborn: Immunity to magic sleep
effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
• Low–Light Vision: An elf can see twice as far
as a human in starlight, moonlight, torchlight,
and similar conditions of poor illumination.
She retains the ability to distinguish color and
detail under these conditions.
• Weapon Proficiency: Elves receive the
Martial Weapon Proficiency feats for the
longsword, rapier, longbow (including
composite longbow), and shortbow (including
composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus on Perception
checks. An elf who merely passes within 5 feet
of a secret or concealed door is entitled to a
Perception (Spot) check to notice it as if she
were actively looking for it.
• Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s
wizard class does not count when determining
whether she makes an experience point penalty
for multiclassing.

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Gnomes • Gnome base land speed is 20 feet. A gnomes
The gnomes of Amberos are the ancient slower base speed adds a –4 racial penalty to
offshoots of magical union of elves and dwarves. Athletics (Jump) skill checks.
Before the Age of Technology and the rise of the • Low–Light Vision: A gnome can see twice as far
Amberos gods, the elves and the dwarves came together as a human in starlight, moonlight, torchlight, and
and attempted to hammer out a peace between their similar conditions of poor illumination. He retains
kind. As part of the peace, the two races joined their the ability to distinguish color and detail under
magical prowress together and created the gnomish these conditions.
race, whom was to be a liason between elves and • Weapon Familiarity: Gnomes may treat gnome
dwarves. hooked hammers as martial weapons rather than
Unfortunately for the two races, the gnomes exotic weapons.
proved to be too full of mischeviousness, and their • Illusion Resistant: +2 racial bonus on saving
pranks instead drove a wedge between the two races, throws against illusions.
rather than bring them together. • Natural Illusionist: Add +1 racial bonus to the
When the War of Technology broke out, the Difficulty Class for all saving throws against
elves retreated to their forests and the dwarves to the illusion spells cast by gnomes.
earth. The trouble–making gnomes were left to fend for • Goblinbane: +1 racial bonus on attack rolls
themselves, and they became a wandering race that against kobolds and goblinoids.
seemed to disappear completely during the Elvin • Beneath the Pillars: +4 dodge bonus to Armor
Golden Age. Many believe the gnomes during that Class against monsters of the giant type. Any time
time had been captured by the shadowy lord Gwieze, a creature loses its Dexterity bonus (if any) to
but the gnomes refute the claim, only speaking they Armor Class, such as when it’s caught flat–footed,
were “elsewhere” at the time. it loses its dodge bonus, too.
However, after the defeat of Gwieze and his • Keen Eyes: +2 racial bonus on Perception (Listen)
Shadow Empire, it does appear that the gnomish race checks.
resurfaced in the area now known as Llinn, for the • Keen Nose: +2 racial bonus on Craft (alchemy)
goddess Discoff led the halfings she had freed to the checks.
gnomes for them to nurture and protect. Since that
• Automatic Languages: Common and Gnome.
time, gnomes and hillenfaey have been fast friends, a
Bonus Languages: Draconic, Dwarven, Elven,
practice that still continues to this day.
Giant, Goblin, and Orc. In addition, a gnome can
As for where the gnomes had been during half
speak with a burrowing mammal (a badger, fox,
of the Elvin Golden Age, no gnome will say, and those
rabbit, or the like, see below). This ability is innate
who lived through the mysterious times have not even
to gnomes. See the speak with animals spell
passed the knowledge down to their heirs, so it has
description.
become one of the great mysteries of Amberos.
• Spell–Like Abilities: 1/day—speak with animals
The gnomes have, over the years, split into
(burrowing mammal only, duration 1 minute). A
three distinct subgroups. The most common are the
gnome with a Charisma score of at least 10 also
rock gnomes, who live near the surface and deal with
has the following spell–like abilities: 1/day—
the surface world on a regular basis; these gnomes
dancing lights, ghost sound, prestidigitation.
favor both parentages nearly equally. The deep gnomes
Caster level 1st; save DC 10 + gnome’s Cha
of Amberos have taken to the dark depths of the
modifier + spell level.
underworld; these gnomes have taken to their dwarven
parentage. The last subgroup, the forest gnomes, live in • Favored Class: Bard. A multiclass gnome’s bard
the wildernesses untouched by humans. These gnomes class does not count when determining whether he
favor their elvin heritage. Only rock gnomes are takes an experience point penalty.
detailed here.
Rock Gnomes have the following abilities:
• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a
+1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Stealth
(Hide) checks, but he uses smaller weapons
than humans use, and his lifting and carrying
limits are three–quarters of those of a Medium
character.

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Hillenfaey
The hillenfaey race is perhaps one of the more
unusual races of Amberos. Created as slaves to the evil
god Gwieze and his Shadow Empire, the hillenfaey
were set free when the empire was destroyed.
Hillenfaeys were once racial stock of either elf or
human decent (the exact stock is unknown),
miniaturized by Gwieze to act as diminutive warriors
and assassins.
When the Shadow empire fell, the hillenfaey
race was freed of their evil by the goddess Discoff, who
set them free to pursue their own livlihood.
The halfings once had an ancient empire in the
northeast portion of Amberos known as Luthinway, that
survived from the Dark Ages until the First Dragon
War, when it was absorbed by the Empire of Swordfall.
Despite the fact that Swordfall’s Empire no longer
exists, the halfings seem in no hurry to put together
another empire – they seem content to let the other
races think they are running the show while they do as
they have always done.
There are four subgroups of halfings on
Amberos. The most populous is the Kendling, with
Hairfoot and Stout following second and the race of
Deep Halfing being very rare.
All three hillenfaey groups have the following
abilities:

• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a hillenfaey gains
a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on
Stealth (Hide) checks, but she uses smaller
weapons than humans use, and her lifting and
carrying limits are three–quarters of those of a
Medium character.
• Hillenfaey base land speed is 20 feet. A
hillenfaey’s slower base speed adds a –4 racial
penalty to Athletics (Jump) skill checks.
• Lightfoot: +2 racial bonus on Athletics, and
Stealth checks.
• Hardy: +1 racial bonus on all saving throws.
• Fearless: +2 racial bonus on saving throws
against fear: This bonus stacks with the
hillenfaey’s +1 bonus on saving throws in
general.
• Slinger: +1 racial bonus on attack rolls with
thrown weapons and slings.
• Keen Hearing: +2 racial bonus on Perception
(Listen) checks.
• Automatic Languages: Common and
Hillenfaey. Bonus Languages: Dwarven,
Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass
hillenfaey’s rogue class does not count when
determining whether she takes an experience
point penalty for multiclassing
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Hellchilde • Spell–like abilities: A Hellchilde can use the
Since the Dark Age, noble families of the following spell–like abilities once per day if they
realm once known as Al–Baqua have had dealings with have a Charisma of 10 or better. Arcane Mark,
genies, demons and devils to cement their power. Their Shadows, and Dancing Lights.
ancient dealings have forever marked their descendants • Human Blood. For all effects related to race, a
as the Hellchilde. The descentants of these families Hellchilde is considered a human.
have the innate ability to tap into the magical pacts that • Shadowy: +2 racial bonus on Deception (Bluff)
their forefathers forged with these outsiders. and Stealth (Hide) checks.
Likewise, family members of the Mytears • Transformation: When a Hellchilde casts a spell,
family and its associates of the lands of Riddlekill have their appearance changes to a terrifying demonic
manifested several Hellchilde bloodlines, apparently shape (as described above). This transformation
due to their ancient connection to the otherworldly lasts for 1 round per level of the spell cast (For
forces behind the Skyland Hold. Unlike the Hellchilde example, a phantasmal killer spell, a 4th level spell,
of the Skienlands, those with association to the Mytears would transform the Hellchilde for 4 rounds).
family have fiendish connections, and tend towards While transformed, the Hellchilde gains several
both Lawful and Evil outlooks. benefits. They gain a +2 bonus to Will saves, +1
These ancient pacts have made the Hellchilde Caster Level and two natural claw attacks that deal
both something more and less human, granting them 1d4+Str modifier. At 5th level, when transformed,
access to powers and abilities, but in return taking a toll the Hellchilde gains a +1 natural armor bonus.
on the Hellchilde’s mortal frame. This natural armor bonus increases by +1 for every
Hellchildes are all albino near–humans, with 4 levels thereafter. Thus a Hellchilde has a natural
pasty white skin and pink eyes that are somewhat armor bonus of +1 at 5th–8th level, +2 at 9th–12th
sensative to bright light. level, +3 at 13th–16th level, +4 at 17th+ level.
Hellchilde, like mageborn, have a natural The use of supernatural or spell–like abilities does not cause
knack for spellcasting, though it is more broad than the Hellchilde to transform.
mageborn skill. However, when a Hellchilde casts a • Light Sensativity: When a Hellchilde is exposed
spell, their body undergoes a terrifying transformation – suddenly to light, or is in areas of bright light (such
their skin turns a flaming red, their eyes become yellow as a Sunlight spell), they must make a DC 15 Fort
with black snake–like slits, horns protrude from their save or be dazzled for a round. Thereafter, they
forehead, a reptilian tail sprouts from their back and suffer a –1 penalty to hit rolls and sight–based skill
their feet become cloven hooved. While the checks in bright light (no save).
transformation usually only lasts a brief time, it can be • Automatic Languages: Trade (or Common) and
quite startling to those who have never encountered a Infernal. Bonus Languages: Abyssmal, Aquan,
Hellchilde before. Auren, Draconic, Dwarven, Elvin, Ignan, Terran,
Though this demonic appearance is universal Giant, Gnomish, or Goblinoid.
to the Hellchilde and only manifests itself when the Favored Class: Sorcerer. A multiclass Hellchilde’s
Hellchilde cast spells, they ancient pacts that Hellchilde sorcerer’s class does not count when determining whether
draw on them is not limited to demonic bonds; she makes an experience point penalty for multiclassing.
Hellchilde have also bonded themselves to fey, genie
and even draconic pacts that they draw their unusual
abilities from.
Despite their outward appearance and the
dealings of their ancestors, the majority of the
Hellchilde are not evil, though they do tends towards
questionable behavior and ethics.
Hellchilde have the following abilities:
• –2 Constitution, +2 Charisma.
• Medium: As Medium creatures, Hellchilde
have no special bonuses or penalties due to
their size.
• Hellchilde base speed is 30 feet.
• Low–Light Vision: A Hellchilde can see
twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. He retains the ability to
distinguish color and detail under these
conditions.

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Mageborn
Born of human parentage, mageborn are a
relatively new “race” to Amberos. They are the rare
offspring of two powerful human spellcasters.
Though technically human, as the offspring of
arcane spellcasters they have an innate knack for
magical ability, harkening back to the age when men
were a magical race. In fact, part of their name stems
from the fact that the humans of Amberos possessed
innate magical power, and that the ability was taken by
the god Phromus and forged into the goddess Magus.
Mageborn have the following abilities
• +2 Int, +2 Cha, –2 Str, –2 Con. Mageborn
have a natural intellect and charisma that
exceeds their peers.
• Medium: As Medium characters, mageborn
have no special bonuses or penalties due to
their size.
• Mageborn base land speed is 30 feet.
• Natural Caster: +1 Arcane Caster Level. A
Mageborn acts as if one level higher than
normal for the purposes of determining the
damage, duration, range and caster level (for
overcoming spell resistance and caster checks)
when casting an arcane spell. It does not
affect the number of spells per day, spell
points or spells known for arcane caster
classes.
• Knowledge (Arcana), Spellcraft (Arcane)
and Spellcraft (Use Magic Device) are
racial skills. Regardless of the class a
mageborn advances in, they treat Knowledge
(Arcana), Spellcraft (Arcane) and Spellcraft
(Use Magic Device) skill as a class skill.
• Prestidigitation. As long as the mageborn
has at least one unused spell slot available and
at least a 10 Intelligence, he can use the
prestidigitation spell at will. Caster level is
equal to character level.
• Human blood. For the purposes of spell
effects, special abilities or class entry
restrictions, a mageborn is treated as human.
• Automatic Language: Common. Bonus
Languages: Any (other than secret languages,
such as Druidic). See the Linguistics (Speak
Language) skill.
• Favored Class: Mage. A multiclass
mageborn does not count his Mage class when
determining whether he takes an experience
point penalty for multiclassing.

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Orkan (Half–Orc)
During the Dark Age, the Skyland Hold often
used orcs as mercenaries for their armies. However, the
orcs often squabbled as much with themselves as with
their enemies, and while though they were easy to use
as fodder, their commander's lack of intelligence often
cost the Skyland Hold both time and resources. In the
capital of the Skyland Hold, the dark council brought
the best and the most vile of the orcs and using magic
and coersion, alchemically mated them with humans.
The eventual result were the orkan, or more commonly
referred to as orkans; a race of mixed human and orc
blood who loyalty lay with the Skyland Hold. Smarter
than their orcish kin, but just as strong and cruel, orkans
quickly began to lead the orcish armies. As a race,
orkans bred true among their own kind, or could use
human or orcish mates to produce more of their own
kind. When the Skyland Hold fell, the orkans were
scattered with the orcish tribes. Many still rule or work
with orcs, often as leaders – many of whom “rule” in
the Dark Valley. Some orkans have become civilized
and become accepted into human society across
Amberos, though many are leery of their orcish
ancestry.
Orkans have the following abilities:
• +2 Strength, –2 Charisma.
• Medium: As Medium creatures, orkans
have no special bonuses or penalties
due to their size.
• Orkan base land speed is 30 feet.
• Darkvision: Orkans (and orcs) can see
in the dark up to 60 feet. Darkvision is
black and white only, but it is otherwise
like normal sight, and orkans can
function just fine with no light at all.
• Intimidating Nature: Orkans gain a
+4 racial bonus to Persuade (Intimidate)
skill checks.
• Orc Blood: For all effects related to
race, a orkan is considered an orc.
• Automatic Languages: Common and
Orc. Bonus Languages: Draconic,
Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass
orkan’s barbarian class does not count
when determining whether he takes an
experience point penalty.

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Titanborn (Half–giant) advantageous to him. A titanborn is also
The titanborn are a true–breeding race who considered to be one size larger when determining
were created by Amberos titans as slave labor force for whether a creature’s special attacks based on size
the various projects and whims of those powerful (such as improved grab or swallow whole) can
creatures. From the Time of No Time following the affect him. A titanborn can use weapons designed
sleep of the Ancient Ones until the upheaval that for a creature one size larger without penalty.
brought Amberos to the surface, the titanborns lived in However, his space and reach remain those of a
the celestial realms with their Titan overlords and creature of his actual size. The benefits of this
traveled to the island chains of the other titanborn races racial trait stack with the effects of powers,
(such as the guad and the zamadons / amazons / abilities, and spells that change the subject’s size
hermaphrodites) in the world below for trade and to category.
perform their duties in the Mortal Realm. • Automatic Language: Common, Giant. Bonus
When Amberos cataclysmically rose from the Languages: Draconic, Dwarf, Gnoll, Ignan.
ocean, many titanborns were killed or found their star– • Favored Class: Fighter.
faring vessels destroyed by the resultant changes.
Some titanborns were legitimately stranded, while
others used the cataclysm to throw off the yoke of their
Titan overlords.
In the ages that passed, many of the titanborns
remained on Amberos and developed nomadic
communities off the main continent in the island chains
to the west. During the elvin golden age, many were
lured by the fairy tale–like occurances on the mainland
to visit and in some cases, make homes on the
continent.
Communities of titanborns are rare on
Amberos, and there is no country dedicated to
harboring the race. Most titanborns come from the
western lands, though because of their nomadic nature a
few can be found all the way in the far east of Randu.

• +4 Strength, +2 Constitution, –2 Dexterity,


–2 Intelligence, –2 Charisma: Titanborn are
tough and strong, but not too nimble. They
tend to be slow thinkers and are often consider
crude by others.
• Giant: Titanborn are not subject to spells or
effects that affect humanoids only, such as
charm person or dominate person.
• Medium: As Medium creatures, titanborn
have no special bonuses or penalties due to
their size.
• Titanborn base land speed is 30 feet.
• Low–Light Vision: A titanborn can see twice
as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. He retains the ability to
distinguish color and detail under these
conditions.
• Powerful Build: The physical stature of
titanborn lets them function in many ways as if
they were one size category larger. Whenever
a titanborn is subject to a size modifier or
special size modifier for an opposed check
(such as during grapple checks, bull rush
attempts, and trip attempts), the titanborn is
treated as one size larger if doing so is

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Other Races Bralani +11 Ranger
The following list of races can be found in the Genie, Janni +11 Rogue
System Refererence Document, Bestiary Malfearous Hound Archon (Celestial) +11 Fighter
and Bestiary Nefarious and are acceptable for use as Troll +11 Fighter
player characters, IF the gamemaster allows. These Barbazu (Devil) +12 Fighter
races are considered to be much more rare than the Lamassu +12 Cleric
races listed above. Ogre Mage +12 Sorceror
Succubus +12 Rogue
System Reference Document Genie, Djinni +13 Ranger
Lamia +13 Cleric
Race ECL Favored Class Lillend +13 Bard
Elf, Aquatic +0 Wizard Nymph +13 Druid
Elf, Wild +0 Sorceror Kyton (Devil) +14 Ranger
Goblin +0 Rogue Rakshasa +14 Sorceror
Orc +0 Barbarian Salamander +14 Fighter
Aasimar +1 Paladin Shambling Mound +14 Fighter
Dwarf, Duergar +1 Fighter Ettin +15 Barbarian
Hobgoblin +1 Fighter Genie, Efreet +15 Fighter
Merfolk (Aquatic only) +1 Bard Zelekhut (Inevitable) +15 Fighter
Tiefling +1 Rogue Couatl +16 Sorceror
Elf, Drow +2 Wizard / Cleric Erinyes (Devil) +16 Fighter
Gnoll +3 Ranger Giant, Hill +16 Barbarian
Grig (sprite) +3 Bard Giant, Frost +18 Fighter
Lizardfolk +3 Druid Giant, Stone +18 Barbarian
Locathah (Aquatic only) +3 Fighter Vrock (Demon) +18 Fighter
Nixie (sprite) +3 Rogue Athach +19 Barbarian
Svirfneblin (Gnome) +3 Rogue Giant, Fire +19 Fighter
Bugbear +4 Rogue Astral Deva (Angel) +20 Cleric
Dretch (Demon) +4 Fighter Trumpet Archon (Celestial) +20 Cleric
Grimlock +4 Barbarian
Lycanthrope, Wererat +4 Special
Pixie (sprite) +4 Sorceror
Sahuagin (Aquatic only) +4 Ranger Bestiary Malfeareous
Troglodyte +4 Cleric Race ECL Favored Class
Derro (sane) +5 Sorceror Acidion +3 Rogue
Lycanthrope, Werewolf +5 Special Amazon +3 Fighter
Psuedodragon +5 Rogue Animalfolk Varies Varies
Skum +5 Rogue Asqua +5 Wizard
Triton +5 Druid Backknife +2 Rogue
Azer +6 Fighter Bejorn +12 Rogue
Centaur +6 Ranger Burglarcat +0 Rogue
Lycanthrope, Wereboar +6 Special Cadriff +2 Ranger
Ogre +6 Barbarian Chita +2 Monk
Sahuagin, 4–armed (Aquatic +6 Ranger Darkknight Bat +3 Rogue
only) Devilhand +11 Fighter
Aranea +7 Sorceror Dragonfolk, Algalue +4 Wizard or Fighter
Satyr +7 Bard Dragonfolk, Tyres Haul +2 Sorceror
Doppledanger +8 Rogue Dreader +3 Ranger
Minotaur +8 Barbarian Dwarf, Coral +0 Fighter
Salamander, Flamebrother +8 Fighter Dwarf, Desert +0 Ranger
Ettercap +9 Rogue Dwarf, Ice +1 Fighter
Gargoyle +9 Fighter Dwarf, Sand +1 Ranger
Lycanthrope, Werebear +9 Special Dwarf, Star +0 Fighter
Lycanthrope, Weretiger +9 Special Elf, Ash +14 Wizard
Xill +9 Ranger Elf, Falcon +2 Wizard
Drider +10 Sorceror Elf, Light +14 Wizard
Harpy +10 Bard Elf, Serf +2 Ranger
Elf, Shadow +5 Rogue
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Enfolder Bat +3 Cleric Bestiary Nefarious
Gauz De +3 Sorceror Race ECL Favored Class
Glemli +1 Bard Araby +0 Fighter
Hillenfaey, Deep +1 Rogue Baquada (Aquatic only) +0 Fighter
Hillenfaey, Hairfoot +0 Cleric Dwelf +0 Bard
Hillenfaey, Stout +0 Fighter Gnomling +0 Druid
Harmonic Nightingale +0 Bard Orev +0 Barbarian
Hauk +1 Rogue Cactus Folk +1 Ranger
Javana +1 Ranger Shaakasti (Aquatic only) +1 Sorcerer
K’less Tau +14 Sorceror Fowler +2 Rogue
Khao Toji +8 Ranger Dipteran (Instectoid) +2 Rogue
Lycan, Badger +1 Ranger Mantisfolk (Insectoid) +2 Barbarian
Lycan, Bear +1 Barbarian Roachfolk (Insectoid) +2 Sorcerer
Lycan, Boar +1 Fighter Zaramian +2 Fighter
Lycan, Hawk +1 Paladin Blooded Aspii +3 Rogue
Lycan, Rat +1 Rogue Bastuu–I +3 Cleric
Lycan, Raven +1 Bard Fettered +3 Rogue
Lycan, Serpent +1 Sorceror Antfolk (Insectoid) +3 Ranger
Lycan, Thrush +1 Wizard Beetlefolk (Insectoid) +3 Fighter
Lycan, Tiger +1 Monk Low Ister–suul +3 Rogue
Lycan, Wolf +1 Druid Auraling +4 Sorcerer
Makalk Mereka +1 Bard Elogre +4 Ranger or
Menten, Thrallkin +2 Psion Sorcerer
Owl of Wisdom +0 Cleric Geshara +4 Barbarian
Pirate Parrot +0 Rogue Mamaluke +4 Fighter
Rogue Raven +0 Rogue Po–pei +4 Ranger
Slugknife +15 Rogue Sesenti (Aquatic only) +4 Rogue
Slugknife +3 Rogue Acephos +5 Fighter
Swashbuckler Sparrow +0 Fighter Horesse +5 Barbarian
Taurii +3 Fighter Ister–suul +5 Fighter
Troll, Common +11 Fighter Serpenti +5 Fighter
Turkon +10 Fighter Werebee (Lycanthrope) +6
Warhawk +0 Paladin Maiden of Nature +7
Wizard Jay +0 Wizard Haraka +8 Rogue
Zamadon +4 Fighter Perii +8 Barbarian
Vengal +8 Ranger
High Ister–suul +9 Sorcerer
True Aspii (Aspii) +10 Sorcerer
Wereshark (Lycanthope) +10
Wereoctopus +11
(Lycanthrope)
Ister–suul Chosen One +14 Cleric
Xlexi +15 Fighter

Author’s Note – Racial Feel


If you wish to make the standard races presented earlier have even greater appeal, the GM may wish to rule that choosing any
non–standard race automatically uses the slow XP advancement table or increase the level adjustment by +1. This makes choosing
the races that actually dominate Amberos much more likely among players, and can help to set an appropriate tone of “fitting in” on
the adventuring world. If you increase the level adjustment of non–standard races by +1, it is suggested that you require players who
take half–elf (draemani), half–giant (titanborn), half–orc (orkan), kobold, mageborn, or Hellchilde as a race use the slow XP
advancement to reflect the fewer numbers of these individuals across the continent.
Those of you who don’t care about seeing a party filled with a wide mix of creatures can freely ignore this option. After all,
the PCs are exceptional individuals in the first place.

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Classes thereafter. A character likewise gains a bonus to one ability
score every four levels, starting at 4th level. The table also
The level advancement table is shown below, shows the maximum Class/Cross–class totals a character
showing the XP needed to achieve each level. Also, as can have in a given skill.
a character gains experience, he gains a general feat at
1st level and then again at 3rd level and every two levels
– Base Attack Bonus – – Saves – – Skill Ranks –
Level XP Slow XP Feat Ability Poor Medium Good Good Poor Class Cross–
Mod Class
1 0 0 1st +0 +0 +1 +2 +0 4 1
2 1,000 1,200 +1 +1 +2 +3 +0 5 2
3 2,500 3,000 2nd +1 +2 +3 +3 +1 6 3
4 5,000 6,000 1st +2 +3 +4 +4 +1 7 4
rd
5 8,000 9,600 3 +2 +3 +5 +4 +1 8 5
6 12,00 14,400 +3 +4 +6 +5 +2 9 6
7 18,000 21,600 4th +3 +5 +7 +5 +2 10 7
8 26,000 31,200 2nd +4 +6 +8 +6 +2 11 8
th
9 38,000 45,600 5 +4 +6 +9 +6 +3 12 9
10 54,000 64,800 +5 +7 +10 +7 +3 13 10
11 78,000 93,600 6th +5 +8 +11 +7 +3 14 11
12 108,000 129,600 3rd +6 +9 +12 +8 +4 15 12
th
13 158,000 189,600 7 +6 +9 +13 +8 +4 16 13
14 218,000 261,600 +7 +10 +14 +9 +4 17 14
15 318,000 381,600 8th +7 +11 +15 +9 +5 18 15
16 468,000 561,600 4th +8 +12 +16 +10 +5 19 16
th
17 668,000 801,600 9 +8 +12 +17 +10 +5 20 17
18 976,000 1,171,200 +9 +13 +18 +11 +6 21 18
19 1,368,000 1641,600 10th +9 +14 +19 +11 +6 22 19
20 1,968,000 2,361,600 5th +10 +15 +20 +12 +6 23 20
st
NPCs and monsters gain a bonus feat at 1 level, then wizard class hit dice. This choice does not need to be the
an additional feat at every level divisible by 3 (3rd, 6th, same as the order chosen for skill points.
9th, 12th, 15th, and 18th).
A character with two or more classes uses the Level Adjustment Advancement
slow XP column to determine the XP needed to Listed below is the LA advancement table. Some
advance to next level. A character does not count his races impose a Level Adjustment (LA) when taken.
favored class or his first prestige class towards the “Levels” in LA provide minimal benefits as shown below.
number of classes for determining XP needed. For LA levels are assumed to be taken after racial Hit Dice or
example, a elf fighter 4/wizard 5/eldritch knight 3 (12th class levels, in that order and are never considered a
level character) would count as having “one class” and character’s first class. LA levels never count as the “highest
need 158,000 XP to reach 13th level. level class” and do not impose a multiclass XP penalty.

Monster Hit Dice Level BAB Fort Reflex Will


Some monsters have starting hit dice, which 1 +0 +0 +0 +0
can grant them Fortitude, Reflex and Will bonuses, as 2 +1 +0 +0 +0
well as Base Attack Bonuses, Hit Points and skill 3 +1 +1 +1 +1
points. 4 +2 +1 +1 +1
When calculating skill points, use the 5 +2 +1 +1 +1
character’s class or hit dice first, whichever is preferred 6 +3 +2 +2 +2
to calculate “1st level” skill points. For example, a 7 +3 +2 +2 +2
bugbear character may choose to apply a level of rogue 8 +4 +2 +2 +2
first before hit dice (granting (8 + int mod) X4 skill 9 +4 +3 +3 +3
points instead of (2+ int mod) X4 skill points). 10 +5 +3 +3 +3
Likewise, when determining hit points, you 11 +5 +3 +3 +3
may use your class level or HD first to determine “1st 12 +6 +4 +4 +4
level” hit points. For example, a Vrock wizard may 13 +6 +4 +4 +4
choose his racial hit dice first (1d8), instead of the 14 +7 +4 +4 +4
15 +7 +5 +5 +5

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16 +8 +5 +5 +5 Class Features: A multiclass character gets all the class
17 +8 +5 +5 +5 features of all his or her classes but must also suffer the
18 +9 +6 +6 +6 consequences of the special restrictions of all his or her
19 +9 +6 +6 +6 classes. (Exception: A character who acquires the barbarian
20 +10 +6 +6 +6 class does not become illiterate.)
In the special case of turning undead, both clerics
Hit Points per level: 1d4 and experienced paladins have the same ability. If the
character’s paladin level is 4th or higher, her effective
Skill Points per Level: 2 + Int modifier turning level is her cleric level plus her paladin class level
minus 3.
When determining class skills for LA, use In the special case of uncanny dodge, both
racial skills if the character has Hit Dice or use the experienced barbarians and experienced rogues have the
character’s starting class, in that order. same ability. When a barbarian/rogue would gain uncanny
dodge a second time (for her second class), she instead gains
improved uncanny dodge, if she does not already have it.
Multiclassing Her barbarian and rogue levels stack to determine the rogue
A character may add new classes as he or she level an attacker needs to flank her.
progresses in level, thus becoming a multiclass In the special case of obtaining a familiar, a
character. The class abilities from a character’s character stacks all applicable classes to determine the
different classes combine to determine a multiclass familiar’s natural armor, Intelligence score, and special
character’s overall abilities. abilities.
Multiclassing improves a character’s Feats: A multiclass character gains feats based on character
versatility at the expense of focus. levels, regardless of individual class level
Ability Increases: A multiclass character gains ability score
Class And Level Features increases based on character level, regardless of individual
As a general rule, the abilities of a multiclass class level.
character are the sum of the abilities of each of the Spells: The character gains spells from all of his or her
character’s classes. spellcasting classes and keeps a separate spell list for each
Level: “Character level” is a character’s total number class. If a spell’s effect is based on the class level of the
of levels. It is used to determine when feats and ability caster, the player must keep track of which class’s spell list
score boosts are gained. the character is casting the spell from, with the following
“Class level” is a character’s level in a exceptions.
particular class. For a character whose levels are all in A cleric/druid may forego spellcasting in one class
the same class, character level and class level are the to advance spellcasting in the other class on a one–for–one
same. level basis.
“Dabbling”: You cannot take more than 2 classes A cleric/ranger or druid/ranger may forego casting
(excluding prestige classes) unless you have 5 or more spells as a ranger to add ½ his ranger class to his cleric or
levels in all classes. You cannot take levels from more druid level for determining spells per day and caster level.
than 3 base classes and 2 prestige classes in total. A cleric/paladin or druid/paladin may forego
Prestige Classes: You cannot take a second prestige casting spells as a paladin to add ½ his paladin class to his
class until you take all the levels in any current prestige cleric or druid level for determining spells per day and
class you already have. caster level.
Hit Points: A character gains hit points from each class A mage/sorcerer, mage/wizard or sorcerer/wizard
as his or her class level increases, adding the new hit may forego casting spells in one class to advance
points to the previous total. spellcasting in the other class on a one–for–one level basis.
Base Attack Bonus: Add the base attack bonuses A battlemage/mage, battlemage/sorcerer or
acquired for each class to get the character’s base attack battlemage/wizard may forego casting spells as a battlemage
bonus. to add ½ his battlemage level to advance spellcasting in the
Saving Throws: If the class’s saving throw for any of other class, or may forego his mage, sorcerer or wizard
his classes is a Good saving throw, he advances in that spellcasting to add to his battlemage spells per day, spells
save as a Good save (2 + 1/2 levels). If none of the known and caster level.
classes have the save as a Good save, the character Once any of the above options is taken, it cannot be
advances as if the save were Poor (+1/3 levels). changed at a later time.
Skills: If a skill is a class skill for any of a multiclass
character’s classes, it is a class skill for all classes.
If a skill is not a class skill for any of a
multiclass character’s classes, the maximum rank for
that skill is one–half the maximum for a class skill.
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Class Descriptions
The Barbarian
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +1 +0 +2 +0 +0 Totem ability, rage 1x/day
2 +2 +1 +3 +0 +0
3 +3 +1 +3 +1 +1 Totem ability
4 +4 +2 +4 +1 +1 Rage 2x/day
5 +5 +2 +4 +1 +1 Totem ability
6 +6 +3 +5 +2 +2
7 +7 +3 +5 +2 +2 Totem ability
8 +8 +4 +6 +2 +2 Rage 3x/day
9 +9 +4 +6 +3 +3 Totem ability
10 +10 +5 +7 +3 +3
11 +11 +5 +7 +3 +3 Totem ability
12 +12 +6 +8 +4 +4 Rage 4x/day
13 +13 +6 +8 +4 +4 Totem ability
14 +14 +7 +9 +4 +4
15 +15 +7 +9 +5 +5 Totem ability
16 +16 +8 +10 +5 +5 Rage 5x/day
17 +17 +8 +10 +5 +5 Totem ability
18 +18 +9 +11 +6 +6
19 +19 +9 +11 +6 +6 Totem ability
20 +20 +10 +12 +6 +6 Rage 6x/day
Background: Most barbarians hail from nomadic or
Barbarian semi–nomadic tribes that dwell in the wilderness far from
Living on the edge of civilization, barbarians are civilization and under constant assault – or threat of
powerful warriors who protect and do battle for their assault – by outside forces.
clans. Imbimed with the power of the clan’s warrior Races: Humans and orkan make up the largest number of
totem, barbarians are a step up from the common folk barbarians on Amberos. Titanborn and dwarves who
they dwell with in their nomadic or semi–nomadic tribes. have been cast out or lost their clan sometimes degenerate
Barbarians tend to prefer the simple life into barbaric demeanors. Wild elves who avoid the Evan
uncluttered by the laws of civilization, but can be easily Cordum can sometimes be found as barbarians. Gnomes
influenced by goods, food, drink and wealth of civilized and Hillenfaeys are very rarely Hillenfaeys, though the
areas. They are often attracted to civilized areas for such dangerous area of the Golens has spawned a few
trinkets, and yet are easily reviled by the “corrupt” mores Hillenfaey and gnome tribes of barbarians.
and laws they may encounter in such structured societies. Other Classes: Barbarians tend to get along best with
While many barbarians are seen as uncouth by other martial classes – fighters and rangers mostly.
civilized society, barbarians can have complex social Barbarians often find themselves in disagreement with a
mores and laws that rival civilized society. They tend to paladin’s lawful nature, and they are often apprehensive
stress such ideals as ruling by the strong and stressing around any class capable of utilizing spells, though they
freedom over devotion to station and social duty. At the tend to be more comfortable around druids than any other
same time, barbarians tend to have disdain for the idly spellcaster.
rich, debutaunts and lazy poor – a barbarian has a duty, as
do all his people, and to not fulfill that purpose – or any Alignment: Any nonlawful.
purpose, for that matter, is offensive to the barbarian’s
mores. Hit Die: d12.
Alignment: Barbarians may be of any non–lawful
alignment. Class Skills
Religion: Barbarians are often not only religious, but The barbarian’s class skills (and the key ability
supersticious to a fault. Besides worshipping primitive for each skill) are Athletics (Str), Craft (Int), Handle
gods, barbarians often worship nature spirits – usually Animal (Cha), Persuade (Intimidate) (Cha), Perception
with their totem spirit being the most respected and (Wis), and Survival (Wis).
feared. Many barbarians worship Aspus, Lorius, Ko Skill Points at 1st Level: (4 + Int modifier) x4.
Kassa, Titanticus, Visha, Vermnia, or Belli, depending on Skill Points at Each Additional Level: 4 + Int modifier.
their moral outlook.
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armor worn. This speed increase also grants you
Class Features a +4 bonus to Athletics (Jump) checks.
All of the following are class features of the barbarian. Frightful Presence (Su): The barbarian exudes an
Weapon and Armor Proficiency: A barbarian is uneasy presence in a 10 foot radius. Enemies
proficient with all simple and martial weapons, light who enter into this area must make a Will save
armor, medium armor, and shields (except tower shields). DC 10 + ½ barbarian level + Cha modifier or be
shaken for 1 minute. If a creature successfully
Totem Ability (Ex): At every odd level (1st, 3rd, 5th, 7th, saves against this aura, it cannot be affected
9th, 11th, 13th, 15th, 17th and 19th) a barbarian chooses a again for 24 hours.
totem ability from the list below. A barbarian normally Horse Friend (Ex): The barbarian gains a Light
cannot change his totem ability once it has been taken, Warhorse or an equivilant riding animal as an
though powerful magic or a life–changing event can alter animal companion. This animal advances as the
the character’s totem, if the GM is willing to allow the Druidic animal companion, as if the barbarian
change. were a druid of the same level. The animal
companion cannot be changed to another
Totem Abilities creature at higher levels.
AC bonus (Ex): You gain a natural armor bonus of +1. Improved Grab (Ex): If the barbarian hits an opponent
Every 6 levels, the bonus increases by +1 (Thus with a natural or unarmed attack, he can
+1 at 1st –5th level, +2 at 6th–11th level, and +3 at immediately attempt to start a grapple without
12th – 17th level and +4 at 18th+ level). invoking an attack of opportunity.
Catspaw (Ex): The barbarian gains two natural claw Improved Reach (Ex): The barbarian can take a –2
attacks that deal 1d6 + Str bonus on a hit. penalty to hit to extend his reach by 5 feet. The
Climb Speed (Ex): You gain a climb speed equal to penalty to hit remains until the barbarian’s next
one–half his base land speed (round down to the turn. This does not affect Threaten squares when
nearest 5–foot interval). This also grants you a determining attacks of opportunity.
+8 racial bonus to Athletics (Climb) checks. Leaper (Ex): You gain a +5 bonus to Athletics (Jump)
Combat Feat: You may take a combat feat from the list skill checks and does not suffer any penalty to
of general feats. You may ignore ability score Athletics (Jump) checks without a running start.
requirements, but must meet all other Maul (Ex): The barbarian gains the ability, once per
requirements to take the feat. round, to follow up any successful attack he has
Damage Reduction (Ex): You must have a base just made with an additional attack at the same
Fortitude save of +5 or better to take this ability. bonus. If this extra attack hits, it deals the same
The barbarian gains Damage Reduction 2/–. damage as the initial attack.
Subtract 2 from the damage the barbarian takes Poison Resistant (Ex): You gain a +4 bonus to Fortitude
each time he is dealt damage from a weapon or a saves against poison attacks. At 10th level, you
natural attack. At 7th level, and every three does not suffer secondary effects from poison.
barbarian levels thereafter (10th, 13th, 16th, and Trap Sense (Ex): The barbarian gains a +1 bonus on
19th level), this damage reduction rises by 2 Reflex saves made to avoid traps and a +1 dodge
points. Damage reduction can reduce damage to bonus to AC against attacks made by traps.
0 but not below 0. These bonuses rise by +1 every three barbarian
Evasion (Ex): You must have a base Reflex save of +3 or levels thereafter. Trap sense bonuses gained from
better to take this ability. The barbarian can multiple classes stack.
avoid even magical and unusual attacks with Uncanny Dodge (Ex): You must have a base Reflex save
great agility. If he makes a successful Reflex of +1 or better to take this ability. The barbarian
saving throw against an attack that normally retains his Dexterity bonus to AC (if any) even if
deals half damage on a successful save, he he is caught flat–footed or struck by an invisible
instead takes no damage. Evasion can be used attacker. However, he still loses his Dexterity
only if the barbarian is wearing light armor or no bonus to AC if immobilized. If a barbarian
armor. A helpless barbarian does not gain the already has uncanny dodge from a different
benefit of evasion. class, he automatically gains improved uncanny
Fast Movement (Ex): Your land speed for his race dodge (see below) instead.
increased by +10 feet. This benefit applies only Uncanny Dodge (Ex): You retain your Dexterity bonus
when he is wearing no armor, light armor, or to AC (if any) even if he is caught flat–footed or
medium armor and not carrying a heavy load. struck by an invisible attacker. However, he still
Apply this bonus before modifying the loses his Dexterity bonus to AC if immobilized.
barbarian’s speed because of any load carried or If a barbarian already has uncanny dodge from a

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different class, he automatically gains improved equivilant special ability or a special ability
uncanny dodge (see below) instead. worth up 3,750 gp to the armor (ex., Light
Greater Rage (Ex): You must have 11 barbarian levels Fortification, Slick, Shadow, etc.). This bonus
to take this ability. A barbarian’s bonuses to lasts for 1 minute. The special ability is chosen
Strength and Constitution during his rage each when this ability is selected and can only be
increase to +6, and his magic bonus on Will changed when the barbarian increases in level. If
saves increases to +3. The penalty to AC remains the armor is already empowered with any spirit
at –2. defense ability, this ability overlays that power
Indomitable Will (Ex): You must have a base Will save and does not stack. You may take this ability
of 5+. While in a rage, the barbarian gains a +4 more than once, either for a different defense or
bonus on Will saves to resist enchantment spells. another use of the same ability.
This bonus stacks with all other modifiers, Spirit Defense, Greater (Su): You must have 7 levels of
including the magic bonus on Will saves he also barbarian to take this ability. As a free action
receives during his rage. once a day, the barbarian can add to his weapon
Tireless Rage (Ex): You must have 17 levels of a +2 bonus equivilant special ability or a special
barbarian to take this ability. A barbarian with ability worth up to 18,000 gp to armor (ex. Spell
this ability no longer becomes fatigued at the end Resistance (13), Improved Slick, Improved
of his rage. Silent Moves, etc.). This bonus lasts for 1
Mighty Rage (Ex): You must have 19 levels of barbarian minute. The special ability is chosen when
to take this ability. When taken, a barbarian’s selecting this ability and can only be changed
bonuses to Strength and Constitution during his when the barbarian increases in level. If the
rage each increase to +8, and his magic bonus on armor is already empowered with any spirit
Will saves increases to +4. The penalty to AC defense ability, this ability overlays that power
remains at –2. and does not stack. You may take this ability
Spirit Strike (Su): You must have 5 levels of barbarian more than once, either for a different greater
to take this ability. As a free action once a day, spirit defense ability or another use per day of
the barbarian can add to his weapon a +1 bonus the same ability.
equivilant special ability to the weapon (ex. Spirit Defense, Superior (Su): You must have 11 levels
Bane, Defending, Flaming, Frost, etc.). When of barbarian to take this ability. As a free action
selecting this ability, you set the special ability, once a day, the barbarian can add to his armor or
and can only change it when you gain a level. shield a +3 bonus equivilant special ability or a
This bonus lasts for 1 minute. You may take this special ability worth up to 42,000 gp to the
ability more than once; each time it allows you armor or shield (ex. Ghost Touch,
to use spirit strike an additional time per day and Invulnerability, Greater Slick, Greater Shadow,
can be used for a different ability. Spirit strikes etc.). This bonus lasts for 1 minute. The special
cannot be stacked to take a higher bonus ability ability is chosen when selecting this ability and
and applying a new spirit strike to a weapon can only be changed when the barbarian
overrides (does not stack) with any previous increases in level. If the armor or shield is
spirit strikes applied to a weapon. already empowered with any spirit defense
Spirit Strike, Greater (Su): You must have 9 levels of ability, this ability overlays that power and does
barbarian to take this ability. As a free action not stack. You may take this ability more than
once a day, the barbarian can add to his weapon once, either for a different superior spirit strike
a +2 bonus equivilant special ability to the ability or another use per day of the same ability.
weapon (ex. Anarchic, Axiomatic, Disruption,
Flaming Burst, etc.). This bonus lasts for 1 Rage (Ex): A barbarian can fly into a rage a certain
minute. The special ability is chosen when number of times per day. In a rage, a barbarian
selecting this ability and can only be changed temporarily gains a +4 bonus to Strength, a +4 bonus to
when the barbarian increases in level. If the Constitution, and a +2 magic bonus on Will saves, but he
weapon is already empowered with the Spirit takes a –2 penalty to Armor Class. The increase in
Strike ability, this ability overlays that power and Constitution increases the barbarian’s hit points by 2
does not stack. You may take this ability more points per level, but these hit points go away at the end of
than once, either for a different greater spirit the rage when his Constitution score drops back to
strike ability or another use per day of the same normal. (These extra hit points are not lost first the way
ability. temporary hit points are.)
Spirit Defense (Su): You must have 3 levels of barbarian While raging, a barbarian cannot use any
to take this ability. As a free action once a day, Charisma–, Dexterity–, or Intelligence–based skills
the barbarian can add to his armor or shield a +1 (except for Acrobatics (Balance), Acrobatics (Escape

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Artist), Persuade (Intimidate), and Handle Animal
(Ride)), or any abilities that require patience or
concentration, nor can he cast spells or activate magic
items that require a command word, a spell trigger (such
as a wand), or spell completion (such as a scroll) to
function. He can use any feat he has except Combat
Expertise, item creation feats, and metamagic feats. A fit
of rage lasts for a number of rounds equal to 3 + the
character’s (newly improved) Constitution modifier. A
barbarian may prematurely end his rage. At the end of the
rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength,
–2 penalty to Dexterity, can’t charge or run) for the
duration of the current encounter (unless he is a 17th–
level barbarian, at which point this limitation no longer
applies; see below).
A barbarian can fly into a rage only once per
encounter. At 1st level he can use his rage ability once per
day.
At 4th level and every four levels thereafter, he
can use it one additional time per day (to a maximum of
six times per day at 20th level). Entering a rage takes no
time itself, but a barbarian can do it only during his
action, not in response to someone else’s action.

Adrenaline surge
A barbarian may expend a feat to gain a
Adrenaline surge. By expending the feat, the barbarian
gains a adrenaline surge of 1 + Con modifier (minimum
of 1) and one Adrenaline surge ability. When using a
Adrenaline surge ability, he treats his fighter level as
equal to half his barbarian level. The barbarian may
choose to spend future feats on fighter abilities, but does
not gain an automatic Adrenaline surge ability at 5th, 10th
or 15th level as the fighter does.

Ex–Barbarians
A barbarian who becomes lawful loses the ability to rage
and cannot gain more levels as a barbarian. He retains all
the other benefits of the class (damage reduction, fast
movement, trap sense, and uncanny dodge).

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The Bard
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +0 +0 +2 +2 Armored Caster, bardic music, bardic knowledge 1x/day
2 +1 +1 +0 +3 +3 Familiar
3 +2 +2 +1 +3 +3
4 +3 +3 +1 +4 +4
5 +3 +3 +1 +4 +4 Bardic knowledge 2x/day
6 +4 +4 +2 +5 +5
7 +5 +5 +2 +5 +5
8 +6 +6 +2 +6 +6
9 +6 +6 +3 +6 +6
10 +7 +7 +3 +7 +7 Bardic knowledge 3x/day
11 +8 +8 +3 +7 +7
12 +9 +9 +4 +8 +8
13 +9 +9 +4 +8 +8
14 +10 +10 +4 +9 +9
15 +11 +11 +5 +9 +9 Bardic knowledge 4x/day
16 +12 +12 +5 +10 +10
17 +12 +12 +5 +10 +10
18 +13 +13 +6 +11 +11
19 +14 +14 +6 +11 +11
20 +15 +15 +6 +12 +12 Bardic knowledge 5x/day
However, it is not uncommon for other classes to
Bard somewhat look down at bards, as their strengths do not
The bard is the jack–of–all–trades of the match the single–minded pursuits of the other classes.
adventuring profession. They have skills in a wide
variety of areas, but they are not the master of any Hit Die: d6.
particular skill. Bards are able to fight, to heal, negotiate
and have some magical skills with magic spells. Their Class Skills
ability to perform through song, music or dance has The bard’s class skills (and the key ability for
magical powers that can enrapture, inspire or break each skill) are Acrobatics (Dex), Athletics (Str),
magical or mundane bonds. Bards are also storehouses of Deception (Cha), Craft (Int), Linguistics (Int), Knowledge
mundane knowledge, and they often have useful bits of (all skills, taken individually) (Int), Perception (Wis),
trivia for any occasion. Persuade (Cha), Perform (Cha), Profession (Wis), Stealth
Alignment: Bards may be of any alignment, though they (Dex), , Spellcraft (Arcane & Use Magic Device)
tend to favor Chaotic outlooks of freedom and free– (Varies).
roaming. Skill Points at 1st Level: (6 + Int modifier) x4.
Religion: Bards often pay lip service to the gods, and Skill Points at Each Additional Level: 6 + Int modifier.
rarely devote themselves to just one diety. Harp, Magius,
Lorius and Opheus tend to be favored by good bards, Class Features
while evil bards tend to favor Morian or Gwieze.
All of the following are class features of the
Background: Bards come from a wide variety of
bard.
backgrounds, but are often alike in that they have traveled
Weapon and Armor Proficiency: A bard is proficient
extensively and are innately curious.
with all simple weapons, plus the longsword, rapier, sap,
Races: Half–elves and gnomes tend to comprise the
short sword, shortbow, and whip. Bards are proficient
largest number of bards, with humans and elves a close
with light armor and shields (except tower shields).
second. Dwarf bards rarely leave their underground
Like other spellcaster, a bard wearing armor or
realms, but do exist. Orkan, titanborn rarely become
using a shield incurs a chance of arcane spell failure if the
bards, preferring to devote more energy to martial
spell in question has a somatic component (most do).
pursuits than to the generalization of skills of the bard.
Spells: A bard casts arcane spells, which are drawn from
Other Classes: Bards tend to get along fabulously will
the bard spell list. He can cast any spell he knows without
all the classes. They can often fill in for a fallen or
preparing it ahead of time. Every bard spell has a verbal
missing member, and their skills allow them to enhance
component (singing, reciting, or music). To learn or cast a
the abilities of all the others around them.

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spell, a bard must have a Charisma score equal to at least Level 0 1st 2nd 3rd 4th 5th 6th
10 + the spell. The Difficulty Class for a saving throw 1st 4 21 — — — — —
against a bard’s spell is 10 + the spell level + the bard’s 2nd 5 3 — — — — —
Charisma modifier. 3rd 6 3 — — — — —
Like other spellcasters, a bard can cast only a 4th 6 4 21 — — — —
certain number of spells of each spell level per day. His 5th 6 4 3 — — — —
base daily spell allotment is given on Table: The Bard. In 6th 6 4 3 — — — —
addition, he receives bonus spells per day if he has a high 7th 6 5 4 21 — — —
Charisma score. When Table: Bard Spells Known 8th 6 5 4 3 — — —
indicates that the bard gets 0 spells per day of a given 9th 7 5 4 3 — — —
spell level, he gains only the bonus spells he would be 10th 7 5 5 4 21 — —
entitled to based on his Charisma score for that spell 11th 7 6 5 4 3 — —
level. 12th 7 6 5 4 3 — —
The bard’s selection of spells is extremely 13th 7 6 5 5 4 21 —
limited. A bard begins play knowing four 0–level spells of 14th 7 6 6 5 4 3 —
your choice. At most new bard levels, he gains one or 15th 7 6 6 5 4 3 —
more new spells, as indicated on Table: Bard Spells 16th 8 7 6 5 5 4 21
Known. (Unlike spells per day, the number of spells a 17th 8 7 6 6 5 4 3
bard knows is not affected by his Charisma score; the 18th 8 7 6 6 5 4 3
numbers on Table: Bard Spells Known are fixed.) 19th 8 7 7 6 5 5 4
At any level, a bard can choose to learn a new 20th 8 7 7 6 6 5 4
spell in place of one he already knows. In effect, the bard
“loses” the old spell in exchange for the new one. The Armored Caser: A bard is skilled in casting spells in
new spell’s level must be the same as that of the spell armor. When casting in armor, he may take 10 on a
being exchanged. A bard may swap only a single spell at Spellcasting (Arcane) skill check..
any given level, and must choose whether or not to swap Bardic Knowledge: A bard may make a special bardic
the spell at the same time that he gains new spells known knowledge check once per day. He may add ½ his bard
for the level. level to any one Knowledge check once a day, and may
As noted above, a bard need not prepare his even use Knowledge checks untrained without penalty..
spells in advance. He can cast any spell he knows at any A bard may make a Bardic Knowledge check twice a day
time, assuming he has not yet used up his allotment of starting at 5th level, three times a day at 10th level, four
spells per day for the spell’s level. times a day at 15th level and five times a day at 20th level.
Bardic Music: Once per day per two bard levels, a bard
Table: The Bard Spells Per Day can use his song or poetics to produce magical effects on
Level 0 1st 2nd 3rd 4th 5th 6th those around him (usually including himself, if desired).
1st 2 0 — — — — — While these abilities fall under the category of bardic
2nd 3 1 — — — — — music and the descriptions discuss singing or playing
3rd 3 2 — — — — — instruments, they can all be activated by reciting poetry,
4th 3 2 0 — — — — chanting, singing lyrical songs, singing melodies,
5th 4 3 1 — — — — whistling, playing an instrument, or playing an instrument
6th 4 3 2 — — — — in combination with some spoken performance.
7th 4 3 2 0 — — — To use bardic music, the bard selects a spell off
8th 4 4 3 1 — — — his known spell list and weaves it into a Performance
9th 5 4 3 2 — — — check. The saving throw against the bardic music ability
10th 5 4 3 2 0 — — becomes equal to 10 + ½ his Perform total, if any save is
11th 5 4 4 3 1 — — allowed. The bard must have ranks in Perform equal to
12th 5 5 4 3 2 — — twice the level of the spell to use an ability with his bardic
13th 5 5 4 3 2 0 — music.
14th 6 5 4 4 3 1 — Instead of using bardic music to cast extra spells,
15th 6 5 5 4 3 2 — a bard can use bardic music in a social encounter (where
16th 6 5 5 4 3 2 0 appropriate) to affect up to one target per level. The bard
17th 6 6 5 4 4 3 1 makes one Perform check and compares it to the Resolve
18th 6 6 5 5 4 3 2 DC of each opponent, damaging the Resolve points of any
19th 6 6 5 5 4 4 3 opponent he exceed the Resolve DC by. This effect lasts
20th 6 6 6 5 4 4 4 for 1 round/2 levels of bard.

Table: Bard Spells Known

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Familiar: At 2nd level and higher, a bard can take a A bard uses ½ his level when determining the special
familiar by paying the required 100 gp and taking a feat. abilities granted to his familiar.

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The Battlemage
Level Base Attack Caster Fort Reflex Will Special Spells Per Day
Bonus Level Save Save Save
0 1 2 3 4 5 6 7 8 9
1 +0 +0 +2 +0 +2 Armor Caster, 2 0 – – – – – – – –
Bonus Feat
2 +1 +1 +3 +0 +3 Metamagic Feat 2 1 – – – – – – – –
3 +2 +2 +3 +1 +3 3 1 – – – – – – – –
4 +3 +3 +4 +1 +4 Bonus Feat 3 2 0 – – – – – – –
5 +3 +3 +4 +1 +4 3 2 1 – – – – – – –
6 +4 +4 +5 +2 +5 3 2 1 0 – – – – – –
7 +5 +5 +5 +2 +5 3 3 2 1 – – – – – –
8 +6 +6 +6 +2 +6 Bonus Feat 3 3 2 1 0 – – – – –
9 +6 +6 +6 +3 +6 4 3 2 2 1 – – – – –
10 +7 +7 +7 +3 +7 Metamagic Feat 4 3 3 2 1 0 – – – –
11 +8 +8 +7 +3 +7 4 4 3 2 2 1 – – – –
12 +9 +9 +8 +4 +8 Bonus Feat 4 4 3 3 2 1 0 – – –
13 +9 +9 +8 +4 +8 4 4 3 3 2 2 1 – – –
14 +10 +10 +9 +4 +9 4 4 4 3 3 2 1 0 – –
15 +11 +11 +9 +5 +9 4 4 4 3 3 2 2 1 – –
16 +12 +12 +10 +5 +10 Bonus Feat 4 4 4 4 3 3 2 1 0 –
17 +12 +12 +10 +5 +10 4 4 4 4 3 3 2 2 1 –
18 +13 +13 +11 +6 +11 4 4 4 4 4 3 3 2 2 0
19 +14 +14 +11 +6 +11 Bonus Feat 4 4 4 4 4 3 3 2 2 1
20 +15 +15 +12 +6 +12 Metamagic Feat 4 4 4 4 4 4 3 3 2 2

Battlemage knowledge. Battlemages tend to be neutral towards most


For the longest time, warriors have been trying other classes, and adopt relationships based their ability to
to find the perfect balance of martial skill and magical contribute to the group’s efforts on and off the battlefield.
knowledge to be the deadliest opponent they can be on
the field. While there are many who divide their Hit Dice: d8
attention between intense book study and grueling
practice of weapons, the Battlemage follow a regime in Class Skills
which they engaged in both activities, dueling in the The Battlemage’s class skills (and the key ability
morning and studying their tomes of magic at night. for each skill) are Acrobatics (Dex), Athletics (Str), Craft
Alignment: Battlemages can be of any alignment. (Int), Handle Animal (Cha), Knowledge (All skills, taken
Religion: Battlemages often pay lip service to some seperately) (Int), Perception (Wis), Persuade (Cha), and
god, but rarely engage in regular religious devotion. Spellcraft (Arcane & Use Magic Device).
Background: Battlemages tend to come from well–to–
do families that can afford the costs to send the Skill points at 1st level: (2 + Int modifier) X 4
battlemage to both wizardly and martial training. Skill points at each additional level: 2 + Int modifier
Battlemages often have had some sort of formal
schooling, though it is not uncommon for many Class Features
battlemages to excel at physical activities while barely
Weapon and Armor Proficiency: Battlemages are skilled
be capable of completing rigorous academic standards.
with all simple and martial weapons. They are proficient
Races: Elves make a large number of battlemages,
with light and medium armors, as well as shields. They do
with draemani and humanity making a close second.
not begin with proficiency with heavy armors. Armor of
Some orkan and titanborn relish learning the skills of
any type interferes with a Battlemage’s ability to cast spells
sword and spell, and their numbers are quite high.
requiring movement. Note that armor heavier than leather
Gnomes and Hillenfaeys sometimes take up the mantle
apply to the skills balance, climb, escape artist, hide, jump,
of battlemage, but very rarely. Kobolds tend to prefer
move silently, sleight of hand and tumble.
dedicating their skill to learning magic, but occasionally
Armored Caster: A battlemage is skilled at casting spells
a relentlessly brave kobold battlemage will appear.
in armor. He may take 10 when making Spellcraft (Arcane)
Other Classes: Battlemages tend to foster
skill checks to cast spells in armor.
relationships with both fighter–types and arcane
Spells: A Battlemage casts arcane spells. He is limited to a
spellcasters, as they share many of the talents and
certain number of spells of each spell level per day,
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according to his class level. A Battlemage must prepare Armor Casting: Starting at 1st level, the battlemage gains
spells ahead of time by getting a good night’s sleep and the Armor Casting feat for free.
spending 1 hour studying his spellbook. While Familiars: Unlike wizards or sorcerers, Battlemages are
studying the Battlemage decides which spells to unable to normally attract familiars. Since Battlemages
prepare. often engage in deadly hand–to–hand combat, familiars are
At first level, a Battlemage can cast two 0th simply too vulnerable to attack for most Battlemage’s tastes.
level spells and zero 1st level spells. At any levels Also, most familiars are the product of a deep tie to magical
where the available spells for a given level is listed as 0 skill, a skill a Battlemage does not normally develop. If a
and not a slash, the Battlemage may cast spells of that Battlemage desires to attract a familiar, not only must he put
level only if he gains a spell bonus due to high up the normal fees to acquire one, but you must also spend a
intelligence. For example, at 1st level, if the Battlemage feat to acquire the familiar.
has a 12+ intelligence, he can cast at least one 1st level Bonus Feats: At first level, then at 4th, 8th, 12th, 16th and 19th
spell thanks to the bonus spell he gains for high level the Battlemage gains a bonus feat. This bonus feat
intelligence. must come from the fighter bonus feat list. Battlemages do
Battlemages begin with three 0th level spells not qualify for fighter–only feats such as weapon
and one 1st level spell in their spellbooks for free. They specialization, however.
must purchase or otherwise acquire other spells they Metamagic Feats: At 2nd level, and then at 10th and 20th
wish to put in their spellbooks. When a Battlemage level, a Battlemage may choose a metamagic or item
advances in level, he gains one spell of each spell level creation feat.
he can cast for free to add to his spellbook.
If a Battlemage multiclasses as a wizard, Adrenaline surge
sorcerer or mage, he ceases to use the battlemage’s A battlemage may spend a feat to gain a
spell advancement table and instead uses the adrenaline surge and access to adrenaline surge abilities. A
appropriate spellcasting class’s spell progression. The battlemage’s adrenaline surge has a total number of uses per
character adds half his battlemage level to the day equal to 3 + ¼ battlemage level (Thus 1 at 1st–3rd level,
spellcasting classes effective level for determining 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th – 15th level, 5 at
spells per day, spells known, spell points and caster 16th–19th level and 6 at 20th+ level).
level.
Battlemages cannot specialize in a school of
magic, though most of their spells are offensive in
nature. Nor is a Battlemage dedicated enough to
Summon Familiar
receive spell mastery. They do not have enough You have sought out a familiar
mastery of weapons to gain Weapon Specialization. Prerequisite: Ability to cast 1st level arcane spells or
Battlemages acquire and must scribe spells higher.
into a spellbook as a wizard. A given spell costs 100 gp Benefits: By expending 100 gp in materials, you may
+ 100 gp/page to scribe into a spellbook. A spell takes summon and keep a familiar as if a wizard.
up its spell level + 1 page of space in a spellbook.

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The Chosen One


Level Base Caster Fort Ref Will
Attack Level Save Save Save
Bonus Special
1 +1 +0 +0 +0 +2 Alignment Aura, Detect Alignment, Smite (1d6) 1x/ day
2 +2 +1 +0 +0 +3 Divine Grace, Power of Life and Death
3 +3 +2 +1 +1 +3 Divine Aura, Divine Health, Smite (2d6) 1x/day
4 +4 +3 +1 +1 +4 1st Domain Power, Armored Casting, Divine Spells
5 +5 +3 +1 +1 +4 Planar Ally, Smite (3d6) 2x/day
6 +6 +4 +2 +2 +5
7 +7 +5 +2 +2 +5 2nd Domain Power, remove/inflict malady 1x/day, smite
(4d6) 2x/day
8 +8 +6 +2 +2 +6
9 +9 +6 +3 +3 +6 Smite (5d6) 3x/day
10 +10 +7 +3 +3 +7 Remove/inflict malady 2x/day
11 +11 +8 +3 +3 +7 Smite (6d6) 3x/day
12 +12 +9 +4 +4 +8
13 +13 +9 +4 +4 +8 Remove/inflict malady 3x/day, smite (7d6) 4x/day
14 +14 +10 +4 +4 +9
15 +15 +11 +5 +5 +9 Smite (8d6) 4x/day
16 +16 +12 +5 +5 +10 Remove/inflict malady 4/xday
17 +17 +12 +5 +5 +10 Smite (9d6) 5x/day
18 +18 +13 +6 +6 +11
19 +19 +14 +6 +6 +11 Remove/inflict malady 5x/day, Smite (10d6) 5x/day
20 +20 +15 +6 +6 +12

Chosen One some way during their life – many claiming to have been
Over the ages, the gods of Amberos have marked at birth – to champion their diety.
always employed mortal champions for their causes. Races: Chosen ones come from all races excepting those
Where it is generally the job of the clergy and clerics to with gods that tend to be aloof of mortal affairs or those
spread word of a god and inspire worship of these lacking gods – such as among elves on Amberos.
divine beings, Chosen Ones are the warriors and Other Classes: Chosen ones tend to defer to clerics of the
champions of the gods, fighting against enemies and same diety, though some have been known to clash with
foes of the divine in a deities name. clerical sects who abhor combat. Lawful Good chosen ones
Alignment: Chosen Ones may be of any alignment, may find common ground with Paladins of the same diety,
though they tend more towards alignment extremes though chosen ones of differing alignments or chosen
such as Lawful Good, Chaotic Evil or True Neutral. deities may find themselves in direct conflict with such
Like clerics, a chosen one’s alignment must be within champions. Chosen ones tend to be reserved around other
one step of his diety’s (i.e., only one step in the classes; friendship or enimity tends to be based on their
Lawful–Chaos axis or one step in the Good–Evil axis, usefulness in the chosen one’s cause.
but not both).
Religion: All chosen ones must chose a diety that the Hit Dice: 1d10
chosen one champions. Unlike paladins or some Starting Money: 200 gp + (6d4 x 10 gp)
clerics, chosen ones MUST choose a diety or pantheon
from which they draw their power. Note that if a Class Skills
chosen one ever ceases to promote the diety or The chosen one’s class skills (and the key ability
pantheon he has chosen, he will not be able to advance for each skill) are Athletics (Str), Craft (Int), Handle Animal
in this class ever after again – even if the character (Cha), Knowledge (Religion) (Int), Perception (Wis),
chooses a new diety or pantheon to follow later on. Persuade (Cha), Profession (Int), and Spellcraft (Divine &
Background: Chosen ones are exemplary models of Use Magic Device).
the god they champion, and come from a wide variety
of backgrounds. Most chosen ones have taken up their Skill Points at first Level: (2 + Int modifier) X 4
cause after a particularly close brush with the presence Skill Points as Each Additional Level: 2 + Int Modifier.
of the diety of their calling. Some claim to have spoken
directly to or have been spoken to the diety they
champion, while others claim to have been marked in

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Class Features Planar Ally (Su): At 4th level, the chosen one gains the
All of the following are class features of the Chosen assistance of a specific planar ally. The chosen planar ally
One. can be summoned to the chosen one’s presence once per day
Weapons and Armor Proficiency: Chosen ones are for up to one hour/2 levels of chosen one. Consult the table
proficient with all simple and martial melee weapons. below for a list of planar allies that can be summoned.
They are proficient with light, medium and heavy If the summoned planar ally is slain, it may be
armors, as well as shields. Note that armor heavier replaced after the chosen one makes prayers to his or her
than leather apply to the skills balance, climb, escape diety for a 24 hour period.
artist, hide, jump, move silently, sleight of hand and If a chosen one uses a Planar Ally spell to summon
tumble. A chosen one who cast spells in armor must his planar ally, he does not need to expend any experience
make a Spellcraft (Divine) skill check to successfully when casting the spell for the first time that day. The
cast the spell. chosen one cannot use the Planar Ally spell to summon his
Alignment Aura (Ex): The power of a chosen one’s planar ally if the ally is slain or if the planar ally’s HD
aura of Law/Chaos and Good/Evil equals his chosen exceed that which can be called by the spell in question.
one’s level, just like the aura of a cleric. Armored Caster (Ex): Starting at 4th level, the chosen one
Detect (Su): At will, a chosen one can detect Law (if is trained in casting in armor. He may take 10 on a
chaotic), detect Chaos (if lawful), detect Good (if evil) Spellcraft (Divine) skill check when attempting to cast in
or detect Evil (if good). Nuetrals may detect for the armor.
presence of either form. Only one form of detect may Spells: Starting at 4th level, a chosen one can begin casting
be used at a time. a handful of spells from the cleric list. The chosen one’s
Smite (Su): At 1st level, the chosen one must take the spellcasting ability is Wisdom–based, and he must possess a
ability to Smite Law (if Chaotically aligned), Smite minimum Wisdom of 10 + spell level to cast spells of any
Chaos (if Lawfully aligned), Smite Good (if Evilly given level. A chosen one’s caster level is ½ his level in
aligned) or Smite Evil (if Good aligned). Only one chosen one.
form of smiting may be chosen, even if the character The list of known spells for a chosen one is 2 at 4th
qualifies for more than one form. A True Neutral level (if Wisdom is 14 or higher), plus one additional spell
chosen one may choose one of the four abilities listed per level. The additional spell can be from any level the
above. Thereafter, the chosen one may attempt a smite chosen one can cast.
with one normal melee attack. The chosen one adds his Chosen One spells per
Charisma modifier to her attack roll and deals 1d6 extra day
point of damage per two chosen one levels. For Level 1 2 3 4
example, a 11th level chosen one with a 16 Charisma 1st–3rd – – – –
(+3 modifier) would deal an additional +6d6 points of 4th 0 – – –
damage with the smite attack. If the chosen one 5 –6th 1 – – –
th

accidentally smites a foe that does not meet the 7th 1 0 – –


alignment requirement, the smite has no effect, but the 8 –9th 1 1 – –
th

ability is still used up for that day. 10th 1 1 0 –


At 5th level, and every 4 levels thereafter, the 11th 2 1 1 –
chosen one may smite one additional time per day as 12th 2 1 1 –
indicated on the class chart. 13th 2 1 1 0
Divine Grace(Su): At 2nd level, the chosen one gains a 14th 2 2 1 1
bonus equal to his charisma modifier on all saving 15th 3 2 1 1
throws. 16th 3 2 1 1
Power of Life And Death (Su): Beginning at 2nd 17th 3 2 2 1
level, the chosen one gains the ability to cure wounds 18th 3 2 2 1
(if good or neutrally aligned) or cause wounds (if evilly 19th 3 3 2 2
aligned) on himself or others by touch. If used in 20th 4 3 3 2
combat, this requires a touch attack to be successful.
The chosen one can cure or cause a total number of hit Chosen One Spells Known
points equal to his chosen one level X his Charisma Level 1st 2nd 3rd 4th
bonus. st
1 –3 rd
– – – –
Divine Health (Ex): At 3rd level, the chosen one gains 4th 2 – – –
immunity to disease, including supernatural and 5th 3 – – –
magical diseases (such as mummy rot or lycanthropy). 6th 4 – – –
Evil chosen ones can choose to be carriers of disease 7th 4 1 – –
and not be affected by them. 8th 4 2 – –
9th 4 3 – –

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10th 4 3 1 – 11th level the chosen one can neutralize poison with a use of
11th 4 3 2 – remove malady. At 13th level, the chosen one can use
12th 4 3 3 – Lesser Restoration with a use of remove malady. At 15th
13th 4 3 3 1 level, a chosen one can negate a negative level with a use of
14th 4 3 3 2 remove malady.
15th 4 3 3 3 This ability can be used one additional time per day
16th 4 4 3 3 for every three levels after 7th (twice per day at 10th, three
17th 4 4 4 3 times at 13th, four times at 16th, and five times at 19th+
18th 4 4 4 4 level).
19th 5 4 4 4 At 7th level, an evil–aligned chosen one can produce a
20th 5 5 4 4 contagion effect, as the spell, once per day. As the chosen
one gains level, she may inflict additional maladies as
follows. At 9th level, a chosen one can inflict
1st Domain Power (Su): At 4th level, the chosen one blindness/deafness as per the spell with a use of inflict
gains one of the domain abilities of the god he malady. At 11th level the chosen one can poison an
worships. The chosen domain ability cannot be opponent, as per the spell, with a use of inflict malady. At
changed once chosen. If the chosen one desires and is 13th level, the chosen one can use ray of enfeeblement with a
of good alignment, he may take the ability to Turn use of inflict malady. At 15th level, a chosen one can use
Undead instead of taking a domain power. If the vampiric touch with a use of the inflict malady ability.
chosen one is of evil alignment, he may choose to take This ability can be used one additional time per day
the ability to Rebuke Undead instead of taking a for every three levels after 7th (twice per day at 10th, three
domain power. times at 13th, four times at 16th, and five times at 19th+
In addition to gaining the domain ability, the level).
chosen one may add the spells on his chosen domain A nuetrally–aligned chosen one can choose to
list to his spell list. If the chosen one takes the ability to inflict or remove malady when this ability is gained, but
turn undead, he adds the spells from the Good domain must choose which version they will use, and it cannot be
to his spell list. If the chosen one takes the ability to changed at a later date.
rebuke undead, he adds the spells from the Evil domain
to his spell list. The chosen one does not gain an Adrenaline Surge
additional memorized domain spell per day, however. A chosen one may expend a feat to gain a
2nd Domain Power (Su): At 7th level, the chosen one Adrenaline surge. By expending the feat, the chosen gains a
gains one of the domain abilities of the god he adrenaline surge of 2 + Con modifier (minimum of 1) and
worships. A chosen one may choose the same domain one Adrenaline surge ability. The chosen one may choose
that he chose at 4th level. In such a case, the effect to spend future feats on fighter abilities, but does not gain an
granted by the chosen domain is doubled, or performed automatic Adrenaline surge ability at 5th, 10th or 15th level as
twice as often – the former if the domain ability is a the fighter does.
constant use ability, the latter if the domain ability has a
number of uses per day. The chosen domain ability Chosen One Planar Ally
cannot be changed once chosen. Turning or Rebuking
undead may be taken as a choice instead of a domain A chosen one’s planar ally may be one of the following
power, as noted in the 1st Domain Power ability. creatures initially
In addition to gaining the domain ability, the
Creature Alignment
chosen one may add the spells on his chosen domain
list to his spell list. If the chosen one takes the ability to Quasit CE
turn undead, he adds the spells from the Good domain Lemure (Devil) LE
to his spell list. If the chosen one takes the ability to Vargouille NE
rebuke undead, he adds the spells from the Evil domain Lantern Archon LG
to his spell list. The chosen one does not gain an Homonculus CG,CN
additional memorized domain spell per day, however. Fomorian Worker LN
Remove/Inflict Malady (Sp): At 7th level, a good– Celestial Warhorse LG, NG, CG
aligned chosen one can produce a remove disease Fiendish Light Warhorse LE, NE, CE
effect, as the spell, once per day. As the chosen one Anarchic Light Warhorse CG, CN, CE
gains level, she may remove additional maladies as Axiometric Light Warhorse LG, LN, LE
follows. At 9th level, a chosen one can negate Elemental Light Warhorse N
blindness/deafness with a use of remove malady. At
Chosen One Level Bonus Natural Str Int Adj. Special
HD Armor Adj.

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Adj.
5th–7th +2 +4 +1 +2 Empathic link, improved evasion, share spells &
saving throws
8th–10th +4 +6 +2 +4 Improved speed
11th–14th +6 +8 +3 +6 Command creatures of its kind
15th–20th +8 +10 +4 +8 Spell resistance
Chosen one’s Planar Ally Basics: Use the base Improved Speed (Ex): The ally’s speed increases by 10 feet.
statistics for a creature of the ally’s kind, but make Command (Sp): Once per day per two chosen one levels of
changes to take into account the attributes and its master, a ally can use this ability to command other any
characteristics summarized on the table and described normal animal of approximately the same kind as itself (for
below. warhorses and warponies, this category includes donkeys,
Bonus HD: Extra Hit Dice appropriate to the creature’s mules, and ponies), as long as the target creature has fewer
type, each of which gains a Constitution modifier, as Hit Dice than the ally. This ability functions like the
normal. Extra Hit Dice improve the ally’s base attack command spell, but the ally must make a DC 17 Will save
and base save bonuses. A special ally’s base attack to succeed if it’s being ridden at the time. If the check fails,
bonus is equal to that of a cleric of a level equal to the the ability does not work that time, but it still counts against
ally’s HD, regardless of how it would normally the ally’s daily uses. Each target may attempt a Will save
advance. An ally has good Fortitude and Reflex saves. (DC 10 + 1/2 chosen one’s level + chosen one’s Cha
The ally gains additional skill points or feats for bonus modifier) to negate the effect.
HD as normal for advancing a monster’s Hit Dice. Spell Resistance (Ex): An ally’s spell resistance equals its
Natural Armor Adj.: The number on the table is an master’s chosen one level + 5. To affect the ally with a
improvement to the ally’s existing natural armor bonus. spell, a spellcaster must get a result on a caster level check
Str Adj.: Add this figure to the ally’s Strength score. (1d20 + caster level) that equals or exceeds the ally’s spell
Int Adj.: Add this figure to the ally’s Intelligence score. resistance.
Empathic Link (Su): The chosen one has an empathic
link with her ally out to a distance of up to 1 mile. The Advanced Planar Allies: Instead of increasing his planar
chosen one cannot see through the ally’s eyes, but they allies abilities while leveling up, a chosen one may replace
can communicate empathically. his current ally with a new, more powerful being. The table
Note that even intelligent allies see the world below shows at which level a new creature becomes
differently from humans, so misunderstandings are available. When determining what additional abilities the
always possible. Because of this empathic link, the planar allies gains from the table above, subtract the
chosen one has the same connection to an item or place chosen’s one level from the number in parentheses. For
that her ally does, just as with a master and his familiar example, if a 12th level chosen one took a Hell Hound as a
(see Familiars). planar ally, it would gain the ally abilities as if the chosen
Improved Evasion (Ex): When subjected to an attack one were 4th level.
that normally allows a Reflex saving throw for half
damage, an ally takes no damage if it makes a
successful saving throw and half damage if the saving
throw fails.
Share Spells: At the chosen one’s option, she may have
any spell (but not any spell–like ability) she casts on
herself also affect her ally. The ally must be within 5
feet at the time of casting to receive the benefit. If the
spell or effect has a duration other than instantaneous, it
stops affecting the ally if it moves farther than 5 feet
away and will not affect the ally again even if it returns
to the chosen one before the duration expires.
Additionally, the chosen one may cast a spell with a
target of “You” on her ally (as a touch range spell)
instead of on herself. A chosen one and her ally can
share spells even if the spells normally do not affect
creatures of the ally’s type (magical beast).
Share Saving Throws: For each of its saving throws,
the ally uses its own base save bonus or the chosen
one’s, whichever is higher. The ally applies its own
ability modifiers to saves, and it doesn’t share any other
bonuses on saves that the master might have.

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Abyssal Greater Basilisk 14 CE
Creature ECL Align Ghaele 14 CG
6th Level (level – 2) 4 Fiendish Blue Young Adult 14 LE
Elemental, Small 4 Any Dragon
Gibbering Mouther 4 Any Chaotic 18th Level (level – 14) 16
Fiendish Spider, Medium 4 Any Evil Fiendish Beholder 16 Any Evil
Celestial Black Bear 4 Any Good Leonal 16 Any Good
Dretch (Demon) 4 CE Marut (Inevitable) 16 Any Lawful
Celestial Hippogriff 4 CG Celestial Charger (Unicorn) 16 CG
Imp (Devil) 4 LE Fiendish Old White Dragon 16 CE
Celestial Lion 4 LG Celestial Adult Brass Dragon 16 CG
8th Level (level – 4) 6 Ice Devil 16 LE
Elemental, Medium 6 Any Celestial Half–dragon 16 LG
Mephit 6 Any Lamamasu (lammasu)
1
Yeth Hound 6 Any Evil The genie will not use its wish ability while acting as a bound ally
Shadow Mastiff 6 Any Evil until the Chosen One is at least 18th level. Using its wish abilities
Night Hag 6 Any Evil frees it from its duties as a planar ally, and it is dismissed as soon
Avoral Guardinal 6 Any Good as it uses the 3rd wish. Another genie can never be again
summoned as an ally if this done.
Unicorn 6 Any Good
Dretch (demon) 6 CE
Characters with a neutral portion of their alignment may
Blink Dog 6 CG
Hell Hound 6 LE summon creatures one step from their own neutral portion
of their alignment. For example, Lawful Neutral characters
Hound Archon 6 LG
may choose creatures from the Lawful Good or Lawful Evil
10th Level (level – 6) 8
Elemental, Large 8 Any list. Characters of Chaotic Neutral alignment may choose
creatures from the Chaotic Good or Chaotic Evil list.
Fiendish Annis (hag) 8 Any Evil
Unicorn 8 Any Good Neutral evil characters may choose from the Lawful Evil or
Babau (Demon) 8 CE Chaotic Evil lists, while Neutral Good characters may
choose from the Lawful Good or Chaotic Good lists. True
Bralani Eladrin 8 CG
Hellcat (Devil) 8 LE Neutral characters are restricted to the Neutral list.
Celestial Gold Dragon 8 LG
Wyrmling Adrenaline surge
12th Level (level – 8) 10 A chosen one may spend a feat to gain a adrenaline
Elemental, Huge 10 Any surge and access to adrenaline surge abilities. A
Hell Hound 10 Any Evil battlemage’s adrenaline surge has a total number of uses per
Lammasu 10 Any Good day equal to 3 + ¼ chosen one level (Thus 1 at 1st–3rd level,
Vrock (Demon) 10 CE 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th – 15th level, 5 at
Lillend 10 CG 16th–19th level and 6 at 20th+ level).
Bone Devil 10 LE
Hound Archon 10 LG Ex–Chosen Ones
Noble Djinni (Genie)1 10 N, CG If a chosen one willingly revokes his service to his
Efreeti (Genie)1 10 N, LE god or performs an act contrary to his faith, he immediately
14th Level (level – 10) 12 looses all of his supernatural abilities and cannot advance as
Elemental, Greater 12 Any a chosen one until he atones for the deed. Many deities are
Devourer 12 Any Evil unwilling to restore a chosen one to a state of grace once
Leonal (guardinal) 12 Any Good they fall, and may choose to refuse to allow a chosen one to
Zelekhut (inevitable) 12 Any Lawful return to service in their name. Such chosen ones must
Retriever (demon) 12 CE either find another patron diety to serve or continue to
Celestial Juvenile Copper 12 CG advance in another class.
Dragon
Barbed Devil 12 LE
Lammasu 12 LG
16th Level (level – 12) 14
Bebilith (Demon) 14 Any Evil
Celestial Juvenile Silver 14 Any Good
Dragon
Kolyarut (inevitable) 14 Any Lawful

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The Cleric
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Armored Caster, Aura, Turn or Rebuke Undead,
Divine Spellcasting, Domain Powers, Spontaneous
Spellcasting
2 +1 +2 +3 +0 +3
3 +2 +3 +3 +1 +3
4 +3 +4 +4 +1 +4
5 +3 +5 +4 +1 +4 Divine Feat
6 +4 +6 +5 +2 +5
7 +5 +7 +5 +2 +5
8 +6 +8 +6 +2 +6
9 +6 +9 +6 +3 +6
10 +7 +10 +7 +3 +7 Divine Feat
11 +8 +11 +7 +3 +7
12 +9 +12 +8 +4 +8
13 +9 +13 +8 +4 +8
14 +10 +14 +9 +4 +9
15 +11 +15 +9 +5 +9 Divine Feat
16 +12 +16 +10 +5 +10
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Summon Avatar
Cleric known for becoming clerics, but occasionally do take up the
A cleric is a semi–militant arm of a religious mantle in the name of Discoff (or Fir for gnomes).
organization. Unlike lay clergy, clerics are often called Titanborn occasionally will champion the old Titans or
up to fight for their cause or to proselytize in dangerous Ancient Ones, while orkan tend to follow human gods.
areas where their presence may be unwanted. Elves, who do not normally worship gods, only take up
Alignment: A cleric’s alignment must be within one clericship under the most dire of circumstances, and tend to
step of his deity’s (that is, it may be one step away on dedicate themselves to Hamma.
either the lawful–chaotic axis or the good–evil axis, but Other Classes: Clerics tend to base their association with
not both). A cleric may not be neutral unless his deity’s other classes on the individual’s moral and religious
alignment is also neutral. convictions than profession. However, most good–aligned
Religion: Clerics are devoted to one of the many gods clerics tend to frown on the activities of invokers with
of Amberos, a pantheon or even to one of the sleeping Infernal or Shadow pacts.
Ancient Ones or Elder Ones. In rare cases, clerics have
emerged from cults based either off little more than Hit Die: d8.
devotion to an object, specific ideal or emotion – such
as the Cult of the Sword and Tuma’s Waybreath. Class Skills
Background: Most clerics have been raised in a The cleric’s class skills (and the key ability for each skill)
secular life since at least puberty and have a strong faith are Athletics (Str), Craft (Int), Persuade (Cha), Knowledge
in a deity or ideal that guided their actions throughout (History) (Int), Knowledge (Religion) (Int), Knowledge
most of their life. At some point in their life, most (The Planes) (Int), Profession (Wis), and Spellcraft (Divine
clerics decided to take up arms against the enemies of & Use Magic Device ) (Int).
the faith, taking the battle to wherever such individuals Domains and Class Skills: A cleric who chooses the
might attempt to prey on the faithful – or to nip such Animal or Plant domain adds Knowledge (Nature) (Int) to
enemies in the bud before they can reach the homes and the cleric class skills listed above. A cleric who chooses the
hearts of the faithful. Knowledge domain adds all Knowledge (Int) skills to the
Races: Any race with a patron diety or a strong zeal list. A cleric who chooses the Travel domain adds Survival
for an ideal can produce a cleric. Humanity and its (Wis) to the list. A cleric who chooses the Trickery domain
derivatives tends to be the most numerous (and addsDeception (Bluff) (Cha), Deception (Disguise) (Cha),
fractious), with dwarves producing the second–largest and Stealth (Hide) (Dex) to the list. See Deity, Domains,
number of clerics. Hillenfaeys and gnomes are not and Domain Spells, below, for more information.
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details). Clerics who don’t worship a specific deity but
Skill Points at 1st Level: (21 + Int modifier) x 4. choose the Chaotic, Evil, Good, or Lawful domain have a
Skill Points at Each Additional Level: 21 + Int similarly powerful aura of the corresponding alignment.
modifier. Divine Spellcasting: A cleric casts divine spells, which are
1
Clerics with domain–granted class skills may gain additional drawn from the cleric spell list. When a cleric gains access
skill points. See the domain abilities for specifics. to a new level of spells, he selects from that list 6 + Wis
modifier as spells he may draw from when preparing spells.
Class Features To this total, he adds his two domain spells. At each level, a
All of the following are class features of the cleric. cleric may choose to swap out up to one spell of each level
Weapon and Armor Proficiency: Clerics are for a different spell on the cleric spell list of the same level.
proficient with all simple weapons, with light and A cleric can use scrolls or spell–trigger items containing
medium armor, and with shields (except tower shields). clerical spells not on his selected list of spells.
A cleric who chooses the War domain receives A cleric’s alignment may restrict him from casting
the Weapon Focus feat related to his deity’s weapon as certain spells opposed to his moral or ethical beliefs; see
a bonus feat and heavy armor profiency. He also Chaotic, Evil, Good, and Lawful Spells, below. A cleric
receives the appropriate Martial Weapon Proficiency must choose and prepare his spells in advance (see below).
feat as a bonus feat, if the weapon falls into that To prepare or cast a spell, a cleric must have a Wisdom
category. score equal to at least 10 + the spell level. The Difficulty
Armored Caster: A cleric is trained in casting spells Class for a saving throw against a cleric’s spell is 10 + the
in armor. They may take 10 on a Spellcasting (Divine) spell level + the cleric’s Wisdom modifier.
skill check when casting in armor, or using a shield. Like other spellcasters, a cleric can cast only a
Aura (Ex): A cleric of a chaotic, evil, good, or lawful certain number of spells of each spell level per day. His base
deity has a particularly powerful aura corresponding to daily spell allotment is given on Table: The Cleric. In
the deity’s alignment (see the detect evil spell for addition, he receives bonus spells per day if he has a high
Wisdom score.
Table: Cleric Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1 +1 – – – – – – – –
2 4 2 +1 – – – – – – – –
3 4 2 +1 1 +1 – – – – – – –
4 5 3 +1 2 +1 – – – – – – –
5 5 3 +1 2 +1 1 +1 – – – – – –
6 5 3 +1 3 +1 2 +1 – – – – – –
7 6 4 +1 3 +1 2 +1 1 +1 – – – – –
8 6 4 +1 3 +1 3 +1 2 +1 – – – – –
9 6 4 +1 4 +1 3 +1 2 +1 1 +1 – – – –
10 6 4 +1 4 +1 3 +1 3 +1 2 +1 – – – –
11 6 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 – – –
12 6 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 – – –
13 6 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 – –
14 6 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 – –
15 6 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 –
16 6 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 –
17 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1
18 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1
19 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1
20 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1
Domain Spells: A cleric also gets one domain spell of cleric may prepare and cast any spell on the cleric spell list,
each spell level he can cast, starting at 1st level. When a provided that he can cast spells of that level, but he must
cleric prepares a spell in a domain spell slot, it must choose which spells to prepare during his daily meditation.
come from one of his two domains (see Deities, Deity, Domains, and Domain Spells: A cleric’s deity
Domains, and Domain Spells, below). influences his alignment, what magic he can perform, his
Clerics meditate or pray for their spells. Each values, and how others see him. A cleric chooses two
cleric must choose a time at which he must spend 1 domains from among those belonging to his deity. A cleric
hour each day in quiet contemplation or supplication to can select an alignment domain (Chaos, Evil, Good, or Law)
regain his daily allotment of spells. Time spent resting only if his alignment matches that domain.
has no effect on whether a cleric can prepare spells. A

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If a cleric is not devoted to a particular deity, commanded. Unintelligent undead gain no additional
he still selects two domains to represent his spiritual saving throw.
inclinations and abilities. The restriction on alignment Turning undead or Rebuking Undead is a standard
domains still applies. action that does not provoke an attack of opportunity. All
Each domain gives the cleric access to a undead within a 30 foot burst of the cleric must make a Fort
domain spell at each spell level he can cast, from 1st on save DC 10 + ½ cleric level + Wis modifier or they take 1d6
up, as well as a granted power. The cleric gets the damage/2 cleric levels damage and are checked from
granted powers of both the domains selected. moving toward the cleric. Undead who make the save are
With access to two domain spells at a given immune to further attempts of turning by the cleric for one
spell level, a cleric prepares one or the other each day in day.
his domain spell slot. Domain spells may also be Bolstering undead is a standard action that does not
prepared to fill the cleric’s normal spell slots, even if provoke an attack of opportunity that may be used by evil
they only appear on a domain list. clerics. All undead within a 30 foot burst of the cleric gain
Spontaneous Casting: A cleric can choose to swap out 3 temporary hit points per level of the cleric, up to twice the
any prepared spell for a spell from either one of his two maximum hit points of the undead creature. The effects last
domains of equal or lower level. Spontaneously casting one minute. An evil undead cleric can use bolstering to
such a spell increases the casting time to at least one increase his own hit points.
full–round action. Divine Feats: At 5th, 10th and 15th level, a cleric gains his
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t choice of a divine feat. The cleric must meet the
cast spells of an alignment opposed to his own or his prerequisites for the feat to be taken.
deity’s (if he has one). Spells associated with particular Summon Avatar (Sp): At 20th level, the cleric gains the
alignments are indicated by the chaos, evil, good, and ability to once a week make a plea directly to the god he
law descriptors in their spell descriptions. worships. The god responds by sending his avatar to the
Turn or Rebuke Undead (Su): Any cleric, regardless presence of the cleric to answer his plea. Generally, the
of alignment, has the power to affect undead creatures avatar is friendly towards the cleric, and will use its abilities
by channeling the power of his faith through his holy to benefit the cleric as it sees fit, including possibly even
(or unholy) symbol. fighting the cleric’s enemies. The avatar stays up to 2
A good cleric (or a neutral cleric who worships minutes, but is under no compulsion to stay once
a good deity) can turn or destroy undead creatures. An summoned. If summoned for trivial matters or duped, it
evil cleric (or a neutral cleric who worships an evil may even strip the cleric of the use of this ability – and any
deity) instead rebukes or commands such creatures. A others it so chooses.
neutral cleric of a neutral deity must choose whether his Bonus Languages: A cleric’s bonus language options
turning ability functions as that of a good cleric or an include Celestial, Abyssal, and Infernal (the languages of
evil cleric. good, chaotic evil, and lawful evil outsiders, respectively).
Once this choice is made, it cannot be These choices are in addition to the bonus languages
reversed. This decision also determines whether the available to the character because of his race.
cleric can cast spontaneous cure or inflict spells (see
above). Ex–Clerics
A cleric may attempt to turn undead a number A cleric who grossly violates the code of conduct
of times per day equal to 3 + his Charisma modifier. A required by his god loses all spells and class features, except
cleric with 5 or more ranks in Knowledge (religion) for armor and shield proficiencies and proficiency with
gets a +2 bonus on turning checks against undead. simple weapons. He cannot thereafter gain levels as a cleric
Commanding undead is a standard action that of that god until he atones (see the atonement spell
does not provoke an attack of opportunity usable by description).
evil clerics. All undead within a 30 foot burst of the
evil cleric must make a DC 10 + ½ cleric level + Wis
modifier Will saving throw. Any undead who fail the
Speciality Clerics
save fall under the command of the evil cleric. At any Speciality clerics for the gods of Amberos exists;
one time, the cleric may command any number of these clerics have specialized abilities that set them apart
undead whose total Hit Dice do not exceed his level. from general clerics. The Gods of Amberos supplement has
He may voluntarily relinquish command on any details about Amberosian speciality clerics.
commanded undead creature in order to command new
ones. Intelligent undead gain a new saving throw
whenever the cleric attempts to force the undead to do
something against its nature, and may also attempt to
wrest free of control once each new day it is

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The Druid
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Animal companion, nature sense, wild
empathy, divine spellcasting,
spontaneous spellcasting
2 +1 +2 +3 +0 +3 Woodland stride
3 +2 +3 +3 +1 +3 Trackless step
4 +3 +4 +4 +1 +4 Resist nature’s lure
5 +3 +5 +4 +1 +4 Wild shape (1x/day)
6 +4 +6 +5 +2 +5 Wild shape (2x/day)
7 +5 +7 +5 +2 +5 Wild shape (3x/day)
8 +6 +8 +6 +2 +6 Wild shape (Large)
9 +6 +9 +6 +3 +6 Venom immunity
10 +7 +10 +7 +3 +7 Wild shape (4x/day)
11 +8 +11 +7 +3 +7 Wild shape (tiny)
12 +9 +12 +8 +4 +8 Wild shape (plant)
13 +9 +13 +8 +4 +8 A thousand faces
14 +10 +14 +9 +4 +9 Wild shape (5x/day)
15 +11 +15 +9 +5 +9 Timeless body, wild shape (Huge)
16 +12 +16 +10 +5 +10 Wild shape (elemental 1x/day)
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11 Wild shape (6x/day, elemental 2x/day)
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Wild shape (elemental 3x/day, Huge
elemental)
elves rarely worship gods. Elvin druids simply draw on the
Druid power of nature itself.
While elves and other fey knew the secrets of Background: Druids who worship Belli are usually raised
the wild known as the Aunn, it was humanity who to assume the position from an early age (as early as
learned to manipulate the power of the Aunn without puberty), while other druids generally “come into” their
having to placate it. ability after a long stretch of familiarization with the
The most powerful human druid was Druidus, wilderness of nature.
from which the druid name came. His mastery of the Races: Humans and draemani are the most common druids,
Aunn was unrivaled even by the elvin princes and kings having been organized under the auspices of Belli. Elves
of his time. In a time when elves saw humans as have the second largest numbers, having an innate
nothing but cattle to be hered and enslaved, Druidus understanding of the Aunn power of natue. Some
managed to fight elves back and even wrest the mighty Hillenfaeys have a knack at being druids due to their rustic
Kennestone Forest from elvin and fey grasp. Druidus livilhoods. Gnomes, dwarves, orkan are the least likely to
established the first human orders, which still exist to produce druids. Kobolds tend to scorn being a druid, seeing
this day, extending out of the lands of Kennestone and at as “losing sight” of kobold’s goals of returning back to
across the continent. dragonkind.
Eventually, the other races came to learn how Other Classes: Druids tend to remain aloof around other
Druidus had mastered and shaped the Aunn to his will, classes, perhaps tending to be on the best terms with rangers
and these other races developed druids of their own. As and barbarians. They often scorn city–born rogues as an
time passed, other races developed their own druidic example of all that is wrong with civilization, but don’t go
orders, and even the once human–only druidic order of out of their way to cause problems with such individuals.
Kennestone eventually began to accept non–humans
into its ranks. Hit Die: d8.
Alignment: A druid must be of Neutral good, lawful
neutral, neutral, chaotic neutral, or neutral evil. Class Skills
Religion: Human druids generally revere Belli, but The druid’s class skills (and the key ability for each skill)
other races who take up druidship rarely worship a god are Athletics (Str), Craft (Int), Persuade (Cha), Handle
and gain their powers directly from nature. Note that Animal (Cha), Knowledge (Nature) (Int), Perception

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(Listen) (Wis), Perception (Wis), Profession (Wis) of that level, but she must choose which spells to prepare
Spellcraft (Divine) (Int), and Survival (Wis). during her daily meditation.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int Table: Druid Spells Per Day
modifier. Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Class Features 1 3 1 – – – – – – – –
All of the following are class features of the 2 4 2 – – – – – – – –
druid. 3 4 2 1 – – – – – – –
Weapon and Armor Proficiency: Druids are 4 4 3 2 – – – – – – –
proficient with the following weapons: club, dagger, 5 4 3 2 1 – – – – – –
dart, quarterstaff, scimitar, sickle, shortspear, sling, and 6 4 3 3 2 – – – – – –
spear. They are also proficient with all natural attacks 7 4 4 3 2 1 – – – – –
(claw, bite, and so forth) of any form they assume with 8 4 4 3 3 2 – – – – –
wild shape (see below). 9 4 4 4 3 2 1 – – – –
Druids are proficient with light and medium 10 4 4 4 3 3 2 – – – –
armor but are prohibited from wearing metal armor; 11 4 4 4 4 3 2 1 – – –
thus, they may wear only padded, leather, or hide 12 4 4 4 4 3 3 2 – – –
armor. (A druid may also wear wooden armor that has 13 4 4 4 4 4 3 2 1 – –
been altered by the ironwood spell so that it functions 14 4 4 4 4 4 3 3 2 – –
as though it were steel. See the ironwood spell 15 4 4 4 4 4 4 3 2 1 –
description) Druids are proficient with shields (except 16 4 4 4 4 4 4 3 3 2 –
tower shields) but must use only wooden ones. 17 4 4 4 4 4 4 4 3 2 1
A druid who wears prohibited armor or carries 18 4 4 4 4 4 4 4 3 3 2
a prohibited shield is unable to cast druid spells or use 19 4 4 4 4 4 4 4 4 3 3
any of her supernatural or spell–like class abilities 20 4 4 4 4 4 4 4 4 4 4
while doing so and for 24 hours thereafter.
Divine Spellcasting: A druid casts divine spells, which Spontaneous Casting: A druid can channel stored spell
are drawn from the druid spell list. When a druid gains energy into summoning spells that she hasn’t prepared
access to a new level of spells, he selects from that list ahead of time. She can “lose” a prepared spell in order to
6 + Wis modifier as spells he may draw from when cast any summon nature’s ally spell of the same level or
preparing spells. At each level, a druid may choose to lower. Chaotic, Evil, Good, and Lawful Spells: A druid
swap out up to one spell of each level for a different can’t cast spells of an alignment opposed to her own or her
spell on the cleric spell list of the same level. Druids deity’s (if she has one). Spells associated with particular
are not restricted from using scroll or spell trigger items alignments are indicated by the chaos, evil, good, and law
for druid spells not on their chosen list. descriptors in their spell descriptions.
A druid’s alignment may restrict her from Bonus Languages: A druid’s bonus language options
casting certain spells opposed to her moral or ethical include Sylvan, the language of woodland creatures.
beliefs; see Chaotic, Evil, Good, and Lawful Spells, This choice is in addition to the bonus languages
below. A druid must choose and prepare her spells in available to the character because of her race.
advance (see below). A druid also knows Druidic, a secret language
To prepare or cast a spell, the druid must have known only to druids, which she learns upon becoming a 1st
a Wisdom score equal to at least 10 + the spell level. level druid. Druidic is a free language for a druid; that is,
The Difficulty Class for a saving throw against a she knows it in addition to her regular allotment of
druid’s spell is 10 + the spell level + the druid’s languages and it doesn’t take up a language slot. Druids are
Wisdom modifier. forbidden to teach this language to nondruids.
Like other spellcasters, a druid can cast only a Druidic has its own alphabet.
certain number of spells of each spell level per day. Her Animal Companion (Ex): A druid may begin play with an
base daily spell allotment is given on Table: The Druid. animal companion selected from the following list: badger,
In addition, she receives bonus spells per day if she has camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
a high Wisdom score. She does not have access to any heavy), owl, pony, snake (Small or Medium viper), or wolf.
domain spells or granted powers, as a cleric does. If the campaign takes place wholly or partly in an aquatic
A druid prepares and casts spells the way a environment, the following creatures are also available:
cleric does, though she cannot lose a prepared spell to crocodile, porpoise, Medium shark, and squid. This animal
cast a cure spell in its place (but see Spontaneous is a loyal companion that accompanies the druid on her
Casting, below). A druid may prepare and cast any spell adventures as appropriate for its kind.
on the druid spell list, provided that she can cast spells A 1st–level druid’s companion is completely
typical for its kind except as noted below. As a druid

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advances in level, the animal’s power increases as back. Changing form (to animal or back) is a standard action
shown on the table. If a druid releases her companion and doesn’t provoke an attack of opportunity.
from service, she may gain a new one by performing a The form chosen must be that of an animal the
ceremony requiring 24 uninterrupted hours of prayer. druid is familiar with.
This ceremony can also replace an animal companion A druid loses her ability to speak while in animal
that has perished. form because she is limited to the sounds that a normal,
A druid of 4th level or higher may select from untrained animal can make, but she can communicate
alternative lists of animals (see below). Should she normally with other animals of the same general grouping as
select an animal companion from one of these her new form. (The normal sound a wild parrot makes is a
alternative lists, the creature gains abilities as if the squawk, so changing to this form does not permit speech.)
character’s druid level were lower than it actually is. A druid can use this ability more times per day at
Subtract the value indicated in the appropriate list 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The
header from the character’s druid level and compare the Druid. In addition, she gains the ability to take the shape of
result with the druid level entry on the table to a Large animal at 8th level, a Tiny animal at 11th level, and
determine the animal companion’s powers. a Huge animal at 15th level.
(If this adjustment would reduce the druid’s The new form’s Hit Dice + Level Adjustment can’t
effective level to 0 or lower, she can’t have that animal exceed the character’s druid level.
as a companion.) At 12th level, a druid becomes able to use wild
Nature Sense (Ex): A druid gains a +2 bonus on shape to change into a plant creature with the same size
Knowledge (nature) and Survival checks. restrictions as for animal forms. (A druid can’t use this
Wild Empathy (Ex): A druid can improve the attitude ability to take the form of a plant that isn’t a creature.) At
of an animal. This ability functions just like a Persuade 16th level, a druid becomes able to use wild shape to change
(Diplomacy) check made to improve the attitude of a into a Small, Medium, or Large elemental (air, earth, fire, or
person. The druid rolls 1d20 and adds her druid level water) once per day. These elemental forms are in addition
and her Charisma modifier to determine the wild to her normal wild shape usage. In addition to the normal
empathy check result. effects of wild shape, the druid gains all the elemental’s
The typical domestic animal has a starting extraordinary, supernatural, and spell–like abilities. She also
attitude of indifferent, while wild animals are usually gains the elemental’s feats for as long as she maintains the
unfriendly. wild shape, but she retains her own creature type.
To use wild empathy, the druid and the animal At 18th level, a druid becomes able to assume
must be able to study each other, which means that they elemental form twice per day, and at 20th level she can do
must be within 30 feet of one another under normal so three times per day. At 20th level, a druid may use this
conditions. Generally, influencing an animal in this way wild shape ability to change into a Huge elemental.
takes 1 minute but, as with influencing people, it might Venom Immunity (Ex): At 9th level, a druid gains
take more or less time. immunity to all poisons.
A druid can also use this ability to influence a A Thousand Faces (Su): At 13th level, a druid gains the
magical beast with an Intelligence score of 1 or 2, but ability to change her appearance at will, as if using the alter
she takes a –4 penalty on the check. self spell, but only while in her normal form.
Woodland Stride (Ex): Starting at 2nd level, a druid Timeless Body (Ex): After attaining 15th level, a druid no
may move through any sort of undergrowth (such as longer takes ability score penalties for aging and cannot be
natural thorns, briars, overgrown areas, and similar magically aged. Any penalties she may have already
terrain) at her normal speed and without taking damage incurred, however, remain in place.
or suffering any other impairment. However, thorns, Bonuses still accrue, and the druid still dies of old
briars, and overgrown areas that have been magically age when her time is up.
manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid Ex–Druids
leaves no trail in natural surroundings and cannot be A druid who ceases to revere nature, changes to a
tracked. She may choose to leave a trail if so desired. prohibited alignment, or teaches the Druidic language to a
Resist Nature’s Lure (Ex): Starting at 4th level, a nondruid loses all spells and druid abilities (including her
druid gains a +4 bonus on saving throws against the animal companion, but not including weapon, armor, and
spelllike abilities of fey. shield proficiencies). She cannot thereafter gain levels as a
Wild Shape (Su): At 5th level, a druid gains the ability druid until she atones (see the atonement spell description).
to turn herself into any Small or Medium animal and
back again once per day. Her options for new forms
include all creatures with the animal type. This ability
The Druid’s Animal Companion
functions like the polymorph spell, except as noted A druid’s animal companion is different from a
here. The effect lasts for 1 hour, or until she changes normal animal of its kind in many ways. A druid’s animal

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companion is superior to a normal animal of its kind and has special powers, as described below.
Level Bonus Natural Str/Dex Bonus Special
HD Armor Adj. Tricks
Adj.
1st–2nd +0 +0 +0 1 Link, share spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved evasion
18th–20th +12 +12 +6 7
casting to receive the benefit. If the spell or effect has a
Animal Companion Basics: Use the base statistics for duration other than instantaneous, it stops affecting the
a creature of the companion’s kind, but make the animal companion if the companion moves farther than 5
following changes. feet away and will not affect the animal again, even if it
Class Level: The character’s druid level. The druid’s returns to the druid before the duration expires.
class levels stack with levels of any other classes that Additionally, the druid may cast a spell with a
are entitled to an animal companion for the purpose of target of “You” on her animal companion (as a touch range
determining the companion’s abilities and the spell) instead of on herself. A druid and her animal
alternative lists available to the character. companion can share spells even if the spells normally do
Bonus HD: Extra eight–sided (d8) Hit Dice, each of not affect creatures of the companion’s type (animal).
which gains a Constitution modifier, as normal. Evasion (Ex): If an animal companion is subjected to an
Remember that extra Hit Dice improve the animal attack that normally allows a Reflex saving throw for half
companion’s base attack and base save bonuses. An damage, it takes no damage if it makes a successful saving
animal companion’s base attack bonus is the same as throw.
that of a druid of a level equal to the animal’s HD. An Devotion (Ex): An animal companion gains a +4 magic
animal companion has good Fortitude and Reflex saves bonus on Will saves against enchantment spells and effects.
(treat it as a character whose level equals the animal’s Multiattack: An animal companion gains Multiattack as a
HD). An animal companion gains additional skill points bonus feat if it has three or more natural attacks and does
and feats for bonus HD as normal for advancing a not already have that feat. If it does not have the requisite
monster’s Hit Dice. An animal does not increase in three or more natural attacks, the animal companion instead
size when gaining additional HD as an animal gains a second attack with its primary natural weapon, albeit
companion. at a –5 penalty.
Natural Armor Adj.: The number noted here is an Improved Evasion (Ex): When subjected to an attack that
improvement to the animal companion’s existing normally allows a Reflex saving throw for half damage, an
natural armor bonus. animal companion takes no damage if it makes a successful
Str/Dex Adj.: Add this value to the animal companion’s saving throw and only half damage if the saving throw fails.
Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the Alternative Animal Companions
total number of “bonus” tricks that the animal knows in A druid of sufficiently high level can select her
addition to any that the druid might choose to teach it animal companion from one of the following lists, applying
(see the Handle Animal skill). These bonus tricks don’t the indicated adjustment to the druid’s level (in parentheses)
require any training time or Handle Animal checks, and for purposes of determining the companion’s characteristics
they don’t count against the normal limit of tricks and special abilities.
known by the animal. The druid selects these bonus
tricks, and once selected, they can’t be changed.
4th Level or Higher (Level –3)
Link (Ex): A druid can handle her animal companion
Ape (animal)
as a free action, or push it as a move action, even if she
Bear, black (animal)
doesn’t have any ranks in the Handle Animal skill. The
Bison (animal)
druid gains a +4 circumstance bonus on all wild
Boar (animal)
empathy checks and Handle Animal checks made
Cheetah (animal)
regarding an animal companion.
Crocodile (animal)1
Share Spells (Ex): At the druid’s option, she may have
Dire badger
any spell (but not any spell–like ability) she casts upon
Dire bat
herself also affect her animal companion. The animal
Dire chickenBM
companion must be within 5 feet of her at the time of
Dire weasel

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FalconiBM Elephant (animal)
Leopard (animal) Octopus, giant (animal)1
1
Lizard, monitor (animal) Available only in an aquatic environment
Shark, Large (animal)1
Snake, constrictor (animal) 16th Level or Higher (Level –15)
Snake, Large Viper (animal) Dire shark1
Wolverine (animal) Dire tiger
1
Available only in an aquatic environment Squid, giant (animal)1
Triceratops (dinosaur)
7th level or Higher (Level –6) Tyrannosaurus (dinosaur)
1
ApoliiBN Available only in an aquatic environment
Bear, brown (animal)
Dire wolverine A druid may have more than one animal
Crocodile, giant (animal) companion at a time. If a druid chooses to have more than
Deinonychus (dinosaur) one companion, he gains one animal advancement point per
Dire ape level. Animal advancement points can be spent to purchase
Dire boar new companions, or to advance a single animal companion.
Dire wolf Animal advancement points can be saved from level to
Elasmosaurus (dinosaur)1 level, but once spend, they cannot be unspent unless the
Lion (animal) animal companion they were spent on is slain or released
Rhinoceros (animal) from service. An animal companion cannot be acquired and
Snake, Huge viper (animal) advanced at the same level.
Tiger (animal) For example, Faith the druid starts her career as a
1
Available only in an aquatic environment 1st level druid with 1 animal advancement point, which she
spends to acquire a wolf companion. At 2nd level, she
10th level or Higher (Level –9) acquires another advancement point and can spend it to
Bear, polar (animal) acquire another 1–point animal companion (such as a light
Dire Lion horse) or save it to advance her current companion. At 4th
Megaraptor (dinosaur) level, Faith could have up to four 1–point animal
Shark, Huge (animal)1 companions (all unadavanced), one 1–point animal
Snake, giant constrictor (animal) companion advanced once (having spent 3 points on the
Whale, orca (animal)1 companion) or release her current companion(s) and acquire
1
Available only in an aquatic environment one 4–point animal companion. If Faith chose to advance
her original wolf companion, she could not later redistribute
those points unless she dismisses the wolf companion.
13th Level or Higher (Level –12)
Dire bear

Advancement Bonus Natural Str/Dex Bonus Special


Points HD Armor Adj. Tricks
Adj.
0–2 +0 +0 +0 1 Link, share spells
3–5 +2 +2 +1 2 Evasion
6–8 +4 +4 +2 3 Devotion
9–11 +6 +6 +3 4 Multiattack
12–14 +8 +8 +4 5
15–17 +10 +10 +5 6 Improved evasion
18–20 +12 +12 +6 7

Animal Advancement Dog 1 PorpoiseA 1


Points Eagle 1 RhuthaN 1
Badger 1 Hawk 1 Riding Dog 1
Camel 1 Horse, heavy 1 Shark, mediumA 1
Cobra NewtN 1 Horse, light 1 Snake, medium 1
CrocodileA 1 IchneumonN 1 viper
Dire Rat 1 Owl 1 Snake, small 1
Pony 1 SquidA 1
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Wolf 1 Bear, brown 7 Bear, polar 10
Ape 4 Cobra 7 Dire lion 10
Bear, black 4 AvenclaarN Lion AvenclaarN 10
Bison 4 CobraconN 7 Megaraptor 10
Boar 4 Crocodile, giant 7 Shark, hugeA 10
Cheetah 4 Deinonychus 7 Snake, giant 10
Crocodile 4 Dire ape 7 constrictor
Dire badger 4 Dire boar 7 Whale, orcaA 10
Dire bat 4 Dire wolf 7 Bear AvenclaarN 13
Dire chickenN 4 Dire wolverine 7 Dire bear 13
Dire weasel 4 Eagle AvenclaarN 7 Elephant 13
FalconiN 4 ElasmosaurusA 7 Octopus, giantA 13
Leopard 4 Fauna TreeN 7 Dire sharkA 16
Lizard, monitor 4 Lion 7 Dire tiger 16
Shark, largeA 4 Mouse 7 Squid, giantA 16
Snake, 4 AvenclaarN Triceratops 16
constrictor Rhinoceros 7 Tyrannosaurus 16
Snake, large 4 Snake, huge 7
viper viper
Wolverine 4 Tiger 7
ApolliN 7 Wolf AvenclaarN 7
A = Aquatic only

Author’s Note: Companionless Adventurers.


As an optional rule, you might want to allow characters who choose not to take an animal companion to take a feat
instead. Every level where the animal companion would normally gain an ability increase, the character can instead
take another feat. It is suggested for Knights, Rangers and Paladins that this additional feat be a Fighter feat (no
Fighter–only feats, however). For Druids this should be a metamagic, divine or item creation feat. For Wizards who
do not take a familiar they may take a metamagic feat instead. If a character chooses to take the bonus feat, they can
NEVER gain a companion, familiar or special mount.

M = Introduced in Bestiary Malfearous


N = Introduced in Bestiary Nefarious

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The Fighter
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +1 +0 +2 +0 +0 Bonus feat, adrenaline surge
2 +2 +1 +3 +0 +0 Bonus feat
3 +3 +2 +3 +1 +1
4 +4 +3 +4 +1 +1 Bonus feat
5 +5 +3 +4 +1 +1 Adrenaline surge feat
6 +6 +4 +5 +2 +2 Bonus feat
7 +7 +5 +5 +2 +2
8 +8 +6 +6 +2 +2 Bonus feat
9 +9 +6 +6 +3 +3
10 +10 +7 +7 +3 +3 Bonus feat, adrenaline surge feat
11 +11 +8 +7 +3 +3
12 +12 +9 +8 +4 +4 Bonus feat
13 +13 +9 +8 +4 +4
14 +14 +10 +9 +4 +4 Bonus feat, adrenaline surge feat
15 +15 +11 +9 +5 +5
16 +16 +12 +10 +5 +5 Bonus feat
17 +17 +12 +10 +5 +5
18 +18 +13 +11 +6 +6 Bonus feat
19 +19 +14 +11 +6 +6
20 +20 +15 +12 +6 +6 Bonus feat, adrenaline surge feat,
master of the battlefield
Hit Die: d10.
Fighter
Soldier, mercenary, man–at–arms, gladiator Class Skills
and many more names describe the fighter. A master of The fighter’s class skills (and the key ability for each skill)
weapons and weapon styles, the fighter is not only good are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle
at fighting, but seeks out combat for any one of myriad Animal (Cha), Knowledge (Architecture & Engineering)
reasons. Whether heavily armed and armored or flashy (Int), Knowledge (Tactics & Strategy) (Int), Knowledge
and fleet of foot, fighters take the battle to their enemy (Nobility and Royalty) (Int), Perception (Wis), Persuade
with skill unmatched by any other profession. The true (Cha) and Profession (Wis).
fighter fights without magical spells at his disposal,
depending on wit, skill and training alone to take down Skill Points at 1st Level: (2 + Int modifier) x 4.
even the most awesome of foes. Skill Points at Each Additional Level: 2 + Int modifier.
Alignment: Fighters can be of any alignment.
Religion: It is not uncommon for fighters to at least Class Features
pay lip service to some diety – after all their profession
All of the following are class features of the fighter.
puts them in constant danger of dying any day.
Weapon and Armor Proficiency: A fighter is proficient
Fighters can worship (or not worship) any god, but tend
with all simple and martial weapons and with all armor
to take interest in martial deites, such as Gosend, Visha
(heavy, medium, and light) and shields (including tower
and Titanicus.
shields).
Background: Fighters come from all walks of life,
Bonus Feats: At 1st level, a fighter gets a bonus combat–
though they tend to have athletic escapades in their
oriented feat in addition to the feat that any 1st–level
history. Most fighters are of at least freeman status –
character gets and the bonus feat granted to a human
the wealth to purchase weapons and armor and leave a
character. The fighter gains an additional bonus feat at 2nd
plot of land behind requires a bit of economic freedom.
level and every two fighter levels thereafter (4th, 6th, 8th,
Races: Fighters can be found in all the races in about
10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats
equal mix.
must be drawn from the feats noted as fighter bonus feats. A
Other Classes: Fighters tend to treat all other classes
fighter must still meet all prerequisites for a bonus feat,
on their own merit, though it’s not uncommon for them
excluding ability score minimums, but including base attack
to look down on any individual who does not share
bonus minimums.
their martial prowress.

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These bonus feats are in addition to the feat that a grants the fighter a bonus feat, but restricts him from taking
character of any class gets from advancing levels. A certain feat chains, in a manner similar to a specialist
fighter is not limited to the list of fighter bonus feats wizard. Likewise, several new feat chains have been
when choosing these feats. introduced and many feats are available to fighters only at
Style Type Specialization: A 1st level fighter may higher levels.
choose to specialize in a style. Style specialization
Speciality Bonus Feat 1st Denied Chain 2nd Denied Chain
Armor Specialization Armor Focus Dodge Weapon Expertise
Avoidance Style Dodge Power Attack Mounted Combat
Exotic Weapondry Style Exotic Weapon (Broad) Weapon Focus Armor Focus
Proficiency
Light Weapon Style Weapon Finesse Power Attack Mounted Combat
Mounted Combat Style Mounted Combat Improved Unarmed Combat Dodge
Power Combat Style Power Attack Dodge Combat Expertise
Ranged Weapon Style Point Blank Shot Power Attack Weapon Focus (Melee
Weapons)
Single Weapon Style Weapon Focus (One– Two Weapon Fighting Point Blank Shot
handed)
Two Weapon Style Two–Weapon Fighting Power Attack Point Blank Shot
Two–handed Weapon Style Weapon Focus (Two– Two Weapon Fighting Point Blank Shot
handed)
Unarmed Combat Style Improved Unarmed Strike Mounted Combat Point Blank Shot
Weapon and Shield Style Improved Shield Bash Point Blank Shot Improved Unarmed Strike
Expertise Style Weapon Expertise Power Attack Mounted Combat
Weapon Specialist Weapon Focus Armor Focus Improved Unarmed Strike
Axe Style
Sword Style
Hammer Style
Bludgeon Style
do not have an additional cost to endow multiple attacks.
Adrenaline surge: At 1st level, 5th level, 10th level, 15th Any Adrenaline surge ability that allows you to
level and 20th level, the fighter gains an adrenaline endow your “next attack” with an ability must be used
surge ability from the list below. These adrenaline before the next round of combat begins. You cannot “carry
surge abilities can also be taken as fighter feats. All a charge” from round to round with an ability use.
adrenaline surge abilities are extraordinary abilities. The fighter’s Adrenaline surge has a total number
Unlike fighter bonus feats, a fighter must meet the of uses per day equal to 3 + ¼ Fighter level (Thus 4 at 1st–
ability requirement restrictions of a adrenaline surge 3rd level, 5 at 4th–7th level, 6 at 8th–11th level, 7 at 12th – 15th
feat to acquire the feat. level, 8 at 16th–19th level and 9 at 20th+ level).
Any adrenaline surge feat that allows you to Master of the Battlefield: At 20th level, the fighter is the
endow a single attack as a swift action can be used to undisputed lord of the battlefield, capable of using a variety
endow up to all of your attacks for the round at an of tactics to prevent foes from acting aganst him. Each
additional cost equal to the initial cost for the first round, the fighter can select one opponent. Whenever that
attack. You cannot pay for additional uses with opponent attempts an action within 30 feet of the fighter,
adrenaline surge feats that use an immediate action, nor they must perform a Will save, DC 20 + Fighter’s Charisma
can you use the swift action single–attack abilities to modifier to be able to complete the action. A foe who
endow Attacks of Opportunity. However, swift actions successfully saves against this ability is immune to this
that affect all attacks until your next action DO endow effect for 24 hours.
your Attacks of Opportunity as well as your normal
attacks. Likewise, swift actions that affect all attacks

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Feat Description Level Adrenaline


surge uses
(base)
Assume weapon skill Use exotic weapon as if proficient 1 1
Deadly aggression Gain insight bonus to hit and damage equal to half fighter level for 1 1
short time
Devastating blow Deal +1 damage plus +1d6 damage/4 levels 1 1
Follow–up You may take an immediate 5–foot step 1 1
Fortify You gain a bonus equal to ½ fighter level to next Fort save 1 1
Gird life You gain 2 temporary hit points per level for a short time 1 1
Hamper Defense Damage a foe to grant allies a +2 bonus to hit opponent 1 1
Light Armor Defense You gain a bonus to AC equal to ½ fighter level 1 –
Mental prowress You gain a bonus equal to ½ fighter level to next Will save 1 1
Onslaught against You prevent a spellcaster from safely retreating 5 feet to cast a spell or 1 1
magic cast defensively
Replenish You regain your fighter level X Con modifier hit points 1 1
Skillmonger Turn two skills into class skills 1 –
Slip aside You add your fighter level to AC for one round 1 1
Speed boost Gain +10 feet to base movement rate for one round 1 1
Strength boost Gain +4 Str for short time 1 1
Surge You ignore movement penalties for armor or encumberance 1 –
Swift and deadly strike You add your Dex and Str modifier to hit and damage 1 1
Timely avoidance You gain a bonus to your next Reflex save equal to ½ your fighter 1 1
level
Unarmored defense You gain a bonus to AC equal to 2 + ½ fighter level 1 –
Unerring shot You ignore miss chance or cover with ranged attacks 1 1
Signature armor You can upgrade your armor to a magical quality at a discount 2 –
Signature weapon You can upgrade your weapon to a magical quality at a discount 2 –
5th Level Adrenaline surge Feats
Armor specialization Increase Armor Bonus by +1, Max Dex by +1 and decrease Spell 4 –
Failure by –5%/5 levels
Weapon specialization Gain +2 to damage, +1/4 additional levels 4 –
Axe mastery Ignore 5 Hardness or DR 1/–, increases by +1/4 levels 4 –
Blade mastery Reroll a missed attack once a round 4 –
Bludgeon mastery Ignore one point of Armor bonus per 4 levels 4 –
Firearm mastery Double range increments of smokepowder weapons 4 –
Knife mastery Make an extra attack when making a full attack, all attacks at –2 to hit 4 –
Polearm mastery Can threaten opponents close and at reach 4 –
Projectile mastery Opponent loses Dexterity bonus to AC when using projectile weapons 4 –
Staff mastery +1 shield bonus to AC and can fight as if using Two–Weapon Fighting 4 –
Thrown mastery Draw thrown weapons as free action, throw light weapons at double 4 –
rate
Whip mastery Can grapple foes without being grappled back 4 –
Against the Wind You can use ranged weapons in high winds 5 –
Agility boost Gain +4 Dex for short time 5 1
Armor boost Convert armor bonus to DR – 5 –
Armor Enhancement +1 armor bonus enhancement/3 levels 5 1
Assume feat Use entry–level fighter feat 5 1
Back to Back Share ally square to avoid flanking 5 –
Bleeding wound Deal 1 Con damage with slashing or piercing weapons 5 1
Blinding strike Opponent fails save is blinded for short time 5 1
Body of iron Gain DR 2/– until next action 5 1
Constitution boost Gain +4 Con for short time 5 1
Counterstrike Attack opponent who just missed you in combat 5 2
Craft magic item You can make some magic items by using the Craft skill 5 –
Defensive advice You grant ally in 30 ft. a +1 magic bonus/5 levels to AC 5 1

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Feat Description Level Adrenaline
surge uses
(base)
Defensive stance You gain +1 AC and Uncanny Dodge for a short time 5 –
Demoralize Drop a foe to make foe’s allies shaken 5 1
Evasion You take no damage from an attack on a successful Reflex save 5 –
Furious strike You ignore up to 5 points of DR 5 1
Hail of blows You gain an extra attack at your highest BAB 5 2
Heavily Armored Gain additional +1 armor bonus with armor/4 levels 5 –
Hobble Opponent’s speed is reduced 5 1
Intercept Interrupt opponent’s movement to close with them and attack 5 1
Improved adrenaline You gain 2 extra adrenaline surge points 5 –
surge
Maiming strike If opponent fails save, –2 to hit and loses 5 feet of movement 5 1
Maximized attack Your next attack deals maximum damage 5 2
Moment of opportunity You gain an immeditate attack of opportunity 5 1
Offensive advice You grant one ally in 30 ft. a +1 magic bonus to hit/5 levels 5 1
Offensive stance You gain +1 to hit and an extra attack with your primary weapon, but 5 –
have –2 to AC
Parry Opponent takes a penalty to hit you equal to your fighter level 5 1
Penetration You ignore an opponent’s Armor bonus equal to twice your Wisdom 5 1
for a round
Shared Shield Ally gains your shield bonus 1 –
Shield against harm Shield grants 5 points of energy resistance 5 1
Skill boost Gain bonus of 2 X Fighter level to a Skill check for short time 5 1
Smite You gain +4 to hit and damage bonus equal to fighter level on next 5 1
attack
Strike true You ignore cover/concealment until your next action 5 1
Stunning blow If opponent fails save, you attack stuns opponent for one round 5 1
Uncanny dodge You retain your Dex bonus to AC even when flat–footed 5 –
Improved Weapon Use weapon special traits without invoking attack of opportunity 6 –
Focus
Improved Weapon +1d6 damage when you threaten or confirm a critical 6 1
Specialization
Reign of destruction All your attacks with your primary hand use your highest base attack 6 1
bonus for one round
Armor Mastery Increases speed in armor and reduce armor check penalty by –1 8 –
Greater Weapon Focus Add a special quality to a weapon 8 –
10th Level Adrenaline surge Feats
Assume pinnacle feat Use end–level fighter feat 10 1
Blowback Opponent fails save and is knocked back, possibly knocked prone 10 2
Crippling strike Opponent fails save and takes physical ability damage 10 2
Crushing impact +1 to hit, +2 damage with bludgeon weapons. Critical attack stuns 10 –
opponent who fails save
Defense against magic Gain Spell Resistance against next spell attack 10 1
Disrupting blow If opponent fails save, dismissable spell on target is dismissed 10 1
Foil action If opponent fails save, they lose their action for the round 10 2
Head blow If opponent fails save, they are stunned one round 10 2
Impede If opponent fails save, they cannot move 10 2
Instant critical Your next attack is automatically a critical 10 2
Piercing strike +1 to hit, +2 damage with bludgeon weapons. Critical attack impales 10 –
opponent who fails save
Sever limb You cut off an opponent’s limb (but not the head) 10 3
Shatter defenses You reduce opponent’s armor, natural armor or dex bonus to AC for 10 2
one round
Shrug magic You gain a +4 bonus on saves against spells or spell–like abilities and 10 –
do not suffer partial spell effects

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Feat Description Level Adrenaline
surge uses
(base)
Slashing fury +1 to hit, +2 damage with slashing weapons. Critical attack deals 10 –
extra damage to opponent
Greater Weapon May reroll damage dice 12 –
Specialization
Perfect Weapon Focus You gain an extra attack, but all your attacks gain a –2 penalty 12 1
15th Level Adrenaline surge Feats
Behead Cut off opponent’s head, killing them 15 3
Deadly Sniper All ranges are point blank and deal +2d6 damage 15 3
Fearsome Stroke Attack causes fear and you regain hit points 15 3
Fell Stroke If opponent fails save, is stunned and takes continous damage 15 3
Fencing Master Gain +2 bonus to attack, +2d6 damage and make extra attack with 15 3
light weapon
Master and Commander Gain pool of points to disperse among allies equal to your level 15 3
Mighty Stroke Add twice level to damage 15 3
Perfect Weapon Attacks with chosen weapon deal at least average damage, once a day, 15 – (1)
Specialization deal maximum damage
Saddlemaster Gain pool of points to split between rider and mount 15 3
Skirmisher Gain +10 to movement, extra move action and do not provoke attacks 15 3
of opportunity for movement
Slay If opponent fails save, is killed 15 3
Stalwart Defense Gain heavy fortification, +4 to AC, DR 3/– and immune to several 15 3
conditions for 1 minute
Strategic Master Can negate feats used against you 15 3
Whirling Dervish Attack all opponents within movement rate, dealing +2d6 damage and 15 3
move after attack
Final Attack You gain a fourth attack at a –15 penalty to hit 16 -
armor’s magic bonus to DR, nor can you convert a shield
Against the Wind bonus to DR. Adamantine DR stacks with armor
Strong winds don’t prevent you from using conversion, but not other DR sources (such as Body of Iron
ranged attacks or a Barbarian’s DR ability). The change lasts until you
th
Prerequisite: Fighter 5 level, Far Shot choose to change it again.
Benefit: As a standard action, you can use a ranged Useage: –
attack despite high winds, a gust of wind spell or even
through a wind wall to strike an opponent within your Armor Enhancement
ranged weapon’s first range increment. You suffer a –4 You use your armor to make connecting a blow
penalty to your attack roll. At 10th level, you can can more difficult
use your ranged weapon within two range increments at Prerequisite: Fighter 5th level
a –6 penalty to hit and at 15th level, you can use your Benefit: As an immediate action, you gain a +1 armor
ranged weapon within three range increments at a –8 magic bonus to your AC for every three fighter levels you
penalty to hit. have (Thus +1 AC at 5th level, +2 AC at 6th–8th level, +3 AC
Usage: – at 9th–11th level, +4 AC at 12th–14th level, +5 AC at 15th–17th
Speical: A ranger who takes this feat that has taken the level and +6 AC at 18th+ level. This effect lasts for one
Archery combat style treats his Fighter level as equal to minute. This ability does not stack with the armor bonus
his Ranger level for purposes of determining how far he from Heavily Armored.
use his ranged weapon. Usage: 1

Armor Boost Armor Mastery


You let your armor soak damage for you You are a master with the use of a particular type
Prerequisite: Fighter 5th level, proficiency with armor, of armor.
Armor Focus Prerequisites: Armor Specialization, Fighter 8+ Level
Benefit: As a swift action, you can convert your Benefit: Choose a type of armor you are specialized in. If
armor’s armor bonus to DR X/– on a two points of AC– you choose a light armor, you gain a +5 foot bonus to your
for–one point of DR basis. You cannot convert an base movement. If you choose a medium armor, your

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movement rate is not reduced by the armor. If you or Greater Two–weapon fighting. Use of this feat costs one
choose a heavy armor, your movement rate is only use of your adrenaline surge. You may use the assumed feat
reduced by 5 feet. Likewise, the armor check penalty for 1 minute. At 10th–14th level, you may assume one
for the chosen armor is reduced by –1 for you. The pinnacle feat at a time. At 15th–19th level, you may assume
check penalty cannot be greater than 0. up two pinnacle feats at one. At 20th+ level, you may
Note: Shield Mastery is a separate feat. assume any number of pinnacle feats at once.
Usage: – Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you
Armor Specialization gain with this feat unless you actually possess the feat.
You are comfortable with a specific armor
type. Assume Weapon Skill
Prerequisite: Armor Proficiency, Armor Focus, You gain a sudden burst of insight that allows you
Fighter 4+ level to use an exotic weapon proficiently.
Benefit: Choose an armor type (leather, chain mail, Prerequisite: Fighter 1st level
full plate, etc.) when you choose this feat. While you Benefit: As a swift action, you endow yourself with the
wear the armor you have chosen, you gain a +1 class skill to wield an exotic weapon as if you had the appropriate
bonus to AC and the armor check penalty is reduced by exotic weapon proficiency. You retain proficiency for one
+1 per 4 levels (Thus at 4th–7th level, you gain +1, at minute. You may endow yourself with skill to utilize more
8th–11th level you gain +2, at 12th – 15th level you gain than one exotic weapon at a time, but each different weapon
+3, at 16th–19th level ou gain +4 and at 20th level you type requires a separate use of this feat.
gan +5). Usage: 1
Usage: –
Axe Mastery
Assume Feat Your skill with an axe is unmatched.
You gain a sudden burst of insight for performing a Prerequisites: Weapon Focus (any axe), Fighter 4+ level
martial maneuver. Benefit: You ignore 5 points of Hardness or 2 points of
Prerequisite: Fighter 5th level DR/– when attacking opponents or objects with an axe
Benefit: As a swift action, you can endow yourself weapon you are proficient with. You do not ignore other
with one of the following feats, as if you met all the types of DR when attacking creatures.
prerequisites for the feat. Combat Reflexes, Power For every 4 levels past 4th level, you increase the
Attack, Combat Expertise, Improved Unarmed Strike, amount of Hardness/DR you bypass by 1.
Improved Grapple, Cleave, Mounted Combat, Weapon Weapons: Battleaxe, greataxe, halbard, handaxe, hatchet,
Finesse, Dodge, Mobility, Spring Attack, Precise Shot, throwing axe, urgosh, and waraxe.
Far Shot, Rapid Shot, Mounted Archery, Shot on the Usage: –
Run, Shield Bash, or Two–weapon Fighting. You retain Special: A barbarian who takes this feat treats his Fighter
the use of the chosen feat for one minute. Use of this level as equal to his Barbarian level for determining the
feat costs one use of your adrenaline surge. At 5th–9th amount of Hardness/DR bypassed.
level, you may only assume one feat at a time. At
levels 10th–14th, you can assume up to two feats from Back to Back
this list at one time. At 15th–19th level, you can assume You are skilled in fighting in close quarters.
up to three feats from this list at one time, and at 20th+ Prerequisites: Fighter 5th level, Dex 13+
level, you can assume any number of the above feats at Benefit: You can share a square with an ally the same size
once. or larger than you. You do not suffer the penalties from
Usage: 1 per feat. squeezing and cannot be flanked while sharing a square.
Special: You cannot use the feat prerequisites for a You cannot share a square with more than one ally.
feat you gain with this feat unless you actually possess Usage: –
the feat. Special: These benefits do not automatically pass to your
ally, who is considered squeezing into the square if they do
Assume Pinnacle Feat not possess the same feat.
You gain a sudden burst of insight for
performing a masterful martial maneuver Behead
Prerequisite: Fighter 10th level, Assume Feat You can behead an opponent with a single stroke.
Benefit: As a swift action, you can endow yourself Prerequisites: Sever Limb, Fighter 15+ level, Str 19+
with one of the following feats, as if you met all the Benefit: As a full–round action you may make a single
prerequisites for the feat: Tactical Strike, Whirlwind strike against an opponent. If the attack is successful, the
Attack, Improved Critical, Spirited Charge, Multishot victim must make a Fort save (DC 10 + ½ character level +

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Str mod). If the save is successful, the opponent takes Prerequisite: Fighter 5th level, Power Attack
normal maximum damage from your attack. Failure to Benefit: As a swift action, you endow yourself with the
make the save means the opponent is beheaded. For power to knock an opponent flying with your next attack. If
most living creatures, this means instant death. you successfully strike the opponent, they take normal
Creatures immune to critical hits are generally damage and must make a Fort save DC 10 + ½ Fighter level
unaffected by this special attack, as are creatures + Str mod or be sent back 5 feet. If the opponent fails the
without a discernable head. save by 5 or more, they are knocked prone as well. For
Usage: 3 every additional 5 levels of fighter you have, you can knock
Special: A barbarian who takes this feat treats his the opponent an additional 5 feet away. Thus at 5th–9th level
Fighter level as equal to his Barbarian level for you knock an opponent 5 feet, at 10th–14th level 10 feet, at
determining the Fort save. 15th–19th level 15 feet and at 20th+ level 20 feet.
If an opponent is unable to move the full distance,
Blade Mastery they suffer 1d6 damage for each 5 feet they are unable to
Your skill with swords is unmatched. move.
Prerequisties: Weapon Focus (any blade), Fighter 4+ If you knock an opponent into another foe, the
level initial target of your attack stops in that space (and takes
Benefit: Once per round, if you miss with a bladed damage) and the second opponent must make a Fort save at
weapon you are proficient with, you may reroll the the same DC as the initial attack, with a +4 bonus to the
attack. You must accept the results of the second roll, save, or be knocked prone.
even if it is worse. Usage: 1
Weapons: Assassin sword, bastard sword, camel
sword, dueler’s blade, falchion, giantblade, greatsword, Bludgeon Mastery
katana, khopesh, kris longsword, longsword, no–dachi, Your skill with blunt weapons is unmatched.
rapier, scimitar, saber, scorpion sword, short sword, Prerequisite: Weapon Focus (any bludgeon), Fighter 4+
swordspear, two–bladed scimitar, two–bladed sword level
and whipsword. Benefit: When attacking armored foes with a bludgeon
Usage: – weapon in which you are proficient, you can ignore 1 point
of Armor bonus. For every 4 levels past 4th, you can ignore
Bleeding Wound an additional point of Armor bonus. Thus 1 point at 4th–7th
You leave your opponent with bleeding wounds level, 2 points of Armor at 8th–11th level, 3 points of Armor
Prerequisite: Fighter 5th level, Combat Expertise at 12th–15th level, 4 points of Armor at 16th–19th level and 5
Benefit: As a swift action, you cause all attacks with points of Armor at 20th+ level.
slashing or piercing weapons to deal 1 point of Weapons: Club, dire flail, flail, flailsword, gauntlet,
temporary Constitution damage, in addition to your greatclub, greatmace, heavy flail, heavy mace, light
normal damage. This effect to your attacks lasts until hammer, light mace, morningstar, multi–headed flail,
your next action. Constitution damage inflicted with nunchaka, sap, warhammer and warmace.
this feat can be negated by a DC 15 Survival (Heal) Usage: –
check. Increase the DC by 1 for each additional point of
Constitution damage inflicted. Body of Iron
Useage: 1 You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Blinding Strike Benefit: As a swift action, you gain DR 2/– until your next
You can temporarily blind an opponent with a hit action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th)
Prerequisite: Fighter 5th level, Combat Expertise you can increase the DR by 1. Thus you gain DR 2/– at 5th–
Benefit: As a swift action, you cause your next attack 7th, DR 3/– at 8th–10th, DR 4/– at 11th–13th, DR 5/– at 14th–
to blind your opponent on a successful hit, in addition 16th, DR 5/– at 17th–19th and DR 6/– at 20th.
to your normal damage. The victim must succeed a Usage: 1
Fort save (DC 10 + ½ Fighter level + Int Mod) or be Special: A barbarian who takes this feat treats his Fighter
blinded for 1d4+1 rounds. A Survival (Heal) DC 15 level as equal to his Barbarian level for determining the DR
check can remove this condition. Creatures immune to bonus. The DR from this feat stacks with the Barbarian’s
critical attacks or that do not see cannot be affected by natural DR.
this ability.
Usage: 1 Boost, Agility
You make yourself more agile for a short period of time
Blowback Prerequisite: Fighter 5th level, Dex 13+
You knock an opponent flying with a hit

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Benefit: As a swift action, you gain a +4 Dexterity level to gain a bonus that costs fewer uses of your
magic bonus. At 10th level, the bonus increases to +6, adrenaline surge.
and at 15th level, the bonus increases to +8. This bonus
lasts for 3 + ½ fighter levels in rounds. Counterstrike
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at While your opponent is occupied trying to hit you,
15th level. You may choose to decrease your effective you strike.
level to gain a bonus that costs fewer uses of your Prerequisites: Fighter 5th level, Combat Reflexes
adrenaline surge. Benefit: As an immediate action, you can make an attack
using your highest BAB against an opponent that has just
Boost, Constitution attempted to strike you in combat and missed. This attack
You make yourself more resilient for a short does not count against your attacks of opportunity for the
period of time round.
Prerequisite: Fighter 5th level, Con 13+ Usage: 2
Benefit: As a swift action, you gain a +4 Constitution
magic bonus. This bonus lasts for 3 + ½ fighter level in Craft Magic Item
rounds. Raising your Constitution with this boost does You know the secret craft to create items of magic,
not increase your adrenaline surge. At 10th level, the without need to cast spells.
bonus increases to +6 and at 15th level, the bonus Prerequisites: Fighter 5th level, Spellcraft (Use Magic
increases to +8. Device) 4+ ranks, Craft (any one) 5+ ranks
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at Benefit: Choose a Craft skill you have ranks in. You may
15th level. You may choose to decrease your effective create a limited range of magic items by use of your craft
level to gain a bonus that costs fewer uses of your skill. You cannot create spell completion items (such as
adrenaline surge. wands, scrolls or staves).
For the purpose of crafting magic items, you treat
Boost, Skill your caster level as equal to your fighter level. You must
You can perform an astounding skill stunt pay ½ the normal item cost in materials and 1/25 the item
Prerequisite: Fighter 5th level cost in XP. You can fashion up to 1,000 gp of magic items
Benefit: As an immediate action, you gain a bonus to per day. An appropriate Craft check (DC 15 + required
your next skill check equal to twice your fighter level. Caster Level) must be made for each day’s work.
You may only apply this skill bonus to a fighter class A sample list of the type of items you can create,
skill (Climb, Craft, Handle Animal, Persuade based on your Craft skill, is listed below.
(Intimidate), Athletics (Jump), Handle Animal (Ride),
Athletics (Swim) or skills chosen through Skillmonger). Craft Skill Magic Item Type
Usage: 1 Craft (Armorsmith) Magic armor, Bracers,
Helmets and Shields
Boost, Speed Craft (Blacksmith) Bottles, Chimes, Cubes,
You move with sudden determination Flasks, Horseshoes,
Prerequisite: Fighter 1st level, Dex 13+ Shackles,
Benefit: As a swift action, you gain +10 feet to your Craft (Bowyer/Fletcher) Magic bows, arrows and
base movement rate. At 10th level, if you are wearing bolts
light or medium armor and carrying a light load, you Craft (Brewing) Potions, Elixers and Oils
gain +20 feet to your base movement rate. At 15th level, Craft (Carpentry) Wondrous items
if you are wearing light armor and carrying a light load, (composed of wood)
you gain +30 feet to your base movement rate. Craft (Jewelry) Amulets, Beads,
Usage: 1 Brooches, Circlets,
Crowns, Diadems,
Earrings, Figurines,
Boost, Strength Gems, Headbands,
You can suddenly increase your strength for a Periapt, Phylacteries,
short period of time Tokens and Rings
Prerequisite: Fighter 5th level, Str 13+ Craft (Leatherworking) Backpacks, Belts,
Benefit: As a swift action, you gain a +4 Strength Quivers, Pouches and
magic bonus. At 10th level, the bonus increases to +6, Ropes
and at 15th level, the bonus increases to +8. This bonus Craft (Musical Drums, Harps, Horns,
lasts for 3 + ½ fighter level in rounds. Instruments) Lyres, and Pipes
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at Craft (Tailor) Bags, Boots, Breeches,
15th level. You may choose to decrease your effective Cape, Cloaks, Dresses,

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Hats, Gloves, Pants, Prerequisite: Point Blank Shot, Far Shot, Precise Shot,
Mantle, Slippers, Shirts, Dex 17+, Fighter 15th level
Surcoats and Vests Benefit: As a swift action, you make all distances up to
Craft (Weaponsmith) Magic weapons (but not your maximum range are considered point blank range for
bows, arrows or bolts), you. This lasts until your next action. You can make sneak
Scabbards attacks or other precision–based damage attacks within this
range, although targets are no more susceptible to them than
Certain items have been purposely excluded usual. Also, your ranged attacks inflict +2d6 points of
from the list – for example creating manuals and tomes damage.
with Craft (Bookbinding), the ability to create Robes Usage: 3
with Craft (Tailor), the ability to create pearls, orbs, Special: A ranger who takes this feat treats his Fighter level
ioun stones and crystal balls with Craft (Jewelry). This as equal to his Barbarian level for determining access to this
is intention, as these items tend to be the purvue of feat.
spellcasters alone.
Usage: – Defense Against Magic
Special: You may take this multiple times, each time You have trained yourself to shrug off magic
for a different craft skill. Prerequisites: Fighter 10th level, Spellcraft 5+ ranks,
Onslaught Against Magic
Crippling Strike Benefit: As an immediate action, you gain Spell Resistance
You can disable a foe with a blow equal to 10 + ½ your fighter level + Con modifier against
Prerequisites: Fighter 10th level, Combat Expertise the next spell cast against you.
Benefit: As a swift action, you can endow your next Usage: 1
strike to deal ability damage. If you successfully hit,
you deal normal damage and the victim must make a Defense, Unarmored
Fort save (DC 10 + ½ Fighter level + Int Mod) or take You are skilled at defending yourself without armor.
1d4 points of ability damage to Strength, Constitution Prerequisites: Fighter 1st level, Dex 13+
or Dexterity (your choice). Creatures immune to Benefit: While wearing no armor and using a shield no
critical attacks cannot be affected by this ability. greater than a buckler, you gain a defense bonus to your AC
Usage: 2 equal to +2 plus ½ your fighter level.
Usage: –
Crushing Impact Special: If you so choose, you can trade in any armor and
Your blows with a bludgeoning weapon crush limbs shield proficiency you have for another feat on a 1 for 1
Prerequisites: Fighter 10th level, Weapon Focus with a basis, starting with heavy armor proficiency. Thus
bludgeoning weapon discarding Heavy Armor Proficiency gives you 1 feat,
Benefit: You gain a +1 bonus to hit and +2 bonus to discarding Medium Armor Proficiency gives you 2 feats in
damage with bludgeoning weapons; using this ability total, discarding Light Armor Proficiency gives you 3 feats
does not cost a use of your adrenaline surge. in total, and discarding Shield Proficiency gives you a grand
Also, when you score a critical threat with a total of 4 feats. You may only perform this trade if you are
bludgeoning weapon, the victim of your attack must a 1st level character.
make a Fort save (DC 10 + ½ level + Str mod) or be Rangers or Barbarians who take this fighter feat
stunned for a round. Creatures immune to critical hits treat their Fighter level equal to their Ranger or Barbarian
are immune to the stun effect. level for purposes of determine the defense bonus.
Usage: 1 for critical strike ability
Defense, Light Armor
Deadly Aggression You are skilled at defending yourself with little armor
You deal devastating damage with your attacks protection.
Prerequisite: Fighter 1st level, Str 13+ Prerequisites: Fighter 1st level
Benefit: As a swift action you gain an insight bonus to Benefit: While wearing light or no armor and using shield
hit and damage equal to ½ your fighter level. This no greater than a light shield, you gain a defense bonus to
bonus lasts for a number of rounds equal to your you AC equal to ½ your fighter level (min 1). The use of
Constitution modifier. this feat does not cost any uses of your adrenaline surge.
Usage: 1 at 1st–9th level, 2 at 10th+ level Usage: –
Special: If you so choose, you can trade in any non–light
armor proficiency you have for another feat on a 1 for 1
Deadly Sniper
basis, starting with heavy armor proficiency. Thus
They can run, but they’ll only die tired. discarding Heavy Armor Proficiency gives you 1 feat,

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discarding Medium Armor Proficiency gives you 2 You must deal at least one point of damage to dismiss the
feats in total. You cannot discard Light armor or Shield spells. The victim makes a Will save of DC 15 + ½ Fighter
proficiency. You may only perform this trade if you level + Con modifier to retain the spell in effect. At 15th
are a 1st level character. level, you can attempt to disrupt spells that are not
Rangers or Barbarians who take this fighter dismissable.
feat treat their Fighter level equal to their Ranger or Usage: 1 for dismissable spell, 2 for non–dismissable spell
Barbarian level for purposes of determine the defense
bonus. Evasion
You can avoid magical and unusual attacks with great
Defensive Advice agility.
You warn your ally against danger. Prerequisite: Fighter 5th level, Dex 13+
Prerequisite: Fighter 5th level, Cha 13+ Benefit: While wearing light or no armor, if you make a
Benefit: As a swift action, you can grant one ally successful Reflex saving throw against an attack that
within 30 feet who can hear you a +1 magic bonus to normally deals damage on a successful save, you instead
AC for 1 round. For every 5 levels past 5th, you can take no damage. If you are helpless, you do not gain the
increase the magic bonus by +1 (Thus +1 at 5th–9th benefit of this feat.
level, +2 at 10th–14th level, +3 at 15th–19th level and +4 Usage: –
at 20th+ level)
Usage: 1 Gird Life
Special: A paladin or knight who takes this ability uses You prepare yourself to survive an attack
their full paladin or knight level to determine the magic Prerequisite: Fighter 1st level
bonus granted by this feat. Benefit: As a swift action, you gain 2 temporary hit points
per Fighter level. These temporary hit points remain for one
Demoralize minute.
As you take down a foe, others fear your Usage: 1
prowress.
Prerequisite: Fighter 5th level Fearsome Stroke
Benefit: When you drop a foe, all the foe’s allies who Your deadly attack terrifies foes and restores your
are of the same or lower HD/levels within 60 ft. suffer a vigor.
–2 morale penalty to attack and damage rolls. This Prerequisite: Beserk Attack, Unnerve, Cha 17+, Fighter
effect lasts for 1 minute. 15th level
Usage: 1 Benefit: As a free action when you drop a foe, you force all
opponents within 30 feet to make a Will save (DC 10 + ½
Devastating Blow your level + Cha modifier) or be frightened for 1 round.
You deal extra damage with an attack Those who make the save are still shaken unless they have
Prerequisite: Fighter 1st level, Str 13+ more levels/HD than you. Likewise, you gain Fast Healing
Benefit: As a swift action, you can endow one or more 5 for a number of rounds equal to ½ your level.
of your next attacks to deal an extra 1d6 damage. For Usage: 3
every 4 levels past 1st, you may deal an additional 1d6 Special: A barbarian who takes this feat treats his Fighter
damage. Thus you deal +1d6 at 1st–4th level, +2d6 at level as equal to his Barbarian level for determining the Will
5th–8th level, +3d6 at 9th–12th level, +4d6 at 13th–16th save and duration of the Fast Healing.
level and +5d6 at 17th+ level. You must endow each
attack seperately. Fell Stroke
Creatures immune to critical attacks cannot be You leave an opponent bleeding on the battlefield
affected by this ability. Prerequisite: Fighter 15th level, Power Attack
Usage: 1 per attack at 1st–12th level, 2 per attack at Benefit: As a full attack action, you empower your next
13th+ level strike to become a devastating blow. If you hit your
opponent, they take normal damage and must make a Fort
Disrupting Blow save DC 10 + ½ Fighter level + Str modifier or they are
Your mighty blows disrupts spellcasters dazed. Each round , the victim makes another Fort save (as
Prerequisite: Fighter 10th level, Onslaught Against a free action) to shake off the dazed condition. If they fail
Magic the save, they take ½ of the initial damage again
Benefit: As a swift action, you empower your next immediately. This condition lasts until the opponent makes
attack, on a successful strike, to automatically dismiss the saves or a number of rounds pass equal to ½ your fighter
the highest level dismissable spell or a spell requiring level.
concentration a spellcaster has in effect on their person. Usage: 3

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Follow–Up
Fencing Master You hound an opponent
You are an agile master of combat Prerequisite: Fighter 5th level
Prerequisite: Combat Reflexes, Weapon Finesse, Dex Benefit: As an immediate action, you can take a 5 ft. step.
17+, Fighter 15 levels This does not count against the normal 5 ft. step you can
Benefit: As a swift action, when using a light weapon take in a round, and can be used in–between attacks (or even
or rapier, you gain a +2 magic bonus to attack rolls, between cleave attacks).
inflict an extra +2d6 points of damage and gain an Usage: 1
additional attack each round at your highest attack
bonus – even when making only a single attack action. Fortify
This effect lasts until your next action. You summon up great fortitude
Usage: 3 Prerequisite: Fighter 1st level, Great Fortitude
Benefit: As an immediate action, you gain a bonus to your
Final Attack next Fort save equal to ½ your Fighter level. The bonus
You can make up to four attacks in a round. must be used before your next action or it is lost.
Prerequisite: Fighter 16th level, Third Attack Usage: 1
Benefit: When you make a full attack, you gain an
fourth attack at a –15 penalty to hit. Furious Strike
Usage: - You shatter your opponent’s defenses
Special: Chosen Ones, Barbarians, Knights, Rangers, Prerequisite: Fighter 5th level, Power Attack, Str 13+
Paladins treats his class level for determine Benefit: As a swift action, you can ignore up to 5 points of
qualification for this feat. DR when attacking with melee weapons. This effect lasts
until your next action. At 10th level, you can ignore up to 10
Firearm Mastery points of DR when attacking with a weapon.
Your skill with firearms is unmatched Usage: 1 to ignore DR 5, 2 to ignore DR 10
Prerequisite: Weapon Focus (any firearm), Fighter 4+
level Hail of Blows
Benefit: Whenever you use a firearm you are You strike again and again
proficient with, you double the range increment of the Prerequisite: Fighter 5th level
weapon. The “point blank” range for ignoring armor Benefit: You may activate Hail of Blows as a swift action.
does not increase, however. As part of a full attack, you gain an extra attack at your
Weapons: Blunderbuss, hand cannon, longarm, and highest base attack bonus. This is a haste effect. This effect
pistol (all). lasts for a number of rounds equal to ½ your fighter level.
Usage: – Usage: 2

Foil Action Hamper Defense


You can prevent a foe from acting aganst you You create an opening in an oppenent’s defense
Prerequisite: Fighter 10th level, Perception (Sense that others can exploit
Motive) 5+ ranks Prerequisite: Fighter 1st level
Benefit: As an immediate action, you can interfere or Benefit: If you successfully cause damage to a foe with an
otherwise distract an opponent, causing them to lose attack, as a free action you grant any ally a +2 circumstance
their action. The victim makes a Will save DC 10 + ½ bonus to hit the opponent until your next turn. This bonus
fighter level + Str modifier. If the check is failed, the does not stack with multiple hits.
opponent’s standard action or move action is lost (as Usage: 1
chosen by the fighter). If the foiled action had a limited
number of uses per day or required components, they
are considered used and lost for the day. The fighter
Head Blow
must be within 5 feet of the opponent to foil an action. You hit your opponent in the head, knocking them
At 15th level, a fighter can foil an action from up to 10 senseless
ft. away with a ranged attack, natural reach or a reach Prerequisite: Fighter 10th level, Combat Expertise
weapon and at 20th level, the fighter can foil an action Benefit: As a swift action, you cause your next attack to
up to 15 ft. away with a ranged attack, natural reach or knock your opponent senseless. If you hit and deal at least 1
a weapon with reach. point of damage to your opponent, they must make a Fort
Usage: 2 save (DC 10 + ½ fighter level + Str modifier) or be stunned
for 1 round. At 15th level, even if the victim makes the save,
they are still dazzled for 1d4+1 rounds. You must be able to

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reach the opponent’s head for this ability to work, and Prerequisite: Fighter 5th level
the opponent must not be immune to critical hits. Benefit: You gain 2 more uses of your Adrenaline surge.
Uses: 2. Special: You may take this ability more than once. Its
effects stack.
Heavily Armored Usage: –
You have reinforced the armor you wear.
Prerequisites: Proficient with armor, Craft Inspiring Presence
(Armorsmith) 6+ ranks, Fighter 5th level Your allies take heart in your presence on the
Benefit: Any masterwork or better armor you employ battlefield.
(not counting a shield) grants you an additional +1 Prerequisites: Fighter 1st level, Cha 13+
armor bonus to AC per 4 fighter levels if you pay ¼ of Benefit: As a swift action, all allies within 30 feet of you
the armor’s total cost as a one–time cost. You must gain a +1 magic bonus to hit and damage rolls and a +4
maintain the armor (i.e., have access to it) for it to bonus to Will saves. This effect lasts for 1 minute.
retain this bonus. The armor does not gain this bonus Usage: 1
when worn or used by others. You may also apply this Special: A paladin or knight who takes this ability uses
feat to magical armor, but the additional AC bonus does their full paladin or knight level to determine the magic
not affect the item’s magic bonus, only the base armor bonus granted by this feat.
bonus.
Usage: – Instant Critical
Paladins or Chosen Ones who take this fighter Your blow is well–placed and deadly
feat treat their Fighter level equal to their Paladin or Prerequisite: Fighter 10th level, Improved Critical
Chosen One level for purposes of determine the armor Benefit: As a swift action, you empower your next attack to
bonus. automatically critical on a successful hit, regardless of the
weapon’s critical range. You do not need to roll to confirm
Hobble the critical. This is not the same as rolling a natural 20 on
You reduce the movement rate of an opponent the attack roll.
Prerequisite: Fighter 5th level, Combat Expertise You cannot use this ability on an opponent that is
Benefit: As a swift action, you cause your next attack immune to critical hits.
to slow down the movement rate of your opponent if Usage: 2
you successfully hit. The opponent receives a Fort save
DC 10 + ½ fighter level + Str modifier to avoid this Intercept
effect. You deal normal damage if you hit, regardless You move to stop a foe’s advance
whether the victim makes his save or not.. If your Prerequisite: Fighter 5th level
opponent fails the save and is a biped, their movement Benefit: As a standard action, state you are preparing to
rate is halved. If your opponent is a quadraped, their intercept. Then, as an immediate action, you can move up
movement rate is reduced by ¼. Creatures with six or to your base movement rate and conduct a single attack
more legs are unaffected by this feat. Creatures when an opponent moves. Your action interrupts the
immune to critical attacks cannot be affected by this opponent’s movement at any point you choose, who
ability. completes his action after you finish your action.
Usage: 1 Usage: 1

Impede Knife Mastery


A foe you threaten can’t move Your skill with short blades is unmatched.
Prerequisite: Fighter 10th level Prerequisite: Weapon Focus (any knife), Fighter 4+ level
Benefit: As an immediate action, you engage an Benefit: When making a full attack with a knife that you
opponent you are currently meleeing with in such a way are proficient with, you can make an extra attack at your
that they cannot move from their current position highest base attack bonus, but all your attacks take a –2
without making a successful Reflex DC 10 + ½ Fighter penalty to hit.
level + Int modifier save. Even if the opponent makes Weapons: Assassin dagger, dagger, dirk, double dagger,
the save and attempts to move away – even a 5 ft. shift, knife, kris dagger, kukri, punching dagger, sai, siangham,
you gain an attack of opportunity against that opponent. spiked gauntlet, and stilleto.
Usage: 2. Usage: –

Improved Adrenaline surge Maiming Strike


You can perform extraordinary abilities more You may disable your opponent with a single blow
often Prerequisite: Fighter 5th level, Combat Expertise

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Benefit: As a swift action, you may endow your next Moment of Opportunity
attack to maim the opponent. On a successful hit, you You force your opponent to lower his defenses
deal normal damage and the victim must make a Fort Prerequisite: Fighter 5th level, Combat Reflexes
save (DC 10 + ½ Fighter level + Str modifier) or suffer Benefit: As an immediate action, you force a hole into your
a –2 penalty to hit for the rest of the combat, and lose 5 opponent’s defenses allowing you an attack of opportunity.
feet of movement. Multiple maiming strike effects This attack of opportunity counts against the normal
stack. A successful Survival (Heal)ing DC 15 skill allotment of attacks of opportunity you gain in a round.
check removes one accruement of maiming strike Usage: 1
penalties from the victim.
Usage: 1
Offensive Advice
You guide an ally’s attack with your encouraging
Master and Commander words.
You can efficiently direct your allies in Prerequisite: Fighter 5th level, Cha 15+
combat. Benefit: As a swift action, you can grant one ally within 30
Prerequisite: Combat Advice, Defensive Advice, ft. who can hear you a +1 magic bonus to hit. This effect
Inspiring Presence, Cha 17+, Fighter 15th level lasts for one round. For every 5 levels past 5th, you grant an
Benefit: As a swift action, you gain a pool of addtitional +1 magic bonus to hit. Thus, +1 at 5th–9th level,
command points equal to your level that you can +2 at 10th–14th level, +3 at 15th–19th level and +4 at 20th+
distribute to your allies as you choose. These points level.
become magic bonuses to individual attack rolls, Usage: 1
damage rolls, saving throws or skill checks. Your allies Special: A paladin or knight who takes this ability uses
must be within 30 feet and able to see and hear you to their full paladin or knight level to determine the magic
be able to gain these bonuses, but after gaining the bonus granted by this feat.
bonus they do not need to be near you to retain the
bonuses. The bonuses last for 1 minute, and cannot be
changed once assigned.
Offensive Stance
Usage: 3 You assume a posture that offers a better chance to
Special: A paladin or knight who takes this ability uses hit.
their full paladin or knight level to determine the magic Prerequisite: Fighter 5th level, Str 11+
bonus granted by this feat. Benefit: As a swift action, you gain a +1 bonus to hit with
all your attacks. You also gain an extra attack with your
primary weapon, although at a –5 penalty to hit. However,
Maximized Attack your stance gives you a –2 penalty to AC. You can maintain
You put everything into your next blow this stance for 3 + ½ fighter levels in rounds.
Prerequisite: Fighter 5th level, Weapon Focus Usage: –
Benefit: As a swift action, you empower a weapon
with which you have weapon focus to deal maximum
damage on your next attack.
Onslaught Against Magic
Usage: 2 You relentlessly harass spellcasters
Prerequisite: Fighter 1st level, Spellcraft 1+ ranks
Benefit: As an immediate action, you can prevent a
Mental Prowress spellcaster you threaten from casting defensively. If the
You exert great will over your actions spellcaster attempts to take a 5 foot step out of a space you
Prerequisite: Fighter 1st level, Iron Will threaten to cast a spell, you gain an attack of opportunity
Benefit: As an immediate action, you gain a bonus to against the spellcaster.
your next Will save equal to ½ your Fighter level. The Usage: 1
bonus must be used before your next action or it is lost. Normal: A spellcaster can take a 5 foot step without
Usage: 1 provoking an attack of opportunity.

Mighty Stroke Parry


You tear into a foe. You can thwart an opponent’s attack
Prerequisite: Power Attack, Cleave, Str 17+, Fighter Prerequisite: Fighter 5th level, Combat Expertise
15th level Benefit: As an immediate action, you can cause an single
Benefit: As a swift action when you make a full attack, opponent of your choice to suffer a penalty to hit you equal
you gain a bonus to damage equal to twice your fighter to your fighter level. You must use this ability before the
level to each attack. attack roll is made.
Usage: 3 You cannot use this ability when flat–footed.
Useage: 1

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Weapons: composite longbow, composite short bow, foot
Penetration bow, greatcrossbow, hand crossbow, heavy crossbow, light
You are good at finding holes in your crossbow, longbow, repeating crossbow, short bow, and
opponent’s armor sling.
Prerequisites: Fighter 5th level, Wis 11+ Usage: –
Benefit: As a swift action, you may endow all of your
attacks for the round to ignore a single opponent’s Reign of Destruction
Armor Bonus up to equal to twice your Wisdom You hammer your opponent with a series of blows
modifier (minimum +1). You cannot treat the victim’s Prerequisite: Fighter 6th level, Str 13+, Dex 13+
Armor Bonus as less than 0 by means of this feat. Benefit: As a full–attack action all of your melee attacks
Usage: 2 with your primary hand use your highest Base Attack
Bonus.
Piercing Strike Usage: 1 at 6th–10th level, 2 at 11th – 15th level, 3 at 16th+
Your attacks with piercing weapons bores level
deep into opponents
Prerequisite: Fighter 10th level, Weapon Focus with a Replenish
piercing weapon You can shrug off damage you have taken
Benefit: You gain a +1 bonus to hit and a +2 bonus to Prerequisite: Fighter 1st level
damage with all piercing weapons; the use of this Benefit: As a full round action, you regain a number of hit
ability does not cost a use from your adrenaline surge. points equal to your Fighter level X Constitution modifier
Also, if you score a critical threat with a (minimum 1/level).
piercing weapon, the victim must make a Fort save (DC Usage: 1 at 1st–5th level, 2 at 6th–10th level, 3 at 11th – 15th
10 + ½ fighter level + Str mod) or the victim is impaled level and 4 at 16th+ level. At 6th+ level, you may choose to
by the weapon. A victim who remains impaled suffers replenish at a lower level if you desire to spend less uses of
1 point of damage per round of strenuous activity, and your adrenaline surge.
suffers damage equal to the base weapon damage if the
impaled weapon is removed (as a move–equivilant Sever Limb
action). If you are still holding a weapon you have You can sever an opponent’s limb with a single
impaled a foe with, you may wrench the weapon free as blow.
a move–equivilant action, causing damage to the Prerequisite: Power Attack, Cleave, Great Cleave, Fighter
opponent as noted above. Creatures immune to critical 10+, Strength 15+
hits are unharmed by being impaled (though it still Benefits: As part of a full attack action when using a
takes a move–equivialant action to remove the slashing weapon, you may nominate an attack as a sever
offending weapon). limb attack. If you score a hit, you deal maximum damage
Usage: 1 and the victim must make an immediate Fort save (DC 10 +
½ your Base attack bonus + Str mod) or lose a limb of your
Polearm Mastery choice.
Your skill with a polearm is unmatched Loss of a leg reduces the victim’s movement by
Prerequisite: Weapon Focus (any polearm), Fighter one fraction of the total number of legs (thus a biped would
4+ level lose ½ it’s movement rate with the loss of a leg, wheras a
Benefit: When using a polearm you are proficient six–legged beast would lose 1/6 it’s movement rate).
with, you can “choke up” on a weapon to strike at close Loss of an arm reduces manual dexterity by 4 (in
range, although you suffer a –2 penalty to hit those regard for skill checks, but not AC). This is a one–time
within 5 feet. loss, regardless of the number and of course prevents the
Weapons: Guisarme, longspear, pike, and ranseur. use of the lost limb. A creature forced to use its offhand
Usage: – suffers a –2 penalty to attacks and skill rolls.
Loss of a tail reduces the creature’s balance (–4
Projectile Mastery penalty to balance checks) and prevents its from using any
Your skill with ranged projectiles is sort of tail attack.
unmatched. Loss of a wing is similar to the loss of a leg, but a
Prerequisite: Weapon Focus (any projectile), Fighter creature with less that 2 wings remaining cannot fly, and if
4+ level currently airborne, plummets uncontrollably to the earth.
Benefit: When using a projectile ranged weapon in You cannot behead a creature with this ability.
which you are proficient, your opponent loses any A creature that has lost a limb continues to suffer
Dexterity bonuses to AC. damage from massive blood loss, taking 1d6 damage per
round until the wound is bound or otherwise healed.

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Binding the wound takes a full–round action and a DC electricity, fire, ice or sonic). At 10th level, the energy
20 heal check. Creatures immune to critical hits do not resistance increases to 10, and at 15th level, the energy
suffer this extra damage. If the victim is rendered resistance increases to 15, and at 20th level, the energy
unconscious, they continue to suffer damage until aided resistance increases to 20. A large shield grants an extra 5
or dead. points of energy resistance, and a tower shield grants an
Usage: 3 extra 10 points of energy resistance.
Usage: 1 at 5th–14th level, 2 at 15th+ level
Saddlemaster
Your mounted combat skills improve every Shield Mastery
aspect of your combat abilities, as well as those of your You are unmatched in your skill with a shield.
mount. Prerequisite: Shield Specialization, Fighter 6+ level
Prerequisites: Mounted Combat, Animal Affinity, Benefit: Once per round, you may make a block roll on
Power of the Steed, Dex 17+, Fighter 15th level 1d20 + Dex mod + Shield bonus + Base attack bonus. The
Benefit: While mounted, you have a pool of points DC is the to hit roll of the opponent. If you succeed, your
equal to your level that you can use each round to add shield harmlessly absorbs all the damage from a blow.
to your (or your mount’s) attack rolls, damage rolls, You may not attempt more than one block per
skill checks, or saving throws. You cannot add more attack made against you and it counts as taking an attack of
than +5 to any single roll. This bonus lasts for 1 opportunity.
minute. Special: If you have Combat Reflexes, you may perform a
Usage: 3 number of blocks up to your maximum number of attacks of
Special: A paladin or knight treats his Fighter level as opportunity, but only once from a given opponent.
equal to his Paladin or Knight level for determining his
ability to qualify for this feat. Shield Specialization
You are exceptionally skilled in the use of a shield.
Prerequisite: Shield Proficiency, Shield Focus, Fighter 4+
level.
Shared Shield Benefit: Choose a specific shield type (Buckler, Small,
You use your shield to protect others Medium, Large, Tower). You gain an additional +1 bonus
Prerequisites: Fighter 5th level, Dex 13+ to AC per 5 levels with the chosen shield type (Thus you
Benefit: You can share the shield bonus from a shield gain +1 AC at 1st–4th level, +2 AC at 5th–9th level, +3 AC at
with one adjacent ally who does not have a shield. If 10th–14th level, +4 AC at 15th–19th level and +5 AC at 20th
you move more than 5 feet from your ally, the shield level).
bonus is lost. The bonus lasts for 1 minute or until you
or your ally are no longer adjacent. Shrug Magic
Usage: 1 You can shake off magical effects without
suffering harm
Shatter Defenses Prerequisite: Fighter 10th level, Con 17+
You ignore an opponent’s ability to stop your Benefit: You gain a +4 bonus on saves against spells or
blows spell–like abilities. If you make your save against a spell,
Prerequisite: Fighter 10th level, Penetration, Improved you do not suffer any partial effects.
Critical Usage: 1 to ignore a partial effect.
Benefit: As a free action, you may reduce an
opponent’s armor bonus, natural armor bonus or Signature Armor
Dexterity modifier to AC of a value equal to ½ your You have a special suit of armor you favor
fighter level if you make a successful touch attack. Prerequisite: Masterwork or better armor, Fighter 2+
You may only choose to ignore one of the three Level
bonuses. This effect lasts until your next action. Benefit: You may spend XP or gold to improve your
Usage: 2 armor. The maximum you may improve the armor is
dictated by character level and is shown on the table below.
Shield Against Harm You must pay for each improvement along the way, thus to
You use your shield to avoid energy damage take masterwork armor with no bonus and make it into a +5
Prerequisite: Fighter 5th level, proficiency with shield, armor costs 12,500 gp, not 4,500 gp.
small shield or larger
Benefit: As an immediate action, you can give up your Table 7: Signature Armor Costs
shield bonus to AC to grant yourself 5 points of energy
Level Bonus XP GP
resistance against an energy–based attack (acid,

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1–2 +1 20 500 chose, for example to add Flaming Burst to your +1 weapon
3–4 +2 60 1,500 (increasing it’s effective bonus to +3, your current
5–6 +3 100 2,500 maximum), you may not later remove the ability.
7–8 +4 140 3,500 Usage: –
9–10 +5 180 4,500
11–12 +6* 220 5,500 Slashing Fury
13–14 +7* 260 6,500 Your strikes with edged weapons cut deeply into
15–16 +8* 300 7,500 foes
17–18 +9* 340 8,500 Prerequisite: Fighter 10th level, Weapon Focus with a
19–20 +10 380 9,500 slashing weapon
* Armor cannot actually have this bonus, but is used to Benefit: You gain a +1 bonus to hit and +2 bonus to
calculate additional abilities (ghost touch, damage damage with all slashing weapons. Also, if you score a
reduction, etc.). critical threat with a slashing weapon, the victim must make
a Fort save (DC 10 + ½ fighter level + Str mod) or lose an
Once your armor has been improved, you may additional +2d6 hit points to bleeding wounds. Creatures
not degrade it. Thus, as a 5th level character if you immune to critical attacks or that do not have a circulatory
chose, for example to add Spell Resistance to your +1 system are immune to the extra damage.
armor (increasing it’s effective bonus to +3, your Usage: 1
current maximum), you may not later remove the
ability. Slay
Usage: –
You kill a foe with a single blow
Prerequisite: Fighter 15th level, Str 17+
Signature Weapon Benefit: As a swift action, you empower your next attack to
You have a weapon you are well–known by. kill a foe if it hits. The victim must make a Fort save (DC 17
Prerequisite: Masterwork or better weapon, Fighter + Str mod) or be instantly slain. Even if the victim makes
2+ level the save, they still suffer normal damage from your attack.
Benefit: You may spend gold or XP to improve your Usage: 3
weapon. The maximum you may improve your weapon
is dictated by character level and is shown on the table Skillmonger
below. Note that you must pay for every improvement
You trade in some combat ability for skill use.
along the way; thus to take an item from no bonus to a
Prerequisite: Fighter 1st level, Int 11+
+5 weapon requires 25,000 gp or 1,040 XP – not 9,000
Benefit: When you take this feat, choose any two skills
gp or 360 XP.
(For skills with subsets, such as Knowledge, you must
specifiy which subskill this feat works for). You gain these
Table 8: Signature Weapon Costs skills as class skills for your Fighter class, and gain 2
Level Bonus XP GP additional skill points per level.
1–2 +1 40 1,000 Usage: –
3–4 +2 120 3,000
5–6 +3 240 6,000 Skirmisher
7–8 +4 280 7,000 You dodge and weave through opponents during a
9–10 +5 360 9,000 fight.
11–12 +6* 440 11,000 Prerequisites: Dash, Mobility, Spring Attack, Dex 17+,
13–14 +7* 520 13,000 Fighter 15th level
15–16 +8* 600 15,000 Benefit: As a swift action, you increase your base
17–18 +9* 680 17,000 movement by +10 feet and you gain an extra move action
19–20 +10* 760 19,000 each round. You also do not provoke attacks of opportunity
* Weapon cannot actually have this bonus, but is used from moving. This ability lasts for 1 minute per use.
to calculate additional abilities (ghost touch, keen, etc.). Usage: 3
Special: A ranger who takes the two–weapon style tree
Once your weapon has been improved, you treats his Fighter level as equal to his Ranger level for
may not degrade it. Thus, as a 5th level character if you

Behind The Curtain: Signature Weapon and the Signature Armor feats are designed to make it more attractive for
fighters to stick with a single quality weapon they have acquired or used from a low level. It is not really designed for
low–magic campaigns, but instead to recreate the feel of a fighter whose weapon and armor has grown along with his
own legend.

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determining his ability to qualify for the feat. Strategic Master
You own the battlefield.
Slip Aside Prerequisite: Combat Expertise, Parry, Int 17+, Fighter
You nimbly avoid blows for a short time 15th level
Prerequisite: Fighter 1st level, Dodge, Dex 11+ Benefit: As an immediate action, you can deny any one
Benefit: As an immediate action, you can add your opponent you threaten the use of any feats for 1 round. Any
Fighter level to your AC as a competence bonus until activated feat effects the target has are likewise supressed
your next action. for 1 round. The feat suppression endures even if the
Usage: 1 opponent later moves away from your threatened squares.
Also, any spellcaster you threaten cannot cast defensively.
Smite Usage: 3
You strike a foe with deadly blows
Prerequisite: Fighter 5th level, Str 11+, Deadly Strike True
aggression You can strike a target without fail
Benefit: As a swift action you gain a +4 insight bonus Prerequisite: Fighter 5th level
to hit and an insight bonus to damage equal to twice Benefit: As a swift action, you can ignore any concealment
your fighter level on your next attack. and/or cover bonus the target may have until your next
Usage: 1 action.
Paladins or Chosen Ones who take this fighter Usage: 1
feat treat their Fighter level equal to their Paladin or
Chosen One level for purposes of determine the damage Stunning Blow
bonus and qualification for this feat. You can stun a foe with a blow from your weapon
Prerequisites: Fighter 5th level, Wis 13+
Spear Mastery Benefit: As a swift action, you can endow your next attack
Your skill with a spear is unmatched. to stun an opponent on a successful hit. The victim gains a
Prerequisite: Weapon Focus (Spear), Fighter 4+ level Fort save (DC 10 + ½ Fighter level + Str modifier) to avoid
Benefit: When you use a spear in which you are being stunned until your next action. A stunned character
proficient, any foe who attempts to take a full attack can’t act and is considered flat–footed against any attack
while in your threatened area immediately provokes an made against him. Attackers likewise gain a +2 bonus on
attack of opportunity from you. attack rolls against the stunned opponent.
Weapons: Javelin, longspear, shortspear, spear, Usage: 2
swordspear, and urgosh.
Usage: – Surge
You can temporarily ignore a heavy load.
Staff Mastery Prerequisities: Fighter 1st level, Endurance
Your skill with a staff is unmatched. Benefit: As a swift action, you can ignore the movement
Prerequisite: Weapon Focus (Staff), Fighter 4+ level penalties for wearing medium or heavy armor, or carrying a
Benefit: When you use a staff in which you are medium or heavy load. This ability lasts for a number of
proficient, you gain a +1 shield bonus to AC and can rounds equal to twice your Constitution modifier (min. 1
fight with it as a double weapon as if you had the Two– round). After this time, you are considered fatigued and
weapon fighting feat. must rest for 1 minute to recuperate. At 10th level, you are
Weapons: quarterstaff and warstaff. not fatigued at the end of your surge, but you cannot reuse
the ability for 1 minute.
Stalwart Defense Usage: –
Your reliance on armor makes you nearly
invincible. Swift and Deadly Strike
Prerequisites: Defensive Stance, Armor Focus, Armor You can combine your Dexterity and Strength to
Mastery, Con 17+, Fighter 15th level harm an opponent
Benefit: As a swift action, you gain heavy fortification Prerequisites: Fighter 1st level, Str 13+, Dex 13+
(75% to ignore critical hits), gain a +4 competance Benefit: As a swift action you can endow all your attacks
bonus to AC, DR 3/– and cannot be dazzled, dazed, for the round to use both your Strength and Dexterity
stunned, sickened, nauseated, fatigued or exausted. modifier to hit and to damage rolls, instead of only your
This effect lasts for 1 minute. Strengh (or Dexterity to hit if using Weapon Finesse). The
Usage: 3 Dexterity bonus to damage follows the same rules as
Strength (1 ½ Dex modifier with two–handed weapons, ½
Dex modifier on off–hand weapons).

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Usage: 1 weapon (Trippable, Disarming, etc.) without provoking an
attack of opportunity or allowing the opponent to counter
Thrown Mastery your move. This effect only works with the weapon you
Your ability with thrown weapons is have Weapon Focus with.
unmatched. Special: Fighter’s Improved Weapon Focus counts as
Prerequisite: Weapon Focus (thrown weapon), Weapon Focus for any feat or ability that would require
Fighter 4+ level Weapon Focus.
Benefit: When using a thrown weapon you are Usage: –
proficient with, you can draw the weapon for throwing
as a free action, as if it were ammunition. Unlike Weapon Focus, Greater
normal ammunition, your thrown weapon is not Your skill with a given weapon is impressive.
destroyed or rendered useless and can be retrieved. Prerequisites: Weapon Focus with selected weapon,
Also, when using light thrown weapons, you can take a fighter 8+ level
–2 penalty to all your attacks to double the number of Benefit: You may add one of the following qualities to a
attacks you make with thrown weapons. However, weapon that you Weapon Focus with: Defensive,
when dealing sneak attack damage, you only deal sneak Disarming, Entangling, Light, Ranged or Trippable. The
attack or precision–based damage with one of the two weapon only has this quality while you are wielding it.
thrown weapons. If you select Ranged, the weapon’s range
Usage: – increment is considered 10 feet.
You cannot select Light with a two–handed
Timely Avoidance weapon.
You quickly move out of the way of danger Special: Greater weapon focus counts as Weapon Focus for
Prerequisite: Fighter 1st level, Lightning Reflexes any feat or ability that would require Weapon Focus.
Benefit: As an immediate action, you gain a bonus to Usage: –
your next Reflex save equal to ½ your Fighter level.
The bonus must be used before your next action or it is Weapon Focus, Perfect
lost. Your skill with a weapon is unrivalled
Usage: 1 Prerequisites: Weapon Focus and Improved Weapon
Focus with selected weapon, fighter 12+ level
Uncanny Dodge Benefit: When making a full attack with the weapon you
You can react to danger before your senses have Weapon Focus with, as a swift action you may make
would normally allow you to. an extra attack with the weapon at your highest BAB. All of
Prerequisite: Fighter 5th level, Dex 15+ your attacks for the round suffer a –2 penalty. You cannot
Benefit: You retain your Dexterity bonus to AC even use this feat with an off–hand weapon.
when flat–footed or struck by an invisible attacker. This effect lasts for one minute per use
Usage: – Special: Fighter’s Perfect Weapon Focus counts as
Special: If you already have the Uncanny Dodge Weapon Focus for any feat or ability that would require
ability through another class or feat (such as Defensive Weapon Focus.
Stance), you gain the benefits of Improved Uncanny Usage: 1
Dodge (see the rogue class for description).
Weapon Specialization
Unerring Shot You deal more damage with a weapon you are
Your ranged attack doesn’t miss intimately familiar with.
Prerequisites: Point Blank Shot, Fighter 1+ level Prerequisites: Proficiency with selected weapon,
Benefit: When using a ranged weapon you ignore up (Fighter’s) Weapon Focus with selected weapon, fighter
to a 5% miss chance per level or 1 point of cover. level 4th.
Usage: 1 for up to 20% cover or 4 points of cover, 2 for Benefit: Choose one type of weapon for which you have
25%–50% miss chance or 10 points of cover. already selected the Weapon Focus feat. You can also
choose unarmed strike or grapple as your weapon for
purposes of this feat. You deal extra damage when using
Weapon Focus, Improved this weapon. You gain a +2 bonus on all damage rolls, plus
You are greatly skilled with one particular +1 per 4 additional fighter levels you have when using the
weapon selected weapon. (Thus you gain +2 at 4th–7th, +3 at 8th–11th,
Prerequisites: Weapon Focus with selected weapon, +4 at 12th–15th, +5 at 16th–19th, +6 at 20th+)
Fighter 6+ level
Benefit: Choose a weapon with which you have
weapon focus. You may use any special ability of the

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Special: You can gain this feat multiple times. Its Benefit: Choose one type of weapon for which you have
effects do not stack. Each time you take the feat, it already selected the Weapon Specialization feat. When you
applies to a new type of weapon. score a hit with your chosen weapon, you treat any roll for
Usage: – damage that rolls below average as an average result. Once
per day as a swift action, you may choose to make any
Weapon Specialization, Greater damage result with the weapon’s damage dice deal
Few match your skill with a given weapon. maximum damage. You cannot maximixe any extra
Prerequisites: Proficiency with selected weapon, weapon the damage does, such as the extra damage with
Greater Weapon Focus with selected weapon, Weapon improved Weapon Specialization, Weapon burst magical
Focus with selected weapon, Weapon Specialization abilities, sneak attack damage or the like.
with selected weapon, fighter level 12th. Special: You may take this feat multiple times. Each time
Benefit: When rolling for damage, you may choose to you take it, it applies to a different weapon.
reroll your damage dice. You must take the second Usage: 1 to deal maximum damage
result, regardless whether it is better or worse.
Special: You can gain this feat multiple times. Its Whirling Dervish
effects do not stack. Each time you take Improved You are a whirlwind of attacks
Weapon Specialization, it apples to a new weapon. Prerequisites: Mobility, Whirlwind Attack, Dex 17+,
Usage: – Fighter 15th level
Benefit: As a full–attack action, you make a single attack
Weapon Specialization, Improved [General, roll and apply the result to all opponents within your base
movement rate. You are assumed to move to each
Fighter] opponent, so you must be able to reach the opponent to
You have learned to land deadlier blows more harm them, though you do not provoke attacks of
often. opportunity for the “movement”. You deal your normal
Prerequisites: Weapon Focus with selected weapon, damage +2d6 points to each opponent whose AC you beat.
Weapon Specialization with selected weapon, fighter After concluding the attack, you may move to any
level 6th. unoccupied square with reach by your base movement rate.
Benefit: When you threaten or confirm a critical, as a When you use Whirling Dervish, you also forfeit any bonus
free action, you gain a +1d6 bonus to damage with the or extra attacks granted by other feats or abilities (such as
weapon you have chosen. You gain an additional +1d6 the Cleave feat or the haste spell).
damage with the weapon for every 5 levels of fighter Usage: 3
past 5th level. (Thus you gain +1d6 at 6th–9th, +2d6 at
10th–14th, +3d6 at 15th–19th level and +4d6 at 20th
level). If you fail to confirm the critical, you deal only
Whip Mastery
+1d6 damage. This damage stacks with the damage Your skill with whips and chains is unmatched
from weapon specialization. Prerequisites: Weapon Focus (whip), Fighter 4+ level
Special: You can gain this feat multiple times. Its Benefit: When using a whip or chain weapon, you may
effects do not stack. Each time you take Improved make grapple attacks with the weapon without provoking an
Weapon Specialization, it apples to a new weapon. attack of opportunity. If you make a successful grapple
Usage: 1 attempt, you opponent is considered grappled, but you are
not.
Weapons: chain, multi–chain, multi–tailed whip, spiked
Weapon Specialization, Perfect chain, and whip.
You are deadly with your chosen weapon Usage: –
Prerequisite: (Fighter’s) Weapon Specialization with
chosen weapon, Fighter 15+

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The Knight
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1 +1 +0 +2 +0 +2 Mounted Combat, Path of Glory
2 +2 +1 +3 +0 +3 Voice of Command +1, Faithful Mount (Mounted)
3 +3 +2 +3 +1 +3 Knight’s Weapon, Knight’s Armor
4 +4 +3 +4 +1 +4 Courage, Path of Glory +2
5 +5 +3 +4 +1 +4 Bonus Feat
6 +6 +4 +5 +2 +5 Leadership, Voice of Command +2
7 +7 +5 +5 +2 +5
8 +8 +6 +6 +2 +6 Improved Path of Glory +3
9 +9 +6 +6 +3 +6
10 +10 +7 +7 +3 +7 Bonus Feat
11 +11 +8 +7 +3 +7
12 +12 +9 +8 +4 +8 Path of Glory +4, Voice of Command +3
13 +13 +9 +8 +4 +8
14 +14 +10 +9 +4 +9
15 +15 +11 +9 +5 +9 Bonus Feat
16 +16 +12 +10 +5 +10 Greater Path of Glory +5
17 +17 +12 +10 +5 +10
18 +18 +13 +11 +6 +11 Voice of Command +4
19 +19 +14 +11 +6 +11
20 +20 +15 +12 +6 +12 Bonus Feat, Path of Glory +6
evil within and from outside their homeland. Many young
Knight knights who hunger for combat or glory become
There are a great many countries on Amberos adventuring knights, wandering the countryside in search of
who employ knights in their service, including the most combat, glory and treasure.
famous of the knightly orders, the Knights of the South, Races: Knighthood is mostly a human concept, though
Vegan Knights, March Riders, Randese Saracens, dwarves, gnomes, elves and even the goblinoids have strong
Skeinland Rhuks, Mogul Handle Animal (Ride)rs and parallels and mindsets that equate to knightly orders. Oddly
so forth. While each of these orders have their own enough, both gnomish and elvin knights are often skilled
prestige class, the knight class is meant to fill in for also in magic arts. There are no standing hillenfaey knightly
knights from just about any country, and those who orders on Amberos, though hillenfaey joining human
may not qualify for the “elite” levels of the prestige knightly orders is not unknown. The goblinoid races had
classes. knightly orders back in Elvin Golden Age, but Ziga’s
Alignment: Knights may be of any Lawful alignment, corruption destroyed the original orders. Some goblinoids
though those of evil alignments tend to have short have created corrupted versions of the old orders in the Dark
careers. There are very few knightly orders of evil Valley, but most human–raised half–orcs join one of the
alignment, and more often than not an evil knight finds more prestigious human knightly orders – if they can
he must stand on his own to survive. overcome the prejudice and snobbery common to such elite
Religion: It is not unusual for a knight to have a patron groups.
deity, usually a god of justice and/or war. On Amberos, Other Classes: Knights recognize and praise martial skill,
many western knights proclaim Dhorian, Visha or and tend to get along well with fighters, rangers and
Gosend as their patron. In the east, Titanicus is by far paladins – as long as they, the knights, are in charge.
the most favorite patron deity. It is not uncommon for Knights tend to chaff at the presence of barbarians, who
adventuring knights to take Competius as their patron. offend most knights senses with their chaotic and
Many knights are known to proclaim their actions in the undisciplined nature.
name of the their deity – with or without the deities With most other classes, knights tend to work well
permission. with others when they are given, or at least believe, they are
Background: Knights generally come from a lineage in charge.
of well–to–do families. Over a period of many decades
these families have pledged their arms and armor to the Hit Dice: 1d10
protection and advancement of their homeland. Starting Money: 200 gp + (6d4 x 10 gp)
Knights are considered the vassals of their kingdom or
country, drawn upon to protect their country from both

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Class Skills taxing, and afterwards the knight is considered
The knight’s class skills (and the key ability fatigued until he is able to rest for 1 minute. At 1st
for each skill) are Athletics (Str), Craft (Int), Handle level, the knight can ignore an armor check penalty
Animal (Cha), Knowledge (Heraldry, Nobility and of –1. At 4th level, the knight can ignore an armor
Royalty & Strategy and Tactics) (Int), Perception (Wis) check penalty of –2. At 8th level, the knight can
and Persuade (Cha). ignore an armor check penalty of –3. At 12th level,
the knight can ignore an armor check penalty of –4.
Skill Points at first Level: (2 + Int modifier) X 4 At 16th level the knight can ignore an armor check
Skill Points as Each Additional Level: 2 + Int penalty of –5. At 20th level, a knight can ignore an
Modifier. armor check penalty of –6.
Mounted Knight: The knight gains a +1 bonus to
Handle Animal (Ride) skill checks as well as
Class Features Reflex saves while mounted. The knight also gains
All of the following are class features of the Knight. the use of the Spirited Charge feat, even if he does
Weapons and Armor Proficiency: Knights are not normally meet the requirements. For every
proficient with all simple and martial melee weapons. four levels, the knight gains an additional +1 bonus
They do not start with proficiency with martial ranged to Handle Animal (Ride) checks and Reflex saves.
weapons. It should be noted that most knightly orders Thus the bonus is +2 at 4th level, +3 at 8th level, +4
look down upon the use of ranged weapons. They are at 12th level, +5 at 16th level and +6 at 20th level.
proficient with light, medium and heavy armors, as well Voice of Command (Su): A knight is expected to be able
as shields. Note that armor heavier than leather apply to lead others in battle. Starting at 2nd level, as a free action
to the skills balance, climb, escape artist, hide, jump, a knight can issue a command to one individual within 30
move silently, sleight of hand and tumble. Also swim feet that grants that being a +1 bonus to hit, damage, AC or
checks suffer a –1 penalty for every 5 pounds of armor to a skill roll of the knight’s choosing. The bonus lasts for 1
and equipment carried. round, and the knight may use this ability once per level per
Path of Glory: At 1st level, a knight selects one of two day. At 6th level, the bonus increases to +2, at 12th the
paths. The knight either selects the path of a mounted bonus increases to +3 and at 18th level, the bonus increases
knight or a foot knight. A knight cannot change his to +4. This is a language–depandant ability.
path once chosen, and only gains those abilities related Faithful Mount: At 2nd level or above, a knight that has
to his path. chosen the mounted path of glory gains a special mount. A
Foot Knight: The knight gains a bonus to his knight’s mount becomes a special friend and ally. The
AC equal to his Charisma modifier while in knight must purchase or otherwise obtain the mount to enact
medium or heavy armor. Also, once per day the bonding (which must be an above–average specimen,
per two levels, the knight can ignore the with according above–average price), and the mount will
restrictive nature of his armor and move at his serve faithfully until it dies. As the knight gains levels, the
normal base movement rate and ignore up to mount advances as shown on the table below.
his Path of Glory bonus on armor penalty
checks for 1 minute. However, doing so is

Class Level Bonus Natural Str/Dex Bonus Special


HD Armor Adj. Adj. Tricks
2nd–4th +0 +0 +0 1 Link, share spells
5th–8th +2 +2 +1 2 Evasion
9th–11th +4 +4 +2 3 Devotion
12th–14th +6 +6 +3 4 Multiattack
15th–17th +8 +8 +4 5
18th–20th +10 +10 +5 6 Improved evasion

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Class Level: The character’s knight level. The knight’s class levels stack with levels of any other classes that are
entitled to a Faithful mount for the purpose of determining the companion’s abilities.
Bonus HD: Extra eight–sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember
that extra Hit Dice improve the Faithful mount’s base attack and base save bonuses. An Faithful mount’s Base
attack bonus is the same as that of a knight of a level equal to the animal’s HD. An Faithful mount has good
Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An Faithful mount gains
additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. It does not increase
in size, regardless of the extra HD it recieves
Natural Armor Adj.: The number noted here is an improvement to the Faithful mount’s existing natural armor
bonus.
Str/Dex Adj.: Add this value to the Faithful mount’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in
addition to any that the knight might choose to teach it (see the Handle Animal skill). These bonus tricks don’t
require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known
by the animal. The knight selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A knight can handle her Faithful mount as a free action, or push it as a move action, even if she doesn’t
have any ranks in the Handle Animal skill. The knight gains a +4 circumstance bonus on all wild empathy checks
and Handle Animal checks made regarding an Faithful mount.
Share Spells (Ex): At the knight’s option, she may have any spell (but not any spell–like ability) she casts upon
herself also affect her Faithful mount. The Faithful mount must be within 5 feet of her at the time of casting to
receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the Faithful mount if the
companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the knight
before the duration expires.
Additionally, the knight may cast a spell with a target of “You” on her Faithful mount (as a touch range
spell) instead of on herself. A knight and her Faithful mount can share spells even if the spells normally do not
affect creatures of the companion’s type (animal).
Evasion (Ex): If an Faithful mount is subjected to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An Faithful mount gains a +4 magic bonus on Will saves against enchantment spells and effects.
Multiattack: An Faithful mount gains Multiattack as a bonus feat if it has three or more natural attacks and does
not already have that feat. If it does not have the requisite three or more natural attacks, the Faithful mount instead
gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage,
an Faithful mount takes no damage if it makes a successful saving throw and only half damage if the saving throw
fails.

Notes: Paladin/Knights: A paladin may add his paladin levels to his Knight levels to determine his Faithful
mount’s abilities. If a paladin/knight takes a special mount (as part of his paladin abilities), he subtracts the special
mount’s level modifier from his Faithful Mount level.
Druid/Knights: A druid/knight may have both a Faithful mount and an animal companion. The abilities
for each are kept separated.
Ranger/Knights: A ranger/knight may have both a Faithful mount and an animal companion. The
abilities for each are kept separated.

Knight’s Weapon: Starting at 3rd level, a knight’s The knight must pay the gold indicated on the
devotion to his weapon allows him to improve the table below and leave the weapon with a blacksmith or
weapon by investing large sums of money to improve it. other artisan for 1 day per 1,000 gp spent. The knight
The table below shows the maximum total bonus the must pay for each improvement along the way; thus if a
knight may have at a particular level. Note that the 16th level knight decided to advance his weapon from
weapon cannot exceed an magic bonus of +5, but can having no bonus to having a +8 bonus, the cost would be
have additional abilities (Lawful, Flaming, etc.) that have 64,000 gp – not 15,000 gp.
an effective maximum bonus as shown on the table Abilities added to a weapon cannot be later
below. removed. If the chosen weapon is lost or destroyed, the
knight must expend a total sum of gold equal to the

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original weapon and 1/25th in XP to acquire a new Trample, Two–Weapon Fighting, Weapon Focus,
weapon. For example, it would cost 64,000 gp and 2,560 Whirlwind Attack.
XP to replace the weapon from the example above. Leadership: At 6th level, the knight receives the
leadership feat for free.
Level Max Cost Improved Path of Glory: At 8th level, the knight’s
Bonus dedication and fame earn him additional abilities, as
3rd–4th +1 1,000 gp follows.
5th–7th +2 3,000 gp Foot Knight: At this point, the knight has
8th– 9th +3 6,000 gp learned to count on his armored protection while
10th–11th +4 7,000 gp cutting a swath through his enemies. While
12th–13th +5 9,000 gp wearing medium or heavy armor, the knight
14th +6* 11,000 gp gains the use of the Whirlwind Attack feat, even
15th +7* 13,000 gp if he does not meet the requirements to use it.
16th +8* 15,000 gp Mounted Knight: A mounted knight can strike
17th – 18th +9* 17,000 gp opponents anywhere along the path of his
19th –20th +10* 19,000 gp mount’s movement, not merely before or after
* A magic weapon cannot have a bonus exceeding +5, but the mount’s movement. If the mount moves
may have additional abilities to increase its effective more than a 5 foot adjustment, the knight only
bonus. gains one attack, regardless of the number of
attacks the knight normally gets. This is treated
Knight’s Armor: Similar to knight’s weapon, but this for all intents and purposes as a Spring Attack,
ability allows the knight to improve his armor. though the knight need not meet the
requirements to use this ability.
Greater Path of Glory: At 16th level, the knight’s
Level Max Cost
dedication and fame earn him abilities far beyond those of
Bonus
other mortals.
3rd–4th +1 500 gp
Foot Knight: The knight no longer tires when
5th–7th +2 1,500 gp
using his ability to ignore armor check penalties.
8th– 9th +3 2,500 gp
Also, at this point the knight has learned to hack
10th–11th +4 3,500 gp
his way through enemies unimpeded. As a
12th–13th +5 4,500 gp
special charge attack, you may move your
14th +6* 5,500 gp
normal movement rate and make a melee attack,
15th +7* 6,500 gp
using your full base attack bonus, against each
16th +8* 7,500 gp
enemy you encounter while moving who is in
17th – 18th +9* 8,500 gp
your “front” threaten zone (those squares in the
19th –20th +10* 9,500 gp
direction of your movement, and the adjacent
*Magic armor cannot generally have a bonus this high, corner squares). You must move in straight line
but may have a bonus of up to +5 to AC and additional while performing this move, and you may move
abilities to effectively make its bonus this high. through the square of an enemy you successfully
strike (regardless whether you kill them or not).
Courage: At 4th level and above, the knight is immune to You are still subject to attacks of opportunity
all fear effects. when moving through enemy spaces or
Knight’s Weapon Specialization: At 4th level, a knight threatened areas. When you perform this attack,
may spend a feat to gain Weapon Specialization with his you forfeit any bonus or extra attacks granted by
Knight’s Weapon. The feat only works with the knight’s other feats, spells or abilities, and must end your
specific knightly weapon; he does not gain the weapon move in a space unoccupied by an active enemy.
specialization bonus for even mundane versions of his Mounted Knight: A mounted knight and his
knightly weapon. mount are so in tune that the knight may make a
Bonus Feat: Starting at 5th level and every five levels full attack regardless of how far your mount
past 5th, the knight gains a bonus feat drawn from the list moves in a round.
below: Blind–fight, Cleave, Combat Reflexes, Dodge, Code of Conduct: Though each country has its own
Endurance, Exotic Weapon Proficiency, Expertise, Great unique set of morals that knights are expected to live by,
Cleave, Great Fortitude, Improved Bull Rush, Improved there are several broad patterns common to all knights.
Critical, Improved Disarm, Improved Initiative, Improved Knights are expected to obey the leaders of their
Two–Weapon Fighting, Iron Will, Knight’s Weapon country, even going to war at their behest. Some
Specialization, Lightning Reflexes, Mobility, Power organizations also answer to other powers – be it
Attack, Quick Draw, Handle Animal (Ride)–By Attack, churches, wizardly orders or whatnot. Second, knights
Spirited Charge, Spring Attack, Sunder, Toughness,

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represent the social elite of their homeland, and are • Mercy to enemies who beg for it
expected to extol the virtues of nobility, whatever those • The weapons of war are varied; there is no
virtues may be. In the western half of Amberos, this shame in the use of any implement of war*
means humility, a strong sense of justice, mercy for * Knights of the Silkna Kingdom have no compunction
enemies who ask for it, and a sense of fair play. In the against using ranged weapons or spells to defeat an
Randu–dominated East, the virtues of nobility are piety, enemy, but consider poison and other “terror tactics” to be
ruthlessness to enemies and adherance to a word of honor out of bounds
– in other words, a promise made is a promise kept,
whether a promise of aid or a promise of vengenance. Randu/Skienlands (Lawful Neutral, Lawful Evil)*
Most of the country entries for Amberos have a list of • Only divine magic and the magic of the Wa–
knightly virtues for that country. The GM may set the Atari/Wri–Atari is sacred – all other spellcasting
knightly code for his own world as he sees fit. is an affront and must be punished
Failure to uphold the knightly code results in • Loyalty to the home country above all else
immediately becoming an ex–knight until proper • Spells are the tools of the weak and should be
restitution is made by magical means, such as atonement, avoided.
or through role–playing. • Mercy to those who have proved their mettle in
combat
The knightly codes for some of the prominent * Randese knights commonly use ranged weapondry and
countries of Amberos are summarized as follows. The do not frown on its use
alignment in parantheses shows what sort of characters
the code generally appeals to. Misake/Barbed March/Principalites of Xatmas (Lawful
Neutral, Lawful Evil)*
Knights of the South (Lawful Neutral, Lawful Good)
• A trial of arms cannot be refused
• Honor and Bravery both on the field and off
• A victory by an means is better than defeat
• Humility in one’s actions
• Honor and integrity when dealing with a foe (off
• A knight’s actions and words should act in the battlefield)
concert
• No wrong can go unpunished
• A knight’s word is his bond
• Mercy is for the coward and weak–willed
• The knight defends the innocent and helpless • Death in combat is the fate of the warrior –
• Evil cannot go unpunished fleeing a combat or refusing to face an enemy is
• Mercy to enemies who ask for it shameful
• A warrior has the right to die in honorable * Misake/Barbed March knights use ranged weapondry
combat, face to face with his foe* when closing with an enemy, then prefer to melee.
* Knights of the South frown on the personal use of Staying at range is frowned upon and can result in charges
ranged weapons, but will not punish others for their use. of cowardice (and execution or defrockment).

Kingdom of Vall Vega (Lawful Neutral, Lawful Good, Adrenaline surge


Lawful Evil) and allies
A knight may expend a feat to gain a Adrenaline
• Humility in one’s actions
surge. A knight’s adrenaline surge has a total number of
• Lawbreakers must be brought to justice
uses per day equal to 1 + ¼ chosen one level (Thus 1 at
• Mercy to enemies who beg for it 1st–3rd level, 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th
• Ranged Weapons are the weapons of coward.* – 15th level, 5 at 16th–19th level and 6 at 20th+ level).
* Knights of Vall Vega generally kill enemies who use
ranged weapons against them. They do not allow the use
of ranged weapondry among their ranks, and have great
Ex–Knights
disdain for those they affiliate with who do use them. A knight who ceases to be lawful or greviously
violates the knightly code for his country can no longer
Silkna Kingdom (Lawful Good, Lawful Neutral) advance as a knight until restitution is made. Any
• Those who wield magic have the right and duty followers gained by the free Leadership feat is lost, as is
to rule any special powers formerly held by the knight’s mount.
All other abilities remain unchanged.
• Evil cannot go unpunished

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The Mage
Level Base Caster Fort Ref Will Special Spell Spell
Attack Level Save Save Save Points level
Bonus limit
1 +0 +1 +0 +0 +2 Scribe Scroll 1 1
2 +1 +2 +0 +0 +3 Summon Familiar 4 1
3 +1 +3 +1 +1 +3 8 2
4 +2 +4 +1 +1 +4 18 2
5 +2 +5 +1 +1 +4 25 3
6 +3 +6 +2 +2 +5 Metamagic Feat 39 3
7 +3 +7 +2 +2 +5 58 4
8 +4 +8 +2 +2 +6 78 4
9 +4 +9 +3 +3 +6 104 5
10 +5 +10 +3 +3 +7 132 5
11 +5 +11 +3 +3 +7 164 6
12 +6 +12 +4 +4 +8 Metamagic Feat 200 6
13 +6 +13 +4 +4 +8 240 7
14 +7 +14 +4 +4 +9 284 7
15 +7 +15 +5 +5 +9 332 8
16 +8 +16 +5 +5 +10 384 8
17 +8 +17 +5 +5 +10 440 9
18 +9 +18 +6 +6 +11 Metamagic Feat 500 9
19 +9 +19 +6 +6 +11 564 9
20 +10 +20 +6 +6 +12 632 9

Mage Bonus Spell Points by Level


Int
Score 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17+
10–11 0 0 0 0 0 0 0 0 0
12–13 1 1 1 1 1 1 1 1 1
14–15 1 3 3 3 3 3 3 3 3
16–17 1 3 6 6 6 6 6 6 6
18–19 1 3 6 11 11 11 11 11 11
20–21 2 4 7 12 20 20 20 20 20
22–23 2 6 9 14 22 35 35 35 35
24–25 2 6 12 17 25 38 59 59 59
26–27 2 6 12 22 30 43 64 98 98
28–29 3 7 13 23 39 52 73 107 162
30–31 3 9 15 25 41 67 88 122 177
32–33 3 9 18 28 44 70 112 146 201
34–35 3 9 18 33 49 75 117 185 240
36–37 4 10 19 34 58 84 126 194 304
38–39 4 12 21 36 60 99 141 209 319
40–41 4 12 24 39 63 102 165 233 343
42–43 4 12 24 44 68 107 170 272 382
44–45 5 13 25 45 77 116 179 281 446
they then shape and draw forth in a manner similar to a
Mage sorcerer. They are, generally speaking, the best of both
The mage is a wizard–type character whom worlds.
not only learns his magic from books, but also has Alignment: Mages can be of any alignment, but the pursuit
natural talent to draw from as well. Unlike wizards, of power among their kind often finds them with a more
mages do not need to memorize rigid formulas to cast neutral outlook on life. While extremists in alignment can
their spells. They are instead capable of using be found, they are generally rare and often doomed to short
spellbooks to guide their knowledge of magic, which careers.

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Religion: Few mages openly or aggressively worship a Persuade (Cha), Profession (Int), and Spellcraft (Arcane &
diety. Those that do tend to prefer to administer only Use Magic Device ) (Int).
lip service to such gods, relying on their own growing
power instead. Those mages who do worship gods tend Class Features
to favor Magius (if of good or neutral alignment) or Spells: Magic is the lifeblood of a mage. A mage retains a
Kerundinius (if of evil alignment). spellbook from which they may draw spells, but they need
Background: Mages generally come from well–to–do not memorize the spells ahead of time. A mage instead
families with the means to send their children to expends spell points to summon forth spells.
expensive schools or afford to apprentice the character The table below shows the base casting level of
to some established mage. In some cases, elder mages any spell cast by a mage character. The base casting level is
have been know to teach their own children in the ways dependant on the level of the spell, not the character’s class
of magic, though apprenticeship with another mage is level. Thus, when a mage casts a 3rd level spell, the base
generally the preferred method. Mages have also been casting level is considered to be 5, regardless whethere the
known to adopt orphans or the less fortunate who character is 5th level, 10th level, 15th level or beyond.
display some natural talent and train them into mages. Each additional spell point put into a spell
It is very unusual and exceptionally rare for a increases the effective casting level by one. A mage cannot
Mage to be self–trained; while the process does require put more spell points into a spell than he has current mage
some natural talent, the use and access to spells that a levels.
Mage requires is something that must be funded or When employing metamagic feats on spells, a
purchased from other sources. Only the most talented mage adds 2 spell points per each level the metamagic feat
few can muster the ability to learn the basics of would normally add to a spell. (thus Quickening a spell
Magehood without outside help. would add 8 spell points to the spell’s cost). The maximum
Races: Most mages are human, though there are a few spell point limit is still in effect when increasing the casting
among elves, half–elves and gnomes. Both Hillenfaeys level of a spell and/or adding metamagic feats.
and dwarves generally avoid magic, so there are The save DC for spells cast by a mage are based of
exceptionally few from the latter two races. Half–orc Intelligence. A spell’s save DC is normally 10 + spell level
mages are beyond rare – their limited intelligence and + Int mod.
the orcish scorn for magic usually results in half–orcs To cast a spell of a given level, a mage needs an
seeking some other profession. intelligence of 10 + spell level of the spell in question.
Other Classes: Mages usually can get along well with Gaining spells: A 1st level mage starts with all cantrips and
other arcane spellcasters such as wizards, other mages two free 1st level spells in their spellbook. Each additional
or sorcerers, and may prefer their company to those of level the character gains, the mage gains an additional spell
other professions. It is not uncommon for mages to see of whichever level the mage desires to add to their
themselves above physical melee or common labor, yet spellbook for free. All additional spells must be researched,
only a fool of a mage would not recognize the benefit purchased or otherwise found through adventuring.
of keeping a fighter–type or two around. A mage can only add spells he has deciphered to
Mages are often in possession of valuable his spellbook. Deciphering an unknown spell requires a
and/or powerful items, and thus tend to be suspicious spellcraft check at DC 15 + spell’s level. Once deciphered,
and careful around rogues and bards. However, a rogue the spell can be added to the spellbook, cost 100 gp per page
stealing for the mage is a far better companion than one it takes up. A spell normally takes one page for each spell
stealing from him. As for bards, mages often treat such level. Cantrips take half a page apiece.
characters as a rogue with access to spells Regaining spells: A mage character regains spell points
Most mages are aloof around clerics and after a full night’s rest (8 hours) and after perusing their
paladins. While a mage may see the benefit of having spellbook for one additional hour. A mage may borrow
such companions around for protection and/or healing, another mage’s or wizard’s spellbook to memorize spells,
they are often seen as a sort of rival to the mage’s but can only cast spells from spellbooks available to him. If
power and ability. a mage borrows another individual’s spellbook, they must
Monks draw few strong reactions from mages; decipher any spells they wish to have access to. Unlike
most mages will judge their association with a monk on wizards, mages do not memorize specific spells, but instead
the personality and attitude of the monk himself. keep a mental note of the details of numerous spells in mind
until the need to cast arises. At the time of casting, the
Hit points: 1d4 mage expends the spell power to cast the spell. The
Starting Money: 2d4 x 20 gp. memory of the spell is not lost for the day, only the power to
Class Skills draw upon that knowledge.
The mage’s class skills and the associated If a mage loses access to a spellbook during the
ability score are Craft (Int), Knowledge (All) (Int), day, there is no effect on which spells he can cast until the
next rememorization period occurs. At the next

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rememorization period, the mage can only include in to him from spellbooks in his possession or that are
his list of castable spells any spells that are accessable otherwise readily available to him.

Spell Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Base Casting Cost 1* 1 2 3 5 7 9 11 13 15
* The first three 0th level spells a mage casts per day are free. Each additional 0th level spell costs 1 spell point.

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The Martial Artist


Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
1 +1 +0 +2 +2 +0 Bonus Feat, Flurry of Blows, Unarmed Strike
2 +2 +1 +3 +3 +0 Bonus Feat, Fast Movement
3 +3 +1 +3 +3 +1 Final Strike 1x/day
4 +4 +2 +4 +4 +1 Bonus Feat
5 +5 +2 +4 +4 +1 Ki strike (magic)
6 +6 +3 +5 +5 +2 Bonus Feat, Final Strike 2x/day
7 +7 +3 +5 +5 +2
8 +8 +4 +6 +6 +2 Bonus Feat
9 +9 +4 +6 +6 +3 Final Strike 3x/day
10 +10 +5 +7 +7 +3 Bonus Feat
11 +11 +5 +7 +7 +3
12 +12 +6 +8 +8 +4 Bonus Feat, Final Strike 4x/day
13 +13 +6 +8 +8 +4
14 +14 +7 +9 +9 +4 Bonus Feat
15 +15 +7 +9 +9 +5 Final Strike 5x/day
16 +16 +8 +10 +10 +5 Bonus Feat
17 +17 +8 +10 +10 +5
18 +18 +9 +11 +11 +6 Bonus Feat, Final Strike 6x/day
19 +19 +9 +11 +11 +6
20 +20 +10 +12 +12 +6 Bonus Feat

Level Flurry of Blows Unarmed Unavoidable Unavoidable Punishing Punishing AC


Damage Strike Strike Strike Strike Bonus
Damage Damage
1 –1/–1 1d6 – – – – +0
2 +0/+0 1d6 – – – – +0
3 +1/+1 1d6 +7 1d8 +7 1d6 +0
4 +2/+2 1d8 +8 1d10 +8 1d6 +0
5 +4/+4 1d8 +9 1d10 +9 1d8 +1
6 +5/+5/+0 1d8 +15 1d10 +10 2d8 +1
7 +6/+6 1d8 +16 1d10 +11 2d8 +1
8 +7/+7 1d10 +17 2d6 +12 2d10 +1
9 +9/+9 1d10 +18 2d6 +13 2d10 +1
10 +10/+10 1d10 +19 2d6 +14 2d10 +2
11 +11/+11 1d10 +22 2d6 +15 3d10 +2
12 +12/+12 2d6 +23 2d8 +16 6d6 +2
13 +13/+13 2d6 +24 2d8 +17 6d6 +2
14 +14/+14 2d6 +25 2d8 +18 6d6 +2
15 +15/+15 2d6 +34 2d8 +19 6d6 +3
16 +16/+16 2d8 +38 2d10 +20 8d8 +3
17 +17/+17 2d8 +39 2d10 +21 8d8 +3
18 +18/+18 2d8 +40 2d10 +22 8d8 +3
19 +19/+19 2d8 +41 2d10 +23 8d8 +3
20 +20/+20 2d10 +42 3d6 +24 8d10 +4
Martial Artist defeat foes, it was Gosend who strove to simply master the
Since at least the time of Gosend, the art of art of the unarmed fight.
unarmed combat has been popular on Amberos. It was While not all Martial Artists are worshippers of Gosend, his
not until Fir that weapons were created, and both style of unarmed attack has brought about much of the
Gosend and his son Menos who helped to perfect the current forms of unarmed combat among intelligent beings
unarmed arts. While Menos brought to light the art of – being a master wrester, martial artist and boxer.
embodying the ability with supernatural abilities to Some Martial Artists have brought the simplest
weapons into the art of unarmed combat – there are even

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Martial Artists who can turn ordinary and mundane AC Bonus (Ex): When unarmored and unencumbered, the
items into deadly weapons. Unlike the fighter, these Martial Artist adds her Wisdom bonus (if any) to her AC. In
weapons are an extention of the Martial Artist’s body addition, a Martial Artist gains a +1 bonus to AC at 5th
more than simply a clumsily–wielded tool. level. This bonus increases by 1 for every five Martial Artist
Alignment: Martial Artists may be of any alignment, level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
though they tend more towards Lawful alignments, as These bonuses to AC apply even against touch
the training to become a living weapon takes much attacks or when the Martial Artist is flat–footed. She loses
dedication and training. these bonuses when she is immobilized or helpless, when
she wears any armor, when she carries a shield, or when she
Religion: Some Martial Artists are very religious, and carries a medium or heavy load.
their martial studies figure prominently into religious Flurry of Blows (Ex): When unarmored, a Martial Artist
rituals and meditation. However, most Martial Artists may strike with a flurry of blows at the expense of accuracy.
at best have only make a nod toward religious beliefs – When doing so, she may make one extra attack in a round at
their focus is more on the fight ahead than the world her highest base attack bonus, but this attack takes a –2
beyond. penalty, as does each other attack made that round. The
Background: For the most part, Martial Artists are resulting modified base attack bonuses are shown in the
generally from athletic backgrounds. Since the life of Flurry of Blows Attack Bonus column on Table: The
an Martial Artist is often brutal and filled with pain, Martial Artist. This penalty applies for 1 round, so it also
most successful Martial Artists come from the lower or affects attacks of opportunity the Martial Artist might make
harder side of life, and it is not uncommon for them to before her next action. When a Martial Artists reaches 5th
have had lives as common laborers, thugs, bullies or be level, the penalty lessens to –1, and at 9th level it
involved in other professions requiring rigorous and disappears. A Martial Artist must use a full attack action to
demanding physical labor. strike with a flurry of blows. When using flurry of blows, an
Many Martial Artists have also had military or Martial Artist may attack only with unarmed strikes or with
militant school training from which they learned the special weapons (kama, nunchaku, quarterstaff, sai,
basics of their craft. Whether a student from a local shuriken, and siangham). She may attack with unarmed
wresting house or under the tutage of a master martial strikes and special weapons interchangeably as desired.
artist, many of the successful Martial Artists have had When using weapons as part of a flurry of blows, a Martial
pratical prior experience in combat in some form or Artist applies her Strength bonus (not Str bonus x 1½ or x
another. ½) to her damage rolls for all successful attacks, whether
Races: Martial Artists can come from any race, though she wields a weapon in one or both hands. The Martial
those who build is stockier and larger tend to have a Artist can’t use any weapon other than a special weapon as
better knack for the skills of unarmed combat. part of a flurry of blows.
Other Classes: Martial Artists have no special like or In the case of the quarterstaff, each end counts as a
dislike of other classes, though they are often in awe of separate weapon for the purpose of using the flurry of blows
monk’s supernatural abilities. ability. Even though the quarterstaff requires two hands to
use, a Martial Artist may still intersperse unarmed strikes
Hit Dice: 1d10 with quarterstaff strikes, assuming that she has enough
Starting Money: 1d4 x 10 gp attacks in her flurry of blows routine to do so.
Class Skills Unarmed Strike: At 1st level, a Martial Artist gains
The martial artist’s class skills (and the key Improved Unarmed Strike as a bonus feat. A Martial
ability for each skill) are Acrobatics (Dex), Athletics Artist’s attacks may be with either fist interchangeably or
(Str), Craft (Int), Handle Animal (Cha), Knowledge even from elbows, knees, and feet. This means that a
(Arcana, History & Religion), Perception (Wis), Martial Artist may even make unarmed strikes with her
Persuade (Cha), Perform (Cha), and Profession (Wis). hands full. There is no such thing as an off–hand attack for a
Skill Points at first Level: (2 + Int modifier) X 4 Martial Artist striking unarmed. A Martial Artist may thus
Skill Points as Each Additional Level: 2 + Int apply her full Strength bonus on damage rolls for all her
Modifier. unarmed strikes.
Usually a Martial Artist’s unarmed strikes deal
lethal damage, but she can choose to deal nonlethal damage
Class Features instead with no penalty on her attack roll. She has the same
All of the following are class features of the Martial choice to deal lethal or nonlethal damage while grappling.
Artist. A Martial Artist’s unarmed strike is treated both as
Weapons and Armor Proficiency: An Martial Artist a manufactured weapon and a natural weapon for the
starts with proficiency with all simple weapons and the purpose of spells and effects that enhance or improve either
kama, nunchuka, sai, shuriken and siagham. A Martial manufactured weapons or natural weapons.
Artist starts with proficiency in light armor and shields.

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A Martial Artist also deals more damage with Martial Artist would make one attack at +16 to hit and deal
her unarmed strikes than a normal person would, as 4d6 damage.
shown on Table: The Martial Artist. The unarmed A martial artist can perform a Final strike once per
damage on Table: The Martial is for Medium monks. A day at 3rd level, and an additional time per day for every
Small Martial Artist deals less damage than the amount three additional levels (Thus 2x/day at 6th, 3x/day at 9th,
given there with her unarmed attacks, while a Large 4x/day at 12th, 5x/day at 15th, and 6x/day at 18th).
monk deals more damage; see Table: Small or Large Ki Strike (Su): At 5th level, a martial artist’s unarmed
Martial Artist Unarmed Damage. attacks are empowered with ki. Her unarmed attacks are
Note: Monk levels and Martial Artist levels stack for treated as magic weapons for the purpose of dealing damage
the purposes of flurry of blows and unarmed strike. to creatures with damage reduction.
Bonus Feats: At 1st level, a Martial Artist gets a bonus
combat–oriented feat in addition to the feat that any
1st–level character gets and the bonus feat granted to a
human character. The Martial Artist gains an additional
bonus feat at 2nd level and every two Martial Artist
levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th,
18th, and 20th). These bonus feats must be drawn from
the list of fighter feats or the list below. A Martial Artist
must still meet all prerequisites for a bonus feat,
including ability score and base attack bonus
minimums, except where noted below. A Martial Artist
may only take Weapon Specialization for unarmed
attacks, grappling or for weapons that can be used with
unarmed attacks.
These bonus feats are in addition to the feat
that a character of any class gets from advancing levels.
A Martial Artist is not limited to the list of fighter
bonus feats when choosing these feats.
Fast Movement (Ex): At second level, the Martial
Artist gains a +10 foot speed bonus to his base
movement rate. This bonus only applies when the
Martial Artist is in light or no armor and carries a light
load.
Final Strike (Ex): At 3rd level, the martial artist can
make a sudden and deadly strike a certain number of
times per day. As a full attack action, the martial artist
names their target and can make an attack in one of the
two following manners listed below. If the attack
misses, the attempt is lost for the day. When a martial
artist performs a Final Strike attack, he gains a +4
insight bonus to the attack roll, regardless of the version
he chooses.
Unavoidable Strike: The martial artist adds together all
of his base attack bonuses and adds his Strength
modifier and any other attacks bonuses to this total and
makes a single attack. This attack deals his normal
unarmed attack damage, upsized one die plus 1 ½ her
Strength modifier. For example, a 12th level Martial
Artist would make one attack at a +23 to hit and deal
2d8 damage with a successful hit.
Punishing Strike: The martial artist makes one attack
using his highest base attack bonus, plus Strength
modifier and any other attack bonuses. If she hits with
the attack she deals her base unarmed damage for each
attack the character would have normally gained. Add
to this total the character’s Strength modifier and any
other additional damage. For example, a 12th level

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The Monk
Level BAB Caster Fort Reflex Will Special
Level Save Save Save
1 +0 +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Insightful Defense,
Monk Talent, Unarmed Strike
2 +1 +1 +3 +3 +3 Weapon skill
3 +2 +2 +3 +3 +3 Bonus Feat, Monk Talent
4 +3 +3 +4 +4 +4
5 +3 +3 +4 +4 +4 Bonus Feat, Monk Talent
6 +4 +4 +5 +5 +5
7 +5 +5 +5 +5 +5 Monk Talent
8 +6 +6 +6 +6 +6
9 +6 +6 +6 +6 +6 Monk Talent
10 +7 +7 +7 +7 +7
11 +8 +8 +7 +7 +7 Monk Talent
12 +9 +9 +8 +8 +8
13 +9 +9 +8 +8 +8 Monk Talent
14 +10 +10 +9 +9 +9
15 +11 +11 +9 +9 +9 Monk Talent
16 +12+7 +12 +10 +10 +10
17 +12 +12 +10 +10 +10 Monk Talent
18 +13 +13 +11 +11 +11
19 +14 +14 +11 +11 +11 Monk Talent
20 +15 +15 +12 +12 +12
since birth to achieve the sublime abilities that the class
Monk grants. In some cultures, such as among Nippon humans, it
In the earliest of days before the creation of is customary to enter into a monstaic order upon reaching
weapons, unarmed combat was one of the only ways to “age of retirement”, though such monks rarely have the time
protect oneself. As weapons came into creation, to learn the more esoteric abilities.
Gosend – then his son Menos – taught methods of Races: Monks are almost exclusively human. Occasionally,
turning the body into a weapon, while also discovering other races will be inducted into a human monestary to learn
the means for the body to transcend its mortal to become a monk, but such creatures are singular at best.
limitations. Other Classes: Monks tend to remain neutral towards most
These teachings were kept primarily among other classes, though they are often draw positively to
the Nippon, who perfected these teachings over the clerics, Priests, chosen ones and paladins who worship
years until they developed monastic orders that to this Gosen or Menos.
day continue to teach these techniques.
During the Dark Age, mindful members of Alignment: Any lawful.
these monastic orders travelled in secret teaching the Hit Die: d8.
populace means to protecting themselves from the Class Skills
deprivations of the likes of the Skyland Hold, and also The monk’s class skills (and the key ability for each skill)
work against the powers of that foul land. These are Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge
wanderers eventually established the Brotherhood, (Arcana) (Int), Knowledge (Religion) (Int), Perception
which in turn established the nation known as the (Wis), Perform (Cha), Persuade (Cha), Profession (Wis),
Brotherhood of Glory. From these established monastic and Stealth (Dex).
orders, Brothers have spread their skills across the
continent, leaving monastic orders in nearly every Skill Points at 1st Level: (4 + Int modifier) x4.
country across Amberos or knowledge of their Skill Points at Each Additional Level: 4 + Int modifier.
techiniques in many semi–secret conclaves that have
spawned myriad monks over the ages. Bonus Feat: At 1st, 3rd and 5th feat, the monk gains a bonus
Alignment: Monks can be of any lawful alignment. feat from the list of monk feats available.
Religion: Most monks revere either Gosend or Menos, Insightful Defense: At 1st level, when unarmored and
though outright worship is rare. Evil monks are unencumbered, the monk adds her Wisdom bonus (if any) to
sometimes known to worship Morian or Gwieze. her AC.
Background: Becoming a monk takes years of Weapon Skill: At 2nd level, monks train with the use of
aesthetic practice, and most monks have been training weapons to augment their unarmed attacks. While generally

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striking more devastating blows with unarmed attacks, (Touch; Fort DC 10 + ½ monk levels + Wis modifier; Init:
the monk’s armed attacks are generally more accurate. 1d10 Con; Sec: 1d10 Con).
When attacking with a weapon a monk is proficient in, This ability may be used once per day.
he uses a fighter’s Base Attack Bonus. This also affects Damage Reduction (Ex): You must have a base Fort save
the monk flurry of blows attack bonus when using of +5 or higher.
monk’s weapons, as shown on the table below. A The monk gains DR 1/–. This increases by 1 every
monk uses his normal BAB, not his weapon BAB to 5 levels.
determine qualification for a prestige class or feat. Defensive Stance (Ex): You must have a Base Attack
Bonus of +1 or higher and the Stability ability to take
Table: Monk Weapon Skill Attack Bonus Defensive Stance.
When a monk adopts a defensive stance, she gains
Monk Level Weapon BAB Weapon Flurry of phenomenal strength and durability, but he cannot move
Blows from the spot she is defending. He gains +2 to Strength, +4
1st +1 –1/–1 to Constitution, a +2 magic bonus on all saves, and a +4
2nd +2 +0/+0 dodge bonus to AC. The increase in Constitution increases
3rd +3 +1/+1 the defender’s hit points by 2 points per level, but these hit
4th +4 +2/+2 points go away at the end of the defensive stance when the
5th +5 +4/+4 Constitution score drops back 4 points. These extra hit
6th +6 +5/+5/+0 points are not lost first the way temporary hit points are.
7th +7 +6/+6 While in a defensive stance, a defender cannot use skills or
8th +8 +7/+7 abilities that would require her to shift his position. A
9th +9 +9/+9 defensive stance lasts for a number of rounds equal to 3 +
10th +10 +10/+10 the character’s (newly improved) Constitution modifier. A
11th +11 +11/+11 monk may end her defensive stance voluntarily prior to this
12th +12 +12/+12 limit. At the end of the defensive stance, the monk is winded
13th +13 +13/+13 and takes a –2 penalty to Strength for the duration of that
14th +14 +14/+14 encounter. A monk can only use his defensive stance once a
15th +15 +15/+15 day. For every 4 monk levels, and never more than once in a
16th +16 +16/+16 given encounter, the monk can use defensive stance an
17th +17 +17/+17 additional time per day. Using the defensive stance takes no
18th +18/+2 +18/+18/+2 time itself, but a monk can only do so during her action.
19th +19 +19/+19 Devotion: You must have a Will save of +5 or better and
20th +20 +20/+20 the Still Mind Ability.
The monk can cast a handful of divine spells, as
Monk Talent: At every odd level, a monk gains a shown on the table below. To cast a spell, a monk must
special talent from the list below. Some monk talents have a Wisdom of 10 + Spell level. The spells are chosen
have special requirements before they may be taken. from the Sun, Travel, Law and Protection domains. The
Abundant Step (Su): You must have 10 monk levels to monk’s caster level is equal to ½ his monk level.
take this ability.
A monk with this ability can slip magically Level Caster 1st 2nd 3rd 4th
between spaces, as if using the spell dimension door, Level
once per day. Her caster level for this effect is equal to 4–5 2 0 – – –
her monk level. 6–7 3 1 – – –
Charm Touch (Su): You must have the Diamond Body 8–9 4 1 0 – –
ability to take Charm Strike.
Declare you are using the charm strike before Devotion, Greater: You must have a Will save of +7 or
you make an attack roll. If you hit with a unarmed better, 10 levels of monk and the Devotion ability to take
touch attack you do not deal damage but instead the Greater Devotion.
victim must make a Will DC 10 + 1/2 monk level + The monk continues to progress in being able to
Wis modifier save or fall under the effects of a Charm cast a handful of spells, as shown on the table below. To
Person spell that lasts 1 minute/level. You can only cast a spell, the monk must have a Wisdom of 10 + Spell
attempt a charm strike on an individual once per day, level. The spells are chosen from the Sun, Travel, Law and
and may only keep on individual charmed at a time. Protection domains. The monk’s caster level is equal to ½
Cobra Fang (Su): You must have 7 monk levels to his monk level.
take Cobra Fang.
As a full–attack action, you can make a single Level Caster 1st 2nd 3rd 4th
unarmed strike that poisons the target. Cobra Fang Level

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10 5 1 1 – – One of the resistance you have with Elemental
11 5 1 1 0 – Temperance is changed to an immunity to that element.
12 6 1 1 1 – Elemental Temperance (Su): You must have the Elemental
13 6 1 1 1 – Temperance ability and a base Fortitude save of +8.
14 7 2 1 1 0 One of the resistance you have with Elemental
Affinity is upgraded to energy resistance 15. You may
Devotion, Supreme: You must have a Will save of +9 select this ability multiple times, once for each Elemental
or better, 15 levels of Monk and the Greater Devotion Affinity you have.
ability to take Supreme Devotion. Empty Body (Su): You must have a Will save of +10 to
The monk continues to progress in being able take Empty Body.
to cast a handful of spells, as shown on the table below. A monk with this ability can assume an ethereal
To cast a spell, the monk must have a Wisdom of 10 + state for 1 round per monk level per day, as though using the
Spell level. The spells are chosen from the Sun, Travel, spell etherealness. She may go ethereal on a number of
Law and Protection domains. The monk’s caster level different occasions during any single day, as long as the
is equal to ½ his monk level. total number of rounds spent in an ethereal state does not
exceed her monk level.
Level Caster 1st 2nd 3rd 4th Essence of the Wind (Su): You must have a Reflex save of
Level +8 to take Essence of the Wind.
A monk with this ability can blink as per the spell,
15 7 2 1 1 1
once per day. The caster level is equal her monk level.
16 8 2 2 1 1
Evasion (Ex): You must have a base Reflex save of +3 to
17 8 2 2 2 1
take this ability.
18 9 3 2 2 1
If a monk makes a successful Reflex saving throw
19 9 3 3 3 2
against an attack that normally deals half damage on a
20 10 3 3 3 3
successful save, she instead takes no damage. Evasion can
be used only if a monk is wearing light armor or no armor.
Diamond Body (Su): You must have the Purity of A helpless monk does not gain the benefit of evasion.
Body ability to take Diamond Body and have a base Focus Ki (Su): You must have the Ki strike ability.
Fortitude save of +8. By taking a full–round action to focus your “inner
The monk gains immunity to poisons of all breath”, you gain a +2 competence bonus to any one ability
kinds. score, skill roll, saving throw or to your Base attack bonus.
Diamond Soul (Su): You must have the Diamond The bonus lasts for one minute. Once you have chosen
Body ability and a base Fortitude save of +8 to take which attribute will gain the bonus, you cannot change it for
Diamond Soul. the remainder of the enhancement. You may use this ability
A monk with this ability gains spell resistance once per day per 5 levels.
equal to her current monk level + 10. In order to affect Fast Movement (Ex): You must have at least 3 levels of
the monk with a spell, a spellcaster must get a result on monk to take this ability. At every level divisable by 3, the
a caster level check (1d20 + caster level) that equals or fast movement bonus increases by +10 feet. (Thus, you gain
exceeds the monk’s spell resistance. +10 at 3rd, +20 ft. at 6th, +30 ft. at 9th, +40 ft. at 12th, +50 ft.
Dragon Punch (Su): You must have the Ki Strike, and at 15th and +60 ft. at 18th)
a BAB of +6 or better to take Dragon Punch. Flow Like Water (Su): You must have a Reflex save of +5
As an attack action, you make a single to take Flow Like Water.
unarmed attack at your highest BAB. If you hit, you Once per day, for up to 1 round/2 levels, you act as
deal your normal unarmed attack damage plus +1d4 if under a Haste spell. The monk’s caster level is equal to
elemental damage (acid, cold, fire or sonic) per 2 monk her monk level. This is a haste effect.
levels you possess. This ability can be used once per Flurry of Blows (Ex): When unarmored, a monk may strike
day per 5 levels of monk you possess. You cannot use with a flurry of blows at the expense of accuracy.
this ability more than once per round. When doing so, she may make one extra attack in a
Elemental Affinty (Su): You must have a base round at her highest base attack bonus, but this attack takes
Fortitude save of +5. a –2 penalty, as does each other attack made that round. The
The monk gains energy resistance acid, cold, resulting modified base attack bonuses are shown in the
electricity, fire or sonic 5. The choice of resistance Flurry of Blows Attack Bonus column on Table: The Monk.
must be decided when this ability is taken and cannot This penalty applies for 1 round, so it also affects attacks of
be changed. This ability may be taken multiple times, opportunity the monk might make before her next action.
each for a different resistance type. When a monk reaches 5th level, the penalty lessens to –1,
Elemental Granduer (Su): You must have the and at 9th level it disappears. A monk must use a full attack
Elemental Affinty ability, the Elemental Temperance action to strike with a flurry of blows.
ability and a base Fortitude save of +11.

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When using flurry of blows, a monk may attack the barbarian by flanking him, unless the attacker has
attack only with unarmed strikes or with special monk at least four more rogue levels than the target has monk
weapons (kama, nunchaku, quarterstaff, sai, shuriken, levels. If a character already has uncanny dodge (see above)
and siangham). She may attack with unarmed strikes from a second class, the character automatically gains
and special monk weapons interchangeably as desired. improved uncanny dodge instead, and the levels from the
When using weapons as part of a flurry of blows, a classes that grant uncanny dodge stack to determine the
monk applies her Strength bonus (not Str bonus x 1–1/2 minimum level a rogue must be to flank the character.
or x 1/2) to her damage rolls for all successful attacks, Iron Body (Su): You must have a Fortitude save of +10
whether she wields a weapon in one or both hands. The and the Diamond Body ability to take Iron Body.
monk can’t use any weapon other than a special monk Once per day, you can use the wizard spell Iron
weapon as part of a flurry of blows. Body as a supernatural ability. Your caster level is equal to
In the case of the quarterstaff, each end counts your monk level.
as a separate weapon for the purpose of using the flurry Ki Strike (Adamantine): You must have the Ki Strike
of blows ability. Even though the quarterstaff requires (magic), Ki Strike (Lawful) and a base Fortitude save of
two hands to use, a monk may still intersperse unarmed +10 or better to take this ability.
strikes with quarterstaff strikes, assuming that she has The monk’s unarmed attacks are treated as
enough attacks in her flurry of blows routine to do so. adamantine weapons for the purpose of dealing damage to
When a monk reaches 11th level, her flurry of blows creatures with damage reduction and bypassing hardness.
ability improves. In addition to the standard single extra Ki Strike (Cold Iron): You must have the Ki strike (magic)
attack she gets from flurry of blows, she gets a second ability to take Ki Strike (Cold Iron).
extra attack at her full base attack bonus. The monk’s unarmed attacks are treated as cold
iron weapons for the purpose of dealing damage to creatures
Level Flurry of Blows Unarmed with damage reduction.
Attack Bonus Damage 1 Ki Strike (Energy): You must have the Ki strike (magic)
1st –2/–2 1d6 ability and a base Fortitude save of +10 to take this ability.
2nd –1/–1 1d6 Half of the monk’s unarmed damage from attacks
3rd +0/+0 1d6 are treated as a form of energy (acid, cold, fire or sonic).
4th +1/+1 1d8 The energy type must be selected when this ability is taken
5th +2/+2 1d8 and cannot be changed.
6th +3/+3 1d8 Ki Strike (Good): You must have the Ki strike (magic)
7th +4/+4 1d8 ability to take Ki Strike (Lawful).
8th +5/+5/+0 1d10 The monk’s unarmed attacks are also treated as
9th +6/+6 1d10 good–aligned weapons for the purpose of dealing damage to
10th +7/+7 1d10 creatures with damage reduction.
11th +8/+8/+8 1d10 Ki Strike (Evil): You must have the Ki strike (magic)
12th +9/+9/+9 2d6 ability to take Ki Strike (Lawful).
13th +9/+9/+9 2d6 The monk’s unarmed attacks are also treated as
14th +10/+10/+10 2d6 evil–aligned weapons for the purpose of dealing damage to
15th +11/+11/+11 2d6 creatures with damage reduction.
16th +12/+12/+12 2d8 Ki Strike (Magic): The monk’s unarmed attacks are
17th +12/+12/+12 2d8 empowered with ki. Her unarmed attacks are treated as
18th +13/+13/+13 2d8 magic weapons for the purpose of dealing damage to
19th +14/+14/+14 2d8 creatures with damage reduction. You may only have one
20th +15/+15/+15 2d10 Ki strike active at a time. At 15th level, you may have up to
two Ki strike abilities active at one time.
Improved Evasion (Ex): The monk must have the Ki Strike (Lawful): You must have the Ki strike (magic)
Evasion ability and a Reflex base save of +6. The ability to take Ki Strike (Lawful).
monks evasion ability improves. She still takes no The monk’s unarmed attacks are also treated as
damage on a successful Reflex saving throw against lawful weapons for the purpose of dealing damage to
attacks, but henceforth she takes only half damage on a creatures with damage reduction.
failed save. A helpless monk does not gain the benefit Ki Strike (Silver): You must have the Ki strike (magic)
of improved evasion. ability to take Ki Strike (Silver).
Improved Uncanny Dodge (Ex): You must have the The monk’s unarmed attacks are also treated as
Uncanny Dodge ability to take Improved Uncanny silver weapons for the purpose of dealing damage to
Dodge. creatures with damage reduction.
With this ability, the monk can no longer be
flanked. This defense denies a rogue the ability to sneak

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Martial Secret: You may take a martial artist feat. Tongue of the Sun and Moon (Ex): You must have
You may ignore ability score requirements for the feat, Linguistics as a trained skill and have at least 10 ranks in the
but must meet all other requirements. skill.
Natural Avoidance (Ex): You gain a dodge bonus to A monk with this ability can speak with any living
AC of +1. This increases by +1 every 4 monk levels creature that knows a language.
thereafter. Slow Fall (Ex): You must be trained in the Acrobatics
Purity of Body (Su): You must have a base Fortitude (Tumble) skill to take this ability and have a base Reflex
saving throw of +4 to take this ability. save of +4 or better.
A monk with this ability gains a +8 bonus to If the monk is within arm’s reach of a wall can use
saves against all diseases. it to slow her descent.
Quivering Palm (Su): You must have 15 monk levels When first using this ability, she takes damage as if
to take Quivering Palm. the fall were 20 feet shorter than it actually is. The monk’s
With this ability, a monk can set up vibrations ability to slow her fall (that is, to reduce the effective
within the body of another creature that can thereafter distance of the fall when next to a wall) improves by 10 feet
be fatal if the monk so desires. She can use this with every other monk level until at 20th level she can use a
quivering palm attack once a day, and she must nearby wall to slow her descent and fall any distance
announce her intent before making her attack roll. without harm.
Constructs, oozes, plants, undead, incorporeal creatures, Stability: The monk gains a +4 bonus on ability checks
and creatures immune to critical hits cannot be affected. made to resist being bull rushed or tripped when standing on
Otherwise, if the monk strikes successfully and the the ground (but not when climbing, flying, riding, or
target takes damage from the blow, the quivering palm otherwise not standing firmly on the ground).
attack succeeds. Thereafter the monk can try to slay the Stamina: You gain +2 hit points each level
victim at any later time, as long as the attempt is made Still Mind: The monk gains a +2 bonus on saving throws
within a number of hours equal to her monk level. To against spells and effects from the school of enchantment.
make such an attempt, the monk merely wills the target Uncanny Dodge (Ex): You must have a Will save of +3 or
to die (a free action), and unless the target makes a better to take Uncanny Dodge.
Fortitude saving throw (DC 10 + 1/2 the monk’s level + A monk with this ability retains her Dexterity
the monk’s Wis modifier), it dies. If the saving throw is bonus to AC (if any) even if he is caught flat–footed or
successful, the target is no longer in danger from that struck by an invisible attacker. However, he still loses his
particular quivering palm attack, but it may still be Dexterity bonus to AC if immobilized. If a monk already
affected by another one at a later time. has uncanny dodge from a different class, she automatically
Rend: You must have a Base Attack Bonus of +6 or gains improved uncanny dodge instead.
more to take this ability. Undetectable (Su): You must have the Still Mind ability a
A monk with this ability who hits with two or base Will save of +10 or better.
more unarmed strikes on a single opponent rends that The monk acts as if under a constant nondetection
opponent, dealing additional damage to twice her spell with a caster level equal to his monk level.
unarmed damage plus 1 ½ her Strength bonus. Wallwalking (Su): You must have the Fast Movement
This ability cannot be used in a round in which ability and Focus Ki ability.
the monk flurries. As part of a move action, you can run up a vertical
Repel the Earth (Su): You must have the Diamond surface. If you do not reach a horizontal surface at the end
Soul ability to take this ability. of your movement, you fall.
Once per day, the monk can use overland Waterwalking (Su): You must have the Fast Movement
flight on himself and his gear as a supernatural ability. ability, Focus Ki ability and Wallwalking ability.
Timeless Body (Ex): You must have the Diamond As part of a move action, you can walk on the
Body ability to take Timeless Body. surface of water at up to ½ your normal movement rate. If
With this ability, a monk no longer takes you end your movement while still on the surface of water,
penalties to her ability scores for aging and cannot be you fall in and cannot use this ability again until you leave
magically aged. Any such penalties that she has already the water’s confines.
taken, however, remain in place. Walk Unseen (Su): You must have the Diamond Soul
Bonuses still accrue, and the monk still dies of ability to take Walk Unseen.
old age when her time is up. Once per day, the monk can make himself
Likewise, any time the monk would take invisible. This otherwise acts like an improved invisibility
ability damage or drain, the attacker must make a level spell cast at the monk’s level.
check (1d20 + attacker’s level and/or HD vs. a DC of Warrior’s Heart (Ex): This ability must be taken at 1st
10 + monk’s level) to affect the monk. level.
The monk’s base attack bonus advances as a
fighter (+1 each level) instead of the normal progression.

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Wholeness of Body (Su): You must have the Purity of
Body ability to take this ability.
A monk with this ability can heal her own
wounds. She can heal 1d4 hit points per monk level to
herself each day, and she can spread this healing out
among several uses.
Unarmed Strike: At 1st level, a monk gains Improved
Unarmed Strike as a bonus feat. A monk’s attacks may
be with either fist interchangeably or even from elbows,
knees, and feet. This means that a monk may even
make unarmed strikes with her hands full. There is no
such thing as an off–hand attack for a monk striking
unarmed. A monk may thus apply her full Strength
bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal
damage, but she can choose to deal nonlethal damage
instead with no penalty on her attack roll. She has the
same choice to deal lethal or nonlethal damage while
grappling.
A monk’s unarmed strike is treated both as a
manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve
either manufactured weapons or natural weapons.
A monk also deals more damage with her
unarmed strikes than a normal person would, as shown
on Table: The Monk. The unarmed damage on Table:
The Monk is for Medium monks. A Small monk deals
less damage than the amount given there with her
unarmed attacks, while a Large monk deals more
damage; see Table: Small or Large Monk Unarmed
Damage.
Perfect Self: At 20th level, a monk becomes a magical
creature. She is forevermore treated as an outsider
rather than as a humanoid (or whatever the monk’s
creature type was) for the purpose of spells and magical
effects. Additionally, the monk gains damage reduction
10/magic, which allows her to ignore the first 10 points
of damage from any attack made by a nonmagical
weapon or by any natural attack made by a creature that
doesn’t have similar damage reduction. Unlike other
outsiders, the monk can still be brought back from the
dead as if she were a member of her previous creature
type.

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The Paladin
Level BAB Caster Fort Reflex Will Special
Level
1 +1 +0 +2 +0 +0 Aura of good, detect evil, smite evil (1d6) 1x/day
2 +2 +1 +3 +0 +0 Divine grace, lay on hands
3 +3 +2 +3 +1 +1 Aura of courage, divine health, smilte evil (2d6)
2x/day
4 +4 +3 +4 +1 +1 Armored Caster, divine spells, Turn undead
5 +5 +3 +4 +1 +1 Divine bond
6 +6 +4 +5 +2 +2 Smite evil (3d6) 3x/day,
7 +7 +5 +5 +2 +2 Remove malady 1x/day
8 +8 +6 +6 +2 +2 Aura of resolve
9 +9 +6 +6 +3 +3 Smite evil (4d6) 4x/day
10 +10 +7 +7 +3 +3 Remove malady 2x/day
11 +11 +8 +7 +3 +3 Aura of justice
12 +12 +9 +8 +4 +4 Smite evil (5d6) 5x/day
13 +13 +9 +8 +4 +4 Remove malady 3x/day
14 +14 +10 +9 +4 +4 Aura of faith
15 +15 +11 +9 +5 +5 Smite evil (6d6) 6x/day
16 +16 +12 +10 +5 +5 Remove malady 4x/day
17 +17 +12 +10 +5 +5 Aura of righteousness
18 +18 +13 +11 +6 +6 Smite evil (7d6) 7x/day
19 +19 +14 +11 +6 +6 Remove malady 5x/day
20 +20 +15 +12 +6 +6 Holy champion
of paladinhood in defense of Hamma and elvinkind, but
Paladin their numbers are very, very rare. There are no recorded
Paladins are holy warriors who quest to cases of halfing, gnome or kobold paladins, though there is
vanquish evil in the name of the god they worship. no reason they could occur if conditions were right.
Heavily armored and bearing powerful weapons, they Other Classes: Paladins tend to expect others to hold the
smite evil where they find it – whether in the wildness strong ideals and religious beliefs that they do. They tend to
beyond civilization or within the cult hidden beneath scorn rogues and are uncomfortable around barbarians, but
the most powerful of cities. can tolerate their presence as long as they are willing to
Often described as beacons of light, paladins work in behest of the group and confine themselves to non–
do their utmost to promote lawful behavior, justice and evil acts.
to spread the most good to the most individuals that Paladins tend to get along with monks, clerics,
they can muster. As pillars of goodness, they have Priests, and chosen ones who worship the same god as the
strong moral codes and disciplines designed to shine the paladin, or a god friendly to the god the paladin has chosen.
light of goodness wherever they travel. A paladin will never willingly work with a religious
Alignment: Paladins must be Lawful good in character he knows to worship an evil god.
alignment Paladins will not willingly associate with invokers
Religion: Paladins tend to favor good martial gods, who have taken a Infernal or Madness pact, and will
including Gosend, Dhorian, and Visha. Some worship strongly dislike those with a Shadow pact.
Competius or Zzadassa, though it is not very numerous.
Paladins of Titanicus and Silamus are known, but Alignment: Lawful good.
extremely rare. Hit Die: d10.
Background: Paladins are marked both by an Class Skills
outstanding upbringing and a marked devotion to a The paladin’s class skills (and the key ability for each skill)
diety or good ideal. Even in their early life they tend to are Athletics (Str), Craft (Int), Handle Animal (Cha),
be champions against bullies and exemplar in word and Knowledge (Nobility and Royalty & Religion) (Int),
deed. Though it is possible for a paladin to emerge Perception (Wis), Persuade (Cha), Survival (Heal) (Wis),
from a “change of heart”, such individuals are and Profession (Wis).
exceptionally rare, and often face scorn or hatred from
former individuals they may have wronged. Skill Points at 1st Level: (2 + Int modifier) x4.
Races: Humans make up the bulk of paladins. Orkans, Skill Points at Each Additional Level: 2 + Int modifier.
half–elves and dwarves are the second–largest group to
become paladins. Elves sometimes take up the mantle

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Class Features 1st–3rd – – – –
All of the following are class features of the paladin. 4th–5th 0 – – –
Weapon and Armor Proficiency: Paladins are 6th–7th 1 – – –
proficient with all simple and martial weapons, with all 8th–9th 1 0 – –
types of armor (heavy, medium, and light), and with 10th 1 1 – –
shields (except tower shields). 11th 1 1 0 –
Aura of Good (Ex): The power of a paladin’s aura of 12th–13th 1 1 1 –
good (see the detect good spell) is equal to her paladin 14th 2 1 1 0
level. 15th 2 1 1 1
Detect Evil (Sp): At will, a paladin can use detect evil, 16th 2 2 1 1
as the spell. 17th 2 2 2 1
Smite Evil (Su): Once per day, a paladin may attempt 18th 3 2 2 1
to smite evil with one normal melee attack. She adds 19th 3 3 3 2
her Charisma bonus (if any) to her attack roll and deals 20th 3 3 3 3
+1d6 extra points of damage per three paladin levels Spells: Beginning at 4th level, a paladin gains the ability to
(Thus +1d6 at 1st–2nd, +2d6 at 3rd–5th, +3d6 at 6th–8th, cast a small number of divine spells, which are drawn from
+4d6 at 9th–11th, +5d6 at 12th–14th, +6d6 at 15th–17th, the paladin spell list. A paladin must choose and prepare her
+7d6 at 18th+ level). If the paladin accidentally smites spells in advance.
a creature that is not evil, the smite has not effect, but To prepare or cast a spell, a paladin must have a
the ability is still used up for that day. Charisma score equal to at least 10 + the spell level. The
Divine Grace (Su): At 2nd level, a paladin gains a Difficulty Class for a saving throw against a paladin’s spell
bonus equal to her Charisma bonus (if any) on all is 10 + the spell level + the paladin’s Charisma modifier.
saving throws. Like other spellcasters, a paladin can cast only a
Lay on Hands (Su): Beginning at 2nd level, a paladin certain number of spells of each spell level per day. Her
with a Charisma score of 12 or higher can heal wounds base daily spell allotment is given on Table: The Paladin. In
(her own or those of others) by touch. Each day she can addition, she receives bonus spells per day if she has a high
heal a total number of hit points of damage equal to her Wisdom score. When Table: The Paladin indicates that the
paladin level x her Charisma bonus. A paladin may paladin gets 0 spells per day of a given spell level, she gains
choose to divide her healing among multiple recipients, only the bonus spells she would be entitled to based on her
and she doesn’t have to use it all at once. Using lay on Charisma score for that spell level The paladin does not
hands is a standard action. have access to any domain spells or granted powers, as a
Alternatively, a paladin can use any or all of cleric does.
this healing power to deal damage to undead creatures. A paladin prepares and casts spells the way a cleric
Using lay on hands in this way requires a successful does, though she cannot lose a prepared spell to
melee touch attack and doesn’t provoke an attack of spontaneously cast a cure spell in its place. A paladin may
opportunity. The paladin decides how many of her daily prepare and cast any spell on the paladin spell list, provided
allotment of points to use as damage after successfully that she can cast spells of that level, but she must choose
touching an undead creature. which spells to prepare during her daily meditation.
Aura of Courage (Su): Beginning at 3rd level, a Through 3rd level, a paladin has no caster level. At
paladin is immune to fear (magical or otherwise). Each 4th level and higher, her caster level is equal to her paladin
ally within 10 feet of her gains a +4 magic bonus on level –3.
saving throws against fear effects. Divine Bond (Sp): Upon reaching 5th level, a paladin forms
This ability functions while the paladin is a divine bond with her god. This bond can take one of two
conscious, but not if she is unconscious or dead. forms.
Divine Health (Ex): At 3rd level, gains immunity to all The first is a bond with a celestial spirit that bonds
diseases, including supernatural and magical diseases. to the paladin’s weapon, causing it to shed light like a torch
Turn Undead (Su):When a paladin reaches 4th level, for 1 minute per paladin level. At 5th level, this spirit gives
she gains the supernatural ability to turn undead. She the weapon a +1 bonus. For every three levels beyond 5th,
may use this ability a number of times per day equal to the weapon gains another +1 bonus, to a maximum of +6 at
3 + her Charisma modifier. She turns undead as a cleric 20th level. These bonuses can be added to the weapon or
of three levels lower would. they can be used to add any of the following weapon
Armored Caster: At 4th level, when the paladin gains properties: axiomatic, brilliant energy, defending,
spells, he is trained to cast spells while in armor and/or disruption, flaming, flaming burst, holy, keen, merciful, and
employing a shield. A paladin can take 10 when speed. These bonuses do not stack with any properties the
making Spellcraft (Divine) skill checks to cast in armor. weapon already has. If the weapon is not magical, at least a
+1 bonus must be added before any other abilities can be
Level 1st 2nd 3rd 4th

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added. The celestial spirit refuses to work in the hands overcoming damage reduction. Any attack made against an
of anyone other than the paladin. enemy within 10 feet of her is treated as good aligned for
If a weapon bearing a celestial spirit is the purposes of overcoming damage reduction.
destroyed, the paladin loses the use of this ability for 30 This ability functions while the paladin is
days, or until she gains a level. During this 30–day conscious, but not if she is unconscious or dead.
period, the paladin takes a –1 penalty on attack and Aura of Righteousness (Su): At 17th level, a paladin gains
weapon damage rolls. DR 5/evil and immunity to compulsion spells and spell–like
The second bond allows a paladin to gain the abilities. Each ally within 10 feet of her gains a +4 magic
service of an unusually intelligent, strong, and loyal bonus on saving throws against compulsion effects.
steed to serve her in her crusade against evil. This This ability functions while the paladin is
mount is usually a heavy warhorse (for a Medium conscious, but not if she is unconscious or dead.
paladin) or a warpony (for a Small paladin). Holy Champion (Su): At 20th level, a paladin becomes a
The paladin’s mount makes its home on the conduit for the power of her god. Her DR increases to
home plane of the paladin, and normally accompanies 10/evil. Whenever she uses smite evil against an evil
her on adventures and other activities. If slain, the outsider, the outsider is also subject to a banishment, using
paladin may not summon another mount for thirty days her paladin level as the caster level (her weapon and holy
or until she gains a paladin level, whichever comes symbol automatically count as objects that the subject
first, even if the mount is somehow returned from the hates). In addition, whenever she channels positive energy,
dead. During this thirty–day period, the paladin takes a she channels the maximum possible amount.
–1 penalty on attack and weapon damage rolls. Code of Conduct: A paladin must be of lawful good
The paladin’s mount is superior to a normal alignment and loses all class abilities if she ever willingly
mount of its kind and has special powers, as described commits an evil act.
below. Additionally, a paladin’s code requires that she
A paladin’s mount is treated as a magical respect legitimate authority, act with honor (not lying, not
beast, not an animal, for the purpose of all effects that cheating, not using poison, and so forth), help those in need
depend on its type (though it retains an animal’s HD, (provided they do not use the help for evil or chaotic ends),
Base attack bonus, saves, skill points, and feats). and punish those who harm or threaten innocents.
Remove Malady (Sp): At 7th level, a paladin can Associates: While she may adventure with characters of any
produce a remove disease effect, as the spell, once per good or neutral alignment, a paladin will never knowingly
day. As the paladin gains level, she may remove associate with evil characters, nor will she continue an
additional maladies as follows. At 9th level, a paladin association with someone who consistently offends her
can negate blindness/deafness with a use of remove moral code. A paladin may accept only henchmen,
malady. At 11th level the paladin can neutralize poison followers, or cohorts who are lawful good.
with a use of remove malady. At 13th level, the paladin
can use Lesser Restoration with a use of remove Ex–Paladins
malady. At 15th level, a paladin can negate a negative A paladin who ceases to be lawful good, who willfully
level with a use of remove malady. commits an evil act, or who grossly violates the code of
This ability can be used one additional time conduct loses all paladin spells and abilities (including the
per day for every three levels after 7th (twice per day at service of the paladin’s mount, but not weapon, armor, and
10th, three times at 13th, four times at 16th, and five shield proficiencies). She may not progress any farther in
times at 19th+ level). levels as a paladin. She regains her abilities and
Aura of Resolve (Su): At 8th level, a paladin is advancement potential if she atones for her violations (see
immune to charm spells and spell–like abilities. Each the atonement spell description), as appropriate.
ally within 10 feet of her gains a +4 magic bonus on Like a member of any other class, a paladin may be a
saving throws against charm effects. multiclass character, but multiclass paladins face a special
This ability functions while the paladin is restriction. A paladin who gains a level in any class other
conscious, but not if she is unconscious or dead. than paladin may never again raise her paladin level, though
Aura of Justice (Su): At 11th level, a paladin can she retains all her paladin abilities.
expend two uses of her smite evil ability to grant the
ability to smite evil to all allies within 10 feet, using her
bonuses.
Adrenaline surge
Allies must use this smite evil ability by the A paladin may expend a feat to gain a Adrenaline
start of the paladin’s next turn. Using this ability is a surge. By expending the feat, the paladin gains a adrenaline
free action. Evil creatures gain no benefit from this surge that has a total number of uses per day equal to 1 + ¼
ability. paladin level (Thus 1 at 1st–3rd level, 2 at 4th–7th level, 3 at
Aura of Faith (Su): At 14th level, a paladin’s weapons 8th–11th level, 4 at 12th – 15th level, 5 at 16th–19th level and 6
are treated as good aligned for the purposes of at 20th+ level).

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Paladin Bonus Natural Str Int Special


Level HD Armor Adj.
Adj.
5th–7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th–10th +4 +6 +2 7 Improved speed
11th–14th +6 +8 +3 8 Command creatures of its kind
15th–20th +8 +10 +4 9 Spell Resistance

The Paladin’s Mount first, even if the mount is somehow returned from the dead.
Divine Bond (Special Mount) (Sp): Upon reaching 5th During this thirty–day period, the paladin takes a –1 penalty
level, a paladin gains the service of an unusually on attack and weapon damage rolls.
intelligent, strong, and loyal steed to serve her in her The paladin’s mount is superior to a normal mount
crusade against evil (see below). of its kind and has special powers, as described below.
The paladin’s mount makes its home on the A paladin’s mount is treated as a magical beast, not
home plane of the paladin, and normally accompanies an animal, for the purpose of all effects that depend on its
her on adventures and other activities. If slain, the type (though it retains an animal’s HD, Base attack bonus,
paladin may not summon another mount for thirty days saves, skill points, and feats).
or until she gains a paladin level, whichever comes
Mount Level Unicorn –5
Modifier Bulette –7
Bison/Bull –0 Dire Bear –7
Boar* –0 Very Young Bronze Dragon* –7
Camel –0 Very Young Silver Dragon –7
Donkey* –0 Wymling Gold Dragon* –7
Krenshar* –0 Criosphinx –8
Mule –0 Phase Spider –8
Riding Dog –0 Young Brass Dragon* –8
Warhorse –0 Dire Tiger –9
Warpony* –0 Dragonne –9
Wolf* –1 Young Copper Dragon* –9
Cheetah* –2 Behir –10
Crocodile* –2 Gynosphinx –10
Dire Wolf –3 Juvenile Brass Dragon* –10
Giant Owl –3 Very Young Gold Dragon –10
Hippogriff –3 Young Silver Dragon –10
Lion –3 Juvenile Copper Dragon* –11
Pegasus –3 Lammasu –11
Rhinoceros –3 Young Brass Dragon* –11
Wolverine* –3 Androsphinx –12
Ankheg –4 Arrowhawk –12
Brown Bear –4 Dragon Turtle –12
Deinonychus –4 Young Gold Dragon –12
Dire Boar –4 Young Adult Brass Dragon –13
Giant Crocodile –4 Juvenile Bronze Dragon –14
Owlbear –4 Juvenile Silver Dragon –14
Tiger –4 Young Adult Copper Dragon –15
Griffon –5 * may be taken by a small–sized rider (only)

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Behind the Curtain – Paladin Mounts of Amberos


Many players may wonder why the paladin’s mount is handled so differently on Amberos. Why not just leave
it as a creature summoned from the celestial plane? Often, mounts are simply a hinderance in dungeons, so why burden
the Paladin with leaving the creature at a dungeon enterance or abandoned some other place?
The reason for the change is mostly due to the game history of Amberos. The link of a paladin and his mount
is a gift of Urdeus, the twin of night, and these mounts were designed to be companions to paladins on their long
crusade. On Amberos, it is customary that the paladin’s mount follow its master to the very doorstep of dungeons and
other locations that it might not be able to traverse itself. Many paladins also travel long distances, and require their
mount be present for days or months at a time. Likewise, not every adventure takes place in a dungeon.
Finally, there is a poor horse–shaped stone statue, standing on a wooden raft that sits at the edge of the Golens.
This statue was once the warhorse of Mordor Darrow, and the creature was turned to stone during an Atonement mission
in the vast swamp. Mordor makes a yearly pilgrimage to this site to remind himself of his own past failings. Many other
paladins – usually in the service of the Knights of the South, likewise make this pilgrimage to find the raft and touch the
stone horse, reminding themselves of the price of failure to friends and companions.

Paladin’s Mount Basics: Use the base statistics for a duration other than instantaneous, it stops affecting the
creature of the mount’s kind, but make changes to take mount if it moves farther than 5 feet away and will not
into account the attributes and characteristics affect the mount again even if it returns to the paladin before
summarized on the table and described below. the duration expires. Additionally, the paladin may cast a
Bonus HD: Extra eight–sided (d8) Hit Dice, each of spell with a target of “You” on her mount (as a touch range
which gains a Constitution modifier, as normal. Extra spell) instead of on herself. A paladin and her mount can
Hit Dice improve the mount’s base attack and base save share spells even if the spells normally do not affect
bonuses. A special mount’s Base attack bonus is equal creatures of the mount’s type (magical beast).
to that of a cleric of a level equal to the mount’s HD. A Share Saving Throws: For each of its saving throws, the
mount has good Fortitude and Reflex saves (treat it as a mount uses its own base save bonus or the paladin’s,
character whose level equals the animal’s HD). The whichever is higher. The mount applies its own ability
mount gains additional skill points or feats for bonus modifiers to saves, and it doesn’t share any other bonuses
HD as normal for advancing a monster’s Hit Dice. on saves that the master might have.
Natural Armor Adj.: The number on the table is an Improved Speed (Ex): The mount’s speed increases by 10
improvement to the mount’s existing natural armor feet.
bonus. Command (Sp): Once per day per two paladin levels of its
Str Adj.: Add this figure to the mount’s Strength score. master, a mount can use this ability to command other any
Int: The mount’s Intelligence score. normal animal of approximately the same kind as itself (for
Exemplary Specimen (Ex): The paladin’s mount is warhorses and warponies, this category includes donkeys,
considered to be an exemplary specimen of it’s kind. mules, and ponies), as long as the target creature has fewer
Empathic Link (Su): The paladin has an empathic link Hit Dice than the mount. This ability functions like the
with her mount out to a distance of up to 1 mile. The command spell, but the mount must make a DC 17 Will
paladin cannot see through the mount’s eyes, but they save to succeed if it’s being ridden at the time. If the check
can communicate empathically. fails, the ability does not work that time, but it still counts
Note that even intelligent mounts see the against the mount’s daily uses. Each target may attempt a
world differently from humans, so misunderstandings Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha
are always possible. Because of this empathic link, the modifier) to negate the effect.
paladin has the same connection to an item or place that Spell Resistance (Ex): A mount’s spell resistance equals its
her mount does, just as with a master and his familiar master’s paladin level + 5. To affect the mount with a spell,
(see Familiars). a spellcaster must get a result on a caster level check (1d20
Improved Evasion (Ex): When subjected to an attack + caster level) that equals or exceeds the mount’s spell
that normally allows a Reflex saving throw for half resistance.
damage, a mount takes no damage if it makes a
successful saving throw and half damage if the saving
throw fails.
Share Spells: At the paladin’s option, she may have
any spell (but not any spell–like ability) she casts on
herself also affect her mount.
The mount must be within 5 feet at the time of
casting to receive the benefit. If the spell or effect has a

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The Priest
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Armored Casting, Spells, Domain
Spells, Turn Undead
2 +1 +2 +3 +0 +3
3 +2 +3 +3 +1 +3
4 +3 +4 +4 +1 +4
5 +3 +5 +4 +1 +4 Divine Feat
6 +4 +6 +5 +2 +5
7 +5 +7 +5 +2 +5
8 +6 +8 +6 +2 +6
9 +6 +9 +6 +3 +6
10 +7 +10 +7 +3 +7 Divine Feat
11 +8 +11 +7 +3 +7
12 +9 +12 +8 +4 +8
13 +9 +13 +8 +4 +8
14 +10 +14 +9 +4 +9
15 +11 +15 +9 +5 +9 Divine Feat
16 +12 +16 +10 +5 +10
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Diefic Aspect
Priest elves, kobolds and titanborn, who lack a progenitor god,
Where clerics are worshippers of dieties who rarely, if ever, become Priests.
are tied to ritualistic shows of faith, a Priest is an often– Other Classes: Priests can get along with just about any
spontaneous religious zealot of his faith. Pure faith in class – the individual beliefs of a being tend to be more
his diety and a righteous certainity drives his ability to determinate than class for attitudes toward such beings.
call upon the miracles of his diety or belief to make that However, of all the classes, good–aligned Priests tend to
power manifest. look down upon invokers, especially those who have taken
Alignment: A Priest’s alignment must be within one Infernal or Shadow pacts.
step of his deity’s (that is, it may be one step away on
either the lawful–chaotic axis or the good–evil axis, but Hit Die: d8
not both). A Priest may not be neutral unless his deity’s
alignment is also neutral. Class Skills
Religion: Priests are highly devoted to their god or The Priest’s class skills (and the key ability for each skill)
pantheon. Feeling that they have been marked or are Athletics (Str), Craft (Int), Knowledge (The Planes)
chosen by their god, they tend to be zealous in their (Int), Knowledge (Religion) (Int), Persuade (Cha),
devotion, though most that travel with a group have Perception (Sense Motive) (Wis), Profession (Wis), and
learned not impose their beliefs on others in the group, Spellcraft (Divine & Use Magic Device) (Int).
though they are not above a display of their faith to Skill Points at 1st Level: (2 + Int modifier) x4.
move others to the worship of their diety. Skill Points at Each Additional Level: 2 + Int modifier.
Background: Priests come from a wide variety of
backgrounds, but they all share one common element. Class Features
At some point in their life, they had an astounding
All of the following are class features of the Priest.
religious event occur that they believe has marked them
Weapon and Armor Proficiency: Priests are proficient
by the god they promote.
with all simple weapons, with light and medium armor, and
Races: Humanity and its derivitives seems the most
with shields (except tower shields). A Priest is also
easily swayed into becoming a Priest. Dwarves
proficient with her deity’s favored weapon.
occasionally produce Priests dedicated to Deor or Fir.
Although a Priest is not proficient with heavy
Gnomes on occasion become Priests to Fir or Discoff,
armor, wearing it does not interfere with her spellcasting.
while Hillenfaeys on rare occasions are moved by the
spirit of Discoff to become a Priest in her service. Both

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Armored Casting: A Priest is trained to cast spells in spells and three 1st–level spells of your choice. At each new
armor. They may take 10 when using Spellcasting Priest level, she gains one or more new spells, as indicated
(Divine) to cast spells in armor. on Table: Priest Spells Known. Unlike spells per day, her
Spells: A Priest casts divine spells (the same type of Charisma score does not affect the number of spells a Priest
spells available to clerics), which are drawn from the knows; the numbers on Table: Priest Spells Known are
cleric spell list. She can cast any spell she knows fixed.
without preparing it ahead of time the way a cleric At each new level, a Priest can choose to learn a
must. new spell in place of one she already knows. In effect, the
To cast a spell, a Priest must have a Charisma Priest “loses” the old spell in exchange for the new one. The
score of 10 + the spell’s level (Cha 10 for 0–level new spell’s level must be the same as that of the spell being
spells, Cha 11 for 1st–level spells, and so forth). The exchanged, and it must be at least two levels lower than the
Difficulty Class for a saving throw against a Priest’s highest–level Priest spell the Priest can cast. A Priest may
spell is 10 + the spell’s level + the Priest’s Wisdom swap only a single spell at any given level, and must choose
modifier. whether or not to swap the spell at the same time that she
Like other spellcasters, a Priest can cast only a gains new spells known for the level.
certain number of spells of each spell level per day. Her Unlike a cleric, a Priest need not prepare her spells
base daily spell allotment is given on Table: The Priest. in advance. She can cast any spell she knows at any time,
In addition, she receives bonus spells for a high assuming she has not yet used up her spells per day for that
Charisma. spell level.
Unlike a cleric, a Priest’s selection of spells is
limited. A Priest begins play knowing four 0–level
Table: Priest Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 +1
2 6 4 +1
3 6 5 +1
4 6 6 +1 3 +1
5 6 6 +1 4 +1
6 6 6 +1 5 +1 3 +1
7 6 6 +1 6 +1 4 +1
8 6 6 +1 6 +1 5 +1 3 +1
9 6 6 +1 6 +1 6 +1 4 +1
10 6 6 +1 6 +1 6 +1 5 +1 3 +1
11 6 6 +1 6 +1 6 +1 6 +1 4 +1
12 6 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
13 6 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
14 6 6 +1 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
15 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
16 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
17 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
18 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
19 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
20 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1
12 9 7 6 6 5 4 3
Table: Priest Spells Known 13 9 7 6 6 5 5 4
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 14 9 7 7 6 6 5 4 3
1 4 3 15 9 7 7 6 6 5 5 4
2 5 4 16 9 8 7 7 6 6 5 4 3
3 5 4 17 9 8 7 7 6 6 5 5 4
4 6 5 3 18 9 8 7 7 7 6 6 5 4 3
5 6 5 4 19 9 8 8 7 7 6 6 5 5 4
6 7 5 4 3 20 9 8 8 7 7 7 6 6 5 5
7 7 6 5 4
8 8 6 5 4 3 Domain Spells: A Priest also gets one domain spell of each
9 8 6 5 5 4 spell level she can cast, starting at 1st level. When a Priest
10 9 6 6 5 4 3 prepares a spell in a domain spell slot, it must come from
11 9 7 6 5 5 4

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one of her two domains (see Deities, Domains, and commanded. Unintelligent undead gain no additional
Domain Spells, below). saving throw.
Deity, Domains, and Domain Spells: A Priest’s deity Turning undead or Rebuking Undead is a standard
influences her alignment, what magic she can perform, action that does not provoke an attack of opportunity. All
her values, and how others see her. A Priest chooses undead within a 30 foot burst of the Priest must make a Fort
two domains from among those belonging to her deity. save DC 10 + ½ Priest level + Wis modifier or they take 1d6
A Priest can select an alignment domain (Chaos, Evil, damage/2 Priest levels damage and are checked from
Good, or Law) only if her alignment matches that moving toward the Priest. Undead who make the save are
domain. immune to further attempts of turning by the Priest for one
If a Priest is not devoted to a particular deity, day.
she still selects two domains to represent her spiritual Bolstering undead is a standard action that does not
inclinations and abilities. The restriction on alignment provoke an attack of opportunity that may be used by evil
domains still applies. Priests. All undead within a 30 foot burst of the Priest gain
Each domain gives the Priest access to a 3 temporary hit points per level of the Priest, up to twice the
domain spell at each spell level she can cast, from 1st maximum hit points of the undead creature. The effects last
on up, as well as a granted power. The Priest gets the one minute. An evil undead Priest can use bolstering to
granted powers of both the domains selected. increase his own hit points.
Domain spells may also be cast as regular Divine Feat: At 5th level and every 5 levels thereafter, the
spells. Priest gains a free divine feat of his choice. He must meet
Chaotic, Evil, Good, and Lawful Spells: A Priest can’t the divine feat’s requirements to take the feat.
cast spells of an alignment opposed to his own or his Diefic Aspect (Su): At 20th level, the Priest can channel the
deity’s (if she has one). Spells associated with direct essence of his diety for a short time, becoming a
particular alignments are indicated by the chaos, evil, living embodiment of his god. This is a full–round action to
good, and law descriptors in their spell descriptions. initiate, and transforms the Priest into an Avatar of his diety,
Turn or Rebuke Undead (Su): Any Priest, regardless under the control of the Priest (though the avatar cannot be
of alignment, has the power to affect undead creatures used to act in a manner contrary to the diety’s nature). This
by channeling the power of his faith through his holy change lasts for one minute or until the Avatar is banished
(or unholy) symbol. or destroyed. The latter kills the Priest as well, while in all
A good Priest (or a neutral Priest who other cases the Priest returns back to his former self and is
worships a good deity) can turn or destroy undead exhausted. This ability can be used once per week.
creatures. An evil Priest (or a neutral Priest who Bonus Languages: A Priest’s bonus language options
worships an evil deity) instead rebukes or commands include Celestial, Abyssal, and Infernal (the languages of
such creatures. A neutral Priest of a neutral deity must good, chaotic evil, and lawful evil outsiders, respectively).
choose whether his turning ability functions as that of a These choices are in addition to the bonus languages
good Priest or an evil Priest. available to the character because of his race.
Once this choice is made, it cannot be
reversed. This decision also determines whether the Ex–Priests
Priest can cast spontaneous cure or inflict spells (see A Priest who grossly violates the code of conduct
above). required by his god loses all spells and class features, except
A Priest may attempt to turn undead a number for armor and shield proficiencies and proficiency with
of times per day equal to 3 + his Charisma modifier. A simple weapons. She cannot thereafter gain levels as a Priest
Priest with 5 or more ranks in Knowledge (Religion) of that god until she atones (see the atonement spell
gets a +2 bonus on turning checks against undead. description).
Commanding undead is a standard action that
does not provoke an attack of opportunity usable by
evil Priests. All undead within a 30 foot burst of the
evil Priest must make a DC 10 + ½ Priest level + Wis
modifier Will saving throw. Any undead who fail the
save fall under the command of the evil Priest. At any
one time, the Priest may command any number of
undead whose total Hit Dice do not exceed his level.
She may voluntarily relinquish command on any
commanded undead creature in order to command new
ones. Intelligent undead gain a new saving throw
whenever the Priest attempts to force the undead to do
something against its nature, and may also attempt to
wrest free of control once each new day it is

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The Ranger
Level BAB Caster Fort Reflex Will Special
Level
1 +1 +0 +2 +2 +0 1st favored enemy, Track, wild empathy
2 +2 +1 +3 +3 +0 Combat style
3 +3 +2 +3 +3 +1 Endurance, swift strike
4 +4 +3 +4 +4 +1 Animal Companion
5 +5 +3 +4 +4 +1 2nd favored enemy
6 +6 +4 +5 +5 +2 Improved combat style
7 +7 +5 +5 +5 +2 Woodland stride, Improved swift strike
8 +8 +6 +6 +6 +2 Swift tracker
9 +9 +6 +6 +6 +3 Evasion
10 +10 +7 +7 +7 +3 3rd favored enemy, Hide in plain sight
11 +11 +8 +7 +7 +3 Combat style mastery
12 +12 +9 +8 +8 +4 Swift strike mastery
13 +13 +9 +8 +8 +4 Camouflage
14 +14 +10 +9 +9 +4
15 +15 +11 +9 +9 +5 4th favored enemy
16 +16 +12 +10 +10 +5
17 +17 +12 +10 +10 +5 Combat swiftness
18 +18 +13 +11 +11 +6
19 +19 +14 +11 +11 +6
20 +20 +15 +12 +12 +6 5th favored enemy, determined hunter
relationships with druids and barbarians, both who share the
Ranger ranger’s skill in the wilderness.
Rangers are warriors and trackers in the
wilderness, using their skills and knowledge of the Hit Die: d10.
wilds to hunt down and slay the foes that foul the Class Skills
wilderness. The ranger’s class skills (and the key ability for
Rangers tend to use guerilla tactics against each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int),
their enemies, using their natural terrain to the enemie’s Handle Animal (Cha), Knowledge (Dungeoneering,
disadvantage. While some rangers are excellent Geography, Nature & Strategy and Tactics) (Int), Perception
marksmen with the bow, other are masters of fighting (Wis), Persuade (Cha), Profession (Wis), Stealth (Dex), and
hand–to–hand with two weapons, taking the fight Survival (Wis).
directly to their enemy’s doorstep.
Alignment: A ranger may be of any alignment Skill Points at 1st Level: (6 + Int modifier) x 4.
Religion: Rangers often revere Belli, Lorius or Skill Points at Each Additional Level: 6 + Int modifier.
Vermnia. Evil rangers often align themselves with
Gwieze or Titanicus. Class Features
Background: Rangers often come from rustic All of the following are class features of the ranger.
backgrounds where they have ample chance to wander Weapon and Armor Proficiency: A ranger is proficient
the wilderness. Many rangers are often hunters, with all simple and martial weapons, and with light armor
lumberjacks or the like, skilled with a wide variety of and shields (except tower shields).
laborer’s weapons and tools. A ranger who cast spells in armor must make a
Races: Elves and humans make up equal number of Spellcraft (Divine) skill check to successfully cast the spell.
rangers, and half–elves tend to likewise be skilled as Favored Enemy (Ex): At 1st level, a ranger may select a
rangers. Orkans are sometimes drawn to a ranger’s type of creature from among those given on Table: Ranger
skillset, and dwarves make excellent rangers in the Favored Enemies. The ranger gains a +2 bonus on
wilderness of the underdark. Both Hillenfaey and Deception, Perception, Persuasion (Intimidate) and Survival
gnomes have a knack for outdoor skills, and easily pick checks when using these skills against creatures of this type.
up on becoming rangers. Titanborn, Hellchilde and Likewise, he gets a +1d6 bonus on weapon damage rolls
mageborn often scorn the way of the ranger, seeking against such creatures.
other pursuits. At 5th level and every five levels thereafter (10th,
Other Classes: Rangers tend to be neutral towards 15th, and 20th level), the ranger may select an additional
most classes, though they tend to be put–off by favored enemy from those given on the table. In addition, at
paladin’s civilized zeal. Rangers often develop firm each such interval, the bonus against any one favored enemy

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(including the one just selected, if so desired) increases Animal Companion (Ex): At 4th level, a ranger gains an
by 2. animal companion selected from the following list: badger,
If the ranger chooses humanoids or outsiders camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
as a favored enemy, he must also choose an associated heavy), owl, pony, snake (Small or Medium viper), or wolf.
subtype, as indicated on the table. If a specific creature If the campaign takes place wholly or partly in an aquatic
falls into more than one category of favored enemy, the environment, the following creatures may be added to the
ranger’s bonuses do not stack; he simply uses ranger’s list of options: crocodile, porpoise, Medium shark,
whichever bonus is higher. and squid. This animal is a loyal companion that
Track: A ranger gains Track as a bonus feat. accompanies the ranger on his adventures as appropriate for
Wild Empathy (Ex): A ranger can improve the attitude its kind.
of an animal. This ability functions just like a Persuade This ability functions like the druid ability of the
(Diplomacy) check to improve the attitude of a person. same name, except that the ranger’s effective druid level is
The ranger rolls 1d20 and adds his ranger level and his his ranger level - 3. A ranger may select from the alternative
Charisma bonus to determine the wild empathy check lists of animal companions just as a druid can, though again
result. The typical domestic animal has a starting his effective druid level is half his ranger level. Like a druid,
attitude of indifferent, while wild animals are usually a ranger cannot select an alternative animal if the choice
unfriendly. would reduce his effective druid level below 1st.
To use wild empathy, the ranger and the Spells: Beginning at 4th level, a ranger gains the ability to
animal must be able to study each other, which means cast a small number of divine spells, which are drawn from
that they must be within 30 feet of one another under the ranger spell list. A ranger must choose and prepare his
normal visibility conditions. Generally, influencing an spells in advance (see below).
animal in this way takes 1 minute, but, as with To prepare or cast a spell, a ranger must have a
influencing people, it might take more or less time. Wisdom score equal to at least 10 + the spell level. The
The ranger can also use this ability to Difficulty Class for a saving throw against a ranger’s spell is
influence a magical beast with an Intelligence score of 10 + the spell level + the ranger’s Wisdom modifier.
1 or 2, but he takes a –4 penalty on the check. Like other spellcasters, a ranger can cast only a
Combat Style (Ex): At 2nd level, a ranger must select certain number of spells of each spell level per day. His base
one of two combat styles to pursue: archery or two daily spell allotment is given on Table: The Ranger. In
weapon combat. This choice affects the character’s addition, he receives bonus spells per day if he has a high
class features but does not restrict his selection of feats Wisdom score. When Table: The Ranger indicates that the
or special abilities in any way. ranger gets 0 spells per day of a given spell level, he gains
If the ranger selects archery, he is treated as only the bonus spells he would be entitled to based on his
having the Rapid Shot feat, even if he does not have the Wisdom score for that spell level. The ranger does not have
normal prerequisites for that feat. access to any domain spells or granted powers, as a cleric
If the ranger selects two–weapon combat, he is does.
treated as having the Two–Weapon Fighting feat, even A ranger prepares and casts spells the way a cleric
if he does not have the normal prerequisites for that does, though he cannot lose a prepared spell to cast a cure
feat. spell in its place. A ranger may prepare and cast any spell on
The benefits of the ranger’s chosen style apply the ranger spell list, provided that he can cast spells of that
only when he wears light or no armor. He loses all level, but he must choose which spells to prepare during his
benefits of his combat style when wearing medium or daily meditation.
heavy armor. Through 3rd level, a ranger has no caster level. At
Endurance: A ranger gains Endurance as a bonus feat 4th level and higher, his caster level is his ranger level –3.
at 3rd level.
Swift Strike: At 3rd level, depending on the combat Table: Ranger Spells Per Day
style the ranger has chosen, he gains a bonus feat. If
the ranger chose the two–weapon combat style, the Level 1st 2nd 3rd 4th
ranger gains Spring Attack as a feat, even if he would 1st–3rd – – – –
not otherwise meet the requirements. If the ranger 4th–5th 0 – – –
chose the archery combat style, he gains the Shot on the 6th–7th 1 – – –
Run feat, even if he would not othewise meet the 8th–9th 1 0 – –
requirements. 10th 1 1 – –
The benefits of the ranger’s chosen style apply 11th 1 1 0 –
only when he wears light or no armor. He loses all 12th 1 1 1 –
benefits of his combat style when wearing medium or 13th 1 1 1 –
heavy armor. 14th 2 1 1 0
15th 2 1 1 1

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16th 2 2 1 1 Combat Style Mastery (Ex): At 11th level, a ranger’s
17th 2 2 2 1 aptitude in his chosen combat style (archery or two weapon
18th 3 2 2 1 combat) improves again. If he selected archery at 2nd level,
19th 3 3 3 2 he is treated as having the Improved Precise Shot feat, even
20th 3 3 3 3 if he does not have the normal prerequisites for that feat.
If the ranger selected two–weapon combat at 2nd
Improved Combat Style (Ex): At 6th level, a ranger’s level, he is treated as having the Greater Two–Weapon
aptitude in his chosen combat style (archery or two– Fighting feat, even if he does not have the normal
weapon combat) improves. If he selected archery at 2nd prerequisites for that feat.
level, he is treated as having the Manyshot feat, even if As before, the benefits of the ranger’s chosen style
he does not have the normal prerequisites for that feat. apply only when he wears light or no armor. He loses all
If the ranger selected two–weapon combat at benefits of his combat style when wearing medium or heavy
2nd level, he is treated as having the Improved Two– armor.
Weapon Fighting feat, even if he does not have the Swift Strike Mastery (Ex): At 12th level, a ranger’s
normal prerequisites for that feat. aptitude in his chosen combat style (archery or two–weapon
As before, the benefits of the ranger’s chosen combat) improves. If he selected archery at 2nd level, he is
style apply only when he wears light or no armor. He treated as having the Greater Shot on the Run feat, even if
loses all benefits of his combat style when wearing he does not have the normal prerequisites for that feat.
medium or heavy armor. If the ranger selected two–weapon combat at 2nd
Improved Swift Strike (Ex): At 7th level, a ranger’s level, he is treated as having the Greater Spring Attack feat,
aptitude in his chosen combat style (archery or two– even if he does not have the normal prerequisites for that
weapon combat) improves. If he selected archery at 2nd feat.
level, he is treated as having the Improved Shot on the As before, the benefits of the ranger’s chosen style
Run feat, even if he does not have the normal apply only when he wears light or no armor. He loses all
prerequisites for that feat. benefits of his combat style when wearing medium or heavy
If the ranger selected two–weapon combat at armor.
2nd level, he is treated as having the Improved Spring Camouflage (Ex): A ranger of 13th level or higher can use
Attack feat, even if he does not have the normal the Stealth (Hide) skill in any sort of natural terrain, even if
prerequisites for that feat. the terrain doesn’t grant cover or concealment.
As before, the benefits of the ranger’s chosen Combat Swiftness (Ex): At 17th level, a ranger’s aptitude
style apply only when he wears light or no armor. He with his chosen combat style (archery or two–weapon
loses all benefits of his combat style when wearing combat), improves again. If he selected archery at 2nd level,
medium or heavy armor. he is tread as having the Perfect Shot on the Run feat, even
Woodland Stride (Ex): Starting at 7th level, a ranger if he does not have the normal prerequisites for that feat.
may move through any sort of undergrowth (such as If the ranger selected two–weapon combat at 2nd
natural thorns, briars, overgrown areas, and similar level, he is treated as having the Perfect Spring Attack feat,
terrain) at his normal speed and without taking damage even if he does not have the normal prerequisites for that
or suffering any other impairment. feat.
However, thorns, briars, and overgrown areas As before, the benefits of the ranger’s chosen style
that are enchanted or magically manipulated to impede apply only when he wears light or no armor. He loses all
motion still affect him. benefits of his combat style when wearing medium or heavy
Swift Tracker (Ex): Beginning at 8th level, a ranger armor.
can move at his normal speed while following tracks Determined Hunter (Ex): At 20th level as a full–attack
without taking the normal –5 penalty. He takes only a – action, the ranger can move double his movement rate and
10 penalty (instead of the normal –20) when moving at still make his full complement of ranged or melee attacks.
up to twice normal speed while tracking. If the ranger moves a distance equal to at least his base
Evasion (Ex): At 9th level, a ranger can avoid even speed, he gains a +5 competance bonus to AC while doing
magical and unusual attacks with great agility. If he this.
makes a successful Reflex saving throw against an A ranger can only use this ability while in light
attack that normally deals half damage on a successful armor or no armor and is not carrying a medium or heavy
save, he instead takes no damage. Evasion can be used load.
only if the ranger is wearing light armor or no armor. A
helpless ranger does not gain the benefit of evasion. Multiple Animal Companions
Hide in Plain Sight (Ex): While in any sort of natural It is not recommended that a ranger be allowed to
terrain, a ranger of 10th level or higher can use the attract multiple animal companions. However, if the GM
Stealth (Hide) skill even while being observed. does allow rangers to take multiple animal companions, the
ranger gains 1 animal advancement point at 4th level, and 1

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additional point every other level beyond 4th (thus 1
point at 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th).

Adrenaline surge
A ranger may expend a feat to gain a
Adrenaline surge. By expending the feat, the ranger
gains a adrenaline surge that has a total number of uses
per day equal to 1 + ¼ chosen one level (Thus 1 at 1st–
3rd level, 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th –
15th level, 5 at 16th–19th level and 6 at 20th+ level).

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The Rogue
Level BAB Caster Fort Reflex Will Special
Level
1 +0 +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2 +1 +1 +0 +3 +0 Evasion
3 +2 +1 +1 +3 +1 Sneak attack +2d6, trap sense +1
4 +3 +2 +1 +4 +1 Uncanny dodge
5 +3 +2 +1 +4 +1 Sneak attack +3d6
6 +4 +3 +2 +5 +2 Trap sense +2
7 +5 +3 +2 +5 +2 Sneak attack +4d6
8 +6 +4 +2 +6 +2 Improved uncanny dodge, improved
sneak attack
9 +6 +4 +3 +6 +3 Sneak attack +5d6, trap sense +3
10 +7 +5 +3 +7 +3 Special ability
11 +8 +5 +3 +7 +3 Sneak attack +6d6
12 +9 +6 +4 +8 +4 Trap sense +4
13 +9 +6 +4 +8 +4 Sneak attack +7d6, special ability
14 +10 +7 +4 +9 +4
15 +11 +7 +5 +9 +5 Greater sneak attack, sneak attack
+8d6, trap sense +5
16 +12 +8 +5 +10 +5 Special ability
17 +12 +8 +5 +10 +5 Sneak attack +9d6
18 +13 +9 +6 +11 +6 Trap sense +6
19 +14 +9 +6 +11 +6 Sneak attack +10d6, special ability
20 +15 +10 +6 +12 +6 Master Strike

Rogue Hit Die: d6.


Living off the scraps of society, the rogue is a
n’er–do–well who will willingly take advantage of Class Skills
almost any individual he encounters. Rogues tend to be The rogue’s class skills (and the key ability for each skill)
more concerned with the outcome of any action they are Acrobatics (Dex), Athletics (Str), Deception (Cha),
attempt, moreso than the morality of action of itself. Disable Device (Int), Linguistics (Int), Knowledge
Most rogues are carefree and aloof, with a (Appraise & Local) (Int), Persuade (Cha), Perform (Cha),
feeling that the world owes them whatever riches and Profession (Wis), Spellcraft (Use Magic Device), and
accoutrements the rogue is willing to lay his hands on. Stealth (Dex).
Alignment: Rogues may be of any alignment.
Religion: Rogues tend to be aloof towards religion, Skill Points at 1st Level: (8 + Int modifier) x 4.
though they often mutter prayers to Discoff or Shame Skill Points at Each Additional Level: 8 + Int modifier.
when the outcome of some roguish activity they are
engaged in seems doubtful. Many also murmur wards Class Features
to stave off death or punishment from Jhalah, Silamus
All of the following are class features of the rogue.
or Zzadassa. Evil rogues sometimes fall in league with
Weapon and Armor Proficiency: Rogues are proficient
Morian, Gwieze, Ziga or The Dark One.
with all simple weapons, plus the hand crossbow, rapier,
Background: Rogues can come from all walks of life,
sap, shortbow, and short sword. Rogues are proficient with
from noble debutaunts, offpring of shady merchants to
light armor, but not with shields.
lowly outcasts or the offspring of bandits. Almost all
Sneak Attack: If a rogue can catch an opponent when he is
rogues share one trait – a penchant for trouble and
unable to defend himself effectively from her attack, she can
rebelliousness as they grew up.
strike a vital spot for extra damage. The rogue can use sneak
Races: Any race can produce rogues, though dwarven
attack once a round, even if multiple attacks would qualify
and elvin rogues are the most uncommon.
for a sneak attack strike. The rogue does not need to declare
Other Classes: Most classes tend to be cautious
she is using sneak attack until the attack roll is confirmed as
around the rogue, and often for good reason. Most
a hit or miss. If the attack is a success, the attack deals extra
especially, Paladins and other lawful–aligned characters
damage any time her target would be denied a Dexterity
tend to have the most trouble with a rogue’s actions.
bonus to AC (whether the target actually has a Dexterity
bonus or not), or when the rogue flanks her target. This
Alignment: Any.

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extra damage is 1d6 at 1st level, and it increases by 1d6 allow her to do so. She retains her Dexterity bonus to AC (if
every two rogue levels thereafter. Should the rogue any) even if she is caught flat–footed or struck by an
score a critical hit with a sneak attack, this extra invisible attacker. However, she still loses her Dexterity
damage is not multiplied. bonus to AC if immobilized.
If the rogue misses with a sneak attack, the use If a rogue already has uncanny dodge from a
is not lost, but the rogue cannot attempt to sneak attack different class she automatically gains improved uncanny
the target again until next round. dodge (see below) instead.
Ranged attacks can count as sneak attacks only Improved Sneak Attack (Ex): A rogue of 8th level or
if the target is within 30 feet. higher can make up to two sneak attacks a round when
With a sap (blackjack) or an unarmed strike, a making a sneak attack. The attacks must normally qualify
rogue can make a sneak attack that deals nonlethal for sneak attack to be use.
damage instead of lethal damage. She cannot use a Improved Uncanny Dodge (Ex): A rogue of 8th level or
weapon that deals lethal damage to deal nonlethal higher can no longer be flanked.
damage in a sneak attack, not even with the usual –4 This defense denies another rogue the ability to
penalty. sneak attack the character by flanking her, unless the
A rogue can sneak attack only living creatures attacker has at least four more rogue levels than the target
with discernible anatomies—undead, constructs, oozes, does.
plants, and incorporeal creatures lack vital areas to If a character already has uncanny dodge (see
attack. Any creature that is immune to critical takes above) from a second class, the character automatically
only half damage from sneak attacks. The rogue must gains improved uncanny dodge instead, and the levels from
be able to see the target well enough to pick out a vital the classes that grant uncanny dodge stack to determine the
spot and must be able to reach such a spot. A rogue minimum rogue level required to flank the character.
cannot sneak attack while striking a creature with Special Abilities: On attaining 10th level, and at every three
concealment or striking the limbs of a creature whose levels thereafter (13th, 16th, and 19th), a rogue gains a
vitals are beyond reach. special ability of her choice from among the following
Trapfinding: Only rogues can use the Perception options.
(Spot) skill to locate traps when the task has a DC Bleeding Attack (Ex): A rogue with this ability can cause
higher than 20. Finding a nonmagical trap has a DC of living opponents to bleed when hitting them with sneak
at least 20, or higher if it is well hidden. Finding a attack. This attack causes the target to take 1 additional
magic trap has a DC of 25 + the level of the spell used point of damage each round for each die of the rogue’s
to create it. sneak attack (i.e., 4d6 sneak attack equals 4 points of bleed).
A rogue who beats a trap’s DC by 10 or more Bleeding creatures take that amount of damage at the start
with a Disable Device check can study a trap, figure out of each of their turns.
how it works, and bypass it (with her party) without The bleeding can be stopped by a DC 15 Survival
disarming it. (Heal) check or the application of any effect that heals hit
Evasion (Ex): At 2nd level and higher, a rogue can point damage. Bleeding damage from this ability does not
avoid even magical and unusual attacks with great stack with itself.
agility. Con Artist (Ex): The rogue adds ½ his ranks in Deception
If she makes a successful Reflex saving throw against (Bluff) to the amount of Resolve damage he deals in social
an attack that normally deals half damage on a encounters.
successful save, she instead takes no damage. Evasion Crippling Strike (Ex): A rogue with this ability can sneak
can be used only if the rogue is wearing light armor or attack opponents with such precision that her blows weaken
no armor. A helpless rogue does not gain the benefit of and hamper them. An opponent damaged by one of her
evasion. sneak attacks also takes 2 points of Strength damage.
Trap Sense (Ex): At 3rd level, a rogue gains an Ability points lost to damage return on their own at the rate
intuitive sense that alerts her to danger from traps, of 1 point per day for each damaged ability.
giving her a +1 bonus on Reflex saves made to avoid Critical Strike (Ex): The rogue has gained superior insight
traps and a +1 dodge bonus to AC against attacks made and can sneak attack opponents normally immune to critical
by traps. attacks. The rogue can inflict their full normal sneak attack
These bonuses rise to +2 when the rogue damage to constructs, elementals, oozes, plants, undead or
reaches 6th level, to +3 when she reaches 9th level, to other creatures that are normally immune to critical hits.
+4 when she reaches 12th level, to +5 at 15th, and to +6 The rogue’s attack must still otherwise meet the
at 18th level. qualifications to be a sneak attack.
Trap sense bonuses gained from multiple Defensive Roll (Ex): The rogue can roll with a potentially
classes stack. lethal blow to take less damage from it than she otherwise
Uncanny Dodge (Ex): Starting at 4th level, a rogue can would. Once per day, when she would be reduced to 0 or
react to danger before her senses would normally fewer hit points by damage in combat (from a weapon or

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other blow, not a spell or special ability), the rogue can Quick Disable (Ex): It takes a rogue with this ability half
attempt to roll with the damage. To use this ability, the the normal amount of time to use the Disable Device skill
rogue must attempt a Reflex saving throw (DC = (minimum 1 round).
damage dealt). If the save succeeds, she takes only half Skill Mastery: The rogue becomes so certain in the use of
damage from the blow; if it fails, she takes full damage. certain skills that she can use them reliably even under
She must be aware of the attack and able to react to it in adverse conditions.
order to execute her defensive roll—if she is denied her Upon gaining this ability, she selects a number of
Dexterity bonus to AC, she can’t use this ability. skills equal to 3 + her Intelligence modifier. When making a
Since this effect would not normally allow a skill check with one of these skills, she may take 10 even if
character to make a Reflex save for half damage, the stress and distractions would normally prevent her from
rogue’s evasion ability does not apply to the defensive doing so. A rogue may gain this special ability multiple
roll. times, selecting additional skills for it to apply to each time.
Extra Sneak Attack (Ex): The rogue can make an Slippery Mind (Ex): This ability represents the rogue’s
extra sneak attack in a round. This does not grant an ability to wriggle free from magical effects that would
extra attack, it only allows the rogue to apply sneak otherwise control or compel her. If a rogue with slippery
attack damage to more than one attack a round, if it mind is affected by an enchantment spell or effect and fails
meets the requirements for a sneak attack. Sneak attack her saving throw, she can attempt it again 1 round later at
damage cannot be applied more than once per attack. the same DC. She gets only this one extra chance to succeed
This ability may be taken more than once, each time it on her saving throw.
is taken, another attack in a round can be turned into a Slow Reactions (Ex): Opponents damaged by the rogue’s
sneak attack. sneak attack cannot make attacks of opportunity for 1 round.
Fast Stealth (Ex): This ability allows a rogue to move Feat: A rogue may gain a bonus feat in place of a special
at full speed using the Stealth skill without penalty. ability.
Hide in Plain Sight (Ex): This ability allows the rogue Greater Sneak Attack (Ex): At 15th level, a rogue can
to use the Stealth (Hide) skill even while being make up to three sneak attacks a round when making a full
observed. attack.
Improved Evasion (Ex): This ability works like Master Strike (Ex): Upon reaching 20th level, a rogue
evasion, except that while the rogue still takes no becomes incredibly deadly when making an attack against
damage on a successful Reflex saving throw against an opponent they have previously sneak attacked. This can
attacks henceforth she henceforth takes only half have one of three effects. The target can be put to sleep for
damage on a failed save. A helpless rogue does not gain 1d4 hours, paralyzed for 2d6 rounds, or suffer 20d8 damage.
the benefit of improved evasion. Regardless of the effect chosen, the target receives a
Opportunist (Ex): Once per round, the rogue can make Fortitude save to resist with a DC equal to 20 plus the
an attack of opportunity against an opponent who has rogue’s Intelligence modifier. Once a creature has been the
just been struck for damage in melee by another target of a master strike, regardless of whether or not the
character. This attack counts as the rogue’s attack of save is made, that creature is immune to this rogue’s master
opportunity for that round. Even a rogue with the strike for 24 hours. Creatures that are immune to sneak
Combat Reflexes feat can’t use the opportunist ability attack damage are also immune to this ability.
more than once per round.

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The Scientist
Level BAB Caster Fort Ref Will Special Maximum Blueprints
Level Save Save Save
0 1 2 3 4 5 6 7 8 9
1 +0 +1 +0 +0 +2 Craft Device 4 2 – – – – – – – –
2 +1 +2 +0 +0 +3 5 3 – – – – – – – –
3 +1 +3 +1 +1 +3 6 3 2 – – – – – – –
4 +2 +4 +1 +1 +4 6 4 3 – – – – – – –
5 +2 +5 +1 +1 +4 MetaTechnology Feat 6 4 3 2 – – – – – –
6 +3 +6 +2 +2 +5 6 4 4 3 – – – – – –
7 +3 +7 +2 +2 +5 6 5 4 3 2 – – – – –
8 +4 +8 +2 +2 +6 6 5 4 4 3 – – – – –
9 +4 +9 +3 +3 +6 6 5 5 4 3 2 – – – –
10 +5 +10 +3 +3 +7 MetaTechnology Feat 6 5 5 4 4 3 – – – –
11 +5 +11 +3 +3 +7 6 6 5 5 4 3 2 – – –
12 +6 +12 +4 +4 +8 6 6 5 5 4 4 3 – – –
13 +6 +13 +4 +4 +8 6 6 6 5 5 4 3 2 – –
14 +7 +14 +4 +4 +9 6 6 6 5 5 4 4 3 – –
15 +7 +15 +5 +5 +9 MetaTechnology Feat 6 6 6 6 5 5 4 3 2 –
16 +8 +16 +5 +5 +10 6 6 6 6 5 5 4 4 3 –
17 +8 +17 +5 +5 +10 6 6 6 6 6 5 5 4 3 2
18 +9 +18 +6 +6 +11 6 6 6 6 6 5 5 4 4 3
19 +9 +19 +6 +6 +11 6 6 6 6 6 6 5 5 4 4
20 +10 +20 +6 +6 +12 MetaTechnology Feat 6 6 6 6 6 6 6 5 5 5

Scientist accidentally stumbled onto or sought out ancient tomes on


technology so they may begin building the fascinating
Long ago, the ancient race of dragon men known as the machines of technology.
Algalue brought the wonder of technology to Amberos Races: Normally, only humans, half–orcs and half–elves
from their dying world. In a time when magic had been raised in human lands have any interest in being
stripped from humans, it was the ancient descendants of scientists. Elves abhor technology and the Evan Cordum
the empire of Kas who rallied to the new form of has issued ancient dictums against it, preferring magic.
“magic”. In less than a hundred years, technology came Dwarves sometimes seek out the non–magical and
to the forefront as the most powerful and useful form of practical nature of technology, and it is not uncommon to
“magic” on Amberos. But the ancient Dhorics started a see low–level use of such items – such as clockwork
war of Technology that eventually led to the near– devices – in dwarven strongholds. Hillenfaeys and
devastation of Amberos, and the reawakening of the gnomes are indifferent towards technology, though
angry Ancient Ones. They banished the users of gnomes can sometimes become quite excited by it.
technology from Amberos, but over the years, there have Humans and half–orcs from barbaric tribes rarely use
been a curious few who have plumbed the depths of technology, and often seek its destruction.
ancient ruins to rediscover this powerful and ancient Other Classes: Scientists have few friends in most of the
“magic”. The most formidable of these was perhaps the magic–using classes. They are often hated, feared or
Master Scientist Finneburr the Astronimican, who used reviled by wizards, sorcerers, clerics, druids, paladins,
his knowledge to create the War Relics used in the First barbarians and rangers. Psions and bards are usually
Dragon War. However, many point to his madness and neutral towards scientists, while rogues and fighters will
betrayal as signs that the curse upon technology has not often hold their opinion until the scientist proves himself
diminished since the elder days. or blows himself up.
Alignment: Scientists may be of any alignment, though
they tend to prefer to associate with other scientists and Hit Dice: 1d4
people of similar thoughts and behaviors. Class Skills
Religion: Most scientists are atheistic or revere Ssrell, The scientist’s class skills (and the key ability for
the Lord of Technology. In the lost vale, there are some each skill) are Craft (Any, taken individually) (Int),
scientists who work as priests for Tzuckamus and Aztech. Disable Device (Int), Knowledge (Any, taken
Background: Most scientists are curious and scholarly, individually) (Int), Linguistics (Int), Persuade (Cha),
having a love of knowledge that manifests in a strong Profession (Any, taken individually) (Wis), and Spellcraft
mechanical aptitude. Those who become scientists have (Technology) (Int).

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does not need to prepare devices, though he does need to
Skill Points at first Level: (2 + Int modifier) X 4 recharge his devices after use.
Skill Points as Each Additional Level: 2 + Int Modifier. Acquiring New Devices: When a scienctist advances a
level, he gains the blueprints for two new devices of his
Class Features choice of any level he can create devices for, and a
All of the following are class features of the Scientist. working copy of the blueprint at no cost in gold or
Weapons and Armor Proficiency: Scientists are experience. A scienctist must pay for any subsequent
proficient with all simple weapons. They are not creations of the device or any recharges he wishes to have
proficient with any type of armor, nor with shields. They for the device.
do not suffer from Arcane spell failure, however. When a scienctist encounters new blueprints, the
Technological Devices: A scientist gains his formidable scienctist must make a Techcraft skill check with a DC of
powers from devices he has created. These devices range 10 + blueprint’s tech level to understand the blueprints
in appearance and function, and can be tuned either to be and scribe it into his technical journal.
used by the scientist alone or by any being it is given to MetaTech Feats: MetaTech feats are similar to
(see below for more detail). Unlike spell users, a scientist metamagic feats, and are built into items. A scienctist
may dismantle a device to rebuild it with MetaTech feats
included.

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The Sorcerer
Level BAB Caster Fort Reflex Will Special
Level
1 +0 +1 +0 +0 +2 Eschew Materials, sorcerous Heritage (bloodline
ability)
2 +1 +2 +0 +0 +3
3 +2 +3 +1 +1 +3
4 +3 +4 +1 +1 +4
5 +3 +5 +1 +1 +4 Sorcerous Heritage (2nd ability)
6 +4 +6 +2 +2 +5
7 +5 +7 +2 +2 +5
8 +6 +8 +2 +2 +6
9 +6 +9 +3 +3 +6
10 +7 +10 +3 +3 +7 Sorcerous Heritage (3rd ability)
11 +8 +11 +3 +3 +7
12 +9 +12 +4 +4 +8
13 +9 +13 +4 +4 +8
14 +10 +14 +4 +4 +9
15 +11 +15 +5 +5 +9 Sorcerous Heritage (4th ability)
16 +12 +16 +5 +5 +10
17 +12 +17 +5 +5 +10
18 +13 +18 +6 +6 +11
19 +14 +19 +6 +6 +11
20 +15 +20 +6 +6 +12 Sorcerous Heritage (5th ability)
and directed into wizardly training. Hillenfaey, gnomes and
Sorcerer titanborn occasionally sport sorcerous powers, but this
Granted an innate ability to harness and shape occurs very rarely. Of all the races, dwarves are the only
magic, sorcerers are powerful spellcasters capable of race to actively suppress sorcerous powers, believing such
being the universe to their will. to be an unnatural side affect of their brush with Gehenna.
Unlike wizards, who must contemplate arcane Other Classes: Sorcerers tend to be neutral around other
formulas to understand and control magic, a sorcerer’s classes, though good–aligned divine casters tend be nervous
ability is natural and magic simply flows them, with around sorcerers who claim spell abilities from infernal
their own will acting as a spigot to control the shape powers.
and power of the result.
Most sorcerers attribute their ability to wield Alignment: Any.
magic to ancient bloodlines involving creatures or races Hit Die: d4.
with dramatic magical power. It is not uncommon to
find sorcerous orgainizations in civilized areas crop up Class Skills
who limit their membership based on a sorcerer’s The sorcerer’s class skills (and the key ability for each skill)
supposed bloodline. are Appraise (Int), Deception (Bluff) (Cha), Craft (Int),
Alignment: Sorcerers can be of any alignment, but Knowledge (Appraise, Arcana & The Planes) (Int),
tend to gravitate towards Chaotic alignments. Persuasion (Cha), Profession (Wis), and Spellcraft (Arcane
Religion: Sorcerers rarely worship gods, but may pay & Use Magic Device) (Int).
lip service to Magius. Evil sorcerers sometimes
whisper black prayers to Kerundinius or The Dark One Skill Points at 1st Level: (2 + Int modifier) x 4.
for more spellpower. Skill Points at Each Additional Level: 2 + Int modifier.
Background: Sorcerers can come from any culture,
and usually come into their powers at puberity, and it is Class Features
not uncommon for the powers to be uncontrollable
All of the following are class features of the sorcerer.
when first manifest. This often leads to hatred, fear and
Weapon and Armor Proficiency: Sorcerers are proficient
or wonderment directed toward the sorcerer as he
with all simple weapons. They are not proficient with any
develops his abilities.
type of armor or shield. Armor of any type interferes with a
Races: Kobolds comprise the largest number of
sorcerer’s gestures, which can cause his spells with somatic
sorcerers, with humans and their ilk a distant second.
components to fail.
Draemani and orkan being are a close third, due to their
mixed heritage. Elven sorcery is usually suppressed

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Spells: A sorcerer casts arcane spells which are drawn 15 6 6 6 6 6 6 6 4 – –
primarily from the sorcerer/wizard spell list. He can 16 6 6 6 6 6 6 6 5 3 –
cast any spell he knows without preparing it ahead of 17 6 6 6 6 6 6 6 6 4 –
time, the way a wizard or a cleric must (see below). 18 6 6 6 6 6 6 6 6 5 3
To learn or cast a spell, a sorcerer must have a 19 6 6 6 6 6 6 6 6 6 4
Charisma score equal to at least 10 + the spell level. 20 6 6 6 6 6 6 6 6 6 6
The Difficulty Class for a saving throw against a
sorcerer’s spell is 10 + the spell level + the sorcerer’s Table: Sorcerer Spells Known
Charisma modifier.
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Like other spellcasters, a sorcerer can cast only
1 4 2 – – – – – – – –
a certain number of spells of each spell level per day.
2 5 3 – – – – – – – –
His base daily spell allotment is given on Table: The
3 5 3 – – – – – – – –
Sorcerer. In addition, he receives bonus spells per day if
4 6 4 2 – – – – – – –
he has a high Charisma score.
5 6 4 3 – – – – – – –
A sorcerer’s selection of spells is extremely
6 7 4 3 2 – – – – – –
limited. A sorcerer begins play knowing four 0–level
7 7 5 4 3 – – – – – –
spells and two 1st–level spells of your choice. At each
8 8 5 4 3 2 – – – – –
new sorcerer level, he gains one or more new spells, as
9 8 5 4 4 3 – – – – –
indicated on Table: Sorcerer Spells Known. (Unlike
10 9 5 5 4 3 2 – – – –
spells per day, the number of spells a sorcerer knows is
11 9 6 5 4 4 3 – – – –
not affected by his Charisma score; the numbers on
12 9 6 5 5 4 3 2 – – –
Table: Sorcerer Spells Known are fixed.) These new
13 9 6 5 5 4 4 3 – – –
spells can be common spells chosen from the
14 9 6 5 5 5 4 3 2 – –
sorcerer/wizard spell list, or they can be unusual spells
15 9 6 6 5 5 4 4 3 – –
that the sorcerer has gained some understanding of by
16 9 7 6 6 5 5 4 3 2 –
study. The sorcerer can’t use this method of spell
17 9 7 6 6 5 5 4 4 3 –
acquisition to learn spells at a faster rate, however.
18 9 7 6 6 6 5 5 4 3 2
At each level, a sorcerer can choose to learn a
19 9 7 6 6 6 5 5 4 4 3
new spell in place of one he already knows. In effect,
20 9 7 7 6 6 6 5 5 4 4
the sorcerer “loses” the old spell in exchange for the
new one. The new spell’s level must be the same as that
of the spell being exchanged. A sorcerer may swap only Eschew Materials: At 1st level, the sorcerer gains the
a single spell at any given level, and must choose eschew materials metamagic feat for free.
whether or not to swap the spell at the same time that he Familiar: A sorcerer can obtain a familiar (see below).
gains new spells known for the level. Doing so takes 24 hours and uses up magical materials that
Unlike a wizard or a cleric, a sorcerer need not cost 100 gp. A familiar is a magical beast that resembles a
prepare his spells in advance. He can cast any spell he small animal and is unusually tough and intelligent. The
knows at any time, assuming he has not yet used up his creature serves as a companion and servant.
spells per day for that spell level. He does not have to The sorcerer chooses the kind of familiar he gets.
decide ahead of time which spells he’ll cast. As the sorcerer advances in level, his familiar also increases
in power.
If the familiar dies or is dismissed by the sorcerer,
Table: Sorcerer Spells Per Day
the sorcerer must attempt a DC 15 Fortitude saving throw.
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Failure means he loses one spell level per sorcerer
1 5 3 – – – – – – – – level from his uncast spells per day list for the day. If the
2 6 4 – – – – – – – – sorcerer cannot pay by losing spells, he takes 1d4 damage
3 6 5 – – – – – – – – per spell level to make up the cost. The familiar can be
4 6 6 3 – – – – – – – replaced after being dismissed or slain in 3 days. A slain
5 6 6 4 – – – – – – – familiar can be raised from the dead just as a character can
6 6 6 5 3 – – – – – – be, and it does not lose a level or a Constitution point when
7 6 6 6 5 3 – – – – – this happy event occurs.
8 6 6 6 5 3 – – – – – Example: Zed, an 11th level sorcerer, loses his
9 6 6 6 6 4 – – – – – black cat familiar to a crushing block trap. If he fails the
10 6 6 6 6 5 3 – – – – Fort save, he will lose 11 levels of spells from his Spells per
11 6 6 6 6 6 4 – – – – Day allotment. He could choose to lose two uncast 5th level
12 6 6 6 6 6 5 3 – – – slots and 1st level slot, or an uncast 5th, 4th and 2nd level slot
13 6 6 6 6 6 6 4 – – – or any combination of 11 spell levels. If, because he has
14 6 6 6 6 6 6 5 3 – – cast his spells for the day, he could not lose some uncast

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slots, he instead takes 1d4 damage for each spell level At 15th level, the sorcerer gains the following spell–like
slot he cannot pay. abilities, usable once a day. Charm Monster,
A character with more than one class that Dimension Door and Summon Nature’s Ally 4th.
grants a familiar may have only one familiar at a time. At 20th level, the sorcerer can use Wail of the Banshee once
Sorcerous Heritage: At 1st level, a sorcerer selects a a day. This is a spell–like ability
heritage that defines where their sorcerous power
comes from. The heritage ability provides certain Celestial Heritage: The pure blood of celestial creatures
special abilities to the sorcerer. runs in your veins. You gain a +3 bonus on Fortitude saves
against poison.
Aberrant Heritage: Imbued with the blood of At 5th level, Spells with the good descriptor are cast at +1
creatures from the Realm of Madness, you gain a +2 Caster level.
bonus to saves against enchantment spells. At 10th level, the sorcerer gains energy resistance 5 against
At 5th level, you gain an otherworldly quality that one energy source (acid, cold, electricity, fire or
makes you immune to spells that target only sonic). Every 5 levels, this resistance increases by
humanoids. 3 (thus resistance 5 at 10th–14th level, resistance 8
At 10th level, your internat anatomy rearranges itself, at 15th–19th level and resistance 11 at 20th+ level)
th
giving you lesser fortification, grant you a At 15 level, the sorcerer gains an innate fly speed equal to
25% chance of ignoring any critical hit or his land base speed, with average manueverability.
sneak attack scored against you. This may be an extraordinary ability if the sorcerer
At 15th level, you can use the Alter Self ability as a takes wings, or a supernatural ability without
supernatural ability. wings. At 17th level the maneuverability increases
At 20th level, you gain spell resistance equal to your to good, and at 20th level, it increases to perfect.
th
sorcerer level +10. At 20 level, the sorcerer can use Gate to connect to the
Seven Heavens once a day. This is a spell–like
Dragon Heritage: Imbued with the blood of dragons ability.
coursing through his veins, the sorcerer gains a +2
bonus to saves against sleep and paralysis spells. Fiendish Heritage: The corrupted, fiery blood of infernal
At 5th level, the sorcerer gains two claw attacks that beings from the lower planes burns in your blood. You gain
deal 1d4 damage each. a +3 bonus on saving throws against fire–based attacks.
At 10th level, as a standard action, the sorcerer can At 5th level, the sorcerer casts any spell with the Evil
unleash a 30 ft. cone of energy that deals 1d6 descriptor at +1 Caster Level.
damage per 3 caster levels (thus 2d6 at 8th At 10th level, the sorcerer gains energy resistance 5 to
level, 3d6 at 9th–11th level, 4d6 at 12th–14th against one energy source (acid, cold, electrictity,
level, 5d6 at 15th–17th level, 6d6 at 18th + or fire). Sonic resistance cannot be chosen. Every
level). The energy type must be chosen when 5 levels, this resistance increases by 3 (thus
this ability is gained and cannot be changed. resistance 5 at 10th–14th level, resistance 8 at 15th–
Those in the area of effect may make a Reflex 19th level, resistance 11 at 20th)
th
saving throw for half damage. The DC is 14 + At 15 level, the sorcerer can use the following spell–like
Cha modifier. The sorcerer can use this ability abilities once a day. Teleport (self plus 25
once every hour. This is a supernatural ability. lbs./level), Summon monster 5th (fiendish creatures
At 15th level, The sorcerer can use Overland Flight and only), and Unholy Blight.
Greater Arcane Sight once a day as a At 20th level, the sorcerer can use Gate to connect to Hell or
supernatural ability. the Abyss once per day. This is a spell–like ability.
At 20th level, the sorcerer can use shapechange to
assume the form of an adult dragon once per Goblinoid Heritage: The black blood of the goblinoid
day. This is a spell–like ability. courses through you veins, feeding your darkest desires for
power. You gain a +2 bonus to Will saving throws against
Fey Heritage: Imbued with the blood of the fey spirits Mind Affecting spells cast at you.
of the wilderness, the sorcerer gains a +3 bonus on Will At 5th level, illusion spells cast by the sorcerer have +1
saves against enchantments. Caster Level.
At 5th level, enchantment spells cast by the sorcerer At 10th level, the sorcerer can use Summon Monster 5th (evil
have +1 caster level. creatures only) as a spell–like ability once a day.
At 10th level, the sorcerer gains DR 1/cold iron. The At 15th level, the sorcerer can use the following spell–like
DR increases by 1 point for every 3 levels past abilities once per day. Polymorph, Baleful
10th (thus DR 1/cold iron at 10th–12th level, DR Polymorph and Dominate Person.
2/cold iron at 13th–16th level, DR 3/cold iron at At 20th level, the sorcerer gains Regeneration 3 for 2
17th+ level) minutes a day. This is a supernatural ability.

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Shadow Heritage: The blood of the servants of gwieze’s
Genie Heritage: The noble blood of genie lords runs empire runs in your blood. You gain a +2 bonus to saves
through your veins, granting you their magical powers. against Cold spells.
You gain a +3 bonus to saves against spells that would At 5th level, the sorcerer gains darkvision 60 ft. If the
impede your movement. character already has darkvision, it gains the ability
At 5th level, spells with the air or sonic descriptor have to also see through magical darkness.
+1 caster level. At 10th level, Once per day, you can coalesce the shadows
At 10th level, the sorcerer can use Major Creation as a around you, duplicating the effects of a
spell–like ability once per day. You must still displacement spell. This is a supernatural effect.
supply the raw materials for the item to be At 15th level, you gain the ability to manipulate shadow,
crafted. gaining the ability to use wraithform, seeming and
At 15th level, once per day, you can use limited wish as shadow image once per day as a supernatural
a spell–like ability. You pay half the XP cost ability.
when using this ability. Once per week you At 20th level, the sorcerer gains a touch attack that deals 1d6
can ignore the XP cost of this ability entirely. cold damage and deals 1d4 point of Dexterity
At 20th level, once per day, you can use wish as a spell– damage (Fort save to negate Dex damage; treat this
like ability. You pay half the XP cost when as a 9th level spell for determining DC). If you
using this ability. Once per week, you can reduce a victim to 0 Dexterity or lower, they must
ignore the cost of this ability entirely. make a Fortitude save or be transformed into a
shadow.
Human Heritage: the blood of powerful human
sorcerers runs in the character’s blood. You gain a +2 Vampiric Heritage: The grave–ridden blood of vampire
bonus to all Will saving throws. lords runs in the character’s blood. You gain a +3 bonus to
At 5th level, the sorcerer chooses one school of magic. Fortitude saves against death effects.
All spells from that school are +1 caster level. At 5th level, necromancy spells cast by you gain +1 caster
At 10th level, the sorcerer may add cleric spells to his level.
known spell list and may use divine scrolls and At 10th level, the sorcerer can assume gaseous form once a
magic items. The sorcerer may not have more day.
than one cleric spell per spell level on his list, At 15th level, the sorcerer gains a slam attack that deals
however. 1d6+Str damage an inflicts a negative level on any
At 15th level, The sorcerer can use Dismissal, victim struck by the attack. In return, the sorcerer
Dominate Person and Hold Monster once a gains 5 temporary hit points. These temporary hit
day as a supernatural ability. points remain for 1 minute. Likewise, the sorcerer
At 20th level, the sorcerer create magic items at 50% can use death knell on any dying foe as a standard
cost. If he has the appropriate item creation action.
feat, the cost is only 25%. At 20th level, the sorcerer can use dominate person as a
supernatural ability, usable at will.
Lycanthrope Heritage: The blood of powerful
shapeshifters run in the character’s blood. You gain a Other heritages may be available as the GM sees fit.
+3 bonus to Fortitude saves against spells of the
Polymorph school.
At 5th level, the sorcerer gains a two claw attacks that
deals 1d4 damage.
At 10th level, the sorcerer can use Alter Self to take the
form of an animal once per day for up to 1
hour/level. The sorcerer must choose the
animal form that can be assumed when this
ability is gained, and it cannot be changed.
The animal form cannot be larger than
medium size or smaller than tiny size.
At 15th level, the sorcerer gains DR 5/silver. This
increases to DR 10/silver at 20th level.
th
At 20 level, the sorcerer’s animal form becomes a dire
form of the animal chosen.

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The Wizard
Level BAB Caster Fort Will Reflex Special
Level
1 +0 +1 +2 +0 +2 Summon familiar, School Talent
2 +1 +2 +3 +0 +3
3 +1 +3 +3 +1 +3
4 +2 +4 +4 +1 +4
5 +2 +5 +4 +1 +4 Bonus feat
6 +3 +6 +5 +2 +5
7 +3 +7 +5 +2 +5
8 +4 +8 +6 +2 +6
9 +4 +9 +6 +3 +6
10 +5 +10 +7 +3 +7 Bonus feat
11 +5 +11 +7 +3 +7
12 +6 +12 +8 +4 +8
13 +6 +13 +8 +4 +8
14 +7 +14 +9 +4 +9
15 +7 +15 +9 +5 +9 Bonus feat
16 +8 +16 +10 +5 +10
17 +8 +17 +10 +5 +10
18 +9 +18 +11 +6 +11
19 +9 +19 +11 +6 +11
20 +10 +20 +12 +6 +12 Bonus feat
missing member, and their skills allow them to enhance
Wizard the abilities of all the others around them.
Wizards are arcane casters of spells who use However, it is not uncommon for other classes to
complex formulas and escoteric techniques to drawn on somewhat look down at bards, as their strengths do not
and use magic. Often cloistered by years of intense study, match the single–minded pursuits of the other classes.
wizards can draw on a wide array of magical spells to
perform nearly any task – feasible or impossible. Alignment: Any.
Alignment: Wizards can be of any alignment and are Hit Die: d4.
quite varied in their outlook and approach to spellcasting. Class Skills
Religion: Wizards are generally so esoterically minded The wizard’s class skills (and the key ability for each
that they tend to refrain from worshipping gods. Some skill) are Craft (Int), Knowledge (all skills, taken
wizards however, have devoted themselves to Magius in individually) (Int), Linguistics (Int), Persuade (Cha),
the hopes of learning greater magic secrets. Evil wizards Profession (Wis), and Spellcraft (Arcane & Use Magic
sometimes worship Morian or The Dark One in the hopes Device ) (Int).
of learning more powerful magic.
Background: Wizards tend to come from civilized areas Skill Points at 1st Level: (4 + Int modifier) x4.
and have formal schooling. Primitive wizards are Skill Points at Each Additional Level: 4 + Int modifier.
possible, but extremely rare, often steeped in superstious
activities. Class Features
Races: Elves are among the most numerous of wizards, All of the following are class features of the
to whom the ability comes almost naturally. Humanity wizard.
and its offshoots are the secondmost numerous. Gnomes Weapon and Armor Proficiency: Wizards are proficient
have a knack for illusion magic and tend to score other with simple weapons, but not with any type of armor or
forms of spells. Hillenfaeys, orkan and titanborn have no shield. Armor of any type interferes with a wizard’s
natural knack for wizardy, and often very little interest. movements, which can cause her spells with somatic
Dwarves actively suppress wizardly teaching in their components to fail.
communities, often fearing that magic is far more Spells: A wizard casts arcane spells which are drawn
destructive than beneficial. However, “forge” wizards, from the sorcerer/ wizard spell list. A wizard must choose
who specialize in crafting magic into items do not suffer and prepare her spells ahead of time (see below). To
such stigma, though they are relatively rare. learn, prepare, or cast a spell, the wizard must have an
Other Classes: Bards tend to get along fabulously will Intelligence score equal to at least 10 + the spell level.
all the classes. They can often fill in for a fallen or The Difficulty Class for a saving throw against a wizard’s

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spell is 10 + the spell level + the wizard’s Intelligence Chains of Disbelief (Su): Even if a viewer disbelieves an
modifier. illusion created by an Illusionist and
Like other spellcasters, a wizard can cast only a communicates the fakery to others, victims do
certain number of spells of each spell level per day. Her not receive a +4 bonus to Will saves to
base daily spell allotment is given on Table: The Wizard. disbelieve. Furthermore, when presented with
In addition, she receives bonus spells per day if she has a incontrovertible proof that the illusion isn’t real,
high Intelligence score. creatures must still succeed a Will save to see
Unlike a bard or sorcerer, a wizard may know any number objects or creatures that the illusion obscures.
of spells. She must choose and prepare her spells ahead of Charming Intellect (Ex): The Enchanter can use his
time by getting a good night’s sleep and spending 1 hour Intelligence modifier instead of his Charisma
studying her spellbook. While studying, the wizard modifier for Deception and Persuade checks.
decides which spells to prepare. Create Undead (Ex): A Necromancer gains the Create
Bonus Languages: A wizard may substitute Draconic for Undead feat for free.
one of the bonus languages available to the character Dark Shroud (Sp): Once a day, the Shadowmancer can
because of her race. imbue a damage–dealing spell to grant 1
Familiar: A wizard can obtain a familiar in exactly the temporary hit point to himself for every 5 points
same manner as a sorcerer can. See the sorcerer of damage it deals.
description and the information on Familiars below for Dazzling Display (Sp): When a Luminancer casts a spell,
details. if the target fails the saving throw, they are
School Talent: At 1st level, a wizard gains a special dazzled for a round in addition to any other
ability based on his school of speciality. effect the spell has.
Earth’s Embrace (Sp): Once a day as a standard action,
Speciality Ability a geomancer gains Fast healing 1 for one minute
Abjurer Resist while in contact with solid ground. The Fast
Auqamancer Misty Transport Healing ability increases by 1 for every 5 caster
Auromancer Energy Substitution levels the geomancer has.
Coersionist Energy Substitution Energy Substitution (Ex): Aurmancers, Coersionists,
Conjurer Augment Summoning Cryromanncers, Pyromancers, Telsamancers and
Cyromancer Energy Substitution Vitromancers receive the Energy Substitution
Diviner Arcane Insight feat for free, allowing them to turn spells with an
Enchanter Charming Intellect energy description to the appropriate speciality
Evoker Targeted Evocation for their own use.
Generalist Scribe Scroll Misty Transport (Sp): Once per day, as a standard action,
Geomancer Earth’s Embrace an Aquamancer and all his gear dissolves into a
Illusionist Chains of Disbelief misty vapor and can move up to his normal
Luminancer Dazzling Display movement rate in any direction, where at the end
Necromancer Create Undead of movement the character resolidifies. While in
Pyromancer Energy Substitution mist form, the character is immune to all attacks
Shadowmancer Dark Shroud and can pass through cracks as small as ¼ of an
Telsamancer Energy Substitution inch wide.
Transmuter Ability Enhancement Resist (Sp): Once per day, an Abjurer creates a mystic
Vitromancer Energy Substitution shield as an immediate action that grants himself
or any one ally adjacent to him energy resistance
Ability Enhancement (Sp): Once a day, the Transmuter (acid, cold, electricity, fire or sonic) 5 + ½ caster
can augment one ability score (Strength, level. This resistance lasts for 1 minute, and
Dexterity, Constitution, Intelligence, Wisdom or does not stack with resist energy or protection
Charisma) in himself or one adjacent ally by +2. from energy.
This augmentation lasts for 1 round per caster Scribe Scroll (Ex): A generalist recieves the Scribe
level. Scroll feat for free.
Arcane Insight (Sp): The Diviner gains the ability once Targeted Evocation (Sp): Once a day as a swift action,
per day, as a swift or immediate action to reroll the evoker can change the saving throw of any
one d20 roll either he made or is made against one spell to use either Fortitude, Will or Reflex
him. The diviner must accept the result of the instead of the normal save.
reroll, even if it is worse. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard
Augment Summoning (Ex): The Conjurer gains the feat gains a bonus feat. At each such opportunity, she can
Augment Summoning, even if he does not meet choose a metamagic feat, an item creation feat, or Spell
the prerequisites.

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Mastery. The wizard must still meet all prerequisites for a element. Finally, the character gains a specialization
bonus feat, including caster level minimums. ability (see the magic section for details).
These bonus feats are in addition to the feat that The wizard must choose whether to specialize
a character of any class gets from advancing levels. The and, if she does so, choose her specialty at 1st level. At
wizard is not limited to the categories of item creation this time, she must also give up two other schools (if
feats, metamagic feats, or Spell Mastery when choosing specializing in a school) or two other elements (if
these feats. specializing in an element), which become her prohibited
Spellbooks: A wizard must study her spellbook each day schools. Divination specialists only give up one school of
to prepare her spells. She cannot prepare any spell not magic.
recorded in her spellbook, except for read magic, which A wizard may never give up divination to fulfill
all wizards can prepare from memory. this requirement.
A wizard begins play with a spellbook containing all 0– Spells of prohibited schools or elements are not
level wizard spells (except those from her prohibited available to the wizard, and she can’t even cast such
school or schools, if any; see School Specialization, spells from scrolls or spell completion items (such as
below) plus three 1st–level spells of your choice. For each wands). She may not change either her specialization or
point of Intelligence bonus the wizard has, the spellbook prohibited schools/elements later.
holds one additional 1st–level spell of your choice. At The eight schools of arcane magic are abjuration,
each new wizard level, she gains two new spells of any conjuration, divination, enchantment, evocation, illusion,
spell level or levels that she can cast (based on her new necromancy and transmutation.
wizard level) for her spellbook. At any time, a wizard can The elements of arcane magic are acid, air, cold,
also add spells found in other wizards’ spellbooks to her earth, electricity, fire, force, light, shadow/darkness, sonic
own. and water.

Table: Wizard Spells Per Day Abjuration: Spells that protect, block, or banish. An
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th abjuration specialist is called an abjurer.
1 3 1 – – – – – – – – Acid: Spells dealing with acid or destruction. An acid
2 4 2 – – – – – – – – specialist is called a vitromancer.
3 4 2 1 – – – – – – – Air: Spells dealing with flight or wind. An air specialist
4 4 3 2 – – – – – – – is called an aurenmancer.
5 4 3 2 1 – – – – – – Cold: Spells dealing with cold or slow reactions. A cold
6 4 3 3 2 – – – – – – specialist is called a cryomancer.
7 4 4 3 2 1 – – – – – Conjuration: Spells that bring creatures or materials to
8 4 4 3 3 2 – – – – – the caster. A conjuration specialist is called a
9 4 4 4 3 2 1 – – – – conjurer.
10 4 4 4 3 3 2 – – – – Divination: Spells that reveal information. A divination
11 4 4 4 4 3 2 1 – – – specialist is called a diviner. Unlike the other
12 4 4 4 4 3 3 2 – – – specialists, a diviner must give up only one other
13 4 4 4 4 4 3 2 1 – – school.
14 4 4 4 4 4 3 3 2 – – Earth: Spells dealing with the earth or resisting damage.
15 4 4 4 4 4 4 3 2 1 – An earth specialist is called a geomancer.
16 4 4 4 4 4 4 3 3 2 – Electricity: Spells dealing with electricity or quickness.
17 4 4 4 4 4 4 4 3 2 1 An electricity specialist is called a telsamancer.
18 4 4 4 4 4 4 4 3 3 2 Enchantment: Spells that imbue the recipient with some
19 4 4 4 4 4 4 4 4 3 3 property or grant the caster power over another
20 4 4 4 4 4 4 4 4 4 4 being. An enchantment specialist is called an
enchanter.
Evocation: Spells that manipulate energy or create
Specialists something from nothing. An evocation specialist
If desired, a wizard may specialize in one school is called an evoker.
or in an “element” of their choice. Specialization allows a Fire: Spells dealing with fire or aggression. An air
wizard to cast extra spells from her chosen school or specialist is called a pyromancer.
element, but she then never learns to cast spells from Force: Spells dealing with unseen control or force. A
some other schools. force specialist is called a coersionist
Wizard specialists may cast one additional spell Illusion: Spells that alter perception or create false
per day per spell level of their chosen school or element images. An illusion specialist is called an
of magic. She also gains a +2 bonus on Spellcraft checks illusionist.
to learn and identify spells of her chosen school or

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Light: Spells dealing with protection or brilliance. A climb checks and jump checks
light specialist is called a lumimancer. Fox Master gains a +3 bonus on bluff
Necromancy: Spells that manipulate, create, or destroy checks
life or life force. A necromancy specialist is Frog Master gains a +3 bonus on heal
called a necromancer. checks
Shadow/Darkness: Spells dealing with illusion (shadow) Gull Master gains +1 caster level to
or darkness. A shadow specialist is called a divination spells
shadowmancer. Hare Master gains +3 on jump checks
Sonic: Spells dealing with sound or words. A sonic Hawk Master gains a +3 bonus on spot
specialist is called an auromancer. checks in bright light
Transmutation: Spells that transform the recipient Hummingbird Master gains +5 base movement
physically or change its properties in a more Lizard Master gains a +3 bonus on
subtle way. A transmutation specialist is called a climb checks
transmuter. Mockingbird Master gains a +3 bonus to
Water: Spells dealing with water or healing. A water perform (sing) checks and
specialist is called an aquamancer. disguise checks when attempting
Universal: Not a school, but a category for spells that all to disguise his voice
wizards can learn. A wizard cannot select Mole Master gains a +3 bonus on
universal as a specialty school or as a prohibited Persuade (Gather Information)
school. Only a limited number of spells fall into checks
this category. Monkey Master gains a +3 bonus to
tumble checks
Familiars Monsterous Master gains a +3 bonus on
Wizards with familiars gain one additional spell Centipede, tiny
for their spellbooks per level. The wizard may choose Monsterous Master gains a +2 bonus on
what level (that he can cast) the spell comes from. Scorpion, tiny grapple checks
An expanded list of familiars can be found Monsterous Master gains a +3 bonus on
below. All of the normal rules for familiars apply to this Spider, tiny disguise checks
expanded list. Mouse Master gains +3 bonus on
Acrobatics (Escape Artist)
Familiar Ability checks
Badger Master gains a +2 bonus to Will Opossum
saves Otter Master gains +3 on Athletics
Bat Master gains a +3 bonus on (Swim) checks
listen checks Owl Master gains a +3 bonus on spot
Blue Jay Master gains a +1 bonus to spell checks in shadows
DC’s in one school of magic Parrot Master gains +3 bonus to
Bobcat Master gains a +2 bonus on Linguistics (Forgery) checks
climb and jump checks Pelican Master gains a +3 bonus on
Cat Master gains a +3 bonus on Perception (Sense Motive)
move silently checks checks
Chipmunk Master gains a +2 bonus on Rabbit Master gains a +1 bonus to Fort
climb and search checks and Reflex saves
Crane Master gains a +3 bonus on Raccoon Master gains a +3 bonus on
balance checks Disable Device (Open Locks)
Crow Master gains a +3 bonus on checks
decipher script checks Rat Master gains a +2 bonus on
Dog Master gains a +3 bonus on fortitude saves
listen checks Raven Master gains a +3 bonus on
Eagle Master gains a +2 bonus to Knowledge (Appraise) checks
leadership score Rooster Master gains a +3 bonus on
Falcon Master can use light weapons to Perception (Spot) checks
disarm without provoking attack Shrew Master gains a +1 bonus to
of opportunity damage with unarmed attacks
Ferret Master gains a +3 bonus on Skunk Master gains +3 bonus on
disable device checks Persuade (Intimidate) checks
Flying Squirrel Master gains a +2 bonus on Snake Master gains a +3 bonus on

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Deception (Bluff) checks
Squirrel Master gains a +1 dodge bonus Familiar (Level –4) Type/Subtype
to AC against one opponent a Air Elemental, Small Air
round when in light or no armor Dread KittenBM –
Swan Master gains a +3 bonus on Fire Elemental, Small Fire
Persuade (Diplomacy) checks Shocker Lizard Electricity
Tarantula Master gains a +3 bonus on hide Stirge –
checks Water elemental, Small Water
Toad Master gains +3 hit points
Tortoise Master gains a +3 bonus on Will Familiar (Level –6) Type/Subtype
saves to cast defensively Formian worker Lawful
Turtle Master gains +1 natural armor Imp Lawful, Evil
bonus Pseudodragon Good
Weasel Master gains a +2 bonus on Quasit Chaotic, Evil
Reflex saves Homunculus3 Undead
Wolverine Master gains a +3 bonus on Ice mephit Cold
Persuade (Intimidate) checks
Salamander Master gains +1 damage to 3
Master must first create the homunculus, substituting ichor or
spells with the Fire descriptor similar of the master’s body for blood if necessary

Below is a list of the Improved Familiars available to Familiar (Level –12) Type/Subtype
characters in the Amberos Campaign. This list contains OlanguesoBM –
improved familiars from the SRD, the Bestiary Watcher in the WoodsBM –
Malfearous and the Bestiary Nefarious.
Improved familiars otherwise use the rules for
regular familiars, with two exceptions: If the creature’s
Improved Familiar type is something other than animal, its type does not
At higher levels, a wizard may dismiss a familiar change; and improved familiars do not gain the ability to
or wait to choose a more powerful familiar from a speak with other creatures of their kind (although many of
nonstandard list, but only when they could normally them already have the ability to communicate).
acquire a new familiar. The list in the table above presents only a few
When choosing a familiar, the creatures listed possible improved familiars. Almost any creature of the
below are also available to the spellcaster at higher levels. same general size and power as those on the list makes a
To determine the abilities of the familiar, subtract the suitable familiar.
level adjustment from the familiar. If the level adjustment
reduces the familiar’s ability below 1st level, the wizard
must wait to be of higher level to attract the familiar. The
spellcaster may choose a familiar with an alignment up to
one step away on each of the alignment axes (lawful
through chaotic, good through evil), or one matching a
subtype of spells they are able to cast.

Familiar (Level –2) Type/Subtype


Blaze BatBM Fire
Celestial hawk1 Good
Crystal BatBM –
Eye Salamanderbm –
Fiendish Tiny Viper Snake2 Evil
Harmonic Nightengalebm –
Owl of Wisdombm –
Pirate ParrotBM –
Rogue RavenBM –
Swashbuckler Sparrowbm –
Warhawkbm –
Wizard JayBM –
1
Or other celestial animal from the standard familiar list
2
Or other fiendish animal from the standard familiar list

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Prestige Classes
Prestige classes offer a new form of
multiclassing. Unlike the basic classes, characters must
meet Requirements before they can take their first level of
a prestige class. The rules for level advancement apply to
this system, meaning the first step of advancement is
always choosing a class. If a character does not meet the
Requirements for a prestige class before that first step,
that character cannot take the first level of that prestige
class. Taking a prestige class does not incur the
experience point penalties normally associated with
multiclassing.
A character may not begin a second prestige
class until all the levels for the first prestige class have
been taken. No character may take more than two
prestige classes.

Definitions of Terms
Here are definitions of some terms used in this
section.
Base Class: One of the standard classes.
Caster Level: Generally equal to the number of class
levels (see below) in a spellcasting class. Some prestige
classes add caster levels to an existing class.
Character Level: The total level of the character, which
is the sum of all class levels held by that character.
Class Level: The level of a character in a particular class.
For a character with levels in only one class, class level
and character level are the same.

Author’s Note – Mixing and Matching Prestige Classes: The prestige classes found in this chapter are NOT designed
for mixing and matching. It is assumed that an individual choosing to take on a prestige class found herein is doing so as
their ultimate career choice, not to simply add a few “cool abilities” to their repitoire. DMs are STRONGLY encouraged
to not allow players to take levels in another prestige class found within this section unless they have already maxxed out
the levels in a previous prestige class.
Also, many of the prestige classes found herein require admittance to a special organization – such as the Bark
Rangers, Animater Cult and others. It should be noted that there are members of these organizations who do not have
levels in the associated prestige classes, but it is very rare that such an individual holds a position of any sort of authority
in the organization if they do not have prestige class levels. Furthermore, most groups are exclusive, and will not allow
members of other groups into their organization. For example, an Animater would never be allowed to join the Bleak
(Black) Cabal or the Red Death. A White Ranger would have to forgo his oath to Kennestone to become a Bark Ranger,
and a Knight of the South would never join the Randese Saracens.

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The Arcane Archer


Level BAB Caster Fort Ref Will Special
Level Save Save Save
1st +1 +0 +2 +2 +0 Enhance arrow +1
2nd +2 +1 +3 +3 +0 Imbue arrow
3rd +3 +1 +3 +3 +1 Enhance arrow +2
4th +4 +2 +4 +4 +1 Seeker arrow
5th +5 +2 +4 +4 +1 Enhance arrow +3
6th +6 +3 +5 +5 +2 Phase arrow
7th +7 +3 +5 +5 +2 Enhance arrow +4
8th +8 +4 +6 +6 +2 Hail of arrows
9th +9 +4 +6 +6 +3 Enhance arrow +5
10th +10 +5 +7 +7 +3 Arrow of death
her. For every two levels the character advances past 1st
Arcane Archer level in the prestige class, the magic arrows she creates
It is legend that the great elvin Ymin gain +1 greater potency (+1 at 1st level, +2 at 3rd level,
Greensbeech Earthlayer created the first bow during the +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Time of Magic to send messages to far–flung elvin Imbue Arrow (Sp): At 2nd level, an arcane archer gains
communities. When Fir created the meteoric bow that the ability to place an area spell upon an arrow.
Dhorian used against Gauradrell, the Ymin delved even When the arrow is fired, the spell’s area is
further into the secrets of the longbow he had previously centered on where the arrow lands, even if the spell could
created and learned the magic of arrows by mastering its normally be centered only on the caster. This ability
use. These secrets he passed on to elves alone, who allows the archer to use the bow’s range rather than the
practice these secrets even today as arcane archers. spell’s range. It takes a standard action to cast the spell
and fire the arrow. The arrow must be fired in the round
Hit Die: d8. the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can
Requirements launch an arrow once per day at a target known to her
To qualify to become an arcane archer, a character must within range, and the arrow travels to the target, even
fulfill all the following criteria. around corners. Only an unavoidable obstacle or the limit
Race: Elf or half–elf. of the arrow’s range prevents the arrow’s flight. This
Base Attack Bonus: +6. ability negates cover and concealment modifiers, but
Feats: Point Blank Shot, Precise Shot, Weapon Focus otherwise the attack is rolled normally. Using this ability
(longbow or shortbow). is a standard action (and shooting the arrow is part of the
Spells: Ability to cast 1st–level arcane spells. action).
Phase Arrow (Sp): At 6th level, an arcane archer can
Class Skills launch an arrow once per day at a target known to her
The arcane archer’s class skills (and the key ability for within range, and the arrow travels to the target in a
each skill) are Athletics (Str), Craft (Int), Handle Animal straight path, passing through any nonmagical barrier or
(Cha), Perception (Wis), Persuade (Cha), Stealth (Dex), wall in its way. (Any magical barrier stops the arrow.)
and Survival (Wis). This ability negates cover, concealment, and even armor
modifiers, but otherwise the attack is rolled normally.
Skill Points at Each Level: 4 + Int modifier. Using this ability is a standard action (and
shooting the arrow is part of the action).
Class Features Hail of Arrows (Sp): In lieu of her regular attacks, once
All of the following are Class Features of the per day an arcane archer of 8th level or higher can fire an
arcane archer prestige class. arrow at each and every target within range, to a
Weapon and Armor Proficiency: An arcane archer is maximum of one target for every arcane archer level she
proficient with all simple and martial weapons, light has earned. Each attack uses the archer’s primary attack
armor, medium armor, and shields. bonus, and each enemy may only be targeted by a single
Enhance Arrow (Su): At 1st level, every nonmagical arrow.
arrow an arcane archer nocks and lets fly becomes Arrow of Death (Sp): At 10th level, an arcane archer can
magical, gaining a +1 magic bonus. Unlike magic create an arrow of death that forces the target, if damaged
weapons created by normal means, the archer need not by the arrow’s attack, to make a DC 20 Fortitude save or
spend experience points or gold pieces to accomplish this be slain immediately. It takes one day to make an arrow
task. However, an archer’s magic arrows only function for of death, and the arrow only functions for the arcane

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archer who created it. The arrow of death lasts no longer
than one year, and the archer can only have one such
arrow in existence at a time.

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The Arcane Trickster


Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +0 +0 +0 +2 +2 Ranged legerdemain 1/day
2nd +1 +1 +0 +3 +3 Sneak attack +1d6, +1 arcane caster level
3rd +1 +2 +1 +3 +3 Impromptu sneak attack 1/day, +1 arcane caster level
4th +2 +3 +1 +4 +4 Sneak attack +2d6, +1 arcane caster level
5th +2 +3 +1 +4 +4 Ranged legerdemain 2/day, +1 arcane caster level
6th +3 +4 +2 +5 +5 Sneak attack +3d6, +1 arcane caster level
7th +3 +5 +2 +5 +5 Impromptu sneak attack 2/day, +1 arcane caster level
8th +4 +6 +2 +6 +6 Sneak attack +4d6, +1 arcane caster level
9th +4 +6 +3 +6 +6 Ranged legerdemain 3/day, +1 arcane caster level
10th +5 +7 +3 +7 +7 Sneak attack +5d6, +1 arcane caster level
Weapon and Armor Proficiency: Arcane tricksters gain
Arcane Trickster no proficiency with any weapon or armor.
Inspired by Discoff, the arcane trickster has +1 Arcane Caster Level: When a new arcane trickster
become a mystic profession among the hillenfaey and level is gained, the character gains new spells per day as if
gnomes who revere her acts that brought about the land of he had also gained a level in an arcane spellcasting class
Luthinway, home to these two races. he belonged to before adding the prestige class. He does
Arcane tricksters are roguish fellows who delight not, however, gain any other benefit a character of that
in mischief for mischeif’s sake. While capable of felling class would have gained, except for an increased effective
dire opponents with their tricks, arcane trickerers are level of spellcasting. If a character had more than one
better know for their ability to reveal the fool in any spellcasting class before becoming an arcane trickster, he
individual who underestimates their abilites. must decide to which class he adds the new level for
purposes of determining spells per day.
Hit Die: d6. Ranged Legerdemain: An arcane trickster can perform
one of the following class skills at a range of 30 feet:
Requirements Disable Device (Disarm Trap or Open Lock), or Stealth
To qualify to become an arcane trickster, a (Sleight of Hand). Working at a distance increases the
character must fulfill all of the following criteria. normal skill check DC by 5, and an arcane trickster
cannot take 10 on this check. Any object to be
Alignment: Any nonlawful. manipulated must weigh 5 pounds or less.
Skills: Linguistics (Decipher Script) 7 ranks, Disable An arcane trickster can use ranged legerdemain
Device (Disarm Trap or Open Locks) 7 ranks, Acrobatics once per day initially, twice per day upon attaining 5th
(Escape Artist) 7 ranks, Knowledge (Arcana) 4 ranks. level, and three times per day at 9th level or higher. He
Spells: Ability to cast mage hand and at least one arcane can make only one ranged legerdemain skill check each
spell of 3rd level or higher. day, and only if he has at least 1 rank in the skill being
Special: Sneak attack +2d6. used.
Sneak Attack: This is exactly like the rogue ability of the
Class Skills same name. The extra damage dealt increases by +1d6
every other level (2nd, 4th, 6th, 8th, and 10th). If an
The arcane trickster’s class skills (and the key ability for
arcane trickster gets a sneak attack bonus from another
each skill) are Acrobatics (Dex), Athletics (Str), Craft
source the bonuses on damage stack.
(Int), Deception (Cha), Disable Device (Int), Knowledge
Impromptu Sneak Attack: Beginning at 3rd level, once
(all skills taken individually) (Int), Linguistics (Int),
per day an arcane trickster can declare one melee or
Perception (Wis), Persuade (Cha), Stealth (Dex),
ranged attack he makes to be a sneak attack (the target
Profession (Wis), and Spellcraft (Int).
can be no more than 30 feet distant if the impromptu
sneak attack is a ranged attack). The target of an
Skill Points at Each Level: 4 + Int modifier.
impromptu sneak attack loses any Dexterity bonus to AC,
but only against that attack. The power can be used
* Spells per Day are +1 level of existing class
against any target, but creatures that are not subject to
critical hits take half damage (though they still lose any
Class Features
Dexterity bonus to AC against the attack).
All of the following are Class Features of the arcane
At 7th level, an arcane trickster can use this
trickster prestige class.
ability twice per day.

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The Archmage
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +0 +0 +0 +0 +2 High arcana
2nd +1 +1 +0 +0 +3 High arcana, +1 arcane level
3rd +1 +2 +1 +1 +3 High arcana, +1 arcane level
4th +2 +3 +1 +1 +4 High arcana, +1 arcane level
5th +2 +3 +1 +1 +4 High arcana, +1 arcane level
by permanently eliminating one existing spell slot (she
Archmage cannot eliminate a spell slot of higher level than the
Among the arcane, there are those who strive to highest–level spell she can cast). Each special ability has
master the secrets of magic, becoming wielders of raw a minimum required spell slot level, as specified in its
magical power. Those who master the secret shaping of description.
raw magic are known as archmages. An archmage may choose to eliminate a spell
slot of a higher level than that required to gain a type of
Hit Die: d4. high arcana.
Arcane Bolt (Su): The archmage gains the ability to
Requirements change arcane spell energy into arcane energy,
manifesting it as a bolt of raw magical energy of an
To qualify to become an archmage, a character
energy type of his choice (acid, cold, electricity, fire or
must fulfill all the following criteria.
sonic). The bolt is a ranged touch attack with long range
Skills: Knowledge (arcana) 15 ranks, Spellcraft (Arcane)
(400 feet + 40 feet/level of archmage) that deals 1d6
15 ranks.
points of damage per class level of the archmage plus 1d6
Feats: Skill Focus (Spellcraft), Spell Focus in two
points of damage per level of the spell used to create the
schools of magic.
effect. This ability costs one 9th–level spell slot.
Spells: Ability to cast 7th–level arcane spells, knowledge
Arcane Reach (Su): The archmage can use spells with a
of 5th–level or higher spells from at least five schools.
range of touch on a target up to 30 feet away. The
archmage must make a ranged touch attack. Arcane reach
Class Skills can be selected a second time as a special ability, in which
The archmage’s class skills (and the key ability case the range increases to 60 feet. This ability costs one
for each skill) are Concentration (Con), Craft (alchemy) 7th–level spell slot.
(Int), Knowledge (all skills taken individually) (Int), Mastery of Counterspelling: When the archmage
Profession (Wis), Search (Int), and Spellcraft (Int). counterspells a spell, it is turned back upon the caster as if
it were fully affected by a spell turning spell. If the spell
Skill Points at Each Level: 2 + Int modifier. cannot be affected by spell turning, then it is merely
counterspelled. This ability costs one 7th–level spell slot.
Class Features Mastery of Elements: The archmage can alter an arcane
All the following are Class Features of the spell when cast so that it utilizes a different element from
archmage prestige class. the one it normally uses. This ability can only alter a spell
Weapon and Armor Proficiency: Archmages gain no with the acid, cold, fire, electricity, or sonic descriptor.
proficiency with any weapon or armor. The spell’s casting time is unaffected. The caster decides
Spells per Day/Spells Known: When a new archmage whether to alter the spell’s energy type and chooses the
level is gained, the character gains new spells per day new energy type when he begins casting. This ability
(and spells known, if applicable) as if he had also gained a costs one 8th–level spell slot.
level in whatever arcane spellcasting class in which he Mastery of Shaping: The archmage can alter area and
could cast 7th–level spells before he added the prestige effect spells that use one of the following shapes: burst,
class level. He does not, however, gain any other benefit a cone, cylinder, emanation, or spread. The alteration
character of that class would have gained. If a character consists of creating spaces within the spell’s area or effect
had more than one arcane spellcasting class in which he that are not subject to the spell. The minimum dimension
could cast 7th–level spells before he became an for these spaces is a 5–foot cube. Furthermore, any
archmage, he must decide to which class he adds each shapeable spells have a minimum dimension of 5 feet
level of archmage for the purpose of determining spells instead of 10 feet. This ability costs one 6th–level spell
per day. slot.
High Arcana: An archmage gains the opportunity to Spell Power: This ability increases the archmage’s
select a special ability from among those described below effective caster level by +1 (for purposes of determining

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level–dependent spell variables such as damage dice or
range, and caster level checks only). This ability costs one
5th–level spell slot.
Spell–Like Ability: An archmage who selects this type of
high arcana can use one of her arcane spell slots (other
than a slot expended to learn this or any other type of high
arcana) to permanently prepare one of her arcane spells as
a spell–like ability that can be used twice per day. The
archmage does not use any components when casting the
spell, although a spell that costs XP to cast still does so
and a spell with a costly material component instead costs
her 10 times that amount in XP. This ability costs one
5th–level spell slot.
The spell–like ability normally uses a spell slot
of the spell’s level, although the archmage can choose to
make a spell modified by a metamagic feat into a spell–
like ability at the appropriate spell level.
The archmage may use an available higher–level
spell slot in order to use the spell–like ability more often.
Using a slot three levels higher than the chosen
spell allows her to use the spell–like ability four times per
day, and a slot six levels higher lets her use it six times
per day.
If spell–like ability is selected more than one
time as a high arcana choice, this ability can apply to the
same spell chosen the first time (increasing the number of
times per day it can be used) or to a different spell.

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Artificer
Artificers are those who have taken to the Class Features
creation of magical items and constructs. While most are +X Caster level: At the indicated levels, the character
wizards or sorcerors, there are among their ranks cloister gains the listed bonus to his caster level. The increased
clerics, druids, bards and others of the spellcasting classes caster level affects all level–based dependant effects, as
who are among their ranks. well as caster level for determining dispel effects.
Most artificers hide their general weakness +X Spell level: At the indicated levels, the character
behind the items they have constructed. It is not increases his spellcasting class as if he had increased the
uncommon for them to be surrounded by a host of their indicated number of levels. This affects spell casting
own creations in battle, and many are quite adept at level, number of spells per day and spells known. The
hanging back and directing their menagerie in combat. bonus to caster level stacks with the bonus to spell levels.
Thus, for example, a Wizard 5/Artificer 5 would
Hit Dice: d4 memorize and cast spells as an 8th level wizard, with the
duration, area of effect and damage as if he were a 10th
Requirements level wizard.
To become an Artificer, a character must fulfill XP Pool: Starting at 1st level, and every level thereafter,
the following requirements: the artificer receives 250 XP for use in the creation of
Race: Any magic items. The XP adrenaline surge does not count
Alignment: Any towards level advancement but can be lost to level drain
Feats: Any two item creation feats. or other effects that can cause loss of XP.
SpellCasting: An Artificer must be able to cast arcane or Item Creation Feat: At the indiciated levels, the artificer
divine spells of 1st level or higher. gains an item creation feat for free.
Skills: Craft (Any) 10 ranks, Spellcraft 10 ranks. Reduced Cost: At 5th level, the gp cost to create magic
items or constructs is reduced by ¼. All XP costs to
Class Skills create magic items or constructs are halved.
No Limits: At 3rd level, the artificer can ignore any level
The Animater’s class skills (and the key ability
limits when acquiring Item Creation Feats or creating
for each skill) are Craft (Int), Knowledge (All) (Int),
magic items or constructs.
Profession (All) (Wis),and Spellcraft (Int).

Skill Points per Level: 2 + Int Modifier

The Artificer
Class Level BAB Caster Fort Ref Will Special
Level Save Save Save
1st +0 +0 0 0 +2 XP pool
2nd +1 +1 0 0 +3 +1 spell level, Item Creation Feat
3rd +1 +2 +1 +1 +3 No Limits
4th +2 +3 +1 +1 +4 +1 spell level
5th +2 +3 +1 +1 +4 Reduced Cost
6th +3 +4 +2 +2 +5 +1 spell level, Item Creation Feat
7th +3 +5 +2 +2 +5 +1 spell level
8th +4 +6 +2 +2 +6 +1 spell level, Item Creation Feat
9th +4 +6 +3 +3 +6 +1 spell level
10th +5 +7 +3 +3 +7 +1 spell level, Item Creation Feat

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The Assassin
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +0 +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells
2nd +1 +1 +0 +3 +0 +1 save against poison, uncanny dodge
3rd +2 +2 +1 +3 +1 Sneak attack +2d6
4th +3 +3 +1 +4 +1 +2 save against poison
5th +3 +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6
6th +4 +4 +2 +5 +2 +3 save against poison
7th +5 +5 +2 +5 +2 Sneak attack +4d6
8th +6 +6 +2 +6 +2 +4 save against poison, hide in plain sight
9th +6 +6 +3 +6 +3 Sneak attack +5d6
10th +7 +7 +3 +7 +3 +5 save against poison
Skill Points at Each Level: 4 + Int modifier.
Assassin
Since at least the Dark Age, assassins have been Class Features
the tools of those in power to remove those that they All of the following are Class Features of the
cannot remove through persuasion or reach by force. assassin prestige class.
The greatest organization of assassins ever Weapon and Armor Proficiency: Assassins are
created manifested itself during the Age of Swordfall, proficient with the crossbow (hand, light, or heavy),
under the leadership of the half–orc Savage Avenger. dagger (any type), dart, rapier, sap, shortbow (normal and
Most modern assassins follow the code of conduct set composite), and short sword. Assassins are proficient with
down by Savage Avenger and his assassin companions, light armor but not with shields.
including the existance of assassin guilds. Sneak Attack: This is exactly like the rogue ability of the
Though there are numerous unconnected assassin same name. The extra damage dealt increases by +1d6
organizations across Amberos, most of these assassins every other level (2nd, 4th, 6th, 8th, and 10th). If an
share a core training and a brotherhood affiliation, assassin gets a sneak attack bonus from another source the
including the knowledge of a handful of arcane spells that bonuses on damage stack.
assists them in their task of infiltration, spying and murder Death Attack: If an assassin studies his victim for 3
as well as a creed by which they operate. rounds and then makes a sneak attack with a melee
Assassins are loathe to pit themselves one weapon that successfully deals damage, the sneak attack
against another, but assassin brotherhood/guilds have has the additional effect of possibly either paralyzing or
been known to work against one another when working killing the target (assassin’s choice). While studying the
on competing contracts. victim, the assassin can undertake other actions so long as
his attention stays focused on the target and the target
Hit Die: d6. does not detect the assassin or recognize the assassin as an
enemy. If the victim of such an attack fails a Fortitude
Requirements save (DC 10 + the assassin’s class level + the assassin’s
To qualify to become an assassin, a character must fulfill Int modifier) against the kill effect, she dies. If the saving
all the following criteria. throw fails against the paralysis effect, the victim is
rendered helpless and unable to act for 1d6 rounds plus 1
Alignment: Any evil. round per level of the assassin. If the victim’s saving
throw succeeds, the attack is just a normal sneak attack.
Skills: Deception (Disguise) 4 ranks, Stealth (Hide) 8 Once the assassin has completed the 3 rounds of study, he
ranks, Stealth (Move Silently) 8 ranks. must make the death attack within the next 3 rounds.
Special: The character must kill someone for no other If a death attack is attempted and fails (the victim
reason than to join the assassins. makes her save) or if the assassin does not launch the
attack within 3 rounds of completing the study, 3 new
Class Skills rounds of study are required before he can attempt
The assassin’s class skills (and the key ability for another death attack.
each skill) are Acrobatics (Dex), Athletics (Str), Craft Poison Use: Assassins are trained in the use of poison and
(Int), Disable Device (Int), Linguisitics (Int), Perception never risk accidentally poisoning themselves when
(Wis), Persuade (Cha), Profession (Wis), Stealth (Dex), applying poison to a blade.
Spellcraft (Arcane & Use Magic Device). Save Bonus against Poison: The assassin gains a natural
saving throw bonus to all poisons gained at 2nd level that

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increases by +1 for every two additional levels the being caught flat–footed or struck by an invisible attacker.
assassin gains. (He still loses any Dexterity bonus to AC if immobilized.)
Spells: Beginning at 1st level, an assassin gains the ability If a character gains uncanny dodge from a
to cast a number of arcane spells. To cast a spell, an second class the character automatically gains improved
assassin must have an Intelligence score of at least 10 + uncanny dodge (see below).
the spell’s level, so an assassin with an Intelligence of 10 Improved Uncanny Dodge (Ex): At 5th level, an
or lower cannot cast these spells. Assassin bonus spells assassin can no longer be flanked, since he can react to
are based on Intelligence, and saving throws against these opponents on opposite sides of him as easily as he can
spells have a DC of 10 + spell level + the assassin’s react to a single attacker. This defense denies rogues the
Intelligence bonus. When the assassin gets 0 spells per ability to use flank attacks to sneak attack the assassin.
day of a given spell level he gains only the bonus spells The exception to this defense is that a rogue at least four
he would be entitled to based on his Intelligence score for levels higher than the assassin can flank him (and thus
that spell level. sneak attack him).
An assassin casts spells just as a bard does. At If a character gains uncanny dodge (see above)
each level an assassin can choose to learn a new spell in from a second class the character automatically gains
place of one he already knows. The new spell’s level must improved uncanny dodge, and the levels from those
be the same as that of the spell being exchanged. An classes stack to determine the minimum rogue level
assassin may swap only a single spell at any given level, required to flank the character.
and must choose whether or not to swap the spell at the Hide in Plain Sight (Su): At 8th level, an assassin can
same time that he gains new spells known for that level. use the Hide skill even while being observed. As long as
he is within 10 feet of some sort of shadow, an assassin
Table: The Assassin – Spells per Day can hide himself from view in the open without having
anything to actually hide behind. He cannot, however,
Level —— Spells per Day —— — hide in his own shadow.
1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 2 0 — —
4th 3 1 — —
5th 3 2 0 —
6th 3 3 1 —
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3

Table: The Assassin – Spells Known

Level — Spells Known —


1st 2nd 3rd 4th
1st 21 — — —
2nd 3 — — —
3rd 3 21 — —
4th 4 3 — —
5th 4 3 21 —
6th 4 4 3 —
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
1
Provided the assassin has sufficient Intelligence to have a
bonus spell of this level.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin


retains his Dexterity bonus to AC (if any) regardless of

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The Blackguard
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +1 +0 +2 0 0 Aura of evil, detect good, poison use
2nd +2 +1 +3 0 0 Dark blessing, smite good 1/day (+1d6)
3rd +3 +2 +3 +1 +1 Command undead, aura of despair
4th +4 +3 +4 +1 +1 Sneak attack +1d6
5th +5 +3 +4 +1 +1 Fiendish servant, smite good 2/day (+2d6)
6th +6 +4 +5 +2 +2
7th +7 +5 +5 +2 +2 Sneak attack +2d6
8th +8 +6 +6 +2 +2
9th +9 +6 +6 +3 +3
10th +10 +7 +7 +3 +3 Sneak attack +3d6, smite good 3/day (+3d6)
Class Skills
Blackguard The blackguard’s class skills (and the key ability
Over the ages, there has been a saying among for each skill) are Athletics (Str), Craft (Int), Deception
those who justify their acts of evil – “Heaven has a great (Cha), Handle Animal (Cha), Knowledge (Religion &
retirement plan, but Hell pays better.” And there are Strategy and Tactics) (Int), Persuasion (Initimidate)
some who have come to believe that payment now (Cha), Profession (Wis), and Stealth (Dex).
outstrips any delayed reward being offered later. Some
willingly seek out a fate in the nether realms, seeing a Skill Points at Each Level: 2 + Int modifier.
place in heaven as nothing but torture for their black
souls. It is such individuals who often take up the mantle Class Features
of blackguard.
All of the following are Class Features of the
Blackguards come from the ranks of both the
blackguard prestige class.
heartless worshippers of evil gods and those who have
Weapon and Armor Proficiency: Blackguards are
fallen from grace. Both have come to the same
proficient with all simple and martial weapons, with all
conclusion – those who practice acts of good and mercy
types of armor, and with shields.
deserve nothing but scorn and punishment for their
Aura of Evil (Ex): The power of a blackguard’s aura of
weaknesses.
evil (see the detect evil spell) is equal to his class level
A blackguard is not simply amoral; they actively
plus his cleric level, if any.
promote evil acts as preferable to good or merciful acts,
Detect Good (Sp): At will, a blackguard can use detect
and often work to promote the agendas of dark and evil
good as a spell–like ability, duplicating the effect of the
gods that they revere or associate themselves with.
detect good spell.
Poison Use: Blackguards are skilled in the use of poison
Hit Die: d10.
and never risk accidentally poisoning themselves when
applying poison to a blade.
Requirements
Dark Blessing (Su): A blackguard applies his Charisma
To qualify to become a blackguard, a character must
modifier (if positive) as a bonus on all saving throws.
fulfill all the following criteria.
Smite Good (Su): Once a day, a blackguard of 2nd level
or higher may attempt to smite good with one normal
Alignment: Any evil.
melee attack.
Base Attack Bonus: +6.
He adds his Charisma modifier (if positive) to
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
his attack roll and deals 1 extra point of damage per class
Feats: Cleave, Improved Sunder, Power Attack.
level.
Special: The character must have made peaceful contact
If he accidentally smites a creature that is not
with an evil outsider who was summoned by him or
good, the smite has no effect but it is still used up for that
someone else.
day.

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At 5th level, and again at 10th level, a 10th). If a blackguard gets a sneak attack bonus from
blackguard may smite good one additional time per day. another source the bonuses on damage stack.
Aura of Despair (Su): Beginning at 3rd level, the
blackguard radiates a malign aura that causes enemies Table: The Blackguard (Spells per Day)
within 10 feet of him to take a –2 penalty on all saving
throws. Level 1st 2nd 3rd 4th
Command Undead (Su): When a blackguard reaches 3rd 1st 0 — — —
level, he gains the supernatural ability to command and 2nd 1 — — —
rebuke undead. He commands undead as would a cleric of 3rd 1 0 — —
two levels lower. 4th 1 1 — —
Sneak Attack: This ability, gained at 4th level, is like the 5th 1 1 0 —
rogue ability of the same name. The extra damage 6th 1 1 1 —
increases by +1d6 every third level beyond 4th (7th and 7th 2 1 1 0
10th). If a blackguard gets a sneak attack bonus from 8th 2 1 1 1
another source the bonuses on damage stack. 9th 2 2 1 1
Spells: A blackguard has the ability to cast a small 10th 2 2 2 1
number of divine spells. To cast a blackguard spell, a
blackguard must have a Wisdom score of at least 10 + the
spell’s level, so a blackguard with a Wisdom of 10 or
Fallen Paladins
lower cannot cast these spells. Blackguards who have levels in the paladin class
Blackguard bonus spells are based on Wisdom, (that is to say, are now ex–paladins) gain extra abilities
and saving throws against these spells have a DC of 10 + the more levels of paladin they have.
spell level + the blackguard’s Wisdom modifier. When A fallen paladin who becomes a blackguard
the blackguard gets 0 spells per day of a given spell level gains all of the following abilities that apply, according to
he gains only the bonus spells he would be entitled to the number of paladin levels the character has.
based on his Wisdom score for that spell level. The
blackguard’s spell list appears below. A blackguard has 1–2: Smite good 1/day (+1d6). (This is in addition to the
access to any spell on the list and can freely choose which ability granted to all blackguards at 2nd level.)
to prepare, just as a cleric. A blackguard prepares and 3–4: Lay on hands. Once per day, the blackguard can use
casts spells just as a cleric does (though a blackguard this supernatural ability to cure himself or his
cannot spontaneously cast cure or inflict spells). fiendish servant of damage equal to his Charisma
If a blackguard has levels of cleric, he may bonus x his level.
forego gaining spells as a blackguard to add ½ his 5–6: Sneak attack damage increased by +1d6. Smite good
blackguard level to his cleric levels to determine spells 2/day (+2d6).
known, spells per day and caster level. 7–8: Fiendish summoning. Once per day, the blackguard
Smite Good (Su): Once a day, a blackguard of 2nd level can use a summon monster I spell to call forth an
or higher may attempt to smite good with one normal evil creature. For this spell, the caster level is
melee attack. double the blackguard’s class level.
He adds his Charisma modifier (if positive) to 9–10: Undead companion. In addition to the fiendish
his attack roll and deals an extra +1d6 damage. servant, the blackguard gains (at 5th level) a
If a blackguard accidentally smites a creature Medium size skeleton or zombie as a companion.
that is not good, the smite has no effect but it is still used This companion cannot be turned or rebuked and
up for that day. gains all special bonuses as a fiendish servant
At 5th level, and again at 10th level, a blackguard may when the blackguard gains levels. Smite good
smite good one additional time per day and his smite 3/day (+3d6).
damage increases by +1d6. 11 or more: A fallen paladin of this stature immediately
Aura of Despair (Su): Beginning at 3rd level, the gains a blackguard level for each level of paladin
blackguard radiates a malign aura that causes enemies he trades in.
within 10 feet of him to take a –2 penalty on all saving The character level of the character does not
throws. change. With the loss of paladin levels, the character no
Command Undead (Su): When a blackguard reaches 3rd longer gains as many extra abilities for being a fallen
level, he gains the supernatural ability to command and paladin.
rebuke undead. He commands undead as would a cleric of
two levels lower. The Blackguard’s Fiendish Servant
Sneak Attack: This ability, gained at 4th level, is like the Upon or after reaching 5th level, a blackguard
rogue ability of the same name. The extra damage can call a fiendish bat, cat, dire rat, horse, pony, raven, or
increases by +1d6 every third level beyond 4th (7th and toad to serve him. The blackguard’s servant further gains

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HD and special abilities based on the blackguard’s Should the blackguard’s servant die, he may call
character level (see the table below). for another one after a year and a day. The new fiendish
A blackguard may have only one fiendish servant has all the accumulated abilities due a servant of
servant at a time. the blackguard’s current level.

Character Level Bonus HD Natural Str Int Special


Armor Adj.
Adj.
12th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws,
share spells
13th–15th +4 +3 +2 7 Speak with blackguard
16th–18th +6 +5 +3 8 Blood bond
19th–20th +8 +7 +4 9 Spell resistance
can share spells even if the spells normally do not affect
Character Level: The character level of the blackguard creatures of the servant’s type (magical beast).
(his blackguard level plus his original class level). Speak with Blackguard (Ex): If the blackguard’s
Bonus HD: Extra eight–sided (d8) Hit Dice, each of character level is 13th or higher, the blackguard and
which gains a Constitution modifier, as normal. Extra Hit servant can communicate verbally as if they were using a
Dice improve the servant’s base attack and base save common language. Other creatures do not understand the
bonuses, as normal. communication without magical help.
Natural Armor Adj.: This is an improvement to the Blood Bond (Ex): If the blackguard’s character level is
servant’s existing natural armor bonus. 16th or higher, the servant gains a +2 bonus on all attack
Str Adj.: Add this figure to the servant’s Strength score. rolls, checks, and saves if it witnesses the blackguard
Int: The servant’s Intelligence score. (A fiendish servant being threatened or harmed.
is smarter than normal animals of its kind.) This bonus lasts as long as the threat is
The abilities mentioned in the “Special” column immediate and apparent.
of the accompanying table are described below. Spell Resistance (Ex): If the blackguard’s character level
Empathic Link (Su): The blackguard has an empathic is 19th or higher, the servant gains spell resistance equal
link with his servant out to a distance of up to 1 mile. to the blackguard’s level + 5. To affect the servant with a
The blackguard cannot see through the servant’s spell, another spellcaster must get a result on a caster
eyes, but they can communicate empathically. Because of level check (1d20 + caster level) that equals or exceeds
the limited nature of the link, only general emotional the servant’s spell resistance.
content can be communicated.
Because of the empathic link between the servant
and the blackguard, the blackguard has the same
connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an
attack that normally allows a Reflex saving throw for half
damage, it takes no damage on a successful saving throw
and only half damage on a failed saving throw.
Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the
servant uses either its own base save bonus or the
blackguard’s, whichever is higher. The servant applies its
own ability modifiers to saves, and it doesn’t share any
other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s option, he may have
any spell (but not any spell–like ability) he casts on
himself also affect his servant. The servant must be within
5 feet at the time of casting to receive the benefit. If the
spell has a duration other than instantaneous, it stops
affecting the servant if it moves farther than 5 feet away
and will not affect the servant again even if the servant
returns to the blackguard before the duration expires.
Additionally, the blackguard may cast a spell
with a target of “You” on his servant (as a touch range
spell) instead of on himself. A blackguard and his servant

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The Bodyguard
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +1 +0 +2 +2 +2 Select Charge, Charge’s Evasion
2nd +2 +1 +3 +3 +3 Damage Reduction 1/–
3rd +3 +1 +3 +3 +3
4th +4 +2 +4 +4 +4 Diehard, Charge’s Improved Defense
5th +5 +2 +4 +4 +4 Damage Reduction 2/–
6th +6 +3 +5 +5 +5
7th +7 +3 +5 +5 +5 Parry, Charge’s Bonus Hit Points
8th +8 +4 +6 +6 +6 Damage Reduction 3/–
9th +9 +4 +6 +6 +6
10th +10 +5 +7 +7 +7 Transfer Life to Charge
one) as the person he is responsible for defending. If the
Bodyguard charge is willing the bodyguard can use any of his
There are many on Amberos who put their lives charge’s special abilities on the selected charge. A charge
on the line for others. Bodyguards are one such cannot be changed or taken up in mid–adventure. The
profession that requires unique martial skills and quick GM has final say when an adventure ends and the
wits to protect their charge. bodyguard may change or select a new charge.
Bodyguards are skilled in armed combat and Charge’s Evasion (Ex): At 1st level, the bodyguard
other techniques concentrated on defending their charge gains his most basic skill. By means of warning his
from harm. They need both a strong arm and sharp eye to charge and/or his own positioning to defend the charge,
spot and thwart danger to those they protect. They are he can prevent some damage to those he protects. If the
often selfless souls who are often willing to lay down charge is within 30 feet of the bodyguard, the charge
their own lives in the protection of another. The reasons gains the evasion ability. If the charge already has the
for this devotion are many – perhaps a life–debt owed to evasion ability, they gain Improved Evasion. If the
the bodyguard’s charge, a faith that the life of charge is bodyguard is unconscious or otherwise rendered helpless,
more important than their own, or perhaps a life–long this ability does not function for the charge.
friendship is enough to make one a bodyguard. Damage Reduction (Su): As a bodyguard rises in level,
Sometimes even greed or the hope of gaining power from he comes to expect taking damage and can, to some
the protected charge is enough to drive some bodyguards degree ward off its effects. Starting at 2nd level, the
to risk their own lives defending their charge. bodyguard gains damage reduction 1/–. This increases to
2/– at 5th level, and increases to 3/– at 8th level. If the
Hit Dice: d10 bodyguard gains damage reduction from another source,
he uses the better of the two sources – they do not stack.
Requirements
Diehard: At 4th level, the bodyguard gains the Diehard
To become a bodyguard, a character must meet feat for free.
the following requirements: Charge’s Improved Defense (Ex): At 4th level, the
Race: Any bodyguard’s ability to protect his charge increases yet
Alignment: Any again. When within 30 feet of the charge, the charge
Base Attack Bonus: +6 gains a dodge bonus to AC equal to ½ the bodyguard’s
Feats: Alertness, Combat Expertise level. (Thus, +2 AC at 4th, +3 AC at 6th, +4 AC at 8th and
+5 AC at 10th). If the bodyguard is unconscious or
Class Skills otherwise rendered helpless, this ability does not function
The bodyguard’s class skills (and the key ability for the charge.
for each skill) are Acrobatics (Dex), Athletics (Str), Craft Parry: At 7th level, the bodyguard gains the Parry feat
(All) (Int), Deception (Cha), Perception (Wis), Perform for free.
(Cha), Persuade (Cha), Profession (Any) (Wis) and Charge’s Bonus Hit Points (Su): At 7th level, the
Stealth (Dex). bodyguard becomes even more in tune with protecting his
charge, granting the charge a supernatural ability to take
Skill Points per Level: 2 + Int Modifier more damage. Once per day, the bodyguard gan grant to
his charge +2 temporary hit points/level of bodyguard.
The charge retains the bonus hit points regardless of the
Class Features
distance between the two.
Select Charge (Ex): At the start of an adventurer, a Transfer Life to Charge (Su): At 10th level, the
bodyguard can select any individual (even an unwilling bodyguard gains his ultimate ability – he can sacrifice his

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own hit points to heal or boost the life force of his charge. bodyguard cannot transfer hit points from his charge to
At will, by touch, the bodyguard can transfer up to 6 hit himself, and the bodyguard cannot lower his own hit
points a round from himself to his charge to heal damage points below 0.
or to even push his charge’s hit points beyond the normal
maximum. The damage the bodyguard takes performing
this ability can be healed magically or naturally. The

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The Crusader
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 +2 War Cry x1
2nd +2 +1 +3 0 +3 Temperance
3rd +3 +2 +3 +1 +3 Charity
4th +4 +3 +4 +1 +4
5th +5 +3 +4 +1 +4 Chastity, War Cry x2
6th +6 +4 +5 +2 +5 Holy Strike
7th +7 +5 +5 +2 +5
8th +8 +6 +6 +2 +6 Humility
9th +9 +6 +6 +3 +6
10th +10 +7 +7 +3 +7 Honor, War Cry x3
fits of rage, crying or even rowdy celebration. As long as
Crusader the Crusader keeps their emotions under control, she
While paladins are generally the elite holy warriors of the gains a bonus to saves against mind–influencing or mind–
gods of good, even among paladins there are the elite of control magics equal to her Wisdom modifier. This
the elite. The crusader is one such person, a living stacks with other class features, such as the paladin’s
weapon of the god she worships. Crusaders give up the Divine Grace ability.
power to cast magical spells and take up special vows that Charity (Ex): At 3rd level, the crusader takes a vow to
grant them powerful, though non–magical abilities. donate a portion of all her valuables to the works of her
A paladin or monk who takes levels of crusader diety. The Crusader must immediately tithe 15% of all
can continue to advance in their monk or paladin levels. treasure and valuable goods to her church (the money is
Hit Dice: d10 removed from the game). You cannot refuse treasure to
Requirements avoid paying the tithe, but must instead sacrifice 15% of
the value the Crusader would have received to her church.
To become a Crusader, a character must meet the
In return for the sacrifice, the Crusader gains a
following requirements:
+4 bonus to all Charisma–related skill checks.
Race: Any
Chastity (Ex): At 5th level, the Crusader takes a vow of
Alignment: Lawful Good
chastity, vowing to remain true in the service of her god,
Base attack bonus: +6
and to forsake all mortal affections in devotion to her god.
Feats: Faith.
In return for the sacrifice, the Crusader gains
Skills: Knowledge (Religion) 10 ranks.
immunity to all non–magical venoms.
Special: The character must swear an oath of loyalty to
Holy Strike (Su): At 6th level, the Crusader’s purity
a martial good god. In the case of Amberos, this oath
allows her to endow her personal weapons or unarmed
must be to Dhorian, Gosend or Visha.
attacks with the Good and Lawful quality for the purposes
of bypassing damage reduction. This ability only
Class Skills functions for weapons or unarmed attacks in the hands of
The Crusader’s class skills (and the key ability the Crusader – they lose this ability if given to others for
for each skill) are Athletics (Str), Craft (All) (Int), Handle use, but regain the ability once back in the Crusader’s
Animal (Cha), Knowledge (Heraldry, Nobility and hands.
Royalty, Religion, Strategy and Tactics) (Int), Persuade Humility (Ex): At 8th level, the Crusader takes a vow of
(Cha) and Spellcraft (Divine) (Int). humility. You no longer seek to possess expensive or
extravagant items and avoid prideful acts. From this point
Skill Points per Level: 2 + Int Modifier onward, you cannot possess masterwork items, jewelry or
gemstones and must keep less than 50 gp in coinage on
Class Features hand. You can retain possession of magical items you
War Cry(Ex): Once per day, the crusader may issue a use, but cannot store magic items for later or intermittence
battle cry before engaging in combat with a foe. The use (including potions), retain servants, employ hirelings
Crusader gains the benefit of a bonus to her next attack or obtain slaves.
and damage roll equal to her crusader level. This ability In return for this sacrifice, the Crusader gains
may be performed once per day at 1st level, twice a day at immunity to mind–controlling magic and effects.
5th level, and thrice per day at 10th level. Honor (Ex): The last of the crusader vows, once the
Temperance (Ex): At 2nd level, the Crusader takes a Crusader reaches 10th level they take a vow to uphold the
holy vow to abstain from extreme emotional outbursts –

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honor of their deities and through them, perform only In return for this sacrifice, the Crusader is treated
righteous acts of goodness. as always under the effects of a Freedom of Movement
spell.

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Dark Jester
While Riddlekill may not have a standing army, Skill Points per Level: 2 + Int Modifier
there are times the Cordon of Riddlekill needs warriors or
military–like soldiers to fight in its name. For this Class Features
purpose the Cordon has created the assassin–soldiers Sneak Attack +xd6: At the indicated level, the Dark
know as the Dark Jesters – a secretive military group of jester gains a sneak attack as per the rogue ability of the
individuals who perform the dark whims of the Cordon same name. If she already has a sneak attack ability, this
and her ring of fiends. bonus stacks.
While a Dark Jester is allowed to wear whatever Darkvision (Su): The Dark jester gains dark vision out
armor and use whatever weapon he desires, most Dark to 60 feet. If the Dark jester already has dark vision, her
Jesters prefer to wear dark brown studded leather armor range is doubled.
trimmed with gold and wield black–bladed Kris Knife in the Dark (Su): At 3rd level, the Dark Jester
Longswords. They often paint their faces white with can deliver a deadly strike after first appearing unarmed.
black accents to create a jester–like (from where they gain If the Dark jester makes a successful DC 20 Stealth
their name) or skullish façade. Most Dark Jesters (Sleight of Hand) skill check, she may draw a light
following this dress prefer to let their hair grow long and weapon and strike the opponent as if they were flat–
dye it black or crimson red. footed. This ability can only be used once per combat,
regardless of the number of opponents the Dark jester
Hit Dice: d8 faces. The Dark jester does not need the Quick Draw feat
Requirements to perform this attack.
To become a Dark Jester, a character must meet Damage Reduction 5/Holy (Su): The Dark Jester’s
the following requirements: supernatural ties grant her a small amount of protection
Race: Any with fiendish blood or bloodline. from non–holy sources.
Country: Riddlekill Evasion (Su): If the Dark jester is allowed a reflex save
Alignment: Any evil to reduced damage from an attack, on a successful save
Base attack bonus: +6 the Dark jester takes no damage instead.
Skills: Stealth (Move Silently) 6 ranks, Persuade Utter Night (Sp): Once per day, the Dark jester can
(Intimidate) 10 ranks. reproduce the effects of Deeper Darkness. The Dark
Weapons: Proficiency with all martial weapons jester’s caster level is equal her Dark Jester prestige class
Special: The character must participate in a secret ritual level.
performed by the Cordon that grants the Dark Jester his Screaming Darkness (Sp): Once per day, the Dark jester
powers. The exact ritual is left for the GM to design, but can utter a foul, languishing scream that expels a cone of
involves imbibing the blood of a fiend. darkness out to a 30 foot range. Those caught in the area
of effect are engulfed in darkness and suffer 9d6 sonic
Class Skills damage (Fort save DC 14 + Con modifier for half). After
the initial scream, the darkness fills a 30 foot diameter
The Dark Jester’s class skills (and the key ability
sphere that continues to scream for 9 rounds. The effect
for each skill) are Athletics (Str), Craft (All) (Int),
of the sphere blocks all sight (as per a darkness spell) and
Deception (Cha), Handle Animal (Cha), Knowledge
deafens those in the area of effect (as per the deafness
(Heraldry, Nobility and Royalty & Strategy and Tactics)
spell).
(Int), Persuade (Cha), and Stealth (Dex).
The Dark Jester
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +0 +0 +2 +2 0 Sneak Attack +1d6, Poison Use
2nd +1 +1 +3 +3 0 Darkvision
3rd +2 +1 +3 +3 +1 Knife in the Dark
4th +3 +2 +4 +4 +1 Sneak Attack +2d6
5th +3 +2 +4 +4 +1 Damage Reduction 5/Holy
6th +4 +3 +5 +5 +2 Evasion
7th +5 +3 +5 +5 +2 Sneak Attack +3d6
8th +6 +4 +6 +6 +2 Utter night
9th +6 +4 +6 +6 +3 Screaming Darkness
10th +7 +5 +7 +7 +3 Sneak Attack +4d6

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Delver
Most arcane spellcasters prefer to spend their Skill Points per Level: 6 + Int Modifier
days in seclusion, studying and mastering their magical
arts. The delver, however, is a character of action who Class Features
delve into dangerous and dark places in pursuit of arcane Delver’s Lore: Starting at 1st level, and every level
knowledge. thereafter, the Delver gains a +1 bonus to one of the
Often a little bit of a grave robber, archeologist following skills: Decipher Script, Gather Information,
and historian, the delver uses a wide variety of skills to Knowledge (Any one), Spellcraft, Survival or Spellcraft
further his magical knowledge and power. (Use Magic Device) . The Delver may choose the same
Hit Dice: d6 or different skills to gain the bonus at each level.
Requirements Arcane Secret: At 2nd and 5th level, the Delver gains a
To become a Delver, a character must meet the metamagic or item creation feat of his choice.
following requirements: +X Spellcasting Level: The Delver gains the indicated
Race: Any bonus when determining his level casting level, for
Alignment: Any determining number of spells that can be cast per day,
Feats: Lightning Reflexes and Skill Focus (Any spells known per day and/or magic points per day.
knowledge) feat. Evasion (Ex): If the Delver is affected by an attack that
Skills: Knowledge (any two) 10 ranks and Survival 5 allows a reflex saving throw, he takes no damage on a
ranks. successful save. If the Delver already has the evasion
Spells: Ability to cast 2nd level arcane divination spells. ability, he gain the improved evasion ability.
Trapfinding: The Delver gains the ability to detect traps
Class Skills with a DC 21 or more as if a rogue.
Storehouse of Knowledge: At 5th level, the delver’s
The Delver class skills (and the key ability for
adventures and pursuit of knowledge has given him a
each skill) are Acrobatics (Dex), Atheletics (Str), Craft
little knowledge about a great many things. He may add
(All) (Int), Disable Device (Dex), Handle Animal (Cha),
+5 to any Knowledge check he makes.
Linguistics (Int), Knowledge (All) (Int), Perception (Wis),
Persuade (Cha), Profession (Wis), Spellcraft (Arcane &
Use Magic Device) (Int) and Survival (Wis).
The Delver
Class Base Caster Fort Ref Will Special
Level attack level Save Save Save
bonus
1st +0 +0 +0 +2 +2 Delver’s Lore, +1 spellcasting level
2nd +1 +1 +0 +3 +3 Arcane Secret, Trapfinding
3rd +2 +2 +1 +3 +3 +2 spellcasting level
4th +3 +3 +1 +4 +4 Arcane Secret, Evasion
5th +3 +3 +1 +4 +4 +3 spellcasting level, Storehouse of Knowledge

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Demon Slayer Detect Evil: At will, as per the detect evil spell, a demon
After the havoc caused by the demonic armies of slayer may elect to detect for evil.
the Skyland hold during the dark age, there have been Smite Evil: As per the paladin special ability, a demon
those who have sought out these foul beasts to send them slayer gains the ability to smite evil. If the Demon slayer
back to their unholy planes. Over the years, they have already has the ability to smite evil, it is treated as if he
formed into a loose brotherhood. This secret brotherhood had the Additional Smiting feat.
is especially strong in the Brotherhood of Glory, though Species Enemy: The Demon Slayer gains a +1 bonus
the demon slayer brotherhood is very careful to not reveal toDeception (Bluff), Perception (Listen), Perception
information about itself, lest one of the high–ranking (Sense Motive), Perception (Spot), and Perception
members be corrupted or slain. (Listen) checks against a specific subrace evil outsiders
(Demon, Devils, Daemons, Demodands, etc). Likewise,
Hit Dice: d8 the Demon Slayer gains the same bonus to hit and damage
against the species chosen. Every three levels, the Demon
Requirements Slayer gains an additional species enemy and the bonus
against each previous species the Demon Slayer has
To become a demon slayer, a character must
chosen increases by +1.
fulfill the following requirements:
Imprison Evil: Once per day, the Demon Slayer can
Race: Any
attempt to capture or imprison an evil outsider in a
Alignment: Any non–evil
specially crafted container. The Demon Slayer must be
Turning: Must be able to turn or rebuke undead
within 30 feet of the evil outsider and forces the evil
Base Attack: +2 or better
outsider to make a Fortitude saving throw (DC 10 +
Will Save: +3 or better
Demon Slayer Class Level + Demon Slayer’s Cha bonus).
Knowledge: Knowledge (The Planes) 6 ranks
If the outsider fails, it is trapped within the container, until
Languages: Infernal or Abyssmal.
the container is opened or destroyed. Destroying the
Special: The character must have defeated a CR 3 evil
container does no harm to the creature contained inside.
outsider or greater single–handedly.
The container costs 1,000 gp + 100 gp/HD of evil outsider
to be captured. A container cannot hold more than 1 evil
Class Skills outsider at any time. The demon slayer may create and
The Demon Slayer’s class skills (and the key keep any number of containers, but may only use this
ability for each skill) are Acrobatics (Dex), Craft (Int), ability once per day.
Deception (Cha), Knowledge (Arcana, Local, History, Banish Evil: Once per day, the Demon Slayer may
Religion, The Planes) (Int), Perception (Wis), Persuade attempt to banish an evil outsider to its home plane as if
(Cha) and Stealth (Dex). utilizing a Banishment spell cast at your character level.
Bonus Spell Level: The Demon slayer gains the
Skill Points per Level: 2 + Intelligence Modifier indicated bonus to his spellcaster’s level as noted on the
table below. If the Demon slayer has more than one
Class Features spellcasting class, choose which spellcasting class to add
Weapon and Armor Proficiencies: The demon slayer the bonus to.
does not gain any special weapon or armor proficiencies.

The Demon Slayer


Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +1 +0 +2 0 +2 Detect Evil, Smite Evil, Species Enemy
2nd +2 +1 +3 0 +3 +1 spell level
3rd +3 +2 +3 +1 +3 +2 spell level
4th +4 +3 +4 +1 +4 +3 spell level, 2nd Species Enemy
5th +5 +3 +4 +1 +4 Imprison Evil
6th +6 +4 +5 +2 +5 +4 spell level
7th +7 +5 +6 +2 +6 +5 spell level, 3rd Species Enemy
8th +8 +6 +7 +2 +7 +6 spell level
9th +9 +6 +8 +3 +8 Banish Evil
10th +10 +7 +9 +3 +9 +7 spell level, 4th Species Enemy

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The Dragon Disciple


Level Base Caster Fort Ref Will Special Bonus
Attack Level Save Save Save Spells
Bonus
1st +0 +0 +2 +0 +2 Natural armor increase (+1) 1
2nd +1 +1 +3 +0 +3 Ability boost (Str +2), claws and bite 1
3rd +2 +1 +3 +1 +3 Breath weapon (2d8) 0
4th +3 +2 +4 +1 +4 Ability boost (Str +2), natural armor increase (+2) 1
5th +3 +2 +4 +1 +4 Blindsense 30 ft. 1
6th +4 +3 +5 +2 +5 Ability boost (Con +2) 1
7th +5 +3 +5 +2 +5 Breath weapon (4d8), natural armor increase (+3) 0
8th +6 +4 +6 +2 +6 Ability boost (Int +2) 1
9th +6 +4 +6 +3 +6 Wings 1
10th +7 +5 +7 +3 +7 Blindsense 60 ft., dragon apotheosis 0
Dragon Disciple spell as it is gained. Once a bonus spell has been applied,
it cannot be shifted.
Hit Die: d12. Natural Armor Increase (Ex): At 1st, 4th, and 7th level,
a gains an increase to the character’s existing natural
Requirements armor (if any), as indicated on Table: The Dragon
To qualify to become a dragon disciple, a Disciple (the numbers represent the total increase gained
character must fulfill all the following criteria. to that point). As his skin thickens, a dragon disciple takes
on more and more of his progenitor’s physical aspect.
Race: Any nondragon (cannot already be a half–dragon). Ability Boost (Ex): As a dragon disciple gains levels in
Skills: Knowledge (arcana) 8 ranks. this prestige class, his ability scores increase as noted on
Languages: Draconic. Table: The Dragon Disciple.
Spellcasting: Ability to cast arcane spells without These increases stack and are gained as if
preparation. through level advancement.
Special: The player chooses a dragon variety when taking Claws and Bite (Ex): At 2nd level, a dragon disciple
the first level in this prestige class. gains claw and bite attacks if he does not already have
them. Use the values below or the disciple’s base claw
Class Skills and bite damage values, whichever are greater.
The dragon disciple’s class skills (and the key
ability for each skill) are Acrobatics (Dex), Craft (Int), Size Bite Claw
Knowledge (all skills, taken individually) (Int), Damage Damage
Linguistics (Int), Perception (Wis), Persuade (Cha), Small 1d4 1d3
Profession (Wis) and Spellcraft (Arcane & Use Magic Medium 1d6 1d4
Device). Large 1d8 1d6

Skill Points at Each Level: 2 + Int modifier. A dragon disciple is considered proficient with
Table: The Dragon Disciple these attacks. When making a full attack, a dragon
disciple uses his full base attack bonus with his bite attack
Class Features but takes a –5 penalty on claw attacks. The Multiattack
feat reduces this penalty to only –2.
All of the following are Class Features of the
Breath Weapon (Su): At 3rd level, a dragon disciple
dragon disciple prestige class.
gains a minor breath weapon. The type and shape depend
Weapon and Armor Proficiency: Dragon disciples gain
on the dragon variety whose heritage he enjoys (see
no proficiency with any weapon or armor.
below). Regardless of the ancestor, the breath weapon
Bonus Spells: Dragon disciples gain bonus spells as they
deals 2d8 points of damage of the appropriate energy
gain levels in this prestige class, as if from having a high
type.
ability score, as given on Table: The Dragon Disciple. A
At 7th level, the damage increases to 4d8, and
bonus spell can be added to any level of spells the disciple
when a disciple attains dragon apotheosis at 10th level it
already has the ability to cast.
reaches its full power at 6d8. Regardless of its strength,
If a character has more than one spellcasting
the breath weapon can be used only once per day. Use all
class, he must decide to which class he adds each bonus
the rules for dragon breath weapons except as specified
here.

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The DC of the breath weapon is 10 + class level
+ Con modifier.
A line–shaped breath weapon is 5 feet high, 5
feet wide, and 60 feet long. A cone–shaped breath
weapon is 30 feet long.

Dragon Variety* Breath Weapon


Black Line of acid
Blue Line of lightning
Green Cone of corrosive gas (acid)
Red Cone of fire
White Cone of cold
Brass Line of fire
Bronze Line of lightning
Copper Line of acid
Gold Cone of fire
Silver Cone of cold

* Other varieties of dragon disciple are possible, using


other dragon varieties as ancestors.

Blindsense (Ex): At 5th level, the dragon disciple gains


blindsense with a range of 30 feet. Using nonvisual senses
the dragon disciple notices things it cannot see. He
usually does not need to make Perception checks to notice
and pinpoint the location of creatures within range of his
blindsense ability, provided that he has line of effect to
that creature.
Any opponent the dragon disciple cannot see still
has total concealment against him, and the dragon disciple
still has the normal miss chance when attacking foes that
have concealment. Visibility still affects the movement of
a creature with blindsense. A creature with blindsense is
still denied its Dexterity bonus to Armor Class against
attacks from creatures it cannot see. At 10th level, the
range of this ability increases to 60 feet.
Wings (Ex): At 9th level, a dragon disciple grows a set of
draconic wings. He may now fly at a speed equal to his
normal land speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon disciple
takes on the half–dragon template. His breath weapon
reaches full strength (as noted above), and he gains +4 to
Strength and +2 to Charisma. His natural armor bonus
increases to +4, and he acquires low–light vision, 60–foot
darkvision, immunity to sleep and paralysis effects, and
immunity to the energy type used by his breath weapon
(see above).

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Dragon Slayer (Sense Motive), Perception (Spot), and Perception
When the First Dragon War swept across the (Listen) checks against a specific subrace of dragon.
continent of Amberos, many answered the call to fight the Likewise, the Dragon Slayer gains the same bonus to hit
dragons, though most feared it was death to face these and damage against the species chosen. Every three
massive creatures. As the war progressed, those who not levels, the Dragon Slayer gains an additional species
only survived and flourished began to secretly pass on the enemy and the bonus against each previous species the
knowledge of slaying dragons to a capable few. dragon slayer has chosen increases by +1. This ability
When the First Dragon War ended, these elite stacks with any other Favored Enemy bonuses the dragon
warriors swore brotherhood to practice and hone their slayer may have.
skills in case there ever came a day for another dragon Breath Evasion (Ex): At 2nd level, the dragon slayer
war. The dragon slayers are very cautious about those automatically takes half damage from all breath weapon
who they divulge their secrets to, lest the dragons learn and ray attack spells. If the Dragon slayer succeeds a
ways to circumvent their secrets or lash out against those Reflex saving throw against these attacks, he takes no
in the brotherhood. damage.
Inspire (Su): At 4th level, ferocious courage of the
Hit Die: d12. Dragon Slayer inspires his allies to greatness. Friendly
characters within 30 feet of the dragon slayer gain a +4
Requirements bonus against all fear attacks. The dragon slayer himself
at this level becomes immune to fear attacks.
To qualify to become a Dragon Slayer, a
Precise Strike (Ex): At 5th level, the dragon slayer has
character must fulfill all the following criteria.
carefully studied the anatomy of a dragon at this point.
Race: Human or half–elf
By announcing his intent to perform a precise strike
Alignment: Any
before making an attack, the Dragon Slayer may
Base Attack: +6 or better
automatically cause an additional 1d6 damage per level of
Special: The character must have faced a dragon and not
dragonslayer when an attack successfully landed. If the
only survived, but have slain the dragon before the
blow fails, the attempt is lost for the day. The dragon
brotherhood will even approach the character. The
slayer may perform a precise strike once per day per
dragon may have been of any size, breed or age.
level. This attack may only be used against creatures with
the Dragon type.
Class Skills Damage Reduction 5/magic +1 (Su): At 7th level, the
The dragon slayer’s class skills (and the key dragon slayer is brought before the brotherhood where he
ability for each skill) are Athletics (Str), Craft (Int), is smeared with the blood of dragons. This act grants the
Handle Animal (Cha), Knowledge (Arcana, History, Dragon Slayer a limited protection against attacks of a
Local) (Int), Profession (Wis), Perception (Wis), Persuade nonmagical nature.
(Cha), and Spellcraft (Int). Reflect Breath Weapon: Upon reaching 8th level, a
dragon slayer has gained the uncanny skill of reflecting at
Skill Points at Each Level: 2 + Int Modifier least part of a creature’s breath weapon back at itself. The
dragon slayer must have a polished metal shield to
Class Features perform this feat. If the dragon slayer succeeds his Reflex
All of the following are class features of the saving throw against a breath weapon attack, he may
Dragon Slayer prestige class. return ½ of the damage it would have caused back at the
Weapon and Armor Proficiency: Dragon Slayers are attacker.
proficient with all simple and martial weapons, with all Ageless: At 9th level, the dragon slayers contact with
types of armor, and with shields. Note that armor check draconic blood has granted him an ageless quality. From
penalties for armor heavier than leather apply to the now on, the Dragon slayer does not suffer the effects of
skillsAcrobatics (Balance), Athletics (Climb), Acrobatics aging.
(Escape Artist), Stealth (Hide), Athletics (Jump), Stealth Damage Reduction 10/magic +1 (Su): At 10th level, the
(Move Silently) , Pick Pocket, and Acrobatics (Tumble). blood of dragons has now permeated into the Dragon
slayer’s being so that some of their magical properties has
Bravery: At 1st level, the Dragon Slayer gains a +4 rubbed off on the dragon slayer. The dragon slayer’s skin
bonus against all fear attacks, whether from spells or from hardens to steel–like quality and he may ignore up to 10
the natural fear that a creature eminates. points of non–magical damage from any blow.
Species Enemy: The Dragon Slayer gains a +1 bonus
toDeception (Bluff), Perception (Listen), Perception

The Dragon Slayer


Class Level Base Caster Fort Ref Will Special

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attack Level Save Save Save
bonus
1st +1 +0 0 +2 +2 Bravery, Species Enemy
2nd +2 +1 0 +3 +3 Breath Evasion
3rd +3 +1 +1 +3 +3 2nd Species Enemy
4th +4 +2 +1 +4 +4 Inspire
5th +5 +2 +1 +4 +4 Precise Strike
6th +6 +3 +2 +5 +5 3rd Species Enemy
7th +7 +3 +2 +6 +6 Damage Reduction 5/magic +1
8th +8 +4 +2 +7 +7 Reflect Breath Weapon
9th +9 +4 +3 +8 +8 Ageless
10th +10 +5 +3 +9 +9 Damage Reduction 10/magic +1

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The Dwarven Defender


Level Base Caster Fort Ref Will AC Special
Attack Level Save Save Save Bonus
Bonus
1st +1 +0 +2 +0 +2 +1 Defensive stance 1/day
2nd +2 +1 +3 +0 +3 +1 Uncanny dodge
3rd +3 +1 +3 +1 +3 +1 Defensive stance 2/day
4th +4 +2 +4 +1 +4 +2 Trap sense +1
5th +5 +2 +4 +1 +4 +2 Defensive stance 3/day
6th +6 +3 +5 +2 +5 +2 Damage reduction 3/–, improved uncanny dodge
7th +7 +3 +5 +2 +5 +3 Defensive stance 4/day
8th +8 +4 +6 +2 +6 +3 Mobile defense, trap sense +2
9th +9 +4 +6 +3 +6 +3 Defensive stance 5/day
10th +10 +5 +7 +3 +7 +4 Damage reduction 6/–
Dwarven Defender Defensive Stance: When he adopts a defensive stance, a
Deor, father of the dwarves, has always been defender gains phenomenal strength and durability, but he
protective of his own kind. Following the wars between cannot move from the spot he is defending. He gains +2
titans and dwarves, Deor recruited the stoutest dwarves to Strength, +4 to Constitution, a +2 magic bonus on all
and taught them secret skills to improve their defensive saves, and a +4 dodge bonus to AC. The increase in
skills even further. These secret skills have been passed Constitution increases the defender’s hit points by 2
down through the ages through the brotherhood of points per level, but these hit points go away at the end of
dwarven defenders, and their skills are still taught and the defensive stance when the Constitution score drops
honed today by the dwarves of Amberos – even among back 4 points. These extra hit points are not lost first the
those dwarves who may now worship Fir. way temporary hit points are. While in a defensive stance,
a defender cannot use skills or abilities that would require
Hit Die: d12. him to shift his position. A defensive stance lasts for a
number of rounds equal to 3 + the character’s (newly
Requirements improved) Constitution modifier. A defender may end his
To qualify to become a defender, a character defensive stance voluntarily prior to this limit. At the end
must fulfill all the following criteria. of the defensive stance, the defender is winded and takes
Race: Dwarf. a –2 penalty to Strength for the duration of that encounter.
Alignment: Any lawful. A defender can only use his defensive stance a certain
Base Attack Bonus: +7. number of times per day as determined by his level (see
Feats: Dodge, Endurance, Toughness. Table: The Dwarven Defender). Using the defensive
stance takes no time itself, but a defender can only do so
Class Skills during his action.
Uncanny Dodge (Ex): Starting at 2nd level, a dwarven
The defender’s class skills (and the key ability for each
defender retains his Dexterity bonus to AC (if any)
skill) are Athletics (Str), Craft (Int), Knowledge
regardless of being caught flat–footed or struck by an
(Architechure and Engineering, Dungeoneering, Nobility
invisible attacker. (He still loses any Dexterity bonus to
and Royalty, & Strategy and Tactics) (Int), Perception
AC if immobilized.)
(Wis), Persuasion (Intimidate) (Cha) and Profession
If a character gains uncanny dodge from a
(Wis).
second class, the character automatically gains improved
uncanny dodge (see below).
Skill Points at Each Level: 2 + Int modifier.
Trap Sense (Ex): At 4th level, a dwarven defender gains
a +1 bonus on Reflex saves made to avoid traps and a +1
Class Features dodge bonus to AC against attacks by traps. At 8th level,
All of the following are Class Features of the these bonuses rise to +2. These bonuses stack with trap
dwarven defender prestige class. sense bonuses gained from other classes.
AC Bonus (Ex): The dwarven defender receives a dodge Damage Reduction (Ex): At 6th level, a dwarven
bonus to Armor Class that starts at +1 and improves as the defender gains damage reduction. Subtract 3 points from
defender gains levels, until it reaches +4 at 10th level. the damage the dwarven defender takes each time he is
Weapon and Armor Proficiency: A dwarven defender is dealt damage. At 10th level, this damage reduction rises
proficient with all simple and martial weapons, all types to 6/–. Damage reduction can reduce damage to 0 but not
of armor, and shields. below 0.

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Improved Uncanny Dodge (Ex): At 6th level, a dwarven
defender can no longer be flanked. This defense denies
rogues the ability to use flank attacks to sneak attack the
dwarven defender.
The exception to this defense is that a rogue at
least four levels higher than the dwarven defender can
flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above)
from a second class the character automatically gains
improved uncanny dodge, and the levels from those
classes stack to determine the minimum rogue level
required to flank the character.
Mobile Defense (Ex): At 8th level, a dwarven defender
can adjust his position while maintaining a defensive
stance. While in a defensive stance, he can take one 5–
foot step each round without losing the benefit of the
stance.

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Eldritch Knight
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +1 +0 +2 +0 +0 Bonus Feat
2nd +2 +1 +3 +0 +0 +1 arcane spellcasting level
3rd +3 +2 +3 +1 +1 +1 arcane spellcasting level
4th +4 +3 +4 +1 +1 +1 arcane spellcasting level
5th +5 +3 +4 +1 +1 +1 arcane spellcasting level
6th +6 +4 +5 +2 +2 +1 arcane spellcasting level
7th +7 +5 +5 +2 +2 +1 arcane spellcasting level
8th +8 +6 +6 +2 +2 +1 arcane spellcasting level
9th +9 +6 +6 +3 +3 +1 arcane spellcasting level
10th +10 +7 +7 +3 +3 +1 arcane spellcasting level
If a character had more than one arcane
Eldritch Knight spellcasting class before she became an eldritch knight,
she must decide to which class she adds each level of
Hit Die: d6. eldritch knight for the purpose of determining spells per
day.
Requirements
To qualify to become an eldritch knight, a Adrenaline surge
character must fulfill all the following criteria. An eldritch knight may expend a feat to gain a
Weapon Proficiency: Must be proficient with all martial Adrenaline surge, or may use a adrenaline surge that he
weapons. already possesses. A knight’s adrenaline surge has a total
Spells: Able to cast 3rd–level arcane spells. number of uses per day equal to 1 + ½ eldritch knight
level (Thus 1 at 1st level, 2 at 2th–3th level, 3 at 4th–5th
Class Skills level, 4 at 6th – 7th level, 5 at 8th–9th level and 6 at 10th+
level).
The eldritch knight’s class skills (and the key
ability for each skill) are Athletics (Str), Handle Animal
(Cha), Knowledge (Arcana, Heraldry, Nobility and
Royalty, & Strategy and Tactics) (Int), Perception (Wis)
and Spellcraft (Arcane) (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are Class Features of the
eldritch knight prestige class.
Weapon and Armor Proficiency: Eldritch knights gain
no proficiency with any weapon or armor.
Bonus Feat: At 1st level, an eldritch knight may choose a
bonus feat from the list of feats available to fighters.
This is in addition to the feats that a character of
any class normally gets from advancing levels.
Spells per Day: From 2nd level on, when a new eldritch
knight level is gained, the character gains new spells per
day as if she had also gained a level in whatever arcane
spellcasting class she belonged to before she added the
prestige class. She does not, however, gain any other
benefit a character of that class would have gained.
This essentially means that she adds the level of
eldritch knight to the level of whatever other arcane
spellcasting class the character has, then determines spells
per day and caster level accordingly.

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Elvin Battledancer
After the death of Greensbeech Earthlayer, the Skill Points per Level: 4 + Int Modifier
elves of the Evanthium Coridium vowed that their leaders
and the elvin people would never be so vulnerable to the Class Features
enemy. At first elves were trained in the deadliest skills Weapon and Armor Proficiencies: The elvin
of sword, bow and magic to defend their people, but the battledancer has skill with all simple and martial
spirit of the elves is not one that can dwell upon combat weapons. An elvin battledancer is also able to wear all
forever, and these royal bodyguards of elvindom armor and employ shields, though they are rarely found in
expanded their craft to the arts of music and craft as well. heavy armor or use shields.
Thus, while battledancers are the deadliest elvin One–Handed Casting (Ex): When the Elvin
opponents one may face, they are also the most graceful battledancer has a free off–hand, he may freely use it to
and skilled of the elves as well. cast a spell as if he had the one–handed casting
metamagic feat.
Hit Dice: d6 Arcane Dodge (Su): You can employ the power of a
magic spell to provide a barrier against attack. By giving
Requirements up a spell, the Elvin battledancer gains an AC bonus equal
To become an elvin battledancer, a character to the level of the spell that is forsaken. This bonus does
must fulfill the following requirements: not stack if multiple spells are given up and lasts for one
Race: High or Gray Elf only minute per spell–casting level You has. For example, if
Alignment: Any good Harlequin Del’Thasa, a 5th level wizard/5th level
Base attack bonus: 4+ fighter/5th level Battledancer uses a 3rd level spell for
SpellCasting: Ability to cast arcane spells arcane dodge, he gains a +3 bonus to AC for 9 minutes
Weapon Skills: Weapon Focus (Long sword). (5th level wizard + 4 levels for Battledancer).
Skills: Acrobatics (Tumble) 5 ranks, Knowledge Dance of Blades (Ex): At 5th level, the Elvin
(Nobility and Royalty) 6 ranks, Knowledge (Arcana) 6 battledancer can use Whirlwind Attack feat even if he
ranks, Perform (Dance) 6 ranks. does not meet the feat’s qualifications.
Bonus Spell level: The Elvin battledancer gains the
Class Skills indicated bonus to his spell–casting level.
Master of Elvin Weapons (Ex): When the Elvin
The Elvin Battledancer’s class skills (and the key
battledancer is using a long sword or long bow in combat,
ability for each skill) are Acrobatics (Dex), Athletics
he may gain an insight bonus equal to his intelligence
(Str), Deception (Cha), Knowledge (All skills) (Int),
bonus to hit with that weapon. This hit bonus stacks with
Perception (Wis), Perform (Cha), Perception (Wis),
the elvin racial bonus, strength or dexterity bonuses and
Persuasion (Cha) and Spellcraft (Arcane & Use Magic
other feat or magic item bonuses.
Device ).

The Elvin Battledancer


Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +0 +0 0 +2 0 One–Handed Casting
2nd +1 +1 0 +3 0 +1 spell level, Master of Elvin Weapons
3rd +2 +2 +1 +3 +1 Arcane Dodge
4th +3 +3 +1 +4 +1 +2 spell level
5th +3 +3 +1 +4 +1 Dance of Blades, +3 spell level

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GlaThespian bonus to the Persuade (Diplomacy) check equal to the
In the city–state of Statisdome, slaves are forced bonus indicated. Likewise, if the glathespian is using an
to fight for the entertainment of the masses. Those who exotic weapon, he gains an additional +2 bonus. If the
survive their first few rounds in the deadly colliseium are Glathespian makes a successful DC 20 Persuade
usually taken in by one of the greater fighting houses and (Diplomacy) check, when he delivers the coup de grace
given training as Glathespians – warriors trained to blow to his victim, he gains the benefits of a Death Knell
entertain the crowd with displays of combat process and spell as if cast at the Glathespian’s level.
bits of magic to enhance their performance. Precise Strike (Ex): Starting at 2nd level, the Glathespian
Hit Dice: d10 has an improved skill in finding the weak points of his
Requirements opponents to deliver extra damage. For a number of
times equal to his Intelligence bonus per day, the
To become a Glathespian, a character must meet
Glathespian can use the precise strike against an opponent
the following requirements:
to deal extra damage with a successful hit. This damage
Race: Any humanoid
stacks with sneak attack damage, if applicable.
Location: Slave fighter in the arenas of Statisdome
Expanded Weapon Skill (Ex): At 3rd level, the
Alignment: Any
glathespian chooses a number of exotic weapons equal to
Base attack bonus: +6
his intelligence modifier (minimum one) and treats them
Feats: Exotic Weapon Proficiency (Any two).
as martial weapons. Once per level thereafter, the
Skills: Spellcraft (Arcane or Use Magic Device) 6 ranks,
glathespian may add one additional exotic weapon to his
Perform (Weapon Drill) 10 ranks.
list of martial weapons.
Special: The character must survive (without being
Signature Weapon (Ex): At the indicated level, the
reduced to 0 hp or less) and win at least three gladiatorial
glathespian can take the Weapon Focus or Weapon
combats in a row against opponents of equal or greater
Specialization feat for any exotic weapon that he is
level before they are inducted as a Glathespian. All
proficient with. Alternately, he may take an additional
Glasthespians belong to a fighting house, and the
Exotic Weapon Proficiency.
character must gain sponsorship and maintain his standing
Bleed–Out (Ex): The Glasthespian is such a skilled
in the house to continue to gain levels as a Glathespian.
fighter that he has learned how to slowly wear down his
opponents by striking them and letting the victim bleed
Class Skills out his wounds. At 7th level, any weapon wielded by a
The Glathespian class skills (and the key ability Glasthespian in arena combat is treated as having the
for each skill) are Acrobatics (Dex), Atheletics (Str), Craft wounding property. Outside of the arena, any character
(All) (Int), Deception (Cha), Handle Animal (Cha), the weapon has specialization with is treated as having the
Perform (Cha), Perception (Wis), Persuade (Cha) and wounding property.
Spellcraft (Arcane & Use Magic Device). Spells: Starting at 2nd level, the Glathespian gains the
ability to cast a small number of spells designed to
Skill Points per Level: 2 + Int Modifier enhance his combat repitoire and excite the crowd. His
primary spellcasting ability is intelligence, and casting
Class Features level is equal to the Glathespian’s prestige class levels.
Weapons and Armor: A glathespian is proficient in the The glathespian must prepare spells in advance, but does
use of all simple and martial weapons. They are not need to keep a spellbook and knows all the spells on
proficient will light, medium and heavy armors and his spell list for the levels he can cast.
shields (but not a tower shield).
Play the Crowd (Ex): When the Glathespian brings an Spells:
opponent to 0 hp or less, he may address the crowd before 1st: Animate Rope, Cure Light Wounds, Frighten,
delivering a coup de grace to the opponent. He gains a Deathwatch, Expedious Retreat, Inflict Light
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +0 +0 0 +2 0 Play the Crowd +2
2nd +1 +1 0 +3 0 Precise Strike +1d6
3rd +2 +2 +1 +3 +1 Play the Crowd +4, Expanded Weapon Skill
4th +3 +3 +1 +4 +1 Signature Weapon
5th +3 +3 +1 +4 +1 Precise Strike +2d6
6th +4 +4 +2 +5 +2 Play the Crowd +6
7th +5 +5 +2 +5 +2 Bleed–out
8th +6 +6 +2 +6 +2 Precise Strike +3d6, Signature Weapon
9th +6 +6 +3 +6 +3 Play the Crowd +4
10th +7 +7 +3 +7 +3
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Wounds, Jump, Lesser Confusion, Mage Armor, Fly, Greater Magic Weapon, Keen Edge, Slow
Magic Weapon 4th: Black Tentacles, Death Ward, Freedom of Movement,
2nd: Bull’s Strength, Bear’s Endurance, Blur, Cat’s Hold Monster, Locate Creature, Polymorph,
Grace, Blindness/Deafness, Heroism, Hold Restoration
Person, Rage, 1st 2nd 3 rd
4th
3rd: Bestow Curse, Blink, Confusion, Dispel – – – –
Magic, Protection From Energy, Haste, 0 – – –
1 – – –
1 0 – –
2 1 – –
2 1 – –
2 2 0 –
3 2 1 –
3 3 1 –
3 3 2 0

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Grenadier (Grenade) skill. The normal rules for time and material to
The grenadier is a specialized warrior who is create the grenade are calculated as per the Craft skill.
skilled in the art of grenade–like weapons. Their ability However, many grenades can be made quicker if pre–
to hurl weapons that can affect multiple targets at once is mixed components are used. In this later case, for an
a great asset to any party. Most grenadiers are fighters, additional 1/3 the cost of a normal grenade, the amount of
who are naturally masters of all types of weapons or time to create the grenade is reduced to 1/10th – use the
rogues, who are seeking ways to eliminate their enemies cost in gp, instead of sp, to determine the time to create
without having to resort to hand–to–hand combat. They such grenades. The DC to create a grenade is 15 for
can be non–magical backups to mages, and in some cases, splash grenades and 18 for gas grenades.
are mages themselves, interspersing spells such as Improved Range (ex): At 2nd level, the grenadier has
fireballs along with alchemist fire grenades. Most other learned the trick to getting more distance out of grenades.
classes are rarely interested in the capabilities the Any grenades used by the grenadier have their range
grenadier class offers. incremented by five feet.
Grenadiers are exceptionally deadly to massed Improved Burst (ex): Upon reaching 3rd level as a
ranks of enemies or in tightly confined areas. A grenadier grenadier, you are able to get more “bang” out of
needs a strong throwing arm and a keen eye for putting grenade–like weapons. A grenade's area of effect radius
shots where they are most effective. A wide variety of is increased by five feet for all grenades you use. This
deadly – as well as merely disabling – grenades exist for increase of area of effect cannot be passed on to allies’
their use. grenades.
Grenadiers are more common in advanced Improved Splash (ex): A grenadier is deadlier than most
societies who have knowledge of how to make a variety with grenade–like weapons. Whenever the Grenadier
of alchemical compounds. Because they fight with employs a splash grenade, those within the area of effect
ranged weapons of mass destruction, others often see who were not direct targets must make a DC 15 Reflex
them as dangerous crackpots, saboteurs and anarchists, saving throw to avoid taking damage as if they had
though this is not always the case. Armies from advanced suffered a direct hit. Those who succeed the saving throw
societies sometimes will have entire divisions of suffer splash damage. Like the Improved Burst ability,
grenadiers to soften up targets that ranged troops may be the effects of this feat cannot be passed on to allies’
unable to harm or that would could cause considerable grenades.
damage to melee units. Multi–Lob (ex): At 4th level, as a full–round action, the
grenadier can lob multiple small grenades as a single
Hit Dice: 1d8 attack. For each additional small grenade the grenadier
throws – up to a maximum of five – he suffers a –2
Requirements penalty to hit. The attack is resolved with the grenadier’s
highest Base attack bonus, and the grenades cannot be
Base attack bonus: +5
thrown more than 30 feet nor may their impact spaces be
Skills: Craft (Alchemy) 6 ranks and Disable Device
more than 5 feet apart. Overlapping grenade effects can
(Sabotage) 4 ranks.
affect victims normally – each grenade is resolved
independently.
Class Skills No Escape (ex): At 5th level, the grenadier gains his
The grenadier is skilled with all simple melee ultimate skill, which prevents opponents from easily
weapons and all melee and martial ranged weapons. A avoiding his grenades. Whenever the grenadier employs
grenadier is further skilled with all grenade–like weapon a splash grenade, all victims in the area of effect take a
types. The grenadier is proficient with light and medium direct hit. A DC 15 Reflex saving throw halves any
armor as well as shields. damage caused by the direct impact. Furthermore,
The grenadier’s class skills (and the key ability characters lose their improved evasion ability to avoid the
for each skill) are Acrobatics (Dex), Athletics (Str), Craft Improved splash damage from grenades thrown by the
(all) (Int), Deception (Cha), Disable Device (Int), Handle grenadier, unless they are at least 4 levels or more higher
Animal (Cha), Knowledge (Architechure and than the grenadier. This skill has no effect on gas
Engineering) (Int), Perception (Wis), Persuade (Cha), and grenades.
Profession (all) (Int). On the Bounce (ex): The grenadier’s keen eye and
reflexes allow him at 4th level and above to rebound
Skill points per Level: 2 + Int modifier per level grenades off surfaces and around corners to strike
opponents that would normally be unreachable. You take
Class Abilities a –2 attack penalty per bounce you wishes to attempt. A
Craft Grenade (ex): The grenadier has great skill in miss indicates that the grenade scatters randomly from the
making grenades from scratch. A grenadier can make a bounce point. Impact grenades are extremely difficult to
grenade for 1/3rd the normal cost using the Craft bounce, and inflict an additional –4 penalty to hit. If this

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additional penalty causes the grenade to miss, the grenade able to cast spells with an area of effect radius (such as
does not shatter at the impact point, and may be reused Fireball or Sleep), half of the potence bonus may be
(possibly by the enemy!). added to the victim’s saving throw DC.
Potency (ex): The grenadier can place shots so that
avoiding or resisting the grenade’s effects are much more
difficult. The number indicated is added to the DC saves
of resisting a grenadier’s shots when using the Improved
Splash, Multi–Lob and No Escape abilities. If you are

The Grenadier
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +0 +0 0 +2 0 Craft Grenade, Improved Splash
2nd +1 +1 0 +3 0 Potency +1, Improved Range (+5 ft.)
3rd +2 +1 +1 +3 +1 Potency +2 , Improved Burst (+5 ft. radius)
4th +3 +2 +1 +4 +1 Multi-Lob, On the bounce
5th +3 +2 +1 +4 +1 No Escape

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Guildsman Most of the guilds on Amberos are regional,
Across Amberos, there are various underworld though in some cases, the guild may knowingly or
groups that are collectively known as the “guilds”, in unknowingly be controlled by higher powers and a larger
mockery to the craftsman guilds they often emulate. overall guild. Most guilds use a legitimate front to hide
Guildsmen are brothers in an unique family of thugs, their criminal activies – for example, the Pick Pocket
murders and cutthroats who have banded together to Guild may front themselves as beggars to disguise their
increase their own profits in various criminal activities. activities. Though it is very rare, sometimes more than
Some guilds go so far as to grant training, education and one guild will arise in the same area, often sparking a war
employment in the dark arts they practice. Almost all between the two guilds.
guilds promise death to those who would attempt to leave The most well–known types of guilds are listed
or turn traitor on their fellows. on the table below. The skill primarily used by the guild
is also shown.

Guild Skill Primary Goal


Blackmailer’s Guild Gather Information Collect and report on other’s illicit activities
Codebreaker Guild Decipher Script Break government and secret society codes
Conner’s Guild Bluff Cheat others out of money
Fence Guild Appraising Sell illegal items
Forger Guild Forgery Makes forgeries
Imposter Guild Disguise Infiltrate other organizations and impersonate people
LockBreaker Guild Open Lock House and business burglary
Pick Pocket Guild Sleight of Hand Street scams and pickpocketing
Protection Guild Intimidate Scare individuals to pay for protection against “accidents”
Saboteur Guild Disable Device Destroy buildings/spring traps
Second–story Guild Climb Burglary of gentry and nobility
Shadow Guild Hide or Stealth (Move Follow and/or ambush quarry
Silently)
Spier’s Guild Spot Watch and report on the activities of others (illegal or not)
Other guilds may be created as the GM sees fit.

Hit Dice: d6
Requirements Skill Points per Level: 6 + Int Modifier
To become a Guildsman, a character must meet
the following requirements: Class Features
Race: Any. Secondary Income: In your off–time, your character is
Alignment: Any non–good. assumed to participate in guild–related activities that earn
Skills: Persuade (Intimidate) 6 ranks and Persuade a profit. To represent this, each time you takes a level in
(Diplomacy) 4 ranks.Also, at least 10 ranks in the “Craft” Guildsman, he receives a wealth bonus based on his
of the Guild the character wishes to join. For example, to Guildsman level as shown on Table 5–1 in the DMG.
join the Pick Pocket guild, the character must have at least Thus, upon acquiring 3rd level, the guildsman would
10 ranks in Stealth (Sleight of Hand). receive a bonus of 2,700 gp.
Special: The character must contact a member of the Sneak Attack: The guildsman gains the sneak attack
Guild who is willing to sponsor him. A test of initiation – bonus as per a rogue. If you already have a sneak attack
generally a theft related to the Guild’s aim – is arranged bonus, the damage list here stacks with that bonus.
by the Guild. Once the character completes the test, he Skill Focus: The guildsman receives the indicated bonus
must pledge a blood oath to never quit or betray the guild. to his skill that relates to the guild’s primary activity. For
The character must also be willing to tithe 25% of his example, a guildsman in the Pick Pocket Guild upon
future proceeds from all profits he receives to enter the attaining 5th level would gain a +6 bonus to Sleight of
guild. hand attempts. This bonus does not stack as the
Class Skills guildsman increase in level. The guildsman’s Skill Focus
The Guildsman’s class skills (and the key ability does stack with the Skill Focus and Skill Mastery feats.
for each skill) are Acrobatics (Dex), Atheletics (Str), Craft Leadership: At 10th level, a master guildsman has gained
(Int), Deception (Cha), Knowledge (Appraise & Local) such influence in his own guild that he gains the
(Int), Linguistics (Int), Perception (Wis), Persuade (Cha), leadership feat for free.
Profession (All) (Wis), Spellcraft (Use Magic Device)
(Int) and Stealth (Dex).
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Quiting the Class over. If you ever betray the guild and are discovered, it is
Once a character has begun taking levels in almost guaranteed that some sort of assassin will be sent
guildsman, leaving the guild or switching to another guild after you – if not simply to prevent others from leaving in
is a serious breech of trust – one most guilds will kill the same manner.

The Guildsman
Class Level Base Caster Fort Ref Will Special
attack Level Sav Save Save
bonus e
1st +0 +0 +2 +2 0 Secondary Income, Skill Focus +2
2nd +1 +1 +3 +3 0
3rd +2 +1 +3 +3 +1 Sneak Attack +1d6, Skill Focus +4
4th +3 +2 +4 +4 +1
5th +3 +2 +4 +4 +1 Skill Focus +6
6th +4 +3 +5 +5 +2 Sneak Attack +2d6
7th +5 +3 +5 +5 +2 Skill Focus +8
8th +6 +4 +6 +6 +2
9th +6 +4 +6 +6 +3 Skill Focus +10
10th +7 +5 +7 +7 +3 Sneak Attack +3d6, Leadership

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The Hierophant
Level Base Caster Fort Ref Will
Attack Level Save Save Save
Bonus
1st +0 +0 +2 +0 +2 Hierophant Ability
2nd +1 +1 +3 +0 +3 Hierophant Ability, +1 divine spellcaster level
3rd +1 +2 +3 +1 +3 Hierophant Ability, +1 divine spellcaster level
4th +2 +3 +4 +1 +4 Hierophant Ability, +1 divine spellcaster level
5th +2 +3 +4 +1 +4 Hierophant Ability, +1 divine spellcaster level
Neutral good Neutral evil
Hierophant Chaotic good Lawful evil
Lawful neutral Chaotic neutral
Hit Die: d8. Neutral Lawful good, chaotic good,
lawful evil, chaotic evil*
Requirements Chaotic neutral Lawful neutral
To qualify to become a hierophant, a character Lawful evil Chaotic good
must fulfill all the following criteria. Neutral evil Neutral good
Skills: Knowledge (religion) 15 ranks. Chaotic evil Lawful good
Feats: Any metamagic feat. * A neutral hierophant chooses one of these alignments to
Spells: Able to cast 7th–level divine spells. be the one that he opposes, for the purposes of this special
ability.
Class Skills
Divine Reach (Su): A hierophant with this ability can use
The hierophant’s class skills (and the key ability
touch spells on targets up to 30 feet away. If the
for each skill) are Craft (Int), Knowledge (History, Local
spell requires a melee touch attack, the hierophant must
& Religion) (Int), Persuade (Cha), Profession (Wis),
make a ranged touch attack instead. Divine reach can be
Spellcraft (Divine & Use Magic Device) (Int).
selected a second time as a special ability, in which case
the range increases to 60 feet.
Skill Points at Each Level: 2 + Int modifier.
Faith Healing (Su): A hierophant can use healing spells
Table: The Hierophant
to their maximum effect on creatures of the same
alignment as the hierophant (including the hierophant
himself ). Any spell with the healing descriptor cast on
Class Features such creatures works as if under the effects of a Maximize
All the following are Class Features of the Spell feat (without using a higher–level spell slot).
hierophant prestige class. Gift of the Divine (Su): Available only to hierophants
Weapon and Armor Proficiency: Hierophants gain no with the turn undead ability, this ability allows a
proficiency with any weapon or armor. hierophant to transfer one or more uses of his turn undead
+1 Divine Spellcaster Level: At 2nd through 5th level, the ability to a willing creature. (Hierophants who rebuke
hierophant increases the spells per day, spells known and undead transfer uses of rebuke undead instead.) The
caster level of his divine spellcasting class. If he has transfer lasts anywhere from 24 hours to one week
more than one divine spellcasting class, he must choose (chosen at the time of transfer), and while the transfer is
which class to add this bonus to. in effect, the number of turning attempts per day allowed
Heirophant Ability: Every level, a hierophant gains a to the hierophant is reduced by the number transferred.
special ability of his choice from among the following. The recipient turns undead as a cleric of the hierophant’s
Blast Infidel (Su): A hierophant can use negative energy cleric level but uses her own Charisma modifier.
spells to their maximum effect on creatures with an Mastery of Energy (Su): Available only to hierophants
alignment opposed to the hierophant. (See the table below with turn/rebuke undead ability, this ability allows a
for a list of which alignments are opposed to each hierophant to channel positive or negative energy much
alignment.) Any spell with a description that involves more effectively, increasing his ability to affect undead.
inflicting or channeling negative energy cast on a creature Add a +4 bonus to the hierophant’s turning checks and
of the opposed alignment works as if under the effect of a turning damage rolls. This ability only affects undead,
Maximize Spell feat (without using a higher–level spell even if the hierophant can turn other creatures, such as
slot). Undead affected by this ability heal the maximized with a granted power of a domain.
amount of damage. Metamagic Feat: A hierophant can choose a metamagic
Hierophant Alignment Opposed Alignment feat in place of one of the special abilities described here
Lawful good Chaotic evil if desired.

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Power of Nature (Su): Available only to hierophants with
druid levels, this ability allows a hierophant to
temporarily transfer one or more of his druid Class
Features to a willing creature. The transfer lasts anywhere
from 24 hours to one week (chosen at the time of
transfer), and while the transfer is in effect, the hierophant
cannot use the transferred power. He can transfer any of
his druid powers except spellcasting and the ability to
have an animal companion.
The druid’s wild shape ability can be partially or
completely transferred. The heirophant choses how many
uses of wild shape per day to give to transfer and retains
the rest of the uses for himself. If the hierophant can
assume the form of Tiny or Huge animals, the recipient
can as well.
As with the imbue with spell ability spell, the
hierophant remains responsible to his deity for any use to
which the recipient puts the transferred abilities.
Spell Power: This special ability increases a hierophant’s
effective caster level by 1 for purposes of determining
level–dependent spell variables and for caster level
checks. This ability costs one 5th–level spell slot. This
ability can be selected more than once, and changes to
effective caster level are cumulative.
Spell–Like Ability: A hierophant who selects this special
ability can use one of his divine spell slots to permanently
prepare one of his divine spells as a spell–like ability that
can be used twice per day. The hierophant does not use
any components when casting the spell, although a spell
that costs XP to cast still does so, and a spell with a costly
material component instead costs him 10 times that
amount in XP.
The spell normally uses a spell slot of the spell’s
level (or higher, if the hierophant chooses to permanently
attach a metamagic feat to the spell chosen). The
hierophant can use an available higher–level spell slot to
use the spell–like ability more than once per day.
Allocating a slot three levels higher allows him to cast the
spell four times per day, and a slot six levels higher lets
him cast it six times per day. If selected more than one
time as a special ability, this ability can apply to the same
spell (increasing the number of times per day it can be
used) or to a different spell.

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Ice Mage dwelling in the Glacier of Season must contain a library
In the cold reaches of the Glacier of Seasons, a of books and tomes of magic worth at least 25,000 gp +
compact of mages have staked out territory from which 5,000 gp per level of Ice Mage past 1st level.
they may practice their magic without fear of being If you fail to maintain your library or do not
disturbed or hunted by the rest of Amberos. spend the appropriate time in the Glacier of Seasons, you
Very few of the Ice Mages actually practice cold lose all benefits of this class until you again meet the
magic; the reference is instead to their location, not their requirements.
speciality. You may not take the 1st level of Ice Mage until
However, because of their isolation and harsh you mave met the 6 month requirement with an already
environments, they tend to be hardier and more focused established library.
than other spellcasters. Ice mages, due to their isolation,
have more time and usually the drive to pursue their Class Skills
understanding of magic, usually at the cost of other The Ice Mage’s class skills (and the key ability
pursuits. for each skill) are Craft (Int), Knowledge (all skills, taken
individually) (Int), Linguistics (Int), Profession (Wis),
Hit Dice: 1d4 Spellcraft (Int) and Survival (Wis).
Requirements
To become an Ice Mage, a character must meet Skill Points per Level: 4 + Int Modifier
the following requirements:
Race: Any Class Features
Alignment: Any +X Spellcasting Level: The Ice mage gains the indicated
Feats: Any two metamagic and/or item creation feats. bonus to spellcasting level for the purposes of caster level,
Skills: Spellcraft 10 ranks. spells cast per day, spells known and/or spell points.
Spells: Ability to cast 3rd level arcane spells or higher. Familiar and other level–dependant abilities are not
Special: You must dwell at least 6 months out of every affected.
year on the Glacier of Seasons in your dwelling. Your
The Ice Mage
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +0 +1 +0 +0 +2 +2 spellcasting level
2nd +1 +2 +0 +0 +3 +2 spellcasting level
3rd +1 +3 +1 +1 +3 +2 spellcasting level
4th +2 +4 +1 +1 +4 +2 spellcasting level
5th +2 +5 +1 +1 +4 +3 spellcasting level

Behind the Curtain – Ice Mages


This prestige class is designed for NPC’s, not PC characters. DMs are strongly discouraged from allowing
PCs to take this prestige class unless he is willing to enforce the character missing adventures due to being at his/her
domicile in the Glacier of Seasons.
This prestige class is primarily for NPCs the GM wishes to introduce as leader–type masterminds behind a
plot in the surrounding area of the mage’s domicile or as a NPC friendly to the PCs who can provide magical help to
the PCs.
Note that a Wizard 5/Ice Mage 5 is the equivilant of a 16th level wizard!

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Knave Deception (Cha), Handle Animal (Cha), Knowledge
For some, the chivalrous ways of the knight (Heraldry, Nobility and Royalty & Strategy and Tactics) (Int),
are a weakness that prevents the deserving from Perform (Cha), Perception (Wis), Persuade (Cha), and
achieving their full potential. Profession (Any) (Wis).
Willing to win by whatever means is
necessary, a knave will do his utmost to appease his Skill Points per Level: 2 + Int Modifier
ego and indulge his foul tastes in whatever manner he
finds most pleasing. Class Abilities
Weapon and Armor Proficiency: The knave can use any
Hit Dice: 1d10 simple or martial weapon regardless of any previous
restrictions.
Requirements Codeless: Any code of honor, oaths or vows that character
To become a Knave, a character must meet had agreed to may be freely ignored by the Knave without loss
the following requirements: of special abilities. From this point forward, you may not
Race: Any advance in level in any class that has a code of honor, oath or
Alignment: Any evil vow.
Base attack bonus: +6 Poison Use: At 2nd level, the knave is now proficient in the
Feats: Mounted combat feat. use of poisons, and does not suffer a chance to poison himself
Armor: Light, medium and heavy armor proficiency. when using poisons.
You must have proficiency with shield. Bonus Feat: You gains a bonus feat at 2nd level and again at
Weapon & Armor Proficiency: Longsword, Dagger 4th level. You may choose the feat from the following list:
and lance. [use knight bonus feat list].
Aura of Fear(Ex): At 5th level, the reputation of the Knave
Special: You must have formerly or currently generally precedes him. He generates fear as if he had a
belong to a knightly order. frightful presence. Resisting the effects of a fear is a Will save
with a DC 15 + Cha modifier.
Class Skills
The Knave’s class skills (and the key ability
for each skill) are Atheletics (Str), Craft (All) (Int),
The Knave
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Codeless
2nd +2 +1 +3 0 0 Bonus Feat
3rd +3 +1 +3 +1 +1 Poison Use
4th +4 +2 +4 +1 +1 Bonus Feat
5th +5 +2 +4 +1 +1 Aura of Fear

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Knight Errant Class Features
The knight errant is a noble–born warrior who Spirited Charge: The Knight Errant doubles damage he
has not sworn fealty to any specific country and offers his inflicts with his weapon when astride a mount and
services as she pleases. Unlike a mercenary, once a charging.
knight errant chooses a side, she will stick with her Bonded Mount: A Knight Errant’s mount is his best
comrades through thick and thin. friend and close companion. The Knight’s preferred
Many knight errants are part–time adventurers, mount acts as a druidic animal companion, with abilities
plundering tombs and rescuing hapless commoners to eke as if the Knight errant were a druid equal to his character
out enough money to retain the wealthy life they have level. However, if the Knight Errant loses his mount, he
grown accustomed to. cannot advance in levels in the prestige class until he
Others have grown disgruntled with the acquires a replacement.
homeland they grew up in, or had lost their noble status Glib Tongue: At 2nd level, the Knight Errant has gained
and offer their services to whomever can pay their price a knack for dealing with others. The Knight errant gains a
or fire their passions. +2 bonus to all Charisma skill checks.
Still other Knight errants are not nobility Percieve Truth: At 3rd level, the Knight Errant has
themselves, and seek a means to become gain entry into gained a knack for determining when he is being
the elite world of a country’s nobility by means of daring. deceived. The Knight errant gains a bonus to his
The last type of knight errants are the most vile – Perception (Sense Motive) checks equal to his
evil men who refuse to acknowledge any master and Intelligence modifier.
threaten the countryside with their skill at arms and ability Gold for Glory (Ex): Starting at 3rd level, the Knight
to muster troops to conquer others. Some of these foul errant’s mercenary–like skills help him to gain extra
knights go so far as to portray themselves as protectors income. Whenever the Knight errant defeats or aid in
and saviors, all the while preying on those they “protect”. defeating an evil being, he gains a bounty of 25 gp/HD or
level of the foe. This bounty can be collected in any non–
Hit Dice: d10 enemy civilized area the Knight errant visits. The knight
Requirements does not need a trophy from the victim to earn the reward.
To become a Knight Errant, a character must The Good Fight (Su): Upon reaching 5th level as a
meet the following requirements: knight errant, the character has learned to quickly discern
Race: Any a friend or foe by sight. As a swift action, the knight
Alignment: Any errant can Detect Evil or Detect Chaos as per the spell any
Feats: Mounted Combat feat and one other mounted number of times per day.
combat feat Secondly, the Knight errant gains a +2 bonus to
Skills: Handle Animal (Ride) 6 ranks, Knowledge AC, to hit and damage rolls when in combat against evil
(Nobility) 6 ranks, Survival (Streetwise or Wilderness opponents.
Lore) 6 ranks. Knightly Code: A Knight Errant is held to a code of
Armor: Light, medium and heavy armors, as well as honor that he must not disobey. This includes
proficiency with shields.
Weapon: You must have proficiency with long sword • Obeying superior officers and rendering aid to
and lance (light, medium or heavy). whatever lord the knight has sworn fealty to.
• Help good folk in need of assistance
Class Skills • Battle against evil wherever it is found
The Knight Errant class skills (and the key • Show courage and adhere to the rules of “fair
ability for each skill) are Atheletics (Str), Craft (All) (Int), play” in combat.
Deception (Cha), Handle Animal (Cha) , Knowledge
(Heraldry, Nobility and Royalty & Strategy and Tactics), Failure to follow the code may earn disapproval for
Perception (Wis), Perform (Cha), Persuasion (Cha), and other knights for minor infractions (such as running from
Profession (Any) (Wis). combat) or could lead to banishment or outlaw status for
major infractions (such as betraying a leige to his
Skill Points per Level: 2 + Int Modifier enemies). If the Knight commits a major infraction, he
may no longer advance as a Knight Errant until atonement
has been performed.

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The Knight Errant
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Spirited Charge, Bonded Mount, Knightly Code
2nd +2 +1 +3 0 0 Glib Tongue
3rd +3 +1 +3 +1 +1 Percieve Truth, Gold for Glory
4th +4 +2 +4 +1 +1
5th +5 +2 +4 +1 +1 The Good Fight

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Loremaster +1 Arcane Spellcaster Level: The character gains new spells


per day (and spells known, if applicable) as if she had also
Hit Die: d4. gained a level in a spellcasting class she belonged to before
she added the prestige class. She does not, however, gain any
Requirements other benefit a character of that class would have gained. This
essentially means that she adds the level of loremaster to the
To qualify to become a loremaster, a
level of some other spellcasting class the character has, then
character must fulfill all the following criteria.
determines spells per day, spells known, and caster level
Skills: Knowledge (any two) 10 ranks in each.
accordingly.
Feats: Any three metamagic or item creation feats,
Secret: At 1st level and every two levels higher than 1st (3rd,
plus Skill Focus (Knowledge [any individual
5th, 7th, and 9th), the loremaster chooses one secret from the
Knowledge skill]).
table below. Her level plus Intelligence modifier determines
Spells: Able to cast seven different divination spells,
the total number of secrets she can choose. She can’t choose
one of which must be 3rd level or higher.
the same secret twice.
Lore: At 2nd level, a loremaster gains the ability to know
Class Skills legends or information regarding various topics, just as a bard
The loremaster’s class skills (and the key can with bardic knowledge. The loremaster adds her level and
ability for each skill) are Craft (Alchemy) (Int), her Intelligence modifier to the lore check, which functions
Handle Animal (Cha), Linguistics (Int), Knowledge otherwise exactly like a bardic knowledge check.
(All skills, taken individually) (Int), Perform (Cha), Bonus Languages: A loremaster can choose any new
Persuade (Cha), Profession (Wis), Spellcraft (Int) and language at 4th and 8th level. The character can both read and
Survival (Heal & Streetwise) (Wis). write the language and gains an automatic 4 skill ranks
towards the language.
Skill Points at Each Level: 4 + Int modifier. Greater Lore (Ex): At 6th level, a loremaster gains the ability
to understand magic items, as with the identify spell.
True Lore (Ex): At 10th level, once per day a loremaster can
Class Features use her knowledge to gain the effect of a legend lore spell or
All of the following are Class Features of an analyze dweomer spell.
the loremaster prestige class.
Weapon and Armor Proficiency: Loremasters gain Loremaster Secrets
no proficiency with any weapon or armor.
Level + Secret Effect
Int
Modifier
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points, +1 hit point per level
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Applicable knowledge Any one feat
7 Newfound arcana 1 bonus 1st–level spell usable once per day as supernatural ability
8 More newfound arcana 1 bonus 2nd–level spell usable once per day as a supernatural ability
9 Metamagic secret Reduce level cost of one metamagic feat by one (min 0 level modifier)
10 Insight +2 to Intelligence, Wisdom or Charisma

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Mageslayer Evasion (Ex): At 2nd level and higher, a mageslayer can
Those who wield magic are quick to both avoid even magical and unusual attacks with great agility. If
make friends as well as enemies. Mage slayers are she makes a successful Reflex saving throw against an attack
those individuals who have taken an extreme dislike that normally deals half damage on a successful save, she
to arcane spellcasters and who seek such instead takes no damage. Evasion can be used only if the
spellwielders out to kill. mageslayer is wearing light armor or no armor. A helpless
Mageslayers are generally strong of body mageslayer does not gain the benefit of evasion. If the
and mind, and must be able to muster all of their character already has the evasion ability, they gain improved
abilities to ward off the power of arcane spellcasters. evasion instead.
Mageslayers often find themselves in Nagging Wound (Ex): As a standard action or part of a full
conflict with Spellslingers; though some spellslingers attack, a mageslayer may designate a single attack as a
would be all to happy to help mageslayers against Nagging Wound attack. If the mageslayer successfully strikes
certain opponents, mageslayers generally refuse to a spellcaster in combat while making a Nagging Wound
work peaceably with any arcane spellcaster. attack, the spellcaster must make a Will save to cast spells for
a number of rounds equal to the mageslayer’s Intelligence
Hit Dice: 1d10 modifier. No extra actual damage is inflicted with the
Requirements: Nagging Wound attack. A successful Survival (Heal) check
To become a Mageslayer, a character must (DC 17) negates the effects of a Nagging Wound.
meet the following requirements: Slippery Mind (Ex): A mageslayer of 3rd level or higher
Alignment: Cannot be Lawful Good. gains a bonus equal to his Intelligence modifier on saving
Base attack bonus: +6 throws against arcane spells that require a Will save.
Feats: Lightning Reflexes, Iron Will, Great Furthermore, he ignores any secondary effects of such spells if
Fortitude. he makes his saving throw. For example, if the mageslayer
Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 makes his Will save against a Harm spell, he does not take the
ranks 5 points of damage per caster level.
Special: A mage slayer must not be able to cast Blindfighting (Ex): At 3rd level, the mageslayer gains the
arcane spells. benefit of the blindfighting feat for free.
Iron Body (Ex): A mageslayer of 4th level or higher gains a
Class Skills bonus equal to his Charisma modifier on saving throws against
arcane spells that require a Fortitude saving throw.
The Mageslayer’s class skill (and the key ability for
Furthermore, he ignores any secondary effects of such spells if
each) are Acrobatics (Dex), Athletics (Str), Craft
he makes his saving throw. Iron body has no effect against
(Int), Deception (Cha), Handle Animal (Wis),
Divine spells.
Knowledge (Arcana) (Int), Perception (Wis),
Track (Ex): At 4th level, the mageslayer gains the Track feat
Persuade (Cha), Profession (Wis), Spellcraft (Arcane
for free. If the character already has the track feat, he gains a
& Use Magic Device) (Int), and Survival (Wis).
+4 bonus to survival rolls to track arcane spellcasters.
Arcane Refusal (Su): A mageslayer of 5th level has such skill
Skill points per Level 2 + Int Mod.
and will that he can, in fact, disrupt activated spells in place.
As a full–round action, a mageslayer can attempt to dispel a
Class Abilities magical effect he comes into direct contact with or is in effect
Distract (Ex): A mageslayer who threatens an upon himself (such as a Wall of Flame, Blade Barrier, Hold
enemy spellcaster prevents that spellcaster from Person, Baneful Polymorph, etc.). Upon stepping into the area
being able to cast defensively. of effect, the character makes a dispel check using his
Favored Enemy (Ex): At 1st level, the Mageslayer character level as if he had just cast Dispel Magic (with no
gains a +2 bonus onDeception (Bluff), Perception level cap). If the attempt succeeds, the spell is dispelled
(Listen), Perception (Sense Motive), Perception harmlessly. If the attempt fails, the character suffers the
(Spot), and Survival checks when using these skills normal effects of entering the spell’s area of effect, but may
against arcane spellcasters of this type. Likewise, he continue to attempt to dispel the spell in future rounds, again
gets a +2 bonus on weapon damage rolls against as a full–round action.
arcane spellcasters.
If the character already has a favored enemy ability, Ex–Mage Slayers
the bonuses from that ability stack if the arcane
Any mageslayer who takes a class that grants arcane spell
spellcaster is of a race the character gains a favored
abilities forsakes all of the special abilities of this class and
bonus against.
can no longer advance as a Mageslayer.
The Mageslayer
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save

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bonus
1st +1 +0 +2 +2 +2 Favored Enemy (Arcane Spellcasters) +2, Distract
2nd +2 +1 +3 +3 +3 Evasion, Nagging Wound
3rd +3 +1 +3 +3 +3 Slippery Mind, Blindfighting
4th +4 +2 +4 +4 +4 Iron Body, Track
5th +5 +2 +4 +4 +4 Arcane Refusal

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Beast-back Rider shield, those within 120 feet of you become uneasy if they fail
Beast-back riders are mounted calvary a Will save DC 10 + ½ Beast-back Rider level + Cha modifier.
warriors who adopt an unorthodox fighting style from Additional Beast-back Riders may aid your effort with a
aback a mounted animal. successful DC 12 perform check, raising the save DC by 1 (to
Hit Dice: 1d10 a maximum base DC of 15). The effect lasts for 1 minute and
Requirements: causes the opponents to suffer a –2 penalty to hit rolls, saves
To become a Beast-back Rider, a character and skill checks.
must meet the following requirements: Saddle Leap (Ex): At 3rd level, during any point of your
Race: Any mount’s move, you may make a DC 15 jump check to leap
Alignment: Any. from your saddle, land in any spot to the side or rear of your
Base attack bonus: +6 mount and still receive a full action (allowing you to charge,
Feats: You must have the Mounted Combat and make a full attack, attack and move or any such action). If
Spirited Charge feat. you fail the check, you land prone and take 1d6 damage from
Weapon & Armor Proficiency: You must be the fall.
proficient in the use of longsword and lance. You Hundred–force throw (Ex): At 4th level, the Beast-back
must have proficiency in light, and medium armor. Rider learns how to use his mount’s momentum to empower
Special: You must undergo a test of loyalty devised the force behind a thrown weapon. If you attack with a hurled
by the current members of the Beast-back Riders. or thown weapon during a round in which his mount makes a
The exact test is left up to the GM, but involves a double–move or charge, the hurled or thrown weapon deals
race (against other riders) in which you must place double damage on a successful hit. If the weapon scores a
1st, 2nd or 3rd. critical hit, the damage multiplier is increased by one (not
doubled).
Class Skills Staredown (Ex): At 5th level, as a standard action, you can
choose an opponent within 30 feet and glare at the opponent in
The Beast-back Rider’s Class skills (and the
such a way as to unnerve them. The victim makes a Will save,
appropriate ability) are Acrobatics (Dex), Athletics
DC 10 + ½ character level + Cha modifier or becomes uneasy,
(Str), Craft (Int), Handle Animal (Cha), Knowledge
suffering a –2 penalty to hit, saves and skill checks for 1
(Strategy and Tactics), Perception (Wis), Persuasion
minute.
(Intimidate) (Cha), and Profession (Wis).
Whirling Slash (Ex): At 6th level, the Beast-back Rider has
learned how to sweep their weapon in a deadly arc to strike
Skill Points Per Level: 4 + Int modifier
foes around them. The Beast-back Rider must use a slashing
weapon and gains the benefit of the Whirlwind attack, even if
Class Abilities you do not meet the prerequisites. You may use this attack
Exotic Mount (Ex): Every Beast-back Rider is while mounted.
assigned an exotic mount – usually the same type of Crush Underfoot (Ex): At 8th level, the Beast-back Rider is
mount as the riders in their group. This free exotic such a fearsome mounted warrior any trample attack by your
mount can cost up to 1,000 gp X character level. If it mount deals triple normal damage on a successful attack.
is lost, the character must replace it at his own cost Improved Staredown (Ex): At 9th level, the Beast-back
before he may continue to advance in this class. Rider can cause unease with just a glance. You can use the
Thundering Hooves (Ex): When performing a Staredown power as a free action. A victim still cannot be
mounted overrun attack, you double the damage your affected more than once per day by the staredown.
mount inflicts against opponents. Bloody Slash (Ex): At 10th level, when using the Whirling
Drum of Shields (Ex): Before entering combat, if Slash ability, your slashing weapon is treated as having the
you take 1 minute to beat your weapon against your Wounding quality.
The Beast-back Rider
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Exotic Mount, Thundering Hooves
2nd +2 +1 +3 0 0 Drum of Shields
3rd +3 +1 +3 +1 +1 Saddle Leap
4th +4 +2 +4 +1 +1 Hundred–force throw
5th +5 +2 +4 +1 +1 Staredown
6th +6 +3 +5 +2 +2 Whirling Slash
7th +7 +3 +5 +2 +2
8th +8 +4 +6 +2 +2 Crush Underfoot
9th +9 +4 +6 +3 +3 Improved Staredown

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10th +10 +5 +7 +3 +3 Bloody Slash

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Mastermind
There are those who are born to rule others – Class Skills
these are the masterminds. With inborn charm and a The Mastermind’s class skills (and the key ability for
knack for managing to get others to do as they ask, each skill) are Craft (any) (Int), Deception (Cha), Knowledge
the mastermind builds a web of followers around him (All; taken individually) (Int), Linguistics (Int), Perception
as a spider builds it web. (Wis), Persuade (Cha), Profession (Int), and Stealth (Dex).
While a great many mastermind abuse the
power and trust they acquire, there are also those who Skill Points per Level: 6 + Int Modifier
use their ability to plot and plan to better the world
around them. Class Features
Hit Dice: 1d6
Knowledge Bonus: At the indicated levels, you gain the
Requirements listed bonus to Deception, Linguistics, Persuade, and
To become a Mastermind, a character must Knowledge skill checks.
fulfill the following requirements: Leadership Bonus: At the indicated levels, you gain the
Race: Any listed bonus to his leadership score. Also, starting at 2nd level,
Alignment: Any. you can double the number of followers you retain. At 4th
Feats: You must have the Leadership feat. level, you can quadrudple the number of followers you retain.
Skills: You must have 10 ranks in Persuade
(Diplomacy).
The Mastermind
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +0 +0 0 +2 +2 Knowledge Bonus +2
2nd +1 +1 0 +3 +3 Improved Leadership +2
3rd +2 +2 +1 +3 +3 Knowledge Bonus +4
4th +3 +3 +1 +4 +4 Improved Leadership +4
5th +3 +3 +1 +4 +4 Knowledge Bonus +6

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Merchantman (Appraise & Local) (Int), Linguistics (Int), Perception (Wis),
The lure and promise of gold is a strong one Persuade (Cha), Perform (any) (Cha), and Profession (any)
for many people. All across the continent, trade (Wis).
houses have been set up with the goal of delivering a
variety of goods to many different countries. They Skill Points per Level: 6 + Int Modifier
have even helped to bridge the trade gap between
hostile countries and remote location. Class Features
The merchantman (or merchantwoman) has Business: The merchantman is assumed to have an
made arrangements to establish a business in the established business that generates extra income. The
hopes of one day achieving fame and wealth. business is in an area that you have at least 5 ranks of
As you gain level in the class, it becomes Profession. However, the amount of income it generates is not
possible to manage an even larger and more assured.
profitable business, until the master merchants can You may task one of your followers or intelligent
manage businesses known and respected across the cohorts to watch the business while you adventure, but the
continent. business then only generates 75% of its normal income. If
Hit Dice: d6 you will be away for an extended amount of time, he needs to
ensure that the business expenses are paid for, as the NPC will
Requirements not use funds beyond any “stock” to pay the monthly upkeep
To become a Merchant Guildsman, a fees. Note that if a character tasks one of his followers or
character must fulfill the following requirements: cohorts to watch over a traveling business, on average the
Race: Any business will lose money.
Alignment: Any. The business is assumed to have a static location. If
Skills: You must have 5 ranks in Knowledge you wish to have a traveling business, the monthly fee is
(Appraise) and 5 ranks in any one Craft or Profession increased by 25%.
skill. If you manage the business for the month, you gain
XP equal to 1/10th the profit the business makes (income –
Class Skills monthly fee = profit). If you allow an NPC to manage the
business, you gain no XP for the month, but the NPC does.
The Merchant Guildsman class skills (and
The amount of income a business generates depends
the key ability for each skill) are Craft (any) (Int),
on its size, as shown below.
Deception (Cha), Handle Animal (Cha), Knowledge
Size Start–up Monthly Traveling Income Ave Away Upgrade Level
Fee Fee Monthly Income Income Fee Min
Fee
Tiny 50 gp 5 gp 6 gp 2d6 gp 7 gp 5 sp 5 gp 6 sp 75 gp 1
Small 150 gp 15 gp 18 gp 6d6 gp 21 gp 15 gp 7 sp 225 gp 1
Medium 450 gp 45 gp 66 gp 1d12x10 gp 65 gp 48 gp 7 sp 625 gp 2
Large 1,250 gp 125 gp 156 gp 5d6x10 gp 175 gp 131 gp 2 sp 1,875 gp 3
Huge 3,750 gp 375 gp 468 gp (1d4+1d6)x100 gp 600 gp 450 gp 7,125 gp 5
Gargantuan 14,250 gp 1,425 gp 1,781 gp 6d6x100 gp 2,100 gp 1,575 gp 21,375 gp 7
Colossal 42,750 gp 4,275 gp 5,343 gp 2d6x1,000 gp 7,000 gp 5,250 gp 28,500 gp 8
Colossal 2nd –– 5,700 gp 7,125 gp 2d8x1,000 gp 9,000 gp 6,750 gp 35,625 gp 8
Colossal 3rd –– 7,125 gp 8,906 gp 3d6x1,000 gp 10,500 gp 7,875 gp 42,750 gp 9
Colossal 4th –– 8,550 gp 10,687 gp 3d8x1,000 gp 13,500 gp 10,125 gp –– 10

Size: The size of the business determines generally how big of a shop you are able to maintain.
Tiny: The shop can be packed up and carried in a steamer–sized trunk. When open, the shop generally takes up about 5 feet square.
Small: The shop is in a building large enough to only accommodate the merchant. Generally, he does not have enough space to allow
customers to peruse his wares, and only takes commissions. The shop is usually a building only 10 feet square.
Medium: The shop is in a building large enough to accommodate customers and an extra month of “stock”. The merchant has enough
space for himself and up to one assistant (included in the cost). The building is generally 20 feet square.
Large: The shop is in a building large enough to accommodate many customers and an extra six months worth of “stock”. It is generally
run by the merchant and up to two assistants (included in the cost). The shop is generally 40 feet square.
Huge: The shop is in a building large enough to accommodate customers and an extra year’s worth of stock. It is generally run by the
merchant and up to four assistants. The shop is generally 80 feet square.
Gargantuan: The shop is in a building large enough to accommodate customers and up to 18 months worth of stock. It is generally run by
the merchant and up to eight assistants. The shop is generally 160 feet square.
Colossal: The shop is in a building large enough to accommodate customers and up to 2 years worth of stock. It is generally run by the
merchant and up to 16 assistants. The shop is generally 320 feet square.

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Colossal 2nd: The shop is in a building large enough to accommodate customers and up to 30 months worth of stock. It is generally run
by the merchant and up to 16 assistants. The shop is generally 480 feet square.
Colossal 3rd: The shop is in a building large enough to accommodate customers and up to 3 years worth of stock. It is generally run by
the merchant and up to 16 assistants. The shop is generally 640 feet square.
Colossal 4th: The shop is in a building large enough to accommodate customers and up to 3 ½ years worth of stock. It is generally run by
the merchant and up to 16 assistants. The shop is generally 800 feet square.

Start Up Fee: This is a one–time fee to start a should use this column to determine how much money the
business at the size indicated. This fee only needs to character gains for the month.
be paid if the current business goes bankrupt and You Ave Away Income: This is the average income the business
needs to start a new business to replace the old one, would generate if the character were to allow an NPC to run
or if he wishes to start a secondary business in the business for him while away. The GM should use this
another location. This fee consists of the money column if he wishes to avoid randomly rolling the amount of
required for initial stock, payment of employees, money generated in a given month. Note that for a traveling
advertising, building fees and taxes for licenses and business, this column will generate a loss.
such. Upgrade Fee: The cost listed here can be spent to increase
Monthly Fee: This is the fee you pay to maintain the the business to the next largest size. You cannot increase a
business in a single location, due at the beginning of business by more than one size per month.
each month. If you do not pay this fee in a given Leadership: At 2nd level, the merchant guildsman gains the
month, it is first subtracted from your income. If, leadership feat for free. This comes in useful for hiring
after reducing the businesses income to pay the bodyguards or specialists useful in business matters. Any
monthly fee there is still outstanding debt, you must employees you have are considered followers.
personally put forward the money to cover the Business Reroll: If you are managing a business in a month
remaining fees. Failure to do so means the business in which it does not make a profit, you may make a Profession
goes bankrupt at the end of the month, and you may skill check to attempt a reroll. If you reroll, he must accept the
be pursued by creditors or other persons intent on new value rolled. The DC to gain a reroll is based on the size
settling your debt. of the business, and listed below.
If you have a medium–sized business or
larger, extra space is included in the building Size Profession
(“stock”) to allow the merchant to save up for DC
monthly fees down the road. Each size above Tiny 17
indicates how much “stock” can be stored in the Small 20
building at one time. Note that if you are away and Medium 23
left an NPC in charge of the business, unless you Large 25
come back to pay the monthly fee the NPC can only Huge 27
pay for the business out of the “stock”. Gargantuan 30
Traveling Monthly Fee: This is the same as the Colossal 33
monthly fee, but applies to a traveling businesses. A Colossal 2nd 35
traveling businesses shop can only store half the Colossal 3rd 37
“stock” as a fixed business (minimum 1 month). Colossal 4th 40
Income: This is the amount of money the business
generates in 1 month’s time. Skill Focus + X: You gain the indicated bonus to Knowledge
Ave Income: This is the average income the business (Appraise),Deception (Bluff), Perception (Sense Motive) and
would generate in a given month. If the GM wishes Profession checks when used to manage your business.
to avoid rolling the income generated randomly, he

The Merchantman
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +0 +0 0 +2 0 Business, Skill Focus +2
2nd +1 +1 0 +3 0 Business Reroll
3rd +1 +1 +1 +3 +1 Skill Focus +4
4th +2 +2 +1 +4 +1 Leadership
5th +2 +2 +1 +4 +1 Skill Focus +6
6th +3 +3 +2 +5 +2
7th +3 +3 +2 +5 +2 Skill Focus +8
8th +4 +4 +2 +6 +2

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9th +4 +4 +3 +6 +3 Skill Focus +10
10th +5 +5 +3 +7 +3

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Pistoleer Weapon and Armor Proficiency: You gain proficiency with
Smoke powder weapons are still unpopular all smokepowder weapons.
with the majority of individuals who have grown You also gain proficiency with Breastplate armor.
comfortable with powerful magic at their disposal. Rapid Reload: You gain the rapid reload feat for use with
However, some individuals – either those lacking smokepower weapons only.
skill with manipulating magic or finding it distasteful Concentrated Aim: You may, as a standard action, make a
for one reason or another – turn to smoke powder DC 12 Will save to gain a +1 bonus to hit the target. The
weapons to help close the gap between the magic and bonus can accumulate over several rounds, to a maximum
the mundane. equal to your levels in Millos Pistoleer. If you are struck or
otherwise jarred, make a Will save DC 12 + ½ damage taken
Hit Dice: d8 check or lose the bonus to hit.
Craft Smokepowder: You must have an intelligence of at
Requirements least 11 to use this ability. Normally, it requires a Craft
(Alchemy) check and requires you to have the ability to cast
To become a Pistoleer, you must fulfill the
spells to create smokepowder. However, upon reaching 3rd
following requirements:
level, you have gained enough knowledge to fashion your own
Race: Any
smokepowder. Creating one charge of smokepowder is a DC
Alignment: Any.
17 Craft (Alchemy) skill check and uses up 25 gp worth of
Base attack bonus: +3.
materials. Each charge weighs ¼ lbs. A character who
Weapon Proficiency: You must be proficient with
devotes a day to creating smokepowder can generate up to 40
at least one smokepowder weapon.
charges per day (weight 10 lbs., cost 1,000 gp).
Special: You must serve or have served in the
Close & Far: At 3rd level, you can use a melee weapon in one
Millos military.
hand and a one–handed smoke–powder weapon in the other
without suffering an attack of opportunity for discharging the
Class Skills smoke–powder weapon. You may aim at the same or different
The Pistoleer’s class skills (and the key targets with the two attacks. You suffer normal two–weapon
ability for each skill) are Acrobatics (Dex), Athletics penalties when performing such an attack.
(Str), Craft (Int), Handle Animal (Cha), Knowledge Improved Critical: At 4th level, You gains the improved
(Heraldry, Nobility and Royalty, Strategy & Tactics) critical feat for free that is applied to one smokepowder
(Int), Perception (Wis), Persuade (Cha), Profession weapon of your choice. You gain the benefits of this feat,
(Wis), and Spellcraft (Use Magic Device) (Int). even if you do not meet the prerequisites.
Snipe: At 5th level, you are an expert shot with smokepowder
Skill Points per Level: 2 + Int Modifier weapons. When you use the Concentrated Aim ability, you
gain the benefits of the Far Shot feat and deal an extra +1d6
Class Features sneak attack damage with a successful hit. This ability cannot
be used in combination with the rapid shot or multishot feat.

The Pistoleer
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Rapid Reload
2nd +2 +1 +3 0 0 Concentrated Aim
3rd +3 +1 +3 +1 +1 Craft Smokepowder, Close & Far
4th +4 +2 +4 +1 +1 Improved Critical
5th +5 +2 +4 +1 +1 Snipe

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Mystic Theurge Class Features


All of the following are Class Features of the mystic
Hit Die: d4. theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no
Requirements proficiency with any weapon or armor.
To qualify to become a mystic theurge, a character Combined Caster Level: At 1st level, a Mystic theurge adds
must fulfill all the following criteria. his arcane caster level to his divine caster level and vice versa
Skills: Knowledge (arcana) 6 ranks, Knowledge when determining the caster level of any spell he casts.
(religion) 6 ranks. +1 Arcane & Divine Spellcasting Level: When a new
Spells: Able to cast 2nd–level divine spells and 2nd– mystic theurge level is gained, the character gains new spells
level arcane spells. per day as if he had also gained a level in any one arcane
spellcasting class he belonged to before he added the prestige
Class Skills class and any one divine spellcasting class he belonged to
previously. He does not, however, gain any other benefit a
The mystic theurge’s class skills (and the
character of that class would have gained. This essentially
key ability for each skill) are Craft (Int), Knowledge
means that he adds the level of mystic theurge to the level of
(All skills, taken individually), Linguistics (Int),
whatever other arcane spellcasting class and divine
Persuade (Cha), Profession (Wis) and Spellcraft (Int).
spellcasting class the character has, then determines spells per
day and caster level accordingly. If a character had more than
Skill Points at Each Level: 2 + Int modifier.
one arcane spellcasting class or more than one divine
spellcasting class before he became a mystic theurge, he must
decide to which class he adds each level of mystic theurge for
the purpose of determining spells per day.

The Mystic Theurge


Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st* +0 +0 +0 +0 +2 Combined caster level
2nd +1 +1 +0 +0 +3 +1 arcane & divine spellcaster level
3rd +1 +2 +1 +1 +3 +1 arcane & divine spellcaster level
4th +2 +3 +1 +1 +4 +1 arcane & divine spellcaster level
5th +2 +3 +1 +1 +4 +1 arcane & divine spellcaster level
6th +3 +4 +2 +2 +5 +1 arcane & divine spellcaster level
7th +3 +5 +2 +2 +5 +1 arcane & divine spellcaster level
8th +4 +6 +2 +2 +6 +1 arcane & divine spellcaster level
9th +4 +6 +3 +3 +6 +1 arcane & divine spellcaster level
10th +5 +7 +3 +3 +7 +1 arcane & divine spellcaster level

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Rhuk code may earn disapproval for other Rhuk for minor
Rhuks are not as well–known for their infractions (such as failing to help someone in need) or could
mounted combat abilities as other knights. They are lead to banishment or outlaw status for major infractions (such
much deadlier on foot than on horseback, though as betraying a Skierian noble or fleeing from a combat). If the
their riding skills are formidable. Rhuk commits a major infraction, he may no longer advance
as a Rhuk until atonement has been performed.
Hit Dice: d10 Two As One: The mount and his rider become in tune with
Requirements one another, such that the mount becomes as skillful as its
rider. At the indicated levels, the mount gains a bonus to
To become a Rhuk, a character must meet
Athletics (Jump), Acrobatics (Tumble), saving throws, armor
the following requirements:
class and attack rolls. These bonuses do not apply when the
Alignment: Any non–chaotic.
mount is not ridden by you.
Feats: You must have the Whirlwind Attack feat.
Rolling Attack: At 2nd level, you may tumble forward half
Skills: To qualify for becoming a Rhuk , You must
your movement rate and make a full attack. You must move
have at least 6 ranks in Persuade (Diplomacy),
in a straight line when tumbling forward.
Acrobatics (Tumble) and Knowledge (Nobility and
Leaping Slash: At 4th level, you can use your tumbling
Royalty).
ability to leap into the air and come down on his opponent
Weapon and Armor: You must have proficiency
with great force, dealing an extra 1d8 damage if successful.
with light, and medium armors, as well as proficiency
You can perform this feat once per day per level of Rhuk.
with shields. You must have proficiency with
Dance of Blades: At 6th level, you can take a full attack
scimitar and glaive.
against all opponents in all the adjacent 5 foot squares around
Class Skills you.
The Rhuk’s class skills (and the key ability Whirling Frenzy: Starting at 8th level, when taking a full
for each skill) are Athletics (Str), Craft (All) (Int), attack, you may make an extra attack at your highest Base
Handle Animal (Cha), Knowledge (Heraldry, attack bonus. However, all of your other attacks suffer a –5
Nobility and Royalty & Strategy and Tactics), penalty to hit.
Perception (Wis), Persuade (Cha), Perform(Cha), and Undeniable Blade: With one minute of preparation, the Rhuk
Profession (Any) (Wis). can enchant his blade to overcome a specific damage
reduction (good, evil, magic, adamantine, silver or other as
Skill Points per Level: 2 + Int Modifier you desires). The blade remains enchanted for 1 minute.

Class Features

Rhuk Code: A Rhuk is held to a rigid code of honor


that he must not disobey. This includes obeying
superior officers, rendering aid to the Khan of Randu
in whatever method is required. Other sections of the
code require the knight to help true Skierians in need
of assistance, and show courage and adhere to the
rules of “fair play” in combat. Failure to follow the

The Rhuk
Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Rhuk Code
2nd +2 +1 +3 0 0 Two as One +1, Rolling Attack
3rd +3 +1 +3 +1 +1 Bonus Feat
4th +4 +2 +4 +1 +1 Two as One +2, Leaping Slash
5th +5 +2 +4 +1 +1 Leadership
6th +6 +3 +5 +2 +2 Two as One +3, Dance of Blades
7th +7 +3 +5 +2 +2 Bonus Feat
8th +8 +4 +6 +2 +2 Two as One +4, Whirling Frenzy
9th +9 +4 +6 +3 +3 Bonus Feat
10th +10 +5 +7 +3 +3 Two as One +5, Undeniable Blade
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Shadow Master Special: You must worship Gwieze.
Gwieze, master of shadows, is a complicated
entity. His motives are often bizarre, and he seems to Class Skills
do things without rhyme or reason. Some believe The Shadow Master’s class skills (and the key ability
Gwieze to be nothing short of mad, but one thing is for each skill) are Craft (Int), Deception (Cha), Knowledge
sure – he always acts to destabilize things and people (Appraise, Arcana, History, Religion, & The Planes) (Int),
around him. Perception (Wis), Persuade (Cha), Profession (Wis), Stealth
The Shadow Masters are an elite group who (Dex), and Spellcraft (Divine & Use Magic Device) (Int).
have been given insight into Gwieze’s greater plan.
They do not wonder that Gwieze is mad – they know Skill Points per Level: 2 + Int Modifier
it. But they also know Gwieze’s madness has
purpose and they are to fulfill that purpose. Class Features
Generally speaking, the Shadow Masters
Shadow Manipulation: You can animate one shadow at 1st
seek ways to gather power and bring about the
level and one shadow for every two additional levels of
downfall of others.
Shadow Master from the shadows of others. An animated
Hit Dice: d6
shadow is under the caster’s control. While the Shadow
Master controls a shadow, the person it was drawn from casts
Requirements no shadow, but is not otherwise harmed. If the shadow is
To become a Shadow Master, a character destroyed or the effect ends, the person’s shadows return.
must fulfill the following requirements: This effect lasts for 6 rounds + 1 round/level.
Race: Any Summon Shadowfane: At 3rd level, you can summon a
Diety: Gwieze shadowfane. The shadowfane will acts as you command.
Alignment: Nuetral Evil, Chaotic Neutral or Chaotic Shadow Self: At 5th level, you can make a duplicate of
Evil himself made from shadow. The shadow self acts as if you
SpellCasting: You must be able to cast divine spells had cast simulacrum, but the construct is made of shadow
and have the Madness domain. instead of snow. You may use this ability no more than once
Skills: You must have at least 10 ranks in per week, and only if you do not currently have a shadow self
Knowledge (Religion) and Deception (Bluff). active.
The Shadowmaster
Class Base Caste Fort Ref Will Special
Level attack r Save Save Save
bonus Level
1st +0 +0 0 +2 0 +1 caster level, shadow manipulation
2nd +1 +1 0 +3 0 +1d6 sneak attack
3rd +2 +2 +1 +3 +1 +1 caster level, summon shadowfane
4th +3 +3 +1 +4 +1 +1 caster level, shadow walk
5th +3 +3 +1 +4 +1 +2d6 sneak attack, shadow self

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The Shadowdancer
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1st +0 +0 +0 +2 +0 Hide in plain sight
2nd +1 +1 +0 +3 +0 Evasion, darkvision, uncanny dodge
3rd +2 +1 +1 +3 +1 Shadow illusion, summon shadow
4th +3 +2 +1 +4 +1 Shadow jump 20 ft.
5th +3 +2 +1 +4 +1 Defensive roll, improved uncanny dodge
6th +4 +3 +2 +5 +2 Shadow jump 40 ft., summon shadow
7th +5 +3 +2 +5 +2 Slippery mind
8th +6 +4 +2 +6 +2 Shadow jump 80 ft.
9th +6 +4 +3 +6 +3 Summon shadow
10th +7 +5 +3 +7 +3 Shadow jump 160 ft., improved evasion
evasion ability can only be used if the shadowdancer is
Shadowdancer wearing light armor or no armor.
Darkvision (Su): At 2nd level, a shadowdancer can see in
Hit Die: d8. the dark as though she were permanently under the effect
of a darkvision spell.
Requirements Uncanny Dodge (Ex): Starting at 2nd level, a
shadowdancer retains her Dexterity bonus to AC (if any)
To qualify to become a shadowdancer, a character must
regardless of being caught flat–footed or struck by an
fulfill all the following criteria.
invisible attacker. (She still loses any Dexterity bonus to
Skills: Stealth (Move Silently) 8 ranks, Stealth (Hide) 10
AC if immobilized.)
ranks, Perform (dance) 5 ranks.
If a character gains uncanny dodge from a
Feats: Combat Reflexes, Dodge, Mobility.
second class, the character automatically gains improved
uncanny dodge (see below).
Class Skills Shadow Illusion (Sp): When a shadowdancer reaches 3rd
The shadowdancer’s class skills (and the key level, she can create visual illusions. This ability’s effect
ability for each skill) are Acrobatics (Dex), Athletics is identical to that of the arcane spell silent image and
(Str), Deception (Cha), Perception (Wis), Perform (Cha), may be employed once per day.
Persuade (Cha), Profession (Wis) and Stealth (Dex). Summon Shadow (Su): At 3rd level, a shadowdancer
can summon a shadow, an undead shade. Unlike a normal
Skill Points at Each Level: 6 + Int modifier. shadow, this shadow’s alignment matches that of the
Table: The Shadowdancer shadowdancer, and the creature cannot create spawn. The
summoned shadow cannot be turned, rebuked, or
commanded by any third party. This shadow serves as a
Class Features companion to the shadowdancer and can communicate
All of the following are Class Features of the intelligibly with the shadowdancer. Every third level
shadowdancer prestige class. gained by the shadowdancer adds +2 HD (and the
Weapon and Armor Proficiency: Shadowdancers are requisite base attack and base save bonus increases) to her
proficient with the club, crossbow (hand, light, or heavy), shadow companion.
dagger (any type), dart, mace, morningstar, quarterstaff, If a shadow companion is destroyed, or the
rapier, sap, shortbow (normal and composite), and short shadowdancer chooses to dismiss it, the shadowdancer
sword. Shadowdancers are proficient with light armor but must attempt a DC 15 Fortitude save. If the saving throw
not with shields. fails, the shadowdancer loses 200 experience points per
Hide in Plain Sight (Su): A shadowdancer can use the shadowdancer level. A successful saving throw reduces
Hide skill even while being observed. As long as she is the loss by half, to 100 XP per prestige class level. The
within 10 feet of some sort of shadow, a shadowdancer shadowdancer’s XP total can never go below 0 as the
can hide herself from view in the open without anything result of a shadow’s dismissal or destruction. A destroyed
to actually hide behind. She cannot, however, hide in her or dismissed shadow companion cannot be replaced for
own shadow. 30 days.
Evasion (Ex): At 2nd level, a shadowdancer gains Shadow Jump (Su): At 4th level, a shadowdancer gains
evasion. If exposed to any effect that normally allows her the ability to travel between shadows as if by means of a
to attempt a Reflex saving throw for half damage, she dimension door spell. The limitation is that the magical
takes no damage with a successful saving throw. The transport must begin and end in an area with at least some

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shadow. A shadowdancer can jump up to a total of 20 feet
each day in this way; this may be a single jump of 20 feet
or two jumps of 10 feet each. Every two levels higher
than 4th, the distance a shadowdancer can jump each day
doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at
10th). This amount can be split among many jumps, but
each one, no matter how small, counts as a 10–foot
increment.
Defensive Roll (Ex): Starting at 5th level, once per day,
when a shadowdancer would be reduced to 0 hit points or
less by damage in combat (from a weapon or other blow,
not a spell or special ability), she can attempt to roll with
the damage. She makes a Reflex saving throw (DC =
damage dealt) and, if successful, takes only half damage
from the blow. She must be aware of the attack and able
to react to it in order to execute her defensive roll. If she
is in a situation that would deny her any Dexterity bonus
to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a
shadowdancer can no longer be flanked. This defense
denies rogues the ability to use flank attacks to sneak
attack the shadowdancer. The exception to this defense is
that a rogue at least four levels higher than the
shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above)
from a second class the character automatically gains
improved uncanny dodge, and the levels from those
classes stack to determine the minimum rogue level
required to flank the character.
Slippery Mind (Ex): At 7th level, if a shadowdancer is
affected by an enchantment and fails her saving throw, 1
round later she can attempt her saving throw again. She
only gets this one extra chance to succeed at her saving
throw. If it fails as well, the spell’s effects occur
normally.
Improved Evasion (Ex): This ability, gained at 10th
level, works like evasion (see above). A shadowdancer
takes no damage at all on successful saving throws
against attacks that allow a Reflex saving throw for half
damage. What’s more, she takes only half damage even if
she fails her saving throw.

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Spellslinger Class Skills
A new breed of mage has emerged from the Ice The Spellslinger’s class skills (and the key
Mages and areas of the Silkna Kingdom, who revel in ability for each skill) are Craft (Any) (Int), Deception
hunting down other mages and challenging them to duels. (Cha), Knowledge (Appraise & Arcana) (Int), Perception
Those who survive their first few magic duels quickly (Wis), Persuade (Intimidate) (Cha), and Spellcraft
become notorious as they increase in power, as quickly (Arcane & Use Magic Device) (Int).
becoming the hunted as they once were themselves the
hunter. Magic duels, it seems, are always to the death; Skill Points per Level: 2 + Int Modifier
anything less is not worthy of the spellslinger’s time nor a
real test of his skill. Class Features
The reason for becoming a spellslinger are as
Improved Countering: You gain the benefit of the
varied as the spellcaster themselves. Some seek to steal
improved countering feat, even if you do not normally
the magic of those they slay, while others simply seek to
meet the prerequisites.
prove themselves more powerful than any other. A few
Spell Evasion: Any time you are a target of a spell, with
excuse their actions as they hunt down evil wizards and
a successful saving throw you are unaffected, even if
eliminate them, while others do the reverse – hunting
there is a partial effect. For example, if you make a reflex
down innocent or good spellcasters and blasting them for
save against a fireball spell, you take no damage instead
no other reason than spite.
of half. Against a finger of death spell, a successful
saving throw would mean you do not take the 2d8
Hit Dice: d6
damage. This ability has no affect against mechanical
traps, extraordinary or supernatural abilities. It only
Requirements works against spells from magical devices, spell–based
To become a Spellslinger, a character must fulfill traps, spell–like powers and cast spells.
the following requirements: Spell Resistance: At 5th level, you gains spell resistance
Race: Any equal to 10 + level of Spellslinger prestige class.
Alignment: Any +X spell level: You gain the indicated bonus when
Feats: Improved Initiative determining spells per day, casting level and known
SpellCasting: A Spellslinger must be able to cast arcane spells.
spells, specifically, they must be able to cast Fireball or Improved Haste: When you cast the haste spell, you
Lightning Bolt. may, as a full action, cast two spells for the round. The
Skills: A Spellslinger must have at least 8 ranks in only move you can make is a shift if you do this.
Knowledge (Arcana) and Spellcraft (Arcane). Improved Metamagic: All of your metamagic feats
Special: The spellslinger must defeat a spellcaster of have their level penalty reduced by one. For example, the
equal or higher level using only spells, scrolls, wands or a Quicken metamagic feat only raises the spell level by
magic staff. three, instead of four.

The Spellslinger
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +0 +0 0 +2 +2 Improved Countering, Spell Evasion
2nd +1 +1 0 +3 +3 +1 spell level
3rd +1 +2 +1 +3 +3 +2 spell level
4th +2 +3 +1 +4 +4 +3 spell level
5th +2 +3 +1 +4 +4 +4 spell level, Spell Resistance
6th +3 +4 +2 +5 +5 +5 spell level
7th +3 +5 +2 +5 +5 +6 spell level
8th +4 +6 +2 +6 +6 +7 spell level
9th +4 +6 +3 +6 +6 +8 spell level
10th +5 +7 +3 +7 +7 +9 spell level, Improved Haste
11th +5 +8 +3 +7 +7 +10 spell level
12th +6 +9 +4 +8 +8 +11 spell level
13th +6 +9 +4 +8 +8 +12 spell level
14th +7 +10 +4 +9 +9 +13 spell level
15th +7 +11 +5 +9 +9 +14 spell level, Improved Metamagic

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Level Base Fort Ref Will Special


Attack Save Save Save
Bonus
1st +0 +0 +0 +2 Improved ally
2nd +1 +0 +0 +3 Augment Summoning, +1 spellcasting level
3rd +1 +1 +1 +3 Extended summoning, +1 spellcasting level
4th +2 +1 +1 +4 Contingent conjuration, +1 spellcasting level
5th +2 +1 +1 +4 Planar cohort, +1 spellcasting level
The thaumaturgist’s improved ally class feature
Thaumaturgist only works when the planar ally shares at least one aspect
of alignment with the thaumaturgist.
Hit Die: d6. A thaumaturgist can have only one such ally at a
time, but he may bargain for tasks from other planar allies
Requirements normally.
Augment Summoning: At 2nd level, a thaumaturgist
To qualify to become a thaumaturgist, a
gains the Augment Summoning feat.
character must fulfill all the following criteria.
Extended Summoning: At 3rd level and higher, all spells
Feats: Spell Focus (conjuration).
from the summoning subschool that the thaumaturgist
Spells: Able to cast lesser planar ally.
casts have their durations doubled, as if the Extend Spell
feat had been applied to them. The levels of the
Class Skills
summoning spells don’t change, however. This ability
The thaumaturgist’s class skills (and the key
stacks with the effect of the Extend Spell feat, which does
ability for each skill) are Concentration (Con), Craft (Int),
change the spell’s level.
Diplomacy (Cha), Knowledge (religion) (Int), Knowledge
Contingent Conjuration: A 4th–level thaumaturgist can
(the planes) (Int), Profession (Wis), Sense Motive (Wis),
prepare a summoning or calling spell ahead of time to be
Speak Language (none), and Spellcraft (Int).
triggered by some other event. This functions as described
for the contingency spell, including having the
Skill Points at Each Level: 2 + Int modifier.
thaumaturgist cast the summoning or calling spell
beforehand. The spell is cast instantly when the trigger
Class Features event occurs.
All of the following are features of the thaumaturgist The conditions needed to bring the spell into
prestige class. effect must be clear, although they can be general. If
Weapon and Armor Proficiency: Thaumaturgists gain complicated or convoluted condition as are prescribed, the
no proficiency with any weapon or armor. contingent conjuration may fail when triggered. The
+1 Spellcasting Level: When a new thaumaturgist level conjuration spell occurs based solely on the stated
is gained, the character gains new spells per day as if he conditions, regardless of whether the thaumaturgist wants
had also gained a level in whatever spellcasting class he it to, although most conjurations can be dismissed
belonged to before he added the prestige class. He does normally. A thaumaturgist can have only one contingent
not, however, gain any other benefit a character of that conjuration active at a time.
class would have gained. This essentially means that he Planar Cohort: A 5th–level thaumaturgist can use any of
adds the level of thaumaturgist to the level of whatever the planar ally spells to call a creature to act as his cohort.
other spellcasting class the character has, then determines The called creature serves loyally and well as long as the
spells per day and caster level accordingly. thaumaturgist continues to advance a cause important to
If a character had more than one spellcasting the creature.
class before he became a thaumaturgist, he must decide to To call a planar cohort, the thaumaturgist must
which class he adds each level of thaumaturgist for the cast the relevant spell, paying the XP costs normally. It
purpose of determining spells per day. takes an offering of 1,000 gp x the HD of the creature to
Improved Ally: When a thaumaturgist casts a planar ally convince it to serve as a planar cohort, and the improved
spell (including the lesser and greater versions), he makes ally class feature can’t be used to reduce or eliminate this
a Diplomacy check to convince the creature to aid him for cost. The planar cohort can’t have more Hit Dice than the
a reduced payment. If the thaumaturgist’s Diplomacy thaumaturgist has, and must have an ECL no higher than
check adjusts the creature’s attitude to helpful the creature the thaumaturgist’s character level –2.
will work for 50% of the standard fee, as long as the task A thaumaturgist can have only one planar cohort at a
is one that is not against its nature. time, but he can continue to make agreements with other

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called creatures normally. A planar cohort does not
replaces a thaumaturgist’s existing cohort, if he has one
by virtue of the Leadership feat, though the planar cohort
does have a negative effect on his leadership score.

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TechnoMage Skill Points per Level: 2 + Int Modifier
Science and magic on Amberos has long been at
odds with each other, and the belief in one tends to Class Features
squelch the ability of the other. However, the rare Science and Magic (Ex): Technomages learn how to
technomage has managed to fuse the powers of both incorporate magic into their technological devices. The
science and magic into weird devices and abilities that technomage can build any spell he knows into a
confound explanation and resist dispelling. technological device at the regular cost of building the
Technomages were responsible for many of the technological device. The device otherwise follows all
Mystic artifacts, and later the War Relics on Amberos. the normal rules for creating and using a technological
They are a secretive bunch, steeped in knowledge and device. Devices with spells built into them can be
often clandestine in nature, owning to the fear and distrust dispelled normally.
of their kind. +X Spell Level (Ex): At the given level, the
Hit Dice: d4 technomage’s spell casting level is increased by the given
Requirements amount. This affects caster level, spells cast per day,
To become a Technomage, a character must spells known, and spell points per day, as applicable.
meet the following requirements: +X Device Level (Ex): At the given level, the
Race: Any non–elf technomage’s ability to create technological devices is
Feats: You must have one Item creation feat and one increased by the given amount. This affects the power
Craft Technological item feat level, maximum blueprints and number of charges the
Skills: To qualify for becoming a Technomage, you must device can hold.
have 10 ranks of Knowledge (Arcana) and 10 ranks of Reduced Cost (Ex): The technomage’s mixing of
Knowledge (Technology) science and magic first pays off with a reduced cost in the
Spells: You must be able to cast 2nd level arcane spells items that he creates. The cost of building devices is
Devices: You must be able to craft 2nd level reduced by ¼ . This does not affect the XP cost of
technological devices building the device.
Class Skills Resist Dispelling (Ex): At 5th level, the technomage’s
ability to mix science and magic makes his items more
The Technomage’s class skills (and the key
resilant to magical dispelling. Any technological device
ability for each skill) are Craft (All) (Int), Knowledge
the technomage builds has a +2 bonus against dispel
(All, taken seperately), Linguistics (Int), Profession (All)
checks.
(Wis), and Spellcraft (Technology & Use Magic Device)
(Int).

The Technomage
Class Level Base attack Caster Fort Ref Will Special
bonus Level Save Save Save
1st +0 +0 0 0 +2 Science and Magic
2nd +1 +1 0 0 +3 +1 spell level, +1 device level
3rd +1 +2 +1 +1 +3 +2 spell level, Reduced Cost
4th +2 +3 +1 +1 +4 +3 spell level, +2 device level
5th +2 +3 +1 +1 +4 +4 spell level, Resist Dispelling
6th +3 +4 +2 +2 +5 +5 spell level, +3 device level
7th +3 +5 +2 +2 +5 +6 spell level, +4 device level
8th +4 +6 +2 +2 +6 +7 spell level, +5 device level
9th +4 +6 +3 +3 +6 +8 spell level, +6 device level
10th +5 +7 +3 +3 +7 +9 spell level, +7 device level

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The Totem Shaman


Class Base attack Caster Fort Ref Will Special
Level bonus Level Save Save Save
1st +0 +0 +2 0 +2 Totem Spirit, Walk the Path
2nd +1 +1 +3 0 +3
3rd +2 +2 +3 +1 +3 Spirit Gift x1
4th +3 +3 +4 +1 +4
5th +3 +3 +4 +1 +4 Totem’s Shape
6th +4 +4 +5 +2 +5 Spirit Gift x2
7th +5 +5 +5 +2 +5 Wild Shape
8th +6 +6 +6 +2 +6 Spirit Gift x3
9th +6 +6 +6 +3 +6
10th +7 +7 +7 +3 +7 Spirit Gift x4

Totem shaman Skill Points per Level: 2 + Int Modifier


The Aharati do not believe that the right to rule
rests with those with the strongest arms or the quickest Class Features
wit. Instead, it is those whom are in tune with the spirits Totem Spirit (Su): As part of the ritual to become a
and forces of the world around them. totem shaman, she becomes tied to spirit animal that
While an warchief makes the decisions of how embodies her strengths. According to the totem she is
and where tribe will fight and organizes hunts for the tied to, you gain abilities as listed below:
clan’s food, it is the totem shaman who decides if the tribe
will fight and where and when to hunt for food. Without Totem Ability
the knowledge of the Totem shaman, food will not grow, Alligator Endurance feat
animals will elude the best of hunters and the enemies of Badger Rage 1x/day
the tribe will make short work of the tribesfolk. Bear +3 hit points
The totem shaman strives to make sense of the Beaver +3 to Craft (woodworking) checks
will of the world for the tribe, and in some cases seeks to Bison Improved Bull rush feat
shape the will of the spirits to benefit her clan. Boar Diehard Feat
Cheetah Run Feat
Hit Dice: d8 Coyote +3 toDeception (Bluff) checks
Eagle +3 to Perception (Spot) checks
Requirements Horse +10 base move
To become a totem shaman, a character must Jaguar +3 toAthletics (Climb)checks
meet the following requirements: Lizard +3 to Survival (Heal) checks
Race: Human (Aharati, Aztech or Afarian). Owl Low–light vision
Alignment: Any Panther +3 to Stealth (Hide) checks
Spells: Ability to cast 2nd level divine spells Rabbit +2 toAthletics (Jump)and
Skills: Knowledge (Nature) 10 ranks and Knowledge Perception (Listen) checks
(Religion) 10 ranks. Racoon +3 to Stealth (Move Silently)
Special: You must wander in the wilderness for 10 days checks
and nights, praying and meditating. At the end of this Raven Bonus Language
period, your character must succeed a DC 20 Will save. Salmon +3 to swim checks
If successful, the character is visited by her spirit totem Toad +3 to Knowledge (Nature) checks
and becomes a shaman. If unsuccessful, the character Turtle +1 natural AC
must continue meditating for 10 more days. If the Wolf +2 to Perception (Spot) and
character does not attract his totem within 40 days, she Perception (Listen) checks
may not become an Totem shaman.
Note that normally the totem chooses your
Class Skills character, not the other way around. However, for play
The Totem shaman’s class skills (and the key purposes, the player may choose the totem she becomes
ability for each skill) are Athletics (Str), Craft (All) (Int), aligned with. Also note that if the character is a totem
Deception (Cha), Handle Animal (Cha), Knowledge barbarian, the totem spirit does not have to match her clan
(Nature & Religion), Perception (Wis), Persuade (Cha), totem.
Perform (Cha), and Survival (Wis).

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Spells: A totem shaman can cast spells from the Druid
spell list. They gain a small number of spells as they gain
levels as shown below. A Spirit Shaman uses its Wisdom
to cast a spell and must have a Wisdom of 10 + the spell
level to cast a spell.
1st 2nd 3rd 4th 5th
1 – – – –
2 – – – –
2 1 – – –
3 2 – – –
3 2 1 – –
3 3 2 – –
4 3 2 1 –
4 3 3 2 –
4 4 3 2 1
4 4 3 3 2

Spirit Gift (Su): Starting at 3rd level, the totem shaman


can bestow the ability granted by his spirit totem to other
willing characters on a successful touch attack. This
ability lasts for 1 round/level of Totem shaman and can be
performed a number of times per day as indicated below.
Totem’s Shape (Su): The Totem shaman can assume the
shape of her totem animal or a hybrid form as if she were
a natural lycanthrope of that type. The ability is treated
the same as the wild shape ability, except she gains DR
10/silver in animal form and can assume a hybrid shape,
using the lycanthrope template rules. The Totem shaman
does not have the Curse of Lycanthrope ability in animal
or hybrid form.
Walk the Path (Ex): The Totem shaman can trade levels
of cleric or druid for levels of Totem shaman at a 1 to 1
ratio. Once traded, the levels cannot be switched back.
Wild Shape (Ex): At 7th level, the Totem shaman gains
the ability to wild shape as per the druid ability, as if she
were a druid equal to her character level.

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Undead Slayer Class Features
Since Teeth’s first appearance on Amberos, there
have been those who have sought out the undead to put Weapon and Armor Proficiency: Undead slayers gain
them to final rest. Over the years, they have formed into a no special armor or weapon skills for their class.
loose brotherhood. This brotherhood has no heiarchy or Undead Immunity: Starting at first level, then again at
standard means of communication, but any two undead 3rd, 5th, 7th and 9th level, the Undead slayer gains
slayers who meet are expected to aid one another to the immunity to one undead special attack form. This can be
best of their ability, as well as share the greater secrets of an attack such as mummy rot, a vampire’s hypnotic gaze,
the “brotherhood” to those members that are prepared to the paralyzing touch of a ghoul, etc. An undead slayer
accept the awesome powers against undeath. cannot take immunity to level drain, however, until 9th
Hit Dice: d8 level.
Species Enemy: The Undead Slayer gains a +1 bonus to
Requirements Deception and Perception skill checks against a specific
To become an undead slayer, a character must type of undead. Likewise, the Undead Slayer gains the
fulfill the following requirements: same bonus to hit and damage against the species chosen.
Race: Any Every three levels, the Undead Slayer gains an additional
Alignment: Any non–evil species enemy and the bonus against each previous
Turning: Must be able to turn or rebuke undead species the Undead Slayer has chosen increases by +1.
Base Attack: +4 or better Undead Critical: At 2nd level and beyond, undead
Special: The undead slayer must have defeated a CR 3 hunters have an intimate knowledge of undead
undead or greater single–handedly. weaknesses. Their attacks can inflict critical damage
against undead, ignoring undead’s ability to negate
Class Skills critical attacks.
The Undead Slayer’s class skills (and the key
ability for each skill) are Acrobatics (Dex), Athletics
(Str), Craft (Int), Deception (Cha), Disable Device (Int),
Handle Animal (Cha), Knowledge (Arcana, Local,
History, Religion, The Planes) (Int), Perception (Wis),
Persuade (Cha), Stealth (Dex) and Survival (Wis).

Skill Points at each level: 2 + Int Modifier

The Undead Slayer


Class Base attack Caster Fort Ref Will Special
Level bonus Level Save Save Save
1st +1 +0 +2 0 +2 Undead Immunity, Species Enemy
2nd +2 +1 +3 0 +3 Undead Critical
3rd +3 +2 +3 +1 +3 Undead Immunity
4th +4 +3 +4 +1 +4 2nd Species Enemy
5th +5 +3 +4 +1 +4 Undead Immunity
6th +6 +4 +5 +2 +5
7th +7 +5 +6 +2 +6 Undead Immunity, 3rd Species Enemy
8th +8 +6 +7 +2 +7
9th +9 +6 +8 +3 +8 Undead Immunity
10th +10 +7 +9 +3 +9 4th Species Enemy

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War Machine craft you a new version. The weapon is automatically
There are those who lose themselves so utterly to treated as a masterwork weapon of its kind.
combat that become nigh unstoppable. The war machine Light Fortification (Ex): By 3rd level, you have replaced
is more than that – becoming a living, unstoppable engine enough of your flesh with bolted on strips of metal that
of death. Either through loss on the combat field or by critical hits and sneak attacks have a 25% chance of
means of brutal surgery willingly conducted on himself, having no effect on you.
the war machine becomes less and less of a living creature Living Armor (Ex): By 4th level, your flesh has been
and more and more of a soulless construct whose only covered or replaced with metal armor that is bolted into
though is more destruction. place. You are considered to be wearing full plate armor
at all times, but it is much more mobile than an artificial
Hit Dice: d12 suit of armor. You gain a +8 armor bonus to your AC,
Max Dex Bonus of +3, an Armor Penalty of –3 and 35%
Requirements spell failure chance. Your speed is affected as if you are
wearing heavy armor (Medium size base speed becomes
To become a war machine, a character must
20 ft., Small size base speed becomes 15 ft.) You are
fulfill the following requirements:
considered to be carrying an extra 50 lbs. at all times.
Alignment: Any non–good
Moderate Fortification (Ex): At 6th level, you have
Base attack bonus: +6 or better
replaced enough of your flesh that critical hits and sneak
Weapon and Armor: You must have proficiency with
attacks have a 50% chance of having no effect on you.
heavy armor and martial weapon proficiency.
Heavy Fortification (Ex): At 7th level, so little flesh
Feats: Diehard, Endurance, Toughness
remains that critical hits and sneak attacks have a 75%
Special: The character must have been reduced to –5 hit
chance of having no effect on you.
points or more and survived.
Construct Traits (Su): At 8th level you have enhanced
your mind while likewise fortifying your body as you
Class Skills have brutally replaced flesh with bits of armor. You
The war machine’s class skills (and the key gain immunity to mind–affecting effects (charms,
ability for each skill) are Athletics (Str), Craft (Int), compulsions, phantasms, patterns, and morale effects) and
Handle Animal (Cha), Knowledge (Architecture and gain immunity to poison, sleep effects, paralysis,
engineering, Heraldry, & Strategy & Tactics) (Int), stunning, disease, death effects and necromancy effects.
Perception (Wis), Persuade (Cha), and Profession (Wis). You are no longer subject to critical hits, nonlethal
damage, ability damage, ability drain, fatigue, exhaustion
Skill Points per Level: 2 + Int Modifier or energy drain. You are immune to any effect that
requires a Fortitude save and are not at risk of death from
Class Features massive damage. You lose your Constitution score and
Damage Reduction (Ex): At every even level (2nd, 4th, can only be repaired by means of the Craft (Armorsmith)
6th and 8th), you gain DR 1/–. This stacks with any skill (see below) or certain magical spells that repair
damage reduction of the same type you may already have objects. In the latter case, you heal 1d8 hit points per
from another class, ability or item. level of the spell when it is used upon you.
Natural Armor (Ex): At every odd level (1st, 3rd, 5th), To repair damage to yourself with Craft
you gain a natural armor bonus. This stacks with any (Armorsmith) skill, you need to make a DC 15 skill check
natural armor bonus you may already have from another and expend 10 gp in materials. A successful check
class, ability or item. repairs 1 hit point, +1 hit point per 5 points you beat the
Weapon of Doom (Ex): At 2nd level, choose a weapon check DC by.
you are proficient with. The damage the weapon inflicts Enhanced Weapon of Doom (Ex): At 7th level, your
increases by 1 die size and now deals slashing, piercing weapon of doom gains a critical range of 18–20/x4. It is
and bludgeoning damage. If your Weapon of Doom is also considered to be made of adamantine.
lost or destroyed, you may automatically replace it in one
month’s time or use the Craft (Weaponsmithing) skill to
The War Machine
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +1 +0 +2 0 0 Natural Armor +1
2nd +2 +1 +3 0 0 DR 1/–, Weapon of Doom
3rd +3 +1 +3 +1 +1 Natural Armor +2, Light Fortification
4th +4 +2 +4 +1 +1 DR 2/–
5th +5 +2 +4 +1 +1 Living Armor, Natural Armor +3

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6th +6 +3 +5 +2 +2 DR 3/–, Moderate Fortification
7th +7 +3 +5 +2 +2 Natural Armor +4, Enhanced Weapon
of Doom, Heavy Fortification
8th +8 +4 +6 +2 +2 DR 4/–, Construct Traits

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Warrior Brave Nature), Perception (Wis), Persuade (Cha), Stealth (Dex),
Warrior braves are warriors known for their and Survival (Wis).
bravery and daring when facing the enemy. While
roguish sneakery is often a part of their tactics, they fear Skill Points per Level: 4 + Int Modifier
no enemy and will risk much to prove they are braver,
stronger and more intelligent than their enemy. Class Features
Hit Dice: d10 Counting Coup (Ex): Using a special club called a coup
Requirements stick, if the Warrior brave lands a surprise blow to his foe
To become an Warrior brave, a character must he has a chance to demoralizing them. The victim of the
meet the following requirements: attack must make a DC 12 + ½ Warrior brave level + Cha
Race: Human, Half–Elf or Half–Orc modifier or suffer a –2 penalty to attack, saves and skill
Alignment: Any rolls for 1 minute. This ability may be used once per
Feats: Weapon Focus and Weapon Specialization feat in encounter, and cannot be used against the same opponent
either spear, club or bow (long or short). more than once per day.
Skills: Stealth (Move Silently) 6 ranks. Greater Counting Coup (Ex): As above, but the
Special: You must use a special club called a Coup club Warrior brave also gains a +2 bonus to Strength and
to surprise and strike an enemy who has at least as many Dexterity for a number of rounds equal to his Constitution
levels or Hit Dice as you. The enemy must have at least 5 modifier, if the opponent has at least 2/3rd the character’s
or more Hit Dice. level or hit dice. This ability may be used once per
encounter, and cannot be used against the same opponent
Class Skills more than once per day.
Legendary Counting Coup (Su): With a surprise strike,
The Warrior brave class skills (and the key
the Warrior brave can literally steal some of his foes life
ability for each skill) are Athletics (Str), Craft (All) (Int),
essence. The victim acts as if struck by an enervation
Handle Animal (Cha), Knowledge (Geography, Local, &
spell at a casting level equal to the Warrior brave’s
character level. This ability may be used once per day.

The Warrior Brave


Class Base Caster Fort Ref Will Special
Level attack Level Save Save Save
bonus
1st +1 +0 +2 +2 0 Counting Coup
2nd +2 +1 +3 +3 0
3rd +3 +1 +3 +3 +1 Greater Counting Coup
4th +4 +2 +4 +4 +1
5th +5 +2 +4 +4 +1 Legendary Coup

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Wa–Atari/Wri–Atari on the outsider that the character has made a pact with.
The red–robed witches of Randu, known as While the pact of power greatly enhances the Wa–
the Wa–Atari, are among the most feared spellcasters Atari/Wri–Atari’s power, there is a chance that outsider will
from the east. They have been compared to be the demand something in return for the powers granted, or
eastern counterpart to the dread Light Lords of possibly even drive the Wa–Atari/Wri–Atari mad. Each time
Raonauke Major. you gain a level in Wa–Atari/Wri–Atari (including the first),
The Wa–Atari/Wri–Atari gain their You must make a DC 20 Will save. If you fail the save, the
powerful magical abilities from the pacts they forge character goes mad, coming under the control of the GM.
with outsiders. Usually these outsiders are demons Another save is made each day until the Wa–Atari/Wri–Atari
and devils, but some of the Wa–Atari/Wri–Atari have succeeds the saving throw and regains control. If the GM does
formed bonds with other powerful, willing outsiders. not wish to run your character, he should remove your
The Wri–Atari are among some of the rarest character from the game for twenty game days.
individuals on Amberos. Male counterparts to the Furthermore, the Wa–Atari/Wri–Atari must make a
Wa–Atari “witches”, these channelers of spirits and similar check once per game month, with a Will save DC 15.
magic power are even more powerful than the “red Failure indicates madness takes the Wa–Atari/Wri–Atari as
witches”, and the chance of them becoming insane is above.
quite higher as well. They often gain the moniker of Finally, the outsider may, at any time, demand a
“warlock” in the west, a name the Wri–Atari detest. service from the Wa–Atari/Wri–Atari. Such requests are
generally adventures or quests that somehow benefit the
Hit Dice: d4 outsider or prove the Wa–Atari/Wri–Atari’s loyalty. If you
refuses the request, the outsider may revoke the abilities
Requirements gained by the Pact of Power and can choose to prevent you
from gaining levels as Wa–Atari/Wri–Atari until the Wa–
To become a Wa–Atari/Wri–Atari, a
Atari/Wri–Atari complies or atones. Note that in rare cases,
character must fulfill the following requirements:
the Outsider may ask the Wa–Atari/Wri–Atari to perform an
Gender: Female (Wa–Atari), Male (Wri–Atari)
act to see if you will refuse (and thus reward you if she fails to
Country: Randu or Ran Da Khan
complete the mission). However, an Outsider cannot revoke
Race: Human, mageborn or half–elf
the pact if the Wa–Atari/Wri–Atari does complete the
Alignment: Any non–Lawful good
outsider’s task (even if they didn’t mean for them to take the
SpellCasting: You must be able to cast arcane spells
task on), so the outsider must be careful what they ask the
of at least 2nd level.
Wa–Atari/Wri–Atari to do.
Skills: You must have at least 3 ranks in Knowledge
(The Planes), at least 6 ranks in Knowledge (Arcana)
and at least 6 ranks in Spellcraft. Outsider Ability
Special: You must make friendly contact with an Demon Acid Resistance 5, free
outsider and enter into a contract with said outsider to Demon summons
become a Wa–Atari or Wri–Atari. The contacted Devil Damage Reduction 5/Good,
entity should have near demi–god power or better. free Devil summons
The Wa–Atari must also accept you into their ranks; Elemental, Air Sonic Resistance 5, free Air
this generally requires a display of magical power in summons
which you best another prospective Wa–Atari in a Elemental, Earth +3 natural Armor, free Earth
fight to the death. Wri–Atari are rarely required to summons
fight and are usually accepted directly into the Wri– Elemental, Fire Fire Resistance 5, free Fire
Atari’s ranks. summons
Elemental, Water Water breathing 1x/day, free
Water summons
Class Skills
Daemon Cold Resistance 5, free
The Wa–Atari/Wri–Atari’s class skills (and Daemon summons
the key ability for each skill) are Craft (Int), Titan Bull’s Strength 1x/day, free
Knowledge (All, taken seperately) (Int), Linguistics summons
(Int), Persuade (Cha), Profession (Wis), and Celestial Damage Reduction 5/Evil,
Spellcraft (Arcane & Use Magic Device) (Int). free Celestial summons
Skill Points per Level: 2 + Int Modifier
Free Summons: You can, once per day, cast Summon
Monster at up to the highest spell level the caster has
Class Features available. If a type of monster is specified, the caster can use
Pact of Power (Su): Upon becoming a Wa–Atari or the free summons only to summon creatures with the specified
Wri–Atari, You gain supernatural abilities depending type.

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Spell Blast (Sp): At 1st level, the Wa–Atari/Wri– Augmented Summoning: You gain the Augment
Atari learns the ability to focus his magical energy Summoning feat for free at 5th level.
into a powerful burst of pure magic. As a standard Innate Spell (Sp): Starting at 5th level, the Wa–Atari/Wri–
action, the Wa–Atari/Wri–Atari can direct this beam Atari gains such mastery over a spell that he can cast it at will
as a ranged touch attack that deals 1d6 damage per or give it a 24 hour duration. At 5th level, the Wa–Atari/Wri–
level of the highest level uncast spell slot he has Atari chooses one 0th level spell. If this spell has a Range line
available, with a range of 30 feet + 5 ft/spell level of of 0 or Personal, you may, as a standard action, activate this
the slot used. If the Wa–Atari/Wri–Atari chooses to spell with a 24 hour duration. If the spell has any other Range,
give up a spell slot of at least 1st level at the you may cast this spell at will. You do not need a material
beginning of the day, he can empower the magical focus for the spell.
blast with an energy type (acid, electricity, fire, force At 7th and 9th level, you gain a second and third spell
or sonic). However, adding an energy type to the that you can use innately. This spell may be 0 or 1st level.
spell blast reduces the damage the blast deals by – At 11th and 13th level, you gain a third and fourth
1d6. spell that you can use innately. This spell may be 0, 1st or 2nd
Improved Pact of Power (Su): At 10th level, the level.
Wa–Atari/Wri–Atari’s pact of power becomes At 15th level, you gain a fifth spell you can use
stronger as she becomes closer to the entity she has innately. This spell may be 0, 1st, 2nd or 3rd level.
bonded with. Once the spell has been chosen, it cannot be changed
Outsider Ability to another spell. However, when you gain a new innate spell,
Demon Acid Resistance 10, Teleport you may choose to change one previous innate spell to a
1x/day different innate spell of the same or lower level.
Devil Damage Reduction 10/Good, Combine Spell: At 8th level, you gain the Combine Spell feat.
Dimension Door 1x/day Ultimate Pact of Power (Su): Upon reaching 10th level, you
Elemental, Air Sonic Resistance 10, Fly gain the final level of power from your patron outsider, as
1x/day shown below.
Elemental, Earth +5 natural Armor, Meld with Outsider Ability
Stone 1x/day Demon Damage Reduction 10/Law
Elemental, Fire Fire Resistance 10, Fireball and Cold Iron, Acid Immunity
1x/day Devil Damage Reduction 10/Good
Elemental, Water Water Walking 1x/day, and Silver
Gaseous Form 1x/day Elemental, Air Sonic Immunity, Wind Walk
Daemon Cold Resistance 10, Dominate at will
Person 1x/day Elemental, Earth Stoneskin 1x/day
Titan Damage Reduction 5/Chaos, Elemental, Fire Fire Immunity
Lightning Bolt 1x/day Elemental, Water Water Breathing at will, Water
Celestial Damage Reduction 10/Evil, Walking at Will
Cure Moderate Wounds Daemon Cold Immunity
1x/day Titan Damage Reduction 10/Chaos
and Adamantine, Gate 1x/day
Celestial Fly at will

The Wa-Atari/Wri-Atari
Class Level Base Caster Fort Ref Will Special
attack Level Save Save Save
bonus
1st +0 +0 0 0 +2 Pact of Power, Spell Blast
2nd +1 +1 0 0 +3 +1 arcane spell level
3rd +1 +2 +1 +1 +3 +1 arcane spell level, Augmented Summoning
4th +2 +3 +1 +1 +4 +1 arcane spell level
5th +2 +3 +1 +1 +4 +1 arcane spell level, Innate Spell (1st)
6th +3 +4 +2 +2 +5 +1 arcane spell level
7th +3 +5 +2 +2 +5 +1 arcane spell level, Innate Spell (2nd)
8th +4 +6 +2 +2 +6 +1 arcane spell level, Combine Spell
9th +4 +6 +3 +3 +6 +1 arcane spell level, Innate Spell (3rd)
10th +5 +7 +3 +3 +7 Improved Pact of Power
11th +5 +8 +3 +3 +7 +1 arcane spell level, Innate Spell (4th)

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12th +6 +9 +4 +4 +8 +1 arcane spell level


13th +6 +9 +4 +4 +8 +1 arcane spell level, Innate Spell (5th)
14th +7 +10 +4 +4 +9 +1 arcane spell level
15th +7 +11 +5 +5 +9 +1 arcane spell level, Innate Spell (6th)
16th +8 +12 +5 +5 +10 +1 arcane spell level, Ultimate Pact of Power

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Skills Using Skills


When your character uses a skill, you make a skill
Skills Summary check to see how well he or she does. The higher the result of
You spend a skill point to gain a rank in a the skill check, the better. Based on the circumstances, your
skill. You gain a bonus of +3 virtual skill ranks in a result must match or beat a particular number (a DC or the
class skill to your rank totals for a skill. result of an opposed skill check) for the check to be
Your maximum rank in a class skill is your successful. The harder the task, the higher the number you
character level + 3. need to roll.
Your maximum rank in a non–class skill is Circumstances can affect your check. A character
your character level. who is free to work without distractions can make a careful
Using Skills: To make a skill check, roll: 1d20 + skill attempt and avoid simple mistakes. A character who has lots
modifier (Skill modifier = skill rank + ability of time can try over and over again, thereby assuring the best
modifier + miscellaneous modifiers) outcome. If others help, the character may succeed where
This roll works just like an attack roll or a otherwise he or she would fail.
saving throw— the higher the roll, the better. Either
you’re trying to match or exceed a certain Difficulty
Class (DC), or you’re trying to beat another
Simple Skill Checks
character’s check result. A skill check takes into account a character’s training
Skill Ranks: A character’s number of ranks in a skill (skill rank), natural talent (ability modifier), and luck (the die
is based on how many skill points a character has roll). It may also take into account his or her race’s knack for
invested in a skill. If you have one or more skill doing certain things (racial bonus) or what armor he or she is
ranks in a given skill, you are Trained in that skill. wearing (armor check penalty), or a certain feat the character
Many skills can be used even if the character has no possesses, among other things.
ranks in them; doing this is called making an To make a Simple skill check, roll 1d20 and add your
untrained skill check. character’s skill modifier for that skill. The skill modifier
Ability Modifier: The ability modifier used in a skill incorporates the character’s ranks in that skill and the ability
check is the modifier for the skill’s key ability (the modifier for that skill’s key ability, plus any other
ability associated with the skill’s use). The key ability miscellaneous modifiers that may apply, including racial
of each skill is noted in its description. bonuses and armor check penalties. The higher the result, the
Miscellaneous Modifiers: Miscellaneous modifiers better.
include racial bonuses, armor check penalties, and On a natural roll of 20, roll the die again and add the
bonuses provided by feats, among others. additional die result to the total. If you again roll a natural 20,
continue to roll the die and add the result until you no longer
roll a 20.
Spending Skill Points On a natural roll of 1, roll the die again and subtract
You spend skill points on skill broad groups
the additional die result from the total. If you again roll a
on a 1 to 1 basis, with the exception of “trained only”
natural 1, subtract 20 from the result and roll again until you
skills, which you must purchase seperately
no longer roll a 1.
Each skill point you spend on a broad class
skill gets you 1 rank in that skill. Class skills are the
skills found on your character’s class skill list. Cross- Complex Skill Checks
class skills are those skills not listed on your class Some skill actions cannot be completed with a single
skill list. skill check, and may take an extended period of time to
The maximum rank in a class skill is the complete the check. Any skill action that takes longer than
character’s level + 3. If it’s a cross–class skill, the one round to complete is generally a complex skill check.
maximum rank is equal to your character level. To make a complex skill check, roll 1d20 and your
Regardless of whether a skill is purchased as character’s skill modifier for that skill. If you beat the basic
a class skill or a cross–class skill, if it is a class skill difficulty modifier, you add your result to the rolling total for
for any of your classes, your maximum rank equals the skill check. If you fail to beat the basic difficulty modifier
your total character level + 3. by 5 or more, you subtract your result from the rolling total.
Skill Groups: Many of the broad skills have If you meet or exceed the Complex Skill DC, you
subgroups, such as Athletics (Swim) or Deception have accomplished the task. If your total ever drops to 0 or
(Disguise). Your skill rank with a subskill is equal to less, or time to complete the activity runs out, you fail the
the number of ranks you have put into the broad skill. check.
When taking feats or using magic to enhance skills, A Complex Skill check usually has a total DC of ten
they are applied only to specific subskills within a times the base DC.
broad skill.

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Opposed Skill Checks Attempts), or possessing unusually accurate information.


In some cases, you may need to roll a skill 2. Give the skill user a –2 circumstance penalty to represent
check against the skill total of an opponent. If an conditions that hamper performance, such as being forced
opponent is attempting to actively oppose you (for to use improvised tools or having misleading information.
example, suspects you of lying to them), both sides 3. Reduce the DC by 2 to represent circumstances that make
roll their appropriate skills and the higher skill roll the task easier, such as having a friendly audience or
wins. doing work that can be subpar.
If the opponent is unaware of your attempt 4. Increase the DC by 2 to represent circumstances that make
to use a skill (such as pickpocketing a random the task harder, such as having an uncooperative audience
individual in the street), you make the skill check or doing work that must be flawless.
against a static DC of 10 + the opponent’s skill
bonus. Conditions that affect your character’s ability to perform the
skill change the skill modifier. Conditions that modify how
well the character has to perform the skill to succeed change
Difficulty Class the DC. A bonus to the skill modifier and a reduction in the
Some checks are made against a Difficulty check’s DC have the same result: They create a better chance
Class (DC). The DC is a number (set using the skill of success. But they represent different circumstances, and
rules as a guideline) that you must score as a result on sometimes that difference is important.
your skill check in order to succeed.
Time and Skill Checks
Trying Again Using a skill might take a round, take no time, or take
In general, you can try a skill check again if several rounds or even longer. Most skill uses are standard
you fail, and you can keep trying indefinitely. Some actions, move actions, or full–round actions. Types of actions
skills, however, have consequences of failure that define how long activities take to perform within the
must be taken into account. A few skills are virtually framework of a combat round (6 seconds) and how movement
useless once a check has failed on an attempt to is treated with respect to the activity.
accomplish a particular task. For most skills, when a Some skill checks are instant and represent reactions
character has succeeded once at a given task, to an event, or are included as part of an action.
additional successes are meaningless. These skill checks are not actions. Other skill checks
represent part of movement.
Untrained Skill Checks
Generally, if your character attempts to use a skill he Checks without Rolls
or she does not possess, you make a skill check as A skill check represents an attempt to accomplish
normal. The skill modifier doesn’t have a skill rank some goal, usually while under some sort of time pressure or
added in because the character has no ranks in the distraction. Sometimes, though, a character can use a skill
skill. Any other applicable modifiers, such as the under more favorable conditions and eliminate the luck factor.
modifier for the skill’s key ability, are applied to the Taking 10: When your character is not being threatened or
check. distracted, you may choose to take 10. Instead of rolling 1d20
Many skills can be used only by someone for the skill check, calculate your result as if you had rolled a
who is trained in them. In desperation, a character 10. For many routine tasks, taking 10 makes them
may attempt an untrained skill check, suffering a –4 automatically successful. Distractions or threats (such as
circumstance modifier to the check. A character combat) make it impossible for a character to take 10. In most
cannot receive synergy bonuses for Trained only cases, taking 10 is purely a safety measure —you know (or
skills he is not trained in. expect) that an average roll will succeed but fear that a poor
roll might fail, so you elect to settle for the average roll (a 10).
Favorable and Unfavorable Conditions Taking 10 is especially useful in situations where a
Some situations may make a skill easier or particularly high roll wouldn’t help.
harder to use, resulting in a bonus or penalty to the Taking 20:When you have plenty of time (generally 2 minutes
skill modifier for a skill check or a change to the DC for a skill that can normally be checked in 1 round, one full–
of the skill check. The chance of success can be round action, or one standard action), you are faced with no
altered in four ways to take into account exceptional threats or distractions, and the skill being attempted carries no
circumstances. penalties for failure, you can take 20. In other words,
eventually you will get a 20 on 1d20 if you roll enough times.
1. Give the skill user a +2 circumstance bonus to Instead of rolling 1d20 for the skill check, just calculate your
represent conditions that improve performance, such result as if you had rolled a 20.
as having the perfect tool for the job, getting help Taking 20 means you are trying until you get it right,
from another character (see Combining Skill and it assumes that you fail many times before succeeding.

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Taking 20 takes twenty times as long as making a Bluff. You cannot reduce your own ranks below 0 when
single check would take. lending aid.
Since taking 20 assumes that the character If you are lending aid to more than one character, you
will fail many times before succeeding, if you did must specify which skill points you are doling out to which
attempt to take 20 on a skill that carries penalties for characters.
failure, your character would automatically incur While lending aid to another character, you may also
those penalties before he or she could complete the use the same skill yourself. For example, if you loan a
task. Common “take 20” skills include Acrobatics character ranks in Diplomacy, you can likewise make a
(Escape Artist), Disable Device (Open Locks), and Diplomacy check as part of lending aid.
Perception (Spot). You can only take a Shift for movement with Lend
Ability Checks and Caster Level Checks: The Aid, rendering lending aid to movement skills (Climb, Jump,
normal take 10 and take 20 rules apply for ability Swim, Tumble) only possible if the person you are assisting
checks. Neither rule applies to caster level checks. does not move more than 5 feet from you.

Combining Skill Attempts Ability Checks


When more than one character tries the same skill at Sometimes a character tries to do something to which no
the same time and for the same purpose, their efforts specific skill really applies. In these cases, you make an ability
may overlap. check. An ability check is a roll of 1d20 plus the appropriate
ability modifier. Essentially, you’re making an untrained skill
Individual Events check.
Often, several characters attempt some In some cases, an action is a straight test of one’s
action and each succeeds or fails independently. The ability with no luck involved. Just as you wouldn’t make a
result of one character’sAthletics (Climb)check does height check to see who is taller, you don’t make a Strength
not influence the results of other charactersAthletics check to see who is stronger.
(Climb)check.
Skill Descriptions
Aid Another This section describes each skill, including common
You can help another character achieve uses and typical modifiers. Characters can sometimes use
success on his or her skill check by making the same skills for purposes other than those noted here.
kind of skill check in a cooperative effort. If you roll Here is the format for skill descriptions.
a 10 or higher on your check, the character you are Skill Name
helping gets a +2 bonus to his or her check, as per the The skill name line includes (in addition to the name
rule for favorable conditions. (You can’t take 10 on a of the skill) the following information.
skill check to aid another.) In many cases, a Key Ability: The abbreviation of the ability whose modifier
character’s help won’t be beneficial, or only a limited applies to the skill check.
number of characters can help at once. Trained Only: If this notation is included in the skill name
In cases where the skill restricts who can line, you must have at least 1 rank in the skill to use it
achieve certain results you can’t aid another to grant proficiently. If you attempt to use a Trained Only skill
a bonus to a task that your character couldn’t achieve untrained, you are treated as having 0 ranks and suffer a –4
alone. penalty to the check as well.
If the “trained only” line is omitted, the skill can be
Lend Aid used untrained (with a rank of 0). If any special notes apply to
This is a more advanced form of the Aid trained or untrained use, they are covered in the Untrained
Another action. This requires at least a full–round section (see below).
action to use and you must be within 5 feet of the Armor Check Penalty: If this notation is included in the skill
person you are lending aid to. You can lend aid to name line, an armor check penalty applies (when appropriate)
more than one being at a time, as long as they are all to checks using this skill. If this entry is absent, an armor
within 5 feet of your character. check penalty does not apply.
When you Lend Aid, you actually loan The skill name line is followed by a general
another character your skill ranks to better their description of what using the skill represents. After the
chances to succeed at a task. You can only dole out description are a few other types of information:
ranks by the amount your ranks in a skill exceed the Tools Required: Specialist tools are required to effectively
amount of ranks the person you are helping use this skill. If you do not have the appropriate tools or kit to
possesses. For example, if you had 8 ranks in Bluff use this skill, you suffer a –2 circumstance penalty to the roll.
and you lent aid to a character with 5 ranks in Bluff, In many cases, masterwork tools can likewise be purchased
you could only lend that character up to 3 ranks of that provide a +1 to +5 bonus to the skill check.

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Check: What a character (“you” in the skill Hewn stone floor 102
description) can do with a successful skill check and Sloped or angled floor 102
the check’s DC, as well as if the check is normally a 1 Add modifiers from Narrow Surface Modifiers, below, as
Complex, Opposed or Simple skill check. appropriate.
Action: The type of action using the skill requires, or 2 Only if running/charging. Failure by 4 or less means can’t
the amount of time required for a check. run or charge, but may otherwise act normally.
Try Again: Any conditions that apply to successive Narrow Surface Modifiers
attempts to use the skill successfully. If the skill
Surface DC
doesn’t allow you to attempt the same task more than
Modifier
once, or if failure carries an inherent penalty (such as
Lightly obstructed +2
with theAthletics (Climb)skill), you can’t take 20. If
Severely obstructed +5
this paragraph is omitted, the skill can be retried
Lightly slippery +2
without any inherent penalty, other than the
Severely slippery +5
additional time required.
Sloped or angled +2
Special: Any extra facts that apply to the skill, such
as special effects deriving from its use or bonuses 1 Add the appropriate modifier to theAcrobatics (Balance) DC
that certain characters receive because of class, feat of a narrow surface.
choices, or race.
Restriction: The full utility of certain skills is Being Attacked while Balancing: You are considered flat–
restricted to characters of certain classes or characters footed while balancing, since you can’t move to avoid a blow,
who possess certain feats. This entry indicates and thus you lose your Dexterity bonus to AC (if any). If you
whether any such restrictions exist for the skill. have 5 or more ranks inAcrobatics (Balance), you aren’t
Untrained: This entry indicates what a character considered flat–footed while balancing. If you take damage
without at least 1 rank in the skill can do with it. If while balancing, you must make anotherAcrobatics (Balance)
this entry doesn’t appear, it means that the skill check against the same DC to remain standing.
functions normally for untrained characters (if it can Accelerated Movement: You can try to walk across a
be used untrained) or that an untrained character precarious surface more quickly than normal. If you accept a –
can’t attempt checks with this skill (for skills that are 5 penalty, you can move your full speed as a move action.
designated as “Trained Only”). (Moving twice your speed in a round requires twoAcrobatics
(Balance) checks, one for each move action used.) You may
also accept this penalty in order to charge across a precarious
surface; charging requires oneAcrobatics (Balance) check for
each multiple of your speed (or fraction thereof) that you
Acrobatics
charge.
Acrobatics combines several related skills.
Action: None. An Acrobatics (Balance) check doesn’t require
The three subskills for Acrobatics are Balance,
an action; it is made as part of another action or as a reaction
Escape Artist and Tumble.
to a situation.
Related Ability: Dexterity
Special: None
Armor Check Penalty

Balance Escape Artist


Check: The table below gives the DCs to escape various
Check: You can walk on a precarious surface. A
forms of restraints.
successful check lets you move at half your speed
Ropes: Your Acrobatics (Escape Artist) check is opposed by
along the surface for 1 round. A failure by 4 or less
the binder’s Grapple check. Since it’s easier to tie
means you can’t move for 1 round. A failure by 5 or
someone up than to escape from being tied up, the
more means you fall. The difficulty varies with the
binder gets a +10 bonus on his or her check.
surface, as follows:
Manacles and Masterwork Manacles: The DC for manacles
is set by their construction.
Narrow Surface Balance Tight Space: The DC noted on the table is for getting through
DC1 a space where your head fits but your shoulders
7–12 inches wide 10 don’t. If the space is long you may need to make
2–6 inches wide 15 multiple checks. You can’t get through a space that
Less than 2 inches wide 20 your head does not fit through.
Grappler: You can make an Acrobatics (Escape Artist) check
Difficult Surface Balance opposed by your enemy’s grapple check to get out of
DC1 a grapple or out of a pinned condition (so that you’re
Uneven flagstone 102 only grappling).

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pass through the opponent’s physical square as part of


Restraint Escape Artist DC movement, add +10 to the difficulty.
Ropes Binder’s Grapple Obstructed or otherwise treacherous surfaces, such as
Check +10 natural cavern floors or undergrowth, are tough to tumble
Net, animate rope spell, 20 through. The DC for any Acrobatics (Tumble) check made to
command plants spell, control tumble into such a square is modified as indicated below.
plants spell, or entangle spell
Snare spell 23 Surface is … DC
Manacles 30 Modifier
Tight space 30 Lightly obstructed (scree, light +2
Masterwork manacles 35 rubble, shallow bog1, undergrowth)
Grappler Grappler’s Severely obstructed (natural cavern +5
grapple check floor, dense rubble, dense
result undergrowth)
Lightly slippery (wet floor) +2
Action: Making an Acrobatics (Escape Artist) check Severely slippery (ice sheet) +5
to escape from rope bindings, manacles, or other Sloped or angled +2
1
restraints (except a grappler) requires 1 minute of Tumbling is impossible in a deep bog.
work. Escaping from a net or an animate rope,
command plants, control plants, or entangle spell is a Accelerated Tumbling: You try to tumble past or through
full–round action. Escaping from a grapple or pin is a enemies more quickly than normal. By accepting a –10
standard action. Squeezing through a tight space penalty on your Acrobatics (Tumble) checks, you can move at
takes at least 1 minute, maybe longer, depending on your full speed instead of one–half your speed.
how long the space is. Action: Not applicable. Tumbling is part of movement, so a
Try Again: Varies. You can make another check Acrobatics (Tumble) check is part of a move action.
after a failed check if you’re squeezing your way Try Again: Usually no. An audience, once it has judged a
through a tight space, making multiple checks. If the tumbler as an uninteresting performer, is not receptive to
situation permits, you can make additional checks, or repeat performances.
even take 20, as long as you’re not being actively You can try to reduce damage from a fall as an
opposed. instant reaction only once per fall.
Special: None Special: If you have 5 or more ranks in Acrobatics (Tumble),
you gain a +3 dodge bonus to AC when fighting defensively
Tumble instead of the usual +2 dodge bonus to AC.
You can’t use this skill if your speed has If you have 5 or more ranks in Acrobatics (Tumble),
been reduced by armor, excess equipment, or loot. you gain a +6 dodge bonus to AC when executing the total
Check: You can land softly when you fall or tumble defense standard action instead of the usual +4 dodge bonus to
past opponents. You can also tumble to entertain an AC.
audience (as though using the Perform skill). The
DCs for various tasks involving the Acrobatics Athletics
(Tumble) skill are given on the table below. Athletics includes four subabilities – Athletics
Lessen Fall: You can treat a fall as if it were 10 feet (Climb), Athletics (Fly), Athletics (Jump), Athletics (Run) and
shorter than it really is when determining damage by Athletics (Swim).
making a DC 15 Acrobatics (Tumble) check. You Related Ability: Strength
can reduce the fall damage by an additional 10 feet Armor Check Penalty
for every 10 points you succeed the skill check by.
Avoid Opponent: You may make a tumble check to Climb
avoid provoking an attack of opportunity while Check: With a successful Athletics (Climb)check, you can
moving through an enemy’s threatened squares. advance up, down, or across a slope, a wall, or some other
Each threatened square you move through costs steep incline (or even a ceiling with handholds) at one–quarter
double the normal movement cost. The DC to your normal speed. A slope is considered to be any incline at
prevent provoking an attack of opportunity is 12 + an angle measuring less than 60 degrees; a wall is any incline
opponent’s base attack bonus. Make one check, at an angle measuring 60 degrees or more.
regardless of the number of spaces or opponent’s An Athletics (Climb)check that fails by 4 or less
squares you pass through. Squares of overlapping means that you make no progress, and one that fails by 5 or
threatened areas add +2 to the DC per additional more means that you fall from whatever height you have
opponent threatening the square. If you choose to already attained.

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A climber’s kit gives you a +2 circumstance can move half your speed (instead of one–quarter your speed).
bonus onAthletics (Climb)checks. Making Your Own Handholds and Footholds: You can make
The DC of the check depends on the your own handholds and footholds by pounding pitons into a
conditions of the climb. Compare the task with those wall. Doing so takes 1 minute per piton, and one piton is
on the following table to determine an appropriate needed per 3 feet of distance. As with any surface that offers
DC. handholds and footholds, a wall with pitons in it has a DC of
Climb Example Surface or Activity 15. In the same way, a climber with a handaxe or similar
DC implement can cut handholds in an ice wall.
0 A slope too steep to walk up, or a Catching Yourself When Falling: It’s practically impossible
knotted rope with a wall to brace to catch yourself on a wall while falling. Make aAthletics
against. (Climb)check (DC = wall’s DC + 20) to do so. It’s much
5 A rope with a wall to brace against, or easier to catch yourself on a slope (DC = slope’s DC + 10).
a knotted rope, or a rope affected by Catching a Falling Character While Athletics (Climb)ing: If
the rope trick spell. someone climbing above you or adjacent to you falls, you can
10 A surface with ledges to hold on to attempt to catch the falling character if he or she is within your
and stand on, such as a very rough reach. Doing so requires a successful melee touch attack
wall or a ship’s rigging. against the falling character (though he or she can voluntarily
15 Any surface with adequate handholds forego any Dexterity bonus to AC if desired). If you hit, you
and footholds (natural or artificial), must immediately attempt aAthletics (Climb)check (DC =
such as a very rough natural rock wall’s DC + 10). Success indicates that you catch the falling
surface or a tree, or an unknotted rope, character, but his or her total weight, including equipment,
or pulling yourself up when dangling cannot exceed your heavy load limit or you automatically fall.
by your hands. If you fail yourAthletics (Climb)check by 4 or less, you fail to
20 Uneven surface with some narrow stop the character’s fall but don’t lose your grip on the wall. If
handholds and footholds, such as a you fail by 5 or more, you fail to stop the character’s fall and
typical wall in a dungeon or ruins. begin falling as well.
25 A rough surface, such as a natural rock Action: Climbing is part of movement, so it’s generally part
wall or a brick wall. of a move action (and may be combined with other types of
25 An overhang or ceiling with handholds movement in a move action). Each move action that includes
but no footholds. any climbing requires a separateAthletics (Climb)check.
— A perfectly smooth, flat, vertical Catching yourself or another falling character doesn’t take an
surface cannot be climbed. action.
Special: You can use a rope to haul a character upward (or
lower a character) through sheer strength. You can lift double
Climb DC Example Surface or Activity
your maximum load in this manner.
Modifier1
A creature with a climb speed has a +8 racial bonus
–10 Climbing a chimney (artificial or
on all Athletics (Climb) checks. The creature must make a
natural) or other location where
Athletics (Climb)check to climb any wall or slope with a DC
you can brace against two
higher than 0, but it always can choose to take 10, even if
opposite walls.
rushed or threatened while climbing. If a creature with a climb
–5 Climbing a corner where you can
speed chooses an accelerated climb (see above), it moves at
brace against perpendicular walls
double its climb speed (or at its land speed, whichever is
+5 Surface is slippery
slower) and makes a single Athletics (Climb)check at a –5
1 These modifiers are cumulative; use any that apply.
penalty.
Such a creature retains its Dexterity bonus to Armor
You need both hands free to climb, but you
Class (if any) while climbing, and opponents get no special
may cling to a wall with one hand while you cast a
bonus to their attacks against it. It cannot, however, use the
spell or take some other action that requires only one
run action while climbing.
hand. While climbing, you can’t move to avoid a
blow, so you lose your Dexterity bonus to AC (if
any). You also can’t use a shield while climbing. Fly
Any time you take damage while climbing, Trained Only
make an Athletics (Climb)check against the DC of The fly skill is used primarily to perform aerial stunts
the slope or wall. Failure means you fall from your or to avoid falling out of the sky when struck with an attack or
current height and sustain the appropriate falling colliding with an obstacle.
damage. Check: You can perform an aerial movement stunt, avoid
Accelerated Climbing: You try to climb more obstacles or avoid falling when struck by an attack or colliding
quickly than normal. By accepting a –5 penalty, you with an obstacle.

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Avoid Collision: If you enter a space with another you are falling due to a failed Fly check or a collision.
creature or a solid object, you must make a DC 15 High wind speeds: Flying during high winds causes penalties
Fly check to avoid colliding with the object. on your Fly checks as noted on the following chart.
Being attacked while flying: You are not considered Fly Penalty: This penalty is applied to any Acrobatics (Fly)
flatfooted while flying. If you are flying using wings skill check made in the wind, including skill checks to avoid
and you take damage while flying, you must make a being Checked, Knocked Down or Blown Away.
DC 10 Fly check to avoid losing 10 feet of altitude. Checked: Creatures of this size or smaller cannot make
Climb Straight Up: If you wish to fly straight up, forward progress and are forced straight down if
you can do so at ½ your normal fly speed if you make they fail an.Acrobatics (Fly) skill check at the
a DC 15 Fly check. If you fail by 5 or more, you fall listed DC.
instead. Knocked Down: Creatures of this size or smaller are blown
Collision while flying: If you collide with an object back 1d6×10 feet if they fail the Acrobatics (Fly)
equal to your size or larger you must immediately check at the listed DC..
make a DC 25 Fly check to avoid plummeting to the Blown Away: Creatures of this size or smaller are blown back
ground, taking the appropriate falling damage. 2d6×10 feet and take 2d6 points of nonlethal
Avoid falling damage: If you are falling and have the damage due to battering and buffeting if they fail
ability to f ly, you can make a DC 10 Fly check to the Acrobatics (Fly) check at the listed DC.
negate the damage. You cannot make this check if
Wind Wind Speed Checked Knocked Blown Fly Penalty Check DC
Force Size Down Size Away
Size
Light 0–10 mph – – – – –
Moderate 11–20 mph – – – –
Strong 21–30 mph Tiny Medium – –2 10
Severe 31–50 mph Large Medium Small –4 15
Windstorm 51–74 mph Gargantuan Large Medium –8 18
Hurricane 75–174 mph Colossal Huge Large –12 20
Tornado 175+ mph Colossal Gargantuan Huge –16 30
You cannot take this skill without a natural means of flight or
Hover: You can hover in place for one round if you a reliable means of flying every day (either through a spell or
make a successful Fly DC 15 check. If you fail, you other magical manner, such as a druid’s wild shape ability).
lose 10 feet of altitude and must move your
minimimum fly speed to remain aloft. Jump
Action: None. A fly check doesn’t require an action; Check: The DC and the distance you can cover vary
it is made as part of another action or as a reaction to according to the type of jump you are attempting (see below).
a situation. Your Athletics (Jump) check is modified by your
Try Again: Varies. You can attempt a Fly check to speed. If your speed is 30 feet then no modifier based on speed
perform the same maneuver on subsequent rounds. If applies to the check. If your speed is less than 30 feet, you
you are using wings and you fail this check by 5 or take a –4 penalty for every 10 feet of speed less than 30 feet.
more, you plummet to the ground, taking the If your speed is greater than 30 feet, you gain a +4
appropriate falling damage. bonus for every 10 feet beyond 30 feet.
Special: Creatures with a fly speed receive this skill All Athletics (Jump) DCs given here assume that you
for free as a class skill. They also receive a bonus (or get a running start, which requires that you move at least 20
penalty) on all Fly checks depending on their feet in a straight line before attempting the jump. If you do not
maneuverability. get a running start, the DC for the jump is doubled.
Creatures with clumsy maneuverability take Distance moved by jumping is counted against your
a –8 penalty on all Fly checks. normal maximum movement in a round.
Creatures with poor maneuverability take a If you have ranks in Athletics (Jump) and you
–4 penalty on all Fly checks. succeed on a Athletics (Jump) check, you land on your feet
Creatures with good maneuverability get a (when appropriate). If you attempt an Athletics (Jump) check
+4 racial bonus on all Fly checks. untrained, you land prone unless you beat the DC by 5 or
Creatures with perfect maneuverability get a more.
+8 racial bonus on all Fly checks. Long Jump: A long jump is a horizontal jump, made across a
Creatures without a maneuverability rating gap like a chasm or stream. At the midpoint of the jump, you
are assumed to have an average maneuverability and attain a vertical height equal to one–quarter of the horizontal
take no penalty on Fly checks. distance. The DC for the jump is equal to the distance jumped
(in feet).

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If your check succeeds, you land on your (As a Medium creature, a typical human can reach 8 feet
feet at the far end. If you fail the check by less than 5, without jumping.)
you don’t clear the distance, but you can make a DC Quadrupedal creatures don’t have the same vertical
15 Reflex save to grab the far edge of the gap. You reach as a bipedal creature; treat them as being one size
end your movement grasping the far edge. If that category smaller.
leaves you dangling over a chasm or gap, getting up
requires a move action and a DC 15Athletics Creature Size Vertical
(Climb)check. Reach
Colossal 128 ft
Long Jump Gargantuan 64 ft
Jump DC1 Huge 32 ft.
Distance Large 16 ft.
5 feet 5 Medium 8 ft.
10 feet 10 Small 8 ft.
15 feet 15 Tiny 2 ft.
20 feet 20 Diminutive 1 ft.
25 feet 25 Fine ½ ft.
30 feet 30
1 Requires a 20–foot running start. Without a running start, Hop Up: You can jump up onto an object as tall as your waist,
double the DC. such as a table or small boulder, with a DC 10 Athletics
(Jump) check. Doing so counts as 10 feet of movement, so if
High Jump: A high jump is a vertical leap made to your speed is 30 feet, you could move 20 feet, then hop up
reach a ledge high above or to grasp something onto a counter. You do not need to get a running start to hop
overhead. up, so the DC is not doubled if you do not get a running start.
The DC is equal to 4 times the distance to be Jumping Down: If you intentionally jump from a height, you
cleared. take less damage than you would if you just fell.
If you jumped up to grab something, a The DC to jump down from a height is 15. You do
successful check indicates that you reached the not have to get a running start to jump down, so the DC is not
desired height. If you wish to pull yourself up, you doubled if you do not get a running start.
can do so with a move action and a DC 15 Athletics If you succeed on the check, you take falling damage
(Climb) check. If you fail the Athletics (Jump) check, as if you had dropped 10 fewer feet than you actually did.
you do not reach the height, and you land on your Action: None. An Athletics (Jump) check is included in your
feet in the same spot from which you jumped. As movement, so it is part of a move action. If you run out of
with a long jump, the DC is doubled if you do not get movement mid–jump, your next action (either on this turn or,
a running start of at least 20 feet. if necessary, on your next turn) must be a move action to
complete the jump.
High Jump Special: Effects that increase your movement also increase
Jump DC2 your jumping distance, since your check is modified by your
Distance1 speed.
1 foot 4 If you have the Run feat, you get a +4 bonus on
2 feet 8 Athletics (Jump) checks for any jumps made after a running
3 feet 12 start.
4 feet 16 If your speed is less than 30 feet, you take a –4
5 feet 20 penalty for every 10 feet of speed less than 30 feet.
6 feet 24 If your speed is greater than 30 feet, you gain a +4
7 feet 28 bonus for every 10 feet beyond 30 feet.
8 feet 32
1 Not including vertical reach; see below. Run
2 Requires a 20–foot running start. Without a running start, Check: Your Athletics (Run) check is modified by your base
double the DC.
speed. For every 10 feet slower than 30 feet, you suffer a –4
penalty to your Athletics (Run) skill check. For every 10 feet
Obviously, the difficulty of reaching a given
above 30 feet, you gain a +4 bonus to your Athletics (run) skill
height varies according to the size of the character or
check.
creature.
Make an Athletics (Run) check once per turn when
The maximum vertical reach (height the
moving at a Run rate. Success means you can quadruple your
creature can reach without jumping) for an average
movement rate for the round. If you fail by 4 or less, you can
creature of a given size is shown on the table below.
move at triple your movement rate for the round. If you fail

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by more than four, you can only move at double your


movement rate for the round. Each hour that you swim, you must make a DC 20
For every 1 minute that you run, you must Athletics (Swim) check or take 1d6 points of nonlethal
make a DC 20 Athletics (Run) check or take 1d6 damage from fatigue. The DC increase by 1 for every hour
points of nonlethal damage from fatigue. The DC for you swim.
the check increase by 1 for each additional minute Action: A successful Athletics (Swim) check allows you to
you run. swim one–quarter of your speed as a move action or one–half
Avoid Obstacle: If you wish to avoid an obstacle in your speed as a full–round action.
your path, or stop a run short to avoid colliding with Special: Athletics (Swim) checks are subject to double the
a solid obstacle, you must make a Run skill check to normal armor check penalty and encumbrance penalty.
do so. Normally the DC for such actions is DC 5, but If you have the Endurance feat, you get a +4 bonus
the GM may modify this based on the difficulty of on Athletics (Swim) checks made to avoid taking nonlethal
avoiding the obstacle or a failure to perceive the damage from fatigue.
danger early. A creature with a swim speed can move through
Footrace/Chase: You can make an Athletics (Run) water at its indicated speed without making Athletics (Swim)
check opposed by an opponents Athletics (Run) skill checks. It gains a +8 racial bonus on any Athletics (Swim)
check to determine if you can catch up to/beat the check to perform a special action or avoid a hazard. The
opponent. Races and chases are covered in more creature always can choose to take 10 on a Athletics (Swim)
detail under the Skill Challenges chapter. check, even if distracted or endangered when swimming. Such
Special: If you have the Run feat, you gain a +4 a creature can use the run action while swimming, provided
bonus to your Run skill checks. that it swims in a straight line.

Swim Craft
Check: Make an Athletics (Swim) check once per Related Ability: Intelligence
round while you are in the water. Success means you Tools Required
may swim at up to one–half your speed (as a full– Trained Only
round action) or at one–quarter your speed (as a Like Knowledge, Perform, and Profession, Craft is
move action). If you fail by 4 or less, you make no actually a number of separate skills. You could have several
progress through the water. If you fail by 5 or more, Craft skills, each with its own ranks, each purchased as a
you go underwater. separate skill.
If you are underwater, either because you A Craft skill is specifically focused on creating
failed a Athletics (Swim) check or because you are something. If nothing is created by the endeavor, it probably
swimming underwater intentionally, you must hold falls under the heading of a Profession skill.
your breath. You can hold your breath for a number Sample Subcategories:
of rounds equal to your Constitution score, but only if
you do nothing other than take move actions or free Alchemy: Can create quasi–magical items.
actions. If you take a standard action or a full–round Armorsmithing: Can create melee and thrown weapondry.
action (such as making an attack), the remainder of Blacksmith: Can create items of metal and iron for non–
the duration for which you can hold your breath is combatic purposes.
reduced by 1 round. (Effectively, a character in Bowyer/Fletcher: Can create bows and arrows.
combat can hold his or her breath only half as long as Brewer: Can create liquors and spirits.
normal.) After that period of time, you must make a Carpentry: Can create items primarily made of wood that are
DC 10 Constitution check every round to continue assembled from multiple pieces. Making items from
holding your breath. Each round, the DC for that a single piece of wood usually requires Sculpture
check increases by 1. If you fail the Constitution instead.
check, you begin to drown. Gunsmith: Can create smokepowder weapons and
The DC for the Athletics (Swim) check smokepowder.
depends on the water, as given on the table below. Jeweler: Can refine and cut gemstones as well as make
jewelry from gemstones. Note that to make diamond
Water Swim rings, diadems, crowns and the like, skill at
DC Metalsmithing will also be required.
Calm Water 10 Poisonmaking: Can distill and create poisons
Rough Water 15 Metalsmith: Can create items of gold, silver or other precious
Stormy Water 201 metals.
1
You can’t take 10 on a Athletics (Swim) check in stormy
Masonry: Can create items made of brick or carved from
water, even if you aren’t otherwise being threatened or stone.
distracted.

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Sculpture: Can create items from a single block of the check is made with a –2 circumstance penalty. On the
material. Usually the type of material must other hand, masterwork artisan’s tools provide a +2
be specified (Wood, Gold, Iron, etc.) circumstance bonus on the check.
Trapmaking: Can make mechanical traps. To craft an item, you pay ½ the item’s cost in
Wainwright: Can make metal–shod wooden items materials and make a Craft check for each day of work. Items
such as barrels, wheels and the like. that take less than 1 day to craft still require one Craft check.
If you fail the Craft check by 5 or more, the item is flawed,
The GM can make other subcategories usually requiring the item to be scrapped and the process to
available as desired. start over.
Check: You can practice your trade and make a If you wish to complete a flawed item, the item will
decent living, earning about half your check result in break whenever the owner fails a saving throw with a natural
gold pieces per week of dedicated work. You know 1. Likewise, flawed weapons will break on a natural roll of 1.
how to use the tools of your trade, how to perform A flawed item cannot be repaired.
the craft’s daily tasks, how to supervise untrained If time is of the essence in the creation of an item,
helpers, and how to handle common problems. you make an item using a complex skill check. The time span
(Untrained laborers and assistants earn an average of between each check is normally one hour. The required
1 silver piece per day.) success total as a complex skill check is given in parentheses
The basic function of the Craft skill, beside the Craft DC in the Craft table below.
however, is to allow you to make an item of the Repairing Items: Generally, you can repair an item by making
appropriate type. The DC depends on the complexity checks against the same DC that it took to make the item in
of the item to be created. The DC, your check results, the first place. The cost of repairing an item is one–fifth of the
and the price of the item determine how long it takes item’s price.
to make a particular item. The item’s finished price Creating Masterwork Items: You can make a masterwork
also determines the cost of raw materials. item—a weapon, suit of armor, shield, or tool that conveys a
In some cases, the fabricate spell can be bonus on its use through its exceptional craftsmanship, not
used to achieve the results of a Craft check with no through being magical. To create a masterwork item, you
actual check involved. However, you must make an create the masterwork component as if it were a separate item
appropriate Craft check when using the spell to make in addition to the standard item. The masterwork component
articles requiring a high degree of craftsmanship. has its own price (300 gp for a weapon or 150 gp for a suit of
A successful Craft check related to armor or a shield) and a +5 Craft DC. Once both the standard
woodworking in conjunction with the casting of the component and the masterwork component are completed, the
ironwood spell enables you to make wooden items masterwork item is finished. Note: The cost you pay for the
that have the strength of steel. masterwork component is one–half of the given amount, just
When casting the spell minor creation, you as it is for the cost in raw materials.
must succeed on an appropriate Craft check to make When you use the Craft skill to make a particular sort
a complex item. of item, the DC for checks involving the creation of that item
All crafts require artisan’s tools to give the are typically as given on the following table.
best chance of success. If improvised tools are used,
Item Craft Skill Base Time Craft DC
Alchemical item1 Alchemy 1 day 15 (150)
Armor or Shield Armorsmith 1 day/2 AC bonus 10 + AC bonus*
Weapon
light melee or ranged Weaponsmith 1 day 12 (120)
one-handed melee or ranged Weaponsmith 2 days 15 (300)
two-handed melee or ranged Weaponsmith 3 days 15 (450)
shortbow or longbow Bowyer 1 day 12 (120)
composite shortbow or longbow Bowyer 2 days 15 (300)
pistol Gunsmith 2 days 15 (300)
longarm or blunderbuss Gunsmith 4 days 15 (600)
Exotic Weapon Weaponsmith +1 day +2 DC (+20)
Weapon, Masterwork4 Weaponsmith +1 week +5 DC (+50)
Ammunition Weaponsmith 1 hour/10 items 12 (120)
Smokepowder3 Gunsmith 1 hour/10 charges 15 (150)
Simple item
tiny Varies 1 hour 5 (5)
small Varies 2 hours 5 (10)
medium Varies 4 hours 7 (28)

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large Varies 1 day 7 (70)


huge Varies 2 days 10 (200)
gargantuan Varies 1 week 10 (700)
colossal Varies 1 month 12 (3,600)
Typical item
tiny Varies 1 hour 8 (8)
small Varies 2 hours 10 (20)
medium Varies 4 hours 10 (50)
large Varies 1 day 12 (120)
huge Varies 3 days 12 (360)
gargantuan Varies 1 week 14 (980)
colossal Varies 1 month 14 (4,200)
Complex item Varies
tiny Varies 2 hours 12 (24)
small Varies 4 hours 15 (60)
medium Varies 1 day 15 (150)
large Varies 2 days 18 (360)
huge Varies 1 week 18 (1,260)
gargantuan Varies 2 weeks 20 (2,800)
colossal Varies 2 months 20 (6,000)
Masterwork item Varies X2 +5 DC
(+50/day)
* Complex skill check is (10 + AC bonus) * 10 per day of construction time.
1
You must be a spellcaster or have Power Components to craft any of these items.
2
Traps have their own rules for construction.
3
If the roll to create is failed by 10 or more, the item detonates, dealing ½ damage to the creator
4
Includes bows or crossbows with high strength modifiers
quick bluff to throw off suspicion with a quick lie. You can
also use Deception (Bluff) to attempt to feint in combat,
tricking an opponent to leaving an opening which you can
Action: Does not apply. Craft checks are made by strike.
the day or week (see above). A Deception (Bluff) check is opposed by the target’s
Try Again: Yes, but each time you miss by 5 or Perception (Sense Motive) check. See the accompanying table
more, you ruin half the raw materials and have to pay for examples of different kinds of bluffs and the modifier to
half the original raw material cost again. the target’s Perception (Sense Motive) check for each one.
Special: To make an item using Craft (alchemy), Favorable and unfavorable circumstances weigh
you must have alchemical equipment and be a heavily on the outcome of a bluff. Two circumstances can
spellcaster, have Power Components available for use weigh against you: The bluff is hard to believe, or the action
or make a Spellcraft (Use Magic Device) DC 20 that the target is asked to take goes against its self interest,
check. If you are working in a city, you can buy what nature, personality, orders, or the like. If it’s important, you
you need as part of the raw materials cost to make the can distinguish between a bluff that fails because the target
item, but alchemical equipment is difficult or doesn’t believe it and one that fails because it just asks too
impossible to come by in some places. Purchasing much of the target. For instance, if the target gets a +10 bonus
and maintaining an alchemist’s lab grants a +2 on its Perception (Sense Motive) check because the bluff
circumstance bonus on Craft (alchemy) checks demands something risky, and the Perception (Sense Motive)
because you have the perfect tools for the job, but it check succeeds by 10 or less, then the target didn’t so much
does not affect the cost of any items made using the see through the bluff as proves reluctant to go along with it. A
skill. target that succeeds by 11 or more has seen through the bluff.

Deception Example Circumstances Sense


Deception incudes two subabilities – Bluff Motive
and Disguise. Modifier
Related Ability: Charisma The target wants to believe you. –5
The bluff is believable and doesn’t affect +0
Bluff the target much.
Check: You can use Deception (Bluff) in a social The bluff is a little hard to believe or +5
encounter to trick others to do as you desire, or use a puts the target at some risk.

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The bluff is hard to believe or puts the +10 Delivering a Secret Message: You can use Deception (Bluff)
target at significant risk. to get a message across to another character without others
The bluff is way out there, almost too +20 understanding it. The DC is 15 for simple messages, or 20 for
incredible to consider. complex messages, especially those that rely on getting across
new information. Failure by 4 or less means you can’t get the
The attittude of the target to the character message across. Failure by 5 or more means that some false
likewise has a factor in the difficulty of aDeception information has been implied or inferred. Anyone listening to
(Bluff), as shown on the table below. the exchange can make a Perception (Sense Motive) check
opposed by the Deception (Bluff) check you made to transmit
Target Attitude Sense in order to intercept your message (see Perception (Sense
Motive Motive)).
Mod Action: Varies. A Deception (Bluff) check made as part of
general interaction always takes at least 1 round (and is at least
Hostile +20
a full–round action), but it can take much longer if you try
Unfriendly +10
something elaborate (usually a Complex Opposed skill check).
Indifferent +0
A Deception (Bluff) check made to feint in combat or create a
Friendly –5
diversion to hide is a standard action (Static Opposed skill
Helpful –10
check). A Deception (Bluff) check made to deliver a secret
Fanatic –20
message doesn’t take an action; it is part of normal
communication (Simple Skill Check, Static Opposed Skill
A successful Deception (Bluff) check check if observed).
indicates that the target reacts as you wish, at least for Try Again: Varies. Generally, a failed Deception (Bluff)
a short time (usually 1 round or less) or believes check in social interaction makes the target too suspicious for
something that you want it to believe.Deception you to try again in the same circumstances, but you may retry
(Bluff), however, is not a suggestion spell. freely on Deception (Bluff) checks made to feint in combat.
A bluff requires interaction between you and Retries are also allowed when you are trying to send a
the target. Creatures unaware of you cannot be message, but you may attempt such a retry only once per
bluffed. round. Each retry carries the same chance of
Feinting in Combat: You can also use Deception miscommunication.
(Bluff) to mislead an opponent in melee combat (so Special: None.
that it can’t dodge your next attack effectively). To
feint, make a Deception (Bluff) check opposed by
your target’s Perception (Sense Motive) check, but in Disguise
this case, the target may add its base attack bonus to Tools Required
the roll along with any other applicable modifiers. Check: Your Deception (Disguise) check result determines
Likewise, the opponent gains a +2 circumstance how good the disguise is, and it is opposed by others’
bonus to their Perception (Sense Motive) check for Perception (Spot) check results. If you don’t draw any
each time you have previously attempted to feint an attention to yourself, others do not get to make Perception
opponent in combat. (Spot) checks. If you come to the attention of people who are
If your Deception (Bluff) check result suspicious (such as a guard who is watching commoners
exceeds this special Perception (Sense Motive) check walking through a city gate), it can be assumed that such
result, your target is denied its Dexterity bonus to AC observers are taking 10 on their Perception (Spot) checks.
(if any) for the next melee attack you make against it. You get only one Deception (Disguise) check per use
This attack must be made on or before your next turn. of the skill, even if several people are making Perception
Feinting in this way against a nonhumanoid (Spot) checks against it.
is difficult because it’s harder to read a strange The Deception (Disguise) check is made secretly, so
creature’s body language; you take a –4 penalty on that you can’t be sure how good the result is.
your Deception (Bluff) check. Against a creature of The effectiveness of your disguise depends in part on
animal Intelligence (1 or 2) it’s even harder; you take how much you’re attempting to change your appearance.
a –8 penalty. Against a nonintelligent creature, it’s
impossible. Feinting in combat does not provoke an Disguise DC
attack of opportunity. Modifier
Creating a Diversion to Stealth (Hide): You can use Minor details only +5
the Deception (Bluff) skill to help you hide. A Different Gender –2
successful Deception (Bluff) check gives you the Different Race –2
momentary diversion you need to attempt a Stealth Different Age –2
(Hide) check while people are aware of you. This Category
usage does not provoke an attack of opportunity.

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1 These modifiers are cumulative; use any that apply. device has a DC of 10; more intricate and complex devices
2 Per step of difference between your actual age category have higher DCs.
and your disguised age category. If the check succeeds, you disable the device. If it
The steps are: young (younger than adulthood), adulthood,
fails by 4 or less, you have failed but can try again. If you fail
middle age, old, and venerable.
by 5 or more, something goes wrong. If the device is a trap,
you spring it. If you’re attempting some sort of sabotage, you
If you are impersonating a particular individual, those
think the device is disabled, but it still works normally.
who know what that person looks like get a bonus on
You also can rig simple devices such as saddles or
their Perception (Spot) checks according to the table
wagon wheels to work normally for a while and then fail or
below. Furthermore, they are automatically
fall off some time later (usually after 1d4 rounds or minutes of
considered to be suspicious of you, so opposed
use).
checks are always called for.
Device Disable Example
Familiarity Spot Bonus
Device
Recognizes on sight +4
DC
Friends or associates +6
Simple 10 (10) Jam a lock
Close friends +8
Tricky 15 (75) Sabotage a wagon wheel
Intimate +10
Difficult 20 (200) Disarm a trap, reset a trap
Wicked 25 (250) Disarm a complex trap,
Usually, an individual makes a Perception cleverly sabotage a
(Spot) check to see through your disguise clockwork device
immediately upon meeting you and each hour 1 If you attempt to leave behind no trace of your tampering, add 5 to
thereafter. If you casually meet many different the DC.
creatures, each for a short time, check once per day
or hour, using an average Perception (Spot) modifier Action: The amount of time needed to make a Disable Device
for the group. check depends on the task, as noted above.
Action: Creating a disguise requires 1d3×10 minutes Disabling a simple device takes 1 round and is a full–round
of work. action. An intricate or complex device requires a Complex
Try Again: Yes. You may try to redo a failed Skill roll to complete.
disguise, but once others know that a disguise was Try Again: Varies. You can retry if you have missed the
attempted, they’ll be more suspicious. check by 4 or less, though you must be aware that you have
Special: Magic that alters your form, such as alter failed in order to try again.
self, disguise self, polymorph, or shapechange, grants Special: If you have the Nimble Fingers feat, you get a +2
you a +10 bonus on Deception (Disguise) checks (see bonus on Disable Device checks.
the individual spell descriptions). You must succeed A rogue who beats a trap’s DC by 10 or more can
on a Deception (Disguise) check with a +10 bonus to study the trap, figure out how it works, and bypass it (along
duplicate the appearance of a specific individual with her companions) without disarming it.
using the veil spell. Divination magic that allows Restriction: Rogues (and other characters with the trapfinding
people to see through illusions (such as true seeing) class feature) can disarm magic traps. A magic trap generally
does not penetrate a mundane disguise, but it can has a DC of 25 + the spell level of the magic used to create it.
negate the magical component of a magically The spells fire trap, glyph of warding, symbol, and
enhanced one. teleportation circle also create traps that a rogue can disarm
You must make a Deception (Disguise) with a successful Disable Device check. Spike growth and
check when you cast a simulacrum spell to determine spike stones, however, create magic traps against which
how good the likeness is. Disable Device checks do not succeed. See the individual spell
descriptions for details.
Disable Device
Disable Device includes two subskills – Other Ways To Beat A Trap
Sabotage and Open Locks. It’s possible to ruin many traps without making a
Related Ability: Intelligence Disable Device (Sabotage) check.
Ranged Attack Traps: Once a trap’s location is known, the
Sabotage obvious way to ruin it is to smash the mechanism—assuming
Check: The Sabotage check is made secretly, so that the mechanism can be accessed. Failing that, it’s possible to
you don’t necessarily know whether you’ve plug up the holes from which the projectiles emerge. Doing
succeeded. this prevents the trap from firing unless its ammunition does
The DC depends on how tricky the device enough damage to break through the plugs.
is. Sabotage (or rigging or jamming) a fairly simple

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Melee Attack Traps: These devices can be thwarted Handle an animal 10


by smashing the mechanism or blocking the “Push” an animal 25
weapons, as noted above. Alternatively, if a character Teach an animal a trick 15 or 201
studies the trap as it triggers, he might be able to time Train an animal for a general purpose 15 or 201
his dodges just right to avoid damage. A character Rear a wild animal 15 + HD
who is doing nothing but studying a trap when it first
goes off gains a +4 dodge bonus against its attacks if 1 See the specific trick or purpose below.
it is triggered again within the next minute.
Pits: Disabling a pit trap generally ruins only the General Purpose DC
trapdoor, making it an uncovered pit. Filling in the pit Combat riding 20
or building a makeshift bridge across it is an Fighting 20
application of manual labor, not the Disable Device Guarding 20
skill. Characters could neutralize any spikes at the Heavy labor 15
bottom of a pit by attacking them—they break just as Hunting 20
daggers do. Performance 15
Magic Traps: Dispel magic helps here. Someone Riding 15
who succeeds on a caster level check against the level
of the trap’s creator suppresses the trap for 1d4 Handle an Animal: This task involves commanding an animal
rounds. This works only with a targeted dispel magic, to perform a task or trick that it knows. If the animal is
not the area version (see the spell description). wounded or has taken any nonlethal damage or ability score
damage, the DC increases by 2. If your check succeeds, the
Open Lock animal performs the task or trick on its next action.
Tools Required “Push” an Animal: To push an animal means to get it to
Attempting an Disable Device (Open Locks) perform a task or trick that it doesn’t know but is physically
check without a set of thieves’ tools imposes a –2 capable of performing. This category also covers making an
circumstance penalty on the check, even if a simple animal perform a forced march or forcing it to hustle for more
tool is employed. If you use masterwork thieves’ than 1 hour between sleep cycles. If the animal is wounded or
tools, you gain a +2 circumstance bonus on the has taken any nonlethal damage or ability score damage, the
check. DC increases by 2. If your check succeeds, the animal
Check: The DC for opening a lock varies from 20 to performs the task or trick on its next action.
40, depending on the quality of the lock, as given on Teach an Animal a Trick: You can teach an animal a specific
the table below. trick with one week of work and a successful Handle Animal
check against the indicated DC. An animal with an
Lock DC Intelligence score of 1 can learn a maximum of three tricks,
Very simple lock 20 while an animal with an Intelligence score of 2 can learn a
Average lock 25 maximum of six tricks. Possible tricks (and their associated
Good lock 30 DCs) include, but are not necessarily limited to, the following.
Amazing lock 40 Attack (DC 20): The animal attacks apparent enemies.
You may point to a particular creature that you wish the
Action: Opening a lock is a full–round action. animal to attack, and it will comply if able. Normally, an
Special: None animal will attack only humanoids, monstrous humanoids,
Untrained: You cannot pick locks untrained, but you giants, or other animals. Teaching an animal to attack all
might successfully force them open. creatures (including such unnatural creatures as undead
and aberrations) counts as two tricks.
Handle Animal Come (DC 15): The animal comes to you, even if it
Handle Animal comprises two subskills – normally would not do so.
Animal Training and Ride. Defend (DC 20): The animal defends you (or is ready to
Related Ability: Wis defend you if no threat is present), even without any
command being given. Alternatively, you can command
the animal to defend a specific other character.
Animal Training Down (DC 15): The animal breaks off from combat or
otherwise backs down. An animal that doesn’t know this
Check: The DC depends on what you are trying to trick continues to fight until it must flee (due to injury, a
do. fear effect, or the like) or its opponent is defeated.
Task Handle Fetch (DC 15): The animal goes and gets something. If
Animal you do not point out a specific item, the animal fetches
DC some random object.

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Guard (DC 20): The animal stays in place and Heavy Labor (DC 15): An animal trained for heavy
prevents others from approaching. labor knows the tricks come and work. Training an
Heel (DC 15): The animal follows you closely, animal for heavy labor takes two weeks.
even to places where it normally wouldn’t go. Hunting (DC 20): An animal trained for hunting
Perform (DC 15): The animal performs a knows the tricks attack, down, fetch, heel, seek, and
variety of simple tricks, such as sitting up, track. Training an animal for hunting takes six weeks.
rolling over, roaring or barking, and so on. Performance (DC 15): An animal trained for
Seek (DC 15): The animal moves into an area performance knows the tricks come, fetch, heel,
and looks around for anything that is obviously perform, and stay. Training an animal for performance
alive or animate. takes five weeks.
Stay (DC 15): The animal stays in place, waiting Riding (DC 15): An animal trained to bear a rider
for you to return. It does not challenge other knows the tricks come, heel, and stay. Training an
creatures that come by, though it still defends animal for riding takes three weeks.
itself if it needs to. Rear a Wild Animal: To rear an animal means to raise a wild
Track (DC 20): The animal tracks the scent creature from infancy so that it becomes domesticated. A
presented to it. (This requires the animal to have handler can rear as many as three creatures of the same kind at
the scent ability) once. A successfully domesticated animal can be taught tricks
Work (DC 15): The animal pulls or pushes a at the same time it’s being raised, or it can be taught as a
medium or heavy load. domesticated animal later.
Action: Varies. Handling an animal is a move action, while
Train an Animal for a Purpose: Rather than pushing an animal is a full–round action. (A druid or ranger
teaching an animal individual tricks, you can simply can handle her animal companion as a free action or push it as
train it for a general purpose. Essentially, an animal’s a move action.) For tasks with specific time frames noted
purpose represents a preselected set of known tricks above, you must spend half this time (at the rate of 3 hours per
that fit into a common scheme, such as guarding or day per animal being handled) working toward completion of
heavy labor. The animal must meet all the normal the task before you attempt the Handle Animal check. If the
prerequisites for all tricks included in the training check fails, your attempt to teach, rear, or train the animal fails
package. If the package includes more than three and you need not complete the teaching, rearing, or training
tricks, the animal must have an Intelligence score of time. If the check succeeds, you must invest the remainder of
2. the time to complete the teaching, rearing, or training. If the
An animal can be trained for only one time is interrupted or the task is not followed through to
general purpose, though if the creature is capable of completion, the attempt to teach, rear, or train the animal
learning additional tricks (above and beyond those automatically fails.
included in its general purpose), it may do so. Try Again: Yes, except for rearing an animal.
Training an animal for a purpose requires fewer Special: You can use this skill on a creature with an
checks than teaching individual tricks does, but no Intelligence score of 1 or 2 that is not an animal, but the DC of
less time. any such check increases by 5. Such creatures have the same
Combat Riding (DC 20): An animal trained to bear limit on tricks known as animals do. A druid or ranger gains a
a rider into combat knows the tricks attack, come, +4 circumstance bonus on Handle Animal checks involving
defend, down, guard, and heel. Training an animal her animal companion. In addition, a druid’s or ranger’s
for combat riding takes six weeks. You may also animal companion knows one or more bonus tricks, which
“upgrade” an animal trained for riding to one trained don’t count against the normal limit on tricks known and don’t
for combat riding by spending three weeks and require any training time or Handle Animal checks to teach.
making a successful DC 20 Handle Animal check. Untrained: If you have no ranks in Handle Animal, you can
The new general purpose and tricks completely use a Charisma check to handle and push domestic animals,
replace the animal’s previous purpose and any tricks but you can’t teach, rear, or train animals. A druid or ranger
it once knew. Warhorses and riding dogs are already with no ranks in Handle Animal can use a Charisma check to
trained to bear riders into combat, and they don’t handle and push her animal companion, but she can’t teach,
require any additional training for this purpose. rear, or train other nondomestic animals.
Fighting (DC 20): An animal trained to
engage in combat knows the tricks attack, Ride
down, and stay. Training an animal for If you attempt to ride a creature that is ill suited as a
fighting takes three weeks. mount, you take a –5 penalty on your Handle Animal (Ride)
Guarding (DC 20): An animal trained to checks.
guard knows the tricks attack, defend, down, Check: Typical riding actions don’t require checks. You can
and guard. Training an animal for guarding saddle, mount, ride, and dismount from a mount without a
takes four weeks. problem.

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The following tasks do require checks. other mount not trained for combat riding while in battle. If
you fail the Handle Animal (Ride) check, you can do nothing
Task Ride DC else in that round. You do not need to roll for warhorses or
Guide with knees 5 warponies.
Stay in saddle 5 Fast Mount or Dismount: You can attempt to mount or
Fight with warhorse 10 dismount from a mount of up to one size category larger than
Control mount in battle 15 yourself as a free action, provided that you still have a move
Cover 15 action available that round. If you fail the Handle Animal
Soft fall 15 (Ride) check, mounting or dismounting is a move action. You
Leap 15 can’t use fast mount or dismount on a mount more than one
Spur Mount 15 size category larger than yourself.
Control Mount in Battle 201 Action: Varies. Mounting or dismounting normally is a move
1
Armor check penalty applies. action. Other checks are a move action, a free action, or no
action at all, as noted above.
Guide with Knees: You can react instantly to guide Special: If you are riding bareback, you take a –5 penalty on
your mount with your knees so that you can use both Handle Animal (Ride) checks.
hands in combat. Make your Handle Animal (Ride) If your mount has a military saddle you get a +2
check at the start of your turn. If you fail, you can use circumstance bonus on Handle Animal (Ride) checks related
only one hand this round because you need to use the to staying in the saddle.
other to control your mount.
Stay in Saddle: You can react instantly to try to Knowledge
avoid falling when your mount rears or bolts Related Ability: Intelligence
unexpectedly or when you take damage. This usage Trained Only
does not take an action. Like the Craft and Profession skills, Knowledge
Fight with Warhorse: If you direct your war–trained actually encompasses a number of unrelated skills.
mount to attack in battle, you can still make your own Knowledge represents a study of some body of lore,
attack or attacks normally. This usage is a free action. possibly an academic or even scientific discipline.
Cover: You can react instantly to drop down and Below are listed typical fields of study.
hang alongside your mount, using it as cover. You • Appraise (gems, jewelry, art objects, property
can’t attack or cast spells while using your mount as values, pawning, fencing)
cover. If you fail your Handle Animal (Ride) check, • Arcana (ancient mysteries, magic traditions, arcane
you don’t get the cover benefit. symbols, cryptic phrases, constructs, dragons,
This usage does not take an action. magical beasts)
Soft Fall: You can react instantly to try to take no • Architecture and Engineering (buildings,
damage when you fall off a mount—when it is killed aqueducts, bridges, fortifications)
or when it falls, for example. If you fail your Handle • Dungeoneering (aberrations, caverns, oozes,
Animal (Ride) check, you take 1d6 points of falling spelunking)
damage. This usage does not take an action. • Geography (lands, terrain, climate, people)
Leap: You can get your mount to leap obstacles as • Heraldry (Organizations, guilds, national symbols)
part of its movement. Use your Handle Animal • History (royalty, names and causes of wars, colonies,
(Ride) modifier or the mount’sAthletics migrations, founding of cities)
(Jump)modifier, whichever is lower, to see how far • Local (legends, personalities, inhabitants, laws,
the creature can jump. If you fail your Handle customs, traditions, humanoids)
Animal (Ride) check, you fall off the mount when it
• Nature (animals, fey, giants, monstrous humanoids,
leaps and take the appropriate falling damage (at least
plants, seasons and cycles, weather, vermin)
1d6 points). This usage does not take an action, but is
• Psionics (Ancient mysteries, psionic traditions,
part of the mount’s movement.
psychic symbols, cryptic phrases, astral constructs,
Spur Mount: You can spur your mount to greater
psionic races).
speed with a move action. A successful Handle
Animal (Ride) check increases the mount’s speed by • Nobility and Royalty (lineages, heraldry, family
10 feet for 1 round but deals 1 point of damage to the trees, mottoes, personalities)
creature. You can use this ability every round, but • Religion (gods and goddesses, mythic history,
each consecutive round of additional speed deals ecclesiastic tradition, holy symbols, undead)
twice as much damage to the mount as the previous • Strategy and Tactics (large scale combat, troop
round (2 points, 4 points, 8 points, and so on). organization, resupply and formation, battlefield
Control Mount in Battle: As a move action, you can tactics, famous battlefields, seige tactics, famous
attempt to control a light horse, pony, heavy horse, or generals and military orders)

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• The Planes (the Inner Planes, the Outer Untrained: An untrained Knowledge check is simply an
Planes, the Astral Plane, the Ethereal Plane, Intelligence check. Without actual training, you know only
outsiders,elementals, magic related to the common knowledge (DC 10 or lower).
planes)
• Technology (Ancient mysteries, Linguisitics
technological traditions, blueprints, cryptic Linguistics is composed of three subskills –
phrases, technological creatures, Linguistics (Decipher Script), Linguistics (Forgery), Read
technological devices, technical societies, Language and Write Language. The latter two are trained
famous technicians) only skills.
Check: Answering a question within your field of Related Ability: Intelligence
study has a DC of 10 (for really easy questions), 15
(for basic questions), or 20 to 30 (for really tough Decipher Script
questions). Check: You can decipher writing in an unfamiliar language or
In many cases, you can use this skill to a message written in an incomplete or archaic form. The base
identify monsters and their special powers or DC is 20 for the simplest messages, 25 for standard texts, and
vulnerabilities. In general, the DC of such a check 30 or higher for intricate, exotic, or very old writing.
equals 10 + the monster’s HD. A successful check If the check succeeds, you understand the general
allows you to remember a bit of useful information content of a piece of writing about one page long (or the
about that monster. When identifying templated equivalent). If the check fails, make a DC 5 Wisdom check to
creatures, use the base creature’s HD with a +2 see if you avoid drawing a false conclusion about the text.
circumstance modifier for each template. (Success means that you do not draw a false conclusion;
Common creatures (such as domestic failure means that you do.)
animals) subtract from –1 to –5 to the DC, and rare or Both the Linguistics (Decipher Script) check and (if
unique creatures (such as the Tarrasque) add +1 to +5 necessary) the Wisdom check are made secretly, so that you
to the DC. can’t tell whether the conclusion you draw is true or false.
For every 5 points by which your check Action: Deciphering the equivalent of a single page of script
result exceeds the DC, you recall another piece of takes 1 minute (ten consecutive full–round actions).
useful information. Try Again: No.
Appraise Check: You can appraise common or Special: A character with the Diligent feat gets a +2 bonus on
well–known objects with a DC 12 Appraise check. Linguistics (Decipher Script) checks.
Items that tend to be more rare or valuable have a
higher value. When you make a check you can
appraise an item to be of “at least” value equal to
Forgery
your result. For example, if you are appraising a 500 Tools Required
gp ruby (DC 20) and get a result of 13, you appraise Check: Linguistics (Forgery) requires writing materials
the ruby to be “at least” worth 300 gp. appropriate to the document being forged, enough light or
sufficient visual acuity to see the details of what you’re
writing, wax for seals (if appropriate), and some time. To
Base Value DC
forge a document on which the handwriting is not specific to a
0 gp – 1,000 gp 10 + 1 per 100 gp
person (military orders, a government decree, a business
1,001 gp –50,000 gp 20 + 1 per 5,000 gp
ledger, or the like), you need only to have seen a similar
50,001 gp – 500,000 gp 30 + 1 per 50,000 gp
document before, and you gain a +8 bonus on your check. To
500,001 gp – 5,000,000 gp 40 + 1 per 500,000 gp
forge a signature, you need an autograph of that person to
5,000,001 gp+ 50 + 1 per 5,000,000 gp
copy, and you gain a +4 bonus on the check. To forge a longer
document written in the hand of some particular person, a
A magnifying glass gives you a +2 large sample of that person’s handwriting is needed.
circumstance bonus on Appraise checks involving The Linguistics (Forgery) check is made secretly, so
any item that is small or highly detailed, such as a that you’re not sure how good your Linguistics (Forgery) is.
gem. A merchant’s scale gives you a +2 circumstance As with Deception (Disguise), you don’t even need to make a
bonus on Appraise checks involving any items that check until someone examines the work. Your Linguistics
are valued by weight, including anything made of (Forgery) check is opposed by the Perception (Spot) check of
precious metals. These bonuses stack. the person who examines the document to check its
Action: Normally, no action is required. Either you authenticity. The examiner gains modifiers on his or her check
know the answer, or you don’t. if any of the conditions on the table below exist.
Try Again: No. The check represents what you
know, and thinking about a topic a second time
Condition Forgery
doesn’t let you know something that you never
Modifier
learned in the first place.

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Type of document unknown to reader –2 5 Simple Speech. Usually single words only that
Type of document somewhat known to +0 can express tangible concepts. “Hungry”,
reader “Tired”,
Type of document well known to reader +2 7 Broken Speech or heavy foreign accent. Can
Handwriting not known to reader –2 speak simple sentences, but has little grasp of
Handwriting somewhat known to reader +0 proper grammar. Intangible concepts are
Handwriting intimately known to reader +2 difficult, if not impossible to relay. Slang
Reader only casually reviews the –2 phrases or words tend to translate as gibberish.
document “Me go there”, “Where market?”, “I go sleep”
10 Average Conversation. Consists of full
A document that contradicts procedure, sentences and a wide range of concepts and
orders, or previous knowledge, or one that requires ideas can be expressed. Common slang can be
sacrifice on the part of the person checking the easily understood. “Hello, how are you? My
document can increase that character’s suspicion (and name is Indigo, and I will be your guide
thus create favorable circumstances for the checker’s today.”
opposing Linguistics (Forgery) check). 12 Slang–filled Conversation. Many words are
Action: Forging a very short and simple document used to evoke colloquisms or used in different
takes about 1 minute. A longer or more complex context than normal. This is not an attempt to
document takes 1d4 minutes per page. encode the language, but the slang is based on
Try Again: Usually, no. A retry is never possible terminology the listener is expected to
after a particular reader detects a particular forgery. understand. “You’re no Romeo kid – stick
But the document created by the forger might still with me, and we’ll do good.”
fool someone else. The result of a Linguistics 15 Professional level Conversation. Conversation
(Forgery) check for a particular document must be includes words of a technical nature or words
used for every instance of a different reader from another language, or the use of exacting
examining the document. No reader can attempt to grammar. “That bit of fuana, Tethersa Majora,
detect a particular Linguistics (Forgery) more than is commonly known as the bluebell.”
once; if that one opposed check goes in favor of the 19 Sage level Conversation. Complex use of
forger, then the reader can’t try using his own skill technical terms and/or esoteric ideals or
again, even if he’s suspicious about the document. concepts. “The hydrodynamics of specula
Restriction: Linguistics (Forgery) is language– invulvai infer a symbiotic relationship to the
dependent; thus, to forge documents and detect genus africanus malatia”
forgeries, you must be able to read and write the
language in question. A barbarian can’t learn the Try Again: Yes, if you have at least 1 rank in the language.
Linguistics (Forgery) skill unless he has learned to Special: You start at 1st level knowing one or two languages
read and write. (based on your race), plus an additional number of languages
equal to your starting Intelligence bonus.
Speak Language
Trained Only Write Language (Int)
Like Craft, Knowledge, Profession and Trained Only
Perform, Linguistics (Speak Language) is actually a Being “lettered” on Amberos is an unusual skill
number of separate skills. You could have several among the common folk. Most information is passed on
Linguistics (Speak Language) skills, each with its orally by most common folk of the different races. Dwarves
own ranks, each purchased as a separate skill. were the first to use a written language, and humans learned to
Check: Not normally required, unless the character adopt the custom. Elves took up writing at a later date, and by
must convey difficult ideals or the language is not the the time of the Elvin golden age most races had their own
speaker’s primary language. written language.
Action: With a successful check you can converse in Check: Not normally required, unless the character must
the language with others. Your check result convey difficult ideals or the language is not the writer’s
determines how complex your speech patterns are. primary language.
When speaking in your native language, you are Try Again: Yes, if you have at least 1 rank in the language.
assumed to “take 10” on the check, though you may
automatically choose a lower result if you desire. If Perception
you wish a higher result, you must roll. You cannot Perception is composed of five subskills – Listen,
take 20 on the check. Smell, Spot, Taste, Touch. 3.5 users note: Search has been
rolled into Perception (Spot).
DC Speech Pattern Related Ability: Wisdom

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Smell
Listen Check: You can pick up fine odors in the air, allowing you to
Check: Your Perception (Listen) check is either smell nearby creatures, inhaled poisons, and nearby odiferous
made against a DC that reflects how quiet the noise is hazards. Unlike the ability to hear or see an approaching
that you might hear, r it is opposed by your target’s enemy, smell cannot be used to notice hidden foes unless the
Stealth (Move Silently) check. scent is present for more than a 10 minutes.
Listen Sound
DC Smell Smell DC
–10 A battle Musk attack or rotting garbage –10
0 People talking Unkempt creature’s den –5
5 In medium armor walking at a slow Creature with breath weapon 0
pace (10 ft./round) trying not to Unkempt creature 5
make any noise. Fresh air or average humanoid 10
10 An unarmored person walking at a Sweat or clean humanoid 15
slow pace (15 ft./round) trying not Sweat or fastidious humanoid 20
to make any noise. Inhaled poison Poison’s
15 A 1st–level rogue using Stealth DC
(Move Silently) to sneak past the
listener. Smell Modifiers DC
15 People whispering. modifier
19 A cat stalking. Distance +1/10 feet
30 An owl gliding in for a kill. Time since the smell was present +1/minute
1 If you beat the DC by 10 or more, you hear what’s being Through a door +5
said, assuming that you understand the language. Downwind –5
Upwind +5
Listen Condition A stronger odor nearby +5
modifier Odor disguised –5
+5 Through a door. Cold environment +5
+15 Through a stone wall. Rain or target recently bathed +5
+1 Per 10 feet of distance. Wind +10
+5 Listener distracted. Pinpoint an invisible foe through smell +20
Particularly strong –5
In the case of people trying to be quiet, the
DCs given on the table could be replaced by Stealth Action: Most Perception checks are reactive, made in
(Move Silently) checks, in which case the indicated response to observable stimulus. Intentionally searching for
DC would be their average check result. stimulus is a move action.
Action: Varies. Every time you have a chance to hear Try Again: Yes. You can try to sense something you missed
something in a reactive manner (such as when the first time, so long as the stimulus is still present.
someone makes a noise or you move into a new Special: Creatures with the scent ability have a +8 racial
area), you can make a Perception (Listen) check bonus to Perception (Smell) checks.
without using an action.
Trying to hear something you failed to hear
Spot
previously is a move action.
Try Again: Yes. You can try to hear something that Check: You generally must be within 10 feet of the object or
you failed to hear previously with no penalty. surface to be searched. The table below gives DCs for typical
Special: When several characters are listening to the tasks involving the Perception (Spot) skill.
same thing, a single 1d20 roll can be used for all the
individuals’ Perception (Listen) checks. Task Search DC
A fascinated creature takes a –4 penalty on A visible creature 0
Perception (Listen) checks made as reactions. Ransack a full chest 10
A sleeping character may make Perception A trap 15+
(Listen) checks at a –10 penalty. A successful check A concealed door 15+
awakens the sleeper. A hidden compartment 15+
A secret door 20+
Find a magic trap (rogue only)1 25+
A hidden creature Stealth
An invisible creature Stealth +10

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Sense Motive
Check: A successful check lets you avoid being bluffed (see
Condition Penalty the Deception (Bluff) skill). You can also use this skill to
Distance in sunlight +1/100 feet etermine when “something is up” (that is, something odd is
Distance in torchlight +1/10 feet going on) or to assess someone’s trustworthiness.
Distance in moonlight +1/5 feet
Distance in candlelight +1/1 foot Task Sense
Shadowy illumination +5 Motive
DC
Read Lips: To understand what someone is saying by Hunch 20
reading lips, you must be within 30 feet of the Sense enchantment 25 or 15
speaker, be able to see him or her speak, and Discern secret message Varies
understand the speaker’s language. (This use of the Detect bluff Varies
skill is languagedependent.)
The base DC is 15, but it increases for Hunch: This use of the skill involves making a gut assessment
complex speech or an inarticulate speaker. You must of the social situation. You can get the feeling rom another’s
maintain a line of sight to the lips being read. behavior that something is wrong, such as when you’re talking
If your Perception (Spot) check succeeds, to an impostor. Alternatively, you an get the feeling that
you can understand the general content of a minute’s someone is trustworthy.
worth of speaking, but you usually still miss certain Sense Enchantment: You can tell that someone’s behavior is
details. If the check fails by 4 or less, you can’t read being influenced by an enchantment effect (by efinition, a
the speaker’s lips. If the check fails by 5 or more, you mind–affecting effect), even if that person isn’t aware of it.
draw some incorrect conclusion about the speech. The usual DC is 25, but if the target is ominated (see dominate
The check is rolled secretly in this case, so that you person), the DC is only 15 because of the limited range of the
don’t know whether you succeeded or missed by 5. target’s activities.
Action: It takes a full–round action to search a 5– Discern Secret Message: You may use Perception (Sense
foot–by–5–foot area or a volume of goods 5 feet on a Motive) to detect that a hidden message is being transmitted
side. via the Deception (Bluff) skill. In this case, your Perception
Special: A fascinated creature takes a –4 penalty on (Sense Motive) check is opposed by the Deception (Bluff)
Perception (Spot) checks made as reactions. check of the character transmitting the message. For each
The spells explosive runes, fire trap, glyph piece of information relating to the message that you are
of warding, symbol, and teleportation circle create missing, you take a –2 penalty on your Perception (Sense
magic traps that someone with the trapfinding ability Motive) check. If you succeed by 4 or less, you know that
can find by making a successful Perception (Spot) something hidden is being communicated, but you can’t learn
check and then can attempt to disarm by using anything specific about its content. If you beat the DC by 5 or
Disable Device. more, you intercept and understand the message. If you fail by
Identifying the location of a snare spell has 4 or less, you don’t detect any hidden communication. If you
a DC of 23. Spike growth and spike stones create fail by 5 or more, you infer some false information.
magic traps that can be found using Perception Action: Trying to gain information with Perception (Sense
(Spot), but against which Disable Device checks do Motive) generally takes at least 1 minute, and you could spend
not succeed. See the individual spell descriptions for a whole evening trying to get a sense of the people around
details. you.
Restriction: While anyone can use Perception (Spot) Try Again: No, though you may make a Perception (Sense
to find a trap whose DC is 20 or lower, only a rogue Motive) check for each Deception (Bluff) check made against
can use Perception (Spot) to locate traps with higher you.
DCs. (Exception: The spell find traps temporarily Special: None
enables a cleric to use the Perception (Spot) skill as if
he were a rogue.)
A dwarf, even one who is not a rogue, can
Touch
use the Perception (Spot) skill to find a difficult trap Check: You can feel for breezes indicating the route to open
(one with a DC higher than 20) if the trap is built into air as well as the gentle tremors made by burrowing creatures
or out of stone. He gains a +2 racial bonus on the and marching armies. The following table outlines the DCs of
Perception (Spot) check from his stonecunning these checks.
ability.
Touch Perception
DC
Notice a pickpocket Opposed by

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Theft Action: Varies. Trying to earn money by playing in public


Air movement 20 requires anywhere from an evening’s work to a full day’s
Burrowing creature 25 performance. The bard’s special Perform–based abilities are
Creatures or armies on the move 30 described in that class’s description.
Try Again: Yes. Retries are allowed, but they don’t negate
Touch Modifiers DC Modifier previous failures, and an audience that has been unimpressed
Distance to burrower +1/10 feet in the past is likely to be prejudiced against future
Distance to large creatures or armies +1/100 feet performances. (Increase the DC by 2 for each previous
Size of moving creature Size modifier failure.)
Number of moving creatures –1/10 creatures Special: In addition to using the Perform skill, you can
entertain people with sleight of hand, tumbling, tightrope
walking, and spells (especially illusions).
Action: Most Perception checks are reactive, made in
response to observable stimulus. Intentionally
searching for stimulus is a move action. Persuasion
Try Again: Yes. You can try to sense something you Persuasion is composed of five subskills –
missed the first time, so long as the stimulus is still Diplomacy, Gather Information, Intimidate, Seduce and
present. Torture.
Special: A creature with tremorsense gains a +8 Related Ability: Charisma
racial bonus to Perception (Touch) skill checks.
Diplomacy
Perform Check: You can change the attitudes of others or to request
Related Ability: Charisma favors or services through the use of this skill in Social
Like Craft, Knowledge, and Profession, Perform is Encounters.
actually a number of separate skills. Action: The use of Persuasion is covered under the Social
You could have several Perform skills, each Encounters sections.
with its own ranks, each purchased as a separate skill. NPC’s encountered in most civilized areas in which
Each of the nine categories of the Perform they have spent much time will have an attitude of Indifferent
skill includes a variety of methods, instruments, or towards PCs. Characters in civilized areas they are not
techniques, a small list of which is provided for each familiar with will generally meet with NPCs who have an
category below. attitude of Unfriendly. In most dungeon and wilderness areas,
NPCs will generally have an attitude of Hostile.
• Act (comedy, drama, mime) The grades of attitudes are as follows:
• Comedy (buffoonery, limericks, joke– Animosity: The target will go out of its way to harm you.
telling) They may attack, lie, berate, torture or otherwise
• Dance (ballet, waltz, jig) attempt to slay the character. If outclassed, the target
will likely remain to cause the character as much
• Debate
harm as possible before expiring.
• Keyboard instruments (harpsichord, piano,
Hostile: The target will take risks to hurt you. They may
pipe organ)
attack, berate, or interfere with the character. If
• Oratory (epic, ode, storytelling) outclassed, the target will likely flee.
• Percussion instruments (bells, chimes, Unfriendly: The target wishes you ill. They may mislead,
drums, gong) gossip, avoid, watch suspiciously, or insult the
• String instruments (fiddle, harp, lute, character. If outclassed, the target will likely
mandolin) withdraw or simply be unhelpful.
• Wind instruments (flute, pan pipes, recorder, Indifferent: The target doesn’t much care. They will react
shawm, trumpet) appropriately to the social situation they are put in. If
• Sing (ballad, chant, melody) outclassed, the target will likely leave for greener
pastures.
Check: You can impress audiences with your talent Friendly: The target wishes you well. They will often chat,
and skill. You can earn your performance check in advise, offer limited help or advocate in the
silver pieces per day. If you increase the DC by 10, characters behalf, so long as such help does not put
you can earn your performance check –10 in gold them at great risk. If outclassed, the target will side
pieces per day. with the characters, but may back out if the risk is too
A masterwork musical instrument gives you great.
a +2 circumstance bonus on Perform checks that Helpful: The target will take risks to help you. They will
involve its use. protect, back up, heal aid or otherwise assist the
character. The target will assist the character to the

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best of their ability, and may even lay down Demoralize Opponent: You can use Persuade (Intimidate) to
their life to assist the character. weaken an opponent’s resolve in combat. To do so, make an
Fanatic: The target will die for you. They will Persuade (Intimidate) check opposed by the target’s modified
protect, intercede, heal and do anything the level check (see above). If you win, the target becomes shaken
character asks. They will lay down their life for 1 round. A shaken character takes a –2 penalty on attack
to aid the character with no questions asked. rolls, ability checks, and saving throws. You can intimidate
only an opponent that you threaten in melee combat and that
Information on persuading others is can see you.
discussed under Social Encounters Action: Varies. Intimidating an opponent in combat is a Move
action.
Try Again: Optional, but not recommended because Try Again: Optional, but not recommended because retries
retries usually do not work. Even if the initial usually do not work. Even if the initial check succeeds, the
Persuade (Diplomacy) check succeeds, the other other character can be intimidated only so far, and a retry
character can be persuaded only so far, and a retry doesn’t help. If the initial check fails, the other character has
may do more harm than good. If the initial check probably become more firmly resolved to resist the
fails, the other character has probably become more intimidator, and a retry is futile.
firmly committed to his position, and a retry is futile. Special: You gain a +4 bonus on your Persuade (Intimidate)
Retries impose a –10 penalty at least. check for every size category that you are larger than your
Special: None target. Conversely, you take a –4 penalty on your Persuade
(Intimidate) check for every size category that you are smaller
Gather Information than your target.
Check: Gather Information is used in a social A character immune to fear can’t be intimidated, nor
encounter to learn rumors, secret information or other can nonintelligent creatures.
relevent information NPCs might have that PCs want
or need. Discovering the information usually results Seduce
in a Social Encounter, though attempting to learn Check: Similar to Persuade (Diplomacy), you use an
simple well–known rumors can be a single Persuade emotional response to attempt to influence an individual, often
(Gather Information) check (the defender willing using temptation to illicite a positive response. Seduction
capitulates to reveal the information). does not have to sexual in nature, and can include temptations
If you want to find out about a specific of power, wealth and even appeals that a certain action “feels
rumor, or a specific item, or obtain a map, or do good”.
something else along those lines, the DC for the Persuade (Seduce) can only be successfully used on
check is 15 to 25, or even higher. an individual who has an attitude of Indifferent or better.
If you fail the check by 5 or more, you may See the social encounter rules for using Persuade
gather unwanted attention from those you were (Seduce).
attempting to Persuade (Gather Information) about.
Action: A typical Persuade (Gather Information) Try Again: Optional, but not recommended because retries
check takes 1d4+1 hours. usually do not work. Even if the initial Persuade (Seduce)
Try Again: Yes, but it takes time for each check. check succeeds, the other character can only be persuaded so
Furthermore, you may draw attention to yourself if far, and a retry may do more than good. If the initial check
you repeatedly pursue a certain type of information. fails, the other character has probably become more firmly
Special: None commited to his position, and a retry is futile. Retries impose
a –10 penalty at least.
Intimidate
Check: You can attempt to Persuade (Intimidate) Torture
others to perform actions or services for you in a Check: Persuade (Torture) is similar to Persuade (Gather
social situation, or you can attempt to use Persuade Information) and Persuade (Intimidate), but uses force, terror
(Intimidate) in combat to demoralize opponents with and physical pain to garner results. It can only be used against
a single check. In combat, your Persuade (Intimidate) an opponent that has been otherwise restrained or rendered
check is opposed by the target’s modified level check unable to escape the torture. Torturing is an evil act,
(1d20 + character level or Hit Dice + target’s regardless of the motive.
Wisdom bonus [if any] + target’s modifiers on saves Utilizing torture on an individual moves their attitude
against fear). down two steps, or to Hostile at least.
After any successful use of the Persuade See the social encounter rules for using Persuade
(Intimidate) skill, the target’s default attitude toward (Torture).
you shifts to unfriendly (or, if normally unfriendly, to Try Again: Yes, but it takes time for each check.
hostile).

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Profession
Related Ability: Wisdom
Trained Only; Tools required
Like Craft, Knowledge, and Perform,
Profession is actually a number of separate skills.
You could have several Profession skills, each with
its own ranks, each purchased as a separate skill.
While a Craft skill represents ability in creating or
making an item, a Profession skill represents an
aptitude in a vocation requiring a broader range of
less specific knowledge.
Check: You can practice your trade and make a
decent living, earning about half your Profession
check result in gold pieces per week of dedicated
work. You know how to use the tools of your trade,
how to perform the profession’s daily tasks, how to
supervise helpers, and how to handle common
problems.
Action: Not applicable. A single check generally
represents a week of work.
Try Again: Varies. An attempt to use a Profession
skill to earn an income cannot be retried. You are
stuck with whatever weekly wage your check result
brought you. Another check may be made after a
week to determine a new income for the next period
of time. An attempt to accomplish some specific task
can usually be retried.
Untrained: Untrained laborers and assistants (that is,
characters without any ranks in Profession) earn an
average of 1 silver piece per day.

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Spellcraft Arcane/Divine
Spellcraft consists of three subskills – Related Ability: Intelligence
Arcane, Divine and Spellcraft (Use Magic Device) .
Use this skill to identify spells of the appropriate type as they
are cast or spells already in place.
Spellcraft DC Task
10 + damage dealt Avoid having a spell disrupted when damaged during casting, including from continous damage
15 + spell level Defensively cast a spell without drawing an Attack of Opportunity
10 Cast a spell during vigorous motion (on a moving mount, a boat in rough water, etc.)
20 Cast spell during extremely violent motion (Earthquake)
15 Cast a spell during violent motion (a galloping mount, deck of a storm–tossed ship, etc.)
15 Cast a spell while entangled
20 Cast a spell while grappled or pinned (you can cast only spells without somatic components for
which you have any required material component or focus in hand)
5 Cast a spell in weather that has a high wind carrying blinding rain or sleet
10 Cast a spell in wind–driven hail, dust or debris
Distracting Spell’s Cast a spell in magic–induced bad weather, such as a Storm of Venegance
DC
13 When using read magic, identify a glyph of warding. No action required.
15 + spell level Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No
action required. No retry. You must use the Spellcraft skill (Arcane, Divine, Psionic, Technology)
that matches what form the caster is executing (for example, Spellcraft (Divine) to identify a cleric
spell being cast).
15 + spell level Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least
1 rank in Spellcraft (even if you find another source to try to learn the spell from).Requires 8
hours.
15 + spell level Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
15 + spell level When casting detect magic, determine the school of magic involved in the aura of a single item or
creature you can see. (If the aura is not a spell effect, the DC is 15 + one–half caster level.) No
action required.
19 When using read magic, identify a symbol. No action required.
20 + spell level Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of
the spell. No action required. No retry.
20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a
wall of iron spell. No action required. No retry.
20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a
full–round action.
25 + spell level After rolling a saving throw against a spell targeted on you, determine what that spell was. No
action required. No retry.
18 Identify a potion. Requires 1 minute. No retry.
20 + caster level Identify the properties of a common magic item. Requires 1 minute. No retry
20 Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10
minutes. No retry. This check is made secretly so you do not know the result.
30 + caster level Identify the properties of an artifact. Requires 1 minute. No retry.
30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. Time
required varies. No retry.
Action: See above, or Swap Arcane Spells. spell remains prepared and no swap occurs, if the roll is failed.
Swap Arcane Spells: Characters that must prepare If the character has the appropriate spellbook
arcane spells ahead of time may attempt to swap out available to him, it is possible to take 10 on the check; doing
a prepared spell for another spell available to them, in so takes 2 minutes of time.
effect casting a spell spontaneously from their Check: You can identify spells and magic effects. The DCs
spellbook. To swap a spell, the character makes a for Spellcraft checks relating to various tasks are summarized
spellcraft check, with a DC of 15 + spell level. It on the table above.
takes a full–round action to swap out a spell, and it Action: Varies, as noted above.
may be used normally the following round. If the roll Try Again: See above.
is failed by 5 or more, the prepared spell is lost for Special: If you are a specialist wizard, you get a +2 bonus on
the day, and no swap occurs. Otherwise, the original Spellcraft (Arcane) checks when dealing with a spell or effect

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from your specialty school. You take a –5 penalty suffer a mishap. A mishap means that magical energy gets
when dealing with a spell or effect from a prohibited released but it doesn’t do what you wanted it to do. The
school (and some tasks, such as learning a prohibited default mishaps are that the item affects the wrong target or
spell, are just impossible). that uncontrolled magical energy is released, dealing 1d6
A cleric attempting to deal with a spell or points of damage per caster level of the item to you. This
effect from one of his domains gains a +2 bonus to mishap is in addition to the chance for a mishap that you
Spellcraft (Divine) checks. normally run when you cast a spell from a scroll that you
If you have the Magical Aptitude feat, you could not otherwise cast yourself.
get a +2 bonus on Spellcraft checks. Decipher a Written Spell: This usage works just like
Additionally, certain spells allow you to deciphering a written spell with the Spellcraft skill, except that
gain information about magic, provided that you the DC is 5 points higher. Deciphering a written spell requires
make a successful Spellcraft check as detailed in the 1 minute of concentration.
spell description. Use a Scroll: If you are casting a spell from a scroll, you have
to decipher it first. Normally, to cast a spell from a scroll, you
Use Magic Device must have the scroll’s spell on your class spell list. Spellcraft
Use this skill to activate magic devices (Use Magic Device) allows you to use a scroll as if you had a
Check: You can use this skill to read a spell or to particular spell on your class spell list. The DC is equal to 20
activate a magic item. Spellcraft (Use Magic Device) + the caster level of the spell you are trying to cast from the
lets you use a magic item as if you had the spell scroll. In addition, casting a spell from a scroll requires a
ability or class features of another class, as if you minimum score (10 + spell level) in the appropriate ability. If
were a different race, or as if you were of a different you don’t have a sufficient score in that ability, you increase
alignment. the DC by +2 for every point of the related ability score you
You make a Spellcraft (Use Magic Device) lack (Intelligence for wizards, Wisdom for Clerics, Druids,
check each time you activate a device such as a Paladins and Rangers, Charisma for Sorcerers and Bards).
wand. If you are using the check to emulate an This use of the skill also applies to other spell
alignment or some other quality in an ongoing completion magic items.
manner, you need to make the relevant Spellcraft Use a Wand: Normally, to use a wand, you must have the
(Use Magic Device) check once per hour. wand’s spell on your class spell list. This use of the skill
You must consciously choose which allows you to use a wand as if you had a particular spell on
requirement to emulate. That is, you must know what your class spell list. This use of the skill also applies to other
you are trying to emulate when you make a Spellcraft spell trigger magic items, such as staffs.
(Use Magic Device) check for that purpose. The Action: None. The Spellcraft (Use Magic Device) check is
DCs for various tasks involving Spellcraft (Use made as part of the action (if any) required to activate the
Magic Device) checks are summarized on the table magic item.
below. Try Again: Yes, but if you ever roll a natural 1 while
attempting to activate an item and you fail, then you can’t try
Task DC
to activate that item again for 24 hours.
Activate blindly 20 + caster level
Special: You cannot take 10 with this skill.
Decipher a written spell 25 + spell level
You can’t aid another or lend aid on Spellcraft (Use
Use a scroll 20 + caster level
Magic Device) checks. Only the user of the item may attempt
Use a wand 20
such a check.
Activate Blindly: Some magic items are activated by
Stealth
special words, thoughts, or actions. You can activate
Stealth is composed of three subabilities – Hide,
such an item as if you were using the activation word,
Move Silently and Sleight of Hand.
thought, or action, even when you’re not and even if
Related Ability: Dexterity
you don’t know it. If you lack a class feature,
Armor Check Penalty
specific alignment, race or other qualification, you
increase the DC to activate by +2 for each
prerequisite you lack. Hide
You do have to perform some equivalent Check: Your Stealth (Hide) check is opposed by the
activity in order to make the check. That is, you must Perception (Spot) check of anyone who might see you. You
speak, wave the item around, or otherwise attempt to can move up to one–half your normal speed and hide at no
get it to activate. penalty. When moving at a speed greater than one–half but
If you’ve activated the item in question at less than your normal speed, you take a –5 penalty. It’s
least once before, you decrease the DC to blindly practically impossible (–20 penalty) to hide while attacking,
activate by –2. If you fail by 9 or less, you can’t running or charging.
activate the device. If you fail by 10 or more, you

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A creature larger or smaller than Medium Noisy surfaces, such as bogs or undergrowth, are
takes a size bonus or penalty on Stealth (Hide) checks tough to move silently across. When you try to sneak across
depending on its size category: Fine +16, Diminutive such a surface, you take a penalty on your Stealth (Move
+12, Tiny +8, Small +4, Large –4, Huge –8, Silently) check as indicated below.
Gargantuan –12, Colossal –16. Surface Check
You need cover or concealment in order to Modifier
attempt a Stealth (Hide) check. Total cover or total Noisy (scree, shallow or deep bog, –2
concealment usually (but not always; see Special, undergrowth, dense rubble)
below) obviates the need for a Stealth (Hide) check, Very noisy (dense undergrowth, deep –5
since nothing can see you anyway. snow)
If people are observing you, even casually,
you can’t hide. You can run around a corner or Action: None. A Stealth (Move Silently) check is included in
behind cover so that you’re out of sight and then your movement or other activity, so it is part of another action.
hide, but the others then know at least where you Special: The master of a cat familiar gains a +3 bonus on
went. Stealth (Move Silently) checks.
If your observers are momentarily distracted A hillenfaey has a +2 racial bonus on Stealth (Move
(such as by aDeception (Bluff) check; see below), Silently) checks.
though, you can attempt to hide. While the others If you have the Stealthy feat, you get a +2 bonus on
turn their attention from you, you can attempt a Stealth (Move Silently) checks.
Stealth (Hide) check if you can get to a hiding place
of some kind. (As a general guideline, the hiding
place has to be within 1 foot per rank you have in
Sleight Of Hand
Stealth (Hide).) This check, however, is made at a – Check: A DC 10 Stealth (Sleight of Hand) check lets you
10 penalty because you have to move fast. palm a coin–sized, unattended object. Performing a minor feat
Sniping: If you’ve already successfully hidden at of legerdemain, such as making a coin disappear, also has a
least 10 feet from your target, you can make one DC of 10 unless an observer is determined to note where the
ranged attack, then immediately hide again. You take item went.
a –20 penalty on your Stealth (Hide) check to conceal When you use this skill under close observation, your
yourself after the shot. skill check is opposed by the observer’s Perception (Spot)
Creating a Diversion to Stealth (Hide): You can check. The observer’s success doesn’t prevent you from
useDeception (Bluff) to help you hide. A performing the action, just from doing it unnoticed.
successfulDeception (Bluff) check can give you the Drawing a hidden weapon is a standard action and
momentary diversion you need to attempt a Stealth doesn’t provoke an attack of opportunity.
(Hide) check while people are aware of you. If you try to take something from another creature,
Action: Usually none. Normally, you make a Stealth you must make a Stealth (Sleight of Hand) check against a DC
(Hide) check as part of movement, so it doesn’t take of 15 + opponent’s .Perception (Spot) bonus. If you succeed,
a separate action. However, hiding immediately after you make a melee touch attack roll to acquire the item. If you
a ranged attack (see Sniping, above) is a move action. fail the check, you fail to acquire the item. If you fail the
Special: If you are invisible, you gain a +40 bonus on check by 5 or more, the opponent spots the attempt, which
Stealth (Hide) checks if you are immobile, or a +20 provokes an Attack of Opportunity.
bonus on Stealth (Hide) checks if you’re moving. You can also use Stealth (Sleight of Hand) to
If you have the Stealthy feat, you get a +2 entertain an audience as though you were using the Perform
bonus on Stealth (Hide) checks. skill. In such a case, your “act” encompasses elements of
A 13th–level ranger can attempt a Stealth legerdemain, juggling, and the like.
(Hide) check in any sort of natural terrain, even if it
doesn’t grant cover or concealment. A 17th level Task DC
ranger can do this even while being observed. Palm a coin–sized object, make a 10
coin disappear
Move Silently Lift a small object from a person 15 +
opponent’s
Check: Your Stealth (Move Silently) check is
Perception
opposed by the Perception (Listen) check of anyone
(Spot)
who might hear you. You can move up to one–half
Place a small object on a person 15 +
your normal speed at no penalty. When moving at a
opponent’s
speed greater than one–half but less than your full
Perception
speed, you take a –5 penalty. It’s practically
(Spot)
impossible (–20 penalty) to move silently while
Conceal a light weapon 14
running or charging.

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You can tend as many as six patients at a time. You


Action: Any Stealth (Sleight of Hand) check need a few items and supplies (bandages, salves, and so on)
normally is a standard action. However, you may that are easy to come by in settled lands. Giving long–term
perform a Stealth (Sleight of Hand) check as a free care counts as light activity for the healer. You cannot give
action by taking a –20 penalty on the check. long–term care to yourself.
Try Again: Yes, but after an initial failure, a second Revive: You can attempt to bring a dead character back to life
Stealth (Sleight of Hand) attempt against the same by mundane means if you work quickly. As a full–round
target (or while you are being watched by the same action, if you make a successful Survival (Heal) check against
observer who noticed your previous attempt) a DC of 30 + 2 per round since the victim’s death, you can
increases the DC for the task by 10. return the victim to life at a number of negative hit points one
Special: None less than the person’s unmodified constitution. This also
automatically stabilizes the victim.
Survival Treat Wound from Caltrop, Spike Growth, or Spike Stones:
Survival is comprised of three subskills – A creature wounded by stepping on a caltrop moves at one–
Survival (Heal), Streetwise and Wilderness Lore. half normal speed. A successful Survival (Heal) check
Related Ability: Wisdom removes this movement penalty.
A creature wounded by a spike growth or spike stones
Heal spell must succeed on a Reflex save or take injuries that
reduce his speed by one–third. Another character can remove
Check: The DC and effect depend on the task you
this penalty by taking 10 minutes to dress the victim’s injuries
attempt.
and succeeding on a Survival (Heal) check against the spell’s
Task Heal DC save DC.
Bind Wounds 20 Treat Poison: To treat poison means to tend a single character
First Aid 15 who has been poisoned and who is going to take more damage
Long–term care 15 from the poison (or suffer some other effect). Every time the
Revive 30 poisoned character makes a saving throw against the poison,
Treat wound from caltrop, spike 15 you make a Survival (Heal) check. The poisoned character
growth, or spike stones uses your check result or his or her saving throw, whichever is
Treat poison Poison’s higher.
save DC Treat Disease: To treat a disease means to tend a single
Treat disease Disease’s diseased character. Every time he or she makes a saving throw
save DC against disease effects, you make a Survival (Heal) check. The
diseased character uses your check result or his or her saving
Bind Wounds: With a successful DC 20 Survival throw, whichever is higher.
(Heal) check you can heal 1d4 hit point on an injured Action: Providing first aid, treating a wound, or treating
character. You cannot use the heal skill to heal a poison is a standard action. Binding wounds takes 1 minute
character above ½ their total hit points. per check. Treating a disease or tending a creature wounded
First Aid: You usually use first aid to save a dying by a spike growth or spike stones spell takes 10 minutes of
character. If a character has negative hit points and is work. Providing long–term care requires 8 hours of light
losing hit points (at the rate of 1 per round, 1 per activity.
hour, or 1 per day), you can make him or her stable. Try Again: Varies. Generally speaking, you can’t try a
A stable character regains no hit points but stops Survival (Heal) check again without proof of the original
losing them. check’s failure. You can always retry a check to provide first
Long–Term Care: Providing long–term care means aid or bind wounds, assuming the target of the previous
treating a wounded person for a day or more. If your attempt is still alive.
Survival (Heal) check is successful, the patient Special: A healer’s kit gives you a +2 circumstance bonus on
recovers hit points or ability score points (lost to Survival (Heal) checks.
ability damage) at twice the normal rate: 2 hit points
per level + Con modifier for a full 8 hours of rest in a Streetwise
day, or 4 hit points per level + twice Con modifier for
Check: You can survive the dangers of the urban “jungle”
each full day of complete rest; 2 ability score points
through your familiarity with populated areas.
for a full 8 hours of rest in a day, or 4 ability score
Streetwise does not allow you to follow difficult
points for each full day of complete rest.
tracks unless you are a ranger or have the Track feat.

Streetwise Task
DC
10 Get along in the city by begging or other means. Move up to one–half your overland speed while foraging (no

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food or water supplies needed) or find free lodging. You can provide food and water or lodging for one other
person for every 2 points by which your check result exceeds 10.
15 Keep from getting lost or avoid hazards, such as guard patrols
15 Find an alternate route to an unsecured location (by back alleys, sewer tunnels or other method)
20 Contact a black market source or fence
Varies Follow tracks (see the Track feat).
Action: Varies. A single Streetwise check may when the DC for the task is 10 or lower, only a ranger (or a
represent activity over the course of hours or a full character with the Track feat) can use Streetwise to follow
day. A Streetwise check made to find tracks is at least tracks when the task has a higher DC.
a full–round action, and it may take even longer. Special: If you have 5 or more ranks in Streetwise, you can
Try Again: Varies. For getting along in a community automatically determine the location to the center of the
or contacting a fence or black market you make a community in relation to yourself.
Streetwise check once every 24 hours. The result of
that check applies until the next check is made. To Wilderness Lore
avoid getting lost or avoid hazards, you make a Check: You can keep yourself and others safe and fed in the
Streetwise check whenever the situation calls for one. wild. The table below gives the DCs for various tasks that
Retries to avoid getting lost in a specific situation or require Survival checks.
to avoid a specific natural hazard are not allowed. For Wilderness Lore does not allow you to follow
finding tracks, you can retry a failed check after 1 difficult tracks unless you are a ranger or have the Track feat
hour (outdoors) or 10 minutes(indoors) of searching. (see the Restriction section below).
Restriction: While anyone can use Streetwise to find
tracks (regardless of the DC), or to follow tracks
Survival Task
DC
10 Get along in the wild. Move up to one–half your overland speed while hunting and foraging
(no food or water supplies needed). You can provide food and water for one other person for
every 2 points by which your check result exceeds 10.
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one–half
your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same
bonus to one other character for every 1 point by which your Survival check result exceeds 15.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival
check result exceeds 15, you can predict the weather for one additional day in advance.
Varies Follow tracks (see the Track feat).
Special: If you have 5 or more ranks in Wilderness Lore, you
Action: Varies. A single Survival check may can automatically determine where true north lies in relation to
represent activity over the course of hours or a full yourself.
day. A Survival check made to find tracks is at least a
full–round action, and it may take even longer.
Try Again: Varies. For getting along in the wild or
for gaining the Fortitude save bonus noted in the
table above, you make a Survival check once every
24 hours. The result of that check applies until the
next check is made. To avoid getting lost or avoid
natural hazards, you make a Survival check whenever
the situation calls for one. Retries to avoid getting
lost in a specific situation or to avoid a specific
natural hazard are not allowed. For finding tracks,
you can retry a failed check after 1 hour (outdoors) or
10 minutes(indoors) of searching.
Restriction: While anyone can use Survival to find
tracks (regardless of the DC), or to follow tracks
when the DC for the task is 10 or lower, only a ranger
(or a character with the Track feat) can use Survival
to follow tracks when the task has a higher DC.

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Feats
Feats Summary
General
Feat Prerequisites Benefits
Ability Focus Special Attack +2 DC against chosen special attack
Acrobatic – +2 to Athletics (Jump) and Acrobatics (Tumble) checks
Address the Crowd – Influence multiple opponents in a social encounter
Agile – +2 to Acrobatics (Balance) and Acrobatics (Escape Artist) checks
Alertness – +2 to Perception (Listen) and Perception (Spot) checks
Back–handed Stroke Alertness, BAB 4+ When flanked, can strike at an opponent with +2 bonus to hit
Sense FoeC Alertness, BAB 4+, Wis 15+ Can’t be flanked
Animal Affinity – +2 to Handle Animal (Animal Training) and Handle Animal (Ride) checks
Animal Trainer Animal Affinity Animals you train gain extra tricks and can advance as Animal
Companions
Animal Friend Animal Companion ability +1 effective level when determining abilities of an Animal Companion
Improved Animal Friend Animal Friend, Animal +2 effective level when determining abilities of an Animal companion
Companion ability
Animal Spirit – +2 to Animal Empathy and Handle Animals rolls with selected animal
Apprentice – Cost to improve one skill is ½ normal
Arcane Adversary Cha 13+, Maximize Spell +1 damage per die to offensive spells
Arcane Body Ability to cast arcane spells Gain bonus HP equal to spell–casting modifier
Armor Casting Light Armor Proficiency Armor spell failure chance is reduced by 10%
Perfect Armor Casting Heavy Armor Proficiency, Armor Arcane failure chance for armor reduced by –30%
Casting, Improved Armor
Casting, BAB 8+
Improved Armor Casting Medium Armor proficiency, Arcane Failure for armor is reduced by –20%
Armored Casting, BAB 4+
Armor FocusC Dex 13+, Proficiency with armor Selected armor has Dex check penalty reduced by –1
Armor MasteryC Armor Specialization, Fighter 8+ Armor bonus increased by +1, Dex check reduced by –1
level
Armor SpecializationC Armor Proficiency, Armor Focus, Chosen armor has Armor bonus increased by +1, and Armor check reduced
Fighter 4+ Level by –1
Signature ArmorC Masterwork or better armor, Spend XP or gold to improve armor
Fighter 2+
Armor Proficiency (Exotic)C – Can use selected exotic armor without non–proficienct penalty
Armor Proficiency (Light) – Use light armor without non–proficiency penalty
Armor Proficiency Armor Proficiency (Medium) Use heavy armor without non–proficiency penalty
(Heavy)
Armor Proficiency Armor Proficiency (Light) Use medium armor without non–proficiency penalty
(Medium)
Arcane Pact Con 13+, Cha 15+, Int 15+, Gain an extra spell per spell level
Ability to cast Arcane Spells
Arcane Scribe Ability to memorize spells +4 bonus to Spellcraft when deciphering spells
Athletic – +2 onAthletics (Climb)and Athletics (Swim) checks
Augmented Awakening Ability to cast Awaken spell Awakened creatures gain +2 HD, +1 hp/die and +1 bonus to attack and
damage
Aura of Comfort Ability to Turn Undead Spend a turn attempt that heals Cha modifier in damage/round (max 1 pt/4
levels), lasts 3+Cha modifier rounds
Aura of Defense Ability to Turn or Rebuke Spend a turn attempt to get +1 AC/5 caster levels to allies in 20 ft., lasts 3
Undead + Cha modifier rounds
Aura of Fury Ability to Turn or Rebuke Spend a turn attempt to gain +1 damage bonus/5 caster levels to allies in 20
Undead ft., lasts 3 + Cha modifier rounds
Aura of Health Ability to Turn Undead Spend a turn attempt to gain a +4 bonus to Fort saves against disease and
poison, lasts 3+Cha modifier rounds
Aura of Prudence Ability to Turn or Rebuke Spend two turn attempts to gain +1/5 caster levels AC and to Reflex saves
Undead in 20 ft., lasts 3 + Cha modifier rounds
Aura of Resistance Ability to Turn or Rebuke Spend turn attempts to gain energy resistance 5, lasts 3 + Cha modifier
Undead rounds
Aura of Resolution Ability to Turn or Rebuke Spend two turn attempts to gain +1/5 caster levels to attack and Will saves
Undead in 20 ft., lasts 3 + Cha modifier rounds
Aura of Vengeance Ability to Turn Undead Spend a turn attempt to inflict Cha modifier in damage (max 1 pt/4 levels)
to opponents that attack in melee, last 3+Cha modifier rounds

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Aura of Wounding Ability to Rebuke Undead Spend a rebuke attempt to cause opponents wounds to bleed for 1 point of
damage per round, lasts 3 + Cha modifier rounds
Awe–Inspiring Intimidation 6+ ranks Force opponent to make Will save or be panicked
Awesome Blow Str 25+, Power Attack, Improved Send target creature struck flying
Bull Rush, Size large or larger
Beserk Attack BAB 1+ Subtract from AC to add to attack
Unnerve Beserk Attack, BAB 1+, Intimidate foes as a free action when you strike an opponent
Intimidate 5+ Ranks
Biped Wild Shape Wild Shape (Dire Animal), Can assume a bipedal animal shape
Natural Spell, Snatch, Dex 13+
Blade Dancer BAB 10+, Perform (Dance) 5+ Use Perform (Dance) vs. opponent’s spot roll to leave them flat–footed
Ranks
Blessed Hands Lay on Hands ability Give up 1 hp healing for 1 minute of Bless
Blessing In Deception Ability to cast 5th level divine Once per game session, turn a natural 1 into a natural 20
(Disguise) spells
Blind Fighting – Reroll miss chance to strike unseen target
Blindsight, 5–ft. radius BAB 4+, Blind–fight, Wis 19 Gain blindsight out to a range of 5 feet
Blind Luck – +4 bonus to Spellcraft (Use Magic Device) when Activating Blindly
Bodyguard – You may take a blow meant for someone else with a successful Reflex
save
Boiling Blood Rage 2x/day, Con 13+ As a move action, convert 1d6 damage to nonlethal damage, or remove
1d6 nonlethal damage
Burst of Healing Cha 15+, Ability to Turn Undead Spend a turn attempt to Cure Light Wounds a touched subject
Changeless Gain a +2 save bonus against spells that alter or manipulate your form
Civilized Rage Rage 2x/day, Cha 13+ Rage grants +4 to Persuade (Intimidate)
Charismatic Cha 13+ +1 on up to three Charisma–based skills
Extremely Charismatic Charismatic, Cha 15+ Additional +1 to up to three Cha–based skills
Cipher – +4 to Linguistics (Decipher Script) when attempting to decipher codes or
hidden messages
Coiled Jump – +4 to Athletics (Jump) checks and make standing long jumps like a
running long jump
Combat Casting – +4 to Spellcraft (Arcane, Divine or Psionic) checks when casting
defensively
One–handed Casting Combat Casting, Quicken Spell May cast spell and attack in the same round
Tactics of Magic Combat Casting, Int 15+ May choose to ignore targets in cone, bursts, cylinder and emanation
effects
Combat ExpertiseC – Subtract –1 from attack to add +1 to AC (max +5)
Combat Expertise, Int 13, Combat Expertise, BAB You can subtract any number (up to your BAB) to add to AC
Improved 6+
Defensive Fighting, Combat Expertise, BAB 4+ When fighting defensively, gain dodge bonus to AC equal to ½ BAB;
GreaterC When using full defense gain dodge bonus to AC equal to BAB
Improved DisarmC Perform disarm attempts without invoking Attack of Opportunity
Improved Feint – Feint as a free action
Improved Reach BAB 4+ Extend reach by 5 feet, does not extend threaten area
Improved TripC – Make trip attack without provoking attack of opportunity
Lure Attack Combat Expertise,Deception Allow Attack of Opportunity against you to gain free attack against
(Bluff) 5+ ranks, Int 13+, BAB opponent at –4 penalty to hit
4+
Oops Bluff 6+ ranks, Combat Expertise “Ally” opponent is treated as flat–footed for attack if they fail a Sense
or Precise Shot motive check
ParryC Combat Expertise, BAB 4+ Reserve an attack to parry an incoming attack
RiposteC Combat Expertise, Combat When increasing your AC, if your opponent misses, take an attack of
Reflexes, BAB 6+ opportunity against them
Stunning BlowC Combat Expertise, Dex 13+, Stun foe who fails a Fort save
Knockback, Wis 13+
Sweep AttackC Combat Expertise, Improved Trip Knock prone opponents in half–circle around you who fail a Reflex save
Warding BlowC Parry, Int 13+ Gain Attack of Opportunity against opponent whose blow you parried
Weapon DisplayC Combat Expertise, BAB +1 Make perform check with weapon to demoralize foe
Combat Medic – Take 10 when delivering a touch–based healing spell to an ally
Combat ReflexesC – Gain attacks of opportunity equal to Dexterity modifier
Combat Swiftness Combat Reflexes, Lightning Gain an extra attack of opportunity if your first Attack of Opportunity hits,
Reflexes, Dex 15+, BAB 6+ at a –5 penalty

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Extra Attacks of Combat Reflexes Gain 2 extra Attacks of Opportunity per round
OpportunityC
Fend Combat Reflexes, BAB 4+ You can strike moving opponents in your threaten area you normally could
not attack
Hold the Line Combat Reflexes, BAB 2+ You can take an attack of opportunity against a charging opponent
Improved Deflection Deflection, Combat Reflexes You can deflect any number of incoming ranged attacks as a single Attack
of Opportunity
Knockdown BAB 2+, Improved Trip, Str 15 Trip opponent whom you deal 10+ damage to
Contortionist Dex 13+ +4 to Acrobatics (Escape Artist) when attempting to Squeeze Through a
Small Area
Craftsman +4 bonus to one Craft, Profession or Perform skill
Damaging Spell Treat spell one level higher for purposes of determining damage and copies
of spell produced
Improved Damaging Damaging Spell, Caster level 3+ Treat spell one level higher for purposes of determining damage and copies
Spell of spell produced
Daredevil Tumble 14+ ranks, Dex 15+ On successful reflex save turn damage into nonlethal damage
Dash Base movement is increased by +5 feet
Improved Dash Dash, BAB 4+, Dex 13+ Base movement is increased by +10 feet
Greater Dash Improved Dash, BAB 8+, Dex Base movement is increased by +15 feet
17+
Deceitful +2 to Deception (Disguise) and Linguistics (Forgery) checks
Deft Hands +2 to Stealth (Sleight of Hand) and Professions checks to manipulate small
objects
Defensive Combat Training – Add +4 to the DC on combat manuevers used against you.
Devotion Knowledge (Religion) 1+ ranks Gain minimum 50% effectiveness from healing spells
Demagogue Devotion, Sacred/Profane Insight, +3 to Cha skill rolls and +3 DC to Charm spells
Sacred/Profane Blessing,
Sacred/Profane Mark
Sacred/Profane Blessing Devotion Permanent Bless effect
Sacred/Profane Favor Devotion, Insight +20 to one roll per day
Sacred/Profane Guardian Devotion, Sacred/Profane Summon a celestial/infernal guardian
Blessing, Blessed/Damned,
Sanctity/Defilement, 9th+ level
Sacred/Profane Influence Devotion, Sacred/Profane Insight Reroll one die/day/2 levels
Sacred/Profane Insight Devotion Alter d20 die roll by +1/–1 once/day/2 levels
Sacred/Profane Devotion, Sacred/Profane Insight, Instant success or cast one spell of god’s domain 1x/week
Intervention Sacred/Profane Influence,
Sacred/Profane Favor
Sacred/Profane Mark Devotion +2 to chosen ability score for one minute 1x/day/4 level
Sacred/Profane Shape Devotion, Sacred/Profane Mark Assume shape of god’s favored animal 1x/day
Sacred/Profane Shield Ability to Turn/Rebuke Undead Spend a turn attempt to create a medium shield for 1 minute
Sacred/Profane Strength Devotion, Sacred/Profane Mark +4 to one ability score for 1 round + ½ character level 1x/day
Sacred/Profane Wrath Devotion, Sacred/Profane Mark, Deal 1d4 damage/level to one target 1x/week
Sacred/Profane Strength,
Sacred/Profane Shape
Sanctity/Defilement Devotion, Sacred/Profane Permanent Protection from Evil/Good
Blessing
Diligent
Divine Adversary Cha 13+, Maximize spell, Ability Add +1 damage per die to offensive spells
to cast Divine Spells
Divine Armor Ability to Turn/Rebuke Undead Spend one Turn attempt to gain a +4 Armor bonus
Divine Bastion Ability to Turn/Rebuke Undead Spend one Turn attempt to gain DR 1/– for 1 minute
Divine Body Ability to Turn/Rebuke Undead Gain HP equal to spellcasting modifier
Divine Curing/Harming Divine Healing, Ability to Spend one Turn attempt to heal/inflict 1d8/2 levels achieved on turning
Turn/Rebuke Undead check
Divine Pact Con 13+, Wis 15+, Cha 15+, Gain an extra spell per spell level from chosen domain
Ability to cast divine spells
DodgeC,O Dex 13+ Gain +1 dodge bonus to AC
Greater Spring AttackC,O Dex 15+, Dodge, Mobility, You make three attacks while moving
Spring Attack, Improved Spring
Attack, BAB 14+
Improved DodgeC Dex 15+, Dodge, BAB 8+ You gain a +3 dodge bonus to AC

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Improved Spring AttackC Dex 13+, Dodge, Mobility, You make two attacks while moving
Spring Attack, BAB 8+
Improved Whirlwind Whirlwind Attack, BAB 12+, Make two attacks against all opponents within reach at –2 to hit
AttackC Dex 17+
MobilityC,O Dex 13+, Dodge Gain +4 bonus to AC against Attacks of Opportunity
Move AsideC Alertness, Sense Foe, Dodge Use Attack of Opportunity on opponent who just missed to attack flanking
opponent
Perfect DodgeC,O Dex 19+, Improved Dodge, BAB +5 dodge bonus to AC
12+
Perfect Whirlwind Improved Whirlwind Attack, As a full–attack action make 3 attacks against all opponents in reach
AttackC BAB 16+
Shot on the RunC Dex 13+, Dodge, Mobility, Point Move before and after an attack with a ranged weapon
Blank Shot, BAB 4+
Spring AttackC Dex 13+, Dodge, Mobility, BAB Move before and after an attack with a melee weapon
4+
Sweeping ChargeC BAB 6+, Improved Cleave, Move 5 feet after dropping an opponent continuously
Whirlwind Attack, Improved
Charge, Spring Attack
Tactical StrikeC Dodge, Mobility, Spring Attack, Move your movement rate and make two attacks
Dex 15+, BAB 8+
Whirlwind AttackC Dex 13+, Int 13+, Combat As full attack action, make single attack against all opponents in reach
Expertise, Dodge, Mobility,
Spring Attack, BAB 4+
Domain Focus Ability to cast domain spells +1 Caster level when casting spells from chosen domain
Dual StrikeC Two–weapon fighting, BAB 6+ Take –2 penalty to hit to attack with both weapons as a standard action
Combined Attack Int 12+, Dual Strike Give up your attack to give ally your Base attack bonus to hit
Educated Int 13+ +1 to up to three Int–based skills
Extremely Educated Educated, Int 15+ Additional +1 to up to three Int–based skills
Elusive +4 to DC to be tracked
Empathic +4 bonus to Perception (Sense Motive) when determining someone’s
emotional state
Empower Spell–like Ability Spell–like ability’s variable effects are increased by 50%
Endurance +4 bonus to resist various environmental effects
Death Frenzy Diehard Can continue to act while at negative hit points, at –2 penalty to all actions
Die Hard Remain conscious and continue to attack at –1 to –9 hit points
Sustained Music Bardic Music ability, Endurance Double duration of bardic music
Tough as Nails Will to Live When reduced to 0 hp or less make 1d20 + Con mod roll to remain at 1 hit
point
Will to Live Con 13+, Diehard Add Con mod to stabilize roll, DC to be healed reduced by –4, can take
actions at 0 hp without dying
Energy Blast Ability to cast arcane evocation Gain an energy attack that can be used at will
spells
Energy Specialization Caster level 5+ Add +1 damage dice to spells using chosen energy type
Even–handed Dex 11+ No penalty to off–hand when fighting one–handed
Extra Counterspells Ability to cast spells You gain 3 extra counterspells per day
Extra Domain Slot Wis 15+, Access to a Domain You may convert normal spell slots into Domain spells
Extra Music Bardic Music Gain 2 extra uses of bardic music ability
Extra Skill Points Gain +4 skill points
Extra Turning
Focus Negative Energy Extra Turning, Wis 15+, Ability Spend two Turn attempts to deal 2d6 + Cleric level + Cha modifier
to Turn/Rebuke Undead
Focus Positive Energy Extra Turning, Wis 15+, Ability Spend two Turn attempts to heal 2d6 + Cleric level + Cha modifier
to Turn/Rebuke Undead
Eyes in the Back of Your BAB 3+, Wis 19 Flankers do not gain +2 bonus to hit you
HeadC
Faith Wis 13+ You can a single 0 level spell 3+Wis mod/day
Blest/Damned Faith, Sacred/Profane Blessing Opponent suffers –1 to hit and damage; if opponent wounds you he makes
Fort save or takes 1 pt of damage
Fanaticism Faith, Wis 13+ You can cast priest spells if you Wis and level is high enough
Fake Death You can pretend to fall dead without taking an Attack of Opportunity
Fast Healer Con 13+ You add your Con mod to the number of hit points you heal per day
Favored Fury Favored Enemy, Rage Ability You can rage when you encounter a favored enemy

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Fearless +4 bonus vs. magical or mundane fear effects
Feat of Charisma Cha 13+ You may add ½ you level to Cha for one round per day
Feat of Constitution Con 13+ You may add ½ your level to Con for one round per day
Feat of Dexterity Dex 13+ You may add ½ your level to Dex for one round per day
Feat of Intelligence Int 13+ You may add ½ your level to Int for one round per day
Feat of Strength Str 13+ You may add ½ your level to Str for one round per day
Feat of Wisdom Wis 13+ You may add ½ your level to Wis for one round per day
Fey–touched Wis 13+ You can cast one 0 level druid spell 3 + Wis mod/day
Child of Nature Fey–touched Gain ability to cast druidic spells if Wisdom is high enough
Flow Like Water Still Mind, Slow Fall, BAB 6+ Gain an extra attack following an Attack of Opportunity
Flyby Attack Fly skill 1+ ranks Make an attack in the middle of flying movement
Force of Personality Use Cha mod instead of Wis for Will saves
Forest Dweller Survival 10+ ranks, Animal Never lost, may ask one animal a question with a successful Persuade
Empathy (Diplomacy) skill check
Gossip Monger +4 to Persuade (Gather Information) when collecting rumors
Great FortitudeO +2 to Fort saves
Thick–skinnedC Great Fortitude You can use your Fortitude save as a armor bonus to AC
Grenadier Dex 13+, BAB 1+ Roll 1d4 for deviation with missed grenades
Guardian Familiar Familiar or Improved Familiar Familiar becomes more powerful in private sanctum
Haggling Gain discount on purchased items
Hands of the Saint Cha 13+, Lay on Hands ability You add your Cha modifier to healing checks
Healing Hands – +4 bonus to Survival (Heal) when applying First Aid
Health – You gain average hit points per level
Heightened Senses – +1 to Perception checks
Hover –
Immortal Rage Rage 2x/day Gain DR 3/– for 3 rounds + Con mod when raging
Imposing – +4 bonus to Persuade (Intimidate) when attempting to demoralize an
opponent
Imposter – +2 bonus to Deception skill checks Linguistics (Forgery) and Persuade
(Gather Information) when attempting to impersonate someone
Improved CriticalC – Double weapon’s critical range
Perfect ThreatC Improved Critical, Improved You automatically succeed confirming a critical with chosen weapon
Threat, BAB 12+
Improved Counterspell Use spell of same school and one level higher to counter spell
Arcane Purge Int 13+, Improved Countering, Give up 10 spell levels of spells to generate an Anti–magic field
Ability to cast arcane spells, 10+
prepared spell levels available
Improved Spell Spell Reflection As countering attempt, reflect spell back at caster
Reflection
Quickened Countering Improved Countering, Dex 13+ May counter spells as a immediate action
Spell Reflection Improved Countering
Spell Resistance Caster level 10th+, Improved Gain Spell Resistance 10+ ½ your caster level + Cha modifier
Countering, Spellcasting ability
19+
Improved Damage Reduction Damage Reduction ability, Con You gain +1 to your Damage Reduction
15+
Improved Dismissing – You can dismiss any spell as a standard action, and dismiss Dismissable
spells as a free action
Improved InitiativeC,O – +4 bonus to initiative rolls
Greater InitiativeC,O Dex 13+, Improved Initiative +6 to initiative (replaces +4 from Improved Initiative)
Improved Action Focus Improved Initiative, Lightning May improved initiative with successful Dex ability roll
Reflexes, Dex 13+
Perfect InitiativeC,O Improved Initiative, Reflex save +10 to Initiative
+6 or better
Improved Natural Armor Natural Armor 1+ +1 bonus to Natural Armor
Improved Natural AttackO Natural attack Increase chosen natural attack die by one step
Improved Scrying – Add one extra sense to scrying spells
Improved Single Weapon Weapon Focus, Fighter 4+ Add Dex mod to attack roll
FightingC
Greater Single Weapon Str 13+, Improved Single Weapon Gain additional attack when using full attack action, all attacks at –2
Fighting Fighting, Fighter 8+
Improved Nonlethal Ignore –4 penalty to hit when dealing nonlethal damage

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Improved Threat BAB 4+ +4 to confirm critical with chosen weapon
Improved Turning Ability to turn/rebuke undead Turn/rebuke undead as if one level higher
Improved Two–Handed Power Attack, Weapon Focus, Reach increased by 5 feet with Two–handed weapons, take –2 penalty to
Weapon FightingC Fighter 4+, Str 13+ AC
Greater Two–Handed Str 13+, Improved Two–handed Increase reach by 5 feet with no penalty to AC
Weapon FightingC Weapon Fighting, Power Attack,
Weapon Focus, Fighter 8+
Improved Unarmed Strike You do not provoke Attacks of Opportunity when making unarmed attacks
Brawler Improved Unarmed Strike, BAB As part of a full–round action you may take an additional attack at your
1+ highest Base attack bonus that deals 1d3 + Str damage
Choke HoldO Improved Grapple, BAB 4+ Grapple deals 1d4 Con damage
Crane KickO BAB 4+, Improved Unarmed You may lump all your attack bonuses into one attack or make a single
Strike, Circle Kick attack and lump all of your damage bonus into one strike 1x/day/3 levels
Crushing Hold Improved Grapple, BAB 1+ Take a –4 penalty to hit in a grapple to double the damage you inflict in a
grapple per round
Deflect ArrowsO Dex 13, Improved Unarmed Once per round negate ranged attack against you
Strike
Destroy ConstructionO Improved Unarmed Strike, Iron Can critical objects and constructs
Fingers
Improved GrappleO Do not provoke attack of opportunity when grappling, and +4 bonus to
grapple checks
Improved PinO Improved Grapple Can hold pin without needing to make additional checks
Instant StandO Improved Unarmed Strike, Dex Standing up is a free action that does not provoke an Attack of Opportunity
13+
Iron FingersO Improved Unarmed Strike Unarmed attacks deal piercing or slashing damage
Mantis LeapO Jump 5+ ranks, Improved Use Athletics (Jump) to hit opponent who is 10 ft. or more away
Unarmed Strike
Martial StrikeO Improved Unarmed Strike Take –2 to hit to double strength damage when attacking with an unarmed
strike
Monkey RollO Dodge, Improved Unarmed Gain bonus to AC equal ½ tumble ranks, same penalty to hit
Strike, Acrobatics (Tumble) 6+
ranks
Paralysis StrikeO Improved Unarmed Strike, Can paralyze opponent who fails Fort save
Stunning Fist, Combat Expertise,
BAB 4+
Snake StrikeO Dex 13+, BAB 2+ +2 init for the round, –2 penalty to attack 1x/day/4 levels
Snatch ArrowsO
Steel FingersO Improved Unarmed Strike, Iron Unarmed attacks inflict slashing or piercing damage
Fingers
Stunning FistO Stun opponent with successful hit until next action
Tiger BiteO Improved Unarmed Strike, BAB Attack at –2 penalty to hit to deal double base unarmed damage plus 1 ½
4+ Str modifier 1x/day/level
Improved Weapons Proficient with weapon, Craft +1 to hit and damage per two ranks of Craft (Weaponsmith) for ¼
(Weaponsmith) 6+ ranks weapon’s cost
Influential Cha 13+ You can request supplies or help with a successful Persuade (Diplomacy)
check
Influential Speaker Cha 13+ You deal +1d6 damage in Social Encounters
Innate Spellcasting Gain one extra spell per day
Magically Talented Innate Spellcasting Can cast 3 additional 0–level spells per day
Inspiration Cha 13+ Allies in 30 ft. gain +1 to hit and damage
Instrumental Perform (musical instrument) 10+ Use musical instrument to power bardic abilities
ranks
Internal Compass +4 bonus to Survival (Wilderness Lore) to determine direction
Investigator +2 bonus to Persuade (Gather Information) and Perception (Spot) checks
Iron WillO +2 bonus to Will saves
Jack of all Trades 6th level You can use any skill untrained
Keen Eyesight +2 bonus to Perception checks
Keen Hearing +4 bonus to Perception (Listen) checks when eavesdropping
Keen Nose Scent +4 bonus to Perception (Smell) checks
Leadership Character level 6+ Gain followers and Cohorts
Born Leader Leadership, Cha 13+ Gain +2 to Leadership score
Light Fingered +4 bonus to Stealth (Sleight of Hand) when taking items off other beings

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Light Sleeper Make Perception (Listen) roll when sleeping to awaken and avoid coupe
Derro grace attacks
Lightning ReflexesO You gain a +2 to Reflex saves
Mobile Defense Lightning Reflexes You use your Reflex save as an armor bonus to AC
Linguist +2 bonus to Linguistics (Decipher Script) and 2 languages per skill point
spent on Linguistics (Speak/Write Language)
Lone Wolf +1 to skill checks, saves and to–hit rolls when 30 ft. or more from closest
ally
Lucid FightingMA Ignore up to a –5 penalty to attack rolls and AC when fighting while
intoxicated
Lucky Reroll one die roll per game day
Lucky Strike Wis 13+ Take –1 penalty to hit to reduce miss chance by 5%
Lyricist Peform (Sing ) 5+ ranks, any Roll two dice for Perform checks and keep best result
other Perform skill 1+ ranks
Mage Foe – Spellcasters can’t defensively cast while you threaten them
Magic Affinity Spellcaster 1+ Treat spellcasting attribute as 2 higher for determining bonus spells and
maximum spell level usable
Magic Knowledge Heighten spell, Spell Focus, Int +1 caster level
13+
Improved Magic Heighten Spell, Magic You caster level is increased by +2
Knowledge Knowledge, Caster level 8+,
Spellcasting ability score 19+
Magical Aptitude – Gain +2 bonus to Spellcraft (Arcane or Divine) and Use Magic Device
checks
Magically Inclined Cha 13+ Can cast 3 + Cha mod 0–level arcane spells
Magically Skilled Magically Inclined Can cast Arcane spells with high Charisma
Martial Training Pro w/ all Martial Weapons, BAB +4 bonus to hit with weapons
1+
Mechanical Aptitude – +2 bonus when manipulating devices
Meticulous Wis 13+ “Take 20” takes ½ normal time, “Take 10” uses a default of 12
Missionary Patron diety, Wis 13+ +4 to Persuade (Diplomacy) skill checks when attempting to persuade
others to convert to your religion
Mounted CombatC Ride 1+ rank Make a Handle Animal (Ride) check to avoid damage to mount once per
round
Improved Mounted Mounted Archery, BAB 6+, Make a full attack while moving on a mount
ArcheryC Handle Animal (Ride) 10+ ranks
Mounted ArcheryC Ride 1+ rank, Mounted Combat Penalty for making ranged attacks while moving is halved
Mounted AttackC Mounted Combat, Handle Animal You gain an additional attack at –5 penalty to hit
(Ride) 10+ ranks
Mounted DefenseC Mounted Combat, Handle Animal Mount gains +4 AC
(Ride) 7+ ranks
Ride–by AttackC Ride 1+ rank, Mounted Combat Make a double move and attack anywhere during movement
Spirited ChargeC Ride 1+ rank, Mounted Combat, Mounted charge deals +1d6 damage (+2d6 with lance)
Handle Animal (Ride)–by Attack
SpurC Mounted Combat, Spirited Mount gains +10 base movement 1x/day/level
Charge
Mounted TrampleC Ride 1+ rank, Mounted Combat Overrun attack can’t be avoided, mount gains hoof attack against downed
opponents
Multiattack 3 or more natural attacks Reduce penalty for multiple natural attacks to –2
Multiweapon Fighting – Reduce penalty for fighting with 3 or more weapons
Muscled Str 13+ +1 to Str–based skill rolls
Extremely Muscled Muscled, Str 15+ Additional +1 to up to three Str–based skills
Native Terrain – +1 to skill rolls, hit rolls and AC in chosen terrain
Naturalist – +4 bonus to Survival skill checks to forage
Nature’s Secrets Ability to cast Commune With +3 bonus to Knowledge (Nature) and Survival (Wilderness Lore) checks
Nature
Negotiator – +2 to Persuade (Diplomacy) and Perception (Sense Motive) checks
Nimble Dex 13+ +1 to up to three Dex–based skills
Extremely Nimble Nimble, Dex 15+ Additional +1 to up to three Dex–based skills
Nimble Fingers – +2 to Disable Device (Sabotage) and Disable Device (Open Lock) checks
Observe Weakness Int 13+, Perception (Sense Take full–round action to gain +2 bonus to hit and damage and +1 AC vs.
Motive) 10+ ranks opponent for combat

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OccupyC – Strike opponent to narrow threaten area
Offensive Strike Dex 13+ Take –1 to AC to add +1 to hit
Out of Nowhere Hide 6+ ranks May take a full attack at +2 to hit and damage against a flat–footed
opponent
Overwhelming Ego Cha 19+ +2 DC to enchantment spells you cast
Persuasive – +2 toDeception (Bluff) and Persuade (Intimidate) checks
Pet Animal or mount that does not Pet advances as an animal companion
qualify for Animal Companion or
Special Mount
Plant Defiance Ability to cast detect animals or Can turn plant creatures
plants
Plant Control Plant Defiance, ability to cast You can rebuke (command) plant creatures
speak with plants
Point Blank ShotC – +1 to ranged attack rolls in 30 feet
Cleave ShotC Point Blank Shot, Quick Draw, If you kill an opponent with a ranged weapon, you may attack another
Precise Shot opponent within 15 ft.
Far ShotC – Increase range increment of weapons
Fell Shot Dex 13+, Point Blank Shot, Spend 3 spell levels to resolve ranged attack as a touch attack
Arcane Shot or Divine Shot, BAB
3+
Impaling ShotC Point Blank Shot, Precise Shot, Attack at –4 penalty to affect all targets in line 5 ft. wide and 30 ft. long
BAB 8+
Improved Cleave ShotC Dex 15+, Point Blank Shot, May attack another foe within 15 feet after killing a foe any number of
Precise Shot, Cleave Shot times
Improved Point Blank Point Blank Shot, Precise Shot, +3 to hit with ranged weapons in 30 feet
ShotC BAB 8+
Improved Precise ShotC Dex 19+, Point Blank Shot, Negate penalty for anything less than full cover or concealment
Precise Shot, BAB 11+
Improved Reflex ShotC Point Blank Shot, Reflex Shot, 15 ft. threaten area with ranged weapon
Precise Shot, Rapid Shot, BAB
8+
ManyshotC Dex 17, Point Blank Shot, Rapid Fire multiple arrows at opponent within 30 feet at –4 penalty to hit.
Shot, BAB 6+
Pinning ShotC Point Blank Shot, Precise Shot Pin opponent with ranged weapon
Power ShotC Point Blank Shot, Str 13+ –1 penalty to hit grants +1 damage to ranged attack
Precise ShotC Point Blank Shot Fire into melee without penalty to hit
Rapid ShotC Dex 13+, Point Blank Shot Gain extra ranged attack per round, all attacks at –2 penalty to hit
Reflecting ShotC Point Blank Shot, Precise Shot May shoot around 90 angles at –2 penalty to hit
Reflex ShotC Point Blank Shot Ranged weapon has 5 ft. threaten range
Sharp–shootingC Point Blank Shot, Precise Shot, Targets only gain +2 AC due to cover
BAB 3+
SnipeC Far Shot, Wis 13+, BAB 6+ Each full round action taken to aim adds +1d6 damage to next shot (max
5d6 damage)
Poison Resistance +4 bonus to Fort saves against poison that affect chosen ability score
Power AttackC Str 13+ Subtract –1 for +1 to damage up to BAB
Arcane Sunder Str 13+, Power Attack, Sunder, Give up 5 spell levels to ignore 5 hardness
5+ prepared spell levels available
CleaveC Str 13+, Power Attack If opponent is dropped, make another melee attack against opponent in
reach
Deadly ArcC Power Attack, Cleave, Improved Make single attack against all opponents in threatened range at –2 penalty
Cleave, BAB 7+ to hit 1x/day/5 levels
Destructive StrikeC Str 15+, Power Attack, Improved Can destroy worn armor
Sunder
Divine Might Str 13, Turn/Rebuke Undead, Add your Charisma bonus to weapon damage by spending a Turn attempt
Power Attack
Great CleaveC
Greater OverrunC Power Attack, Improved Power You can overrun multiple opponents
Attack, BAB 6+
Hammer BlowC Power Attack, BAB 8+ Critical damage multiplier for chosen weapon increased by one
Improved Bull RushC Str 13+, Power Attack Perform Bull Rush without provoking attack of opportunity and +4 to push
opponent back
Improved OverrunC Str 13+, Power Attack Opponent cannot avoid overrun attempt and gain +4 to Strength check to

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knock foe down
Improved Power AttackC Power Attack, BAB 6+ For every –1 to hit, add +1.5 to damage (+3 damage for two–handed
weapons)
Improved Shield BashC Shield Proficiency Retain shield bonus when making shield bash attack
Improved SunderC Str 13+, Power Attack Perform Sunder attempt without provoking attack of opportunity and +4 to
attack roll to sunder held items
KnockbackC Power Attack, Str 13+ Knock opponent back with weapon blow if they fail a Fort save
Mighty SunderC Power Attack, Improved Sunder, +1d8 damage when making a sunder attack
BAB 12+
Pass–Through StrikeC Improved Sunder, BAB 6+ Make a touch attack against an opponent once a day
Perfect Power AttackC Improved Power Attack, BAB –1 penalty to hit grants +2 damage (+4 damage if two–handed)
12+
Perfect OverrunC Str 17, Power Attack, Improved
Overrun, Greater Overrun, BAB
12+
TrampleC Str 13+, Improved Overrun Deal damage to overrun opponent based on size
Prone FightingO Can fight prone with no penalty to AC and no penalty to hit
Psionic Resistance Psion level 5 or Psychic Warrior Gain Psionic Resistance 10 + ½ psion class level + Cha mod
level 7, Improved Countering
Quick DrawC
Deflection BAB 7+, Dex 15+, Quick draw Give up Attack of Opportunity to deflect ranged attack
Quicken Spell–like Ability
Quiet +4 bonus to Stealth (Move Silently) rolls
Rapid ReloadC Weapon Proficiency (crossbow Reduce time to reload a crossbow
chosen)
Ready for Anything Can pull extra gear from pack with successful check
Reputation Gain +2 bonus to Deception (Bluff), Persuade (Diplomacy) and Persuade
(Gather Information) with successful reputation check
Return ThrowC BAB 4+ One–handed ranged weapon returns to your hand after throwing
Run, ImprovedC Run 4x normal speed, +4 toAthletics (Jump)while running
Fleet of foot Dex 15, Run When running or charging, make one 90 degree turn
Saboteur Int 13+ +4 to Disable Device (Disable Trap) to disable/break non–trap items
Scent Detect opponents by smell
Second Attack BAB 6+ Make second attack at –5 penalty when full attacking
Third Attack BAB 11+, Second Attack Make third attack at –10 penalty when full attacking
Self–sufficient +2 to Survival (Wilderness Lore or Streetwise) and Survival (Heal) checks
Shield of Positive Energy Ability to Turn Undead Spend Turn Attempt to create shield that negates negative energy/level
drain attacks
Shield Proficiency Use shields without non–proficiency penalties
Shield FocusC Shield Proficiency, BAB 1+ Reduce shield armor check penalty by –1
Sixth Sense – Add Int mod to Reflex save (max Dex + Int mod = +6)
Skill Focus – +3 bonus to one chosen skill
Improved Skill Focus Skill Focus, 6+ ranks in skill, +5 bonus to chosen skill
related ability score 13+
Skill Mastery Skill Focus, Improved Skill +7 bonus to chosen skill
Focus, 10+ ranks in skill, Related
ability score 13+
Skeptic – +1 bonus to Perception (Sense Motive), Deception (Bluff) and Linguistics
(Forgery)
Snatch Size Huge or larger Creature gains improved grab with claw or bite
Spell Enhancement – Treat spell as one level higher for determining duration
Improved Spell – Treat spell as two levels higher for determining duration
Enhancement
Spell Focus – +1 DC to chosen spell school
Augment Summoning Spell Focus (Conjuration) Summoned creatures gain +4 Strength and Constitution
Greater Spell Focus Spell Focus +2 DC to chosen spell school
Recall Spell Spell Focus, Greater Spell Focus Can attempt to cast chosen spell multiple times per day without expending
spell slot
Shape Elemental Spell Focus, Cha 13+ Can modify the shape, movement ability and attack modes of a summoned
elemental
Spell Immunity Character level equal to minimum Always make saving throw against chosen spell
spellcasting level for spell

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Improved Spell Immunity Spell immunity, level double spell You are immune to effects of chosen spell as if you had unbeatable spell
caster’s minimum level to cast resistance
spell
Spell Mastery –
Spell Specialization Wizard 4+, Spell Mastery Lower spell adjustment for metamagic feats by –1 for chosen spells
Spell Penetration – +2 bonus to caster level checks when overcoming Spell Resistance
Greater Spell Penetration – +2 additional bonus to caster level checks when overcoming Spell
Resistance
Spiritual Sentinel Animal Empathy, Knowledge Make DC 15 knowledge: nature skill roll to gain +1 AC/5 points of
(Nature) 5+ ranks success
Stamina – Add Str modifier to Fort save (Str + Con = +6 max)
Stealthy – +2 to Stealth (Hide) and Stealth (Move Silently) checks
Streetwise – +1 bonus to Perception (Sense Motive), Perception (Gather Information)
and Survival (Streetwise)
Strike the OpeningC BAB 4+, Dex 13+ Make Attack of Opportunity at –4 to hit against opponent that misses you
Talented Associated ability score 13+ You may take 10 on skill even when threatened or rushed
Prodigy Int 13+, Talented You may reroll a skill result once an encounter
Tongue of Scorn Sense Motive 4+ ranks,Deception Opponent attacks you if they fail Will save
(Bluff) 4+ ranks
Totem Shape Ability to Wild Shape, Animal Transform into non–dire version of your animal companion 1x/day
Companion
Toughness – 3+level in hit points
Deathless Toughness, Con 15+ +4 to saves against Death effects and automatically succeed Massive
Damage saves
Improved Health Health, Toughness x2 You gain max hit points per level
Improved Metabolism Toughness, Con 17+ You heal 2x your level + Con mod per day, 2 points of ability damage per
day and gain +4 bonus to Fort saves vs. disease
Vigor Toughness x2, Improved Your hit die from class level increases by one
Fortitude
Tower Shield Proficiency Shield Proficiency You do not suffer non–proficiency penalties when using a tower shield
Track – You can follow tracks
Trap Finder Int 13+, Perception (Spot) 6+ Can find traps like a rogue
ranks, Disable Device 1+ ranks
Two–weapon FightingC Dex 15 You can fight with two weapons with a lesser penalty
Dual StrikeC Two–weapon fighting, BAB 6+ You can strike with both weapons as a standard action
Greater Two–Weapon Dex 19, Improved Two–weapon You get a 3rd attack with an offhand weapon at a –10 penalty to hit
FightingC fighting, Two–weapon fighting,
BAB 11+
Improved Two–Weapon Dex 17, Two–weapon fighting, You gain a 2nd attack with an offhand weapon at a –5 penalty to hit
FightingC BAB 6+
Two–weapon Defense Dex 15, Two–weapon fighting When fighting with two weapons, gain a +1 bonus to AC
Unavoidable Strike Str 13+, BAB 3+, Ability to cast Spend 3 spell levels to perform unarmed attack as a touch attack
spells
Unusual Animal Companion Animal Companion You can have vermin or magical beasts as companions
Unusual Aptitude – Chosen cross–class skill is treated as a class skill
Wealth – You gain extra starting money
Weapon FinesseC BAB 1+ Use Dexterity modifier to hit instead of Strength with certain weapons
Weapon FocusC Proficiency with weapon, BAB +1 bonus to hit/3 levels with chosen weapon
1+
AccuracyC Weapon Focus Add ½ BAB to next ranged attack roll
Improved Single Weapon Weapon Focus, BAB 4+ You add your Dex mod to your attack roll
FightingC
Improved Two–Handed Str 13+, Power Attack, Weapon Increase your reach with a two–handed weapon by 5 feet
Weapon FightingC Focus, BAB 4+
Weapon EnhancementC Weapon Focus, Weapon Increase weapon’s damage die to next higher die
Specialization, Power Attack,
BAB 6+
Weapon Proficiency BAB +1 Use selected weapon without non–proficiency penalty
(Exotic)C
Weapon Proficiency – Use selected weapon without non–proficiency penalty
(Martial)
Weapon Proficiency (Simple) – Use all simple weapons without non–proficiency penalty

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Widen Aura Cha 13+ Increase Aura area of effect by 50%
Wild Surge –
Will – Upon your death, all of your items and money are automatically transferred
to your new character
Worldly Wis 13+ +1 on up to three Wis–based skills
Extremely Worldly Worldly, Wis 15+ Additional +1 to up to three Wis–based skills

Alignment Feats
Alignment Feats Prerequirements Benefit
Bloodthirsty Chaotic Evil , Str 13+ +2 damage on attacks
Good Samaritan Any Good Gain XP for skill use to help NPCs
Helpful Neutral Good, Int 13+ Aid another adds +4
Righteous Lawful Good, Wis 13+
Exalted Any Good
Vile Any Evil
Balanced Any Neutral
Unceasing Lawful Neutral, Con 13+ Convert 1 point of damage to non–lethal damage or negate 3 points of non–
Vigilance lethal damage
Unchained Chaotic Neutral, Wis 13+ Once per day gain benefit of Freedom of Movement
Villianous Lawful Evil, Cha 13+ +2 to Persuade (Diplomacy),Deception (Bluff) and Persuade (Intimidate)
Worthy Chaotic Good, Cha 13+ As free action grant +1 magic bonus to attacks, skill checks or saves up to three
individuals

Background

Background Feats Prerequities Benefits


Academic Ability to cast 1st level sor/wiz Gain additional 2 known spells at 1st level and 1 known
spells, Knowledge (Arcana) +1 spell each level for free
ranks, Spellcraft +1 ranks
All About Me –
Axe Brother Dwarf Proficiency with all axes, +1 bonus to hit and damage
with axes
Bandit Non–good alignment, Handle +2 bonus to Knowledge (Appraise), Stealth (Hide) and
Animal (Ride) 1+ ranks Perception (Sense Motive) checks
Barbarous Non–lawful alignment, cannot Gain barbarian rage ability
read or write
Blood of Heroes – You gain +1 to your primary stat
Blood–kin – You gain one racial benefit from another humanoid race
Bonded Brother Any lawful alignment, Wis 13+, Gain unarmed attack and flurry of blows feature as monk
cannot have monk levels of ½ level
Born of the Beast Cannot be a lycanthrope or +2 to Persuade (Diplomacy) and Handle Animal checks;
lycan Speak With Animals once per day
Born Under DRAJ Must be born in the month of +1 caster level to spell–like abilities
Enfeeb
Born Under DRUG Must be born in the month of +2 to Deception (Disguise) and Acrobatics (Escape
Deckus Artist)
Born Under EPOCH Must be born in the month of +2 to Handle Animal and Handle Animal (Ride)
Inlude
Born Under EPRIM Must be born in the month of +3 to skill checks when modifying reactions of others
Beran
Born Under JLIHI Must be born in the month of +2 bonus to grappling checks
Dall
Born Under KAS Must be born in the month of +1 to damage with weapons
March
Born Under LATEN Must be born in the month of +3 to Perception (Spot) checks

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Areign
Born Under MAGE Must be born in the month of +2 to Spellcraft and Spellcraft (Use Magic Device)
Haleen checks
Born Under MIRY Must be born in the month of +2 to Persuade (Gather Information) and Perception
Ember (Sense Motive) checks
Born Under MORS Must be born in the month of +2 to Appraise andDeception (Bluff) checks
Noris
Born Under OHI Must be born in the month of +5 feet to Base movement rate
Tide
Born Under VRIS Must be born in the month of +2 to Survival (Heal) and Survival checks
Bristus
Burner Good alignment, must have Can utilize Mystic Weapons
gemstone or precious metal as
first or middle name
Child of the Sea – +2 to Profession (Fishing), Athletics (Swim) and
Survival checks
Cityborn – +2 to Gather Information, Knowledge (Local) and
Survival (Streetwise)
Coldborn Con 13+ Ignore 2 points of nonlethal cold damage
Comforts of Home Hillenfaey or Gnome +2 bonus against Charm and Mind–Affecting effects.
Druid’s Training – +2 to Knowledge (Nature) and Survival; can take
Druidic as a language
Explorer Survival, 1+ ranks +2 to Knowledge (Dungeoneering), Perception (Spot)
and Use Rope
Face of Honor Cha 13+ +2 to Persuade (Diplomacy), Persuade (Intimidate) and
Knowledge (Nobility)
Farmer Cannot have levels in Aristocrat +2 to Profession (Farmer), Handle Animal, and
Knowledge (Local)
Fireblood Con 13+ Ignore 2 points of nonlethal fire damage
Guild Training Int 13+ Gain a free skill point to use on Craft or Profession
Hardened – +2 to Will saves against Fear and –2 penalty to those
using Perception (Sense Motive) against you
Jhi–Hadyah Lawful alignment +1 bonus to skill checks, attack rolls and damage rolls in
the pursuit of a specific task
Landwalker Aquatic subtype, Con 13+ Remain out of water for a number of hours equal to Con
modifier
Knight’s Bearing Cannot have levels of +3 to Persuade (Diplomacy) and Knowledge (Military
Commoner Tactics)
Knight’s Martial Str 13+ +2 to Handle Animal (Ride) skill; gain feats Martial
Training Weapon proficiency (Bastard Sword, Light Lance),
Light Armor Proficiency, Medium Armor Proficiency,
Shield Proficiency
Merchant Knowledge (Appraise) 1+ ranks +2 to Knowledge (Appraise), Profession (Merchant), and
Perception (Sense Motive)
Millese Firearm – Can purchase smokepowder & smokepowder weapons
Permit cheaper
Nature Lover – +2 to Knowledge (Nature), Survival (Heal) and Survival
skill checks
Nomad – +5 ft. to base land speed and +2 to Survival skill checks
Noble Blood – Gain benefits of nobility
Outcast Cannot be Lawful Good +2 to Survival, Acrobatics (Escape Artist) andDeception
(Bluff) checks
Pirate Profession (Sailor) 1+ ranks +2 to Profession (Sailor), Use Rope and Athletics
(Swim). Immune to sea–sickness
Samuria Training Int 13+ +2 to Persuade (Diplomacy); gain feats Martial Weapon
Profiency (Katana, Wakizashi, Diaku), Light Armor
Proficiency, Medium Armor Proficiency

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Saracen’s Martial Dex 13+ +2 to Handle Animal (Ride); gain feats Martial Weapon
Training Profiency (Scimitar, Light Lance), Light Armor
Proficiency, Medium Armor Proficiency, Shield
Proficiency
Schooled Int 11+ +2 to two Knowledge skills of your choice
Slaveborn Profession (Laborer) 1+ +2 to Acrobatics (Escape Artist), Survival and
Profession (Laborer)
Survivor Con 13+ You heal 1d4 hp + 1 hp/level per day
Thuer’s Blood Ability to cast 0 level arcane +2 to Persuade (Diplomacy), Knowledge (Nobility) and
spells, human or half–elf Knowledge (Arcana)
Tree Friend Elf Gain 1d8 hit points
Tunnel Runner – +2 to Acrobatics (Escape Artist) and Stealth (Hide)
Checks
Twin – You have a twin sibling
Urbane – +2 to Knowledge (Local), Persuade (Gather Information)
and Persuade (Diplomacy)
Vegan Blood – +3 to Persuade (Diplomacy), and Knowledge (Nobility)
Warborn – Gain +1 to Base Attack Bonus
Warrior Maiden Female, Str 13+ Gain Martial Weapon Proficiency (any one melee
weapon, any one ranged weapon). Gain +1 to hit with
selected weapons

Companion

Companion Feats Prerequisites Summary


Aggressive Companion Attack trick, Companion creature
BAB 4+
Animal Cohort Companion creature, Handle Companion uses the Elite array (15, 14, 13, 12,10)
Animal 4+
Animal Friend Companion creature +1 level when selecting or determining animal
companion abilities
Companion Brute Caster level 7+, Aggressive Advance companion creature to max HD
companion
Companion Caster Companion creature spellcasting Companion creature can cast spells as if a
ability score 11+, companion spellcaster equal to ½ master’s level.
ability to speak
Companion Harasser Companion creature size small or Companion creature can distract opponents
smaller, natural attack routine,
BAB 1+
Companion Spy Companion creature size small Companion creature gains +4 to Stealth (Hide) and
Perception (Spot) checks
Companion’s Attack Companion creature, BAB 1+ Gain companion’s natural attack routine
Companion’s Form Companion creature, Caster level Take form of companion creature
5+
Quick Companion Companion creature base Increase companion creature movement rate +10
movement rate 30+

Divine Feats
Divine Feat Prerequisites Summary
Devotion Knowledge (Religion) 1+ Healing spells spell heal at least 50%
ranks
Divine Adversary Cha 13+, Maximize spell, You deal +1 sacred/profane damage per caster level with spells
Ability to cast divine
spells
Divine Armor Ability to turn/rebuke Spend turning attempt to gain +4 enhancement to armor bonus
undead

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Divine Bastion Ability to turn/rebuke Spend turning attempt to gain DR 1/– (or more) for self and
undead allies
Divine Body Ability to turn/rebuke Use spellcasting modifier instead of Constitution modifier for
undead hit points
Divine Curing/Harming Ability to turn/rebuke Use turning attempt to cure or inflict 1d8 + caster level
undead
Divine Might Str 13, turn or rebuke Spend turning attempt to add Charisma bonus to damage
undead ability
Divine Pact Con 13+, Wis 15+, Cha Gain an additional domain
15+, Ability to cast Divine
spells
Divine Vengeance Ability to turn undead, Spend turning attempt to add 2d6 sacred energy to melee
extra turning attacks for one round
Domain Focus Ability to cast domain Spells from chosen domain are cast at +1 caster level
spells
Domain Turning Ability to cast domain Turn/Rebuke certain creatures according to domain
spells
Extra Domain Slot Wis 15+, Access to a You gain an extra domain slot for each spell level
domain
Extra Turning Ability to turn/rebuke You gain 4 additional turn/rebuke uses per day.
undead
Focus Negative Extra Turning, Wis 15+, Spend 2 turning attempts to inflict 1d8 damage/level
Energy Ability to rebuke undead
Focus Positive Extra Turning, Wis 15+, Spend 2 turning attempts to cure 1d8 damage/level
Energy Ability to turn undead
Holy Spell Any metamagic feat, Add holy damage to spell
ability to cast Bless Water
Missionary Patron diety, Wis 13+ Gain +4 to Persuade (Diplomacy) to convert others to your faith
Sacred/Profane Blessing Devotion or ability to cast Gain benefits of a permanent bless spell
divine spells
Sanctity/Defilement Devotion or ability to cast Act as if under permanent protection from good/evil spell
divine spells,
Sacred/Profane Blessing
Sacred/Profane 9th+ level, Devotion or Gain a sacred/profane outsider cohort
Guardian ability to cast divine spells
Sacred/Profane Devotion or ability to cast May reroll one die once per day per two levels
Influence divine spells,
Sacred/Profane Insight
Sacred/Profane Insight Devotion or ability to cast May alter a d20 roll by +/–1 once per day per two levels
divine spells
Sacred/Profane Devotion or ability to cast Add +20 to one d20 roll once per day
Favor divine spells,
Sacred/Profane Insight
Sacred/Profane 9th+ level, Devotion or Once per week can automatically succeed at one action or cast
Intervention ability to cast divine one divine spell as if a cleric equal to character level
spells, Sacred/Profane
Insight, Sacred/Profane
Influence, Sacred/Profane
Favor
Sacred/Profane Mark Devotion or ability to cast Increase ability score by +2 for one minute once per day per
divine spells four levels
Sacred/Profane Devotion or ability to cast Change into shape of dietie’s favored animal for short time
Shape divine spells,
Sacred/Profane mark
Sacred/Profane Devotion or ability to cast One per day gain +4 bonus to Strength
Strength divine spells,
Sacred/Profane Mark

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Sacred/Profane 9th+ level, Devotion, Once per week deal 1d4 damage/level to target in 30 ft.
Wrath Sacred/Profane Mark,
Sacred/Profane Strength,
Sacred/Profane Shape
Sacred/Profane Shield Ability to turn/rebuke Spend turning attempt to create shield for 1 minute
undead
Sacred/Profane Spell Ability to cast divine Half of damage from spell is divine power that ignore
spells resistances
Improved Turning Ability to turn/rebuke You turn/rebuke undead as if one level higher
undead

Magic item Creation

Item Creation Feats Prerequisites Summary


Brew Potion Spellcaster 3rd Create potions
Craft Construct Craft Magic Arms Create construct creatures
and Armor, Craft
Wondrous Item
Craft Magic Arms and Armor Spellcaster 5th Create magic weapons or armor
Craft Rod Spellcaster 9th Craft magic rods
Craft Staff Spellcaster 12th Craft magic staffs
Craft Wand Spellcaster 5th Craft wands
Craft Wonderous Device Spellcaster 3rd Craft miscellaneous magic items
Engrave Spell Spellcaster 5th+ Can inscribe spells into stationary magical circles
Forge Ring Spellcaster 12th Create magic rings
Scribe Scroll Spellcaster 1st Create spell scrolls
Scribe Tattoo Spellcaster level 3+ Inscribe spell onto a body tattoo

Metamagic

Metamagic Feat Prerequisites Benefits


Bind Magic – Can prepare a single spell in an item
Cannibalize Innate Spellcasting, Talented Burn 2 ability points to gain 1 spell level
Carrier Spell – Deliver a touch attack through an object
Chain Spell Empower Spell Add secondary targets to a spell
Mass Spell Chain Spell Spell affects multiple targets
Combine Spell – You can combine two separate spells into one at a cost
equal to both spell’s level + 1
Dilute Spell – Breaker higher level spells into lower level spells
Disguise Spell Bardic Music, Perform 12 ranks Opponent can’t detect you are casting a spell
Empower Spell – All variable, numeric effects of a spell are increased by ½
Wizard’s Spell Mastery, Empower Spell, Chosen spell causes double damage or lasts for triple
Advantage Extend Spell normal duration
Endow Spell – Can bestow 1 spell level/3 characters levels to others
Energy Substitution Any metamagic feat, Knowledge Replace energy descriptor with a different energy type
(arcana) 5 ranks
Enlarge Spell Spell’s range is doubled
Eschew Materials – Ignore non–costly spell components
Extend Spell – Double duration of spell
Delay Spell Extend Spell You can add a 1–5 round delay to a spell
Persistant Spell Extend spell Spell lasts 24 hours
Fickle Spell Any metamagic feat Spell DCs become 1d20 + spell level + spellcasting ability
modifier
Fortuitous Spell Fickle Spell DC of spell becomes DC 5 + 1d20 + spellcasting modifier
+ spell level

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Gaze Magic – Touch spell may be used as gaze attack within 30 ft.
Holy Spell Any metamagic feat, ability to Add holy water damage to spell
cast Bless Water
Iteritive Spell BAB 6+ Ranged touch or ray spell gains extra iterative attacks
Maximize Spell
Metamagic Lore Any metamagic feat, Knowledge Selected metamagic feat’s level increase is reduced by 1
(Arcana) 10+ ranks
Natural Spell Can cast spells in animal form
Personal Spell – Turn ranged or touch spell into Self only
Punishing Spell – Increase damage dice of offensive spells
Quicken Spell – Cast spell as swift action
Reach Spell – Touch spell gains 30 foot Range
Repeat Spell Any other metamagic feat Spell repeats in the next round
Sacred Spell Ability to cast divine spells Spells deal half sacred/divine damage
Scry Casting – Cast another spell through a scry sensor
Select Spell – Can change spell slots to cast spontaneously
Silent Spell – Spell does not require verbal components
Shape Elemental Spell Focus (Conjuration), Cha Change shape of elemental to an animal of your choice
13+
Spell Ammunition BAB 1+ Turn spell into ranged weapon ammunition
Spell Trigger – Tie spells to item or creature to trigger after event or phrase
is spoken
Spontaneous Spell – Swap out prepared spell to cast spontaneous spell
Steal Spell – Ready action to absorb and recast spell cast at you
Still Spell – Spell does not require somatic components
Subdual Substitution Any other metamagic feat, Your energy spells deal subdual instead of lethal damage
Knowledge (arcane or religion) 5
ranks
Touch Spell – Change spell from Target: Self to Target: Creature touched
Unholy Spell Any metamagic feat, ability to Add holy water damage to spell
cast Curse Water
Weaken Spell – Lower the number of damage dice for the spell
Widen Spell – Spell’s area doubles
Shape Spell Enlarge Spell Can exclude areas from a spell

MetaTech

Metatech Feats Requirements Summary


Advanced Device Craft (Technological Device) Can exceed Ability Max DC and –1 to Build
12+ Ranks, 2 metatech feats DC
Dual Device Any two metatech feats Add second target and effects to a device
Empower Device – Increase damage a device deals to 1½ normal
Extend Device – Double duration of a device’s duration
Improved Advanced Improved Advanced Device, Ignore Item Max DC and –2 to Build DCs
Device Craft (Technological Device)
20+ Ranks, 3 metatech feats
Improved Recharge – Recharging an item costs ½ normal
Miniaturize Device Any metatech feat Reduce the size (and weight) of a device
Quicken Device Any two metatech feats Activate device as a free action
Widen Device – Double Range of Device

Monster Feats
Monster Feat Prerequisites Summary
Ability Focus Special Attack Your special attack gains a +2 to DC
Awesome BlowC Str 25, Power Attack, Improved Bull Take –4 to hit to knock opponent 10 feet and
Rush, size Large or larger prone

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CrushC Size Large or Larger, BAB 4+ You land on an opponent, pinning them and
dealing damage
Empower Spell–like Ability Spell–like ability at caster level 6th or Spell–like abilitie’s variable, numeric effects
higher are increased by ½
Flyby AttackC Fly Skill 1+ ranks You can attack in the middle of a move
Flyby Attack, ImprovedC Flyby Attack, Fly Skill 1+ ranks You don’t provoke Attacks of Opportunity
when making a fly–by attack
Hover Fly Skill 1+ ranks You can hover while flying
Natural Armor, ImprovedC,O Natural Armor, Con 13 +1 bonus to Natural Armor
Natural Attack, ImprovedC,O Natural weapon, BAB 4+ Increase natural attack by one die
Multiattack Three or more natural attacks Secondary natural attacks only have –2 penalty
Multiattack, Improved Three or more natural weapons, Secondary natural attacks have no penalty to
Multiattack hit
Multiweapon FightingC Dex 13, three or more hands Penalties for fighting with multiple weapons
are reduced
Multiweapon Fighting, Dex 19, three or more arms, Improved You make 3 extra attacks with each offhand
GreaterC Multiweapon Fighting, Multiweapon weapon at –10 to hit
Fighting, BAB 15+
Multiweapon Fighting, Dex 15, three or more arms, You get a second attack with offhand weapons
Improved Multiweapon Fighting, BAB 9+ at a –5 penalty
Quicken Spell–like Ability Spell–like ability at caster level 10th or Your spell–like ability is quickened
higher
SnatchC Size Large or larger Bite and hold creatures two size categories
smaller than yourself
StompC Size Large or larger You step on an opponent, knocking them prone
and dealing damage

Regional

Regional Feats
Explorer Aroknek, Kirranays, Lost Vale, Shovnov Coast
Child of the Sea Aroknek, Bulungi, Farren Lands, Jsarath, Ksiki Colonies, Ksiki Con Corridan,
Millos, Nydonna’s Sea Kingdom, Saltbrine, Shovnov Coast, Tlesto
Cityborn Doonask, Kingdom of Vall Vega, Lanster, Shovnov Coast, Silkna Kingdom,
Skeinlands, Southern Kingdom, Statisdome
Coldborn Hold of Janrex, Ice Mages, Frost Lands
Druid’s Training Aluski Sath Tusko, Aluri, Kennestone, Evan Cordum
Face of Honor Chiamung, Skienlands, Spi Dak Su
Farmer Aluri, Erakatuo, Hawk Lands, HawkLord, Iiannhanex, Kennestone, Klinn,
Lacosis, Llinn, Misake, Saltbrine, Swordfall, Ulanst
Fireblood Iiannhanex, Llannhanex, Smanvalla
Guild Training Aluski Sath Tusko, Bulungi, Derauck, Doonask, Duchy of Molvak, Farren Lands,
Hawk Lands, HawkLord, Ice Mages, Iiannhanex, Irvenst, Kennestone, Klinn,
Ksiki Colonies, Ksiki con Corridon, Lacosis, Lanster, Llinn, Millos, Misake,
Nydonna’s Sea Kingdom, Nyrr Ryann, Principalities of Xatmas, Ran Da Khan,
Randu, Riddlekill, Rookhawk, Saltbrine, Sarkasti, Shovnov Coast, Silkna
Kingdom, Southern Kingdom, Ulanst, Vactorstein, Zyans
Hardened Dark Valley, Dishnu, Duchy of Molvak, Frost Lands, Hold of Severn, Ice Mages,
Jsarath, Riddlekill, Vactorstein
Jhi–Hadyah Ran Da Khan, Randu, Vilalance
Landwalker Nydonna’s Sea Kingdom, Zarame Kull
Knight’s Bearing Bansado, Derauck, Hawk Lands, Hawk Lord, Irvenst, Kingdom of Vall Vega,
Kennestone, Klinn, Knights of the South, Ksiki con Corridon, Llinn, RoonHawk,
Silkna Kingdom
Knight’s Martial Training Bansado, Derauck, Hawk Lands, Hawk Lord, Irvenst, Kingdom of Vall Vega,
Kennestone, Klinn, Knights of the South, Ksiki con Corridon, Llinn, RoonHawk,

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Silkna Kingdom
Merchant Nyrr Ryann, Saltbrine
Millese Firearm Permit Millos, Nyrr Ryan, Ksiki con Corridon, Ksiki Colonies
Millese Firearm Permit (Heavy) Millos, Nyrr Ryan, Ksiki con Corridon, Ksiki Colonies
Nature Lover Aluri, Kennestone, Kirraneys
Nomad Brotherhood of Glory, Dishnu, Frost Lands, Golens, Lands of Sarve, Misake
Barbarians, Southern Kingdom
Samuria Training Chiamung, Daksu, Spi Dak Su
Saracen’s Martial Training Ran Da Khan, Randu, Simera, Skienlands
Schooled Aluski Sath Tusko, Brotherhood of Glory, Chiamung, Doonask, HawkLord, Ice
Mages, Iiannhanex, Kingdom of Vall Vega, Knights of the South, Llannhanex,
Principalities of Xatmas, Millos, Misake, Ran Da Khan, Randu, Silkna Kingdom,
Spi Dak Su, Statisdome, Swordfall, Vilalance, Zyans
Survivor Bansado, Barbed March, Farren Lands, Frost Lands, Golens, Hold of Janrex, Hold
of Severn, Ice Mages, Jsarath, Lands of Sarve, Lost Vale, Misake Barbarians,
Nauwflowd, Riddlekill, Sarkasti/Zarkasti, Smanvalla, South Jsarath, Vactorstein
Thuer’s Blood Silkna Kingdom
Tunnel Runner Duchy of Molvak
Vegan Blood Kingdom of Vall Vega, Klinn, Principalities of Xatmas, Swordfall
Warborn Barbed March, Brotherhood of Glory, Dark Valley, Knights of the South
Warrior Maiden Erakatuo, Skienlands, Ran Da Khan

Psionic
Psionic Feat Prerequisites Benefits
Bend Power Negate cover bonus when using psionics (+2 PP)
Conceal Power Hide Power Detecting your use of psionics is a DC 25 + power level (2 PP)
Metapsionic Secret Any metapsionic feat, Selected metapsionic feat’s point cost is reduced by 1.
Knowledge (Psionics) 10+
ranks

Regional by Country

Region Feats
Aluski Sath Tusko Druid Training, Guild Training, Schooled
Aluri Druid Training, Farmer, Nature Lover
Aroknek Child of the Sea, Explorer, Pirate
Bansado Bandit, Knight’s Martial Training, Survivor
Barbed March Slaveborn, Survivor, Warborn
Brotherhood of Glory Bonded Brother, Nomad, Schooled, Warborn
Bulungi Child of the Sea, Guild Training, Pirate
Chiamung Face of Honor, Samuria Training, Schooled
Dark Valley Barbarous, Hardened, Warborn
Derauck Guild Training, Knight’s Martial Training
Dishnu Bandit, Barbarous, Hardened, Samuria Training
Doonask Cityborn, Guild Training, Pirate, Schooled
Duchy Of Molvak Guild Training, Tunnel Runner
Evan Cordum Academic, Druid Training
Erakatuo Farmer, Warrior Maiden
Farren Lands Bandit, Child of the Sea, Guild Training, Pirate, Survivor
The Federation
Frost Lands Bandit, Coldborn, Hardened, Nomad, Survivor
Golens Bandit, Golens, Pirate, Survivor
Hawk Lands Guild Training, Knight’s Martial Training, Farmer
Hawklord Guild Training, Knight’s Martial Training, Farmer
Hold Of Janrex Coldborn, Survivor
Hold of Severn Hardened, Survivor

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Ice Mages Coldborn, Guild Training, Hardened, Schooled, Survivor


Iiannhanex Guild Training, Fireblood, Schooled
Irvenst Guild Training, Knight’s Martial Training
Jsarath Barbarous, Child of the Sea, Hardened, Pirate, Survivor
Kennestone Farmer, Guild Training, Knight’s Martial Training
Kingdom of Vall Vega Cityborn, Knight’s Martial Training, Schooled
Kirranays Explorer
Klinn Guild Training, Knight’s Martial Training, Vegan Blood
Knights Of the South Knight’s Martial Training, Warborn, Schooled
Ksiki Colonies Child of the Sea, Guild Training, Millese Firearm Permit, Pirate
Ksiki con Coridon Guild Training, Knight’s Martial Training, Millese Firearm Permit
Lacosi Farmer, Guild Training
Lands of Sarve Born of the Beast, Nomad, Survivor
Lanster Cityborn, Guild Training
Llannhanex Fireblood, Schooled
Llinn Guild Training, Knight’s Martial Training
Lost Vale Explorer, Survivor
Millos Guild Training, Millese Firearm Permit, Pirate, Schooled
Misake Guild Training, Farmer, Schooled, Vegan Blood
Misake Barbarians Bandit, Barbarous, Nomad, Slaveborn, Survivor
Nauwflowd Bandit, Survivor
Nydonna's Sea Kingdom Child of the Sea, Guilding Training, Landwalker
Nyrr Ryann Cityborn, Guild Training, Merchant, Millese Firearm Permit
Principalities Of Xatmas Guild Training, Schooled, Vegan Blood
Ran Da Khan Guild Training, Jhi–Hadyah, Pirate, Saracen’s Martial Training, Schooled,
Warrior Maiden
Randu Guild Training, Jhi–Hadyah, Saracen’s Martial Training, Schooled,
Slaveborn
Riddlekill Guild Training, Hardened
RoonHawk Academic, Guild Training, Knight’s Martial Training
Saltbrine Child of the Sea, Farmer, Guild Training, Merchant
Sarkasti / Zarkasti Guild Training, Survivor
Shovnov Coast Bandit, Cityborn, Guild Training
Silkna Kingdom Academic, Guild Training, Knight’s Martial Training, Schooled, Thuer’s
Blood
Simera Saracen’s Martial Training
Skienlands Cityborn, Face of Honor, Saracen’s Martial Training, Warrior Maiden
Smanvalla Fireblood, Survivor
South Jsarath Barbarous, Survivor
Southern Kingdom Cityborn, Guild Training, Nomad
Spi Dak Su Face of Honor, Samuria Training, Schooled
Statisdome Cityborn, Slaveborn, Schooled
Swordfall Farmer, Schooled, Vegan Blood
Tlesto Child of the Sea
Ulanst Farmer, Guild Training
Vactorstein Guild Training, Hardened, Survivor
Vilalance Jhi–Hadyah, Schooled, Slaveborn
The Wilde Wastes
Zarame Kull Landwalker
Zyans Guild Training, Schooled

Feat Types

Alignment Feats alignment, the benefit of the feat is lost until they restore
A character may take one alignment feat at themselves to the former alignment. Alignment feats cannot
any time during their career. If they switch be changed out if the character decides to never revert back to

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the original alignment. They are instead lost and may Item Creation Feats
be replaced with a general feat if the GM allows. An item creation feat lets a spellcaster create a magic
item of a certain type at a reduced cost. Item creation feats are
Background Feats marked with a superscript “I” beside them.
A character may choose to take a Regardless of the type of items they involve, the
background feat to further define the characters past. various item creation feats all have certain features in
Background feats tend to have slightly more generous common.
bonuses than general feats and they can only be taken XP Cost: Experience that the spellcaster would normally keep
at first level. A character cannot take more than one is expended when making a magic item. The XP cost equals
background feat, even if his background could 1/25 of the cost of the item in gold pieces. A character cannot
qualify him for more than one. In such cases, the spend so much XP on an item that he or she loses a level.
character must choose which background he wishes However, upon gaining enough XP to attain a new level, he or
to more strongly associate his character with. she can immediately expend XP on creating an item rather
Background feats are marked with a superscript “B” than keeping the XP to advance a level.
beside them. Note also that regional feats are marked Raw Materials Cost: The cost of creating a magic item
with the same “B” notation. equals one–half the sale cost of the item.
Using an item creation feat also requires access to a
Combat Feats laboratory or magical workshop, special tools, and so on. A
Any feat designated as a combat feat can be character generally has access to what he or she needs unless
selected as a fighter’s bonus feat. This designation unusual circumstances apply.
does not restrict characters of other classes from Time: The time to create a magic item depends on the feat and
selecting these feats, assuming that they meet any the cost of the item. The minimum time is one day.
prerequisites. Combat feats are designated with a Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create
superscript “C” beside them. items that directly reproduce spell effects, and the power of
these items depends on their caster level—that is, a spell from
Companion Feats such an item has the power it would have if cast by a
A character with a companion creature (an spellcaster of that level. The price of these items (and thus the
animal companion, bonded mount or familiar) can XP cost and the cost of the raw materials) also depends on the
choose a companion feat as a regular feat. While the caster level. The caster level must be high enough that the
character purchases the feat, the feat applies to the spellcaster creating the item can cast the spell at that level. To
companion creature itself. Any requirements for a find the final price in each case, multiply the caster level by
Base Attack Bonus listed in a companion feat refer to the spell level, then multiply the result by a constant, as shown
the Companion Creature’s Base Attack Bonus, not below:
the master’s. All other requirements, unless Scrolls: Base price = spell level x caster level x 25 gp.
specifically stated, refer to minimums on the master’s Potions: Base price = spell level x caster level x 50 gp.
part. Wands: Base price = spell level x caster level x 750 gp.
A 0–level spell is considered to have a spell level of
Divine Feats 1/2 for the purpose of this calculation.
Your character must have a venerated diety Extra Costs: Any potion, scroll, or wand that stores a spell
or pantheon to take divine feats. Divine feats are with a costly material component or an XP cost also carries a
open to all characters, not only divine casters, and commensurate cost. For potions and scrolls, the creator must
can be taken at any time a general feat could be expend the material component or pay the XP cost when
taken, provided the character meets the requirements. creating the item.
If the character performs an act contrary to For a wand, the creator must expend fifty copies of
his religion or offensive to his diety, the character the material component or pay fifty times the XP cost.
loses the benefit of the divine feats and cannot take Some magic items similarly incur extra costs in
additional divine feats until the character atones. material components or XP, as noted in their descriptions.
If the character chooses to switch deities or
pantheons, the divine feats are lost, and may be Martial Artist Bonus feats
replaced with general feats if the GM allows. When Any feat designated as a martial artist feat can be
replacing the divine feats, the character can reselect selected as a martial artist or monk bonus feat. This
divine feats under the new diety or pantheon if the designation does not restrict characters of other classes from
diety or pantheon (and GM) allows the character to selecting these feats, assuming that they meet any
do so. prerequisites.
Divine feats are marked with a superscript Martial artist bonus feats are designated with a
“D” beside them. superscript “O” beside them.

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Metamagic Feats same spell (such as Empower Spell), each application counts
As a spellcaster’s knowledge of magic as one of the caster’s three daily uses.
grows, she can learn to cast spells in ways slightly Each time a character selects a metamagic feat, she
different from the ways in which the spells were gains three daily uses of that feat. Multiple selections of the
originally designed or learned. Preparing and casting same feat are cumulative. For instance, if a caster selects
a spell in such a way is harder than normal but, Empower Spell twice, she may use the feat six times per day
thanks to metamagic feats, at least it is possible. rather than three.
Spells modified by a metamagic feat use a Sorcerers and Bards: Sorcerers and bards choose spells as
spell slot higher than normal. This does not change they cast them. The character who selects a metamagic feat
the level of the spell, so the DC for saving throws gains three daily uses of that feat that she can opt to use “on
against it does not go up. the fly” without previous preparation, increased spell level, or
extended casting time. The character must decide when
Wizards and Divine Spellcasters: Wizards and casting the spell if she wishes to apply the effect of one of her
divine spellcasters must prepare their spells in metamagic feats to the spell.
advance. The maximum level of spell to which a caster can
During preparation, the character chooses apply a metamagic feat is equal to the maximum spell level
which spells to prepare with metamagic feats (and she is capable of casting (based on her level and ability
thus which ones take up higher–level spell slots than scores), minus the spell level adjustment of the metamagic
normal). feat. If the result of this calculation is less than 0, the character
Also, character who selects a metamagic can’t apply the metamagic feat to any of her spells.
feat gains three daily uses of that feat that she can opt For instance, a 5th–level wizard is normally capable
to use “on the fly” without previous preparation, of casting spells of up to 3rd level. If she chooses to apply her
increased spell level, or extended casting time. The Silent Spell metamagic feat (which uses a spell slot one level
character must decide when casting the spell if she higher than normal) to a spell, the maximum level of spell that
wishes to apply the effect of one of her metamagic she can apply it to is equal to 3 minus 1, or 2nd. Thus, she
feats to the spell. may make any of her 0–, 1st–, or 2nd–level spells silent. If she
The maximum level of spell to which a had the Maximize Spell feat, she could apply it only to 0–level
caster can apply a metamagic feat is equal to the spells (since a maximized spell is normally cast as a spell three
maximum spell level she is capable of casting (based levels higher, and 3 minus 3 is 0). Quicken Spell would be of
on her level and ability scores), minus the spell level no use to this wizard, since she couldn’t even apply it to 0–
adjustment of the metamagic feat. If the result of this level spells.
calculation is less than 0, the character can’t apply A caster can apply more than one metamagic feat to a
the metamagic feat to any of her spells. spell, or even the same metamagic effect more than once (if
For instance, a 5th–level wizard is normally allowed by the feat’s description). However, to determine the
capable of casting spells of up to 3rd level. If she maximum level of spell that can be so affected, add together
chooses to apply her Silent Spell metamagic feat all the spell level adjustments given for the various feats. A
(which uses a spell slot one level higher than normal) 9th–level wizard could enlarge and empower any spell of 2nd
to a spell, the maximum level of spell that she can level or lower (since her maximum spell level is 5th, and the
apply it to is equal to 3 minus 1, or 2nd. Thus, she total spell level adjustment for Empower Spell and Enlarge
may make any of her 0–, 1st–, or 2nd–level spells Spell is 3). If a feat may be applied more than once to the
silent. If she had the Maximize Spell feat, she could same spell (such as Empower Spell), each application counts
apply it only to 0–level spells (since a maximized as one of the caster’s three daily uses.
spell is normally cast as a spell three levels higher, Each time a character selects a metamagic feat, she
and 3 minus 3 is 0). Quicken Spell would be of no gains three daily uses of that feat. Multiple selections of the
use to this wizard, since she couldn’t even apply it to same feat are cumulative. For instance, if a caster selects
0–level spells. Empower Spell twice, she may use the feat six times per day
A caster can apply more than one rather than three.
metamagic feat to a spell, or even the same Spontaneous Casting and Metamagic Feats: A cleric
metamagic effect more than once (if allowed by the spontaneously casting a cure or inflict spell can cast a
feat’s description). However, to determine the metamagic version of it instead. Extra time is also required in
maximum level of spell that can be so affected, add this case. Casting a 1–action metamagic spell spontaneously is
together all the spell level adjustments given for the a full–round action, and a spell with a longer casting time
various feats. A 9th–level wizard could enlarge and takes an extra full–round action to cast.
empower any spell of 2nd level or lower (since her Effects of Metamagic Feats on a Spell: In all ways, a
maximum spell level is 5th, and the total spell level metamagic spell operates at its original spell level, even
adjustment for Empower Spell and Enlarge Spell is though it is prepared and cast as a higher–level spell. Saving
3). If a feat may be applied more than once to the

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throw modifications are not changed unless stated


otherwise in the feat description.
The modifications made by these feats only
apply to spells cast directly by the feat user. A
spellcaster can’t use a metamagic feat to alter a spell
being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components
of a spell don’t eliminate the attack of opportunity
provoked by casting a spell while threatened.
However, casting a spell modified by Quicken Spell
does not provoke an attack of opportunity.
Metamagic feats cannot be used with all
spells. See the specific feat descriptions for the spells
that a particular feat can’t modify.
Multiple Metamagic Feats on a Spell: A
spellcaster can apply multiple metamagic feats to a
single spell.
Changes to its level are cumulative. You
can’t apply the same metamagic feat more than once
to a single spell.
Magic Items and Metamagic Spells: With the right
item creation feat, you can store a metamagic version
of a spell in a scroll, potion, or wand. Level limits for
potions and wands apply to the spell’s higher spell
level (after the application of the metamagic feat). A
character doesn’t need the metamagic feat to activate
an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not
a spell has been enhanced by a metamagic feat does
not affect its vulnerability to counterspelling or its
ability to counterspell another spell.

Ranger Feats
Any feat designated as a ranger feat is
gained by the ranger class at pre–determined levels.
This designation does not restrict characters of other
classes from selecting these feats, assuming that they
meet any prerequisites. Ranger feats are designated
with a superscript “R” beside them.

Regional Feats
You may only take a regional feat for an
area you have spent at least 5 years of your
adolescent or adult life living in. You may only take
one Regional feat, even if you should qualify for
more than one. In such a case, you must decide
which region you wish to most closely associate your
character with. Regional feats are marked like
background feats with a superscript “B” beside them.

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Feat Descriptions Benefit: In a social encounter, you can attempt to attack the
resolve of one additional individual in a round for every 5
ranks you have in the appropriate Persuade skill. You make
Ability Focus
one attack and compare your result to each individual’s
Your attack is harder to resist.
Resolve DC.
Prerequisite: Special attack.
Normal: You can only influence one individual at a time
Benefit: Choose one of the creature’s special attacks.
during a social encounter.
Add +2 to the DC for all saving throws against the
special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Advanced DeviceT
Its effects do not stack. Each time the creature takes You can violate the maximums when building a
the feat it applies to a different special attack. technological device.
Prerequisites: Craft(Technological Device) 12+ ranks, Two
metatech feats
AcademicB
Benefit: When designing a technological device, you can
You have had training at a magical academy
ignore the Ability Max DC of an item based on its power
Prerequisites: Ability to cast 1st level
source. Also, you decrease the final Build DC by –1 of any
sorcerer/wizard spells, Knowledge (Arcana) 1+,
device you build with this feat. This can lower the Tech Level
Spellcraft 1+ ranks, must be taken at 1st level
of a device.
Homeland: Evan Cordum, Roonhawk, Silkna
You must obey the limitations of Item Max DC. You
Kingom
must recalculate the Build Cost (Tech Level X Build DC X 50
Benefit: You gain an additional 2 known spells at 1st
gp), XP cost (1/25th Build Cost) and Purchase Cost (Build
level and an additional 1 known spell at each new
Cost X [Tech Level + 1]) of the item.
level for free.

Accuracy Advanced Device, ImprovedT


You can violate the maximums when building a
You are an expert at putting a shot right
technological device.
where you want it.
Prerequisites: Improved Advanced Device,
Prerequisite: Weapon Focus, Proficiency with
Craft(Technological Device) 20+ ranks, Three metatech feats
ranged weapon.
Benefit: When designing a technological device, you may
Benefit: As a full–attack action, you may add up to
ignore the Ability Max DC and Item Max DC. You also
½ your Base attack bonus as an insight bonus to your
decrease the final Build DC by –2 of any device you build
next ranged attack roll. The bonus only applies to a
with this feat. This replaces, and does not stack with, the
single attack roll next round, even if you take
Advanced Device feat. This adjustment can lower the Tech
multiple shots. If you are struck while thus aiming,
Level of a device.
you must make a Will save (DC 15 + damage dealt)
You must recalculate the Build Cost (Tech Level X
or lose the bonus.
Build DC X 50 gp), XP cost (1/25th Build Cost) and Purchase
Cost (Build Cost X [Tech Level + 1]) of the item.
Acrobatic
You are skilled at acrobatic stunts.
Agile
Benefit: You get a +2 feat bonus on all Athletics
You are nimble and quick
(Jump) checks and Acrobatics (Tumble) checks.
Benefit: You get a +2 feat bonus on all Acrobatics (Balance)
checks and Acrobatics (Escape Artist) checks.
Action Focus, Improved
You may improve your rank in initiative.
Alertness
Prerequisites: Lightning Reflexes, Improved
You are tactily aware of your surroundings.
Initiative, Dex 13+
Benefit: You get a +2 feat bonus on all Perception (Listen)
Benefit: A character may try to improve his rank in
checks and Perception (Spot) checks.
initiative at the beginning of any round after the
Special: The master of a familiar gains the benefit of the
round his or her initiative was determined. Before
Alertness feat.
the new round begins, You makes a Dexterity skill
roll with a DC of 5 + Current initiative. If you
succeed the roll, you may increase your initiative by All About MeB
+4. Failure means you remain at your current You only care about what benefits yourself
initiative. Prerequisite: Neutral Evil alignment, Dex 13+
Benefit: You add 1 ½ your dexterity modifier to your AC.
You lose this benefit any time you would be denied your
Address the Crowd
dexterity bonus.
You can influence multiple people at once.

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Special: If you position yourself in combat to take a Animal Friend, ImprovedA


hit for another person, you lose the benefit of this feat You can attract more powerful animal friends
until you atone. Prerequisites: Ability to attract animal companions, Animal
Friend
Aggressive CompanionA Benefit: You treat your effective level as +2 higher when
Your companion is always ready for a fight determining available animal companions and abilities. This
Prerequisite: Companion Creature, Attack Trick, replaces the +1 bonus from Animal Friend.
Animal BAB 4+
Benefit: Your animal companion or familiar gains a Animal Trainer
+1 bonus to hit and a +2 bonus to damage. Animals that you train are capable of extraordinary
Special: If your familiar or companion is slain, you feats.
must pay 300 XP to be able to use this feat with a Prerequisites: Animal Affinity
replacement familiar. If you replace your companion Beneft: When you personally train an animal, it gains +1
with a new creature, you must pay 100 XP to be able trick per 5 ranks of Animal Training you possess.
to use this feat with the new creature. Likewise, any animal that has been in your
possession for a month or more is treated as an Animal
Animal Affinity Companion as if you were a druid of ½ your character level.
You are skilled at handling animals You can only sustain one animal companion at a time.
Benefit: You get a +2 feat bonus on all Handle
Animal (Animal Training) checks and Handle ApprenticeB
Animal (Ride) checks. You are under the tutorage of a great master.
Benefit: Choose a skill when you take this feat. The cost in
Animal CohortA skill points to improve this skill is halved. Also, the maximum
You have a special animal friend ranks you may have in the chosen skill if it is a class skill is 3
Prerequisites: Companion Creature, Handle Animal +2/level, while the maximum ranks you may have in a cross–
4+ ranks class skill that is chosen is 3 +1/level. You cannot take this
Benefit: You have acquired a special animal feat with a skill that is denied to your class. If you take levels
companion that is smarter and more robust that in a class that cannot use the skill you have chosen apprentice
normal. The animal companion uses the elite ability in, you may not spend skill points on the chosen skill for those
score array (15,14,13,12,10, Intelligence is levels you have gained in the denied class.
unchanged), treating its old ability scores as if they Normal: It costs 1 skill point to increase a class skill and 2
were all 10’s modified by racial abilities. You may skill points to increase a cross–class skill. You may have a
arrange the scores as you see fit, with the exception maximum rank of 3 +1/level in a class skill, and ½ that in a
of Intelligence, which remains unchanged. If the cross–class skill.
animal dies, you lose the benefit of this feat, but may
take it again for a new companion. Arcane AdversaryM
You can cast exceptionally hard–to–resist spells.
Animal Spirit Prerequisite: Cha 13+, Maximize Spell
You are spiritually tied to a type of animal. Benefit: You deal additional +1 points of damage to each
Benefit: Choose a type of animal (hawk, tiger, damage die when casting an offensive spell, up to the
skunk, etc.) when you take this feat. You gain a +2 maximum dice of damage for the spell (for example, at 10th
affinity bonus to Animal Empathy and Handle level, you can cast a 10d6+10 point fireball, and each magic
Animal with the selected creature, including Dire missile you cast deals 1d4+2 points of damage). You do not
variants. If the animal is large enough to be ridden, have to maximize the spell to receive this bonus.
you gain a +2 Handle Animal (Ride) synergy bonus
with the animal as well. Arcane Body
Your magic reinforces your body.
Animal FriendA Prerequisite: Ability to Cast Arcane Spells
You attract animals as companions more Benefit: At 1st level, you may use your Spellcasting ability
easily. modifier (Int for wizards, Cha for Sorcerers and Bards) instead
Prerequisite: Ability to summon an Animal of your Constitution modifier to determine bonus hit points.
Companion. At higher levels, your bonus hit points are determined by your
Benefit: You are treated as having +1 level when Constitution, as normal. However, you now gain +1 hit point
selecting available animal companions or every time you learn a metamagic feat.
determining their abilities. Special: You may only take this feat as a 1st–level character.

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Arcane Pact Armor Casting


You have dealt with an outsider for magical You are skilled at casting spells in armor
power. Prerequisite: Armor Proficiency
Prerequisite: Con 13+, Cha 15+, Int 15+, Ability to Benefit: Choose an armor or shield type you have proficiency
Cast Arcane spells in when you choose this feat. While you wear the armor you
Benefit: When you take this feat, choose a school of have chosen, the Armor check for casting spells is reduced by
magic. You can cast an extra spell of each spell level 3. The check cannot be reduced below 0.
you know from this school. You may take this feat
multiple times for the same or different schools. You Armor Casting , Improved
must have two higher ability point in Con, Cha and You can cast spells in medium armor better than
Int for each addition time you take this feat. most.
Special: If you are slain and an attempt is made to Prerequisites: Medium Armor Proficiency, Armored
raise you, roll 1d10. If you roll equal to or less than Casting, Base attack bonus 4+
the number of times you have taken this feat, the Benefit: When wearing armor, your Armor check for casting
outsider has taken your soul and you cannot be raised spells is reduced by 5. This replaces, and does not stack with,
by any means. Armor Casting.

Arcane Purge Armor Casting , Perfect


You can make an area non–magical You can cast spells even in heavy armor
Prerequisite: Int 13+, Improved Countering, Ability Prerequisite: Heavy Armor Proficiency, Armor Casting,
to cast 6th level arcane spells, 10+ prepared arcane Improved Armor Casting, Base attack bonus 8+
spell levels Benefit: When wearing armor, your Armor check for casting
Benefit: By giving up 10 or more levels of prepared spells is reduced by 7. This replaces, and does not stack with,
spells, you can make an area fall under the effects of the modifier from Armor Casting or Improved Armor Casting.
an Anti–magic field. However, unlike the spell, the
Arcane Purge does not move with you, and has a Armor FocusC
radius equal to 10 feet, plus 5 feet for each additional You are skilled with a particular type of armor.
spell level you give up to power the Arcane Purge. Prerequisites: Dex 13+, proficient with armor
The Arcane Purge lasts for 1 round for each arcane Benefit: Choose a type of armor (chain shirt, shield, etc.) You
spell caster level you have. may reduce the Armor check penalty when wearing the chosen
armor by 1. This cannot make the check a positive number.
Arcane Scribe
You are adept at deciphering magical writing.
Prerequisite: Ability to memorize spells Armor Proficiency (Exotic)C
Benefit: You gain a +4 bonus to Spellcraft (Arcane) You are skilled in the use of unusual armors.
when attempting to decipher written spells and Benefit: Choose an exotic armor when you choose this feat.
scrolls. You do not suffer the armor’s check penalties to attack and all
movement skills as per the non–proficient with armor worn
Arcane Sunder rules.
You can sense the stress points on others
weapons. Armor Proficiency (Heavy)
Prerequisite: Str 13+, Power Attack, Sunder, and Prerequisites: Armor Proficiency (light), Armor Proficiency
Reserve Spell Levels 5+ (medium).
Benefit: When you strike at an opponent’s weapon, Benefit: See Armor Proficiency (light).
you subtract 5 from the total hardness of the object. Normal: See Armor Proficiency (light).
“total hardness” includes any magical or psionic Special: Fighters, paladins, and knights automatically have
enhancements possessed by the weapon that normally Armor Proficiency (heavy) as a bonus feat. They need not
add to its hardness. However, to strike and do any select it.
damage to a magically or psionically enhanced
weapon, you still need a weapon of equal or better Armor Proficiency (Light)
enhancement. Benefit: When you wear a type of armor with which you are
Special: You can also sense the stress points in any proficient, the armor check penalty for that armor applies only
hard construction, such as wooden doors or stone toAcrobatics (Balance), Athletics (Climb), Acrobatics (Escape
walls, and can ignore 5 points of hardness when Artist), Stealth (Hide), Athletics (Jump), Stealth (Move
attacking that object. Silently) , Stealth (Sleight of Hand), and Acrobatics (Tumble)
checks.

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Normal: A character who is wearing armor with Activating the aura is a move–equivalent action that
which she is not proficient applies its armor check doesn’t rigger an attack of opportunity. The aura persists for a
penalty to attack rolls and to all skill checks that number of round equal to 3 + Charisma modifier, or may be
involve moving, including Handle Animal (Ride). dismissed as a free action. While your aura is active, you can’t
Special: All characters except wizards, sorcerers, turn undead or activate other auras.
mages and monks automatically have Armor
Proficiency (light) as a bonus feat. They need not Aura of DefenseD
select it. You are able to channel positive or negative energy
to protect yourself and allies.
Armor Proficiency (Medium) Prerequisite: Ability to turn or rebuke undead
Prerequisite: Armor Proficiency (light). Benefits: By spending a daily attempt to turn or Rebuke
Benefit: See Armor Proficiency (light). Undead as a move action, you generate an glowing (if
Normal: See Armor Proficiency (light). positive) or shadowy (if negative) aura that grants a +1
Special: Fighters, barbarians, paladins, clerics, bonus/5 caster levels to yourself and allies within 20 feet. The
druids, and bards automatically have Armor aura lasts for a number of rounds equal to 3 + Charisma
Proficiency (medium) as a bonus feat. They need not modifier, or may be dismissed as a free action. You can’t turn
select it. undead or activate other auras while this aura is active.

Athletic Aura of FuryD


You excel at physical activities You are able to channel positive/negative energy
Benefit: You get a +2 feat bonus on all Athletics around you to focus you and your ally’s anger.
(Climb) checks and Athletics (Swim) checks. Prerequisites: Cha 15+, ability to turn undead or Rebuke
Undead.
Augment Summoning Benefits: By spending two daily attempts to turn
Creatures that you summon are tougher than undead/Rebuke Undead as a standard action, you generate an
normal aura of prowess for you and your allies within 20 ft. that
Benefit: Each creature you conjure with an summon grants a +1 magic bonus to weapon damage (in melee combat
spell gains a +4 magic bonus to Strength and and to ranged attacks within 30 ft.) and to Fortitude saves per
Constitution for the duration of the spell that 5 caster levels.
summoned it. Activating the aura is a move–equivalent action that
doesn’t trigger an attack of opportunity. The aura persists for a
Augmented Awakening number of round equal to 3 + Charisma modifier, or may be
Creatures you awaken have better than dismissed prematurely as a free action. While your aura is
normal Intelligence. active, you can’t turn undead or activate other auras.
Prerequisites: Awaken spell on spell list.
Benefits: Creature you awake with the Awaken spell Aura of HealthD
gain 2 additional Hit Dice, +1 hit point per Hit Dice You are able to channel positive energy to resist
and a +1 competence bonus to attacks and damage disease and poison
rolls. Additional Hit Dice don’t count for purpose of Prerequisites: Ability to turn undead
determining the DC of the Will save when you Benefits: By spending a daily attempt to turn undead, you
awaken a plant creature. generate a protective aura for you and your allies that grants a
Furthermore, plants awakened in this way +4 bonus to Fort saves against disease and poison. If you
gain a base movement rate of 15 ft. A plant can make the initial save against poison attacks while in this aura,
move for one hour per caster level before they must you do not need to make a secondary save, even if the aura is
root themselves in the soil for a like amount of time. later inactive or dismissed.
Activating the aura is a move–equivalent action that
Aura of ComfortD doesn’t provoke an attack of opportunity. The aura persists
You are able to channel positive energy to for a number of round equal to 3 + Charisma modifier, or may
heal your allies. be dismissed as a free action. While your aura is active, you
Prerequisites: Ability to turn undead can’t turn undead or activate other auras.
Benefits: By spending a daily attempt to turn undead
as a standard action, you generate an aura of comfort Aura of PrudenceD
and relief that heals damage equal to your Charisma You are able to channel positive energy around you
modifier (min 1 point) per round to all living beings to increase you and your ally’s defenses.
in the aura’s area of effect. You can heal a maximum Prerequisites: Ability to turn undead or Rebuke Undead.
of 1 point/4 caster levels to each individual per Benefits: By spending two daily attempts to turn
round. undead/Rebuke Undead as a standard action, you generate a

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protective aura for you and your allies within 20 ft. Activating the aura is a move–equivalent action that
that grants a +1 magic bonus per 5 caster levels to doesn’t trigger an attack of opportunity. The aura persists for a
AC and to Reflex saves. number of round equal to 3 + Charisma modifier, or may be
Activating the aura is a move–equivalent dismissed as a free action. While your aura is active, you can’t
action that doesn’t provoke an attack of opportunity. turn undead or activate other auras.
The aura persists for a number of round equal to 3 +
Charisma modifier, or may be dismissed as a free Aura of WoundingD
action. While your aura is active, you can’t turn You use negative energy to cause victim’s wounds to
undead or activate other auras. continue to bleed.
Prerequisites: Ability to Rebuke Undead
Aura of ResistanceD Benefits: By spending a daily attempt to Rebuke undead, you
You are able to channel positive or negative cause the wounds of opponents within 20 feet of you to bleed
energy to resist energy attacks for an additional point of damage per round. If the victim
Prerequisites: Ability to turn or rebuke undead leaves the aura or binds the wound (Survival (Heal) DC 15),
Benefits: By spending one or more daily attempts to the additional damage ceases. The wounding damage is
turn undead/rebuke undead as a move action, you can cumulative per hit the victim has suffered while in the area of
grant energy resistance 5 per attempt used to yourself effect. The wounding aura has no effect on creatures that lack
and allies within 20 feet. You cannot spend more a circulatory system.
than 1 turn/rebuke attempt per 4 caster levels at one Activating the aura is a move–equivalent action that
time. doesn’t provoke an attack of opportunity. The aura persists
Activating the aura is a move–equivalent for a number of round equal to 3 + Charisma modifier, or may
action that doesn’t provoke an attack of opportunity. be dismissed as a free action. While your aura is active, you
The aura persists for a number of round equal to 3 + can’t turn undead or activate other auras.
Charisma modifier, or may be dismissed as a free
action. While your aura is active, you can’t turn Awe–Inspiring
undead or activate other auras. Your presence inspires fear and panic in others
Prerequisite: Intimidation 6+ ranks
Aura of ResolutionD Benefit: As a free action, declare your intent to inspire awe
You are able to channel positive or negative and pick the opponent(s) you wish to awe. The victim must
energy around you to increase you and your allies make a Will save DC 10 + ½ your level + Cha modifier. If the
resolve. victim is in combat, they gain a +2 bonus against this feat. If
Prerequisites: Ability to turn undead/Rebuke the victim has struck the attacker for at least one point of
Undead damage, the awe ability cannot be used against the victim. If
Benefits: By spending two daily attempt to turn the victim fails, they refuse to fight, seeking the first
undead/Rebuke Undead as a standard action, you opportunity to flee or surrender. The effect lasts until the
generate an aura of prowess for you and your allies combat ends or until the victim has left your presence for 2d4
within 20 ft. that grants a +1 magic bonus per 5 caster minutes. You may inspire awe once per day per level.
levels to attack rolls and to Will saves.
Activating the aura is a move–equivalent Awesome BlowC
action that doesn’t trigger an attack of opportunity. Prerequisites: Str 25, Power Attack, Improved Bull Rush,
The aura persists for a number of round equal to 3 + size Large or larger.
Charisma modifier, or may be dismissed as a free Benefit: As a standard action, the creature may choose to
action. While your aura is active, you can’t turn subtract 4 from its melee attack roll and deliver an awesome
undead or activate other auras. blow. If the creature hits a corporeal opponent smaller than
itself with an awesome blow, its opponent must succeed on a
Aura of VengeanceD Reflex save (DC = 10 + damage dealt) or be knocked flying
You are able to channel positive or negative 10 feet in a direction of the attacking creature’s choice and fall
energy around you to harm your foes prone. The attacking creature can only push the opponent in a
Prerequisites: Ability to turn undead straight line, and the opponent can’t move closer to the
Benefits: By spending a daily attempt to turn or attacking creature than the square it started in. If an obstacle
rebuke undead as a standard action, you generate a prevents the completion of the opponent’s move, the opponent
protective aura around yourself and allies within 20 and the obstacle each take 1d6 points of damage, and the
ft. Enemies that attack you or your allies in melee opponent stops in the space adjacent to the obstacle.
combat suffer damage equal to your Charisma
modifier (min 1 point) once per round. You can only Axe BrotherB
inflict up to 1 point/4 caster levels. You’ve taken a martial oath among dwarves
Prerequisite: Dwarf, must be taken at 1st level

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Benefit: You are proficient with all axes, including Bind MagicM
dwarven waraxe (one or two–handed), and gain a +1 You can tie a magic spell to an item.
bonus to hit and damage when using them. Benefit: You may touch an item and tie the casting of a spell
to that item. The item may be up to one cubic foot of volume
Back–Handed StrokeC per level of the caster. The bound spell will activate when a
You can hit an opponent behind you without given phrase or action is performed, defined by you at the time
looking. of binding. The binding can also be defined to activate when
Prerequisites: Alertness, BAB 4+ touched by a particular being that is defined by name, a
Benefit: When you are being flanked, you may use physical description or clothing being worn. The spell
one of your attacks of opportunity during your turn to activates with the bound item being the target of the spell.
strike a flanking opponent with a +2 bonus to hit. Thus, the spell could be used as the center of a fireball spell, a
You may only use this feat once a round. circle of protection or other such magic. Magic missile would
be a poor choice for binding because the target would be the
BanditB item the spell is bound to, not anyone touching it or anyone
You’ve led a life of thieving and assault within range of the spell. A spell remains bound to an item
Prerequisite: Must be taken at 1st level, Non–good for 24 hours or until it is discharged, whichever comes first. A
alignment, Handle Animal (Ride) 1+ ranks binding spell is prepared as if two levels higher.
Homeland: Bansado, Dishnu, Farren Lands, Frost
Lands, Golens, Misake Barbarians, Nauwflowd, Biped Wild ShapeW
Shovnov Coast, Ulanst You are capable of assuming a half humanoid, half
Benefit: You gain a +2 bonus to Knowledge animal shape.
(Appraise), Stealth (Hide), and Perception (Sense Prerequisite: Ability to use Wild Shape to become a dire
Motive) Animal, Natural Spell, Snatch, Dex 13+
Benefit: You can assume a bipedal form that has the outward
BarbarousB appearance (fur, feathers, coloration, etc.) of a (non–dire)
You are barbaric animal, an animal–like head and a bipedal form. You gain a
Prerequisite: Cannot read or write, non–lawful +2 bonus to Strength, Constitution and Dexterity while in the
alignment, Must be taken at 1st level biped form. If the animal gains a racial bonus to certain skills,
Homeland: Dark Valley, Dishnu, Jsarath, Misake you gain the same bonus in the biped form. For example, if
Barbarians, South Jsarath you take the bipedal form of a cat, you gain a +4 racial bonus
Benefit: You gain the rage ability of the Barbarian, to climb, hide and move silently checks, and a +8 bonus to
usable once per day. If you have levels of Barbarian, balance checks. You could use your Dexterity modifier
you act as if you had +4 levels for determining your instead of Strength forAthletics (Climb)andAthletics
rage abilities. (Jump)checks. In tall grass or heavy undergrowth, the Stealth
Special: If you ever become lawful in alignment or (Hide) bonus would rise to +8.
learn to read/write, you lose the benefit of this feat.
Blade Dancer
P
Bend Power Your flashing blades slice foes to ribbons
Cover counts little against your powers. Prerequisites: Base attack bonus 10+, Dance 5+ ranks
Benefits: Bend Powers nullify any cover bonus other Benefit: As part of an attack or full attack with a slashing
than total cover between you and the target. The weapon, you may make a Perform ( Dance) roll vs. the
target does not gain any AC bonus or Reflex save opponent's Perception (Spot) roll. If you are successful, you
bonuses due to cover against bended powers. treat your opponent as being flat–footed against your next
A bended power cost a number of power attack. You can only use the Blade Dancer feat once a round.
points equal to its standard cost +2.
Blessing In Disguise
Beserk AttackF You can turn an apparent failure into a spectacular
You attack without regard to your own success.
safety. Prerequisites: Able to cast 5th Level Divine Spells
Prerequisite: Base attack bonus 1+ Benefits: Once per day the character with this feat may opt to
Benefit: On your action, before making attack rolls have any natural roll of 1 transformed into a natural 20.
for a round, you may choose to subtract a number
from your Armor Class and add it to all your melee Blessed Hands
damage rolls for that round. This number may not You can deliver a special blessing by touch
exceed your current AC minus 10. Prerequisites: Lay on Hands ability
Benefits: As a standard action you may deliver a touch that
acts as a bless spell. The blessing remains for 1 minute per

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point that your Lay on Hands ability would have


normally healed for. If you have already used you Blood–kinB
Lay on Hands ability, you may not use this ability for The blood of another race runs in your veins
today, and vice versa. Prerequisite: Must be taken at 1st level
Benefit: You come from a mixed heritage, with the blood of
Blest/Damned another humanoid type that runs in your veins. While you are
The god you worship protects you not half–blooded, you do manifest some trait of this ancestor.
Prerequisite: Faith, Sacred Blessing/Profane You may choose any humanoid or monstrous humanoid from
Blessing which you draw your ability. Choose one of the race’s racial
Benefit: the god you worship favors you. Choose an benefits, which you may now use. For example, you may take
opponent who attacks you, who suffers bad luck in a dwarf’s resistance to poison or the ability modifiers (positive
the form of a –1 penalty to hit and damage. If your and negative) for an orc. If your GM allows, you might, for
opponent causes damage to you, he must make a Fort example, have medusa blood and take the ability to turn
save (DC 17 + Wis modifier) or suffer 1 point of victims to stone by gaze (see below).
damage. You may invoke this benefit once a day per Special: If you choose racial ability modifiers, the total
level. The effect lasts for one minute. modifiers when added together cannot exceed a combined
Special: If you ever renounce your god or commit total greater than +1. If the modifiers would result in a net
an act against your god’s doctrine, you cannot use gain greater than +1, reduce the bonus to ability scores until
this ability until you atone for the deed. no more than a net +1 is gained.
If the racial ability is level–related, you progress in
Blind Luck the ability at ½ your level, rounding down. If you choose an
You are naturally good at getting magic ability that requires a saving throw against the effects, the
items to work for you. saving throw is DC 10 + ½ your level + Cha modifier.
Benefit: You gain a +4 bonus to Spellcraft (Use Always use the Charisma modifier as this, in effect, defines
Magic Device) when attempting to blindly activate a how strong the blood that grants you this power is in your
magic device. veins.
If you choose an extraordinary, supernatural or spell–
Blind–FightC like ability that is normally usable at will (such as wings,
Benefit: In melee, every time you miss because of deafening roar, etc.) You may only use the ability once per
concealment, you can reroll your miss chance day per five levels or for one minute per five levels, as the GM
percentile roll one time to see if you actually hit. directs.
An invisible attacker gets no advantages If you choose a extraordinary, supernatural or spell–
related to hitting you in melee. That is, you don’t lose like ability that causes hit point damage, it cannot cause more
your Dexterity bonus to Armor Class, and the than 1d4 points per level, and is usable but once a day. If you
attacker doesn’t get the usual +2 bonus for being choose a supernatural or spell–like ability that causes ability
invisible. The invisible attacker’s bonuses do still loss, you cannot inflict more than 1 ability point per five levels
apply for ranged attacks, however. with the attack, and the loss is always temporary.
You take only half the usual penalty to If you choose an extraordinary, supernatural or spell–
speed for being unable to see. Darkness and poor like ability that causes instant death or disablement (such as
visibility in general reduces your speed to three– paralysis), the effect only lasts for 1 round, plus 1 round per
quarters normal, instead of one–half. five levels.
Normal: Regular attack roll modifiers for invisible You may choose the “blood of” trait for this feat –
attackers trying to hit you apply, and you lose your such as elf blood, orc blood, etc. This allows you to use items
Dexterity bonus to AC. The speed reduction for normally only allowed to the named race. However, items
darkness and poor visibility also applies. that only affect creatures of that race also affect you.
Special: The Blind–Fight feat is of no use against a
character who is the subject of a blink spell. Blood of Heroes/VillainyB
You are the relative of a famous hero or villain.
Blindsight, 5–ft. radius Benefit: You gain a permanent +1 bonus to your class’s
You can see without seeing. primary ability score. If your class has more than one primary
Prerequisites: Base attack bonus +4, Blind–Fight, ability, choose one that gains the bonus. You also gain a +2
Wisdom 19. synergy bonus to reputation recognition checks.
Benefit: Using senses such as acute hearing and Special: This feat may only be chosen at 1st level.
sensitivity to vibrations, you detect the location of
opponents who are no more than 5 feet away from BloodthirstyA
you. Invisibility and darkness are irrelevant, though it You care about nothing but causing pain and
you discernincorporeal beings. destroying anything and everything.

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Prerequisite: Chaotic Evil alignment, Str 13+ Animal checks with that animal type. Once per day, you can
Benefit: You gain a +2 bonus to damage rolls. This speak with animals when conversing with the animal type
is extra damage and is not multiplied on criticals. chosen. Your caster level is equal to your character level for
Special: If you ever allow an opponent you damage this ability.
to live, you lose the benefit of this feat until you
atone. Born Under DRAJB
You were born under the zodiac sign of Draj, the
BodyguardC dragon
You have great skill at intercepting blows Prerequisites: Must be taken at first level, character must be
meant for others. born in the month of Enfeeb
Benefit: Once per round, you can intercept an attack Benefit: You gain a +1 caster level bonus to any spell–like
or series of attacks from the attack or full attack abilities you possess.
action of an opponent meant for someone else. You
must be within 5 feet of the person you for whom you Born Under DRUGB
intercept the attack. If you succeed a Reflex save DC You were born under the zodiac sign of Drug, the
20, you may choose to become the target of the cobra
attack. You may not gain the benefit of the Dodge Prerequisites: Must be taken at first level, character must be
(or better) or Mobility feat against the attack. The born in the month of Deckus
opponent must hit your AC instead of the original Benefit: You gain a +2 feat bonus to Deception (Disguise)
victim’s, and you suffer the effect of any damage and Acrobatics (Escape Artist).
caused by the attack.
Born Under EPRIMB
Boiling Blood You were born under the zodiac sign of Eprim, the
Your rage is enhanced so that your body bride
reacts in a different way to damage. Prerequisites: Must be taken at first level, character must be
Prerequisites: Rage 2/day, Con 13+. born in the month of Beran
Benefits: As a move–equivalent action during a Benefit: You gain a +3 feat bonus to Persuade (Diplomancy)
Rage, you may convert 1d6 damage into nonlethal skill checks when attempting to modify the reaction of other
damage, or remove 1d6 nonlethal damage. people

Bonded BrotherB Born Under EPOCHB


You received monk training before you You were born under the zodiac sign of Epoch, the
started your current profession groom
Prerequisite: Any lawful alignment, Wis 13+, Must Prerequisites: Must be taken at first level, character must be
be taken at 1st level, cannot have monk levels born in the month of Inlude
Homeland: Brotherhood of Glory Benefit: You gain a +2 feat bonus to Handle Animal (Animal
Benefit: You gain a +1 insight bonus to your AC Training) skill and Handle Animal (Ride) skill
and Unarmed Attack & Flurry of Blows of a monk
equal to ½ your level. If you take the Improved Born Under KASB
Unarmed Attack feat, your Unarmed Attack and You were born under the zodiac sign of Kas, the
Flurry of Blows is equal to a monk ¾ your level. warrior.
Prerequisite: Must be taken at first level, character must be
Born Leader born in the month of March
You have a natural talent to attract and lead Benefit: You gain a +1 bonus to damage when attacking with
others. weapons. You do not gain this bonus with unarmed attacks or
Prerequisite: Leadership, Cha 13+ natural attacks.
Benefit: You may add +2 to your effective
leadership score. Born Under LATENB
You were born under the zodiac sign of Laten, the
Born of the BeastB night watchman.
You have a small bit of lycanthrope blood in Prerequisites: Must be taken at first level, character must be
you. born in the month of Areign
Prerequisite: Must be taken at 1st level, Cannot be a Benefit: You gain a +3 bonus to Perception (Spot) skill
lycanthrope or lycan
Homeland: Lands of Sarve
Benefit: Choose an animal type, such as Rat. You
gain a +2 bonus Persuade (Diplomacy) and Handle

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Born Under JLIHIB a head butt, punch or other bodily attack. The attack inflicts
You were born under the zodiac sign of 1d3 + Str modifier points of damage.
Jlihi, the ice giant
Prerequisites: Must be taken at first level, character Brew PotionI
must be born in the month of Dall You can create magical potions
Benefit: You gain a +2 feat bonus to Athletic Prerequisite: Caster level 3rd.
checks. Benefit: You can create a potion of any 3rd–level or lower
spell that you know and that targets one or more creatures.
Born Under MAGE [Background] Brewing a potion takes one day. When you create a potion,
You were born under the zodiac sign of Mage, the you set the caster level, which must be sufficient to cast the
wizard spell in question and no higher than your own level. The base
Prerequisites: Must be taken at first level, character price of a potion is its spell level x its caster level x 50 gp. To
must be born in the month of Haleen brew a potion, you must spend 1/25 of this base price in XP
Benefit: You gain a +2 feat bonus to Spellcraft and use up raw materials costing one half this base price.
(Arcane) and Spellcraft (Use Magic Device) checks. When you create a potion, you make any choices that
you would normally make when casting the spell.
Born Under MIRYB Whoever drinks the potion is the target of the spell.
You were born under the zodiac sign of Miry, the elf Any potion that stores a spell with a costly material
maiden component or an XP cost also carries a commensurate cost. In
Prerequisites: Must be taken at first level, character addition to the costs derived from the base price, you must
must be born in the month of Ember expend the material component or pay the XP when creating
Benefit: You gain a +2 feat bonus to Persuade the potion.
(Gather Information) and Perception (Sense Motive).
Bull Rush, ImprovedC
B
Born Under MORS Prerequisites: Str 13, Power Attack.
You were born under the zodiac sign of Mors, the Benefit: When you perform a bull rush you do not provoke an
merchant attack of opportunity from the defender. You also gain a +4
Prerequisites: Must be taken at first level, character bonus on the CMB check you make to push back the defender.
must be born in the month of Noris
Benefit: You gain a +2 bonus to Knowledge BurnerB
(Appraise) and Deception (Bluff) checks. You are a member of the legendary Burner Family.
Prerequisite: Must be taken at 1st level or GM’s option, must
Born Under OHIB have a gemstone or precious metal as first or middle name,
You were born under the zodiac sign of Ohi, Good alignment.
the messenger Benefit: You can take the Burner Prestige Class and can
Prerequisite: Must be taken at first level, character utilize Mystic Weapons that you encounter.
must be born in the month of Tide Special: Many members of the Burner family tend to be
Benefit: When running, you add +5 to your base unaware of their family background until it later revealed to
movement rate them. The GM can reveal you have a Burner ancestry at any
time during a campaign, at any level, granting you access to
Born Under VRISB this feat at a later level.
You were born under the zodiac sign of
Vris, the healer Burst of HealingD
Prerequisites: Must be taken at first level, character You are able to channel positive energy to heal
must be born in the month of Bristus yourself or your allies.
Benefit: You gain a +2 feat bonus to Survival (Heal) Prerequisites: Cha 15+, ability to turn undead
skill and Survival skill Benefits: By spending a daily attempt to turn undead as a
standard action, you may transform the energy into a bright
BrawlerC burst of magical healing that heals either you or one being you
You often employ your body in an attack. touch. The recipient receives the benefits of a cure light
Prerequisite: Improved Unarmed Strike, Base wounds spell.
Attack Bonus 1+
Benefit: When taking a full attack action, you may CannibalizeM
make an additional unarmed attack using your You can expend your prepared spell total at the
highest base attack bonus. This attack may be a kick, expense of your health.
Prerequisite: Innate Spellcasting, Talented

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Benefit: You can “burn” ability points as prepared bonus. You must purchase, find or otherwise acquire any
spell levels on a 1 spell level per 2 ability score spells you wish to cast, as you do not gain them automatically
points burned basis. Burning ability points for for taking this feat or advancing a level. You cannot change
prepared spell levels is a free action: You could burn out any prepared spell for a Summon Nature’s Ally spell. If
more than 2 ability score points to gain several you already gain druidic spells, this feat has no benefits (you
prepared spell levels per free action. Treat reduced don’t get to use your Wisdom bonus twice for spells). Your
ability scores as temporary ability damage. casting level is ½ your character level. To cast a spell, you
Special: Characters that must normally select spells must have a Wisdom of 10 + spell level
ahead of time, such as clerics, druids, paladins,
rangers and wizards, can only use cannibalize to Table 2: Child of Nature Druidic Spells
prepare spells when setting their daily allotment.
Level 0th 1st 2nd 3rd 4th
Clerics, however, may freely burn ability points for
1–2 0 – – – –
cure/inflict spells as appropriate for their alignment.
3–6 0 0 – – –
7–10 0 0 0 – –
Carrier SpellM 11–14 0 0 0 0 –
You may conduct a touch spell through an 15+ 0 0 0 0 0
object.
Benefits: You may deliver a touch attack spell
through an object such as a sword, quarterstaff or Cipher
other object that does not exceed 5 feet in width or You can easily decipher cryptic messages.
height and 30 feet in length (Thus you cannot Benefit: You gain a +4 bonus to Linguistics (Decipher Script)
conduct it through the wall or floor). If the victim is when attempting to decipher codes or hidden messages.
holding or touching the item in question, the attack is
automatically successful. Otherwise to release the Chain SpellM
spell, you must succeed a touch attack, in which case You spell affects additional targets
the target is affected only by the spell, or make a Prerequisites: Empower Spell
normal melee attack, in which case the victim suffers Benefit: You change the target line of a spell to affect one
the effects of the spell as well as damage from the primary target, plu one secondary target/level. All targets
object used (such as a sword or fist). You must must be within 30 ft. of the primary target. The primary target
prepare the spell to be delivered by carrier attack as if suffers the normal effect of the spell. All secondary targets
it was one level higher than normal. suffer half damage from attack spells that deal damage or gain
a +4 bonus to their save against all other types of spells. No
Changeless target can be affected more than once by the spell. You can
You are resistant to attacks that change your choose to affect fewer secondary targets than the maximum.
shape or form. A chain spell takes up a slot two level higher than normal.
Benefit: You gain a +2 bonus against attacks that
alter or manipulate your form, including polymorph, Child of the SeaB
baleful polymorph and petrifaction. This has no You grew up with the ocean lapping at your feet.
effect on the Deception (Disguise) skill. Prerequisite: Must be taken at 1st level
Homeland: Aroknek, Bulungi, Farren Lands, Jsarath, Ksiki
Charismatic Colonies, Ksiki Con Korradan, Millos, Nydonna’s Sea
You excel at feats of Charisma Kingdom, Saltbrine, Shovnov Coast, and Tlesto
Prerequisites: Charisma 13+ Benefit: You gain a +2 bonus to Profession (Fishing),
Benefit: Choose three charisma–based skills. You Athletics (Swim) checks and Survival checks when attempting
may add +1 to skill rolls with the chosen skills. You to live off the bounty of the sea.
may choose a skill more than once. You do not gain
a bonus to feats that are based on Charisma ability Choke HoldO
modifiers. This feat does not increase your Charisma You can stop an opponent from breathing.
ability modifier. Prerequisite: Improved Grapple, Base attack 4+
Benefit: When grappling an opponent, announce you are
using a choke hold. If you win the grapple check, you deal
Child of Nature 1d6 points of nonlethal damage and the victim must make a
You have become infused with the magic of
Fort save DC 10 + your Str modifier or be rendered
nature.
unconscious. Each round you maintain the choke hold, the
Prerequisite: Fey–touched
DC for the saving throw increases by +1. Unconsiousness
Benefit: You gain druidic spell advancement as
lasts for 1 minute or until the victim is violently struck. If you
shown on the table below. Note that you will only be
choose to continue dealing damage after the opponent is
able to cast spells for which you have a wisdom
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unconscious, the damage is lethal. You may “pull bonus for the ranged cleave attack as you did against the first
your punch” to render a victim unconscious without foe. Performing a cleave shot provokes attacks of opportunity.
killing them. You cannot use cleave shot with heavy crossbows, and only
with a light crossbow if you have the rapid reload feat.
CitybornB Special: If you kill an opponent and have Cleave, Improved
You grew up in a large city Cleave or Supreme Cleave and you are using a weapon that
Prerequisite: Must be taken at 1st level can also be thrown, you may use this feat with that weapon to
Homeland: Doonask, Kingdom of Vall Vega, perform a cleave shot. If you kill the opponent with the cleave
Lanster, Shovnov Coast, Silkna Kingdom, shot, you do not get to continue with Improved Cleave or
Skienlands, Southern Kingdom, Statisdome Supreme Cleave.
Benefit: You gain a +2 bonus to Persuade (Gather
Information), Knowledge (Local) and Survival Cleave Shot, ImprovedC
(Streetwise) while in a city of 1,000 people or more. You can fell multiple opponents with ranged
weapons.
Civilized Rage Prerequisites: Dex 13+, Point Blank Shot, Precise Shot,
You can lose your temper in a non– Cleave Shot, Rapid Shot, Base attack bonus 8+
destructive manner. Benefit: If you kill a foe with a ranged weapon, you may
Prerequisites: Rage 2/day, Cha 13+ make another attack against another opponent within 15 feet
Benefits: You may enter a Rage that consists of of the first foe who is no more than 30 feet away from you.
threatening rants and screams, which adds a +4 bonus You must use a ranged weapon in your possession and cannot
to Intimidation skill rolls. This replaces the normal take a five–foot step between the normal attack and the cleave
rage bonuses and penalties. The Civilized Rage lasts shot. Use the same Base attack bonus for the cleave shot
for 1 minute per level, at which time you are fatigued attack as you did against the first foe. Performing a cleave
for the same amount of time. shot provokes attacks of opportunity. You may continue to
use the improved cleave shot on another opponent if you kill
CleaveC the current opponent you are attacking.
You can quickly strike another foe after downing a Special: If you kill an opponent and have Cleave, Improved
first. Cleave or Supreme Cleave and you are using a weapon that
Prerequisites: Str 13, Power Attack. can also be thrown, you may use this feat with that weapon to
Benefit: If you deal a creature enough damage to perform a cleave shot. If you kill the opponent with the cleave
make it drop (typically by dropping it to below 0 hit shot, you may continue with Improved Cleave or Supreme
points or killing it), you get an immediate, extra Cleave if you have the Quick Draw feat.
melee attack against another creature within reach.
You cannot take a 5–foot step before making this ColdbornB
extra attack. The extra attack is with the same You are better at surviving in cold weather
weapon and at the same bonus as the attack that Prerequisite: Must be taken at 1st level, Con 13+
dropped the previous creature. You can use this Homeland: Hold of Janrex, Ice Mages or Frost Lands
ability once per round. Benefit: You can ignore 2 points of nonlethal damage from
temperatures below 40ο F per check.
Cleave, Greatf
Prerequisites: Str 13, Cleave, Power Attack, base Combat Casting
attack bonus +4. Benefit: You get a +4 bonus on Spellcraft checks made to cast
Benefit: This feat works like Cleave, except that a spell or use a spell–like ability while on the defensive or
there is no limit to the number of times you can use it while you are grappling or pinned.
per round.
Combat ExpertiseC
C
Cleave Shot You trade offense for defense
If you kill an opponent with a ranged attack, Prerequisite: Int 13.
you may make a second attack Benefit: When you use the attack action or the full attack
Prerequisite: Point Blank Shot, Quick Draw, Precise action in melee, you can take a penalty of as much as –5 on
Shot your attack roll and add the same number (+5 or less) as a
Benefit: Once per round, if you kill a foe with a dodge bonus to your Armor Class. This number may not
ranged weapon, you may make another attack against exceed your base attack bonus. The changes to attack rolls and
another opponent within 15 feet of the first foe. You Armor Class last until your next action.
must use a ranged weapon in your possession and Normal: A character without the Combat Expertise feat can
cannot take a five–foot step between the normal fight defensively while using the attack or full attack action to
attack and the cleave shot. Use the same Base attack

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take a –4 penalty on attack rolls and gain a +2 dodge a claw attack, you gain one as well. If you familiar has a bite
bonus to Armor Class. attack, you gain a bite attack. You only gain one attack,
regardless of the number of attacks your familiar gains. This is
Combat Expertise, ImprovedC considered a natural attack, and you can only make one attack
Prerequisites: Int 13, Combat Expertise, base attack with the natural attack per round, regardless of the number of
bonus +6. attacks you normally make. Use the table below to determine
Benefit: When you use the Combat Expertise feat to damage.
improve your Armor Class, the number you subtract
from your attack and add to your AC can be any Attack Small Med
number that does not exceed your base attack bonus. Claw 1d3 1d4
This feat eliminates the +5 maximum for the Combat Bite 1d2 1d3
Expertise feat. Hoof 1d3 1d4
Sting 1d2 1d3
Combat ReflexesC,O
Benefit: You may make a number of additional You may take this feat multiple times, each time for a
attacks of opportunity equal to your Dexterity bonus. different unarmed attack available to your companion
With this feat, you may also make attacks of creature. You may not take an attack type that your companion
opportunity while flat–footed. does not have.
Normal: A character without this feat can make only Special: If your familiar or animal companion is slain, you
one attack of opportunity per round and can’t make must pay 300 XP to activate this feat for the new
attacks of opportunity while flat–footed. familiar/companion. You must pay this cost for each time you
Special: The Combat Reflexes feat does not allow a have taken the feat. If you replace your familiar or companion
rogue to use her opportunist ability more than once when you level up, you must pay 100 XP to activate the feat
per round. for the new familiar/companion. If the new familiar or
companion does not have one of the attack modes you have
Combat SwiftnessC spent a feat on, you lose the use of that feat unless you pay
Your combat reflexes are so sharpened that 100 XP to choose a different feat. If you replace the feat, you
you can deal two attacks of opportunity to the same cannot later undo the swap.
target.
Prerequisites: Combat Reflexes, Lightning Reflexes, Companion BruteA
Dex 15+, Base attack bonus +6 or better. Your companion is larger than other creatures of its
Benefits: If you successfully strike an opponent with type
an attack of opportunity, you may follow up with a Prerequisite: Companion creature, caster level 7+,
second attack of opportunity against the same target, Aggressive Companion
using your highest Base attack bonus at a –5 penalty Benefit: Advance your companion creature to 1 ½ it average
to hit. Both attacks count against the total number of hit dice up to it maximum hit dice advancement for its type
attacks of opportunity you may deal in a round. according to the rules in its monster entry. The creature’s total
Special: A Monk fighting unarmed, or with monk hit dice cannot exceed the level of the companion’s master.
weapons suffers a penalty of –3, instead of –5, to his This also affects the feats, skill points, saving throws and
second attack of opportunity. ability scores of the companion creature. Apply any
Normal: You are only allowed one attack of advancement to the animal companion due to the master’s
opportunity against a single opponent in a round. druid, paladin, or ranger level after the creature has been
advanced.
Comforts of HomeB Special: If your companion creature is slain, you must pay
You have fond memories of where you lived 300 XP to be able to use this feat with a replacement
and grew up. companion creature. If you replace your companion with a
Prerequisite: Hillenfaey or Gnome, must be taken at new creature, you must pay 100 XP to be able to use this feat
1st level with the new creature.
Benefit: You have strong, positive memories of your
life at home. These memories grant you a +2 bonus Companion CasterA
against Charm and Mind–Affecting effects. Your companion is actually able to cast spells
Prerequisite: Companion creature spellcasting related ability
Companion’s AttackA score 11+, Companion ability to speak
You gain the natural attack of your familiar Benefit: Your companion creature can cast spells as if were a
Prerequisite: Companion creature, BAB 1+ spellcaster in the same class as the master of no greater than ½
Benefit: You gain a natural attack similar to your the master’s level. To cast a spell, the companion creature
companion creature. For example, if you familiar has must have a spellcasting ability score of 10 + spell level.

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These spells are separate from its master’s spells. If Benefits: When you manifest a concealed power, anyone who
the companion has the Share Spells ability, when it wants to identify the power you’re manifesting must succeed
casts spells on itself it also affects the master as well. at a Psicraft check against a DC of 25 + power level. A
concealed power cost a number of power points equal to its
Companion’s FormA standard cost +2.
You can take the shape of your companion
Prerequisite: Familiar or Animal Companion, caster Contortionist
5th+ level You can bend your body in ways it was not meant to
Benefit: Once per day, for one hour, you can bend.
transform into the same shape as your companion or Prerequisite: Dex 13+
familiar. This transformation does not count against Benefit: You gain a +4 bonus to Acrobatics (Escape Artist)
the druid shapechange ability. This is treated in all skill checks when attempting to squeeze through a small area.
respects as a Polymorph spell for determining effects.
This is considered a 3rd level spell with a caster level Combat Medic
equal to your arcane spellcasting class for You are skilled at aiding the wounded in combat.
determining effects that affect or negate the Benefit: You may choose to take 10 when delivering a touch–
transformation. You may take this feat multiple based healing spell to an ally. You may remove unconscious
times. Each time you take it, you can transform an or dying characters from a combat without provoking an
additional time per day. attack of opportunity.
Special: If your familiar or companion is slain, you Normal: You must make an attack roll to make a touch
must pay 300 XP to be able to use this feat with a attack. If you attempt to drag a character out of a combat, you
replacement familiar. If you replace your companion may be the target of an attack of opportunity.
with a new creature, you must pay 100 XP to be able
to use this feat with the new creature. Combine SpellM
You may combine two lower level spells of the same school of
Companion HarasserA magic into a more powerful spell
Your companion is distacting to an enemy Benefit: You may combine two spells of lower level into one
Prerequisite: Animal Companion or Familiar size spell that has the combined effects of both spells. Both spells
Small or smaller, Natural attack routine, BAB 1+ must be from the same school of magic and must target the
Benefit: As a standard action, your companion same number of items or creatures (Self, Touch, # of Targets
creature can force an opponent in the same square as or Area of Effect). If you combine spells with two different
the companion creature to make a Will save (DC 10 area of effects (such as Lightning Bolt and Fireball), you may
+ ½ master’s level + companion creature’s ) or be freely change the area to match either the lower level spell
distracted. A distracted opponent is –1 to hits and used or choose one of the two spell’s area of effect (either
saving throws. While the companion creature creating a Fire/Lightning Bolt or a Fire/Lightning Ball) The
remains in the opponent’s square, that square is combine spell is prepared as a spell of the two spell levels
considered threatened and allows any adjacent added together, plus one. For purposes of this spell, 0 level
creature to that square to flank the opponent. The spells are treated as being ½ level. Thus, if A sorceress were
distraction lasts until the companion creature’s next to combine a Lightning Bolt and Fireball, she would prepare
action. the spell as if it were a 7th level arcane spell (3 + 3 + 1 = 7).

Companion SpyA Combined AttackC


You companion makes a very good spy You work well with others in combat
Prerequisite: Familiar or Animal Companion of size Prerequisites: Int 12+, Dual Strike
Small or smaller. Benefit: As a full–round action, choose an ally within 5 feet
Benefit: Your familiar gains a +4 feat bonus to and delay your action until it is your ally’s turn. That ally
Stealth (Hide) and Perception (Spot) checks. now gains your Base attack bonus to hit. You may not attack.
Special: If your companion creature is slain, you If your ally hits, he deals damage according to his weapon.
must pay 300 XP to be able to use this feat with a For example, Ironblood the dwarf and Raymond the warrior
replacement companion creature. If you replace your are fighting a red dragon. Raymond, armed with a two–
companion with a new creature, you must pay 100 handed sword with +7 to hit, stands within 5 feet of Ironblood,
XP to be able to use this feat with the new creature. who has +8 to hit with his battleaxe, and uses combined
attack. Raymond gives up his attacks for the round, but
Conceal PowerP Ironblood now adds Raymond’s attack bonuses to his own to
You know how to manifest powers in a way hit the dragon. Ironblood now strikes with +15/+5 to hit with
other psionic beings find difficult to recognize. his battleaxe. If Ironblood hits, he deals damage using his
Prerequisites: Stealth (Hide) Power. own weapon.

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Normal: A character aiding another ally grants the materials, and half the time it would take to craft that item in
ally a +2 bonus to hit. the first place.
Normal: When creating magic items, you must pay full item
Coiled JumpO cost.
You are capable of jumping farther than
normal. Craft RodI
Benefit: You gain a +4 bonus to Athletics (Jump) Prerequisite: Caster level 9th.
checks and can make standing long jumps as if it Benefit: You can create any rod whose prerequisites you meet
were a running long jump. for half price. Crafting a rod takes one day for each 1,000 gp
in its base price. To craft a rod, you must spend 1/25 of its
Counterspell, Improved base price in XP and use up raw materials costing one–half of
It is easier for you to counter opponent’s its base price.
magic Some rods incur extra costs in material components
Benefit: When counterspelling, you may use a spell or XP, as noted in their descriptions. These costs are in
of the same school that is one or more spell levels addition to those derived from the rod’s base price.
higher than the target spell. Normal: When creating magic items, you must pay full item
Normal: Without this feat, you may counter a spell cost.
only with the same spell or with a spell specifically
designated as countering the target spell. Craft StaffI
Prerequisite: Caster level 12th.
Craft ConstructI Benefit: You can create any staff whose prerequisites you
Prerequisites: Craft Magic Arms and Armor, Craft meet for half cost.
Wondrous Item. Crafting a staff takes one day for each 1,000 gp in its
Benefit: You can create any construct whose base price. To craft a staff, you must spend 1/25 of its base
prerequisites you meet for half cost. price in XP and use up raw materials costing one–half of its
Enchanting a construct takes one day for base price. A newly created staff has 50 charges.
each 1,000 gp in its market price. To enchant a Some staffs incur extra costs in material components
construct, a spellcaster must spend 1/25 the item’s or XP, as noted in their descriptions. These costs are in
price in XP and use up raw materials costing half of addition to those derived from the staff ’s base price.
this price (see individual construct monster entries for Normal: When creating magic items, you must pay full item
details). cost.
A creature with this feat can repair
constructs that have taken damage. In one day of Craft WandI
work, the creature can repair up to 20 points of Prerequisite: Caster level 5th.
damage by expending 50 gp per point of damage Benefit: You can create a wand of any 4th–level or lower
repaired. spell that you know for half cost. Crafting a wand takes one
A newly created construct has average hit day for each 1,000 gp in its base price. The base price of a
points for its Hit Dice. wand is its caster level x the spell level x 750 gp. To craft a
Normal: When creating constructs, you must pay wand, you must spend 1/25 of this base price in XP and use up
full item costs. raw materials costing one–half of this base price. A newly
created wand has 50 charges.
Craft Magic Arms And ArmorI Any wand that stores a spell with a costly material
Prerequisite: Caster level 5th. component or an XP cost also carries a commensurate cost. In
Benefit: You can create any magic weapon, armor, addition to the cost derived from the base price, you must
or shield whose prerequisites you meet at a reduced expend fifty copies of the material component or pay fifty
price. Enhancing a weapon, suit of armor, or shield times the XP cost.
takes one day for each 1,000 gp in the price of its Normal: When creating magic items, you must pay full item
magical features. To enhance a weapon, suit of cost.
armor, or shield, you must spend 1/25 of its features’
total price in XP and use up raw materials costing Craft Wondrous ItemI
one–half of this total price. Prerequisite: Caster level 3rd.
The weapon, armor, or shield to be Benefit: You can create any wondrous item whose
enhanced must be a masterwork item that you prerequisites you meet for half cost. Enchanting a wondrous
provide. Its cost is not included in the above cost. item takes one day for each 1,000 gp in its price. To enchant a
You can also mend a broken magic weapon, wondrous item, you must spend 1/25 of the item’s price in XP
suit of armor, or shield if it is one that you could and use up raw materials costing half of this price.
make. Doing so costs half the XP, half the raw

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You can also mend a broken wondrous item 16th Wraith


if it is one that you could make. Doing so costs half 18th Spectre
the XP, half the raw materials, and half the time it 18th Vampire
would take to craft that item in the first place. 20th Devourer
Some wondrous items incur extra costs in
material components or XP, as noted in their Regardless of the type of undead you create with this
descriptions. These costs are in addition to those feat, you can’t create and undead that has a CR equal to your
derived from the item’s base price. You must pay level –2.
such a cost to create an item or to mend a broken one. The undead you create remain under your control
Normal: When creating magic items, you must pay indefinitely. No matter how many times you use this feat,
full item cost. however, you can control only 4 HD worth of undead
creatures per caster level. If you exceed this number, all the
Craftsman newly created creatures fall under your control, and any
You are truly skilled in a particular craft. excess undead from previous castings become uncontrolled.
Benefit: Choose one Craft, Profession or Perform (You choose which creatures are released.) If you are a cleric,
skill that you are trained in. You gain a +4 feat bonus any undead you might command by virtue of your power to
to that skill. command or rebuke undead do not count toward the limit.
A creature with this feat can repair undead that have
Crane KickO taken damage. In one day of work, the creature can repair up
You can deliver a powerful kick to an to 20 points of damage by expending 25 gp per point of
enemy. damage repaired.
Requirements: Base attack bonus +4, Improved A newly created undead has average hit points for its
Unarmed Strike, Circle Kick Hit Dice.
Benefit: As an attack action with an unarmed attack, Creating undead is considered an Evil act.
you take a –2 penalty to hit but add +1d8 to damage. Normal: When creating undead, you must pay full item
You cannot perform a crane kick more than once per costs.
round.
Critical, ImprovedC
I
Create Undead You use a weapon to deadly effect.
You know the secret to crafting undead Prerequisite: Proficient with weapon, base attack bonus +8.
creatures Benefit: When using the weapon you selected, your threat
Prerequisities: Caster level 5, Ability to cast range is doubled.
Necromancy spells Special: You can gain Improved Critical multiple times. The
Benefit: You can create any construct whose effects do not stack. Each time you take the feat, it applies to a
prerequisites you meet for half cost. new type of weapon.
Creating an undead creature takes one day When stacking with other effects that improve a
for each 1,000 gp in its market price. The standard critical range, remember that doubling a double gives a triple
price to create undead is CR * CR * 50 gp (minimum bonus, not quadruple.
50 gp). You can create multiple undead at one time, Critical ranges improve as follows, based on the
up to 1,000 gp worth of undead a day. To create an weapon’s original crit range: 20 becomes 19–20, 19–20
undead creature, a spellcaster must spend 1/25 the becomes 18–20, and 18–20 becomes 17–20. A weapon with a
item’s price in XP and use up raw materials costing 19–20 crit range becomes 17–20, and 17–20 becomes 15–20.
half of this price (see below for costs of creating Weapons with an 18–20 becomes 15–20, 15–20 becomes 12–
basic undead). 20 and 12–20 becomes 9–20. Critical ranges cannot be
bettered beyond the ranges indicated.
Min. Undead
Caster CrushC
Level You bring your full weight down to smash a foe
5th Skeleton Prerequisite: Size Large or larger
5th Zombie Benefit: As a standard action, if you are at least 10 feet above
9th Ghoul an opponent two or more size categories smaller than you, you
11th Ghast may execute a Crush attack. You enter the opponent(‘s) space
12th Mummy and make a touch attack all opponents you cover. If the
12th Wight character fails a reflex save (DC 10 + ½ HD + Con modifier),
15th Allip the opponent is knocked prone and pinned, as well as suffer
15th Mohrg damage based on the attacker’s size, plus 1 ½ times the
15th Shadow creature’s Strength bonus. Regardless whether the attack

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succeeds or fails, you are rendered prone. Large Daredevil


1d10, Huge 2d10, Gargantuan 4d10, Colossal 8d10. You have an uncanny knack to survive lethal damage
Special: Dragons receive the Crush feat for free. Prerequisites: Acrobatic (Tumble) 14+ ranks, Dex 15+
Benefits: If you perform an action that would inflict damage
Crushing HoldO on you, you may make a Reflex save at DC 10 + damage
You are capable of squeezing the life out of taken in order to suffer nonlethal damage instead. You may
someone in a grapple. not use this feat when struck by an enemy attack, but you may
Prerequisite: Improved Grapple, Base Attack 1+ use it when performing actions such as leaping off cliffs,
Benefit: As an attack action or as a full–attack purposely triggering or running through a trap, etc.
action, announce you are making a grapple attack and
using the crushing hold feat. Make a melee touch Dash
attack at a –4 penalty to hit. If you succeed, you You are quick on your feet.
inflict 1d3 points, plus Strength modifier. With each Benefit: When in light armor, no armor and carrying a light
successive round that you continue to maintain the load or less, you add +5 to your base movement rate. This
hold, you double the amount of damage you inflict. stacks with the Barbarian and Martial Artist Fast Movement
Thus in the first round, you cause 1d3 points + abilities, haste effects and the enhanced movement of a Monk.
Strength modifier, in the second round, 2d3 + twice
Strength modifier, while in the third round you inflict Dash, Improved
4d4 + quadruple your Strength modifier, and so on. You are even quicker on your feet than most.
Prerequisite: Dash, BAB 4+, Dex 13+
Damage Reduction, Improved Benefit: When in light armor, no armor and carrying a light
You are a little tougher to harm than others. load or less, you add +10 to your base movement rate. This
Prerequisites: Damage reduction ability, Con 15+ replaces, and does not stack with, the movement bonus from
Benefit: Your damage reduction is increased by 1. Dash. This movement does stack with the Barbarian and
For example, if you had Damage Reduction 5/magic Martial Artist Fast Movement abilities, haste effects and the
+1, it would be increased to Damage Reduction enhanced movement of a Monk.
6/magic +1. If you have multiple forms of damage
reduction, the bonus only applies to one. You may Dash, Greater
take this feat multiple times. Its effects stack. You are unsurpassed in outdistancing opponents
Prerequisites: Improved Dash, BAB 8+, Dex 17+
Damaging Spell Benefit: When in light armor, no armor and carrying a light
You spells do more damage than they load or less, you add +15 to your base movement rate. This
should for a school you have chosen replaces, and does not stack with the movement bonus from
Benefits: When you take this feat, choose a school Dash. This movement does stack with the Barbarian and
of magic. Your spells deal extra damage and produce Martial Artist Fast Movement abilities, haste effects, and the
extra copies as if you were one level higher than enhanced movement of a Monk.
normal. Likewise, the maximum damage the spell
can inflict is increased by one die. This does not Deadly ArcC
affect save DC, duration nor is it used to penetrate You are capable of sweeping your weapon in a
spell resistance or when dispelling or counterspelling. deadly circle around you.
Prerequisite: Power Attack, Cleave, and Improved Cleave,
Damaging Spell, Improved Base attack bonus 7+
You spells do much more damage than they Benefit: You may use this feat as a full–round action when
should for a school you have chosen using a slashing or bludgeoning weapon of medium or large
Prequisites: Damaging Spell, Caster level 3+ size. Make a single attack roll at a –2 penalty to hit using your
Benefits: When you take this feat, choose a school highest Base attack bonus. This attack affects all opponents in
of magic you already have taken the Damaging Spell your threatened range. Compare the attack roll to each
feat for. Your spells deal extra damage and produce opponent’s AC; those that you match or beat are hit by the
extra copies (if the spell description states multiple attack, and all others are missed.
copies can be produced, such as with Magic Bolt) as
if you were two levels higher than normal. Likewise, Death Crush
the maximum damage the spell can inflict is As you fall to your enemy, you attempt to take them
increased by one die. This does not affect save DC, out with your mass.
duration nor is it used to penetrate spell resistance or Prerequisite: Crush, Size Large or larger.
when dispelling or counterspelling. This bonus Benefit: When you are dropped to 0 hit points or less, as a
replaces the one from Damaging Spell. free action you can stumble up to a number of squares equal to

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your size, then perform a crush attack. Performing Special: If you have 5 or more ranks in the Acrobatics
the crush attack leaves you prone. (Tumble) skill, you gain an additional +1 dodge bonus to AC
when fighting defensively as a standard action and a +2 dodge
Death Frenzy bonus to AC when fighting defensively as full–attack action.
When reduced to negative hit points, you Standard: When fighting defensively, you suffer a –4
may continue to act. penalty to hit and gain a +2 bonus to AC. If you have 5 or
Prerequisite: Diehard more ranks in Acrobatics (Tumble), you gain an additional +1
Benefit: When your hit points are reduced to zero or dodge bonus to AC when fighting defensively as a standard
a negative value, you can still take full actions. You action and an additional +2 dodge bonus to AC when fighting
can continue to act each round at a –2 penalty to all defensively as a full–attack action.
rolls. While taking actions, you cannot attempt to
make a stabilize roll and continue to suffer 1 hit point Deflect ArrowsC,O
of damage per round. If you do nothing in a round, You can bat aside projectiles intended to strike you.
you may attempt to make a stabilize roll. In this case, Prerequisites: Dex 13, Improved Unarmed Strike.
if you fail, your frenzy ends and you lapse into Benefit: You must have at least one hand free (holding
unconsciousness. Also, if you reach –10 hit points, nothing) to use this feat. Once per round when you would
you die. normally be hit with a ranged weapon, you may deflect it so
Normal: When at negative hit points you that you take no damage from it. You must be aware of the
immediately fall unconscious. With the die hard feat, attack and not flatfooted.
you can only take a standard action or a move action. Attempting to deflect a ranged weapon doesn’t count
as an action. Unusually massive ranged weapons and ranged
Deathless attacks generated by spell effects can’t be deflected.
You are resistant to attacks that cause instant Special: A monk may select Deflect Arrows as a bonus feat at
death. 2nd level, even if she does not meet the prerequisites.
Prerequisites: Toughness, Con 15+
Benefit: You gain a +4 feat bonus to Fort saves DeflectionO
against all attacks or effects that cause instant death, You can bat aside missile attacks
including the feats Deathblow, Slaying stroke and Prerequisites: Base Attack 7+, Dex 15+, Quickdraw
Slay. You also automatically succeed the saving Benefits: By using an attack of opportunity when armed,
throw against an attack that causes massive damage, once per round you may use the weapon to deflect a ranged
though the hit point loss can still kill you. attack directed at you. The DC to deflect the missile is the
attacker’s Ranged Attack Roll.
Deceitful
You are not what you seem. Deflection, ImprovedC,O
Benefit: You gain a +2 feat bonus on all Deception You can bat aside numerous missile attacks
(Disguise) checks and Linguistics (Forgery) checks Prerequisites: Deflection or Deflect Arrows, Combat
Reflexes
Defensive Combat TrainingC Benefits: As per deflection, but you can deflect any number
You have trained to defend yourself from a of incoming ranged attacks from a single source as a single
variety of combat maneuvers. attack of opportunity.
Benefit: Add +4 to the DC of performing combat
manuevers against you, such as bull rush, grapple, Deft Hands
and trip (see the combat chapter). You are good with your hands
Benefit: You get a +2 bonus on all Stealth (Sleight of Hand)
Defensive Fighting, GreaterC checks and Profession checks requiring the manipulation of
You are skilled at defending yourself light objects (such as tying ropes).
Prerequisites: Combat Expertise, Base Attack
Bonus 4+ Delay SpellM
Benefit: When fighting defensively as a standard You can delay the activation of a cast spell
action, you gain a dodge bonus to your AC equal to Prerequisites: Extend Spell
½ your Base Attack Bonus. You still suffer a –4 Benefits: You may add this metamagic feat to any spell with
penalty to all of your attack rolls. an Area line. You may not apply this metamagic feat to a
If you decide to fight defensively as a full– spell with a Target line. When the spell is cast, you can
round action, you gain a dodge bonus to your AC choose to delay the spell’s activation up to 5 rounds (or cause
equal to your Base Attack Bonus. You suffer a –8 it to activate immediately, if you so choose). You must
penalty to all of your attack rolls for the round. choose the area the spell will affect when you cast the spell.
Once the spell is cast, you may take other actions or cast other

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spells without disturbing the activation of the delayed Prerequisite: Endurance.


spell. A delayed spell uses up a slot 2 levels higher Benefit: When reduced below 0 hit points, you automatically
than the spell’s actual level. become stable. You don’t have to roll d% to see if you lose 1
hit point each round.
Demagogue When reduced to negative hit points, you may choose
You are the mouthpiece of your god. to act as if you were disabled, rather than dying. You must
Prerequisite: Devotion, Sacred/Profane Insight, make this decision as soon as you are reduced to negative hit
Sacred/Profane Blessing, and Sacred/Profane Mark points (even if it isn’t your turn). If you do not choose to act as
Benefit: You gain a +3 sacred/profane bonus to all if you were disabled, you immediately fall unconscious.
Charisma–related rolls and any Charm spell you cast When using this feat, you can take either a single move or
has a +3 DC. standard action each turn, but not both, and you cannot take a
Special: If you ever renounce your god or commit full round action. You can take a move action without further
an act against your god’s doctrine, you cannot use injuring yourself, but if you perform any standard action (or
this ability until you atone for the deed. any other action deemed as strenuous, including some free
actions, such as casting a quickened spell) you take 1 point of
Destroy Construction damage after completing the act. If you reach your Death
You know how to deal great damage to Threshold, you immediately die.
objects. Normal: A character without this feat who is reduced to
Prerequisites: Improved Unarmed Strike, Iron below 0 hit points is unconscious and dying.
Fingers.
Benefits: Each time you hit an object or a construct Diligent
fighting unarmed, you may inflict a critical hit. This You are very thourough with your review of items.
also means you can perform a coup de grace on an Benefit: You gain a +2 feat bonus on all Knowledge
immobile object or on a helpless construct. A (Appraise) checks and Linguistics (Decipher Script) checks.
material’s hardness still applies.
Dilute SpellM
Destructive Strike You can break higher level spells into lower level
You can break an opponent’s armor ones.
Prerequisites: Str 15+, Power Attack, Improved Benefit: You may employ the full benefits of the difference of
Sunder spells levels when using a higher level spell slot to cast lower
Benefit: You can destroy armor that is being worn by level spells. You may cast a number of lower level spells so
an opponent as if it were an object. You must still hit that the total spell levels equal the level of the spell slot being
your opponent's total AC in order to deal any damage given up. For example, a wizard uses Dilute Spell to give up a
to the armor, and hardness still applies as normal. 6th level spell slot. The wizard may cast one 5th level spell
You provoke an attack of opportunity when using and one 1st level spell, one 4th level spell and one 2nd level
this feat. spell, two 3rd level spells or any combination of spells that
Special: You can only use this feat with slashing totals 6 spell levels.
weapons. If you are breaking a spell into two (and only two)
lesser spells, you may use the Quicken Spell feat to cast both
DevotionD in the same round as quickened spells. In this case, both spells
You have aligned yourself with a god or must be paid as if they were two levels higher each. For
pantheon of gods. example, a wizard chooses to break up a 6th level spell into
Prerequisite: Knowledge (Religion) 1+ ranks two lesser spells, one that is treated as if quickened, the other
Benefit: Whenever a variable–number divine as if it were a normal spell. The wizard could use dilute spell
healing spell is cast on you by a cleric of the god(s) to cast two quickened 1st level spells as each counts as a 3rd
you worship, you receive at least 50% of the effective level spell.
bonus. For example, Pickman, a human fighter, takes Normal: A spellcaster can use a higher level spell slot to cast
devotion to Harp. Now, whenever Joseph, a cleric of a lower level spell loses the excess spell level difference.
Harp, casts a cure light wounds on Pickman, the Spells that have been reduced in level by the Weaken Spell
fighter gains at least 4 hit points, plus Joseph’s level, feat may be used to fill up Diluted spell slots.
from the spell (50% of 1d8 + Cleric’s level).
Special: If you ever renounce your god or commit Disarm, ImprovedC
an act against the god’s doctrine, you cannot use this You are skilled in leaving an opponent without a
ability until you atone for the deed. weapon.
Prerequisites: Int 13, Combat Expertise.
Diehard Benefit: You do not provoke an attack of opportunity when
You don’t give up the fight easily. you attempt to disarm an opponent, nor does the opponent

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have a chance to disarm you. You also gain a +4 enhancement to armor bonus to AC for one minute. Unlike
bonus on the opposed attack roll you make to disarm mundane armor, Divine armor incurs no armor check penalty
your opponent. or speed reduction. Because Divine armor is composed of
Normal: See the normal disarm rules. Divine magic, incorporeal creatures can’t bypass it the way
Special: A martial artist may select Improved Disarm they do normal armor. Your Divine armor can be invisible or
as one of his bonus feats. appear as a colored glow, at your option. The armor bonus
A monk may select Improved Disarm as a provide by Divine Armor stacks with the armor bonus
bonus feat at 6th level, even if she does not meet the provided by a shield or regular armor.
prerequisites.
Divine BastionD
M
Disguise Spell You create a magical defense against hostile spells
You can weave spells secretly into a Prerequisite: Ability to Turn/Rebuke Undead
performance. Benefit: As a swift action, you can spend a Turn/Rebuke to
Prerequisites: Bardic music, Perform 12 ranks. gain DR 1/– from attacks directed against you or your allies in
Benefit: You have mastered the art of casting spells 30 feet for 1 minute. You may spend multiple turning
unobtrusively, mingling verbal and somatic attempts at once, each granting an additional 1 point of
components into its music and performances so that damage reduction (max DR 3/–).
others rarely catch you in the act of casting a spell.
Like a silent, stilled spell, a disguised spell can’t be Divine BodyD
identified through Spellcraft. Your performance is Your magic reinforces your body.
obvious to everyone in the vicinity, but the fact that Prerequisite: Ability to Turn/Rebuke Undead
you are casting a spell isn’t. Unless the spell visibly Benefit: You may use your Spellcasting ability modifier
emanates from you or observers have some other (Wisdom for clerics and druids, Charisma for paladins) instead
means of determining its source, they don’t know of your Constitution modifier to determine bonus hit points.
where the effect came from. A disguised spell uses You also gain +1 hit point every time you learn a divine feat.
up a spell slot one level higher than the spell’s actual
level. Divine Curing/HarmingD
You can heal the wounds of those around you.
Dismissing, Improved Prerequisite: Ability to Turn/Rebuke Undead.
You can dismiss any spell you cast, often Benefit: Using one of your Turn/Rebuke Undead, you may
with uncanny quickness. infuse one being within 30 feet of you with positive, healing
Benefits: You are able to dismiss any spell you cast energy or negative, damage–inflicting energy. Make a turning
with duration not instantaneous and not permanent roll as normal, but you instead either heal or inflict 1d8 points
that is not already a dismissable spell as a standard of damage, +1 point per level. Victims may choose to make a
action. Furthermore, dismissing a dismissible spell is Will saving throw with a DC of 10 + ½ your level + your
a free action for you. Wisdom modifier to avoid taking damage from the inflict
Normal: You can dismiss dismissible spells only, version.
and only using a standard action. Special: Neutral clerics who gain this feat must choose
whether they heal or inflict damage. The choice may not be
Divine AdversaryD changed at a later date, but the feat may be taken again for the
You can cast exceptionally hard–to–resist opposite effect. Only neutral priests may take this feat twice.
spells.
Prerequisite: Cha 13+, Maximize Spell, Ability to Divine MightD
cast Divine spells You empower your weapon to deal extra damage
Benefit: You deal an additional +1 point of Prerequisites: Str 13, turn or rebuke undead ability, Power
sacred/profane damage for each level you possess Attack.
when casting an offensive spell, up to the maximum Benefit: As a free action, spend one of your turn or rebuke
dice of damage for the spell. You do not have to undead attempts to add 1d6 damage/3 levels (max +3d6 at 9th
maximize the spell to receive this bonus. level) to your next weapon attack.

Divine ArmorD Divine PactD


You can instinctively create a barrier of You have dealt with an outsider for magical power.
protective magic Prerequisite: Con 13+, Wis 15+, Cha 15+, Ability to Cast
Prerequisite: Ability to Turn/Rebuke Undead Divine Spells
Benefit: By expending one of your turn/rebuke Benefit: When you take this feat, choose an additional
undead attempts for the day, you automatically domain. You can cast an extra spell of each spell level you
generate a tangible field of force that provides a +4 know from this domain. You may take this feat multiple times

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for the same or different domains. Each time you Domain TurningD
take this feat, you must have two higher each in Con, You can turn or rebuke creatures associated with
Wis and Cha. your domain
Special: If you are slain and an attempt is made to Prerequisites: Ability to cast domain spells
raise you, roll 1d10. If you roll equal to or less than Benefits: Choose a domain you have access to; You gain the
the number of times you have taken this feat, the supernatural ability to turn or rebuke creatures according to
outsider has taken your soul and you cannot be raised the domain you selected. You can turn/rebuke a number of
by any means. times equal to 3 + Charisma modifier.

Divine VengeanceM Domain Turn Rebuke


You can empower your melee attacks with Air Earth creatures Air creatures
sacred energy. Animal Plant creatures Animal
Prerequisites: Ability to turn undead, Extra Turning. Artifice Summoned Constructs
Benefit: You can spend one of your turn undead creatures
attempts to add 2d6 points of sacred energy damage Chaos Lawful outsiders Chaotic outsiders
to all your successful melee attacks against undead Earth Air creatures Earth creatures
until the end of your next action. This is a Evil Good outsiders Evil outsiders
supernatural ability. Fire Water creatures Fire creatures
Special: If you have the domain turning ability, you Good Evil outsiders Good outsiders
can instead deal extra damage to creatures you can Law Chaotic outsiders Lawful outsiders
turn with the domain turning ability. Plant Animal Plant creatures
Water Fire creatures Water creatures
DodgeC,O Creation Constructs Summoned
You nimbly avoid opponents creatures
Prerequisite: Dex 13+ Scalykind – Animal (reptilian
Benefit: You gain a +1 bonus to your AC against and snakes only)
attacks from all opponents.
A condition that makes you lose your Domains not listed here cannot be chosen with this
Dexterity bonus to Armor Class (if any) also makes feat.
you lose dodge bonuses. Also, dodge bonuses stack
with each other, unlike most other type of bonuses. Special: You may take this feat multiple times, each time for
a different domain.
Dodge, ImprovedC,O If you have the feat Extra Turning, you must select
You are able to dodge multiple opponents which turn/rebuke ability the Extra Turning applies to.
Prerequisites: Dex 15+, Dodge, Base Attack 8+
Benefit: You gain a +3 dodge bonus to your AC Druid’s TrainingB
against opponents. This bonus replaces the bonus for You are familiar with the ways of druids
Dodge. Prerequisite: Must be taken at 1st level,
Homeland: Aluski Sath Tusko, Aluri, Kennestone, Evan
Dodge, PerfectC,O Cordum
You are incredibly hard to hit Benefit: You gain a +2 bonus to Knowledge (Nature) and
Prerequisite: Dex 19+, Improved Dodge, Base Survival. You may also take Druidic as a language even if
attack bonus 12+ you do not have levels in Druid.
Benefit: You gain a +5 dodge bonus to AC against
opponents. This replaces the bonus from Dodge or Dual StrikeC
Improved Dodge. You strike with two weapons at once
Prerequisite: Two–weapon fighting, BAB 6+
Domain FocusD Benefit: As a standard action you may attack once with each
You may cast spells from a chosen domain weapon against a single melee opponent. Each of your attacks
with a higher degree of skill suffers an additional –2 penalty to hit in addition to normal
Prerequisites: Ability to cast domain spells penalties for two weapon fighting.
Benefits: Choose a domain you possess when you Normal: A character with two weapons can only strike with
take this feat. Spells cast from this domain are at +1 both during a full attack action.
caster level. You may take this feat more than once,
each for a different domain you possess. Dual DeviceT
You can combine several technological devices into a
single creation
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Prerequisite: Any two metatech feats You must obey the limitations of Ability Max DC
Benefit: You can create technological devices that and Item Max DC. You must recalculate the Build Cost (Tech
have other technological devices built into them. The Level X Build DC X 50 gp), XP cost (1/25th Build Cost) and
base technological device must have the highest Purchase Cost (Build Cost X [Tech Level + 1]) of the item.
overall Condition, Damage or Bonus Build DC
(before additional devices are added in) and must be Empower SpellM
at least one size category larger than the largest You increase the damage potential of a spell you cast.
device that will be added to the dual device. Benefit: All variable, numeric effects of an empowered spell
Each additional device you add to the base are increased by one–half.
device increases the Build DC by ½ the additional Saving throws and opposed rolls are not affected, nor
item’s Build DC. Additional devices added must be are spells without random variables. An empowered spell uses
charged separated, activated seperately and are up a spell slot two levels higher than the spell’s actual level.
treated in all other respects as separate entities. You
do not factor the device’s cost into the final price of Empower Spell–Lile Ability
the overall device; it is instead determined by the You increase the damage potential of a spell-like
final DC of the compiled device. ability you possess.
You can add any number of additional Prerequisite: Spell–like ability at caster level 6th or higher.
devices to an object, but you must obey the Benefit: Choose one of the creature’s spell–like abilities,
limitations of Ability Max DC and Item Max DC. subject to the restrictions below. The creature can use that
You must recalculate the Build Cost (Tech Level X ability as an empowered spell–like ability three times per day
Build DC X 50 gp), XP cost (1/25th Build Cost) and (or less, if the ability is normally usable only once or twice per
Purchase Cost (Build Cost X [Tech Level + 1]) of the day).
item. When a creature uses an empowered spell–like
ability, all variable, numeric effects of the spell–like ability are
Educated increased by one half. Saving throws and opposed rolls are not
You have had a formal education. affected. Spell–like abilities without random variables are not
Prerequisite: Ability to read affected.
Benefit: Choose 3 Intelligence–based subskills. The creature can only select a spell–like ability
You may add a +1 feat bonus to any skill roll with duplicating a spell with a level less than or equal to half its
the chosen skills. You do not gain extra skill points, caster level (round down) –2. For a summary, see the table in
languages or arcane spells for this feat. This feat the description of the Quicken Spell–Like Ability feat.
does not increase your Intelligence ability modifier. Special: This feat can be taken multiple times. Each time it is
taken, the creature can apply it to a different one of its spell–
Elusive like abilities.
You take great pains to remain unseen.
Benefit: The difficulty to track you and up to 1 ally Empower Spell–like Ability
per level is increased by +4. Spell Level Caster Level to
Empower
Empathic 0 4th
You have a natural skill to read other 1st 6th
people’s moods. 2nd 8th
Benefit: You gain a +4 bonus to Perception (Sense 3rd 10th
Motive) checks when attempting to determine 4th 12th
someone’s emotional state. 5th 14th
6th 16th
Empower DeviceT 7th 18th
You can cause a technological device to do 8th 20th
more harm. 9th —
Benefit: When building a technological device, you
increase the damage dice that the item deals by 50%. Endow SpellM
Doing so increases the Build DC by ½ the DC You can loan spells to others.
adjustment of the original damage. For example, a Benefit: You can “loan” to another being 1 spell level per 3
Chaingun Rifle deals 8d6 piercing and has a +4 DC character levels you possess. You must be able to touch the
adjustment. The Chaingun can be increased to deal being you wish to “loan” the spell to before they may cast it.
12d6 piercing damage with an additional +2 DC The being keeps the loaned prepared spell for one day or until
adjustment. Increasing the DC in this manner does it is cast, whichever comes first. You cannot cast the “loaned”
not increase the Tech level of the device.

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spell for that day, even should you cancel the “loan” save for half damage (DC 10 + ½ caster’s level + Int
(in such a case it is lost for the day). modifier). At 10th level, those who fail the save also
automatically drop any held items.
EnduranceR Fire Blast: As a standard action, a gout of flame leaps from
You are hardy and resistant to the casters outward stretched hands, travelling up to
environmental effects. 30 feet + 5 ft./2 levels away before erupting into a 5
Benefit: You gain a +4 bonus on the following ft. radius burst. Those caught in the cone take 1d4
checks and saves: Athletics (Swim) checks made to fire damage + 1d4 fire damage/4 levels. All creatures
resist nonlethal damage, Constitution checks made to in the line can make a Reflex save for half damage
continue running, Constitution checks made to avoid (DC 10 + ½ caster’s level + Int modifier). At 10th
nonlethal damage from a forced march, Constitution level, the burst increases to a 10 ft. radius.
checks made to hold your breath, Constitution checks Force Blast: As a standard action, the caster sweeps his hand
made to avoid nonlethal damage from starvation or at his opponent, who is hit with a concussive blast of
thirst, Fortitude saves made to avoid nonlethal force up to 30 ft. + 5 ft./2 levels away. This is a
damage from hot or cold environments, and Fortitude touch attack that deals 1d4 force damage/3 levels. At
saves made to resist damage from suffocation. Also, 10th level, the victim must make a Reflex DC 10 + ½
you may sleep in light or medium armor without Caster level + Int modifier save or be knocked prone
becoming fatigued. by the attack.
Normal: A character without this feat who sleeps in Ice Blast: As a standard action, a burst of cold erupts from
medium or heavier armor is automatically fatigued the caster’s body, filling a 15 ft. + 5 ft./4 levels long
the next day. cone. Those caught in the blast take 1d4 cold
Special: A ranger automatically gains Endurance as a damage/2 levels. All creatures in the blast can make
bonus feat at 3rd level. He need not select it. a reflex save for half damage (DC 10 + ½ caster’s
level + Int modifier). At 10th level, a victim who fails
Energy Blast the save is also Slowed for a round.
You can use raw magical energy to unleash Sonic Blast: As a standard action, the caster slams his fists
a blast of energy at foes. together, causing a thunderous clap to stretch
Prerequisite: Ability to cast arcane Evocation spells outward, affecting everyone within a 15 ft. + 5 ft./4
Benefit: You must select one of the following levels burst. The burst deals 1d4 sonic damage + 1d4
energy blast features from the list below. Each sonic damage/4 levels. All creatures in the area can
requires verbal and somatic components, but not make a Fort save for half damage (DC 10 + ½ Caster
material components. They can be counterspelled or level + Int modifier). At 10th level, a victim who fails
dispelled and are affected by Spell Resistance. They the save is also Dazed for 1 round.
can be disrupted and require Spellcraft checks to be
used when struck by an enemy, used while in violent Energy Specialization
motion or to be utilized while being grappled. Your magical attacks with a chosen type of energy
Because they are spell–like abilities and not true are more powerful.
spells, they are unaffected by metamagic feats or the Prerequisites: Caster level 5+.
spell focus feats. Energy blasts cannot be used in Benefits: When you take this feat, choose an energy type:
antimagic areas. An energy blast is treated as a spell acid, cold, electricity, fire, force, holy/unholy or sonic. Each
equal to ½ the caster’s level. spell you cast deals +1 damage per damage dice when casting
Acid Blast: As a standard action, the caster spits out any spell that utilizes the chosen energy type.
a globule of acid at his opponents at a range For example, if a 9th level wizard with Energy
of up to 30 ft + 5 ft./2 levels. This is a Specialization (Fire) casts Fireball, she deals 9d6+9 fire
ranged touch attack that deals 1d4 acid damage.
damage + 1d4 acid damage/3 levels. At 9th Note: The damage from energy specialization cannot be
level, the acid deals half as many dice added to the energy blast feat.
damage in the second round to the opponent
if they fail a Fort DC 10 + ½ Caster Level + Energy SubstitutionM
Int modifier. You change the energy type of your spell
Electric Blast: As a standard action, a line of Prerequisites: Any other metamagic feat, Knowledge
electrical energy flashes out from the (arcana) 5 ranks.
caster’s outstretched hand at a range of up to Benefit: You choose one type of energy: acid, cold,
20 feet + 5 ft./2 levels in a line 5 feet wide. electricity, fire, or sonic. When employing a spell with the
The line deals 1d4 electrical damage plus an acid, cold, electricity, fire, or sonic designator, you can modify
additional +1d4 electrical damage/4 levels. the spell to use your chosen type of energy instead.
All creatures in the line can make a Reflex

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The altered spell uses a spell slot of the


spell’s normal level. Eschew MaterialsM
The altered spell works normally in all You cast spells without petty material components.
respects except the type of damage dealt. Benefit: You can cast any spell that has a material component
Special: You can gain this feat multiple times. Each costing 1 gp or less without needing that component. (The
time the feat applies to a different type of energy. casting of the spell still provokes attacks of opportunity as
Energy substitution cannot be used with the energy normal.) If the spell requires a material component that costs
blast feat. more than 1 gp, you must have the material component at
hand to cast the spell, just as normal.
Engrave SpellM
You can create permanent magic circles. Even–HandedC
Prerequisite: Spellcaster 5th+ In one–handed combat, you can use either hand
Benefit: You can inscribe into any solid horizontal equally well.
surface a magical spell whose effects are permanent. Prerequisites: Dex 11+
Enchanting the magic circle takes 1 day for each Benefit: When you are fighting one–handed, you may use
1,000 gp in its price. You set the caster level when either hand without penalty. You may not use this feat with
you create the circle. The caster level must be two–weapon fighting, improved two–weapon fighting, shield
sufficient to cast the spell in question and be no expert or shield bash.
higher than your own level. The area protected by
the spell cannot be greater than the area of effect of ExplorerB
the spell (you may choose to reduce the area of effect You’ve been around
when inscribing the circle) and must be contained in Prerequisites: Must be first level, Survival 1+ ranks
a visible, uninterrupted circle on the horizontal Homeland: Aroknek, Kirranays, Lost Vale, Shovnov Coast
surface. You may not add metamagic feats into the Benefit: You gain a +2 feat bonus to Knowledge
item’s creation. The base cost to create the magic (Dungeoneering), Perception (Spot) and Survival (Wilderness
circle is its spell level multiplied by the caster level Lore).
multiplied by 1,000 gp. To enchant the circle, the
spellcaster must spend 1/25 of the items price in XP Extend DeviceT
and use up raw materials costing half this base price. You can squeeze more energy out of a technological
A magic circle is “controlled” by a spell– device, making its charges last longer.
casting individual who stands in the center of the Benefit: You can increase the duration of any technological
circle and speaks the command word to activate the device during creation that has a Duration longer than
magic circle. The magic circle can remain active as Instantaneous. This increases the item’s duration to the next
if cast at its inscribed level. It must then remain higher Duration category. Extending the duration of a
inactive for a like amount of time before it can be technological device increases the Build DC by +2, but does
reactivated. not increase the Tech Level. You cannot increase the duration
A magic circle can be destroyed if the of any device to Continous, and must obey the limitations of
surface it is on is destroyed or defaced. To destroy Ability Max DC and Item Max DC. You must recalculate the
the circle at least 1 foot of the material or more at Build Cost (Tech Level X Build DC X 50 gp), XP cost (1/25th
least 1 inch thick must be successfully destroyed. Build Cost) and Purchase Cost (Build Cost X [Tech Level +
If a magic circle is dispelled it will 1]) of the item.
deactivate for a number of rounds equal to the
dispelling caster’s level.
Extend SpellM
Your spells last longer.
Enlarge SpellM Benefit: An extended spell lasts twice as long as normal. A
You spell affects a larger area. spell with a duration of concentration, instantaneous, or
Benefit: You can alter a spell with a range of close,
permanent is not affected by this feat. An extended spell uses
medium, or long to increase its range by 100%. An up a spell slot one level higher than the spell’s actual level.
enlarged spell with a range of close now has a range
of 50 ft. + 5 ft./level, while medium–range spells
have a range of 200 ft. + 20 ft./level and long–range
Extra Attacks of OpportunityC
spells have a range of 800 ft. + 80 ft./level. An You excel at striking at an opponent’s openings.
enlarged spell uses up a spell slot one level higher Prerequisites: Combat Reflexes
than the spell’s actual level. Benefit: You gain two extra Attacks of Opportunity a round.
Spells whose ranges are not defined by This stacks with the extra Attacks of Opportunity gained from
distance, as well as spells whose ranges are not close, Combat Reflexes. You may take this feat multiple times. Its
medium, or long, do not have increased ranges. effects stack.

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Extra Counterspelling Prerequisite: Charismatic, Charisma 15+


You are proficient at thwarting an enemies Benefit: You may add a +3 feat bonus to any Charisma–
magic repeatedly related skill roll on skills chosen from the Charismatic feat.
Prerequisite: Counterspell ability This bonus replaces the +1 bonus for Charismatic. Feats
Benefit: You gain 2 additional counterspells per day. based on Charisma ability modifiers are unaffected. This feat
You may take this feat multiple times. Each time, does not increase your Charisma modifier.
you gain 2 additional counterspells per day.
Extremely Educated
D
Extra Domain Slot Your knowledge surpasses that of others
Your degree of specialization into the Prerequisites: Educated, Intelligence 15+
domains of your god is higher than normal. Benefit: You may add a +3 feat bonus to any Intelligence–
Prerequisites: Wis 15+, access to a domain. related skill roll on skills chosen from the Educated Feat. You
Benefits: Choose a domain you possess; You gain do not gain extra skill points, languages or arcane spells with
one extra spell of each spell level you can cast from this feat. This feat does not increase your Intelligence ability
that domain. modifier.

Extra Music Extremely Muscled


You can use bardic music more often each Your constant workouts allow you to perform feats of
day Strength
Prerequisite: Bardic music. Prerequisite: Athletic, Strength 15+
Benefit: You can use your bardic music four extra Benefit: You may add a +3 feat bonus to any Strength–
times per day. related skill roll on skills chosen from the Muscled Feat. This
Normal: Bards without the Extra Music feat can use bonus replaces the +1 bonus for Muscled. You may not use
bardic music once per day per level. this feat to add to your Base Attack or damage rolls. This feat
Special: You can gain this feat multiple times, does not increase your Strength ability modifier.
adding another four uses of bardic music each time.
Extremely Nimble
Extra Skill Points You have an uncanny knack for feats of Dexterity.
You spent most of your time sharpening Prerequisite: Nimble, Dexterity 15+
some of your skills. Benefit: You may add a +3 feat bonus to any Dexterity–
Benefits: You gain 4 skill points. related skill roll on skills chosen from the Nimble feat. This
Special: You may acquire this feat multiple times, its bonus replaces the +1 bonus for Nimble. You may not use
effects are cumulative. this bonus to add to AC or Reflex saves. This feat does not
increase your Dexterity ability modifier.
Extra TurningD
You have can affect more undead than Extremely Worldly
others of your faith. Your understanding of the world allows you to
Prerequisite: Ability to turn or rebuke creatures. perform feats of Wisdom
Benefit: Each time you take this feat, you can use Prerequisites: Worldly, Wisdom 15+
your ability to turn or rebuke creatures four more Benefit: You may add a +3 feat bonus to any Wisdom–
times per day than normal. related skill roll chosen from the Worldly feat. This bonus
If you have the ability to turn or rebuke replaces the +1 bonus for Worldly. You do not gain a bonus
more than one kind of creature each of your turning to Willpower saving throws or divine spells. This feat does
or rebuking abilities gains four additional uses per not increase your Wisdom ability modifier.
day.
Normal: Without this feat, a character can typically Eyes in the Back of Your HeadC
turn or rebuke undead (or other creatures) a number You don’t give flankers an edge over you.
of times per day equal to 3 + his or her Charisma Prerequisites: Base attack bonus +3, Wis 19.
modifier. Benefit: Attackers do not gain the usual +2 attack bonus when
Special: You can gain Extra Turning multiple times. flanking you. This feat grants no effect whenever you are
Its effects stack. Each time you take the feat, you can attacked without benefit of your Dexterity modifier to AC,
use each of your turning or rebuking abilities four such as when you are flat–footed or when you are the target of
additional times per day. a rogue’s sneak attack.

Extremely Charismatic Face of HonorB


Your personality is more forceful than You come from a line of honorable ancestors.
others Prerequisite: Must be taken at 1st level, Cha 13+,
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Homeland: Chiamung, Skienlands, Spi Dak Su Table 3: Fanaticism Clerical Spells


Benefit: You gain a +2 feat bonus to Persuade
Level 0th 1st 2nd 3rd 4th
(Diplomacy), Persuade (Intimidate) and Knowledge
1–2 0 – – – –
(Nobility) when dealing with people from your
3–6 0 0 – – –
homeland.
7–10 0 0 0 – –
11–14 0 0 0 0 –
Faith 15+ 0 0 0 0 0
You are blessed by the god(s) you worship
Prerequisite: Wis 13+
Benefit: You must choose a god as your patron.
Special: If you give up devotion to your deity or commit an
Choose a 0–level divine spell from the cleric list.
act contrary to your religion’s belief, you cannot use this feat
You may cast that spell at ½ your character level a
until you atone for the deed.
number of times equal to 3 + Wisdom modifier. If
you are a cleric, this is in addition to your normal
spells per day and does not count as a domain spell. FarmerB
Special: If you give up devotion to your deity or You’ve worked on a farm most of your early life.
commit an act contrary to your religion’s belief, you Prerequisite: Must be taken at 1st level, cannot have levels in
cannot use this feat until you atone for the deed. Aristocrat
Homeland: Aluri, Erakatuo, Hawk Lands, Hawk Lord,
Iiannhanex, Kennestone, Klinn, Lacosis, Llinn, Misake,
Fake Death
Saltbrine, Swordfall, Ulanst
You are skilled at making others think you
Benefit: You gain a +2 feat bonus to Profession (Farmer),
have died from a wound.
Handle Animal (Animal Training) and Knowledge (Local).
Benefit: After an attack has been made against you
(whether successful or not), you may collapse to a
prone position and pretend to be dead. Your Far ShotC
opponent does not gain an attack of opportunity when Prerequisite: Point Blank Shot.
you do this. It requires a spot check (DC 20 + ½ your Benefit: When you use a projectile weapon, such as a bow, its
level + Int modifier) to notice you are faking. This range increment increases by one–half (multiply by 1–1/2).
may allow you to position yourself to surprise or When you use a thrown weapon, its range increment is
sneak attack a foe. doubled.
Normal: You may attempt to fake your death using
aDeception (Bluff) skill check versus a Perception Fast HealerC
(Spot) check by the opponent. The opponent gains Your wounds heal remarkably fast.
an attack of opportunity against when you attempt to Prerequisites: Con 13+
fake your death without this feat. Benefit: When healing by magical or natural means, you may
add your Constitution modifier to the number of hit points you
Fanaticism recover. If you get complete bed rest, you may add one and
You have become a magic vessel of your one–half your constitution modifier back to your hit points.
god. You also add your Constitution modifier to all ability loss
Prerequisite: Faith, Wis 13+ recovery. If your Constitution is temporarily reduced by
Benefit: You gain priest spell advancement based on ability drain, your enhanced ability to recover extra ability
character level as shown on the table below. Note points is reduced to 0. It cannot become a negative value.
that you will only be able to cast spells for which you Normal: You heal hit points at a rate of 1 hp/level per day. If
have a wisdom bonus. You must purchase, find or you gain complete bed rest, you gain one and one–half the
otherwise acquire any spells you wish to cast, as you normal amount. (Player’s Handbook, p. 129)
do not gain them automatically for taking this feat or
advancing a level. You do not gain domain spells Favored Fury
and cannot change out any prepared spell for a You become enraged when spotting your favored
healing spell. You cannot cast spells of higher than enemy.
4th level with this feat. If you already gain clerical Prerequisites: Favored Enemy, Rage ability
spells, this feat has no benefits (you don’t get to use Benefits: Whenever you encounter a favored enemy, you
your Wisdom bonus twice for spells). Your casting may choose to enter a Rage. You gain all the benefits of the
level is ½ your character level. You can only cast Rage ability, and doubled the favored enemy bonus to hit and
spells if you have a Wisdom of 10 + spell level. damage. You do not gain the other bonuses from favored
enemy (bonus toDeception (Bluff), Persuade (Intimidate) &
Perception (Sense Motive)) while entering Favored Fury. The
Favored Fury lasts for 3 rounds + your Constitution modifier.

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After this time, you are fatigued for the remainder of Feat of Intelligence
the combat. You are capable of a surprising burst of insight.
Entering a Favored Fury does not count Prerequisite: Intelligence 13+
against your number of Rages per day. Benefit: Once per day as a free action, you may add ½ your
level to your Intelligence score for one round. This affects the
Fearless bonus for Intelligence–based skills and Arcane spell DCs. It
You are not easily frightened. does not affect maximum arcane spell level, bonus arcane
Benefit: You gain a +4 bonus against magical and spells, Sorcerer or Bard spell DCs or skill points.
mundane fear attacks. Special: This feat stacks with the Fox’s cunning spell.

Feat of Charisma Feat of StrengthC


You are capable of a surprising burst of You are capable of a surprising burst of Strength
Charisma Prerequisite: Strength 13+
Prerequisite: Charisma 13+ Benefit: Once per day as a free action, you may add ½ your
Benefits: Once per day per five levels, you may add level to your Strength score for one round. This affects bonus
½ your level to your Charisma score for one round. to hit and damage with melee weapons, and strength based
This affects the bonus for Charisma–based skills, skill rolls.
Undead Turning, Paladin Lay on Hands ability and Special: This feat stacks with the barbarian Rage ability. It
Sorcerer spell DCs. It does not affect maximum also stacks with the Bull’s Strength spell.
sorcerer arcane spell level or bonus sorcerer arcane
spells. Feat of Wisdom
Special: This feat stacks with the Eagle’s splendor You are capable of a surprising burst of wisdom.
spell. Prerequisite: Wisdom 13+
Benefits: Once per day as a free action, you may add ½ your
Feat of Dexterity level to your Wisdom score for one round. This affects the
You are capable of a surprising burst of bonus for Wisdom–based skills, Divine spell DCs and Will
agility saving throws. It does not affect maximum divine spell level
Prerequisite: Dexterity 13+ or bonus divine spells.
Benefit: Once per day, you may add ½ your level to Special: This feat stacks with the owl’s wisdom spell.
your Dexterity score for one round. This affects the
bonus to hit with ranged weapons, AC, Reflex saving Feint, ImprovedC
throws and dexterity–based skills. A feat of Prerequisites: Int 13, Combat Expertise.
Dexterity cannot be applied when you are flat– Benefit: You can make aDeception (Bluff) check to feint in
footed. combat as a free action.
Special: This feat stacks with the Cat’s Grace spell. Normal: Feinting in combat is a move action.

Feat of Constitution Fell ShotM


You are capable of a surprising burst of You can strike your foe with a ranged weapon as if
health making a touch attack.
Prerequisite: Constitution 13+ Prerequisite: Dex 13+, Point Blank Shot, Arcane Shot or
Benefit: Once per day as a free action, you may add Divine Shot, Base attack bonus +3 or more
½ your level to your Constitution score for one Benefit: If you pay 3 spell levels per shot, you can resolve
round. This affects hit points, Fortitude saving your ranged attack as a touch attack for purposes of assessing
throws and constitution–based skills. your foe’s Armor Class, You must decide whether or not to
Special: This feat stacks with the Bear’s Endurance pay the cost prior to making the ranged attack. Your bullet,
spell. bolt or arrow remains “charged” for a maximum number of
rounds equal to your Spellcasting ability modifier + 1 round,
or until you attack, whichever comes first. If your shot
misses, the spell levels expended are lost.
Special: You may use a spell higher than 3rd level or combine
spells of lower level to power Fell Shot, but the extra spell
levels are lost and cannot be used for subsequent shots.

FendC
You make moving through your threatened area very
difficult
Prerequisite: Combat Reflexes, Base Attack 4+
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Benefit: When an opponent enters, leaves or moves Normal: Without this feat, you can run or charge only in a
through an area you threaten with a melee weapon, straight line.
even when taking a 5–foot adjustment, you may take
an Attack of Opportunity, if you have one remaining. Flyby AttackC
If the opponent attempts to tumble past you, the skill Prerequisite: Fly skill 1+ ranks.
check DC becomes equal to 11 + your Attack Bonus. Benefit: When flying, the creature can take a move action
If the opponent attempts to tumble through your (including a dive) and another standard action at any point
space, the skill check DC becomes 21 + your Attack during the move. The creature cannot take a second move
bonus. action during a round when it makes a flyby attack.
If you successfully strike the moving Normal: Without this feat, the creature takes a standard action
opponent, they must stop moving. You cannot gain either before or after its move.
more than one attack of opportunity against an
opponent in a single round. Flyby Attack, ImprovedC
Normal: You gain an attack of opportunity when an You can attack on the wing without being
opponent moves through your threatened area. You counterattacked
would not gain an attack of opportunity if the Prerequisite: Fly skill 1+ ranks, Dodge, Flyby Attack,
opponent took a 5 foot adjustment or if the opponent Mobility.
only moved (and took no other action) out of your Benefit: If the standard action taken by a creature during a
threatened area. round in which it uses Flyby Attack is a melee attack, the
creature provokes no attacks of opportunity from moving out
Fey–touched of squares threatened by its target.
You are in tune with natural realm of magic. Normal: Without this feat, a creature making an attack as part
Prerequisite: Wis 13+ of a Flyby Attack maneuver provokes attacks of opportunity
Benefit: Choose a 0–level divine spell from the as normal from moving out of squares threatened by its target.
druid list. You may cast that spell at ½ your
character level a number of times equal to 3 + Focus Negative EnergyD
Wisdom modifier. If you are a cleric or druid, this is You know how to focus negative energy to damage a
in addition to your normal spells per day and does not living creature or to heal an undead.
count as a domain spell. Prerequisites: Extra Turning, Wis 15+, ability to rebuke
undead.
Fickle SpellM Benefits: By spending two daily attempts to rebuke undead,
You may cast spells whose power depend on you can use a standard action as a single melee touch attack to
chance. deal damage to a living creature or heal damage to an undead
Prerequisites: Any metamagic feat. creature. Perform a normal attempt to rebuke undead without,
Benefits: The DC to resist a spell modified by this however, execute the “Turning Check”; the amount of damage
feat is 1d20 + your ability modifier + spell level. A you inflict or cure is equal to 1d8/level.
fickle spell uses a spell slot of the same level.
Normal: The DC to resist a spell is 10 + your ability Focus Positive EnergyD
modifier + spell level. You know how to focus positive energy to heal a
living creature or to damage an undead.
FirebloodB Prerequisites: Extra Turning, Wis 15+, ability to turn undead.
You are unaffected by great heat Benefits: By spending two daily attempts to turn undead, you
Prerequisite: Must be taken at 1st level, Con 13+ can use a standard action as a single melee touch attack to heal
Homeland: Iiannhanex, Llannhanex, Smanvalla damage to a living creature or deal damage to an undead
Benefit: You can ignore 2 points of nonlethal creature. Perform a normal attempt to turn undead without,
damage from temperatures above 90ο F per check. however, execute the “Turning Check”; the amount of damage
you inflict or cure is 1d8/level.
Fleet of FootC
You can rapidly change your direction. Force of Personality
Prerequisites: Dex 15, Run. You have an unnatural willpower enhanced by your
Benefit: When running or charging, you can make a Charisma
single direction change of 90 degrees or less. You Benefit: You may use your Cha modifier on Willpower
can’t use this feat while wearing medium or heavy saving throws. Your combined Cha + Wis modifier cannot
armor, or when carrying a medium or heavy load. If exceed +6.
you are charging, you must move in a straight line for
10 feet after the turn to maintain the charge.

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Forest Dweller Prerequisite: Must be taken at 1st level, Good alignment


You are well–known and liked by the Benefit: Whenever you successfully use a skill to directly
natives of the woods assist an NPC, you gain extra XP equal for an encounter equal
Prerequisites: Survival 10+ Ranks, Animal to the skill DC – 15. You cannot gain extra experience more
Empathy ability than once per encounter per day with an NPC by means of this
Benefits: You can never become lost in a wooded feat.
area. Likewise, when encountering animals, you may
ask them one question (as per speak with animals) if Gossip Monger
you succeed an Persuade (Diplomacy) skill check You know a little bit of information about everyone.
with a DC of 20. Benefit: You gain a +4 feat bonus to Persuade (Gather
Information) rolls when gathering rumors.
Forge RingI
Prerequisite: Caster level 12th. Grapple, ImprovedC,O
Benefit: You can create any ring whose prerequisites Prerequisites: Dex 13, Improved Unarmed Strike.
you meet for half cost. Crafting a ring takes one day Benefit: You do not provoke an attack of opportunity when
for each 1,000 gp in its base price. To craft a ring, you initiate a grapple. You also gain a +4 bonus on all grapple
you must spend 1/25 of its base price in XP and use checks, regardless of whether you started the grapple.
up raw materials costing one–half of its base price. Normal: Without this feat, you provoke an attack of
You can also mend a broken ring if it is one opportunity when you make a touch attack to start a grapple.
that you could make. Doing so costs half the XP, half Special: A martial artist may select Improved Grapple as one
the raw materials, and half the time it would take to of his bonus feats.
forge that ring in the first place. A monk may select Improved Grapple as a bonus feat
Some magic rings incur extra costs in at 1st level, even if she does not meet the prerequisites.
material components or XP, as noted in their
descriptions. You must pay such a cost to forge such Great FortitudeO
a ring or to mend a broken one. Benefit: You gain a +2 bonus on all Fortitude saving throws.
Normal: When creating magic items, you must pay
full item cost. Greater Feats
All feats starting with “Great” have been sorted by
Fortuitous SpellM the 2nd word of the feat. For example Greater Initiative can be
You can cast a spell that is somewhat harder found under Initiative, Greater
to resist
Prerequisites: Fickle spell Grenadier
Benefits: The DC to resist a spell modified by this You are good at placing grenade–like weapons where
feat is DC 5 + 1d20 + your ability modifier + spell you want them.
level. A fortuitous spell uses a spell slot 4 levels Prerequisite: Dex 13+, Base Attack 1+
higher than normal. Benefit: When you miss with a grenade–like weapon, you
Normal: The DC to resist a spell is 10 + your ability always roll 1d4 for deviation.
modifier + spell level.
Guardian Familiar
Gaze magicM Your familiar becomes more powerful in your
You may activate any touch ranged spell by Sanctum.
gaze. Prerequisite: Familiar or Improved Familiar, A dwelling
Benefit: You may prepare any touch–ranged spell as place (sanctum)
a gaze attack. On your action, make a ranged attack Benefit: When your familiar is in your home territory, it is
roll against any one target you may see within 30 capable of assuming a much more deadly guardian form.
feet. A gaze attack ignores any armor (natural or Your familiar can triple it’s hit points, and gains a +3 to its
constructed) and must be visible to the spell caster. base attack, as well as a +3 bonus to all its saving throws.
The victim saves as normal against the attack. The Furthermore, your familiar increases in size to the next size
spell does not work against creatures that do not have category, with all the appropriate modifiers. Your familiar can
eyes or vision or targets that cannot be seen due to maintain this augmented form for 1 minute per arcane
cover, darkness or invisibility. When preparing the spellcasting level you possess. This feat does not work if your
spell, the spell is treated as being two levels higher. familiar is outside your dwelling area or sanctum.

Good SamaritanA Guild TrainingB


You help those in need You have been trained in a craft

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Prerequisite: Must be taken at 1st level, Int 13+ Benefit: You gain a +2 bonus to Will saves against Fear
Homeland: Aluski Sath Tusko, Bulungi, Derauck, effects and a –2 penalty to those who attempt to use
Doonask, Duchy of Molvak, Farren Lands, Hawk Perception (Sense Motive) against you.
Lands, Hawklord, Ice Mages, Iiannhanex, Irvenst,
Kennnestone, Klinn, Ksiki Colonies, Ksiki con Healing Hands
Coridon, Lacosis, Lanster, Llinn, Millos, Misake, You have exceptional skill in healing people.
Nydonna’s Sea Kingdom, Nyrr Ryann, Principalities Benefit: You gain a +4 bonus the Survival (Heal) skill when
of Xatmas, Ran Da Khan, Randu, Riddlekill, applying first aid to a character. You do not gain the bonus
RoonHawk, Saltbrine, Sarkasti, Shovnov Coast, when attempting to treat poison or for long–term care.
Silkna Kingdom, Southern Kingdom, Ulanst,
Vactorstein, Zyans Health
Benefit: Select a Craft subtype and an associated You have at least average health.
Profession subtype when you take this feat. You gain Benefit: You gain average hit points each level you advance.
a free skill point each level that you may spend on the Special: If your GM chooses to use an optional rule where all
Craft or Profession skill you chose. characters gain average hit points each level, you are assumed
to have this feat for free.
Hammer BlowC
You strike with terrible force when you hit Health, ImprovedC
Prerequisite: Power Attack, Base Attack 8+ You are a rare specimen of exceptional physique.
Benefit: Choose a melee weapon when you take this Prerequisite: Health, Toughness
feat. When you successfully critical an opponent, you Benefit: You gain maximum hit points (as if you rolled the
increase the damage multiplier by one. highest number allowable on your hit dice roll) each level that
you advance. This feat has no effect on previous levels you
Haggling have gained hit points for.
You know how to make shrewd deals to get Special: In campaigns where your GM gives all characters
the lowest prices. average hit points each level, you do not need to acquire the
Benefit: When purchasing items, you may make a Health Feat as a prerequisite (you are assumed to already have
Persuade (Diplomacy) skill check, with a DC of 15. it).
If you succeed, you may lower the price of the item
you are attempting to purchase by 5% per 2 points HelpfulA
you exceed 15, up to a 50% discount. You may not You willingly assist others of good nature.
use this feat when creating magic items or creating Prerequisite: Neutral Good alignment, Int 13+
items from scratch. Benefit: When aiding another, you provide a +4 bonus,
When selling items, you may make an instead of +2.
Appraising skill check, with a DC of 15. If you Special: If you use this feat to assist performing an evil act,
succeed, you may raise the price you receive for an you lose the benefit of this feat until you atone.
item by 5% per 2 points you exceed 15, up to 50%
extra. Heighten SpellM
Special: If you roll a natural 1, the GM may decide Your spell becomes more powerful
you have offended the person you deal with, who will Benefit: A heightened spell has a higher spell level than
act appropriately to the situation. normal (up to a maximum of 9th level). Unlike other
metamagic feats, Heighten Spell actually increases the
Hands of the Saint effective level of the spell that it modifies. All effects
Your healer skills are augmented by divine dependent on spell level (such as saving throw DCs, damage
aid. caps and ability to penetrate a lesser globe of invulnerability)
Prerequisites: Cha 13+, ability to lay on hands. are calculated according to the heightened level. The
Benefits: You may add your Charisma modifier to heightened spell is as difficult to prepare and cast as a spell of
your Survival (Heal) checks in addition to normal its effective level.
bonuses.
Heightened Senses
HardenedB Your senses are sharper than others
You have witnessed many horrors growing Benefit: You gain a +1 bonus to Perception (Spot),
up Perception (Listen) and Perception (Spot) rolls.
Homeland: Dark Valley, Dishnu, Dutchy of Special: If you have the feat Scent, you gain a +1 bonus to
Molvak, Frost Lands, Hold of Severn, Ice Mages, Smell checks.
Jsarath, Riddlekill, Vactorstein

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Heighten DeviceMT down or straight up, at half speed, regardless of its


You technological items have a higher maneuverability.
creator level without increasing the Tech Level If a creature begins its turn hovering, it can hover in
Benefits: When applying this metatech to a device place for the turn and take a full–round action. A hovering
during its creation, you can increase any Condition, creature cannot make wing attacks, but it can attack with all
Damage or Bonus that the device normally provides. other limbs and appendages it could use in a full attack. The
You cannot add new Conditions, Damage or creature can instead use a breath weapon or cast a spell instead
Bonuses, but can increase existing ones. You can of making physical attacks, if it could normally do so.
also increase any level–dependant effects from Spell If a creature of Large size or larger hovers within 20
Conditions by increasing your effective creator/caster feet of the ground in an area with lots of loose debris, the draft
level by one for each +1 to the Build DC (such as the from its wings creates a hemispherical cloud with a radius of
5th level requirement for theAthletics (Jump)spell to 60 feet. The winds so generated can snuff torches, small
gain a +20 toAthletics (Jump)skill). Use of this campfires, exposed lanterns, and other small, open flames of
increases the Build DC of the item normally for the non–magical origin. Clear vision within the cloud is limited to
increase, but does not affect the Tech level of the 10 feet. Creatures have concealment at 15 to 20 feet (20%
device. You must still adhere to the DC Ability max miss chance). At 25 feet or more, creatures have total
for the device and Max DC restriction of the overall concealment (50% miss chance, and opponents cannot use
device. The increase in Build DC increases the cost sight to locate the creature).
of the item (Tech Level X Build DC X 50 gp), the XP Those caught in the cloud must succeed on a
cost (1/25th build cost), the Recharge Cost of the Item Spellcraft check (DC 10 + 1/2 creature’s HD) to cast a spell.
(Build DC / 2 * 25 gp) and the Purchase Cost of the Normal: Without this feat, a creature must keep moving while
item (Build Cost X [Tech Level + 1]). flying unless it has perfect maneuverability.

Hold The LineC Immortal Rage


You are always prepared to confront a You enter a fury that makes you almost unkillable.
charge. Prerequisite: Rage 2x/day
Prerequisites: Combat Reflexes, base attack bonus Benefits: Instead of a normal rage, you may enter a special
+2. rage that grants you damage reduction 3/–. This stacks with
Benefit: You may make an attack of opportunity any damage reduction you may already have. The rage lasts
against a charging opponent who enters an area you for 3 rounds + your Con modifier in rounds. At the end of the
threaten. rage you are fatigued for the rest of the combat.
Your attack of opportunity happens immediately
before the charge attack is resolved. Impaling ShotC
Normal: You only get an attack of opportunity You can strike multiple foes with a single ranged
against a character that exits a square you threaten. attack.
Prerequisites: Point Blank Shot, Precise Shot, Base Attack
Holy SpellD, M 8+
You can alter a spell utilizing an energy type Benefit: Announce you are using this feat and take a –4
so that it uses holy water instead. penalty to hit. Compare your attack roll with the AC of all
Prerequisites: Any metamagic feat, ability to cast foes in a path 1 foot wide and 30 feet long of your shot. Any
Bless Water. foe whose AC you match or beat is hit by the attack.
Benefits: You can modify a spell with an energy
descriptor to inflict holy water damage instead. A Imposing
holy spell behaves normally under all aspects, except You tend to scare people with your very presence
the type of damage inflicted. Only certain creatures, Benefit: You gain a +4 feat bonus to Persuade (Intimidate)
such as undead and evil–aligned outsiders, are rolls when attempting to demoralize an opponent.
susceptible to holy water.
A holy spell uses a spell slot of the same level than Imposter
normal, modified by any other metamagic feat. You are skilled at pretending to be someone else.
Benefit: When attempting to impersonate someone specific,
Hover you gain a +2 bonus to Deception (Disguise),Deception
You can fly in a single spot. (Bluff), Linguistics (Forgery) and Persuade (Gather
Prerequisite: Fly speed. Information) rolls when attempting to deceive targets into
Benefit: When flying, the creature can halt its believing you are the person you are impersonating. The
forward motion and hover in place as a move action. bonus to Persuade (Gather Information) rolls only applies
It can then fly in any direction, including straight when you attempt to Persuade (Gather Information) about the
person you are impersonating, or when attempting to learn

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information that the person you are impersonating Influential Speaker


would know or be told. For example, you would gain Your words wear away at other’s resolve.
this bonus if you impersonated the king and Prerequisite: Cha 13+
attempted to find information about the king’s battle Benefit: When engaged in a social encounter, you deal an
plans to attack a neighboring country, but you additional +1d6 resolve points to your opponent.
wouldn’t gain the bonus to find information about a
ruin outside the city inhabited by a dragon (unless the Initiative, GreaterC,O
king was giving a monthly tribute to the dragon or You act much quicker than normal
was in league with the dragon’s deprivations). Prerequisites: Dex 13+, Improved Initiative
Benefits: You may add +6 to your initiative score. This
Improved Feats replaces the +4 bonus from Improved Initiative.
All feats starting with “Improved” have been
sorted starting with the 2nd word of the feat. For Initiative, ImprovedC,O
example, Improved Weapon Specialization can be You are quick to react.
found under “Weapon Specialization, Improved”. Benefit: You get a +4 bonus on initiative checks.

Influential Initiative, PerfectC,O


You have many favors you may call on from You are unmatched in your reflexive response
other people. Prerequisite: Improved Initiative, Reflex save +6 or better
Prerequisite: Cha 13+ Benefits: You may add +10 to your initiative score. This
Benefit: Once per day, when in an appropriate replaces the +6 bonus from Greater Initiative.
setting, you may attempt to call in a favor from
people you know. For the feat to be accessible, you Innate Spellcasting
must be able to somehow reach or communicate with
You have more spells than normal
someone friendly to you. This may include a request Benefit: You may cast one extra spell per day. The first time
for food, lodging, supplies, non–combat aid, healing, this feat is taken, the spell is a bonus 1st level spell. Each
and/or armed help. To see if you can successfully
additional time, you gain a spell of the next highest level you
call the favor, make a Persuade (Diplomacy) skill can cast (an extra 2nd level spell the second time this is taken,
check, with a DC of 12. If the roll is successful, you and extra 3rd level the third time, etc.)
receive the help you requested. If you request Special: A character may gain this feat multiple times.
supplies or other items of value, you must be able to
pay the cost of such items.
Notes: Here are some suggested modifiers to the
Inspiration
difficulty of the roll You inspire those around you to greater deeds
Prerequisite: Cha 13+
Benefit: When you engage in combat, your allies who are
Table 4: Influential Situational Modifiers within 30 feet gain a +1 bonus to hit and damage as long as
you fight. You must be visible to incur this bonus. You do
Situation DC Mod not gain the benefit of this feat yourself. The benefit of this
In a Hostile Location1 +20 feat does not stack with other inspiration feats, but does stack
In the Wilderness +10 with a bard’s inspiration ability.
In a hamlet +8
In a village +6 Instant StandO
In a small town +4 You can regain you feet easily after being knocked
In a large town +2 down.
In a city +0 Prerequisites: Improved Unarmed Strike, Dex 13+.
In a big city –2 Benefit: You may regain your feet after being prone as a free
In a capital city –5 action instead of a move–equivalent action. Also, when
New to Area (< 1 month) +2 standing up, you do not provoke attacks of opportunity.
Established (1+ year) –2
Per 100 gp value requested2 +1 Instrumental
Per previous request +2 You are capable of producing inspiring wordless
1 music.
This includes most dungeons, other planes, etc.
2
Double the DC modifier if the character will not be Prerequisites: Perform (musical instrument) at 10 ranks
returning the item after its use. Benefits: You can entertain an audience with a wordless
performance. With this ability you can use an instrument

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without voice accompaniment to entertain people or you gain a +1 insight bonus to skill checks, attack rolls and
to power bardic song abilities or spells. damage rolls.

Internal Compass Acceptable tasks include, but are not limited to:
You have an innate sense of direction.
Benefit: You gain a +4 feat bonus to Survival rolls * The erection of a grand temple or monument in a foreign
to determine direction. land
* The education and protection of a child (until the child
Investigator reaches age of majority)
You are very good at discovering things. * To win a war against an enemy nation, church or
Benefit: You gain a +2 feat bonus on all Persuade organization
(Gather Information) checks and Perception (Spot) * To gain revenge against a specific enemy or organization
checks. who has wronged the character

Iron FingersO Special: If you ignore a chance to further or complete your


Your fingers have gained an amazing goal, you lose the benefit of this feat until you atone.
toughness.
Prerequisites: Improved Unarmed Strike Keen Eyesight
Benefits: Your unarmed attacks deal piercing or You often spot things others overlook
slashing damage. If you decide to attack in this way, Benefit: You gain a +4 feat bonus to all Perception (Spot)
you may not choose to inflict nonlethal damage. checks when searching an area.

Iron WillO Keen Hearing


It is very hard to conquer your mind. You have excellent hearing.
Benefit: You get a +2 bonus on all Will saving Benefit: You gain a +4 feat bonus to all Perception (Listen)
throws. checks when eavesdropping.

Iteritive SpellM Keen Nose


You unleash successive copies of a spell. You have an excellent sense of smell.
Prerequisite: BAB 6+, ability to cast 3rd level spells Prerequisites: Scent
Benefit: When using a single ranged touch or ray Benefit: You gain a +4 feat bonus to all Smell checks.
spell, you duplicate its effects to produce a secondary
version that uses your highest base attack bonus at a Knight’s BearingB
–5 penalty to hit. An iteritive spell uses up a spell You have served with the Knights of the South
slot two levels higher than the spell's actual level. Prerequisite: Must be taken at 1st level, cannot have levels of
For every five points of base attack bonus you have Commoner
above +6, you add an additional ranged touch attack Benefit: You gain a +3 feat bonus to Persuade (Diplomacy)
copy with an additional –5 penalty to hit, to a with other members of the knights of the South or with its
maximum of four ranged touch spells at a base attack allied countries. You also gain a +3 feat bonus to Knowledge
bonus of +16. Each additional ranged touch spell (Military Tactics) when attempting to form battle plans with
increases the spell slot by two levels. Knight of the South troops or its allies.

Jack of All Trades Knight’s Martial TrainingB


Prerequisite: You must be at least 6th level. You have had battle training as a Knight of the South
Benefit: You can use any skill untrained, even those Prerequisite: Must be taken at 1st level, Str 13+
that normally require training. Homeland: Bansado, Derauck, Hawk Lands, Hawk Lord,
Irvenst, Kingdom of Vall Vega, Kennestone, Klinn, Knights
Jhi–Hadyah (“My Oath”)B of the South, Ksiki con Corridon, Llinn, Roonhawk, Silka
You have taken an oath to complete a task, Kingdom,
or die trying. Benefit: You gain a +2 feat bonus to the Handle Animal
Prerequisite: Lawful alignment (Ride) skill, and gain the feats Martial Weapon Proficiency
Homeland: Ran Da Khan, Randu, Vilalance (Bastard Sword), Martial Weapon Proficiency (Light Lance),
Benefit: When you take this feat, you must dedicate Light Armor Proficiency, Medium Armor Proficiency and
yourself to completing a specific long–termed task. Shield Proficiency if you do not already have
When acting to directly complete the chosen task,
Knock–DownC,O
Prerequisites: Base attack bonus +2, Improved Trip, Str 15.
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Benefit: Whenever you deal 10 or more points of –Number of Followers by Level–


damage to your opponent in melee, you make a trip Leadership Cohort 1st 2nd 3rd 4th 5th 6th
attack as a free action against the same target. Score Level
1 or lower – – – – – – –
LandwalkerB 2 1st – – – – – –
You have more tolerance to survive away 3 2nd – – – – – –
from the sea 4 3rd – – – – – –
Prerequisite: Aquatic subtype, Con 13+, must be 5 3rd – – – – – –
taken at 1st level 6 4th – – – – – –
Homeland: Nydonna’s Sea Kingdom, Zarame Kull 7 5th – – – – – –
Benefit: You can remain away from water for 1 hour 8 5th – – – – – –
per point of Constitution modifier (minimum 1) 9 6th – – – – – –
without suffering ill effects. If you do not return to 10 7th 5 – – – – –
water after this time, you begin to suffer the effects of 11 7th 6 – – – – –
dehydration. 12 8th 8 – – – – –
13 9th 10 1 – – – –
Leadership 14 10th 15 1 – – – –
Benefits: Having this feat enables the character to 15 10th 20 2 1 – – –
attract loyal companions and devoted followers, 16 11th 25 2 1 – – –
subordinates who assist her. See the table below for 17 12th 30 3 1 1 – –
what sort of cohort and how many followers the 18 12th 35 3 1 1 – –
character can recruit. 19 13th 40 4 2 1 1 –
Leadership Modifiers: Several factors can affect a 20 14th 50 5 3 2 1 –
character’s Leadership score, causing it to vary from 21 15th 60 6 3 2 1 1
the base score (character level + Cha modifier). A 22 15th 75 7 4 2 2 1
character’s reputation (from the point of view of the 23 16th 90 9 5 3 2 1
cohort or follower he is trying to attract) raises or 24 17th 110 11 6 3 2 1
lowers his Leadership score (Other modifiers may 25 or 17th 135 13 7 4 2 2
apply when the character tries to attract a cohort): higher

Leader’s Reputation Modifier Leadership Score: A character’s base Leadership score equals
Great renown +2 his level plus any Charisma modifier. In order to take into
Fairness and generosity +1 account negative Charisma modifiers, this table allows for
Special power +1 very low Leadership scores, but the character must still be 6th
Failure –1 level or higher in order to gain the Leadership feat. Outside
Aloofness –1 factors can affect a character’s Leadership score, as detailed
Cruelty –2 above.
Cohort Level: The character can attract a cohort of up to this
The Leader Modifier level. Regardless of a character’s Leadership score, he can
Has a familiar, special mount, or –2 only recruit a cohort who is two or more levels lower than
animal companion himself. The cohort should be equipped with gear appropriate
Recruits a cohort of a different –1 for its level. A character can try to attract a cohort of a
alignment particular race, class, and alignment.
Caused the death of a cohort –2* The cohort’s alignment may not be opposed to the
leader’s alignment on either the law–vs–chaos or good–vs–
* Cumalative per cohort killed
evil axis, and the leader takes a Leadership penalty if he
recruits a cohort of an alignment different from his own.
Followers have different priorities from cohorts.
Cohorts earn XP as follows:
When the character tries to attract a new follower,
The cohort does not count as a party member when
use any of the following modifiers that apply.
determining the party’s XP.
Divide the cohort’s level by the level of the PC with
The Leader Modifier whom he or she is associated (the character with the
Has a stronghold, base of +2 Leadership feat who attracted the cohort).
operations, guildhouse or the like Multiply this result by the total XP awarded to the PC
Moves around a lot –1 and add that number of experience points to the cohort’s total.
Caused the death of other followers –1 If a cohort gains enough XP to bring it to a level one
lower than the associated PC’s character level, the cohort does

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not gain the new level—its new XP total is 1 less


than the amount needed attain the next level. Lone Wolf
Number of Followers by Level: The character can You tend to work best when you are alone.
lead up to the indicated number of characters of each Benefit: When no ally is within 30 feet of you, you gain a +1
level. Followers are similar to cohorts, except they’re bonus to all skill checks, saving throws and to–hit rolls. If an
generally low–level NPCs. Because they’re generally ally moves to within 30 feet of you, you lose this bonus until
five or more levels behind the character they follow, you gain at least 30 feet of distance between you and your
they’re rarely effective in combat. allies.
Followers don’t earn experience and thus
don’t gain levels. However, when a character with Lucid Fighting
Leadership attains a new level, the player consults the You may combat effectively even if intoxicated.
table above to determine if she has acquired more Benefits: You may ignore up to a –5 penalty to your attack
followers, some of which may be higher level than rolls and AC when fighting while intoxicated.
the existing followers. (You don’t consult the table to
see if your cohort gains levels, however, because Lucky
cohorts earn experience on their own.) You often get a lucky break.
Benefit: Once per day, you may reroll any one dice that you
Light Fingered have just rolled. You may make this reroll after you calculate
You have an extremely light touch. the success or failure of the die roll, but before you apply the
Benefit: You gain a +4 feat bonus to the Deception results of the die. You may not reroll a hit point roll when
(Sleight of Hand) skill when taking items off other gaining a level.
beings.
Lucky StrikeC
Light Sleeper You have an uncanny knack for striking a concealed
You are easily awakened from slumber. opponent.
Benefit: If anyone approaches within 30 feet of you Prerequisites: Wis 13+.
while you sleep, you may make a Perception (Listen) Benefits: As a full round action, you may deliver a single
check at no penalty to awaken at the sound. attack to a 5 ft.–square where you know or believe there is a
However, you must make a second successful target there with some degree of concealment. You may
Perception (Listen) check to determine what created impose a penalty to this attack to a maximum equal to your
the sound. When awakened from sleep, you may act Base attack bonus. For each point of penalty you take in this
in the same round that you awaken. You also gain a way, the chance of missing the target is reduced by a 5%.
+2 resistance to sleep spells.
Lure AttackC
Linguist You feign an opening to strike an opponent with his
You have a knack for understanding guard down.
languages. Prerequisites: Combat Expertise,Deception (Bluff) 5+ ranks,
Benefit: Your character knows a variety of Int 13+, Base Attack 4+.
languages that he may call upon. You gain a +2 feat Benefits: Once per round, you may allow an opponent an
bonus to Linguistics (Decipher Script) rolls and you attack of opportunity against you. If your opponent takes the
gain two additional spoken languages per skill point attack, you may counterattack at your highest Base attack
you spend on speak language. bonus at a –4 penalty on the attack roll. You and your
Special: Barbarians may not take this feat until they opponent’s attack take place simultaneously.
gain the read/write skill.
Mage FoeC
Lightning Relfexes You are skilled at disrupting spellcasters
You quickly dodge out of harm’s way. Benefit: Opponents with hit dice or levels equal to or less
Benefit: You gain a +2 bonus on all Reflex saving than your level cannot defensively cast spells while you
throws. threaten them.

Lyricist Magic Affinity


You use song to accompany your music. You are in tune to the world of magic around you
Prerequisites: Perform (Sing) 5+ ranks, any other Prerequisite: Spell caster level 1+
Perform skill 1+ ranks Benefit: You may treat your spell–casting attribute as being
Benefits: When you make a Perform check, roll two two higher than normal for determining bonus spells and the
d20’s and take the best result. You also gain a +2 maximum spell level you may cast. This does not actually
feat bonus to all Perform checks (except Sing).

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raise your spell–casting attribute. For example, A for taking this feat or advancing a level. If you already gain
sorceress, with her 16 intelligence, has Magic sorcerer spells, this feat has no benefits (you don’t get to use
Affinity. When determining the maximum spell level your Charisma bonus twice for spells). Your casting level is
she can cast, she acts as if she has an 18 intelligence ½ your character level. You must have a charisma of 10 +
(so she can cast spells of up to 8th level instead of 6th). spell level to cast any spells.
The same occurs when she determines the bonus
spells she gains for high intelligence. She treats her Table 5: Magically Skilled Arcane Spells
intelligence as 16 for all Intelligence–related skill
Level 0th 1st 2nd 3rd 4th
checks, Intelligence damaging poisons, skill points
1–2 0 – – – –
gained per level, etc.
3–6 0 0 – – –
7–10 0 0 0 – –
Magical Aptitude 11–14 0 0 0 0 –
You have a knack for magic 15+ 0 0 0 0 0
Benefits: You gain a +2 feat bonus on all Spellcraft
(Arcane or Divine) checks and Spellcraft (Use Magic
Device) checks.
Magically Talented
You can cast more 0–level spells for free.
Magic Knowledge
Prerequisite: Innate Spellcasting
You have a secret understanding of magic’s
Benefit: You can prepare three more 0–level spells for free
potential.
per day than normal.
Prerequisites: Heighten Spell, Spell Focus (any
school), Int 13+.
Benefits: Your caster level is considered 1 higher. Mantis LeapO
This affects duration, number of targets, damage dice You deliver a powerful attack after making a jump.
and other level based effects. It does not grant you Prerequisites: Athletics (Jump)5+ ranks, Improved Unarmed
additional spells per day. Strike
Benefit: As a full–attack action, designate an opponent who
is at least 10 feet away and who is within the maximum
Magic Knowledge, Improved
distance you can reach with your movement. You make a
You have a secret understanding of magic’s potential.
single attack against that opponent, using your Athletics
Prerequisites: Heighten Spell, Magic Knowledge,
(Jump) skill instead of your attack bonus to hit. If you are
Caster level 8+, Spellcasting ability score 19+
successful, you deal your normal unarmed strike damage plus
Benefits: Your caster level is considered 2 higher.
an amount of damage equal to what you exceeded the target’s
This bonus supersedes (does not stack with) the
AC by (but not exceeding your skill ranks in Athletics
bonus granted by Magic Knowledge feat. This affects
(Jump)).
duration, number of targets, damage dice and other
level based effects. It does not grant you additional
spells per day. ManyshotC
You unleash two ranged attacks at once
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base
Magically inclined
attack bonus +6
You have an affinity to cast magic spells
Benefit: As a standard action, you may fire two ranged attacks
Prerequisite: Cha 13+
at a single opponent within 30 feet. Both attacks use the same
Benefit: Choose a 0–level sorcerer spell. You may
attack roll (with a –4 penalty) to determine success and deal
cast that spell at ½ your character level a number of
damage normally (but see Special).
times equal to 3 + Charisma modifier. If you are a
For every five points of base attack bonus you have
spell–user, this is in addition to your normal spells
above +6, you may add one additional ranged weapon to this
per day and does not count against the maximum
attack, to a maximum of four ranged weapons at a base attack
number of spells you may learn.
bonus of +16. However, each ranged weapon after the second
adds a cumulative –2 penalty on the attack roll (for a total
Magically skilled penalty of –6 for three ranged weapons and –8 for four).
You have unusual magical skill. Damage reduction and other resistances apply
Prerequisite: Magically Inclined separately against each ranged attack fired.
Benefit: You gain sorcerer spell advancement based Special: Regardless of the number of ranged weapons you
on your character level as shown on the table below. use, you apply precision–based damage only once. If you
Note that you will only be able to cast spells for score a critical hit, only the first range weapon fired deals
which you have a charisma bonus. You must critical damage; all others deal regular damage.
purchase, find or otherwise acquire any spells you
wish to cast, as you do not gain them automatically

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A 6th–level ranger who has chosen the Mechanical Aptitude


archery combat style is treated as having Manyshot You are good with tools and devices.
even if he does not have the prerequisites for it, but Benefit: You gain a +2 feat bonus when using any skill that
only when he is wearing light or no armor. requires the use of tools.

Mass SpellM MerchantB


You can make your spell affect multiple targets. You’ve made a living selling things
Prerequisite: Chain Spell Prerequisite: Must be taken at 1st level, Knowledge
Benefit: Mass spell can only be applied to spells that (Appraise) 1+ ranks
have a Target line that affects a single individual, or a Homeland: Nyrr Ryan, Saltbrine
Range of 0. The Target line changes to affect one or Benefit: You gain a +2 feat bonus to Knowledge (Appraise),
more target creatures, no two of which can be more Profession (Merchant) and Perception (Sense Motive).
than 30 ft. apart. The type of targets (ex. Humanoids
only) is unchanged, as is the spell’s range. A mass Metabolism, ImrovedP
spell takes up a slot 4 levels higher than normal. Your body is able to efficiently to heal itself.
Prerequisites: Con 17+, Rapid Metabolism.
Martial StrikeO Benefits: You heal naturally a number of hit point equal to
You are skilled at delivering exceptionally twice your level + you Constitution bonus (if positive), and a
lethal unarmed blows. number of ability damage equal to twice your natural rate
Prerequisites: Improved Unarmed Strike. (usually 2 points per day). Furthermore, you gain a metabolic
Benefit: When making an unarmed attack, you can +4 bonus to your second Fortitude save against poison and to
take a –2 penalty to hit. If you manage to strike the your Fortitude save versus disease.
opponent, you deal double your normal unarmed base This bonus supersedes (does not stack with) the one provided
damage, plus double your normal Strength modifier. by the Rapid Metabolism feat.
You cannot do a flurry of blows when using a martial
strike. Metamagic Lore
Special: You can combine a Martial Strike with a You know metamagic’s mechanics at a level beyond common
Tiger Bite attack. In this case, you deal triple your knowledge.
unarmed base damage and triple your Strength Requisite: Any metamagic feat, Knowledge (Arcana) 10+
modifier with the attack. ranks.
Benefits: Select a metamagic feat. The effective spell level
Martial Training increase for the spell is reduced by 1. This can never reduce
You have practiced with weapons the spell level increase to a negative value. You may take this
Prerequisites: proficiency with all Martial Weapons, feat multiple times, once for each metamagic feat you know.
Base Attack Bonus 1+
Benefit: You gain up to a +4 bonus to hit when Metapsionic SecretP
attacking with a weapon. This bonus is applied You know metapsionic’s mechanics at a level beyond
directly to your Base Attack Bonus, and cannot raise common knowledge.
your Base Attack Bonus greater than your character Requisite: Any metapsionic feat, Knowledge (psionics) 10+
level. ranks.
Special: This bonus to hit does not allow you to Benefits: When you choose this feat, select a metapsionic feat.
qualify for feats, prestige classes or other abilities The cost increase for the metapsionic feats is reduced by 2.
that have a Base Attack Bonus. This cannot result in a negative value. You may take this feat
multiple times, once for each metapsionic feat you know.
Maximize SpellM
You cause maximum damage with a spell Meticulous
attack You are more thorough than others.
Benefit: All variable, numeric effects of a spell Prerequisite: Wis 13+
modified by this feat are maximized. Saving throws Benefit: When you “take 20”, you can do so in half the
and opposed rolls are not affected, nor are spells normal time. If you choose to “take 10” your default roll is
without random variables. A maximized spell uses up considered to be a 12 instead.
a spell slot three levels higher than the spell’s actual
level. Millese Firearm PermitB
An empowered, maximized spell gains the
You have gained permission to purchase and use
separate benefits of each feat: the maximum result smokepowder weapons
plus one–half the normally rolled result. Homeland: Millos, Nyrr Ryan, Ksiki Con Corridon

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Benefit: You can purchase smokepowder weapons


from Millos or Nyrr Ryann merchants at normal cost. Monkey RollO
You may also spend skill points in Craft You can defensively roll away from an opponent
(Smokepowder Weapons) or take proficiencies with Prerequisites: Dodge, Improved Unarmed Strike, Acrobatics
smokepowder weapons as Martial weapons instead of (Tumble) 6+ ranks
exotic weapons. Benefits: By using a monkey–like tumble, you can avoid
blows aimed against you. You must be in light or no armor.
Mighty SunderC You gain a bonus to your AC equal to up to ½ your Acrobatics
You can make powerful sunder attacks (Tumble) ranks. However, you also suffer a like penalty to
Prerequisite: Power Attack, Improved Sunder, Base your base attack.
attack bonus 12+ You may use Monkey Roll as a five–foot step or use
Benefit: When making Sunder attacks, you deal an it with a regular move action to pass through an opponent’s
extra 1d8 damage. space. The latter move provokes an attack of opportunity.
You cannot stop in the opponent’s space.
Miniaturize DeviceT
You can make smaller technological devices more Mounted ArcheryC
easily. You are skilled at archery while riding a mount.
Prerequisite: One metatech feat Prerequisites: Handle Animal (Ride) 1 rank, Mounted
Benefit: You reduce the Build DC of an item Combat.
smaller than medium by –1. This cannot make the Benefit: The penalty you take when using a ranged weapon
Size DC adjustment less than 0. You may take this while mounted is halved: –2 instead of –4 if your mount is
feat multiple times, its effects stack. taking a double move, and –4 instead of –8 if your mount is
When building miniaturized devices, you must obey running.
the limitations of Ability Max DC and Item Max DC.
You must recalculate the Build Cost (Tech Level X Mounted Archery, ImprovedC
Build DC X 50 gp), XP cost (1/25th Build Cost) and Your ability to performed ranged attacks is unaffected by your
Purchase Cost (Build Cost X [Tech Level + 1]) of the mount’s movement.
item. Prerequisites: Mounted Archery, Base attack bonus 6+, ride
10+ ranks
MissionaryD Benefit: Regardless of your mount’s amount of movement,
You are skilled at spreading your faith to you may still make a full attack with ranged weapons while
foreign lands mounted.
Prerequisite: Patron diety, Wis 13+
Benefit: You gain a +4 feat bonus to Persuade Mounted CombatC
(Diplomacy) skill checks when attempting to You are skilled at fighting from atop a mount.
persuade others to convert to your religion. Prerequisite: Handle Animal (Ride) 1 rank.
Benefit: Once per round when your mount is hit in combat,
Mobile Defense you may attempt a Handle Animal (Ride) check (as a reaction)
You use your speed to avoid being struck by to negate the hit. The hit is negated if your Handle Animal
an enemy. (Ride) check result is greater than the opponent’s attack roll.
Prerequisite: Lightning Reflexes (Essentially, the Handle Animal (Ride) check result becomes
Benefit: You can use your Reflex save as an armor the mount’s Armor Class if it’s higher than the mount’s
bonus to AC. You lose your Dexterity bonus to AC regular AC.)
when you do this.
Mounted DefenseC
C
Mobility You are aware of your’s mounts vulnerability and protect it
Prerequisites: Dex 13, Dodge. from harm
Benefit: You get a +4 dodge bonus to Armor Class Prerequisites: Mounted Combat, Handle Animal (Ride) 7+
against attacks of opportunity caused when you move ranks
out of or within a threatened area. You also gain a +4 Benefit: While you are mounted, your mount gains a +4
bonus to Acrobatics (Tumble) checks to attempt to bonus to AC and you gain a +4 bonus to your Handle Animal
tumble past an opponent to avoid attacks of (Ride) skill check when attempting to negate a hit to your
opportunity. A condition that makes you lose your mount.
Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses. Mounted AttackC
Dodge bonuses stack with each other, unlike most You can make a full attack from horseback
types of bonuses.

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Prerequisites: Mounted Combat, Base attack bonus Multiweapon Fighting, GreaterC


6+, Handle Animal (Ride) 10+ ranks You gain extra attacks with your off–hand arms
Benefit: Your mount can make a double move and Prerequisites: Dex 19, three or more arms, Improved
you may make an additional attack using your Multiweapon Fighting, Multiweapon Fighting, base attack
highest base attack at a –5 penalty to hit. bonus +15.
Normal: If your mount moves, you can only take a Benefit: The creature may make up to three extra attacks with
single attack. each extra offhand weapon it wields, albeit at a –10 penalty on
the third attack with each weapon.
Move Aside Special: This feat replaces the Greater Two–Weapon Fighting
You are adept at making flanking attackers feat for creatures with more than two arms.
hit each other.
Prerequisites: Alertness, Sense Foe, Dodge Multiweapon Fighting, Improved
Benefits: When you are flanked, you may use an Prerequisites: Dex 15, three or more arms, Multiweapon
Attack of Opportunity on an opponent who just Fighting, base attack bonus +9.
attacked you and missed to redirect that opponent’s Benefit: In addition to the single extra attack a creature gets
attack an another enemy flanking you. The opponent with each extra weapon from Multiweapon Fighting, it gets a
you dodged uses the same attack bonus he attacked second attack with each extra weapon, albeit at a –5 penalty.
you with against the flanking enemy. If the dodged Normal: With only Multiweapon Fighting, a creater can only
opponent hits the flanking enemy, normal damage is get a single attack with each extra weapon.
inflicted. Special: This feat replaces the Improved Two–Weapon
Fighting feat for creatures with more than two arms.
Multiattack
Your off–hand natural attacks are more
accurate. Muscled
Prerequisite: Three or more natural attacks. You excel at feats of strength.
Benefit: The creature’s secondary attacks with Prerequisites: Strength 13+
natural weapons take only a –2 penalty. Benefit: You may add a +1 feat bonus to any Strength–
Normal: Without this feat, the creature’s secondary related subskill rolls. You may not use this feat to add to your
attacks with natural weapons take a –5 penalty. Base Attack or damage rolls. This feat does not increase your
Strength ability modifier.
Multiattack, ImprovedC,O
All of your natural attacks are equally Natural SpellM
accurate. Prerequisites: Wis 13, wild shape or alter self ability.
Prerequisite: Three or more natural weapons, Benefit: You can complete the verbal and somatic
Multiattack components of spells while in a different shape that does not
Benefit: The creature’s secondary attacks with normally allow you to cast spells. You substitute various
natural weapons have no penalty. They still add only noises and gestures for the normal verbal and somatic
one–half the creature’s Strength bonus, if any, to components of a spell.
damage dealt. You can also use any material components or focuses
Normal: Without this feat, the creature’s secondary you possess, even if such items are melded within your current
natural attacks have a –5 penalty (or a –2 penalty if it form. This feat does not permit the use of magic items while
has the Multiattack feat). you are in a form that could not ordinarily use them, and you
do not gain the ability to speak while in a wild shape.
Multiweapon FightingC,O Identifying a spell cast via natural spell increases the
Prerequisites: Dex 13, three or more hands. difficulty by +5. Druids do not suffer this modifier to identify
Benefit: Penalties for fighting with multiple weapons natural spells being cast.
are reduced by 2 with the primary hand and reduced Druids may spontaneously add this metamagic feat to
by 6 with off hands. memorized spells while wildshaped. When they do so, they
Normal: A creature without this feat takes a –6 give up a spell slot one higher level than the memorized spell.
penalty on attacks made with its primary hand and a The original spell slot is not expended when this done.
–10 penalty on attacks made with its off hands. (It A natural spell uses up a spell slot one level higher
has one primary hand, and all the others are off than the spell’s actual level.
hands.) See Two–Weapon Fighting.
Special: This feat replaces the Two–Weapon Nature LoverB
Fighting feat for creatures with more than two arms. You were raised and trained about the wilderness
Homeland: Aluri, Kennestone, Kirraneys

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Benefit: You gain a +2 feat bonus to Knowledge Negotiator


(Nature), Survival (Heal) and Survival (Wilderness You understand other’s peoples motives and what
Lore) skill rolls when in the wilderness. they want.
Benefit: You get a +2 feat bonus on all Persuade (Diplomacy)
Nature’s Secrets checks and Perception (Sense Motive) checks.
Nature confesses to you some of her secrets.
Prerequisites: Ability to cast Commune with Nature Nimble Fingers
Benefits: You gain an insight bonus of +3 to all You are very dextrous with your hands
Knowledge (nature) and Survival (Wilderness Lore) Benefit: You get a +2 bonus on all Disable Device (Sabotage)
checks. checks and Disable Device (Open Lock) checks.

Native Terrain Noble BloodB


You have an unusual familiarity with a You are a member of the elite class of your society.
certain terrain type. Prerequisite: GM’s approval
Benefit: Choose a terrain (desert, forest, jungle, Benefit: You are a member of the elite class of your society
ocean, city, urban, underground, etc.)You gain a +1 and gain all the benefits thereof. You should work with your
bonus to skill rolls, to hit rolls and AC in the chosen GM to determine what sort of special social standing you
terrain. Your GM may, and probably should, decide have. You can expect good treatment (+2 bonus to all
to disallow “dungeon” as a favored terrain. charisma skill rolls) from those in your society as long as you
Notes: Elves tend to favor forests, dwarves and do not abuse your position. You can demand food and/or
gnomes favor underground, and hillenfaey tend to shelter from those of your social standing or lower. However,
favor hills. Humans rarely favor any particular you do not gain any additional wealth or power or allies with
terrain. Barbarians will often favor the wilderness this feat, though you may take other feats to represent this.
area they were raised in (arctic, mountains, etc.) Special: You gain several synergy bonuses to other feats as
while druids and rangers will favor forests. Many follows: if you have the Wealth feat, you may double the
rogues favor cities or urban areas, while other classes amount of money that the Wealth feat provides. If you have
have no particular favored terrain. the reputation feat, you gain a +2 bonus to skill rolls involving
recognition (this stacks with the Blood of Heroes/Villains
Natural Armor, Improved feat). If you have the leadership feat, you may add +1 to your
Your natural armor is tougher than normal command level. If you have the influential feat, you may add
Prerequisites: Natural armor, Con 13. +2 to your skill checks when using influence.
Benefit: The creature’s natural armor bonus
increases by 1. NomadB
Special: A creature can gain this feat multiple times. You have lived a life of wandering
Each time the creature takes the feat its natural armor Prerequisite:
bonus increases by another point. Homeland: Brotherhood of Glory, Dishnu, Frost Lands,
Golens, Lands of Sarve, Misake Barbarians, Southern
Natural Attack, Improved Kingdom
Your natural attack deals more damage Benefit: You gain a +5 bonus to your base land speed and a
Prerequisite: Natural weapon, base attack bonus +4. +2 bonus to Survival.
Benefit: Choose one of the creature’s natural attack
forms. The damage for this natural weapon increases Nonlethal Fighting, ImprovedC
by one step, as if the creature’s size had increased by You’re able to use weapon without killing.
one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, Benefits: You ignore the –4 penalty to your attack rolls when
6d6, 8d6, 12d6. using a weapon that inflict normal damage to inflict nonlethal
A weapon or attack that deals 1d10 points of damage.
damage increases as follows: 1d10, 2d8, 3d8, 4d8,
6d8, 8d8, 12d8. Observe Weakness
Special: A martial artist or monk who takes this feat You can study an opponent to exploit their
can increase their unarmed attack damage by one weaknesses
step. Prerequisite: Int 13+, Perception (Sense Motive) 10+ ranks
Benefit: As a full–round action, you may observe your
Naturalist opponent in an effort to spot the opponent’s weaknesses.
You spend a lot of your time outdoors. Make a Perception (Sense Motive) skill check with a DC 10 +
Benefit: You gain a +4 feat bonus to Survival rolls ½ opponent’s level + opponent’sDeception (Bluff) skill. If
to forage. you succeed, you gain a +2 bonus to hit and damage rolls and
receive a +1 dodge bonus against the opponent’s attacks. You
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may only attempt this feat once per opponent per Benefit: If your target fails to make a spot roll in combat
combat. Observing weaknesses provokes attacks of against DC 10 + YourDeception (Bluff) skill, you may target
opportunity. an ally with one of your attacks, rolling normally to hit and
dealing normal damage. The target of your attack is
OccupyC considered flat–footed for computing your chance to hit. This
You can keep an opponent busy. feat may only be used once per combat. Further attempts to
Benefit: You can strike at your opponent to focus use this feat on an ally in future combats grant the ally a +4
their attention on you. If you successfully strike an cumalative bonus to their Perception (Spot) roll.
opponent in melee combat, they only threaten the The use of this feat does not prevent an ally from
space directed towards you until their next action. retaliating against you if hit them. It only makes the attack
This allows other combatants a moment to pass by look accidental.
the opponent without drawing an attack of Note: This feat is not designed for player characters to use
opportunity. against one another for petty revenge. It is designed for
infiltration and assassination use to take out supposed “allies”.
Offensive StrikeC
You can lower your defenses to improve the Out of Nowhere
chance to hit. You are able to suddenly strike where an opponent least
Prerequisite: Dex 13+ expects.
Benefit: When you use the attack action or full Prerequisites: Stealth (Hide) 6+ ranks
attack action, you may take a penalty to your AC and Benefit: If you catch an opponent flat–footed, you may take a
add the same number to your attack roll. You cannot full–round action against that opponent at a +2 bonus to hit
take a penalty that makes your AC worse than 10 and and damage. You gain a full–round action even if you are
you cannot add more than your Base attack bonus to acting in a surprise round. This is not an additional full round
the hit. For example, a 3rd level fighter could not add action, so in a normal round you only gain a +2 bonus to hit.
more than +3 to the attack roll. If several opponents are flat–footed, you gain the bonuses of
The penalty to your AC lasts until your next this feat against only one of the opponents. This feat grants no
action. bonus against opponents who are not flat–footed.

One–handed CastingM OutcastB


You may attack and cast a spell with your You’ve had to learn how to live on your own
free hand. Prerequisite: Must be taken at 1st level, cannot be Lawful
Prerequisites: Combat Casting, Quicken spell Good
Benefit: If one of your hands is free from carrying Benefit: You gain a +2 feat feat bonus to Survival,
any object (such as a torch, shield or weapon), you Acrobatics (Escape Artist) and Deception (Bluff) skill rolls.
may, as a full–round action, make one attack and cast
a spell in the same action. To perform the spell Overrun, GreaterC
correctly you must make a Will save with a DC 12 + You can overrun multiple opponents.
spell level. The spell you cast does not need to be Prerequisites: Str 15, Power Attack, Improved Overrun,
quickened. The non–spell attack you make may be BAB 6+
with a ranged weapon or a melee weapon, but you do Benefit: When performing an overrun attack, you can
not use multiple attacks. You may take a 5–foot step. overrun as many opponents as you choose who fall in a
Spells you use in this manner must be prepared as if straight line whose distance equals twice your normal
one level higher. movement rate.
Special: If you have a quickened spell prepared, you You make one roll for the overrun attack and
may cast it as a free action before or after using the compare it against each opponent’s roll. If you fail to beat an
one–handed casting feat. opponent’s roll, your movement immediately stops in front of
Normal: You must have one or both hands free and that opponent. You gain the +4 bonus to Strength checks from
must have a spell prepared with the quicken Improved Overrun when making your check.
metamagic feat to cast a spell and attack with a melee Normal: You can only overrun one opponent a round.
weapon or ranged weapon as well.
Overrun, ImprovedC
Oops You bowl opponents over in a headlong rush
You can strike an ally and make it look like Prerequisites: Str 13, Power Attack.
an accident. Benefit: When you attempt to overrun an opponent, the target
Prerequisites: Deception (Bluff) 6+ ranks, Expertise may not choose to avoid you. You also gain a +4 bonus on
(if melee) or Precise Shot (if ranged) your Strength check to knock down your opponent.

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Normal: Without this feat, the target of an overrun action. You cannot parry a flank attack, sneak attack, surprise
can choose to avoid you or to block you. attack or an attack of opportunity. For example, Pickman the
fighter has an attack bonus of +11. He chooses to prepare his
Overrun, PerfectC +6 attack as a parry, and performs two attacks, one at +11, and
You stampede your enemies to get to your the other at +1. Later in the round, an orc attacks Pickman.
true target. Pickman decides to use the parry now to gain a +6 bonus to
Prerequisites: Str 17, Power Attack, Improved his AC. He may not then parry another attack directed at him
Overrun, Greater Overrun, BAB 12+ until he prepares a parry again next round.
Benefit: As with Greater Overrun, you can overrun Normal: A character not capable of the Parry feat can fight
several opponents, ending your movement in melee defensively while using the attack or full attack action to take
combat with a foe. Perform the overruns as normal a –4 penalty on attacks and gain a +2 dodge bonus to Armor
and if you reach your final opponent, you may make Class against all attacks.
a single melee attack with a +2 bonus to hit, but you
suffer a –2 penalty to AC until your next turn. Perfect Feats
Normal: You cannot make a weapon attack at the All feats starting with “Perfect” have been sorted
end of an overrun attempt. starting with the 2nd word of the feat. For example, Perfect
Dodge can be found under “Dodge, Perfect”.
Overwhelming Ego
You have a natural tendency to command Persistent SpellM
other people. You can make a spell last 24 hours.
Prerequisites: Cha 19+. Prerequisite: Extend Spell.
Benefits: You may add +2 to the DC to resist an Benefit: A persistent spell has a duration of 24 hours. The
enchantment spell you cast. If you are a wizard, you persistent spell must have a personal range or a fixed range
may choose to use your Charisma instead of your (spells that have a range of Close, Medium, Long or a per
Intelligence to add to the DC when casting level range are not fixed range spells). Spells of instantaneous
Enchantment spells. duration cannot be affected by this feat, nor can spells whose
effects are discharged. You need not concentrate on spells
Paralysis StrikeO such as detect magic or detect thoughts to be aware of the
You are able to temporarily paralyze an opponent mere presence of absence of the things detected, but you must
with an unarmed blow. still concentrate to gain additional information as normal.
Prerequisite: Improved Unarmed Strike, Stunning Concentration on such a spell is a standard action that
Fist, Expertise, Base Attack 4+ does not provoke an attack of opportunity. A persistent spell
Benefit: As your attack action or as one of your full– uses up a spell slot six levels higher than the spell’s actual
attack actions, announce you are performing a level.
paralysis strike (thus if you miss, you ruin the
attempt). If you hit, the victim suffers damage from Personal SpellM
your unarmed strike and must make a Fort save with You are more interested in enmagicking yourself than
a DC of 10 + ½ Base attack bonus + your Wis others.
modifier. If the save is failed, the victim is paralyzed Benefit: You may change the target of any spell that has a
for a number of rounds equal to your level. range of Touch, Short, Medium or Long Range to read as
Special: Creatures immune to critical strikes are Personal instead (affecting only you). The spell is treated as
immune to Paralysis strike. You or another person being one level lower than normal.
may use paralysis strike on a victim of this attack to
counter the paralysis, reducing the length of the Persuasive
paralysis by their level. Countering paralysis strike You are good at getting what you want out of others.
causes no damage. Benefit: You get a +2 feat bonus on allDeception (Bluff)
checks and Persuade (Intimidate) checks.
ParryC
You use your weapons to block opponent’s Pet
blows You have a special pet.
Prerequisite: Base attack 4+, Combat expertise Prerequisite: An animal or mount that does not qualify for
Benefit: When taking a full attack action, you may Animal Companion or Special Mount.
use one of your attacks, including an off–hand attack, Benefit: You animal advances as an animal companion. You
to prepare a parry. Use your attack bonus with this cannot trade the pet in for a different animal type at later
attack as a modifier to your armor class. The parry levels, and if slain, the pet is lost and you do not gain the
may be used against one attack before your next benefits of this feat if replaced.

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Level Bonus Natural Str/Dex Bonus Special


HD Armor Adj. Tricks
Adj.
1–3 +0 +0 +0 1 Link
4–6 +2 +2 +1 2 Evasion
7–9 +4 +4 +2 3 Devotion
10– +6 +6 +3 4 Multiattack
12
13– +8 +8 +4 5
15
16– +10 +10 +5 6 Improved evasion
18
19– +12 +12 +6 7
20
Benefit: You can rebuke or command plant creatures as an
Pin, ImprovedO evil cleric rebukes undead. To command a plant, you must be
You are skilled at pinning an opponent you able to speak with it via a speak with plants effect, though it
are grappling with. may do so mentally if desired. This ability is usable a total
Prerequisites: Improved Grapple number of times per day equal to 3 + your Charisma modifier.
Benefit: If you successfully pin an opponent in a You use your highest caster level to determine the level at
grapple, you do not need to continue to make grapple which you rebuke plants.
checks to hold the pin. In other words, until the
opponent successfully beats your grapple check, the
opponent remains pinned. When the opponent Plant Defiance
attempts to beat your grapple check, use the initial You can turn plants.
grapple roll and add +1 for each round you have Prerequisite: Ability to cast detect animals or plants.
successfully held the grapple. Benefit: You can turn (but not destroy) plant creatures as a
good cleric turns undead. When determining the result of a
Pinning ShotC turning attempt, treat all destruction results as normal turning.
You can hold an enemy in place with a Treat immobile plant creatures as creatures unable to flee.
ranged attack. This ability is usable a total number of times per day equal to
Prerequisites: Point Blank Shot, Precise Shot 3 + your Charisma modifier.
Benefit: Make a ranged touch attack with your You use your highest caster level to determine the
ranged weapon. If you hit you deal no damage, but level at which you turns plants.
your opponent is pinned until he takes a move–
equivalent action to free himself. The DC to pull free Point Blank ShotC
is equal to your total attack roll. However, tearing You are dangerous at close range with ranged
free provokes an attack of opportunity. weapons
Benefit: You get a +1 bonus on attack and damage rolls with
PirateB ranged weapons at ranges up to 30 ft.
You’ve served aboard a pirate vessel in your
past Point Blank Shot, ImprovedC
Prerequisite: Must be taken at 1st level, Profession You are deadly at close ranges
(Sailor) 1+ ranks Prerequisite: Point Blank Shot, Precise Shot, Base attack
Homeland: Aroknek, Bulungi, Doonask, Farren bonus 8+
Lands, Golens, Jsarath, Ksiki Colonies, Millos, Ran Benefit: You gain a +3 bonus to hit with ranged weapons
Da Khan against foes within 30 feet. This replaces the +1 bonus to hit
Benefit: You gain a +2 feat bonus to Profession from Point Blank Shot.
(Sailor),Persuade (Intimidate) and Athletics (Swim).
You also are immune to sea–sickness. Poison Resistance
You have an unnatural resistance to a type of poison.
Plant Control Benefit: You have developed a resistance to a certain type of
You can control plants poison that affects a specific ability score. You gain a +4
Prerequisites: Plant Defiance, ability to cast speak bonus to Fortitude saves to resist any poison that affects this
with plants. ability score. If you have a racial resistance to poison, this
bonus stacks with that ability. You may take this feat multiple
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times, each time against a different ability–affecting Benefit: Your ranged attacks ignore the AC bonus granted to
poison class. targets by anything less than total cover, and the miss chance
granted to targets by anything less than total concealment.
Power AttackC Total cover and total concealment provide their normal
You put great force into your attack benefits against your ranged attacks.
Prerequisite: Str 13. In addition, when you shoot or throw ranged weapons
Benefit: When you make an attack roll against an at a grappling opponent, you automatically strike at the
opponent, the amount your attack roll exceeds the opponent you have chosen.
target’s AC is added to your damage roll. This bonus Normal: See the normal rules on the effects of cover and
to damage cannot exceed you Base Attack Bonus. concealment. Without this feat, a character who shoots or
If you are using a two–handed weapon, you throws a ranged weapon at a target involved in a grapple must
add double the amount you exceed the opponent’s roll randomly to see which grappling combatant the attack
AC by, up to double your Base Attack Bonus. strikes.
Special: You can’t add the bonus from Power Attack Special: An 11th–level ranger who has chosen the archery
to the damage dealt with a light weapon (except with combat style is treated as having Improved Precise Shot, even
unarmed strikes or natural weapon attacks). if he does not have the prerequisites for it, but only when he is
Normally, you treat a double weapon as a wearing light or no armor.
one–handed weapon and a light weapon. If you
choose to use a double weapon like a two–handed Prodigy
weapon, attacking with only one end of it in a round, You have a special talent for skills exceeding the
you treat it as a two–handed weapon. grasp of others.
Prerequisites: Int 13+, Talented
Power Attack, ImprovedC Benefit: Select a skill in which you have taken the Talented
You are a damage powerhouse feat. When performing this skill, you may choose to reroll the
Prerequisites: Power Attack, Base Attack 6+ result once per encounter. You must accept the second result,
Benefit: When you make an attack roll against an even if it is lower than the initial roll. You may choose to take
opponent, double the amount your attack roll exceeds 10 instead of rerolling.
the target’s AC is added to your damage roll. This
bonus to damage cannot exceed twice you Base Prone FightingO
Attack Bonus. You are skilled at fighting from a prone position.
If you use a two–handed weapon, you add Benefit: While prone, you do not incur any penalties to your
triple the amount you exceed the attack roll by to AC and may fight from this position without penalty to hit.
damage. As above, you cannot deal damage greater
than triple your Base attack bonus. Psionic ResistanceP
You are able to shrug off psionic effects.
Power ShotC Prerequisites: Psion level 5 or Psychic Warrior level 7,
You can prepare a ranged attack to cause Improved Countering
more damage. Benefit: You gain Psionic Resistance equal to 10 + ½ psionic
Prerequisites: Point Blank Shot, Strength 13+ class level + Cha modifier.
Benefit: You may take a penalty to hit and add the
same amount as a bonus to damage you inflict with a Punishing SpellM
hurled weapon. The penalty you take cannot exceed You can cause more damage with an attack spell.
your BAB. If you use Power shot in a round, it Benefit: You may increase the die damage of a spell as
affects all of your attacks for the round. shown on the table below. Each increase of dice damage
requires the spell to be memorized as if one level higher. You
Precise ShotC may increase the dice damage multiple times. You may also
You are an accurate marksman combine this effect with maximize spell and/or enhance spell.
Prerequisite: Point Blank Shot. It does not affect damage dice gained with the empowered
Benefit: You can shoot or throw ranged weapons at feat.
an opponent engaged in melee without taking the
standard –4 penalty on your attack roll. Table 6: Punishing
Spell Advancement
Precise Shot, ImprovedC
Nothing stands in the way of your ranged attacks Old Die New Die
Prerequisites: Dex 19, Point Blank Shot, Precise
Shot, base attack bonus +11.

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1d4 1d6 Quicken SpellM


1d6 1d8 You can cast a spell in the blink of an eye
1d8 1d10 Benefit: Casting a quickened spell is a swift action. You can
1d10 1d12 perform another action, even casting another spell, in the same
1d12 2d6 round as you cast a quickened spell. You may cast only one
2d6 2d8 quickened spell per round. A spell whose casting time is more
2d8 2d10 than 1 full round action cannot be quickened. A quickened
2d10 2d12 spell uses up a spell slot four levels higher than the spell’s
2d12 3d8 actual level. Casting a quickened spell doesn’t provoke an
1d6 + 2d8 3d8 attack of opportunity.
3d8 3d10 Casting a quickened spontaneous spell uses up a spell
slot five levels higher than the spell’s actual level.
Quick CompanionA
You companion is much faster afoot than Quicken Spell–Like Ability
others Prerequisite: Spell–like ability at caster level 10th or higher.
Prerequisite: Familiar, Animal Companion or Benefit: Choose one of the creature’s spell–like abilities,
Bonded Mount, Base Movement rate 30+ subject to the restrictions described below. The creature can
Benefit: Your companion creature gains a +10 foot use that ability as a quickened spell–like ability three times per
base movement bonus when unencumbered. day (or less, if the ability is normally usable only once or
Special: If your companion creature is slain, you twice per day).
must pay 300 XP to be able to use this feat with a Using a quickened spell–like ability is a free action
replacement companion creature. If you replace your that does not provoke an attack of opportunity. The creature
companion with a new creature, you must pay 100 can perform another action—including the use of another
XP to be able to use this feat with the new creature. spell–like ability—in the same round that it uses a quickened
spelllike ability. The creature may use only one quickened
Quick DrawC spell–like ability per round.
You can arm yourself in a flash. The creature can only select a spell–like ability
Prerequisite: Base attack bonus +1. duplicating a spell with a level less than or equal to half its
Benefit: You can draw a weapon or other readily caster level (round down) –4. For a summary, see the table
accessible item as a free action instead of as a move below.
or swift action. You can draw a hidden weapon (see In addition, a spell–like ability that duplicates a spell
the Stealth (Sleight of Hand) skill) as a move action. with a casting time greater than 1 full round cannot be
A character who has selected this feat may quickened.
throw weapons at his full normal rate of attacks Normal: Normally the use of a spell–like ability requires a
(much like a character with a bow). standard action and provokes an attack of opportunity unless
You may sheath a weapon or stow an item noted otherwise.
as a free action as well. Special: This feat can be taken multiple times. Each time it is
Normal: Without this feat, you may draw a weapon taken, the creature can apply it to a different one of its spell–
as a move action, or (if your base attack bonus is +1 like abilities.
or higher) as a swift action. Without this feat, you can
draw a hidden weapon as a standard action. Quicken Spell–Like Ability
Spell Level Caster Level to
Quicken DeviceT Quicken
You can create fast–activated technological 0 8th
devices 1st 10th
Prerequisite: Any 2 metatech feats 2nd 12th
Benefit: You can change the activation of any 3rd 14th
technological item during creation to a Swift Action. 4th 16th
This replaces the item’s normal activation with Swift 5th 18th
Action (+8). The change in the item’s Build DC does 6th 20th
not increase the Tech Level of the device. 7th —
You must obey the limitations of Item Max 8th —
DC and Ability Max DC for the device. You must 9th —
recalculate the Build Cost (Tech Level X Build DC X
50 gp), XP cost (1/25th Build Cost) and Purchase
Cost (Build Cost X [Tech Level + 1]) of the item. Quickened CounteringM
You are quick to respond with a counterspell.
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Prerequisites: Dex 13+, Improved counter even if you wield multiple light weapons. The attack is at
Benefit: As an immediate action on an opponent’s your highest base attack bonus, but each attack you make in
turn, you may cast one of your prepared spells as a that round (the extra one and the normal ones) takes a –2
counterspell. You may only use quickened penalty. This is in addition to any penalties for two weapon
countering on one spell per round. The normal rules fighting or a monk’s flurry of blows attack.
for countering a spell applies (i.e., it must be of the
same spell as the one you are countering, unless you Reach, ImprovedC
have improved countering, in which case it need be You are capable of hitting opponents in the second
only of the same school and greater or equal spell rank of combat.
level). Prerequisite: Base Attack Bonus 4+
Benefit: When in melee combat and making an attack with a
Quiet one–handed or larger weapon, your reach is considered 5 feet
You make little noise when moving around. larger than normal. If you use a weapon with reach, you can
Benefit: You gain a +4 bonus to Stealth (Move add an extra 5 feet to its reach when you attack (thus you can
Silently) skill rolls while moving at half normal strike someone up to 15 feet away with a spear with this feat).
speed. Improved reach does not increase the area that you threaten
nor does it improve your reach when making attack of
Rapid ReloadC opportunities.
Choose a weapon with a reload time longer
than a free action. Reach SpellM
Prerequisite: Weapon Proficiency (type chosen). You make a spell that you employ by touch into a
Benefit: The time required for you to reload your ranged spell.
chosen type of weapon is reduced by one step. A Benefit: You may cast a spell that normally has a range of
full–round action becomes a move action, a move touch at any distance up to 30 feet. The spell effectively
action to reload becomes a swift action and a swift becomes a ray, so you must succeed at a ranged touch attack
action to reload becomes a free action. to bestow the spell upon the recipient. A reach spell uses up a
If you have selected this feat for a weapon spell slot two levels higher than the spell’s actual level.
that normally takes a move action to reload, you may
fire that weapon as many times in a full attack action
as you could attack if you were using a bow. Ready for Anything
Normal: A character without this feat needs a move You arrive at any place prepared for anything.
action to reload a hand or light crossbow, or a full– Benefit: You are considered to be carrying an additional 20
round action to reload a heavy crossbow. pounds of gear at all times. This gear includes a myriad array
Special: You can gain Rapid Reload multiple times. of equipment that you can pull from at any time. You do not
Each time you take the feat, it applies to a new type need to specify beforehand exactly what you carry. Instead,
of weapon. you make a Preparedness check at DC 10 + 1/5 gp cost of the
item you are attempting to produce. You may add your
Rapid ShotC character level and Wisdom modifier to the roll. If you are
You unload a volley of ranged attacks successful, you may produce the item and use it accordingly.
Prerequisites: Dex 13, Point Blank Shot. Once you finish using the item, it returns to your “pack”, and
Benefit: You can get one extra attack per round with you must make a separate Preparedness check to find it again.
a ranged weapon. The attack is at your highest base You cannot produce items of masterwork or magical quality.
attack bonus, but each attack you make in that round
(the extra one and the normal ones) takes a –2 Recall Spell
penalty. You must use the full attack action to use Select a spell you can try to cast freely.
this feat. Prerequisites: Spell Focus, Greater Spell Focus, ability to
Special: A 2nd–level ranger who has chosen the cast spells of the appropriate level (see below).
archery combat style is treated as having Rapid Shot, Benefits: When you take this feat, choose a spell you know
even if he does not have the prerequisites for it, but and of the same school of your Greater Spell Focus feat. From
only when he is wearing light or no armor. now on, you can try to trigger that spell without expending the
slot for it for the day. To make the spell available, you must
Rapid StrikeC,O relinquish a spell slot of the same level as the effective spell
You assault your opponent with a flurry of blows for the day. When you attempt to cast the spell, you must
Prerequisite: Dex 13, Weapon Finesse, BAB 1+ succeed a Spellcraft skill with a DC of 15 + spell level +
Benefit: You gain one extra attack per round with a number of times the spell has been cast that day. If you fail
light melee weapon when making a full attack. You the roll, the spell cannot be cast for the rest of the day. You
only gain one extra attack with one light weapon,

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must prepare the original spell as if four levels higher otherwise the secondary spell fails to go off. A repeated spell
than normal. uses up a spell slot three levels higher than the spell’s actual
Special: You may acquire this feat multiple times, its level. Repeat Spell cannot be used on spells with a range of
effects aren’t cumulative. Each time you select this touch.
feat, you apply it to a different spell.
Reputation
Recharge, Improved People have heard of your actions.
You can recharge items for half the normal cost. Benefit: You must choose whether you have a positive or
Benefit: When creating recharges for any negative reputation when you choose this feat as well as work
technological device you own or have build, the out what the details of the reputation with the GM (such as
recharge costs ½ normal. being an Orc slayer, a famous entertainer, etc.) When you
encounter intelligent creatures with an Int 6+, you make a
Reflecting ShotC reputation skill check (DC equals 10 + victim’s CR rating; roll
You can hit opponents behind cover or around 1d20 + ½ level + Cha mod). If you succeed, allDeception
corners. (Bluff), Persuade (Diplomacy), Persuade (Gather Information)
Prerequisites: Point Blank Shot, Precise Shot and other Charisma based skill checks you make receive a +2
Benefit: Take a –2 penalty to hit. You may ignore bonus. You also qualify for the “Great Reknown” bonus with
cover penalties to hit or may shoot around one corner the Leadership feat.
of 90 degrees or less. Special: If you roll a natural 1, the GM may decide that the
creatures you are attempting to influence have heard
Reflex ShotC unfavorable information about you, and all the above rolls
You can make attacks of opportunity at a distance. suffer a –4 penalty.
Prerequisite: Point Blank Shot
Benefit: While wielding a ranged weapon, your Return ThrowC
threaten range is 5 feet. You may take an attack of You are skilled at making a hurled weapon come
opportunity against foes that enter or attempt to move back to you.
through your threatened area. You may use combat Prerequisites: Base Attack +4 or better
reflexes, sneak attacks and opportunist with this feat. Benefit: As a full–round action, you may hurl a single light
Normal: You do not threaten an area with a ranged ranged weapon in an arc that causes the weapon to return to
weapon. your hand if you miss your target. If the weapon strikes the
target, it does not return. You may only use this on ranged
Reflex Shot, ImprovedC weapons that you can hurl with one hand. You cannot use this
You can make attacks of opportunity at a longer feat with projectile weapons.
distance
Prerequisite: Point Blank Shot, Reflex Shot, Precise Ride–By AttackC
Shot, Base attack bonus 8+ You strike opponents as you pass them on your
Benefit: While wielding a ranged weapon, your mount
threaten range extends to 15 feet or your weapon’s Prerequisites: Handle Animal (Ride) 1 rank, Mounted
range increment, whichever is lower. You may take Combat.
an attack of opportunity against foes that enter or Benefit: When you are mounted and use the charge action,
attempt to move through your threatened area. You you may move and attack as if with a standard charge and then
may use combat reflexes, sneak attacks and move again (continuing the straight line of the charge). Your
opportunist with this feat. total movement for the round can’t exceed double your
Normal: You do not threaten an area when you use mounted speed. You and your mount do not provoke an attack
ranged weapons. of opportunity from the opponent that you attack.

Repeat SpellM RighteousA


The spell you cast in the last round repeats You naturally do what’s right.
again. Prerequisite: Lawful Good alignment, Wis 13+
Prerequisites: Any other metamagic feat. Benefit: As a free action, you can grant yourself a +1 bonus
Benefit: A repeated spell is automatically cast again to any d20 die roll that is not an attack roll.
at the beginning of your next round of actions. No Special: If you ever perform an evil act, you lose the benefit
matter where you are, the secondary spell originates of this feat until you make proper atonement.
from the same location and affects the same area as
the primary spell. If the repeated spell designates a RiposteC
target, the secondary spell retargets the same target if You can parry and quickly counterattack an
the target is within 30 feet of its original position; opponent.
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Prerequisite: Combat Expertise, Combat Reflexes, Sacred/Profane GuardianD


Base Attack 6+ A minion of the god you worship protects you
Benefit: If you use combat expertise to augment Prerequisite: 9th+ level, Devotion or ability to cast divine
your AC and the opponent misses you by an amount spells, Sacred/Profane Blessing, Blessed/Damned,
up to equal to the amount you enhanced your AC, Sanctity/Defilement
you may make an immediate counterattack against Benefit: As a full–round action, announce you are invoking
that opponent as an attack of opportunity. the guardian. Roll a Persuade (Diplomacy) skill check (DC
10). If you are successful, a winged, humanoid guardian
Run, ImprovedO appears to aid you. The guardian remains for a number of
You are a swift runner minutes equal to the amount you succeed the Persuade
Benefit: When running, you move five times your (Diplomacy) check (minimum 1 minute). You may invoke the
normal speed (if wearing medium, light, or no armor guardian once a week. If it is slain, the guardian will be
and carrying no more than a medium load) or four replaced with a new version in a week.
times your speed (if wearing heavy armor or carrying
a heavy load). Guardian CR –;LA –; Medium Outsider (Extraplanar); HD:
If you make a jump after a running start (see As fighter ½ character’s level; hp: 4.5 hp/HD; Init: +1, Spd 30
theAthletics (Jump)skill description), you gain a +4 ft, fly 50 ft. (good); AC: 17 (+6 sacred/profane, + 1 dex),
bonus on yourAthletics (Jump)check. While running, touch 17, flat 16; BAB/Gpl: +1 per character level / as BAB
you retain your Dexterity bonus to AC. +2 ; Atk Weapon +X melee (as weapon type +2); Full Atk
Normal: You move four times your speed while (same); SA: –; SQ: darkvision 60 ft.; SV as a fighter ½
running (if wearing medium, light, or no armor and character’s level (Fort +0, Ref +1, Will +2); Str 14, Dex 12,
carrying no more than a medium load) or three times Con 10, Int 14, Wis 14, Cha 10
your speed (if wearing heavy armor or carrying a
heavy load), and you lose your Dexterity bonus to Languages: Celestial/Infernal, Common
AC. Skills:
Diplomacy (if good) (3+ ½ character level),
Saboteur Disguise (3 + ½ character level),
You have a knack for destroying objects. Hide (4 + ½ character level),
Prerequisite: Int 13+ Knowledge (Religion) (5+ ½ character level),
Benefit: You gain a +4 feat bonus to Disable Device Knowledge (The Planes) (5+ ½ character level),
(Sabotage) rolls when attempting to disable/break Intimidate (if evil) (3 + ½ character level),
non–trap items. Perform (Sing) (3 + ½ character level),
Search (5 + ½ character level),
Sacred/Profane BlessingD Sense Motive (5+ ½ character level),
You have received the blessing of your god. Spot (5+ ½ character level)
Prerequisite: Devotion or ability to cast divine Use Rope (4 + ½ character level)
spells Feats: (1st) Power Attack, (3rd) Cleave, (6th) Dodge, (9th)
Benefit: You gain the permanent effect of a bless Sunder
spell on yourself. You cannot gain the benefits of
another bless spell cast on you by others. Special: If you ever renounce your god or commit an act
Special: If you ever renounce your god or commit against your god’s doctrine, you cannot use this ability until
an act against your god’s doctrine, you cannot use you atone for the deed.
this ability until you atone for the deed.
Sacred/Profane InfluenceD
D
Sacred/Profane Favor Events are altered in your favor by your god
You are favored by the god you worship and Prerequisites: Devotion or ability to cast divine spells,
may invoke his favor Sacred/Profane Insight
Prerequisite: Devotion or ability to cast divine Benefit: As a free action, you may reroll any die you have
spells, Insight rolled once per day per two levels. Once you have made a
Benefit: As a free action, after making any 1d20 reroll, you may not affect the die roll again.
roll, announce you are invoking the favor. You may Special: If you ever renounce your god or commit an act
add +20 to the roll. You may invoke the favor once a against your god’s doctrine, you cannot use this ability until
day. you atone for the deed.
Special: If you ever renounce your god or commit
an act against your god’s doctrine, you cannot use Sacred/Profane InsightD
this ability until you atone for the deed. You have unnatural insight granted by your god.
Prerequisite: Devotion or ability to cast divine spells

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Benefit: As a free action, you may alter any D20 die Sacred/Profane ShieldD
roll by +/–1 or by +/–5% made by you in your favor You can create a barrier against foes from positive or
after the die roll has been made. You may do this negative energy.
once per day per two levels. Prerequisites: Ability to turn/Rebuke Undead
Special: If you ever renounce your god or commit Benefits: By spending an attempt to turn/Rebuke Undead,
an act against your god’s doctrine, you cannot use you create a glowing (if positive energy) or night–black (if
this ability until you atone for the deed. negative energy) shield of divine force. The force acts as a
large metal shield for all purposes, save that it has no weight
Sacred/Profane InterventionD and cannot leave your off hand. The shield lasts for 1 minute
You can ask for the direct intervention of or until dismissed.
your god.
Prerequisite: 9th+ level, Devotion or ability to cast Sacred/Profane SpellM
divine spells, Sacred/Profane Insight, Sacred/Profane Half of your spell damage is sacred or profane
Influence, Sacred/Profane Favor damage.
Benefit: Once per week, as a full round action, you Prequisite: Ability to cast divine spells
may call on your god to succeed at any one action, Benefit: Half of the damage dealt by a sacred spell results
regardless of the DC or you may call on your god to directly from divine power and is therefore not subject to
cast any one spell from your god’s domains as if you being reduced by protection from elements or similar magic.
wrere a cleric of a level equal or less to your The other half of the damage dealt by the spell is as normal. A
character level. For the call to succeed, you must sacred spell uses up a spell slot two levels higher than the
succeed a Knowledge (Religion) check DC 30. spell’s actual level. Only divine spells can be cast as sacred
Failure means the ability cannot be used for a full spells.
day.
Special: If you ever renounce your god or commit Sacred/Profane StrengthD
an act against your god’s doctrine, you cannot use You can call on the otherworldly strength of your
this ability until you atone for the deed. god.
Prerequisite: Devotion or ability to cast divine spells,
Sacred/Profane MarkD Sacred/Profane Mark
Your god visibly marks you. Benefit: Once per day as a standard action, you can gain a +4
Prerequisite: Devotion or ability to cast divine sacred/profane bonus to Strength. This bonus lasts for a
spells number of rounds equal to ½ your character level.
Benefit: Choose an ability score when you select Special: If you ever renounce your god or commit an act
this feat. Once per day per four levels, you may against your god’s doctrine, you cannot use this ability until
increase the named ability score by +2 for one you atone for the deed.
minute. This feat stacks with Sacred/Profane
Strength. Sacred/Profane WrathD
Special: If you ever renounce your god or commit You invoke the fury of your god on your enemies.
an act against your god’s doctrine, you cannot use Prerequisite: 9th+ level, Devotion, Sacred/Profane Mark,
this ability until you atone for the deed. Sacred/Profane Strength, Sacred/Profane Shape
Benefit: Once per week, as a full–round action, select your
Sacred/Profane ShapeD target(s) of wrath, who must be within 30 feet of you. The
You can transform into a creature associated target(s) of the spell suffer 1d4 times your level in damage
with your god. from a divine attack (the exact appearance of the attack is up
Prerequisite: Devotion or ability to cast divine to your GM). The target(s) may make a Fortitude save (DC 10
spells, Sacred/Profane Mark + ½ your level + Cha Modifier) for half damage.
Benefit: Once per day you may change shape into an You may affect up to one being per level per day with the
animal shape (not dire) of up to medium size that is attack. If you cannot affect enough beings in the Wrath attack,
associated with your god. The shape change is the additional is lost.
treated as per the 4th level arcane spell polymorph Special: If you ever renounce your god or commit an act
self. You do not suffer the risk of the standard against your god’s doctrine, you cannot use this ability until
penalty for being disoriented while in the new shape. you atone for the deed.
Note: Insert god/animal shapes here
Special: If you ever renounce your deity or commit Samuria TrainingB
an act against your deity’s doctrine, you cannot use You have been raised in the samurai caste.
this ability until you atone for the deed. Prerequisite: Must be taken at 1st level, Int 13+
Homeland: Chiamung, Daksu, Spi Dak Su

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Benefit: You gain a +2 bonus to Persuade Benefit: You can create a scroll of any spell that you know.
(Diplomacy) and gain the feats Marital Weapon Scribing a scroll takes one day for each 1,000 gp in its base
Proficiency (Katana), Martial Weapon Proficiency price. The base price of a scroll is its spell level x its caster
(Wakizashi), Martial Weapon Proficiency (Daiku), level x 25 gp. To scribe a scroll, you must spend 1/25 of this
Light Armor Proficiency, and Medium Armor base price in XP and use up raw materials costing one–half of
Proficiency if you do not already have them. this base price.
Any scroll that stores a spell with a costly material
Sanctity/DefilementD component or an XP cost also carries a commensurate cost. In
You may prevent the influence of evil/good addition to the costs derived from the base price, you must
from affecting you. expend the material component or pay the XP
Prerequisites: Devotion or ability to cast divine when scribing the scroll.
spells, Sacred/Profane Blessing
Benefit: You act as if you are under the permanent Scribe TattooI
influence of a protection from evil (if Sanctity) or You can scribe magical tattoos on living beings.
protection from good (if defilement) divine spell. Prerequisite: Spell caster Level 3+
You gain no benefit if another person casts the same Benefit: You can create a magical tattoo of any spell of 3rd
spell on you. level or lower you know that targets self, a creature or
Special: If you ever renounce your god or commit creatures (see Special, below). Scribing a magic tattoo takes
an act against your god’s doctrine, you cannot use one day. When you create a magic tattoo you set the casting
this ability until you atone for the deed. level. The caster level must be sufficient to invoke the spell in
question and no higher than your own level. The base price of
Saracen’s Martial TrainingB a magic tattoo is its spell level X caster’s level X 50 gp
You have had battle training as a Saracen (inscribing a 0–level spell costs 25 gp). To scribe a tattoo, you
Prerequisite: Must be taken at 1st level, Dex 13+ must spend 1/25 of this base price in XP and use up raw
Homeland: Ran Da Khan, Randu, Simera, materials (special inks, masterwork needles, and so on)
Skienlands costing half of this base price.
Benefit: You gain a +2 bonus to the Handle Animal When you create a magic tattoo, you make any
(Ride) skill, and gain the feats Martial Weapon choices that you would normally make when casting the spell.
Proficiency (Scimitar), Martial Weapon Proficiency When its wearer physically activates the tattoo, the wearer is
(Light Lance), Light Armor Proficiency, Medium the target of the spell.
Armor Proficiency and Shield Proficiency if you do Any magic tattoo that stores a spell with an XP cost
not already have them. must be paid by you before the tattoo may be applied. In
addition to the costs derived from the base price, you must pay
Scent the XP when creating the tattoo.
You have an extraordinary sense of smell A magic tattoo disappears after it cast. However,
Benefit: You may detect the presence of other they can be made permanent with the application of a
beings by smell. This allows you to use the permanency spell, and can thus be used once a day by the
Perception (Smell) subskill as a class skill. Gnomes tattoo bearer.
may add an additional +2 racial bonus to the roll. Special: Any spell scribed as a tattoo affects the tattoo owner
as the primary target – those wishing to scribe Fireball and
SchooledB Lightning Bolt tattoos are warned!
You’ve had formal education
Prerequisite: Must be taken at 1st level, Int 11+ Scry CastingM
Homeland: Aluski Sath Tusko, Brotherhood of You can cast other spells while scrying.
Glory, Chiamung, Doonask, HawkLord, Ice Mages, Benefit: You can use this feat to cast spells through a scrying
Iiannhanex, Kingdom of Vall Vega, Knights of the spell. You can cast any divination spell through the scrying
South, Llannhanex, Principalities of Xatmas, Millos, sensor without chance of failure. If you use Greater Scrying,
Misake, Ran Da Khan, Randu, Silkna Kingdom, Spi you have a 5% chance per caster level of being able to cast a
Dak Su, Statisdome, Swordfall, Vilalance, Zyans spell from conjuration, transmutation, or enchantment through
Benefit: Gain a +2 feat bonus to two Knowledge the sensor, though doing so allows a being to automatically
skills of your choice. detect the sensor. The cast spell must be a ranged spell.
When memorizing a scry spell that will be used with this feat,
Scribe ScrollI the spell is memorized as if 2 levels higher.
You augment your spell repitoire with
written spells Scrying, ImprovedM
Prerequisite: Caster level 1st. You gain more information from scrying attempts

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Benefit: When casting a scrying spell, you may add either Survival (Streetwise) or Survival (Wilderness Lore)
one other sense (sight, hearing, taste, touch, smell) to checks. Your latter choice of terrain cannot be changed once
the spell’s effects. If you choose touch, you cannot taken.
manipulate or draw an object back through the
scrying, but you can gain a tactile sense of how items Sense FoeC
feel (slimy, rough, incorporeal, etc.). When You are rarely caught unawares by an opponent.
memorizing spells to be used with this feat, the spell Prerequisites: Alertness, Base Attack 4+, Wis 15+
is treated as if one level higher. Benefit: When you are flanked, you do not lose your bonus to
dexterity, unless the flanker is a rogue 4 or more levels higher
Second AttackC than you. This also means that foes may not sneak attack you
You can make an extra attack in a round. when flanking (unless they are a rogue 4 or more levels higher
Prerequisite: Base Attack Bonus 6+ than you). Flanking opponents still gain the +2 bonus to hit
Benefit: When making a full attack, you can make a you.
second attack at a –5 penalty to hit. Special: Barbarians are considered to have this feat at 5th
Usage: - level (as the Improved Uncanny Dodge ability) as a
requirement for any other feat requiring Sense Foe.
Select SpellM
You can ready spells at a moment’s notice Shape ElementalM
Benefit: Instead of memorizing your spells ahead of You can modify the basic shape of an elemental you
time, by giving up a spell slot of a given spell level summon
you may cast spells spontaneously, like a sorcerer. Prerequisites: Spell Focus (Conjuration), Charisma 13+
You may choose whether or not to prepare each spell Benefit: When casting a spell that summons an elemental,
level independently. For example, Durinee, as a 5th you can choose what creature shape the elemental takes,
level wizard, decides to use this feat to spontaneously within the bounds of the elemental’s size category. When
cast her 1st and 2nd level spells for the day. She gives assuming the shape of another creature, the elemental gains
up a 1st level spell and a 2nd level spell and may now the attack routine of the creature it mimics and the same
cast any 1st or 2nd level spell spontaneously in her modes of transportation as the creature it mimics, as shown on
spellbook, up to the remaining number of slots the table below. The elemental’s ability scores are not
available for that level. Since she didn’t choose to modified.
spontaneously cast her 0th and 3rd level spells, she
must memorize those spells ahead of time as per the Travel Speed Denied
normal rules. Mode
Burrow 1/3 elemental’s speed Water, Air
Note: This feat has no effect on a cleric’s ability to Fly 2x elemental’s speed (good) Earth, Water
spontaneously cast healing spells. If a cleric uses this Quadraped X1.5 elemental’s speed Air, Water
feat to spontaneously cast spells, the domain spell for Swim ½ elemental’s speed Earth, Fire
each level may be discarded to allow for spontaneous
casting. If the cleric chooses to instead discard a Shape SpellM
normal spell slot, the domain spell slot, when You can exclude spaces from an area spell
spontaneously used, may only pull from the cleric’s Prerequisites: Widen Spell
domain list. Benefit: When casting a spell with an area effect, you can
Special: The spell caster may use any metamagic exclude a number of 5–foot squares up to equal to your caster
feats available when spontaneously casting. The level. A shaped spell uses up a spell slot one higher than
effective spell level is used to determine what spells normal.
may be cast. For example, from the example above,
Durinee could cast a Silent Magic Missile Sharp–ShootingC
(effectively 2nd level) or a Still Flash (effectively 1st Your careful aim reduces an opponent’s cover.
level), but not a Still Invisibility spell (effectively 3rd Prerequisites: Point Blank Shot, Precise Shot, base attack
level) spontaneously. bonus +3.
Normal: A spellcaster who normally memorizes Benefit: Your targets only receive a +2 bonus to Armor class
spells can leave a slot open, but takes 1 minute to due to cover. This feat has no effect against foes with no cover
prepare a spell in an open slot. or total cover.
Normal: Cover normally gives a +4 bonus to AC.
Self–Sufficient
You are skilled at getting along in the Shield Bash, ImprovedC
wilderness or in the city. Prerequisite: Shield Proficiency.
Benefit: You get a +2 feat bonus on all Survival Benefit: When you perform a shield bash, you may still apply
(Heal) checks. You also gain a +2 feat bonus to the shield’s shield bonus to your AC. You are also treated as
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if you have the Two–Weapon Fighting feat when benefits of Improved Spring Attack. Moving in this way does
making a shield bash for determining the penalties to not provoke attacks of opportunity from the defender(s) you
attack rolls. attack, though it might provoke attacks of opportunity from
Normal: Without this feat, a character who performs other creatures, if appropriate.
a shield bash loses the shield’s shield bonus to AC
until his or her next turn. Shot On The Run, GreaterC
You can unleash three ranged attacks while on the
Shield FocusC move.
You are skilled with a particular type of Prerequisites: Dex 17, Improved Shot on the Run, Base
shield. Attack Bonus 14+
Prerequisites: Proficient with shield, Base Attack Benefit: When using the attack action with a ranged weapon,
Bonus 1+ you can make three attacks and move both before and after the
Benefit: Choose a type of shield (buckler, small attack, provided that your total distance moved is not greater
shield, large shield, tower shield) You may reduce than your speed. Your first attack is made using your full
the Armor check penalty when using the shield by 1. attack bonus, your second attack is at –5 to hit and your third
This cannot make the check a positive number. attack is at –10 to hit. You cannot use any feats or spell
effects that grants you additional attack when using this feat.
Shield of Positive EnergyD You cannot use this feat in heavy armor. You also
You can manipulate positive energy to must move at least 5 feet both before and after you make your
create a barrier against energy–drain attacks. attack in order to utilize the benefits of Improved Spring
Prerequisites: ability to turn undead. Attack. Moving in this way does not provoke attacks of
Benefits: By using one of your turn undead uses for opportunity from the defender(s) you attack, though it might
the day, you shroud yourself in a protective aura that provoke attacks of opportunity from other creatures, if
can nullify negative energy. While the aura is active, appropriate.
every time you are struck by an attack inflicting
negative levels, make a Fortitude save to reduce the Shot on the Run, ImprovedC
negative level so inflicted by 1 (DC is equal to the You unleash two attacks at enemies while on the
DC of the save to remove the negative level). The move.
protective aura lasts for 1 minute. Prerequisites: Dex 15, Shot on the Run, Base Attack Bonus
8+
Shield Proficiency Benefit: When using the attack action with a ranged weapon,
You can use a shield without penalty you can make two attacks and move both before and after the
Benefit: You can use a shield and take only the attack, provided that your total distance moved is not greater
standard penalties. than your speed. Your first attack uses your full Base Attack
Normal: When you are using a shield with which Bonus, and your second attack is at –5 to hit. You cannot use
you are not proficient, you take the shield’s armor any feats or spell effects that grants you additional attack
check penalty on attack rolls and on all skill checks when using this feat.
that involve moving, including Handle Animal (Ride) You cannot use this feat in heavy armor. You also
checks. must move at least 5 feet both before and after you make your
Special: Barbarians, bards, clerics, druids, fighters, attack in order to utilize the benefits of Improved Spring
paladins, and rangers automatically have Shield Attack. Moving in this way does not provoke attacks of
Proficiency as a bonus feat. They need not select it. opportunity from the defender(s) you attack, though it might
provoke attacks of opportunity from other creatures, if
Shot On The RunC appropriate.
You can execute a ranged attack while on
the move. Shot On The Run, PerfectC, R
Prerequisites: Dex 13, Dodge, Mobility, Point Blank You can unleash a hail of ranged attacks while on the
Shot, base attack bonus +4. move.
Benefit: When using the attack action with a ranged Prerequisites: Dex 19, Greater Shot on the Run, Base Attack
weapon, you can move both before and after the Bonus 17+
attack, provided that your total distance moved is not Benefit: When using the attack action with a ranged weapon,
greater than your speed. You cannot use any feats or you can make four attacks and move both before and after the
spell effects that grants you additional attack when attack, provided that your total distance moved is not greater
using this feat. than your speed. Your first attack is made using your full
You cannot use this feat in heavy armor. attack bonus, your second attack is at –5 to hit, your third
You also must move at least 5 feet both before and attack is at –10 to hit and your fourth attack is at –15 to hit.
after you make your attack in order to utilize the

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You cannot use any feats or spell effects that grants


you additional attack when using this feat. Skill Focus
You cannot use this feat in heavy armor. Choose a subskill; you are better at this skill than
You also must move at least 5 feet both before and most.
after you make your attack in order to utilize the Benefit: You get a +3 feat bonus on all checks involving that
benefits of Improved Spring Attack. Moving in this skill.
way does not provoke attacks of opportunity from the Special: You can gain this feat multiple times. Its effects do
defender(s) you attack, though it might provoke not stack. Each time you take the feat, it applies to a new skill.
attacks of opportunity from other creatures, if
appropriate. Skill Focus, Improved
You are unmatched in a given skill.
Silent SpellM Prerequisite: Skill Focus, 6+ Ranks in skill, Related Ability
You cast spells without a word score 13+
Benefit: A silent spell can be cast with no verbal Benefit: You gain a +5 feat bonus with a skill you have skill
components. Spells without verbal components are focus in. You must have a related ability score of 13+ in the
not affected. A silent spell uses up a spell slot one skill you take improved skill focus. This bonus does not stack
level higher than the spell’s actual level. with the Skill Focus feat, it replaces it.
Special: Bard spells cannot be enhanced by this
metamagic feat. Skill Mastery
You are unmatched in a given skill.
Single Weapon Fighting, GreaterC Prerequisite: Skill Focus, Improved Skill Focus, 10+ ranks
You are unmatched with a single weapon in skill, Related Ability score 13+
Prerequisites: Str 13+, Improved Single Weapon Benefit: You gain a +7 feat bonus with a skill you have
Fighting, BAB 8+ Improved Skill focus in. You must have a related ability score
Benefit: When attacking with a full attack action of 13+ in the skill you take skill mastery. This bonus does not
with a single weapon, you may take an additional stack with the skill focus feat, it replaces it.
attack at your highest Base attack bonus, but all of
your attacks (including the extra attack) have a –2 SlavebornB
penalty to hit. For most of your life, you were a slave
Prerequisite: Must be taken at 1st level, Profession (Laborer)
Single Weapon Fighting, 1+ ranks
ImprovedC Homeland: Barbed March, Misake Barbarians, Randu,
You are deadly with a single weapon Statisdome, Vilalance
Prerequisite: Weapon Focus (Any one–handed Benefit: You gain a +2 feat bonus to Acrobatics (Escape
weapon), BAB 4+ Artist), Survival and Profession (Laborer).
Benefit: When fighting with one weapon, you may
add up to your Dexterity modifier to your attack roll, Snake StrikeO
in addition to your Strength modifier. When you do You are capable of lightning fast unarmed strikes.
this, your AC is reduced by a like amount. The effect Prerequisites: Improved Unarmed Strike, Dex 13+, Base
lasts until your next action in the following round. Attack 2+
Special: If you use the weapon finesse feat, you may Benefit: Announce you are using one of your snake strikes
add your Strength modifier to your attack roll, in before a new round starts. You gain a +2 bonus to initiative
addition to your Dexterity modifier. In this case, for the round you use snake strike, but suffer a –2 base attack
your damage is reduced by a like amount. The effect penalty to your attacks for the round. You can perform a
lasts until your next action in the following round. Snake Strike once per day per 4 levels.

Sixth Sense Snatch


You have an unnatural sense to avoid danger. You bite and hold onto an opponent
Benefit: You may use your Intelligence and Prerequisite: Size Huge or larger.
Dexterity modifiers on Reflex saving throws. Your Benefits: The creature can choose to start a grapple when it
combined Dex + Int modifier cannot exceed +6. hits with a claw or bite attack, as though it had the mproved
grab special attack. If the creature gets a hold on a creature
Skeptic three or more sizes smaller, it squeezes each round for
You don’t believe others easily. automatic bite or claw damage. A snatched opponent held in
Benefit: You gain a +1 feat bonus to Perception the creature’s mouth is not allowed a Reflex save gainst the
(Sense Motive), Deception (Bluff) and Linguistics creature’s breath weapon, if it has one.
(Forgery) rolls.
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The creature can drop a creature it has Spell Enhancement


snatched as a free action or use a standard action to Your spells last longer in the school you have chosen.
fling it aside. A flung reature travels 1d6 x 10 feet, Benefit: When you take this feat, choose a school of magic.
and takes 1d6 points of damage per 10 feet traveled. When determining the duration of a spell of the chosen school,
If the creature flings a snatched opponent while you are treated one level higher than normal. This does not
flying, the opponent takes this amount or falling affect damage, save DC or caster level for dispelling or
damage, whichever is greater. countering effects.

Snatch ProjectileC,O Spell Enhancement, Improved


You can catch ranged attack weapons aimed Your spells last longer in the school you have chosen.
at you. Prerequisites: Spell Enhancement
Prerequisites: Dex 15, Deflect Arrows, Improved Benefit: When you take this feat, choose a school of magic in
Unarmed Strike. which you have taken spell enhancement. When determining
Benefit: When using the Deflect Projectile feat you the duration of a spell of the chosen school, you are treated
may catch the weapon instead of just deflecting it. two levels higher than normal. This does not affect damage,
Thrown weapons can immediately be thrown back at save DC or caster level for dispelling or countering effects.
the original attacker (even though it isn’t your turn) This bonus replaces the one from spell enhancement.
or kept for later use.
You must have at least one hand free Spell Focus
(holding nothing) to use this feat. Choose a school of magic; you excel at spells from
Special: A fighter or martial artist may select Snatch this school.
Arrows as one of his bonus feats. Benefit: Add +1 to the Difficulty Class for all saving throws
against spells from the school of magic you select.
SnipeC Special: You can gain this feat multiple times. Its effects do
You are capable of a deadly ranged attack not stack. Each time you take the feat, it applies to a new
Prerequisites: Far Shot, Wis 13+, Base attack bonus school of magic.
+6 or better.
Benefits: You may take a full–round action to Spell Focus, Greater
perform a single ranged attack adding your Wisdom Choose a school of magic to which you already have
modifier as a concentration bonus to your attack roll. applied the Spell Focus feat.
For each additional full–round action that you take Benefit: Add +1 to the Difficulty Class for all saving throws
before shooting, you may increase the damage you against spells from the school of magic you select.
inflict with the shot by +1d6, up to a maximum of This bonus stacks with the bonus from Spell Focus.
+5d6 damage (but not more than +1d6 per 2 levels). Special: You can gain this feat multiple times. Its effects do
If you score a critical hit, this damage is not not stack. Each time you take the feat, it applies to a new
multiplied. You must remain immobile and maintain school of magic to which you already have applied the Spell
line of sight with your target. If you take damage Focus feat.
while preparing, you must make a Will save against
DC 10 + damage taken, or lose any bonus Spell Immunity
accumulated. You are generally unharmed by a specific spell
Special: Creatures immune to critical hits (oozes, Prerequisite: Level equal to spell caster’s level to cast spell
constructs & undead) are immune to the additional (Wizard if Arcane, Priest if Divine, as per class if specialty
damage from the snipe feat. spell)
Benefit: Choose a spell from the arcane or divine spell list
Spell AmmunitionM that could be cast by a spell caster of your level or lower. You
You can empower a ranged attack weapon with a always make your saving throw against this spell when it is
magic spell. cast against you. If the spell allows no saving throw, you gain
Prerequisites: Base Attack 1+, Proficiency with a Will saving throw with a DC 10 + spell level + caster’s spell
ranged weapon modifier to resist the spell’s effects. For example, Rocketdust
Benefits: You may form a spell into a piece of Goldfinder the dwarf reaches 5th level and decides to take spell
ammunition you may shoot from a missile weapon. immunity, choosing Fireball as the spell he is immune to.
The range of the spell becomes the same as the Now, whenever a Fireball hits Rocketdust, he automatically
weapon’s range. Casting a spell using this feat raises makes his saving throw, taking half damage.
the spell’s effective level by 1.
Spell Immunity, Improved
You are totally immune to a specific spell.

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Prerequisite: Spell Immunity, Level double spell the same exact spell the opponent is casting, you can reflect
caster’s minimum level to cast spell (Wizard if the spell back at the caster without expending your own spell.
Arcane, Priest if Divine, as per class if specialty Otherwise, you must expend a spell of the same level as the
spell) opposing caster’s spell and make a Reflect roll by rolling 1d20
Benefit: Choose a spell that you have taken the feat versus a DC of 12 + Caster’s spell level + Caster’s spell
spell immunity for. You are now totally immune to casting ability modifier. If succeed the Reflect roll, the spell is
the direct effects of the spell if it is cast against you. cast back against the original caster who suffers its full effects.
For example, Rocketdust Goldfinder the dwarf took
spell immunity to fireball at 5th level. At 10th level Spell Resistance
(double the minimum level for a spell caster to cast You are able to shrug off magic effects.
fireball), Rocketdust the Dwarf may take the Prerequisites: Caster level 10th+, Improved Countering,
Improved Spell Immunity feat to be totally immune Spellcasting ability score 19+
to any fireball a spell caster may throw at him. Benefit: You gain Spell Resistance, base equal to 10 + ½
your caster level.
Spell Mastery
You have memorized certain spell formulas Spell Specialization
Prerequisite: Wizard level 1st. You have mastered the use of a single spell
Benefit: Each time you take this feat, choose a Prerequisites: Wizard level 4+, Spell Mastery
number of spells equal to your Intelligence modifier Benefit: Choose a spell you have mastery in. When
that you aleady know. From that point on, you can augmenting the chosen spells with metamagic feats, you may
prepare these spells without referring to a spellbook. subtract 1 from the level requirements. For example, you
Normal: Without this feat, you must use a spellbook could cast the chosen spell as a Silent Spell with no level
to prepare all your spells, except read magic. modification, or Quicken the spell at the cost of memorizing it
three levels higher instead of four. If you augment a spell with
Spell Penetration several metamagic feats, only subtract one from the total, not
You are skilled at breaking an opponent’s from each metamagic feat.
magic resistance. A metamagiced spell can never have spell level lower
Benefit: You get a +2 bonus on caster level checks than the base spell.
(1d20 + caster level) made to overcome a creature’s
spell resistance. Spell TriggerM
You may cause a spell to activate after a specific
Spell Penetration, Greater event occurs.
You scoff at things resistant to magic. Benefit: You may place a spell on an object or area no greater
Prerequisite: Spell Penetration. than 10 feet to a side. You may not place it on a living
Benefit: You get a +4 bonus on caster level checks creature. The spell will activate when a specific event occurs
(1d20 + caster level) made to overcome a creature’s that you specify. The event must specify an action, but can be
spell resistance. This bonus replaces, and does not limited to only be trigger by a certain race, those bearing a
stack with the one from Spell Penetration. certain item or color or when the action is performed by a
named person. The trigger cannot be tied to class names,
Spell Reflection ability scores, alignment, skill ranks or such game mechanics.
You can reflect part of a spell back against The target of the spell is the being or item that triggers spell’s
the caster effects. If the spell is not activated in 24 hours, it dissipates
Prerequisite: Improved Countering, Caster level 14+ harmlessly. A spell trigger takes up a spell 3 levels higher
Benefit: If you have an action prepared, you may than normal.
attempt to reflect a spell cast at you back towards the For example, A sorceress places a spell trigger on the
caster. You must be able to cast the exact same spell doorway to her antechamber to activate a fireball whenever an
the target is casting, and must lose the prepared spell orc opens the door. This allows A sorceress’s friends to safely
from memory to perform the reflection. The original enter or leave, and only activate when the pesky Krunk the
caster then suffers the full effects of the original spell half–orc or his friends show up.
cast against him.
Spirited ChargeC
Spell Reflection, Improved You can deal a devastating mounted attack.
You can turn any spell back against the Prerequisites: Handle Animal (Ride) 1 rank, Mounted
caster. Combat, Handle Animal (Ride)–By Attack
Prerequisites: Spell Reflection Benefit: When mounted and using the charge action, you deal
Benefit: You must announce a ready action to an extra 1d6 damage with melee weapons (or +2d6 damage
perform improved spell reflection. If you can cast with a lance).

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attacks of opportunity from other creatures, if appropriate.


Spring AttackC,O
You can attack an opponent while on the Spring Attack, PerfectC,O, R
move. You are a flurry of movement and strikes
Prerequisites: Dex 13, Dodge, Mobility, base attack Prerequisites: Dex 15+, Greater Spring Attack, BAB 16+
bonus +4. Benefit: When making a Spring Attack, you may attack up to
Benefit: When using the attack action with a melee four times, attacking the same opponent multiple times or
weapon, you can move both before and after the attacking up to three separate opponents. The first attack is
attack, provided that your total distance moved is not made at your highest Base Attack Bonus, the second suffers a
greater than your speed. Moving in this way does not –5 penalty, the third suffers a –10 penalty and the fourth
provoke an attack of opportunity from the defender suffers a –15 penalty. You cannot use any feats or spell
you attack, though it might provoke attacks of effects that grants you additional attack when using this feat.
opportunity from other creatures, if appropriate. You You cannot use this feat in heavy armor. You also
can’t use this feat if you are wearing heavy armor. must move at least 5 feet both before and after you make your
You must move at least 5 feet both before and after attack in order to utilize the benefits of Improved Spring
you make your attack in order to utilize the benefits Attack. Moving in this way does not provoke attacks of
of Spring Attack. opportunity from the defender(s) you attack, though it might
provoke attacks of opportunity from other creatures, if
Spring Attack, ImprovedC,O appropriate.
You make two quick strikes at opponents
while on the move
Prerequisites: Dex 13, Dodge, Mobility, Spring Spiritual Sentinel
Attack, BAB 8+ Spirits of nature alert you of impending dangers.
Benefit: When making a Spring Attack, you may Prerequisites: Knowledge (Nature) 5+ ranks, Animal
attack up to two times, attacking the same opponent Empathy
multiple times or attacking up to two separate Benefits: At the beginning of your first round of combat, as a
opponents. The first attack is made at your highest move action than doesn’t trigger an attack of opportunity, you
Base Attack Bonus, the secon suffers a –5 penalty to may perform a Knowledge (nature) check with a DC of 15. If
hit. You cannot use any feats or spell effects that you succeed, you gain a +1 insight bonus to your AC, plus an
grant you an additional attack when using this feat. additional +1 bonus for every 5 full points you exceed 15, up
You cannot use this feat in heavy armor. to a +5 AC bonus.
You also must move at least 5 feet both before and
after you make your attack in order to utilize the Spontaneous SpellM
benefits of Improved Spring Attack. Moving in this You may give up a memorized spell to cast a weaker spell of
way does not provoke attacks of opportunity from the your choice.
defender(s) you attack, though it might provoke Benefit: You may swap out a prepared spell for another spell
attacks of opportunity from other creatures, if of your choice. The spell you switch to must be available to
appropriate. you (i.e., in your spellbook if a wizard, or on your spell list if a
cleric, druid, paladin or ranger) The spell that you choose to
Spring Attack, GreaterC,O cast is treated as being one spell level higher than normal.
You are a flurry of movement and strikes Thus, if you choose to drop a prepared 3rd level spell, you may
Prerequisites: Dex 15+, Improved Spring Attack, select another spell to replace it of 1st or 2nd level. That spell
BAB 12+ is treated as either a 2nd level spell or a 3rd level spell for filling
Benefit: When making a Spring Attack, you may the slot. The spell is treated as it original level for determining
attack up to three times, attacking the same opponent DC. You cannot “recover” the lost level of difference by
multiple times or attacking up to three separate using Dilute Spell on the new spell. If a domain spell is
opponents. The first attack is made at your highest changed, it must be replaced with another domain spell
Base Attack Bonus, the second suffers a –5 penalty (though of a lower level). Example: Kalli Bloodbane, caught
and the third suffers a –10 penalty. You cannot use in close quarters with orcs, decides to spontaneously change
any feats or spell effects that grants you additional out her 3rd level fireball spell. She may replace that spell with
attack when using this feat. either a 1st or 2nd level spell of her choice from her spell book.
You cannot use this feat in heavy armor. She decides to change the spell to the 1st level magic missile to
You also must move at least 5 feet both before and more effectively engage the orcs. The other two spell levels
after you make your attack in order to utilize the are lost, and could not be converted to spells even if she had
benefits of Improved Spring Attack. Moving in this the Dilute Spell feat.
way does not provoke attacks of opportunity from the Normal: Only sorcerers and bards are normally allowed to
defender(s) you attack, though it might provoke swap spells without penalty.

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A priest may transform any prepared spell companions, at 12th level ability, before she loses the charge.
for a healing spell without the reduction in spell
power. However, a priest may use this feat to switch Stealthy
to a non–healing spell. You are as quiet as a mouse
Druids may transform any prepared spell to Benefit: You get a +2 feat bonus on all Stealth (Hide) checks
a Summon Nature’s Ally spell without reduction in and Stealth (Move Silently) checks
spell power. However, a druid may use this feat to
switch to another spell besides a Summon Nature’s Steel FingersO
Ally spell. Your hands are now true weapons.
Prerequisites: Improved Unarmed Strike, Iron Fingers.
SpurC Benefits: Your unarmed attacks inflict slashing or piercing
You can force your mount to move faster damage at no size penalty. If you decide to attack in this way,
than normal you may not choose to inflict nonlethal damage.
Prerequisites: Mounted Combat, Spirited Charge
Benefits: Your mount gains a +10 foot bonus to its Still SpellM
base movement rate. You can spur a mount a number You cast a spell without moving
of times equal to your character level per day. Using Benefit: A stilled spell can be cast with no somatic
this feat is a free action that does not damage the components.
mount. Spells without somatic components are not affected.
Normal: It is a standard action and a DC 15 ride A stilled spell uses up a spell slot one level higher than the
check to increase a mount’s speed by +10 feet, and spell’s actual level.
deals 1 point of damage to the mount. A mount can
be spurred in concecutive rounds, but takes double StompC
damage each round (2 the 2nd round, 4 the 3rd round, You crush a foe underfoot
8 the 4th round, etc.).
Prerequisites: Large size or larger
Benefit: As an attack action, you can attempt to step on an
Stamina opponent two or more size categories smaller than you. This
You have unnatural strength of body. is a touch attack, and if the victim makes a successful Reflex
Benefit: You may use your Strength and save (DC 10 + ½ HD + Str modifier), it manages to avoid the
Constitution modifier on Fortitude saving throws. attack. If successful, the opponent is knocked prone and
Your combined Str + Con modifier cannot exceed +6. suffers damage based on your size – Large 1d8, Huge 2d8,
Gargantuan 3d8, Colossal 4d8.
Steal SpellM
You cause other to lose readied spells and Streetwise
can use them yourself. You know how to survive on the streets.
Benefit: You must ready an action to steal a spell. Benefit: You gain a +1 feat bonus to Perception (Sense
When you are the target of a spell, announce you are Motive), Persuade (Gather Information) and Survival rolls.
using the steal spell feat. You may only steal spells
of the same type (arcane or divine) that you can cast. Strike the OpeningC
If you make a successful Will save at DC 15 + target You can place a strike when an enemy misses you.
spell level + original Caster’s spell casting attribute
Prerequisites: Base Attack +4, Dex 13+
bonus, you “soak” the spell and temporarily add it to Benefit: Once per round, when an opponent swings at you
your repertoire. You may not hold more than one and misses, you may make an immediate attack of opportunity
stolen spell at a time, and can cast no other spells against that opponent at a –4 penalty to hit. This counts
until you release the stolen spell. You may hold the against your ability to perform any other attacks of
spell one round + one round per level, or release it at opportunity in the round. Characters with improved evasion
any time before then, directed at a target you choose. that prevents them from being caught flat–footed cannot be
The released spell has all the effects as if released by affected by this feat unless you are 4 or more levels higher
the original caster. Example: A sorceress, an 8th
than they are.
level wizardess, readies the Steal Spell feat just
before an evil 12th level wizard casts the 5th level
Finger of Death arcane spell at her. A sorceress
Stunning BlowC,O
makes a DC 22 (the evil wizard has a 15 intelligence, You can stun a foe with a blow from your weapon.
for a +2 Int modifier) Will save. If she succeeds, she Prerequisites: Dex 13+, Knock back, Wis 13+
may hold the Finger of Death spell for 8 rounds or Benefit: Declare that you are using the feat before you make
cast it back at the evil wizard or any of his your attack roll (thus, a missed attack roll ruins the attempt).
It forces the opponent to make a Fortitude saving throw (DC

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10 + ½ your Base Attack Bonus + Wis modifier) or You also gain a +4 bonus on any attack roll made to
the foe is stunned for 1 round. A stunned character attack an object held or carried by another character.
can’t act and loses any Dexterity bonus to Armor Normal: Without this feat, you provoke an attack of
Class. Attackers get a +2 bonus on attack rolls opportunity when you strike at an object held or carried by
against a stunned opponent. You may attempt a another character.
stunning blow once per day for every three levels you
have attained, and no more than once per round.
Stunning blow cannot be used unarmed. SurvivorB
You’ve learned the secret to staying alive despite the odds.
Stunning FistC,O Prerequisite: Must be taken at 1st level, Con 13+
You stun an opponent with a single blow Homeland: Bansado, Barbed March, Farren Lands, Frost
Prerequisites: Dex 13, Wis 13, Improved Unarmed Lands, Golens, Hold of Janrex, Hold of Severn, Ice Mages,
Strike, base attack bonus +8. Jsarath, Lands of Sarve, Lost Vale, Misake Barbarians,
Benefit: You must declare that you are using this feat Nauwflowd, Riddlekill, Sarkasti/Zarkasti, Smanvalla, South
before you make your attack roll (thus, a failed attack Jsarath, Vactorstein
roll ruins the attempt). Stunning Fist forces a foe Benefit: You can heal yourself of 1d hit points, +1 hit
damaged by your unarmed attack to make a Fortitude points/level once per day as a swift action.
saving throw (DC 10 + 1/2 your character level +
your Wis modifier), in addition to dealing damage Sustained Music
normally. A defender who fails this saving throw is Your music has a longer effect
stunned for 1 round (until just before your next Prerequisite: Bardic Music ability, Endurance
action). A stunned character can’t act, loses any Benefits: The duration your bardic music can sustain an
Dexterity bonus to AC, and takes a –2 penalty to AC. effect is doubled.
You may attempt a stunning attack once per day for
every four levels you have attained (but see Special), Sweep AttackC, O
and no more than once per round. Constructs, oozes, You can knock many opponents off their feet with a
plants, undead, incorporeal creatures, and creatures single blow.
immune to critical hits cannot be stunned. Prerequisites: Combat Expertise, Improved Trip
Special: A monk may select Stunning Fist as a bonus Benefit: As an attack action or as one of your full–attack
feat at 1st level, even if she does not meet the actions, declare you are making a sweep attack (thus if you
prerequisites. A monk who selects this feat may fail, you ruin the attempt). Make a single touch attack roll and
attempt a stunning attack a number of times per day compare it against the touch AC of each opponent within
equal to her monk level, plus one more time per day reach. If you score a hit, the victim(s) must make a saving
for every four levels she has in classes other than throw vs. Reflexes (DC 10 + ½ your Base Attack Bonus +
monk. Dex modifier) or be knocked prone. Creatures larger than you
gain a +4 bonus per size level difference to avoid being
Subdual SubstitutionM knocked down. Dwarves gain their stability racial ability
You can cast non–lethal spells against this attack. Creatures smaller than you suffer a –4
Prerequisites: Any other metamagic feat, penalty per size level difference.
Knowledge (arcana) 5 ranks.
Benefit: When employing a spell with the acid, cold, Sweeping ChargeC
electricity, fire, or sonic designator, you can modify You may cut a path through enemy ranks
the spell to deal subdual damage instead of the Prerequisites: Base Attack +6, Improved Cleave, Whirlwind
indicated type of energy damage. The altered spell attack, Improved Charge, Spring Attack
uses a spell slot of the spell’s normal level. Benefit: If you kill an opponent with an attack, you may
The altered spell works normally in all respects move up to five feet to strike the next nearest combatant. You
except the type of damage dealt. may continue to attack and move as you kill opponents, up to
double your normal movement rate, but it must be in a straight
line as per a charge.
Sunder, ImprovedC
You are skilled at destroying objects. Tactical StrikeC
Prerequisites: Str 13, Power Attack. You can move and perform two of your attacks.
Benefit: When you strike at an object held or carried Prerequisites: Dodge, Mobility, Spring Attack, Dex 15+,
by an opponent (such as a weapon or shield), you do Base attack bonus +8 or better.
not provoke an attack of opportunity. Benefits: As a full–round action, you can move your base
speed and perform two attacks. The first attack is with your
full Base attack bonus, the second is at a –5 penalty to hit.

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Special: A Monk fighting unarmed, or with weapons Prerequisite: Great Fortitude.


that allow him to use his better attack progression, Benefit: You can use your Fortitude save as an armor bonus
suffers a penalty of –3, instead of –5, to his second to AC, though you lose your Dexterity bonus to AC..
attack (as normal).
Normal: You may move up to your full movement Thuer’s BloodB
rate and make one attack or take a five–foot step and You belong to a noble line of wizards in the Silkna Kingdom
perform all your attacks. Prerequisite: Must be taken at 1st level, ability to cast 0th
level arcane spells or higher, human or half–elf
Tactics of Magic Homeland: Silkna Kingdom
You are trained at calculating the area of Benefit: You gain a +2 bonus to Persuade (Diplomacy) when
effect of your spells to limit damage to your allies. dealing with citizens of the Silkna Kingdom or its allies. You
Prerequisites: Combat Casting, Int 15+. also gain a +2 bonus to Knowledge (Nobility) and a +2 bonus
Benefits: When casting area spells with an area of to Knowledge (Arcana).
effect of burst, cone, cylinder, emanation or spread,
you may decide which creatures or objects are not Tiger BiteO
influenced. Those creatures or objects not influenced You can use a two–handed unarmed punch.
gain a +4 bonus to their saving throw, and on a Requirements: Improved Unarmed Strike, Base attack 4+
successful save suffer no ill effects. If the saving Benefit: As an attack action or as one of your attacks in a full
throw fails and the spell is not damage–inflicting, its attack action, you may strike with both of your fists against a
duration is halved. If the saving throw is failed and single opponent at a –2 penalty to hit. If the strike connects,
the spell is a damage–inflicting spell, the creature or you deal double the normal base damage for an unarmed
object suffers only half damage. attack, plus 1 ½ your Strength modifier. You may use Tiger
Bite once per day per level.
Talented Special: You can combine a Martial Strike with a Tiger Bite
You have a natural gift with a particular attack. In this case, you deal triple your unarmed base damage
skill. and triple your Strength modifier with the attack.
Prerequisite: Associated ability score 13+
Benefit: Choose a class skill you are trained in. You Tongue of Scorn
may take 10 on this skill even when threatened or You are capable of enraging an opponent, making
rushed. him careless.
Prerequisite: Perception (Sense Motive) 4+ Ranks,Deception
Third AttackC (Bluff) 4+ Ranks
You can make an third attack when making Benefit: Once per day per level, as a free action, choose an
a full attack. opponent and force them to make a Will Save with a DC 10 +
Prerequisite: Base Attack Bonus 11+, Second ½ your level + your Charisma modifier. If the victim fails,
Attack they will attack you in preference to all other enemies, and
Benefit: When making a full attack, you can make a will continue to attack you until dispatched or you are slain.
third attack at a –10 penalty to hit. However, you do gain a +1 dodge bonus against any attack
that opponent makes. You may enrage multiple opponents at
Threat, ImprovedC the same time. You may only use this feat on a given
You are more likely to confirm a critical hit. opponent once per day. The victim gains a +4 save bonus if
Prerequisite: Base attack bonus 4+ he either cannot hear, see or understand your disparaging
Benefit: Choose a weapon when this feat is taken. remarks.
When confirming a critical with the chosen weapon,
you add +4 to the confirmation roll. Totem Shape
You can transform into the shape of an animal
Threat, PerfectC companion.
You never miss a critical. Prerequisite: Ability to use Wild Shape, Animal Companion
Prerequisite: Improved Threat, Improved Critical, Benefit: Once per day, you may wild shape into the non–dire
Base attack bonus 12+ form of one of your animal companions. This wild shape does
Benefit: Choose a weapon you have Improved not count against your normal Wild Shape allotment. At 12th
Threat and Improved Critical with. Whenever you level, you may use this ability to assume a dire version of your
threaten a critical with the weapon, you automatically animal companion.
succeed in confirming the critical.
ToughnessC
C
Thick–skinned You are more difficult to take down in combat than
You can shrug off some physical damage normal.

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Benefit: You gain 3+ your level in hit points. Each Surface DC


time you gain a level, you gain an extra hit point. Very Soft Ground 5
Soft Ground 10
Touch SpellM Firm Ground 15
You may change a self–affecting spell into a Hard Ground 20
touch spell.
Benefit: You may change the area of effect of any Very Soft Ground: Any surface (fresh snow, thick dust, wet
spell that has a Range of Personal to Range: Touch, mud) that holds deep, clear impressions of footprints.
Target: One willing creature touched and Spell Soft Ground: Any surface soft enough to yield to pressure, but
Resistance: Yes (harmless). A touch spell is firmer than wet mud or fresh snow, in which a creature leaves
prepared as if two levels higher. frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns,
Tough as Nails fields, woods, and the like) or exceptionally soft or dirty
You can take a lot of punishment before it indoor surfaces (thick rugs and very dirty or dusty floors). The
kills you. creature might leave some traces (broken branches or tufts of
Requirements: Will to Live hair), but it leaves only occasional or partial footprints.
Benefit: When you are reduced to 0 or less hit Hard Ground: Any surface that doesn’t hold footprints at all,
points, make a mortality check (DC 15 + damage such as bare rock or an indoor floor. Most streambeds fall into
dealt) by rolling 1d20 + Con modifier. If successful, this category, since any footprints left behind are obscured or
you remain at 1 hit point and the additional damage is washed away. The creature leaves only traces (scuff marks or
disregarded. displaced pebbles).
Several modifiers may apply to the Survival check, as
Toughness, ImprovedC given on the table below.
You are harder to kill than most
Prerequisites: Toughness, Con 13+ Condition DC Mod
Benefit: You gain bonus hit points equal to your Every three creatures in the group –1
level. being tracked

Tower Shield Proficiency Size of Creature1 DC Mod


You are skilled with the use of a tower Fine +8
shield. Diminutive +4
Prerequisite: Shield Proficiency. Tiny +2
Benefit: You can use a tower shield and suffer only Small +1
the standard penalties. Medium +0
Normal: A character who is using a shield with Large –1
which he or she is not proficient takes the shield’s Huge –2
armor check penalty on attack rolls and on all skill Gargantuan –4
checks that involve moving, including Handle Colossal –8
Animal (Ride). 1: For a group of mixed sizes, apply only the modifier for the
Special: Fighters automatically have Tower Shield largest size category
Proficiency as a bonus feat. They need not select it.
Time DC
Track Mod
You are adept at following the trail of other
Every 24 hours since the trail was +1
beings.
made
Benefit: To find tracks or to follow them for 1 mile
Every hour of rain since the trail was +1
requires a successful Survival check. You must make
made
another Survival check every time the tracks become
Fresh snow cover since the trail was +10
difficult to follow.
made
You move at half your normal speed (or at
your normal speed with a –5 penalty on the check, or
at up to twice your normal speed with a –20 penalty Visibility1 DC Mod
on the check). The DC depends on the surface and Overcast or moonless night +6
the prevailing conditions, as given on the table Moonlight +3
below: Fog or precipitation +3
Tracked party hides trail (and moves +5
at half speed)

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1: Apply only the largest modifier from this category spell–user (Arcane or Divine), and in such cases the DC is 5
higher than normal.
If you fail a Survival check, you can retry Normal: Only rogues can locate and disarm traps with a DC
after 1 hour (outdoors) or 10 minutes (indoors) of of 21 or more.
searching.
Normal: Without this feat, you can use the Survival Tree FriendB
skill to find tracks, but you can follow them only if A special tree was planted in honor of your birth.
the DC for the task is 10 or lower. Alternatively, you Prerequisite: Elf, must be taken at 1st level
can use the Perception (Spot) skill to find a footprint Benefit: You gain an extra 1d8 hit points. You have a special
or similar sign of a creature’s passage using the DCs bond to this tree, however. If it is ever cut down, burned or
given above, but you can’t use Perception (Spot) to otherwise destroyed, you lose the extra hit points and suffer an
follow tracks, even if someone else has already found additional 1d6 damage. If lost, the tree cannot be replaced.
them. Special: Locating the tree you are tied to requires a
Special: A ranger automatically has Track as a bonus Knowledge (Nature) DC 25 check. You can locate the tree
feat. He need not select it. automatically.
This feat does not allow you to find or
follow the tracks made by a subject of a pass without Trip, ImprovedC,O
trace spell. You are skilled at tripping opponents
C Prerequisites: Int 13, Combat Expertise.
Trample, Mounted Benefit: You do not provoke an attack of opportunity when
You crush an opponent underfoot you attempt to trip an opponent while you are unarmed. You
Prerequisites: Handle Animal (Ride) 1 rank, also gain a +4 bonus on your Combat Manuever check to trip
Mounted Combat. your opponent.
Benefit: When you attempt to overrun an opponent If you trip an opponent in melee combat, you
while mounted, your target may not choose to avoid immediately get a melee attack against that opponent as if you
you. Your mount may make one hoof attack against hadn’t used your attack for the trip attempt.
any target you knock down, gaining the standard +4 Normal: Without this feat, you provoke an attack of
bonus on attack rolls against prone targets. opportunity when you attempt to trip an opponent while you
are unarmed.
TrampleC Special: A martial artist may select Improved Trip as a bonus
You damage those you overrun feat.
Prerequisite: Str 13+, Improved Overrun At 6th level, a monk may select Improved Trip as a
Benefit: When you successfully overrun an bonus feat, even if she does not have the prerequisites.
opponent, you deal damage based on your size as
shown below. You add your Strength modifier to the Tunnel RunnerB
damage you inflict. You are skilled at hiding and moving through cramped places
Prerequisite: Must be taken at 1st level
Size Base Damage Homeland: Dutchy of Molvak
Fine 1 Benefit: You gain a +2 feat bonus to Acrobatics (Escape
Diminutive 1 point Artist) and Stealth (Hide) checks
Tiny 1d2
Small 1d3 Turning, ImprovedD
Medium 1d4 Undead fear you.
Large 1d6 Prerequisite: Ability to turn or rebuke creatures.
Huge 1d8 Benefit: You turn or rebuke creatures as if you were one level
Gargantuan 2d6 higher than you are in the class that grants you it ability.
Colossal 3d6
TwinB
Trap Finder You have an identical twin.
You have skill at locating and disarming Prerequisites: Must be taken at 1st level
traps Benefit: If your character dies, you may elect to bring your
Prerequisite: Int 13+, 6+ Ranks in Perception twin into play. When you bring your twin into play, this feat
(Spot), 1+ Ranks in Disable Device is lost, and may not be taken again. Your twin shares the same
Benefit: You can find and disable non–magical traps ability scores, class, levels, XP and skills as your deceased
with a DC of 21 or more, just as a rogue. You do not character. You do not share your twin’s memories, though
have the skill to locate magical traps unless you are a you may have the same personality and outlook. You do not
get your deceased character’s equipment unless you also take

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the feat Will. If you die, you are not forced to


activate this feat, especially if you wish to raise the Two–Weapon Fighting, GreaterC, R
dead character. Prerequisites: Dex 19, Improved Two–Weapon Fighting,
Two–Weapon Fighting, base attack bonus +11.
Two–Handed Weapon Fighting, Benefit: You get a third attack with your off–hand weapon,
GreaterC albeit at a –10 penalty.
You are deadly with a two–handed weapon Special: An 11th–level ranger who has chosen the two–
Prerequisites: Str 13+, Improved Two–handed weapon combat style is treated as having Greater Two–
Weapon Fighting, Power Attack, Weapon Focus Weapon Fighting, even if he does not have the prerequisites
(Any Two–Handed Weapon), BAB 8+ for it, but only when he is wearing light or no armor.
Benefit: When using Improved Two–Handed
Weapon Fighting, you do not take a –2 penalty to Two–Weapon Fighting, ImprovedC, R
AC. Prerequisites: Dex 17, Two–Weapon Fighting, base attack
bonus +6.
Two–Handed Weapon Fighting, Benefit: In addition to the standard single extra attack you get
ImprovedC with an off–hand weapon, you get a second attack with it,
You are adept in the use of a two–handed weapon. albeit at a –5 penalty.
Prerequisites: Str 13+, Power Attack, Weapon Normal: Without this feat, you can only get a single extra
Focus (Any two–handed weapon), BAB +4 attack with an off–hand weapon.
Benefit: When attacking with a two–handed Special: A 6th–level ranger who has chosen the two–weapon
weapon, you may choose to increase your reach by 5 combat style is treated as having Improved Two–Weapon
feet, but take a –2 penalty to AC. This change in Fighting, even if he does not have the prerequisites for it, but
reach and penalty to AC remains until your next turn. only when he is wearing light or no armor.

Two–Weapon DefenseC Unarmed Strike, ImprovedC,O


You use one weapon to defend yourself You are skilled at fighting without weapons.
while you strike with another Benefit: You are considered to be armed even when unarmed
Prerequisites: Dex 15, Two–Weapon Fighting. —that is, you do not provoke attacks or opportunity from
Benefit: When wielding a double weapon or two armed opponents when you attack them while unarmed.
weapons (not including natural weapons or unarmed However, you still get an attack of opportunity against any
strikes), you gain a +1 shield bonus to your AC. opponent who makes an unarmed attack on you.
When you are fighting defensively or using In addition, your unarmed strikes can deal lethal or nonlethal
the total defense action, this shield bonus increases to damage, at your option.
+2. Normal: Without this feat, you are considered unarmed when
attacking with an unarmed strike, and you can deal only
Two–Weapon FightingC, R nonlethal damage with such an attack.
You can fight with a weapon in each hand. Special: A monk or martial artist automatically gains
You can make one extra attack each round with the Improved Unarmed Strike as a bonus feat at 1st level. She
second weapon. need not select it.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting Unavoidable Strike
with two weapons are reduced. The penalty for your You can make an unarmed strike against your foe as
primary hand lessens by 2 and the one for your off if delivering a touch attack.
hand lessens by 6. Prerequisites: Str 13+, Base attack bonus of +3 or more,
Normal: If you wield a second weapon in your off Ability to cast spells
hand, you can get one extra attack per round with that Benefit: If you relinquish 3 spell levels per unarmed attack,
weapon. When fighting in this way you suffer a –6 you resolve your unarmed attack as a touch attack for
penalty with your regular attack or attacks with your purposes of assessing you foe’s Armor Class. You must
primary hand and a –10 penalty to the attack with decide whether or not to pay the cost prior to making the
your off hand. If your off–hand weapon is light the unarmed melee attack. Your hand or fist remains “charged”
penalties are reduced by 2 each. (An unarmed strike for a maximum number of rounds equal to your Strength
is always considered light.) modifier + 1 or until your next attack, whichever occurs first.
Special: A 2nd–level ranger who has chosen the If your attack misses, the spell levels expended are wasted.
two–weapon combat style is treated as having Two– Special: You may use a spell higher than 3rd level to power
Weapon Fighting, even if he does not have the Unavoidable Strike, but the extra spell levels are lost and
prerequisite for it, but only when he is wearing light cannot be used for subsequent shots.
or no armor.
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Unceasing VigilanceA Benefit: Choose a cross–class skill when you take this feat
You won’t go down that easily. (You cannot choose a forbidden skill with this feat). You may
Prerequisite: Lawful Neutral alignment, Con 13+ now treat that skill as a class skill for the purposes of
Benefit: Whenever you take damage, you can determining the number of skill ranks and skill rank cost. This
convert 1 point to nonlethal damage as a swift action. skill is treated as a class skill regardless of which class you
As a standard action, you can negate up to 3 points of advance in, even if the skill is forbidden to another class you
nonlethal damage you have accrued. advance in.
Special: If you ever break the law, you lose the
benefit of this feat until you atone. UrbaneB
You’ve lived in a large city most of your life
UnchainedA Prerequisite: Must be taken at 1st level,
You can’t be held down by convention Homeland: any city with a population of 5,000 or more
Prerequisite: Chaotic Neutral alignment, Wis 13+ Benefit: You gain a +2 bonus to Knowledge (Local), +2
Benefit: Once per day, for one round, you act as if bonus to Persuade (Gather Information) and a +2 bonus to
under the effects of a freedom of movement spell. Persuade (Diplomacy) when dealing with residents of your
Special: If you ever enter into a lawful contract, you home city.
lose the benefit of this feat until you atone.
Vegan BloodB
M
Unholy Spell You belong to a noble line respected in the Kingdom of Vall
You can alter a spell utilizing an energy type Vega
so that it uses unholy water instead. Prerequisite: Must be taken at 1st level,
Prerequisites: Any metamagic feat, ability to cast Homeland: Kingdom of Vall Vega, Klinn, Misake,
Curse Water. Principalities of Xatmas, Swordfall
Benefits: You can modify a spell with an energy Benefit: You gain a +3 bonus to Persuade (Diplomacy) when
descriptor to instead inflict unholy water damage. An dealing with citizens of the Kingdom of Vall Vega and its
unholy spell behaves normally under all aspects, allies. You also gain a +3 bonus to Knowledge (Nobility).
except the type of damage inflicted. Only certain
creatures, such as good–aligned outsiders, are VillianousA
susceptible to unholy water. You are devious, conniving and scheming.
An unholy spell uses a spell slot of the same level Prerequisite: Lawful Evil alignment, Cha 13+
than normal, modified by any other metamagic feat. Benefit: You gain a +2 bonus to Persuade
(Diplomacy),Deception (Bluff) and Persuade (Intimidate)
Unnerve checks when attempting to trick someone to perform an evil
Your ferocity in battles frightens others. deed.
Prerequisites: Beserk Attack, Base Attack Bonus Special: If you ever use this feat to perform a non–evil act,
4+, Initimdate 5+ Ranks. you lose the benefit of this feat until you atone.
Benefit: When you successfully strike a foe, all
opponents within 30 feet must make a Will save (DC Vigor
10 + ½ your level + Cha modifier) or be shaken for You are unnaturally healthy and hard to kill
one round. This is a mind–affecting ability. You Prerequisite: Toughness, Improved Toughness, Great
cannot use this ability more than once per round. Fortitude
A foe who successfully saves against the Benefit: When rolling for hit points, you use the next higher
fear cannot be affected again for 24 hours. dice, as indicated below. This does not affect hit points for
levels you have already gained before taking this feat. If you
Unusual Animal Companion multi–class, this affects hit dice for all of your classes.
Your animal companions are better than
normal. Table 9: Vigor Hit Dice Improvement
Prerequisites: Ability to have an Animal Old Hit New Hit
Companion. Dice Dice
Benefits: You may call even vermin or magical 1d4 1d6
beasts (with an intelligence no greater than 2) as 1d6 1d8
animal companions.. Vermin becoming companions 1d8 1d10
in this way gain an Intelligence score of 1. 1d10 1d12
1d12 1d12+2
Unusual Aptitude
You have an unusual talent for a particular
skill
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WarbornB Fireball, she could prepare it as a 2nd level spell and she would
You’ve lived all your life training and cast it as if she were 3rd level causing 3d6 damage with a base
fighting. DC 12 saving throw, but a wizardess could not cast a
Prerequisites: Must be taken at 1st level weakened Fireball until she was 5th level and had the spell in
Homeland: Barbed March, Brotherhood of Glory, her spell book. You may use this feat in conjunction with
Dark Valley, Knights of the South Dilute feat to fill lower–level slots with multiple Weakened
Benefit: Increase your Base Attack Bonus by +1. spells. Weakened spells can be subjected to other metamagic
Your Base attack Bonus cannot exceed your level. feats including Empower spell, Enlarge spell and Maximize
spell feats.
Warding BlowC
You are able to parry an attack and strike a Weapon DisplayC
counterblow You can put on a deadly display with a melee
Prerequisites: Int 13+, Parry weapon
Benefit: If you successfully parry a blow with the Prerequisite: Base Attack Bonus 1+, Proficiency with
Parry feat, you may make an immediate attack of weapon, Persuade (Intimidate) 4+ ranks or Perform (Weapon
opportunity against the foe whose blow you parried, Drill) 4+ ranks
at a –2 penalty to hit. Use the Attack bonus to strike Benefit: As a move–equivalent action, you may show off
with that you used for the parry. your skill with a weapon. Those enemies within 30 feet who
view the display must make a Will save (DC 10 + ½ your
Warrior MaidenB Base Attack Bonus + Cha modifier). Those who fail the save
You’re not only gorgeous, you’re deadly. are shaken. Those who fail the save by more than 5 but less
Prerequisite: Must be taken at 1st level, female, Str than 10 are panicked. Those who fail by 10 or more are
13+ frightened. You may only attempt to affect an opponent once
Homeland: Erakatuo, Skienlands, Ran Da Khan per combat.
Benefit: You gain proficiency with one martial
melee weapon and one martial ranged weapon of Weapon EnhancementC
your choice. You also gain a +1 bonus to hit with You are capable of causing more damage with a
these weapons. weapon
Prerequisite: Weapon Focus, Weapon Specialization, Power
Attack, Base attack bonus 6+
Wealthy Benefit: Choose a weapon that you have a weapon focus and
You have managed to stockpile an extra sum weapon specialization in. The base damage for your chosen
of money. weapon is increased to the next higher dice for each time you
Benefit: At each level (including 1st), you gain an take this feat. You can only take this feat once every six
additional 100 gp x character level to add to your levels above 6th level you possess. Damage increases
funds. according to the chart below. This would mean an enhanced
Special: You should work with your GM to Greatsword would do 2d8 at 6th – 11th level, 3d6 at 12th – 17th
determine the source of this wealth level, and 3d8 at 18th+ level.

Weaken SpellM Table 10: Weapon Enhancement Progression


You make reduce a damage–inflicting Old New
spell’s level. Damage Damage
Benefit: You may lower the level of any damage– Die Die
inflicting spell you already know, while also reducing 1d2 1d4
the amount of damage it inflicts to fill up a lower 1d4 1d6
level spell slot. The spell counts against your spell 1d6 1d8
slots as the level it is reduced to. The spell’s range 1d8 1d10
and damage are reduced as if the spell caster’s 1d10 2d6
effective level were equal to the minimum level 1d12 2d8
required to cast the spell at the reduced level. Any 2d6 2d8
spell reduced to 0th level deals 1d3 damage and is 2d8 3d6
cast as if at 1st level. Spells who have a set dice of 3d6 4d6
damage that does not change (such as magic missile 4d6 5d6
and ice storm) cannot be weakened with this feat.
The spell caster must have the ability to cast the spell Special: You may take this feat multiple times, but no greater
normally before a weakened version must be cast. than once every six levels for the same weapon. Each
For example, if a wizardess wanted to weaken a

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additional time may apply to the same or different Normal: When using a weapon with which you are not
weapon, and increases the weapon’s damage by one proficient, you take a –4 penalty on attack rolls.
die rank. Special: Barbarians, fighters, paladins, and rangers are
proficient with all martial weapons. They need not select this
Weapon FinesseC feat.
You use your dexterity to attack instead of You can gain Martial Weapon Proficiency multiple
strength. times. Each time you take the feat, it applies to a new type of
Prerequisite: Base attack bonus +1. weapon.
Benefit: With a light weapon, rapier, whip, or spiked A cleric who chooses the War domain automatically
chain made for a creature of your size category, you gains the Martial Weapon Proficiency feat related to his
may use your Dexterity modifier instead of your deity’s favored weapon as a bonus feat, if the weapon is a
Strength modifier on attack rolls. If you carry a martial one. He need not select it.
shield, its armor check penalty applies to your attack
rolls. Weapon Proficiency (Simple)
Special: Natural weapons are always considered light Benefit: You make attack rolls with simple weapons
weapons. normally.
Normal: When using a weapon with which you are not
Weapon FocusC proficient, you take a –4 penalty on attack rolls.
You are more proficient with a single weapon than Special: All characters except for druids, monks, and wizards
most. are automatically proficient with all simple weapons. They
Prerequisites: Proficiency with selected weapon need not select this feat.
Benefit: Choose one type of weapon. You can also
choose unarmed strike or grapple (or ray, if you are a Weapons, ImprovedC
spellcaster) as your weapon for purposes of this feat. You have modified your weapon to inflict more damage.
You gain a +1 bonus on all attack rolls per 3 levels Prerequisites: Proficient with weapon, Craft (Weaponsmith)
past 3rd when using the selected weapon. (Thus you 6+ ranks.
gain +1 at 1st–5th, +2 at 6th–8th, +3 at 9th–11th, +4 at Benefit: Any weapon you employ grants you an additional +1
12th–14th, +5 at 15th–17th and +6 at 18th+ level) quality bonus to hit and damage per five skill ranks you
Special: You can gain this feat multiple times. Its possess in Craft (Weaponsmith) if you pay 300 gp X quality
effects do not stack. Each time you take the feat, it bonus X quality bonus as a one–time cost. If you wish to
applies to a new type of weapon. Fighter’s Weapon upgrade the quality bonus of an item, you must pay the
Focus counts as Weapon Focus for any feat or ability additional cost for the increase. If the item is lost or
that would require Weapon Focus. destroyed, you must pay again to improve a new item. If you
use this feat on ammunition, you pay the additional cost for
Weapon Proficiency (Exotic)C the ammunition, not the weapon itself. You must maintain the
Choose a type of exotic weapon. You weapon (i.e., have access to it) for it to retain this bonus. An
understand how to use that type of exotic weapon in improved weapon is treated as a masterwork weapon. You
combat. may also apply this feat to a magical weapon, but the
Prerequisite: Base attack bonus +1 (plus Str 13 for additional damage bonus does not affect the item’s magic
bastard sword or dwarven waraxe). bonus, only the base damage.
Benefit: You make attack rolls with the weapon
normally. Whirlwind AttackC
Normal: A character using a weapon with which he Your swing strikes multiple opponents
or she is not proficient takes a –4 penalty on attack Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
rolls. Mobility, Spring Attack, base attack bonus +4.
Special: You can gain Exotic Weapon Proficiency Benefit: When you use the full attack action, you can give up
multiple times. Each time you take the feat, it applies your regular attacks and instead make one melee attack at your
to a new type of exotic weapon. Proficiency with the full base attack bonus against each opponent within reach.
bastard sword, waraxe or oversized weapons has an You make one attack roll and compare it against all targets
additional rerequisite of Str 13. you can affect.
When you use the Whirlwind Attack feat, you also forfeit any
Weapon Proficiency (Martial) bonus or extra attacks granted by other feats, spells, or
Choose a type of martial weapon. You understand abilities.
how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected Whirlwind Attack, ImpovedC
weapon normally. You can decimate foes that attempt to surround you.

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Prerequisite: Whirlwind attack, Base Attack 12+,


Dexterity 17+ Wild Surge
Benefit: When making a whirlwind attack, after you You are able to harness the raw forces of magic.
resolve the initial whirlwind attack, you may make a Benefit: You may give up a prepared spell to cause a wild,
second attack against each target within reach at a –5 uncontrollable surge of magic. Roll on the Wild Surge table
penalty. Make one attack roll and compare it to the in the Forgotten Realms Adventures Manual, Tome of Magic,
AC of each opponent within reach. This second or Encyclopedia Magica volume 4. You may adjust the roll
attack follows all of the normal rules for a whirlwind by +/– 1 for each level of the spell you gave up to cause the
attack. Wild Surge.

Whirlwind Attack, PerfectC Will


You are a whirlwind of destruction You have made provisions for your death
Prerequisite: Improved Whirlwind Attack, Base Benefit: If your character dies, you may transfer your
attack bonus 18+ equipment and money to the next character you create. You
Benefit: As a full–round action, you can make a may not transfer equipment lost or destroyed upon your
third attack against all opponents within reach at a – character’s death. Equipment still intact at your character’s
10 penalty. Make one attack roll and compare it to death, even provided the absence of other PC’s ability to bring
the AC of each opponent within reach. This third the item to the new PC, eventually will reach the recipient of
attack follows all of the normal rules for a whirlwind the will. The GM may choose to delay or forbid the transfer of
attack. certain items. Leniency on the GM’s part is advised, however.

Widen Aura Will to Live


Your aura spreads further from you. You are very difficult to kill.
Prerequisites: Cha 13+ Prerequisites: Con 13+, Remain Conscious
Benefits: The radius of any aura you are able to Benefit: When reduced to negative hit points, your chance to
produce (such as the Paladin’s Aura of Courage, the stabilize is increased by your Constitution modifier, up to +4.
Blackguard’s Aura of Despair, and the Aura feats) is Also, the difficulty to treat your wounds with the healing
extended by 50%. For example, a Pal 3 with Widen proficiency is reduced by your Constitution modifier. If you
Aura can provide a +4 magic bonus against fear are reduced to exactly 0 hit points, you may continue to take
effect to all his allies within 15 ft. partial actions without falling unconscious or taking additional
Special: You may acquire this feat multiple times. damage.
Each time you select this feat, you increase the radius
of the aura of another 50% of the base aura size. For Wizard's AdvantageM
example, if Nergull the Blackguard takes Widen A spell you have mastered increases in potency.
Aura twice generates a 20–ft. radius Aura of Despair. Prerequisites: Spell Mastery, Empower Spell, Extend Spell
Benefits: When casting a spell you have mastered, you may
Widen DeviceT choose to double the damage it inflicts or triple the duration
You double the range of a device. (your choice). The spell thus cast is memorized as if one level
Benefit: When constructing a device and using this higher than normal.
feat, you double the range of the device. This
increases the Build DC of the device by +2, but does Worldly
not increase the Tech Level of the device. You excel at skills that involve wisdom.
You must obey the limitations of Item Max Prerequisites: Wisdom 13+
DC. You must recalculate the Build Cost (Tech Benefit: Choose 3 Wisdom–based skills. You may add +1 to
Level X Build DC X 50 gp), XP cost (1/25th Build any skill roll with the chosen skills. You do not gain a bonus
Cost) and Purchase Cost (Build Cost X [Tech Level + to Willpower saving throws or divine spells. This feat does
1]) of the item. not increase your Wisdom ability modifier.

Widen SpellC WorthyA


Your spells fill a bigger area You’re needed, whether others know it or not
Benefit: You can alter a burst, emanation, line, or Prerequisite: Chaotic Good alignment, Cha 13+
spread shaped spell to increase its area. Any numeric Benefit: As a free action, you can grant a +1 magic bonus to
measurements of the spell’s area increase by 100%.A attacks, skill checks or saves to up to three individuals of your
widened spell uses up a spell slot three levels higher choice. The bonus lasts until your next action or until it is
than the spell’s actual level. used. You cannot gain the benefit for yourself nor can an
Spells that do not have an area of one of individual benefit from more than one bonus per round.
these four sorts are not affected by this feat.

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Special: If you ever use this feat to benefit an evil


creature, you lose the benefit of this feat until you
atone.

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Hero Points •
Negate 2 points of ability damage
Negate 1 point of ability drain
There are times when players will want to
• Return from negative hit points to 1 hit point
take control of the game’s randomness to drive it in a
deliberate direction. To do, a character must expend
hero points. Gaining Hero Points
A character gains 4 hero points at 1st level. Characters can gain hero points for “heroic” actions.
At each additional level, you gain 2 additional hero A character may never have more hero points than 4 + 2 level
points. However, you cannot retain more than 4 hero (see chart for level limits).
points + 1 hero point/5 levels maximum. The table Characters gain hero points for the following. Each
below summarizes this. action below grants a character 1 hero point.

Level Hero Max • Complete adventure successfully. Generally, an


Points Hero adventure is considered a string of encounters that
Points occur in one genral location (such as a dungeon).
1 4 4 When traveling overland from place to place,
2 2 4 reaching the destination safely counts as an adventure
3 2 4 as long as at least 2 encounters occur during the trip
4 2 4 within a 24–hour period.
5 2 5 • Succeed at a d20 task that requires a natural 16 or
6 2 5 higher to succeed. The performed action must have
7 2 5 some relevance to the ongoing adventure. You
8 2 5 cannot gain a hero point for this action if you burn a
9 2 5 hero point to succeed in the first place.
10 2 6 • Save an ally from death. If you administer aid to a
11 2 6 dying ally PC or willingly take a blow in place of
12 2 6 another PC for whom the blow would reduce the
13 2 6 character to –1 hit points or less (and you yourself
14 2 6 take at least 2 hit point of damage), you gain a hero
15 2 7 point for “saving” the PC’s life.
16 2 7 • Defeat a hated enemy. You must defeat either
17 2 7 through brute force or cunning a named NPC enemy
18 2 7 of higher level/CR than your character to qualify for
19 2 7 this award.
20 2 8 • Create a magic item. If the character otherwise
qualifies to construct a magic item, you may spend a
Using Hero Points Hero point to create a magic item. You must expend
1 hero point per 5,000 gp market value (or fraction
Hero points may be used for special actions
thereof) of the item to be created (using item creation
or to override the dice. A character may never use
feats does not lower the hero point cost).
more than 1 hero point in a round.
• Use a heroic spell. Some spells require the
You may use hero points as follows
expenditure of Hero points to use. These spells have
a component of “H”. The exact cost is listed in the
• Add +4 to any d20 roll the player makes
spell description.
• Turn a hit into a critical threat
• Turn a natural 1 into a natural 2 A GM may choose to award Hero points for the
• Inflict a –4 penalty to any opponent’s d20 following, as desired:
roll
• Allow a Fort save for half damage/negate • Amazing insight. If your character comes up with a
(as appropriate for effect) against effects that clever plan or action to defeat an encounter, you may
do not allow a save. be eligible to receive a Hero Point.
• Change an attack that would otherwise kill • Daring Action: If your character performs an
the character to instead reduce them to –1 hit unusual, dangerous and/or daring action during an
points (cannot be used if the character is encounter, you may be eligible to receive a Hero
already at negative hit points) Point. You must succeed at the action (without using
• Reuse a spell slot that has already been used a Hero Point) to gain the award.
• Negate a negative level

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• Roleplay: Well–dramatized roleplay that


enhances the player’s game experience
should be rewarded with a hero point.
Performing “in character” actions that
detract from the overall player experience,
however, should NOT be rewarded with
Hero points.
• Fulfill Character Goals: The GM may
choose to award hero points for characters
who fulfill background plots, aspirations or
other non–mechanical aspirations of the
character. For example, a character who
fulfills a goal of locating his long–lost uncle
would qualify, but a character who attains
the Archmage prestige class would not –
though in the latter case if the character were
awarded the long–sought title of Archmage
by a king the character had toiled for, then
such would be worth a hero point.

It is advised that DMs do not penalize characters by


taking away hero points. Generally, simply not
awarding new Hero points for disruptive actions
should be sufficient to deter troublesome players.

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Religion and often travels Amberos in mortal guise, aiding those who
prove to have a glimmer of heroism in them. Competius’s
For most of the sentient beings on Amberos, worship priests are generally wanderers and rarely full–time priests.
of the divine is a must for survival. Very few beings His domains are Community, Good, Protection, Strength and
do not worship a god of some kind, and most such Travel. Competius is allied with Discoff (wife) and opposes
beings can be considered very evil indeed. Even Morian (father).
those who do not worship one of the gods of Deor (minor god, Lawful Neutral): The dwarves of
Amberos often pay homage to either a philosophy or Amberos predate even the first gods of Amberos, and the deep
force that has god–like abilities. dwarves are reluctant to worship Fir on these grounds. Older
The following is a summary of the more clans of mountain dwarves and deep gnomes on Amberos
well–known gods of Amberos. Most Amberosians worship a powerful dwarf known as Deor, the miner.
worship more than one god – usually the members of According to myth, Deor dwells in the depths of Tsre Vestu,
the Circle of Good. Even the good people of and rarely visits his own kind. His domains are Artifice,
Amberos are known to perform minor rites to fend Creation, Earth, Knowledge and Strength.
off the evil gods; even such acts grant the evil deities Dhorian (head god, Neutral Good): Known as the Overlord
power. of Amberos, Dhorian is considered to be the kings of the
Minor God: The diety is known only in certain Amberos gods. He took the title from Phromus, and there is
places and/or has a small center of worship. The god much enimity between the two. He is worshipped by many
cannot count on support or help from other deities, humans and is one of the three founders of the Knights of the
unless there is a direct blood relation. South. Dhorian’s symbol is a longsword, blade pointed down,
Moderate God: The diety is generally known across symbolizing the sharp edge of justice. His spheres of
the continent, but has a small center of worship or a influence are Good, Law, Knowledge and War. Dhorian is
weak following. At best, the god can draw support allied with Shame (wife), Opheus (son), Urdeus (son), Luna
from 1 or 2 other non–related gods, and any number (daughter), Discoff (daughter), Magius (daughter–in–law),
of gods to which they are blood–related. Shurdea (daughter–in–law), and Gosend (ally). Dhorian
Major God: The diety is known across the continent opposes Ziga and the Dark One directly.
and has a large body of followers to draw on. Can Discoff (minor goddess, Chaotic Good): A goddess of
draw support from possibly several other gods. mischief, and daughter of Dhorian and Shame, Discoff is the
Head God: The diety is known across the continent, definition of rogue on Amberos. She is also worshipped by
has a large body of followers and is able to call on many Hillenfaeys, whom she freed from the grasp of Gwieze.
other gods for aid. Her symbol is a black mask surrounded by wisps of red hair.
Discoff’s spheres of influence are Chaos, Liberation, Luck and
Gods of Amberos Trickery. Discoff is allied with Dhorian (father). She is
Aspus (minor god, Neutral): The snake god, son of related to several other gods, but cannot count on their
Vermnia and Belli, Aspus is considered a primitive support.
god, mostly worships by the Aspii, Aztech and some Fir (major god, Neutral Good): Described alternately as a
Aharati tribes. His domains are Air, Animal (reptiles dwarf or gnome, Fir is also known as the Master Smith. He
only), and Earth. created the first weapons, armor and other tools, and is always
Aztech (minor god, Neutral): Actually a looking to improve them. He is worshipped by hill dwarves
supercomputer in the Lost Valley, Aztech is and gnomes of Amberos, and blacksmiths of all non–evil races
worshipped by the Aztec humans of Lost Vale. often offer prayers for his guidance. His symbol is a forge
Aztech’s primary goal is the preservation and with a hammer resting on it. His domains are Artifice, Earth,
continued existence of the “Aztech” way of life. Its Nobility, Rune and Fire. Fir is allied with Dhorian (ally),
domains are Law, Knowledge and Sun. Shame (ally), Urdeus (ally), Opheus (ally) and Gosend (ally).
Belli (moderate god, Neutral): Also known as Gosend (major god, Lawful Good): Known as the Battler of
Father Nature, Belli is the personification of the lands Evil, Gosend constantly wages war against the evil denizens
of Amberos itself. He is kindly towards humanity, of Amberos and fiendish outsiders who come to Amberos. He
and on good terms with elves and Hillenfaeys. is the master of unarmed combat, and even attempted to
Belli’s relation with dwarves is strained because of wrestle the first of dragons, Guaradrell, though he lost. He is
their mining and excavation work, and he is generally often considered a faithful companion to Dhorian. He is the
reviled by the dwarves. Belli is generally considered patron of monks and martial artists. His spheres of influence
a primitive god, and does not have a large clergy. All are Good, Law and Strength. Gosend is allied with Dhorian
of his priests are druids, not clerics. Belli is allied (ally), Shame (ally), Opheus (ally), Menos (son), and Shurdea
with Vermnia (wife), Silamus (son), Visha (ally). Gosend directly opposes Titanicus, Ziga, Gwieze and
(daughter), Triton (son) and Lorius (Son). the Dark One.
Competius (minor god, Chaotic Good): Son of Gwieze (moderate god, Nuetral Evil): Known as the lord of
Morian, this wayward god is the husband of Discoff shadows, Gwieze is an evil god with a secretive nature.

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Gwieze appeared during the Elvin Golden Age, Ko Kassa (minor god, Neutral): The Thunder Mountain
ruling an empire of shadow that was brought down King, Ko Kassa has become the lord of the race of giants on
by Discoff. For those who align themselves with Amberos. He is the son of Belli and Vermnia, and has long
Gwieze, the god offers powers and secret knowledge been doted on by his mother. He is generally placated by
in return for tasks they do in the god’s name. Aharati and Ubunti tribes, and his true priests are exclusively
Gwieze’s spheres of influence are Darkness, giants. His domains are Earth, Fire and Chaos. Ko Kassa
Knowledge, Madness and Evil. Gwieze directly directly opposes Deor.
opposes all other gods. Lepornunse (minor god, Chaotic Neutral): The god of
Hamma (minor god, Chaotic Good): As the elves disease and son of a frightful mating of Ziga and Jhalah, this
believe themselves to be the dreams of the gods god is a walking disaster. Priests of Lepornunse are often
themselves, they do not worship a god per se. those the god has “hand–picked” for his service, and most
Hamma is best described as a patron of the elves, intelligent Amberosians merely fear and placate the god of
granting aid and protection when requested. He is disease. Lepornusne’s spheres are Chaos, Disease, and
known by the title Yminthra, which translate to King Suffering.
of Kings, and is considered the King of the Elves. Logres (moderate god, Lawful Good): Son of Harp, Logres
Elves who invoke his name are actually drawing their is a caring god who only recently arose during the Dark Age.
power from the essence of Aurora to power their His caring ways and preaching of peace have attracted many
magic. His spheres of domain are Knowledge, followers. His domains are Glory, Healing, Protection,
Magic, Rune, Sun and Good. Repose and Sun.
Harp (moderate god, Neutral Good): The Lorius (minor god, Neutral): Son of Vermnia and Belli,
Immortal One, Harp is often described as the Keeper Lorius is often called “The Wind That Walks” by the Aharati
of the Ancient Ones. He alone provides immortality and Ubuntis who worship him. He is a gentle, if somewhat
to the gods, and to mortals who please him as well. aloof god who favors his father. He can often be found in
According to legend, it his songs that keep the human form and is fond of competing with individuals from
Ancient Ones sleeping. Harp is generally Aharati or Ubunti tribes, for the sheer sport of competition.
worshipped by Afarians and is the patron of bards His spheres are Air, Travel and Healing.
and performers. His domains are Glory, Good, Luna (minor goddess, Chaotic Good): Created by Dhorian
Healing, Nobility, Song and Sun. and Fir as a wife for Urdeus, Luna travels the night sky as the
Jhalah (major god, Neutral Evil): The god of the moon, providing light for her husband’s forays against evil.
dead, Jhalah was once the giant of a man, Jhilihi, Her domains are Healing, Protection and Sun.
until he became the first person to be killed, by the M’Kree Malka (minor god, Lawful Evil): The Shark God,
dragon Guaradrell. Ever since then, Jhalah has been M’Kree Malka is the foul offspring of the twin cruel acts of
driven by a hunger to devour the souls of the dead. Silamus and Triton aboard the Nightboat. M’Kree is a
He is generally placated instead of worshipped, but fearsome god of the sea who constantly hungers for flesh and
he has a handful of priests he has chosen through power. He despises not having power on land and often
divine portents – rarely do priests join the “church” “inducts” land dwellers into his clergy in an attempt to spread
willingly. Jhalah now guards the realm of the dead, the faith. His followers are Shaakasti, Sauhgin and other
and undead are his mortal enemy, for he is denied the land–bound races he has forced or scared into worshipping
taste of their souls. His domains are Chaos, him. His domains are Animal (predatory & evil sea creatures
Darkness, Death, Destruction and Evil. Jhalah is only), Evil and Water. M’Kree Malka directly opposes Triton
allied with Titanicus (ally) and occasionally Ziga (father) and Silamus (father).
(ally) or Dhorian (ally), but these alliances are shaky Magius (minor god, Neutral Good): Daughter of Phromus,
due to his ever–ravening appetite. Jhalah directly Magius was created from the absconded magic of men. For a
opposes Teeth. while, Magius became a mortal and lived among men,
Kerundinus (minor god, Neutral Evil): The Black teaching them wizardry. She has again ascended back into
Mage, Kerundinus was a Ubunti who was enticed by godhood, and with her ascendancy Sorcerers have begun to
The Dark One during the Dark Age. He helped to appear on Amberos. Magius’s domains are Knowledge,
enslave many of his kinsfolk and rose in power in the Magic and Protection. Magius is allied with Dhorian (ally),
Dark One’s heiarchy until he came to realize what his and Phromus (father). She directly opposes Kerundinus.
final fate would be – enslavement in Hell for his Menos (minor god, Neutral): Son of Gosend, Menos is the
crimes. Kerundinus broke from the Dark One and epitome of mind over matter. It was Menos who devised the
fled from the evil one’s presence, but managed to psionic web and taught mortals how to harness their mind into
retain followers and worshippers among the Ubuntis. psionic abilities. Menos left Amberos at the end of the Dark
He is now a native, minor god of foul magic. His Age to pursue and destroy the Dark One, causing psionics to
domains are Evil, Magic and Knowledge. fall into disuse during his absence. With his return, psionics is
Kerundinus opposes Magius. on the rise. Menos does not have priests, instead his followers
are devout psions.

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Opheus (moderate god, Lawful Good): The twin Ssrell (minor god, Lawful Neutral): The god of Knowledge,
of light, Opheus is the son of Dhorian and Shame. the gender of Ssrell is in dispute, though it is known to be the
His brother is Urdeus, the twin of night and his wife offspring of Zurdoise. Often referred to as the Lord of Levels,
is Shurdea, the sun. Opheus wages a constant battle Ssrell seeks to unlock and codify the secrets of the universe in
against the creatures of evil, and has an undying complex mathematical statements. He has few followers who
hatred of undead. His domains are Glory, Protection, can understand his arcane formulas, and he does not grant
Strength and Sun. Opheus is allied with Dhorian spells to priest so much as teach them formulas to call on to
(father), Shame (mother), Urdeus (brother), Shurdea empower their magic. His domains are Creation, Knowledge,
(wife) and Xygleon (son). Urdeus directly opposes and Magic. Ssrell is allied with Zurdoise (father) and Menos
Gwieze, The Dark One, Teeth and Ziga. (ally).
Phromus (minor god, Chaotic Neutral): The Tageus (minor god, Lawful Neutral): The offspring of
former Overlord of Amberos and god who lit the Discoff, Tageus was a mortal demi–god until following the
world, Phromus is a distant diety with few followers. recent economic upheaval on Amberos, after which he was
He has a friendship with dragons, and has been placed in charge of the wealth of the world, to prevent a
known to use them to plague humanity. He has few similar occurance. He is now the patrons of merchants and
humanoid worshipers outside of the Ubuntis. thieves wishing to make a fortune. His domains are Creation,
Dragons do not worship Phromus directly, but is Luck, and Law. Tageus is allied with Dhorian (ally), Discoff
favored by them. Those dragons who gain his favor (mother).
can sometimes draw on his magical power for spells, Teeth (minor dead god, Chaotic Evil): The aborted child of
as if they were clerics. Phromus’s spheres are Sun, Shame’s treacherous affair with Morian, Teeth was raised in
Fire and Law. the underworld by Jhalah, where he eventually broke free of
Shame (moderate godess, Chaotic Good): Wife of the realm and brought the secret of unlife and undead to
Dhorian, Shame’s good name was brought low by Amberos. He was imprisoned in a tuporous state in a
infidelity to her husband Dhorian. Once the goddess netherworld following the Dark Age, but there are those who
of love, she is now the mistress of secret knowledge still attempt to revere or free him. His spheres of influence are
and marriage. Her nature has become two–sided, and Death, Destruction and Evil. He opposes all the other gods,
those seeking revenge against a wrong often pray to though he did at one time have an alliance with Tuma and
her for vengenance, as do those whom bear her Ziga.
corrupted name – Charlatans. Shame’s symbol is a Titanicus (major god, Chaotic Neutral): A cruel god of war
bride’s veil. Shame’s has two aspects; the first and slaughter, Titanicus is the patron god of the Ghan and
contains the domains of Community, Law, Good and fuels their drive to battle. He is often worshipped by evil
Protection; the second or Chaos, Charm, Trickery and barbarians, unscrupulous fighters and many mercenaries.
Luck. Shame is allied with Dhorian (husband), While Titanicus is not overtly evil, he is much feared and
Urdeus (son), Opheus (son), Gosend (ally), and Fir often reviled by non–worshippers. His spheres of influence
(ally). She has a shaky relationship with Discoff are Chaos, Destruction, Nobility, Strength and War. Titanicus
(daughter). Shame directly opposes Morian, The does not have a standing hatred or alliance with any god.
Dark One, Ziga and Gwieze. Triton (moderate god, Neutral): Lord of the seas, Triton is
Shurdea (minor goddess, Nuetral Good): Made the son of Belli and Vermnia. He has much of his mother’s
from a part of Phromus himself, Shurdea walks the temper and disdain for land–bound folk. Triton is more often
sky as the sun, shining her golden light on the world. placated by land–bound races than worshipped. His primary
Shurdea is the wife of Opheus, the twin of light. She worshippers are mermen. His domains are Animal (Aquatic
is generally only worshipped by primitive folk such only), Chaos, Law, and Water. Triton is allied with Silamus
as the Ubuntis and Aharati. Her domains are Fire, (brother), Belli (father) and Vermnia (mother). He directly
Sun and Travel. Shurdea is allied with Opheus opposes M’Kree Malka (son).
(husband), Phromus (father) and Dhorian (father–in– Tuma’s Waybreath (minor cult, Chaotic Evil): While the
law). demigod Tuma, the Destroyer, may be dead, his followers still
Silamus (minor god, Lawful Neutral): Boatsman perform acts in his name across the continent. Tuma was once
of the dead, Silamus is the youngest son of Vermnia a servant of Zzadasa, but rebelled near the end of the Elvin
and Belli. Silamus achieved his position simply Golden Age. Priests of Tuma’s Waybreath have access to the
because there was nothing else for him to do. Destruction, Evil and Strength domains. Tuma’s waybreath
Silamus guides the vast Nightboat, an otherworldy oppose all other gods.
ship used to ferry the dead nightly to the realm of Urdeus (moderate god, Chaotic Good): The twin of night,
Hades, where they may be judged. Silamus’s Urdeus is the son of Dhorian and Shame. He is the twin
domains are Knowledge, Law and Repose. Silamus brother of Opheus, the twin of light. Urdeas stalks through the
is allied with Belli (father), Vermnia (mother), Jhalah night, his way illuminated by his wife Luna as he seeks out
(ally), Triton (brother). He is neutral towards all and hunts down evil. He is the patron of Lycanthropes, who
other gods. He directly opposes Teeth. share his curse of transformation on the night of the full moon.

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His domains are Animal, Community, Good and and Protection. Zzadasa prefers to not forge any special
Protection. Urdeus is allied with Dhorian (father), alliances with or hatred of the other gods.
Shame (mother), Discoff (sister), Luna (wife), Ziga (major goddess, Chaotic Evil): Goddess of corruption
Gosend (ally), and Fir (ally). He directly opposes and vice, Ziga is often blamed to be at the heart of any evil act
Ziga. on Amberos. Her disfiguration and corruption of the entire
Tzuckamus (minor god, Lawful Evil): Another goblinoid races is well known on Amberos, and her main body
supercomputer “god” of Lost Vale, Tzuckamus is a of worshippers consists of the very humanoids she has
former battle computer AI that seeks to overthrow corrupted. Ziga has at her command the twisted legions of the
Aztech and turn the Aztech humans into a warrior Abyss, though her control of such beings is questionable at
force bent on conquering the surrounding lands. Its best. Ziga’s domains are Chaos, Destruction, Evil, Madness
domains are Evil, Destruction and War. Tzuckamus and Suffering. Ziga opposes all the other gods, though she
directly opposes Aztech. sometimes is willing to work with other deities (usually evil
Vermnia (moderate goddess, Neutral): Wife of ones) for short periods of time.
Belli, Vermnia is queen of the air and has little love The Dark One (head god, Lawful Evil): The god of evil
for the creatures of the Earth, often sending storms incarnate, The Dark One is the master of hell and is the
and foul weather to scatter “Belli’s Playthings”. She despoiler of all good. Where Ziga transforms her evil minions
is placated more than worshiped, but she does have to match their twisted souls, the Dark One labors to annul the
priests among the Aharati. Her domains are Air, forces of good and replace them with his own foul desires and
Animal (birds/flying animals only), Chaos and willing servants. His domains are Darkness, Evil, Law,
Weather. Vermnia is allied with Belli (husband), Nobility, Rune and Destruction. The Dark One opposes all
Visha (daughter), Triton (son), Silamus (son) and the other gods.
Lorius (son).
Visha (minor goddess, Lawful Good): The matron Cults
of battle, Visha is both a protector and a warrioress. Cult of the Sword (Minor): A spinoff of the worship of
She is the only daughter of Vermnia and Belli. She is Dhorian, the Cult of the Sword resides in Vall Wall, protecting
worshipped by many female warriors and paladins of the Citidel of the Sword where the Sword of No Name rests.
both sexes. Her domains are Protection, Strength and The Cult believes that the Sword is actually an avatar of
War. Vermnia is allied with Dhorian (ally), Belli Dhorian, awaiting the return of the dragon armies from the
(father), Vermnia (mother), Triton (brother), Silamus Dark Lands. The domains of the Cult of the Sword are Law,
(brother) and Lorius (brother). She directly opposes Protection and War.
Morian and Titanicus. Derrogathins (Minor): Secretly dedicated to the fiend
Xygleon (minor god, Lawful Good): The lord of Sethinyor/Severn, the Derrogathins are a secret army of
civilization and its protector, Xygleon is one of the degenerates who spy on lands across Amberos and commit
few gods that often takes mortal form to defend cities assassination and other foul practices to further the will of
or other places of civilization from destruction. Sethinyor. The cult consists of outcasts who bear deformities
Unlike many of the other gods, he can be, and of some sort – often from birth, but sometimes from tragic
sometimes has been, bested or thwarted by mortals, mundane or supernatural causes. They have a general hatred
though not permanently destroyed. Xygleon’s of unmarred beings and seek such beings downfall or
domains are Community, Good, Law and Protection. transformation into their own kind. The domains of the
Xygleon is allied with Opheus (father), Shurdea Derrogathins are Chaos, Evil and Madness.
(mother), Dhorian (grandfather). He directly opposes Tuma’s Waybreath (Minor): The cult of Tuma’s Waybreath
Titanticus. consist primarily of those dissatisfied with the current state of
Zurdoise (minor god, Lawful Neutral): Known the world, and seek its destruction so that the god Tuma can
and despised as the god of technology, Zurdoise’s create a new order (preferably with them in charge). The cult
power was greatly reduced after the implosion of the of Tuma’s Waybreath creates objects meant to cause
Age of Technology. He is worshipped by the dragon destruction of selfish individuals. They also pursue the
men known as Algalue, scienctists and by sentient ressurection of Tuma himself to finish his task of destroying
constructs. He does not grant spells to his priests, but the corruppted world. The domains of Tuma’s Waybreath are
instead gifts knowledge to create technological Death, Destruction and Trickery.
devices or constructs. Zurdoise is allied with Ssrell
(son). Other Gods
Zzadasa (minor god, Lawful Neutral): Known as
the Judge, Zzadasa’s job is to uphold the laws of the The Ancient Ones: These gods have existed since before
universe, as well as make sure the gods obey the Amberos rose from the sea. Consisting of the various
laws. Zzadasa is popular among the Randese, many pantheons of the Greek, Egyptian, Chinese, Babylonian and
of whom feel that Dhorian is to partial to the people other mythos. These gods made their presence known to
of the west. Zzadasa’s domains are Law, Knowledge Amberos during the Elvin Golden Age, but have been in sleep

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in the planes beyond Amberos since that time. The


gods of Amberos constantly fear the awakening of
these gods, and do not kindly suffer priests to
worship these pantheons. The domains of the
Ancient Ones cover all the known domains, split
across various dieties.
The Old Ones: Sealed into sleep by the Ancient
Ones, the Old Ones are gods of insanity and chaos
that have been bound away against the mortal world
in the Realm of Madness. Though the old ones have
never awakened from their ancient slumber, their
minions sometimes pass into Amberos, and priests
sometimes arise who seek to free the old ones of their
sleep. The domains of the old ones are Chaos,
Darkness, Death, Destruction, Evil, Knowledge, and
Madness.
The Titans: Minions and servants to the Ancient
Ones, they escaped the sleep of the gods and many
ruled in the god’s stead for some time. When the
Ancient Ones awoke during the Elvin golden age,
many took umbrage at the Titan’s actions and a great
war between titans and the Ancient Ones was
spawned. The titans lost the war and were banished
to Tarterus, but the fight weakened the Ancient Ones,
making it easy for Gwieze to put them back to sleep.
The domains of the titans cover all the known
domains, split across various titans.

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Other Information the distribution of said races and their habitats on Amberos.
The following tables can be used to
randomly deterimine the country of origin of
characters playing standard races, or to get an idea of
Humans
1d100 roll Country of Origin Human Ancestry
1 Aluski Sath Tusko Aharati (50%), Afarian (25%), Randese (25%)
2 Aluri (Alusta) Aharati (75%), Dhoric (20%), Afarian (5%)
3 Aroknec Aharati (90%), Aztech (8%), Afarian (2%)
4 Bansado Afarian (80%), Dhoric (20%)
5–7 Barbed March Dhoric (90%), Afarian (10%)
8–9 Brotherhood of Glory Afarian (80%), Dhoric(5%), Aegyptian (5%), Aharati (5%), Nippon (5%)
10 Bulungi Afarian (80%), Dhoric (20%)
11 Chiamung Nippon (99%), Afarian (1%)
12 Derauck Afarian (90%), Dhoric (10%)
13 Dishnu Nippon (80%), Randese (20%)
14 DoonAsk Afarian(90%), Dhoric(7%), Aegyptian(1%), Aharati(1%), Nippon (1%)
15 – 16 Dutchy of Molavak Dhoric (65%), Afarian (35%)
17 Erakatuo Aegyptian (85%), Afarian (10%), Dhoric (5%)
18 Evan Cordum Afarian (100%)
19 Farren Lands Dhoric (45%), Afarian (40%), Aegyptian (10%), Aharati (5%)
20 Frost Lands Dhoric (65%), Afarian (35%)
21 Golens Afarian (94%), Dhoric (3%), Aegyptian (2%), Randese (1%)
22 – 23 Hawk Lands Dhoric (60%), Afarian (40%)
24 Hawk Lord Dhoric (85%), Afarian (15%)
25 Hold of Janrex Afarian (75%), Dhoric (25%)
26 Hold of Severn Afarian (100%)
27 IannHanex Aegyptian (95%), Randese (5%)
28 Ice Mages Afarian (90%), Dhoric (9%), Aegyptian (1%)
29 Irvenst Afarian (80%), Dhoric (20%)
30 Jsarath Afarian (95%), Ghan (5%)
31 Jshin–Mali–Numeth Afarian (98%), Dhoric (1%), Ghan (1%)
32 – 35 Kennestone Afarian (65%), Dhoric (25%), Randese (5%), Aharati (5%)
36 – 40 Kingdom of Vall Vega Dhoric (90%), Afarian (10%)
41 Kirranays Afarian (80%), Dhoric (20%)
42 – 43 Klinn Afarian (90%), Dhoric (5%), Randese (5%)
44 – 45 Knights of the South Afarian (90%), Dhoric (8%), Aegyptian (2%)
46 – 47 Ksiki Colonies Afarian (95%), Dhoric (3%), Ghan (1%), Randese (1%)
48 Ksiki Con Korradan Afarian (91%), Dhoric (5%), Ghan (3%), Randese (1%)
49 Lacosis Afarian (85%), Dhoric (15%)
50 Lands of Sarve Afarian (95%), Aegyptian (4%), Dhoric (1%)
51 Lanster Afarian (80%), Dhoric (10%), Aegyptian (5%), Randese (5%)
52 LlannHanex Aegyptian (80%), Afarian (15%), Randese (5%)
53 – 54 Llinn Afarian (99%), Dhoric (1%)
55 Lost Vale Aztech (95%), Aegyptian (3%), Afarian (2%)
56 – 57 Millos Afarian (80%), Dhoric (15%), Aharati (3%), Aztech (2%)
58 – 59 Misake Dhoric (40%), Aegyptian (40%), Afarian (20%)
60 – 61 Misake Barbarians Afarian (99%), Dhoric (1%)
62 Nauwflouwd Afarian (80%), Dhoric (15%), Aegyptian (5%)
63 – 65 Nyrr Ryann Afarian (90%), Dhoric (5%), Aegyptian (4%), Randese (1%)
66 Olangesso Aharati (100%)
67 –68 Principalities of Xatmas Dhoric (75%), Afarian (20%), Aegyptian (5%)
69 –70 Ran Da Khan Randese (90%), Ghan (7%), Afarian (3%)
71 –73 Randu Randese (90%), Skierian (5%), Ghan (4%), Afarian (1%)
74 Riddlekill Dhoric (65%), Afarian (30%), Randese (5%)
75 – 76 RoonHawk Afarian (70%), Dhoric (30%)
77 Saltbrine Afarian (85%), Dhoric (10%), Aegyptian (5%)
78 Sarkasti/Zarkasti Afarian (100%)
79 –80 Shovnov Coast Afarian (65%), Dhoric (35%)
81 – 83 Silkna Kingdom Afarian (95%), Dhoric (5%), Aegyptian (3%), Randese (2%)
84 – 85 Simera Randese (80%), Afarian (15%), Aegyptian (5%)
86 – 88 Skeinlands Skierian (85%), Randese (10%), Afarian (3%), Aegyptian (2%)
89 Smanvalla Afarian (75%), Dhoric (25%)
90 South Jsarath Afarian (90%), Dhoric (9%), Ghan (1%)
91 – 92 Southern Kingdom Afarian (70%), Aharati (25%), Dhoric (5%)
93 Spi Dak Su Nippon (100%)
94 Statisdome Dhoric (99%), Afarian (1%)
95 Swordfall Dhoric (80%), Afarian (20%)
96 Tlesto Afarian (75%), Dhoric (15%), Ghan (10%)

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97 Ulanst Afarian (95%), Dhoric (5%)


98 Vactorstein Afarian (80%), Dhoric (20%)
99 Vila Lance Afarian (99%), Dhoric (1%)
00 Zyans Afarian (100%)

Dwarves
1d100 roll Country of Origin Dwarven Ancestry
01–02 Aluski Sath Tusko Hill dwarf (85%), Desert dwarf (15%)
03 Aluri (Alusta) Hill dwarf (95%), Forest dwarf (5%)
04–08 Bansado Mountain dwarf (75%), Hill dwarf (25%)
09 Brotherhood of Glory Mountain dwarf (100%)
10–12 Bulungi Hill dwarf (85%), Mountain dwarf (15%)
13 Chiamung Korobokuru (100%)
14–15 Derauk Mountain dwarf (100%)
16 Dishnu Korobokuru (100%)
17–19 DoonAsk Hill dwarf (100%)
20–23 Dutchy of Molavak Mountain dwarf (75%), Hill dwarf (15%), Forest dwarf (10%)
24–25 Farren Lands Hill dwarf (80%), Mountain dwarf (20%)
26 Frost Lands Hill dwarf (100%)
27 Golens Hill dwarf (100%)
28–30 Hawk Lands Hill dwarf (95%), Mountain dwarf (5%)
31–32 Hawklord Hill dwarf (90%), Mountain dwarf (10%)
33 Hold of Severn Derro (100%)
34 Irvenst Mountain dwarf (95%), Hill dwarf (5%)
35–36 Jsarath Hill dwarf (80%), Forest dwarf (10%), Hill dwarf (5%), Derro (5%)
37 Kennestone Hill dwarf (100%)
38–52 Kingdom of Vall Vega Mountain dwarf (55%), Hill dwarf (35%), Deep Dwarf (10%)
53 Kirranays Mountain dwarf (100%)
54 Klinn Mountain dwarf (80%), Hill dwarf (10%), Derro (10%)
55 Knights of the South Hill dwarf (100%)
56 Ksiki Colonies Derro (90%), Hill dwarf (10%)
57 Ksiki Con Korradan Hill dwarf (80%), Derro (15%), Deep dwarf (5%)
58 Lacosis Forest dwarf (85%), Hill dwarf (10%), Deep dwarf (5%)
59 Lanster Desert dwarf (95%), Deep dwarf (5%)
60 LlannHanex Hill dwarf (85%), Desert dwarf (15%)
61 Llinn Hill dwarf (80%), Mountain dwarf (20%)
62–63 Millos Deep dwarf (75%), Hill dwarf (25%)
64 Misake Hill dwarf (90%), Deep dwarf (5%), Derro (5%)
65 Misake Barbarians Deep dwarf (60%), Hill dwarf (25%), Derro (15%)
66–67 Nauwflouwd Hill dwarf (80%), Derro (20%)
68 Nyrr Ryann Hill dwarf (95%), Forest dwarf (5%)
69 Principalities of Xatmas Hill dwarf (97%), Deep dwarf (3%)
70 Ran Da Khan Desert dwarf (80%), Hill dwarf (20%)
71 Randu Desert dwarf (95%), Derro (5%)
72–73 Riddlekill Derro (85%), Hill dwarf (15%)
74–75 RoonHawk Deep dwarf (75%), Hill dwarf (25%)
76 Saltbrine Hill dwarf (90%), Mountain dwarf (5%), Derro (5%)
79 Sarkasti/Zarkasti Hill dwarf (95%), Derro (5%)
80 Shovnov Coast Hill dwarf (80%), Derro (15%), Mountain dwarf (5%)
81–84 Silkna Kingdom Hill dwarf (99%), Mountain dwarf (1%)
85 Simera Desert dwarf (75%), Hill dwarf (20%), Mountain dwarf (5%)
86 Skeinlands Derro (60%), Hill dwarf (30%), Forest dwarf (10%)
87 Smanvalla Hill dwarf (95%), Deep dwarf (5%)
88 South Jsarath Hill dwarf (70%), Deep dwarf (15%), Forest dwarf (5%), Derro (5%)
89 Southern Kingdom Hill dwarf (90%), Forest dwarf (10%)
90 Spi Dak Su Korobokuru (100%)
92–93 Swordfall Hill dwarf (100%)
94 Tlesto Hill dwarf (97%), Deep dwarf (3%)
95–97 Ulanst Deep dwarf (60%), Hill dwarf (40%)
98 Vactorstein Hill dwarf (100%)
99 Vila Lance Hill dwarf (85%), Deep dwarf (10%), Derro (5%)
100 Zyans Hill dwarf (80%), Derro (19%), Deep dwarf (1%)

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Elves/Draemani
1d100 roll Country of Origin Elven Ancestry
01–02 Aluski Sath Tusko Half–elf (80%), High elf (20%)
02–03 Aluri (Alusta) Half–elf (90%), High elf (5%), Sylvan elf (5%)
04 Aroknec Sylvan elf (90%), Falcon Elves (10%)
05 Barbed March Half–elf (95%), High elf (5%)
06 Brotherhood of Glory High elf (60%), Half–elf (40%)
07 Bulungi High elf (75%), Half–elf (25%)
08 Chiamung Spirit folk (95%), High elf (5%)
09 Derauck High elf (80%), Half–elf (20%)
10 Dishnu Spirit folk (100%)
11–12 DoonAsk High elf (80%), Half–elf (19%), Gray elf (1%)
13 Dragna Gray elf (75%), High elf (15%), Sylvan elf (10%)
14 Dutchy of Molavak High elf (95%), Half–elf (4%), Gray elf (1%)
15 Erakatuo High elf (80%), Half–elf (20%)
16 –37 Evan Cordum High elf (55%), Sylvan elf (17%), Wild elf (13%), Half–elf (10%), Gray elf (5%)
38 Farren Lands High elf (80%), Half–elf (20%)
39 Golens Wild elf (100%)
40–43 Hawk Lands High elf (80%), Half–elf (10%), Sylvan elf (5%), Gray elf (5%)
44 Hawk Lord High elf (90%), Half–elf (10%)
45 IannHanex High elf (99%), Half–elf (1%)
46 Ice Mages Half–elf (80%), High elf (20%)
47 Irvenst High elf (75%), Half–elf (25%)
48 Jsarath Half–elf (80%), High elf (20%)
49 Jshin–Mali–Numeth Half–elf (100%)
50 Kennestone Half–elf (88%), Sylvan elf (10%), High elf (2%)
51 Kingdom of Vall Vega High elf (65%), Half–elf (30%), Sylvan elf (3%), Gray elf (2%)
52–53 Kirranays Sylvan elf (80%), Half–elf (20%)
54 Klinn High elf (85%), Half–elf (10%), Gray elf (5%)
55 Knights of the South Half–elf (95%), High elf (5%)
56 Ksiki Colonies Half–elf (85%), High elf (15%)
57 Ksiki Con Korradan Half–elf (75%), High elf (25%)
58 Lacosis High elf (75%), Half–elf (25%)
59 Lands of Sarve Wild elf (95%), Half–elf (5%)
60 Lanster High elf (85%), Half–elf (15%)
61 LlannHanex Light elf (95%), High elf (3%), Half–elf (2%)
62 Llinn High elf (95%), Half–elf (5%)
63 Lost Vale High elf (90%), Half–elf (10%)
64 Millos High elf (85%), Half–elf (14%), Gray elf (1%)
65 Misake High elf (90%), Half–elf (10%)
66 Misake Barbarians Half–elf (80%), High elf (20%)
67 Nauwflouwd Half–elf (65%), High elf (30%), Wild elf (5%)
68 Nyrr Ryann High elf (95%), Half–elf (4%), Gray elf (1%)
69 Ran Da Khan High elf (90%), Half–elf (10%)
70 Randu Half–elf (90%), High elf (9%), Gray elf (1%)
71 Riddlekill Drow elf (80%), Half–elf (19%), High elf (1%)
72 RoonHawk Half–elf (80%), High elf (17%), Gray elf (2%), Falcon Elves (1%)
73 Saltbrine High elf (80%), Half–elf (20%)
74 Sarkasti/Zarkasti High elf (70%), Half–elf (25%), Falcon Elves (3%), Drow elf (2%)
75 Shovnov Coast Half–elf (85%), High elf (15%)
76–77 Silkna Kingdom High elf (65%), Half–elf (30%), Gray elf (4%), Falcon Elves (1%)
78 Simera High elf (70%), Half–elf (20%), Falcon Elves (3%), Light elf (2%)
79 Skeinlands High elf (65%), Half–elf (30%), Gray elf (2%), Falcon Elves (2%), Drow elf (2%)
80 Smanvalla Half–elf (80%), High elf (19%), Drow elf (1%)
81 South Jsarath Half–elf (85%), High elf (15%)
82–83 Southern Kingdom High elf (75%), Half–elf (20%), Gray elf (5%)
84 Spi Dak Su Spirit folk (100%)
85 Swordfall High elf (90%), Half–elf (9%), Gray elf (1%)
86 Tlesto Half–elf (80%), High elf (20%)
87 Ulanst High elf (75%), Half–elf (24%), Gray elf (1%)
88 Vactorstein Half–elf (100%)
89 Vila Lance High elf (80%), Half–elf (20%)
90–98 Wilde Wastes High elf (95%), Half–elf (4%), Falcon Elves (1%)
99–100 Zyans Half–elf (65%), Drow elf (30%), High elf (5%)

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Gnomes
1d100 roll Country of Origin Gnomish Ancestry
01 Aluski Sath Tusko Rock gnome (100%)
02–03 Aluri (Alusta) Rock gnome (80%), Forest gnome (20%)
04–05 Bansado Rock gnome (75%), Deep gnome (25%)
06 Brotherhood of Glory Rock gnome (95%), Deep gnome (5%)
07–08 Bulungi Deep gnome (65%), Rock gnome (35%)
09–10 Derauck Rock gnome (65%), Forest gnome (30%), Deep gnome (5%)
11–13 DoonAsk Rock gnome (100%)
12 Dutchy of Molavak Forest gnome (80%), Rock gnome (20%)
13 Erakatuo Rock gnome (95%), Forest gnome (5%)
14–16 Evan Cordum Rock gnome (70%), Forest gnome (30%)
17 Farren Lands Rock gnome (80%), Forest gnome (20%)
18 Frost Lands Deep gnome (95%), Rock gnome (5%)
19–20 Golens Rock gnome (100%)
21–22 Hawk Lands Forest gnome (65%), Rock gnome (30%), Deep gnome (5%)
23 Hawk Lord Rock gnome (100%)
24 Hold of Janrex Deep gnome (100%)
25 Irvenst Rock gnome (85%), Forest gnome (15%)
26 Jsarath Forest gnome (75%), Rock gnome (20%), Deep gnome (5%)
27–28 Kennestone Forest gnome (55%), Rock gnome (40%), Deep gnome (5%)
29–40 Kingdom of Vall Vega Deep gnome (80%), Rock gnome (20%)
41 Kirranays Forest gnome (80%), Rock gnome (20%)
42 Klinn Rock gnome (85%), Forest gnome (10%), Deep gnome (5%)
43 Knights of the South Rock gnome (100%)
44 Ksiki Colonies Forest gnome (65%), Rock gnome (30%), Deep gnome (5%)
45 Ksiki Con Korradan Rock gnome (97%), Deep gnome (3%)
46 Lacosis Forest gnome (82%), Rock gnome (18%)
47 Lanster Rock gnome (99%), Deep gnome (1%)
48–75 Llinn Rock gnome (95%), Forest gnome (5%)
76 Millos Rock gnome (90%), Deep gnome (10%)
77 Misake Rock gnome (95%), Forest gnome (5%)
78 Misake Barbarians Rock gnome (65%), Forest gnome (35%)
79–80 Nauwflouwd Rock gnome (80%), Deep gnome (17%), Forest gnome (3%)
81 Nyrr Ryann Rock gnome (75%), Forest gnome (25%)
82 Riddlekill Rock gnome (99%), Deep gnome (1%)
83 RoonHawk Rock gnome (85%), Forest gnome (14%), Deep gnome (1%)
84 Saltbrine Rock gnome (95%), Forest gnome (5%)
85 Sarkasti/Zarkasti Rock gnome (65%), Deep gnome (35%)
86 Shovnov Coast Rock gnome (97%), Forest gnome (3%)
87–88 Silkna Kingdom Rock gnome (100%)
89 Simera Rock gnome (100%)
90–91 Smanvalla Deep gnome (95%), Rock gnome (5%)
92 South Jsarath Deep gnome (65%), Rock gnome (30%), Forest gnome (5%)
93 Southern Kingdom Rock gnome (80%), Forest gnome (20%)
94 Swordfall Rock gnome (95%), Forest gnome (4%), Deep gnome (1%)
95 Tlesto Rock gnome (98%), Forest gnome (2%)
96 Ulanst Rock gnome (90%), Forest gnome (10%)
97 Vila Lance Rock gnome (90%), Deep gnome (10%)
98–99 Wilde Wastes Rock gnome (95%), Forest gnome (5%)
100 Zyans Deep gnome (65%), Rock gnome (35%)

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Hillenfaeys
1d100 roll Country of Origin Hillenfaey Ancestry
1 Aluski Sath Tusko Stout (100%)
2 Aluri (Alusta) Stout (80%), Kendling (20%)
4 Bansado Kendling (80%), Deep (16%), Stout (4%)
8–9 Brotherhood of Glory Kendling (100%)
10 Bulungi Kendling (80%), Stout (20%)
12 Derauck Kendling (85%), Stout (10%), Hairfoot (5%)
14 DoonAsk Kendling (100%)
15 – 16 Dutchy of Molavak Kendling (85%), Hairfoot (10%), Deep (5%)
17 Erakatuo Kendling (100%)
18 Evan Cordum Kendling (60%), Stout (20%), Hairfoot (20%)
19 Farren Lands Kendling (95%), Stout (3%), Deep (2%)
20 Frost Lands Kendling (100%)
21 Golens Deep (80%), Stout (10%), Kendling (7%), Hairfoot (3%)
22 – 23 Hawk Lands Kendling (50%), Stout (40%), Hairfoot (10%)
24 Hawk Lord Kendling (90%), Stout (7%), Hairfoot (3%)
29 Irvenst Kendling (95%), Stout (3%), Hairfoot (2%)
30 Jsarath Kendling (85%), Deep (10%), Dark (5%)
32 – 35 Kennestone Kendling (80%), Stout (20%)
36 Kingdom of Vall Vega Kendling (50%), Stout (50%)
37 Kirranays Stout (80%), Kendling (20%)
38 Klinn Kendling (60%), Stout (38%), Hairfoot (2%)
39 Knights of the South Kendling (100%)
40–41 Ksiki Colonies Kendling (85%), Stout (15%)
42 Ksiki Con Korradan Kendling (95%), Stout (3%), Hairfoot (2%)
43 Lacosis Kendling (95%), Hairfoot (5%)
44 Lands of Sarve Kendling (100%)
45 Lanster Kendling (60%), Stout (20%), Dark (10%), Deep (10%)
46 LlannHanex Deep (100%)
47 – 58 Llinn Hairfoot (90%), Kendling (6%), Stout (3%), Dark (1%)
59 Millos Kendling (95%), Stout (3%), Hairfoot (2%)
60 – 64 Misake Kendling (100%)
65 Nauwflouwd Stout (95%), Hairfoot (4%), Kendling (1%)
66–67 Nyrr Ryann Kendling (85%), Stout (10%), Dark (5%)
68–69 Principalities of Xatmas Kendling (85%), Stout (10%), Hairfoot (5%)
70 Ran Da Khan Kendling (100%)
71 Randu Kendling (100%)
7 Riddlekill Kendling (95%), Stout (4%), Deep (1%)
75–76 RoonHawk Kendling (100%)
77 Saltbrine Kendling (95%), Stout (5%)
78 Sarkasti/Zarkasti Stout (65%), Hairfoot (30%), Deep (5%)
79 –80 Shovnov Coast Kendling (40%), Stout (30%), Hairfoot (20%), Deep (6%), Dark (4%)
81 – 83 Silkna Kingdom Kendling (75%), Stout (15%), Hairfoot (9%), Dark (1%)
84 – 85 Simera Kendling (35%), Stout (35%), Hairfoot (25%), Deep (4%), Dark (1%)
86 Skeinlands Dark (60%), Kendling (20%), Stout (10%), Hairfoot (5%), Deep (5%)
87–88 Smanvalla Kendling (100%)
89 South Jsarath Kendling (90%), Stout (10%)
90 – 92 Southern Kingdom Stout (60%), Kendling (40%)
95 Swordfall Kendling (60%), Stout (40%)
96 Tlesto Kendling (90%), Stout (10%)
97 Ulanst Kendling (85%), Stout (15%)
98 Vactorstein Kendling (95%), Stout (5%)
99 Vila Lance Kendling (85%), Stout (10%), Deep (5%)
100 Zyans Kendling (99%), Stout (1%)

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Orkan
1d100 roll Country of Origin Human Ancestry
1 Aluski Sath Tusko Aharati (50%), Afarian (25%), Randese (25%)
2 Aluri (Alusta) Aharati (75%), Dhoric (20%), Afarian (5%)
3 Aroknec Aharati (90%), Aztech (8%), Afarian (2%)
4 Bansado Afarian (80%), Dhoric (20%)
5–6 Barbed March Dhoric (90%), Afarian (10%)
7 Bulungi Afarian (80%), Dhoric (20%)
8–9 Derauck Afarian (90%), Dhoric (10%)
10 DoonAsk Afarian(90%), Dhoric(7%), Aegyptian(1%), Aharati(1%), Nippon (1%)
11–12 Dutchy of Molavak Dhoric (65%), Afarian (35%)
13 Erakatuo Aegyptian (85%), Afarian (10%), Dhoric (5%)
14–15 Farren Lands Dhoric (45%), Afarian (40%), Aegyptian (10%), Aharati (5%)
16–17 Frost Lands Dhoric (65%), Afarian (35%)
18–20 Golens Afarian (94%), Dhoric (3%), Aegyptian (2%), Randese (1%)
19 Hawk Lands Dhoric (60%), Afarian (40%)
20–21 Hold of Janrex Afarian (75%), Dhoric (25%)
22–25 Hold of Severn Afarian (100%)
26 IannHanex Aegyptian (95%), Randese (5%)
27–28 Ice Mages Afarian (90%), Dhoric (9%), Aegyptian (1%)
29 Irvenst Afarian (80%), Dhoric (20%)
30–31 Jsarath Afarian (95%), Ghan (5%)
31–52 Jshin–Mali–Numeth Afarian (98%), Dhoric (1%), Ghan (1%)
53 Kingdom of Vall Vega Dhoric (90%), Afarian (10%)
54–55 Klinn Afarian (90%), Dhoric (5%), Randese (5%)
56 Ksiki Colonies Afarian (95%), Dhoric (3%), Ghan (1%), Randese (1%)
57–58 Ksiki Con Korradan Afarian (91%), Dhoric (5%), Ghan (3%), Randese (1%)
59 Lacosis Afarian (85%), Dhoric (15%)
60 Lanster Afarian (80%), Dhoric (10%), Aegyptian (5%), Randese (5%)
61 Llinn Afarian (99%), Dhoric (1%)
62 Millos Afarian (80%), Dhoric (15%), Aharati (3%), Aztech (2%)
63 Misake Dhoric (40%), Aegyptian (40%), Afarian (20%)
64 Misake Barbarians Afarian (99%), Dhoric (1%)
65–66 Nauwflouwd Afarian (80%), Dhoric (15%), Aegyptian (5%)
67 Nyrr Ryann Afarian (90%), Dhoric (5%), Aegyptian (4%), Randese (1%)
68 Olangesso Aharati (100%)
69 Principalities of Xatmas Dhoric (75%), Afarian (20%), Aegyptian (5%)
71 Ran Da Khan Randese (90%), Ghan (7%), Afarian (3%)
72–73 Randu Randese (90%), Skierian (5%), Ghan (4%), Afarian (1%)
74–75 Riddlekill Dhoric (65%), Afarian (30%), Randese (5%)
76 RoonHawk Afarian (70%), Dhoric (30%)
77 Saltbrine Afarian (85%), Dhoric (10%), Aegyptian (5%)
78 Sarkasti/Zarkasti Afarian (100%)
79 Shovnov Coast Afarian (65%), Dhoric (35%)
80 Silkna Kingdom Afarian (95%), Dhoric (5%), Aegyptian (3%), Randese (2%)
81 Simera Randese (80%), Afarian (15%), Aegyptian (5%)
82–83 Skeinlands Skierian (85%), Randese (10%), Afarian (3%), Aegyptian (2%)
84 Smanvalla Afarian (75%), Dhoric (25%)
85–87 South Jsarath Afarian (90%), Dhoric (9%), Ghan (1%)
88–89 Southern Kingdom Afarian (70%), Aharati (25%), Dhoric (5%)
90–92 Statisdome Dhoric (99%), Afarian (1%)
93 Swordfall Dhoric (80%), Afarian (20%)
94 Tlesto Afarian (75%), Dhoric (15%), Ghan (10%)
95–96 Ulanst Afarian (95%), Dhoric (5%)
97–98 Vactorstein Afarian (80%), Dhoric (20%)
98 Vila Lance Afarian (99%), Dhoric (1%)
99–100 Zyans Afarian (100%)

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Kobold
1d100 roll Country of Origin
1–2 Barbed March
3–30 Dark Lands
31–33 Dutchy of Molavak
34 Erakatuo
35–37 Farren Lands
38–39 Frost Lands
40–41 Golens
42 Hawk Lands
43 Hawk Lord
44–46 Hold of Janrex
47 Hold of Severn
48 Ice Mages
49 Irvenst
50 Jsarath
51–52 Jshin–Mali–Numeth
53 Kennestone
54–56 Kingdom of Vall Vega
57 Kirranays
58 Klinn
59 Ksiki Con Korradan
60 Lacosis
61 Lands of Sarve
62–63 Lanster
64 Llinn
65 Millos
66 Misake
67–68 Misake Barbarians
69 Nauwflouwd
70 Nyrr Ryann
71 Riddlekill
72 RoonHawk
73 Saltbrine
74 Sarkasti/Zarkasti
75 Shovnov Coast
76–80 Silkna Kingdom
81–82 Simera
83–84 Skeinlands
85–87 Smanvalla
88 South Jsarath
89 Southern Kingdom
90 Swordfall
95–96 Tlesto
97 Ulanst
98 Vactorstein
99 Vila Lance
100 Zyans

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Mageborn
1d100 roll Country of Origin Human Ancestry
1–6 Barbed March Dhoric (90%), Afarian (10%)
7–11 Brotherhood of Glory Afarian (80%), Dhoric(5%), Aegyptian (5%), Aharati (5%), Nippon (5%)
12–13 Chiamung Nippon (99%), Afarian (1%)
14–16 DoonAsk Afarian(90%), Dhoric(7%), Aegyptian(1%), Aharati(1%), Nippon (1%)
17 Farren Lands Dhoric (45%), Afarian (40%), Aegyptian (10%), Aharati (5%)
18 Golens Afarian (94%), Dhoric (3%), Aegyptian (2%), Randese (1%)
19–20 Hawk Lands Dhoric (60%), Afarian (40%)
21 Hawk Lord Dhoric (85%), Afarian (15%)
22–23 IannHanex Aegyptian (95%), Randese (5%)
24–30 Ice Mages Afarian (90%), Dhoric (9%), Aegyptian (1%)
31–40 Kingdom of Vall Vega Dhoric (90%), Afarian (10%)
41–42 Kirranays Afarian (80%), Dhoric (20%)
43 Klinn Afarian (90%), Dhoric (5%), Randese (5%)
44 Ksiki Colonies Afarian (95%), Dhoric (3%), Ghan (1%), Randese (1%)
44–47 Lands of Sarve Afarian (95%), Aegyptian (4%), Dhoric (1%)
48 Lanster Afarian (80%), Dhoric (10%), Aegyptian (5%), Randese (5%)
49 LlannHanex Aegyptian (80%), Afarian (15%), Randese (5%)
50–53 Misake Dhoric (40%), Aegyptian (40%), Afarian (20%)
54–56 Nyrr Ryann Afarian (90%), Dhoric (5%), Aegyptian (4%), Randese (1%)
57–60 Principalities of Xatmas Dhoric (75%), Afarian (20%), Aegyptian (5%)
61 Ran Da Khan Randese (90%), Ghan (7%), Afarian (3%)
62–67 Randu Randese (90%), Skierian (5%), Ghan (4%), Afarian (1%)
68 Riddlekill Dhoric (65%), Afarian (30%), Randese (5%)
69–74 RoonHawk Afarian (70%), Dhoric (30%)
75 Shovnov Coast Afarian (65%), Dhoric (35%)
76–90 Silkna Kingdom Afarian (95%), Dhoric (5%), Aegyptian (3%), Randese (2%)
91 Simera Randese (80%), Afarian (15%), Aegyptian (5%)
92–95 Skeinlands Skierian (85%), Randese (10%), Afarian (3%), Aegyptian (2%)
96 Southern Kingdom Afarian (70%), Aharati (25%), Dhoric (5%)
97–98 Spi Dak Su Nippon (100%)
99 Vactorstein Afarian (80%), Dhoric (20%)
100 Zyans Afarian (100%)

Hellchilde
1d100 roll Country of Origin Human Ancestry
1–3 Barbed March Dhoric (90%), Afarian (10%)
4 Brotherhood of Glory Afarian (80%), Dhoric(5%), Aegyptian (5%), Aharati (5%), Nippon (5%)
5 Chiamung Nippon (99%), Afarian (1%)
6 DoonAsk Afarian(90%), Dhoric(7%), Aegyptian(1%), Aharati(1%), Nippon (1%)
7 Farren Lands Dhoric (45%), Afarian (40%), Aegyptian (10%), Aharati (5%)
8–9 Golens Afarian (94%), Dhoric (3%), Aegyptian (2%), Randese (1%)
10 Hawk Lands Dhoric (60%), Afarian (40%)
11 Hawk Lord Dhoric (85%), Afarian (15%)
12–14 IannHanex Aegyptian (95%), Randese (5%)
15–17 Ice Mages Afarian (90%), Dhoric (9%), Aegyptian (1%)
18 Kingdom of Vall Vega Dhoric (90%), Afarian (10%)
19 Kirranays Afarian (80%), Dhoric (20%)
20 Klinn Afarian (90%), Dhoric (5%), Randese (5%)
21–22 Ksiki Colonies Afarian (95%), Dhoric (3%), Ghan (1%), Randese (1%)
23 Lands of Sarve Afarian (95%), Aegyptian (4%), Dhoric (1%)
24 Lanster Afarian (80%), Dhoric (10%), Aegyptian (5%), Randese (5%)
25 LlannHanex Aegyptian (80%), Afarian (15%), Randese (5%)
26–27 Misake Dhoric (40%), Aegyptian (40%), Afarian (20%)
28 Nyrr Ryann Afarian (90%), Dhoric (5%), Aegyptian (4%), Randese (1%)
29 Principalities of Xatmas Dhoric (75%), Afarian (20%), Aegyptian (5%)
30–31 Ran Da Khan Randese (90%), Ghan (7%), Afarian (3%)
32–40 Randu Randese (90%), Skierian (5%), Ghan (4%), Afarian (1%)
41–50 Riddlekill Dhoric (65%), Afarian (30%), Randese (5%)
51–53 RoonHawk Afarian (70%), Dhoric (30%)
54–55 Shovnov Coast Afarian (65%), Dhoric (35%)
56 Silkna Kingdom Afarian (95%), Dhoric (5%), Aegyptian (3%), Randese (2%)
57–58 Simera Randese (80%), Afarian (15%), Aegyptian (5%)
59–96 Skeinlands Skierian (85%), Randese (10%), Afarian (3%), Aegyptian (2%)
97 Southern Kingdom Afarian (70%), Aharati (25%), Dhoric (5%)
98 Spi Dak Su Nippon (100%)
99 Vactorstein Afarian (80%), Dhoric (20%)
100 Zyans Afarian (100%)

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Vital Statistics Table: Random Starting Ages). Your character’s minimum


starting age is the adulthood age of his or her race plus the
number of dice indicated in the entry corresponding to the
Age
character’s race and class on Table: Random Starting Ages.
You can choose or randomly generate your
Alternatively, refer to Table: Random Starting
character’s age. If you choose it, it must be at least the
Ages and roll dice to determine how old your character is.
minimum age for the character’s race and class (see
Race Adulthood Barbarian,
Bard, Cleric,
Rogue, Fighter, Druid,
Sorcerer
Martial Mage,
Artist, Monk,
Paladin, Wizard
Ranger
Human, Mageborn 15 years +1d4 +1d6 +2d6
Dwarf 40 years +3d6 +5d6 +7d6
Elf 110 years +4d6 +6d6 +10d6
Gnome 40 years +4d6 +6d6 +9d6
Half–elf, Hellchilde 20 years +1d6 +2d6 +3d6
Half–orc 14 years +1d4 +1d6 +2d6
Hillenfaey 20 years +2d4 +3d6 +4d6
Half–Giant 20 years +1d4 +2d4 +3d4
Kobold 4 years +1d3 +1d4 +1d8
Effects plus the result of the dice roll indicated on the
With age, a character’s physical ability scores Maximum Age column on that table, and records the result,
decrease and his or her mental ability scores increase which the player does not know. A character who reaches
(see Table: Aging Effects). The effects of each aging his or her maximum age dies of old age at some time during
step are cumulative. However, none of a character’s the following year.
ability scores can be reduced below 1 in this way. The maximum ages are for player characters. Most
When a character reaches venerable age, people in the world at large die from pestilence,
secretly roll his or her maximum age, which is the accidents,infections, or violence before getting to venerable
number from the Venerable column on Table: Aging age.
Race Middle Age1 Old2 Venerable3 Maximum Age
Human 35 years 53 years 70 years +2d20 years
Dwarf 125 years 188 years 250 years +2d100 years
Elf 175 years 263 years4 350 years4 +4d100 years5
Gnome 100 years 150 years 200 years 3d100 years
Half–elf 62 years 93 years 125 years +3d20 years
Half–orc 30 years 45 years 60 years +2d10 years
Hillenfaey 50 years 75 years 100 years +5d20 years
Half–giant 55 years 70 years 90 years +5d20 years
Kobold 25 years 50 years 75 years +2d20 years
1 5
At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Elves do not tire, but simply grow weary of the Mortal world and
Cha seek passage back to Aurora to dwell there until being reincarnated
2
At old age, –2 to Str, Dex and Con; +1 to Int, Wis, and Cha
3
At venerable age, –3 to Str, Dex and Con; +1 to Int, Wis and Height And Weight
Cha
The dice roll given in the Height Modifier column
4
Elves do not reach this state until they have produced determines the character’s extra height beyond the base
offspring height. That same number multiplied by the dice roll or
quantity given in the Weight Modifier column determines
the character’s extra weight beyond the base weight.
Race Base Height Height Base Weight Weight
Modifier Modifier

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Family Matters
Parents Cause of Death
1d100 Roll Parent Marital Status 1d100 Roll Cause
01–80 Married 01–80 Natural
81–92 Divorced 91–95 Unnatural
93–95 Unmarried* 96–00 Supernatural
96–00 Orphan**
* +20% to one parent’s “living” roll Natural Deaths
** +50% to parent status roll, –60% to sibling roll 1d100 Roll Death
Parent’s profession and personality may be rolled up randomly on the 01 Bizarre Accident
profession and personality table. 02 – 06 Childbirth (females only)
07 – 08 Choked to death
Siblings 09 – 28 Disease / plague
29 – 37 Drowning / flood
1d100 Roll # of Siblings
38 Eaten by wild animals
01–10 Only child
39 – 41 Fall
11–30 1
42 – 46 Fire
31–60 2
47 – 49 Landslide or Avalanche
61–75 3
50 – 59 Old age
76–80 4
60 – 77 Overworked
81–85 5
78 – 79 Poison bite
86–90 6
80 – 84 Shipwreck
91–95 7
85 – 94 Starvation / famine
96–99 twins
95 – 96 Struck by lightning
00 roll twice and add results
97 – 99 Thrown / run over by horse
00 Storm
Elves subtract 50% from roll. A roll of 00 is still considered twins
Dwarves subtract 25% from roll. A roll of 00 is still considered twins
Gnomes subtract 15% from roll. A roll of 00 is still considered twins Unnatural Deaths
1d100 Roll Death type
Character must randomly roll birth ranking among siblings. Each
sibling is older/younger than the player character by 1d6 years.
01 – 20 Adventuring mishap
Multiply this time by 10 for elves, 5 for dwarves and gnomes, and 2 21 – 30 Duel/Brawl
for hillenfaey. 31 – 40 Executed
41 – 60 Marauding monsters
Relatives 61 – 63 Martyred
# of Relatives 64 – 70 Mugging
1d100 Roll Father/Mother 71 – 80 Murdered
01–20 1d4 –1 /1d4 –1 81 – 85 Suicide
21–50 1d4/1d4 86 – 90 Torture
51–70 1d8/1d8 91 – 00 War
71–90 1d10/1d10
91–00 1d12/1d12 Supernatural Deaths

Relative’s living status may be rolled on parent living status, above. 1d100 Roll Death Type
Roll profession and relative siblings as for parents
01 – 10 Angered diety
11 – 25 Became undead
Living Status 26 – 40 Activated Curse
1d100 Roll Relative (Parent/Sibling/Relative) 41 – 43 Dragged to lower planes
Status 44 – 60 Magic experiment
01–60 Alive 61 – 65 Meddled with an artifact
61–95 Dead 66 – 80 Petrified
96–00 Lost 81 – 99 Polymorphed
00 Taken by diety

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Social Status and Former Occupation


Rolling on the tables below is optional, and generally provides the characters some sort of past profession or
heritage that the character came from before entering a life of adventuring. If your GM allows you to roll on the table
below, you gain one of the listed skills as a Trained skill. If by chance your character ends up with “No appreciable
skills”, the free Trained skill is lost. On a result of “Roll Twice”, you still only gain one Trained skill, but can select
either one of the two.

Profession (Metropolitan, Mid–Lower Class)

1d100 Profession Social Level Free Class Skill


roll
01 Armorer 1d4 Craft (Armorer)
02 – 03 Animal Trainer 1d4 Animal Handling (Animal Training)
04 Artist / Artisian 1d4 + 3 Perform (Drawing, Painting)
05 Assassin 1d4 – 2 Deception (Disguise)
06 Baker / Cook 1d4 Profession (Cook)
07 Barkeep 1d4 Knowledge (Local)
07 – 08 Blacksmith 1d4 Craft (Blacksmith)
09 – 10 Bowyer/Fletcher 1d4 Craft (Bowyer/Fletcher)
11 Candlemaker 1d4 Craft (Candlemaking)
12 – 13 Carpenter / Woodworker 1d4 Craft (Carpentry)
14 – 15 Carter / Hauler 1d4 Animal Handling (Train Animal, Handle Animal
(Ride))
16 Clergy (non–cleric) 1d4 + 2 Knowledge (Religion)
17 – 18 Cobbler 1d4 Craft (Cobbling)
19 – 20 Cooper 1d4 Craft (Carpentry, Brewing)
21 Criminal 1d4 – 2 Deception (Bluff, Deception (Disguise),
Perception (Sense Motive))
22 Engineer/Architect 1d4 Knowledge (Engineering), Craft (Stonemason)
23 – 24 Entertainer 1d4 – 1 Perform (Acting, Music Instrument or Singing)
25 – 30 Farmer 1d4 Profession (Farmer)
31 Fisherman 1d4 Profession (Fishing)
32 – 33 Forester 1d4 Survival
34 Gentry 1d6 + 2 Knowledge (Nobility)
35 Gambler 1d4 – 1 Profession (Gaming)
36 Gravedigger 1d4 – 2 Profession (Gravedigging)
37 – 38 Guard/Watchman 1d4 + 1 Knowledge (Local, Heraldry)
39 – 40 Hunter 1d4 Craft (Trapmaking), Survival
41 – 42 Innkeeper 1d4 Knowledge (Appraise), Knowledge (Local)
43 Jeweler 1d4 + 2 Knowledge (Appraise), Profession (Jeweler)
44 – 50 Laborer 1d4 Profession (Laborer)
51 – 52 Leatherworker 1d4 Craft (Leatherworking)
53 – 54 Limner/Painter 1d4 Perform (Painting), Craft (Stonemason)
55 Locksmith 1d4 + 1 Disable Device (Open Locks)
56 – 57 Mason 1d4 + 1 Craft (Stonemason)
58 – 59 Merchant 1d4 + 2 Knowledge (Appraise), Persuade (Diplomacy)
60 Mercenary 1d4 – 1 Knowledge (Appraise), Craft(Armorer or
Weaponsmithing)
61 – 62 Miner 1d4 Profession (Miner), Knowledge (Dungeoneering)
63 Navigator/Guide 1d4 Knowledge (Local), Survival
64 – 65 Peddler 1d4 –1 Knowledge (Appraise), Deception (Bluff)
66 Physician 1d4+2 Survival (Heal), Profession (Herbalism)
67 Potter 1d4 Craft (Pottery)
68 – 69 Politician/Official 1d4 + 4 Persuade (Diplomacy, Gather Information)
70 – 71 Sailor 1d4 Profession (Sailor)
72 Scribe 1d4 + 2 Linguistics (Decipher Script, Linguistics

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(Forgery), Write Language)


73 – 74 Shipwright 1d4 Craft (Carpentry), Profession (Sailor)
75 Soldier 1d4 + 1 Knowledge (Heraldry, Tactics)
76 – 77 Storekeeper 1d4 + 1 Knowledge (Appraise)
78 – 79 Tailor/Weaver 1d4 Profession (Tailor)
80 Teamster/Freighter 1d4 Profession (Teamster), Handle Animal (Animal
Training)
81 – 82 Tanner 1d4 Craft (Leatherworking)
83 – 84 Trapper/Furrier 1d4 Craft (Trapmaking, Leatherworking)
85 Town Crier 1d4 – 1 Knowledge (Local)
86 – 87 Vinier / Brewer 1d4 Craft (Brewer)
88 – 90 Wainwright 1d4 Craft (Carpentry, Blacksmith)
91 Weaponsmith 1d4 + 2 Craft (Weaponsmith)
92 – 93 Woodworker/Carpenter 1d4 Craft (Carpentry)
94 –96 No appreciable skills 1d4 + 1d6 – 3 Nil
97 –00 Roll twice and add results; ignore result of 94 – 00

Profession (Rural, Mid–Lower Class)

1d100 Profession Social Level Free Skill Ranks


roll
01 – 06 Animal Trainer 1d4 Handle Animal (Animal Training)
07 – 09 Artist / Artisian 1d4 + 3 Perform (Draw, Paint)
09 – 11 Baker / Cook 1d4 Profession (Cook)
12 – 13 Bowyer/Fletcher 1d4 Craft (Bowyer/Fletcher)
14 – 18 Carpenter / Woodworker 1d4 Craft (Carpentry)
18 – 20 Carter / Hauler 1d4 Profession (Teamster), Handle Animal (Animal
Training)
21 – 22 Clergy / Shaman 1d4 + 2 Knowledge (Religion)
23 Entertainer 1d4 – 1 Perform (Acting, Music Instrument or Singing)
24 – 35 Farmer 1d4 Profession (Farmer)
36 – 38 Fisherman 1d4 Profession (Fishing)
39 – 44 Forester 1d4 Survival
45 Ghostspeaker / Seer 1d4 + 2 Knowledge (Religion, Arcana)
46 – 52 Hunter 1d4 Craft (Trapmaking), Survival
53 – 54 Runner / Messanger 1d4 + 1 Persuade(Diplomacy)
55 – 57 Scout 1d4 – 1 Perception (Spot), Stealth (Hide)
58 – 59 Shipwright 1d4 Craft (Carpentry), Profession (Sailor)
60 – 63 Tailor/Weaver 1d4 Profession (Tailor)
54 – 56 Tanner 1d4 Craft (Leatherworking)
57 – 61 Trapper/Furrier 1d4 Craft (Trapmaking), Craft (Leatherworking)
62 – 74 Warrior 1d4 + 1 Knowledge (Tactics)
75 – 77 Weaponsmith 1d4 + 2 Weaponsmith
78 Witchdoctor / Apprentice 1d4 + 1 Spellcraft (Arcane,Divine)
79 – 85 Woodworker/Carpenter 1d4 Craft (Carpentry)
86 – 95 No appreciable skills 1d4 Nil
96 Noble scion 1d4 + 4 Knowledge (Nobility)
97 – 00 Roll twice and add results; use lower social rank; ignore result of 86 – 00

Profession (Primitive)

1d100 Profession Social Level Free Skill Ranks


roll
01 – 05 Animal Trainer 1d4 Handle Animal (Animal Training)

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04 – 05 Baker / Cook 1d4 Profession (Cook)


06 – 10 Bowyer/Fletcher 1d4 Craft (Bowyer/Fletcher)
11 – 15 Carpenter / Woodworker 1d4 Craft (Carpentry)
16 – 17 Clergy / Shaman 1d4 – 1 Knowledge (Religion)
18 – 19 Cobbler 1d4 Craft (Cobbling)
20 – 35 Farmer 1d4 Profession (Farmer)
36 – 38 Fisherman 1d4 Profession (Fishing)
39 – 45 Forester 1d4 Survival
46 – 47 Guard/Watchman 1d4 + 1 Knowledge (Local, Heraldry)
48 – 50 Hunter 1d4 Craft (Trapmaking), Survival
51 – 53 Leatherworker 1d4 Craft (Leatherworking)
53 – 60 Navigator/Guide 1d4 Knowledge (Local), Survival
61 – 63 Potter 1d4 Craft (Pottery)
63 Scout 1d3 Perception (Spot), Stealth (Hide)
64 – 70 Tailor/Weaver 1d4 Profession (Tailor)
70 – 74 Tanner 1d4 Craft (Leatherworking)
75 – 80 Trapper/Furrier 1d4 Craft (Trapmaking, Leatherworking)
81 – 83 Warrior 1d6 Persuade (Intimidate)
84 –96 No appreciable skills 1d4 Nil
97 –00 Roll twice and add results; use lower social rank; ignore result of 91 – 00

Profession (Upper Class)


1d100 Profession Social Level Free Skill Ranks
roll
01–03 Advisor 1d4 + 3 Perception (Sense Motive)
04–09 Bodyguard 1d4 + 2 Perception (Spot)
10–15 Butler/Maid 1d4 + 2 Profession (Butler/Maid)
16–19 Concubine 1d4 + 2 Profession (Concubine)
20–22 Consigned Artist 1d4 + 2 Perform (Paint, Draw, Sculpt)
23–25 Courtier 1d4 + 3 Persuade (Diplomacy)
26–29 Debutant 1d8 + 2 Deception (Bluff)
30–33 Knight, major 1d4 + 4 Knowledge (Nobility & Royalty, Tactics)
34–37 Knight, minor 1d4 + 3 Knowledge (Nobility & Royalty)
38–42 Manservant 1d4 + 2 Profession (Manservant)
43–47 Mentor 1d4 + 2 Knowledge (History)
48–49 Military Officer, major 1d6 + 4 Knowledge (Architecture & Engineering, History,
Nobility and Royalty)
50–52 Military Officer, minor 1d6 + 3 Knowledge (Architecture & Engineering, History)
53–57 Noble Companion 1d6 + 2 Deception (Bluff, Perception (Sense Motive))
58–62 Noble Historian 1d4 + 2 Knowledge (History, Nobility and Royalty)
63–67 Noble Librarian 1d4 + 2 Knowledge (Any one)
68–72 Noble Scribe 1d4 + 2 Linguistics (Decipher Script)
73 Noble, heir, major 1d4 + 5 Diplomacy, Knowledge (Nobility and Royalty),
Perception (Sense Motive)
74–76 Noble, heir, minor 1d4 + 6 Persuade (Diplomacy), Knowledge (Royalty)
77–78 Noble, major 1d4 + 4 Persuade (Diplomacy), Knowledge (Royalty)
79–81 Noble, minor 1d4 + 3 Knowledge (Nobility & Royalty)
82–84 Noble Physician 1d6 + 2 Survival (Heal), Profession (Physician)
85–87 Public Official, major 1d6 + 3 Persuade (Diplomacy)
88–91 Public Official, minor 1d6 + 2 Persuade (Gather Information)
92 Royalty, minor 1d4 + 6 Persuade (Diplomacy), Knowledge (Royalty)
93–97 Sentry 1d4 + 2 Perception (Spot)
98–00 Squire 1d4 + 2 Knowledge (Nobility & Royalty)

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Social Class
Level “Civilized” Social Class
0 or less Outcast (outlaws, foriegners, criminals and slaves)
1 Lower Lower Class (beggars and the destitute)
2 Lower Class (peasants and church monks)
3 Middle Class (well–to–do laborers, freemen, minor church & government workers)
4 Upper Middle Class (artisians, craftsmen, merchants, minor church & government officials and minor
heroes)
5 Lower Upper Class (“new money” wealthy, typical church & government officials and minor wizards)
6 Middle Upper Class (gentry, knights, community leaders and heroes of the state)
7 Upper Upper Class (nobles, powerful church & government officials, and well–known wizards)
8 Minor Royalty (minor royalty related to, but not in direct line for, succession to throne)
9 Moderate Royalty (crown prince/princess, in direct line for throne but not ruling)
10 Major Royalty (king/queen or other ruling royalty)
11 Dynastic Ruler (monarch in charge of 2–4 countries)
12 Minor Emperor (monarch in charge up to ½ a continent)
13 Major Emperor (monarch in charge a full continent)
14+ World Emperor (monarch in charge of an entire world)

Level “Barbaric” Social Class


0 or less Outcast (outlaws, criminals, wizards and slaves)
1 Lower Lower Class (crippled, foolish and the unskilled)
2 Lower Class (semi–skilled laborers and hermits)
3 Middle Class (skilled laborers)
4 Upper Middle Class (heroes, artisans and shamans)
5 Lower Upper Class (barbarian “princes”, well–known artisans, powerful shamans and great heroes)
6 Middle Upper Class (barbarian “nobles”, epic heroes, and minor spirits)
7 Upper Upper Class (barbarian “kings” and moderate–powered spirits)
8+ Minor Royalty (barbarian “emperors” and major spirit powers)

Effects of Social Rank class character might be able to move a group of serfs with his
A character’s social rank is used for the quick wit and demenor, while the nearby Count simply sneers
simple purposes of determining the character’s place at the PC and ignores him.
in society. Those of higher social ranks tend to be Characters (and NPC’s) can attempt to disguise their
treated better, but are often expected to have a greater social rank with a Deception (Disguise) skill check. For each
degree of responsibility and accountability. Social rank the character attempts to raise or lower his social rank,
rank can be used to help the GM and player build his the Deception (Disguise) check suffers a –2 penalty. Thus, for
character’s personality and help determine how the example, a peasant (Social Rank 2) attempting to pass himself
character deals with non–adventuring life. In no case off as a king (Social Rank 10) would have a –16 penalty to his
does a social rank limit characters from joining a Deception (Disguise) skill check.
certain profession; a slave might eventually become
Emperor of the World, but if he was of low birth, he Paying Social Dues
might never get the respect he deserves as emperor. Social rank may be used to determine how much
money the PC spends to keep up his social rank, and what sort
Charisma and Social Rank of responsibilties he may be faced with. As a quick method,
When a character deals with NPC’s, his or the PC should spend his social rank, squared, in GP per
her social rank can often have an influence on the month, or slip to the next lower level (Thus a minor noble
sort of reception he or she will receive. If the [rank 7] must pay 64 gp/month to maintain his social standing.
character is of the same social rank and the NPC he is The GM and player can account for this however needed –
dealing with, there is no effect on reactions. If the whether parties, house payments, taxes, rent, etc.). A
character is of higher social rank than the NPC, he character who slips in a rank can “buy back” the rank at ten
gains a +1 bonus to reactions for each difference in times normal monthly cost.
rank. If the character is of lower social rank than the
NPC, a –1 penalty per point of difference is applied Benefits of Social Rank
to reactions. In situations with mixed social ranks, If the character has any ranks in profession, he may make a
reactions should be rolled seperately – thus an middle Profession skill check to earn a salary at his or her work. The

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character must be able to dedicate at least 4–5 days of Characters can pay for their social rank either
work to their profession to be able to make a through work or adventuring. A character who dedicates a
Profession skill check. day to working can make a Profession check to garner income.
When dealing with NPCs, the character may add the Normally, a character gains ½ their Profession check in gp for
difference of his social rank to NPCs of lower rank to a week’s work. If you wish to forgo the actual checks, assume
Charisma–related skill checks (for example, a the character takes 10. Multiply the final result by ½ the
character with social rank of 5 adds +2 to his character’s social station to determine how much money is
Charisma skill checks when dealing with a social earned.
rank 3 individual). This effect is reversed when To gain this money, though, the character must be
dealing with NPCs of higher social ranks (for fulfilling his responsibilties to his social station. The GM
example, the character with a social rank of 5 should arrange events and/or adventures that revolve around
subtracts –2 to his Charisma skill check when dealing the characters resposibilties – generally one per rank per
with a social rank 7 individual). month should be adequate.
The GM may add additional benefits due to a
characters social rank; usually many laws rely on an Outcasts
individual’s social rank, for example, making certain Characters who do not choose to bother with Social
items more difficult to acquire at lower social ranks. rank can choose to become Outcasts. Outcasts have a social
Sometimes public officials look more favorably rank of 0, no responsibilities to society, and no steady income.
towards high socially ranked individuals when Even if the character has ranks in a profession, he
enforcing the law and the like. must consign jobs in play and does not gain an automatic,
steady income.
Increasing Social Rank By willfully removing themselves from society,
Once per level, a character may choose to attempt to outcasts suffer a negative reaction to all attempts at interaction
increase their social rank. To do so, the character equal to the social rank of the NPC they encounter. Such PCs
must pay 100 times the monthly upkeep at one time are very unlikely to receive warm welcomes or fair deals
to increase their social rank by one. A character wherever they go, but such is the price of being an outcast.
cannot increase their rank by more than once per
level, and cannot increase it beyond Social Rank 5 Improving Social Rank
through this method. Characters can attempt to improve their social rank
Social Rank 6 and above are reserved for the no more than once per level. To increase a character’s social
truly powerful – those in positions of great authority, rank, the PC must spend an amount of money equal to 1,000
not mere wealth. To enter social rank 8 and above, times the new social rank in gold pieces. Only one rank per
the character must own the equivilant of a small level can be acquired, regardless of the amount of money
barony or larger before spending money to increase spent. Furthermore, a character cannot increase his social rank
rank. A character cannot move beyond Social Rank by more than 3 greater than his starting score. Though a
9 without leading their own country. character may, during the course of an adventure, rise from
being a petty slave to becoming an emperor of his own land,
Social Monthly Weekly Buy Up his peers would never treat him better than, in this case, a
Rank Upkeep Salary Cost freeman. Those of the Upper class and natural–born royalty
0 Nil Nil Nil would always look down somehow at the PC – just as they
1 1 gp X½ 100 gp likely would in the real world.
2 4 gp X1 400 gp
3 9 gp X1 900 gp Reasons for Adventuring
4 16 gp X2 1,600 gp
5 25 gp X2 2,500 gp 1d20 roll Reason
6* 36 gp X3 3,600 gp 1 Accused of crime
7* 49 gp X3 4,900 gp 2 Save friend/family member
8* 64 gp X4 6,400 gp 3 Outcast
9* 81 gp X4 8,100 gp 4–5 Revenge
10* 100 gp X5 10,000 gp 6 Thrill–seeker
11* 121 gp X5 12,100 gp 7 Honor–bound
12* 144 gp X6 14,400 gp 8–10 Quest
13* 169 gp X6 16,900 gp 11 Knowledge
14* 196 gp X7 19,600 gp 12–13 Curious
* You can’t “buy into” this rank with money alone 14–15 Power
16–17 Be with friends
18 Dark secret

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19 Amnesia his word he would destroy a certain enemy and has fallen in
20 Seeking Justice with the group in pursuit of the goal.

Accused of Crime: The character is accused of Quest: Like the honor–bound, the questing character has
commiting some atrocious deed. Exactly what the some driving goal he or she intends to complete before
character has been accused of, and whether the hanging up their adventuring hat. Quests may include seeking
character is guilty or not, is up to the GM and player. out some ancient artifact, hunting down a powerful evil or
The character will want to avoid the law, who will even searching for some proof of a lost civilization.
not hesitate to arrest, slay or detain the character.
The character may be the target of bounty hunters as Knowledge: The character wants to learn new things, and
well, if a low profile is not kept. thinks adventuring is the best way to broaden his or her mind.
The character is always seeking more information, observing
Save Friend/Family Member: Someone close to and watching his surroundings with an inscrutible eye.
the character is in deep trouble. A friend may have Characters adventuring for knowledge have a tendancy to
been abducted, or a family member is lingering under keep detailed records of their findings for later study, and may
some curse the character must undo. Variations also come off as sage–like in nature.
include that the character is the cause of the danger
the friend/family member is in, and the character is Curious: Similar to adventuring for Knowledge, the curious
driven to find a way to undo what he or she has done. character simply wants to know why everything is the way it
is. While the knowledge–seeking character may be fascinated
Outcast: The character is shunned or reviled by his with something like the construction of the Machine of Lum
home community, and is not welcome back. Whether the Mad, the curious character will begin throwing switches,
by choice or through force, the character has sought turning dials and pushing buttons to see what happens on the
his way in the world elsewhere. Eventually, the strange machine.
character may desire to return to where he was cast
out from, but is likely to receive a cool reception at Power: Though many adventurers seek better ways to defeat
best. their opponents, the power–seeking character is driven by a
thirst for power over himself and others. The character is
Revenge: For one reason or another, the character constantly on the lookout for better, faster and stronger items,
has taken up adventuring to right some wrong done to knowledge and associates in his bid for power. Power–
him or a close associate of the character. Revenge seeking characters can become real pains as they not only
tends to be driven tends to center around a single become harder and harder to defeat, but they also tend to
individual, even if the target may be a group that dominate or bully their friends.
commited some foul act. For example, if a conclave
of evil wizards slew a character’s master, the Be with Friends: Generally gregarious or insecure, the
character may desire revenge against the entire character who adventures to be with his friends is not an
conclave, but may seek out special treatment for the uncommon sight. Many times have the friends and associates
head of the conclave who conspired the murder in the of those driven to adventure been accompanied by those who
first play. The GM should be wary of characters seem to have no more reason to adventure than to be with
driven by revenge; it is all too easy for such and/or watch their friends.
characters to degenerate into evil through their
actions in seeking revenge. Dark Secret: The character doesn’t want to talk about why
he or she started adventuring. Something dark and terrible has
Thrill–Seeker: The character joined the group with occurred to this character that seems to put them on edge, and
no real lofty reasons at all, other than the adreniline eager to begin the trek of their adventuring career. Many
rush that adventuring creates. If given a choice people may adventure with this person for many years, and
between being a caravan escort or delving into the may never discover the reason why the character started his
“Dungeon of Death”, chances are the thrill–seeker trek in the first place.
will choose the dungeon.
Amnesia: The character has lost his or her past and is trying
Honor–bound: Someone has played on the to find it. However, such discoveries are not always pleasant,
character’s sense of honor, forcing the character into and a character may become horrified with his past once he
the adventuring life. Perhaps the character has learns the truth of it. Still, the quest to learn one’s past can be
promised to guard another individual in the group a powerful incentive to adventure.
with his life, and was forced to accompany the
character in his travels. Perhaps the character gave

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Equipment Thrown Weapons: Daggers, clubs, shortspears, spears, darts,


javelins, throwing axes, light hammers, tridents, shuriken, and
Weapons nets are thrown weapons. The wielder applies his or her
Strength modifier to damage dealt by thrown weapons (except
Weapon Categories for splash weapons). It is possible to throw a weapon that isn’t
Weapons are grouped into several designed to be thrown (that is, a melee weapon that doesn’t
interlocking sets of categories. have a numeric entry in the Range Increment column on
These categories pertain to what training is Table: Weapons), but a character who does so takes a –4
needed to become proficient in a weapon’s use penalty on the attack roll. Throwing a light or one–handed
(simple, martial, or exotic), the weapon’s usefulness weapon is a standard action, while throwing a two–handed
either in close combat (melee) or at a distance weapon is a full–round action. Regardless of the type of
(ranged, which includes both thrown and projectile weapon, such an attack scores a threat only on a natural roll of
weapons), its relative encumbrance (light, one– 20 and deals double damage on a critical hit. Such a weapon
handed, or two–handed), and its size (Small, has a range increment of 10 feet.
Medium, or Large). Projectile Weapons: Light crossbows, slings, heavy
Simple, Martial, and Exotic Weapons: Anybody crossbows, shortbows, composite shortbows, longbows,
but a druid, monk, rogue, or wizard is proficient with composite longbows, hand crossbows, and repeating
all simple weapons. Barbarians, fighters, paladins, crossbows are projectile weapons. Most projectile weapons
and rangers are proficient with all simple and all require two hands to use (see specific weapon descriptions). A
martial weapons. character gets no Strength bonus on damage rolls with a
Characters of other classes are proficient projectile weapon unless it’s a specially built composite
with an assortment of mainly simple weapons and shortbow, specially built composite longbow, or sling. If the
possibly also some martial or even exotic weapons. A character has a penalty for low Strength, apply it to damage
character who uses a weapon with which he or she is rolls when he or she uses a bow or a sling.
not proficient takes a –4 penalty on attack rolls. Ammunition: Projectile weapons use ammunition: arrows (for
Melee and Ranged Weapons: Melee weapons are bows), bolts (for crossbows), or sling bullets (for slings).
used for making melee attacks, though some of them When using a bow, a character can draw ammunition as a free
can be thrown as well. Ranged weapons are thrown action; crossbows and slings require an action for reloading.
weapons or projectile weapons that are not effective Generally speaking, ammunition that hits its target is
in melee. destroyed or rendered useless, while normal ammunition that
Reach Weapons: Glaives, guisarmes, lances, misses has a 50% chance of being destroyed or lost.
longspears, ranseurs, spiked chains, and whips are Although they are thrown weapons, shuriken are
reach weapons. A reach weapon is a melee weapon treated as ammunition for the purposes of drawing them,
that allows its wielder to strike at targets that aren’t crafting masterwork or otherwise special versions of them (see
adjacent to him or her. Most reach double the Masterwork Weapons), and what happens to them after they
wielder’s natural reach, meaning that a typical Small are thrown.
or Medium wielder of such a weapon can attack a Light, One–Handed, Two–Handed and Oversized Melee
creature 10 feet away, but not a creature in an Weapons: This designation is a measure of how much effort it
adjacent square. A typical Large character wielding a takes to wield a weapon in combat. It indicates whether a
reach weapon of the appropriate size can attack a melee weapon, when wielded by a character of the weapon’s
creature 15 or 20 feet away, but not adjacent size category, is considered a light weapon, a one–handed
creatures or creatures up to 10 feet away. weapon, or a two–handed weapon.
Double Weapons: Dire flails, dwarven urgroshes, Light: A light weapon is easier to use in one’s off hand than a
gnome hooked hammers, orc double axes, one–handed weapon is, and it can be used while grappling. A
quarterstaffs, and two–bladed swords are double light weapon is used in one hand. Add the wielder’s Strength
weapons. A character can fight with both ends of a bonus (if any) to damage rolls for melee attacks with a light
double weapon as if fighting with two weapons, but weapon if it’s used in the primary hand, or one–half the
he or she incurs all the normal attack penalties wielder’s Strength bonus if it’s used in the off hand. Using
associated with two–weapon combat, just as though two hands to wield a light weapon gives no advantage on
the character were wielding a one–handed weapon damage; the Strength bonus applies as though the weapon
and a light weapon. were held in the wielder’s primary hand only.
The character can also choose to use a An unarmed strike is always considered a light
double weapon two handed, attacking with only one weapon.
end of it. A creature wielding a double weapon in one One–Handed: A one–handed weapon can be used in either the
hand can’t use it as a double weapon—only one end primary hand or the off hand. Add the wielder’s Strength
of the weapon can be used in any given round. bonus to damage rolls for melee attacks with a one–handed

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weapon if it’s used in the primary hand, or ½ his or reasonable match. An improvised weapon scores a threat on a
her Strength bonus if it’s used in the off hand. If a natural roll of 20 and deals double damage on a critical hit. An
one–handed weapon is wielded with two hands improvised thrown weapon has a range increment of 10 feet.
during melee combat, add 1–½ times the character’s
Strength bonus to damage rolls. Weapon Qualities
Two–Handed: Two hands are required to use a two– Here is the format for weapon entries (given as column
handed melee weapon effectively. Apply 1–½ times headings on Table: Weapons, below).
the character’s Strength bonus to damage rolls for Cost: This value is the weapon’s cost in gold pieces (gp) or
melee attacks with such a weapon. Weapon Size: silver pieces (sp). The cost includes miscellaneous gear that
Every weapon has a size category. This designation goes with the weapon.
indicates the size of the creature for which the This cost is the same for a Small or Medium version
weapon was designed. of the weapon. A Large version costs twice the listed price.
A weapon’s size category isn’t the same as Damage: The Damage columns give the damage dealt by the
its size as an object. Instead, a weapon’s size weapon on a successful hit. The column labeled “Dmg (S)” is
category is keyed to the size of the intended wielder. for Small weapons. The column labeled “Dmg (M)” is for
In general, a light weapon is an object two size Medium weapons. If two damage ranges are given then the
categories smaller than the wielder, a one–handed weapon is a double weapon. Use the second damage figure
weapon is an object one size category smaller than given for the double weapon’s extra attack. Table: Tiny and
the wielder, and a two–handed weapon is an object of Large Weapon Damage gives weapon damage values for
the same size category as the wielder. weapons of those sizes.
Oversized Weapons: Oversized weapons strain a
character’s ability to wield them effectively and are Medium Tiny Large
always exotic weapons. They are too large to be 1d2 – 1d3
sheathed and their unweildy size forces the character 1d3 1 1d4
to take a –2 penalty to attack rolls. Oversized 1d6 1d3 1d8
weapons cannot be wielded by characters with less 1d8 1d4 2d6
than 13 Strength. Modify the strength requirement 1d10 1d6 2d8
up by +4 for each size category larger than Medium, 1d12 1d8 3d6
and by –2 for each size category smaller than 2d4 1d4 2d6
Medium. 2d6 1d8 3d6
Inappropriately Sized Weapons: A creature can’t 2d8 1d10 3d8
make optimum use of a weapon that isn’t properly 2d10 2d6 4d8
sized for it. A cumulative –2 penalty applies on
attack rolls for each size category of difference
Critical: The entry in this column notes how the weapon is
between the size of its intended wielder and the size
used with the rules for critical hits. When your character
of its actual wielder. If the creature isn’t proficient
scores a critical hit, roll the damage two, three, or four times,
with the weapon a –4 nonproficiency penalty also
as indicated by its critical multiplier (using all applicable
applies.
modifiers on each roll), and add all the results together.
The measure of how much effort it takes to
Exception: Extra damage over and above a weapon’s normal
use a weapon (whether the weapon is designated as a
damage is not multiplied when you score a critical hit.
light, onehanded, or two–handed weapon for a
x2: The weapon deals double damage on a critical hit.
particular wielder) is altered by one step for each size
x3: The weapon deals triple damage on a critical hit.
category of difference between the wielder’s size and
x3/x4: One head of this double weapon deals triple damage on
the size of the creature for which the weapon was
a critical hit. The other head deals quadruple damage on a
designed. If a weapon’s designation would be
critical hit.
changed to something other than light, one–handed,
x4: The weapon deals quadruple damage on a critical hit.
or two–handed by this alteration, the creature can’t
19–20/x2: The weapon scores a threat on a natural roll of 19
wield the weapon at all.
or 20 (instead of just 20) and deals double damage on a critical
Improvised Weapons: Sometimes objects not
hit. (The weapon has a threat range of 19–20.)
crafted to be weapons nonetheless see use in combat.
18–20/x2: The weapon scores a threat on a natural roll of 18,
Because such objects are not designed for
19, or 20 (instead of just 20) and deals double damage on a
this use, any creature that uses one in combat is
critical hit. (The weapon has a threat range of 18–20.)
considered to be nonproficient with it and takes a –4
Range Increment: Any attack at less than this distance is not
penalty on attack rolls made with that object. To
penalized for range. However, each full range increment
determine the size category and appropriate damage
imposes a cumulative –2 penalty on the attack roll. A thrown
for an improvised weapon, compare its relative size
weapon has a maximum range of five range increments. A
and damage potential to the weapon list to find a
projectile weapon can shoot out to ten range increments.

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Weight: This column gives the weight of a Medium immune to both types of damage to ignore any of the damage
version of the weapon. Halve this number for Small from such a weapon.
weapons and double it for Large weapons. In other cases, a weapon can deal either of two types
Type: Weapons are classified according to the type of damage. In a situation when the damage type is significant,
of damage they deal: bludgeoning, piercing, or the wielder can choose which type of damage to deal with
slashing. Some monsters may be resistant or immune such a weapon.
to attacks from certain types of weapons. Special: Some weapons have special features. See the weapon
Some weapons deal damage of multiple descriptions for details.
types. If a weapon is of two types, the damage it
deals is not half one type and half another; all of it is
both types. Therefore, a creature would have to be

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Simple Weapons
Unarmed Attacks Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2
Inc
Gauntlet 2 gp 1d2 1d3 X2 – 1 lb B
Unarmed strike – 1d23 1d33 X2 – B
Light Melee (Simple) Weapons
Dagger 2 gp 1d3 1d4 19–20/x2 10 ft. 1 lb. P or S
Dagger, punching 2 gp 1d3 1d4 X3 – 1 lb. P
Gauntlet, spiked 5 gp 1d3 1d4 X2 – 1 lb. P
Mace, light 5 gp 1d4 1d6 X2 – 4 lbs. B
Sickle 6 gp 1d4 1d6 X2 – 2 lbs. S
One–Handed Melee (Simple) Weapons
Club – 1d4 1d6 X2 10 ft. 3 lbs. B
Mace, heavy 12 gp 1d6 1d8 X2 – 8 lbs. B
Morningstar 8 gp 1d6 1d8 X2 8 lbs. B, S
Shortspear 1 gp 1d4 1d6 X2 20 ft. 3 lbs. P
Two–handed Melee (Simple) Weapons
Greatmace 18 gp 1d10 1d12 X2 – 10 lbs. B
Longspear4 5 gp 1d6 1d8 X3 – 9 lbs. P
Quarterstaff5 – 1d4/1d4 1d6/1d6 X2 – 4 lbs. B
Spear 2 gp 1d6 1d8 X3 20 ft. 6 lb. P
Ranged (Simple) Weapons
Crossbow, heavy 50 gp 1d8 1d10 19–20/x2 120 ft. 8 lb. P
Bolts, crossbow (10) 1 gp – – – – 1 lb. –
Crossbow, light 35 gp 1d6 1d8 19–20/x2 80 ft. 4 lbs. P
Bolts, crossbow (10) 1 gp – – – – – –
Dart 5 sp 1d3 1d4 X2 20 ft. ½ lb. P
Javelin 1 gp 1d4 1d6 X2 30 ft. 2 lbs. P
Sling – 1d3 1d4 X2 50 ft. 0 lb. P
Bolt, sling (10) 1d4 1d6 X3 50 ft. 10 lbs. P
Bullets, sling (10) 1 sp – – X2 50 ft. 5 lbs. –
Stone, sling (10) – 1d2 1d3 X2 50 ft. 5 lbs. –
1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as
much
2
When two types are given, the weapon is both types if the entry shows a comma, and either type (player’s choice at
time of attack) if the entry specifies “or”
3
The weapon deals nonlethal damage rather than lethal damage
4
Reach weapon
5
Double weapon

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Martial Weapons Cost Dam (S) Dam (M) Critical Range Weight Type
Inc
Light Melee (Martial) Weapons
Axe, throwing 8 gp 1d4 1d6 X2 10 ft. 2 lb. S
Hammer, light 1 gp 1d3 1d4 X2 20 ft. 2 lb. B
Handaxe 6 gp 1d4 1d6 X3 – 3 lbs. S
Kukri 8 gp 1d3 1d4 18–20/x2 – 2 lbs. S
Pick, light 4 gp 1d3 1d4 X4
Sap 1 gp 1d43 1d63 X2 – 2 lbs. B
Shield, light Special 1d2 1d3 X2 – Special B
Spiked armor Special 1d4 1d6 X2 – Special P
Spiked shield, lt. Special 1d3 1d4 X2 – Special P
Sword, short 10 gp 1d4 1d6 19–20/x2 2 lbs. P
One–Handed Melee (Martial) Weapons
Battleaxe 10 gp 1d6 1d8 X3 – 6 lbs. S
Flail 8 gp 1d6 1d8 X2 – 5 lbs. B
Longsword 15 gp 1d6 1d8 19–20/x2 – 4 lbs. S
Pick, heavy 8 gp 1d4 1d6 X4 – 6 lbs. P
Rapier 20 gp 1d4 1d6 18–20/x2 – 2 lbs. P
Scimitar 15 gp 1d4 1d6 18–20/x2 – 4 lbs. S
Shield, heavy Special 1d3 1d4 X2 – Special B
Spiked shield, heavy Special 1d4 1d6 X2 – Special B
Trident 15 gp 1d6 1d8 X2 10 ft. 4 lbs. P
Warhammer 12 gp 1d6 1d8 X3 – 5 lbs. B
Two–Handed Melee (Martial) Weapons
Falchion 75 gp 1d6 2d4 18–20/x2 – 8 lbs. S
Flail, heavy 15 gp 1d8 1d10 19–20/x2 – 10 lbs. B
Great scimitar 100 gp 1d8 1d10 18–20/x2 – 10 lbs. S
Greataxe 20 gp 1d10 1d12 X3 – 12 lbs. S
Greatclub 5 gp 1d8 1d10 X2 – 8 lbs. B
Greatsword 50 gp 1d10 2d6 19–20/x2 – 8 lbs. S
Guisarme4 9 gp 1d6 2d4 X3 – 12 lbs. S
Halberd 10 gp 1d8 1d10 X3 – 12 lbs. P or S
Lance4 10 gp 1d6 1d8 X3 – 10 lbs. P
Pike4 12 gp 1d6 1d8 X3 – 12 lbs. P
Ranseur4 10 gp 1d6 2d4 X3 – 12 lbs. P
Scythe 18 gp 1d6 2d4 X4 – 10 lbs. P or S
Warstaff5 35 gp 1d6/1d4 1d8/1d6 X2 / x2 – 6 lbs. B
Ranged (Martial) Weapons
Longbow 75 gp 1d6 1d8 X3 100 ft. 3 lbs. P
Arrows (20) 1 gp – – – – 3 lbs. –
Longbow, Composite 100 gp 1d6 1d8 X3 110 ft. 3 lbs. P
Arrows (20) 1 gp – – – – 3 lbs. –
Shortbow 30 gp 1d4 1d6 X3 60 ft. 2 lbs. P
Arrows (20) 1 gp – – – – – –
Shortbow, Composite 75 gp 1d4 1d6 X3 70 ft. 2 lbs. P
Arrows (20) 1 gp – – – – – –
1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as
much
2
When two types are given, the weapon is both types if the entry shows a comma, and either type (player’s choice at
time of attack) if the entry specifies “or”
3
The weapon deals nonlethal damage rather than lethal damage
4
Reach weapon
5
Double weapon

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Exotic Weapons Cost Dam (S) Dmg (M) Critical Range Weight1 Type2
Inc
Light Melee (Exotic) Weapons
Assassin Dagger 5 gp 1d3 1d4 18–20/x2 1 lbs. P
Double Dagger6 3 gp 1d3/1d3 1d4/1d4 19–20/x2 2 lbs. S or P
Kama 2 gp 1d4 1d6 X2 2 lbs. S
Kris Dagger 2 gp 1d3 1d4 X3 1 lbs. P
Nunchaka 2 gp 1d4 1d6 X2 2 lbs. B
Sai 1 gp 1d3 1d4 X2 1 lbs. P
Siangham 3 gp 1d4 1d6 X2 1 lbs. P
One–handed Melee (Exotic) Weapons
Dueler’s Blade 17 gp 1d6/1d4 1d6/1d4 19–20/x2 3 lbs. S, P / P
Flailsword 20 gp 1d8/1d4 1d10/1d6 19–20/x2 / x2 S, B
Katana 250 gp 1d8 1d10 18–20/x2 6 lbs. S
Khopesh 17 gp 1d8 20/x4 Slashing 5 lbs.
Kris Long Sword 17 gp 1d6 1d8 X3 4 lbs. S
Macahuitl 15 gp 1d4 1d6 X3 3 lbs. B or S
Sword, assassin 45 gp 1d6 1d8 18–20/x2 4 lbs. S
Sword, bastard 35 gp 1d8 1d10 19–20/x2 6 lbs. S
Waraxe 30 gp 1d8 1d10 X3 – 8 lbs. S
Warmace 15 gp 1d8 1d10 X3 B
Whipsword4 75 gp 1d6 1d8 19–20/x2 5 lbs. S
Two–Handed Melee (Exotic) Weapons
Axe, double5 60 gp 1d6/1d6 1d8/1d8 X3 15 lbs. S
Chain, spiked4 25 gp 1d6 2d4 X2 10 lbs. S
Claymore 75 gp 2d6/1d6 2d6/1d6 19–20/x2 S, B
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 X2 10 lbs. B
Hammer, hooked 20 gp 1d6/1d4 1d8/1d6 X3/x4 6 lbs. B, P
Kris Greatsword 60 gp 2d6 2d6 X3 S
Multi–chain2 25 gp + 5 1d3 each 1d3 each X2 B
gp/head
Multi–headed Flail 5 gp + 3 1d4 each 1d4 each X2 B
gp/head
Multi–tailed Whip3 2 gp + 1/head 1 each 1 each X2 B
No–Dachi 200 gp 1d10 2d8 X3 8 lbs. S
PoleMace 1d8 1d12 X3 B
Scimitar, two–bladed5 125 gp 1d4/1d4 1d6/1d6 18–20/x2 10 lbs. S
Sword, camel 55 gp 1d8 1d10 18–20/x2 S
Sword, two–bladed5 100 gp 1d6/1d6 1d8/1d8 19–20/x2 10 lbs. S
Swordspear 85 gp 1d8/1d6 x2 X2 S/P
Urgrosh 50 gp 1d6/1d4 1d8/1d6 X3 12 lbs. S or P
Oversized Melee (Exotic) Weapons
Giantblade 150 gp 2d6 2d8 19–20/x2 – 12 lbs. S
Scorpion Sword4 400 gp – 2d8 18–20/x2 20 lbs. S or P
Ranged (Exotic) Weapons
Blunderbuss, Smokepowder 125 gp 2d4 2d6 X3 30 ft. 7 lbs. B, P
Shot, Blunderbuss (1) 35 gp – – – – – –
Bolas 5 gp 1d33 1d43 X2 10 ft. 2 lbs. B
Chakram 1d4 1d6 X2 S
Crossbow, Hand 100 gp 1d3 1d4 19–20/x2 30 ft. 2 lbs. P
Bolts (10) 1 gp – – – – 1 lb. –
Crossbow, Hand, Double 1d3/1d3 1d4/1d4 19–20/x2 30 ft. 3 lbs. P
Bolts (10) 1 gp – – – – 1 lb. –
Crossbow, Heavy, Double 1d8/1d8 1d10/1d10 19–20/x2 120 ft. 10 lbs. P
Bolts (10) 1 gp – – – – – –
Crossbow, Light, Double 1d6/1d6 1d8/1d8 19–20/x2 80 ft. 6 lbs. P
Bolts (10) 1 gp – – – – 1 lb.

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Exotic Weapons Cost Dam (S) Dmg (M) Critical Range Weight1 Type2
Inc
Greatcrossbow 2d6 2d8 19–20/x2 160 ft. 12 lbs. P
Bolts (10) 1 gp – – – – 2 lbs. –
Foot bow 1d8 1d10 X3 200 ft. 9 lbs. P
Arrows (20) 2 gp – – – – 2 lbs.– –
Hand Cannon, Smokepowder 250 gp 3d6 4d6 X3 120 ft. 15 lbs.
Cannonball (1) 50 gp – – – – – –
Longarm, Smokepowder 100 gp 1d8 1d10 19–20/x2 90 ft. 8 lbs. P
Bullet, Longarm (1) 25 gp – – – – – –
Pistol, Single Barrel 50 gp 1d4 1d6 19–20/x2 30 ft. 2 lbs. P
Pistol, Double Barrel 110 gp 1d4 x2 1d6 x2 19–20/x2 30 ft. 3 lbs. P
Pistol, Quad Barrel 240 gp 1d4 x4 1d6 x4 19–20/x2 30 ft. 4 lbs. P
Bullet, Pisol (1) 25 gp – – – – – –
1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as
much
2
When two types are given, the weapon is both types if the entry shows a comma, and either type (player’s choice at
time of attack) if the entry specifies “or”
3
The weapon deals nonlethal damage rather than lethal damage
4
Reach weapon
5
Double weapon

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Seige Weapons Cost Dam (M) Critical Range Inc. Weight Type
Ballista, Mobile
Bombard, Light 300 gp
Solid Shot 50 gp 3d10 X3 150 ft. 7 lbs. P
Shrapnel 30 gp 3d6 19–20/x2 50 ft. 7 lbs. B, P
Chain Shot 35 gp 2d10 X3 75 ft. 7 lbs. B, S
Grenade Shot As medium grenade 3d10 X2 100 ft. 7 lbs. B
Bombard, Heavy 650 gp – – – – –
Solid Shot 75 gp 6d10 X3 200 ft. 14 lbs. P
Shrapnel 50 gp 6d6 19–20/x2 70 ft. 14 lbs. B, P
Chain Shot 65 gp 4d10 X3 100 ft. 14 lbs. B, S
Grenade Shot As large grenade 6d10 X2 150 ft. 14 lbs. B
Cannon, Small 300 gp – – – – –
Solid shot 50 gp 2d8 19–20/x2 120 ft. 5 lbs. P
Shrapnel 30 gp 2d4 18–20/x2 40 ft. 5 lbs. B, P
Chain Shot 35 gp 1d10 19–20/x2 60 ft. 5 lbs. B, S
Grenade Shot As small grenade 2d8 x2 90 ft. 5 lbs. P
Cannon, Medium 450 gp – – – – –
Solid Shot 65 gp 4d8 19–20/x2 150 ft. 9 lbs. P
Shrapnel 45 gp 2d4 18–20/x2 50 ft. 9 lbs. B, P
Chain Shot 55 gp 3d8 19–20/x2 75 ft. 9 lbs. B, S
Grenade Shot As medium grenade 4d8 X2 100 ft. 9 lbs. B
Cannon, Large 600 gp – – – – –
Solid Shot 75 gp 6d8 19–20/x2 180 ft. 12 lbs. P
Shrapnel 50 gp 6d4 18–20/x2 60 ft. 12 lbs. B, P
Chain Shot 65 gp 4d8 19–20/x2 90 ft. 12 lbs. B, S
Grenade Shot As large grenade 6d8 X2 120 ft. 12 lbs. P

Masterwork Cost Effect Allowed Types


Qualities
Balanced +300 +1 to hit All types
Barbed blade +450 +1 critical range Slashing,piercing
Entangling +450 Can make grapple attacks All melee types
Flight +300 Increase range increment by ½ Projectile or hurled
Guarded +450 +2 vs. disarm All melee types
Heavy +300 +1 to damage Bludgeon
Hooked +450 Can make trip attacks All melee types
Lightened +450 Light weapon All one–handed weapons
Parrying +450 +2 to disarm Melee Bludgeon, piercing
Razor–sharp +300 +1 damage Slashing, piercing
Serrated blade +450 +1 critical damage multiplier slashing, piercing
Show +300 Any
Spiked Bludgeon +150 Add piercing to weapon Bludgeon
Stilletoed +450 +4 to hit vs. armor, –1 damage Light Piercing
Strengthened +300 +50% hit points Any
Toughened +450 +5 hardness Any
Weighted +450 Increase damage to next higher die All types

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Grenades Cost
Gas Grenades Small Med Large Gas Effect Special
Blind 50 gp 150 gp 450 gp Blindness
Babble 20 gp 60 gp 180 gp Confuse Tongues
Charm 20 gp 60 gp 180 gp Charm
Confusion 20 gp 60 gp 180 gp Confusion
Fog 10 gp 30 gp 90 gp Fog Cloud
Incendiary 50 gp 150 gp 450 gp 1d8* As Fog until ignited
Poison 50 gp* 150 gp* 450 gp* Poison
Polymorph 280 gp 540 gp 2520 gp Polymorph
Phantasm 15 gp 45 gp 135 gp Silent Image or Ghost Sound
Sleep 20 gp 60 gp 180 gp Sleep none
Splash Grenades Small Med Large Direct Hit Splash Special
Acid 10 gp 30 gp 90 gp 1d6 1 pt
Acid, Improved 20 gp 60 gp 180 gp 2d4 1 pt 1d4/round
Alchemist’s Fire 20 gp 60 gp 180 gp 1d6 1 pt 1d6/round
Cold 20 gp 60 gp 180 gp 1d6 1 pt numbness
Holy Water 25 gp 75 gp 225 gp 2d4 1 pt harms only undead or evil
outsiders
Ooze/Slime 10 gp 150 gp 900 gp Special Special Release ooze/slime/pudding
Poison 20 gp* 60 gp* 180 gp* Poison – As contact poison
Rust Splash 280 gp 820 gp 2520 gp Rust none
Smoke Powder 50 gp 150 gp 450 gp By Size 1 pt
Static Grenade 20 gp 60 gp 180 gp 1d6 1d6
Tanglefoot Grenade 50 gp 150 gp 450 gp Entangles –
Thunderstone 10 gp 30 gp 90 gp Sonic Attack –
Vermin 20 gp 60 gp 180 gp Special –

grenadier. Longer timers can be purchased by adding 10 gp to


* Requires 12 strength the grenade’s cost per additional minute of delay desired.
** Requires 14 strength
*** Requires 16 strength
When the timer expires on a grenade, it goes off at the end of
**** Requires 18 strength the initiative phase in which it was activated (thus allowing
the grenadier to hold the grenade to the last second before
Grenade Construction hurling it). A timed grenade has a minimum time limit of one
The following expanded equipment list round. Once the timer is set, it cannot be changed. Setting a
details several new grenades, two new items for timer is a free action. A critical miss with a timer grenade
grenadiers as well as rules for the creation of each means the device detonates prematurely, resulting in the
grenade type. grenadier suffering the effects of the grenade. Since timed
All grenades have one of three types of grenades take practice to use, non–grenadier characters must
priming them for use. The base primer is free, not spend an exotic weapon proficiency feat to be skilled in their
adding to the cost of the grenade. The player’s use. Timed devices can be deactivated with a successful
handbook deals primarily with the first type – impact. disable device roll. Common timers have a DC 15 to diffuse.
An impact grenade is kept in a container designed to A magic timer has a DC 20+ to diffuse, though Dispel Magic,
shatter upon striking a hard surface – whether a wall, Anti–Magic Shells and the like can be used to diffuse them.
floor or another creature. All characters are Magic timers increase the cost of a grenade by 50%.
considered to be proficient with impact grenades. The final type of primer is a placed grenade,
The second type of grenade primer is a generally called a bomb. These grenades may be too large or
timer. A timer grenade is set to go off after a certain delicate to throw. They are set in place and then detonated,
amount of time. Most timers are mechanical or whether remotely, by a trigger or a timer. In extreme cases,
alchemical in nature, though rare timers may be grenadiers have been known to strap the grenade to a creature
magically controlled. Smoke powder bombs are or object and send it against others. Booby traps, bombs or
commonly timer grenades, but other grenades can be suicide bombs (where the grenadier straps the bomb to himself
equipped with some sort of timing device. A timer and runs at the target) generally fall into this category. No to–
grenade has a delay of at least one round, but can be hit roll is made with a placed grenade. Those in the area of
set to any length of time up to five minutes by the effect must make their Fortitude save (if a Gas Grenade) or

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Reflex save (if a Splash Grenade) to avoid taking a for splash grenades and DC 18 for gas grenades. On a critical
direct hit. Those who make the save suffer no ill failure, the grenade detonates, and You suffers damage as if
effects if the placed grenade was a Gas Grenade, or they took a direct hit. The grenadier’s improved feats do not
take Splash damage if the placed grenade were a affect the results of this mishap.
Splash Grenade. Thieves and grenadiers are skilled Inventive characters or mischievous GM’s can create
in the use of these types of grenades. All other new types of grenades. Most spells of 4th level or lower make
characters must take an exotic weapon proficiency the appropriate basis for a grenade. Enchantment or illusion
feat to use these grenades. spells work as great gas grenades, while most invocation
Finally, grenades come in one of three sizes, spells that have areas of effect are best made into splash
which determine the area of effect for the grenade. A grenades. The base cost of the grenade is based on the
small grenade has a 2–½ foot radius area of effect, a arcane/divine equivalent level X minimum caster level X 10
medium grenade has a 5–foot radius and a large gp for small grenade (affects 1 creature). Treat 0th level spells
grenade has a 10–foot radius. as having a casting level of ½. Multiply the cost X3 for
Gas grenades affect creatures that inhale the medium grenade (affects 4 creatures), and by X9 for large
fumes. Undead, Constructs and other creatures that grenade (affects 16 creatures).
do not need to breathe are unaffected by gas–type
grenades. Gas grenades do not work underwater. A Grenades
successful Fortitude save negates the effects of a gas All of the grenades listed below share the following
grenade, though those who remain in the gas combat statistics:
grenade’s area of effect must save each round. A gas Range Increment: small grenade 15 feet, medium grenade 10
grenade gas generally lingers for 1 minute, though a feet, large grenade 5 feet. Placed grenades cannot be thrown.
strong breeze or wind can dissipate it in one round. Weight: small ½ lb., medium 2 lb., large 5 lb., and huge 15
Splash grenades affect creatures and items lbs.
that the grenade contents touch. A splash grenade Area of Effect: small 2 ½ foot radius, medium 5 foot radius,
does not necessarily contain a liquid – it may be a large 10 foot radius
corrosive gas, a harmful creature or an explosive
blast. Those who are not the direct target of a splash Single–handed double weapon: This new category of
grenade suffer only splash damage if they area in the weapon consists of a weapon that can be used in one hand, but
area of effect. that has multiple ends that can be used to attack with. The
A grenadier, or any character with the Craft wielder makes a separate attack roll for each end of the
(Grenade) skill can create his or her own grenadelike weapon. When attacking with the weapon, only one of the
weapons from scratch. The normal rules for using two ends qualifies for use of the Strength bonus and/or special
the craft skill apply for material costs and time to damage (such as sneak attack damage). A wielder using a
create a grenade. However, many grenades can be one–handed double weapon in his off–hand only gets to add ½
made quicker if pre–mixed components are used. In their strength bonus to the primary blade.
this later case, for an additional 1/3 the cost of a New single–handed double weapons can be made by
normal grenade, the amount of time to create the the GM from one handed weapons or smaller. The secondary
grenade is reduced to 1/10th – use the cost in gp, blade of a single–handed double weapon must always be a
instead of sp, to determine the time to create such light weapon.
grenades. The DC’s for creating grenades are DC 15
Circumstances Primary Hand Off Hand
Primary Secondary Primary Secondary
Blade Blade Blade Blade
One handed double weapon –3 –4 –– ––
Primary is One–handed double weapon, off–hand is –9 –10 –13 –14
one–handed double weapon
Primary is One–handed double weapon, off–hand is –9 –10 –10 ––
single weapon
Primary is a single weapon, Off–hand is a single weapon –6 –– –10 ––
Primary is a single weapon, Off–hand weapon is a –4 –– –8 ––
single light weapon
Primary is One–handed double weapon, Off–hand –7 –8 –8
weapon is single light weapon
Primary is One–handed double weapon, Off–hand –7 –8 –11 –12
weapon is one–handed light double weapon
Primary is single weapon, Off–hand weapon is –4 –– –4 ––

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single weapon, Two–Weapon Fighting feat


Primary is one–handed double weapon, Off–hand –7 –8 –4 ––
weapon is single weapon, Two–Weapon Fighting
feat
Primary is one–handed double weapon, Off–hand –7 –8 –7 –8
weapon is One–handed light double weapon, Two–
Weapon Fighting feat
Primary is a single weapon, Off–hand weapon is –2 –– –2 ––
single light weapon and Two–Weapon Fighting feat
Primary is one–handed double weapon, Off–hand –5 –6 –3 ––
weapon is single light weapon and Two–Weapon
Fighting feat
Primary is one–handed double weapon, Off–hand –5 –6 –5 –6
weapon is single light weapon, Off–hand weapon is
light and Two–Weapon Fighting feat
the attempt to reload it, and will never fire again. In addition,
Weapon Descriptions the loader takes 1d8 damage as the weapon explodes.
Weapons found on Table: Weapons that If you do not have the Millese Firearm Permit Feat,
have special options for the wielder (“you”) are multiply the cost of this weapon by x10.
described below. Bolas: You can use this weapon to make a ranged trip attack
Splash weapons are described under Special against an opponent. You can’t be tripped during your own
Substances and Items. trip attempt when using a set of bolas.
Arrows: An arrow used as a melee weapon is treated Bolts: A crossbow bolt used as a melee weapon is treated as a
as a light improvised weapon (–4 penalty on attack light improvised weapon (–4 penalty on attack rolls) and deals
rolls) and deals damage as a dagger of its size damage as a dagger of its size (crit x2). Bolts come in a
(critical multiplier x2). Arrows come in a leather wooden case that holds 10 bolts (or 5, for a repeating
quiver that holds 20 arrows. An arrow that hits its crossbow). A bolt that hits its target is destroyed; one that
target is destroyed; one that misses has a 50% chance misses has a 50% chance of being destroyed or lost.
of being destroyed or lost. Bullets, Sling: Bullets come in a leather pouch that holds 10
Axe, Double: A double axe is a double weapon. You bullets. A bullet that hits its target is destroyed; one that
can fight with it as if fighting with two weapons, but misses has a 50% chance of being destroyed or lost. As a
if you do, you incur all the normal attack penalties bludgeoning weapon, you can choose to inflict nonlethal
associated with fighting with two weapons, just as if damage with no minus to hit.
you were using a one–handed weapon and a light Chain, Spiked: A spiked chain has reach, so you can strike
weapon. opponents 10 feet away with it. In addition, unlike most other
A creature wielding an double axe in one hand can’t weapons with reach, it can be used against an adjacent foe.
use it as a double weapon—only one end of the You can make trip attacks with the chain. If you are tripped
weapon can be used in any given round. during your own trip attempt, you can drop the chain to avoid
Blunderbuss, Smokepowder: A blunderbuss is a being tripped.
curious alchemical weapon designed for close– When using a spiked chain, you get a +2 bonus on
ranged combat. Against targets within 30 feet, you opposed attack rolls made to disarm an opponent (including
ignore up to 4 points of armor or natural armor the roll to avoid being disarmed if such an attempt fails).
possessed by the target. At all other ranges, you You can use the Weapon Finesse feat to apply your
make a normal attack roll to hit. It takes a full–round Dexterity modifier instead of your Strength modifier to attack
action to reload the Blunderbuss. On a natural attack rolls with a spiked chain sized for you, even though it isn’t a
roll of 1 for an attack, the weapon is fouled, and it light weapon for you.
takes a full–round action and a successful DC 15 Chakram: The chakram is a bladed, circular disk that is
Alchemy check to properly clear the weapon. Those hurled at an opponent. The center has been cut out so it may
who have not taken a feat to use this weapon can fire held without cutting one’s self. Those who do not have
it at a –4 penalty to hit if it is loaded, but cannot proficiency with the weapon must make a dexterity check (DC
reload the weapon without the aid of someone skilled 12) to avoid cutting themselves for 1 pt of damage each time it
with the weapon. If an untrained character persists in is handled. The weapon deals 1d6 damage.
attempting to load and fire the weapon, they must Club: As a bludgeoning weapon, a club can be used to inflict
make a DC 20 Knowledge (smokepowder) check and nonlethal damage with no minus to hit.
3d4 rounds to successfully do so. Failure means the Claymore: The claymore can be wielded as a greatsword as a
weapon is improperly loaded and will not fire. A martial weapon, but in the hands of a user with exotic weapon
natural roll of 1 means the weapon has been ruined in proficiency, the weapon can be used to its full potential as a

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double weapon. The pommel of the claymore sports because of the “kick” of the crossbow). A mighty crossbow
a special head that doubles as a minor mace, granting allows the user to add his strength bonus to the damage. A
its user an extra, often surprise attack. As a character cannot cock, and therefore use, a crossbow for a
bludgeoning weapon the mace head can be used to strength bonus greater than his or her own Strength modifier.
inflict nonlethal damage at no minus to hit. If you attempt to fire a mighty crossbow above your Strength
Crossbow, Double (All): These perform much like modifier, the “kick” of the weapon incurs a penalty to hit
normal crossbows, but can accommodate two bolts equal to the damage bonus of the weapon. A character may
instead of one. The bolts may be fired singularly, opt to use a crossbow with a damage bonus lesser than his or
each taking an attack action, or simultaneously as a her normal Strength modifier, but is limited to the damage
single attack action against the same target. Double bonus of the crossbow, not their own strength bonus. Because
crossbows are reloaded as appropriate to their type. of their small size, hand crossbows cannot effectively be made
Each bolt must be reloaded individually, so it takes into mighty weapons. Also, the repeating crossbow cannot be
two full–round actions to completely reload a heavy made into a mighty crossbow because the advantage of its
double crossbow. quick cocking ability would be lost. All mighty crossbows
Crossbow, Hand: You can draw a hand crossbow must be wielded with two hands.
back by hand. Loading a hand crossbow is a move
action that provokes attacks of opportunity. Mighty light crossbow Cost
You can shoot, but not load, a hand (+1 strength bonus) 70 gp
crossbow with one hand at no penalty. You can shoot (+2 strength bonus) 105 gp
a hand crossbow with each hand, but you take a
penalty on attack rolls as if attacking with two light Mighty heavy crossbow Cost
weapons. (+1 strength bonus) 100 gp
Crossbow, Great: A great crossbow is essentially a (+2 strength bonus) 150 gp
mobile siege weapon. It fires a deadly bolt the (+3 strength bonus) 200 gp
thickness of a man’s arm. Firing the great crossbow (+4 strength bonus) 250 gp
is always a full–attack action (i.e., you can take no (+5 strength bonus) 300 gp
more than a 5 foot step and fire it.) and requires both
hands to wield properly. It takes two full rounds to Crossbow, Repeating: The repeating crossbow (whether
reload a Great Crossbow. Rapid reload allows the heavy or light) holds 5 crossbow bolts. As long as it holds
great crossbow to be reloaded as a full–round action. bolts, you can reload it by pulling the reloading lever (a free
Crossbow, Heavy: You draw a heavy crossbow back action). Loading a new case of 5 bolts is a full round action
by turning a small winch. Loading a heavy crossbow that provokes attacks of opportunity.
is a full–round action that provokes attacks of You can fire a repeating crossbow with one hand or
opportunity. fire a repeating crossbow in each hand in the same manner as
Normally, operating a heavy crossbow you would a normal crossbow of the same size. However, you
requires two hands. However, you can shoot, but not must fire the weapon with two hands in order to use the
load, a heavy crossbow with one hand at a –4 penalty reloading lever, and you must use two hands to load a new
on attack rolls. You can shoot a heavy crossbow with case of bolts.
each hand, but you take a penalty on attack rolls as if Dagger: You get a +2 bonus on Stealth (Sleight of Hand)
attacking with two one–handed weapons. This checks made to conceal a dagger on your body (see the Stealth
penalty is cumulative with the penalty for one– (Sleight of Hand) skill).
handed firing. Dagger, Assassin’s: This appears to be a normal dagger, but
Crossbow, Light: You draw a light crossbow back in truth the pommel of the weapon is hollow, allowing it to be
by pulling a lever. Loading a light crossbow is a filled with a variety of deadly liquids. As a free action, the
move action that provokes attacks of opportunity. wielder can trigger a small valve on the dagger that allows the
Normally, operating a light crossbow liquid inside to coat the blade. Victims then struck by the
requires two hands. However, you can shoot, but not wielder suffer not only the damage for the dagger, but the
load, a light crossbow with one hand at a –2 penalty released liquid inside. Commonly, the liquid used ranges from
on attack rolls. You can shoot a light crossbow with poison, holy/unholy water, alchemist’s fire, sewage(which
each hand, but you take a penalty on attack rolls as if causes disease) and a host of other deadly liquids. The
attacking with two light weapons. This penalty is container holds enough liquid for one coating, which lasts for
cumulative with the penalty for one–handed firing. one minute or until the first successful strike, whichever
Crossbow, Mighty – Light and Heavy: Just as comes first.
with bows, crossbows can be made to have an Like a dagger, you get a +4 bonus on Stealth (Sleight
increased pull. Such crossbows are too difficult for of Hand) checks made to conceal a dagger on your body (see
those without the required strength to cock and use the Stealth (Sleight of Hand) skill).
(partly because of the strength to cock, and secondly

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Dagger, Double: This weapon first appeared among Foot Bows, the attacker gets to add twice his Strength score to
the orcs of the Dark Valley. It consists of a single damage for a shot.
handle with a dagger–sized blade attached at each Gauntlet: This metal glove lets you deal lethal damage rather
end. It is a light one–handed double weapon. than nonlethal damage with unarmed strikes. A strike with a
Dueler’s Blade: A dueler’s blade is a single handed gauntlet is otherwise considered an unarmed attack. The cost
double weapon. You can fight with it as if fighting and weight given are for a single gauntlet. Medium and heavy
with two weapons, but if you do, you incur all the armors (except breastplate) come with gauntlets. As a
normal attack penalties associated with fighting with bludgeoning weapon, a gauntlet can be used to inflict
two weapons, just as if you were using a one–handed nonlethal damage with no minus to hit.
weapon and a light weapon. Unlike other double Gauntlet, Spiked: Your opponent cannot use a disarm action
weapons, it can be used as a double weapon in one to disarm you of spiked gauntlets. The cost and weight given
hand.. are for a single gauntlet. An attack with a spiked gauntlet is
Flail, Dire: A dire flail is a double weapon. You can considered an armed attack.
fight with it as if fighting with two weapons, but if Giantblade: This oversized weapon inflicts the normal –2
you do, you incur all the normal attack penalties penalty on attacks due to its sheer size. Characters must have
associated with fighting with two weapons, just as if at least a 13 Strength to wield this weapon.
you were using a one–handed weapon and a light Glaive: A glaive has reach. You can strike opponents 10 feet
weapon. A creature wielding a dire flail in one hand away with it, but you can’t use it against an adjacent foe.
can’t use it as a double weapon— only one end of the Grenade, Babble Gas: This grenade releases a blue gas that
weapon can be used in any given round. alchemically numbs the victim’s mind so that speech is slurred
When using a dire flail, you get a +2 bonus and incomprehensible. Those caught in the area of effect must
on opposed attack rolls made to disarm an enemy make a DC 15 Fortitude save or be unable to render
(including the opposed attack roll to avoid being comprehensible speech for 1 hour per exposure.
disarmed if such an attempt fails). Grenade, Blind Gas: This grenade releases an oily black
You can also use this weapon to make trip smoke that stings the eye. Those caught in the area of effect
attacks. If you are tripped during your own trip must make a DC 15 Fortitude save or be blinded for 10
attempt, you can drop the dire flail to avoid being minutes per exposure.
tripped. Grenade, Charm Gas: Upon detonation, this releases a
Flail or Heavy Flail: With a flail, you get a +2 bonus sparkling reddish gas that alchemically numbs the victim’s
on opposed attack rolls made to disarm an enemy mind while stimulating the pleasure centers. The effect causes
(including the roll to avoid being disarmed if such an the victim to become friendly towards those around them. The
attempt fails). victim will treat other beings as close associates or friends for
You can also use this weapon to make trip the duration of the gases effect if they fail a DC 15 Fortitude
attacks. If you are tripped during your own trip save. Attacking the victim of this gas allows the victim to
attempt, you can drop the flail to avoid being tripped. make another Fortitude saving throw at a +4 bonus to snap out
As a bludgeoning weapon, a flail may be of the effects. Charmed victims of this gas remain under its
used to inflict nonlethal damage with no minus to hit. effects for 1 hour per exposure.
Flailsword: This is a double weapon. The weapon Grenade, Cold: This grenade releases a blue liquid that
consists of a bastard sword–length blade with a chain alchemically freezes in contact with air. Those struck by the
and flail head attached to the pommel. Trained users grenade suffer 1d6 cold damage (DC 15 Reflex for ½) and
can strike with the sword side of the blade, then numbness that lasts for the initial and subsequent round. This
quickly whip it about to strike with the flail head. It numbness causes a –2 penalty to hit and AC for the victim.
can be used as a two handed weapon (using only one Grenade, Confusion Gas: This grenade unleashes a
of the two ends) as a martial weapon. Or it may be yellowish gas that alchemically disrupts the thought processes
used as a double weapon or as a one–handed double of the victim’s minds. Those caught in the area of effect must
weapon as an exotic weapon. make a DC 15 Fortitude save or be distracted. The distracted
The flail head is a bludgeoning weapon and individual cannot use any skill or ability requiring
can be used to inflict nonlethal damage at no minus concentration and can only take partial actions in combat. The
to hit. effects of this gas last for 1 minute per exposure.
Foot Bow: The foot bow is a weapon that is at least Grenade, Fog Gas: This defensive grenade releases a gray
as tall as the shooter and favored by the Ubuntis. To smoke designed to obscure vision. Those caught in the area of
draw the string, the firer must lay prone, prop the effect have their vision obscured, limiting it to 5 feet.
bow against his feet and pull back the string with Viewing is likewise obscured when attempting to view
both hands. Firing the foot bow is a full round action through the fog, so that it blocks line of sight.
that provokes an attack of opportunity. Further, the Grenade, Incendiary Gas: This grenade releases a gray gas
firer must be prone during firing. However, the similar in appearance to a fog gas grenade. However, if an
might of the bow is such that in the case of Mighty open flame is brought into area of effect, the alchemical gas

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ignites, exploding for 3d8 points of damage to all Grenade, Rust Splash: This grenade unleashes a reddish–
those in the area of effect. Those caught in the orange gas that corrodes metal items. Those suffering a direct
igniting gas may make a DC 15 Reflex save to half hit suffer the total rusting of all metal items, making them
the damage. The unexploded gas remains 1 minute corroded and worthless. If used against metal armor, it
or until detonated. destroys 1d6 points of Armor Class. Against ferrous
Grenade, Ooze/Slime Splash: These grenades creatures, the Rust splash grenade deals 2d4 damage, or 1
contain a volume of a deadly slime or ooze. When point on a splash. The gas becomes inert after 1 round.
activated, the slime or ooze is unleashed on those in Grenade, Sleep Gas: This grenade releases a white gas that
the area of effect. Those in the area of effect who causes a sleep–inducing drowsiness to befall its victims.
suffer a direct hit are doused with the ooze/slime. Those in the area of effect who fail a DC 15 Fortitude saving
Those who fail the saving throw are affected as if the throw collapse unconscious to the ground. Those affected by
slime/ooze had made a successful grapple attack the sleep gas are subject to coup Derro grace attacks. Such
against the victim. The slime/ooze has 1 HD if attacks, if they do not kill, will awaken the sleeper. The
unleashed from a small container, 2 HD if unleashed effects of the sleep gas last for 10 minutes per exposure.
from a medium container and 4 HD from a large Grenade, Smoke Powder: This deadly grenade explodes in
container. fire, both scotching victims within the area of effect with fire
Grenade, Poison Gas: This grenade is loaded with and lacerating them with metal shards. Those taking a direct
an inhaled poison. Those in the area of effect must hit suffer damage according to the size of the grenade. The
make a Fortitude saving throw with a DC based on smoke powder grenades cause 1d10 damage from small
the type of poison contained within the grenade. The grenades, 2d10 damage from medium grenades, and 3d10
cost of this grenade does not include the cost of the damage if a large grenade.
poison contained within. Information on different If you do not have the Millese Firearm Permit Feat,
poisons is included in the game master’s guide. multiply the cost of this weapon by x10.
Grenade, Poison Splash: This grenade works with a Grenade, Static: This grenade releases an alchemically
contact poison. Those suffering a direct hit must generated shock that deals 1d6 electrical damage to everyone
make a Fortitude saving throw with a DC based on in the target area. Unlike most other splash grenades,
the type of poison contained within the grenade. The everyone in the area of effect suffers a direct hit instead of a
cost of this grenade does not include the cost of the splash.
poison contained within. Information on different Grenade, Vermin: This grenade releases a host of vermin
poisons is included in the game master’s guide. creatures on those unlucky enough to be caught in the area of
Grenade, Polymorph Gas: This grenade is effect. Common vermin to put into the grenade include
designed to remove a threat in a humane manner. wasps, scorpions, rats and other such creatures. Upon striking
The magical concoction within the grenade forces the target area it releases a swarm of the creatures that fills one
those within the area of effect to make a DC 15 5 foot square. Treat this as a swarm creature with ¼ the hit
Fortitude saving throw or be transformed into a dice of a normal swarm.
sheep, frog or other harmless animal. The effects of Guisarme: A guisarme has reach. You can strike opponents
the polymorph gas last for 1 hour per exposure. 10 feet away with it, but you can’t use it against an adjacent
Grenade, Phantasm Image Gas: When activated, foe.
this alchemical grenade affects the mind with a You can also use it to make trip attacks. If you are
hallucinatory gas. If those in the area of effect fail a tripped during your own trip attempt, you can drop the
DC 15 Fortitude save, they begin seeing random guisarme to avoid being tripped.
phantasmal images that are not really there. The Halberd: If you use a ready action to set a halberd against a
confusion this causes temporarily lowers the victim’s charge, you deal double damage on a successful hit against a
Intelligence by 2 and causes the victim to suffer a –2 charging character.
penalty to base attack and saving throws. Likewise, You can use a halberd to make trip attacks. If you are
the victim’s spot and search checks suffer a +4 DC tripped during your own trip attempt, you can drop the halberd
penalty. The effects of the phantasm gas last for 1 to avoid being tripped.
minute per exposure. Hammer, Hooked: A hooked hammer is a double weapon.
Grenade, Phantasm Sound Gas: When activated, You can fight with it as if fighting with two weapons, but if
this grenade affects the auditory nerves. If those in you do, you incur all the normal attack penalties associated
the area of effect fail a DC 15 Fortitude save, they are with fighting with two weapons, just as if you were using a
inundated with sounds that are not really there. The one–handed weapon and a light weapon. The hammer’s blunt
distraction caused by the phantom sounds makes any head is a bludgeoning weapon that deals 1d6 points of damage
skill that requires concentration to suffer a +4 DC (crit x3). Its hook is a piercing weapon that deals 1d4 points of
penalty. Likewise, the victim’s Perception (Listen) damage (crit x4). You can use either head as the primary
checks are at a +4 penalty. The effects of the weapon. The other head is the offhand weapon. A creature
phantasm sound gas last for 1 hour per exposure. wielding a hooked hammer in one hand can’t use it as a

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double weapon—only one end of the weapon can be proficiency. A composite longbow can be made with a high
used in any given round. strength rating to take advantage of an above–average
You can use a hooked hammer to make trip Strength score; this feature allows you to add your Strength
attacks. If you are tripped during your own trip bonus to damage, up to the maximum bonus indicated for the
attempt, you can drop the gnome hooked hammer to bow. Each point of
avoid being tripped. Strength bonus granted by the bow adds 100 gp to its
Gnomes treat hooked hammers as martial cost.
weapons. For purposes of weapon proficiency and similar feats,
The hammer end of the hooked hammer can a composite longbow is treated as if it were a longbow.
be used to inflict nonlethal damage with no minus to Longarm, Smokepowder: This curious alchemical “staff” is
hit. much more deadly and accurate that its pistol counterpart.
Javelin: Since it is not designed for melee, you are Against targets within 30 feet, you ignore up to 4 points of
treated as nonproficient with it and take a –4 penalty armor or natural armor possessed by the target. You make a
on attack rolls if you use a javelin as a melee weapon. normal attack roll for all other ranges. It takes a full–round
Kama: The kama is a special monk weapon. This action to reload the longarm. If you roll a 1 when attacking,
designation gives a monk wielding a kama special the weapon is fouled and must be cleaned before it can be
options. reused. It requires a full–round action and a successful DC 15
You can use a kama to make trip attacks. If Alchemy check to clear the fouled weapon. Those who have
you are tripped during your own trip attempt, you can not taken a feat to use this weapon can fire it at a –4 penalty to
drop the kama to avoid being tripped. hit if it is loaded, but cannot reload the weapon without the aid
Katana: The katana is a sword with a slightly of someone skilled with the weapon. If an untrained character
curved single–edged blade. A katana is too large to persists in attempting to load and fire the weapon, they must
use in one hand without special training; thus, it is an make a DC 20 Knowledge (smokepowder) check and 2d4
exotic weapon. A oriental character can use a katana rounds to successfully do so. Failure means the weapon is
two–handed as a martial weapon. improperly loaded and will not fire. A natural roll of 1 means
Khopesh: The khopesh is a Bronze Age sword that the weapon has been ruined in the attempt to reload it, and will
has a blade that is shaped like a stretched question never fire again. In addition, the loader takes 1d10 damage as
mark. You can use the khopesh to perform trip the weapon explodes.
attacks. If you fail the trip attack, you can drop the If you do not have the Millese Firearm Permit Feat,
khopesh to keep from being tripped yourself. For multiply the cost of this weapon by x10.
characters not native to Egyptian culture, this is Longspear: A longspear has reach. You can strike opponents
considered an exotic weapon, otherwise it is 10 feet away with it, but you can’t use it against an adjacent
considered a martial weapon. foe. If you use a ready action to set a longspear against a
Lance: A lance deals an extra 1d6 damage when charge, you deal double damage on a successful hit against a
used from the back of a charging mount. It has reach, charging character.
so you can strike opponents 10 feet away with it, but Macahuitl: This weapon consists of a moderate, flat length of
you can’t use it against an adjacent foe. wood (almost like a paddle) with obsidian glass or teeth
While mounted, you can wield a lance with embedded along the flat edges, giving it double–sided sword–
one hand. like edge. For characters not native to Aztec/Mayan culture,
Longbow: You need at least two hands to use a bow, this is considered an exotic weapon, otherwise it is considered
regardless of its size. A longbow is too unwieldy to a martial weapon.
use while you are mounted. If you have a penalty for Multi–Chain: This is a series of linked chains with multiple
low Strength, apply it to damage rolls when you use a ends, up to about 6. When used, for each two point you beat
longbow. If you have a bonus for high Strength, you the opponent’s AC by, an additional end strikes, up to the
can apply it to damage rolls when you use a maximum number of ends. If the weapon is used to grapple or
composite longbow (see below) but not a regular trip, it grants a +1 bonus for each end that strikes, up to a +3
longbow. bonus. If the attempt to grapple or trip fails, the multi–chain
Longbow, Composite: You need at least two hands may be dropped to keep from being grappled or tripped in
to use a bow, regardless of its size. You can use a return. As a bludgeoning weapon, a multichain can be used to
composite longbow while mounted. All composite inflict nonlethal damage at no minus to hit.
bows are made with a particular strength rating (that Multi–headed Flail: This is a normal flail with more than
is, each requires a minimum Strength modifier to use one head, up to about five. When used, for each two points
with proficiency). If your Strength bonus is less than you beat the opponent’s AC by, an additional head hits, up to
the strength rating of the composite bow, you can’t the maximum number of flail heads. Characters without a feat
effectively use it, so you take a –2 penalty on attacks for the appropriate flail suffer a –1 to hit per head the flail has
with it. The default composite longbow requires a (thus a five–headed flail would inflict a –5 penalty to hit). As
Strength modifier of +0 or higher to use with

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a bludgeoning weapon, a multi–headed flail can be on opposed attack rolls made to disarm an enemy (including
used to inflict nonlethal damage with no minus to hit. the roll to avoid being disarmed if such an attempt fails). As a
Multi–tailed Whip: This is a whip with more than bludgeoning weapon, nunchaka can be used to inflict
one “tail”, up to about 12. When used, for each two nonlethal damage with no minus to hit.
point you beat the opponent’s AC by, an additional Pistol, Smokepowder (Single, Double, Quad): This curious
“tail” hits, up to the maximum number of “tails”. If alchemical “wand” is a deadly weapon, ignoring armor at
the weapon is used to grapple or trip, it grants a +1 close range. The following rules are common for all three
bonus for each “tail” that hits, up to a +5 bonus. If varieties of the pistol. Against targets within 30 feet, you
the attempt to grapple or trip fails, the whip may be ignore up to 4 points of armor or natural armor possessed by
dropped to keep from being grappled or tripped back. the target, otherwise you make a normal attack roll to hit. It
Net: A net is used to entangle enemies. When you takes a move–equivilant action to reload the pistol.
throw a net, you make a ranged touch attack against If you roll a natural 1 when attacking, the weapon is
your target. A net’s maximum range is 10 feet. If you fouled and must be cleaned before it can be resused. It takes a
hit, the target is entangled. An entangled creature full–round action and a DC 15 Alchemy check to clear the
takes a –2 penalty on attack rolls and a –4 penalty on fouled weapon.
Dexterity, can move at only half speed, and cannot Those who have not taken a feat to use this weapon
charge or run. If you control the trailing rope by can fire it at a –4 penalty to hit if it is loaded, but cannot
succeeding on an opposed Strength check while reload the weapon without the aid of someone skilled with the
holding it, the entangled creature can move only weapon. If an untrained character persists in attempting to
within the limits that the rope allows. If the entangled load and fire the weapon, they must make a DC 20 Knowledge
creature attempts to cast a spell, it must make a DC (smokepowder) check and 1d4 rounds to successfully do so.
15Spellcraft check or be unable to cast the spell. Failure means the weapon is improperly loaded and will not
An entangled creature can escape with a DC fire. A natural roll of 1 means the weapon has been ruined in
20 Acrobatics (Escape Artist) check (a full–round the attempt to reload it, and will never fire again. In addition,
action). The net has 5 hit points and can be burst with the loader takes 1d4 damage as the weapon explodes.
a DC 25 Strength check (also a full–round action). Single Shot Pistol: The weapon has one barrel, and must be
A net is useful only against creatures within reloaded after each shot.
one size category of you. Double Shot Pistol: This weapon has two barrels side by side.
A net must be folded to be thrown They may be shot individual or together. If both barrels are
effectively. The first time you throw your net in a fired together, one attack roll is made and the damage inflicted
fight, you make a normal ranged touch attack roll. is 2d6. Any extra damage (such as from a sneak attack) is
After the net is unfolded, you take a –4 penalty on only added once to the total. If the weapon scores a critical
attack rolls with it. It takes 2 rounds for a proficient hit, the damage the weapon deals is doubled (becoming 4d6
user to fold a net and twice that long for a damage). On a roll of 1 by a non–proficient user, the weapon
nonproficient one to do so. is ruined and the loader takes 2d6 damage.
No–Dachi: The no–dachi, or horse sword, is a very Quad Shot Pistol: This weapon has two barrels side by side,
large two–handed weapon available in oriental lands. with an additional two stacked underneath. The weapon can
It is too large for a character to use without special fire one or two barrels at a time. If two barrels are fired
training, thus it is an exotic weapon. Even with together, one attack roll is made and the damage inflicted is
appropriate training, it instills a –2 penalty to hit. 2d6. Any extra damage (such as from a sneak attack) is only
Nunchaku: The nunchaku is a special monk weapon. added once to the total. After the two top barrels have been
This designation gives a monk wielding a nunchaku fired, the user can grasp the barrels and rotate them
special options. With a nunchaku, you get a +2 bonus clockwise to bring the two unfired barrels to bear. Once all

Behind the Curtain – Smokepowder Weapons: Smokepowder weapons on Amberos are extremely rare; in fact, in 20
years of campaign play only ONCE has a character ever been allowed to use these weapons. Finding smokepowder
weapons outside of either Millos or the Ksiki Colonies (where bombards and some pistols are sometimes smuggled) is
practically unheard of for two main in–game reasons: First, the Millese jealously keep the secret to creating
smokepowder weapon a well–hidden secret via Geas and magical and non–magical means. Second, the gods of Amberos
refuse to allow technological–like items or processes rise to the fore – such as the various smokepowder weapons.
Anyone running around with several barrels worth of smokepowder is risking the wrath of the gods of Amberos
detonating the substance.
At worst, smokepowder weapons should never become more frequent than finding a similar magical wand, for
in the end smokepowder weapons are essentially wands for use by non–wizards. Adding “guns” to a party tends to take
away from the feel of a normal fantasy campaign and tends to steer the game away from the look and feel of what
Amberos is supposed to be.
So when and where are smokepowder weapons appropriate? In magic–fearing Millos, of course, and in its
secret colony to the west in Dinosauria…and in some parts of the Ksiki Colonies where pirates ply their island trade and
the Millese fight a secret war against the Dragon Armada….
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four barrels have been fired, the weapon must be The sai is a special monk weapon. This designation
reloaded before it can fire again. If a non–proficient gives a monk wielding a sai special options.
user rolls a 1 for an attack with this weapon, all four Scimitar, Two–bladed: This weapon is a double weapon.
barrels misfire for up to 4d6 damage to the wielder. You can fight with it as if fighting with two weapons, but if
If you do not have the Millese Firearm you do, you incur all the normal attack penalties associated
Permit Feat, multiply the cost of this weapon by x10. with fighting with two weapons, just as if you were using a
PoleMace: The Polemace is a reach weapon that one–handed weapon and a light weapon. A creature wielding
consists of a long metal shaft that ends in a mace the a two–bladed scimitar in one hand can’t use it as a double
size of two human fists. The weapon requires a lot weapon – only one end of the weapon can be used in any
of room to be swung and is difficult for the given round.
inexperienced to wield. It is favored by those priests Scorpion Sword: This weapon, also known as the Ful–Radi,
who like to keep their foes at a distance, expecially was created in the lands of Llannhanex during the Empire of
against energy–draining undead. As a bludgeoning Kas. Because of its bulk, it is rarely used today outside of the
weapon, a polemace can be used to inflict nonlethal elite warriors of Llannhanex’s nobility. It looks much like a
damage with no minus to hit. serrated two–handed sword with a backward curving hook at
Quarterstaff: A quarterstaff is a double weapon. the end and a cleaver–like blade near the pommel. From
You can fight with it as if fighting with two weapons, pommel to the tip of the blade, the weapon is about 12 feet
but if you do, you incur all the normal attack long. A gloved wielder can grab a section of the backside of
penalties associated with fighting with two weapons, the blade to wield it like a spear or axe, or it may be held by
just as if you were using a one–handed weapon and a the pommel with both hands and swung in a wide, deadly arc
light weapon. A creature wielding a quarterstaff in like a sword. The weapon allows the wielder to strike with
one hand can’t use it as a double weapon—only one range of 10 feet, dealing horrible damage both close and at a
end of the weapon can be used in any given round. distance. It deals terrible wounds to opponents who are
As a bludgeoning weapon, a quarterstaff can be used unlucky enough to be caught in the weapon’s wide stroke.
to inflict nonlethal damage with no minus to hit. The weapon cannot be wielded by any being with less than 13
The quarterstaff is a special monk weapon. strength and incurs a –2 penalty to hit, even to those who are
This designation gives a monk wielding a quarterstaff proficient with the weapon.
special options. Masterwork Scorpion sword incorporate bronze
Ranseur: A ranseur has reach. You can strike flanges into the weapon, allowing a skilled user to reflect the
opponents 10 feet away with it, but you can’t use it light of the sun across the weapon to blind or daze a foe. With
against an adjacent foe. such weapons in full daylight, the user may make a ranged
With a ranseur, you get a +2 bonus on touch attack to use this blinding ability (Reflex save DC 14),
opposed attack rolls made to disarm an opponent rendering the victim dazzled for 1d4 rounds.
(including the roll to avoid being disarmed if such an A Scorpion sword is considered a serrated and barbed
attempt fails). sword (with such qualities already factored into the weapon’s
Rapier: You can use the Weapon Finesse feat to statistics), and such options cannot be added to the weapon.
apply your Dexterity modifier instead of your Sling Bolt: This is a small, arrow–like projectile that can be
Strength modifier to attack rolls with a rapier sized hurled from a sling. Because of its design, it has a slightly
for you, even though it isn’t a light weapon for you. better range than a bullet, though it does nearly identical
You can’t wield a rapier in two hands in order to damage. The sling bolt inflicts piercing instead of
apply 1–1/2 times your Strength bonus to damage. bludgeoning damage.
Sai: With a sai, you get a +4 bonus on opposed attack Swordspear: This thick–hafted weapon can be transformed
rolls made to disarm an enemy (including the roll to from a shortspear to a two–handed, guardless longsword or
avoid being disarmed if such an attempt fails). back as a move–equivilant action.

Behind the Curtain – “I want a Scorpion Sword!”: Players who look at the damage value and critical range for the
Scorpion sword are probably chomping at the bit to grab one and start using it in play. After all, the weapon, while
expensive, isn’t out of the range of even a 2nd level character’s pocketbook and will mow dozens of foes down in the
hands of a capable warrior.
By all rights, DMs who aren’t basing their campaign in Llannhanex should outright deny players access to this
weapon. The scorpion sword is SPECIFIC to Llannhanex royal guard and nobility. Those outside of Llannhanex see the
weapon as unwieldy, archaic and more trouble than its worth; even the Nyrr Ryann merchants haven’t been able to make
a market for the weapon outside of Llannhanex. Not only that, but finding a magical version of this weapon should be
almost unheard of – again, outside of the lands of Llannhanex.
Just remember; simply because an item is listed and a gp value put beside it doesn’t mean players should have
access to it – especially if they are not in the right area.

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Scythe: A scythe can be used to make trip attacks. If You can hurl ordinary stones with a sling, but stones
you are tripped during your own trip attempt, you can are not as dense or as round as bullets. Thus, such an attack
drop the scythe to avoid being tripped. deals damage as if the weapon were designed for a creature
Shield, Heavy or Light: You can bash with a shield one size category smaller than you and you take a –1 penalty
instead of using it for defense. See Armor for details. on attack rolls.
As a bludgeoning weapon, a shield can be used to Spear: A spear can be thrown. If you use a ready action to set
deal nonlethal damage with no minus to hit. a spear against a charge, you deal double damage on a
Shortbow: You need at least two hands to use a bow, successful hit against a charging character.
regardless of its size. You can use a shortbow while Spiked Armor: You can outfit your armor with spikes, which
mounted. If you have a penalty for low Strength, can deal damage in a grapple or as a separate attack. See
apply it to damage rolls when you use a shortbow. If Armor for details.
you have a bonus for high Strength, you can apply it Spiked Shield, Heavy or Light: You can bash with a spiked
to damage rolls when you use a composite shortbow shield instead of using it for defense. See Armor for details.
(see below) but not a regular shortbow. Strike, Unarmed: A Medium character deals 1d3 points of
Shortbow, Composite: You need at least two hands nonlethal damage with an unarmed strike. A Small character
to use a bow, regardless of its size. You can use a deals 1d2 points of nonlethal damage. A monk or any
composite shortbow while mounted. All composite character with the Improved Unarmed Strike feat can deal
bows are made with a particular strength rating (that lethal or nonlethal damage with unarmed strikes, at her option.
is, each requires a minimum Strength modifier to use The damage from an unarmed strike is considered weapon
with proficiency). If your Strength bonus is lower damage for the purposes of effects that give you a bonus on
than the strength rating of the composite bow, you weapon damage rolls.
can’t effectively use it, so you take a –2 penalty on An unarmed strike is always considered a light
attacks with it. The default composite shortbow weapon. Therefore, you can use the Weapon Finesse feat to
requires a Strength modifier of +0 or higher to use apply your Dexterity modifier instead of your Strength
with proficiency. A composite shortbow can be made modifier to attack rolls with an unarmed strike.
with a high strength rating to take advantage of an Sword, Assassin’s: This weapon appears to be a normal long
above–average Strength score; this feature allows sword, but contains a hollow pommel like the assassin’s
you to add your Strength bonus to damage, up to the dagger. As a free action, the wielder can trigger a small valve
maximum bonus indicated for the bow. Each point of on the sword that allows the liquid inside to coat the blade.
Strength bonus granted by the bow adds 75 gp to its Victims then struck by the wielder suffer not only the damage
cost. for the dagger, but the released liquid inside. Commonly, the
For purposes of weapon proficiency and liquid used ranges from poison, holy/unholy water,
similar feats, a composite shortbow is treated as if it alchemist’s fire, sewage and a host of other deadly liquids.
were a shortbow. The container holds enough liquid for one coating, which lasts
Shortspear: A shortspear is small enough to wield for one minute or until the first successful strike, whichever
one–handed. It may also be thrown. comes first.
Shuriken: A shuriken is a special monk weapon. Sword, Bastard: A bastard sword is too large to use in one
This designation gives a monk wielding shuriken hand without special training; thus, it is an exotic weapon. A
special options. A shuriken can’t be used as a melee character can use a bastard sword two–handed as a martial
weapon. weapon.
Although they are thrown weapons, shuriken Sword, Camel: Another weapon from the far east of
are treated as ammunition for the purposes of Amberos, the camel sword is shaped like a large “7”, with the
drawing them, crafting masterwork or otherwise hilt near the bottom of the “7”. It is wielded similar to a sickle
special versions of them and what happens to them in combat, but is different enough to be treated as an exotic
after they are thrown. weapon. Only those proficient with the weapon can use it’s
Siangham: The siangham is a special monk weapon. special ability – when an opponent who is melee combat
This designation gives a monk wielding a siangham attempts to move away (even using only a 5 foot step), they
special options. provoke an Attack of Opportunity from the Camel Sword
Sickle: A sickle can be used to make trip attacks. If wielder. If the attack is successful against a medium–size or
you are tripped during your own trip attempt, you can smaller opponent, not only does the weapon deal damage, but
drop the sickle to avoid being tripped. it arrests the movement of the opponent.
Sling: Your Strength modifier applies to damage Sword, Two–Bladed: A two–bladed sword is a double
rolls when you use a sling, just as it does for thrown weapon. You can fight with it as if fighting with two weapons,
weapons. You can fire, but not load, a sling with one but if you do, you incur all the normal attack penalties
hand. Loading a sling is a move action that requires associated with fighting with two weapons, just as if you were
two hands and provokes attacks of opportunity. using a one–handed weapon and a light weapon. A creature
wielding a two–bladed sword in one hand can’t use it as a

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double weapon—only one end of the weapon can be You can make trip attacks with a whip. If you are
used in any given round. tripped during your own trip attempt, you can drop the whip to
Trident: This weapon can be thrown. If you use a avoid being tripped.
ready action to set a trident against a charge, you deal When using a whip, you get a +2 bonus on opposed
double damage on a successful hit against a charging attack rolls made to disarm an opponent (including the roll to
character. keep from being disarmed if the attack fails).
Urgrosh: An urgrosh is a double weapon. You can You can use the Weapon Finesse feat to apply your
fight with it as if fighting with two weapons, but if Dexterity modifier instead of your Strength modifier to attack
you do, you incur all the normal attack penalties rolls with a whip sized for you, even though it isn’t a light
associated with fighting with two weapons, just as if weapon for you.
you were using a one–handed weapon and a light Whipsword: This weapon has a cleverly concealed
weapon. The urgrosh’s axe head is a slashing weapon mechanisim that, when depressed, turns the sword into a
that deals 1d8 points of damage. Its spear head is a bladed length of chain with a 10 foot reach. Switching
piercing weapon that deals 1d6 points of damage. between sword or chain form is a move–equivilant action.
You can use either head as the primary weapon. The When switching between forms, a successful Deception
other is the off–hand weapon. A creature wielding a (Bluff) vs. Perception (Sense Motive) check allows the
dwarven urgrosh in one hand can’t use it as a double attacker to strike his opponent as if they were flat–footed.
weapon—only one end of the weapon can be used in Each time in a combat the wielder performs this feat, his
any given round. opponents get a cumulative +2 bonus to their Perception
If you use a ready action to set an urgrosh (Sense Motive) checks against the deception.
against a charge, you deal double damage if you
score a hit against a charging character. If you use an Siege Weapons
urgrosh against a charging character, the spear head Ballista, Mobile: A mobile ballista is a heavy crossbow
is the part of the weapon that deals damage. designed to be held and fired by two people, one holding the
Dwarves treat urgroshes as martial weapons. front of the weapon, one holding the rear. It takes two full–
Waraxe: A waraxe is too large to use in one hand round actions to load a mobile ballista.
without special training; thus, it is an exotic weapon. Battering Hammer: Originally designed by goblinoids to be
A Medium character can use a waraxe two–handed as used against dwarven strongholds, the battering hammer looks
a martial weapon, or a Large creature can use it one– similar to a catapult with a huge iron–shod wooden hammer in
handed in the same way. place of a cup to hold boulders. It is usually wheeled up
A dwarf treats a dwarven waraxe as a against a wall or gate, the firing arm wound back and then
martial weapon even when using it in one hand. released, unleashing a powerful battering attack against the
Warmace: A Warmace is a Greatmace set on a short structure.
haft. The weapon can be wielded with both hands as Bombard: Bombards are smokepowder weapons that are
a simple weapon, but it takes special training to use direct fire weapons, though their shot generally follows an arc
the Warmace effectively in one hand, thus it is an to the target. They are generally designed to fire solid stone
exotic weapon. A medium sized character can use a shot and are useful for destroying fortified walls or other
warmace two–handed as a simple weapon, or a large objects. They can be loaded with shrapel to rain down on
creature can use it one–handed the same way. As a foes, or loaded with special chain shot that consists of two
bludgeoning weapon, a warmace can be used to stone balls connected by a length of chain. Chain shot is
inflict nonlethal damage at no minus to hit. designed to be used as a sort of anti–personnel ammunition or
Warstaff: The warstaff is a long wooden staff with a on sea–going vessels it is designed to tear holes in sails. Also,
cudgel–like end on one side. It is a double weapon. bombards can be used to launch grenades; anyone hit directly
It is treated as a martial weapon. As a bludgeoning by the grenade suffers damage as if hit by a solid shot, and the
weapon, a warstaff can be used to inflict nonlethal area where the grenade hits or lands triggers the grenade’s
damage at no minus to hit. effects (so it’s quite possible by a victim hit by a grenade
Whip: A whip deals nonlethal damage. It deals no could suffer double effects – damage as per a solid shot hit,
damage to any creature with an armor bonus of +1 or plus the grenade’s effects as well).
higher or a natural armor bonus of +3 or higher. The A light bombard requires a crew of 4 to operate
whip is treated as a melee weapon with 15–foot properly and can fire once every 10 rounds with a full crew.
reach, though you don’t threaten the area into which A light bombard uses 5 charges of smokepowder per shot.
you can make an attack. In addition, unlike most A heavy bombard requires a crew of 8 to operate
other weapons with reach, you can use it against foes properly and can fire once every 10 rounds with a full crew.
anywhere within your reach (including adjacent A heavy bombard uses 10 charges of smokepowder per shot.
foes). On a natural attack roll of 1 for an attack, the weapon
Using a whip provokes an attack of is fouled, and it takes a full–round action and a successful DC
opportunity, just as if you had used a ranged weapon. 15 Alchemy check to properly clear the weapon. Those who

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have not taken a feat to use this weapon can fire it at (smokepowder) check and 6 + 2d6 rounds to successfully do
a –4 penalty to hit if it is loaded, but cannot reload so. Failure means the weapon is improperly loaded and will
the weapon without the aid of someone skilled with not fire. A natural roll of 1 means the weapon has been ruined
the weapon. If an untrained character persists in in the attempt to reload it, and will never fire again. In
attempting to load and fire the weapon, they must addition, the loader takes 1d10 if a light cannon, 2d10 damage
make a DC 20 Knowledge (smokepowder) check and if a medium cannon or 3d10 damage if a heavy cannon as the
10 + 2d10 rounds to successfully do so. Failure weapon explodes.
means the weapon is improperly loaded and will not If you do not have the Millese Firearm Permit Feat,
fire. A natural roll of 1 means the weapon has been multiply the cost of this weapon by x10.
ruined in the attempt to reload it, and will never fire Trebuchet: This is a massive weapon that used a
again. In addition, the loader takes 3d8 damage if a counterweight and pivot to sling its ammunition at the
light bombard, and 6d8 damage if a heavy bombard opponent. It has both better range and greater damage
as the weapon explodes. potential than a heavy catapult.
If you do not have the Millese Firearm Wormscrew: Another goblinoid invention, this is a large
Permit Feat, multiply the cost of this weapon by x10. cylinder on wheels with a pointed end to which metal flanges
Cannon: Cannons are an advanced form of have been attached in a spiral design. When a crew spins the
bombards, generally smaller and lighter. Unlike cylinder, the wormscrew can chew into stone, literally digging
bombards, cannons are designed as direct fire and a hole into the structure.
generally use iron balls instead of stone. If fired for a
short range shot with solid shot or chain shot, Weapon Masterwork Qualities
everything in a 5 foot wide path out to the end of its Weapons can be made masterwork in different ways,
range increment is a target of the shot. At medium allowing for different game effects. Only one masterwork
and long ranges, cannons generally only affect one quality can be applied to a weapon, and each of the different
target. If loaded with shrapnel, the cannon affects a masterwork qualities still qualifies a weapon to be enchanted.
cone out to its range increment. When using You can’t add the masterwork quality to a weapon
shrapnel, each additional range increment drops the after it is created; it must be crafted as a masterwork weapon
damage dealt by 2 dice. Victims in the cone effect (see the Craft skill). The masterwork quality adds the amount
can make a Reflex save (DC 15 for small cannons, indicated on the table below to the cost of the weapon. You
DC 17 for medium cannons and DC 19 for large must add the masterwork quality to each end of a double
cannons) for half damage. A cannon loaded with weapon, effectively doubling the masterwork price. You can
grenade shot affects only one target, with the grenade put different masterwork qualities on the different ends of a
detonating when it strikes the target or area it is double weapon if you so choose, but you cannot apply a
aimed for. Like the bombard, being hit with the masterwork quality to one and not the other.
grenade deals damage akin to a solid shot, and also The different masterwork qualities are described
detonates the grenade, possibly causing secondary below. The standard masterwork quality is considered to
damage. beAcrobatics (Balance)d. With the exception ofAcrobatics
A light cannon requires a crew of 2 operate (Balance)d and Razor–sharp, masterwork qualities retain their
properly and can fire once every 6 rounds with a full functionality in magical weapons. Masterwork qualities are
crew. A light cannon uses 3 charges of applied before magical modifiers or feat modifiers. So for
smokepowder per shot. example, a +1 keen barbed scimitar has a critical range of 13–
A medium cannon requires a crew of 4 to 20/x2.
operate properly and can fire once every 6 rounds
with a full crew. A light cannon uses 6 charges of Balanced: The weapon is superbly weighted for ease of use,
smokepowder per shot. and grants a +1 bonus to hit. This is the standard Masterwork
A heavy cannon requires a crew of 6 to quality for an item if it is not otherwise noted.
operate properly and can fire once every 6 rounds Barbed: hooks and other barbs added to the weapon make it
with a full crew. A heavy cannon uses 9 charges of more likely to score a critical hit, thus effectively increasing
smokepowder per shot. the weapon’s critical range by 1 (x2 becomes x3, x3 becomes
On a natural attack roll of 1 for an attack, x4, x4 becomes x5). The barbed masterwork quality can be
the weapon is fouled, and it takes a full–round action applied to slashing or piercing melee or ranged weapons.
and a successful DC 15 Alchemy check to properly Entangling: The weapon is designed to wrap around or
clear the weapon. Those who have not taken a feat to otherwise grapple an opponent. With a successful hit with the
use this weapon can fire it at a –4 penalty to hit if it is weapon, you can start a grapple without provoking an attack
loaded, but cannot reload the weapon without the aid of opportunity. Likewise, you are not considered grappled
of someone skilled with the weapon. If an untrained when using this weapon to grapple a foe.
character persists in attempting to load and fire the Flight: A flight ranged weapon is modified to travel farther
weapon, they must make a DC 20 Knowledge than normal. It increases the weapon’s range increment by an

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additional 50%, but reduces weapon’s damage to be more damaging, effectively increasing the critical damage
next lower die. The flight masterwork quality can multiplier by one. (20 becomes 19–20, 19–20 becomes 18–20,
only be applied to ranged weapons and ammunition. 18–20 becomes 17–20). The serrated masterwork quality can
Guarded: A guarded weapon has larger than normal be applied to slashing or piercing melee weapons.
hand protection – often in the form of a basket hilt or Spiked bludgeon: The addition of sharp points to a
guard that grants +4 bonus when an opponent bludgeoning weapon add the piercing quality to the weapon.
attempts to disarm your weapon. However, the The spiked bludgeon can be applied to bludgeoning melee or
weapon’s unwieldy shape makes it impossible to be ranged weapons. A spiked bludgeon loses the ability to inflict
used as a ranged weapon. The guarded masterwork nonlethal damage at no minus to hit.
quality can be applied to melee weapons only. Toughened: The weapon has been hardened with alloys or
Heavy: A heavy weapon is made of denser materials other materials or manufacturing to make it stronger than a
or simply has added weight to the delivery end of the common version of its type. A toughened weapon gains +5
weapon. The change in weight adds 50% to the items hardness. Adamantite cannot be hardened.
weight, but grants the weapon a +1 damage bonus. Weighted: By adding more weight to the weapon, the
This bonus does not stack with any magical weapon strikes with more force, increasing the damage the
enhancements. The heavy quality can only be weapon deals to the next higher die (as if it had been increased
applied to bludgeoning weapons. by one size). A weighted weapon weighs twice normal. The
Hooked: A hooked weapon has protrusions and weighted masterwork quality can be applied to any weapon.
other bits that allow it to catch an opponent’s clothing
or skin. A hooked weapon allows the attacker to
make trip attacks with the weapon. The hooked
quality can be applied to melee weapons only.
Lightened: The weapon is made of light–weight
materials, making it easier to be wielded. The
weapon is treated as a light weapon. Lightening can
only be applied to one–handed melee weapons.
Parrying: A parrying weapon has been reshaped to
snag or entangle an opponents hands or weapons,
granting a +4 bonus when attempting to disarm an
opponent. The parrying masterwork quality can be
applied to melee weapons only.
Razor–sharp: The weapon has a sharper than normal
edge, granting +1 damage. The razor–sharp
masterwork quality can be applied to slashing or
piercing melee or ranged weapons.
Show: The weapon is bejeweled or otherwise
decorated to look lavish. However, show weapons
rarely are good combat weapons and gain no special
bonus to any attribute. The show quality can be
added to any weapon, and can be added multiple
times. Each additional time past the first causes to
have a 1 in 20 chance of breaking in combat. Thus, a
weapon with the show quality taken 3 times is worth
+900 gp, but will break on a natural roll of 1 or 2 on
d20.
Strengthened: The weapon’s structure is reinforced,
making it more difficult to destroy. It has 50% more
hit points than normal.
Stilletoed: A stilletoed weapon has a modified blade
designed like a spike, and reduces armor value of
opponent by –4 (it does not affect natural armor,
shield bonus and has no effect on unarmored
opponents), but the weapon’s damage die is reduced
by one. The stilletoed masterwork quality can only
be applied to light melee weapons.
Serrated: A serrated weapon has tiny scoring along
the length of the blade designed to cause wounds to

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Armor Your character’s encumbrance (the amount of gear he


Armor provides protection to characters, or she carries) may also restrict the maximum Dexterity bonus
causing attacks to harmlessly slide off without that can be applied to his or her Armor Class.
causing injury. However, the extra protection is Shields: Shields do not affect a character’s maximum
weighty, often restricting movement and slowing a Dexterity bonus.
character – at least compared to an unarmored Armor Check Penalty: Any armor heavier than leather hurts
individual. a character’s ability to use some skills. An armor check
A character can actively use up to one suit penalty number is the penalty that applies toAcrobatics
of armor, a shield, helmet, greaves and bracers all at (Balance), Athletics (Climb), Acrobatics (Escape Artist),
one time. Stealth (Hide), Athletics (Jump), Stealth (Move Silently) ,
Greaves and bracers are special items that Stealth (Sleight of Hand), and Acrobatics (Tumble) checks by
do not normally provide an AC bonus against an a character wearing a certain kind of armor. Double the
attack, but do provide a bonus against a threaten of a normal armor check penalty is applied to Athletics (Swim)
critical. Magical bracers (such as Bracers of Armor) checks. A character’s encumbrance (the amount of gear
provide an armor bonus to overall AC, and cannot be carried, including armor) may also apply an armor check
used in conjuction with suits of armor. penalty.
Helmets provide a bonus similar to greaves Armor interferes with the gestures that a spellcaster
and bracers, protecting primarily against the threaten must make to cast an arcane spell that has a somatic
of a critical. Unless otherwise specificed, magical component. Arcane spellcasters face the possibility of arcane
helms are usually war helmets, providing the benefit spell failure if they’re wearing armor. Bards can wear light
of such a helm as well as whatever magical properties armor without incurring any arcane spell failure chance for
it may possess. their bard spells.
Casting Spells in Armor: A character who casts a spell while
Armor Qualities wearing armor must usually make an Spellcraft check of DC
15 + Spell level + Armor check penalty (as a positive
To wear heavier armor effectively, a
number). The number in the Armor check penalty column on
character can select the Armor Proficiency feats, but
Table: Armor and Shields is applied to the. If the spell lacks a
most classes are automatically proficient with the
somatic component, however, it can be cast with no chance of
armors that work best for them.
arcane spell failure.
Armor and shields can take damage from
Shields: If a character is wearing armor and using a shield,
some types of attacks.
both armor check penalties apply, including for making
Here is the format for armor entries (given
spellcraft checks.
as column headings on Table: Armor and Shields,
Nonproficient with Armor Worn: A character who wears
below).
armor and/or uses a shield with which he or she is not
Cost: The cost of the armor for Small or Medium
proficient takes an additional –2 non–proficiency penalty on
humanoid creatures. See Armor for Unusual
armor check modifier for each category of the armor (Thus a
Creatures, below, for armor prices for other creatures.
character would take an additional –2 penalty with Light
Armor/Shield Bonus: Each armor grants an armor
Armor, a –4 penalty with medium armor and a –6 penalty with
bonus to AC, while shields grant a shield bonus to
heavy armor and a –2 penalty for shields and –4 penalty with
AC.
tower shields). The armor’s (and/or shield’s) also applies the
The armor bonus from a suit of armor
armor check penalty on attack rolls and on all Strength–based
doesn’t stack with other effects or items that grant an
and Dexterity–based ability and skill checks. The penalty for
armor bonus.
nonproficiency with armor stacks with the penalty for
Similarly, the shield bonus from a shield
nonproficiency with shields.
doesn’t stack with other effects that grant a shield
Greaves, bracers and helmets are considered light
bonus.
armor for the purposes of determining proficiency.
Shield bonuses count toward Touch AC and
Sleeping in Armor: A character who sleeps in medium or
can be added to a character’s Reflex save.
heavy armor is automatically fatigued the next day.
Maximum Dex Bonus: This number is the
He or she takes a –2 penalty on Strength and
maximum Dexterity bonus to AC that this type of
Dexterity and can’t charge or run. Sleeping in light armor does
armor allows.
not cause fatigue.
Heavier armors limit mobility, reducing the
Speed: Medium or heavy armor slows the wearer down. The
wearer’s ability to dodge blows. This restriction
number on Table: Armor and Shields is the character’s speed
doesn’t affect any other Dexterity–related abilities.
while wearing the armor. Humans, elves, half–elves, and half–
Even if a character’s Dexterity bonus to AC
orcs have an unencumbered speed of 30 feet.
drops to 0 because of armor, this situation does not
They use the first column. Dwarves, gnomes, and
count as losing a Dexterity bonus to AC.
hillenfaey have an unencumbered speed of 20 feet. They use

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the second column. Remember, however, that a Repairing and resizing armor costs approximately
dwarf ’s land speed remains 20 feet even in medium 20% of the base armor’s cost and takes 5 minutes per category
or heavy armor or when carrying a medium or heavy (5 minutes for clothing, 10 minutes for light armor, 15 minutes
load. for medium armor and 20 minutes for heavy armor) and an
Shields: Shields do not affect a character’s speed. appropriate Craft check using the armor’s creation DC.
Weight: This column gives the weight of the armor If armor is not correctly refitted and repaired,
sized for a Medium wearer. Armor fitted for Small increase the Armor check penalty by 2 and decrease the
characters weighs half as much, and armor for Large Armor Bonus by 1 until repairs/refits are made.
characters weighs twice as much. Shields do not need to be repaired or refit when taken
Captured Armor: Armor taken from fallen foes from enemies.
must be repaired and refitted before it can be used
properly, as well as be of the correct size.
Armor Cost Armor Max Armor 30 ft. 20 ft. Weight Hard HP
Bonus Dex Check
Bonus Penalty
Clothing
Robe, deep pocket 7 gp +0 – 0 30 ft. 20 ft. 4 lb. 0 2
Robe, miser’s 8 gp +0 +9 0 30 ft. 20 ft. 4 lb. 0 2
Light armor
Padded 5 gp +1 +8 0 30 ft. 20 ft. 10 lb. 0 5
Leather 10 gp +2 +6 0 30 ft. 20 ft. 15 lb. 5 10
Studded leather 25 gp +3 +5 –1 30 ft. 20 ft. 20 lb. 5 15
Chain shirt 100gp +4 +4 –2 30 ft. 20 ft. 25 lb. 10 20
Medium armor
Hide 15 gp +3 +4 –3 20 ft. 15 ft. 25 lb. 15
Scale mail 50 gp +4 +3 –4 20 ft. 15 ft. 30 lb. 20
Chainmail 150 gp +5 +2 –5 20 ft. 15 ft. 40 lb. 10 25
Breastplate 200 gp +5 +3 –4 20 ft. 15 ft. 30 lb. 10 25
Heavy armor
Splint mail 200 gp +6 +0 –7 20 ft.* 15 ft.* 45 lb. 10 30
Banded mail 250 gp +6 +1 –6 20 ft.* 15 ft.* 35 lb. 10 30
Half–plate 600 gp +7 +0 –7 20 ft.* 15 ft.* 50 lb. 10 35
Full plate 1,500 gp +8 +1 –6 20 ft.* 15 ft.* 50 lb. 10 40
Superheavy armor
Heavy Plate 1,800 gp +9 +0 –9 20 ft.* 15 ft.* 60 lb. 10 45
Great Plate 2,100 gp +9 +1 –9 20 ft.* 15 ft.* 60 lb. 10 45
Seige Plate 2,500 gp +10 +0 –10 20 ft.* 15 ft.* 70 lb. 10 50
Battle Plate 2,900 gp +10 +1 –9 20 ft.* 15 ft.* 70 lb. 10 50

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Extras Cost Armor Max Armor 30 ft. 20 ft. Weight Hard HP


Bonus Dex Check ness
Bonus Penalty
Armor blades +50 gp – – – – – +10 lb. 10 2
Armor spikes +50gp – – – – – +10 lb. 10 2
Bracers
Leather 2 gp (+1) – – – – 1 lb 5 2
Metal 7 gp (+2) – – – – 1 lb. 10 2
Chain skirt 25 gp +1 – –1 – – 15 lb. 10 5
Gauntlet, locked 8 gp – – Special – – +5 lb. 10 2
Greaves
Leather 5 gp (+2) – –1 –5 ft. –5 ft. 2 lb. 5 5
Metal 20 gp (+3) (–1) –1 –5 ft. –5 ft. 5 lb. 10 7
Helmets
Skullcap, leather 2 gp (+1) – – – – 1 lb. 5 2
Skullcap, metal 5 gp +1 (+1) – – – – 2 lb. 10 2
Chain Coif 10 gp +1 (+2) (–2)/– – – – 4 lb. 10 3
War helmet 8 gp +1 (+2) (–1)/(–1) – – – 3 lb. 10 3
Knight’s helmet 12 gp +2 (–2) (–3)/(–2) – – – 5 lb. 10 4
Basinet 25 gp +2 (–3) (–5)/(–5) – – – 7 lb. 10 5
Silence cloth 15 gp – – * – – 2 lbs. – 2

Masterwork Qualities Cost Armor Max Armor 30 ft. 20 ft. Weight Hard HP
Bonus Dex Check ness
Bonus Penalty
Caster’s 150 gp (–1) – (– – – – – –
10%*)
Distributed, Medium 150 gp – – – (+10 ft.) (+5 ft.) – – –
Distributed, Heavy 150 gp – – – (+5 ft.) (+5 ft.) – – –
Dwarven 300 gp (+1) (–1) (–1) (–5 ft.) (–5 ft.) +50% +2 X2
Fitted 150 gp – – (+1) – – – – –
Flexible 150 gp – (+1) – – – – – –
Gnomish 300 gp (+1) – (+1) – – – – –
Goblinoid 300 gp (+1) – (–1*) – – – – +50%
Hillenfaey 300 gp (–1) (+1) (+1) (+5 ft.) (+5 ft.) –25% – –25%
Human 300 gp – – (+1) – – –25% +1 +50%
Lightened 150 gp – – – – – –25% – –
Reinforced 150 gp (+1) – – – – – – –
Strengthened 150 gp – – – – – – – +50%

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Exotic Armor Cost Armor Max Armor 30 ft. 20 ft. Weight Hard HP
Bonus Dex Check
Bonus Penalty
Exotic Light armor
Arcane Chainmail 4,200 gp +4 +5 –2 30 ft. 20 ft. 20 lb. 10 20
Battle Robes 1,000 gp +2 +5 –1 30 ft. 20 ft. 7 lb. 2 10
Camoflauge Armor 50 gp +3 +5 –1 30 ft. 20 ft. 15 lb. 0 15
Hunter’s Stealth (Hide) 30 gp +3 +4 –2 30 ft. 20 ft. 25 lb. 0 15
Leaf Armor 760 gp +2 +7 0 30 ft. 20 ft. 15 lb. 0 10
Night Leather 60 gp +2 +8 0 30 ft. 20 ft. 5 lb. 5 10
Wood Scale mail 550 gp +4 +5 –2 20 ft. 15 ft. 30 lb. 5 20
Wood Chainmail 600 gp +5 +4 –3 20 ft. 15 ft. 40 lb. 5 25
Wood Breastplate 700 gp +5 +5 –2 20 ft. 15 ft. 30 lb. 5 25
Wood shirt 850 gp +3 +7 0 30 ft. 20 ft. 25 lb. 2 15
Exotic Medium armor
Heavy Battle Robes 2,500 gp +4 +4 –2 20 ft. 15 ft. 15 lb.
Wood Splint mail 1,200 gp +6 +2 –5 20 ft.* 15 ft.* 45 lb. 5 30
Wood Banded mail 1,250 gp +6 +3 –4 20 ft.* 15 ft.* 35 lb. 5 30
Wood Half–plate 1,600 gp +7 +2 –5 20 ft.* 15 ft.* 50 lb. 5 35
Wood Full plate 2,500 gp +8 +3 –4 20 ft.* 15 ft.* 50 lb. 5 40
Exotic Heavy armor
do battle in armies or mercenary groups. It consists of a
Armor Descriptions loose–fitting robe that has hard leather plates sewn into certain
Any special benefits or accessories to the types of locations to provide some level of protection to vital areas
armor found on Table: Armor and Shields are (namely the chest, torso and legs). It can only be used
described below. effectively by a wearer with the appropriate exotic armor
Arcane Chainmail: Designed for spellcasters, this proficiency. A character proficient with battle robes is also
loose–fitting suit of chainmail is made of the lightest considered proficient with heavy battle robes.
materials and further enchanted to make it lighter and Breastplate: A breastplate consists of a metal frontise and
more durable. It is considered an exotic armor backplate. It does not provide protection to the arms or legs.
because the wearer must learn how to manipulate the Camoflauge Armor: This armor is composed of a leather
loose folds to protect them from damage effectively. vest, sleeves and leggings that is embroidered or painted to
Arcane chainmail protects the chest and abdomen and resemble the outdoors. Likewise, it is adorned with faux
has loose–fitting arm–length sleeves and a robe–like leaves and light netting that when properly employed, can
skirt to protect the legs disguise its wearer. When used in natural surroundings by a
Armor Spikes: You can have spikes added to your proficient user, the user gains a +5 equipment bonus to Stealth
armor, which allow you to deal extra piercing (Hide) skill checks. If a wearer of this armor does not have
damage (see Table: Weapons) on a successful the exotic armor proficiency, the armor is treated as simple
grapple attack. The spikes count as a martial weapon. leather armor.
If you are not proficient with them, you take a –4 Chain Shirt: A chain shirt covers the upper arms and
penalty on grapple checks when you try to use them. shoulders, chest, back and abdomen. It provides no protection
You can also make a regular melee attack (or off– to the legs or arms
hand attack) with the spikes, and they count as a light Chainmail: This is a full body suit of armor, protecting the
weapon in this case. (You can’t also make an attack wearer from the feet up to the neck..
with armor spikes if you have already made an attack Full Plate: This armor provides full protection with large
with another off–hand weapon, and vice versa.) armor plates covering the body from the feet up to the neck.
An magic bonus to a suit of armor does not Chain mail or heavy leather is used to protect joints and in
improve the spikes’ effectiveness, but the spikes can most places additional plates protect sensative areas.
be made into magic weapons in their own right. Underneath the plate is a thick layer of padding to prevent
Banded Mail: Banded mail consists of a series of chaffing. Each suit of full plate must be individually fitted to
metal plates that covers the chest, shoulders, upper its owner by a master armorsmith, although a captured suit can
arms, abdomen and back. It also contains segments be resized to fit a new owner at a cost of 200 to 800 (2d4x100)
that protect the upper legs and knees. It does not gold pieces.
protect the lower arms or lower legs. Gauntlet, Locked: This armored gauntlet has small chains
Battle Robes: Battle robes were originally designed and braces that allow the wearer to attach a weapon to the
as a form of protection for those spellcasters forced to gauntlet so that it cannot be dropped easily. It provides a +10

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bonus on any roll made to keep from being disarmed black, and its surface roughed so it reflects as little light as
in combat. Removing a weapon from a locked possible. In dark or shadowy conditions, a proficient user
gauntlet or attaching a weapon to a locked gauntlet is gains a +5 equipment bonus to Stealth (Hide) checks. The
a full–round action that provokes attacks of armor protects the chest with a rigid vest of leather, while the
opportunity. arms and legs are covered with soft leather.
The price given is for a single locked Scale Mail: The suit consist of small leather or metal plates
gauntlet. The weight given applies only if you’re that overlap like the scales of a reptile. The armor covers the
wearing a breastplate, light armor, or no armor. chest, abdomen, shoulders, arms and usually the legs.
Otherwise, the locked gauntlet replaces a gauntlet Splint Mail: This armor consists of overlapping strips of plate
you already have as part of the armor. attached to a leather or chain backing. Splint mail covers the
While the gauntlet is locked, you can’t use chest, shoulders, back, upper arms and upper legs. Usually the
the hand wearing it for casting spells or employing strips of plate only protect the chest, abdobem, upper legs and
skills. (You can still cast spells with somatic upper arms, as well as being reinforced in the back.
components, provided that your other hand is free.) Wood Scale Mail: Invented by elves and duplicated by some
Like a normal gauntlet, a locked gauntlet druids, wood scale mail consists of a suit of leather covered
lets you deal lethal damage rather than nonlethal with overlapping placards of bark. The suit covers the chest,
damage with an unarmed strike. arms and legs and is favored by druids, rangers and some
Great Plate: This armor takes full plate and adds barbarians. If worn by a non–proficient user, the armor is
special techniques to the manufacturing process that treated as regular scale mail (medium armor).
reinforces key areas, shapes the armor to better Wood Chain Mail: Similar to wood scale mail, wood chain
deflect blows and uses additional armor pieces to mail is made of hundreds of carved wooden rings. While it is
further protect the wearer. Great plate is a not quite as sturdy as steel chain mail, it is favored by some
superheavy armor. druids, barbarians and rangers. The armor protects the chest,
Half–Plate: This suit of armor consists of large arms and legs of the wearer. If worn by a non–proficient user,
plates over most of the body with a chain mail mesh the armor is treated as regular chain mail (medium armor).
protecting the joints and less succeptible portions of Wood Breast Plate: Originally created by elves, a wood
the body. breast plate consists of a single carved piece of bark or sturdy
Heavy Plate: This armor takes the concept of full wood made to protect the chest and torso of the wearer.
plate and adds extra material to strengthen the armor Without the appropriate exotic armor proficiency, this armor is
even further. treated as a breast plate (medium armor).
Heavy Battle Robes: Heavy Battle robes were Wood Shirt: This unusual piece of armor is made of long,
originally designed as a form of protection for those thin strips of bark or pliable wood that are woven together to
spellcasters forced to do battle in armies or form a semi–rigid shirt of wooden fibers. The shirt protects
mercenary groups. It consists of a loose–fitting robe the chest and arms of the wearer. This armor cannot be used
that has metal plates sewn into certain locations to effectively without the appropriate exotic armor prociency.
provide some level of protection to vital areas
(namely the chest, torso and legs). It can only be Armor Masterwork Qualities
used effectively by a wearer with the appropriate Caster: The armor is loose–fitting to accommodate the
exotic armor proficiency. A character proficient with intricate gestures required in spellcasting. Caster’s armor
battle robes is considered to also be proficient with reduces the Armor check penalty by one, and also decreases
heavy battle robes. the chance of spell failure by treating the Armor Check
Hunter’s Stealth (Hide): This a lighter form of hide Penalty as 1 lower when making Spellcraft checks, but also
armor designed for clandestine attacks. It is reduces the Armor Bonus by –1. Padded armor cannot be
generally more supple than regular hide armor and made into caster armor.
less restrictive, allowing for better mobility in the Distributed: The armor's weight is better distributed, reducing
armor. It is treated as medium armor by those the effects on the character’s speed. The character's base speed
without the appropriate exotic armor proficiency. in medium armor is increased by 10 ft. and in heavy armor is
Leaf Armor: Leaf armor is made from a backing of increased by 5 ft., but cannot be better than the character's
silk or cloth over which large, thick leaves have been unarmored speed.
sewn. When used in natural surroundings by a Dwarven: Dwarves are reknown craftsmen, and skilled at
proficient user, the user gains a +5 equipment bonus building sturdy armor. Dwarven armor has its armor bonus
to Stealth (Hide) skill checks. If a wearer of this increased by +1 and its hardness increased by +2. However,
armor does not have the exotic armor prociency, the dwarven armor lowers the maximum Dexterity bonus by –1,
armor is treated as simple padded armor. but never lower than +0. Likewise, the armor penalty of
Night Leather: Favored by burglars, rogues and dwarven armor is increased by –1. It is also slightly
other unsavory prowlers of the dark, night leather is a restrictive, diminishing the movement rate of creatures with a
suit of hard leather armor that has been dyed pitch base 30 ft. rate by –5 feet, but never worse than 20 ft.

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Dwarven armor is heavy, increasing weight by 50% Hillenfaey: While there are very few hillenfaey smiths, there
but doubling the armor’s hit points. Like all racial are hillenfaey craftsmen who have developed armors
armor, dwarven armor can be manufactured for specifically for hillenfaey’s needs.
creatures other than dwarves at +20% cost. Hillenfaey armor decreases the armor bonus by –1,
Dwarven armor always institutes the use of but increases the maximum Dexterity bonus by +1 and
metal and is distinguishable by the intricate patterns decreases the armor check penalty by +1. Also, the lighter
and runes carved into the armor. Dwarven armor construction increases the wearer’s movement by +5 ft. (but
usually has a “husky” or blocky appearance. never greater than the character’s original movement rate).
Elvin: Known for being light and supple, elvin Unfortunately, its light construction reduces the armor’s hit
armor increases the maximum Dexterity bonus by +1 points by –25%. Like all racial armor, hillenfaey armor can be
and reduces the Armor check penalty by +1. Like all manufactured for creatures other than hillenfaey at +20% cost.
racial armor, elvin armor can be manufactured for Hillenfaey armor can be distiguished by the use of
creatures other than elves at +20% cost. light flexible materials in its construction, and is often
Elvin armor is distinguishable by the bright decorated with woodland motifs.
colors and equisite detail that goes into the sewing or Human: Like the other races, humans have craftsmen who
fine chain links of the armor. Elvin armor is often specialize in making armor perfectly suits for human concerns.
painted or decorated with forest or animal motifs. Human armor reduces the armor check penalty by +1,
Fitted: This is the standard masterwork quality for increases the armor’s hardness by +1 and increases the armor
armor, unless otherwise stated. The armor check hit points by +50%. Likewise the armor’s weight is reduced
penalty is reduced by 1. by –25%. Like all racial armor, human armor can be
Flexible: The armor is designed to bend and twist manufactured for creatures other than humans at +20% cost.
with the wearer easier, granting them improved Human armor can be distiguished by the ornate
mobility. The Max Dex Bonus is increased by 1. decorations that normally adorn the armor. While this
Gnomish: With the skills of both elvin and dwarven decoration varies from culture to culture it often draws on
techniques, gnomes have been able to produce their motifs of the individual’s past deeds or family history.
own signature versions of armor. Lightened: The armor is made of materials that are lighter
Gnomish armor increases the armor bonus than the norm. Decrease the armor bonus by –1, but the armor
by +1 and reduces the armor check penalty by –1. is considered one category lighter (heavy becomes medium,
Like all racial armor, gnomish armor can be medium becomes light, light becomes "none" and can be worn
manufactured for creatures other than gnomes at by those with no armor proficiency). The armor’s actual
+20% cost. weight is decreased by –25%. Does not stack with Mithral or
Gnomish armor is distinguished by the other materials that affect the armor's category.
reinforcement of critical areas, usually with heavy Reinforced: The armor has extra material or support that
leather or chain components. It is also distinguisable makes it better protect the wearer. The armor bonus is
in that it is rarely decorated, looking rather plain. increased by +1. This does not stack with an enchantment
Goblinoid: While most associate goblinoid armor bonus.
with mismatched and foul–smelling pieces of Strengthened: The armor has additional material to make it
worthless armor, ancient goblinoids were master more resistant to being sundered or otherwise destroyed. The
smiths who produced elegant armor that rivalled armor has 50% more hit points than normal.
dwarven and elvin smiths. A handful of goblinoids
still retain the secrets to making this exceptional Armor Extras
armor.
Goblinoid armor increases the armor bonus Helmets
by +1 and decreases the chance of spell failure by
In the standard rules, most armors are considered to
treating the Armor Check penalty when casting spells
be equipped with a helmet as part of the armor suit. Light
as 1 lower than normal. Goblinoid armor has 50%
armors are considered to have skullcaps that are incorporated
more hit points than regular armor of its type. Like
into the armor. Medium armors are considered to have a war
all racial armor, goblinoid armor can be
helmet as part of the armor, and heavy armor is assumed to
manufactured for creatures other than goblinoids at
have a knight’s helmet as part of the suit of armor. A helmet’s
+20% cost.
stats are considered included in the armor’s make–up when
Goblinoid armor is distinguishable for being
buying a suit of armor, except for the Threat modification and
reinforced with a leather–like material that is either
Perception (Listen)/Spot modifiers.
hardened or backed with steel plates. Goblinoids
However, if a character chooses to purchase a helmet
enjoy painting their armors in black and reds and
by itself, or upgrade or downgrade the helmet, the various
using flowing, frill–like angles that end in sharp
helmets are listed here for that purpose. Likewise, if a
points on the armor.
character wishes to remove his helmet to better Perception

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(Listen) or Perception (Spot) objects, the information protection for the ears either, and thus does not interfere with
below is provided to allow the character to do so. the wearer’s field of view or ability to hear.
Listen: Most helmets protect or cover the ears, Skullcap, metal: This is a simple head covering made of
which has the side effect of reducing the wearer’s tooled metal. It protects the top and side of the head, leaving
ability to discern faint sounds. The modifier listed is the face and neck open. A metal skullcap had a ridge that
applied to Perception (Listen) checks while the slightly protects the ears, but still allows the wearer to hear
helmet is worn. and does not impair with the wearer’s field of vision.
Spot: Most helmets are designed to protect the face War helmet: This is an advanced form of the skullcap. It
and eyes against opponent’s attacks. However, this protects the side and back of the head completely while also
tends to have a side effect of making it more difficult providing protection for the jaw and forehead. It also has a
to see out of the helmet. The listed modifier is metal flange that protects the nose from injury. This
applied as a penalty to Perception (Spot) and additional protection slightly narrows the wearer’s field of
Perception (Spot) checks. However, the limited field vision.
of vision actually applies as a bonus to Reflex saves Knight’s helmet: This helmet is basically a metal canister
against gaze attacks. that completely protects the wearer’s head. It has only a small
AC: This is the armor bonus the helmet applies to slit to allow the wearer to see out. While the knight’s helmet
the wearer’s AC. This stacks with the armor bonus provides superior protection to the head, it greatly limits the
from any other armor worn by the PC. wearer’s field of vision and makes hearing noises outside the
Cost: The helmet’s cost in gold pieces. helmet difficult.
Special: Helmets not only provide a bonus to AC, Basinet: The basinet is similar to the knight’s helmet, but
they also reduce the chance of a critical hit being also has protection for the neck as well as the head. Basinets
scored against the wearer. When an opponent have even smaller vision slots to reduce the chance of even a
attempts to score a critical hit on the wearer, the blade being slipped into the visor. Because they can be so
attacker applies the listed penalty to the threat restrictive to vision, basinets are designed to have a visor that
confirmation roll. The penalty does not apply to the can be unlocked and flipped up. When flipped open, a basinet
normal attack roll – only to the roll to confirm only provides a –2 penalty to spot checks. It takes a standard
whether a critical is scored. action to open a basinet’s visor, but it is a free action to close
Bracers, leather or metal: When worn on the it.
forearms, these items provide extra defense against Silence Cloth: This is a silk–like material worn over armor to
critical confimation rolls. Leather bracers improve silence it. Silence cloth provides a +2 equipment bonus to
AC by +1 when attempting to confirm criticals Stealth (Move Silently) checks.
against the wearer, while metal bracers grant a +2 AC
bonus. Armor For Unusual Creatures
Chain Coif: This is a hood made of chain with a Armor and shields for unusually big creatures,
padded inside that protects the head and shoulders. It unusually little creatures, and nonhumanoid creatures have
is open to the face. It can be worn under a war different costs and weights from those given on Table: Armor
helmet, knight’s helmet or basinet. However, when and Shields. Refer to the appropriate line on the table below
so done, use only the best AC and worst Perception and apply the multipliers to cost and weight for the armor type
(Listen) & Perception (Spot) modifiers. The threat in question.
modifier, however, stacks.
Chain Skirt: A chain skirt provides extra protection
to the legs of the wearer, improving the character’s Humanoid Nonhumanoid
armor bonus by +1. However, it imposes a increase Size Cost Weight Weight Cost
in the armor check penalty of –1. Tiny or smaller1 X ½ X 1/10 X 1/10 X1
Greaves, leather or metal: Greaves are hardened Small X1 X1/2 X1/2 X2
protection worn to protect the legs, knees and shins Medium X1 X1 X1 X2
from critical strikes. Leather greaves increase AC by Large X2 X2 X2 X4
+2 when the attacker attempts to confirm a critical Huge X4 X5 X5 X8
against the wearer, while metal greaves provide a +3 Gargantuan X8 X8 X8 X16
bonus against critical confirmations. Colossal X16 X12 X12 X32
Skullcap, Leather: This is a simple head covering 1
Divide armor bonus by 2
made of hard leather. It protects the top and side of
the head, leaving the face and neck open. It has no

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Shields
Shields Cost Shield Max Check –––– Speed ––– Weight
Bonus Dex Penalty (30ft) (20ft)
Buckler 15 gp +1 – –1 – – 5 lb.
Dueling Cloak 20 gp +1 – – – – 7 lbs.
Shield, small, wooden 3 gp +2 – –1 – – 5 lb.
Shield, small, steel 9 gp +2 – –1 – – 6 lb.
Shield, large, wooden 7 gp +3 – –2 – – 10 lb.
Shield, large, steel 20 gp +3 – –2 – – 15 lb.
Shield, tower 30 gp +4 +2 –10 – – 45 lb.
Turtle shield 100 gp +6 +0 –15 – – 20 lb.

Masterwork Qualities Cost Summary Applies To Weight


Adj.
Durable +150 gp Lower Armor Check by 1 All **
Emblazoned shield +150 gp Display Coat of Arms Small, Large, Tower *
Extra Hand +90 gp Hold item as free action All 2 lb.
Hooked Can use shield for disarm attempts All
Long +4 vs. Bull rushes and Cover as move action Large, Tower +1 lb.
Mirrored Inside +120 gp Protects from gaze attacks All *
Polished +75 gp Reflect gaze attacks and dazzle foes All *
Shaped +200 gp +1 AC All *
View Slit +10 gp Gain shield bonus to Reflex saves Large, Tower *
Weapon Rest +60 gp +1 AC while using piercing weapons Large, Tower –1 lb.
this way, a heavy shield is a martial bludgeoning weapon. For
Shields the purpose of penalties on attack rolls, treat a heavy shield as
a one–handed weapon. If you use your shield as a weapon,
Buckler: This small metal shield is worn strapped to you lose its AC bonus until your next action (usually until the
your forearm. You can use a bow or crossbow next round). An magic bonus on a shield does not improve the
without penalty while carrying it. You can also use effectiveness of a shield bash made with it, but the shield can
your shield arm to wield a weapon (whether you are be made into a magic weapon in its own right.
using an off–hand weapon or using your off hand to Shield, Light, Wooden or Steel: You strap a shield to your
help wield a two–handed weapon), but you take a –1 forearm and grip it with your hand. A light shield’s weight lets
penalty on attack rolls while doing so. This penalty you carry other items in that hand, although you cannot use
stacks with those that may apply for fighting with weapons with it. Wooden and steel shields offer the same
your off hand and for fighting with two weapons. In basic protection, though they respond differently to special
any case, if you use a weapon in your off hand, you attacks.
don’t get the buckler’s AC bonus for the rest of the You can bash an opponent with a light shield, using it
round. as an off–hand weapon. See Table: Weapons for the damage
You can’t bash someone with a buckler dealt by a shield bash. Used this way, a light shield is a martial
Dueling Cloak: A dueling cloak is a special half– bludgeoning weapon. For the purpose of penalties on attack
cloak designed for use primarily by those who fight rolls, treat a light shield as a light weapon. If you use your
with light weapons. It is treated as a buckler for shield as a weapon, you lose its AC bonus until your next
which feats it can be used with. It deals no damage if action (usually until the next round). An magic bonus on a
used to attack with. Dueling cloaks can be of shield does not improve the effectiveness of a shield bash
masterwork quality, but cannot use any of the made with it, but the shield can be made into a magic weapon
masterwork abilities described below. in its own right.
Shield, Heavy, Wooden or Steel: You strap a shield Shield, Tower: This massive wooden shield is nearly as tall as
to your forearm and grip it with your hand. A heavy you are. In most situations, it provides the indicated shield
shield is so heavy that you can’t use your shield hand bonus to your AC. However, you can instead use it as total
for anything else. Wooden and steel shields offer the cover, though you must give up your attacks to do so. The
same basic protection, though they respond shield does not, however, provide cover against targeted
differently to special attacks. spells; a spellcaster can cast a spell on you by targeting the
You can bash an opponent with a heavy shield you are holding.
shield, using it as an off–hand weapon. See Table: You cannot bash with a tower shield, nor can you use
Weapons for the damage dealt by a shield bash. Used your shield hand for anything else.

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When employing a tower shield in combat, shields. The exterior of the shield has been polished to a
you take a –2 penalty on attack rolls because of the mirror–like quality. It can be used to reflect gaze attacks back
shield’s encumbrance. at those creatures who can be harmed by their own gaze
attack, if the character is within 15 feet of the creature. Also,
Turtle Shield: The turtle shield is made of metal in areas that are brightly lit, as a standard attack the character
and concave in shape. If the bearer of the shield can attempt to use the shield to temporarily blind a foe. This
takes the full defense action, they have 100% cover is done by making a ranged attack, and the victim gains a
on three sides. Reflex save DC 15. Failure to make the save indicates the
creature is Dazzled for 1d4 rounds.
Masterwork Shield Qualities Shaped: The sheild’s design has been modified to provide
Durable: This is the standard masterwork quality for better protection. It grants a +1 bonus to AC.
a shield. It reduces the armor check the shield incurs Shield Spikes: When added to your shield, these spikes turn it
by –1. into a martial piercing weapon that increases the damage dealt
Emblazoned: Your shield displays your personal by a shield bash as if the shield were designed for a creature
emblem. If you have the leadership feat, this one size category larger than you.
qualifies for Great Reknown. You can’t put spikes on a buckler or a tower shield.
Extra Hand: The shield is equipped with a hook or Otherwise, attacking with a spiked shield is like making a
other mount that allows the wielder to hold an item as shield bash attack (see above).
if they had a free hand. It cannot be used to wield or View Slit: The shield has been equipped with a small sliding
hold a weapon. view slit that allows the wielder to see through the front of the
Hooked: The shield has unusual edges that allow the shield. This allows the wielder to use the shield in a manner
wielder to catch an opponent’s weapon. The shield to protect against area effect attacks. If the wielder gives up
can be used in disarm attempts. his shield bonus for the round, he instead gains the shield’s
Long: The shield stretches to the floor allowing the bonus to his Reflex save.
user to create a virtual wall between themselves and Weapon Rest: This extra can only be used on large and
opponents. As a move–equivilant action the user can tower shields. The shield has been modified to allow the
ready the shield granting a +4 bonus against bull wielder to rest his weapon in a special slot to better increase
rushes and providing cover against ranged attacks (+4 his own protection while still allow the use of a piercing
AC vs. ranged attacks, replaces shield bonus). This weapon. When the shield is used with a medium–size or
quality may only be added to Large and Tower larger piercing weapon, the shield provides an additional +1
shields. shield bonus.
Mirrored Inside: The inside of the shield has been
brightly polished or affixed with a mirror. When
used to protect the user from creatures from gaze
attacks, the wielder can safely look away and acts as
if he had the blind–fighting feat.
Polished: This extra can only be added to metal

Shields – optional rules

Shields are somewhat unlike normal armor. Rather than simply rest on the character’s body and protecting against an
attack, shields are mobile pieces of defense that can be moved to ward away blows or act as a solid barrier against attack.
Shields, unlike armor, add their bonus against touch attacks as long as the character is not flat–footed. They are
effective for blocking or deflecting spell–based touch and ray attacks as well as warding off grappling attempts, trip
attacks, sunder and disarm attempts (the latter two which are not directed at the shield itself. A shield does not protect
against sunder or disarm attacks against the shield).
However, if a shield deflects/absorbs an attack that could affect the shield (such as the ray from a disintegration
spell, there is a chance the shield suffers the effects of the attack. If the attack misses the target by the amount of the
shield bonus (1 for bucklers/small shields, 2 for large shields, modified by any magical bonus of the shield itself), the
shield takes the brunt of the attack, which may damage or destroy it. The shield gains any save against the attack as if it
were an attended item.

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Miscellaneous Gear
Item Cost Damage Critical Range Weight
Increment
Grenade Sling 5 gp As per grenade X2 30 feet 2 lb
Bandolier 2 gp –– –– –– 1 lb

Item Cost Weight Oil (1–pint flask) 1 sp 1 lb.


Animal cage Paper (sheet) 4 sp –
Diminutive 8 gp 2 lbs. Parchment (sheet) 2 sp –
Tiny 12 gp 5 lbs. Pick, miner’s 3 gp 10 lb.
Small 16 gp 25 lbs. Pitcher, clay 2 cp 5 lbs.
Medium 30 gp 50 lbs. Piton 1 sp ½ lb.
Large 60 gp 100 lbs. Pole, 10–foot 2 sp 8 lbs.
Backpack (empty) 2 gp 2 lb.1 Pot, iron 5 sp 10 lbs.
Bandolier 2 gp 1 lb Pouch, belt (empty) 1 gp ½ lb.1
Barrel (empty) 2 gp 30 lbs. Prosthetic
Basket (empty) 4 sp 1 lb. Arm 10 gp 4 lb.*
Bedroll 1 sp 5 lbs.1 Eye 1 gp 1/10 lb.*
Bell 1 gp – Foot 2 gp 2 lb.*
Blanket, winter 5 sp 3 lbs.1 Hand 2 gp 1 lb.*
Block and tackle 5 gp 5 lbs. Leg 12 gp 5 lbs.*
Bottle, wine, glass 2 gp – Nose 1 gp ½ lb.*
Bucket (empty) 5 sp 2 lbs. Ram, portable 10 gp 20 lbs.
Caltrops 1 gp 2 lbs. Rations, trail (per day) 5 sp 1 lb.1
Candle 1 cp – Hard–tack (per day) 3 cp 1/10 lb.
Canvas (sq. yd.) 1 sp 1 lbs. Iron (per day) 1 gp ½ lb.
Case, map or scroll 1 gp ½ lb. Trail (per day) 5 sp 1 lb.
Chain (10 ft.) 30 gp 2 lbs. Rope
Chalk, 1 piece 1 cp – Hemp (50 ft.) 1 gp 10 lbs.
Chest (empty) 2 gp 25 lbs. Silk (50 ft.) 10 gp 5 lbs.
Crowbar 2 gp 5 lbs. Sack (empty) 1 sp ½ lb.1
Firewood (per day) 1 cp 20 lbs. Sealing wax 1 gp 1 lb.
Fishhook 1 sp – Sewing needle 5 sp –
Fishing net, 25 sq. ft. 4 gp 5 lbs. Signal Horn 1 gp ½ lb.
Flask (empty) 3 cp 1 ½ lbs. Signal Whistle 8 sp –
Flint and steel 1 gp – Signet Ring 5 gp –
Grappling hook 1 gp 4 lbs. Sledge 1 gp 10 lbs.
Hacksaw 5 gp ½ lb. Soap (per lb.) 5 sp 1 lb.
Hammer 5 sp 2 lbs. Spade or Shovel 2 gp 8 lbs.
Handsaw 5 sp 1 lb. Spyglass 1,000 gp 1 lb.
Ink (1 oz. Vial) 8 gp – Tent 10 gp 20 lbs.1
Inkpen 1 sp – Torch 1 cp 1 lb.
Jug, clay 3 cp 9 lbs. Vial, ink or potion 1 gp 1/10 lb.
Ladder, 10–foot 5 cp 20 lbs. Waterskin 1 gp 4 lb.1
Lamp, common 1 sp 1 lb. Whetstone 2 cp 1 lb.
Lantern * When worn, this item does not count against encumberance.
Bullseye 12 gp 3 lbs.
Hooded 7 gp 2 lbs.
Lock
Very simple 20 gp 1 lb.
Average 40 gp 1 lb.
Good 80 gp 1 lb.
Amazing 150 gp 1 lb.
Marbles (bag) 8 sp 1 lb.
Manacles 15 gp 2 lbs.
Mirror, small steel 10 gp ½ lbs.
Mug/tankard, clay 2 cp 1 lbs.

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Soft leather, low 1 gp ½ lb.


Special Subtances Cost Weight Steel–toed 45 gp 2 lbs.
and items Cape/Cloak 8 sp 3 lbs.
Acid (flask) 10 gp ½ lb. Cloak, Camoflauge 50 gp 3 lbs.
Alchemist’s Fire 50 gp ½ lb. Coat
Antitoxin (vial) 50 gp – Light 1 gp 1 lb.
Everburning torch 110 gp 1 lb. Winter 20 gp 5 lbs.
Holy water (flask) 25 gp 1 lb. Codpiece 1 sp –
Smokestick 20 gp ½ lb. Doublet 1 gp 1 lb.
Sunrod 25 gp 1 lb. Dress 2 sp 2 lbs.
Thunderstone 30 gp 1/10 lb. Gloves
Tindertwig 1 gp – Heavy cotton 1 gp –
Vermin Repellant 25 gp – Silk 15 gp –
Soft leather 5 gp –
Tools and Skill Kits Cost Weight Hat 1 sp –
Alchemist’s lab 500 gp 40 lbs. Loincloth 6 sp –
Artisan’s tools 5 gp 5 lbs. Jewelry
Astrolabe 8 gp 3 lbs. Bracelet 10 gp –
Book Earrings 35 gp –
Artisan’s manual 25 gp 5 lbs. Headband/Tiara 25 gp –
Canonial tome 25 gp 3 lbs. Locket 25 gp –
Research manual 50 gp 5 lbs. Necklace 50 gp –
Spell research manual 100 gp 5 lbs. Ring 35 gp –
Carpenter’s toolbox 1 gp 5 lbs. Outfit
Climber’s kit 80 gp 5 lbs.1 Artisan’s 1 gp 4 lbs.
Disguise kit 50 gp 8 lbs.1 Cleric’s 5 gp 6 lbs.
Forge, portable 50 gp 40 lbs. Cold weather 8 gp 7 lbs.
Forgery kit 50 gp 5 lbs. Courtier’s 30 gp 6 lbs.
Healer’s kit 50 gp 1 lb. Entertainer’s 3 gp 4 lbs.
Holly and mistletoe – – Explorer’s 10 gp 8 lbs.
Holy Symbol Fashionable 20 gp 5 lbs.
Average 25 gp 1 lb. Monk’s 5 gp 2 lbs.
Inferior 1 gp – Noble’s 75 gp 10 lbs.
Superior 100 gp 1 lb. Peasant’s 5 gp 6 lbs.
Hourglass 25 gp 1 lb. Traveler’s 1 gp 5 lbs.
Magnifying glass 100 gp – Sandals 1 sp ½ lb.
Musical intrument 5 gp 3 lbs.1 Scarf 1 sp ½ lb.
Scale, merchant’s 2 gp 1 lb. Shirt 3 sp ½ lb.
Spell Component Pouch Shoes 2 gp ½ lb.
Inferior 1 gp 2 lbs. Surcoat/Tabard 6 sp ½ lb.
Average 25 gp 2 lbs. Toga 8 cp 1 ½ lbs.
Superior 100 gp 2 lbs.
Spellbook (blank)
Tome 55 gp 5 lbs.
Travelling (blank) 10 gp 2 lbs.
Wizard’s 15 gp 3 lbs.
Thieves’ tools 30 gp 1 lb.
Waterclock 1,000 gp 200 lbs.

Clothing Cost Weight


Breeches 5 sp 1 lb.
Belt/Girdle/Sash 3 sp –
Boots
Riding 7 gp 1 lb.
Soft leather, high 3 gp 1 lb.

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Food and Drink Cost Weight


Ale or Beer Mounts and Related Gear Cost Weight
Mug 4 cp 1 lb. Barding – medium creature X2 X1
Gallon 2 sp 8 lbs. Small creature X1 X½
Hand Keg (2 gallons) 3 sp 20 lbs. Medium creature X2 X1
Cask (12 gallons) 2 gp 100 lbs. Large creature X4 X2
Barrel (30 gallons) 5 gp 250 lbs. Dog
Butt (100 gallons) 15 gp 850 lbs. Guard 25 gp
Tun (250 gallons) 30 gp 2,100 lbs. Riding 150 gp
Coffee 50 gp 1 lb. Donkey or mule 8 gp
Banquet (per person) 10 gp – Feed (per day) 5 cp 10 lbs.
Bread, per loaf 2 cp ½ lb. Horse
Cheese, hunk of 1 sp ½ lb. Heavy 200 gp
Inn stay (per day) Light 75 gp
Good 2 gp Pony 30 gp
Common 5 sp War, heavy 400 gp
Poor 2 sp War, light 150 gp
Meals (per day) Warpony 100 gp
Exotic 10 gp Saddle
Good 5 sp Military 20 gp 30 lbs.
Common 3 sp Pack 5 gp 15 lbs.
Poor 1 sp Riding 10 gp 25 lbs.
Meat, chunk of 3 sp ½ lb. Saddle, exotic
Spice Military 60 gp 30 lbs.
Common (1 lb.) 1 sp 1 lb. Pack 15 gp 15 lbs.
Uncommon (1/2 lb.) 1 gp ½ lb. Riding 30 gp 30 lbs.
Rare (1 oz.) 10 gp 1/10 lb. Saddlebags 4 gp 8 lbs.
Tea Stabling (per day) 5 sp
Common 5 sp 1 lb.
Good 20 gp 1 lb. Transport Cost Weight
Wine Carriage 100 gp 600 lbs.
Common (pitcher) 2 sp 6 lbs. Cart 15 gp 200 lbs.
Fine (bottle) 10 gp 1 ½ lbs. Galley 30,000 gp –
Poor (bowl) 2 cp 1 lb. Keelboat 3,000 gp –
Longship 10,000 gp
Lodging Rent Cost Buy Cost Palanquin 50 gp 100 lbs
Hovel 1 cp 50 gp Rickshaw 10 gp 150 lbs.
Apartment, Slum 1 sp – Rowboat 50 gp
Apartment, Simple 2 sp – Oar 2 gp 10 lbs.
Apartment, Average 3 sp – Sailing ship 10,000 gp
Townhouse 5 gp – Sled 20 gp 300 lbs.
Inn stay (per day) Wagon 35 gp 400 lbs.
Poor 2 sp – Warship 25,000 gp
Common 5 sp –
Good 2 gp – Service Cost
Superior 5 gp – Coach cab 3 cp/mile
House, single room 5 sp 200 gp Crier 1 sp/hour
House, two room 1 gp 500 gp Gossipmonger 1 sp/rumor
House, simple 5 gp 1,000 gp Hireling, trained 3 sp/day
House, grand 50 gp 5,000 gp Hireling, untrained 1 sp/day
Mansion 1,000 gp 100,000 gp Messenger 2 cp/mile
Tower 500 gp 50,000 gp Road or gate toll 1 cp
Keep – 150,000 gp Ship’s passage 1 sp/mile
Castle – 500,000 gp Spell, 0–level Caster level x 15 gp2
Huge castle – 1,000,000 gp Spell, 1st–level Caster level x 30 gp2
Moat with bridge – 50,000 gp

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Spell, 2nd–level Caster level x 60 gp2 Spell, 8th level Caster level x 240 gp2
rd
Spell, 3 level Caster level x 90 gp2 Spell, 9th level Caster level x 270 gp2
th
Spell, 4 level Caster level x 120 gp2 2
See spell description for additional costs. If the additional costs put
th
Spell, 5 level Caster level x 150 gp2 the spell’s cost above 3,000 gp, that spell is not generally available.
th
Spell, 6 level Caster level x 180 gp2
th
Spell, 7 level Caster level x 210 gp2
Equipment Bonus: Some items are created to aid in used in combat, treat a crowbar as a one–handed improvised
the use of a skill. These items can provide a +1 to +5 weapon that deals bludgeoning damage equal to that of a club
equipment bonus to the specific use of a skill, and of its size.
this bonus is included in the cost of the item Flint and Steel: Lighting a torch with flint and steel is a full–
normally. If you wish to buy a superior version of an round action, and lighting any other fire with them takes at
item, increase the cost of an item that provides an least that long.
equipment bonus is the item’s base cost +25 gp per Grappling Hook: Throwing a grappling hook successfully
additional +1 bonus, up to max of a +5 bonus. requires a Ranged Touch attack (AC 5 against a stationary
target, +2 per 10 feet of distance thrown).
Adventuring Gear Hacksaw: A hacksaw can be used for cutting through hard
Below are a few of the pieces of adventuring gear materials. Given one minute’s time, it can ignore 15 points of
found on Table: Goods and Services are described Hardness and deals triple the user’s Strength modifer in
below, long with any special benefits they confer on damage to an object (minimum 1 point).
the user (“you”). Hammer: If a hammer is used in combat, treat it as a one–
Balance Pole: This item is a flexible pole held handed improvised weapon that deals bludgeoning damage
laterally as one moves that grants a +2 equipment equal to that of a spiked gauntlet (1d3 or 1d4) of its size.
bonus toAcrobatics (Balance) checks on narrow Handsaw: A handsaw is useful for cutting through wood and
surfaces of 6 inch width or less. similar materials. Given one minute’s time, it can ignore 5
Caltrops: A caltrop is a four–pronged iron spike points of Hardness and deals double the user’s Strength
crafted so that one prong faces up no matter how the modifier in damage to an object (minimum 1 point).
caltrop comes to rest. You scatter caltrops on the Ink: This is black ink. You can buy ink in other colors, but it
ground in the hope that your enemies step on them or costs twice as much.
are at least forced to slow down to avoid them. One Jug, Clay: This basic ceramic jug is fitted with a stopper and
2– pound bag of caltrops covers an area 5 feet square. holds 1 gallon of liquid.
Each time a creature moves into an area Lamp, Common: A lamp clearly illuminates a 15–foot
covered by caltrops (or spends a round fighting while radius, provides shadowy illumination out to a 30–foot radius,
standing in such an area), it might step on one. The and burns for 6 hours on a pint of oil. You can carry a lamp in
caltrops make an attack roll (base attack bonus +0) one hand.
against the creature. Lantern, Bullseye: A bullseye lantern provides clear
For this attack, the creature’s shield, armor, illumination in a 60–foot cone and shadowy illumination in a
and deflection bonuses do not count. If the creature is 120–foot cone. It burns for 6 hours on a pint of oil. You can
wearing shoes or other footwear, it gets a +2 armor carry a bullseye lantern in one hand.
bonus to AC. If the caltrops succeed on the attack, Lantern, Hooded: A hooded lantern clearly illuminates a 30–
the creature has stepped on one. The caltrop deals 1 foot radius and provides shadowy illumination in a 60–foot
point of damage, and the creature’s speed is reduced radius. It burns for 6 hours on a pint of oil. You can carry a
by one–half because its foot is wounded. This hooded lantern in one hand.
movement penalty lasts for 24 hours, or until the Lock: The DC to open a lock with the Disable Device (Open
creature is successfully treated with a DC 15 Survival Locks) skill depends on the lock’s quality: simple (DC 20),
(Heal) check, or until it receives at least 1 point of average (DC 25), good (DC 30), or superior (DC 40).
magical curing. A charging or running creature must Manacles: Manacles can bind a Medium creature. A manacled
immediately stop if it steps on a caltrop. Any creature creature can use the Acrobatics (Escape Artist) skill to slip
moving at half speed or slower can pick its way free (DC 30, or DC 35 for masterwork manacles). Breaking
through a bed of caltrops with no trouble. the manacles requires a Strength check (DC 26, or DC 28 for
Caltrops may not be effective against masterwork manacles). Manacles have hardness 10 and 10 hit
unusual opponents. points.
Candle: A candle dimly illuminates a 5–foot radius Most manacles have locks; add the cost of the lock
and burns for 1 hour. you want to the cost of the manacles.
Chain: Chain has hardness 10 and 5 hit points. It can For the same cost, you can buy manacles for a Small
be burst with a DC 26 Strength check. creature.
Crowbar: A crowbar it grants a +2 circumstance For a Large creature, manacles cost ten times the
bonus on Strength checks made for such purposes. If indicated amount, and for a Huge creature, one hundred times

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this amount. Gargantuan, Colossal, Tiny, Diminutive, light weapon, and is treated as being secured in a
and Fine creatures can be held only by specially locked gauntlet.
made manacles. Leg: Usually these are made of wood with a metal bone–
Marbles: When spread on a fairly even surface, like core. A prosthetic leg returns all but 5 ft. of
marbles fill a 5–foot square. Any creature that speed to a character’s base speed, but the character
attempts to pass through the area containing marbles cannot use Fast Movement abilities.
must make a DC 12 Acrobatics (Balance) skill check. Nose: Usually made of wood or hardened clay, this does
Oil: A pint of oil burns for 6 hours in a lantern. You not restore the ability to smell but does return the
can use a flask of oil as a splash weapon. Use the character’s appearance back to a more natural look.
rules for alchemist’s fire, except that it takes a full Ram, Portable: This iron–shod wooden beam gives you a +2
round action to prepare a flask with a fuse. Once it is circumstance bonus on Strength checks made to break open a
thrown, there is a 50% chance of the flask igniting door and it allows a second person to help you without having
successfully. to roll, increasing your bonus by 2.
You can pour a pint of oil on the ground to Rope, Hemp: This rope has 2 hit points and can be burst with
cover an area 5 feet square, provided that the surface a DC 23 Strength check.
is smooth. If lit, the oil burns for 2 rounds and deals Rope, Silk: This rope has 4 hit points and can be burst with a
1d3 points of fire damage to each creature in the area. DC 24 Strength check. It is so supple that it provides a +2
Oil can be smeared over an Medium or equipment bonus on checks involving its use.
smaller individual to grant a +2 equipment bonus to Spyglass: Objects viewed through a spyglass are magnified to
Acrobatics (Escape Artist) checks. For each size twice their size.
category larger than Medium, it takes twice as much Torch: A torch burns for 1 hour, clearly illuminating a 20–
oil to grant this bonus. foot radius and providing shadowy illumination out to a 40–
Prosthetics: The adventuring world is dangerous, foot radius. If a torch is used in combat, treat it as a one–
and there many who lose life, if not limb during the handed improvised weapon that deals bludgeoning damage
course of their career. Prosthetics, while rarely equal to that of a gauntlet of its size, plus 1 point of fire
returning the full original function of a lost limb, damage.
return most of the normal semblance of appearance. Vial: A vial holds 1 ounce of liquid. The stoppered container
A character with a prosthetic replacement for a limb usually is no more than 1 inch wide and 3 inches high.
suffers only a –2 penalty to Persuade (Diplomacy)
checks and gains only a +2 bonus to Persuade Special Substances And Items
(Intimidate) checks. A prosthetic replacement returns Any of these substances except for the everburning
any lost magic item slots a character lost due to the torch and holy water can be made by a character with the Craft
loss of the limb. (alchemy) skill.
Masterwork versions can reduce the Acid: You can throw a flask of acid as a splash weapon. Treat
penalties to Persuade (Diplomacy) (and likewise this attack as a ranged touch attack with a range increment of
reduce the Persuade (Intimidate) bonus), but can 10 feet. A direct hit deals 1d6 points of acid damage. Every
never make it a positive value. creature within 5 feet of the point where the acid hits takes 1
Arm: Usually made of light wood, a prosthetic point of acid damage from the splash.
arm can be posed in many positions. The Alchemist’s Fire: You can throw a flask of alchemist’s fire as
attached hand can be used to hold items or a splash weapon. Treat this attack as a ranged touch attack
even support a shield, but has no mobility to with a range increment of 10 feet.
use it actively (such as to make an attack or A direct hit deals 1d6 points of fire damage. Every
climb with). creature within 5 feet of the point where the flask hits takes 1
Eye: Usually made of glass or wood, a point of fire damage from the splash. On the round following a
prosthetic eye does not allow sight, but does direct hit, the target takes an additional 1d6 points of damage.
conceal the wound. If desired, the target can use a full–round action to attempt to
Foot: Usually made of wood, a prosthetic foot extinguish the flames before taking this additional damage.
returns normal movement to a character, but Extinguishing the flames requires a DC 15 Reflex save.
does not allow the use of Fast Movement Rolling on the ground provides the target a +2 bonus on the
abilities. save. Leaping into a lake or magically extinguishing the
Hand: Usually made of wood or metal, the flames automatically smothers the fire.
prosthetic hand allows a basic grip but not Antitoxin: If you drink antitoxin, you get a +5 equipment
fine manipulation of items. A prosthetic bonus on Fortitude saving throws against poison for 1hour.
hand can be fitted with an attachable Everburning Torch: This otherwise normal torch has a
weapon for the cost of 1 gp + cost of the continual flame spell cast upon it. An everburning torch
weapon. The attachable weapon must be a clearly illuminates a 20–foot radius and provides shadowy
illumination out to a 40–foot radius.

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Holy Water: Holy water damages undead creatures DC 13 Will save to cast a spell. The goo becomes brittle and
and evil outsiders almost as if it were acid. A flask of fragile after 2d4 rounds, cracking apart and losing its
holy water can be thrown as a splash weapon. effectiveness. An application of universal solvent to a stuck
Treat this attack as a ranged touch attack creature dissolves the alchemical goo immediately.
with a range increment of 10 feet. A flask breaks if Multiple hits from tanglefoot bags do not have a
thrown against the body of a corporeal creature, but cumalative effect.
to use it against an incorporeal creature, you must Thunderstone: You can throw this stone as a ranged attack
open the flask and pour the holy water out onto the with a range increment of 20 feet. When it strikes a hard
target. Thus, you can douse an incorporeal creature surface (or is struck hard), it creates a deafening bang that is
with holy water only if you are adjacent to it. Doing treated as a sonic attack. Each creature within a 10–foot–
so is a ranged touch attack that does not provoke radius spread must make a DC 15 Fortitude save or be
attacks of opportunity. deafened for 1 hour. A deafened creature,
A direct hit by a flask of holy water deals in addition to the obvious effects, takes a –4 penalty on
2d4 points of damage to an undead creature or an evil initiative and has a 20% chance to miscast and lose any spell
outsider. Each such creature within 5 feet of the point with a verbal component that it tries to cast.
where the flask hits takes 1 point of damage from the Since you don’t need to hit a specific target, you can
splash. simply aim at a particular 5–foot square. Treat the target
Temples to good deities sell holy water at square as AC 5.
cost (making no profit). Tindertwig: The alchemical substance on the end of this
Smokestick: This alchemically treated wooden stick small, wooden stick ignites when struck against a rough
instantly creates thick, opaque smoke when ignited. surface. Creating a flame with a tindertwig is much faster than
The smoke fills a 10– foot cube (treat the effect as a creating a flame with flint and steel (or a magnifying glass)
fog cloud spell, except that a moderate or stronger and tinder. Lighting a torch with a tindertwig is a standard
wind dissipates the smoke in 1 round). The stick is action (rather than a full–round action), and lighting any other
consumed after 1 round, and the smoke dissipates fire with one is at least a standard action.
naturally. Vermin Repellant: This vile–smelling substance, when
Sunrod: This 1–foot–long, gold–tipped, iron rod thrown or tossed down, can disperse a single swarm of vermin
glows brightly when struck. It clearly illuminates a for 2d6 rounds if they fail a DC 15 Fort save.
30–foot radius and provides shadowy illumination in
a 60–foot radius. It glows for 6 hours, after which the Tools And Skill Kits
gold tip is burned out and worthless. Alchemist’s Lab: An alchemist’s lab always has the perfect
Tanglefoot Bag: When you throw a tanglefoot bag at tool for making alchemical items, so it provides a +2
a creature (as a ranged touch attack with a range circumstance bonus on Craft (alchemy) checks. It has no
increment of 10 feet), the bag comes apart and the bearing on the costs related to the Craft (alchemy) skill.
goo bursts out, entangling the target and then Without this lab, a character with the Craft (alchemy) skill is
becoming tough and resilient upon exposure to air. assumed to have enough tools to use the skill but not enough
An entangled creature takes a –2 penalty on attack to get the +2 bonus that the lab provides.
rolls and a –4 penalty to Dexterity and must make a Artisan’s Manual: This is book of blueprints and helpful tips
DC 15 Reflex save or be glued to the floor, unable to related to a single Craft skill. Consulting this book provides a
move. Even on a successful save, it can move only at +2 insight bonus to checks made with the Craft skill in
half speed. Huge or larger creatures are unaffected by question.
a tanglefoot bag. A flying creature is not stuck to the Artisan’s Tools: These special tools include the items needed
floor, but it must make a DC 15 Reflex save or be to pursue any craft. Without them, you have to use improvised
unable to fly (assuming it uses its wings to fly) and tools (–2 penalty on Craft checks), if you can do the job at all.
fall to the ground. A tanglefoot bag does not function Astrolabe: An astrolabe is a mechanical device that replicates
underwater. the positions of stars and planets at specific times and dates. It
A creature that is glued to the floor (or is useful for both astronomy and astrology uses.
unable to fly) can break free by making a DC 17 Canonial Tome: This is a holy book containing the sacred
Strength check or by dealing 15 points of damage to scriptures of a faith. It grants a +2 equipment bonus to
the goo with a slashing weapon. A creature trying to Knowledge (Religion) checks when consulted, or a +5
scrape goo off itself, or another creature assisting, equipment bonus to Knowledge (Religion) checks about
does not need to make an attack roll; hitting the goo matters related directly to the specific religion the book is for.
is automatic, after which the creature that hit makes a When read aloud as a standard action by someone with at least
damage roll to see how much of the goo was scraped 5 ranks in Knowledge (Religion), it provides a +2 equipment
off. Once free, the creature can move (including bonus to Will saves to the reader and allies within 10 ft. for
flying) at half speed. A character capable of one round.
spellcasting who is bound by the goo must make a

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Carpenter’s Toolbox: This wooden box contains a Musical Instrument: You need a musical instrument to
saw, hammer, drill, nails, rasp and other tools for properly use the perform skill. You can attempt to use an
building or repairing wooden items. It grants a +2 improvised musical instrument, but take a –2 check penalty.
equipment bonus on Craft (Carpentry) skill checks. You do not need a musical instrument to Dance, Orate or Sing.
Climber’s Kit: This is the perfect tool for climbing Research Manual: This is an information tome containing a
and gives you a +2 equipment bonus on Athletics wide variety of information about a specific subject. It grants
(Climb)checks. a +2 equipment bonus to Knowledge checks. Each manual
Disguise Kit: The kit is the perfect tool for disguise grants its bonus only to specific knowledge checks.
and provides a +2 equipment bonus on Deception Scale, Merchant’s: A scale grants a +2 circumstance bonus
(Disguise) checks. A disguise kit is exhausted after on Skill checks involving items that are valued by weight,
ten uses. including anything made of precious metals.
Forge, Portable: This is a small kiln and supplies Spell Component Pouch: A spellcaster with a spell
that can be set up an used to manufacture or repair component pouch is assumed to have all the material
items made of metal. Without them, you have to use components and focuses needed for spellcasting, except for
improvised tools (–2 penalty on Craft checks), if you those components that have a specific cost, divine focuses, and
can do the job at all. focuses that wouldn’t fit in a pouch.
Healer’s Kit: It is the perfect tool for healing and Average: Consisting of the proper materials for a given
provides a +2 circumstance bonus on Survival (Heal) spell, this is a wide variety of spell components an
checks. A healer’s kit is exhausted after ten uses. arcane caster needs to cast their spells. Average spell
Holy Symbol (All): A holy symbol focuses positive components give no bonus or impose a penalty to
energy. A cleric or paladin uses it as the focus for his caster level or spell DC. Average spell components
spells and as a tool for turning undead. Each religion cannot be used for spells requiring a material
has its own holy symbol. component of a value of 1 gp or more.
Average: Generally made of good quality materials An average spell component pouch has 20 uses
and consecrated via a blessing or concencrate spell, before it is depleted.
the average holy symbol is the common item used by Inferior: Consisting of low grade materials, substitute
adventuring priests and priests of modest wealth. An material or otherwise low quality material, inferior
average holy symbol provided no modifiers to turn spell components will allow work for spells, but
undead checks and level checks with spells requiring impose a penalty of –1 to the casting level of a spell
a divine spell focus. and a –1 to the DC of a spell that requires material
Inferior: Generally made of inferior materials (such components. Inferior spell components cannot be
as wood) or lacking the proper consecration rituals, substituted for spells requiring a material component
inferior holy symbols are often employed by hermits of a value of 1 gp or more.
or poor priests unable to afford better–quality holy An average spell component pouch has 20 uses
symbols. An inferior holy symbol imposes a –1 before it is depleted.
penalty to turn undead checks and a similar penalty to Superior: Consisting of fortified elements or superior
caster level for spells requiring a divine spell focus. quality components, superior spell components grant
Superior: Fortified by special ritual and special an arcane caster a +1 bonus to the casting level and
material construction, the superior holy symbol adds the spell DC of any arcane spell cast that requires
a bonus to the ability to turn undead and to caster components once a day. Superior spell components
level for spells requiring a focus. The superior holy cannot be substituted for spells requiring a material
symbol grants a +1 bonus to turn undead checks and component of a value of 1 gp or more.
a similar bonus to caster level for spells requiring a A superior spell component pouch has 20 uses before
divine spell focus once a day. it is depleted.
Unholy Symbols: An unholy symbol is like a holy Spell research manual: A spell research manual covers a
symbol except that it focuses negative energy and is specific school of magic, granting a +2 equipment bonus to
used by evil clerics (or by neutral clerics who want to Spellcraft checks when consulted, and a +5 equipment bonus
cast evil spells or command undead). to Spellcraft checks on matters related to the school of magic
Magnifying Glass: This simple lens allows a closer discussed in the book. A wizard requires a spell research
look at small objects. It is also useful as a substitute manual of the appropriate school of magic when researching
for flint and steel when starting fires. Lighting a fire spells of his own make.
with a magnifying glass requires light as bright as Spellbook (Blank): Wizards use spellbooks to incribe the
sunlight to focus, tinder to ignite, and at least a full– magical formulae for their spells within. A wizard without
round action. A magnifying glass grants a +2 access to a spellbook cannot prepare spells higher than 0 level
circumstance bonus on Knowledge (Appraise) checks spells, unless he has Spell Mastery, in which case the wizard
involving any item that is small or highly detailed. can memorize those spells covered under Spell Mastery.

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A spell takes up one page per spell level to outfit looks whimsical, its practical design lets you tumble,
record the spell formulae. 0 level spells take up ¼ a dance, walk a tightrope, or just run (if the audience turns
page per spell. ugly).
In desperate times, a spellbook can be used Explorer’s Outfit: This is a full set of clothes for someone
as a scroll. Using a spell out of the book in this who never knows what to expect. It includes sturdy boots,
manner destroys the pages containing the spell. leather breeches or a skirt, a belt, a shirt (perhaps with a vest
Travelling: A travelling spellbook has 50 pages or jacket), gloves, and a cloak. Rather than a leather skirt, a
of parchment. leather overtunic may be worn over a cloth skirt. The clothes
Tome: A tome holds 500 pages of parchment. It have plenty of pockets (especially the cloak). The outfit also
includes an Average lockable clasp (treat as includes any extra items you might need, such as a scarf or a
an average lock) to protect the book against wide–brimmed hat.
intrusion. Jewelry (All): The prices listed here are the minimum prices
Wizard’s: A wizard’s spellbook has 100 pages of for the lowest average quality jewelry. The more extravagant
parchment. the jewelry, the more it will be worth. Jewelry below the
Thieves’ Tools: This kit contains the tools you need listed price is considered “junk” or fake in quality.
to use the Disable Device and Disable Device (Open Locket: A locket can hold one item of fine size. It usually
Locks) skills. Without these tools, you must contains a momento of some sort – a miniature painting of a
improvise tools, and you take a –2 circumstance loved one, a lock of hair or other item of sentimental value.
penalty on Disable Device and Disable Device (Open Monk’s Outfit: This simple outfit includes sandals, loose
Locks) checks. breeches, and a loose shirt, and is all bound together with
Water Clock: This large, bulky contrivance gives sashes. The outfit is designed to give you maximum mobility,
the time accurate to within half an hour per day since and it’s made of high–quality fabric. You can hide small
it was last set. It requires a source of water, and it weapons in pockets hidden in the folds, and the sashes are
must be kept still because it marks time by the strong enough to serve as short ropes.
regulated flow of droplets of water. Noble’s Outfit: This set of clothes is designed specifically to
be expensive and to show it. Precious metals and gems are
Clothing worked into the clothing. To fit into the noble crowd, every
Artisan’s Outfit: This outfit includes a shirt with would–be noble also needs a signet ring (see Adventuring
buttons, a skirt or pants with a drawstring, shoes, and Gear, above) and jewelry (worth at least 100 gp).
perhaps a cap or hat. It may also include a belt or a Peasant’s Outfit: This set of clothes consists of a loose shirt
leather or cloth apron for carrying tools. and baggy breeches, or a loose shirt and skirt or overdress.
Camoflauge Cloak: This item is colored and Cloth wrappings are used for shoes.
adorned to conceal a character who uses it. Royal Outfit: This is just the clothing, not the royal scepter,
Generally, camoflauge cloaks only work in a semi– crown, ring, and other accoutrements. Royal clothes are
specific setting – artic, forest, jungle, urban and so ostentatious, with gems, gold, silk, and fur in abundance.
forth. When used in the appropriate environment, Scholar’s Outfit: Perfect for a scholar, this outfit includes a
they grant up to a +10 equipment bonus to Stealth robe, a belt, a cap, soft shoes, and possibly a cloak.
(Hide) checks. Steel–toed Boots: Steel–toed boots can be used to deliver an
Cleric’s Vestments: These ecclesiastical clothes are unarmed attack that deals 1d4 damage (lethal) by a Medium
for performing priestly functions, not for creature or 1d3 damage (lethal) by a Small creature.
adventuring. Traveler’s Outfit: This set of clothes consists of boots, a
Cold Weather Outfit: A cold weather outfit includes wool skirt or breeches, a sturdy belt, a shirt (perhaps with a
a wool coat, linen shirt, wool cap, heavy cloak, thick vest or jacket), and an ample cloak with a hood.
pants or skirt, and boots. This outfit grants a +5
equipment bonus on Fortitude saving throws against Food and Drink
exposure to cold weather. Meals: Poor meals might be composed of bread, baked
Courtier’s Outfit: This outfit includes fancy, turnips, onions, and water. Common meals might consist of
tailored clothes in whatever fashion happens to be the bread, chicken stew, carrots, and watered–down ale or wine.
current style in the courts of the nobles. Anyone Good meals might be composed of bread and pastries, beef,
trying to influence nobles or courtiers while wearing peas, and ale or wine.
street dress will have a hard time of it (–2 penalty on
Charisma–based skill checks to influence such Lodging
individuals). If you wear this outfit without jewelry Apartment, Average: Similar to the simple apartment, that is
(costing an additional 50 gp), you look like an out– heated and has a divider to separate the “living area” from the
of–place commoner. bedroom. An average apartment is usually made of wood with
Entertainer’s Outfit: This set of flashy, perhaps simple wooden roof. Like the simple apartment it usually has
even gaudy, clothes is for entertaining. While the one shuddered window in each room with no glass pane.

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Apartment, Simple: This one room house is similar floor contains private guest rooms. The third floor usually
to an inn room that opens to the outside instead of contains a suite for multiple guest wishing to room together
into a foyer. They are generally unheated. There is and/or for a long period of time. The owner’s quarters are
usually a single, shuddered window with no glass either attached to the inn or take up most of the third floor.
plane at the front of the apartment. Apartments are Poor accommodations at an inn amount to a place on
often found only in rural areas, and are often grouped the floor near the hearth in the common room.
in single story buildings of four, or stacked into Common accommodations consist of a place on a
multiple stories with at least two per level. A simple raised, heated floor, the use of a blanket and a pillow in a
apartment is usually made of wood with a simple semi–private area.
wooden roof. Good accommodations consist of a small, private
Apartment, Slum: This one room house is a series of room with one bed, some amenities, and a covered chamber
hovels grouped together and run by a landlord. They pot in the corner.
may be multiple floors with simple wooden floors Superior accommodations consist of a suite of rooms
dividing the levels. A slum apartment may be made with a separate bedroom, a private bath, room service and a
of stone or wood, and usually is a mix of the two, and privy (interior outhouse).
sports a thatch roof. A slum apartment has one Keep: This fortified stone building has fifteen to twenty–five
window that is not shuddered. The structure is rooms. It normally has arrow slits instead of windows on the
unheated. first floor and a larder for long–term storage of goods and
Castle: A castle is a keep surrounded by a 15–foot equipment in case of seige. A keep usually also has access to
stone wall with four towers. The wall is 10 feet thick. an underground cistern for water access.
It has all the features of a keep. Mansion: This ten– to twenty–room residence has two or
House, Grand: This four– to ten–room house is three stories and is made of wood and brick. It has a slate roof.
made of wood and has a thatched roof. It has It has shuddered windows that usually have glass panes. It has
multiple shuddered windows, and may even have fireplaces strategically located to heat the entire house and has
glass panes in the windows. It has one or more a full kitchen with stone or iron stove and a larder/cellar for
fireplaces to heat the entire structure, and a stone or long–term storage of food. A mansion usually has a private
iron stove for cooking. well or cistern for water access.
House, Simple: This three– to five–room house is Moat with Bridge: The moat is 15 feet deep and 30 feet wide.
made of wood and has a thatched roof. It has The bridge may be a wooden drawbridge or a permanent stone
multiple shuddered windows and a fireplace in the structure.
main room to heat the structure, and often also has a Tower: This round or square, three–level tower is made of
stone stove for cooking. It usually has a living room, stone. It has shuddered windows and a reinforced door. It
kitchen and one or more bedrooms. may or may not be heated by a piped fireplace.
House, Single Room: This one room house has a Townhouse: This is an apartment with three to five rooms. It
wood or stone floor and is constructed of wood with is heated and may have an iron stove for cooking. The living
a thatched roof. It provides fair protection from the room and “master” bedroom usually have shuddered windows,
elements with shuttered windows. It usually has a which may have glass panes.
single fireplace for cooking and warming the
structure. Mounts And Related Gear
House, Two Room: This house is similar to the one– Barding, Medium Creature and Large Creature: Barding
room house, but has divider that seperates the “living is a type of armor that covers the head, neck, chest, body, and
area” from the sleeping area. possibly legs of a horse or other mount. Barding made of
Hovel: This one room “house” has a floor area of medium or heavy armor provides better protection than light
about 5 ft. square, with a dirt floor. It provides little barding, but at the expense of speed. Barding can be made of
protection against the elements, often with cracks in any of the armor types found on Table: Armor and Shields.
the wall. If it has a window, there is no shudder to Armor for a horse (a Large nonhumanoid creature)
seal it. There is no fireplace in the structure, so it is costs four times as much as armor for a human (a Medium
unheated. A hovel is normally made of scrap humanoid creature) and also weighs twice as much as the
material, usually wood. armor found on Table: Armor and Shields (see Armor for
Huge Castle: A huge castle is a particularly large Unusual Creatures). If the barding is for a pony or other
keep with numerous associated buildings (stables, Medium mount, the cost is only double, and the weight is the
forge, granaries, and so on) and an elaborate 20– same as for Medium armor worn by a humanoid. Medium or
foot–high wall that creates bailey and courtyard heavy barding slows a mount that wears it, as shown on the
areas. The wall has six towers and is 10 feet thick. table below.
Inn: A common in is a two or three–story structure;
the first floor has a common room for serving food Barding (40 ft.) (50 ft) (60 ft)
during the day and sleeping at night. The second Medium 30 ft. 35 ft. 40 ft.

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Heavy 30 ft.1 35 ft.1 40 ft.1 Cart: This two–wheeled vehicle can be drawn by a single
1
A mount wearing heavy armor moves at only triple horse (or other beast of burden). It comes with a harness.
its normal speed when running instead of quadruple. Galley: This three–masted ship has seventy oars on either side
and requires a total crew of 200. A galley is 130 feet long and
Flying mounts can’t fly in medium or heavy barding. 20 feet wide, and it can carry 150 tons of cargo or 250
Removing and fitting barding takes five soldiers. For 8,000 gp more, it can be fitted with a ram and
times as long as the figures given on Table: Donning castles with firing platforms fore, aft, and amidships. This ship
Armor. A barded animal cannot be used to carry any cannot make sea voyages and sticks to the coast. It moves
load other than the rider and normal saddlebags. about 4 miles per hour when being rowed or under sail.
Dog, Riding: This Medium dog is specially trained Keelboat: This 50– to 75–foot–long ship is 15 to 20 feet wide
to carry a Small humanoid rider. It is brave in combat and has a few oars to supplement its single mast with a square
like a warhorse. You take no damage when you fall sail. It has a crew of eight to fifteen and can carry 40 to 50
from a riding dog. tons of cargo or 100 soldiers. It can make sea voyages, as well
Donkey or Mule: Donkeys and mules are stolid in as sail down rivers (thanks to its flat bottom). It moves about 1
the face of danger, hardy, surefooted, and capable of mile per hour.
carrying heavy loads over vast distances. Unlike a Longship: This 75–foot–long ship with forty oars requires a
horse, a donkey or a mule is willing (though not total crew of 50. It has a single mast and a square sail, and it
eager) to enter dungeons and other strange or can carry 50 tons of cargo or 120 soldiers. A longship can
threatening places. make sea voyages. It moves about 3 miles per hour when
Feed: Horses, donkeys, mules, and ponies can graze being rowed or under sail.
to sustain themselves, but providing feed for them is Rickshaw: This is a 2–person cart that can be pulled (rather
much better. If you have a riding dog, you have to than pushed) by a single person.
feed it at least some meat. Rowboat: This 8– to 12–foot–long boat holds two or three
Horse: A horse (other than a pony) is suitable as a Medium passengers. It moves about 1–1/2 miles per hour.
mount for a human, dwarf, elf, half–elf, or half–orc. Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long
A pony is smaller than a horse and is a suitable and 20 feet wide and has a crew of 20. It can carry 150 tons of
mount for a gnome or hillenfaey. cargo. It has square sails on its two masts and can make sea
Warhorses and warponies can be ridden voyages. It moves about 2 miles per hour.
easily into combat. Light horses, ponies, and heavy Sled: This is a wagon on runners for moving through snow
horses are hard to control in combat. and over ice. In general, two horses (or other beasts of burden)
Palanquin: This is a “sled” held aloft by two, four draw it. A sled comes with the harness needed to pull it.
or six Medium persons. It is usually used by nobility. Wagon: This is a four–wheeled, open vehicle for transporting
It can be covered for privacy or protection from the heavy loads. In general, two horses (or other beasts of burden)
elements for an extra 25 gp and 20 lbs. of weight. draw it. A wagon comes with the harness needed to pull it.
Saddle, Exotic: An exotic saddle is like a normal Warship: This 100–foot–long ship has a single mast, although
saddle of the same sort except that it is designed for oars can also propel it. It has a crew of 60 to 80 rowers. This
an unusual mount. Exotic saddles come in military, ship can carry 160 soldiers, but not for long distances, since
pack, and riding styles. there isn’t room for supplies to support that many people. The
Saddle, Military: A military saddle braces the rider, warship cannot make sea voyages and sticks to the coast. It is
providing a +2 circumstance bonus on Handle not used for cargo. It moves about 2–1/2 miles per hour when
Animal (Ride) checks related to staying in the saddle. being rowed or under sail.
If you’re knocked unconscious while in a military
saddle, you have a 75% chance to stay in the saddle Spellcasting And Services
(compared to 50% for a riding saddle). Sometimes the best solution for a problem is to hire
Saddle, Pack: A pack saddle holds gear and someone else to take care of it.
supplies, but not a rider. It holds as much gear as the Coach Cab: The price given is for a ride in a coach that
mount can carry. transports people (and light cargo) between towns.
Saddle, Riding: The standard riding saddle supports For a ride in a cab that transports passengers within a
a rider. city, 1 copper piece usually takes you anywhere you need to
go.
Transport Crier: A crier is an indivial paid to deliver a public message
Carriage: This four–wheeled vehicle can transport as repeatedly and in a loud voice. A crier usually does not work
many as four people within an enclosed cab, plus two for longer than one hour at a time, allowing the individual to
drivers. In general, two horses (or other beasts of avoid straining their voice. Some communities or (usually
burden) draw it. A carriage comes with the harness wealthy) sections of a community strictly forbid criers being
needed to pull it. used to deliver a message in their area.

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Gossipmonger: This is an individual who sells have to pay for two castings of the spell, even if you aren’t
hearsay and rumors for a living. The average returning with the caster.
gossipmonger has a Persuade (Gather Information) In addition, not every town or village has a
and Knowledge (Local) skill bonus of +6. Skilled spellcaster of sufficient level to cast any spell. In general, you
gossipmongers usually charge double for each must travel to a small town (or larger settlement) to be
additional +2 to skill. reasonably assured of finding a spellcaster capable of casting
Hireling, Trained: The amount given is the typical 1st–level spells, a large town for 2nd–level spells, a small city
daily wage for mercenary warriors, masons, for 3rd–level spells, a large city for 5th–level spells, and a
craftsmen, scribes, teamsters, and other trained metropolis for 6th–level spells. Even a metropolis isn’t
hirelings. Such individuals usually have a +6 skill guaranteed to have a local spellcaster able to cast 7th–level
bonus in their primary area of expertise. This value and higher spells.
represents a minimum wage; many such hirelings
require significantly higher pay. Usually such skilled Masterwork Items
hirelings charge double the fee per additional +2 Practially any item can be made into a masterwork
bonus to their skill of expertise. version. A masterwork version of an item costs at least 10
Hireling, Untrained: The amount shown is the times the normal price. It also normally provides a +2
typical daily wage for laborers, porters, cooks, maids, equipment bonus towards any Skill it normally used with. For
and other menial workers. each 10x multiplier in price past the first, the item can provide
Messenger: This entry includes horse–riding an additional +1 equipment bonus, up to a +5 equipment
messengers and runners. Those willing to carry a bonus.
message to a place they were going anyway may ask
for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to
Special Materials
On Amberos, there are a variety of special materials
cross a well–trodden, well–kept, and well–guarded
that weapons or items can be made from that have unusual
road to pay for patrols on it and for its upkeep.
qualities. A short list of the more common unusual materials
Occasionally, a large walled city charges a toll to
is listed below.
enter or exit (or sometimes just to enter).
Adamantine: Sometimes referred to as star metal or
Ship’s Passage: Most ships do not specialize in
dragonbone, this is one of the most rare materials to be found
passengers, but many have the capability to take a
on Amberos. Some tales say that adamantine is formed from
few along when transporting cargo. Double the given
the bones of Guaradrell or are cast–off bits from the forge of
cost for creatures larger than Medium or creatures
Fir that have fallen to the earth. Most desposits of this
that are otherwise difficult to bring aboard a ship.
material are found in the eastern half of Amberos near the
Spell: The indicated amount is how much it costs to
Forna sea, which seems to support the former tales of its
get a spellcaster to cast a spell for you. This cost
origin.
assumes that you can go to the spellcaster and have
This ultrahard metal adds to the quality of a weapon
the spell cast at his or her convenience (generally at
or suit of armor. Weapons fashioned from adamantine have a
least 24 hours later, so that the spellcaster has time to
natural ability to bypass hardness when sundering weapons or
prepare the spell in question). If you want to bring the
attacking objects, ignoring hardness less than 20. Armor made
spellcaster somewhere to cast a spell you need to
from adamantine grants its wearer damage reduction of 1/– if
negotiate with him or her, and the default answer is
it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy
no.
armor. Adamantine is so costly that weapons and armor made
The cost given is for a spell with no cost for
from it are always of masterwork quality; the masterwork cost
a material component or focus component and no XP
is included in the prices given below. Thus, adamantine
cost. If the spell includes a material component, add
weapons and ammunition have a +1 magic bonus on attack
the cost of that component to the cost of the spell.
rolls, and the armor check penalty of adamantine armor is
If the spell has a focus component (other
lessened by 1 compared to ordinary armor of its type. Items
than a divine focus), add 1/10 the cost of that focus to
without metal parts cannot be made from adamantine. An
the cost of the spell. If the spell has an XP cost, add 5
arrow could be made of adamantine, but a quarterstaff could
gp per XP lost.
not.
Furthermore, if a spell has dangerous
Only weapons, armor, and shields normally made of
consequences, the spellcaster will certainly require
metal can be fashioned from adamantine. Weapons, armor and
proof that you can and will pay for dealing with any
shields normally made of steel that are made of adamantine
such consequences (that is, assuming that the
have one–third more hit points than normal. Adamantine has
spellcaster even agrees to cast such a spell, which
40 hit points per inch of thickness and hardness 20.
isn’t certain). In the case of spells that transport the
caster and characters over a distance, you will likely
Type of Adamantine Item Item Cost
Modifier

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Ammunition +60 gp hide, an armorsmith can produce one suit of masterwork scale
Light armor +5,000 gp mail for a creature up to two sizes smaller, one suit of
Medium armor +10,000 gp masterwork half–plate for a creature three sizes smaller, or
Heavy armor +15,000 gp one masterwork breastplate or suit of full plate for a creature
Weapon +3,000 gp four sizes smaller. In each case, there is enough hide to
produce a small or large masterwork shield in addition to the
Black Steel: This heavy, black metal is forged by a armor, provided that the dragon is of at least Large size.
secret method known only to the Randese of the east. When dealing with true dragons, a character wearing
While exceptionally heavy, the metal easily absorbs armor made of dragonhide suffers a –20 penalty to all
magical traits, making it easy to enchant. In fact, the Charisma–based rolls, and relations with dragonkind always
Randese use the material to make their infamous start off as Unfreindly at best.
Black Fleet flying skyboats.
Black Steel weighs triple normal, but Age AC Resist Cost
enchanting it with magical properties costs ½ normal. Bonus
This can be used only on items that are all or mostly Wyrmling – 2 +300 gp
metal. Black Steel is only available to those with Very Young – 4 +600 gp
Randese blood in unworked form. All others can Young – 6 +900 gp
only acquire items already fashioned and/or Juvenile – 8 +1,200 gp
enchanted by Randese smiths. However, Randese Young Adult – 10 +1,500 gp
tend to keep this material for themselves, and finding Adult – 12 +1,800 gp
such items outside of Randu–controlled territories is Mature Adult +1 14 +2,600 gp
almost unheard of. Old +2 16 +4,400 gp
Black Steel has 30 hit points per inch of Very Old +3 18 +7,200 gp
thickness and hardness 17. Ancient +4 20 +11,000 gp
Wyrm +5 22 +15,800 gp
Type of Black Steel Item Item Cost Great Wyrm +6 24 +21,600 gp
Modifier
Ammunition +50 gp Dragonhide is tougher than most normal armors, and
Light armor +500 gp usually grants a better armor bonus than regular armors made
Medium armor +1,000 gp from lesser materials. Dragon armor provides a +1 Armor
Heavy armor +2,500 gp Bonus for each age category past Adult of the dragon it came
Weapon +1,000 gp from, above and beyond the normal armor bonus the type of
armor it is crafted into should have. Likewise, the armor
Darkwood: This rare magic wood is as hard as grants 2 points of energy resistance per age categories of the
normal wood but very light. Any wooden or mostly dragon, as shown on the table below.
wooden item (such as a bow, an arrow, or a spear) Dragonhide is treated as masterwork armor for calculating
made from darkwood is considered a masterwork base cost. There is an additional cost associated with the armor
item and weighs only half as much as a normal based on the age category of the dragon, as in the previous
wooden item of that type. Items not normally made table.
of wood or only partially of wood (such as a
battleaxe or a mace) either cannot be made from Dragon Type Resistance
darkwood or do not gain any special benefit from Air Sonic 2
being made of darkwood. The armor check penalty of Earth Acid 2
a darkwood shield is lessened by 2 compared to an Fire Fire 2
ordinary shield of its type. To determine the price of Radiant Lightning 2
a darkwood item, use the original weight but add 10 Shadow Negative 2
gp per pound to the price of a masterwork version of Water Cold 2
that item.
Darkwood has 10 hit points per inch of Iron, Cold: This iron, mined deep underground, known for its
thickness and hardness 5. effectiveness against fey creatures, is forged at a lower
temperature to preserve its delicate properties. Weapons made
Dragonhide: Armorsmiths can work with of cold iron cost twice as much to make as their normal
dragonhides to produce masterwork armor or shields counterparts. Also, any magical enhancements cost an
as shown on the table below. One dragon produces additional 2,000 gp.
enough hide for a single suit of masterwork hide Items without metal parts cannot be made from cold
armor for a creature up to one size smaller than the iron. An arrow could be made of cold iron, but a quarterstaff
dragon. By selecting only choice scales and bits of could not.

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A double weapon that has only half of it Light armor +1,000 gp


made of cold iron increases its cost by 50%. Medium armor +4,000 gp
Cold iron has 30 hit points per inch of Heavy armor +9,000 gp
thickness and hardness 10. Shield +1,000 gp
Other items +500 gp/lb.
Ironwood: Created by druids by transforming metal
items into wood, this is a material greatly prized by Mythrandium: This metal is a mixture of adamantine and
druids or others seeking lightweight but stout mithril worked like cold steel whose creation is known only to
protection. a few master dwarven and elvin smiths, whose knowledge
An item made from ironwood has the same comes from shortly before the Dark Age. Mythrandium
statistics as if it were made of metal, but it weighs requires the alchemy skill to create (DC 27 Craft: Alchemy)
only ¾ that of a true metal item. and is made from components of mithril and adamantine.
Ironwood has 30 hit points per inch of Mythrandium items have normal weight, but improved
thickness and hardness 10. resiliance. Armor made of mythrandium have their armor
check reduced by one, Dexterity bonus is increased by 1 and
Type of Ironwood Item Cost armor check penalties are lessened by 1. Also, armor made
Item Modifier from mythrandium grants its wearer damage reduction of 1/–
Ammunition +25 gp if it’s medium armor, 2/– if it’s heavy armor and 3/– if it’s
Light armor +4, 250 gp superheavy armor. Weapons fashioned from mythrandium
Medium armor +9,500 gp have a natural ability to bypass hardness when sundering
Heavy armor +14,000 gp weapons or attacking objects, ignoring hardness less than 17.
Weapon +2,000 gp Weapons and armors fashioned from mythrandium
are always masterwork items as well; the masterwork cost is
Mithral: Also known as godsilver, Mithral is said to included in the prices given below.
be the cast off tears of the gods (shed when Death Mythrandium has 35 hit points per inch of thickness
came to the world), buried long ago in the deep heart and hardness 17. Mythrandium items are treated as being
of the earth. It is normally only found deep under the Adamantine and Cold Iron for purposes of bypassing damage
heart of tall mountains such as the Crystalmires. reduction.
Mithral is a very rare silvery, glistening metal that is
lighter than iron but just as hard. When worked like Type of Item Cost Modifier
steel, it becomes a wonderful material from which to Mythrandium
create armor and is occasionally used for other items Item
as well. Most mithral armors are one category lighter Ammunition +90 gp
than normal for purposes of movement and other Light armor +4,000 gp
limitations. Heavy armors are treated as medium, and Medium armor +8,000 gp
medium armors are treated as light, but light armors Heavy armor +12,000 gp
are still treated as light, maximum Dexterity bonus is Weapon +3,000 gp
increased by 2, and armor check penalties are Other items +1,000 gp/lb.
lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as Silver, Alchemical: A complex process involving metallurgy
much as the same item made from other metals. In and alchemy can bond silver to a weapon made of steel so that
the case of weapons, this lighter weight does not it bypasses the damage reduction of creatures such as
change a weapon’s size category or the ease with lycanthropes.
which it can be wielded (whether it is light, The alchemical silvering process can’t be applied to
onehanded, or two–handed). Items not primarily of nonmetal items, and it doesn’t work on rare metals such as
metal are not meaningfully affected by being partially adamantine, cold iron, and mithral.
made of mithral. (A longsword can be a mithral Alchemical silver has 10 hit points per inch of
weapon, while a scythe cannot be.) thickness and hardness 8.
Weapons or armors fashioned from mithral
are always masterwork items as well; the masterwork Type of Alchemical Silver Item Item Cost
cost is included in the prices given below. Modifier
Mithral has 30 hit points per inch of Ammunition +2 gp
thickness and hardness 15. Light weapon +20 gp
One–handed weapon, or one head +90 gp
Type of Mithral Item Item of a double weapon
Cost Two–handed weapon, or both +180 gp
Modifier heads of a double weapon

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Twilight Oak: Brave is the soul that dares to cut


wood from the twilight forest, but the dark wood
from this forest is highly prized by psionic
individuals. Weapons and shields made of this
material can hold psionic energy that its owner can
tap into. A typical small shield can hold three power
points, a large shield 5 and a tower shield 7. The
owner must channel these points into the item, where
they will remain until used. Weapons made of
twilight oak can hold power points (1 point for a light
weapon, 3 for a medium weapon and 5 for a large
weapon) or hold a psionic focus for an individual,
and be expended whenever the owner wishes. The
owner must take a full action to transfer his own
psionic focus to the weapon. Transfering power
points is a standard action, and a psionic character
can transfer up to his level in power points as part of
a single action.
Items that would require more than one
log/tree to create are not possible, so a Twilight Oak
boat (other than perhaps a canoe) or structures made
of Twilight Oak cannot exist; attempts to do so
merely draw the attention of the forest that will
reabsorb the wood and the offenders.
Twilight Oak has 15 hit points per inch of
thickness and a hardness of 7.

Type of Twilight Oak Item Item Cost


Modifier
Ammunition +25 gp
Light weapon or buckler +1,000 gp
One–handed weapon or light shield +3,00 gp
Two–handed weapon or heavy +5,000 gp
shield

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Adventuring character can run, as shown on Table: Carrying Loads. A


medium or heavy load counts as medium or heavy armor for
the purpose of abilities or skills that are restricted by armor.
Carrying, Movement, & Carrying a light load does not encumber a character.
Exploration If your character is wearing armor, use the worse
figure (from armor or from load) for each category. Do not
stack the penalties.
Carrying Capacity Lifting and Dragging: A character can lift as much as his or
Encumbrance rules determine how much a
her maximum load over his or her head.
character’s armor and equipment slow him or her
A character can lift as much as double his or her
down.
maximum load off the ground, but he or she can only stagger
Encumbrance comes in two parts:
around with it. While overloaded in this way, the character
encumbrance by armor and encumbrance by total
loses any Dexterity bonus to AC and can move only 5 feet per
weight.
round (as a full–round action).
Encumbrance by Armor: A character’s armor
A character can generally push or drag along the
defines his or her maximum Dexterity bonus to AC,
ground as much as five times his or her maximum load.
armor check penalty, speed, and running speed.
Favorable conditions can double these numbers, and
Unless your character is weak or carrying a lot of
bad circumstances can reduce them to one–half or less.
gear, that’s all you need to know. The extra gear your
Bigger and Smaller Creatures: The figures on Table:
character carries won’t slow him or her down any
Carrying Capacity are for Medium bipedal creatures. A larger
more than the armor already does.
bipedal creature can carry more weight depending on its size
If your character is weak or carrying a lot of
category, as follows: Large x2, Huge x4, Gargantuan x8,
gear, however, then you’ll need to calculate
Colossal x16. A smaller creature can carry less weight
encumbrance by weight. Doing so is most important
depending on its size category, as follows: Small x3/4, Tiny
when your character is trying to carry some heavy
x1/2, Diminutive x1/4, Fine x1/8.
object.
Quadrupeds can carry heavier loads than characters
Weight: If you want to determine whether your
can. Instead of the multipliers given above, multiply the value
character’s gear is heavy enough to slow him or her
corresponding to the creature’s Strength score from Table:
down more than the armor already does, total the
Carrying Capacity by the appropriate modifier, as follows:
weight of all the character’s items, including armor,
Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1–
weapons, and gear. Compare this total to the
1/2, Large x3, Huge x6, Gargantuan x12, Colossal x24.
character’s Strength on Table: Carrying Capacity.
Tremendous Strength: For Strength scores not shown on
Depending on how the weight compares to the
Table: Carrying Capacity, find the Strength score between 20
character’s carrying capacity, he or she may be
and 29 that has the same number in the “ones” digit as the
carrying a light, medium, or heavy load. Like armor,
creature’s Strength score does and multiply the numbers in
a character’s load affects his or her maximum
that for by 4 for every ten points the creature’s strength is
Dexterity bonus to AC, carries a check penalty
above the score for that row.
(which works like an armor check penalty), reduces
the character’s speed, and affects how fast the
Strength Light Load Medium Load Heavy Load
1 3 lbs. or less 4–6 lbs. 7–10 lbs.
2 6 lb. or less 7–13 lb. 14–20 lb.
3 10 lb. or less 11–20 lb. 21–30 lb.
4 13 lb. or less 14–26 lb. 27–40 lb.
5 16 lb. or less 17–33 lb. 34–50 lb.
6 20 lb. or less 21–40 lb. 41–60 lb.
7 23 lb. or less 24–46 lb. 47–70 lb.
8 26 lb. or less 27–53 lb. 54–80 lb.
9 30 lb. or less 31–60 lb. 61–90 lb.
10 33 lb. or less 34–66 lb. 67–100 lb.
11 38 lb. or less 39–76 lb. 77–115 lb.
12 43 lb. or less 44–86 lb. 87–130 lb.
13 50 lb. or less 51–100 lb. 101–150 lb.
14 58 lb. or less 59–116 lb. 117–175 lb.
15 66 lb. or less 67–133 lb. 134–200 lb.
16 76 lb. or less 77–153 lb. 154–230 lb.
17 86 lb. or less 87–173 lb. 174–260 lb.
18 100 lb. or less 101–200 lb. 201–300 lb.

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19 116 lb. or less 117–233 lb. 234–350 lb.


20 133 lb. or less 134–266 lb. 267–400 lb.
21 153 lb. or less 154–306 lb. 307–460 lb.
22 173 lb. or less 174–346 lb. 347–520 lb.
23 200 lb. or less 201–400 lb. 401–600 lb.
24 233 lb. or less 234–466 lb. 467–700 lb.
25 266 lb. or less 267–533 lb. 534–800 lb.
26 306 lb. or less 307–613 lb. 614–920 lb.
27 346 lb. or less 347–693 lb. 694–1040 lb.
28 400 lb. or less 401–800 lb. 801–1,200 lb.
29 466 lb. or less 467–933 lb. 934–1,400 lb.
+10 X4 X4 X4

––– Speed –––


Load Max Check 30 ft. 20 ft. Run
Dex Penalty
Medium +3 –3 20 ft 15 ft. X4
Heavy +1 –6 20 ft. 15 ft. X3
standard action or another move action is hustling when he or
Armor and Encumbrance for she moves.
Other Base Speeds Run (x3): Moving three times speed is a running pace for a
The table below provides reduced speed figures for character in heavy armor. It represents about 9 miles per hour
all base speeds from 20 feet to 100 feet (in 10–foot for a human in full plate.
increments). Run (x4): Moving four times speed is a running pace for a
character in light, medium, or no armor. It represents about 12
Base Reduced miles per hour for an unencumbered human, or 8 miles per
Speed Speed hour for a human in chainmail.
20 ft. 15 ft.
30 ft. 20 ft. Tactical Movement
40 ft. 30 ft. Use tactical movement for combat. Characters
50 ft. 35 ft. generally don’t walk during combat—they hustle or run. A
60 ft. 40 ft. character who moves his or her speed and takes some action is
70 ft. 50 ft. hustling for about half the round and doing something else the
80 ft. 55 ft. other half.
90 ft. 60 ft. Hampered Movement: Difficult terrain, obstacles, or poor
100 ft. 70 ft. visibility can hamper movement. When movement is
hampered, each square moved into usually counts as two
Movement squares, effectively reducing the distance that a character can
There are three movement scales, as follows. cover in a move.
• Tactical, for combat, measured in feet (or If more than one condition applies, multiply together
all additional costs that apply. (This is a specific exception to
squares) per round.
• Local, for exploring an area, measured in feet the normal rule for doubling)
per minute. In some situations, your movement may be so
hampered that you don’t have sufficient speed even to move 5
• Overland, for getting from place to place,
measured in miles per hour or miles per day. feet (1 square). In such a case, you may use a full–round
Modes of Movement: While moving at the different action to move 5 feet (1 square) in any direction, even
diagonally. Even though this looks like a 5–foot step, it’s not,
movement scales, creatures generally walk, hustle, or
run. and thus it provokes attacks of opportunity normally.
Walk: A walk represents unhurried but purposeful (You can’t take advantage of this rule to move
through impassable terrain or to move when all movement is
movement at 3 miles per hour for an unencumbered
human. prohibited to you.)
Hustle: A hustle is a jog at about 6 miles per hour for You can’t run or charge through any square that
would hamper your movement.
an unencumbered human. A character moving his or
her speed twice in a single round, or moving that
speed in the same round that he or she performs a

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Local Movement Eliminating the nonlethal damage also eliminates the fatigue.
Characters exploring an area use local Run: A character can’t run for an extended period of time.
movement, measured in feet per minute. Attempts to run and rest in cycles effectively work out to a
Walk: A character can walk without a problem on hustle.
the local scale. Terrain: The terrain through which a character travels affects
Hustle: A character can hustle without a problem on how much distance he or she can cover in an hour or a day
the local scale. See Overland Movement, below, for (see Table: Terrain and Overland Movement). A highway is a
movement measured in miles per hour. straight, major, paved road. A road is typically a dirt track. A
Run: A character with a Constitution score of 9 or trail is like a road, except that it allows only single–file travel
higher can run for a minute without a problem. and does not benefit a party traveling with vehicles. Trackless
Generally, a character can run for a minute or two terrain is a wild area with no paths.
before having to rest for a minute Forced March: In a day of normal walking, a character walks
for 8 hours. The rest of the daylight time is spent making and
breaking camp, resting, and eating.
Overland Movement A character can walk for more than 8 hours in a day
Characters covering long distances cross– by making a forced march. For each hour of marching beyond
country use overland movement. Overland movement 8 hours, a Constitution check (DC 10, +2 per extra hour) is
is measured in miles per hour or miles per day. A day required. If the check fails, the character takes 1d6 points of
represents 8 hours of actual travel time. For rowed nonlethal damage. A character who takes any nonlethal
watercraft, a day represents 10 hours of rowing. For a damage from a forced march becomes fatigued. Eliminating
sailing ship, it represents 24 hours. the nonlethal damage also eliminates the fatigue. It’s possible
Walk: A character can walk 8 hours in a day of for a character to march into unconsciousness by pushing
travel without a problem. Walking for longer than himself too hard.
that can wear him or her out (see Forced March, Mounted Movement: A mount bearing a rider can move at a
below). hustle. The damage it takes when doing so, however, is lethal
Hustle: A character can hustle for 1 hour without a damage, not nonlethal damage. The creature can also be
problem. Hustling for a second hour in between sleep ridden in a forced march, but its Constitution checks
cycles deals 1 point of nonlethal damage, and each automatically fail, and, again, the damage it takes is lethal
additional hour deals twice the damage taken during damage. Mounts also become fatigued when they take any
the previous hour of hustling. A character who takes damage from hustling or forced marches.
any nonlethal damage from hustling becomes See Table: Mounts and Vehicles for mounted speeds and
fatigued. speeds for vehicles pulled by draft animals.
A fatigued character can’t run or charge and Waterborne Movement: See Table: Mounts and Vehicles for
takes a penalty of –2 to Strength and Dexterity. speeds for water vehicles.

One Round (Tactical)1 15 feet 20 feet 30 feet 40 feet


Walk 15 ft. 20 ft. 30 ft. 40 ft.
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Run (x3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (x4) 60 ft. 80 ft. 120 ft. 160 ft.
One Minute (Local)
Walk 150 ft. 200 ft. 300 ft. 400 ft.
Hustle 300 ft. 400 ft. 600 ft. 800 ft.
Run (x3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.
One Hour (Overland)
Walk 1– ½ miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
Run – – – –
One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles
Hustle – – – –
Run – – – –
1
Tactical movement is often measured in squares on Move
the battle grid (1 square = 5 feet) rather than feet. Cost
Difficult terrain X2
Condition Add’l Obstacle1 X2

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Poor visiblity X2 Hills X1 X3/4 X1/2


Impassable ––– Jungle X1 X3/4 X1/4
1 Moor X1 X1 X3/4
May require skill check
Mountains X3/4 X3/4 X1/2
Plains X1 X1 X3/4
Swamp X1 X3/4 X1/2
Terrain Highway Road or Trackless Tundra, X1 X3/4 X3/4
Trail frozen
Desert, X1 X1/2 X/12
sandy
Forest X1 X1 X1/2
Mount/Vehicle Per Hour Per Day
Light horse or light warhorse 6 miles 48 miles
Light horse (151–450 lb.)1 4 miles 32 miles
Light warhorse (231–690 lb.)1 4 miles 32 miles
Heavy horse or heavy warhorse 5 miles 40 miles
Heavy horse (201–600 lb.)1 3–1/2 miles 28 miles
Heavy warhorse (301–900 lb.)1 3–1/2 miles 28 miles
Pony or warpony 4 miles 32 miles
Pony (76–225 lb.)1 3 miles 24 miles
Warpony (101–300 lb.)1 3 miles 24 miles
Donkey or mule 3 miles 24 miles
Donkey (51–150 lb.)1 2 miles 16 miles
Mule (231–690 lb.)1 2 miles 16 miles
Dog, riding 4 miles 32 miles
Dog, riding (101–300 lb.)1 3 miles 24 miles
Cart or wagon 2 miles 16 miles
Ship
Raft or barge (poled or towed)2 ½ mile 5 miles
Keelboat (rowed)2 1 mile 10 miles
Rowboat (rowed)2 1 ½ miles 15 miles
Sailing ship (sailed) 2 miles 48 miles
Warship (sailed and rowed) 3 miles 72 miles
Longship (sailed and rowed) 3 miles 72 miles
Galley (rowed and sailed) 4 miles 96 miles
1
Quadrapeds, such as horses, can carry heavier loads down at least a little to make a turn, and many are limited to
than character can. See carrying capacity, above, for fairly wide turns and must maintain a minimum forward
more information. speed. Each flying creature has a maneuverability, as shown
2
Rafts, barges, keelboats and rowboats are used on on Table: Maneuverability. The entries on the table are
lakes and rivers. If going downstream, add the speed defined below.
of the current (typically 3 miles per hour) to the Minimum Forward Speed: If a flying creature fails to
speed of the vehicle. In addition to 10 hours of being maintain its minimum forward speed, it must land at the end
rowed, the vehicle can also float an additional 14 of its movement. If it is too high above the ground to land, it
hours, if someone can guide it, so add an additional falls straight down, descending 150 feet in the first round of
42 miles to the daily distance traveled. These falling. If this distance brings it to the ground, it takes falling
vehicles can’t be rowed against any significant damage. If the fall doesn’t bring the creature to the ground, it
current, but they can be pulled upstream by draft must spend its next turn recovering from the stall. It must
animals on the shores. succeed on a DC 20 Reflex save to recover. Otherwise it falls
another 300 feet. If it hits the ground, it takes falling damage.
Moving In Three Dimensions Otherwise, it has another chance to recover on its next turn.

Tactical Aerial Movement Maneuverability


Once movement becomes three–dimensional There are five levels of maneuverability of flying
and involves turning in midair and maintaining a creatures. The effects of each are listed below.
minimum velocity to stay aloft, it gets more Perfect: A creature with perfect flying ability is capable of
complicated. Most flying creatures have to slow hovering in place and can perform a “run” while flying. The

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creature can even make one 90 degree turn while Sometimes a chase occurs overland and could last all
“running” in flight. It has no minimum forward day, with the two sides only occasionally getting glimpses of
speed. each other at a distance. In the case of a long chase, an
Good: A creature with good flying ability capable of opposed Constitution check made by all parties determines
hovering in place and can perform a “run” while which can keep pace the longest. If the creature being chased
flying. Its minimum forward speed is 1/3 its rolls the highest, it gets away. If not, the chaser runs down its
movement rate. prey, outlasting it with stamina.
Average: A creature with average flying ability
cannot hover, but can perform a “run” while flying. Moving Around In Squares
Its minimum forward speed is ½ it movement rate. In general, when the characters aren’t engaged in
Poor: A creature with poor flying ability cannot round–by–round combat, they should be able to move
hover and cannot perform a “run” while flying. Its anywhere and in any manner that you can imagine real people
minimum forward speed is 2/3 its movement rate. could. A 5–foot square, for instance, can hold several
Clumsy: A creature with clumsy flying ability characters; they just can’t all fight effectively in that small
cannot hover and cannot perform a “run” while space. The rules for movement are important for combat, but
flying. Likewise, its flight is so limited that it can outside combat they can impose unnecessary hindrances on
only make one turn of 90 degrees when moving. Its character activities.
minimum forward speed is 2/3 its movement rate.
Exploration
Climbing, Diving and Hovering
Flying creatures can trade 20 feet of forward Vision And Light
movement to climb 10 feet up while moving 10 feet Dwarves and half–orcs have darkvision, but everyone
forward, or can trade 20 feet of forward movement to else needs light to see by. See Table: Light Sources and
climb straight up 10 feet. Illumination for the radius that a light source illuminates and
A flying creature can trade 15 feet of how long it lasts.
forward movement to dive 10 feet down while In an area of bright light, all characters can see
moving 10 feet forward, or can trade 5 feet of clearly. A creature can’t hide in an area of bright light unless it
forward movement to dive straight down 10 feet. is invisible or has cover.
Hovering in place takes 20 feet of flying In an area of shadowy illumination, a character can
movement. Creatures wishing to attack other see dimly. Creatures within this area have concealment
opponents while flying must hover in place while relative to that character. A creature in an area of shadowy
making their attacks, unless they are using Fly–by illumination can make a Stealth (Hide) check to conceal itself.
Attack. In areas of darkness, creatures without darkvision are
effectively blinded. In addition to the obvious effects, a
Evasion And Pursuit blinded creature has a 50% miss chance in combat (all
In round–by–round movement, simply opponents have total concealment), loses any Dexterity bonus
counting off squares, it’s impossible for a slow to AC, takes a –2 penalty to AC, moves at half speed, and
character to get away from a determined fast takes a –4 penalty on Perception (Spot) checks and most
character without mitigating circumstances. Strength and Dexterity–based skill checks.
Likewise, it’s no problem for a fast character to get Characters with low–light vision (elves, gnomes, and
away from a slower one. half–elves) can see objects twice as far away as the given
When the speeds of the two concerned radius. Double the effective radius of bright light and of
characters are equal, there’s a simple way to resolve a shadowy illumination for such characters.
chase: If one creature is pursuing another, both are Characters with darkvision (dwarves and half–orcs)
moving at the same speed, and the chase continues can see lit areas normally as well as dark areas within 60 feet.
for at least a few rounds, have them make opposed A creature can’t hide within 60 feet of a character with
Dexterity checks to see who is the faster over those darkvision unless it is invisible or has cover.
rounds. If the creature being chased wins, it escapes.
If the pursuer wins, it catches the fleeing creature.
Object Bright Shadowy Duration
Candle N/a1 5 ft. 1 hr.
Everburning torch 20 ft. 40 ft. Permanent
Lamp, common 15 ft. 30 ft. 6 hr.pint
Lantern, bullseye2 60 ft. cone 120 ft. cone 6 hr./pint
Lantern, hooded 30 ft. 60 ft. 6 hr./pint
Sunrod 30 ft. 60 ft. 6 hr.
Torch 20 ft. 40 ft. 1 hr.

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Spell Bright Shadowy Duration


Continual flame 20 ft. 40 ft. Permanent
Dancing lights (torches) 20 ft. (each) 40 ft. (each) 1 min.
Daylight 60 ft. 120 ft. 30 min.
Light 20 ft. 40 ft. 10 min.
1
A candle does not provide bright illumination, only to most objects; divide the damage dealt by 4 before applying
shadowy illumination. the hardness.
2
A bullseye lantern illuminates in a cone, not a Ranged Weapon Damage: Objects take half damage from
radius ranged weapons (unless the weapon is a siege engine or
something similar). Divide the damage dealt by 2 before
Breaking And Entering applying the object’s hardness.
When attempting to break an object, you Ineffective Weapons: Certain weapons just can’t effectively
have two choices: smash it with a weapon or break it deal damage to certain objects.
with sheer strength. Immunities: Objects are immune to nonlethal damage and to
critical hits.
Smashing an Object Even animated objects, which are otherwise considered
creatures, have these immunities because they are constructs.
Smashing a weapon or shield with a slashing
Magic Armor, Shields, and Weapons: Each +1 of magic
or bludgeoning weapon is accomplished by the
bonus adds 2 to the hardness of armor, a weapon, or a shield
sunder special attack. Smashing an object is a lot like
and +10 to the item’s hit points.
sundering a weapon or shield, except that your attack
Vulnerability to Certain Attacks: Certain attacks are
roll is opposed by the object’s AC. Generally, you
especially successful against some objects. In such cases,
can smash an object only with a bludgeoning or
attacks deal double their normal damage and may ignore the
slashing weapon.
object’s hardness.
Armor Class: Objects are easier to hit than creatures
Damaged Objects: A damaged object remains fully functional
because they usually don’t move, but many are tough
until the item’s hit points are reduced to 0, at which point it is
enough to shrug off some damage from each blow.
destroyed.
An object’s Armor Class is equal to 10 + its size
Damaged (but not destroyed) objects can be repaired with the
modifier + its Dexterity modifier. An inanimate
Craft skill.
object has not only a Dexterity of 0 (–5 penalty to
Saving Throws: Nonmagical, unattended items never make
AC), but also an additional –2 penalty to its AC.
saving throws. They are considered to have failed their saving
Furthermore, if you take a full–round action to line
throws, so they always are affected by spells. An item
up a shot, you get an automatic hit with a melee
attended by a character (being grasped, touched, or worn)
weapon and a +5 bonus on attack rolls with a ranged
makes saving throws as the character (that is, using the
weapon.
character’s saving throw bonus).
Hardness: Each object has hardness—a number that
Magic items always get saving throws. A magic
represents how well it resists damage. Whenever an
item’s Fortitude, Reflex, and Will save bonuses are equal to 2
object takes damage, subtract its hardness from the
+ one–half its caster level. An attended magic item either
damage. Only damage in excess of its hardness is
makes saving throws as its owner or uses its own saving throw
deducted from the object’s hit points (see Table:
bonus, whichever is better.
Common Armor, Weapon, and Shield Hardness and
Animated Objects: Animated objects count as creatures for
Hit Points; Table: Substance Hardness and Hit
purposes of determining their Armor Class (do not treat them
Points; and Table: Object Hardness and Hit Points).
as inanimate objects).
Hit Points: An object’s hit point total depends on
what it is made of and how big it is (see Table:
Common Armor, Weapon, and Shield Hardness and Breaking Items
Hit Points; Table: Substance Hardness and Hit When a character tries to break something with
Points; and Table: Object Hardness and Hit Points). sudden force rather than by dealing damage, use a Strength
When an object’s hit points reach 0, it’s ruined. check (rather than an attack roll and damage roll, as with the
Very large objects have separate hit point sunder special attack) to see whether he or she succeeds. The
totals for different sections. DC depends more on the construction of the item than on the
Energy Attacks: Acid and sonic attacks deal damage material.
to most objects just as they do to creatures; roll If an item has lost half or more of its hit points, the
damage and apply it normally after a successful hit. DC to break it drops by 2.
Electricity and fire attacks deal half damage to most Larger and smaller creatures get size bonuses and
objects; divide the damage dealt by 2 before applying size penalties on Strength checks to break open doors as
the hardness. Cold attacks deal one–quarter damage follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large
+4, Huge +8, Gargantuan +12, Colossal +16.

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A crowbar or portable ram improves a


character’s chance of breaking open a door.
Weapon or Shield Hard HP1
Light blade 10 2
One–handed blade 10 5
Two–handed blade 10 10
Light metal–hafted weapon 10 10
One–handed metal hafted weapon 5 5
Two–handed metal hafted weapon 5 10
Projectile weapon 5 5
Armor Special2 Armor bonus x5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20
1
The hp value given is for Medium armor, weapons, Mithral 15 30/inch thick
and shields. Divide by 2 for each size category of the Adamantine 20 40/inch thick
item smaller than Medium, or multiply it by 2 for
each sizecategory larger than Medium. Size AC
2
Varies by material see Table: Substance Hardness Modifier
and Hit Points
Colossal –8
Gargantuan –4
Substance Hard HP Huge –2
Paper or cloth 0 2/inch thick Large –1
Rope 0 2/inch thick Medium +0
Glass 1 1/inch thick Small +1
Ice 0 3/inch thick Tiny +2
Leather or 2 5/inch thick Diminutive +4
hide Fine +8
Wood 5 10/inch thick
Stone 8 15/inch thick
Iron or steel 10 30/inch thick
Object Hard HP Break
DC
Rope (1 in.) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 in. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Iron door (2 in. thick) 10 60 28
Break down iron door 28
Strength Check to DC Condition DC Adj1
Break down simple door 13 Hold portal spell +5
Break down good door 18 Arcane lock spell +10
Break down strong door 23 Barred/braced +5
1
Burst rope bonds 23 If more than one applies, use the larger number
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26

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Treasure
Encounter Treasure
Monsters With Treasure Level
Every monster has a treasure rating 1 200 gp
(indicating how much treasure it has, although for 2 400 gp
some creatures the rating is “None”). The tables 3 600 gp
found below are used to determine the specifics. 4 900 gp
After referencing the level and kind of treasure 5 1,200 gp
(coins, goods, items) found in the creature’s 6 1,500 gp
description, roll on the appropriate row and columns 7 2,000 gp
of the proper table. 8 2,500 gp
When generating an encounter dealing with 9 3,000 gp
monsters away from their lair, remember that a 10 4,000 gp
creature only takes what it can easily carry with it. In 11 5,000 gp
the case of a creature that cannot use treasure, that 12 7,000 gp
generally means nothing. The monster safeguards or 13 9,000 gp
hides its treasure as well as it can, but it leaves it 14 12,000 gp
behind when outside the lair. 15 15,000 gp
16 20,000 gp
17 25,000 gp
Using the Treasure Table
18 30,000 gp
Cross–reference the level of the treasure on the left 19 35,000 gp
with the type of treasure. The level of the treasure is 20 40,000 gp
equal to the CR of the monsters in the encounter. A
standard treasure (one that includes coins, goods, and
items) requires three rolls, one for each category.
Level D% Coins Goods Items
1st 01–14 –
15–29 1d6
30–52
53–95
96–100

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Experience
When characters overcome obstacles –
whether through brute force, cunning, or other
means, they gain experience based on the difficulty in
overcoming the foe or obstacle.
Most encounters have a CR attached to
them. You can reference the table below to
determine how much experience the encounter
grants. The table shows the group experience for the
award, and individual experience awards, assuming a
4–person group.
The system is designed to allow characters
to advance after their 21st encounter at a given level.

CR Group 1 person
XP XP
1 200 50
2 300 75
3 400 100
4 600 150
5 800 200
6 1,200 300
7 1,600 400
9 2,400 600
10 3,200 800
11 6,000 1,500
12 10,000 2,500
13 12,000 3,000
14 20,000 5,000
15 30,000 7,500
16 40,000 10,000
17 60,000 15,000
18 80,000 20,000
19 120,000 30,000
20 160,000 40,000

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Combat multiplier. If this roll is again a natural 20, the attacker


continues attacking until he does not roll a natural 20.

How Combat Works Attack Bonus


Combat is cyclical; everybody acts in turn in Your attack bonus with a melee weapon is:
a regular cycle of rounds. Combat follows this
sequence: Base attack bonus + Strength modifier + size modifier
1. Each combatant starts out flat–footed. Once a
combatant acts, he or she is no longer flat– With a ranged weapon, your attack bonus is:
footed.
2. Determine which characters are aware of their Base attack bonus + Dexterity modifier + size modifier +
opponents at the start of the battle. If some but range penalty
not all of the combatants are aware of their
opponents, a surprise round happens before Size Size
regular rounds of combat begin. The combatants Modifier
who are aware of the opponents can act in the Colossal –8
surprise round, so they roll for initiative. Gargantuan –4
In initiative order (highest to lowest), Huge –2
combatants who started the battle aware of their Large –1
opponents each take one action (either a standard Medium +0
action or a move action) during the surprise Small +1
round. Combatants who were unaware do not get Tiny +2
to act in the surprise round. If no one or everyone Diminutive +4
starts the battle aware, there is no surprise round. Fine +8
3. Combatants who have not yet rolled initiative do
so. All combatants are now ready to begin their Combat Maneuver Bonus: Each character and creature has a
first regular round of combat. combat maneuver bonus (or CMB) that represents its skill at
4. Combatants act in initiative order (highest to performing and resisting combat maneuvers. A creature’s
lowest). CMB is determined using the following formula:
5. When everyone has had a turn, the combatant with
the highest initiative acts again, and steps 4 and 5 CMB = Base attack bonus + Strength modifier + special
repeat until combat ends. size modifier

Combat Statistics Size CMB


This section summarizes the statistics that Size
determine success in combat, and then details how to Modifier
use Colossal +8
Gargantuan +4
Attack Roll Huge +2
An attack roll represents your attempt to Large +1
strike your opponent on your turn in a round. When Medium +0
you make an attack roll, you roll a d20 and add your Small –1
attack bonus. (Other modifiers may also apply to this Tiny –2
roll.) If your result equals or beats the target’s Armor Diminutive –4
Class, you hit and deal damage. Fine –8
Automatic Misses and Critical Misses: A natural 1
(the d20 comes up 1) on an attack roll is always a
miss. Further, a second attack roll is made by the
attacker. If the attacker fails to hit the touch AC of Damage
the opponent, he provokes an Attack of Opportunity. When your attack succeeds, you deal damage. The
Automatic Hits and Critical Hits: A roll of natural type of weapon used determines the amount of damage you
20 (the d20 comes up 20) is always a hit. A natural deal. Effects that modify weapon damage apply to unarmed
20 is also a threat—a possible critical hit. The strikes and the natural physical attack forms of creatures.
attacker makes a second attack roll, and if he hits, he Damage reduces a target’s current hit points.
deals critical damage. Likewise, if the second attack Minimum Damage: If penalties reduce the damage result to
roll is a natural 20, the attacker rolls again, and if that less than 1, a hit still deals 1 point of damage.
is a hit, he increases the critical damage by one extra

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Strength Bonus: When you hit with a melee or Touch Attacks: Some attacks disregard armor, including
thrown weapon, including a sling, add your Strength natural armor. Shields still count towards touch AC. In these
modifier to the damage result. A Strength penalty, cases, the attacker makes a touch attack roll (either ranged or
but not a bonus, applies on attacks made with a bow melee). When you are the target of a touch attack, your AC
that is not a composite bow. doesn’t include any armor bonus or natural armor bonus. All
Off–Hand Weapon: When you deal damage with a other modifiers, such as your size modifier, Dexterity
weapon in your off hand, you add only 1/2 your modifier, and deflection bonus (if any) apply normally.
Strength bonus.
Wielding a Weapon Two–Handed: When you deal Hit Points
damage with a weapon that you are wielding two– When a character or monster is reduced to ½ his total
handed, you add 1–1/2 times your Strength bonus. hit points, he is considered fatigued. When a character is
However, you don’t get this higher Strength bonus reduced to ¼ of his total hit points, he is considered exausted.
when using a light weapon with two hands. For quick reference, a table is included below for 1–
Multiplying Damage: Sometimes you multiply 100 hit points, and then a separate table for monsters from the
damage by some factor, such as on a critical hit. Roll SRD. For hit points over 100, simply add the remainder to
the weapon or attack’s base damage multiple times 100. For example, a character with 150 hp would add the 100
and total the results. Add to this total bonuses from and the 50 column. A dragon with 275 hit points would add
magic, strength or extra dice from special abilities. the 100 hp column twice, and the 75 column once.
Note: When you multiply damage more than once, When your hit point total reaches 0, you’re disabled.
each multiplier works off the original, unmultiplied When it reaches –1, you’re dying. When it gets to a negative
damage. value equal your base Constitution score, you’re dead.
Ability Damage: Certain creatures and magical
effects can cause temporary ability damage (a Hit 1/2 1/4
reduction to an ability score). points (fatigued) (exhausted)
1 0 0
Armor Class 2–3 1 0
Your Armor Class (AC) represents how hard
4–5 2 1
it is for opponents to land a solid, damaging blow on
you. It’s the attack roll result that an opponent needs 6–7 3 1
to achieve to hit you. Your AC is equal to the 8–9 4 2
following: 10–11 5 2
12–13 6 3
10 + armor bonus + shield bonus + Dexterity 14–15 7 3
modifier + size modifier
16–17 8 4

Note that armor limits your Dexterity bonus, 18–19 9 4


so if you’re wearing armor, you might not be able to 20–21 10 5
apply your whole Dexterity bonus to your AC. 22–23 11 5
Sometimes you can’t use your Dexterity 24–25 12 6
bonus (if you have one). If you can’t react to a blow, 26–27 13 6
you can’t use your Dexterity bonus to AC. (If you
28–29 14 7
don’t have a Dexterity bonus, nothing happens.)
Other Modifiers: Many other factors modify your 30–31 15 7
AC. 32–33 16 8
Magic bonuses: Enhancement effects make your 34–35 17 8
armor better. 36–37 18 9
Deflection Bonus: Magical deflection effects ward 38–39 19 9
off attacks and improve your AC.
40–41 20 10
Natural Armor: Natural armor improves your AC.
Dodge Bonuses: Some other AC bonuses represent 42–43 21 10
actively avoiding blows. These bonuses are called 44–45 22 11
dodge bonuses. Any situation that denies you your 46–47 23 11
Dexterity bonus also denies you dodge bonuses. 48–49 24 12
(Wearing armor, however, does not limit these 50–51 25 12
bonuses the way it limits a Dexterity bonus to AC.)
52–53 26 13
Unlike most sorts of bonuses, dodge bonuses stack
with each other. 54–55 27 13

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56–57 28 14 Fortitude: These saves measure your ability to stand up to


physical punishment or attacks against your vitality and
58–59 29 14
health. Apply your Constitution modifier to your Fortitude
60–61 30 15 saving throws.
62–63 31 15 Reflex: These saves test your ability to dodge area attacks.
64–65 32 16 Apply your Dexterity modifier to your Reflex saving throws.
66–67 33 16 Will: These saves reflect your resistance to mental influence
68–69 34 17 as well as many magical effects. Apply your Wisdom modifier
to your Will saving throws.
70–71 35 17
Saving Throw Difficulty Class: The DC for a save is
72–73 36 18
determined by the attack itself.
74–75 37 18 Automatic Failures and Successes: A natural 1 (the d20
76–77 38 19 comes up 1) on a saving throw is always a failure (and may
78–79 39 19 cause damage to exposed items; see Items Surviving after a
80–81 40 20 Saving Throw). A natural 20 (the d20 comes up 20) is always
a success.
82–83 41 20
84–85 42 21
Initiative
86–87 43 21 Initiative Checks: At the start of a battle, each combatant
88–89 44 22 makes an initiative check. An initiative check is a Dexterity
90–91 45 22 check. Each character applies his or her Dexterity modifier to
92–93 46 23 the roll. Characters act in order, counting down from highest
94–95 47 23 result to lowest. In every round that follows, the characters act
in the same order (unless a character takes an action that
96–97 48 24
results in his or her initiative changing; see Special Initiative
98–99 49 24 Actions).
100 50 25 If two or more combatants have the same initiative
check result, the combatants who are tied act in order of total
Speed initiative modifier (highest first). If there is still a tie, the tied
Your speed tells you how far you can move characters should roll again to determine which one of them
in a round and still do something, such as attack or goes before the other.
cast a spell. Your speed depends mostly on your race Flat–Footed: At the start of a battle, before you have had a
and what armor you’re wearing. chance to act (specifically, before your first regular turn in the
Dwarves, gnomes, and hillenfaey have a initiative order), you are flat–footed. You can’t use your
speed of 20 feet (4 squares), or 15 feet (3 squares) Dexterity bonus to AC (if any) while flat–footed.
when wearing medium or heavy armor (except for Barbarians and rogues have the uncanny dodge
dwarves, who move 20 feet in any armor). extraordinary ability, which allows them to avoid losing their
Humans, elves, half–elves, and half–orcs Dexterity bonus to AC due to being flat–footed.
have a speed of 30 feet (6 squares), or 20 feet (4 A flat–footed character can’t make attacks of
squares) in medium or heavy armor. opportunity.
If you use two move actions in a round Inaction: Even if you can’t take actions, you retain your
(sometimes called a “double move” action), you can initiative score for the duration of the encounter.
move up to double your speed. If you spend the entire
round to run all out, you can move up to quadruple Surprise
your speed (or triple if you are in heavy armor). When a combat starts, if you are not aware of your
opponents and they are aware of you, you’re surprised.
Saving Throws
Generally, when you are subject to an Determining Awareness
unusual or magical attack, you get a saving throw to Sometimes all the combatants on a side are aware of
avoid or reduce the effect. Like an attack roll, a their opponents, sometimes none are, and sometimes only
saving throw is a d20 roll plus a bonus based on your some of them are. Sometimes a few combatants on each side
class, level, and an ability score. are aware and the other combatants on each side are unaware.
Your saving throw modifier is: Base save Determining awareness may call for Perception
bonus + ability modifier (Listen) checks, Perception (Spot) checks, or other checks.
Saving Throw Types: The three different kinds of The base DC to determine if an individual is aware of another
saving throws are Fortitude, Reflex, and Will: is 5. Lighting, Stealth (Hide) checks, Stealth (Move Silently)
checks and the like can modify this base DC.

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The Surprise Round: If some but not all of the Making an Attack of Opportunity: An attack of opportunity
combatants are aware of their opponents, a surprise is a single melee attack, and you can only make one per round.
round happens before regular rounds begin. Any You don’t have to make an attack of opportunity if you don’t
combatants aware of the opponents can act in the want to.
surprise round, so they roll for initiative. In initiative An experienced character gets additional regular
order (highest to lowest), combatants who started the melee attacks (by using the full attack action), but at a lower
battle aware of their opponents each take a standard attack bonus. You make your attack of opportunity, however,
action during the surprise round. You can also take at your normal attack bonus—even if you’ve already attacked
free actions during the surprise round. If no one or in the round.
everyone is surprised, no surprise round occurs. An attack of opportunity “interrupts” the normal flow
Unaware Combatants: Combatants who are of actions in the round. If an attack of opportunity is provoked,
unaware at the start of battle don’t get to act in the immediately resolve the attack of opportunity, then continue
surprise round. Unaware combatants are flat–footed with the next character’s turn (or complete the current turn, if
because they have not acted yet, so they lose any the attack of opportunity was provoked in the midst of a
Dexterity bonus to AC. character’s turn).
Combat Reflexes and Additional Attacks of Opportunity: If
Attacks Of Opportunity you have the Combat Reflexes feat you can add your
Sometimes a combatant in a melee lets her Dexterity modifier to the number of attacks of opportunity you
guard down. In this case, combatants near her can can make in a round. This feat does not let you make more
take advantage of her lapse in defense to attack her than one attack for a given opportunity, but if the same
for free. These free attacks are called attacks of opponent provokes two attacks of opportunity from you, you
opportunity. could make two separate attacks of opportunity (since each
Threatened Squares: You threaten all squares into one represents a different opportunity). Moving out of more
which you can make a melee attack, even when it is than one square threatened by the same opponent in the same
not your action. Generally, that means everything in round doesn’t count as more than one opportunity for that
all squares adjacent to your space (including opponent. All these attacks are at your full normal attack
diagonally). An enemy that takes certain actions bonus.
while in a threatened square provokes an attack of
opportunity from you. If you’re unarmed, you don’t Actions in Combat
normally threaten any squares and thus can’t make
attacks of opportunity. The Combat Round
Reach Weapons: Most creatures of Medium or Each round represents 6 seconds in the game world.
smaller size have a reach of only 5 feet. This means A round presents an opportunity for each character involved in
that they can make melee attacks only against a combat situation to take an action.
creatures up to 5 feet (1 square) away. However, Each round’s activity begins with the character with
Small and Medium creatures wielding reach weapons the highest initiative result and then proceeds, in order, from
threaten more squares than a typical creature. In there. Each round of a combat uses the same initiative order.
addition, most creatures larger than Medium have a When a character’s turn comes up in the initiative sequence,
natural reach of 10 feet or more. that character performs his entire round’s worth of actions.
Provoking an Attack of Opportunity: Two kinds of (For exceptions, see Attacks of Opportunity and Special
actions can provoke attacks of opportunity: moving Initiative Actions.)
out of a threatened square and performing an action For almost all purposes, there is no relevance to the
within a threatened square. end of a round or the beginning of a round. A round can be a
Moving: Moving out of a threatened square usually segment of game time starting with the first character to act
provokes an attack of opportunity from the and ending with the last, but it usually means a span of time
threatening opponent. There are two common from one round to the same initiative count in the next round.
methods of avoiding such an attack—the 5–foot–step Effects that last a certain number of rounds end just before the
and the withdraw action (see below). same initiative count that they began on.
Performing a Distracting Act: Some actions, when
performed in a threatened square, provoke attacks of Action Types
opportunity as you divert your attention from the
An action’s type essentially tells you how long the
battle. Table: Actions in Combat notes many of the
action takes to perform (within the framework of the 6–second
actions that provoke attacks of opportunity.
combat round) and how movement is treated. There are four
Remember that even actions that normally
types of actions: standard actions, move actions, full–round
provoke attacks of opportunity may have exceptions
actions, and free actions.
to this rule.
In a normal round, you can perform a standard action
and a move action, or you can perform a full–round action.

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You can also perform one or more free actions. You coming turn). You also cannot use an immediate action if you
can always take a move action in place of a standard are currently flat–footed.
action.
In some situations (such as in a surprise Free Action: Free actions consume a very small amount of
round), you may be limited to taking only a single time and effort. You can perform one or more free actions
move action or standard action. while taking another action normally. However, there are
Standard Action: A standard action allows you to reasonable limits on what you can really do for free.
do something, most commonly make an attack or cast Not an Action: Some activities are so minor that they are not
a spell. See Table: Actions in Combat for other even considered free actions. They literally don’t take any
standard actions. time at all to do and are considered an inherent part of doing
Move Action: A move action allows you to move something else.
your speed or perform an action that takes a similar Restricted Activity: In some situations, you may be unable to
amount of time. See Table: Actions in Combat. take a full round’s worth of actions. In such cases, you are
You can take a move action in place of a restricted to taking only a single standard action or a single
standard action. If you move no actual distance in a move action (plus free actions as normal). You can’t take a
round (commonly because you have swapped your full–round action (though you can start or complete a full–
move for one or more equivalent actions), you can round action by using a standard action; see below).
take one 5–foot step either before, during, or after the
action. Standard Action Attack of
Full–Round Action: A full–round action consumes Opportunity1
all your effort during a round. The only movement Attack (melee) No
you can take during a full–round action is a 5–foot Attack (ranged) Yes
step before, during, or after the action. You can also Attack (unarmed) Yes
perform free actions (see below). Activate magic item No
Some full–round actions do not allow you to Aid another Maybe2
take a 5–foot step. Bull Rush Yes
Some full–round actions can be taken as Cast a spell 3 Yes
standard actions, but only in situations when you are Concentrate on active spell No
limited to performing only a standard action during Dismiss a spell No
your round. The descriptions of specific actions, Draw a hidden weapon No
below, detail which actions allow this option. Drink Potion/Apply oil Yes
Swift Action: A swift action consumes a very small Escape a Grapple No
amount of time, but represents a larger expenditure of Feint No
effort and energy than a free action. You can perform Light a torch w/ tindertwig Yes
one swift action per turn without affecting your Lower spell resistance No
ability to perform other actions. In that regard, a swift Stabalize dying creature Yes
action is like a free action. However, you can perform Overrun No
only a single swift action per turn, regardless of what Read a scroll Yes
other actions you take. You can take a swift action Ready action No
any time you would normally be allowed to take a Sunder a weapon (attack) Yes
free action. Swift actions usually involve psionics or Sunder an object (attack) Maybe4
the activation of certain spells or abilities. Total defense No
Using an ability that takes 1 swift action Turn or rebuke undead No
does not provoke attacks of opportunity. Use extraordinary ability No
Immediate Action: Much like a swift action, an Use skill that takes 1 action Usually
immediate action consumes a very small amount of Use spell–like ability Yes
time, but represents a larger expenditure of effort and Use supernatural ability No
energy than a free action. However, unlike a swift 1
Regardless of the action, if you move out of a threatened square,
action, an immediate action can be performed at any you usually provoke an attack of opportunity. This column
time—even if it’s not your turn. Using an immediate indicates whether the action itself, not moving, provokes an
action on your turn is the same as using a swift attack of opportunity
2
action, and counts as your swift action for that turn. If you aid someone performing an action that would normally
You cannot use another immediate action or a swift provoke an attack of opportunity, then the act of aiding another
action until after your next turn if you have used an provokes an attack of opportunity as well
3
Assumes the spell takes a standard action to cast
immediate action when it is not currently your turn 4
If the obect is being held, carried, or worn by a creature, yes. If not,
(effectively, using an immediate action before your no.
turn is equivalent to using your swift action for the

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other foes nor does it provoke an attack of opportunity from an


unarmed foe.
An unarmed character can’t take attacks of
opportunity (but see “Armed” Unarmed Attacks, below).
“Armed” Unarmed Attacks: Sometimes a character’s or
Free Actions Attack of creature’s unarmed attack counts as an armed attack. A monk,
Opportunity a character with the Improved Unarmed Strike feat, a
Cease concentration on a spell No spellcaster delivering a touch attack spell, and a creature with
Drop an item No natural physical weapons all count as being armed.
Drop to the floor No Note that being armed counts for both offense and
Prepare spell components to No defense (the character can make attacks of opportunity)
cast a spell2 Unarmed Strike Damage: An unarmed strike from a Medium
Speak No character deals 1d3 points of damage (plus your Strength
1
Regardless of the action, if you move out of a threatened modifier, as normal). A Small character’s unarmed strike deals
square, you usually provoke an attack of opportunity. This 1d2 points of damage, while a Large character’s unarmed
column indicates whether the action itself, not moving, strike deals 1d4 points of damage. All damage from unarmed
provokes an attack of opportunity strikes is nonlethal damage.
2
Unless the component is an extremely large or awkward Unarmed strikes count as light weapons (for purposes
item of two–weapon attack penalties and so on).
Dealing Lethal Damage: You can specify that your unarmed
strike will deal lethal damage before you make your attack
roll, but you take a –4 penalty on your attack roll. If you have
Action Type Varies Attack of the Improved Unarmed Strike feat, you can deal lethal damage
Opportunity1 with an unarmed strike without taking a penalty on the attack
Disarm2 Yes roll.
Grapple2 Yes Ranged Attacks: With a ranged weapon, you can shoot or
Trip an opponent2 Yes throw at any target that is within the weapon’s maximum
Use feat3 Varies range and in line of sight. The maximum range for a thrown
1
Regardless of the action, if you move out of a threatened weapon is five range increments. For projectile weapons, it is
square, you usually provoke an attack of opportunity. This ten range increments. Some ranged weapons have shorter
column indicates whether the action itself, not moving, maximum ranges, as specified in their descriptions.
provokes an attack of opportunity Attack Rolls: An attack roll represents your attempts to strike
2
These attack forms substitute for a melee attack, not an
your opponent. Your attack roll is 1d20 + your attack bonus
action. As melee attacks, they can be used once in an attack
or charge action, one or more times in a full attack action, with the weapon you’re using. If the result is at least as high as
or even as an attack of opportunity. the
3
The description of a fea defines its effect. target’s AC, you hit and deal damage.
Automatic Misses and Critical Misses: A natural 1 (the d20
Standard Actions comes up 1) on an attack roll is always a miss. Further, a
second attack roll is made by the attacker. If the attacker fails
to hit the touch AC of the opponent, he provokes an Attack of
Attack
Opportunity.
Making an attack is a standard action. Automatic Hits and Critical Hits: A roll of natural 20 (the
Melee Attacks: With a normal melee weapon, you d20 comes up 20) is always a hit. A natural 20 is also a
can strike any opponent within 5 feet. (Opponents threat—a possible critical hit. The attacker makes a second
within 5 eet are considered adjacent to you.) Some attack roll, and if he hits, he deals critical damage. Likewise,
melee weapons have reach, as indicated in their if the second attack roll is a natural 20, the attacker rolls again,
descriptions. With a ypical reach weapon, you can and if that is a hit, he increases the critical damage by one
strike opponents 10 feet away, but you can’t strike extra multiplier. If this roll is again a natural 20, the attacker
adjacent foes (those within 5 feet). continues attacking until he does not roll a natural 20.
Unarmed Attacks: Striking for damage with Damage Rolls: If the attack roll result equals or exceeds the
punches, kicks, and head butts is much like attacking target’s AC, the attack hits and you deal damage.
with a melee weapon, except for the following: Roll the appropriate damage for your weapon.
Attacks of Opportunity: Attacking unarmed provokes Damage is deducted from the target’s current hit points.
an attack of opportunity from the character you Multiple Attacks: A character who can make more than one
attack, provided she is armed. The attack of attack per round must use the full attack action (see Full–
opportunity comes before your attack. An unarmed Round Actions, below) in order to get more than one attack.
attack does not provoke attacks of opportunity from

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Shooting or Throwing into a Melee: If you shoot or Exception: Extra damage over and above a weapon’s normal
throw a ranged weapon at a target engaged in melee damage is not multiplied when you score a critical hit.
with a friendly character, you take a –4 penalty on Increased Threat Range: Sometimes your threat range is
your attack roll. Two characters are engaged in greater than 20. That is, you can score a threat on a lower
melee if they are enemies of each other and either number. In such cases, a roll of lower than 20 is not an
threatens the other. (An unconscious or otherwise automatic hit. Any attack roll that doesn’t result in a hit is not
immobilized character is not considered engaged a threat.
unless he is actually being attacked.) Increased Critical Multiplier: Some weapons deal better than
If your target (or the part of your target double damage on a critical hit.
you’re aiming at, if it’s a big target) is at least 10 feet Spells and Critical Hits: A spell that requires an attack roll can
away from the nearest friendly character, you can score a critical hit. A spell attack that requires no attack roll
avoid the –4 penalty, even if the creature you’re cannot score a critical hit.
aiming at is engaged in melee with a friendly
character. Cast a Spell
Determining who you hit: When you make a ranged Most spells require 1 standard action to cast. You can cast
attack into a melee combat, you have an equal chance such a spell either before or after you take a move action.
of hitting all the engaged combatants. Small Note: You retain your Dexterity bonus to AC while casting.
characters have half the chance to be hit. Large Spell Components: To cast a spell with a verbal (V)
creatures have double the chance to be hit, Huge component, your character must speak in a firm voice. If
creatures have quadruple the chance to be hit. you’re gagged or in the area of a silence spell, you can’t cast
For example, if you fire into a melee combat such a spell. A spellcaster who has been deafened has a 20%
consisting of one Small creature, two Medium chance to spoil any spell he tries to cast if that spell has a
creatures and one Large creature, you have a ½ a verbal component.
chance to hit the Small creature (1 on a d10), 1 To cast a spell with a somatic (S) component, you
chance each to hit a Medium creature (2–3 or 4–5 on must gesture freely with at least one hand. You can’t cast a
a roll of 1d10) and 2 chance to hit the Large creature spell of this type while bound, grappling, or with both your
(6–9 on a roll of 1d10) hands full or occupied.
Precise Shot: If you have the Precise Shot feat you To cast a spell with a material (M), focus (F), or
don’t take a –4 penalty to hit and make two rolls, divine focus (DF) component, you have to have the proper
taking you choice of the result, when rolling to see materials, as described by the spell. Unless these materials are
who you hit.. elaborate preparing these materials is a free action. For
Fighting Defensively as a Standard Action: You material components and focuses whose costs are not listed,
can choose to fight defensively when attacking. If you can assume that you have them if you have your spell
you do so, you take a –4 penalty on all attacks in a component pouch.
round to gain a +2 dodge bonus to AC for the same Some spells have an experience point (XP)
round. component and entail an experience point cost to you. No spell
Critical Hits: When you make an attack roll and get can restore the lost XP. You cannot spend so much XP that
a natural 20 (the d20 shows 20), you hit regardless of you lose a level, so you cannot cast the spell unless you have
your target’s Armor Class, and you have scored a enough XP to spare. However, you may, on gaining enough
threat. The hit might be a critical hit (or “crit”). To XP to achieve a new level, immediately spend the XP on
find out if it’s a critical hit, you immediately make a casting the spell rather than keeping it to advance a level. The
critical roll—another attack roll with all the same XP are expended when you cast the spell, whether or not the
modifiers as the attack roll you just made. If the casting succeeds.
critical roll also results in a hit against the target’s Concentration: You must concentrate to cast a spell. If you
AC, your original hit is a critical hit. (The critical roll can’t concentrate you can’t cast a spell. If you start casting a
just needs to hit to give you a crit. It doesn’t need to spell but something interferes with your concentration you
come up 20 again.) If the critical roll is a miss, then must make a Spellcraft or lose the spell. The check’s DC
your hit is just a regular hit, but deals maximum depends on what is threatening your concentration (see the
damage. Spellcraft skill). If you fail, the spell fizzles with no effect. If
A critical hit means that you roll your you prepare spells, it is lost from preparation. If you cast at
damage more than once, with all your usual bonuses, will, it counts against your daily limit of spells even though
and add the rolls together. Unless otherwise you did not cast it successfully.
specified, the threat range for a critical hit on an Concentrating to Maintain a Spell: Some spells require
attack roll is 20, and the multiplier is x2. You always continued concentration to keep them going.
deal at least average damage for a critical hit Concentrating to maintain a spell is a standard action
that doesn’t provoke an attack of opportunity. Anything that
could break your concentration when casting a spell can keep

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you from concentrating to maintain a spell. If your normal for the attack. (If your unarmed attack or natural
concentration breaks, the spell ends. weapon attack doesn’t provoke attacks of opportunity, neither
Casting Time: Most spells have a casting time of 1 does this attack.) If the attack hits, you deal normal damage
standard action. A spell cast in this manner for your unarmed attack or natural weapon and the spell
immediately takes effect. discharges. If the attack misses, you are still holding the
Attacks of Opportunity: Generally, if you cast a charge.
spell, you provoke attacks of opportunity from Dismiss a Spell: Dismissing an active spell is a standard
threatening enemies. If you take damage from an action that doesn’t provoke attacks of opportunity.
attack of opportunity, you must make a Will save
(DC 10 + ½ taken + spell level) or lose the spell. Activate Magic Item
Spells that require only a free action to cast don’t Many magic items don’t need to be activated.
provoke attacks of opportunity. However, certain magic items need to be activated, especially
Casting on the Defensive: Casting a spell while on potions, scrolls, wands, rods, and staffs. Activating a magic
the defensive does not provoke an attack of item is a standard action (unless the item description indicates
opportunity. otherwise).
It does, however, require a Will save (DC 12 Spell Completion Items: Activating a spell completion item
+ spell level) to pull off. Failure means that you lose is the equivalent of casting a spell. It requires concentration
the spell. and provokes attacks of opportunity. You lose the spell if your
It is often better to take a 5–foot step back concentration is broken, and you can attempt to activate the
from an opponent and cast a spell than cast on the item while on the defensive, as with casting a spell.
defensive, if such movement is feasible. Spell Trigger, Command Word, or Use–Activated Items:
Touch Spells in Combat: Many spells have a range Activating any of these kinds of items does not require
of touch. To use these spells, you cast the spell and concentration and does not provoke attacks of opportunity.
then touch the subject, either in the same round or
any time later. In the same round that you cast the
spell, you may also touch (or attempt to touch) the
Use Special Ability
target. You may take your move before casting the Using a special ability is usually a standard action,
spell, after touching the target, or between casting the but whether it is a standard action, a full–round action, or not
spell and touching the target. You can automatically an action at all is defined by the ability.
touch one friend or use the spell on yourself, but to Spell–Like Abilities: Using a spell–like ability works like
touch an opponent, you must succeed on an attack casting a spell in that it requires concentration and provokes
roll. attacks of opportunity. Spell–like abilities can be disrupted. If
Touch Attacks: Touching an opponent with a touch your concentration is broken, the attempt to use the ability
spell is considered to be an armed attack and fails, but the attempt counts as if you had used the ability. The
therefore does not provoke attacks of opportunity. casting time of a spell–like ability is 1 standard action, unless
However, the act of casting a spell does provoke an the ability description notes otherwise.
attack of opportunity. Touch attacks come in two Using a Spell–Like Ability on the Defensive: You may
types: melee touch attacks and ranged touch attacks. attempt to use a spell–like ability on the defensive, just as with
You can score critical hits with either type of attack. casting a spell. If the Will save (DC 12 + spell level) fails, you
Your opponent’s AC against a touch attack does not can’t use the ability, but the attempt counts as if you had used
include any armor bonus, shield bonus, or natural the ability.
armor bonus. His size modifier, Dexterity modifier, Supernatural Abilities: Using a supernatural ability is
and deflection bonus (if any) all apply normally. usually a standard action (unless defined otherwise by the
Holding the Charge: If you don’t discharge the spell ability’s description). Its use cannot be disrupted, does not
in the round when you cast the spell, you can hold the require concentration, and does not provoke attacks of
discharge of the spell (hold the charge) indefinitely. opportunity.
You can continue to make touch attacks round after Extraordinary Abilities: Using an extraordinary ability is
round. usually not an action because most extraordinary abilities
You can touch one friend as a standard automatically happen in a reactive fashion. Those
action or up to six friends as a full–round action. If extraordinary abilities that are actions are usually standard
you touch anything or anyone while holding a charge, actions that cannot be disrupted, do not require concentration,
even unintentionally, the spell discharges. If you cast and do not provoke attacks of opportunity.
another spell, the touch spell dissipates.
Alternatively, you may make a normal unarmed Total Defense
attack (or an attack with a natural weapon) while You can defend yourself as a standard action. You
holding a charge. In this case, you aren’t considered get a dodge bonus to your AC for 1 round equal to 4 + ½ your
armed and you provoke attacks of opportunity as Base Attack Bonus. Your AC improves at the start of this

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action. You can’t combine total defense with fighting


defensively or with the benefit of the Combat Draw or Sheathe a Weapon
Expertise feat (since both of those require you to Drawing a weapon so that you can use it in combat,
declare an attack or full attack). You can’t make or putting it away so that you have a free hand, requires a
attacks of opportunity while using total defense. move action. This action also applies to weapon–like objects
carried in easy reach, such as wands. If your weapon or
Start/Complete Full–Round Action weapon–like object is stored in a pack or otherwise out of easy
The “start full–round action” standard action reach, treat this action as retrieving a stored item.
lets you start undertaking a full–round action, which If you have a base attack bonus of +1 or higher, you
you can complete in the following round by using may draw a weapon as a swift action.
another standard action. You can’t use this action to If you have the Two–Weapon Fighting feat, you can
start or complete a full attack, charge, run, or draw two light or one–handed weapons in the time it would
withdraw. normally take you to draw one. If you have the Shield
Proficiency, you can loose or ready a shield while drawing a
Move Actions one–handed or light weapon.
With the exception of specific movement– Drawing ammunition for use with a ranged weapon
related skills, most move actions don’t require a (such as arrows, bolts, sling bullets, or shuriken) is a free
check. action.

Move Action Attack of Direct or Redirect a Spell


Opportunity1 Some spells allow you to redirect the effect to new
Aim Ranged Weapon Yes targets or areas after you cast the spell. Redirecting a spell
Control a frightened mount Yes requires a move action and does not provoke attacks of
Direct or redirect active spell No opportunity or require concentration.
Draw a weapon2 No
Load hand/light crossbow Yes
Mount/Dismount a mount No Ready or Loose a Shield
Move Yes Strapping a shield to your arm to gain its shield
Move a heavy object Yes bonus to your AC, or unstrapping and dropping a shield so
Open/Close door No you can use your shield hand for another purpose, requires a
Pick up an item Yes move action. If you have a base attack bonus of +1 or higher,
Ready/Loose a shield2 No you can ready or loose a shield as a free action combined with
Retrieve a stored item3 Yes a regular move. If you have the Shield Proficiency, you can
Rise from kneeling to standing No ready or loose a shield while drawing a one–handed or light
Rise from prone to kneeling No weapon.
Sheathe a weapon Yes Dropping a carried (but not worn) shield is a free
Shift No action.
Stand up from prone Yes
1
Regardless of the action, if you move out of a threatened
square, you usually provoke an attack of opportunity.
Manipulate an Item
This column indicates whether the action itself, not In most cases, moving or manipulating an item is a
moving, provokes an attack of opportunity. move action.
2
If you have a base attack bonus of +1 or higher, you can This includes retrieving or putting away a stored
combine one of these actions with a regular move. If you item, picking up an item, moving a heavy object, and opening
have the Two–Weapon Fighting feat, you can draw two a door. Examples of this kind of action, along with whether
light or one–handed weapons in the time it would normally they incur an attack of opportunity, are given in Table:
take you to draw one. If you have the Shield Proficiency,
Actions in Combat.
you can ready/loose a shield while also drawing a one–
handed or light weapon.
Move
Aim a Ranged Weapon The simplest move action is moving your speed. If
By not moving, you can take careful aim you take this kind of move action during your turn, you can’t
with a ranged weapon, gaining a +2 circumstance also take a 5–foot step.
bonus to your next attack roll, which must be made in Many nonstandard modes of movement are covered
either the same or next round. If you are struck while under this category, including climbing (up to one–quarter of
aiming before you can make the attack roll, you lose your speed) and swimming (up to one–quarter of your speed).
the bonus to hit.

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Accelerated Climbing: You can climb one–half Mount/Dismount a Steed


your speed as a move action by accepting a –5 Mounting or dismounting from a steed requires a
penalty on yourAthletics (Climb)check. move action.
Crawling: You can crawl 5 feet as a move action. Fast Mount or Dismount: You can mount or dismount as a
Crawling incurs attacks of opportunity from any free action with a DC 20 Handle Animal (Ride) check (your
attackers who threaten you at any point of your armor check penalty, if any, applies to this check). If you fail
crawl. the check, mounting or dismounting is a move action instead.
(You can’t attempt a fast mount or fast dismount unless you
Rise can perform the mount or dismount as a move action in the
You can stand up from a prone postion to a current round.)
kneeling or squatting position as a move action, or
you can rise from a kneeling/squatting position to Full–Round Actions
standing fully erect as a move action. A full–round action requires an entire round to
By slowly rising from prone to kneeling, complete. Thus, it can’t be coupled with a standard or a move
then kneeling to standing by using two move actions, action, though if it does not involve moving any distance, you
you can get to your feet without provoking an attack can take a 5–foot step.
of opportunity.
Full–Round Action Attack of
Shift Opportunity1
You can move 5 feet in any round when you Full attack No
don’t perform any other kind of movement. This Charge2 No
movement is known as a shift. Deliver coup de grace Yes
Taking this 5–foot step normally does not Escape from a net Yes
provoke an attack of opportunity. You can’t take Extinguish flames No
more than one 5–foot step in a round, and you can’t Light a torch Yes
take a 5–foot step in the same round when you move Load heavy/repeating crossbow Yes
any distance. Lock/unlock weapon in locked gauntlet Yes
You can take a 5–foot step before, during, or Prepare to throw splash weapon Yes
after your other actions in the round. Run Yes
You can only take a 5–foot–step if your Use skill that takes 1 round Usually
movement isn’t hampered by difficult terrain or Use touch spell on up to 6 allies Yes
darkness. Any creature with a speed of 5 feet or less Withdraw2 No
1
can’t take a 5–foot step, since moving even 5 feet Regardless of the action, if you move out of a threatened square,
requires a move action for such a slow creature. you usually provoke an attack of opportunity. This column indicates
You may not take a 5–foot step using a form whether the action itself, not moving, provokes an attack of
of movement for which you do not have a listed opportunity
2
speed. May be taken as a standard action if you are limited to taking only a
single action in a round

Stand Up
Full Attack
Standing up from a prone position requires a
If you get more than one attack per round because
move action and provokes attacks of opportunity.
your base attack bonus is high enough, because you fight with
If you wish to stand safely from a prone
two weapons or a double weapon or for some special reason
position, it is generally best to take a move action to
you must use a full–round action to get your additional
rise to a kneeling postion and another move action to
attacks. You do not need to specify the targets of your attacks
rise from a kneeling postion to a standing position
ahead of time. You can see how the earlier attacks turn out
(thus taking an entire round).
before assigning the later ones.
Instant Stand: You can make a DC 25 Acrobatics
The only movement you can take during a full attack
(Tumble) check to stand as a swift action, though this
is a 5–foot step. You may take the step before, after, or
still provokes an attack of opportunity. If you make a
between your attacks.
DC 35 Acrobatics (Tumble) check to stand, you can
If you get multiple attacks because your base attack
do so and not provoke an attack of opportunity. If
bonus is high enough, you must make the attacks in order
you fail to at least achieve a result of 20 on the
from highest bonus to lowest. If you are using two weapons,
Acrobatics (Tumble) check (thus failing by 5 or
you can strike with either weapon first. If you are using a
more), you fail to get to you feet.
double weapon, you can strike with either part of the weapon
first.

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Deciding between an Attack or a Full Clerics must take more time to spontaneously cast a
Attack: After your first attack, you can decide to take metamagic version of a cure or inflict spell.
a move action instead of making your remaining Spontaneously casting a metamagic version of a spell
attacks, depending on how the first attack turns out. If with a casting time of 1 standard action is a full–round action,
you’ve already taken a 5–foot step, you can’t use and spells with longer casting times take an extra full–round
your move action to move any distance, but you action to cast.
could still use a different kind of move action.
Fighting Defensively as a Full–Round Action: You Use Special Ability
can choose to fight defensively when taking a full Using a special ability is usually a standard action,
attack action. If you do so, you take a –4 penalty on but some may be full–round actions, as defined by the ability.
all attacks in a round to gain a dodge bonus to AC for
the same round of 2 + ¼ your Base Attack Bonus.
Cleave: The extra attack granted by the Cleave feat
Withdraw
or Great Cleave feat can be taken whenever they Withdrawing from melee combat is a full–round
apply. action. When you withdraw, you can move up to double your
This is an exception to the normal limit to speed. The square you start out in is not considered threatened
the number of attacks you can take when not using a by any opponent you can see, and therefore visible enemies do
full attack action. not get attacks of opportunity against you when you move
from that square. (Invisible enemies still get attacks of
opportunity against you, and you can’t withdraw from combat
Cast a Spell if you’re blinded.) You can’t take a 5–foot step during the
A spell that takes 1 round to cast is a full– same round in which you withdraw.
round action. It comes into effect just before the If, during the process of withdrawing, you move out
beginning of your turn in the round after you began of a threatened square (other than the one you started in),
casting the spell. You then act normally after the enemies get attacks of opportunity as normal.
spell is completed. You may not withdraw using a form of movement for
A spell that takes 1 minute to cast comes which you don’t have a listed speed.
into effect just before your turn 1 minute later (and Note that despite the name of this action, you don’t
for each of those 10 rounds, you are casting a spell as actually have to leave combat entirely.
a full–round action). These actions must be Restricted Withdraw: If you are limited to taking only a
consecutive and uninterrupted,or the spell standard action each round you can withdraw as a standard
automatically fails. action. In this case, you may move up to your speed (rather
When you begin a spell that takes 1 round or than up to double your speed).
longer to cast, you must continue the invocations,
gestures, and concentration from one round to just
before your turn in the next round (at least). If you
Run
lose concentration after starting the spell and before it You can run as a full–round action. (If you do, you
is complete, you lose the spell. do not also get a 5–foot step.) When you run, you can move up
You only provoke attacks of opportunity to four times your speed in a straight line (or three times your
when you begin casting a spell, even though you speed if you’re in heavy armor). You lose any Dexterity bonus
might continue casting for at least one full round. to AC unless you have the Run feat.
While casting a spell, you don’t threaten any squares You can run for a number of rounds equal to your
around you. Constitution score, but after that you must make a DC 10
This action is otherwise identical to the cast Constitution check to continue running. You must check again
a spell action described under Standard Actions. each round in which you continue to run, and the DC of this
Casting a Metamagic Spell: Sorcerers and bards check increases by 1 for each check you have made. When
must take more time to cast a metamagic spell (one you fail this check, you must stop running.
enhanced by a metamagic feat) than a regular spell. If A character who has run to his limit must rest for 1
a spell’s normal casting time is 1 standard action, minute (10 rounds) before running again. During a rest period,
casting a metamagic version of the spell is a full– a character can move no faster than a normal move action.
round action for a sorcerer or bard. Note that this You can’t run across difficult terrain or if you can’t
isn’t the same as a spell with a 1–round casting see where you’re going.
time—the spell takes effect in the same round that A run represents a speed of about 12 miles per hour
you begin casting, and you aren’t required to for an unencumbered human.
continue the invocations, gestures, and concentration
until your next turn. For spells with a longer casting Shift through Difficult Terrain
time, it takes an extra full–round action to cast the In some situations, your movement may be so
metamagic spell. hampered that you don’t have sufficient speed even to move 5

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feet (a single square). In such a case, you may spend incur attacks of opportunity. Some common free actions are
a full–round action to move 5 feet (1 square) in any described below.
direction, even diagonally. Even though this looks
like a shift, it’s not, and thus it provokes attacks of Drop an Item
opportunity normally. Dropping an item in your space or into an adjacent
square is a free action.
Swift and Immediate Actions
Swift and immediate actions consume a very Drop Prone
small amount of time, but represent a larger
Dropping to a prone position in your space is a free action.
expenditure of effort and energy than a free action.
You can perform one swift or immediate action per
turn without affecting your ability to perform other Speak
actions. In general, speaking is a free action that you can perform even
when it isn’t your turn. Speaking more than few sentences is
Swift Actions Attack of generally beyond the limit of a free action.
Opportunity1
Activate Adrenaline surge Ability2 No Cease Concentration on Spell
Cast a quickened spell No You can stop concentrating on an active spell as a free action.
Cast a swift spell No
Draw a Weapon No Miscellaneous Actions
1
Regardless of the action, if you move out of a threatened
square, you usually provoke an attack of opportunity. This No Action Attack of
column indicates whether the action itself, not moving,
Opportunity1
provokes an attack of opportunity
2
Assuming that the ability takes a swift action to activate. Delay No
Use Feat No
Use Skill No
Activate Adrenaline surge Ability 1
Regardless of the action, if you move out of a threatened square,
You can activate certain adrenaline surge you usually provoke an attack of opportunity. This column indicates
abilities as a swift or immediate action. Only one whether the action itself, not moving, provokes an attack of
such ability can be activated in any round. opportunity
Activating a adrenaline surge ability does not
provoke an attack of opportunity, though the Use Feat
execution of the ability might. Certain feats let you take special actions in combat.
Other feats do not require actions themselves, but they give
Cast a Quickened Spell you a bonus when attempting something you can already do.
You can cast a quickened spell (see the Some feats are not meant to be used within the framework of
Quicken Spell feat) or any spell whose casting time is combat. The individual feat descriptions tell you what you
designated as a swift or immediate action. Only one need to know about them.
such spell can be cast in any round, and such spells
don’t count toward your normal limit of one spell per Use Skill
round. Casting a spell with a casting time of a swift Most skill uses are standard actions, but some might
action doesn’t incur an attack of opportunity. be move actions, full–round actions, free actions, or something
else entirely.
Draw A Weapon The individual skill descriptions tell you what sorts
If you have a base attack bonus of +1 or of actions are required to perform skills.
better, you can draw a weapon or a weapon–like
object as a swift action. Injury And Death
Stowing a weapon or object is always a Your hit points measure how hard you are to kill. No
move action, unless you have Quick Draw, which matter how many hit points you lose, your character isn’t
allows you to put items away as a swift action. hindered in any way until your hit points drop to 0 or lower.
Drawing ammunition is always a free action.
Loss Of Hit Points
Free Actions The most common way that your character gets hurt
Free actions don’t take any time at all, is to take lethal damage and lose hit points
though there may be limits to the number of free What Hit Points Represent: Hit points mean two things in
actions you can perform in a turn. Free actions rarely the game world: the ability to take physical punishment and

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keep going, and the ability to turn a serious blow into take 1 point of damage after the completing the act. Unless
a less serious one. your activity
Effects of Hit Point Damage: Damage doesn’t slow increased your hit points, you are now at –1 hit points, and
you down until your current hit points reach ½ your you’re dying.
total hit points or lower. Healing that raises your hit points above 0 makes you
At ½ your hit points or lower (50% or less), fully functional again, just as if you’d never been reduced to 0
you are considered fatigued. If your hit points raise or fewer hit points.
above the 50% mark, you are no longer fatigued due You can also become disabled when recovering from
to lost hit points (but still can be fatigued from other dying. In this case, it’s a step toward recovery, and you
factors). can have fewer than 0 hit points (see Stable Characters and
At ¼ of your hit point total or lower (25% or Recovery, below).
less), you are considered exhausted. If you are
brought above 25% of your hit point total, you are no Dying
longer exausted from hit point loss (but may be When your character’s current hit points drop to
exhausted from other factors). below the diabled value and down to a negative value equal to
At 0 hit points, you’re disabled. your (unmodified) Constitution score, he’s dying. For
At from –1 to a negative value equal to your example, a character with 10 Constitution is dying between –1
(unmodified) Constitution score, you’re dying. and –10 hit points, while a character with 18 Constitution is
At a negative hit point value equal to your dying between –5 and –18 hit points.
(unmodified) Constitution score or lower, you’re A dying character immediately falls unconscious and
dead. can take no actions.
Massive Damage: If you ever sustain a single attack A dying character loses 1 hit point every round. This
deals 50 points of damage or more and it doesn’t kill continues until the character dies or becomes stable (see
you outright, you must make a DC 20 Fortitude save. below).
If this saving throw fails, you die regardless of your Some spells and effects kill a target when is reduced
current hit points. If you take 50 points of damage or to 0 hit points or less. In these cases, negative hit points are
more from multiple attacks, no one of which dealt 50 ignored.
or more points of damage itself, the massive damage
rule does not apply. Dead
When your character’s current hit points drop to a
Weary negative value that exceeds your (unmodified) Constitution
If your hit points are reduced to less than score, or if he takes massive damage (see above), he’s dead. A
50% of your total, your character becomes fatigued character can also die from taking ability damage or suffering
(see the fatigued condition). If you are healed to 50% an ability drain that reduces his Constitution to 0. For
or greater of your total hit points, you are no longer example, a character with a 10 Constitution dies at –11 hit
weary and do not suffer from fatigue caused by hit points or less, while a character with an 18 Constitution dies at
point damage. –19 hit points or less.

Worn Stable Characters And Recovery


If your hit points are reduced to less than On the next turn after a character is reduced to
25% of your total, the character becomes exhausted between –1 and a negative value equal to the character’s
(see the exhausted condition). If you are healed to (unmodified) Constitution score and on all subsequent turns,
25% or greater of your total hit points, you are no roll d% to see whether the dying character becomes stable. He
longer worn and do not suffer from exhaustion has a 10% chance of becoming stable. If he doesn’t, he loses 1
caused by hit point damage. hit point. (A character who’s unconscious or dying can’t use
any special action that changes the initiative count on which
Disabled his action occurs.)
If your hit points are reduced between 0 and If the character’s hit points drop to –10 or lower, he’s
a negative value equal to your Constitution modifier dead.
(minimum 0), you are disabled. For example, a You can keep a dying character from losing any more
character with an 18 Constitution is disabled when hit points and make him stable with a DC 15 Survival (Heal)
their hit points fall between 0 and –4. check.
You can only take a single move or standard If any sort of healing cures the dying character of
action each turn (but not both, nor can you take full– even 1 point of damage, he stops losing hit points and
round actions). You can take move actions without becomes stable.
further injuring yourself, but if you perform any Healing that raises the dying character’s hit points to
standard action (or any other strenuous action) you 0 makes him conscious and disabled. Healing that raises his

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hit points to 1 or more makes him fully functional 81–90 Leg


again – though exhausted, just as if he’d never been 91–100 Hunk of Flesh
reduced to 0 or lower. A spellcaster retains the
spellcasting capability she had before dropping below Arm: A character whose arm is battered must make a
0 hit points. Fortitude DC 20 check to use the limb to wield an item,
A stable character who has been tended by a weapon or shield (check each round).
healer or who has been magically healed eventually Ear: If the character has a battered ear, he suffers a –5
regains consciousness and recovers hit points penalty to Perception (Listen) checks. A character that has
naturally. If the character has no one to tend him, both ears battered is partially deaf and has a –15 penalty to
however, his life is still in danger, and he may yet Perception (Listen) checks until the condition is healed.
slip away. Eye: If the character has a battered eye, he suffers a –5
Recovering with Help: One hour after a tended, penalty to Perception (Spot) checks. A character that has lost
dying character becomes stable, roll d%. He has a both eyes is blind partially blind and has a –15 penalty to
10% chance of becoming conscious, at which point Perception (Spot) checks. A character with at least one eye
he is disabled (as if he had 0 hit points). If he remains can still use magic Goggles and Lenses.
unconscious, he has the same chance to revive and Foot: A character who has a battered foot takes a –5 ft.
become disabled every hour. Even if unconscious, he penalty to their base movement rate and cannot use Fast
recovers hit points naturally. He is back to normal Movement abilities. Wearing boots or shoes on the battered
when his hit points rise to 1 or higher. foot is painful, and the character must make a Fortitude DC 20
Recovering without Help: A severely wounded check to perform any strenous manuever in such gear
character left alone usually dies. He has a small (standing in combat, running, climbing, etc.) Failure to make
chance, however, of recovering on his own. the save indicates the character is unable to take an action in
A character who becomes stable on his own the round due to the extreme pain.
(by making the 10% roll while dying) and who has Hand: A character who has a battered hand cannot hold an
no one to tend to him still loses hit points, just at a item in that hand, perform a skill requiring manual dexterity
slower rate. He has a 10% chance each hour of nor wear a ring unless they make a successful Fortitude DC 20
becoming conscious. Each time he misses his hourly save (check each round). As long as he has at least one hand,
roll to become conscious, he loses 1 hit point. He also he can benefit from using magic Gloves.
does not recover hit points through natural healing. Hunk of Flesh: Other than leaving a grevious–looking
Even once he becomes conscious and is wound and scar, the character suffers no other effect. Being
disabled, an unaided character still does not recover scarred inflicts a –2 penalty to future Persuade (Diplomacy)
hit points naturally. Instead, each day he has a 10% checks, but a +2 bonus to Persuade (Intimidate) checks. This
chance to start recovering hit points naturally penalty is not cumalative with multiple scars.
(starting with that day); otherwise, he loses 1 hit Leg: A character who has a battered leg takes lose ½ their
point. movement rate. A character who has lost both legs is reduce
Once an unaided character starts recovering to a movement rate of 5 ft via a crawl. A character who has
hit points naturally, he is no longer in danger of lost a leg cannot use Fast Movement abilities. Wearing boots,
naturally losing hit points (even if his current hit shoes or armor on the battered leg is painful, and the character
point total is negative). must make a Fortitude DC 20 check to perform any strnous
manuever in such gear (standing in combat, running, climbing,
Battered etc.). Failure to make the save indicates the character is
A character reduced to a negative hit point unable to take an action in the round due to the extreme pain.
value equal to ½ their unmodified Constitution score Nose: The character loses any scent ability and has a –15
is Battered and must make a DC 15 Fortitude save or penalty to Perception (Smell) skill checks until healed.
will suffer a long–lasting, damage effect in the form
of a broken limb or a permanent scar (scarred). A Maimed
battered result lasts for 6 weeks, but can be ended A character reduced to a negative value equal to ¾
immediately with the application of a Cure Critical their unmodified Constitution score must make a DC 20
Wounds or better spell. Fortitude save or will suffer lasting permanent damage in the
form of a loss of a a body member (maimed). Being maimed
% Roll Battered Result inflicts a –5 penalty to future Persuade (Diplomacy) checks,
01–10 Nose but a +5 bonus to Persuade (Intimidate) checks. This penalty
11–20 Ear and bonus is not cumulative with multiple scars. The
21–30 Eye regenerate spell can restore one maimed effect per use.
31–50 Hand
51–70 Foot Negative hp to reach
71–80 Arm Constitution Scarred Maimed
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1–3 – –1 Hunk of Flesh: Other than leaving a grevious–looking


4–5 –2 –3 wound and scar, the character suffers no other effect.
6–7 –3 –5 Leg: A character who has lost a leg takes lose ½ their
8–9 –4 –6 movement rate. A character who has lost both legs is reduce
10–11 –5 –7 to a movement rate of 5 ft. A character who has lost a leg
12–13 –6 –9 cannot use Fast Movement abilities. As long as the character
14–15 –7 –10 has at least one foot, he can use magic Boots, Shoes or Pants.
16–17 –8 –12 A character who loses a leg can replace it with a prosthetic leg
18–19 –9 –13 and foot.
20–21 –10 –15 Nose: The character loses any scent ability or other ability to
22–23 –11 –16 smell.
24–25 –12 –18
26–27 –13 –19 Healing
28–29 –14 –21 After taking damage, you can recover hit points
30–31 –15 –22 through natural healing or through magical healing. In any
32–33 –16 –24 case, you can’t regain hit points past your full normal hit point
34–35 –17 –25 total.
36–37 –18 –27 Natural Healing: With a full night’s rest (8 hours of sleep or
38–39 –19 –28 more), you recover your Con modifier (min 0) + 1 hit point
40–41 –20 –30 per character level.
Any significant interruption during your rest prevents
% Roll Maimed Result you from healing that night.
01–10 Nose If you undergo complete bed rest for an entire day
11–20 Ear and night, you recover twice your character level in hit points.
21–30 Eye Magical Healing: Various abilities and spells can restore hit
31–50 Hand points.
51–70 Foot Healing Limits: You can never recover more hit points than
71–80 Arm you lost. Magical healing won’t raise your current hit points
81–90 Leg higher than your full normal hit point total.
91–100 Hunk of Flesh Healing Ability Damage: Ability damage is temporary, just
as hit point damage is. Ability damage returns at the rate of 1
Arm: A character who has lost an arm cannot hold point per night of rest (8 hours) for each affected ability score.
items in the associated lost hand or strap shields or Complete bed rest restores 2 points per day (24 hours) for each
other items to the lost arm. The character loses a affected ability score.
Ring slot, Glove slot and associated Arm slot for the
missing arm. A character who looses an arm can Temporary Hit Points
replace it with a prosthetic arm and hand. Certain effects give a character temporary hit points.
Ear: If the character has lost one ear, he suffers a –5 When a character gains temporary hit points, note his current
penalty to Perception (Listen) checks. A character hit point total. When the temporary hit points go away the
that has lost both ears is deaf. character’s hit points drop to his current hit point total. If the
Eye: If the character has lost one eye, he suffers a –5 character’s hit points are below his current hit point total at
penalty to Perception (Spot) and Perception (Spot) that time, all the temporary hit points have already been lost
checks. A character that has lost both eyes is blind. and the character’s hit point total does not drop further.
A character with at least one eye can still use magic When temporary hit points are lost, they cannot be
Goggles and Lenses. A missing eye can be replaced restored as real hit points can be, even by magic.
with a mock eye. Increases in Constitution Score and Current Hit
Foot: A character who has lost a foot takes a –5 ft. Points: An increase in a character’s Constitution score, even a
penalty to their movement rate and cannot use Fast temporary one, can give her more hit points (an effective hit
Movement abilities. As long as a character has at point increase), but these are not temporary hit points. They
least one foot, he can use magic Boots or Shoes. can be restored and they are not lost first as temporary hit
Hand: A character who has lost a hand cannot hold points are.
an item in that hand, and loses a Ring slot. As long
as he has at least one hand, he can benefit from using Nonlethal Damage
magic Gloves. A character who loses a hand can Dealing Nonlethal Damage: Certain attacks deal nonlethal
have it replaced with a mock hand or hook. damage. Other effects, such as heat or being exhausted, also
deal nonlethal damage. When you take nonlethal damage,
keep a running total of how much you’ve accumulated. Do not

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deduct the nonlethal damage number from your How Far Can Your Character Move?
current hit points. It is not “real” damage. Instead, Your speed is determined by your race and your
when your nonlethal damage equals your current hit armor (see Table: Tactical Speed). Your speed while
points, you’re staggered, and when it exceeds your unarmored is your base land speed.
current hit points, you fall unconscious. It doesn’t Encumbrance: A character encumbered by carrying a large
matter whether the nonlethal damage equals or amount of gear, treasure, or fallen comrades may move slower
exceeds your current hit points because the nonlethal than normal.
damage has gone up or because your current hit Hampered Movement: Difficult terrain, obstacles, or poor
points have gone down. visibility can hamper movement.
If you continue to take nonlethal damage Movement in Combat: Generally, you can move your speed
once unconscious, you drop to the dying state and in a round and still do something (take a move action and a
immediately go to –1 hit points. standard action).
Nonlethal Damage with a Weapon that Deals Lethal If you do nothing but move (that is, if you use both of
Damage: You can use a melee weapon that deals your actions in a round to move your speed), you can move
lethal damage to deal nonlethal damage instead, but double your speed.
you take a –4 penalty on your attack roll. If you spend the entire round running, you can move
Bludgeoning weapons can deal nonlethal damage at quadruple your speed. If you do something that requires a full
no minus to hit. round you can only take a 5–foot step.
Lethal Damage with a Weapon that Deals Nonlethal Bonuses to Speed: A barbarian has a +10 foot bonus to his
Damage: You can use a weapon that deals nonlethal speed (unless he’s wearing heavy armor).
damage, including an unarmed strike, to deal lethal Experienced monks also have higher speed (unless
damage instead, but you take a –4 penalty on your they’re wearing armor of any sort). In addition, many spells
attack roll. and magic items can affect a character’s speed. Always apply
Staggered and Unconscious: When your nonlethal any modifiers to a character’s speed before adjusting the
damage equals your current hit points, you’re character’s speed based on armor or encumbrance, and
staggered. remember that multiple bonuses of the same type to a
You can only take a standard action or a character’s speed don’t stack.
move action in each round. You cease being
staggered when your current hit points once again
Race No Armor/Light Medium/Heavy
exceed your nonlethal damage.
Armor Armor
When your nonlethal damage exceeds your Human 30 ft. (6 squares) 20 ft. (4 squares)
current hit points, you fall unconscious. While Elf, half–elf 30 ft. (6 squares) 20 ft. (4 squares)
unconscious, you are helpless. Half–orc 30 ft. (6 squares) 20 ft. (4 squares)
Spellcasters who fall unconscious retain any Dwarf 20 ft. (6 squares) 20 ft. (4 squares)
spellcasting ability they had before going Hillenfaey 20 ft. (4 squares) 15 ft. (3 squares)
unconscious. Gnome 20 ft. (4 squares) 15 ft. (3 squares)
Healing Nonlethal Damage: You heal nonlethal
damage at the rate of 1 hit point per hour per Measuring Distance
character level. Diagonals: When measuring distance, diagonals count as 1.5
When a spell or a magical power cures hit spaces. Essentially, every other diagonal counts as 2 spaces.
point damage, it also removes an equal amount of You can’t move diagonally past a corner (even by
nonlethal damage. taking a 5–foot step). You can move diagonally past a
creature, even an opponent.
Movement, Position, And You can also move diagonally past other impassable
Distance obstacles, such as pits.
Miniatures are on the 30mm scale—a Closest Creature: When it’s important to determine the
miniature figure of a six–foot–tall human is closest square or creature to a location, if two squares or
approximately 30mm tall. A square on the battle grid creatures are equally close, randomly determine which one
is 1 inch across, representing a 5–foot–by–5–foot counts as closest by rolling a die.
area.
Moving through a Square
Tactical Movement Friend: You can move through a square occupied by a
friendly character, unless you are charging. When you move
through a square occupied by a friendly character, that
character doesn’t provide you with cover.
Opponent: You can’t move through a square occupied by an
opponent, unless the opponent is helpless. You can move

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through a square occupied by a helpless opponent Squeezing: In some cases, you may have to squeeze into or
without penalty. (Some creatures, particularly very through an area that isn’t as wide as the space you take up.
large ones, may present an obstacle even when You can squeeze through or into a space that is at least half as
helpless. In such cases, each square you move wide as your normal space. Each move into or through a
through counts as 2 squares.) narrow space counts as if it were 2 squares, and while
Ending Your Movement: You can’t end your squeezed in a narrow space you take a –4 penalty on attack
movement in the same square as another creature rolls and a –4 penalty to AC.
unless it is helpless. When a Large creature (which normally takes up four
Overrun: During your movement you can attempt to squares) squeezes into a space that’s one square wide, the
move through a square occupied by an opponent. creature’s miniature figure occupies two squares, centered on
Tumbling: A trained character can attempt to tumble the line between the two squares. For a bigger creature, center
through a square occupied by an opponent (see the the creature likewise in the area it squeezes into.
Acrobatics (Tumble) skill). A creature can squeeze past an opponent while
Very Small Creature: A Fine, Diminutive, or Tiny moving but it can’t end its movement in an occupied square.
creature can move into or through an occupied To squeeze through or into a space less than half your
square. The creature provokes attacks of opportunity space’s width, you must use the Acrobatics (Escape Artist)
when doing so. skill.
Square Occupied by Creature Three Sizes Larger You can’t attack while using Acrobatics (Escape
or Smaller: Any creature can move through a square Artist) to squeeze through or into a narrow space, you take a –
occupied by a creature three size categories larger 4 penalty to AC, and you lose any Dexterity bonus to AC.
than it is.
A big creature can move through a square Special Movement Rules
occupied by a creature three size categories smaller These rules cover special movement situations.
than it is. Accidentally Ending Movement in an Illegal Space:
Designated Exceptions: Some creatures break the Sometimes a character ends its movement while moving
above rules. A creature that completely fills the through a space where it’s not allowed to stop. When that
squares it occupies cannot be moved past, even with happens, put your miniature in the last legal position you
the Acrobatics (Tumble) skill or similar special occupied, or the closest legal position, if there’s a legal
abilities. position that’s closer.
Double Movement Cost: When your movement is hampered
Terrain and Obstacles in some way, your movement usually costs double. For
Difficult Terrain: Difficult terrain hampers example, each square of movement through difficult terrain
movement. Each square of difficult terrain counts as counts as 2 squares, and each diagonal move through such
2 squares of movement. (Each diagonal move into a terrain counts as 3 squares (just as two diagonal moves
difficult terrain square counts as 3 squares.) You normally do).
can’t run or charge across difficult terrain. If movement cost is doubled twice, then each square
If you occupy squares with different kinds counts as 4 squares (or as 6 squares if moving diagonally). If
of terrain, you can move only as fast as the most movement cost is doubled three times, then each square counts
difficult terrain you occupy will allow. as 8 squares (12 if diagonal) and so on. This is an exception to
Flying and incorporeal creatures are not the general rule that two doublings are equivalent to a tripling.
hampered by difficult terrain. Minimum Movement: Despite penalties to movement, you
Obstacles: Like difficult terrain, obstacles can can take a full–round action to move 5 feet (1 square) in any
hamper movement. If an obstacle hampers movement direction, even diagonally. (This rule doesn’t allow you to
but doesn’t completely block it each obstructed move through impassable terrain or to move when all
square or obstacle between squares counts as 2 movement is prohibited.) Such movement provokes attacks of
squares of movement. You must pay this cost to cross opportunity as normal (despite the distance covered, this move
the barrier, in addition to the cost to move into the isn’t a 5–foot step).
square on the other side. If you don’t have sufficient
movement to cross the barrier and move into the Big And Little Creatures In Combat
square on the other side, you can’t cross the barrier. Creatures smaller than Small or larger than Medium
Some obstacles may also require a skill check to have special rules relating to position.
cross. Tiny, Diminutive, and Fine Creatures: Very small creatures
On the other hand, some obstacles block take up less than 1 square of space. This means that more than
movement entirely. A character can’t move through a one such creature can fit into a single square. A Tiny creature
blocking obstacle. typically occupies a space only 2– 1/2 feet across, so four can
Flying and incorporeal creatures can avoid fit into a single square. Twenty–five Diminutive creatures or
most obstacles 100 Fine creatures can fit into a single square. Creatures that

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take up less than 1 square of space typically have a Prone –4 –3


natural reach of 0 feet, meaning they can’t reach into Shaken or frightened –2 –2
adjacent squares. They must enter an opponent’s Squeezing –4 –4
square to attack in melee. This provokes an attack of 1
An entangled character also takes a –4 penalty to Dexterity, which
opportunity from the opponent. You can attack into may affect his attack roll
2
your own square if you need to, so you can attack The defender loses any Dexterity bonus to AC. This bonus doesn’t
such creatures normally. Since they have no natural apply if the target is blinded.
3
reach, they do not threaten the squares around them. Most ranged weapons can’t be used while the attacker is prone, but
You can move past them without provoking attacks you can use a crossbow or shuriken while prone at no penalty.
of opportunity. They also can’t flank an enemy.
Large, Huge, Gargantuan, and Colossal AC Modifiers – Defender is Melee Ranged
Creatures: Very large creatures take up more than 1 Behind cover +4 +4
square. Blinded –21 –21
Creatures that take up more than 1 square Concealed or invisible See Concealment
typically have a natural reach of 10 feet or more, Cowering –21 –21
2
meaning that they can reach targets even if they Entangled +0 +02
1
aren’t in adjacent squares. Flat–footed +0 +01
1
Unlike when someone uses a reach weapon, Grappling (but attacker is not) +0 +01,3
4
a creature with greater than normal natural reach Helpless –4 +04
(more than 5 feet) still threatens squares adjacent to Kneeling or sitting –2 +2
it. A creature with greater than normal natural reach Pinned –44 +04
usually gets an attack of opportunity against you if Prone –4 +4
you approach it, because you must enter and move Squeezing –4 –4
within the range of its reach before you can attack it. Stunned –21 –21
1
(This attack of opportunity is not provoked if you The defender loses any Dexterity bonus to AC.
2
take a 5–foot step.) An entangled character take a –4 penalty to Dexterity
3
Large or larger creatures using reach Roll randomly to see which grappling combatant you strike. That
defender loses any Dexterity bonus to AC.
weapons can strike up to double their natural reach 4
Treat the defender’s Dexterity as 0 (–5 modifier). Rogues can sneak
but can’t strike at their natural reach or less. attack helpless or pinned defenders

Creature Size Space1 Natural Cover


Reach1
To determine whether your target has cover from
Fine ½ ft. 0
your ranged attack, choose a corner of your square. If any line
Diminutive 1 ft. 0
from this corner to any corner of the target’s square passes
Tiny 2 ½ ft. 0
through a square or border that blocks line of effect or
Small 5 ft. 5 ft.
provides cover, or through a square occupied by a creature, the
Medium 5 ft. 5 ft.
target has cover (+4 to AC).
Large (tall) 10 ft. 10 ft.
When making a melee attack against an adjacent
Large (long) 10 ft. 5 ft.
target, your target has cover if any line from your square to the
Huge (tall) 15 ft. 15 ft.
target’s square goes through a wall (including a low wall).
Huge (long) 15 ft. 10 ft.
When making a melee attack against a target that isn’t
Gargantuan (tall) 20 ft. 20 ft.
adjacent to you (such as with a reach weapon), use the rules
Gargantuan (long) 20 ft. 15 ft.
for determining cover from ranged attacks.
Colossal (tall) 30 ft. 30 ft.
Low Obstacles and Cover: A low obstacle (such as a wall no
Colossal (long) 30 ft. 20 ft.
1 higher than half your height) provides cover, but only to
These values are typical for creatures of the indicated
size. Some exceptions exist.
creatures within 30 feet (6 squares) of it. The attacker can
ignore the cover if he’s closer to the obstacle than his target.
Cover and Attacks of Opportunity: You can’t execute an
Combat Modifiers attack of opportunity against an opponent with cover relative
to you.
Attack Modifiers – Melee Ranged Cover and Reflex Saves: Cover grants you a +2 bonus on
Attacker Is Reflex saves against attacks that originate or burst out from a
Dazzled –1 –1 point on the other side of the cover from you. Note that spread
Entangled –21 –21 effects can extend around corners and thus negate this cover
Flanking defender +2 – bonus.
Invisible +22 +22
On higher ground +1 +0

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Cover and Stealth (Hide) Checks: You can use Without concealment, you usually need cover to make a
cover to make a Stealth (Hide) check. Without cover, Stealth (Hide) check.
you usually need concealment (see below) to make a Total Concealment: If you have line of effect to a target but
Stealth (Hide) check. not line of sight he is considered to have total concealment
Soft Cover: Creatures, even your enemies, can from you. You can’t attack an opponent that has total
provide you with cover against ranged attacks, giving concealment, though you can attack into a square that you
you a +4 bonus to AC. However, such soft cover think he occupies. A successful attack into a square occupied
provides no bonus on Reflex saves, nor does soft by an enemy with total concealment has a 50% miss chance
cover allow you to make a Stealth (Hide) check. (instead of the normal 20% miss chance for an opponent with
Big Creatures and Cover: Any creature with a concealment).
space larger than 5 feet (1 square) determines cover You can’t execute an attack of opportunity against an
against melee attacks slightly differently than smaller opponent with total concealment, even if you know what
creatures do. Such a creature can choose any square square or squares the opponent occupies.
that it occupies to determine if an opponent has cover Ignoring Concealment: Concealment isn’t always effective.
against its melee attacks. Similarly, when making a A shadowy area or darkness doesn’t provide any concealment
melee attack against such a creature, you can pick against an opponent with darkvision. Characters with low–
any of the squares it occupies to determine if it has light vision can see clearly for a greater distance with the same
cover against you. light source than other characters. Although invisibility
Total Cover: If you don’t have line of effect to your provides total concealment, sighted opponents may still make
target he is considered to have total cover from you. Perception (Spot) checks to notice the location of an invisible
You can’t make an attack against a target that has character. An invisible character gains a +20 bonus on Stealth
total cover. (Hide) checks if moving, or a +40 bonus on Stealth (Hide)
Varying Degrees of Cover: In some cases, cover checks when not moving (even though opponents can’t see
may provide a greater bonus to AC and Reflex saves. you, they might be able to figure out where you are from other
In such situations the normal cover bonuses to AC visual clues).
and Reflex saves can be doubled (to +8 and +4, Varying Degrees of Concealment: Certain situations may
respectively). A creature with this improved cover provide more or less than typical concealment, and modify the
effectively gains improved evasion against any attack miss chance accordingly.
to which the Reflex save bonus applies. Furthermore,
improved cover provides a +10 bonus on Stealth Flanking
(Hide) checks. When making a melee attack, you get a +2 flanking
bonus if your opponent is threatened by a character or creature
Concealment friendly to you on the opponent’s opposite border or opposite
To determine whether your target has corner.
concealment from your ranged attack, choose a When in doubt about whether two friendly characters
corner of your square. flank an opponent in the middle, trace an imaginary line
If any line from this corner to any corner of between the two friendly characters’ centers. If the line passes
the target’s square passes through a square or border through opposite borders of the opponent’s space (including
that provides concealment, the target has corners of those borders), then the opponent is flanked.
concealment. Exception: If a flanker takes up more than 1 square, it gets the
When making a melee attack against an flanking bonus if any square it occupies counts for flanking.
adjacent target, your target has concealment if his Only a creature or character that threatens the
space is entirely within an effect that grants defender can help an attacker get a flanking bonus.
concealment. When making a melee attack against a Creatures with a reach of 0 feet can’t flank an
target that isn’t adjacent to you use the rules for opponent.
determining concealment from ranged attacks.
In addition, some magical effects provide Helpless Defenders
concealment against all attacks, regardless of whether A helpless opponent is someone who is bound,
any intervening concealment exists. sleeping, paralyzed, unconscious, or otherwise at your mercy.
Concealment Miss Chance: Concealment gives the Regular Attack: A helpless character takes a –4 penalty to
subject of a successful attack a 20% chance that the AC against melee attacks, but no penalty to AC against ranged
attacker missed because of the concealment. If the attacks.
attacker hits, the defender must make a miss chance A helpless defender can’t use any Dexterity bonus to
percentile roll to avoid being struck. Multiple AC. In fact, his Dexterity score is treated as if it were 0 and
concealment conditions do not stack. his Dexterity modifier to AC as if it were –5 (and a rogue can
Concealment and Stealth (Hide) Checks: You can sneak attack him).
use concealment to make a Stealth (Hide) check.

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Coup de Grace: As a full–round action, you can use You can’t deliver a coup de grace against a creature
a melee weapon to deliver a coup de grace to a that is immune to critical hits. You can deliver a coup de grace
helpless opponent. You can also use a bow or against a creature with total concealment, but doing this
crossbow, provided you are adjacent to the target. requires two consecutive full–round actions (one to “find” the
You automatically hit and score a critical creature once you’ve determined what square it’s in, and one
hit. If the defender survives the damage, he must to deliver the coup de grace).
make a Fortitude save (DC 10 + damage dealt) or die.
A rogue also gets her extra sneak attack damage Special Attacks
against a helpless opponent when delivering a coup
de grace.
Delivering a coup de grace provokes attacks
of opportunity from threatening opponents.
Special Attacks Brief Description
Aid another Grant ally +2 bonus on attacks or AC
Bull Rush Push an opponent back 5 feet or more
Charge Move twice your speed and attack with +2 bonus
Disarm Knock item or weapon from opponent’s hand
Feint Negate your opponent’s Dex bonus to AC
Grapple Wrestle with an opponent
Overrun Plow past or over an opponent as you move
Sunder Destroy an object
Throw Splash Weapon Thow container of dangerous liquid at target
Trip Trip an opponent
Turn (Rebuke) Undead Channel positive (or negative) energy to turn away (or awe) undead
Two–weapon fighting Fight with a weapon in each hand
Second, you make a CMB check against a DC of 15
Aid Another + the target’s CMB.
In melee combat, you can help a friend Bull Rush Results: If you beat the defender’s DC, you push
attack or defend by distracting or interfering with an him back 5 feet. If you wish to move with the defender, you
opponent. If you’re in position to make a melee can push him back an additional 5 feet for each 5 points by
attack on an opponent that is engaging a friend in which your check result is greater than the defender’s check
melee combat, you can attempt to aid your friend as a result. You can’t, however, exceed your normal movement
standard action. You make an attack roll against AC limit. (Note: The defender provokes attacks of opportunity if
10. If you succeed, your friend gains either a +2 he is moved. So do you, if you move with him. The two of you
bonus on his next attack roll against that opponent or do not provoke attacks of opportunity from each other,
a +2 bonus to AC against that opponent’s next attack however.)
(your choice), as long as that attack comes before the If you fail to beat the defender’s DC check result, you
beginning of your next turn. Multiple characters can move 5 feet straight back to where you were before you
aid the same friend, and similar bonuses stack. moved into his space. If that space is occupied, you fall prone
You can also use this standard action to help in that space.
a friend in other ways, such as when he is affected by
a spell, or to assist another character’s skill check. Charge
Charging is a special full–round action that allows
Bull Rush you to move up to twice your speed and attack during the
You can make a bull rush as a standard action. However, it carries tight restrictions on how you can
action (an attack) or as part of a charge (see Charge, move.
below). When you make a bull rush, you attempt to Movement During a Charge: You must move before your
push an opponent straight back instead of damaging attack, not after. You must move at least 10 feet (2 squares)
him. You can only bull rush an opponent who is one and may move up to double your speed directly toward the
size category larger than you, the same size, or designated opponent.
smaller. You must have a clear path toward the opponent, and
Initiating a Bull Rush: First, you move into the nothing can hinder your movement (such as difficult terrain or
defender’s space. Doing this provokes an attack of obstacles). Here’s what it means to have a clear path. First,
opportunity from each opponent that threatens you, you must move to the closest space from which you can attack
including the defender. (If you have the Improved the opponent. (If this space is occupied or otherwise blocked,
Bull Rush feat, you don’t provoke an attack of you can’t charge.) Second, if any line from your starting space
opportunity from the defender.) to the ending space passes through a square that blocks

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movement, slows movement, or contains a creature (maximum two items if the target has more than two hands).
(even an ally), you can’t charge. (Helpless creatures If you fail the defender’s DC by 10 or more, you drop
don’t stop a charge.) If you don’t have line of sight the weapon that you were using to attempt the disarm. If you
to the opponent at the start of your turn, you can’t successfully disarm your opponent without using a weapon,
charge that opponent. you can automatically pick up the item dropped.
You can’t take a 5–foot step in the same Note: A defender wearing spiked gauntlets can’t be disarmed.
round as a charge. A defender using a weapon attached to a locked gauntlet gets a
If you are able to take only a standard action +10 bonus to resist being disarmed.
or a move action on your turn, you can still charge,
but you are only allowed to move up to your speed Grabbing Items
(instead of up to double your speed). You can’t use You can use a disarm action to snatch an item worn
this option unless you are restricted to taking only a by the target. If you want to have the item in your hand, the
standard action or move action on your turn. disarm must be made as an unarmed attack.
Attacking on a Charge: After moving, you may If the item is poorly secured or otherwise easy to
make a single melee attack. You get a +2 bonus on snatch or cut away the attacker gets a +4 bonus. Unlike on a
the attack roll. and take a –2 penalty to your AC until normal disarm attempt, failing the attempt doesn’t allow the
the start of your next turn. defender to attempt to disarm you. This otherwise functions
A charging character gets a +2 bonus on the identically to a disarm attempt, as noted above.
Strength check made to bull rush an opponent (see You can’t snatch an item that is well secured unless
Bull Rush, above). you have pinned the wearer (see Grapple). Even then,
Even if you have extra attacks, such as from thedefender gains a +4 bonus on his roll to resist the attempt.
having a high enough base attack bonus or from
using multiple weapons, you only get to make one Feint
attack during a charge.
Feinting is a standard action. To feint, make a
Lances and Charge Attacks: A lance deals an extra
Deception (Bluff) check against a DC of 10 + opponent’s
+1d6 damage if employed by a mounted character in
highest attack bonus or Perception (Sense Motive) skill,
a charge.
whichever is higher.
Weapons Readied against a Charge: Spears,
If your Deception (Bluff) check result exceeds the
tridents, and certain other piercing weapons deal
DC, the next melee attack you make against the target does
+1d6 damage when readied (set) and used against a
not allow him to use his Dexterity bonus to AC (if any). This
charging character.
attack must be made on or before your next turn.
When feinting in this way against a nonhumanoid
Disarm you take a –4 penalty. Against a creature of animal
As a melee attack, you may attempt to Intelligence (1 or 2), you take a –8 penalty. Against a
disarm your opponent. If you do so with a weapon, nonintelligent creature, it’s impossible.
you knock the opponent’s weapon out of his hands Feinting in combat does not provoke attacks of
and to the ground. If you attempt the disarm while opportunity.
unarmed, you end up with the weapon in your hand. Feinting as a Move Action: With the Improved Feint feat,
If you’re attempting to disarm a melee you can attempt a feint as a move action instead of as a
weapon, follow the steps outlined here. If the item standard action.
you are attempting to disarm isn’t a melee weapon
the defender may still oppose you with an attack roll, Grapple
but takes a penalty and can’t attempt to disarm you in
return if your attempt fails.
Attack of Opportunity. You provoke an attack of Grapple Checks
opportunity from the target you are trying to disarm. Repeatedly in a grapple, you make a CMB check against a DC
(If you have the Improved Disarm feat, you don’t of 10 + the target’s CMB.
incur an attack of opportunity for making a disarm
attempt.) If the defender’s attack of opportunity deals Starting a Grapple
any damage, your disarm attempt fails. If you get multiple attacks, you can attempt to start a grapple
Disarm Attempt. You make a CMB check against a multiple times (at successively lower base attack bonuses).
DC of 15 + the target’s CMB. Attack of Opportunity. You provoke an attack of opportunity
Consequences: If you succeed the defender’s DC, from the target you are trying to grapple. If the attack of
you cause them to drop an item held in one hand. If opportunity deals damage, the grapple attempt fails. (Certain
you beat the defender’s DC by 10 or more, the target monsters do not provoke attacks of opportunity when they
drops the items it is carrying in both hands attempt to grapple, nor do characters with the Improved

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Grapple feat.) If the attack of opportunity misses or you can attempt to tie them up in ropes, but doing so requires
fails to deal damage, proceed to Step 2. a combat maneuver check at a –10 penalty.
Hold. Make an opposed grapple check as a free
action. Mounted Combat
If you succeed, you and your target are now Horses in Combat: Warhorses and warponies can serve
grappling, and you deal damage to the target as if readily as combat steeds. Light horses, ponies, and heavy
with an unarmed strike. horses, however, are frightened by combat. If you don’t
If you lose, you fail to start the grapple. If dismount, you must make a DC 20 Handle Animal (Ride)
the target is two or more size categories larger than check each round as a move action to control such a horse. If
you are, you can hold on, but the opposing creature is you succeed, you can perform a standard action after the move
not considered grapple and its actions are not action. If you fail, the move action becomes a full round action
restricted. and you can’t do anything else until your next turn.
In case of a tie, the combatant with the Your mount acts on your initiative count as you
higher grapple check modifier wins. If this is a tie, direct it. You move at its speed, but the mount uses its action
roll again to break the tie. to move.
Maintain Grapple. To maintain the grapple for later A horse (not a pony) is a Large creature and thus
rounds, you must move into the target’s space, or if takes up a space 10 feet (2 squares) across. For simplicity,
you are larger than the opponent, you can pull it into assume that you share your mount’s space during combat.
your space. (This movement is free and doesn’t Combat while Mounted: With a DC 5 Handle Animal (Ride)
count as part of your movement in the round.) check, you can guide your mount with your knees so as to use
Moving, as normal, provokes attacks of both hands to attack or defend yourself. This is a free action.
opportunity from threatening opponents, but not from When you attack a creature smaller than your mount
your target. that is on foot, you get the +1 bonus on melee attacks for
If you can’t move into your target’s space being on higher ground. If your mount moves more than 5
(or if you can’t move the target into your space if you feet, you can only make a single melee attack.
are larger) you can’t maintain the grapple and must Essentially, you have to wait until the mount gets to
immediately let go of the target. To grapple again, your enemy before attacking, so you can’t make a full attack.
you must start over Even at your mount’s full speed, you don’t take any
Consequences: While grappling, you lose your penalty on melee attacks while mounted.
Dexterity bonus to AC. If your mount charges, you also take the AC penalty
Once you are grappling an opponent, a associated with a charge. If you make an attack at the end of
successful check allows you to continue grappling the the charge, you receive the bonus gained from the charge.
foe, and also allows you to perform one of the When charging on horseback, you deal double damage with a
following actions. lance (see Charge).
Move: You can move both you and your target up to You can use ranged weapons while your mount is
half your speed. At the end of your movement, you taking a double move, but at a –4 penalty on the attack roll.
can place your target in any square adjacent to you. You can use ranged weapons while your mount is
Damage: You can inf lict damage to your target running (quadruple speed), at a –8 penalty. In either case, you
equal to your unarmed damage. This damage can be make the attack roll when your mount has completed half its
either lethal or nonlethal. movement. You can make a full attack with a ranged weapon
Pin: You can give your opponent the pinned while your mount is moving. Likewise, you can take move
condition. Despite pinning your opponent, you still actions normally
only have the grappled condition. Casting Spells while Mounted: You can cast a spell normally
If you are grappled, you can attempt to if your mount moves up to a normal move (its speed) either
break the grapple as a standard action by making a before or after you cast. If you have your mount move both
combat maneuver check (DC 15 + opponent’s CMB, before and after you cast a spell, then you’re casting the spell
this does not provoke an attack of opportunity) or while the mount is moving, and you have to make a Spellcraft
Escape Artist check (DC 10 + opponent’s CMB). If check due to the vigorous motion (DC 10 + spell level) or lose
you succeed, you break the grapple and can act the spell. If the mount is running (quadruple speed), you can
normally. cast a spell when your mount has moved up to twice its speed,
If you have your target pinned or otherwise but your Spellcraft check is more difficult due to the violent
restrained, or unconscious, you can use rope to tie motion (DC 15 + spell level).
them up. This works like a pin effect, using your If Your Mount Falls in Battle: If your mount falls, you have
CMB + 5 to determine the DC to escape the bonds. to succeed on a DC 15 Handle Animal (Ride) check to make a
The ropes do not need to make a check every round soft fall and take no damage. If the check fails, you take 1d6
to maintain the pin. If you are grappling the target, points of damage.

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If You Are Dropped: If you are knocked Sunder


unconscious, you have a 50% chance to stay in the You can use a melee attack with a slashing or
saddle (or 75% if you’re in a military saddle). bludgeoning weapon to strike a weapon or shield that your
Otherwise you fall and take 1d6 points of damage. opponent is holding. If you’re attempting to sunder a weapon
Without you to guide it, your mount avoids combat. or shield, follow the steps outlined here. (Attacking held
objects other than weapons or shields is covered below.)
Overrun
You can attempt an overrun as a standard Item Hard HP1
action taken during your move. (In general, you Light blade 10 2
cannot take a standard action during a move; this is One–handed blade 10 5
an exception.) With an overrun, you attempt to plow Two–handed blade 10 10
past or over your opponent (and move through his Light metal–hafted weapon 10 10
square) as you move. You can only overrun an One–handed metal hafted 10 20
opponent who is one size category larger than you, weapon
the same size, or smaller. You can make only one Light hafted weapon 5 5
overrun attempt per round. Two–handed hafted weapon 5 10
If you’re attempting to overrun an opponent, Projectile weapon 5 5
follow these steps. Armor Varies2 Armor
Attack of Opportunity. Since you begin the overrun bonus
by moving into the defender’s space, you provoke an x5
attack of opportunity from the defender. Buckler 10 5
Opponent Avoids? The defender has the option to Light wooden shield 5 7
simply avoid you. If he avoids you, he doesn’t suffer Heavy wooden shield 5 15
any ill effect and you may keep moving (You can Light steel shield 10 10
always move through a square occupied by someone Heavy steel shield 10 20
who lets you by.) The overrun attempt doesn’t count Tower shield 5 20
against your actions this round (except for any 1
The hp value given is for Medium armor, weapons, and shields.
movement required to enter the opponent’s square). Divide by 2 for each size category of the item smaller than Medium,
If your opponent doesn’t avoid you, move to Step 3. or multiply it by 2 for each size category larger than medium
2
Opponent Blocks? If your opponent does not evade, Varies by material
make a CMB check against a DC of 15 + the target’s
CMB. The defender gets a +4 bonus on his check if Attack of Opportunity. You provoke an attack of opportunity
he has more than two legs or is otherwise more stable from the target whose weapon or shield you are trying to
than a normal humanoid. If you win, you knock the sunder. (If you have the Improved Sunder feat, you don’t incur
defender prone. an attack of opportunity for making the attempt.)
Consequences. If you succeed in knocking your Sunder Attempt. You make a CMB check against a DC of 15
opponent prone, you can continue your movement as + the target’s CMB.
normal. If you fail and are knocked prone in turn, you Consequences. If you beat the defender, roll damage and deal
have to move 5 feet back the way you came and fall it to the weapon or shield. See Table: Common Armor,
prone, ending your movement there. If you fail but Weapon, and Shield Hardness and Hit Points to determine
are not knocked prone, you have to move 5 feet back how much damage you must deal to break the weapon or
the way you came, ending your movement there. If shield. An item reduce to 0 hit points or less gains the broken
that square is occupied, you fall prone in that square. condition.
Improved Overrun: If you have the Improved If you fail the sunder attempt, you don’t deal any
Overrun feat, your target may not choose to avoid damage.
you. Sundering a Carried or Worn Object: You don’t use an
Mounted Overrun (Trample): If you attempt an opposed attack roll to damage a carried or worn object.
overrun while mounted, your mount makes the Instead, just make an attack roll against the object’s AC. A
Strength check to determine the success or failure of carried or worn object’s AC is equal to 10 + its size modifier +
the overrun attack (and applies its size modifier, the Dexterity modifier of the carrying or wearing character.
rather than yours). If you have the Trample feat and Attacking a carried or worn object provokes an attack of
attempt an overrun while mounted, your target may opportunity just as attacking a held object does. To attempt to
not choose to avoid you, and if you knock your snatch away an item worn by a defender rather than damage it,
opponent prone with the overrun, your mount may see Disarm.
make one hoof attack against your opponent.

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Throw Splash Weapon If you are tripped during your own trip attempt, you
A splash weapon is a ranged weapon that can drop the weapon to avoid being tripped.
breaks on impact, splashing or scattering its contents
over its target and nearby creatures or objects. To Turn Or Rebuke Undead
attack with a splash weapon, make a ranged touch Good clerics and paladins and some neutral clerics
attack against the target. can channel positive energy, which can halt, drive off (rout),
Thrown weapons require no weapon or destroy undead.
proficiency, so you don’t take the –4 nonproficiency Evil clerics and some neutral clerics can channel
penalty. A hit deals direct hit damage to the target, negative energy, which can halt, awe (rebuke), control
and splash damage to all creatures within 5 feet of the (command), or bolster undead.
target. Regardless of the effect, the general term for the
You can instead target a specific grid activity is “turning.” When attempting to exercise their divine
intersection. Treat this as a ranged attack against AC control over these creatures, characters make turning checks.
5. However, if you target a grid intersection,
creatures in all adjacent squares are dealt the splash Turning Checks
damage, and the direct hit damage is not dealt to any Turning undead is a supernatural ability that a
creature. (You can’t target a grid intersection character can perform as a standard action. It does not provoke
occupied by a creature, such as a Large or larger attacks of opportunity.
creature; in this case, you’re aiming at the creature.) You must present your holy symbol to turn undead.
If you miss the target (whether aiming at a Turning is considered an attack.
creature or a grid intersection), roll 1d8. This Times per Day: You may attempt to turn undead a number of
determines the misdirection of the throw, with 1 times per day equal to 3 + your Charisma modifier. You can
being straight back at you and 2 through 8 counting increase this number by taking the Extra Turning feat.
clockwise around the grid intersection or target Range: You turn the closest turnable undead first, and you
creature. Then, count a number of squares in the can’t turn undead that are more than 60 feet away or that have
indicated direction equal to the range increment of total cover relative to you. You don’t need line of sight to a
the throw. target, but you do need line of effect.
After you determine where the weapon Commanding undead is a standard action that does not
landed, it deals splash damage to all creatures in provoke an attack of opportunity usable by evil clerics. All
adjacent squares. undead within a 30 foot burst of the evil cleric must make a
DC 10 + ½ cleric level + Wis modifier Will saving throw.
Trip Any undead who fail the save fall under the command of the
You can try to trip an opponent as an evil cleric. At any one time, the cleric may command any
unarmed melee attack. You can only trip an opponent number of undead whose total Hit Dice do not exceed his
who is one size category larger than you, the same level. He may voluntarily relinquish command on any
size, or smaller. commanded undead creature in order to command new ones.
Attack of Opportunity: If you do not have the Intelligent undead gain a new saving throw whenever the
Improved Trip feat, the opponent makes an attack of cleric attempts to force the undead to do something against its
opportunity against you. If the attack hits and deals nature, and may also attempt to wrest free of control once each
damage, the trip attack automatically fails. new day it is commanded. Unintelligent undead gain no
Trip Attempt. You make a CMB check against a additional saving throw.
DC of 15 + the target’s CMB. Turning undead or Rebuking Undead is a standard action
Consequences. If you win, you trip the defender. If that does not provoke an attack of opportunity. All undead
you fail the CMB check by 10 or more, you are within a 30 foot burst of the cleric must make a Fortitude save
tripped instead. A tripped character is prone. DC 10 + ½ cleric level + Wis modifier or they take 1d6
Standing up is a move action. damage/2 cleric levels damage and are checked from moving
Tripping a Mounted Opponent: You may make a toward the cleric. Undead who make the save are immune to
trip attack against a mounted opponent. The defender further attempts of turning by the cleric for one day.
may use Handle Animal (Ride) check in place of his Bolstering undead is a standard action that does not provoke
CMB score. If you succeed, you pull the rider from an attack of opportunity that may be used by evil clerics. All
his mount. undead within a 30 foot burst of the cleric gain 3 temporary hit
Tripping with a Weapon: Some weapons can be points per level of the cleric, up to twice the maximum hit
used to make trip attacks. In this case, you make a points of the undead creature. The effects last one minute. An
CMB attack with the weapon and you don’t provoke evil undead cleric can use bolstering to increase his own hit
an attack of opportunity. points.

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Paladins and Undead When you delay, you voluntarily reduce your own
th
Beginning at 4 level, paladins can turn initiative result for the rest of the combat. When your new,
undead as if they were clerics of three levels lower lower initiative count comes up later in the same round, you
than they actually are. can act normally. You can specify this new initiative result or
just wait until some time later in the round and act then, thus
fixing your new initiative count at that point.
Turning other Creatures You never get back the time you spend waiting to see
Some clerics have the ability to turn what’s going to happen. You can’t, however, interrupt anyone
creatures other than undead. The turning check result else’s action (as you can with a readied action).
is determined as normal. Initiative Consequences of Delaying: Your initiative result
becomes the count on which you took the delayed action. If
Two–Weapon Fighting you come to your next action and have not yet performed an
If you wield a second weapon in your off action, you don’t get to take a delayed action (though you can
hand, you can get one extra attack per round with that delay again).
weapon. You suffer a –6 penalty with your regular If you take a delayed action in the next round, before
attack or attacks with your primary hand and a –10 your regular turn comes up, your initiative count rises to that
penalty to the attack with your off hand when you new point in the order of battle, and you do not get your
fight this way. You can reduce these penalties in two regular action that round.
ways:
•If your off–hand weapon is light, the Ready
penalties are reduced by 2 each. (An unarmed strike The ready action lets you prepare to take an action
is always considered light.) later, after your turn is over but before your next one has
•The Two–Weapon Fighting feat lessens the begun. Readying is a standard action. It does not provoke an
primary hand penalty by 2, and the off–hand penalty attack of opportunity (though the action that you ready might
by 6. do so).
Table: Two–Weapon Fighting Penalties summarizes Readying an Action: You can ready a standard action, a
the interaction of all these factors. move action, or a free action. To do so, specify the action you
will take and the conditions under which you will take it.
Circumstances Primary Off Then, any time before your next action, you may take the
Hand Hand readied action in response to that condition. The action occurs
Normal Penalties –6 –10 just before the action that triggers it.
Off–hand weapon is light –4 –8 If the triggered action is part of another character’s
Two–Weapon Fighting feat –4 –4 activities, you interrupt the other character. Assuming he is
Off–hand weapon is light –2 –2 still capable of doing so, he continues his actions once you
and Two–Weapon Fighting complete your readied action. Your initiative result changes.
Feat For the rest of the encounter, your initiative result is the count
on which you took the readied action, and you act immediately
Double Weapons: You can use a double weapon to ahead of the character whose action triggered your readied
make an extra attack with the off–hand end of the action.
weapon as if you were fighting with two weapons. You can take a 5–foot step as part of your readied
The penalties apply as if the off–hand end of the action, but only if you don’t otherwise move any distance
weapon were a light weapon. during the round.
Thrown Weapons: The same rules apply when you Initiative Consequences of Readying: Your initiative result
throw a weapon from each hand. Treat a dart or becomes the count on which you took the readied action. If
shuriken as a light weapon when used in this manner, you come to your next action and have not yet performed your
and treat a bolas, javelin, net, or sling as a one– readied action, you don’t get to take the readied action (though
handed weapon. you can ready the same action again). If you take your readied
action in the next round, before your regular turn comes up,
Special Initiative Actions your initiative count rises to that new point in the order of
Here are ways to change when you act battle, and you do not get your regular action that round.
during combat by altering your place in the initiative Distracting Spellcasters: You can ready an attack against a
order. spellcaster with the trigger “if she starts casting a spell.” If you
damage the spellcaster, she may lose the spell she was trying
Delay to cast (as determined by herSpellcraft check result).
Readying to Counterspell: You may ready a counterspell
By choosing to delay, you take no action
against a spellcaster (often with the trigger “if she starts
and then act normally on whatever initiative count
casting a spell”). In this case, when the spellcaster starts a
you decide to act.

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spell, you get a chance to identify it with a Spellcraft


check (DC 15 + spell level). If you do, and if you can
cast that same spell (are able to cast it and have it
prepared, if you prepare spells), you can cast the spell
as a counterspell and automatically ruin the other
spellcaster’s spell. Counterspelling works even if one
spell is divine and the other arcane.
A spellcaster can use dispel magic to
counterspell another spellcaster, but it doesn’t always
work.
Readying a Weapon against a Charge: You can
ready certain piercing weapons, setting them to
receive charges. A readied weapon of this type deals
double damage if you score a hit with it against a
charging character.

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Social Encounters Influence DC


Your ability to resist being persuaded is equal to 15 +
Social encounters are sitituations where two Will save modifier. The DC is further modified as follows,
or more parties interact in a non–violent manner. based on the target’s initial attitude towards the persuader and
This may be as simple as haggling with a merchant to what is being asked of the target.
something as complex as attempting to convince a
dragon to hand over the maiden it is holding captive. The grades of attitudes are as follows:
Animosity: The target will go out of its way to harm you.
Social Statistics They may attack, lie, berate, torture or otherwise
Social encounters are driven by skills, attempt to slay the character. If outclassed, the target
namely the Persuasion skill. The target’s Will save is will likely remain to cause the character as much
the DC for a given Persuasion skill to succeed. A harm as possible before expiring.
single success does not automatically guarantee that Hostile: The target will take risks to hurt you. They may
an individual influences the opposing side, but attack, berate, or interfere with the character. If
instead allows the character to beat down the outclassed, the target will likely flee.
opposition’s will to agree to the demands of the other Unfriendly: The target wishes you ill. They may mislead,
side. gossip, avoid, watch suspiciously, or insult the
character. If outclassed, the target will likely
Persuasion Bonus withdraw or simply be unhelpful.
Your ability to persuade others depends on Indifferent: The target doesn’t much care. They will react
the skill you use to persuade the opposition. You use appropriately to the social situation they are put in. If
either the Persuade (Diplomacy), Persuade outclassed, the target will likely leave for greener
(Intimidate), Persuade (Gather Information), pastures.
Persuade (Seduce) or Persuade (Torture) to persuade Friendly: The target wishes you well. They will often chat,
other beings. advise, offer limited help or advocate in the
characters behalf, so long as such help does not put
Damage them at great risk. If outclassed, the target will side
When you make a successful Persuasion with the characters, but may back out if the risk is too
check, you deal damage to the character’s resolve. great.
The amount of damage dealt is 1d6 resolve points, Helpful: The target will take risks to help you. They will
+1d6 resolve points per 5 ranks you have in the protect, back up, heal aid or otherwise assist the
associated Persuasion skill, plus your Charisma character. The target will assist the character to the
modifier. best of their ability, and may even lay down their life
Torture: Using Persuade (Torture) inflicts physical to assist the character.
damage as well as resolve damage. The amount of Fanatic: The target will die for you. They will protect,
damage Persuade (Torture) inflicts depends on the intercede, heal and do anything the character asks.
implement used to extract information. Persuade They will lay down their life to aid the character with
(Torture) damage is normally nonlethal damage. no questions asked.
Minimum Damage: A successful Persuasion check
always deals at least one point of resolve damage. Animosity DC modifier
Animosity1 +20
Hostile2 +15

Behind the Curtain – “But my character wouldn’t do that!”


The social encounter rules presented here can be used as effectively against characters as by PCs against NPCs.
To a degree, that takes some of the player’s control of his character away, in that he or she can be influenced to perform
actions that otherwise the player might not take – such as betraying the party or submitting to torture and revealing the
party’s plan of attack against an enemy.
This is no different, however, than a combat encounter. Players don’t get to decide whether a blow hits or
misses, or if it drops a foe or not (unless they use Hero Points to influence the outcome). The social encounter rules
allow for the same thing – where a PC sitting at a game table munching chips might non–chalantly tell the orc warlord
torturing him to buzz off or the player of the Paladin would never willingly submit to the temptations of a GM–run sultry
succubus, these rules can help provide a more appropriate in–game response from the characters.
The social system still has limits and still is influenced by player choice – it isn’t very likely that the character
in the above example would betray his party (unless he had a grudge against them) or that the Paladin would submit to
the succubus, but the option does become more possible through mechanics where before it may have been likely
handled purely by fiat.

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Unfriendly +10 Actions in A Social Encounter


Indifferent +5
Friendly +0 The Social Round
Helpful –5 Each round represents 6 seconds in the game world.
Fanatic –10 A round presents an opportunity for each character to provide
1
You can only attempt to improve the attitude at this level an argument to persuade another.
and cannot ask for a service or favor until the attitude is
Each round’s activity begins with the character with
improved.
the highest initiative result and then proceeds, in order, from
there. Each round of a combat uses the same initiative order.
Action or Favor Target’s When a character’s turn comes up in the initiative sequence
Persuade
modifier
Action Types
Trivial request; involves no risk, money –10
An action’s type essentially tells you how long the action
and takes less than a minute to complete
takes to perform (within the framework of the 6–second social
Minor request; involves no risk, little or –5
round) and how movement is treated. There are four types of
no money and a short amount of time,
actions: standard actions, move actions, full–round actions,
usually less than 5 minutes to complete
and free actions.
Moderate request; involves no risk, little +0
In a normal round, you can perform a standard action
money (up to 1 gp) and/or a moderate
and a move action, or you can perform a full–round action.
amount of time, usually less than an hour
You can also perform one or more free actions. You can
to complete
always take a move action in place of a standard action.
Major request; involves some risk, +5
In some situations (such as in a surprise round), you
money (up to 10 gp) and/or siginificant
may be limited to taking only a single move action or standard
time to complete, up to 1 week
action.
Serious request1; involves risk to life or +10
Standard Action: A standard action allows you to do
limb, lots of money (100 gp or more)
something, most commonly make an attack or cast a spell. See
and/or significant time to complete, up to
Table: Actions in Combat for other standard actions.
1 year
Move Action: A move action allows you to move your speed
Grandoise request2; involves major risk +20
or perform an action that takes a similar amount of time. See
to life or limb, large sums of money
Table: Actions in Combat.
(1,000 gp or more) and/or significant
You can take a move action in place of a standard
time to complete, up to 10 years or more
action. If you move no actual distance in a round (commonly
Life–altering request3; will likely result +30
because you have swapped your move for one or more
in the demise and/or bankrupty of an
equivalent actions), you can take one 5–foot step either before,
individual or a lifetime dedication of
during, or after the action.
time to complete
Full–Round Action: A full–round action consumes all your
1: Reduce modifier to +5 for Helpful and Fanatical targets
effort during a round. The only movement you can take during
2: Reduce modifier to +5 for Fanatical targets and to +15
for Helpful targets a full–round action is a 5–foot step before, during, or after the
3: Reduce modifier to +10 for Fanatical targets and to +20 action. You can also perform free actions (see below).
for Helpful targets Some full–round actions do not allow you to take a
5–foot step.
Resolve Points Some full–round actions can be taken as standard
When you reach 0 resolve points, the actions, but only in situations when you are limited to
opposing side has successfully persuaded you. If the performing only a standard action during your round. The
opposing side was not attempting to persuade you descriptions of specific actions, below, detail which actions
towards a particular action, your persuasion attempt allow this option.
simply fails. A failed persuasion attempt cannot be Free Action: Free actions consume a very small amount of
retried for 24 hours. After a social encounter ends, time and effort. You can perform one or more free actions
you instantly gain back ½ your total resolve points. while taking another action normally. However, there are
reasonable limits on what you can really do for free.
Not an Action: Some activities are so minor that they are not
Regaining Resolve
even considered free actions. They literally don’t take any
Outside of a social encounter, you can fully time at all to do and are considered an inherent part of doing
regain all your resolve points after 5 minutes of quiet something else.
contemplation and rest. Restricted Activity: In some situations, you may be unable to
take a full round’s worth of actions. In such cases, you are
restricted to taking only a single standard action or a single

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move action (plus free actions as normal). You can’t Person or Dominate), you apply a –5 modifier to Persuade
take a full–round action (though you can start or checks.
complete a full–round action by using a standard If you use a magic item that has a harmful effect on
action; see below). the opposing side (such as a wand of magic bolt), the social
encounter ends immediately and combat begins.
Standard Action
Activate Magic Item Aid another’s Persuasion
Aid another’s Persuasion You make a DC 10 Persuasion check. If successful,
Avoid Confrontation you add +2 to another being’s Persuasion check.
Bluff
Cast a Spell1,2 Avoid Confrontation
Concentrate to maintain an active spell1,2
The being takes an active defense against being
Dismiss a spell
persuaded. It gains a +2 bonus to the Influence DC to be
Drink a potion or apply an oil
persuaded. This modifier lasts until the being’s next action.
Harden Resolve
If you use this action and your opponent fails to deal
Make a dying friend stable (see Survival (Heal) skill)
resolve damage to you for two rounds in a row, you become
Persuade (Diplomacy)
immune to further attempts by that opponent to persuade you.
Persuade (Gather Information)
Persuade (Intimidate)
Persuade (Seduce) Bluff
Persuade (Torture) You use a lie to attempt to persuade a being to do as
Read a scroll1,2 you ask. Make a Deception (Bluff) check against the
Resist Torture Influence DC as normal. If you succeed, your deal 1d6
Sense Motive resolve damage, +1d6 resolve damage per 5 ranks of
Standard Combat Action2 Deception (Bluff) you possess, plus your Charisma modifier.
Use a skill that takes 1 action Bluffing during Torture: As a special action, if you are being
Use extraordinary ability1,2 tortured, you can attempt to Bluff your torturer with false
Use spell–like ability1,2 information. You deal damage as normal for a Bluff check. If
Use supernatural ability1,2 you succeed in reducing your opponent to 0 resolve or less,
1
If this action negatively affects the opposing side, it you have managed to convince them that your false
is considered hostile and has a negative penalty to information is true. Until the torturer is able to otherwise
Persuasion attempts (–2 circumstance penalty unless ascertain that you have lied to him, he cannot attempt to
otherwise noted). torture you for the same information.
2
Attacking an enemy instantly brings a Social
encounter to an end Cast a Spell
Most spells require 1 standard action to cast. You
Standard Actions can cast such a spell either before or after you take a move
action.
Activate Magic Item All of the standard rules from the combat chapter
apply to casting a spell.
Many magic items don’t need to be activated.
If you cast a spell that has a negative effect on the
However, certain magic items need to be activated,
opposing side (such as Charm Person or Dominate), you
especially potions, scrolls, wands, rods, and staffs.
apply a –5 modifier to Persuade checks.
Activating a magic item is a standard action (unless
If you cast a harmful spell on the opposing side (such
the item description indicates otherwise).
as magic bolt), the social encounter ends immediately and
Spell Completion Items: Activating a spell
combat begins.
completion item is the equivalent of casting a spell. It
requires concentration and provokes attacks of
opportunity. You lose the spell if your concentration Harden Resolve
is broken, and you can attempt to activate the item As a standard action, a creature may make a DC 15
while on the defensive, as with casting a spell. Will save to attempt to regain resolve points. If successful,
Spell Trigger, Command Word, or Use–Activated 1d6 resolves points are regained per 5 ranks of Perception
Items: Activating any of these kinds of items does (Sense Motive) the creature has.
not require concentration and does not provoke You may only attempt to Harden Resolve once per
attacks of opportunity. social encounter.
If you activate a magic item that has a
negative effect on the opposing side (such as Charm

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Persuade additional +1d6 resolve damage per +3 base Will save you
With this action, a character or creature have.
attempts to persuade the opposing person or side to If you reduce the Torturer to 0 resolve, you have
perform a task of the persuader’s choice. You can frustrated his attempts to extract information from you. You
attempt to persuade up to one being per point of cannot be effectively tortured by the same opponent for 24
Charsima modifier you possess at one time. hours. Further torture by this individual within this time span
If you make a successful Persuade attempt, can still inflict physical damage to you, but not resolve
you deal damage to the being’s resolve. A successful damage.
Persuade check normally deals 1d6 resolve damage +
1d6 resolve damage/5 points in the associated skill, Use Special Ability
plus your Charisma modifier. Using a special ability is usually a standard action,
Diplomacy: Using a form of friendly persuasion, but whether it is a standard action, a full–round action, or not
you attempt to rally a being to your cause. You use an action at all is defined by the ability.
perform to convince a creature to willingly perform a Spell–Like Abilities: Using a spell–like ability works like
service for you. You cannot convince a creature to casting a spell in that it requires concentration and provokes
perform actions that oppose its basic nature or attacks of opportunity. Spell–like abilities can be disrupted. If
alignment. your concentration is broken, the attempt to use the ability
Gather Information: You attempt to bait a being fails, but the attempt counts as if you had used the ability. The
through trickery, compliments or other means to casting time of a spell–like ability is 1 standard action, unless
reveal information. You cannot use Persuade (Gather the ability description notes otherwise.
Information) to force a creature to reveal information Supernatural Abilities: Using a supernatural ability is
that would be harmful to itself or its well–being. usually a standard action (unless defined otherwise by the
Intimidate: Using strong–arm tactics or threats, you ability’s description).
attempt to coerse a being to to do as you command. Extraordinary Abilities: Using an extraordinary ability is
You use intimidate to force a creature to act as you usually not an action because most extraordinary abilities
command. You cannot command a creature to automatically happen in a reactive fashion. Those
perform suicidal orders. extraordinary abilities that are actions are usually standard
Seduce: You attempt to lure an individual through actions that cannot be disrupted, and do not require
promises of favors or an emotional response to reveal concentration.
information or perform a favor for you. You cannot If you use an ability that has a negative effect on the
convince a creature to willingly perform an action opposing side (such as Charm Person or Dominate), you
that would be harmful to itself or its well–being. apply a –5 modifier to Persuade checks.
Torture: This skill can only be used on an opponent If you use a harmful ability on the opposing side
that cannot otherwise escape being tortured. By (such as magic bolt), the social encounter ends immediately
utilizing methods that cause physical pain to the and combat begins.
subject, you attempt to extract information from your
foe. Unlike other forms of persuasion, you can force Move Actions
an individual to reveal information that even it would
normally not reveal due to its alignment or that may Move Action
prove harmful to itself or others. Move
Unlike other forms of persuasion, torture Control a frightened mount
deals physical damage as well as resolve damage. Direct or redirect an active spell
The amount of damage dealt is based on the Draw a weapon1
implement used to torture the individual. If no Load a hand crossbow or light crossbow1
implement is specificed, it is assumed the torturer is Open or close a door
using an unarmed attack to torture the victim. Mount a horse or dismount
A creature being tortured can usually only Move a heavy object
respond with the Resist Torture or Bluff action. Pick up an item
Sense Motive
Resist Torture Sheathe a weapon
Normally, a creature being tortured can only Stand up from prone
perform this action, or respond to Torture with the Ready or loose a shield1
Bluff action. Retrieve a stored item
By resisting torture, you attempt to frustrate 1
These actions are generally considered hostile and have a
your opponent’s efforts to effectively torture you. negative penalty to Persuasion attempts. (–2 circumstance
You make a Will save DC 20. If you succeed, you penalty unless otherwise noted).
deal 1d6 resolve damage to your torturer, plus an

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Move This includes retrieving or putting away a stored


The simplest move action is moving your item, picking up an item, moving a heavy object, and opening
speed. If you take this kind of move action during a door. Examples of this kind of action are given in
your turn, you can’t also take a 5–foot step. Table:Actions in Social Encounters.
Many nonstandard modes of movement are
covered under this category, including climbing (up Direct or Redirect a Spell
to one–quarter of your speed) and swimming (up to Some spells allow you to redirect the effect to new
one–quarter of your speed). targets or areas after you cast the spell. Redirecting a spell
Accelerated Climbing: You can climb one–half requires a move action and does not provoke attacks of
your speed as a move action by accepting a –5 opportunity or require concentration.
penalty on yourAthletics (Climb)check. If you cast a spell that has a negative effect on the
Crawling: You can crawl 5 feet as a move action. opposing side (such as Charm Person or Dominate), you
Crawling incurs attacks of opportunity from any apply a –5 modifier to Persuade checks.
attackers who threaten you at any point of your If you cast a harmful spell on the opposing side (such
crawl. as magic bolt), the social encounter ends immediately and
combat begins.
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in Sense Motive
combat, or putting it away so that you have a free You use Perception (Sense Motive) to attempt to
hand, requires a move action. This action also applies determine a weak point in a being’s resolve, or to determine if
to weapon–like objects carried in easy reach, such as you have been bluffed.
wands. If your weapon or weapon–like object is If you make a successful Perception (Sense Motive)
stored in a pack or otherwise out of easy reach, treat skill check against the being’s Persuasion DC, you gain a +1
this action as retrieving a stored item. insight bonus to your Persuade checks per 5 ranks of
If you have a base attack bonus of +1 or Perception (Sense Motive) you possess.
higher, you may draw a weapon as a free action Further if the opponent just bluffed you on his last
combined with a regular move. If you have the Two– action, you automatically regain +1d6 resolve points per 5
Weapon Fighting feat, you can draw two light or ranks of Perception (Sense Motive) you possess.
one–handed weapons in the time it would normally
take you to draw one. Stand Up
Drawing ammunition for use with a ranged Standing up from a prone position requires a move
weapon (such as arrows, bolts, sling bullets, or action and provokes attacks of opportunity.
shuriken) is a free action.
Drawing a weapon is consider a hostile
action, and invokes a –2 penalty to Persuade checks
Mount/Dismount a Steed
for as long as the weapon is unsheathed. Drawing Mounting or dismounting from a steed requires a
more than one weapon does not increase the penalty move action.
to Persuade. Fast Mount or Dismount: You can mount or dismount as a
free action with a DC 20 Handle Animal (Ride) check (your
armor check penalty, if any, applies to this check). If you fail
Ready or Loose a Shield the check, mounting or dismounting is a move action instead.
Strapping a shield to your arm to gain its (You can’t attempt a fast mount or fast dismount unless you
shield bonus to your AC, or unstrapping and can perform the mount or dismount as a move action in the
dropping a shield so you can use your shield hand for current round.)
another purpose, requires a move action. If you have
a base attack bonus of +1 or higher, you can ready or Full–Round Actions
loose a shield as a free action combined with a
regular move.
Dropping a carried (but not worn) shield is a
free action. Full–Round Action
Readying or having a readied shield is Change Alignment
considered a hostile act, and invokes a –2 Change Attitude
circumstance penalty to Persuade checks. Escape from a net
Extinguish flames
Full–round attack action2
Manipulate an Item Light a torch
In most cases, moving or manipulating an Load a heavy or repeating crossbow1
item is a move action. Prepare to throw splash weapon1

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Run Cast a Spell


Use skill that takes 1 round A spell that takes 1 round to cast is a full–round
Use touch spell on up to six friends2,3 action. It comes into effect just before the beginning of your
Verbal Assault1 turn in the round after you began casting the spell. You then
Withdraw act normally after the spell is completed.
1
These actions are generally considered hostile and A spell that takes 1 minute to cast comes into effect
have a negative penalty to Persuasion attempts (–2 just before your turn 1 minute later (and for each of those 10
circumstance penalty unless otherwise noted). rounds, you are casting a spell as a full–round action). These
2
If this action negatively affects the opposing side, it actions must be consecutive and uninterrupted, or the spell
is considered hostile and has a negative penalty to automatically fails.
Persuasion attempts When you begin a spell that takes 1 round or longer
3
Attacking an enemy instantly brings a Social to cast, you must continue the invocations, gestures, and
encounter to an end concentration from one round to just before your turn in the
next round (at least). If you lose concentration after starting
A full–round action requires an entire round the spell and before it is complete, you lose the spell.
to complete. Thus, it can’t be coupled with a standard You only provoke attacks of opportunity when you begin
or a move action, though if it does not involve casting a spell, even though you might continue casting for at
moving any distance, you can take a 5–foot step. least one full round. While casting a spell, you don’t threaten
any squares around you.
Change Alignment This action is otherwise identical to the cast a spell
This is an attempt to change a being’s action described under Standard Actions.
alignment to match your own. You cannot change a Casting a Metamagic Spell: Sorcerers and bards must take
being’s alignment more than two steps in a given more time to cast a metamagic spell (one enhanced by a
week. You can only attempt to change the alignment metamagic feat) than a regular spell. If a spell’s normal
of a being who has an attitude of Friendly or better casting time is 1 standard action, casting a metamagic version
towards you. of the spell is a full–round action for a sorcerer or bard. Note
Changing alignment is a Persuade (Seduce) that this isn’t the same as a spell with a 1–round casting
check against the Influence DC. Opponents who time—the spell takes effect in the same round that you begin
have an alignment restriction to their class (such as casting, and you aren’t required to continue the invocations,
Barbarians, Bards, Druids, Monks, and Paladins) gain gestures, and concentration until your next turn. For spells
a +10 bonus to their Influence DC if the alignment with a longer casting time, it takes an extra full–round action
change would prevent them advancing in their class. to cast the metamagic spell.
If you succeed, you deal damage as normal, Clerics must take more time to spontaneously cast a
1d6 resolve points + 1d6 resolve points per 5 ranks of metamagic version of a cure or inflict spell.
Persuade (Diplomacy), plus Charisma modifier. Spontaneously casting a metamagic version of a spell
If you reduce the being to 0 resolve or less, with a casting time of 1 standard action is a full–round action,
its alignment shifts one step towards yours and spells with longer casting times take an extra full–round
(Law/Chaos axis first, then Good/Evil). If your action to cast.
opponent reduces you to 0 resolve or less, its attitude If you cast a spell that has a negative effect on the
toward you degrades one grade and it retains its opposing side (such as Charm Person or Dominate), you
alignment. apply a –5 modifier to Persuade checks.
If you cast a harmful spell on the opposing side (such
Change Attitude as magic bolt), the social encounter ends immediately and
combat begins.
This is an attempt to change a being’s
attitude towards the persuader to a more favorable
condition. You cannot better a being’s attitutude Use Special Ability
towards you by more than two steps in a given week. Using a special ability is usually a standard action,
Changing attitudes is a Persuade but some may be full–round actions, as defined by the ability.
(Diplomacy) check against the Influence DC. If you If you use an ability that has a negative effect on the
succeed, you deal damage as normal, 1d6 resolve opposing side (such as Charm Person or Dominate), you
points + 1d6 resolve points per 5 ranks of Persuade apply a –5 modifier to Persuade checks.
(Diplomacy), plus Charisma modifier. If you use an ability that has harmful effects on the
If you reduce the being to 0 resolve or less, opposing side (such as magic bolt), the social encounter ends
its attitude toward you improves one grade. If your immediately and combat begins.
opponent reduces you to 0 resolve or less, its attitude
toward you degrades one grade.

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Verbal Assault Free Actions


This is a special form of persuasion used to
attempt to overwhelm a being through non–stop Free Action
talking. You make a Persuade check as normal. If Capitulate to Persuasion
you succeed, you deal an extra +1d6 resolve damage Cast a quickened spell1
to your opponent. However, you suffer a –2 penalty Cease concentration on a spell
to your own Resolve DC until your next turn. Drop an item
You cannot use verbal assault with a Drop to the floor
Persuade (Torture) check. Prepare spell components to cast a spell1
Make an announcement
Withdraw 1
If this action negatively affects the opposing side, it is
Withdrawing from a social encounter is a considered hostile and has a negative penalty to Persuasion
full–round action. When you withdraw, you can attempts (–2 circumstance penalty unless otherwise noted).
move up to double your speed.
You may not withdraw using a form of Free actions don’t take any time at all, though there
movement for which you don’t have a listed speed. may be limits to the number of free actions you can perform in
Note that despite the name of this action, a turn. Free actions rarely incur attacks of opportunity. Some
you don’t actually have to leave the social encounter common free actions are described below.
entirely.
Restricted Withdraw: If you are limited to taking Capitulate to Persuasion
only a standard action each round you can withdraw At any time during a social encounter, one side or the
as a standard action. In this case, you may move up to other may willinging agree to the opposing side’s attempt to
your speed (rather than up to double your speed). Persuasion. Usually only beings whom are friendly, helpful or
fanatical towards you will capitulate.
Run Capitulating to Torture: When a creature is reduced to ¼ of
You can run as a full–round action. (If you its hit points or less when tortured, it must make a Will save
do, you do not also get a 5–foot step.) When you run, DC 20 to resist capitulating to the torture. A being who
you can move up to four times your speed in a capitulates to Torture must truthfully answer its torturer’s
straight line (or three times your speed if you’re in questions.
heavy armor). You lose any Dexterity bonus to AC
unless you have the Run feat You can run for a Drop an Item
number of rounds equal to your Constitution score, Dropping an item in your space or into an adjacent
but after that you must make a DC 10 Constitution square is a free action.
check to continue running. You must check again
each round in which you continue to run, and the DC Drop Prone
of this check increases by 1 for each check you have
Dropping to a prone position in your space is a free
made. When you fail this check, you must stop
action.
running.
A character who has run to his limit must
rest for 1 minute (10 rounds) before running again. Cease Concentration on Spell
During a rest period, a character can move no faster You can stop concentrating on an active spell as a free action.
than a normal move action.
You can’t run across difficult terrain or if Cast a Quickened Spell
you can’t see where you’re going. You can cast a quickened spell (see the Quicken
A run represents a speed of about 12 miles Spell feat) or any spell whose casting time is designated as a
per hour for an unencumbered human. free action as a free action. Only one such spell can be cast in
any round, and such spells don’t count toward your normal
Move 5 Feet through Difficult Terrain limit of one spell per round.
In some situations, your movement may be If you cast a spell that has a negative effect on the
so hampered that you don’t have sufficient speed opposing side (such as Charm Person or Dominate), you
even to move 5 feet (a single square). In such a case, apply a –5 modifier to Persuade checks.
you may spend a full–round action to move 5 feet (1 If you cast a harmful spell on the opposing side (such as magic
square) in any direction, even diagonally. Even bolt), the social encounter ends immediately and combat
though this looks like a 5–foot step, it’s not. begins.

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Courtly Intrigue speak their mind. Most courtiers have about equal power and
The machinations of nations coil and twist rarely polarize into groups or cliques.
within the many courts of a hundred nations. Power Average Intrigue: This is the standard assumption for most
flows and ebbs as alliances are formed and secret courts. There are plays for political and social power and the
pacts are entered into. This is the realm of courtly courtiers tend to lump themselves in loose cliques. Certain
intrigue, and in many ways it is far more deadly than courtiers hold more influence or power than others, though the
the battlefields of any combat. This is a war not for overall difference tends to be slight.
the mere survival of one – but for the future of High Intrigue: There are visible power blocs among the
hundreds. courtiers. Likewise, there is rampant plotting for power and
It is entirely possible to run the intrigues of spies are often employed among courtiers to assess the plans
court as pure roleplaying. Players who are as and motivations of others. Groups tend to polarize for who
charismatic as their character (or capable of being as they support or oppose, and a shift in allegiance can cause
crude as their characters) may well enjoy enormous political upheaval or strife.
approaching this aspect from a purely roleplaying Foreigner: The character is not a native to the country in
standpoint – and that is fine. question or is not of the same race as the majority of the
These rules, however, are for those DMs courtiers.
who wish to skim over some of the finer details Not noble born: The character is not part of the nobility or
and/or want the character’s skills and attributes to aristocracy.
factor into the results. After all, few players have the Poor country: The country has little political power or
ability to properly be as charming and influential as influence.
their 21 Charisma Bard. Out of Favor: The character has been exiled,
excommunicated or is otherwise disliked at court.
Holding Court Basics
While most rulers are involved in some Making Impressions
aspect of ruling every day of their career, these rules When a character first enters a court encounter, they
assume that a ruler “holding court” does so should make a Persuade (Diplomacy) check, with a base DC
approximately once a month, and that such an of 15, modified by the Courtly Intrigue table.
occasion is attended by the majority of the nobility. If the character exceeds the court DC by 5 or more,
At least once a year, any person of the they have made a positive impression in court, and have
Upper class MUST attend court to swear an oath of earned a friend or favor from someone at court. You may use
fealty to the country’s ruler or rulers. This special the table below as a guideline for the final result.
court function can take many forms, but requires the
presence of the ruling aristocracy. It is not Influence Result
uncommon for kingdoms of large size to hold this DC
affair at different times for small groups of nobles, exceeded
both to accommodate the schedules of large groups by
of people and to reduce the chance of schemes and +5 Make a positive impression; add +2 to
plots from affecting a large number of the aristocracy next Persuade (Diplomacy) check at
at once. court
+10 Small favor from minor noble worth 50
Game Rules gp
An appearance at court is generally an +15 Minor favor from noble worth 100 gp
extended social encounter, with multiple scenes. The +20 Large favor from powerful noble worth
Resolve DC can be modified as shown below. 150 gp
+25 Favored by royalty; add +2 to next
Table 1: Condition Influence Persuade (Diplomacy) check at court
DC Mod and gain a favor to be granted by the
crown worth 200 gp
Low intrigue –2
Each +5 Favored by royalty; add +4 to next
High intrigue +2
additional Persuade (Diplomacy) check at court
Foreigner +2
and gain a favor to be granted by the
Not noble born +2
crown worth 250 gp, +50 gp per 5 points
Poor country –2
past +30
Out of favor +4
A character cannot be owed a favor worth more than
Low Intrigue: There are little or no secret plots
50 gp / character level at any one time. Once full up, a
among the courtiers. Courtiers tend to be frank and

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character cannot accumulate new favors until olds of the Knights of the South and his entourage (whom oppose
ones have been used up or the character gains the nobles); and the Southern Kingdom ambassador (whom
additional levels. everyone else opposes).
If the character fails the initial DC 15 Our hapless young knight 3/noble 1, Theurose, who
Persuade (Diplomacy) check by 10 or more, the enters this political scene, has a Charisma of 15 (+2 modifier)
character has commited a faux pax. The character is and a Persuade (Diplomacy) total of +9. His Persuasion deals
considered to be “out of favor” at all future court 2d6+2 resolve damage. He has 30 resolve points.
events. Unless the character’s presence is required at With all the Vegan politics, the Influence DC is 17,
some future court function, the character will not be DC 19 for non–nobles, and DC 21 for foreign visitors. This is
invited to return to court. Likewise, the character definitely not the place for amateurs. Luckily, our vegan hero
cannot gain the benefits of a positive impression until has noble blood.
they atone for the faux pax or gain the support of Upon arriving at Vall Vega, our young knight is
another noble (usually by exceeding the Persuade brought to the Emperor’s hall and announced
(Diplomacy) check by 10 or more and using the small Theurose makes his initial Persuade (Diplomacy)
favor to clear their reputation). check, rolling an 11, making his grand total 18. Thuerose
enters the court, and few heads turn to even notice his
Complex Court Skill Check appearance.
There may be occasions where attending Obviously, the eyes of court are more tuned to
court requires more than one Persuade (Diplomacy) watching for the knives behind everyone’s back.
check to successfully make one’s way through the Mingling with the crowd, Theurose finds a group of
halls of power. In areas of high intrigue, the power knights from the Knights of the South nearby discussing
blocs may be divided into multiple factions, each of combat maneuvers.
which must be addressed individually. Often, many As Theurose approaches, he enters a social
of these power blocs are diametrically opposed, encounter. He gains intiative and makes his Persuade
making it almost impossible for the character to (Diplomacy) check – rolling a 15, for a total of +26. This
appease both sides. exceed the DC 17 by a total of 9 – enough to make a positive
In the case of multiple power blocs, the impression, but not enough to gain a favor from the knights.
character makes an intial Persuade (Diplomacy) Being low–level knights, they only have 10 resolve points
check for his overall standing, then makes a separate each. Normally, Theurose would need to persuade each
Persuade (Diplomacy) check for each power bloc knight separately, but the GM decides that he will treat them
they approach. As before, the base DC is 15 to as a single entity – Theurose only needs to beat one of them to
successfully address and mingle with members of the win the encounter. Theurose rolls his damage, and rolls max –
power bloc. The DC can be modified by other dealing 14 resolve to two of the knights, allowing him to win
factors, as shown on Table 1 and below: the social combat with ease.
As Theurose approaches the young knights, he
Table 3: Condition DC manages to interject some his own combat knowledge into the
mod conversation. A half hour later, he is regaling the Knights
Power bloc is hostile toward another +10 with tales of his combats against the skeletal forces of a
power bloc character has found favor necromancer he recently helped destroy.
with Several of Semotan’s apprentices happen to be
Power bloc dislikes another power +5 passing by when Theurose is finishing his tale about
bloc character has found favor with destroying the necromancer.
Power bloc is opposed to character’s +2 Theurose makes another Persuasion (Diplomacy)
morals (good vs. evil) check to gauge their reaction. Since he is discussing putting a
Power bloc is opposed to character’s +2 spellcaster to the sword, the GM chooses to increase the DC
ethos (law vs. chaos) by +2. Further, unknown to Theurose, the apprentices are
Character is favored by royalty –4 evil, which further increases the DC by another +2, for a total
Influence DC of 21. Like the previous encounter, the GM
decides to treat the apprentices as a single entity, instead of as
Example individuals.
The machavelian politics of Vall Vega are Amazingly, Theurose manages to roll a 16, giving
quite convoluted. An individual arriving for court at him a grand total of +27. This exceeds the DC by 6, meaning
Vall Vega faces several power blocs – first and that Theurose manages to, despite his tale, make a good
foremost Emperor Romulus Bicard 3rd and his impression with Semotan’s apprentices. Being apprentices,
entourage; Semotan, the Emperor’s sorcerer and his the wizards only have 2 hit points apiece. Theurose does a
apprentices; the nobles of Vall Vega (whom oppose minimum of 4 resolve damage, so he easily wins the social
Semotan); the Silkna Kingdom ambassador and his encounter against them.
entourage (whom oppose the Emperor); the General

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The apprentices listen to the tale of the Along with him is a young lady attached to his arm –
knight. They quietly agree that the necromancer was obviously, he is escorting her.
a foolish Ice Mage, and keep Theurose’s name in Theurose excuses himself from the Knights to greet
mind – he might later be useful to Semotan in rooting Beuord and learn more about his lovely companion.
out any wizardly opposition that crops up in the Since Beuord and the young lady are radically
future. different, the GM decides that Theurose must approach each
Intrigued by the ruckus Theurose is making, separately, and Theurose decides to approach Beuord first.
the ambassador from Silkna Kingdom moves to greet Luckily, though Theurose made a positive impression among
Theurose. Semotan’s apprentices, he is not favored by them, so he does
Since Theurose hasn’t found particular favor not take a penalty to his Persuade (Diplomacy) check (since
with the Emperor, greeting the ambassador does not the nobles oppose Semotan). Since Theurose is actually a
start with a penalty to his court check. However, the Vegan noble and knows Beuord, the GM decides to lower the
GM rules that since Theurose’s name sounds similar DC by –4, giving a DC of 13. Theurose rolls a 15, managing a
to the ancient lord Thuer, founder of the Silkna total of +26. This exceeds the roll by 13, granting Theurose a
Kingdom, he lowers the DC of the check by –2. This small favor. But now, future interactions with the Knights of
puts the final Persuade (Diplomacy) DC at 15. the South will increase the Persuade (Diplomacy) DC by +10!
Making his Persuade (Diplomacy) check, Theurose rolls his resolve damage, dealing 10 points. Beuord,
Theurose’s player rolls a 8, with his modifier making being Theurose’s friend, decides to capitulate to Theurose,
it a +17. He succeed the check, but does not roll high allowing Theurose to automatically win the encounter against
enough to even make much of an impression. The him.
ambassador has a hefty 27 resolve points, and Further, the young lady on Beuord’s arm is from the
Theurose rolls a measly 4 points of resolve damage. Southern Kingdom. Luckily, while just about everyone
It is now the ambassador’s turn, and he present at the court opposes the Southern Kingdom, those
makes a Persuade (Gather Information) check with a from the Southern Kingdom do not oppose any of the power
+16 modifier. to learn about Theurose’s background. factions at the party, so Theurose’s Influence DC against the
He easily succeeds the roll, and the ambassador’s 8 young lady is a mere DC 17. Unfortunately, he rolls a 7,
ranks allows him to deal 2d6+3 resolve damage to giving him a total of 16. The young lady, in return easily
Theurose. The ambassador gets a lucky roll that beats Theurose’s Influence DC and deals 10 points of resolve
deals 14 points to Theurose’s resolve, leaving him damage to Theurose.
with 16 resolve. On the next round, Theurose attempts to Persuade
The social encounter continues. Theuorose (Gather Information) to learn the lady’s name and to get her to
attempts toDeception (Bluff) the ambassador into open up to him, but fails to beat the DC 17 Influence check.
thinking he has a distant relation to Theur, but with On her turn, the young lady once again succeeds her check,
his measly +2 modifier, he fails the check. In return dealing another 7 points to Theurose. This exceeds the resolve
the ambassador continues his questioning with he had left, so the GM rules he fails to impress the young lady.
Persuade (Gather Information) and succeeds, dealing As Theurose approaches Beuord, the two greet each
another 10 points to Theurose’s resolve. To add other heartily. Beuord is so happy to see Theurose that he
injury to insult, the ambassador uses Deceit (Sense promises to hold a party in the knight’s honor after the affairs
Motive) and discerns Theurose is lying to him, and of court end. Unfortunately, Theurose becomes so caught up
regains 1d6 resolve – 5 points in this case, putting in talking with Beuord that he seems to fail to notice the young
him back up to full (the extra point is lost). lady until she loudly clears her throat. Apolgizing, Beuord
Trying to recover, Theurose attempts to use introduces the young lady to Theurose as Marcessa, from the
Persuade (Diplomacy) again to smooth over the Southern Kingdom. However, before Theurose can ask any
matter. He succeeds, but deals little damage. When more, Marcessa demands that Beuord take her to eat, and that
it is the ambassor’s turn, a simple Persuade (Gather he may “catch up” with his old friend at a later time.
Information) succeeds, and the last of Theurose’s Sheepishly, Beuord assents, and slightly disheartened,
resolve is lost, with the ambassador winning the Theurose returns to the Knights, whom seem much less
social contest. Luckily, with the social encounter interested in Theurose’s tales than earlier. Having had his fill
over, Theurose gets half his resolve back – in this of the court for the night, Theurose decides it is time to leave,
case, 15 resolve. and perhaps later he can catch up with Beuord.
The Silkna ambassador makes a quick
inquiry about Theurose’s name, but upon learning
that he is a simple noble–born knight of Vall Vega,
quickly grows disinterested and moves on.
As Theurose finishes up his tale, one of his
friends approaches, a young Vegan noble named
Beuord, whom he has not seen in the last year or so.

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Skill Challenges standard skill challenge, that means the character must
succeed at 3 of the 6 Skill check rolls.
Skill challenges are activities that occur out If a character gains no successes at all for the skill
of combat to decide the success or failure of group check (and at least 6 skill checks were required), the character
actions. Skill challenges are often used as a method suffers a fumble. A fumble is otherwise a failure. Some skill
to move from one area to another through a series of challenges may have a special result for a fumble.
obstacles in the group’s way. If a character is unsuccessful, the GM should arrange
For example, a group of adventurers may be an encounter at the end of the skill challenge. This can be a
looking for a way to enter a city undetected. By combat encounter, trap or other encounter that generally has
using a skill challenge, each character makes a series negative consequences on the character. Failing a skill
of skill checks to determine if they are successful or challenge should never result in outright death, though damage
not. (such as a fall from an open–faced staircase that winds up a
tall platuea) is possible.
Setting Up a Skill Challenge If the character succeeds at the Skill Challenge, he
A skill challenge requires multiple Skill normally succeeds in whatever task he is attempting to
checks, normally six checks in number, though the accomplish. If the character exceeds 75% of the skill checks
GM make extend or shorten the number of checks (4 of the 6 skill checks in a standard Skill Challenge), he
required. Generally speaking, it is best to use a normally achieves a superior result. If the character succeeds
minimum of 3 diferrent skills for a skill challenge. 100% of the Skill Challenge checks, it normally results in a
The standard DC for a skill challenge is fantastic result with bonus benefits.
equal to
Example Skill Challenge
13 + CR of Skill Challenge The skill challenges below can be easily modified;
the quickest and easiest way is to increase the DC to complete
Once the skill challenge DC is set, the GM any associated skill checks (thereby increasing the CR of the
decides what skill or skills are used for each step of skill challenge), and in some cases the results of a failure or
the skill challenge. This is similar to setting up an fumble.
encounter, but a single failed skill check should never
result in a social or combat encounter. The DM
should also set what the consequences for failure are, Climbing Challenges
as well as setting up results for varying degrees of Climbing challenges can range from an ascent up the
success of the skill challenge. The example skill steep, open–sided staircase up a cliff to a tower or other
challenges give a list of several sample skill structure at the top, or a dizzying climb up crumbling rock
challenges for setting up your own skill challenges. faces – or up a steep cliff into the sights of creatures hurling
ranged attacks down at the party in an attempt to dissuade
Performing A Skill Challenge ascent. Like other skill challenges, each individual makes
At the start of a skill challenge, all the their own set of skill checks to determine if the ascent is
involved parties roll initiate. Each character, in turn, succeeded or not. Failure usually indicates a fall of a
performs their skill check. Successes and failures are considerable distance or other harm. Because of the danger of
noted. Play then continues to proceed, starting from falls, Aid Another actions and lending skill points to other
the highest initative and working to the lowest. climbers to assist them up is often a wise idea.

Describing the Skill Challenge Steep staircase up cliff (50 ft. high) CR 1 Skill Challenge
Simply having characters make a series of DC 14; 6 Acrobatics (Balance) checks;Failure: Slide down
skill checks and then reading off the results is very stairs for 1d6 damage; Success: Reach top of stairs unharmed
boring and bland. Whenever possible, the GM at ½ normal movement rate; Superior Result (4 skill
should give a short description of why the PCs or successes): Reach top of stairs unharmed at normal
NPCs are making each skill check. For example, in movement rate; Perfect Result (6 successes): Reach top of
an obstacle race, when the characters make the stairs unharmed at double movement rate.
Acrobatics (Balance) check, it could represent the
characters crossing a log across a muddy bog, or Trap–laden staircase up cliff (50 ft. high) CR 3 Skill
leaping a low stone wall in the way. Challenge DC 17; 3 Perception (Spot) checks, 6 Acrobatic
(Balance) checks; Fumble: Fall off side for 5d6 damage;
Results of a Skill Challenge Failure: Encounter CR 3 trap on stairs half way up, if
Generally speaking, characters must succeed survived, reach top of stairs at ¼ normal movement rate;
at 50% or more of the skill challenge checks to Success: Reach top of stairs unharmed at ½ normal
successfully overcome the skill challenge. For a movement rate; Superior Result (4 skill successes): Reach

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top of stairs unharmed at normal movement rate; Crowded city footchase – CR 5 Skill Challenge DC 18; 3
Perfect Result (6 successes): Reach top of stairs Athletics (Run) checks, 3 Acrobatics (Balance) checks;
unharmed at double movement rate. Fumble: Detained by city guard for disrupting city streets
and loose track of opponent; Failure: Loose track of
Climb up crumbling rock face (50 ft. high) CR 5 opponent; Success: Corner opponent (combat encounter);
Skill Challenge DC 18; 3 Athletics (Climb) checks, Superior Result (4 skill successes): Catch opponent (combat
3 Perception (Spot) checks; Fumble: Pummeled by encounter, opponent starts grappled); Perfect Result (6
falling rocks and fall for 5d6 damage; Failure: Fall successes): Capture opponent (bypass combat encounter).
for 2d6 damage; Success: Reach top of rock face at City Guard: 1d4+2 human Warrior 4; Combat Encounter:
¼ normal movement rate; Superior Result (4 skill CR 10 opponent.
successes): Reach top of rock face at 1/3 normal
movement rate; Perfect Result (6 skill successes): City rooftop footchase – CR 10 Skill Challenge DC 23; 2
Reach top of rock face at ½ normal movement rate. Athletics (Run) checks, 2 Athletics (Jump) checks, 2
Acrobatics (Balance) checks; Fumble: Fall for 5d6 damage
Chase Challenges and loose opponent; Failure: Loose opponent; Success:
Chase challenges are wild, no–holds barred Corner opponent (combat encounter); Superior Result (4 skill
affairs meant to corner or capture an opponent after a successes): Catch opponent (combat encounter, opponent
grueling race. Like other skill challenges, each starts grappled); Perfect Result (6 successes): Capture
individual makes their own skill checks to determine opponent (bypass combat encounter). Combat Encounter:
whether pursuit is successful or not. Rarely does the CR 10 opponent.
actual chase determine whether the opponent is
caught; most chases end with a fight between the Race Challenges
pursuer and the pursued to determine the truly final Race challenges can be friendly, competitive affairs
outcome. or flights for one’s live against encroaching doom. Like other
skill challenges each individual makes their own set of skill
Open, empty street footchase – CR 1 Skill checks to determine success or failure. In competative races,
Challenge DC 14; 3 Athletics (Run) checks, 3 it is usually illegal for others to assist an individual to succeed
Acrobatics (Balance) checks; Failure: Loose track of or fail, but in flights from danger it is often advantageous for
opponent; Success: Corner opponent (combat other characters to use Aid Another actions to help fellow
encounter); Superior Result (4 skill successes): party members or to lend skill points to help a comrade escape
Catch opponent (combat encounter, opponent starts certain doom.
grappled); Perfect Result (6 successes): Capture
opponent (bypass combat encounter). Combat Competative Foot Race – CR 1 Skill Challenge DC 14; 6
Encounter: human Rogue 1. Athletics (Run) Checks; Failure: Fall 1 step behind
opponent(s); Success (3 skill successes): Keep pace in race;
Open, light traffic street footchase CR 3 Skill Superior Success (4 skill successes): Move 1 step ahead of
Challenge DC 16; 3 Athletics (Run) checks, 3 opponent(s); Perfect Result (6 successes): Move 2 steps
Acrobatics (Balance) checks; Failure: Loose track of ahead of opponents(s). Winner is the character furthest ahead
opponent; Success: Corner opponent (combat in race.
encounter); Superior Result (4 skill successes):
Catch opponent (combat encounter, opponent starts Competative Obstacle Race – CR 2 Skill Challenge DC 15;
grappled); Perfect Result (6 successes): Capture 3 Acrobatics (Tumble) checks, 3 Athletics (Run) checks;
opponent (bypass combat encounter). Combat Failure: Fall 1 step behind opponent(s); Success (3 skill
Encounter: CR 3 opponent. successes): Keep pace in race; Superior Success (4 skill
successes): Move 1 step ahead of opponent(s); Perfect
Evade City Guard CR 4 Skill Challenge DC 17; 3 Result (6 successes): Move 2 steps ahead of opponents(s).
Athletics (Run) checks, 3 Acrobatics (Balance) Winner is the character furthest ahead in race.
checks; Fumble: Captured by city guard without a
fight; Failure: Confront city guard, escape if defeat Outrun crumbling floor – CR 5 Skill Challenge DC 18; 3
city guard or move 90 ft. or more away from city Athletic (Jump) checks, 3 Athletics (Run) Checks; Failure:
guard; Success: Evade city guard; Superior Result Fall into yawning pit for 5d6 damage; Success (3 skill
(4 skill successes): Evade city guard and find successes): Outrun crumbling floor, but hanging onto edge;
disguise to avoid notice; Perfect Result (6 Superior Success (4 skill successes): Outrun crumbling floor
successes): Evade city guard and steal a city guard’s but prone on solid surface; Perfect Result (6 successes):
uniform in the process City Guard: Warrior 4 Outrun crumbling floor and standing on solid surface.

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Outrun floor dissolving into magma – CR 10 Skill undetected and leave no trace of entry. City Guards: 1d4+2
Challenge DC 23; 2 Acrobatic (Balance) checks, 2 human Warrior 4.
Athletic (Jump) checks, 2 Athletics (Run) Checks;
Fumble: Fall in lava for 20d6 damage; Failure: Sneak into fortified building – CR 4 Skill Challenge DC
Singed by lava for 10d6 damage, but prone on solid 17; 2 Disable Device (Open Locks) [DC 25], 2 Stealth (Hide)
surface; Success (3 skill successes): singed for 2d6 checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get
heat damage, outrun dissolving floor but prone on inside and stopped by city guard; Failure: Fail to enter
solid surface; Superior Success (4 skill successes): building; Success (3 successes): Enter building but seen by
Outrun dissolving floor unharmed but prone on solid locals entering (who most likely alert city guard); Superior
surface; Perfect Result (6 successes): Outrun Success (4 successes): Enter building but passer–bys will
dissolving floor unharmed and standing on solid may spot entry (Perception (Spot) DC 20 to notice); Perfect
surface. Success (6 successes): Enter building undetected and leave
no trace of entry. City Guards: 1d4+2 human Warrior 4.
Infiltration Challenges
Infiltration challenges require the undetected Escape/Enter city walls– CR 5 Skill Challenge DC 18; 2
entry of an individual into a structure or location. Stealth (Hide) checks, 2 Stealth (Move Silently) checks, 2
Like other challenges, each individual makes their Survival (Streetwise) checks; Fumble: Fail to escape/enter
own checks to discern their progress. It is possible and arrested by city guard without a fight; Failure: Fail to
for one individual to enter undetected while another enter/exit city walls and confronted by city guards; Success (3
accidentally alerts local authorities to his presence – successes): Exit/enter city walls but presence is noted (and
or worse. likely city guards dispatched); Superior Success (4
successes): Enter/exit city walls but nearby city guard may
Sneak into abandoned building – CR 1 Skill spot entry (Perception (Spot) DC 20 to notice); Perfect
Challenge DC 14; 3 Stealth (Hide) checks, 3 Stealth Success (6 successes): Enter/exit city walls undetected and
(Move Silently) checks; Fumble: Fail to get inside leave no trace of passage. City Guards: 1d4+2 human
and stopped by city guard; Failure: Fail to enter Warrior 4.
building; Success (3 successes): Enter building but
seen by locals entering; Superior Success (4 Penetrate wizard’s sanctum – CR 10 Skill Challenge DC
successes): Enter building but passer–bys will may 23; 2 Disable Device (Disable Device)[DC 28], 2 Stealth
spot entry (Perception (Spot) DC 20 to notice); (Hide) checks, 2 Stealth (Move Silently) checks; Fumble:
Perfect Success (6 successes): Enter building Fail to get inside and struck by explosive runes spell (CL 9);
undetected and leave no trace of entry. City Failure: Fail to enter building and seen by city guard;
Guards: 1d4+2 human Warrior 4. Success (3 successes): Enter building but seen by owning
wizard; Superior Success (4 successes): Enter building but
Bluff way into occupied commoner building – CR passer–bys will may spot entry (Perception (Spot) DC 20 to
2 Skill Challenge DC 15; 2 Deception (Bluff) notice); Perfect Success (6 successes): Enter building
checks, 2 Deception (Disguise) checks, 2 Persuade undetected and leave no trace of entry. City Guards: 1d4+2
(Diplomacy) checks, Fumble: Fail to get inside and human Warrior 4. Wizard: human Wizard 9.
approached by city guard; Failure: Fail to enter
building; Success (3 successes): Enter building but Manuever Challenges
occupants are suspicious of character; Superior Manuever challenges require the circumnavigation of
Success (4 successes): Enter building and occupants an area with twisting passages, trails or other obstacles that
are not wise to the character; Perfect Success (6 can impede progress forward. Like other challenges, each
successes): Enter building and occupants treat individual makes their own checks to discern their progress; it
characters as guest of honor. City Guards: 1d4+2 is easy for individuals to wander off, become seperated or
human Warrior 4. otherwise isolated from other individuals in a group. Those
who intend to lead others through these sort of challenges are
Sneak into occupied commoner building – CR 2 highly encouraged to lend skill points to others to help them
Skill Challenge DC 15; 2 Disable Device (Open maneuver through the challenge.
Locks) checks [DC 20], 2 Stealth (Hide) checks, 2
Stealth (Move Silently) checks; Fumble: Fail to get Navigate Hedge Maze – CR 1 Skill Challenge DC 14; 2
inside and stopped by city guard; Failure: Fail to Survival (Wilderness Lore) checks, 2 Perception (Spot)
enter building; Success (3 successes): Enter building checks, 2 Knowledge (Architechure & Engineering) checks;
but seen by locals entering; Superior Success (4 Fumble: Dead end (start over); Failure: Lost in maze (repeat
successes): Enter building but passer–bys will may until 1 more success); Success (3 successes): Locate exit after
spot entry (Perception (Spot) DC 20 to notice); 4d10x10 minutes; Superior Success (4 successes): Locate
Perfect Success (6 successes): Enter building

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exit after 2d10x10 minutes; Perfect Success (6 successes): Information found in 1d10 x 10 minutes;
successes): Locate exit after 1d10x10 minutes. Superior Success (4 successes): Information found in 1d10 x
5 minutes; Perfect Success (6 successes): Information found
Navigate Dungeon Maze – CR 2 Skill Challenge in 1d10 minutes.
DC 15; 2 Survival (Wilderness Lore) checks, 2
Knowledge (Dungeoneering) checks, 2 Knowledge Burning Library search – CR 2 Skill Challenge DC 15; 2
(Architechure & Engineering) checks; Fumble: Perception (Spot) checks, 2 Knowledge (Choose One) checks,
Dead end (start over); Failure: Lost in maze (repeat 2 Knowledge (Architechure & Engineering) checks; Fumble:
until 1 more success); Success (3 successes): Locate Pinned under burning bookcase. 1d6 fire damage/round;
exit after 4d10x10 minutes; Superior Success (4 Strength check DC 15 to escape; Failure: No information and
successes): Locate exit after 2d10x10 minutes; burned for 1d6 fire damage; Success (3 successes): Find
Perfect Success (6 successes): Locate exit after information in 1d10x5 minutes and take 1d6 nonlethal heat
1d10x10 minutes. damage; Superior Success (4 successes): Find information in
1d10 minutes and take 1d6 nonlethal heat damage (Fort DC 12
Navigate Monstrous Maze – CR 4 Skill Challenge for half); Perfect Success (6 successes): Find information in
DC 17; 2 Survival (Wilderness Lore) checks, 2 1 round and escape unharmed.
Perception (Spot) checks, 2 Knowledge
(Architechure & Engineering) checks; Fumble: Delayed Trap activation cut–off search – CR 5 Skill
Ambushed by minotaur in dead end; Failure: Challenge DC 18; 3 Perception (Spot) checks, 3 Disable
Encounter minotaur; Success (3 successes): Reach Device checks (DC 25); Failure: CR 5 trap; Success (3
exit blocked by minotaur; Superior Success (4 successes): Deactivate and open trap after 1 minute (must
successes): Reach exit with minotaur trailing (30 ft. hold breath for 6 rounds); Superior Success (4 successes):
behind); Perfect Success (6 successes): Reach exit Deactivate and open trap after 5 rounds (must hold breath for
and avoid minotaur; Maze encounter: CR 4 1 round); Perfect Success (6 successes): Deactivate and open
minotaur trap after 1 round; Trap: Flooding Room Trap (CR 5).

Navigate Invisible (Wall of Force) Maze – CR 6 Thinking Challenges


Skill Challenge DC 19; 2 Survival (Wilderness Similar to traps (and often incorporating them),
Lore) checks, 2 Perception (Spot) checks, 2 Spellcraft thinking challenges present individuals with a problem
(Arcane) checks; Fumble: Ambushed by phantom requiring thought or trial–and–error to successfully solve or
fungus in dead end; Failure: Encounter phantom bypass. While thinking challenges often only involve a single
fungus; Success (3 successes): Reach exit blocked individual, complex thinking challenges may require each
by phantom fungus; Superior Success (4 successes): individual to manipulate some aspect of the puzzle to solve the
Reach exit with phantom fungus trailing (30 ft. whole, or may require individuals to work on a single part of
behind); Perfect Success (6 successes): Reach exit the puzzle, making only one or two of the skill checks in the
and avoid phantom fungus; Maze encounter: 2 CR series (such as for riddles or passwords).
3 phantom fungus
Easy Puzzle Lock – CR 1 Skill Challenge DC 14; 3 Disable
Search Challenges Device (Open Locks) checks, 3 Perception (Touch) checks;
Sometimes objects or information are Failure: Lock does not open; Success (3 successes): Lock
hidden and a thourough search is the only way to opens after 1d10 minutes; Superior Success (4 successes):
locate the needed information or items. Search Lock opens after 1d6 minutes; Perfect Success (6 successes):
challenges usually have an enemy of time or other Lock opens after 1 minute.
constraints before something bad happens – whether
it is enemies who show up, a trap activates or finishes Easy Riddle Password – CR 2 Skill Challenge DC 15; 2
activating or other pressure situation. A search with Knowledge (Local) checks, 2 Perception (Listen) checks, 2
no time constraint is generally not a challenge. Perception (Sense Motive) checks; Failure: Wrong password
Like other challenges, each individual and attacked by guardian; Success (3 successes): Correct
makes their own set of skill checks. Usually the best password given after three tries; Superior Success (4
result applies – whoever finds the object of the search successes): Correct password given after two tries; Perfect
can easily share his discovery with the others. Success (6 successes): Correct password given in a single
try.Guardian: Imp (Devil, CR 2)
Library search – CR 1 Skill Challenge DC 14; 2
Knowledge (Choose One) checks, 2 Perception Average Riddle Password – CR 4 Skill Challenge DC 17; 2
(Spot), 2 Persuade (Gather Information) checks; Knowledge (Local) checks, 2 Perception (Listen) checks, 2
Fumble: Ejected from library and not allowed to Perception (Sense Motive) checks; Failure: Wrong password
return; Failure: Information unavailable; Success (3 and attacked by guardian; Success (3 successes): Correct

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password given after three tries; Superior Success (4 Borderlands wilderness trek – CR 3 Skill Challenge DC
successes): Correct password given after two tries; 16; 3 Perception (Spot) checks 3 Wilderness (Survival)
Perfect Success (6 successes): Correct password checks; Fumble: Lost; Failure: CR 3 Travelling encounter;
given in a single try. Guardian: Gargoyle (CR 4) Success (3 successes): Reach next community (or
checkpoint) at ½ travel rate; Superior Success (4 successes):
Hard Riddle Password – CR 18 Skill Challenge Reach next community (or checkpoint) at 2/3 travel rate;
DC 21; 2 Knowledge (Local) checks, 2 Perception Perfect Success (6 successes): Reach next community (or
(Listen) checks, 2 Perception (Sense Motive) checks; checkpoint) at normal travel rate.
Failure: Wrong password and attacked by guardian;
Success (3 successes): Correct password given after Bandit–infested road trek – CR 4 Skill Challenge DC 17; 3
three tries; Superior Success (4 successes): Correct Perception (Spot) checks 3 Wilderness (Survival) checks;
password given after two tries; Perfect Success (6 Fumble: Ambushed by bandits; Failure: Confronted by
successes): Correct password given in a single bandits; Success (3 successes): Reach next community (or
try.Guardian: Gynosphinx (CR 8) checkpoint) at normal travel rate; Superior Success (4
successes): Encounter indifferent merchant on way to next
community, reach next community (or checkpoint) at normal
Travel Challenges travel rate; Perfect Success (6 successes): Encounter friendly
Rather than random encounter checks, travel merchant on way to next community, reach next community
challenges can indicate both a group’s luck and skill (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue
at avoiding trouble when travelling from location 4; Merchant: Expert 2, GP limit 200 gp.
from another. Like other skill challenges, each
individual makes their own checks. However, groups Evil–controlled lands trek – CR 10 Skill Challenge DC 23;
rarely become seperated during travel – use the worst 3 Perception (Spot) checks, 3 Wilderness (Survival) checks;
result to determine the outcome. If some characters Fumble: Ambushed by bandits; Failure: Travelling
succeed where others fail, the GM may wish to break encounter; Success (3 successes): Reach next community (or
the group up if an encounter occurs, simulating an checkpoint) at ½ travel rate; Superior Success (4 successes):
encounter when one or more characters is briefly Reach next community (or checkpoint) at 3/4 travel rate;
seperated from the rest of group (perhaps such as Perfect Success (6 successes): Reach next community (or
while gathering firewood for camp or relieving checkpoint) at normal travel rate. Bandits: 1d4+2 Warrior
himself during a rest stop). 5/Rogue 4; Travelling Encounter: CR 10 encounter.

Average Road trek – CR 1 Skill Challenge DC 14; Weather Challenges


6 Wilderness (Survival) checks; Fumble: Ambushed Unexepected – or magically summoned – weather
by bandits; Failure: Travelling encounter; Success can sometime catch a party in an uncomfortable or dangerous
(3 successes): Reach next community (or position. Like other skill challenges, each individual must
checkpoint) at normal travel rate; Superior Success make separate skill checks to determine their personal
(4 successes): Encounter indifferent merchant on outcome. Extremely hazardous weather can often separate
way to next community, reach next community (or individuals, and in such dangerous conditions the use of Aid
checkpoint) at normal travel rate; Perfect Success (6 Another or lending skill points is useful in keeping a group
successes): Encounter friendly merchant on way to together.
next community, reach next community (or
checkpoint) at normal travel rate. Bandits: 1d4+2 Rainstorm CR 1 Skill Challenge DC 14; 6 Survival
Rogue 1; Travelling Encounter: CR 1; Merchant: (Wilderness) checks; Failure: All gear soaked, –2 to all
Expert 2, GP limit 200 gp. checks until dried; Success: Find safe shelter from storm;
Superior Result (4 skill successes): as success in locating an
Wilderness trek – CR 2 Skill Challenge DC 15; 6 inn or other populated place; Perfect Result (6 successes):
Wilderness (Survival) checks; Fumble: Ambushed As superior result and storm ends early.
by bandits; Failure: Travelling encounter; Success
(3 successes): Reach next community (or Thunderstorm CR 3 Skill Challenge DC 16; 6 Survival
checkpoint) at ½ travel rate; Superior Success (4 (Wilderness) checks; Fumble: Near–strike by lightning deals
successes): Reach next community (or checkpoint) 3d6 damage (half with successful DC 13 Reflex save);
at 3/4 travel rate; Perfect Success (6 successes): Failure: All gear soaked, –2 to all checks until dried; Success:
Reach next community (or checkpoint) at normal Find safe shelter from storm; Superior Result (4 skill
travel rate. Bandits: 1d4+2 Rogue 2; Travelling successes): as success in locating an inn or other populated
Encounter: CR 2 place; Perfect Result (6 successes): As superior result and
storm ends early.

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Blizzard CR 5 Skill Challenge DC 18; 6 Survival


(Wilderness) checks; Fumble: Suffer 5d6 frostbite
damage (half with a successful DC 15 Fortitude
save); Failure: All gear soaked, –2 to all checks until
dried, locate feeble natural shelter from storm;
Success: Find safe shelter from storm; Superior
Result (4 skill successes): as success in a inn or
other populated place; Perfect Result (6 successes):
As superior result and storm ends early.

Hurricaine CR 10 Skill Challenge DC 23; 6


Survival (Wilderness) checks; Fumble: Suffer 10d6
damage from flying debris (half with a successful DC
20 Reflex save); Failure: All gear soaked, –2 to all
checks until dried, suffer 3d6 damage from debris
strikes (half with a successful DC 20 Reflex save);
Success: Find safe shelter from storm, though it is
damaged by the storm; Superior Result (4 skill
successes): as success in fortified building or other
populated place; Perfect Result (6 successes): As
superior result and no storm damage.

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Special Abilities & While any loss is debilitating, losing all points in an
ability score can be devastating.
Conditions
• Strength 0 means that the character cannot move at
all. He lies helpless on the ground.
Special Abilities • Dexterity 0 means that the character cannot move at
A special ability is either extraordinary, all. He stands motionless, rigid, and helpless.
spell–like, or supernatural in nature. • Constitution 0 means that the character is dead.
Extraordinary Abilities (Ex): Extraordinary
• Intelligence 0 means that the character cannot think
abilities are nonmagical. They are, however, not
and is unconscious in a coma–like stupor, helpless.
something that just anyone can do or even learn to do
• Wisdom 0 means that the character is withdrawn into
without extensive training. Effects or areas that
a deep sleep filled with nightmares, helpless.
negate or disrupt magic have no effect on
extraordinary abilities. • Charisma 0 means that the character is withdrawn
Spell–Like Abilities (Sp): Spell–like abilities, as the into a catatonic, coma–like stupor, helpless.
name implies, are spells and magical abilities that are
very much like spells. Spell–like abilities are subject Keeping track of negative ability score points is
to spell resistance and dispel magic. They do not never necessary since the ability scores can’t drop below 0.
function in areas where magic is suppressed or Having a score of 0 in an ability is different from
negated (such as an antimagic field). having no ability score whatsoever.
Supernatural Abilities (Su): Supernatural abilities Some spells or abilities impose an effective ability
are magical but not spell–like. Supernatural abilities score reduction, which is different from ability score loss.
are not subject to spell resistance and do not function Any such reduction disappears at the end of the
in areas where magic is suppressed or negated (such spell’s or ability’s duration, and the ability score immediately
as an antimagic field). A supernatural ability’s effect returns to its former value.
cannot be dispelled and is not subject to If a character’s Constitution score drops, then he
counterspells. See the table below for a summary of loses 1 hit point per Hit Die for every point by which his
the types of special abilities. Constitution modifier drops. A hit point score can’t be reduced
by Constitution damage or drain to less than 1 hit point per Hit
Die.
Special Extra– Spell– Super–
The ability that some creatures have to drain ability
Ability ordinary Like natural
scores is a supernatural one, requiring some sort of attack.
Dispel No Yes No Such creatures do not drain abilities from enemies
Spell No Yes No when the enemies strike them, even with unarmed attacks or
Resistance natural weapons.
Antimagic No Yes Yes
field
Attack of No Yes No
Antimagic
An antimagic field spell or effect cancels magic
opportunity
altogether. An antimagic effect has the following powers and
Dispel: Can dispel magic and similar spells dispel the characteristics.
effects of abilities of that type?
Spell Resistance: Does spell resistance protect a creature
from these abilities? • No supernatural ability, spell–like ability, or spell
Antimagic Field: Does an antimagic field or similar magic works in an area of antimagic (but extraordinary
suppress the ability? abilities still work).
Attack of Opportunity: Does using the ability provoke • Antimagic does not dispel magic; it suppresses it.
attacks of opportunity the way that casting a spell does? Once a magical effect is no longer affected by the
antimagic (the antimagic fades, the center of the
Ability Score Loss effect moves away, and so on), the magic returns.
Various attacks cause ability score loss, Spells that still have part of their duration left begin
either ability damage or ability drain. Points lost to functioning again, magic items are once again useful,
ability damage return at the rate of 1 point per day (or and so forth.
double that if the character gets complete bed rest) to • Spell areas that include both an antimagic area and
each damaged ability, and the spells lesser a normal area, but are not centered in the antimagic
restoration and restoration offset ability damage as area, still function in the normal area. If the spell’s
well. Ability drain, however, is permanent, though center is in the antimagic area, then the spell is
restoration can restore even those lost ability score suppressed.
points. • Golems and other constructs, elementals, outsiders,
and corporeal undead, still function in an antimagic

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area (though the antimagic area suppresses checks to notice and locate creatures within range of
their spellcasting and their supernatural and its blindsense ability, provided that it has line of
spell–like abilities normally). If such effect to that creature. Any opponent the creature
creatures are summoned or conjured, cannot see has total concealment (50% miss chance)
however, see below. against the creature with blindsense, and the
• Summoned or conjured creatures of any blindsensing creature still has the normal miss chance
type, as well as incorporeal undead, wink when attacking foes that have concealment. Visibility
out if they enter the area of an antimagic still affects the movement of a creature with
effect. They reappear in the same spot once blindsense. A creature with blindsense is still denied
the field goes away. its Dexterity bonus to Armor Class against attacks
• Magic items with continuous effects do not from creatures it cannot see.
function in the area of an antimagic effect,
but their effects are not canceled (so the Breath Weapon
contents of a bag of holding are unavailable, A creature attacking with a breath weapon is actually
but neither spill out nor disappear forever). expelling something from its mouth (rather than conjuring it
• Two antimagic areas in the same place do by means of a spell or some other magical effect). Most
not cancel each other out, nor do they stack. creatures with breath weapons are limited to a number of uses
• Wall of force, prismatic wall, and per day or by a minimum length of time that must pass
prismatic sphere are not affected by between uses. Such creatures are usually smart enough to save
antimagic. Break enchantment,dispel magic, their breath weapon until they really need it.
and greater dispel magic spells do not dispel
antimagic. Mage’s disjunction has a 1% • Using a breath weapon is typically a standard
chance per caster level of destroying an action.
antimagic field. If the antimagic field • No attack roll is necessary. The breath simply fills
survives the disjunction, no items within it its stated area.
are disjoined. • Any character caught in the area must make the
appropriate saving throw or suffer the breath
Blindsight And Blindsense weapon’s full effect. In many cases, a character who
Some creatures have blindsight, the succeeds on his saving throw still takes half damage
extraordinary ability to use a nonvisual sense (or a or some other reduced effect.
combination of such senses) to operate effectively • Breath weapons are supernatural abilities except
without vision. Such sense may include sensitivity to where noted.
vibrations, acute scent, keen hearing, or echolocation. • Creatures are immune to their own breath weapons.
This ability makes invisibility and concealment (even • Creatures unable to breathe can still use breath
magical darkness) irrelevant to the creature (though it weapons. (The term is something of a misnomer.)
still can’t see ethereal creatures). This ability operates
out to a range specified in the creature description. Charm And Compulsion
Many abilities and spells can cloud the minds of
• Blindsight never allows a creature to characters and monsters, leaving them unable to tell friend
distinguish color or visual contrast. A from foe—or worse yet, deceiving them into thinking that
creature cannot read with blindsight. their former friends are now their worst enemies. Two general
• Blindsight does not subject a creature to types of enchantments affect characters and creatures: charms
gaze attacks (even though darkvision does). and compulsions. Charming another creature gives the
• Blinding attacks do not penalize creatures charming character the ability to befriend and suggest courses
using blindsight. of actions to his minion, but the servitude is not absolute or
• Deafening attacks thwart blindsight if it mindless. Charms of this type include the various charm
relies on hearing. spells.
• Blindsight works underwater but not in a Essentially, a charmed character retains free will but
vacuum. makes choices according to a skewed view of the world.
• Blindsight negates displacement and blur
effects. • A charmed creature doesn’t gain any magical
Blindsense: Other creatures have blindsense, ability to understand his new friend’s language.
a lesser ability that lets the creature notice • A charmed character retains his original alignment
things it cannot see, but without the and allegiances, generally with the exception that he
precision of blindsight. The creature with now regards the charming creature as a dear friend
blindsense usually does not need to make and will give great weight to his suggestions and
Perception (Spot) or Perception (Listen) directions.

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• A charmed character fights his former number by a slash. Damage reduction may be overcome by
allies only if they threaten his new friend, special materials, by magic weapons (any weapon with a +1 or
and even then he uses the least lethal means higher magic bonus, not counting the enhancement from
at his disposal as long as these tactics show masterwork quality), certain types of weapons (such as
any possibility of success (just as he would slashing or bludgeoning), and weapons imbued with an
in a fight between two actual friends). alignment. If a dash follows the slash then the damage
• A charmed character must be convinced reduction is effective against any attack that does not ignore
with a successful Persuade check with a damage reduction.
+10 DC by his master in order to resist Ammunition fired from a projectile weapon with an
instructions or commands that would make magic bonus of +1 or higher is treated as a magic weapon for
him do something he wouldn’t normally do the purpose of overcoming damage reduction. Similarly,
even for a close friend. ammunition fired from a projectile weapon with an alignment
gains the alignment of that projectile weapon (in addition to
If he succeeds, he decides not to go along any alignment it may already have).
with that order but remains charmed. Whenever damage reduction completely negates the
damage from an attack, it also negates most special effects that
• A charmed character never obeys a accompany the attack, such as injury type poison, a monk’s
command that is obviously suicidal or stunning, and injury type disease.
grievously harmful to her. Damage reduction does not negate touch attacks,
• If the charming creature commands his energy damage dealt along with an attack, or energy drains.
minion to do something that the influenced Nor does it affect poisons or diseases delivered by
character would be violently opposed to, the inhalation, ingestion, or contact.
subject may attempt a new saving throw to Attacks that deal no damage because of the target’s
break free of the influence altogether. damage reduction do not disrupt spells. Spells, spell–like
• A charmed character who is openly abilities, and energy attacks (even nonmagical fire) ignore
attacked by the creature who charmed him damage reduction.
or by that creature’s apparent allies is Sometimes damage reduction is instant healing.
automatically freed of the spell or effect. Sometimes damage reduction represents the creature’s tough
hide or body,. In either case, characters can see that
Compulsion is a different matter altogether. A conventional attacks don’t work.
compulsion overrides the subject’s free will in some If a creature has damage reduction from more than
way or simply changes the way the subject’s mind one source, the two forms of damage reduction do not stack.
works. A charm makes the subject a friend of the Instead, the creature gets the benefit of the best damage
caster; a compulsion makes the subject obey the reduction in a given situation.
caster.
Regardless of whether a character is Darkvision
charmed or compelled, he won’t volunteer Darkvision is the extraordinary ability to see with no
information or tactics that his master doesn’t ask for. light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be
Cold Immunity discerned). It does not allow characters to see anything that
A creature with cold immunity never takes they could not see otherwise—invisible objects are still
cold damage. It has vulnerability to fire, which means invisible, and illusions are still visible as what they seem to be.
it takes half again as much (+50%) damage as normal Likewise, darkvision subjects a creature to gaze attacks
from fire, regardless of whether a saving throw is normally. The presence of light does not spoil darkvision.
allowed, or if the save
is a success or failure. Death Attacks
In most cases, a death attack allows the victim a Fortitude save
Damage Reduction to avoid the affect, but if the save fails, the character dies
Some magic creatures have the supernatural instantly.
ability to instantly heal damage from weapons or to
ignore blows altogether as though they were • Raise dead doesn’t work on someone killed by a
invulnerable. death attack.
The numerical part of a creature’s damage • Death attacks slay instantly. A victim cannot be
reduction is the amount of hit points the creature made stable and thereby kept alive.
ignores from normal attacks. Usually, a certain type • In case it matters, a dead character, no matter how
of weapon can overcome this reduction. This she died, has –10 hit points.
information is separated from the damage reduction

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• The spell death ward protects a character that some injury diseases may be transmitted by as small an
against these attacks. injury as a flea bite and that most inhaled diseases can also be
ingested (and vice versa).
Disease DC: The Difficulty Class for the Fortitude saving throws to
When a character is injured by a prevent infection (if the character has been infected), to
contaminated attack touches an item smeared with prevent each instance of repeated damage, and to recover from
diseased matter, or consumes disease–tainted food or the disease.
drink, he must make an immediate Fortitude saving Incubation Period: The time before damage begins.
throw. If he succeeds, the disease has no effect—his Damage: The ability damage the character takes after
immune system fought off the infection. If he fails, incubation and each day afterward.
he takes damage after an incubation period. Once per Types of Diseases: Typical diseases include the following:
day afterward, he must make a successful Fortitude Blinding Sickness: Spread in tainted water.
saving throw to avoid repeated damage. Two Cackle Fever: Symptoms include high fever, disorientation,
successful saving throws in a row indicate that he has and frequent bouts of hideous laughter. Also known as “the
fought off the disease and recovers, taking no more shrieks.”
damage. Demon Fever: Night hags spread it. Can cause permanent
These Fortitude saving throws can be rolled ability drain.
secretly so that the player doesn’t know whether the Devil Chills: Barbazu and pit fiends spread it. It takes three,
disease has taken hold. not two, successful saves in a row to recover from devil chills.
Filth Fever: Dire rats and otyughs spread it. Those injured
Disease Descriptions while in filthy surroundings might also catch it.
Mindfire: Feels like your brain is burning. Causes stupor.
Diseases have various symptoms and are
Mummy Rot: Spread by mummies. Successful saving throws
spread through a number of vectors. The
do not allow the character to recover (though they do prevent
characteristics of several typical diseases are
damage normally).
summarized on Table: Diseases and defined below.
Red Ache: Skin turns red, bloated, and warm to the touch.
Disease: Diseases whose names are printed in italic
The Shakes: Causes involuntary twitches, tremors, and fits.
in the table are supernatural in nature. The others are
Slimy Doom: Victim turns into infectious goo from the inside
extraordinary.
out. Can cause permanent ability drain.
Infection: The disease’s method of delivery—
ingested, inhaled, via injury, or contact. Keep in mind
Diseases Infection DC Incubation Damage
Blinding Sickness Ingested 16 1d3 days 1d4 Str1
Cackle fever Inhaled 16 1 day 1d6 Wis
Demon Fever Injury 18 1 day 1d6 Con2
Devil chills3 Injury 14 1d4 days 1d4 Str
Filth fever Injury 12 1d3 days 1d3 Dex, 1d3 Con
Mindfire Inhaled 12 1 day 1d4 Int
Mummy rot4 Contact 20 1 day 1d6 Con
Red Ache Injury 15 1d3 days 1d6 Str
Shakes Contact 13 1 day 1d8 Dex
Slimy Doom Contact 14 1 day 1d4 Con2
1
Each time the victim takes 2 or more damage from the Survival (Heal) check result is higher. The diseased character
disease, he must make another Fortitude save or be must be in the healer’s care and must have spent the previous
permanently blinded 8 hours resting.
2
When damaged, character must succeed on another saving Characters recover points lost to ability score damage
throw or 1 point is permanent drain instead
3
The victim must make three successful Fortitude saving
at a rate of 1 per day per ability damaged, and this rule applies
throws in a row to recover from devil chills even while a disease is in progress. That means that a
4
Successful saves do not allow the character to recover. character with a minor disease might be able to withstand it
Only magical healing can save the character without accumulating any damage.

Healing a Disease Energy Drain And Negative Levels


Use of the Survival (Heal) skill can help a Some horrible creatures, especially undead monsters,
diseased character. Every time a diseased character possess a fearsome supernatural ability to drain levels from
makes a saving throw against disease effects, the those they strike in combat. The creature making an energy
healer makes a check. The diseased character can use drain attack draws a portion of its victim’s life force from her.
the healer’s result in place of his saving throw if the Most energy drain attacks require a successful melee attack

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roll—mere physical contact is not enough. Each for instance.) An ethereal creature inside an object on the
successful energy drain attack bestows one or more Material Plane cannot see. Things on the Material Plane,
negative levels on the opponent. A creature takes the however, look gray, indistinct, and ghostly. An ethereal
following penalties for each negative level it has creature can’t affect the Material Plane, not even magically.
gained. An ethereal creature, however, interacts with other ethereal
creatures and objects the way material creatures interact with
–1 on all skill checks and ability checks. material creatures and objects.
–1 on attack rolls and saving throws. Even if a creature on the Material Plane can see an
–5 hit points. ethereal creature the ethereal creature is on another plane.
–1 effective level (whenever the creature’s Only force effects can affect the ethereal creatures. If, on the
level is used in a die roll or calculation, other hand, both creatures are ethereal, they can affect each
reduce it by one for each negative other normally.
level). A force effect originating on the Material Plane
extends onto the Ethereal Plane, so that a wall of force blocks
If the victim casts spells, she loses access to an ethereal creature, and a magic missile can strike one
one spell as if she had cast her highest–level, (provided the spellcaster can see the ethereal target).
currently available spell. (If she has more than one Gaze effects and abjurations also extend from the
spell at her highest level, she chooses which she Material Plane to the Ethereal Plane. None of these effects
loses.) In addition, when she next prepares spells or extend from the Ethereal Plane to the Material Plane.
regains spell slots, she gets one less spell slot at her Ethereal creatures move in any direction (including
highest spell level. up or down) at will. They do not need to walk on the ground,
Negative levels remain for 24 hours or until and material objects don’t block them (though they can’t see
removed with a spell, such as restoration. After 24 while their eyes are within solid material).
hours, the afflicted creature must attempt a Fortitude Ghosts have a power called manifestation that allows
save (DC 10 + 1/2 attacker’s HD + attacker’s Cha them to appear on the Material Plane as incorporeal creatures.
modifier). (The DC is provided in the attacker’s Still, they are on the Ethereal Plane, and another ethereal
description.) If the saving throw succeeds, the creature can interact normally with a manifesting ghost.
negative level goes away with no harm to the Ethereal creatures pass through and operate in water as easily
creature. The afflicted creature makes a separate as air. Ethereal creatures do not fall or take falling damage.
saving throw for each negative level it has gained. If
the save fails, the negative level goes away, but the Evasion And Improved Evasion
creature’s level is also reduced by one. These extraordinary abilities allow the target of an
A character with negative levels at least area attack to leap or twist out of the way. Rogues and monks
equal to her current level, or drained below 1st level, have evasion and improved evasion as class features, but
is instantly slain. certain other creatures have these abilities, too.
Depending on the creature that killed her, If subjected to an attack that allows a Reflex save for
she may rise the next night as a monster of that kind. half damage, a character with evasion takes no damage on a
If not, she rises as a wight. A creature gains 5 successful save.
temporary hit points for each negative level it As with a Reflex save for any creature, a character
bestows (though not if the negative level is caused by must have room to move in order to evade. A bound character
a spell or similar effect). or one squeezing through an area cannot use evasion.
As with a Reflex save for any creature, evasion is a
Etherealness reflexive ability. The character need not know that the attack
Phase spiders and certain other creatures can is coming to use evasion.
exist on the Ethereal Plane. While on the Ethereal Rogues and monks cannot use evasion in medium or
Plane, a creature is called ethereal. Unlike heavy armor. Some creatures with the evasion ability as an
incorporeal creatures, ethereal creatures are not innate quality do not have this limitation.
present on the Material Plane. Improved evasion is like evasion, except that even on
Ethereal creatures are invisible, inaudible, a failed saving throw the character takes only half damage.
insubstantial, and scentless to creatures on the
Material Plane. Even most magical attacks have no Fast Healing
effect on them. See invisibility and true seeing reveal A creature with fast healing has the extraordinary
ethereal creatures. ability to regain hit points at an exceptional rate. Except for
An ethereal creature can see and hear into what is noted here, fast healing is like natural healing.
the Material Plane in a 60–foot radius, though At the beginning of each of the creature’s turns, it
material objects still block sight and sound. (An heals a certain number of hit points (defined in its description).
ethereal creature can’t see through a material wall,

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Unlike regeneration, fast healing does not however, pass through solid matter. Gaseous creatures can’t
allow a creature to regrow or reattach lost body parts. attack physically or cast spells with verbal, somatic, material,
A creature that has taken both nonlethal and or focus components. They lose their supernatural abilities
lethal damage heals the nonlethal damage first. (except for the supernatural ability to assume gaseous form, of
Fast healing does not restore hit points lost course).
from starvation, thirst, or suffocation. Creatures in gaseous form have damage reduction
Fast healing does not increase the number of 10/magic. Spells, spell–like abilities, and supernatural abilities
hit points regained when a creature polymorphs. affect them normally. Creatures in gaseous form lose all
benefit of material armor (including natural armor), though
Fear size, Dexterity, deflection bonuses, and armor bonuses from
Spells, magic items, and certain monsters force armor still apply.
can affect characters with fear. In most cases, the Gaseous creatures do not need to breathe and are
character makes a Will saving throw to resist this immune to attacks involving breathing (troglodyte stench,
effect, and a failed roll means that the character is poison gas, and the like).
shaken, frightened, or panicked. Gaseous creatures can’t enter water or other liquid.
Shaken: Characters who are shaken take a –2 penalty They are not ethereal or incorporeal. They are affected by
on attack rolls, saving throws, skill checks, and winds or other forms of moving air to the extent that the wind
ability checks. pushes them in the direction the wind is moving.
Frightened: Characters who are frightened are However, even the strongest wind can’t disperse or
shaken, and in addition they flee from the source of damage a creature in gaseous form.
their fear as quickly as they can. They can choose the Discerning a creature in gaseous form from natural
path of their flight. Other than that stipulation, once mist requires a DC 15 Perception (Spot) check. Creatures in
they are out of sight (or hearing) of the source of their gaseous form attempting to hide in an area with mist, smoke,
fear, they can act as they want. However, if the or other gas gain a +20 bonus.
duration of their fear continues, characters can be
forced to flee once more if the source of their fear Gaze Attacks
presents itself again. Characters unable to flee can While the medusa’s gaze is well known, gaze attacks
fight (though they are still shaken). can also charm, curse, or even kill. Gaze attacks not produced
Panicked: Characters who are panicked are shaken, by a spell are supernatural.
and they run away from the source of their fear as Each character within range of a gaze attack must
quickly as they can. Other than running away from attempt a saving throw (which can be a Fortitude or Will save)
the source, their path is random. They flee from all each round at the beginning of his turn.
other dangers that confront them rather than facing An opponent can avert his eyes from the creature’s
those dangers. Panicked characters cower if they are face, looking at the creature’s body, watching its shadow, or
prevented from fleeing. tracking the creature in a reflective surface. Each round, the
Becoming Even More Fearful: Fear effects are opponent has a 50% chance of not having to make a saving
cumulative. A shaken character who is made shaken throw. The creature with the gaze attack gains concealment
again becomes frightened, and a shaken character relative to the opponent. An opponent can shut his eyes, turn
who is made frightened becomes panicked instead. A his back on the creature, or wear a blindfold. In these cases,
frightened character who is made shaken or the opponent does not need to make a saving throw. The
frightened becomes panicked instead. creature with the gaze attack gains total concealment relative
to the opponent.
Fire Immunity A creature with a gaze attack can actively attempt to
A creature with fire immunity never takes use its gaze as an attack action. The creature simply chooses a
fire damage. It has vulnerability to cold, which means target within range, and that opponent must attempt a saving
it takes half again as much (+50%) damage as normal throw. If the target has chosen to defend against the gaze as
from cold, regardless of whether a saving throw is discussed above, the opponent gets a chance to avoid the
allowed, or if the save is a success or failure. saving throw (either 50% chance for averting eyes or 100%
chance for shutting eyes). It is possible for an opponent to
Gaseous Form save against a creature’s gaze twice during the same round,
Some creatures have the supernatural or once before its own action and once during the creature’s
spell–like ability to take the form of a cloud of vapor action.
or gas. Looking at the creature’s image (such as in a mirror
Creatures in gaseous form can’t run but can or as part of an illusion) does not subject the viewer to a gaze
fly. A gaseous creature can move about and do the attack.
things that a cloud of gas can conceivably do, such as A creature is immune to its own gaze attack.
flow through the crack under a door. It can’t,

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If visibility is limited (by dim lighting, a fog, Incorporeal creatures pass through and operate in
or the like) so that it results in concealment, there is a water as easily as they do in air.
percentage chance equal to the normal miss chance Incorporeal creatures cannot fall or take falling
for that degree of concealment that a character won’t damage.
need to make a saving throw in a given round. This Corporeal creatures cannot trip or grapple incorporeal
chance is not cumulative with the chance for averting creatures.
your eyes, but is rolled separately. Incorporeal creatures have no weight and do not set
Invisible creatures cannot use gaze attacks. off traps that are triggered by weight.
Characters using darkvision in complete Incorporeal creatures do not leave footprints, have no
darkness are affected by a gaze attack normally. scent, and make no noise unless they manifest, and even then
Unless specified otherwise, a creature with a they only make noise intentionally.
gaze attack can control its gaze attack and “turn it off
” when so desired. Invisibility
The ability to move about unseen is not foolproof.
Incorporeality While they can’t be seen, invisible creatures can be heard,
Spectres, wraiths, and a few other creatures smelled, or felt.
lack physical bodies. Such creatures are insubstantial Invisibility makes a creature undetectable by vision,
and can’t be touched by nonmagical matter or energy. including darkvision. Invisibility does not, by itself, make a
Likewise, they cannot manipulate objects or exert creature immune to critical hits, but it does make the creature
physical force on objects. However, incorporeal immune to extra damage from being a ranger’s favored enemy
beings have a tangible presence that sometimes and from sneak attacks.
seems like a physical attack against a corporeal A creature can generally notice the presence of an
creature. active invisible creature within 30 feet with a DC 20
Incorporeal creatures are present on the Perception (Spot) check. The observer gains a hunch that
same plane as the characters, and characters have “something’s there” but can’t see it or target it accurately with
some chance to affect them. an attack. A creature who is holding still is very hard to notice
Incorporeal creatures can be harmed only by (DC 30). An inanimate object, an unliving creature holding
other incorporeal creatures, by magic weapons, or by still, or a completely immobile creature is even harder to spot
spells, spell–like effects, or supernatural effects. They (DC 40). It’s practically impossible (+20 DC) to pinpoint an
are immune to all nonmagical attack forms. They are invisible creature’s location with a Perception (Spot) check,
not burned by normal fires, affected by natural cold, and even if a character succeeds on such a check, the invisible
or harmed by mundane acids. creature still benefits from total concealment (50% miss
Even when struck by magic or magic chance).
weapons, an incorporeal creature has a 50% chance A creature can use hearing to find an invisible
to ignore any damage from a corporeal source— creature. A character can make a Perception (Listen) check for
except for a force effect or damage dealt by a ghost this purpose as a free action each round. A Perception (Listen)
touch weapon. check result at least equal to the invisible creature’s Stealth
Incorporeal creatures are immune to critical (Move Silently) check result reveals its presence. (A creature
hits, extra damage from being favored enemies, and with no ranks in Stealth (Move Silently) makes a Stealth
take half damage from sneak attacks. They move in (Move Silently) check as a Dexterity check to which an armor
any direction (including up or down) at will. They do check penalty applies.) A successful check lets a character
not need to walk on the ground. They can pass hear an invisible creature “over there somewhere.” It’s
through solid objects at will, although they cannot see practically impossible to pinpoint the location of an invisible
when their eyes are within solid matter. creature. A Perception (Listen) check that beats the DC by 20
Incorporeal creatures hiding inside solid pinpoints the invisible creature’s location.
objects get a +2 circumstance bonus on Perception
(Listen) checks, because solid objects carry sound Invisible Creature is… DC
well. Pinpointing an opponent from inside a solid In combat or speaking 0
object uses the same rules as pinpointing invisible Moving at half speed Move Silently check
opponents (see Invisibility, below). result
Incorporeal creatures are inaudible unless Moving at full speed Move Silently check
they decide to make noise. result –4
The physical attacks of incorporeal creatures Running or charging Move Silently check
ignore material armor, even magic armor, unless it is result –20
made of force (such as mage armor or bracers of Some distance away +1 per 10 feet
armor) or has the ghost touch ability. Behind an obstacle +5
(door)

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Behind an obstacle +15 indicate a miss. (Alternatively, make one 25% miss chance
(stone wall) roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise
A creature can grope about to find an invisible interact with) creatures regardless of invisibility.
creature. A character can make a touch attack with An invisible burning torch still gives off light, as
his hands or a weapon into two adjacent 5–foot does an invisible object with a light spell (or similar spell) cast
squares using a standard action. If an invisible target upon it.
is in the designated area, there is a 50% miss chance Ethereal creatures are invisible. Since ethereal
on the touch attack. If successful, the groping creatures are not materially present, Perception (Spot) checks,
character deals no damage but has successfully Perception (Listen) checks, Scent, Blind–Fight, and blindsight
pinpointed the invisible creature’s current location. don’t help locate them. Incorporeal creatures are often
(If the invisible creature moves, its location, invisible. Scent, Blind–Fight, and blindsight don’t help
obviously, is once again unknown.) creatures find or attack invisible, incorporeal creatures, but
If an invisible creature strikes a character, Perception (Spot) checks and possibly Perception (Listen)
the character struck still knows the location of the checks can help.
creature that struck him (until, of course, the invisible Invisible creatures cannot use gaze attacks.
creature moves). The only exception is if the invisible Invisibility does not thwart detect spells.
creature has a reach greater than 5 feet. In this case, Since some creatures can detect or even see invisible
the struck character knows the general location of the creatures, it is helpful to be able to hide even when invisible.
creature but has not pinpointed the exact location.
If a character tries to attack an invisible Level Loss
creature whose location he has pinpointed, he attacks A character who loses a level instantly loses one Hit
normally, but the invisible creature still benefits from Die. The character’s base attack bonus, base saving throw
full concealment (and thus a 50% miss chance). A bonuses, and special class abilities are now reduced to the
particularly large and slow creature might get a new, lower level. Likewise, the character loses any ability
smaller miss chance. score gain, skill ranks, and any feat associated with the level
If a character tries to attack an invisible (if applicable). If the exact ability score or skill ranks
creature whose location he has not pinpointed, have increased from a level now lost is unknown (or the player has
the player choose the space where the character will forgotten), lose 1 point from the highest ability score or ranks
direct the attack. If the invisible creature is there, from the highest–ranked skills. If a familiar or companion
conduct the attack normally. creature has abilities tied to a character who has lost a level,
If the enemy’s not there, roll the miss the creature’s abilities are adjusted to fit the character’s new
chance as if it were there, don’t let the player see the level.
result, and tell him that the character has missed. That The victim’s experience point total is immediately set
way the player doesn’t know whether the attack to the midpoint of the previous level.
missed because the enemy’s not there or because you
successfully rolled the miss chance. Low–Light Vision
If an invisible character picks up a visible Characters with low–light vision have eyes that are
object, the object remains visible. One could coat an so sensitive to light that they can see twice as far as normal in
invisible object with flour to at least keep track of its dim light. Low–light vision is color vision. A spellcaster with
position (until the flour fell off or blew away). An low–light vision can read a scroll as long as even the tiniest
invisible creature can pick up a small visible item and candle flame is next to her as a source of light.
hide it on his person (tucked in a pocket or behind a Characters with low–light vision can see outdoors on
cloak) and render it effectively invisible. a moonlit night as well as they can during the day.
Invisible creatures leave tracks. They can be
tracked normally. Footprints in sand, mud, or other Paralysis
soft surfaces can give enemies clues to an invisible Some monsters and spells have the supernatural or
creature’s location. spell–like ability to paralyze their victims, immobilizing them
An invisible creature in the water displaces through magical means. (Paralysis from toxins is discussed in
water, revealing its location. The invisible creature, the Poison section below.)
however, is still hard to see and benefits from A paralyzed character cannot move, speak, or take
concealment. any physical action. He is rooted to the spot, frozen and
A creature with the scent ability can detect helpless. Not even friends can move his limbs. He may take
an invisible creature as it would a visible one. purely mental actions, such as casting a spell with no
A creature with the Blind–Fight feat has a components.
better chance to hit an invisible creature. Roll the
miss chance twice, and he misses only if both rolls

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A winged creature flying in the air at the The characteristics of poisons are summarized on
time that it becomes paralyzed cannot flap its wings Table: Poisons. Terms on the table are defined below.
and falls. A swimmer can’t swim and may drown. Type: The poison’s method of delivery (contact, ingested,
inhaled, or via an injury) and the Fortitude save DC to avoid
Poison the poison’s damage.
When a character takes damage from an Initial Damage: The damage the character takes immediately
attack with a poisoned weapon, touches an item upon failing his saving throw against this poison. Ability
smeared with contact poison, consumes poisoned damage is temporary unless marked with an asterisk (*), in
food or drink, or is otherwise poisoned, he must make which case the loss is a permanent drain. Paralysis lasts for
a Fortitude saving throw. If he fails, he takes the 2d6 minutes.
poison’s initial damage (usually ability damage). Secondary Damage: The amount of damage the character
Even if he succeeds, he typically faces more damage takes 10 minutes, and every 10 minutes thereafter after
1 minute later, which he can also avoid with a exposure as a result of the poisoning, if he fails a saving throw
successful Fortitude saving throw. (check each time poison damage is to be applied).
One dose of poison smeared on a weapon or Unconsciousness lasts for 1d3 hours. Ability damage marked
some other object affects just a single target. A with an asterisk is permanent drain instead of temporary
poisoned weapon or object retains its venom until the damage.
weapon scores a hit or the object is touched (unless Price: The cost of one dose (one vial) of the poison. It is not
the poison is wiped off before a target comes in possible to use or apply poison in any quantity smaller than
contact with it). Any poison smeared on an object or one dose. The purchase and possession of poison is always
exposed to the elements in any way remains potent illegal, and even in big cities it can be obtained only from
until it is touched or used. specialized, less than reputable sources.
Although supernatural and spell–like
poisons are possible, poisonous effects are almost Perils of Using Poison
always extraordinary. Poisons can be divided into A character has a chance of exposing himself to a
four basic types according to the method by which poison whenever he applies it to a weapon or otherwise
their effect is delivered, as follows. readies it for use. Additionally, a character who rolls a natural
Contact: Merely touching this type of poison 1 on an attack roll with a poisoned weapon must make a DC
necessitates a saving throw. It can be actively 15 Reflex save or accidentally poison himself with the
delivered via a weapon or a touch attack. Even if a weapon.
creature has sufficient damage reduction to avoid The table below summarizes the chance of accidental
taking any damage from the attack, the poison can poisoning.
still affect it. A chest or other object can be smeared
with contact poison as part of a trap. Poison DC Chance of
Ingested: Ingested poisons are virtually impossible Accidental
to utilize in a combat situation. A poisoner could Poison
administer a potion to an unconscious creature or 10–13 1 in 20
attempt to dupe someone into drinking or eating 14–16 2 in 20
something poisoned. Assassins and other characters 17–19 3 in 20
tend to use ingested poisons outside of combat. 20–22 4 in 20
Inhaled: Inhaled poisons are usually contained in 23–25 5 in 20
fragile vials or eggshells. They can be thrown as a 26–28 6 in 20
ranged attack with a range increment of 10 feet. 29–31 7 in 20
When it strikes a hard surface (or is struck hard), the 31–34 8 in 20
container releases its poison. One dose spreads to fill 35–37 9 in 20
the volume of a 10–foot cube. Each creature within 38+ 10 in 20
the area must make a saving throw. (Holding one’s
breath is ineffective against inhaled poisons; they
affect the nasal membranes, tear ducts, and other Poison Immunities
parts of the body.) Creatures with natural poison attacks are immune to
Injury: This poison must be delivered through a their own poison. Nonliving creatures (constructs and undead)
wound. If a creature has sufficient damage reduction and creatures without metabolisms (such as elementals) are
to avoid taking any damage from the attack, the always immune to poison. Oozes, plants, and certain kinds of
poison does not affect it. Traps that cause damage outsiders are also immune to poison, although conceivably
from weapons, needles, and the like sometimes special poisons could be concocted specifically to harm them.
contain injury poisons.
Poison Type Init Dam Sec Dam Price Accident

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al
Poison
Nitharit Contact DC 13 0 3d6 Con 650 gp 1 in 20
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp 2 in 20
Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp 2 in 20
Terinav root Contract DC 16 1d6 Dex 2d6 Dex 5750 gp 2 in 20
Black lotus extract Contact DC 20 3d6 Con 3d6 Con 4,500 gp 4 in 20
Dragon Bile Contact DC 26 3d6 Str 0 1,500 gp 7 in 20
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 int 180 gp 1 in 20
Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp 1 in 20
Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp 2 in 20
Oil of taggit Ingested DC 15 0 Unconsiousness 90 gp 2 in 20
Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp 3 in 20
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp 3 in 20
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha* 1,000 gp 2 in 20
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp 2 in 20
Burnt othur fumes Inhaled DC 18 1 Con* 3d6 Con 2,100 gp 3 in 20
Black adder venom Injury DC 11 1d6 Con 1d6 Con 120 gp 1 in 20
Small Centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp 1 in 20
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp 1 in 20
Drow Poison Injury DC 13 Unconsiousness Unconsiousness for 2d4 75 gp 1 in 20
hours
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp 1 in 20
Blue whinnis Injury DC 14 1 Con Unconsiousness 120 gp 2 in 20
Medium spider venom Injury DC 14 1d4 Str 1d4 Str 150 gp 2 in 20
Shadow essence Injury DC 17 1 Str* 2d6 Str 250 gp 3 in 20
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp 3 in 20
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp 3 in 20
Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex 210 gp 3 in 20
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp 4 in 20
Purple worm poison Injury DC 24 1d6 Str 2d6 Str 700 gp
*
Permanent drain, not temporary damage.
Psionics
Polymorph Telepathy, mental combat and psychic powers—psionics is a
Magic can cause creatures and characters to change catchall word that describes special mental abilities possessed
their shapes—sometimes against their will, but by various creatures. These are spell–like abilities that a
usually togain an advantage. Polymorphed creatures creature generates from the power of its mind alone—no other
retain their own minds but have new physical forms. outside magical force or ritual is needed. Each psionic
The polymorph spell defines the general creature’s description contains details on its psionic abilities.
polymorph effect. Psionic attacks almost always allow Will saving throws to
Since creatures do not change types, a resist them. However, not all psionic attacks are mental
slaying or bane weapon designed to kill or harm attacks. Some psionic abilities allow the psionic creature to
creatures of a specific type affects those creatures reshape its own body, heal its wounds, or teleport great
even if they are polymorphed. Likewise, a creature distances. Some psionic creatures can see into the future, the
polymorphed into the form of a creature of a different past, and the present (in far–off locales) as well as read the
type is not subject to slaying and bane effects minds of others.
directed at that type of creature.
A ranger’s favored enemy bonus is based on Rays
knowing what the foe is, so if a creature that is a All ray attacks require the attacker to make a
ranger’s favored enemy polymorphs into another successful ranged touch attack against the target. Rays have
form, the ranger is denied his bonus, unless he is varying ranges, which are simple maximums. A ray’s attack
aware of the transformation. roll never takes a range penalty. Even if a ray hits, it usually
A dwarf ’s bonus for fighting giants is based allows the target to make a saving throw (Fortitude or Will).
on shape and size, so he does not gain a bonus Rays never allow a Reflex saving throw, but if a character’s
against a giant polymorphed into something else, but Dexterity bonus to AC is high, it might be hard to hit her with
does gain the bonus against any creature the ray in the first place.
polymorphed into a giant.

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Regeneration need not even be aware of the threat for its spell resistance to
Creatures with this extraordinary ability operate.
recover from wounds quickly and can even regrow or Only spells and spell–like abilities are subject to spell
reattach severed body parts. Damage dealt to the resistance. Extraordinary and supernatural abilities (including
creature is treated as nonlethal damage, and the magic bonuses on magic weapons) are not. A creature can
creature automatically cures itself of nonlethal have some abilities that are subject to spell resistance and
damage at a fixed rate. some that are not. Even some spells ignore spell resistance;
Certain attack forms, typically fire and acid, see When Spell Resistance Applies, below.
deal damage to the creature normally; that sort of A creature can voluntarily lower its spell resistance.
damage doesn’t convert to nonlethal damage and so Doing so is a standard action that does not provoke an attack
doesn’t go away. The creature’s description includes of opportunity. Once a creature lowers its resistance, it
the details. remains down until the creature’s next turn. At the beginning
Creatures with regeneration can regrow lost of the creature’s next turn, the creature’s spell resistance
portions of their bodies and can reattach severed automatically returns unless the creature intentionally keeps it
limbs or body parts. Severed parts die if they are not down (also a standard action that does not provoke an attack
reattached. of opportunity).
Regeneration does not restore hit points lost A creature’s spell resistance never interferes with its
from starvation, thirst, or suffocation. own spells, items, or abilities.
Attack forms that don’t deal hit point A creature with spell resistance cannot impart this
damage ignore regeneration. power to others by touching them or standing in their midst.
An attack that can cause instant death only Only the rarest of creatures and a few magic items
threatens the creature with death if it is delivered by have the ability to bestow spell resistance upon another.
weapons that deal it lethal damage. Spell resistance does not stack. It overlaps.

Resistance To Energy When Spell Resistance Applies


A creature with resistance to energy has the Each spell includes an entry that indicates whether
ability (usually extraordinary) to ignore some damage spell resistance applies to the spell. In general, whether spell
of a certain type each round, but it does not have total resistance applies depends on what the spell does:
immunity. Targeted Spells: Spell resistance applies if the spell is
Each resistance ability is defined by what targeted at the creature. Some individually targeted spells can
energy type it resists and how many points of damage be directed at several creatures simultaneously. In such cases,
are resisted. It doesn’t matter whether the damage has a creature’s spell resistance applies only to the portion of the
a mundane or magical source. spell actually targeted at that creature. If several different
When resistance completely negates the damage from resistant creatures are subjected to such a spell, each checks its
an energy attack, the attack does not disrupt a spell. spell resistance separately.
This resistance does not stack with the Area Spells: Spell resistance applies if the resistant creature is
resistance that a spell might provide. within the spell’s area. It protects the resistant creature without
affecting the spell itself.
Scent Effect Spells: Most effect spells summon or create something
This extraordinary ability lets a creature and are not subject to spell resistance.
detect approaching enemies, sniff out hidden foes, Sometimes, however, spell resistance applies to
and track by sense of smell. effect spells, usually to those that act upon a creature more or
A creature with the scent ability gains a +8 less directly, such as web.
racial bonus to Perception (Smell) skill checks. Spell resistance can protect a creature from a spell
that’s already been cast. Check spell resistance when the
Spell Resistance creature is first affected by the spell.
Spell resistance is the extraordinary ability Check spell resistance only once for any particular
to avoid being affected by spells. (Some spells also casting of a spell or use of a spell–like ability. If spell
grant spell resistance.) resistance fails the first time, it fails each time the creature
To affect a creature that has spell resistance, encounters that same casting of the spell. Likewise, if the spell
a spellcaster must make a caster level check (1d20 + resistance succeeds the first time, it always succeeds. If the
½ caster’s level + Casting spell level) at least equal to creature has voluntarily lowered its spell resistance and is then
the creature’s spell resistance. (The defender’s spell subjected to a spell, the creature still has a single chance to
resistance is like an Armor Class against magical resist that spell later, when its spell resistance is up.
attacks.) If the caster fails the check, the spell doesn’t Spell resistance has no effect unless the energy
affect the creature. The possessor does not have to do created or released by the spell actually goes to work on the
anything special to use spell resistance. The creature resistant creature’s mind or body. If the spell acts on anything

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else and the creature is affected as a consequence, no


roll is required. Creatures can be harmed by a spell Successful Spell Resistance
without being directly affected. Spell resistance prevents a spell or a spell–like ability
Spell resistance does not apply if an effect fools the from affecting or harming the resistant creature, but it never
creature’s senses or reveals something about the removes a magical effect from another creature or negates a
creature. spell’s effect on another creature. Spell resistance prevents a
Magic actually has to be working for spell spell from disrupting another spell.
resistance to apply. Spells that have instantaneous Against an ongoing spell that has already been cast, a
durations but lasting results aren’t subject to spell failed check against spell resistance allows the resistant
resistance unless the resistant creature is exposed to creature to ignore any effect the spell might have. The magic
the spell the instant it is cast. continues to affect others normally.
When in doubt about whether a spell’s effect
is direct or indirect, consider the spell’s school: Tremorsense
Abjuration: The target creature must be harmed,
A creature with tremorsense automatically senses the location
changed, or restricted in some manner for spell
of anything that is in contact with the ground and within
resistance to apply. Perception changes aren’t subject
range.
to spell resistance.
If no straight path exists through the ground from the
Abjurations that block or negate attacks are
creature to those that it’s sensing, then the range defines the
not subject to an attacker’s spell resistance—it is the
maximum distance of the shortest indirect path. It must itself
protected creature that is affected by the spell
be in contact with the ground, and the creatures must be
(becoming immune or resistant to the attack).
moving.
Conjuration: These spells are usually not subject to
As long as the other creatures are taking physical
spell resistance unless the spell conjures some form
actions, including casting spells with somatic components,
of energy. Spells that summon creatures or produce
they’re considered moving; they don’t have to move from
effects that function like creatures are not subject to
place to place for a creature with tremorsense to detect them.
spell resistance.
Divination: These spells do not affect creatures
directly and are not subject to spell resistance, even Turn Resistance
though what they reveal about a creature might be Some creatures (usually undead) are less easily affected by the
very damaging. turning ability of clerics or paladins. Turn resistance is an
Enchantment: Since enchantment spells affect extraordinary ability.
creatures’ minds, they are typically subject to spell When resolving a turn, rebuke, command, or bolster
resistance. attempt, added the appropriate bonus to the creature’s save
Evocation: If an evocation spell deals damage to the against the attempt.
creature, it has a direct effect. If the spell damages
something else, it has an indirect effect. Conditions
Illusion: These spells are almost never subject to If more than one condition affects a character, apply
spell resistance. Illusions that entail a direct attack are them all. If certain effects can’t combine, apply the most
exceptions. severe effect.
Necromancy: Most of these spells alter the target
creature’s life force and are subject to spell Ability Damaged
resistance. The character has temporarily lost 1 or more ability
Unusual necromancy spells that don’t affect score points. Lost points return at a rate of 1 per day unless
other creatures directly are not subject to spell noted otherwise by the condition dealing the damage. A
resistance. character with Strength 0 falls to the ground and is helpless. A
Transmutation: These spells are subject to spell character with Dexterity 0 is paralyzed. A character with
resistance if they transform the target creature. Constitution 0 is dead. A character with Intelligence, Wisdom,
Transmutation spells are not subject to spell or Charisma 0 is unconscious. Ability damage is different
resistance if they are targeted on a point in space from penalties to ability scores, which go away when the
instead of on a creature. Some transmutations make conditions causing them go away.
objects harmful (or more harmful), such as magic
stone. Even these spells are not generally subject to Ability Drained
spell resistance because they affect the objects, not The character has permanently lost 1 or more ability
the creatures against which the objects are used. Spell score points. The character can regain these points only
resistance works against magic stone only if the through magical means. A character with Strength 0 falls to
creature with spell resistance is holding the stones the ground and is helpless. A character with Dexterity 0 is
when the cleric casts magic stone on them.

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paralyzed. A character with Constitution 0 is dead. A repaired. Most craftsmen charge 1/10 the item’s total cost to
character with Intelligence, Wisdom, or Charisma 0 repair such damage (more if the item is badly damaged).
is unconscious.
Checked
Blinded Prevented from achieving forward motion by an applied force,
The character cannot see. He takes a –2 such as wind. Checked creatures on the ground merely stop.
penalty to Armor Class, loses his Dexterity bonus to Checked flying creatures move back a distance specified in the
AC (if any), moves at half speed, and takes a –4 description of the effect.
penalty on Perception (Spot) checks and on most
Strength– and Dexterity–based skill checks. All Confused
checks and activities that rely on vision (such as A confused character’s actions are determined by rolling d% at
reading and Perception (Spot) checks) automatically the beginning of his turn: 01–10, attack caster with melee or
fail. All opponents are considered to have total ranged weapons (or close with caster if attacking is not
concealment (50% miss chance) to the blinded possible); 11–20, act normally; 21–50, do nothing but babble
character. Characters who remain blinded for a long incoherently; 51–70, flee away from caster at top possible
time grow accustomed to these drawbacks and can speed; 71–100, attack nearest creature (for this purpose, a
overcome some of them. familiar counts as part of the subject’s self ). A confused
character who can’t carry out the indicated action does nothing
Blown Away but babble incoherently. Attackers are not at any special
Depending on its size, a creature can be advantage when attacking a confused character. Any confused
blown away by winds of high velocity. A creature on character who is attacked automatically attacks its attackers on
the ground that is blown away is knocked down and its next turn, as long as it is still confused when its turn comes.
rolls 1d4 x 10 feet, taking 1d4 points of nonlethal A confused character does not make attacks of opportunity
damage per 10 feet. A flying creature that is blown against any creature that it is not already devoted to attacking
away is blown back 2d6 x 10 feet and takes 2d6 (either because of its most recent action or because it has just
points of nonlethal damage due to battering and been attacked).
buffering.
Cowering
Broken The character is frozen in fear and can take no
Items that have taken damage gain the actions. A cowering character takes a –2 penalty to Armor
broken condition, meaning they are less effective at Class and loses her Dexterity bonus (if any).
their designated task. The broken condition has the
following effects, depending upon the item: Dazed
If the item is a weapon, any attacks made The creature is unable to act normally. A dazed creature can
with the item suffer a –2 penalty on attack and take no actions, but has no penalty to AC.
damage rolls. Such weapons only score a critical hit A dazed condition typically lasts 1 round.
on a natural 20 and only deal ×2 damage.
If the item is a suit of armor or a shield, the Dazzled
bonus it grants to AC is halved, rounding down. The creature is unable to see well because of overstimulation
Broken armor doubles its armor check penalty on of the eyes. A dazzled creature takes
skills. a –1 penalty on attack rolls, Perception (Spot) checks, and
It the item is a tool needed for a skill, any Perception (Spot) checks.
skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice Dead
as many charges when it is used. The character’s hit points are reduced to a number
If the item does not fit into any of these exceeding his unmodified Constitution score, his Constitution
categories, the broken condition has no effect on its drops to 0, or he is killed outright by a spell or effect. The
use. Items with the broken condition, regardless of character’s soul leaves his body. Dead characters cannot
type, are worth 75% of their normal value. If the item benefit from normal or magical healing, but they can be
is magical, it can only be repaired with a mending or restored to life via magic. A dead body decays normally unless
make whole spell cast by a character with a caster magically preserved, but magic that restores a dead character
level equal to or higher than the item and then, only if to life also restores the body either to full health or to its
the spell eliminates all of the damage the object has condition at the time of death (depending on the spell or
taken. Non–magical items can be repaired in a similar device). Either way, resurrected characters need not worry
fashion, or through the Craft skill used to create it. about rigor mortis, decomposition, and other conditions that
Generally speaking, this requires a DC 20 Craft affect dead bodies.
check and 1 hour of work per point of damage to be

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You can attempt to bring a dead character You can use the Survival (Heal) skill to stabilize a
back to life by mundane means if you work quickly. dying character. You cannot attempt to heal damage with a
As a full–round action, if you make a successful Survival (Heal) check until you have stabilized a character.
Survival (Heal) check against a DC of 30 + 2 per
round since the victim’s death, you can return the Energy Drained
victim to life at a number of negative hit points one The character gains one or more negative levels,
less than the person’s unmodified constitution. This which might permanently drain the character’s levels. If the
also automatically stabilizes the victim. subject has at least as many negative levels as Hit Dice, he
dies. Each negative level gives a creature the following
Deafened penalties: –1 penalty on attack rolls, saving throws, skill
A deafened character cannot hear. She takes checks, ability checks; loss of 5 hit points; and –1 to effective
a –4 penalty on initiative checks, automatically fails level (for determining the power, duration, DC, and other
Perception (Listen) checks, and has a 20% chance of details of spells or special abilities). In addition, a spellcaster
spell failure when casting spells with verbal loses one spell or spell slot from the highest spell level
components. Characters who remain deafened for a castable.
long time grow accustomed to these drawbacks and
can overcome some of them. Entangled
The character is ensnared. Being entangled impedes
Disabled movement, but does not entirely prevent it
A character with 0 hit points, or one who has unless the bonds are anchored to an immobile object or
negative hit points but has become stable and tethered by an opposing force. An entangled creature moves at
conscious, is disabled. A disabled character may take half speed, cannot run or charge, and takes a –2 penalty on all
a single move action or standard action each round attack rolls and a –4 penalty to Dexterity.
(but not both, nor can she take full–round actions). An entangled character who attempts to cast a spell
She moves at half speed. Taking move actions must make aSpellcraft check (DC 15 + the spell’s level) or
doesn’t risk further injury, but performing any lose the spell.
standard action (or any other action the GM deems
strenuous, including some free actions such as Exhausted
casting a quickened spell) deals 1 point of damage An exhausted character moves at half speed and takes
after the completion of the act. Unless the action a –6 penalty to Strength and Dexterity.
increased the disabled character’s hit points, she is After 1 hour of complete rest, an exhausted character
now in negative hit points and dying. becomes fatigued. A fatigued character becomes exhausted by
A disabled character with negative hit points doing something else that would normally cause fatigue.
recovers hit points naturally if she is being helped. Exhausted is a more extreme version of fatigue – you
Otherwise, each day she has a 10% chance to start do not apply both conditions at once, only the more severe
recovering hit points naturally (starting with that form (in this case, exhausted).
day); otherwise, she loses 1 hit point. Once an
unaided character starts recovering hit points Fascinated
naturally, she is no longer in danger of losing hit A fascinated creature is entranced by a supernatural
points (even if her current hit points are negative). or spell effect. The creature stands or sits quietly, taking no
actions other than to pay attention to the fascinating effect, for
Dying as long as the effect lasts. It takes a –4 penalty on skill checks
A dying character is unconscious and near death. She made as reactions, such as Perception (Listen) and Perception
has –1 to a negative hit point value less than her (Spot) checks. Any potential threat, such as a hostile creature
unmodified Constitution score. A dying character can approaching, allows the fascinated creature a new saving
take no actions and is unconscious. At the end of throw against the fascinating effect. Any obvious threat, such
each round (starting with the round in which the as someone drawing a weapon, casting a spell, or aiming a
character dropped below 0 hit points), the character ranged weapon at the fascinated creature, automatically breaks
rolls d% to see whether she becomes stable. She has a the effect. A fascinated creature’s ally may shake it free of the
10% chance to become stable. If she does not, she spell as a standard action.
loses 1 hit point. If a dying character reaches –10 hit
points, she is dead. Fatigued
You can feed a potion (such as a potion of A fatigued character can neither run nor charge and
cure light wounds) to a dying individual as a full– takes a –2 penalty to Strength and Dexterity.
round action. Healing potions and magic Doing anything that would normally cause fatigue
automatically stabilize a dying character as well as causes the fatigued character to become exhausted. After 8
heal their normal damage.

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hours of complete rest, fatigued characters are no Incorporeal


longer fatigued. Having no physical body. Incorporeal creatures are
immune to all nonmagical attack forms. They can be harmed
Flat–Footed only by other incorporeal creatures, +1 or better magic
A character who has not yet acted during a weapons, spells, spell–like effects, or supernatural effects.
combat is flat–footed, not yet reacting normally to the
situation. A flat–footed character loses his Dexterity Invisible
bonus to AC (if any) and cannot make attacks of Visually undetectable. An invisible creature gains a
opportunity. +2 bonus on attack rolls against sighted opponents, and
ignores its opponents’ Dexterity bonuses to AC (if any). (See
Frightened Invisibility, under Special Abilities.)
A frightened creature flees from the source
of its fear as best it can. If unable to flee, it may fight. Knocked Down
A frightened creature takes a –2 penalty on Depending on their size, creatures can be knocked
all attack rolls, saving throws, skill checks, and down by winds of high velocity.
ability checks. A frightened creature can use special Creatures on the ground are knocked prone by the
abilities, including spells, to flee; indeed, the creature force of the wind. Flying creatures are instead blown back 1d6
must use such means if they are the only way to x 10 feet.
escape.
Frightened is like shaken, except that the Nauseated
creature must flee if possible. Panicked is a more Experiencing stomach distress. Nauseated creatures
extreme state of fear. are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a
Grappling character can take is a single move action per turn.
Engaged in wrestling or some other form of
hand–to–hand struggle with one or more attackers. A Panicked
grappling character can undertake only a limited A panicked creature must drop anything it holds and
number of actions. He does not threaten any squares, flee at top speed from the source of its fear, as well as any
and loses his Dexterity bonus to AC (if any) against other dangers it encounters, along a random path. It can’t take
opponents he isn’t grappling. any other actions. In addition, the creature takes a –2 penalty
on all saving throws, skill checks, and ability checks. If
Helpless cornered, a panicked creature cowers and does not attack,
A helpless character is paralyzed, held, typically using the total defense action in combat. A panicked
bound, sleeping, unconscious, or otherwise creature can use special abilities, including spells, to flee;
completely at an opponent’s mercy. A helpless target indeed, the creature must use such means if they are the only
is treated as having a Dexterity of 0 (–5 modifier). way to
Melee attacks against a helpless target get a +4 bonus escape.
(equivalent to attacking a prone target). Ranged Panicked is a more extreme state of fear than shaken
attacks gets no special bonus against helpless targets. or frightened.
Rogues can sneak attack helpless targets.
As a full–round action, an enemy can use a Paralyzed
melee weapon to deliver a coup de grace to a helpless A paralyzed character is frozen in place and unable to
foe. An enemy can also use a bow or crossbow, move or act. A paralyzed character has effective Dexterity and
provided he is adjacent to the target. The attacker Strength scores of 0 and is helpless, but can take purely mental
automatically hits and scores a critical hit. (A rogue actions. A winged creature flying in the air at the time that it
also gets her sneak attack damage bonus against a becomes paralyzed cannot flap its wings and falls. A
helpless foe when delivering a coup de grace.) If the paralyzed swimmer can’t swim and may drown. A creature
defender survives, he must make a Fortitude save can move through a space occupied by a paralyzed creature—
(DC 10 + damage dealt) or die. ally or not. Each square occupied by a paralyzed creature,
Delivering a coup de grace provokes attacks however, counts as 2 squares.
of opportunity.
Creatures that are immune to critical hits do Petrified
not take critical damage, nor do they need to make A petrified character has been turned to stone and is
Fortitude saves to avoid being killed by a coup de considered unconscious. If a petrified character cracks or
grace. breaks, but the broken pieces are joined with the body as he
returns to flesh, he is unharmed.

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If the character’s petrified body is Stunned


incomplete when it returns to flesh, the body is A stunned creature drops everything held, can’t take
likewise incomplete and there is some amount of actions, takes a –2 penalty to AC, and loses his Dexterity
permanent hit point loss and/or debilitation. bonus to AC (if any).

Pinned Turned
Held immobile (but not helpless) in a Affected by a turn undead attempt. Turned undead
grapple. flee for 10 rounds (1 minute) by the best and fastest means
available to them. If they cannot flee, they cower.
Prone
The character is on the ground. An attacker Unconscious
who is prone has a –4 penalty on melee attack rolls Knocked out and helpless. Unconsciousness can
and cannot use a ranged weapon (except for a result from having current hit points between –1 and a
crossbow). A defender who is prone gains a +4 bonus negative value equal to its unmodified Constitution, or from
to Armor Class against ranged attacks, but takes a –4 nonlethal damage in excess of current hit points.
penalty to AC against melee attacks.
Standing up is a move–equivalent action that
provokes an attack of opportunity.

Shaken
A shaken character takes a –2 penalty on
attack rolls, saving throws, skill checks, and ability
checks.
Shaken is a less severe state of fear than
frightened or panicked.

Sickened
The character takes a –2 penalty on all
attack rolls, weapon damage rolls, saving throws,
skill checks, and ability checks.

Stable
A character who was dying but who has
stopped losing hit points and still has negative hit
points is stable. The character is no longer dying, but
is still unconscious. If the character has become
stable because of aid from another character (such as
a Survival (Heal) check or magical healing), then the
character no longer loses hit points. He has a 10%
chance each hour of becoming conscious and
disabled (even though his hit points are still
negative).
If the character became stable on his own
and hasn’t had help, he is still at risk of losing hit
points. Each hour, he has a 10% chance of becoming
conscious and disabled. Otherwise he loses 1 hit
point.

Staggered
A staggered creature may take a single move action
or standard action each round (but not both, nor can
he take full–round actions). A creature with nonlethal
damage exactly equal to its current hit points gains
the staggered condition.

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Psionics
The use of psionics in an Amberos campaign is
purely optional. Your game will not be diminished
by not using the psionic rules, but if you have
incorporated them into play, the following
information will help you expand upon the base rules.

Manifesting
Psionics are almost unknown in Amberos. For many
years, the creatures of the Realm of Madness
suppressed the growth of psionics on Amberos as a
method to seripticiously gain a foothold in the land.

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Spells spells of that spell level, but you can cast the same spell again
if you haven’t reached your limit.

Spellcasting Concentration
Magic is, overall, quite common in Amberos. To cast a spell, you must concentrate. If something
Though still wielded by those few tutaged in the arts interrupts your concentration while you’re casting, you must
of shaping magic, there seems to be quite a large make a Spellcraft check or lose the spell. The more distracting
number of individuals capable of this feat. the interruption and the higher the level of the spell you are
trying to cast, the higher the DC is. If you fail the check, you
A spell is a one–time magical effect. Spells lose the spell just as if you had cast it to no effect.
come in two types: arcane (cast by bards, sorcerers, Injury: If while trying to cast a spell you take damage, you
and wizards) and divine (cast by clerics, druids, and must make a Spellcraft save (DC 10 + damage taken + the
experienced paladins and rangers). Some spellcasters level of the spell you’re casting). If you fail the check, you
select their spells from a limited list of spells known, lose the spell without effect. The interrupting event strikes
while others have access to a wide variety of options. during spellcasting if it comes between when you start and
Most spellcasters prepare their spells in when you complete a spell (for a spell with a casting time of 1
advance—whether from a spellbook or through full round or more) or if it comes in response to your casting
devout prayers and meditation— while some cast the spell (such as an attack of opportunity provoked by the
spells spontaneously without preparation. spell or a contingent attack, such as a readied action).
Despite these different ways that characters If you are taking continuous damage half the damage
use to learn or prepare their spells, when it comes to is considered to take place while you are casting a spell. You
casting them, the spells are very much alike. must make a Will save (DC 10 + damage that the continuous
Cutting across the categories of arcane and source last dealt + the level of the spell you’re casting). If the
divine spells are the eight schools of magic. These last damage dealt was the last damage that the effect could
schools represent the different ways that spells take deal then the damage is over, and it does not distract you.
effect. Repeated damage does not count as continuous
damage.
Casting Spells Spell: If you are affected by a spell while attempting to cast a
Whether a spell is arcane or divine, and spell of your own, you must make a Spellcraft check or lose
whether a character prepares spells in advance or the spell you are casting. If the spell affecting you deals
chooses them on the spot, casting a spell works the damage, the DC is 10 + points of damage + the level of the
same way. spell you’re casting. If the spell interferes with you or distracts
you in some other way, the DC is the spell’s saving throw DC
Choosing A Spell + the level of the spell you’re casting. For a spell with no
First you must choose which spell to cast. If saving throw, it’s the DC that the spell’s saving throw would
you’re a cleric, druid, experienced paladin, have if a save were allowed.
experienced ranger, or wizard, you select from Grappling or Pinned: The only spells you can cast while
among spells prepared earlier in the day and not yet grappling or pinned are those without somatic components and
cast (see Preparing Wizard Spells and Preparing whose material components (if any) you have in hand. Even
Divine Spells). so, you must make a Spellcraft check (DC 15 + the level of the
If you’re a bard or sorcerer, you can select spell you’re casting) or lose the spell.
any spell you know, provided you are capable of Vigorous Motion: If you are riding on a moving mount,
casting spells of that level or higher. taking a bouncy ride in a wagon, on a small boat in rough
To cast a spell, you must be able to speak (if water, below–decks in a storm–tossed ship, or simply being
the spell has a verbal component), gesture (if it has a jostled in a similar fashion, you must make a Spellcraft check
somatic component), and manipulate the material (DC 10 + the level of the spell you’re casting) or lose the
components or focus (if any). Additionally, you must spell.
concentrate to cast a spell. Violent Motion: If you are on a galloping horse, taking a very
If a spell has multiple versions, you choose rough ride in a wagon, on a small boat in rapids or in a storm,
which version to use when you cast it. You don’t on deck in a storm–tossed ship, or being tossed roughly about
have to prepare (or learn, in the case of a bard or in a similar fashion, you must make a Spellcraft check (DC 15
sorcerer) a specific version of the spell. + the level of the spell you’re casting) or lose the spell.
Once you’ve cast a prepared spell, you can’t Violent Weather: You must make aSpellcraft check if you try
cast it again until you prepare it again. (If you’ve to cast a spell in violent weather. If you are in a high wind
prepared multiple copies of a single spell, you can carrying blinding rain or sleet, the DC is 5 + the level of the
cast each copy once.) If you’re a bard or sorcerer, spell you’re casting. If you are in wind–driven hail, dust, or
casting a spell counts against your daily limit for debris, the DC is 10 + the level of the spell you’re casting. In

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either case, you lose the spell if you fail the Will of their person with a successful DC 15 + (2 x enemy’s spell
save. If the weather is caused by a spell, use the rules level) Spellcraft check. Arcane casters attempting to identify
in the Spell subsection above. a divine spell add +4 to the DC to identify, and vice–versa.
Casting Defensively: If you want to cast a spell If you successfully identify the spell being cast, you
without provoking any attacks of opportunity, you may attempt to perform a counterspell. You must be able to
must make a Spellcraft check (DC 15 + the level of cast spells of the same level as the spell you are countering.
the spell you’re casting) to succeed. You lose the Once you have identified the enemy spell, you expend one of
spell if you fail. your counterspells and make a level check (1d20 + your level)
Entangled: If you want to cast a spell while against a DC of 10 + enemy spellcaster's level. If you have
entangled in a net or by a tanglefoot bag or while the Improved Counterspelling feat, you add +2 to your level
you’re affected by a spell with similar effects, you check. If you equal or exceed the DC of the level check, you
must make a DC 15 Spellcraft check to cast the spell. counter the enemy spell and it is lost from memory. If you fail
You lose the spell if you fail. the level check, the enemy spell works normally.
You may also use the ready action to counterspell an
Counterspelling enemy spell, using the normal rules below or using your
A counterspell is an attempt by a spellcaster to counterspell ability from above. This allows you to possibly
prevent an enemy caster from successfully bringing a shut down an enemy spellcaster who attempts to cast more
spell into effect. A caster can attempt to disrupt the than one spell a round by countering one spell with your
spell energy of an enemy spellcaster by counter– readied action and countering the second with an Attack of
casting, thereby disrupting the accumilation of Opportunity counterspell.
magical energy to form a spell.
Counterspell: A wizard or sorcerer gains a number Ready A Counterspell: As a ready action, you can prepare a
of counterspells per day equal to 3 + spellcasting counterspell. You may prepare a counterspell as above or
modifier. A counterspell is not an actual spell – it is burn one of your own spells to attempt to counter an enemy
in effect knowledge of magic on how to effictively spell.
"shut down" a spell in progress. To use a You must be within 30 feet of the enemy to attempt
counterspell, a spellcaster must know what spell to counterspell when the enemy begins casting. Readying a
he/she is attempting to counterspell and must be counterspell provokes attacks of opportunity, unless
within 30 feet of the enemy spellcaster to effectively defensively performed (as per a normal counterspell). If you
disrupt their ability to manipulate magical energies. intend to burn one of your own spells to counter an enemy’s
Normal counterspelling is an Attack of spell, you make a Level check (adding your spellcasting
Opportunity. Thus, you may counterspell only once modifier) opposed by the enemy’s Will save. If you fail the
per round, unless you have Combat Reflexes. Even if check, the enemy’s spell is cast as normal. If you succeed the
you have Combat Reflexes, you may only attempt to check, you subtract twice the level of the spell you expend
counterspell one spell from an enemy, even if they from the enemy’s caster level. If you have the Improved
use Quicken spell or other methods to unleash more Countering feat, add +2 to your result. If you reduce the
than one spell a round. enemy’s caster level to 0 or less, their spell fails. Otherwise,
Counterspelling provokes Attacks of the enemy’s spell is cast at the reduced level. If you happen to
Opportunity, the same as if you were casting a spell. burn the same exact spell as the enemy was casting, you
You may attempt to defensively counterspell and automatically counter the enemy’s spell.
prevent opponents from gaining an attack of Instead of burning a spell slot, you may use one of
opportunity by making a successful DC 12 + enemy your counterspells to counter a spell, using the normal
spell level Will save. If you are struck for any counterspelling rules.
damage while attempting to counterspell, your Clerics and Paladins do not automatically gain
attempt to counterspell automatically fails. counterspells. However, they may expend one of their
A counterspell requires verbal and somatic Turn/Rebuke attempts to counter, following the counterspell
components, but not material. If you have the Silent rules from above.
metamagic feat, you may counterspell without Bards do not automatically gain counterspells.
requiring a verbal component. If you have the Still However, they may expend one of their Bardic Music uses to
metamagic feat, you may counterspell without attempt to counter, following the counterspell rules from
requiring a somatic component. Counterspelling is above.
affected the same way as spellcasting when the Druids and Rangers gain no innate ability to
counterspeller is deafened or grappled. counterspell. They must burn spells using the readying
To counterspell, a caster must first identify counterspell rules from above.
the enemy spell that is being cast. As a free action, a
spellcaster may attempt once per spell to identify an
enemy spell being cast in line of sight within 30 feet

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Caster Level taking two or more penalties of the same type applies only the
A spell’s power often depends on its caster worst one.
level, which for most spellcasting characters is equal Bringing Back the Dead: Several spells have the power to
to your class level in the class you’re using to cast the restore slain characters to life.
spell. When a living creature dies, its soul departs its body,
You can cast a spell at a lower caster level leaves the Material Plane, travels through the Astral Plane, and
than normal, but the caster level you choose must be goes to abide on the plane where the creature’s deity resides.
high enough for you to cast the spell in question, and If the creature did not worship a deity, its soul departs to the
all level–dependent features must be based on the plane corresponding to its alignment and it cannot be brought
same caster level. back to life from the dead. Bringing someone back from the
In the event that a class feature, domain dead means retrieving his or her soul and returning it to his or
granted power, or other special ability provides an her body.
adjustment to your caster level, that adjustment Level Loss: Any creature brought back to life usually loses
applies not only to effects based on caster level (such one level of experience. The character’s new XP total is
as range, duration, and damage dealt) but also to your midway between the minimum needed for his or her new
caster level check to overcome your target’s spell (reduced) level and the minimum needed for the next one. If
resistance and to the caster level used in dispel the character was 1st level at the time of death, he or she loses
checks (both the dispel check and the DC of the 2 points of Constitution instead of losing a level.
check). This level loss or Constitution loss cannot be repaired
by any mortal means, even wish or miracle. A revived
Spell Failure character can regain a lost level by earning XP through further
If you ever try to cast a spell in conditions adventuring. A revived character who was 1st level at the time
where the characteristics of the spell cannot be made of death can regain lost points of Constitution by improving
to conform, the casting fails and the spell is wasted. his or her Constitution score when he or she attains a level that
Spells also fail if your concentration is allows an ability score increase.
broken and might fail if you’re wearing armor while Preventing Revivification: Enemies can take steps to make it
casting a spell with somatic components. more difficult for a character to be returned from the dead.
Keeping the body prevents others from using raise dead or
The Spell’s Result resurrection to restore the slain character to life. Casting trap
Once you know which creatures (or objects or areas) the soul prevents any sort of revivification unless the soul is
are affected, and whether those creatures have made first released.
uccessful saving throws (if any were allowed), you Revivification against One’s Will: A soul cannot be returned
can apply whatever results a spell entails. to life if it does not wish to be. A soul knows the name,
alignment, and patron deity (if any) of the character
attempting to revive it and may refuse to return on that basis.
Special Spell Effects
Many special spell effects are handled
according to the school of the spells in question
Combining Magical Effects
Certain other special spell features are found across Spells or magical effects usually work as described,
no matter how many other spells or magical effects happen to
spell schools.
Attacks: Some spell descriptions refer to attacking. be operating in the same area or on the same recipient. Except
All offensive combat actions, even those that don’t in special cases, a spell does not affect the way another spell
operates. Whenever a spell has a specific effect on other
damage opponents are considered attacks. Attempts
to turn or rebuke undead count as attacks. All spells spells, the spell description explains that effect. Several other
that opponents resist with saving throws, that deal general rules apply when spells or magical effects operate in
the same place:
damage, or that otherwise harm or hamper subjects
are attacks. Stacking Effects: Spells that provide bonuses or penalties on
Spells that summon monsters or other allies attack rolls, damage rolls, saving throws, and other attributes
usually do not stack with themselves. More generally, two
are not attacks because the spells themselves don’t
harm anyone. bonuses of the same type don’t stack even if they come from
Bonus Types: Usually, a bonus has a type that different spells (or from effects other than spells; see Bonus
Types, above).
indicates how the spell grants the bonus. The
important aspect of bonus types is that two bonuses Different Bonus Names: The bonuses or penalties from two
of the same type don’t generally stack. With the different spells stack if the modifiers are of different types. A
exception of dodge bonuses, most circumstance bonus that isn’t named stacks with any bonus.
bonuses, and racial bonuses, only the better bonus Same Effect More than Once in Different Strengths: In cases
works (see Combining Magical Effects, below). The when two or more identical spells are operating in the same
same principle applies to penalties—a character

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area or on the same target, but at different strengths, increased spell level, or extended casting time. The character
only the best one applies. must decide when casting the spell if she wishes to apply the
Same Effect with Differing Results: The same spell effect of one of her metamagic feats to the spell.
can sometimes produce varying effects if applied to The maximum level of spell to which a caster can
the same recipient more than once. Usually the last apply a metamagic feat is equal to the maximum spell level
spell in the series trumps the others. None of the she is capable of casting (based on her level and ability
previous spells are actually removed or dispelled, but scores), minus the spell level adjustment of the metamagic
their effects become irrelevant while the final spell in feat. If the result of this calculation is less than 0, the character
the series lasts. can’t apply the metamagic feat to any of her spells.
One Effect Makes Another Irrelevant: Sometimes, For instance, a 5th–level wizard is normally capable
one spell can render a later spell irrelevant. Both of casting spells of up to 3rd level. If she chooses to apply her
spells are still active, but one has rendered the other Silent Spell metamagic feat (which uses a spell slot one level
useless in some fashion. higher than normal) to a spell, the maximum level of spell that
Multiple Mental Control Effects: Sometimes she can apply it to is equal to 3 minus 1, or 2nd. Thus, she
magical effects that establish mental control render may make any of her 0–, 1st–, or 2nd–level spells silent. If she
each other irrelevant, such as a spell that removes the had the Maximize Spell feat, she could apply it only to 0–level
subjects ability to act. Mental controls that don’t spells (since a maximized spell is normally cast as a spell three
remove the recipient’s ability to act usually do not levels higher, and 3 minus 3 is 0). Quicken Spell would be of
interfere with each other. If a creature is under the no use to this wizard, since she couldn’t even apply it to 0–
mental control of two or more creatures, it tends to level spells.
obey each to the best of its ability, and to the extent A caster can apply more than one metamagic feat to a
of the control each effect allows. If the controlled spell, or even the same metamagic effect more than once (if
creature receives conflicting orders simultaneously, allowed by the feat’s description). However, to determine the
the competing controllers must make opposed maximum level of spell that can be so affected, add together
Charisma checks to determine which one the creature all the spell level adjustments given for the various feats. A
obeys. 9th–level wizard could enlarge and empower any spell of 2nd
Spells with Opposite Effects: Spells with opposite level or lower (since her maximum spell level is 5th, and the
effects apply normally, with all bonuses, penalties, or total spell level adjustment for Empower Spell and Enlarge
changes accruing in the order that they apply. Some Spell is 3). If a feat may be applied more than once to the
spells negate or counter each other. This is a special same spell (such as Empower Spell), each application counts
effect that is noted in a spell’s description. as one of the caster’s three daily uses.
Instantaneous Effects: Two or more spells with Each time a character selects a metamagic feat, she
instantaneous durations work cumulatively when they gains three daily uses of that feat. Multiple selections of the
affect the same target. same feat are cumulative. For instance, if a caster selects
Empower Spell twice, she may use the feat six times per day
Metamagiced Spells rather than three.
As a spellcaster’s knowledge of magic grows, she can Sorcerers and Bards: Sorcerers and bards choose spells as
learn to cast spells in ways slightly different from the they cast them. The character who selects a metamagic feat
ways in which the spells were originally designed or gains three daily uses of that feat that she can opt to use “on
learned. Preparing and casting a spell in such a way is the fly” without previous preparation, increased spell level, or
harder than normal but, thanks to metamagic feats, at extended casting time. The character must decide when
least it is possible. casting the spell if she wishes to apply the effect of one of her
Spells modified by a metamagic feat use a spell slot metamagic feats to the spell.
higher than normal. This does not change the level of The maximum level of spell to which a caster can
the spell, so the DC for saving throws against it does apply a metamagic feat is equal to the maximum spell level
not go up. she is capable of casting (based on her level and ability
scores), minus the spell level adjustment of the metamagic
Wizards and Divine Spellcasters: Wizards and feat. If the result of this calculation is less than 0, the character
divine spellcasters must prepare their spells in can’t apply the metamagic feat to any of her spells.
advance. For instance, a 5th–level wizard is normally capable
During preparation, the character chooses of casting spells of up to 3rd level. If she chooses to apply her
which spells to prepare with metamagic feats (and Silent Spell metamagic feat (which uses a spell slot one level
thus which ones take up higher–level spell slots than higher than normal) to a spell, the maximum level of spell that
normal). she can apply it to is equal to 3 minus 1, or 2nd. Thus, she
Also, character who selects a metamagic may make any of her 0–, 1st–, or 2nd–level spells silent. If she
feat gains three daily uses of that feat that she can opt had the Maximize Spell feat, she could apply it only to 0–level
to use “on the fly” without previous preparation, spells (since a maximized spell is normally cast as a spell three

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levels higher, and 3 minus 3 is 0). Quicken Spell character doesn’t need the metamagic feat to activate an item
would be of no use to this wizard, since she couldn’t storing a metamagic version of a spell.
even apply it to 0–level spells. Counterspelling Metamagic Spells: Whether or not a spell
A caster can apply more than one has been enhanced by a metamagic feat does not affect its
metamagic feat to a spell, or even the same vulnerability to counterspelling or its ability to counterspell
metamagic effect more than once (if allowed by the another spell.
feat’s description). However, to determine the
maximum level of spell that can be so affected, add Naturally Metamagiced Spells
together all the spell level adjustments given for the An option for spellcasters is to learn and prepare
various feats. A 9th–level wizard could enlarge and naturally metamagicked spells. Wizards must have the
empower any spell of 2nd level or lower (since her metamagicked version inscribed into their spellbooks, bards
maximum spell level is 5th, and the total spell level and sorcerers must have it on their known spell list, and clerics
adjustment for Empower Spell and Enlarge Spell is can use naturally metamagicked spells when memorizing
3). If a feat may be applied more than once to the domain spells. Rangers, paladins and druids can use naturally
same spell (such as Empower Spell), each application metamagicked spells, but the cost to do so is increased even
counts as one of the caster’s three daily uses. further than normal.
Each time a character selects a metamagic A naturally metamagicked spell is one that has one or
feat, she gains three daily uses of that feat. Multiple more metamagic effects already applied to it. An example
selections of the same feat are cumulative. For would be a quickened bull’s strength. The spell is considered
instance, if a caster selects Empower Spell twice, she to be of a level equal to the metamagiced version of the spell.
may use the feat six times per day rather than three. If it is being learned by a spontaneous spellcaster, or used by a
Spontaneous Casting and Metamagic Feats: A divine spellcaster and not a domain spell, add 1 level to the
cleric spontaneously casting a cure or inflict spell can final cost. For example, a wizard would scribe this spell into
cast a metamagic version of it instead. Extra time is his spellbook as a 6th level spell, whereas a sorcerer could add
also required in this case. Casting a 1–action it to his known spell list as a 7th level spell. A cleric could
metamagic spell spontaneously is a full–round action, memorize it as a domain spell as a 6th level spell, or as a 7th
and a spell with a longer casting time takes an extra level spell in his regular spell slots.
full–round action to cast. Note that certain spells in the magic lists would be
Effects of Metamagic Feats on a Spell: In all ways, considered naturally metamagicked spells – for example, mass
a metamagic spell operates at its original spell level, cure light wounds, chain lightning (bolt) and delayed blast
even though it is prepared and cast as a higher–level fireball.
spell. Saving throw modifications are not changed Additional metamagic can be added to a naturally
unless stated otherwise in the feat description. metamagiced spell, but it cannot have the same metamagic
The modifications made by these feats only feat applied to it, and it cannot be cast without the metamagic
apply to spells cast directly by the feat user. A component. In the example above, the quickened bull’s
spellcaster can’t use a metamagic feat to alter a spell strength could never be cast as a regular bull’s strength.
being cast from a wand, scroll, or other device. However, if the caster has the unmetamagicked spell in his
Metamagic feats that eliminate components repitoire, he may use it normally.
of a spell don’t eliminate the attack of opportunity The advantage of a naturally metamagicked spell,
provoked by casting a spell while threatened. obviously, is that you do not have to spend a feat to gain the
However, casting a spell modified by Quicken Spell metamagic feat. This may be desirable if you only intended to
does not provoke an attack of opportunity. use the metamagic on a single spell or two, and feel that the
Metamagic feats cannot be used with all feat slot could be better used for other abilities.
spells. See the specific feat descriptions for the spells There are too many permutations of naturally
that a particular feat can’t modify. metamagicked spells to list here, so it is up to players and
Multiple Metamagic Feats on a Spell: A DMs alike to build any required lists for naturally
spellcaster can apply multiple metamagic feats to a metamagicked spells.
single spell. It is possible to find scrolls with metamagicked spells
Changes to its level are cumulative. You on them, and they are always considered to be naturally
can’t apply the same metamagic feat more than once metamagicked spells, allowing those without the metamagic
to a single spell. feat to cast them normally. Those with the metamagic feat
Magic Items and Metamagic Spells: With the right have the advantage of being able to “reverse engineer” the
item creation feat, you can store a metamagic version spell to cast it or scribe it to a spellbook without the
of a spell in a scroll, potion, or wand. Level limits for metamagic modifier. Thus, if a wizard happened to find a
potions and wands apply to the spell’s higher spell scroll of silent magic missile, he could scribe the spell from
level (after the application of the metamagic feat). A the scroll directly into his spellbook as a 2nd level silent magic
missile. However, without the silent metamagic feat, he could

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not unravel the silent metamagics to scribe it as a arrive in an open location on a surface capable of supporting
magic missile spell in his spellbook. it.
The creature or object must appear within the spell’s
Spell Descriptions range, but it does not have to remain within the range.
The description of each spell is presented in Calling: A calling spell transports a creature from another
a standard format. Each category of information is plane to the plane you are on. The spell grants the creature the
explained and defined below. one–time ability to return to its plane of origin, although the
spell may limit the circumstances under which this is possible.
Creatures who are called actually die when they are killed;
Name
they do not disappear and reform, as do those brought by a
The first line of every spell description gives
summoning spell (see below). The duration of a calling spell is
the name by which the spell is generally known.
instantaneous, which means that the called creature can’t be
dispelled.
School (Subschool) Creation: A creation spell manipulates matter to create an
Beneath the spell name is a line giving the object or creature in the place the spellcaster designates
school of magic (and the subschool, if appropriate) (subject to the limits noted above). If the spell has a duration
that the spell belongs to. other than instantaneous, magic holds the creation together,
Almost every spell belongs to one of eight and when the spell ends, the conjured creature or object
schools of magic. A school of magic is a group of vanishes without a trace.
related spells that work in similar ways. A small If the spell has an instantaneous duration, the created
number of spells (arcane mark, limited wish, object or creature is merely assembled through magic.
permanency, prestidigitation, and wish) are universal, It lasts indefinitely and does not depend on magic for
belonging to no school. its existence.
Healing: Certain divine conjurations heal creatures or even
Abjuration bring them back to life.
Abjurations are protective spells. They Summoning: A summoning spell instantly brings a creature
create physical or magical barriers, negate magical or or object to a place you designate. When the spell ends or is
physical abilities, harm trespassers, or even banish dispelled, a summoned creature is instantly sent back to where
the subject of the spell to another plane of existence. it came from, but a summoned object is not sent back unless
If one abjuration spell is active within 10 the spell description specifically indicates this. A summoned
feet of another for 24 hours or more, the magical creature also goes away if it is killed or if its hit points drop to
fields interfere with each other and create barely 0 or lower. It is not really dead. It takes 24 hours for the
visible energy fluctuations. The DC to find such creature to reform, during which time it can’t be summoned
spells with the Perception (Spot) skill drops by 4. again.
If an abjuration creates a barrier that keeps When the spell that summoned a creature ends and
certain types of creatures at bay, that barrier cannot the creature disappears, all the spells it has cast expire. A
be used to push away those creatures. If you force the summoned creature cannot use any innate summoning or
barrier against such a creature, you feel a discernible spawning abilities it may have, and it refuses to cast any spells
pressure against the barrier. If you continue to apply that would cost it XP, or to use any spell–like abilities that
pressure, you end the spell. would cost XP if they were spells.
Teleportation: A teleportation spell transports one or more
Conjuration creatures or objects a great distance. The most powerful of
Each conjuration spell belongs to one of five these spells can cross planar boundaries. Unlike summoning
subschools. Conjurations bring manifestations of spells, the transportation is (unless otherwise noted) one–way
objects, creatures, or some form of energy to you (the and not dispellable.
summoning subschool), actually transport creatures Teleportation is instantaneous travel through the
from another plane of existence to your plane Astral Plane. Anything that blocks astral travel also blocks
(calling), heal (healing), transport creatures or objects teleportation.
over great distances (teleportation), or create objects
or effects on the spot (creation). Creatures you Divination
conjure usually, but not always, obey your Divination spells enable you to learn secrets long forgotten, to
commands. predict the future, to find hidden things, and to foil deceptive
A creature or object brought into being or spells.
transported to your location by a conjuration spell Many divination spells have cone–shaped areas. These move
cannot appear inside another creature or object, nor with you and extend in the direction you look.
can it appear floating in an empty space. It must The cone defines the area that you can sweep each
round. If you study the same area for multiple rounds, you can

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often gain additional information, as noted in the effects cannot duplicate intelligible speech unless the spell
descriptive text for the spell. description specifically says it can. If intelligible speech is
Scrying: A scrying spell creates an invisible magical possible, it must be in a language you can speak. If you try to
sensor that sends you information. Unless noted duplicate a language you cannot speak, the image produces
otherwise, the sensor has the same powers of sensory gibberish. Likewise, you cannot make a visual copy of
acuity that you possess. This level of acuity includes something unless you know what it looks like.
any spells or effects that target you, but not spells or Because figments and glamers (see below) are unreal,
effects that emanate from you. However, the sensor is they cannot produce real effects the way that other types of
treated as a separate, independent sensory organ of illusions can. They cannot cause damage to objects or
yours, and thus it functions normally even if you creatures, support weight, provide nutrition, or provide
have protection from the elements. Consequently, these spells are
been blinded, deafened, or otherwise suffered sensory useful for confounding or delaying foes, but useless for
impairment. attacking them directly. A figment’s AC is equal to 10 + its
Any creature with an Intelligence score of size modifier.
12 or higher can notice the sensor by making a DC 20 Glamer: A glamer spell changes a subject’s sensory qualities,
Intelligence check. The sensor can be dispelled as if making it look, feel, taste, smell, or sound like something else,
it were an active spell. or even seem to disappear.
Lead sheeting or magical protection blocks a Pattern: Like a figment, a pattern spell creates an image that
scrying spell, and you sense that the spell is so others can see, but a pattern also affects the minds of those
blocked. who see it or are caught in it. All patterns are mind–affecting
spells.
Enchantment Phantasm: A phantasm spell creates a mental image that
Enchantment spells affect the minds of usually only the caster and the subject (or subjects) of the spell
others, influencing or controlling their behavior. can perceive. This impression is totally in the minds of the
All enchantments are mind–affecting spells. subjects. It is a personalized mental impression. (It’s all in
Two types of enchantment spells grant you influence their heads and not a fake picture or something that they
over a subject creature. actually see.) Third parties viewing or studying the scene
Charm: A charm spell changes how the subject don’t notice the phantasm. All phantasms are mind–affecting
views you, typically making it see you as a good spells.
friend. Shadow: A shadow spell creates something that is partially
Compulsion: A compulsion spell forces the subject real from extradimensional energy. Such illusions can have
to act in some manner or changes the way her mind real effects. Damage dealt by a shadow illusion is real.
works. Some compulsion spells determine the Saving Throws and Illusions (Disbelief): Creatures
subject’s actions or the effects on the subject, some encountering an illusion usually do not receive saving throws
compulsion spells allow you to determine the to recognize it as illusory until they study it carefully or
subject’s actions when you cast the spell, and others interact with it in some fashion.
give you ongoing control over the subject. A successful saving throw against an illusion reveals
it to be false, but a figment or phantasm remains as a
translucent outline.
Evocation A failed saving throw indicates that a character fails
Evocation spells manipulate energy or tap an to notice something is amiss. A character faced with proof that
unseen source of power to produce a desired end. In an illusion isn’t real needs no saving throw. If any viewer
effect, they create something out of nothing. Many of successfully disbelieves an illusion and communicates this fact
these spells produce spectacular effects, and to others, each such viewer gains a saving throw with a +4
evocation spells can deal large amounts of damage. bonus.

Illusion Necromancy
Illusion spells deceive the senses or minds Necromancy spells manipulate the power of death,
of others. They cause people to see things that are not unlife, and the life force. Spells involving undead creatures
there, not see things that are there, hear phantom make up a large part of this school.
noises, or remember things that never happened.
Figment: A figment spell creates a false sensation.
Those who perceive the figment perceive the same
Transmutation
thing, not their own slightly different versions of the Transmutation spells change the properties of some creature,
figment. (It is not a personalized mental impression.) thing, or condition.
Figments cannot make something seem to be Polymorph: Polymorph spells change one thing into another.
something else. A figment that includes audible While natural shapechangers can be affected, those with the

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Shapechanger creature subtype can always choose to Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard Wiz.
revert back to their own form once it is their action. The domains a spell can be associated with include
Many polymorph spells have a limitation to Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire,
change into another creature equal to HD + LA Good, Healing, Knowledge, Law, Luck, Magic, Plant,
(Level Adjustment). If a creature does not have a Protection, Strength, Sun, Travel, Trickery, War, and Water.
listed LA, you can use the table below to estimate the
LA of a given creature. The GM has final say in the Components
LA of any creature. A spell’s components are what you must do or
possess to cast it. The Components entry in a spell description
Ability LA includes abbreviations that tell you what type of components it
Natural flight +1 has. Specifics for material, focus, and XP components are
Natural armor +1 given at the end of the descriptive text. Usually you don’t
Greater than 5 ft. reach +1 worry about components, but when you can’t use a component
Unbalanced ability scores1 +1 for some reason or when a material or focus component is
Special Attack (per 2 abilities) +1 expensive, then the components are important.
Special Qualities (per 3 abilities) +1 Verbal (V): A verbal component is a spoken incantation. To
Racial skill bonus +1 provide a verbal component, you must be able to speak in a
Animal type –1 strong voice. A silence spell or a gag spoils the incantation
Size small or smaller –1 (and thus the spell). A spellcaster who has been deafened has a
1 20% chance to spoil any spell with a verbal component that he
“Unbalanced” means that the total ability modifiers
add up to greater than +0. Add in a +1 LA for every or she tries to cast.
+1 ability modifier total above the creature’s HD. Somatic (S): A somatic component is a measured and precise
movement of the hand. You must have at least one hand free
[Descriptor] to provide a somatic component.
Appearing on the same line as the school Material (M): A material component is one or more physical
and subschool, when applicable, is a descriptor that substances or objects that are annihilated by the spell energies
further categorizes the spell in some way. Some in the casting process. Unless a cost is given for a material
spells have more than one descriptor. component, the cost is negligible. Don’t bother to keep track
The descriptors are acid, air, chaotic, cold, of material components with negligible cost. Assume you have
darkness, death, earth, electricity, evil, fear, fire, all you need as long as you have your spell component pouch.
force, good, language–dependent, lawful, light, Expensive Material (XM): The material component has a
mind–affecting, sonic, and water. cost associated with it that must be supplied. Items with an
Most of these descriptors have no game expensive material component cannot be cast with a spell
effect by themselves, but they govern how the spell component pouch nor are subject to use with the Eschew
interacts with other spells, with special abilities, with Material Component feat.
unusual creatures, with alignment, and so on. Focus (F): A focus component is a prop of some sort. Unlike
A language–dependent spell uses intelligible a material component, a focus is not consumed when the spell
language as a medium for communication. If the is cast and can be reused. As with material components, the
target cannot understand or cannot hear what the cost for a focus is negligible unless a price is given. Assume
caster of a language–dependant spell says the spell that focus components of negligible cost are in your spell
fails. component pouch.
A mind–affecting spell works only against Expensive Focus (XF): The focus for the spell has a
creatures with an Intelligence score of 1 or higher. significant cost that must be paid in order to use the spell.
Divine Focus (DF): A divine focus component is an item of
Level spiritual significance. The divine focus for a cleric or a paladin
is a holy symbol appropriate to the character’s faith.
The next line of a spell description gives the
If the Components line includes F/DF or M/DF, the
spell’s level, a number between 0 and 9 that defines
arcane version of the spell has a focus component or a material
the spell’s relative power. This number is preceded
component (the abbreviation before the slash) and the divine
by an abbreviation for the class whose members can
version has a divine focus component (the abbreviation after
cast the spell. The Level entry also indicates whether
the slash).
a spell is a domain spell and, if so, what its domain
XP Cost (XP): Some powerful spells entail an experience
and its level as a domain spell are. A spell’s level
point cost to you. No spell can restore the XP lost in this
affects the DC for any save allowed against the
manner. You cannot spend so much XP that you lose a level,
effect.
so you cannot cast the spell unless you have enough XP to
Names of spellcasting classes are
spare. However, you may, on gaining enough XP to attain a
abbreviated as follows: bard Brd; cleric Clr/Pre; druid
new level, use those XP for casting a spell rather than keeping

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them and advancing a level. The XP are treated just Medium: The spell reaches as far as 100 feet + 10 feet per
like a material component—expended when you cast caster level.
the spell, whether or not the casting succeeds. Long: The spell reaches as far as 400 feet + 40 feet per caster
level.
Casting Time Unlimited: The spell reaches anywhere on the same plane of
Most spells have a casting time of 1 standard existence.
action. Others take 1 round or more, while a few Range Expressed in Feet: Some spells have no standard
require only a free action. range category, just a range expressed in feet.
A spell that takes 1 round to cast is a full–
round action. It comes into effect just before the Aiming A Spell
beginning of your turn in the round after you began You must make some choice about whom the spell is
casting the spell. You then act normally after the to affect or where the effect is to originate, depending on the
spell is completed. type of spell. The next entry in a spell description defines the
A spell that takes 1 minute to cast comes spell’s target (or targets), its effect, or its area, as appropriate.
into effect just before your turn 1 minute later (and Target or Targets: Some spells have a target or targets. You
for each of those 10 rounds, you are casting a spell as cast these spells on creatures or objects, as defined by the spell
a full–round action, just as noted above for 1– round itself. You must be able to see or touch the target, and you
casting times). These actions must be consecutive must specifically choose that target. You do not have to select
and uninterrupted, or the spell automatically fails. your target until you finish casting the spell.
When you begin a spell that takes 1 round or If the target of a spell is yourself (the spell
longer to cast, you must continue the concentration description has a line that reads Target: You), you do not
from the current round to just before your turn in the receive a saving throw, and spell resistance does not apply.
next round (at least). If you lose concentration before The Saving Throw and Spell Resistance lines are omitted from
the casting is complete, you lose the spell. such spells.
A spell with a casting time of 1 free action Some spells restrict you to willing targets only.
doesn’t count against your normal limit of one spell Declaring yourself as a willing target is something that can be
per round. done at any time (even if you’re flat–footed or it isn’t your
However, you may cast such a spell only turn). Unconscious creatures are automatically considered
once per round. Casting a spell with a casting time of willing, but a character who is conscious but immobile or
1 free action doesn’t provoke attacks of opportunity. helpless (such as one who is bound, cowering, grappling,
You make all pertinent decisions about a paralyzed, pinned, or stunned) is not automatically willing.
spell (range, target, area, effect, version, and so forth) Some spells allow you to redirect the effect to new
when the spell comes into effect. targets or areas after you cast the spell. Redirecting a spell is a
move action that does not provoke attacks of opportunity.
Range Effect: Some spells create or summon things rather than
A spell’s range indicates how far from you it affecting things that are already present.
can reach, as defined in the Range entry of the spell You must designate the location where these things
description. are to appear, either by seeing it or defining it. Range
A spell’s range is the maximum distance determines how far away an effect can appear, but if the effect
from you that the spell’s effect can occur, as well as is mobile it can move regardless of the spell’s range.
the maximum distance at which you can designate Ray: Some effects are rays. You aim a ray as if using a ranged
the spell’s point of origin. If any portion of the spell’s weapon, though typically you make a ranged touch attack
area would extend beyond this range, that area is rather than a normal ranged attack. As with a ranged weapon,
wasted. Standard ranges include the following. you can fire into the dark or at an invisible creature and hope
Personal: The spell affects only you. you hit something. You don’t have to see the creature you’re
Touch: You must touch a creature or object to affect trying to hit, as you do with a targeted spell. Intervening
it. A touch spell that deals damage can score a critical creatures and obstacles, however, can block your line of sight
hit just as a weapon can. A touch spell threatens a or provide cover for the creature you’re aiming at.
critical hit on a natural roll of 20 and deals double If a ray spell has a duration, it’s the duration of the
damage on a successful critical hit. Some touch spells effect that the ray causes, not the length of time the ray itself
allow you to touch multiple targets. You can touch as persists.
many willing targets as you can reach as part of the If a ray spell deals damage, you can score a critical
casting, but all targets of the spell must be touched in hit just as if it were a weapon. A ray spell threatens a critical
the same round that you finish casting the spell. hit on a natural roll of 20 and deals double damage on a
Close: The spell reaches as far as 25 feet away from successful critical hit.
you. The maximum range increases by 5 feet for Spread: Some effects, notably clouds and fogs, spread out
every two full caster levels. from a point of origin, which must be a grid intersection. The

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effect can extend around corners and into areas that A cone–shaped spell shoots away from you in a
you can’t see. Figure distance by actual distance quarter–circle in the direction you designate. It starts from any
traveled, taking into account turns the spell effect corner of your square and widens out as it goes. Most cones
takes. When determining distance for spread effects, are either bursts or emanations (see above), and thus won’t go
count around walls, not through them. As with around corners.
movement, do not trace diagonals across corners. When casting a cylinder–shaped spell, you select the
You must designate the point of origin for such an spell’s point of origin. This point is the center of a horizontal
effect, but you need not have line of effect (see circle, and the spell shoots down from the circle, filling a
below) to all portions of the effect. cylinder. A cylinder–shaped spell ignores any obstructions
Area: Some spells affect an area. Sometimes a spell within its area.
description specifies a specially defined area, but A line–shaped spell shoots away from you in a line in
usually an area falls into one of the categories defined the direction you designate. It starts from any corner of your
below. square and extends to the limit of its range or until it strikes a
Regardless of the shape of the area, you barrier that blocks line of effect. A line–shaped spell affects all
select the point where the spell originates, but creatures in squares that the line passes through.
otherwise you don’t control which creatures or A sphere–shaped spell expands from its point of
objects the spell affects. The point of origin of a spell origin to fill a spherical area. Spheres may be bursts,
is always a grid intersection. When determining emanations, or spreads.
whether a given creature is within the area of a spell, Creatures: A spell with this kind of area affects creatures
count out the distance from the point of origin in directly (like a targeted spell), but it affects all creatures in an
squares just as you do when moving a character or area of some kind rather than individual creatures you select.
when determining the range for a ranged attack. The The area might be a spherical burst , a cone–shaped burst, or
only difference is that instead of counting from the some other shape.
center of one square to the center of the next, you Many spells affect “living creatures,” which means
count from intersection to intersection. all creatures other than constructs and undead.
You can count diagonally across a square, Creatures in the spell’s area that are not of the
but remember that every second diagonal counts as 2 appropriate type do not count against the creatures affected.
squares of distance. If the far edge of a square is Objects: A spell with this kind of area affects objects within
within the spell’s area, anything within that square is an area you select (as Creatures, but affecting objects instead).
within the spell’s area. If the spell’s area only touches Other: A spell can have a unique area, as defined in its
the near edge of a square, however, anything within description.
that square is (S) Shapeable: If an Area or Effect entry ends with “(S),” you
unaffected by the spell. can shape the spell. A shaped effect or area can have no
Burst, Emanation, or Spread: Most spells that affect dimension smaller than 10 feet. Many effects or areas are
an area function as a burst, an emanation, or a spread. given as cubes to make it easy to model irregular shapes.
In each case, you select the spell’s point of origin and Three–dimensional volumes are most often needed to define
measure its effect from that point. aerial or underwater effects and areas.
A burst spell affects whatever it catches in Line of Effect: A line of effect is a straight, unblocked path
its area, even including creatures that you can’t see. It that indicates what a spell can affect. A line of effect is
can’t affect creatures with total cover from its point canceled by a solid barrier. It’s like line of sight for ranged
of origin (in other words, its effects don’t extend weapons, except that it’s not blocked by fog, darkness, and
around corners). The default shape for a burst effect other factors that limit normal sight.
is a sphere, but some burst spells are specifically You must have a clear line of effect to any target that
described as cone–shaped. A burst’s area defines how you cast a spell on or to any space in which you wish to create
far from the point of origin the spell’s effect extends. an effect. You must have a clear line of effect to the point of
An emanation spell functions like a burst origin of any spell you cast.
spell, except that the effect continues to radiate from A burst, cone, cylinder, or emanation spell affects
the point of origin for the duration of the spell. Most only an area, creatures, or objects to which it has line of effect
emanations are cones or spheres. from its origin (a spherical burst’s center point, a cone–shaped
A spread spell spreads out like a burst but burst’s starting point, a cylinder’s circle, or an emanation’s
can turn corners. You select the point of origin, and point of origin).
the spell spreads out a given distance in all directions. An otherwise solid barrier with a hole of at least 1
Figure the area the spell effect fills by taking into square foot through it does not block a spell’s line of effect.
account any turns the spell effect takes. Such an opening means that the 5–foot length of wall
Cone, Cylinder, Line, or Sphere: Most spells that containing the hole is no longer considered a barrier for
affect an area have a particular shape, such as a cone, purposes of a spell’s line of effect.
cylinder, line, or sphere.

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Duration A spell that depends on concentration is dismissible


A spell’s Duration entry tells you how long by its very nature, and dismissing it does not take an action,
the magical energy of the spell lasts. since all you have to do to end the spell is to stop
Timed Durations: Many durations are measured in concentrating on your turn.
rounds, minutes, hours, or some other increment.
When the time is up, the magic goes away Saving Throw
and the spell ends. If a spell’s duration is variable the Usually a harmful spell allows a target to make a
duration is rolled secretly (the caster doesn’t know saving throw to avoid some or all of the effect. The Saving
how long the spell will last). Throw entry in a spell description defines which type of
Instantaneous: The spell energy comes and goes the saving throw the spell allows and describes how saving throws
instant the spell is cast, though the consequences against the spell work.
might be long–lasting. Negates: The spell has no effect on a subject that makes a
Permanent: The energy remains as long as the effect successful saving throw.
does. This means the spell is vulnerable to dispel Partial: The spell causes an effect on its subject. A successful
magic. saving throw means that some lesser effect occurs.
Concentration: The spell lasts as long as you Half: The spell deals damage, and a successful saving throw
concentrate on it. Concentrating to maintain a spell is halves the damage taken (round down).
a standard action that does not provoke attacks of None: No saving throw is allowed.
opportunity. Anything that could break your Disbelief: A successful save lets the subject ignore the effect.
concentration when casting a spell can also break (object): The spell can be cast on objects, which receive
your concentration while you’re maintaining one, saving throws only if they are magical or if they are attended
causing the spell to end. (held, worn, grasped, or the like) by a creature resisting the
You can’t cast a spell while concentrating spell, in which case the object uses the creature’s saving throw
on another one. Sometimes a spell lasts for a short bonus unless its own bonus is greater. (This notation does not
time after you cease concentrating. mean that a spell can be cast only on objects. Some spells of
Subjects, Effects, and Areas: If the spell affects this sort can be cast on creatures or objects.) A magic item’s
creatures directly the result travels with the subjects saving throw bonuses are each equal to 2 + one–half the item’s
for the spell’s duration. If the spell creates an effect, caster level.
the effect lasts for the duration. The effect might (harmless): The spell is usually beneficial, not harmful, but a
move or remain still. Such an effect can be destroyed targeted creature can attempt a saving throw if it desires.
prior to when its duration ends. If the spell affects an Saving Throw Difficulty Class: A saving throw against your
area then the spell stays with that area for its spell has a DC of 10 + ½ Caster level + your bonus for the
duration. relevant ability (Intelligence for a wizard, Charisma for a
Creatures become subject to the spell when sorcerer or bard, or Wisdom for a cleric, druid, paladin, or
they enter the area and are no longer subject to it ranger). A spell’s level can vary depending on your class.
when they leave. Always use the spell level applicable to your class.
Touch Spells and Holding the Charge: In most Succeeding on a Saving Throw: A creature that successfully
cases, if you don’t discharge a touch spell on the saves against a spell that has no obvious physical effects feels
round you cast it, you can hold the charge (postpone a hostile force or a tingle, but cannot deduce the exact nature
the discharge of the spell) indefinitely. You can make of the attack. Likewise, if a creature’s saving throw succeeds
touch attacks round after round. If you cast another against a targeted spell you sense that the spell has failed. You
spell, the touch spell dissipates. do not sense when creatures succeed on saves against effect
Some touch spells allow you to touch and area spells.
multiple targets as part of the spell. You can’t hold Automatic Failures and Successes: A natural 1 (the d20
the charge of such a spell; you must touch all targets comes up 1) on a saving throw is always a failure, and the
of the spell in the same round that you finish casting spell may cause damage to exposed items (see Items Surviving
the spell. after a Saving Throw, below).
Discharge: Occasionally a spells lasts for a set A natural 20 (the d20 comes up 20) is always a
duration or until triggered or discharged. success.
(D) Dismissible: If the Duration line ends with Voluntarily Giving up a Saving Throw: A creature can
“(D),” you can dismiss the spell at will. You must be voluntarily forego a saving throw and willingly accept a
within range of the spell’s effect and must speak spell’s result. Even a character with a special resistance to
words of dismissal, which are usually a modified magic can suppress this quality.
form of the spell’s verbal component. If the spell has Items Surviving after a Saving Throw: Unless the
no verbal component, you can dismiss the effect with descriptive text for the spell specifies otherwise, all items
a gesture. Dismissing a spell is a standard action that carried or worn by a creature are assumed to survive a magical
does not provoke attacks of opportunity. attack. If a creature rolls a natural 1 on its saving throw against

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the effect, however, an exposed item is harmed (if the


attack can harm objects). Refer to Table: Items Arcane Spells
Affected by Magical Attacks. Determine which four Wizards, sorcerers, mages and bards cast arcane
objects carried or worn by the creature are most spells. Compared to divine spells, arcane spells are more likely
likely to be affected and roll randomly among them. to produce dramatic results.
The randomly determined item must make a saving
throw against the attack form and take whatever
Preparing Wizard Spells
damage the attack deal.
A wizard’s level limits the number of spells she can
prepare and cast. Her high Intelligence score might allow her
Order1 Item to prepare a few extra spells. She can prepare the same spell
1st Shield more than once, but each preparation counts as one spell
2nd Armor toward her daily limit. To prepare a spell the wizard must have
3rd Magic helmet, hat or an Intelligence score of at least 10 + the spell’s level.
headband Rest: To prepare her daily spells, a wizard must first sleep for
4th Item in hand 8 hours. The wizard does not have to slumber for every minute
(including weapon, of the time, but she must refrain from movement, combat,
wand or the like) spellcasting, skill use, conversation, or any other fairly
5th Magic cloak demanding physical or mental task during the rest period. If
6th Stowed or sheathed her rest is interrupted, each interruption adds 1 hour to the
weapon total amount of time she has to rest in order to clear her mind,
7th Magic bracers and she must have at least 1 hour of uninterrupted rest
8th Magic clothing immediately prior to preparing her spells. If the character does
9th Magic jewelry not need to sleep for some reason, she still must have 8 hours
(including rings) of restful calm before preparing any spells.
10th Anything else Recent Casting Limit/Rest Interruptions: If a wizard has
1
In order of most likely to least likely to be affected cast spells recently, the drain on her resources reduces her
capacity to prepare new spells. When she prepares spells for
Spell Resistance the coming day, all the spells she has cast within the last 8
Spell resistance is a special defensive hours count against her daily limit.
ability. If your spell is being resisted by a creature Preparation Environment: To prepare any spell, a wizard
with spell resistance, you must make a caster level must have enough peace, quiet, and comfort to allow for
check (1d20 + ½ caster level + spell level) at least proper concentration. The wizard’s surroundings need not be
equal to the creature’s spell resistance for the spell to luxurious, but they must be free from overt distractions.
affect that creature. The defender’s spell resistance is Exposure to inclement weather prevents the necessary
like an Armor Class against magical attacks. concentration, as does any injury or failed saving throw the
Include any adjustments to your caster level character might experience while studying. Wizards also must
to this caster level check. have access to their spellbooks to study from and sufficient
The Spell Resistance entry and the light to read them by. There is one major exception: A wizard
descriptive text of a spell description tell you whether can prepare a read magic spell even without a spellbook.
spell resistance protects creatures from the spell. In Spell Preparation Time: After resting, a wizard must study
many cases, spell resistance applies only when a her spellbook to prepare any spells that day. If she wants to
resistant creature is targeted by the spell, not when a prepare all her spells, the process takes 1 hour. Preparing some
resistant creature encounters a spell that is already in smaller portion of her daily capacity takes a proportionally
place. smaller amount of time, but always at least 15 minutes, the
The terms “object” and “harmless” mean the minimum time required to achieve the proper mental state.
same thing for spell resistance as they do for saving Spell Selection and Preparation: Until she prepares spells
throws. A creature with spell resistance must from her spellbook, the only spells a wizard has available to
voluntarily lower the resistance (a standard action) in cast are the ones that she already had prepared from the
order to be affected by a spell noted as harmless. In previous day and has not yet used.
such a case, you do not need to make the caster level During the study period, she chooses which spells to
check described above. prepare. If a wizard already has spells prepared (from the
previous day) that she has not cast, she can abandon some or
Descriptive Text all of them to make room for new spells.
This portion of a spell description details When preparing spells for the day, a wizard can leave
what the spell does and how it works. If one of the some of these spell slots open. Later during that day, she can
previous entries in he description included “see text,” repeat the preparation process as often as she likes, time and
this is where the explanation is found. circumstances permitting. During these extra sessions of

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preparation, the wizard can fill these unused spell magical writing was a scroll and the reader can cast arcane
slots. She cannot, however, abandon a previously spells, she can attempt to use the scroll.
prepared spell to replace it with another one or fill a
slot that is empty because she has cast a spell in the Wizard Spells and Borrowed Spellbooks
meantime. That sort of preparation requires a mind A wizard or mage can use a borrowed spellbook to
fresh from rest. Like the first session of the day, this prepare a spell she already knows and has recorded in her own
preparation takes at least 15 minutes, and it takes spellbook, but preparation success is not assured. First, the
longer if the wizard prepares more than one quarter wizard must decipher the writing in the book (see Arcane
of her spells. Magical Writings, above). Once a spell from another
Spell Slots: The various character class tables show spellcaster’s book is deciphered, the reader must make a
how many spells of each level a character can cast Spellcraft check (DC 15 + spell’s level) to prepare the spell. If
per day. These openings for daily spells are called the check succeeds, the wizard can prepare the spell. She must
spell slots. A spellcaster always has the option to fill repeat the check to prepare the spell again, no matter how
a higher–level spell slot with a lower–level spell. A many times she has prepared it before. If the check fails, she
spellcaster who lacks a high enough ability score to cannot try to prepare the spell from the same source again
cast spells that would otherwise be his or her due still until the next day.
gets the slots but must fill them with spells of lower (However, as explained above, she does not need to
level. repeat a check to decipher the writing.)
Prepared Spell Retention: Once a wizard prepares a
spell, it remains in her mind as a nearly cast spell
until she uses the prescribed components to complete
Adding Spells to a Wizard’s Spellbook
and trigger it or until she abandons it. Certain other Wizards and mages can add new spells to their
events, such as the effects of magic items or special spellbooks through several methods. If a wizard has chosen to
attacks from monsters, can wipe a prepared spell specialize in a school of magic, she can learn spells only from
from a character’s mind. schools whose spells she can cast.
Death and Prepared Spell Retention: If a Spells Gained at a New Level: Wizards perform a certain
spellcaster dies, all prepared spells stored in his or amount of spell research between adventures.
her mind are wiped away. Potent magic (such as Each time a character attains a new wizard level, she
raise dead, resurrection, or true resurrection) can gains two spells of her choice to add to her spellbook.
recover the lost energy when it recovers the The two free spells must be of spell levels she can
character. cast. If she has chosen to specialize in a school of magic, one
of the two free spells must be from her specialty school.
Spells Copied from Another’s Spellbook or a Scroll: A
Arcane Magical Writings
wizard can also add a spell to her book whenever she
To record an arcane spell in written form, a
encounters one on a magic scroll or in another wizard’s
character uses complex notation that describes the
spellbook. No matter what the spell’s source, the wizard must
magical forces involved in the spell. The writer uses
first decipher the magical writing (see Arcane Magical
the same system no matter what her native language
Writings, above). Next, she must spend a day studying the
or culture. However, each character uses the system
spell. At the end of the day, she must make a Spellcraft check
in her own way. Another person’s magical writing
(DC 15 + spell’s level). A wizard who has specialized in a
remains incomprehensible to even the most powerful
school of spells gains a +2 bonus on the Spellcraft check if the
wizard until she takes time to study and decipher it.
new spell is from her specialty school. She cannot, however,
To decipher an arcane magical writing (such
learn any spells from her prohibited schools. If the check
as a single spell in written form in another’s
succeeds, the wizard understands the spell and can copy it into
spellbook or on a scroll), a character must make a
her spellbook (see Writing a New Spell into a Spellbook,
Spellcraft check (DC 20 + the spell’s level). If the
below). The process leaves a spellbook that was copied from
skill check fails, the character cannot attempt to read
unharmed, but a spell successfully copied from a magic scroll
that particular spell again until the next day. A read
disappears from the parchment.
magic spell automatically deciphers a magical
If the check fails, the wizard cannot understand or
writing without a skill check. If the person who
copy the spell. She cannot attempt to learn or copy that spell
created the magical writing is on hand to help the
again until she gains another rank in Spellcraft. A spell that
reader, success is also automatic.
was being copied from a scroll does not vanish from the scroll.
Once a character deciphers a particular
In most cases, wizards charge a fee for the privilege
magical writing, she does not need to decipher it
of copying spells from their spellbooks. This fee is usually
again. Deciphering a magical writing allows the
equal to the spell’s level x 50 gp.
reader to identify the spell and gives some idea of its
Independent Research: A wizard or mage also can research a
effects (as explained in the spell description). If the
spell independently, duplicating an existing spell or creating
an entirely new one.

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descriptions). His high Charisma score might allow him to


Researching a Spell cast a few extra spells. A member of either class must have a
A wizard or mage can choose to research the Charisma score of at least 10 + a spell’s level to cast the spell.
formula for an existing or new spell. The character Daily Readying of Spells: Each day, sorcerers and bards must
must have access to a library containing magical focus their minds on the task of casting their spells. A sorcerer
treatises worth at least 1,000 gp. Research requires 1 or bard needs 8 hours of rest (just like a wizard), after which
day per spell level and a cost of the spell’s level x 25 he spends 15 minutes concentrating. (A bard must sing, recite,
gp. At the end of the research period, the character or play an instrument of some kind while concentrating.)
makes a Spellcraft check (DC 20 + spell’s level). If During this period, the sorcerer or bard readies his mind to
the check is successful, the caster has successfully cast his daily allotment of spells. Without such a period to
researched the spell and may add it to their spellbook. refresh himself, the character does not regain the spell slots he
used up the day before.
Recent Casting Limit: As with wizards, any spells cast
Writing a New Spell into a Spellbook within the last 8 hours count against the sorcerer’s or bard’s
Once a wizard or mage understands a new daily limit.
spell, she can record it into her spellbook. Adding Spells to a Sorcerer’s or Bard’s Repertoire: A
Time: The process takes 24 hours, regardless of the sorcerer or bard gains spells each time he attains a new level
spell’s level. in his class and never gains spells any other way. When your
Space in the Spellbook: A spell takes up one page of sorcerer or bard gains a new level, consult Table: Bard Spells
the spellbook per spell level. Even a 0–level spell Known or Table: Sorcerer Spells Known to learn how many
(cantrip) takes one page. A spellbook has one spells from the appropriate spell list he now knows. With
hundred pages. permission, sorcerers and bards can also select the spells they
Materials and Costs: Materials for writing the spell gain from new and unusual spells that they have gained some
cost 100 gp per page. understanding of.
Note that a wizard does not have to pay
these costs in time or gold for the spells she gains for
Designing New Spells
free at each new level.
When designing new spells, keep in mind the
following parameters for wizard spells. Bard spells tend to be
Replacing and Copying Spellbooks equal level if conjuration or enchantment, or ¾ equal level if
A wizard can use the procedure for learning any other school.
a spell to reconstruct a lost spellbook. If she already
has a particular spell prepared, she can write it Attack Spells
directly into a new book at a cost of 100 gp per page Level Single Target Multiple Targets
(as noted in Writing a New Spell into a Spellbook, 0 1d4 –
above). The process wipes the prepared spell from 1st 1d8/2 levels (max 5d8) 1d6/2 levels (max 5d6)
her mind, just as casting it would. If she does not 2nd 1d8/level (max 5d8) 1d6/level (max 5d6)
have the spell prepared, she can prepare it from a 3rd 1d8/level (max 10d8) 1d6/level (max 10d6)
borrowed spellbook and then write it into a new 4th 1d8/level (max 15d8) 1d6/level (max 15d6)
book. 5th 1d8/level (max 20d8) 1d6/level (max 20d6)
Duplicating an existing spellbook uses the 6th 1d10/level (max 20d10) 1d8/level (max 20d8)
same procedure as replacing it, but the task is much 7th 2d6/level (max 40d6) 1d10/level (max 20d10)
easier. The time requirement and cost per page are 8th 2d8/level (max 40d8) 2d6/level (max 40d6)
halved. 9th 3d6/level (max 60d6) 2d8/level (max 40d8)

Selling a Spellbook
Captured spellbooks can be sold for a gp
Divine Spells
Clerics, druids, experienced paladins, and
amount equal to one–half the cost of purchasing and
experienced rangers can cast divine spells. Unlike arcane
inscribing the spells within (that is, one–half of 100
spells, divine spells draw power from a divine source. Clerics
gp per page of spells). A spellbook entirely filled
gain spell power from deities or from divine forces. The divine
with spells (that is, with one hundred pages of spells
force of nature powers druid and ranger spells. The divine
inscribed in it) is worth 5,000 gp.
forces of law and good power paladin spells.
Divine spells tend to focus on healing and protection
Sorcerers And Bards and are less flashy, destructive, and disruptive than arcane
Sorcerers and bards cast arcane spells, but spells.
they do not have spellbooks and do not prepare their
spells. A sorcerer’s or bard’s class level limits the
number of spells he can cast (see these class

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Preparing Divine Spells Recent Casting Limit: As with arcane spells, at the time of
Divine spellcasters prepare their spells in preparation any spells cast within the previous 8 hours count
largely the same manner as wizards do, but with a against the number of spells that can be prepared.
few differences. Spontaneous Casting of Cure and Inflict Spells: A good
The relevant ability for divine spells is cleric (or a cleric of a good deity) can spontaneously cast a
Wisdom. To prepare a divine spell, a character must cure spell in place of a prepared spell of the same level or
have a Wisdom score of 10 + the spell’s level. higher, but not in place of a domain spell. An evil cleric (or a
Likewise, bonus spells are based on Wisdom. cleric of an evil deity) can spontaneously cast an inflict spell in
Time of Day: A divine spellcaster chooses and place of a prepared spell (one that is not a domain spell) of the
prepares spells ahead of time, just as a wizard does. same level or higher. Each neutral cleric of a neutral deity
However, a divine spellcaster does not either spontaneously casts cure spells like a good cleric or
require a period of rest to prepare spells. Instead, the inflict spells like an evil one, depending on which option the
character chooses a particular part of the day to pray player chooses when creating the character. The divine energy
and receive spells. The time is usually associated of the spell that the cure or inflict spell substitutes for is
with some daily event. If some event prevents a converted into the cure or inflict spell as if that spell had been
character from praying at the proper time, he must do prepared all along.
so as soon as possible. Spontaneous Casting of Summon Nature’s Ally Spells: A
If the character does not stop to pray for druid can spontaneously cast a summon nature’s ally spell in
spells at the first opportunity, he must wait until the place of a prepared spell of the same level or higher. The
next day to prepare spells. divine energy of the spell that the summon nature’s ally spell
Spell Selection and Preparation: A divine substitutes for is converted into the summon spell as if that
spellcaster selects and prepares spells ahead of time spell had been prepared all along.
through prayer and meditation at a particular time of
day. The time required to prepare spells is the same Divine Magical Writings
as it is for a wizard (1 hour), as is the requirement for Divine spells can be written down and deciphered
a relatively peaceful environment. A divine just as arcane spells can (see Arcane Magical Writings,
spellcaster does not have to prepare all his spells at above). Any character with the Spellcraft skill can attempt to
once. However, the character’s mind is considered decipher the divine magical writing and identify it.
fresh only during his or her first daily spell However, only characters who have the spell in
preparation, so a divine spellcaster cannot fill a slot question (in its divine form) on their class spell list can cast
that is empty because he or she has cast a spell or adivine spell from a scroll.
abandoned a previously prepared spell.
Divine spellcasters do not require New Divine Spells
spellbooks. However, such a character’s spell Divine spellcasters most frequently gain new spells in
selection is limited to the spells on the list for his or one of the following two ways.
her class. Clerics, druids, paladins, and rangers have Spells Gained at a New Level: Characters who can cast
separate spell lists. A cleric also has access to two divine spells undertake a certain amount of study between
domains determined during his character creation. adventures. Each time such a character receives a new level of
Each domain gives him access to a domain spell at divine spells, he or she learns new spells from that level
each spell level from 1st to 9th, as well as a special automatically.
granted power. With access to two domain spells at Independent Research: A divine spellcaster also can research
each spell level—one from each of his two a spell independently, much as an arcane spellcaster can. Only
domains—a cleric must prepare, as an extra domain the creator of such a spell can prepare and cast it, unless he
spell, one or the other each day for each level of spell decides to share it with others.
he can cast. If a domain spell is not on the cleric spell
list, it can be prepared only in a domain spell slot. Special Abilities
Spell Slots: The character class tables show how Spell–Like Abilities: Usually, a spell–like ability works just
many spells of each level a character can cast per like the spell of that name. A few spell–like abilities are
day. unique; these are explained in the text where they are
These openings for daily spells are called described.
spell slots. A spellcaster always has the option to fill A spell–like ability has no verbal, somatic, or
a higher–level spell slot with a lower level spell. A material component, nor does it require a focus or have an XP
spellcaster who lacks a high enough ability score to cost.
cast spells that would otherwise be his or her due still The user activates it mentally. Armor never affects a
gets the slots but must fill them with spells of lower spell–like ability’s use, even if the ability resembles an arcane
level. spell with a somatic component.

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A spell–like ability has a casting time of 1


standard action unless noted otherwise in the ability
or spell description. In all other ways, a spell–like
ability functions just like a spell.
Spell–like abilities are subject to spell
resistance and to being dispelled by dispel magic.
They do not function in areas where magic is
suppressed or negated. Spell–like abilities cannot be
used to counterspell, nor can they be counterspelled.
Some creatures are actually sorcerers of a
sort. They cast arcane spells as sorcerers do, using
components when required. In fact, an individual
creature could have some spell–like abilities and also
cast other spells as a sorcerer.
Supernatural Abilities: These abilities cannot be
disrupted in combat, as spells can, and they generally
do not provoke attacks of opportunity. Supernatural
abilities are not subject to spell resistance,
counterspells, or to being dispelled by dispel magic,
and do not function in areas where magic is
suppressed or negated.
Extraordinary Abilities: These abilities cannot be
disrupted in combat, as spells can, and they generally
do not provoke attacks of opportunity. Effects or
areas that negate or disrupt magic have no effect on
extraordinary abilities. They are not subject to
dispelling, and they function normally in an
antimagic field.
Indeed, extraordinary abilities do not qualify
as magical, though they may break the laws of
physics.
Natural Abilities: This category includes abilities a
creature has because of its physical nature. Natural
abilities are those not otherwise designated as
extraordinary, supernatural, or spell–like.

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Spell Lists
4th Level Assassin Spells
Assassin Spells Treachery – up to 20 HD of creatures become fanatical allies
1st Level Assassin Spells of the caster
Detect Poison – Detects poison in one creature or Clairaudience/Clairvoyance – Hear or see at a distance for 1
object. min./level.
Disguise SelfP – Changes your appearance. Dimension Door – Teleports you short distance.
Feather FallP – Objects or creatures fall slowly. Freedom of MovementP – Subject moves normally despite
Frightening VisageQ – You look scary and gain a +3 impediments.
bonus to Persuade (Intimidate). GlibnessP – You gain +30 bonus onDeception (Bluff) checks,
Ghost SoundP – Figment sounds. and your lies can escape magical discernment.
Jump – Subject gets bonus onAthletics Invisibility, GreaterP – As invisibility, but subject can attack
(Jump)checks. and stay invisible.
Obscuring MistP – Fog surrounds you. Locate Creature – Indicates direction to familiar creature.
Shadow’s Shroud – gain +5 bonus to Stealth (Hide), Modify Memory – Changes 5 minutes of subject’s memories.
+10 at 5th level and +15 at 9th level. Poison – Touch deals 1d10 Con damage, repeats in 1 min.
Sleep – Puts single creature to sleep.
Transfer Wound – Inflict 1 hp/level (max 10) to
target and heal a like amount
True Strike – +20 on your next attack roll.

2nd Level Assassin Spells


Absorb Weapon – Hide weapon as tatoo
Alter Self – Assume form of a similar creature.
Cat’s GraceP – Subject gains +4 to Dex for 1
min./level.
DarknessP – 20–ft. radius of supernatural shadow.
Fox’s CunningP – Subject gains +4 Int for 1
min./level.
Greater Transfer Wound – Inflict 2 hp/level (max
20) to target and heal like amount
Illusory ScriptL,M,P – Only intended reader can
decipher.
InvisibilityP – Subject is invisible for 1 min./level or
until it attacks.
Pass without TraceP – One subject/level leaves no
tracks.
Spider ClimbP – Grants ability to walk on walls and
ceilings.
Undetectable AlignmentP – Conceals alignment for
24 hours.

3rd Level Assassin Spells


Deeper Darkness – Object sheds supernatural
shadow in 60–ft. radius.
False Life – Gain 1d10 temporary hp +1/level (max
+10).
Magic Circle against GoodP – As protection spells,
but 10–ft. radius and 10 min./level.
Misdirection – Misleads divinations for one creature
or object.
NondetectionM,P – Hides subject from divination,
scrying.
Slumber, Greater – As slumber, but affects any
creature (replaces deep slumber)
Wraithform – Become an incorporeal shadow

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Bard Spells DeeppocketsP – Caster endows container to hold 50 lbs./level


Detect Secret DoorsP – Reveals hidden doors within 60 ft.
0 Level Bard Spells Disguise SelfP – Changes your appearance.
Erase – Mundane or magical writing vanishes.
Catfall – you gain +5 to Stealth (Move Silently) for
Expeditious RetreatP – Your speed increases by 30 ft.
1 round/level
Fast Healing, Lesser – Target creature gains fast healing 1
Competance, LesserQ – you gain a +2 magic bonus
Fascinate – enrapt up to 4 HD of creatures (replaces
to one skill check
Hypnotism)
Cut – touched item takes 3 points of slashing damage
Feather FallQ, P – Objects or creatures fall slowly.
Dancing Lights – Creates torches or other lights.
Frighten – Causes single creature to panic (replaces Frighten)
Daze – Humanoid creature of 4 HD or less loses next
GreaseP – Makes 10–ft. square or one object slippery.
action.
Hideous Laughter – Subject loses actions for 1 round/ level.
Detect MagicP – Detects spells and magic items
Hypnotism – Fascinates 2d4 HD of creatures.
within 60 ft.
IdentifyL,M – Determines properties of magic item.
Eagle’s Eyes – you gain a +3 bonus to Perception
Inspire Courage – Allies gain +1 magic bonus on saves and
(Spot) checks for 1 round/level
against charm and fear attacks, and +1 to weapon
Flare – Dazzles one creature (–1 on attack rolls).
damage rolls
Fox’s Ears – you gain a +5 bonos to Perception
Know ValueP – You know the precise value of 1 item or 1
(Listen) checks for 1 round/level
cubic ft/level of material
Friendly Words – you gain a +3 bonus to Persuade
Lesser Confusion – One creature is confused for 1 round.
(Diplomacy) skill checks for 1 minute/level.
Lighten Armor – Your worn armor is treated as one category
Ghost SoundP – Figment sounds.
lighter
Insight, LesserQ – Gain +1 bonus to hit, damage, AC
Magic Aura – Alters object’s magic aura.
or a skill check
Magic MouthM,P – Speaks once when triggered.
Insightful StrikeQ – you gain a +4 insight bonus to
Obscure Object – Masks object against scrying.
your next attack roll.
Remove Fear – Suppresses fear or gives +4 on saves against
Know DirectionP – You discern north.
fear for one subject + one per 4 levels.
Light – Object shines like a torch.
Silent ImageP – Creates minor illusion of your design.
LullabyL – Target becomes drowsy and falls asleep
Slumber – Put one humanoid creature to sleep. (replaces
Mage Hand – 5–pound telekinesis.
sleep)
Mending – Makes minor repairs on an object.
Summon Monster 1s – Calls extraplanar creature to fight for
Message – Whispered conversation at distance.
you.
Open/CloseQ – Opens or closes small or light things.
Undetectable AlignmentP – Conceals alignment for 24 hours.
PrestidigitationP – Performs minor tricks.
Unseen ServantP – Invisible force obeys your commands.
Read MagicP – Read scrolls and spellbooks.
Ventriloquism – Throws voice for 1 min./level.
ResistanceP – Subject gains +1 on saving throws.
Squeal – Disrupt blindsense, blindsight or
tremorsense and cause animals to flee 2nd Level Bard Spells
Summon Instrument – Summons one instrument of Aid –+1 on attack rolls and saves against fear, 1d8 temporary
the caster’s choice. hp +1/level (max +10).
Alter Self – Assume form of a similar creature.
1st Level Bard Spells Animal Messenger – Sends a Tiny animal to a specific place.
Animal Trance – Fascinates 2d6 HD of animals.
AlarmP – Wards an area for 2 hours/level.
Bestowment of EtiquetteM – Gain +20 bonus to Persuade
Animate Rope – Makes a rope move at your
(Diplomacy), but can’t attack.
command.
Blindness/DeafnessP – Makes subject blind or deaf.
Cacaphony – victim is deafenend and distracted for
BlurP – Attacks miss subject 20% of the time.
1 minute
Calm EmotionsP – Calms creatures, negating emotion effects.
Charm PersonP – Makes one person your friend.
Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
CompetanceP – Touched creature gains +5 bonus to
Consume – Victim burns for 1d6 fire damage for 2 rounds + 1
skill check for 1 minute/level
round/2 levels
Comprehend LanguagesP – You understand all
Cure Moderate Wounds – Cures 2d8 damage +1/level (max
spoken and written languages.
+10).
Countersong – Allow allies to reroll saves against
DarknessP – 20–ft. radius of supernatural shadow.
sonic or language–dependant attacks
Daze Monster – Living creature of 6 HD or less loses next
Cure Light Wounds – Cures 1d8 damage +1/level
action.
(max +5).
Delay Poison – Stops poison from harming subject for 1 hour/
level.

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Detect ThoughtsP – Allows “listening” to surface Charm MonsterP – Makes monster believe it is your ally.
thoughts. Clairaudience/Clairvoyance – Hear or see at a distance for 1
Eagle’s SplendorP – Subject gains +4 to Cha for 1 min./level.
min./level. Competence, Greater – Touched individual gains +10 magic
Enthrall – Captivates all within 100 ft. + 10 ft./level. bonus to one skill check for 1 minute/level
Fascinating Pattern – Fascinate 4 HD + caster level ConfusionP – Subjects behave oddly for 1 round/level.
(max 10) Crushing Despair – Subjects take –2 on attack rolls, damage
Fool’s GoldL,M – Turn copper coins into gold coins rolls, saves, and checks.
temporarily Cure Serious Wounds – Cures 3d8 damage +1/level (max
Fox’s CunningP – Subject gains +4 to Int for 1 +15).
min./level. Daylight – 60–ft. radius of bright light.
Frighten, Mass – Cause fearful panick in up to one Dispel Magic – Cancels magical spells and effects.
creature/3 levels (replaces Scare) DisplacementP – Attacks miss subject 50%.
Glitterdust – Blinds creatures, outlines invisible Fear – Subjects within cone flee for 1 round/level.
creatures. Gaseous Form – Subject becomes insubstantial and can fly
Heroism – Gives +2 on attack rolls, saves, skill slowly.
checks. Geas, Lesser – Commands subject of 7 HD or less.
Hold Person – Paralyzes one humanoid for 1 GlibnessP – You gain +30 bonus onDeception (Bluff) checks,
round/level. and your lies can escape magical discernment.
Hypnotic Pattern – Fascinates (2d4 + level) HD of Good Hope – Subjects gain +2 on attack rolls, damage rolls,
creatures. saves, and checks.
InvisibilityP – Subject is invisible for 1 min./level or Haste – One creature moves faster, +1 on attack rolls, AC,
until it attacks. and Reflex saves.
Locate Object – Senses direction toward object Illusory ScriptL,M,P – Only intended reader can decipher.
(specific or type). Inspire Courage, Greater – As inspire courage, but bonus
Minor ImageP – As silent image, plus some sound. increases to +2 (or more)
Mirror Image – Creates decoy duplicates of you Inspire Greatness – One or more allies gains two temporary
(1d4 +1 per three levels, max 8). fighter levels
Misdirection – Misleads divinations for one creature Invisibility Sphere –Makes everyone within 10 ft. invisible.
or object. Major Image – As silent image, plus sound, smell and
Murderous Cry – Attack deals 1d6 sonic thermal effects.
damage/level (max 5d6) in 5 ft. radius Phantom Steed – Magic horse appears for 1 hour/level.
burst/level Remove Curse – Frees object or person from curse.
Pyrotechnics – Turns fire into blinding light or ScryingL,F – Spies on subject from a distance.
choking smoke. Sculpt SoundP – Creates new sounds or changes existing
Rage – Gives +2 to Str and Con, +1 on Will saves, – ones.
2 to AC. Secret PageL,P – Changes one page to hide its real content.
Shatter – Sonic vibration damages objects or See InvisibilityP – Reveals invisible creatures or objects.
crystalline creatures. Sepia Snake SigilL,M,P – Creates text symbol that immobilizes
SilenceP – Negates sound in 15–ft. radius. reader.
Sound Burst – Deals 1d8 sonic damage to subjects; Slow – One subject/level takes only one action/round, –2 to
may stun them. AC and attack rolls.
Suggestion – Compels subject to follow stated course Slumber, Greater – As slumber, but affects any creature.
of action. (replaces deep slumber)
Summon Monster 3rd – Calls extraplanar creature to Speak with AnimalsP – You can communicate with animals.
fight for you. Summon Dreamslayer – Summons dreamslayer to kill
Summon Swarm – Summons swarm of bats, rats, or sleeping opponent
spiders. Summon Monster 4th – Calls extraplanar creature to fight for
TonguesP – Speak any language. you.
Transfer Wound – Transfer 1 hp/level damage (max Tiny HutP – Creates shelter for ten creatures.
10) from yourself to another creature
Whispering Wind – Sends a short message 1 4th Level Bard Spells
mile/level.
Aid, Improved – As aid, but bonus to hit and against fear
saves increases by +1/5 levels
3rd Level Bard Spells Argument – Up to 1 creature/level start an argument that ends
Blink – You randomly vanish and reappear for 1 in a killing rage
round/level.

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Break Enchantment – Frees subjects from False VisionM,P – Fools scrying with an illusion.
enchantments, alterations, curses, and Heroism, Greater – Gives +4 bonus on atk rolls, saves, skill
petrification. checks; immunity to fear; temporary hp.
Cure Critical Wounds – Cures 4d8 damage +1/level Insight, Mass – gain +1 insight bonus/4 levels to hit, damage,
(max +20). AC and skill rolls in 20 ft. burst
Detect ScryingP – Alerts you of magical Master SkillP – Touched creature gains +20 magic bonus to
eavesdropping. one skill check for 1 round/level
Dimension Door – Teleports you short distance. Mind Fog – Subjects in fog get –10 to Wis and Will checks.
Dominate Person – Controls humanoid Mirage ArcanaL – As hallucinatory terrain, plus structures.
telepathically. Mislead – Turns you invisible and creates illusory double.
Fascinating Pattern, Greater – Fascinate up to 24 NightmareL – Sends vision dealing 1d10 damage, fatigue.
HD of creatures (replaces Rainbow Pattern) PermanencyQ,X – Makes certain spells permanent
Fast Healing – Up to one ally/level gains fast healing Persistent Image – As major image, but no concentration
1 required.
Freedom of MovementP – Subject moves normally Seeming – Changes appearance of one person per two levels.
despite impediments. Shadow Evocation – Mimics evocation of lower than 5th
Hallucinatory TerrainP – Makes one type of terrain level, but only 20% real.
appear like another (field into forest, or the Shadow Walk – Step into shadow to travel rapidly.
like). Song of Discord – Forces targets to attack each other.
Hold Monster – As hold person, but any creature. Suggestion, Mass – As suggestion, plus one subject/level.
Invisibility, GreaterP – As invisibility, but subject Summon Monster 7th – Calls extraplanar creature to fight for
can attack and stay invisible. you.
Legend LoreL,M,F – Lets you learn tales about a Wall of SoundP – Create a barrier made of pure sound
person, place, or thing.
Locate Creature – Indicates direction to familiar 6th Level Bard Spells
creature.
Alter RealityX – Duplicate any spell effect of a 5th level bard
Modify Memory – Changes 5 minutes of subject’s
spell or any other spell of 4th level or lower
memories.
Analyze DweomerF – Reveals magical aspects of subject.
Neutralize Poison – Immunizes subject against
Animate ObjectsP – Objects attack your foes.
poison, detoxifies venom in or on subject.
Cat’s Grace, Mass – As cat’s grace, affects one subject/level.
Rainbow Pattern – Lights fascinate 24 HD of
Charm Monster, Mass – As charm monster, but all within 30
creatures.
ft.
Repel Vermin – Insects, spiders, and other vermin
Cure Moderate Wounds, Mass – Cures 2d8 damage +1/level
stay 10 ft. away.
for many creatures.
Secure ShelterL,P – Creates sturdy cottage.
Eagle’s Splendor, Mass – As eagle’s splendor, affects one
Shadow Conjuration(M) – Mimics conjuring below
subject/level.
4th level, but only 20% real.
Eyebite – Target becomes panicked, sickened, and comatose.
Shout – Deafens all within cone and deals 5d6 sonic
Fast Healing, Greater – Up to one ally/level gains fast
damage.
healing 2 (or more)
Slumber, Mass – As slumber, but puts multiple
Find the PathL – Shows most direct way to a location.
creatures can be put to sleep
Fox’s Cunning, Mass – As fox’s cunning, affects one
Speak with PlantsP – You can talk to normal plants
subject/level.
and plant creatures.
Geas/QuestL – As lesser geas, plus it affects multiple
Summon Monster 6th – Calls extraplanar creature to
creatures.
fight for you.
Heroes’ Feast – Food for one creature/level cures and grants
Transfer Wound, Greater – Transfer 2 hp/level of
combat bonuses.
damage to opponent
Insight, Greater – gain +1 insight bonus/2 levels to hit,
Zone of SilenceP – Keeps eavesdroppers from
damage, AC and skill rolls
overhearing conversations.
Irresistible Dance – Forces subject to dance.
Permanent ImageP – Includes sight, sound, and smell.
5th Level Bard Spells Programmed ImageM – As major image, plus triggered by
Aid, Mass – As aid, but affects multiple targets event.
Cure Light Wounds, Mass – Cures 1d8 damage Project Image – Illusory double can talk and cast spells.
+1/level for many creatures. Scrying, GreaterL – As scrying, but faster and longer.
Dispel Magic, Greater – As dispel magic, but +20 Shout, Greater – Devastating yell deals 10d6 sonic damage;
on check. stuns creatures, damages objects.
DreamL – Sends message to anyone sleeping.

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Summon Monster 8th – Calls extraplanar creature to


fight for you.
Sympathetic VibrationL – Deals 2d10
damage/round to freestanding structure.
TransformationM – You gain combat bonuses
VeilP – Changes appearance of group of creatures.

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Chosen One Spells Remove Paralysis– Frees one or more creatures from
paralysis or slow effect.
1st Level Chosen One Spells Resist EnergyP – Ignores 10 (or more) points of
damage/attack from specified energy type.
Anarchic WaterL, M – Makes lawful water
Shield OtherF – You take half of subject’s damage.
Axiomatic WaterL, M – Makes lawful water
Undetectable AlignmentP – Conceals alignment for 24 hours.
BaneP– Enemies take –1 on attack rolls and saves
Zone of TruthP – Subjects within range cannot lie.
against fear.
BlessP– Allies gain +1 on attack rolls and +1 on saves
against fear. 3rd Level Chosen One Spells
Bless WaterL, M– Makes holy water. Competence, Greater – Touched individual gains +10
Bless Weapon– Weapon strikes true against evil competence bonus to one skill check for 1
foes. minute/level
CompetanceP – Touched individual gains +10 magic Cure Moderate Wounds– Cures 2d8 damage +1/level (max
bonus to one skill check for 1 minute/level +10).
Create Water– Creates 2 gallons/level of pure water. Daylight– 60–ft. radius of bright light.
Cure Light Wounds– Cures 1d8 damage +1/level Discern LiesP – Reveals deliberate falsehoods.
(max +5). Dispel Magic– Cancels spells and magical effects.
Curse WaterL,M– Makes unholy water. Fast Healing – One ally/level gains fast healing 1
Detect PoisonP– Detects poison in one creature or Magic Circle against ChaosP – As protection from chaos, but
small object. 10–ft. radius and 10 min./level.
Detect Chaos/Evil/Good/LawP– Reveals creatures, Magic Circle against EvilP – As protection from evil, but 10–
spells, or objects of selected alignment. ft. radius and 10 min./level.
Detect UndeadP– Reveals undead within 60 ft. Magic Weapon, Greater– +1 bonus/four levels (max +5).
Divine Favor– You gain +1 per three levels on attack Prayer– Allies +1 bonus on most rolls, enemies –1 penalty.
and damage rolls. Remove Blindness/Deafness– Cures normal or magical
Endure ElementsP– Exist comfortably in hot or cold conditions.
environments. Remove Curse– Frees object or person from curse.
Fast Healing, Lesser – One ally gains fast healing 1
Lighten Armor – Your armor is treated as one 4th Level Chosen One Spells
category lighter
Break Enchantment– Frees subjects from enchantments,
Magic Weapon– Weapon gains +1 bonus.
alterations, curses, and petrification.
Protection from Chaos/Evil/Good/Law– +2 to AC
Cure Serious Wounds– Cures 3d8 damage +1/level (max
& saves, counter mind control, hedge out
+15).
elementals & outsiders.
Death Ward– Grants immunity to death spells and negative
Read MagicP– Read scrolls and spellbooks.
energy effects.
Resistance– Subject gains +1 on saving throws.
Dispel Chaos– +4 bonus against attacks by chaotic creatures.
Restoration, LesserL– Dispels magical ability
Dispel Evil– +4 bonus against attacks by evil creatures.
penalty or repairs 1d4 ability damage.
Fast Healing, Greater – One ally/level gains fast healing 2
Summon Mount – Summon bonded mount to your
(or more)
location
Holy Sword– Weapon becomes +5, deals +2d6 damage
Virtue– Subject gains 1 temporary hp.
against evil.
Mark of JusticeP – Designates action that will trigger curse
2nd Level Chosen One Spells on subject.
Bull’s StrengthP – Subject gains +4 to Str for 1 Neutralize Poison – Immunizes subject against poison,
min./level. detoxifies venom in or on subject.
Cloak of Bravery – Gain +1 bonus/caster level (max RestorationL,M– Restores level and ability score drains.
+1) vs. fear
Delay Poison– Stops poison from harming subject
for 1 hour/level.
Eagle’s SplendorP – Subject gains +4 to Cha for 1
min./level.
Gloriole – glowing light acts as bless, protection
from evil and grants +4 bonus to turning
checks.
Owl’s WisdomP – Subject gains +4 to Wis for 1
min./level.

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Cleric/Priest Spells Command– One subject obeys selected command for 1


round.
0 Level Cleric/Priest Spells CompetanceP – gains +5 magic bonus to one skill for 1
minute/level
Catfall – gains +3 bonus to Stealth (Move Silently)
Comprehend LanguagesP– You understand all spoken and
for 1 round/level
written languages.
Competance, LesserQ – gains +2 magic bonus to one
Create Least UndeadM,P – Create skeletons and zombies of
skill check
up to 5 HD
Create Water– Creates 2 gallons/level of pure water.
Cure Light Wounds– Cures 1d8 damage +1/level (max +5).
Cure Minor Wounds– Cures 1 point of damage.
Curse WaterL,M– Makes unholy water.
Cut – Cut small objects
DeathwatchP– Reveals how near death subjects within 30 ft.
Deflection, Lesser – gain +1 deflection bonus to AC
are.
for 1 minute
Detect Chaos/Evil/Good/LawP– Reveals creatures, spells, or
Detect MagicP– Detects spells and magic items
objects of selected alignment.
within 60 ft.
Detect UndeadP– Reveals undead within 60 ft.
Detect PoisonP– Detects poison in one creature or
Divine Favor– You gain +1 per three levels on attack and
object.
damage rolls.
Dodge, Lesser – gain +1 dodge bonus to AC for 1
Doom– One subject takes –2 on attack rolls, damage rolls,
minute
saves, and checks.
Eagle’s Eyes – gain +3 bonus to Perception (Spot)
elementals and outsiders.
checks for 1 round/level
Endure ElementsP– Exist comfortably in hot or cold
Exterminate – deal 1 point damage to tiny size
environments.
creature or smaller
Entropic Shield– Ranged attacks against you have 20% miss
Forget – target forgets last minute
chance.
Fox’s Ears – gain +3 bonus to Perception (Listen)
Fast Healing, Lesser – One ally gains fast healing 1
checks for 1 round/level
Frighten – causes creature to flee for 1d4 rounds (replaces
Frightening VisageQ – You look scary and gain a +3
cause fear)
bonus to Persuade (Intimidate).
Hide from Undead– Undead can’t perceive one subject/level.
GuidanceQ– +1 on one attack roll, saving throw, or
Inflict Light Wounds– Touch deals 1d8 damage +1/level
skill check.
(max +5).
Inflict Minor Wounds– Touch attack, 1 point of
Life Drain, Lesser – victim takes 1d4+1 damage, caster gains
damage.
1 temporary hit point/2 hit points caused
Insight, LesserQ – gain +1 to hit, damage, AC or
Lighten Armor – worn armor becomes one category lighter
skill roll
Magic Stone– Three stones gain +1 on attack, deal 1d6 +1
Insightful StrikeQ – you gain a +4 insight bonus to
damage.
your next attack roll.
Magic Weapon– Weapon gains +1 bonus.
Know ValueP – reveals mundane value of objects
Obscuring MistP– Fog surrounds you.
Light– Object shines like a torch.
Protection from Chaos/Evil/Good/Law– +2 to AC and
Mending– Makes minor repairs on an object.
saves, counter mind control, hedge out
Purify Food and Drink– Purifies 1 cu. ft./level of
Remove Fear– Suppresses fear or gives +4 on saves against
food or water.
fear for one subject + one per four levels
Read MagicP– Read scrolls and spellbooks.
Sanctuary– Opponents can’t attack you, and you can’t attack.
ResistanceP– Subject gains +1 on saving throws.
Shield of Faith– Aura grants +2 or higher deflection bonus.
Summon Monster 0 – Summons outsider to fight for
Summon Monster 1st – Calls extraplanar creature to fight for
you
you.
Virtue– Subject gains 1 temporary hp.

1st Level Cleric/Priest Spells 2nd Level Cleric/Priest Spells


Aid– +1 on attack rolls and saves against fear, 1d8 temporary
Anarchic WaterL, M – Makes chaotic water
hp +1/level (max +10).
Axiomatic WaterL, M – Makes lawful water
Align Weapon– Weapon becomes good, evil, lawful, or
BaneP– Enemies take –1 on attack rolls and saves
chaotic.
against fear.
Augury M,F– Learns whether an action will be good or bad.
Bleeding Wound – Victim takes 1 point of
Bear’s EnduranceP– Subject gains +4 to Con for 1
damage/round (max 10)
min./level.
BlessP– Allies gain +1 on attack rolls and saves
Bull’s StrengthP– Subject gains +4 to Str for 1 min./level.
against fear.
Calm EmotionsP– Calms creatures, negating emotion effects.
Bless WaterM– Makes holy water.
Calm WindP – Dispels air–based spells

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Cloak of Bravery – Gain +1 bonus/caster level (max Summon Monster 2nd – Calls extraplanar creature to fight for
+10) vs. fear you.
ConsecrateM, P– Fills area with positive energy, Transfer Wound – You transfer up to 1 hp/level of damage
making undead weaker. from yourself to another creature
Create Lesser UndeadM,P – Create skeletons and Undetectable AlignmentP– Conceals alignment for 24 hours.
zombies of up to 10 HD Zone of Fire SupressionP – Supresses or dispels fire–based
Cure Moderate Wounds– Cures 2d8 damage spells and effects
+1/level (max +10). Zone of TruthP– Subjects within range cannot lie.
DarknessP– 20–ft. radius of supernatural shadow.
Death Knell– Kills dying creature; you gain 1d8 3rd Level Cleric/Priest Spells
temporary hp, +2 to Str, and +1 level.
Bestow CurseP– –6 to an ability score; –4 on attack rolls,
DeflectionP – Recipient gains +1 deflection bonus to
saves, and checks; or 50% chance of losing
AC per 4 caster levels
Blazing Aura –
Delay Death – Target cannot die from hit point
Blindness/DeafnessP– Makes subject blinded or deafened.
damage
Competence, Greater – touched creature gains +10
Delay Poison– Stops poison from harming subject
compentance bonus to one skill for 1 minute/caster
for 1 hour/level.
level
DesecrateXM– Fills area with negative energy,
Contagion– Infects subject with chosen disease.
making undead stronger.
Continual FlameM,P– Makes a long–lasting, heatless torch.
DodgeP – Recipient gains +1 dodge bonus/4 levels
Create Food and WaterL – Feeds three humans (or one
Eagle’s SplendorP– Subject gains +4 to Cha for 1
horse)/level.
min./level.
Cure Serious Wounds– Cures 3d8 damage +1/level (max
Enthrall– Captivates all within 100 ft. + 10 ft./level.
+15).
Find TrapsP– Notice traps as a rogue does.
Daylight– 60–ft. radius of bright light.
Gentle ReposeP– Preserves one corpse.
Deeper Darkness– Object sheds supernatural shadow in 60–
Greater Resistance – Recipient gains +1 magic
ft. radius.
bonus/4 levels to saving throws.
Dispel Magic– Cancels spells and magical effects.
Hold Person– Paralyzes one humanoid for 1
each action.
round/level.
Feign DeathQ – Target falls into catalyptic state resembling
Inflict Moderate Wounds– Touch attack, 2d8
death
damage +1/level (max +10).
Glyph of WardingL,M,P– Inscription harms those who pass it.
Insight – Recipient gains +1 insight bonus/4 levels
Helping Hand– Ghostly hand leads subject to you.
to hit, damage, AC or a single skill roll
Inflict Serious Wounds– Touch attack, 3d8 damage +1/level
Make Whole– Repairs an object.
(max +15).
Owl’s WisdomP– Subject gains +4 to Wis for 1
Invisibility PurgeP– Dispels invisibility within 5 ft./level.
min./level.
Life Drain – you drain 1d6 hit points per caster level (max
Pebble to Boulder – one diminutive stone/2 levels
10d6) from target and gain 1 temporary hp/2 drained
enlarges to deal 2d6 damage when hurled
Locate Object– Senses direction toward object (specific or
Remove Paralysis– Frees one or more creatures
type).
from paralysis or slow effect.
Magic Circle against Chaos/Evil/Good/LawP– As protection
Resist EnergyP– Ignores 10 (or more) points of
spells, but 10–ft. radius and 10 min./level.
damage/attack from specified energy type.
Magic Vestment– Armor or shield gains +1 enhancement per
Restoration, LesserL– Dispels magical ability
four levels.
penalty or repairs 1d4 ability damage.
Meld into Stone– You and your gear merge with stone.
Shatter– Sonic vibration damages objects or
Obscure ObjectP– Masks object against scrying.
crystalline creatures.
Prayer– Allies +1 bonus on most rolls, enemies –1 penalty.
Shield OtherF– You take half of subject’s damage.
Protection from Energy– Absorb 12 points/level of damage
SilenceP– Negates sound in 15–ft. radius.
from one kind of energy.
Sound Burst– Deals 1d8 sonic damage to subjects;
Remove Blindness/Deafness– Cures normal or magical
may stun them.
conditions.
Spiritual Weapon– Magic weapon attacks on its
Remove Curse– Frees object or person from curse.
own.
Remove Disease– Cures all diseases affecting subject.
StatusP– Monitors condition, position of allies.
Searing Light– Ray deals 1d8/two levels damage, more
Sticks to Snakes – Make 1d4+1/level tiny vipers, or
against undead.
1 medium viper or 1 constrictor snake + 1/3
Speak with DeadL– Corpse answers one question/two levels.
levels.
Stone Shape– Sculpts stone into any shape.

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Summon Dreamslayer – Summons a dreamslayer to Summon Monster 4th – Calls extraplanar creature to fight for
kill a sleeping enemy you.
Summon Monster 3rd – Calls extraplanar creature to TonguesP– Speak any language.
fight for you. Vulture’s Rebuttal – You deal damage to opponents who
Water BreathingP– Subjects can breathe have augmented their abilities
underwater.
Water WalkP– Subject treads on water as if solid. 5th Level Cleric/Priest Spells
Wind Wall– Deflects arrows, smaller creatures, and
Aid, Mass – As aid, but affects multiple targets
gases.
AtonementF, L, X– Removes burden of misdeeds from subject.
Break Enchantment– Frees subjects from enchantments,
4th Level Cleric/Priest Spells alterations, curses, and petrification.
Aid, Improved – As aid, but bonus to hit and save Command, Greater– As command, but affects one
vs. fear increases by +1 per 5 levels subject/level.
Air WalkP– Subject treads on air as if solid (climb at CommuneF, L, X– Deity answers one yes–or–no question/level.
45–degree angle). Cure Grevious Wound – Cures 5d8 + 2 pts. /level (max +40)
Bolt from the Blue – Arc of lightning deals 1d6 Cure Light Wounds, Mass– Cures 1d8 damage +1/level for
electrical damage/level (max 5d6) many creatures.
Control WaterP– Raises or lowers bodies of water. Dispel Chaos/Evil/Good/Law– +4 bonus against attacks.
Cure Critical Wounds– Cures 4d8 damage +1/level Disrupting Weapon– Melee weapon destroys undead.
(max +20). Flame Strike– Smite foes with divine fire (1d6/level damage).
Death WardP– Grants immunity to death spells and HallowL,M,P– Designates location as holy.
negative energy effects. Inflict Grevious Wound – Deals 5d8 +2 pts./level (max +40)
Dimensional AnchorP– Bars extradimensional Inflict Light Wounds, Mass– Deals 1d8 damage +1/level to
movement. many creatures.
Discern LiesP– Reveals deliberate falsehoods. Insight, Greater – gain +1 insight bonus/2 levels to hit,
Dismissal– Forces a creature to return to native damage, AC and skill rolls
plane. Insight, Mass – gain +1 insight bonus/4 levels to hit, damage,
DivinationL, M– Provides useful advice for specific AC and skill rolls in 20 ft. burst
proposed actions. Insect Plague– Locust swarms attack creatures.
Divine Power– You gain attack bonus, +6 to Str, and Life Drain, Greater – you drain 1d6 hit points/caster level
1 hp/level. (max 20d6) from target and gain 1 temporary hp/2
Fast Healing – One ally per level gains fast healing 1 drained.
Freedom of MovementP– Subject moves normally Mark of JusticeP– Designates action that will trigger curse on
despite impediments. subject.
Giant Vermin– Turns centipedes, scorpions, or Mass Insight – All creatures in 20 foot area gain +1 insight
spiders into giant vermin. bonus/4 levels to hit, damage, AC or skill rolls.
Imbue with Spell AbilityL– Transfer spells to Mass Life Drain – you drain 5d6 hit points from all creatures
subject. in 20 feet and gain 1 temporary hp/2 drained.
Inflict Critical Wounds– Touch attack, 4d8 damage Master SkillP – touched individual gains +30 bonus to one
+1/level (max +20). skill for 1 minute/level
Magic Weapon, Greater– +1 bonus/four levels PermanencyQ,X – Makes certain spells permanent
(max +5). Plane ShiftF– As many as eight subjects travel to another
Neutralize Poison– Immunizes subject against plane.
poison, detoxifies venom in or on subject. Raise DeadL,M– Restores life to subject who died as long as
Planar Ally, LesserL,M,X– Exchange services with a one day/level ago.
6 HD extraplanar creature. Righteous Might– Your size increases, and you gain combat
Poison– Touch deals 1d10 Con damage, repeats in 1 bonuses.
min. ScryingL,F– Spies on subject from a distance.
Repel Vermin– Insects, spiders, and other vermin Slay Living– Touch attack kills subject.
stay 10 ft. away. Spell ResistanceP– Subject gains SR 12 + level.
RestorationL,M– Restores level and ability score Summon Monster 5th – Calls extraplanar creature to fight for
drains. you.
SendingL– Delivers short message anywhere, Symbol of PainL,M,P– Triggered rune wracks nearby creatures
instantly. with pain.
Spell ImmunityP– Subject is immune to one spell Symbol of SleepL,M,P– Triggered rune puts nearby creatures
per four levels. into catatonic slumber.
True Seeing M– Lets you see all things as they really are.

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UnhallowL,M,P– Designates location as unholy. Wind Walk– You and your allies turn vaporous and travel
Wall of Stone– Creates a stone wall that can be fast.
shaped. Word of Recall– Teleports you back to designated place.

6th Level Cleric/Priest Spells 7th Level Cleric/Priest Spells


P
Animate Objects – Objects attack your foes. Blasphemy– Kills, paralyzes, weakens, or dazes nonevil
Antilife Shell– 10–ft. field hedges out living subjects.
creatures. Chariot of FireL – Summons chariot of fire to transport caster
Banishment– Banishes 2 HD/level of extraplanar and up to seven others
creatures. Control WeatherL, P– Changes weather in local area.
Bear’s Endurance, Mass– As bear’s endurance, Cure Mortal Wound – Cures 7d8 + 4 pts./level (max +80)
affects one subject/ level. Cure Serious Wounds, Mass– Cures 3d8 damage +1/level
Blade BarrierP– Wall of blades deals 1d6/level for many creatures.
damage. DestructionF– Kills subject and destroys remains.
Bull’s Strength, Mass– As bull’s strength, affects Dictum– Kills, paralyzes, slows, or deafens nonlawful
one subject/level. subjects.
Cure Lethal Wound – Cures 6d8 + 3 pts./level (max Ethereal Jaunt– You become ethereal for 1 round/level.
+60) Holy Word– Kills, paralyzes, blinds, or deafens nongood
Cure Moderate Wounds, Mass– Cures 2d8 damage subjects.
+1/level for many creatures. Inflict Mortal Wound – Deals 7d8 + 4 pts/level (max +80)
Dispel Magic, Greater– As dispel magic, but up to Inflict Serious Wounds, Mass– Deals 3d8 damage +1/level
+20 on check. to many creatures.
Eagle’s Splendor, Mass– As eagle’s splendor, RefugeM– Alters item to transport its possessor to you.
affects one subject/level. RegenerateL– Subject’s severed limbs grow back, cures 4d8
Fast Healing, Greater – One ally/level gains fast damage +1/level (max +35).
healing 2 (or more) RepulsionP– Creatures can’t approach you.
Find the PathL– Shows most direct way to a Restoration, GreaterL,X– As restoration, plus restores all
location. levels and ability scores.
ForbiddanceL,M,P– Blocks planar travel, damages ResurrectionL,M– Fully restore dead subject.
creatures of different alignment. Scrying, GreaterL– As scrying, but faster and longer.
Geas/QuestL– As lesser geas, plus it affects multiple Summon Monster 7th – Calls extraplanar creature to fight for
creatures. you.
Glyph of Warding, GreaterL,M,P– As glyph of Symbol of StunningL,M,P– Triggered rune stuns nearby
warding, but up to 10d8 damage or 6th– creatures.
level spell. Symbol of WeaknessL,M,P– Triggered rune weakens nearby
Harm– Deals 10 points/level damage to target. creatures.
Heal– Cures 10 points/level of damage, all diseases Wither – touch deals 1d8 damage/level (max 20d8) and
and mental conditions. exhausts target.
Heroes’ Feast– Food for one creature/level cures and Word of Chaos– Kills, confuses, stuns, or deafens nonchaotic
grants combat bonuses. subjects.
Inflict Lethal Wound – Deals 6d8 + 3 pts./level
(maxl +60) 8th Level Cleric/Priest Spells
Inflict Moderate Wounds, Mass– Deals 2d8
Antimagic Field– Negates magic within 10 ft.
damage +1/level to many creatures.
Cloak of ChaosF– +4 to AC, +4 resistance, and SR 25 against
Owl’s Wisdom, Mass– As owl’s wisdom, affects one
lawful spells.
subject/level.
Create Greater UndeadM,P– Create shadows, wraiths,
Planar AllyL,M,X– As lesser planar ally, but up to 12
spectres, or devourers.
HD.
Cure Critical Wounds, Mass– Cures 4d8 damage +1/level
Summon Monster 6th – Calls extraplanar creature to
for many creatures.
fight for you.
Curse of VampirismM – Kill target and raise them as a
Symbol of FearL,M,P– Triggered rune panics nearby
vampire spawn or vampire
creatures.
Dimensional LockP– Teleportation and interplanar travel
Symbol of PersuasionL,M,P– Triggered rune charms
blocked for one day/level.
nearby creatures.
Discern LocationL– Reveals exact location of creature or
Undeath to DeathM– Destroys 1d4 HD/level undead
object.
(max 20d4).
Earthquake– Intense tremor shakes 5–ft./level radius.
Fire Storm– Deals 1d6/level fire damage.
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Holy AuraF– +4 to AC, +4 resistance, and SR 25


against evil spells.
Inflict Critical Wounds, Mass– Deals 4d8 damage
+1/level to many creatures.
Planar Ally, GreaterL,M,X– As lesser planar ally, but
up to 18 HD.
Shield of LawF – +4 to AC, +4 resistance, and SR 25
against chaotic spells.
Spell Immunity, Greater– As spell immunity, but up
to 8th–level spells.
Summon Monster 8th – Calls extraplanar creature to
fight for you.
Symbol of DeathL,M,P – Triggered rune slays nearby
creatures.
Symbol of InsanityL,M,P – Triggered rune renders
nearby creatures insane.
Unholy AuraF – +4 to AC, +4 resistance, and SR 25
against good spells.

9th Level Cleric/Priest Spells


Astral ProjectionM, P – Projects you and companions
onto Astral Plane.
Energy Drain– Subject gains 2d4 negative levels.
Etherealness – Travel to Ethereal Plane with
companions.
GateX,F – Connects two planes for travel or
summoning.
Harm, Mass – inflict 10 hp/level (max 250) to 1
creature/5 levels
Heal, Mass– As heal, but with several subjects.
Implosion– Kills one creature
MiracleX – Requests a deity’s intercession.
Soul BindF– Traps newly dead soul to prevent
resurrection.
Storm of Vengeance– Storm rains acid, lightning,
and hail.
Summon Monster 9th – Calls extraplanar creature to
fight for you.
True ResurrectionL,M– As resurrection, plus
remains aren’t needed.
Dream TravelM – Travel great distances using the
plane of dreams

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Domain Spells Artifice Domain


Granted Powers: Gain +4 bonus on Craft checks. When
Air Domain crafting non–magical items, you only spend 25% of the
Granted Power: Once per day, you can Levitate, as creation cost for materials.
per the spell, for 1 round/level. At 7th level, this 1 Animate Rope – Makes a rope move at your
ability changes to duplicate the Fly spell with a command.
duration of 1 round/level, and at 14th level, this 2 Wood Shape – Rearranges wooden objects to suit
changes to duplicate the Overland Flight spell, with a you.
duration of 1 hour/level. 3 Stone Shape – Sculpts stone into any shape.
1 Obscuring MistP: Fog surrounds you. 4 Minor CreationL,M,P – Creates one cloth or wood
2 Wind Wall: Deflects arrows, smaller object.
creatures, and gases. 5 Fabricate – Transforms raw materials into finished
3 Gaseous Form: Subject becomes items.
insubstantial and can fly slowly. 6 Major CreationL,P – As minor creation, plus stone
4 Air WalkP: Subject treads on air as if solid and metal.
(climb at 45–degree angle). 7 HardeningP – Increases the hardness of materials.
5 Control WindsP: Change wind direction 8 True CreationL,X – Creates a nonmagical,
and speed. unattended object of any sort of matter.
6 Chain Lightning: 1d6/level damage; 1 9 Polymorph Any Object – Transform any object into
secondary bolt/level each deals half damage. another object
7 Control WeatherL, P: Changes weather in
local area. Chaos Domain
8 Whirlwind: Cyclone deals damage and can
Granted Power: Once per day as a standard action, you can
pick up creatures.
create an area of chaotic energy within a range of 30 feet of
9 Elemental SwarmL*: Summons multiple
you. The area is 30 feet in diameter. Those in the area of
elementals.
effect must randomly roll to see who they target with spells or
*Cast as an air spell only.
effects. This is a supernatural ability.
1 Protection from Law: +2 to AC and saves, counter
Animal Domain mind control, hedge out elementals and outsiders.
Granted Powers: You can use speak with animals 2 Shatter: Sonic vibration damages objects or
once per day as a spell–like ability. crystalline creatures.
Add Knowledge (nature) to your list of 3 Magic Circle against LawP: As protection spells,
cleric class skills. You gain 1 extra skill point per but 10–ft. radius and 10 min./level.
cleric level (x4 if 1st level). 4 Chaos Hammer: Damages and staggers lawful
1 Calm Animals: Calms (2d4 + level) HD of creatures.
animals. 5 Dispel Law: +4 bonus against attacks by lawful
2 Hold Animal: Paralyzes one animal for 1 creatures.
round/level. 6 Animate ObjectsP: Objects attack your foes.
3 Dominate Animal: Subject animal obeys 7 Word of Chaos: Kills, confuses, stuns, or deafens
silent mental commands. nonchaotic subjects.
4 Summon Nature’s Ally 4th1: Calls creature 8 Cloak of ChaosF: +4 to AC, +4 resistance, SR 25
to fight. against lawful spells.
5 Commune with NatureL: Learn about 9 Summon Monster 9th*: Calls extraplanar creature
terrain for 1 mile/level. to fight for you.
6 Antilife Shell: 10–ft. field hedges out living *Cast as a chaos spell only.
creatures.
7 Animal Shapes: One ally/level polymorphs Charm Domain
into chosen animal.
Granted Powers: The character can boost his or her Charisma
8 Summon Nature’s Ally 8th*: Calls
by 4 points once per day. Activating this power is a free
creature to fight.
action. The Charisma increase lasts 1 minute.
9 ShapechangeF: Transforms you into any
1 Charm PersonP – Makes one person your friend.
creature, and change forms once per round.
1 2 Calm Emotions – Calms creatures, negating emotion
Can only summon animals.
2 effects.
Animal and magical beast shapes only
3 Suggestion – Compels subject to follow stated course
of action.
4 Lesser Geas –

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5 Charm MonsterP – Makes monster believe


it is your ally. Darkness Domain
6 Geas/Quest – As lesser geas, plus it affects
Granted Powers: Free Blind–Fight Feat. You gain Stealth as
multiple creatures.
a class skill and 1 extra skill point per level (x4 at 1st level).
7 Insanity – Subject suffers continuous
1 Obscuring MistP: Fog surrounds you.
confusion.
2 BlindnessP: Makes subject blind.
8 Demand – As sending, plus you can send
3 Blacklight: Creates an area of total darkness.
suggestion.
4 Armor of Darkness: Envelops the warded creature
9 Dominate Monster – As dominate person,
in a shroud of shadows.
but any creature.
5 Summon Monster 5th: Only summons 1d3
shadows.
Community Domain 6 Prying EyesL: 1d4 +1/level floating eyes scout for
Granted Powers: Use calm emotions as a spell–like you.
ability once per day. Gain a +2 competence bonus on 7 NightmareL: Sends vision dealing 1d10 damage,
Persuade (Diplomacy) checks. fatigue.
1 BlessP: Allies gain +1 on attack rolls and 8 Power Word, Blind: Blinds creature with 200 hp or
saves against fear. less.
2 Shield OtherF: You take half of subject’s 9 Power Word, Kill: Kills one creature with 100 hp or
damage. less.
3 Prayer: Allies +1 bonus on most rolls,
enemies –1 penalty. Death Domain
4 Status: Monitors condition, position of
Granted Power: You may use a death touch once per day.
allies.
Your death touch is a supernatural ability that produces a
5 Telepathic Bond: Link lets allies
death effect. You must succeed on a melee touch attack
communicate.
against a living creature (using the rules for touch spells).
6 Heroes’ Feast: Food for one creature/level
When you touch, roll 1d6 per cleric level you possess. If the
cures and grants combat bonuses.
total at least equals the creature’s current hit points, it dies (no
7 Refuge: Alters item to transport its
save).
possessor to you.
1 Frighten: One creature flees for 1d4 rounds (replaces
8 Heal, Mass: As heal, but with several
cause fear)
subjects.
2 Death Knell: Kill dying creature and gain 1d8
9 MiracleX: Requests a deity’s intercession.
temporary hp, +2 to Str, and +1 caster level.
3 Summon Monster 3rd (Undead only): Creates
Creation Domain undead skeletons and zombies.
Granted Powers: Once per day, you can fashion an 4 Death WardP: Grants immunity to death spells and
item from nothingness. The item can be up to 2 lbs. negative energy effects.
of weight and/or up to 5 gp value per level. The 5 Slay Living: Touch attack kills subject.
created item lasts for 24 hours. This is a supernatural 6 Summon Monster 5th (Undead Only): Create
ability. ghouls, ghasts, mummies, or mohrgs.
1 Create Water: Creates 2 gallons/level of 7 DestructionF: Kills subject and destroys remains.
pure water. 8 Summon Monster 8th (Undead Only): Create
2 Minor Image: As silent image, plus some shadows, wraiths, spectres, r devourers.
sound. 9 Wail of the Banshee: Kills one creature/level.
3 Create Food and Water: Feeds three
humans (or one horse)/level. Destruction Domain
4 Minor CreationL,M,P: Creates one cloth or
Granted Power: You gain the smite power, the supernatural
wood object.
ability to make a single melee attack with a +4 bonus on attack
5 Major CreationL,M,P: As minor creation,
rolls and a +1d6 bonus to damage/3 levels (if you hit). You
plus stone and metal.
must declare the smite before making the attack. This ability is
6 Heroes’ Feast: Food for one creature/level
usable once per day.
cures and grants combat bonuses.
1 Inflict Light Wounds: Touch attack, 1d8 damage
7 Permanent ImageP: Includes sight, sound,
+1/level (max +5).
and smell.
2 Shatter: Sonic vibration damages objects or
8 True CreationL,X: Creates a nonmagical,
crystalline creatures.
unattended object of any sort of matter.
3 Contagion: Infects subject with chosen disease.
9 GenesisL,X: Creates an immobile, finite
plane with limited access—a demi–plane.
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4 Inflict Critical Wounds: Touch attack, 4d8 granting them a +1 bonus to hit, saves, skill checks and
damage +1/level (max +20). damage for a number of rounds equal to your Charisma
5 Inflict Light Wounds, Mass: Deals 1d8 modifier (min 1 round). This bonus increases by +1 every 5
damage +1/level to any creatures. levels. Thus the bonus is +1 at 1st–4th level, +2 at 5th–9th level,
6 Harm: Deals 10 points/level damage to +3 at 10th–14th level, +4 at 15th–19th level and +5 at 20th+
target. level. This is a supernatural ability.
7 Disintegrate: Makes one creature or object 1 Protection from Good: +2 to AC and saves, counter
vanish. mind control, hedge out elementals and outsiders.
8 Earthquake: Intense tremor shakes 5– 2 DesecrateM: Fills area with negative energy, making
ft./level radius. undead stronger.
9 Implosion: Kills one creature/round. 3 Magic Circle against GoodP: As protection spells,
but 10–ft. radius and 10 min./level.
Disease Domain Spells 4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good
Granted Power: Once per day, you touch can inflict
creatures.
a disease into a single target. The disease cannot
6 Harm: Deals 10 points/level damage to target
have a DC greater than 10 + ½ your cleric level +
7 Blasphemy: Kills, paralyzes, weakens, or dazes
Wis Modifier. This is a supernatural ability.
nonevil subjects.
1 Boil: Creates a painful boil that hampers
8 Unholy AuraF: +4 to AC, +4 resistance, SR 25
victim’s ability
against good spells.
2 Summon Swarm
9 Summon Monster 9th*: Calls extraplanar creature
3 Contagion
to fight for you.
4 Diminish Plant
*Cast as an evil spell only.
5 Insect Plague
6 Mass Contagion
7 Creeping Doom Fire Domain
8 Waves of Exhaustion Granted Power: Your fire spells deal at least 50% damage,
9 Finger of Death and deal an extra 1 point of damage per die of damage.
1 Burning Hands: 1d4/level fire damage (max 5d4).
Earth Domain 2 Produce Flame: 1d6 damage +1/ level, touch or
thrown.
Granted Power: Once per day as a free action, you
3 Resist EnergyP*: Ignores 10 (or more) points of
gain DR 1/– for one minute. This increases by 1 for
damage/attack from specified energy type.
every 5 levels. Thus DR 1/– at 1st–4th level, DR 2/–
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and
at 5th–9th level, DR 3/– at 10th–14th level, DR 4/– at
1d4 out to 20 ft. Passing through wall deals
15th–19th level and DR 5/– at 20th+ level. This is a
2d6 damage +1/level.
supernatural ability.
5 Fire Shield: Creatures attacking you take fire
1 Magic Stone: Three stones become +1
damage; you’re protected from heat or cold.
projectiles, 1d6 +1 damage.
6 Fire Seeds: Acorns and berries become grenades and
2 Soften Earth and Stone: Turns stone to
bombs.
clay or dirt to sand or mud.
7 Fire Storm: Deals 1d6/level fire damage.
3 Stone Shape: Sculpts stone into any shape.
8 Incendiary Cloud: Cloud deals 4d6 fire
4 Spike Stones: Creatures in area take 1d8
damage/round.
damage, may be lowed.
9 Elemental SwarmL**: Summons multiple
5 Wall of Stone: Creates a stone wall that can
elementals.
be shaped.
*Resist cold or fire only. **Cast as a fire spell only.
6 StoneskinM: Ignore 10 points of damage per
attack.
7 Earthquake: Intense tremor shakes 5– Glory Domain
ft./level radius. Granted Powers: Turn undead with a +2 bonus on the turning
8 Iron Body: Your body becomes living iron. check and +1d6 to the turning damage roll.
9 Elemental SwarmL*: Summons multiple 1 Disrupt Undead: Deals 1d6 damage to one undead.
elementals. 2 Bless Weapon: Weapon strikes true against evil foes.
*Cast as an earth spell only. 3 Searing Light: Ray deals 1d8/two levels damage,
more against undead.
Evil Domain 4 Holy Smite: Damages and blinds evil creatures.
5 Holy Sword: Weapon becomes +5, deals +2d6
Granted Power: As a standard action once per day,
damage against evil.
you can bolster evil creatures in a 30 ft. radius,

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6 Bolt of Glory: Projects a bolt of energy 6 Heal: Cures 10 points/level of damage, all diseases
from the Positive Energy Plane against one and mental conditions.
creature. 7 RegenerateL: Subject’s severed limbs grow back,
7 Sunbeam: Beam blinds and deals 4d6 cures 4d8 damage +1/level (max +35).
damage. 8 Cure Critical Wounds, Mass: Cures 4d8 damage
8 Crown of Glory: Caster is imbued with an +1/level (max +40) for many creatures.
aura of celestial authority, inspiring awe in 9 Heal, Mass: As heal, but with several subjects.
all lesser creatures.
9 GateX,F: Connects two planes for travel or Knowledge Domain
summoning.
Granted Power: Add all Knowledge skills to your list of
cleric class skills. You gain a +4 bonus on all Knowledge skill
Good Domain checks. You can spontaneously cast divination spells.
Granted Power: As a standard action once per day, 1 Detect Secret DoorsP: Reveals hidden doors within
you can bolster good creatures in a 30 ft. radius, 60 ft.
granting them a +1 bonus to hit, saves, skill checks 2 Detect ThoughtsP: Allows “listening” to surface
and damage for a number of rounds equal to your thoughts.
Charisma modifier (min 1 round). This bonus 3 Clairaudience/Clairvoyance: Hear or see at a
increases by +1 every 5 levels. Thus the bonus is +1 distance for 1 min./level.
at 1st–4th level, +2 at 5th–9th level, +3 at 10th–14th 4 DivinationL, M: Provides useful advice for specific
level, +4 at 15th–19th level and +5 at 20th+ level. This proposed actions.
is a supernatural ability. 5 True SeeingM,P: Lets you see all things as they really
1 Protection from Evil: +2 to AC and saves, are.
counter mind control, hedge out elementals 6 Find the PathL: Shows most direct way to a location.
and outsiders. 7 Legend LoreL,M,F: Lets you learn tales about a
2 Aid: +1 on attack rolls, +1 on saves against person, place, or thing.
fear, 1d8 temporary hp +1/level (max +10). 8 Discern LocationL: Reveals exact location of
3 Magic Circle against EvilP: As protection creature or object.
spells, but 10–ft. radius and 10 min./level. 9 Foresight: “Sixth sense” warns of impending danger.
4 Holy Smite: Damages and blinds evil
creatures. Law Domain
5 Dispel Evil: +4 bonus against attacks by
Granted Power: Once per day, you can target an individual
evil creatures.
creature within 30 feet of you. Each round that they attempt to
6 Blade BarrierP: Wall of blades deals
take an action, they must make a Will save (DC 10 + ½ cleric
1d6/level damage.
level + your spellcasting modifier). If the save is failed, you
7 Holy WordF: Kills, paralyzes, slows, or
instead dictate their action for the round as a free action. This
deafens nongood subjects.
ability lasts for a number of rounds equal to your Charisma
8 Holy Aura: +4 to AC, +4 resistance, and
modifier (min 1 round) and is a supernatural ability.
SR 25 against evil spells.
1 Protection from Chaos: +2 to AC and saves, counter
9 Summon Monster 9th*: Calls extraplanar
mind control, hedge out elementals and outsiders.
creature to fight for you.
2 Calm Emotions: Calms creatures, negating emotion
*Cast as a good spell only.
effects.
3 Magic Circle against ChaosP: As protection spells,
Healing Domain but 10–ft. radius and 10 min./level.
Granted Power: Your healing spells cure at least 4 Order’s Wrath: Damages and dazes chaotic creatures.
50% of their maximum value. 5 Dispel Chaos: +4 bonus against attacks by chaotic
1 Cure Light Wounds: Cures 1d8 damage creatures.
+1/level (max +5). 6 Hold Monster: As hold person, but any creature.
2 Cure Moderate Wounds: Cures 2d8 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful
damage +1/level (max +10). subjects.
3 Cure Serious Wounds: Cures 3d8 damage 8 Shield of LawF: +4 to AC, +4 resistance, and SR 25
+1/level (max +15). against chaotic spells.
4 Cure Critical Wounds: Cures 4d8 damage 9 Summon Monster IX*: Calls extraplanar creature to
+1/level (max +20). fight for you.
5 Cure Light Wounds, Mass: Cures 1d8 *Cast as a law spell only.
damage +1/level (max +25) for many
creatures.

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Liberation Domain Madness Domain


Granted Powers: The character gains a +2 magic Granted Powers: The character gains an Insanity score equal
bonus on all saving throws against enchantment to half his or her class level. For spellcasting (determining
spells or effects. Once per day, the character can bonus spells and DCs), the character uses his or her Wisdom
touch an individual to grant them a +1 bonus/4 levels score plus his or her Insanity score in place of Wisdom alone.
to their next saving throw against enchantment spells. For all other purposes, such as skills and saves, use Wisdom
This bonus lasts until used or 24 hours pass. This is a minus Insanity in place of Wisdom. Once per day, the
supernatural ability. character can see and act with the clarity of true madness. Use
1 Remove Fear: Suppresses fear or gives +4 the character’s Insanity score as a positive rather than a
on saves against fear for one subject + one negative modifier on a single roll involving Wisdom. Choose
per four levels. to use this power before the roll is made.
2 Remove Paralysis: Frees one or more 1 Random Action:
creatures from paralysis or slow effect. 2 Touch of Madness: May daze one living creature by
3 Remove Curse: Frees object or person from making a successful touch attack.
curse. 3 Rage: Gives +2 to Str and Con, +1 on Will saves, –2
4 Freedom of MovementP: Subject moves to AC.
normally despite impediments. 4 ConfusionP: Subjects behave oddly for 1 round/level.
5 Break Enchantment: Frees subjects from 5 Bolts of Bedevilment: Grants the caster the ability to
enchantments, alterations, curses, make one ray attack per round.
petrification. 6 Phantasmal Killer: Fearsome illusion kills subject
6 Greater Dispelling: As other dispel spells, or deals 3d6 damage.
but up to +20 on check. 7 Insanity: Subject suffers continuous confusion.
7 Refuge: Alters item to transport its 8 Maddening Scream: Subject cannot keep himself
possessor to you. from behaving as though completely mad.
8 Mind BlankP: Subject is immune to 9 Weird: As phantasmal killer, but affects all within
mental/emotional magic and scrying. 30 ft.
9 Unbinding: Counters binding spell.
Magic Domain
Luck Domain Granted Power: Use scrolls, wands, and other devices with
Granted Power: You gain the power of good spell completion or spell trigger activation as a wizard of one–
fortune, which is usable once per day. This half your cleric level (at least 1st level). For the purpose of
extraordinary ability allows you to reroll one roll that using a scroll or other magic device, if you are also a wizard,
you have just made before the GM declares whether actual wizard levels and these effective wizard levels stack.
the roll results in success or failure. You must take 1 Magic Aura: Alters object’s magic aura.
the result of the reroll, even if it’s worse than the 2 IdentifyL,M: Determines properties of magic item.
original roll. 3 Dispel Magic: Cancels magical spells and effects.
1 Entropic Shield: Ranged attacks against 4 Imbue with Spell AbilityL: Transfer spells to
you have 20% miss chance. subject.
2 Aid: +1 on attack rolls, +1 against fear, 1d8 5 Spell ResistanceP: Subject gains SR 12 + level.
temporary hp +1/level (max +10). 6 Antimagic Field: Negates magic within 10 ft.
3 Protection from Energy: Absorb 12 7 Spell Turning: Reflect 1d4+6 spell levels back at
points/level of damage from one kind of caster.
energy. 8 Protection from SpellsM,F: Confers +8 magic bonus.
4 Freedom of MovementP: Subject moves 9 Mage’s Disjunction: Dispels magic, disenchants
normally despite impediments. magic items.
5 Break Enchantment: Frees subjects from
enchantments, alterations, curses, and Nobility Domain
petrification.
Granted Powers: The character has the spell–like ability to
6 Mislead: Turns you invisible and creates
inspire allies, giving them a +1 magic bonus per 4 levels on
illusory double.
saving throws, attack rolls, ability checks, skill checks, and
7 Spell Turning: Reflect 1d4+6 spell levels
weapon damage rolls. Allies must be able to hear the character
back at caster.
speak for 1 round. Using this ability is a standard action. It
8 Moment of Prescience: You gain insight
lasts a number of rounds equal to the character’s Charisma
bonus on single attack roll, check, or save.
bonus and can be used once per day.
9 MiracleX: Requests a deity’s intercession.
1 Divine Favor: You gain +1 per three levels on attack
and damage rolls.

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2 Enthrall: You gain +1 per three levels on 4 Spell Immunity: Subject is immune to one spell per
attack and damage rolls. four levels.
3 Magic Vestment: Armor or shield gains +1 5 Spell ResistanceP: Subject gains SR 12 + level.
enhancement per four levels. 6 Antimagic Field: Negates magic within 10 ft.
4 Discern LiesP: Reveals deliberate 7 Repulsion: Creatures can’t approach you.
falsehoods. 8 Mind BlankP: Subject is immune to
5 Greater Command: As command, but mental/emotional magic and scrying.
affects one subject/level. 9 Arcane Invincibility: gain DR 30/epic +6, spell
6 Geas/QuestL: As lesser geas, plus it affects resistance 20+ spell level and other immunities for
multiple creatures. short time.
7 Repulsion: Creatures can’t approach you.
8 Demand: As sending, plus you can send Repose Domain
suggestion.
(The Repose domain is similar to the Death domain, but is
9 Storm of Vengeance: Storm rains acid,
granted by good–aligned deities whose clerics are barred from
lightning, and hail.
casting evil spells.)
Granted Powers: The character may use a death touch once
Plant Domain per day. The death touch is a spell–like ability that is a death
Granted Powers: You can animate plants under your effect. The character must succeed at a melee touch attack
control once per day. This acts like the Animate against a living creature (using the rules for touch spells).
Object spell, except it works only on non–sentient When the character touches, roll 1d6 per his or her cleric level.
plants and lasts 1 round/level. This is a supernatural If the total at least equals the creature’s current hit points, it
ability. dies.
Add Knowledge (nature) to your list of 1 DeathwatchP: Reveals how near death subjects
cleric class skills. within 30 ft. are.
1 Entangle: Plants entangle everyone in 40– 2 Gentle ReposeP: Preserves one corpse.
ft.–radius. 3 Speak with DeadL: Corpse answers one
2 BarkskinP: Grants +2 (or higher) question/two levels.
enhancement to natural armor. 4 Death WardP: Grants immunity to death spells and
3 Plant Growth: Grows vegetation, improves negative energy effects.
crops. 5 Slay Living: Touch attack kills subject.
4 Command Plants: Sway the actions of one 6 Undead to Death: Destroys 1d4 HD/level undead
or more plant creatures. (max 20d4).
5 Wall of Thorns: Thorns damage anyone 7 Destruction: Kills subject and destroys remains.
who tries to pass. 8 Surelife: Protects caster against some condition that
6 Repel Wood: Pushes away wooden objects. would ordinarily cause certain death.
7 Animate PlantsP: One or more trees 9 Wail of the Banshee: Kills one creature/level.
animate and fight for you.
8 Control Plants: Control actions of one or Rune Domain
more plant creatures.
Granted Powers: Free Scribe Scroll Feat. The character can
9 Shambler: Summons 1d4+2 shambling
scribe scrolls for 25% of the normal cost.
mounds to fight for you.
1 Erase: Mundane or magical writing vanishes.
2 Secret PageL,P: Changes one page to hide its real
Protection Domain content.
Granted Power: You can generate a protective ward 3 Glyph of WardingL,M,P: Inscription harms those who
as a supernatural ability. Grant someone you touch a pass it.
magic bonus equal to your cleric level on his or her 4 Explosive RunesX,P: Deals 6d6 damage when read.
next saving throw or AC. Activating this power is a 5 Lesser Planar BindingL,M: Traps extraplanar
standard action. The protective ward is an abjuration creature of 6 HD or less until it performs a task.
effect with a duration of 1 hour that is usable once 6 Greater Glyph of WardingL,M,P: As glyph of
per day. warding, but up to 10d8 damage or 6th–level spell.
1 Sanctuary: Opponents can’t attack you, and 7 Instant Summons: Prepared object appears in your
you can’t attack. hand.
2 Shield OtherF: You take half of subject’s 8 Symbol (of Insanity)L,M,P: Triggered rune renders
damage. nearby creatures insane.
3 Protection from Energy: Absorb 12 9 Teleportation CircleP: Circle teleports any creature
points/level of damage from one kind of inside to designated spot.
energy.
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Scalykind Domain Suffering Domain


Granted Power: Once per day for one hour, you Granted Power: Once per day, as a standard action, your
gain a natural armor bonus equal to 1 + 1 per 3 cleric touch causes wracking pains in an individual, with no save.
levels. This is a supernatural ability. The individual suffers –2 penalty on all attack rolls, weapon
1 Magic Fang: One natural weapon of subject damage rolls, saving throws, skill checks and ability checks.
creature gets +1 on attack and damage rolls. This is a supernatural ability.
2 Animal Trance (Affects ophidian or 1 Inflict Light Wounds: Causes 1d8 damage + 1/level
reptilian creatures only): Fascinates 2d6 HD (max +5)
of animals. 2 Inflict Moderate Wounds: Causes 2d8 damage
3 Greater Magic Fang: One natural weapon +1/level (max +10)
of subject creature gets +1/three levels on 3 Inflict Serious Wounds: Causes 3d8 damage +
attack and damage rolls (max +5). 1/level (max +15)
4 Poison: Touch deals 1d10 Con damage, 4 Inflict Critical Wounds: Causes 4d8 damage +
repeats in 1 min. 1/level (max +20)
5 Animal Growth (Affects ophidian or 5 Inflict Light Wounds, Mass: Causes 1d8 damage +
reptilian creatures only): One animal/two 1/level (max +25) for many creatures
levels doubles in size. 6 Harm: Inflicts 10 points/level of damage
6 Eyebite: Target becomes panicked, 7 Wither:
sickened, and comatose. 8 Inflict Critical Wounds, Mass: Causes 4d8
7 Creeping Doom (composed of Tiny damage +1/level (max +40) for many creatures
snakes): Swarms of centipedes attack at 9 Harm, Mass: As harm, but with several subjects
your command.
8 Animal Shapes (Affects ophidian or Strength Domain
reptilian creatures only): One ally/level
Granted Power: You can perform a feat of strength as a
polymorphs into chosen animal.
supernatural ability. You gain an magic bonus to Strength
9 ShapechangeF: Transforms you into any
equal to your cleric level. Activating the power is a free
creature, and change forms once per round.
action, the power lasts 1 round, and it is usable once per day.
1 Enlarge PersonP: Humanoid creature doubles in
Song Domain size.
Granted Power: Once per day, you can use the 2 Bull’s StrengthP: Subject gains +4 to Str for 1
bardic song ability once as if you were a Bard equal min./level.
to your cleric level. If you already have levels of 3 Magic Vestment: Armor or shield gains +1
Bard, you instead increase your badic song ability by enhancement per four levels.
one use per day. This is a supernatural ability. 4 Spell ImmunityP: Subject is immune to one spell per
1 Command: One subject obeys selected four levels.
command for 1 round 5 Righteous Might: Your size increases, and you gain
2 Aid: +1 on attack rolls and saves against combat bonuses.
fear, 1d8 temporary hp + 1/level (max +10) 6 StoneskinM,P: Ignore 10 points of damage per attack.
3 Prayer: Allies +1 bonus on most rolls, 7 Grasping Hand: Large hand provides cover, pushes,
enemies –1 penalty or grapples.
4 Shout: Deafens all within cone and deals 8 Clenched Fist: Large hand provides cover, pushes,
5d6 sonic damage or attacks your foes.
5 Break Enchantment: Frees subjects from 9 Crushing Hand: Large hand provides cover, pushes,
enchantments, alterations, curses, and or crushes your foes.
petrification
6 Greater Heroism: Gives +4 bonus on Sun Domain
attack rolls, saves, skill checks; immunity to
Granted Power: You can create a burst of pure sunlight as a
fear; temporary hp
ranged ray attack once per day. This ray of sunlight deals 1d6
7 Greater Shout: Devastating yell deals 10d6
damage per caster level to undead or creatures with the
sonic damage; stuns creatures, damages
shadow subtype. Half of this damage is positive energy and
objects
the other half is divine. This is a supernatural ability.
8 Irresistible Dance: Forces subject to dance
Turning: Once per day, you can perform a greater turning
9 Freedom: Releases creature from
against undead in place of a regular turning. The greater
imprisonment.
turning is like a normal turning except that the undead
creatures that would be turned are destroyed instead.

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1 Endure ElementsP: Exist comfortably in 4 ConfusionP: Subjects behave oddly for 1 round/level.
hot or cold environments. 5 False VisionM,P: Fools scrying with an illusion.
2 Heat Metal: Make metal so hot it damages 6 Mislead: Turns you invisible and creates illusory
those who touch it. double.
3 Searing Light: Ray deals 1d8/two levels, 7 ScreenL,P: Illusion hides area from vision, scrying.
more against undead. 8 Polymorph Any Object: Changes any subject into
4 Fire Shield: Creatures attacking you take anything else.
fire damage; you’re protected from heat or 9 Time Stop: You act freely for 1d4+1 rounds.
cold.
5 Flame Strike: Smite foes with divine fire War Domain
(1d6/level damage).
Granted Power: Free Martial Weapon Proficiency with
6 Fire Seeds: Acorns and berries become
deity’s favored weapon (if necessary) and Weapon Focus with
grenades and bombs.
the deity’s favored weapon.
7 Sunbeam: Beam blinds and deals 4d6
1 Magic Weapon: Weapon gains +1 bonus.
damage.
2 Spiritual Weapon: Magical weapon attacks on its
8 Sunburst: Blinds all within 10 ft., deals 6d6
own.
damage.
3 Magic Vestment: Armor or shield gains +1
9 Meteor Swarm: Four exploding spheres
enhancement per four levels.
each deal 6d6 fire damage.
4 Divine Power: You gain attack bonus, +6 to Str, and
1 hp/level.
Travel Domain 5 Flame Strike: Smite foes with divine fire (1d6/level
Granted Powers: Once per day, for a period of 1 damage).
round/level, you can invoke a burst of speed. The 6 Blade BarrierP: Wall of blades deals 1d6/level
burst of speed doubles your base land movement rate. damage.
This is a supernatural ability. 7 Power Word Blind: Blinds creature with 200 hp or
Add Survival to your list of cleric class less.
skills. You gain 1 extra skill point per level (x4 if 1st 8 Power Word Stun: Stuns creature with 150 hp or
level). less.
1 LongstriderP: Increases your speed. 9 Power Word Kill: Kills creature with 100 hp or less.
2 Locate Object: Senses direction toward
object (specific or type). Water Domain
3 FlyP: Subject flies at speed of 60 ft.
Granted Power: Once per day, while at least 50% of your
4 Freedom of MovementP: Subject moves
body or more is in contact with water, you gain fast healing 1.
normally despite impediments.
This amount increases by 1 for every 5 cleric levels (Thus fast
5 Dimension Door: Teleports you short
healing 2 at 5th–9th level, fast healing 3 at 10th–14th level, fast
distance.
healing 4 at 15th–19th level and fast healing 5 at 20th+ level).
6 Find the PathL: Shows most direct way to a
This lasts for 5 rounds/level. This is a supernatural ability.
location.
1 Obscuring MistP: Fog surrounds you.
7 Teleport, Greater: As teleport, but no
2 Fog Cloud: Fog obscures vision.
range limit and no off–target arrival.
3 Water BreathingP: Subjects can breathe underwater.
8 Phase Door: Creates an invisible passage
4 Control WaterP: Raises or lowers bodies of water.
through wood or stone.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft.
9 Astral ProjectionM, P: Projects you and
across.
companions onto Astral Plane.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
Trickery Domain 8 Horrid Wilting: Deals 1d6/level damage within 30
Granted Power: Add Deception (Bluff), Deception ft.
(Disguise), and Stealth (Hide) to your list of cleric 9 Elemental SwarmL*: Summons multiple elementals.
class skills and 3 extra skill points per level (x4 if 1st *Cast as a water spell only.
level).
1 Disguise SelfP: Deception (Disguise) own
appearance. Weather Domain
2 InvisibilityP: Subject invisible 1 min./level
Granted Powers: Once per day, you change the weather
or until it attacks.
patterns one grade better or worse in a 100 foot radius for 1
3 NondetectionM,P: Stealth (Hide)s subject
hour. This otherwise works as the spell Control Weather.
from divination, scrying.
This is a supernatural ability, and can only be outdoors.

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Weather Grade
Sandstorm (Hot) or Blizzard (Cold)
Heatwave (115 degrees) and Still or Freezing (30
degrees), Windy (20 mph winds) and Snowstorm (1/2
inch)
Heatwave (115 degrees) and Calm or Freezing (30
degrees) and Windy (20 mph)
Blistering (105 degrees) or Freezing (30 degrees) and
Calm
Hot (95 degrees) or Chilly (40 degrees) and Windy
(20 mph winds)
Hot (95 degrees) or Chilly (40 degrees) and Clear
Warm (85 degrees) or Cold (55 degrees) and Clear
Cool (75 degrees), Calm and Clear
Clear and Windy
Overcast/Foggy and Calm
Overcast and Windy (20 mph winds)
Overcast, Windy (20 mph winds), and Drizzle (1/8
inch)
Overcast, Windy (20 mph winds), and Heavy Rain (1
inch)
Overcast, Windy (30 mph winds), Thunderstrom and
Heavy Rain (1 inch)
Tornado

Also, you gain Survival as a class skill and


gain +1 skill point per cleric level. (x4 if 1st level).
1 Obscuring MistP: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Call Lightning: Calls down lightning bolts
(3d6 per bolt) from sky.
4 Sleet Storm: Hampers vision and
movement.
5 Ice Storm: Hail deals 5d6 damage in
cylinder 40 ft. across.
6 Control WindsP: Change wind direction
and speed.
7 Control WeatherP: Changes weather in
local area.
8 Whirlwind: Cyclone deals damage and can
pick up creatures.
9 Storm of Vengeance: Storm rains acid,
lightning, and hail.

An M or F appearing at the end of a spell’s


name in the spell lists denotes a spell with a material
or focus component, respectively, that is not normally
included in a spell component pouch. An X denotes a
spell with an XP component paid by the caster.

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Druid Spells Endure ElementsP – Exist comfortably in hot or cold


environments.
0 Level Druid Spells (Orisons) Entangle – Plants entangle everyone in 40–ft.–radius.
Faerie FireP – Outlines subjects with light, canceling blur,
Competance, LesserQ – Gain +2 magic bonus to one
concealment, and the like.
skill
Fast Healing, Lesser – One ally gains fast healing 1
Create Water – Creates 2 gallons/level of pure
Fist of Stone – Your unarmed attacks gain +4 to hit and 1d8 +
water.
Str modifier magical damage.
Cure Minor Wounds – Cures 1 point of damage.
Goodberry – 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Cut – Deal 3 points of slashing damage to objects
Hide from Animals – Animals can’t perceive one
Deflection, Lesser – You gain a +1 deflection bonus
subject/level.
to AC for 1 minute
JumpP – Subject gets bonus onAthletics (Jump)checks.
Detect Animals or Plants – Detect presence and
LongstriderP – Your speed increases by 10 ft.
type of animals or plants in the area
Magic Fang – One natural weapon of subject creature gets +1
Detect MagicP – Detects spells and magic items
on attack and damage rolls.
within 60 ft.
Magic Stone – Three stones gain +1 on attack rolls, deal
Detect PoisonP – Detects poison in one creature or
1d6+1 damage.
object.
Nature’s Bounty – Summon food for 1 person/level
Dodge, Lesser – You gain a +1 dodge bonus to AC
Obscuring MistP – Fog surrounds you.
for 1 minute
Pass without TraceP – One subject/level leaves no tracks.
Eagle’s Eyes – You gain a +3 bonus to Perception
Produce Flame – 1d6 damage +1/level, touch or thrown.
(Spot) checks for 1 round/level
Shillelagh – Cudgel or quarterstaff becomes +1 weapon
Flare – Dazzles one creature (–1 penalty on attack
(1d10 damage) for 1 min./level.
rolls).
Speak with Animals – You can communicate with animals.
Fox’s Ears – You gain a +3 bonus to Perception
Summon Nature’s Ally 1st – Calls creature to fight.
(Listen) checks for 1 round/level
GuidanceQ – +1 on one attack roll, saving throw, or
skill check. 2nd Level Druid Spells
Insight, LesserQ – Gain +1 bonus to hit, damage, AC Align Fang – Natural weapon becomes Lawful, Chaotic,
or a skill check Good or Evil
Insightful StrikeQ – you gain a +4 insight bonus to Animal Messenger – Sends a Tiny animal to a specific place.
your next attack roll. Animal Trance – Fascinates 2d6 HD of animals.
Know DirectionP – You discern north. BarkskinP – Grants +2 (or higher) enhancement to natural
Light – Object shines like a torch. armor.
Mending – Makes minor repairs on an object. Bear’s EnduranceP – Subject gains +4 to Con for 1
Purify Food and Drink – Purifies 1 cu. ft./level of min./level.
food or water. Bull’s StrengthP – Subject gains +4 to Str for 1 min./level.
Read MagicP – Read scrolls and spellbooks. Calm WindP – Supresses or dispels air–based effects or spells
ResistanceP – Subject gains +1 bonus on saving Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
throws. Chill Metal – Cold metal damages those who touch it.
Virtue – Subject gains 1 temporary hp. Claws of the Bear – gain claw attack. At 7th level, gain rend
Wolf’s Nose – You gain the scent ability for 1 special attack
minute Companion Cloak – Companion is turned into a cloak you
wear
1st Level Druid Spells CompetanceP – Touched individual gains +5 magic bonus to
one skill check for 1 minute/level
Calm Animals – Calms (2d4 + level) HD of
Delay Poison – Stops poison from harming subject for 1
animals.
hour/level.
Charm AnimalP – Makes one animal your friend.
Fire TrapL, M,P – Opened object deals 1d4 +1/level damage.
Cure Light Wounds – Cures 1d8 damage +1/level
Flame Blade – Touch attack deals 1d8 +1/two levels damage.
(max +5).
Flaming Sphere – Creates rolling ball of fire, 2d6 damage,
Detect Animals or PlantsP – Detects kinds of
lasts 1 round/level.
animals or plants.
Fog Cloud – Fog obscures vision.
Detect Snares and PitsP – Reveals natural or
Gills Of the Fish – You gain the amphibian subtype. At 7th
primitive traps.
level gain swim speed of 30 feet
Earthen Grasp – Arm made of rock or soil grapples
Gust of Wind – Blows away or knocks down smaller
opponent
creatures.

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Heat Metal – Make metal so hot it damages those 3rd Level Druid Spells
who touch it.
Bolt From the Blue – Arc of lightning deals 1d6 electrical
Hide of the Rhino – You gain a +4 natural armor
damage/level (max 5d6)
bonus. At 7th level you gain a +6 natural
Call Lightning – Calls down lightning bolts (3d6 per bolt)
armor bonus.
from sky.
Hold Animal – Paralyzes one animal for 1
Competence, Greater – Touched individual gains +10 magic
round/level.
bonus to one skill for 1 minute/level
Horns of the Bull – You gain a gore attack. At 7th
Contagion – Infects subject with chosen disease.
level you can make a powerful charge
Cover With StoneM – Covers area with flagstone
Jaws of the Wolf – You gain a bite attack. At 7th
Cure Moderate Wounds – Cures 2d8 damage +1/level (max
level you gain improved trip with the bite
+10).
Legs of the Cheetah – You gain a base movement
damage rolls (max +5).
rate of 50 feet. At 7th level, you gain a sprint
Daylight – 60–ft. radius of bright light.
at 10 times your normal movement rate
Diminish PlantsP – Reduces size or blights growth of normal
Owl’s WisdomP – Subject gains +4 to Wis for 1
plants.
min./level.
Dominate Animal – Subject animal obeys silent mental
Pebble to Boulder – Cause one stone/2 levels to
commands.
enlarge to deal 2d6 damage
Earthen Tomb – Bury target creature
Reduce AnimalP – Shrinks one willing animal.
Magic Fang, Greater – One natural weapon of subject
Resist EnergyP – Ignores 10 (or more) points of
creature gets +1/three levels on attack and
damage/attack from specified energy type.
Meld into Stone – You and your gear merge with stone.
Restoration, LesserL – Dispels magical ability
Negative Energy Protection – Protect one creature from
penalty or repairs 1d4 ability damage.
energy drain attacks
Snow Flurry – Slows movement to ½ and grants
Neutralize Poison – Immunizes subject against poison,
concealment
detoxifies venom in or on subject.
Soften Earth and Stone – Turns stone to clay or dirt
Plant Growth – Grows vegetation, improves crops.
to sand or mud.
Poison – Touch deals 1d10 Con damage, repeats in 1 min.
Spider ClimbP – Grants ability to walk on walls and
Pounce of the Lion – You gain a +5 bonus to jump checks
ceilings.
and can perform a pounce attack with natural attacks.
Sticks to Snakes – Make 1d4+1/level tiny vipers, or
At 7th level you gain a rake attack
1 medium viper or 1 constrictor snake + 1/3
Protection from Energy – Absorb 12 points/level of damage
levels.
from one kind of energy.
Stony Grasp – Arm made of rock and soil grapples
Quench – Extinguishes nonmagical fires or one magic item.
opponent.
Remove Disease – Cures all diseases affecting subject.
Summon Nature’s Ally 2nd – Calls creature to fight.
Sleet Storm – Hampers vision and movement and deal 1d6
Summon Swarm – Summons swarm of bats, rats, or
cold damage per round
spiders.
Snare – Creates a magic booby trap.
Tail of the Crocodile – You gain a tail attack. At 7th
Speak with PlantsP – You can talk to normal plants and plant
level you gain improved bull rush with the
creatures.
tail
Spike Growth – Creatures in area take 1d4 damage, may be
Train AnimalL – You train a wild animal, or teach a
slowed.
trained animal a new trick
Stone Shape – Sculpts stone into any shape.
Transfer Wound – You inflict up to 1 hp/level to
Summon Nature’s Ally 3rd – Calls creature to fight.
opponent and heal like amount
Vulture’s Rebuttal – You deal damage to opponents who
Tree Shape – You look exactly like a tree for 1
have augmented their abilities
hour/level.
Water BreathingP – Subjects can breathe underwater.
Warp Wood – Bends wood (shaft, handle, door,
Wind Wall – Deflects arrows, smaller creatures, and gases.
plank).
Wings of the Falcon – You gain a fly speed of 50
(good). At 7th level you gain the fly–by 4th Level Druid Spells
attack feat Air WalkP – Subject treads on air as if solid (climb at 45–
Wood Shape – Rearranges wooden objects to suit degree angle).
you. Animal Horde – Summon up to 2 HD/level of animals to aid
Zone of Fire SupressionP – Extinguish normal fires caster
and suppress fire–based spells Antiplant Shell – Keeps animated plants at bay.
Blight – Withers one plant or deals 1d6/level damage to plant
creature.

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Command Plants – Sway the actions of one or Insight, Mass – gain +1 insight bonus/4 levels to hit, damage,
more plant creatures. AC and skill rolls in 20 ft. burst
Control WaterP – Raises or lowers bodies of water. Insect Plague – Locust swarms attack creatures.
Cure Serious Wounds – Cures 3d8 damage PasswallP – Create portal through wood or stone
+1/level (max +15). PermanencyQ,X – Makes certain spells permanent
Curse of LycanthropyP – Target becomes an RainbowF – Creates +2 composite longbow and special magic
afflicted lycanthrope arrows
Dispel Magic – Cancels spells and magical effects. StoneskinM,P – Ignore 10 points of damage per attack.
Fast Healing – One ally/level gains fast healing 1 Summon Nature’s Ally 5th – Calls creature to fight.
Flame Strike – Smite foes with divine fire Transmute Mud to Rock – Transforms two 10–ft. cubes per
(1d6/level damage). level.
Freedom of MovementP – Subject moves normally Transmute Rock to Mud – Transforms two 10–ft. cubes per
despite impediments. level.
Giant Vermin – Turns centipedes, scorpions, or Tree Stride – Step from one tree to another far away.
spiders into giant vermin. UnhallowL,M,P – Designates location as unholy.
Greater Transfer Wound – Inflict 2 hp/level (max Wall of FireP – Deals 2d4 fire damage out to 10 ft. and 1d4
20) to victim and heal a like amount out to 20 ft. Passing through wall deals 2d6 damage
Ice Storm – Hail deals 3d6 bludgeoning damage plus +1/level.
2d6 cold damage for 1 round + 1 round/2 Wall of ThornsP – Thorns damage anyone who tries to pass.
levels in cylinder 40 ft. across
Mantle of the Earth – Your movement rate becomes 6th Level Druid Spells
20 feet, gain DR 5/– and Acid Resistance 20
Antilife Shell – 10–ft.–radius field hedges out living
ReincarnateL – Brings dead subject back in a
creatures.
random body.
Bear’s Endurance, Mass – As bear’s endurance, affects one
Repel Vermin – Insects, spiders, and other vermin
subject/ level.
stay 10 ft. away.
Bull’s Strength, Mass – As bull’s strength, affects one
Rusting Grasp – Your touch corrodes iron and
subject/level.
alloys.
Cat’s Grace, Mass – As cat’s grace, affects one
ScryingL,F – Spies on subject from a distance.
subject/level.
Spike Stones – Creatures in area take 1d8 damage,
Cure Grevious Wound – Cures 5d8 +2 pts./level (max +40)
may be slowed.
Cure Light Wounds, Mass – Cures 1d8 damage +1/level for
Summon Nature’s Ally 4th – Calls creature to fight.
many creatures.
Watery Death – Deal 2d6 nonlethal damage/round
Dispel Magic, Greater – As dispel magic, but +20 on check.
to victim for 1 minute
Fast Healing, Greater – One ally/level gains fast healing 2
(or more)
5th Level Druid Spells Find the PathL – Shows most direct way to a location.
Animal Growth – One animal/two levels doubles in Fire Seeds – Acorns and berries become grenades and
size. bombs.
AtonementF, L, X – Removes burden of misdeeds Inflict Grevious Wound – Deals 5d8 +2 pts./level (max +40)
from subject. IronwoodL,P – Magic wood is strong as steel.
AwakenL, X – Animal or tree gains human intellect. LiveoakL,P – Oak becomes treant guardian.
Baleful PolymorphP – Transforms subject into Move EarthL – Digs trenches and builds hills.
harmless animal. Owl’s Wisdom, Mass – As owl’s wisdom, affects one
Call Lightning Storm – As call lightning, but 5d6 subject/level.
damage per bolt. Repel Wood – Pushes away wooden objects.
Commune with NatureL – Learn about terrain for 1 SpellstaffF,L – Stores one spell in wooden quarterstaff.
mile/level. Stone TellL – Talk to natural or worked stone.
Control WindsP – Change wind direction and speed. Summon Nature’s Ally 6th – Calls creature to fight.
Cure Critical Wounds – Cures 4d8 damage Transport via Plants – Move instantly from one plant to
+1/level (max +20). another of the same kind.
Death WardP – Grants immunity to all death spells Wall of StoneP – Creates a stone wall that can be shaped.
and negative energy effects.
Distance DistortionP – Half or double movement 7th Level Druid Spells
rate through stone tunnels
Animate Plants – One or more plants animate and fight for
HallowL,M,P – Designates location as holy.
you.
Insight, Greater – gain +1 insight bonus/2 levels to
Blizzard – Reduce visibility, movement and deal cold damage
hit, damage, AC and skill rolls
ChangestaffP – Your staff becomes a treant on command.
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Chariot of FireL – Summons chariot of fire to Cure Critical Wounds, Mass – Cures 4d8 damage +1/level
transport caster and up to seven others for many creatures.
Control WeatherL, P – Changes weather in local Elemental SwarmL – Summons multiple elementals.
area. Foresight – “Sixth sense” warns of impending danger.
Creeping Doom – Swarms of centipedes attack at RegenerateL – Subject’s severed limbs grow back, cures 4d8
your command. damage +1/level (max +35).
Cure Lethal Wound – Cures 6d8 + 3 pts./level (max Shambler – Summons 1d4+2 shambling mounds to fight for
+60) you.
Cure Moderate Wounds, Mass – Cures 2d8 ShapechangeF – Transforms you into any creature, and
damage +1/level for many creatures. change forms once per round.
Fire Storm – Deals 1d6/level fire damage. Storm of Vengeance – Storm rains acid, lightning, and hail.
Heal – Cures 10 points/level of damage, all diseases Summon Nature’s Ally 9th – Calls creature to fight.
and mental conditions. SympathyL,M,P – Object or location attracts certain creatures.
Inflict Lethal Wound – Deals 6d8 +3 pts./level (max Wither – Deal 1d8 damage/level (max 20d8) to victim and
+60) victim is exhausted
Scrying, GreaterL – As scrying, but faster and
longer.
Summon Nature’s Ally 7th – Calls creature to fight.
Sunbeam – Beam blinds and deals 4d6 damage.
Transmute Metal to Wood – Metal within 40 ft.
becomes wood.
True SeeingM,P – Lets you see all things as they
really are.
Wind Walk – You and your allies turn vaporous and
travel fast.

8th Level Druid Spells


Animal Shapes – One ally/level polymorphs into
chosen animal.
Control Plants – Control actions of one or more
plant creatures.
Cure Mortal Wound – Cures 7d8 + 4 pts./level
(max +80)
Cure Serious Wounds, Mass – Cures 3d8 damage
+1/level for many creatures.
Earthquake – Intense tremor shakes 5–ft./level
radius.
Finger of Death – Kills one subject.
Inflict Mortal Wound – Deals 6d8 +4 pts./level
(max +80)
Repel Metal or Stone – Pushes away metal and
stone.
Reverse GravityP – Objects and creatures fall
upward.
Ride the Lightning – Teleport and leave behind
bolts of lightning
Summon Nature’s Ally 8th – Calls creature to fight.
Sunburst – Blinds all within 10 ft., deals 6d6
damage.
Whirlwind – Cyclone deals damage and can pick up
creatures.
Word of Recall – Teleports you back to designated
place.

9th Level Druid Spells


AntipathyP, L – Object or location affected by spell
repels certain creatures.
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Paladin Spells Remove Paralysis– Frees one or more creatures from


paralysis or slow effect.
Resist EnergyP – Ignores 10 (or more) points of
1st Level Paladin Spells damage/attack from specified energy type.
Axiomatic WaterL, M – Makes lawful water Shield OtherF – You take half of subject’s damage.
BlessP– Allies gain +1 on attack rolls and +1 on saves Undetectable AlignmentP – Conceals alignment for 24 hours.
against fear. Zone of TruthP – Subjects within range cannot lie.
Bless WaterL, M– Makes holy water.
3rd Level Paladin Spells
Bless Weapon– Weapon strikes true against evil
foes.
CompetanceP – Touched individual gains +10 magic Competence, Greater – Touched individual gains +10
bonus to one skill check for 1 minute/level competence bonus to one skill check for 1
Create Water– Creates 2 gallons/level of pure water. minute/level
Cure Light Wounds– Cures 1d8 damage +1/level Cure Moderate Wounds– Cures 2d8 damage +1/level (max
(max +5). +10).
Detect PoisonP– Detects poison in one creature or Daylight– 60–ft. radius of bright light.
small object. Discern LiesP – Reveals deliberate falsehoods.
Detect UndeadP– Reveals undead within 60 ft. Dispel Magic– Cancels spells and magical effects.
Divine Favor– You gain +1 per three levels on attack Fast Healing – One ally/level gains fast healing 1
and damage rolls. Heal Mount – As heal on warhorse or other special mount.
Endure ElementsP– Exist comfortably in hot or cold Magic Circle against ChaosP – As protection from chaos, but
environments. 10–ft. radius and 10 min./level.
Fast Healing, Lesser – One ally gains fast healing 1 Magic Circle against EvilP – As protection from evil, but 10–
Lighten Armor – Your armor is treated as one ft. radius and 10 min./level.
category lighter Magic Weapon, Greater– +1 bonus/four levels (max +5).
Magic Weapon– Weapon gains +1 bonus. Phantom Steed – Magic horse appears for 1 hour/level.
Mount – Summon light horse or pony to you Prayer– Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Chaos/Evil– +2 to AC & saves, Remove Blindness/Deafness– Cures normal or magical
counter mind control, hedge out elementals conditions.
& outsiders. Remove Curse– Frees object or person from curse.
Read MagicP– Read scrolls and spellbooks.
Resistance– Subject gains +1 on saving throws. 4th Level Paladin Spells
Restoration, LesserL– Dispels magical ability Break Enchantment– Frees subjects from enchantments,
penalty or repairs 1d4 ability damage. alterations, curses, and petrification.
Summon Mount – Summon bonded mount to your Cure Serious Wounds– Cures 3d8 damage +1/level (max
location +15).
Virtue– Subject gains 1 temporary hp. Death Ward– Grants immunity to death spells and negative
energy effects.
2nd Level Paladin Spells Dispel Chaos– +4 bonus against attacks by chaotic creatures.
Bull’s StrengthP – Subject gains +4 to Str for 1 Dispel Evil– +4 bonus against attacks by evil creatures.
min./level. Fast Healing, Greater – One ally/level gains fast healing 2
Cloak of Bravery – Gain +1 bonus/caster level (max (or more)
+1) vs. fear Holy Sword– Weapon becomes +5, deals +2d6 damage
Companion Cloak – Your companion creature can against evil.
be worn as a cloak Mark of JusticeP – Designates action that will trigger curse
Delay Poison– Stops poison from harming subject on subject.
for 1 hour/level. Neutralize Poison – Immunizes subject against poison,
Eagle’s SplendorP – Subject gains +4 to Cha for 1 detoxifies venom in or on subject.
min./level. RestorationL,M– Restores level and ability score drains.
Gloriole – glowing light acts as bless, protection
from evil and grants +4 bonus to turning
checks.
Owl’s WisdomP – Subject gains +4 to Wis for 1
min./level.
Pegasus Wings – Grant mount fly speed of 120 feet
(average)

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Ranger Spells Arrow Storm – Magical arrows deal 1d6 piercing


damage/level (max 10d6) in a cone.
1st Level Ranger Spells BarkskinP – Grants +2 (or higher) enhancement to natural
armor.
AlarmP – Wards an area for 2 hours/level.
Bear’s EnduranceP – Subject gains +4 to Con for 1
Animal Messenger– Sends a Tiny animal to a
min./level.
specific place.
Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
Calm Animals– Calms (2d4 + level) HD of animals.
Claws of the Bear – gain claw attack. At 7th level, gain rend
Charm AnimalP – Makes one animal your friend.
special attack
Delay Poison– Stops poison from harming subject
Companion Cloak – Companion is turned into a cloak you
for 1 hour/level.
wear
Detect Animals or PlantsP – Detects kinds of
CompetanceP – Touched individual gains +10 magic bonus
animals or plants.
to one skill check for 1 minute/level
Detect PoisonP – Detects poison in one creature or
Cure Light Wounds– Cures 1d8 damage +1/level (max +5).
object.
Gills Of the Fish – You gain the amphibian subtype. At 7th
Detect Snares and PitsP – Reveals natural or
level gain swim speed of 30 feet
primitive traps.
Hide of the Rhino – You gain a +4 natural armor bonus. At
Eagle’s Eyes – Gain +3 bonus to Perception (Spot)
7th level you gain a +6 natural armor bonus.
checks for 1 round/level
Hold Animal – Paralyzes one animal for 1 round/level.
Endure ElementsP – Exist comfortably in hot or
Horns of the Bull – You gain a gore attack. At 7th level you
cold environments.
can make a powerful charge
Entangle – Plants entangle everyone in 40–ft.–radius
Jaws of the Wolf – You gain a bite attack. At 7th level you
circle.
gain improved trip with the bite
Fist of Stone – Natural slam attack gains +4 bonus to
Legs of the Cheetah – You gain a base movement rate of 50
hit and deals 1d8 + Str modifier magical
feet. At 7th level, you gain a sprint at 10 times your
damage
normal movement rate
Fox’s Ears – You gain a +3 bonus to Perception
Owl’s WisdomP – Subject gains +4 to Wis for 1 min./level.
(Listen) checks for 1 round/level
Pebble to Boulder – Cause one stone/2 levels to enlarge to
Hide from Animals – Animals can’t perceive one
deal 2d6 damage
subject/level.
Pounce of the Lion – You gain a +5 bonus to jump checks
Insightful StrikeQ – you gain a +4 insight bonus to
and can perform a pounce attack with natural attacks.
your next attack roll.
At 7th level you gain a rake attack
Jump – Subject gets bonus onAthletics
Protection from Energy– Absorb 12 points/level of damage
(Jump)checks.
from one kind of energy.
Lighten Armor – Your armor becomes one category
Snare– Creates a magic booby trap.
lighter
Speak with PlantsP – You can talk to normal plants and plant
LongstriderP – Increases your speed.
creatures.
Magic Fang– One natural weapon of subject creature
Spike Growth – Creatures in area take 1d4 damage, may be
gets +1 on attack and damage rolls.
slowed.
Nature’s Bounty – Create food for 1 person/level
Summon Nature’s Ally 2nd – Calls animal to fight for you.
Pass without TraceP – One subject/level leaves no
Tail of the Crocodile – You gain a tail attack. At 7th level
tracks.
you gain improved bull rush with the tail
Read Magic– Read scrolls and spellbooks.
Train AnimalL – You train an animal or teach a trained
Resist EnergyP – Ignores 10 (or more) points of
animal a new trick
damage/attack from specified energy type.
Wind Wall– Deflects arrows, smaller creatures, and gases.
Speak with AnimalsP – You can communicate with
Wings of the Falcon – You gain a fly speed of 50 (good). At
animals.
7th level you gain the fly–by attack feat
Summon Nature’s Ally 1st – Calls animal to fight
for you.
Unlimited Ammunition – Ranged weapon never 3rd Level Ranger Spells
runs out of non–magical ammunition Command Plants – Sway the actions of one or more plant
Wolf’s Nose – You gain the scent ability creatures.
Companion Armor – Wear your companion to gain their
2nd Level Ranger Spells natural armor bonus
Competence, Greater – Touched individual gains +10 magic
Align Fang – Natural weapon becomes Lawful,
bonus to one skill check for 1 minute/level
Chaotic, Good or Evil
Cure Moderate Wounds– Cures 2d8 damage +1/level (max
+10).

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DarkvisionP – See 60 ft. in total darkness.


Diminish PlantsP – Reduces size or blights growth
of normal plants.
Magic Fang, Greater– One natural weapon of
subject creature gets +1/three caster levels
on attack and damage rolls (max +5).
Neutralize Poison– Immunizes subject against
poison, detoxifies venom in or on subject.
Plant GrowthP – Grows vegetation, improves crops.
Reduce AnimalP – Shrinks one willing animal.
Remove Disease – Cures all diseases affecting
subject.
Repel Vermin – Insects, spiders, and other vermin
stay 10 ft. away.
Summon Nature’s Ally 3rd – Calls animal to fight
for you.
Tree Shape– You look exactly like a tree for 1
hour/level.
Water WalkP – Subject treads on water as if solid.

4th Level Ranger Spells


Animal Horde – Summon up to 2 HD/level of
animals to aid you
Mantle of the Earth – Your base movement rate
drops to 20, gain DR 5/– and Acid
Resistance 20
Animal Growth– One animal/two levels doubles in
size.
Commune with NatureL– Learn about terrain for 1
mile/level.
Cure Serious Wounds– Cures 3d8 damage +1/level
(max +15).
Freedom of MovementP – Subject moves normally
despite impediments.
NondetectionM,P– Hides subject from divination,
scrying.
Summon Nature’s Ally 4th – Calls animal to fight
for you.
Tree Stride– Step from one tree to another far away.

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Mapster Guildsman Spell List

1st level
Comprehend LanguagesP – You understand all
spoken and written languages.
Dancing LightsP – Create torches or other lights
Detect Linguistics (Forgery)P – Detect a forged
document within 60 ft.
Detect MagicP – Detect spells and magic items
within 60 ft.
Detect PoisonP– Detects poison in one creature or
small object
Detect Secret DoorsP –
Erase –
Know DirectionP –
IdentifyL,M – Determines properties of magic item
Light –
Magic MouthM,P –
Message –
Read MagicP –
Unseen ServantP –

2nd Level
Detect ThoughtsP –
Magic Map: magically records a map of what the
caster sees
Heroism –
InvisibilityP –
Locate Object
Obscure ObjectP –
TonguesP –

3rd Level
Arcane SightP –
Clairaudience/Clairvoyance –
Detect ScryingP –
Illusory ScriptL,M,P –
Legend LoreL,M,F –
Locate Creature –
Scrying –
Secret PageL,P –
See InvisibilityP –
Sepia Snake SigilL,M,P –
Tiny Hut –

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Sorcerer Heritage Bonus Spells 7th: Steal Blood Ability – Take supernatural and spell–like
Sorcerer gains bonus spells known based on abilities from opponent to use for yourself
their sorcerous heritage, as listed below. 8th: Discern LocationL – Reveals exact location of creature
or object.
9th: Arcane Invincibility – gain DR 30/epic +6, spell
Aberrant Bloodline
resistance 20+ spell level and other immunities for
1st: Frighten: One creature flees for 1d4 rounds. short time.
(replaces cause fear)
2nd: Alter Self – Assume form of a similar creature.
3rd: Blacklight – Create darkness only caster can see Fey Bloodline
through 1st: Expeditious RetreatP – Your speed increases by 30 ft.
4th: Black Tentacles – Tentacles grapple all within 2nd: Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
15 ft. spread. 3rd: Suggestion – Compels subject to follow stated course of
5th: Baleful PolymorphP – Transforms subject into action.
harmless animal. 4th: Spell Immunity – Touched creature gains immunity to
6th: Flesh to StoneP – Turns subject creature into specific spell(s)
statue. 5th: Break Enchantment – Frees subjects from
7th: Insanity – Subject suffers continuous confusion. enchantments, alterations, curses, and petrification.
8th: Maze – Traps subject in extradimensional maze. 6th: Shadow Walk – Step into shadow to travel rapidly.
9th: Weird: As phantasmal killer, but affects all 7th: Control WeatherP – Changes weather in local area.
within 30 ft. 8th: Elemental Body – Body becomes air, earth, fire or water,
granting several abilities.
9th: Freedom: Releases creature from imprisonment.
Celestial Heritage
1st: Protection from Chaos/Evil – +2 to AC and
saves, counter mind control, hedge out Fiendish Bloodline
elementals and outsiders 1st: Ray of Enfeeblement – Ray deals 1d6 +1 per two levels
2nd: Blindness/DeafnessP – Makes subject blinded Str damage.
or deafened. 2nd: Blazing Aura – Caster’s body erupt in flames dealing
3rd: Daylight – 60–ft. radius of bright light. 2d6 fire damage to those contacting caster and 1d6
4th: Geas, Lesser – Commands subject of 7 HD or damage to those in 5 feet
less. 3rd: Hold Person – Paralyzes one humanoid for 1
5th: Contact Other Plane – Lets you ask question of round/level.
extraplanar entity. 4th: Bestow CurseP – –6 to an ability score; –4 on attack
6th: Globe of Invulnerability – As lesser globe of rolls, saves, and checks; or 50% chance of losing
invulnerability, plus 4th–level spell effects. each action.
7th: Mage’s SwordF – Floating magic blade strikes 5th: Argument – Up to 1 creature/level start an argument that
opponents. ends in a killing rage
8th: Sunburst – Blinds all within 10 ft., deals 6d6 6th: Circle of DeathM – Kills 1d4/level HD of creatures.
damage. 7th: Teleport, Greater – As teleport, but no range limit and
9th: Flames of the Pheonix – Flames engulf caster, no off–target arrival.
healing 3 hp/level and dealing 1d6 fire 8th: Trap the Soul M,F,P – Imprisons subject within gem.
damage/level (max 20d6) to those within 15 9th: Summon Monster 9th (Evil only): Calls extraplanar
feet creature to fight for you.

Dragon Bloodline Genie Heritage


st
1 : Mage Armor – Gives subject +4 armor bonus. 1st: Unseen Servant P – Invisible force obeys your
2nd: Breath of Fire – A 5 foot wide line of fire deals commands.
1d6 fire damage/level (max 5d6) 2nd: Scorching Ray – Ranged touch attack deals 4d6 fire
3rd: Arcane SightP – Magical auras become visible damage, +1 ray/four levels (max 3).
to you. 3rd: Gaseous Form – Subject becomes insubstantial and can
4th: StoneskinM,F – Ignore 10 points of damage per fly slowly.
attack. 4th: Minor CreationL,M,P – Creates one cloth or wood object.
5th: Secret ChestL,F,P – Hides expensive chest on 5th: FabricateL, M – Transforms raw materials into finished
Ethereal Plane; you retrieve it at will. items.
6th: Guards and WardsL,P – Array of magic effects 6th: Legend LoreL,M,F – Lets you learn tales about a person,
protect area. place, or thing.

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7th: Instant SummonsM – Prepared object appears 6th: True Seeing M,P – Lets you see all things as they really
in your hand. are.
8th: Moment of Prescience – You gain insight 7th: Limited WishX – Alters reality—within spell limits
bonus on single attack roll, check, or save. 8th: Demand – As sending, plus you can send suggestion.
9th: WishX: As limited wish, but with fewer limits. 9th: Time Stop: You act freely for 1d4+1 rounds.

Giant Heritage Lycanthrope Heritage


1st: Enlarge PersonP – Humanoid creature doubles 1st: Disguise Self P– Changes your appearance.
in size. 2nd: Bear’s EnduranceP – Subject gains +4 to Con for 1
2nd: Bull’s StrengthP – Subject gains +4 to Str for 1 min./level.
min./level. 3rd: Rage – Subjects gains +2 to Str and Con, +1 on Will
3rd: Crushing Grasp – Disarm opponent and deal saves, –2 to AC.
1d4 damage/2 levels to victim (max 10d4). 4th: Battle MantleL, M – gain +1 insight bonus/2 levels (max
4th: Enlarge Person, Mass – Enlarges several +10) to attack, +1 insight bonus/4 levels (max +5) to
creatures. AC, proficiency with any weapon and benefit of two
5th: Mantle of the Earth – movement reduced to 20 feats (at 10th level)
th
feet, gain DR 5/– and Acid Resistance 20. 5 : Curse of Lycanthropy – victim becomes afflicted
6th: Forceful Hand – Hand pushes creatures away. lycanthrope
7th: Grasping Hand – Hand provides cover, pushes, 6th: TransformationM – You gain combat bonuses.
or grapples. 7th: Blood Rage – gain +1 Str and Con/2 levels and hasted,
8th: Iron Body – Your body becomes living iron. but suffer –1 Con/round
9th: True Death – deals 2d8 damage/level (max 8th: Polymorph Any Object – Changes any subject into
40d8), slain victim cannot be raised, anything else.
resurrected or reincarnated 9th: ShapechangeF: Transforms you into any creature, and
change forms once per round.
Goblinoid Heritage
1st: Charm PersonP – Makes one person your Shadow Heritage
friend. 1st: Shadow’s Shroud – gain +5 bonus to Stealth (Hide) skill,
nd
2 : Spider ClimbP – Grants ability to walk on walls +10 at 5th level and +15 at 9th level
and ceilings. 2 : DarknessP – 20–ft. radius of supernatural shadow.
nd

3rd: Power Word Pain – Causes one target with 150 3rd: Deeper Darkness – Create a 60 ft. radius area of
hp or less to take nonlethal damage each shadowy illumination
round. 4th: Shadow Conjuration(M) – Mimics conjuration below 4th
4th: Fear – Subjects within cone flee for 1 level, but only 20% real
round/level. 5th: Shadow Evocation(M) – Mimics evocation below 5th
5th: NightmareL – Sends vision dealing 1d10 level, but only 20% real.
damage, fatigue. 6th: Shadow Walk – Step into shadow to travel rapidly.
6th: RepulsionP – Creatures can’t approach you. 7th: Shadow Conjuration, Greater(M) – As shadow
7th: Shadow Conjuration, Greater(M) – As shadow conjuration, but up to 6th level and 60% real.
conjuration, but up to 6th level and 60% 8 : Shadow Evocation, Greater(M) – As shadow evocation,
th

real. but up to 7th level and 60% real.


8th: Irresistible Dance – Forces subject to dance. 9 : Shades(M) –As shadow conjuration, but up to 8th level
th

9th: Wail of the Banshee: Deals 2d8 damage/level. and 80% real.

Human Heritage Vampiric Heritage


1st: CompetanceP: gain +5 magic bonus to skill 1st: Create Least UndeadM,P – Create skeletons and zombies
check for 1 minute/level of up to 5 HD
2nd: Insight – touched creature gain a +1 insight 2nd: Command Undead – Undead creature obeys your
bonus/4 levels to hit, damage, AC or a single commands.
skill roll 3rd: Vampiric Touch – Touch deals 1d6/two levels damage;
3rd: Heroism – Gives +2 bonus on attack rolls, caster gains damage as hp.
saves, skill checks. 4th: Enervation – Subject gains 1d4 negative levels.
4th: Elemental Burst – deals 1d6 acid, fire, ice, 5th: Dominate Person – Controls humanoid telepathically.
electricity or sonic damage/level (max 10d6) 6th: Eyebite – Target becomes panicked, sickened, and
in a 20 ft. spread comatose.
5th: ScryingL,F – Spies on subject from a distance.

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7th: Transmute Blood to Poison – deal 20 Con


damage to victim as poison
8th: Curse of VampirismM – kills and transforms
victim into vampire
9th: Shades(M): As shadow conjuration, but up to 8th
level and 80% real.

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Sorcerer/Wizard/Mage Message – Whispered conversation at distance.


Spells Open/CloseQ – Opens or closes small or light things.
PrestidigitationP – Performs minor tricks.
Ray of Frost – Ray deals 1d3 cold damage.
0 Level Sorcerer/Wizard/Mage Spells
Read MagicP – Read scrolls and spellbooks.
(Cantrips) ResistanceP – Subject gains +1 on saving throws.
Acid Splash – Orb deals 1d3 acid damage. Sidestep – caster teleports 5 feet/2 levels (max 30 feet)
Alter – Change the features of one small item Snuff Light – Extinguish nonmagical light
Arcane MarkP, Q – Inscribes a personal rune (visible Squeal – Disrupts blindsense, blindsight and tremorsense as
or invisible). well as causing victims to lose dexterity bonus for a
Catfall – gains +3 bonus to Stealth (Move Silently) round and causes animals to flee
for 1 round/level Static – opponent in 5 feet takes 1d3 electrical damage
Chasing Spark – spark chases victim at 40 feet a Summon Monster 0 – Summons outsider to aid you
round and deals 1 point of damage if it Summon Spell ComponentQ – Summons inexpensive spell
catches up with them. component
Competance, LesserQ – +2 bonus to one skill check Touch of Fatigue – Touch attack fatigues target.
Cut – Cut small objects in two Touch of Fire – Touch deals 1d3 points of fire damage
Dancing LightsP – Creates torches or other lights. Wolf’s Nose – gain scent ability for 1 minute
Daze – Humanoid creature of 4 HD or less loses next
action. 1st Level Sorcerer/Wizard/Mage Spells
Detect MagicP – Detects spells and magic items
Acid Spittle – Ray deals 1d6 acid damage/level (max 5d6)
within 60 ft.
AlarmP – Wards an area for 2 hours/level.
Detect PoisonP – Detects poison in one creature or
Animate Rope – Makes a rope move at your command.
small object.
Boil – create painful sores that distract victim
Disrupt Undead – Deals 1d6 damage to one undead.
Burning Hands – 1d4/level fire damage (max 5d4).
Dissolve – deals 1d6 acid damage by touch
Frighten – One creature flees for 1d4 rounds (replaces cause
Dodge, Lesser – gain +1 dodge bonus to AC
fear)
Eagle’s Eyes – gain +3 bonus to Perception (Spot)
Charm PersonP – Makes one person your friend.
checks
Chill Touch – One touch/level deals 1d6 damage and possibly
Electric Jolt –Ray deals 1d3 electrical damage
1 Str damage.
Exterminate – Deals 1 point of damage to Tiny or
Color Spray – Knocks unconscious, blinds, and/or stuns 1d6
smaller creatures
weak creatures.
Fire Finger – Creates 1 foot long jet of fire
CompetanceP – gain +5 magic bonus to skill check for 1
Flare – Dazzles one creature (–1 on attack rolls).
minute/level
Forget – Target forgets last minute
Comprehend LanguagesP – You understand all spoken and
Fox’s Ears – gain +3 bonus to Perception (Listen)
written languages.
checks
Crimson StainsP – victim’s hands are covered in slippery red
Freeze Liquid – Freezes liquid up to 1 cubic ft./level
fluid
Friendly Words – gain +3 bonus to Persuade
DeathsightP – See how close to death a creature is
(Diplomacy) skill checks
DeeppocketsP – Caster endows container to hold 50 lbs./level
Frightening VisageQ – You look scary and gain a +3
Detect Secret DoorsP – Reveals hidden doors within 60 ft.
bonus to Persuade (Intimidate).
Detect UndeadP – Reveals undead within 60 ft.
Ghost Sound – Figment sounds.
Disarm – Caster makes a disarm attempt against a foe
Image – creates ghostly image in caster’s palm
Disguise Self P– Changes your appearance.
Insight, LesserQ – Gain +1 bonus to hit, damage, AC
Endure ElementsP – Exist comfortably in hot or cold
or a skill check
environments.
Insightful StrikeQ – you gain a +4 insight bonus to
Enlarge PersonP – Humanoid creature doubles in size.
your next attack roll.
Erase – Mundane or magical writing vanishes.
Know ValueP – reveals mundane value of objects
Expeditious RetreatP – Your speed increases by 30 ft.
Leap – gain +3 bonus toAthletics (Jump)skill
Fascinate – enrapt up to 4 HD of creatures (replaces
Light – Object shines like a torch.
Hypnotism)
LullabyL – creature becomes drowsy and falls asleep
Feather FallQ, P – Objects or creatures fall slowly.
Mage Hand – 5–pound telekinesis.
Fire Streak – caster causes 1d6 fire damage to those he
Magic Bolt, Lesser – ranged touch attack deals 1
threatens
point of force damage/2 levels (max 5
Floating DiskP – Creates 3–ft.–diameter horizontal disk that
points)
holds 100 lb./level.
Mending – Makes minor repairs on an object.

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Frighten – causes victim to flee for 1d4 rounds 2nd Level Sorcerer/Wizard Mage Spells
(replaces Cause Fear)
Acid Arrow – Ranged touch attack; 2d4 damage for 1 round
GreaseP – Makes 10–ft. square or one object
+1 round/three levels.
slippery.
Acid Sweat – Contact with caster’s body deals 1d6 acid
Hold Portal – Holds door shut.
damage + 1d6 acid damage in 2nd round
Hypnotism – Fascinates 2d4 HD of creatures.
Alter Self – Assume form of a similar creature.
Ice Lash – Whip of ice has 10 ft. reach and deals 1d6
Arcane LockM,P – Magically locks a portal or chest.
cold damage
Bear’s EnduranceP – Subject gains +4 to Con for 1
IdentifyL,M – Determines properties of magic item.
min./level.
JumpP – Subject gets bonus onAthletics
Bestowment of EtiquetteM,P – Creature gains a +20 bonus to
(Jump)checks.
Persuade (Diplomacy) and becomes pacifistic.
Life Drain, Lesser – victim takes 1d4+1 damage,
Blazing Aura – Caster’s body erupt in flames dealing 2d6 fire
caster gains 1 temporary hit point/2 hit
damage to those contacting caster and 1d6 damage to
points caused
those in 5 feet
Mage ArmorP – Gives subject +4 armor bonus.
Bleeding Wound – Victim suffers 1 hit point per round (max
Magic AuraP – Alters object’s magic aura.
10)
Magic Bolt – ranged touch attack deals 1d6 force
Blindness/DeafnessP – Makes subject blinded or deafened.
damage/2 levels (5d6 max) (replaces Magic
Bloodbridge – transfer 2 hp + 1 hp/level (max 10) from one
Missile)
willing target to another
Magic Missile – 1d4+1 damage; +1 missile per two
BlurP – Attacks miss subject 20% of the time.
levels above 1st (max 5).
Bolt from the Blue – arc of lightning deals 1d6 electrical
Magic Weapon – Weapon gains +1 bonus.
damage/level (max 5d6)
Mount – Summons riding horse for 2 hours/level.
Breath of Fire – A 5 foot wide line of fire deals 1d6 fire
Obscuring MistP – Fog surrounds you.
damage/level (max 5d6)
Platform – cause 5 ft. diameter of stone to rise at 5
Bull’s StrengthP – Subject gains +4 to Str for 1 min./level.
feet per level.
Cacaphony – Victim becomes deafened and distracted
Protection from Chaos/Evil/Good/Law – +2 to AC
Calm Wind – Dispels air–based spells
and saves, counter mind control, hedge out
Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
elementals and outsiders
Command Undead – Undead creature obeys your commands.
Push – Caster can move up to 5 lbs./level
Consume – Victim is engulfed in fire, taking 1d6 fire
Pushing Hand – creates hand of force that bull
damage/round
rushes a single target
Continual FlameM,P – Makes a permanent, heatless torch.
Ray of Enfeeblement – Ray deals 1d6 +1 per two
DarknessP – 20–ft. radius of supernatural shadow.
levels Str damage.
DarkvisionP – See 60 ft. in total darkness.
Reduce PersonP – Humanoid creature halves in size.
Daze Monster – Living creature of 6 HD or less loses next
Shadow’s Shroud – gain +5 bonus to Stealth (Hide)
action.
skill, +10 at 5th level and +15 at 9th level
Deflection – Touched creature gains +1 deflection bonus to
Shield – Invisible disc gives +4 to AC, blocks magic
AC/4 levels
missiles.
Detect ThoughtsP – Allows “listening” to surface thoughts.
Shocking Grasp – Touch delivers 1d6/level
Dodge – Touched creature gains +1 dodge bonus to AC/4
electricity damage (max 5d6).
levels
Silent ImageP – Creates minor illusion of your
Dragon ArmorP – gain +4 natural armor bonus
design.
Eagle’s SplendorP – Subject gains +4 to Cha for 1 min./level.
Slumber – puts one creature to sleep (replaces Sleep)
Earthen Grasp – Arm of rock and soil grapples foe
Soft Step – Reduce recipient’s weight by 25 lbs. per
False Life – Gain 1d10 temporary hp +1/level (max +10).
level.
Fascinating Pattern – fascinate 4 HD + caster level (max 10
Sonic Emination – caster gains +2 bonus to AC and
HD) of creatures
can make touch attack that deals 1d4 sonic
Fist of Stone – hand becomes stone gauntlet, gaining +4 to
damage
hit and dealing 1d8 + Str modifier damage with
Summon monster 1st – Calls extraplanar creature to
unarmed attack
fight for you.
Flames of Wrath – hurl one ball of fire per level for 1d6
True Strike – +20 on your next attack roll.
damage each
Unseen ServantP – Invisible force obeys your
Flaming Sphere – Creates rolling ball of fire, 2d6 damage,
commands.
lasts 1 round/level.
Ventriloquism – Throws voice for 1 min./level.
Fog Cloud – Fog obscures vision.
Fool’s GoldL,M – Turn copper coins into gold coins
temporarily

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Fox’s CunningP – Subject gains +4 Int for 1 Scorching Ray – Ranged touch attack deals 4d6 fire damage,
min./level. +1 ray/four levels (max 3).
Gaze DeflectionP – Immunity to gaze attacks See InvisibilityP – Reveals invisible creatures or objects.
Ghoul Touch – Paralyzes one subject, which exudes Shatter – Sonic vibration damages objects or crystalline
stench that makes those nearby sickened. creatures.
Glitterdust – Blinds creatures, outlines invisible Snow Flurry – Slows movement to ½ and grants concealment
creatures. Spectral Hand – Creates disembodied glowing hand to
Gust of Wind – Blows away or knocks down smaller deliver touch attacks.
creatures. Spider ClimbP – Grants ability to walk on walls and ceilings.
Hideous Laughter – Subject loses actions for 1 Spinning Star – fire 2 mineral shards that deal 1d4 damage
round/level. +1d4 fire or +1d4 electric damage, with an additional
Hypnotic Pattern – Fascinates (2d4 + level) HD of 2 bolts every 3 levels (max 10 shards at 12th level)
creatures. Summon Monster 2nd – Calls extraplanar creature to fight
Insight – touched creature gain a +1 insight bonus/4 for you.
levels to hit, damage, AC or a single skill Summon Swarm – Summons swarm of bats, rats, or spiders.
roll Thunderbolt – creates half–spear of lightning that deals 1d6
InvisibilityP – Subject is invisible for 1 min./level or electrical damage
until it attacks. Touch of Idiocy – Subject takes 1d6 points of Int, Wis, and
Iron Grasp – Disarm opponent and send item to Cha damage.
your hand Transfer Wound – inflict 1 hp/level (max 10) to opponent
Knock – Opens locked or magically sealed door. and heal a like amount.
LevitateP – Subject moves up and down at your Weapon Enchantment – add +1 equivilant/4 levels special
direction. magical property to weapon
Locate Object – Senses direction toward object WebP – Fills 20–ft.–radius spread with sticky spiderwebs.
(specific or type). Whispering Wind – Sends a short message 1 mile/level.
Magic Map – creates map of area known to caster Zone of Fire SuppressionP – puts out fires and suppresses
Magic MouthM,P – Speaks once when triggered. fire–based magic in area of effect
Mass Frighten – cause several opponents to become
frightened or shaken (replaces Scare) 3rd Level Sorcerer/Wizard/Mage Spells
Minor ImageP – As silent image, plus some sound.
Acid Breath – You breath a cone of acid that deals 1d6 acid
Mirror Image – Creates decoy duplicates of you
damage/level (max 10d6)
(1d4 +1 per three levels, max 8).
Arcane SightP – Magical auras become visible to you.
Misdirection – Misleads divinations for one creature
Blacklight – Create darkness only caster can see through
or object.
Blink – You randomly vanish and reappear for 1 round/level.
Murderous Cry – caster deals 1d6 sonic
Blood CoilsF – creates ropey tendrils that can grapple
damage/level (max 5d6) in area burst
opponents
Obscure Object – Masks object against scrying.
Clairaudience/Clairvoyance – Hear or see at a distance for 1
Owl’s WisdomP – Subject gains +4 to Wis for 1
min./level.
min./level.
Competence, Greater – touched creature gains +10 magic
Palms of Flame – Caster’s hand holds ball of flame
bonus to one skill
that can be thrown for 1d6 +1 point/level
Crushing Grasp – Disarm opponent and deal 1d4 damage/2
fire damage (max 1d6+5)
levels to victim (max 10d4).
Pebble To Boulder – one diminutive stone/2 levels
Daylight – 60–ft. radius of bright light.
enlarges to deal 2d6 damage when hurled
Dispel Magic – Cancels magical spells and effects.
Phantom TrapM,P – Makes item seem trapped.
DisplacementP – Attacks miss subject 50%.
Protection from ArrowsP – Subject immune to most
Explosive RunesP – Deals 6d6 damage when read.
ranged attacks.
Feign DeathQ – Target falls into catalyptic state resembling
Pyrotechnics – Turns fire into blinding light or
death
choking smoke.
Fireball – 1d6 damage per level, 20–ft. radius.
Rain of Blood – bloody rain deals 1d6 negative
Flame Arrow – Arrows deal +1d6 fire damage.
energy damage/round
FlyP – Subject flies at speed of 60 ft.
Resist EnergyP – Ignores first 10 (or more) points of
Gaseous Form – Subject becomes insubstantial and can fly
damage/attack from specified energy type.
slowly.
Resistance, Greater – touched creature gains +1
Gentle ReposeP – Preserves one corpse.
resitance bonus/4 levels to saving throws
Greater Magic Bolt – one ranged touch attack/level (max 10)
Rope Trick – As many as eight creatures hide in
deals 1d6 force damage each
extradimensional space.
Halt Undead – Immobilizes undead for 1 round/level.

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Haste – One creature moves faster, +1 on attack Stony Grasp – Arm of stone and soil grapples foe
rolls, AC, and Reflex saves. Suggestion – Compels subject to follow stated course of
Heroism – Gives +2 bonus on attack rolls, saves, action.
skill checks. Summon Dreamslayer – Summons dreamslayer to kill
Hold Person – Paralyzes one humanoid for 1 sleeping enemy
round/level. Summon Monster 3rd – Calls extraplanar creature to fight
Howling Wind – wind causes 1d6 sonic and for you.
bludgeoning damage/round and knocks Tiny HutP – Creates shelter for ten creatures.
victims prone TonguesP – Speak any language.
Illusory ScriptL,M,P – Only intended reader can True Strike, Greater – up to 1 being/2 levels (max 5) gain a
decipher. +20 bonus to next attack roll.
Invisibility SphereP – Makes everyone within 10 ft. Vampiric Touch – Touch deals 1d6/two levels damage;
invisible. caster gains damage as hp.
Keen Edge – Doubles normal weapon’s threat range. Vulture’s Rebuttal – You deal damage to opponents who
Life Drain – victim suffers 1d6 damage/level (max have augmented their abilities
10d6), caster gains 1 temporary hp/2 hp Water BreathingP – Subjects can breathe underwater.
dealt Wind Wall – Deflects arrows, smaller creatures, and gases.
Lightning Bolt – Electricity deals 1d6/level damage.
Magic Circle against Chaos/Evil/Good/LawP – As 4th Level Sorcerer/Wizard/Mage Spells
protection spells, but 10–ft. radius and 10
Acid Blood – touched creature immune to acid and deals 2d6
min./level.
acid damage to others when struck
Magic Weapon, Greater – +1/four levels (max +5).
Arcane EyeP, L – Invisible floating eye moves 30 ft./round.
Major Image – As silent image, plus sound, smell
Battle MantleL, M – gain +1 insight bonus/2 levels (max +10)
and thermal effects.
to attack, +1 insight bonus/4 levels (max +5) to AC,
Minute MeteorsF – Fire up to 5 meteors a round for
proficiency with any weapon and benefit of two feats
1d6 damage each
(at 10th level)
NondetectionM,P – Hides subject from divination,
Bestow CurseP – –6 to an ability score; –4 on attack rolls,
scrying.
saves, and checks; or 50% chance of losing each
Phantom Steed – Magic horse appears for 1
action.
hour/level.
Black Tentacles – Tentacles grapple all within 15 ft. spread.
Power Word Pain – Causes one target with 150 hp
Blood Drain – touch deals 1d4 temporary Constitution
or less to take nonlethal damage each round.
damage, caster gains 3 hp/2 Con drained.
Protection from Energy – Absorb 12 points/level of
Charm MonsterP – Makes monster believe it is your ally.
damage from one kind of energy.
ConfusionP – Subjects behave oddly for 1 round/level.
Pulsing Veins – victim takes additional 1d4
Contagion – Infects subject with chosen disease.
damage/2 level (max 5d4) from slashing or
Cover With StoneM – covers 5 sq. ft + 5 sq. ft/2 levels with
piercing attacks
flagstone floor
Rage – Subjects gains +2 to Str and Con, +1 on Will
Crushing Despair – Subjects take –2 on attack rolls, damage
saves, –2 to AC.
rolls, saves, and checks.
Ray of Exhaustion – Ray makes subject exhausted.
Detect ScryingP – Alerts you of magical eavesdropping.
Screaming Guardsmen – ghostly shell grants
Dimension Door – Teleports you short distance.
concealment and emits shriek that deals 4d6
Dimensional AnchorP – Bars extradimensional movement.
sonic damage when hit
Disguise Self, Mass – Change the appearance of yourself and
Secret PageL,P – Changes one page to hide its real
others
content.
Earthen Tomb – buries and suffocates target
Sepia Snake SigilL,M,P – Creates text symbol that
Elemental Burst – deals 1d6 acid, fire, ice, electricity or sonic
immobilizes reader.
damage/level (max 10d6) in a 20 ft. spread
Shrink ItemP – Object shrinks to one–sixteenth size.
Enervation – Subject gains 1d4 negative levels.
Sleet Storm – Hampers vision and movement.
Enlarge MonsterP – double the size of a creature
Slow – One subject/level takes only one
Enlarge Person, Mass – Enlarges several creatures.
action/round, –2 to AC, –2 on attack rolls.
Fascinating Pattern, Greater – enrapts 24 HD of creatures
Speak With DeadL – You can communicate with the
(replaces Rainbow Pattern)
deceased
Fear – Subjects within cone flee for 1 round/level.
Sticks to Snakes – Make 1d4+1/level tiny vipers, or
Fire Blood – gain fire subtype and benefits of a rage spell
1 medium viper or 1 constrictor snake + 1/3
Fire Shield – Creatures attacking you take fire damage;
levels.
you’re protected from heat or cold.
Stinking Cloud – Nauseating vapors, 1 round/level.
Fire TrapL, M,P – Opened object deals 1d4 damage +1/level.

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Freeze – Encase one creature in ice Wall of FireP – Deals 2d4 fire damage out to 10 ft. and 1d4
Gaze ReflectionP – Turns gaze attack back on user out to 20 ft. Passing through wall deals 2d6 damage
Geas, Lesser – Commands subject of 7 HD or less. Wall of IceP – Ice plane creates wall with 15 hp +1/level, or
Globe of Invulnerability, LesserP – Stops 1st– hemisphere can trap creatures inside.
through 3rd–level spell effects. Watery Death – victim takes 2d6 damage per round
Greater Transfer Wound – inflict 2 hp/level (max
20) to opponent and heal like amount 5th Level Sorcerer/Wizard/Mage Spells
Hallucinatory TerrainL,P – Makes one type of
Acid Sheath – Melee attackers take 2d6 acid damage,
terrain appear like another (field into forest,
grapplers take double
or the like).
Alter Self, Mass – Transform multiple allies into other
Ice Blood – gain cold subtype and benefits of a calm
creatures
emotion spell
Animal Growth – One animal/two levels doubles in size.
Ice Storm – Hail deals 3d6 bludgeoning damage plus
Animate Blood – one drop of blood + one drop/5 levels past
2d6 cold damage for 1 round + 1 round/2
10th becomes remote sensor with minor attack mode
levels in cylinder 40 ft. across
Argument – Up to 1 creature/level start an argument that ends
Illusory WallP – Wall, floor, or ceiling looks real,
in a killing rage
but anything can pass through.
Baleful PolymorphP – Transforms subject into harmless
Invisibility, GreaterP – As invisibility, but subject
animal.
can attack and stay invisible.
Blight – Withers one plant or deals 1d6/level damage to plant
Locate Creature – Indicates direction to familiar
creature.
creature.
Break Enchantment – Frees subjects from enchantments,
Massmorph – Transform up to 4 willing
alterations, curses, and petrification.
creatures/level into inanimate objects
Cloudkill – Kills 3 HD or less; 4–6 HD save or die, 6+ HD
Minor CreationL,M,P – Creates one cloth or wood
take Con damage.
object.
Cone of Cold – 1d6/level cold damage.
Mnemonic EnhancerL,F – Wizard only. Prepares
Contact Other PlaneL, M – Lets you ask question of
extra spells or retains one just cast.
extraplanar entity.
Phantasmal Killer – Fearsome illusion kills subject
Curse of Lycanthropy – victim becomes afflicted
or deals 3d6 damage.
lycanthrope
Polymorph – Gives one willing subject a new form.
Dismissal – Forces a creature to return to native plane.
Rainbow Pattern – Lights fascinate 24 HD of
Distance DistortionP – Half or double movement rate
creatures.
through stone tunnels
Reduce MonsterP – halves the size of a monster
Dominate Person – Controls humanoid telepathically.
Reduce Person, Mass – Reduces several creatures.
DreamL – Sends message to anyone sleeping.
Remove Curse – Frees object or person from curse.
FabricateL, M – Transforms raw materials into finished items.
Resilient SphereP – Force globe protects but traps
False VisionM,P – Fools scrying with an illusion.
one subject.
Feeblemind – Subject’s Int and Cha drop to 1.
ScryingL,F – Spies on subject from a distance.
GlassteelP – Transform glass, crystal or steel into tough
Secure ShelterL,P – Creates sturdy cottage.
transparent material
Shadow Conjuration(M) – Mimics conjuration below
Greater Life Drain – drains 1d6 hit points/caster level (max
4th level, but only 20% real.
20d6), gain 1 temporary hit point for every 2 drained
Shout – Deafens all within cone and deals 5d6 sonic
Hold Monster – As hold person, but any creature.
damage.
Insight, Greater – gain +1 insight bonus/2 levels to hit,
Slumber, Greater – As slumber, but puts any
damage, AC and skill rolls
creature to sleep (replaces Deep Slumber)
Insight, Mass – gain +1 insight bonus/4 levels to hit, damage,
Solid Fog – Blocks vision and slows movement.
AC and skill rolls in 20 foot burst
Spell Immunity – Touched creature gains immunity
Interposing Hand – Hand provides cover against one
to specific spell(s)
opponent.
Stone Shape – Sculpts stone into any shape.
Life DrainM – caster can gain spell levels from living beings
StoneskinM,F – Ignore 10 points of damage per
or freshly dead corpses
attack.
Mage’s Faithful Hound – Phantom dog can guard, attack.
Summon Monster 4th – Calls extraplanar creature
Mage’s Private SanctumL,P – Prevents anyone from viewing
to fight for you.
or scrying an area for 24 hours.
Thunderclap – cause 1d6 sonic damage/level (max
Magic JarF – Enables possession of another creature.
15d6) and bull rush opponents in 30 foot
Magic StaffL,M,P – Staff stores 1 spell level/3 caster levels
burst
Major CreationL,M,P – As minor creation, plus stone and
metal.

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Mantle of the Earth – movement reduced to 20 feet, Transmute Mud to Rock – Transforms two 10–ft. cubes per
gain DR 5/– and Acid Resistance 20 level.
Magic Bolt, Mass – ranged touch attack against all Transmute Rock to Mud – Transforms two 10–ft. cubes per
creatures in 30 ft. burst dealing 5d6 force level.
damage Wall of ForceP – Wall is immune to damage.
Master SkillP – gain +30 magic bonus to one skill Wall of Stone – Creates a stone wall that can be shaped.
Mind Fog – Subjects in fog get –10 to Wis and Will Waves of Fatigue – Several targets become fatigued.
checks.
Mirage ArcanaL – As hallucinatory terrain, plus 6th Level Sorcerer/Wizard/Mage Spells
structures.
Acid Fog – Fog deals acid damage.
NightmareL – Sends vision dealing 1d10 damage,
Analyze DweomerF – Reveals magical aspects of subject.
fatigue.
Animate ObjectsP – Animate objects under your control
Overland Flight – You fly at a speed of 40 ft. and
Antimagic Field – Negates magic within 10 ft.
can hustle over long distances.
Bear’s Endurance, Mass – As bear’s endurance, affects one
PasswallP – Creates passage through wood or stone
subject/level.
wall.
Bull’s Strength, Mass – As bull’s strength, affects one
PermanencyQ,X – Makes certain spells permanent.
subject/ level.
Persistent Image – As major image, but no
Cat’s Grace, Mass – As cat’s grace, affects one subject/level.
concentration required.
Chain Lightning – 1d6/level damage; 1 secondary bolt/level
Planar Binding, LesserL,M – Traps extraplanar
each deals half damage.
creature of 6 HD or less until it performs a
Circle of DeathM – Kills 1d4/level HD of creatures.
task.
ContingencyF, L – Sets trigger condition for another spell.
Prying EyesL – 1d4 +1/level floating eyes scout for
Control WaterP – Raises or lowers bodies of water.
you.
Disintegrate – Makes one creature or object vanish.
Rain of Stone – Drop a wall of stone on opponents,
Dispel Magic, Greater – As dispel magic, but +20 on check.
dealing damage and burying foes
Eagle’s Splendor, Mass – As eagle’s splendor, affects one
Redfire DeathM – Deal 1d6 fire/level (max 10d6),
subject/level.
slain victims raise as redbones
Eyebite – Target becomes panicked, sickened, and comatose.
Secret ChestL,F,P – Hides expensive chest on
Fire Burst – Line of fire deals 1d6 fire damage/level (max
Ethereal Plane; you retrieve it at will.
15d6) and explodes to strike one extra target/level for
Seeming – Changes appearance of one person per
half damage
two levels.
Flesh to StoneP – Turns subject creature into statue.
SendingL – Delivers short message anywhere,
Forceful Hand – Hand pushes creatures away.
instantly.
Fox’s Cunning, Mass – As fox’s cunning, affects one subject/
Shadow Evocation – Mimics evocation below 5th
level.
level, but only 20% real.
Freezing Sphere – Freezes water or deals cold damage.
Shadow Image – creates 1d4 + 1/level images (max
Geas/QuestL – As lesser geas, plus it affects multiple
8) made of shadow
creatures.
Slumber, Mass – As slumber, but puts multiple
Globe of Invulnerability – As lesser globe of invulnerability,
creatures to sleep
plus 4th–level spell effects.
Spell ResistanceP – Gain Spell Resistance of 12 +
Guards and WardsL,P – Array of magic effects protect area.
caster level
HardeningP – Increases hardness of items by 1 per 2 caster
Summon Monster 5th – Calls extraplanar creature
levels
to fight for you.
Haste, Mass – As haste, but affects one creature/level
Symbol of PainL,M,P – Triggered rune wracks nearby
Heroism, Greater – Gives +4 bonus on attack rolls, saves,
creatures with pain.
skill checks; immunity to fear; temporary hp.
Symbol of SleepL,M,P – Triggered rune puts nearby
IsolationM – prevent spellcaster from using evocation or
creatures into catatonic slumber.
conjuration spells and renders golems and undead
Telekinesis – Moves object, attacks creature, or hurls
inert
object or creature.
Legend LoreL,M,F – Lets you learn tales about a person, place,
Telepathic BondP – Link lets allies communicate.
or thing.
Teleport – Instantly transports you as far as 100
Life Drain, Mass – deals 5d6 damage in a 20 ft. burst, caster
miles/level.
gains 1 temporary hit point for every 2 drained
Thunderblow – line of electricity deals 1d6
Mage’s Lucubration – Wizard only. Recalls spell of 5th level
damage/level (max 20d6), half electrical,
or lower.
half sonic and victim is bull rushed
Mislead – Turns you invisible and creates illusory double.

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Missing Dead – spell recipient appears to die and is Ethereal Jaunt – You become ethereal for 1 round/level.
rendered incorporeal for short time Finger of Death – Kills one subject.
Move EarthL – Digs trenches and build hills. ForcecageM – Cube or cage of force imprisons all inside.
Owl’s Wisdom, Mass – As owl’s wisdom, affects Grasp the HeartM – crush victim’s heart for 4d6
one subject/ level. damage/round and stun or control victim as if under
Permanent ImageP – Includes sight, sound, and dominate person
smell. Grasping Hand – Hand provides cover, pushes, or grapples.
Planar BindingL,M – As lesser planar binding, but Hold Person, Mass – As hold person, but all within 30 ft.
up to 12 HD. Insanity – Subject suffers continuous confusion.
Programmed ImageM,P – As major image, plus Instant SummonsM – Prepared object appears in your hand.
triggered by event. Invisibility, Mass – As invisibility, but affects all in range.
Red Death – victim bleeds for 4d6 damage per round Limited WishX – Alters reality—within spell limits
and takes 1d4 temporary Constitution and Mage’s Magnificent MansionF,P – Door leads to
Strength damage per round extradimensional mansion.
RepulsionP – Creatures can’t approach you. Mage’s SwordF – Floating magic blade strikes opponents.
Shadow Walk – Step into shadow to travel rapidly. Phase Door – Creates an invisible passage through wood or
Stone to Flesh – Restores petrified creature. stone.
Suggestion, Mass – As suggestion, plus one Plane ShiftF – As many as eight subjects travel to another
subject/level. plane.
Summon Monster 6th – Calls extraplanar creature Power Word Blind – Blinds creature with 200 hp or less.
to fight for you. Prismatic Spray – Rays hit subjects with variety of effects.
Symbol of FearL,M,P – Triggered rune panics nearby Project Image – Illusory double can talk and cast spells.
creatures. Reverse GravityP – Objects and creatures fall upward.
Symbol of PersuasionL,M,P – Triggered rune charms Ride the Lightning – Teleport and leave behind bolts of
nearby creatures. lightning
TransformationM – You gain combat bonuses. Scrying, GreaterL – As scrying, but faster and longer.
True Seeing M,P – Lets you see all things as they SequesterP – Subject is invisible to sight and scrying; renders
really are. creature comatose.
Undeath to DeathM – Destroys 1d4/level HD of Shadow Conjuration, Greater(M) – As shadow conjuration,
undead (max 20d4). but up to 6th level and 60% real.
Veil – Changes appearance of group of creatures. SimulacrumL,M,X – Creates partially real double of a creature.
Wall of IronM – 30 hp/four levels; can topple onto Spell Turning – Reflect 1d4+6 spell levels back at caster.
foes. StatueP – Subject can become a statue at will.
Steal Blood Ability – Take supernatural and spell–like
7th Level Sorcerer/Wizard/Mage Spells abilities from opponent to use for yourself
Summon Monster 7th – Calls extraplanar creature to fight for
Acid Geyser – Deal 1d6 acid/level in cone, continues
you.
to deal damage for 1 round/5 levels
Symbol of StunningL,M,P – Triggered rune stuns nearby
Arcane Sight, Greater – As arcane sight, but also
creatures.
reveals magic effects on creatures and
Symbol of WeaknessL,M,P – Triggered rune weakens nearby
objects.
creatures.
Banishment – Banishes 2 HD/level of extraplanar
Teleport Object – As teleport, but affects a touched object.
creatures.
Teleport, Greater – As teleport, but no range limit and no
Blood Leech – deals 1 point of Con damage/level,
off–target arrival.
for every point dealt, recall one spell level of
Transmute Blood to Poison – deal 20 Con damage to victim
spells
as poison
Blood Rage – gain +1 Str and Con/2 levels and
Treachery – up to 20 HD of creatures become fanatical allies
hasted, but suffer –1 Con/round
of the caster
Control Undead – Undead don’t attack you while
VisionM,P – As legend lore, but quicker and strenuous.
under your command.
Waves of Exhaustion – Several targets become exhausted.
Control WeatherL, P – Changes weather in local
Wither – deal 1d8 damage/level (20d8 max) and target is
area.
exausted
Delayed Blast Fireball – 1d6/level fire damage; you
can postpone blast for 5 rounds.
Duo–DimensionM – Caster becomes two– 8th Level Sorcerer/Wizard/Mage Spells
dimensional, granting several abilities Acidic Explosion – Deals 1d8 damage/level, if victim dies,
EntrapmentM, F, X,P – shrinks and traps creature in a explodes spraying acid
container

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AntipathyP, L – Object or location affected by spell Sunburst – Blinds all within 10 ft., deals 6d6 damage.
repels certain creatures. Symbol of DeathL,M,P – Triggered rune slays nearby creatures.
BindingL, M – Utilizes an array of techniques to Symbol of InsanityL,M,P – Triggered rune renders nearby
imprison a creature. creatures insane.
Charm Monster, Mass – As charm monster, but all SympathyL,F,P – Object or location attracts certain creatures.
within 30 ft. Telekinetic Sphere – As resilient sphere, but you move
Clenched Fist – Large hand provides cover, pushes, sphere telekinetically.
or attacks your foes. Temporal StasisM,P – Puts subject into suspended animation.
CloneL, M, F – Duplicate awakens when original dies. Trap the Soul M,F,P – Imprisons subject within gem.
Create Greater UndeadM,P – Create shadows, Vengenance Beyond DeathX – Your death turns you into a
wraiths, spectres, or devourers. ghost
Curse of VampirismM – kills and transforms victim
into vampire 9th Level Sorcerer/Wizard/Mage Spells
Demand – As sending, plus you can send suggestion.
Acid Bath – Create adrenaline surge of acid under target(s),
Dimensional LockP – Teleportation and interplanar
who take 20d6 acid damage
travel blocked for one day/level.
Arcane Invincibility – gain DR 30/epic +6, spell resistance
Discern LocationL – Reveals exact location of
20+ spell level and other immunities for short time.
creature or object.
Arcane RetributionF – kills caster, deals 40d6 damage to
Discorporation– Become a swarm of batlike
everything
shadows, gaining many benefi ts of the
Astral ProjectionM, L: Projects you and companions onto
swarm subtype.
Astral Plane.
Elemental Body – Body becomes air, earth, fire or
Contingency, GreaterF, L – As contingency, but two (or
water, granting several abilities.
more) spells
Horrid Wilting – Deals 1d6/level damage within 30
Crushing Hand: Large hand provides cover, pushes, or
ft.
crushes your foes.
Incendiary Cloud – Cloud deals 4d6 fire
Dark Oblivion – hands of the damned drag victims into the
damage/round.
ground and slay them
Iron Body – Your body becomes living iron.
Death Sentence – deals 1d8 damage per caster level in 30 foot
Irresistible Dance – Forces subject to dance.
radius
Maddening Scream – Target runs around screaming
Dominate Monster: As dominate person, but any creature.
Maze – Traps subject in extradimensional maze.
Dream Travel – rapidly cross the mortal plane via the Plane
Mind BlankP – Subject is immune to
of Dreams
mental/emotional magic and scrying.
Energy Drain: Subject gains 2d4 negative levels.
Moment of Prescience – You gain insight bonus on
Essence of LightningM – Become living lightning
single attack roll, check, or save.
Etherealness: Travel to Ethereal Plane with companions.
Planar Binding, GreaterL,M – As lesser planar
Flames of the Pheonix – Flames engulf caster, healing 3
binding, but up to 18 HD.
hp/level and dealing 1d6 fire damage/level (max
Polar Ray – Ranged touch attack deals 1d6/level
20d6) to those within 15 feet
cold damage.
Foresight: “Sixth sense” warns of impending danger.
Polymorph Any Object – Changes any subject into
Freedom: Releases creature from imprisonment.
anything else.
GateX: Connects two planes for travel or summoning.
Power Word Stun – Stuns creature with 150 hp or
Hold Monster, Mass: As hold monster, but all within 30 ft.
less.
Imprisonment: Entombs subject beneath the earth.
Prismatic Wall –Wall’s colors have array of effects.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Protection from SpellsM,F,P – Confers +8 magic
Meteor Swarm: Four exploding spheres each deal 6d6 fire
bonus.
damage.
Prying Eyes, GreaterL – As prying eyes, but eyes
Mirror ShadowF – create shadowy duplicates of opponents
have true seeing.
Polymorph, Mass – Transform multiple allies into other
Scintillating Pattern – Twisting colors confuse,
creatures
stun, or render unconscious.
Power Word Kill: Kills one creature with 100 hp or less.
ScreenL,P – Illusion hides area from vision, scrying.
Prismatic Sphere: As prismatic wall, but surrounds on all
Shadow Evocation, Greater – As shadow
sides.
evocation, but up to 7th level and 60% real.
RefugeM: Alters item to transport its possessor to you.
Shout, Greater – Devastating yell deals 10d6 sonic
Shades(M): As shadow conjuration, but up to 8th level and
damage; stuns creatures, damages objects.
80% real.
Summon Monster 8th – Calls extraplanar creature
ShapechangeF: Transforms you into any creature, and change
to fight for you.
forms once per round.

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Soul BindF,P: Traps newly dead soul to prevent


resurrection.
Summon Monster 9th: Calls extraplanar creature to
fight for you.
Teleportation CircleM,P: Circle teleports any
creature inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
True Death – deals 2d8 damage/level (max 40d8),
slain victim cannot be raised, resurrected or
reincarnated
Wail of the Banshee: Deals 2d8 damage/level.
Weird: As phantasmal killer, but affects all within
30 ft.
WishX: As limited wish, but with fewer limits.

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Wizard – Abjuration Spells Spell Immunity – Creature gains immunity to specific spell(s)
StoneskinM,P – Ignore 10 points of damage per attack.
Specialist Bonus: Once per day as an immediate
action, you can grant yourself a +1 bonus to a saving 5th Level Abjuration Spells
throw (Fortitude, Reflex or Will) per caster level. Break Enchantment – Frees subjects from enchantments,
alterations, curses, and petrification.
0 Level Abjuration Spells Dismissal – Forces a creature to return to native plane.
ResistanceP – Subject gains +1 on saving throws Mage’s Private SanctumL,P – Prevents anyone from viewing
or scrying an area for 24 hours.
1st Level Abjuration Spells Spell ResistanceP – Gain spell resistance of 12 + caster level
AlarmP – Wards an area for 2 hours/level.
Endure ElementsP – Exist comfortably in hot or 6th Level Abjuration Spells
cold environments. Antimagic Field – Negates magic within 10 ft.
Hold Portal – Holds door shut. Globe of Invulnerability – As lesser globe of invulnerability,
Protection from Chaos/Evil/Good/Law – +2 to AC plus 4th–level spell effects.
and saves, counter mind control, hedge out Guards and WardsL,P – Array of magic effects protect area.
elementals and outsiders. IsolationM – prevent spellcaster from using evocation or
Shield – Invisible disc gives +4 to AC, blocks magic conjuration spells and renders golems and undead
missiles. inert
RepulsionP – Creatures can’t approach you.
2nd Level Abjuration Spells
Arcane LockM,P – Magically locks a portal or chest. 7th Level Abjuration Spells
Calm Wind – Dispels air–based spells Banishment – Banishes 2 HD/level of extraplanar creatures.
Gaze DeflectionP – Immune to gaze attacks EntrapmentM, F, X,P – shrinks and traps creature in a container
Obscure ObjectP – Masks object against scrying. SequesterP – Subject is invisible to sight and scrying; renders
Protection from ArrowsP – Subject immune to most creature comatose.
ranged attacks. Spell Turning – Reflect 1d4+6 spell levels back at caster.
Resist EnergyP – Ignores first 10 (or more) points of
damage/attack from specified energy type. 8th Level Abjuration Spells
Resistance, Greater – touched creature gains +1 Greater Spell Immunity – Creature gains immunity to
magic bonus/4 levels to saving throws. specific spell(s)
Zone of Fire SuppressionP – puts out normal fires Dimensional LockP – Teleportation and interplanar travel
and suppresses fire–based magic in area of blocked for one day/level.
effect Mind BlankP – Subject is immune to mental/emotional magic
and scrying.
3rd Level Abjuration Spells Prismatic Wall –Wall’s colors have array of effects.
Explosive RunesP – Deals 6d6 damage when read. Protection from SpellsM,F – Confers +8 magic bonus.
Magic Circle against Chaos/Evil/Good/LawP – As
protection spells, but 10–ft. radius and 10 9th Level Abjuration Spells
min./level. Arcane Invincibility – gain DR 30/epic +6, spell resistance
NondetectionM,P – Stealth (Hide)s subject from 20+ spell level and other immunities for short time.
divination, scrying. Freedom – Releases creature from imprisonment.
Protection from Energy – Absorb 12 points/level of Imprisonment – Entombs subject beneath the earth.
damage from one kind of energy. Mage’s Disjunction – Dispels magic, disenchants magic
items.
4th Level Abjuration Spells Prismatic Sphere – As prismatic wall, but surrounds on all
Dimensional AnchorP – Bars extradimensional sides.
movement.
Fire TrapL, M, P, – Opened object deals 1d4 damage
+1/level.
Gaze ReflectionP – Turns gaze attacks back on user
Globe of Invulnerability, LesserP – Stops 1st–
through 3rd–level spell effects.
Remove Curse – Frees object or person from curse.

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Wizard – Acid Spells 8th Level Acid Spells


Acidic Explosion – Deals 1d8 damage/level, if victim dies,
Specialist Bonus: Any spell you cast with the acid explodes spraying acid
descriptor deals +1 damage per die. Also, anyone
who fails a save against an acid spell you cast takes
an additional 1d4 acid damage/round for an 9th Level Acid Spells
additional round for every 5 caster levels you have. Acid Bath – Create adrenaline surge of acid under target(s),
who take 20d6 acid damage
0 Level Acid Spells
Acid Splash – Orb deals 1d3 acid damage.
Dissolve – deals 1d6 acid damage to touched object

1st Level Acid Spells


Acid Spittle – Ray deals 1d6 acid damage/level (max
5d6)

2nd Level Acid Spells


Acid Arrow – Ranged touch attack; 2d4 damage for
1 round + 1 round/three levels
Acid Sweat – Contact with caster’s body deals 1d6
acid damage + 1d6 acid damage in 2nd round
Resist Energy (Acid) – Ignores firs 10 (or more)
points of damage/attack from specificed
energy type

3rd Level Acid Spells


Acid Breath – You breath a cone of acid that deals
1d6 acid damage/level (max 10d6)
Protection from Energy (Acid) – Aborb 12
points/level of damage from one kind of
energy

4th Level Acid Spells


Acid Blood – touched creature immune to acid and
deals 2d6 acid damage to others when struck
Elemental Burst (Acid) – Deals 1d6 acid
damage/level (max 10d6) in 20 ft. spread

5th Level Acid Spells


Acid Sheath – Melee attackers take 2d6 acid
damage, grapplers take double
Rain of Slime – Covers targets in green slime

6th Level Acid Spells


Acid Fog – Fog deals acid damage
Disintegrate – Makes one creature or object vanish

7th Level Acid Spells


Acid Geyser – Deal 1d6 acid/level in cone, continues
to deal damage for 1 round/5 levels

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Wizard – Air Spells 5th Level Air Spells


Baleful PolymorphP* – Transforms subject into harmless
Specialist Bonus: Your body is shrouded in a wispy animal.
vapor. Attacks against you suffer a 10% miss Cloudkill – Kills 3 HD or less; 4–6 HD save or die, 6+ HD
chance. This increases to 20% at 10th level. take Con damage.
Mind Fog – Subject in fog get –10 to Wis and Will checks.
0 Level Air Spells Overland Flight – You fly at a speed of 40 ft. and can hustle
Message – Whispered conversation at distance. over long distances.
SendingL – Delivers short message anywhere, instantly.
1st Level Air Spells Summon Monster 5th (Air) – Summon extraplanar creature
to fight for you
Feather FallQ, P – Objects or creatures fall slowly
Obscuring MistP – Fog surrounds you * When used to assume the shape of a creature with the air subtype or
Summon Monster 1st (Air) – Summons extraplanar a natural fly movement rate
creature to fight for you.
6th Level Air Spells
2nd Level Air Spells Eagle’s Splendor, Mass – As cat’s grace, affects one
Alter SelfP* – Assume form of a similar creature. subject/level.
Eagle’s SplendorP – Subject gains +4 to Cha for 10 Owl’s Wisdom, Mass – As owl’s wisdom, affects one
min./level subject/level.
Fog Cloud – Fog obscures vision. Summon Monster 6th (Air) – Summon extraplanar creature
Gust of Wind – Blows away or knocks down smaller to fight for you
creatures
LevitateP – Subject moves up and down at your
direction
7th Level Air Spells
Owl’s WisdomP – Subject gains +4 to Wis for 10 Control WeatherP – Changes weather in local area.
min./level Ethereal Jaunt – You become ethereal for 1 round/level
Protection from ArrowsP – Subject is immune to Summon Monster 7th (Air) – Call extraplanar creature to
most ranged attacks. fight for you.
Summon Monster 2nd (Air) – Summon extraplanar
creature to fight for you 8th Level Air Spells
Whispering Wind – Sends a short message 1 Elemental Body (Air) – Body becomes air, granting several
mile/level abilities.
Polymorph Any Object* – Changes any subject into
* When used to assume the shape of a creature with the air anything else
subtype or a natural fly movement rate Summon Monster 8th (Air) – Call extraplanar creature to
fight for you
3rd Level Air Spells
FlyP – Subject flys at speed of 60 ft. * When used to assume the shape of a creature with the air subtype or
Gaseous Form – Subject becomes insubstantial and a natural fly movement rate
can fly slowly
Howling Wind – 9th Level Air Spells
Stinking Cloud – Nauseating vapors, 1 round/level Etherealness – Travel to ethereal plane with companions.
Summon Monster 3rd (Air) – Summon extraplanar Freedom – Releases creature from imprisonment.
creature to fight for you Gate (Air)X – Connects two planes for travel or summoning
Wind Wall – Deflects arrows, smaller creatures, and ShapechangeF* – Transforms you into any creature, and
gases. change forms once per round.
Summon Monster 9th (Air) – Summons extraplanar creature
4th Level Air Spells to fight for you.
Polymorph* – Gives one willing subject a new form.
* When used to assume the shape of a creature with the air subtype or
Solid Fog – Blocks vision and slows movement.
a natural fly movement rate
Summon Monster 4th (Air) – Summon extraplanar
creature to fight for you.

* When used to assume the shape of a creature with the air


subtype or a natural fly movement rate

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Wizard – Conjuration Spells Phantom Steed – Magic horse appears for 1 hour/level.
Sepia Snake SigilL,M,P – Creates text symbol that immobilizes
Specialist Bonus: Your summoned creatures gain a reader.
+1 bonus to hit and gain a +1 bonus to AC per 4 Sleet Storm – Hampers vision and movement.
caster levels. Stinking Cloud – Nauseating vapors, 1 round/level.
Summon Dreamslayer(X) – Summons dreamslayer to kill
0 Level Conjuration Spells sleeping opponent
Summon Monster 3rd – Calls extraplanar creature to fight for
Acid Splash – Orb deals 1d3 acid damage
you.
Dissolve – deals 1d6 acid damage by touch
Sidestep – caster teleports 5 feet/2 levels (max 30
feet) 4th Level Conjuration Spells
Summon Monster 0 – Summons outsider to aid Black Tentacles – Tentacles grapple all within 15 ft. spread.
you Cover With StoneM – covers 5 sq. ft. + 5 sq. ft./2 levels with
Summon Spell ComponentQ – Summons flagstone floor
inexpensive spell component Dimension Door – Teleports you short distance.
Minor CreationL,M,P – Creates one cloth or wood object.
1st Level Conjuration Spells Secure ShelterL,P – Creates sturdy cottage.
Solid Fog – Blocks vision and slows movement.
Acid Spittle – Ray deals 1d6 acid damage/level (max
Summon Monster 4th – Calls extraplanar creature to fight for
5d6)
you.
Crimson StainsP – victim’s hands are covered in
slippery red fluid
DeeppocketsP – Create extradimensional space to 5th Level Conjuration Spells
carry up to 50 lbs./level Acid Sheath – Melee attackers take 2d6 acid damage,
GreaseP – Makes 10–ft. square or one object grapplers take double
slippery. Mantle of the Earth – movement reduced to 20 feet, gain DR
Ice Lash – Whip of ice has 10 ft. reach and deals 1d6 5/– and Acid Resistance 20
cold damage Rain of Stone – Drop a wall of stone on opponents, dealing
Mage ArmorP – Gives subject +4 armor bonus. damage and burying foes
Mount – Summons riding horse for 2 hours/level. Cloudkill – Expanding cloud kill enemies
Obscuring MistP – Fog surrounds you. Mage’s Faithful Hound – Phantom dog can guard, attack.
Summon Monster 1st – Calls extraplanar creature to Major CreationL,M,P – As minor creation, plus stone and
fight for you. metal.
Unseen ServantP – Invisible force obeys your Planar Binding, LesserL,M – Traps extraplanar creature of 6
commands. HD or less until it performs a task.
Rain of Slime – Covers targets in green slime
2nd Level Conjuration Spells Secret ChestLF,P – Hides expensive chest on Ethereal Plane;
you retrieve it at will.
Acid Arrow – Ranged touch attack; 2d4 damage for
Summon Monster 5th – Calls extraplanar creature to fight for
1 round +1 round/three levels.
you.
Deflection – Touched creature gains +1 deflection
Teleport – Instantly transports you as far as 100 miles/level.
bonus to AC/4 levels
Wall of StoneP – Creates a stone wall that can be shaped.
Fist of Stone – hand becomes stone gauntlet, gaining
+4 to hit and dealing 1d8 + Str modifier
damage with unarmed attack 6th Level Conjuration Spells
Fog Cloud – Fog obscures vision. Acid Fog – Fog deals acid damage.
Glitterdust – Blinds creatures, outlines invisible Planar BindingL,M – As lesser planar binding, but up to 12
creatures. HD.
Summon Monster 2nd – Calls extraplanar creature to Summon Monster 6th – Calls extraplanar creature to fight for
fight for you. you.
Summon Swarm – Summons swarm of bats, rats, or Wall of IronM,P – 30 hp/four levels; can topple onto foes.
spiders.
WebP – Fills 20–ft.–radius spread with sticky 7th Level Conjuration Spells
spiderwebs.
Acid Geyser – Deal 1d6 acid/level in cone, continues to deal
damage for 1 round/5 levels
3rd Level Conjuration Spells Blizzard – Reduce visibility, movement and deal cold damage
Acid Breath – You breath a cone of acid that deals Instant SummonsM – Prepared object appears in your hand.
1d6 acid damage/level (max 10d6)
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Mage’s Magnificent MansionF – Door leads to


extradimensional mansion.
Phase DoorP – Creates an invisible passage through
wood or stone.
Plane ShiftF – As many as eight subjects travel to
another plane.
Ride the Lightning – Teleport and leave behind
bolts of lightning
Summon Monster 7th – Calls extraplanar creature to
fight for you.
Teleport, Greater – As teleport, but no range limit
and no off–target arrival.
Teleport Object – As teleport, but affects a touched
object.

8th Level Conjuration Spells


Acidic Explosion – Deals 1d8 damage/level, if
victim dies, explodes spraying acid
Incendiary Cloud – Cloud deals 4d6 fire
damage/round.
Maze – Traps subject in extradimensional maze.
Planar Binding, GreaterL,M – As lesser planar
binding, but up to 18 HD.
Summon Monster 8th – Calls extraplanar creature to
fight for you.
Trap the SoulM,F,P – Imprisons subject within gem.

9th Level Conjuration Spells


Dark Oblivion – hands of the damned drag victims
into the ground and slay them
GateX,F – Connects two planes for travel or
summoning.
RefugeM – Alters item to transport its possessor to
you.
Summon Monster 9th – Calls extraplanar creature to
fight for you.
Teleportation CircleM,P – Circle teleports any
creature inside to designated spot.

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Wizard – Cold Spells


* When used to assume the shape of a creature with the cold subtype
Specialist Bonus: Your cold spells deal +1 damage or natively dwells in a cold terrain
per die and any target that fails its save against your
cold spells has their movement reduced by ½ for 1 5th Level Cold Spells
round/level. Baleful PolymorphP* – Transforms subject into harmless
animal
0 Level Cold Spells Cone of Cold – 1d6/level cold damage
Freeze Liquid – You freeze up to 1 cubic ft. of Summon Monster 5th (Cold) – Summon extraplanar creature
liquid/level to fight for you
Ray of Frost – Ray deals 1d3 cold damage
* When used to assume the shape of a creature with the cold subtype
st or natively dwells in a cold terrain
1 Level Cold Spells
Ice Lash – Whip of ice has 10 ft. reach and deals 1d6
6th Level Cold Spells
cold damage
Summon Monster 1st (Cold) – Summon extraplanar Freezing Sphere – Freezes water or deals cold damage
creature to fight for you Summon Monster 6th (Cold) – Summon extraplanar creature
to fight for you
2nd Level Cold Spells
7th Level Cold Spells
Resist Energy (Cold)P – Ignores firs 10 (or more)
points of damage/attack from specificed Blizzard – Reduce visibility, movement and deal cold damage
energy type SimulacrumL,M,X: Creates partially real double of a creature.
Snow Flurry – Slow movement to ½ and provide Summon Monster 7th (Cold) – Summon extraplanar creature
concealment to fight for you
Summon Monster 2nd (Cold) – Summon extraplanar
creature to fight for you 8th Level Cold Spells
Polar Ray – Ranged touch attack deals 1d6/level cold damage
3rd Level Cold Spells and slows.
Protection from Energy (Cold) – Aborb 12 Polymorph Any Object* – Changes any subject into
points/level of damage from one kind of anything else
energy Summon Monster 8th (Cold) – Summon extraplanar creature
Sleet Storm – Hampers vision and movement and to fight for you
deal 1d6 cold damage per round
* When used to assume the shape of a creature with the cold subtype
Slow – One subject/level takes only one or natively dwells in a cold terrain
action/round, –2 to AC, –2 on attack rolls
Summon Monster 3rd (Cold) – Summon extraplanar
creature to fight for you 9th Level Cold Spells
Polymorph, Mass* – Transform multiple creatures into
th another shape
4 Level Cold Spells
Shapechange* – Transforms you into any creature, and
Elemental Burst (Cold) – Deals 1d6 cold changes forms once per round.
damage/level (max 10d6) in 20 ft. spread Summon Monster 9th (Cold) – Summon extraplanar creature
Fire Shield (Cold) – Creatures attacking you take to fight for you
cold damage; your protected from heat
Freeze – Encase one creature in ice * When used to assume the shape of a creature with the cold subtype
Ice Blood – Touched individual gains Cold subtype or natively dwells in a cold terrain
and benefit of Calm Emotion spell
Ice Storm – Hail deals 3d6 bludgeoning damage plus
2d6 cold damage for 1 round + 1 round/2
levels in cylinder 40 ft. across.
Polymorph* – Gives one willing subject a new form
Summon Monster 4th (Cold) – Summon extraplanar
creature to fight for you
Wall of IceP – Ice plane creates wall with 15 hp + 1
hp/level, or hemisphere can trap creatures
inside

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Wizard – Divinination Spells Detect ScryingP – Alerts you of magical eavesdropping.


Locate Creature – Indicates direction to familiar creature.
Specialist Bonus: You can always act in the surprise ScryingF – Spies on subject from a distance.
round, but you are still considered flat–footed until
you take an action. 5th Level Diviniation Spells
Contact Other PlaneM, L – Lets you ask question of
0 Level Diviniation Spells extraplanar entity.
Competance, LesserQ – +2 bonus to one skill check Insight, Greater – gain +1 insight bonus/2 levels to hit,
Detect MagicP – Detects spells and magic items damage, AC and skill rolls
within 60 ft. Insight, Mass – gain +1 insight bonus/4 levels to hit, damage,
Detect PoisonP – Detects poison in one creature or AC and skill rolls in 20 foot burst
small object. Prying EyesL – 1d4 +1/level floating eyes scout for you.
Insight, LesserQ – Gain +1 bonus to hit, damage, AC Telepathic BondP – Link lets allies communicate.
or a skill check
Insightful StrikeQ – you gain a +4 insight bonus to 6th Level Divination Spells
your next attack roll.
Analyze DweomerF – Reveals magical aspects of subject.
Know ValueP – reveals mundane value of objects
Legend LoreL,M F – Lets you learn tales about a person, place,
Read MagicP – Read scrolls and spellbooks.
or thing.
True SeeingM,P – Lets you see all things as they really are.
1st Level Divination Spells
CompetanceP – gain +10 magic bonus to skill check 7th Level Divination Spells
for 1 minute/level
Arcane Sight, Greater – As arcane sight, but also reveals
Comprehend LanguagesP – You understand all
magic effects on creatures and objects.
spoken and written languages.
Scrying, GreaterL – As scrying, but faster and longer.
Detect Secret DoorsP – Reveals hidden doors within
Vision M X – As legend lore, but quicker and strenuous.
60 ft.
Detect UndeadP – Reveals undead within 60 ft.
IdentifyL,M – Determines properties of magic item. 8th Level Divination Spells
True Strike – +20 on your next attack roll. Discern LocationL – Reveals exact location of creature or
object.
2nd Level Divination Spells Moment of Prescience – You gain insight bonus on single
attack roll, check, or save.
Detect ThoughtsP – Allows “listening” to surface
Prying Eyes, GreaterL – As prying eyes, but eyes have true
thoughts.
seeing.
Insight – touched creature gain a +1 insight bonus/4
levels to hit, damage, AC or a single skill
roll 9th Level Divination Spells
Locate Object – Senses direction toward object Foresight – “Sixth sense” warns of impending danger.
(specific or type).
See InvisibilityP – Reveals invisible creatures or
objects.

3rd Level Divination Spells


Arcane SightP – Magical auras become visible to
you.
Clairaudience/Clairvoyance – Hear or see at a
distance for 1 min./level.
Competence, Greater – touched creature gains +20
magic bonus to one skill
True Strike, Greater – up to 1 being/2 levels (max
5) gain a +20 bonus to next attack roll.
TonguesP – Speak any language.

4th Level Divination Spells


Arcane EyeP, L – Invisible floating eye moves 30
ft./round.

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Wizard – Earth Spells Rain of Stone – Drop a wall of stone on opponents, dealing
damage and pinning foes
Specialist Bonus: You gain DR 1/adamantine. This Summon Monster 5th (Earth) – Summons extraplanar
increases by +1 per 4 caster levels until it reaches DR creature to fight for you
6/adamantine at 20th level. Transmute Mud To Rock – Transforms two 10–ft. cubes per
level.
1st Level Earth Spells Transmute Rock to Mud – Transforms two 10–ft. cubes per
level.
Summon Monster 1st (Earth) – Summon
Wall of StoneP – Creates a stone wall that can be shaped
extraplanar creature to fight for you

2nd Level Earth Spells 6th Level Earth Spells


Bear’s Endurance, Mass – As bear’s endurance, affects one
Alter SelfP* – Assume form of a similar creature
subject/level
Bear’s EnduranceP – Subject gains +4 Con for 10
Bull’s Strength, Mass – As bull’s strength, affects one
min./level
subject/level
Bull’s StrengthP – Subject gains +4 Str for 10
Flesh To StoneP – Turns subject into statue
min./level
HardeningP – Increase hardness of an item by 1 per 2 levels
Earthen Grasp – Arm made of earth and soil
Move EarthL – Digs trenches and build hills
grapples foes
Stone To Flesh – Restores petrified creature
Summon Monster 2nd (Earth) – Summon
Summon Monster 6th (Earth) – Summon extraplanar
extraplanar creature to fight for you
creature to fight for you
* When used to assume the shape of a creature with the Wall of IronP – 30 hp/four levels; can topple onto foes
earth subtype or natively dwells in a subterranian
terrain 7th Level Earth Spells
StatueP – Subject can become a statue at will.
rd
3 Level Earth Spells Summon Monster 7th (Earth) – Summon extraplanar creature
Stony Grasp – Arm made of soil and rock grapples to fight for you.
foes
Summon Monster 3rd (Earth) – Summons 8th Level Earth Spells
extraplanar creature to fight for you Elemental Body (Earth) – Body becomes earth, granting
several abilities.
4th Level Earth Spells Iron Body – Your body becomes living iron
Cover With StoneM – Cover floor with flagstone Polymorph Any Object* – Changes any subject into
Dimensional AnchorP – Bars extradimensional anything else
movement Summon Monster 8th (Earth) – Summon extraplanar
Earthen Tomb – Buries target creature creature to fight for you.
Hallucinatory TerrainL,P – Makes one type of
terrain appear like another (field into forest, * When used to assume the shape of a creature with the earth subtype
or the like). or natively dwells in a subterranian terrain
Polymorph* – Gives one willing subject a new form
Stone Shape – Sculpts stone into any shape 9th Level Earth Spells
StoneskinM,P – Ignore 10 points of damage per attack Gate (Earth)X,F – Connect two planes for travel or
Summon Monster 4th (Earth) – Summons summoning
extraplanar creature to fight for you ImprisonmentP – Entombs subject beneath the earth
Polymorph, Mass* – Transform multiple creatures to another
* When used to assume the shape of a creature with the form
earth subtype or natively dwells in a subterranian Shapechange* – Transforms you into any creature, and
terrain change forms once per round.
Summon Monster 9th (Earth) – Summon extraplanar
5th Level Earth Spells creature to fight for you.
Mantle of the Earth – Your movement rate is
reduced to 20 feet, gain DR 5/– and Acid * When used to assume the shape of a creature with the earth subtype
Resistance 20 or natively dwells in a subterranian terrain
PasswallP – Creates passage through wood or stone
wall

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Wizard – Electricity Spells Haste, Mass – As haste, but affects one creature/level

Specialist Bonus: You deal +1 damage per die on 7th Level Electricity Spells
spells with the electricity descriptor. If a target fails a Ride the Lightning – Teleport 5 miles/level and leave behind
saving throw against an electricity spell you cast, bolts of lightning
they are distracted for 1 round/2 levels. Teleport – Instantly transports you as far as 100 miles/level
Teleport Object – Instantly transport object 100 miles/level
Distracted: A distracted character is only able to
take a standard action each turn and must make a
Spellcraft check to cast any spells. 8th Level Electricity Spells
Lightning Storm – Lightning bolts strike over and over
0 Level Electricity Spells Teleport, Greater – As teleport, but no range limit and no
off–target arrival.
Electric Jolt –Ray deals 1d3 electrical damage
Static – Target in 5 feet takes 1d3 electrical damage
9th Level Electricity Spells
1st Level Electricity Spells Essence of LightningM – Become living lightning
Teleportation CircleM,P – Circle teleports any creature inside
Shocking Grasp – Touch delivers 1d6/level
to designated spot.
electricity damage (max 5d6)

2nd Level Electricity Spells


Bolt From the Blue – Arc of lightning deals 1d6
electrical damage/level (max 5d6)
Cat’s GraceP – Subject gains +4 to Dex for 1
min./level
Resist Energy (Electrictity)P – Ignores first 10 (or
more) points of damage/attack from
specified energy type.
Thunderbolt – Create half–spear made of lightning
that can be thrown

3rd Level Electricity Spells


Haste – One creature/level moves faster, +1 on attack
rolls, AC, and Reflex saves.
Lightning Bolt – Electricity deals 1d6/level damage
Protection from Energy – Absorb 12 points/level of
damage from one kind of energy.

4th Level Electricity Spells


Elemental Burst (Electrical) – deals 1d6 electrical
damage/level (max 10d6) in 20 ft. spread

5th level Electricity Spells


Teleport, Lesser – Instantaneously transport 2
miles/level
Thunderblow – Target takes 1d6 damage/level (max
20d6), half is electrical, half is sonic and
target is bull rushed

6th Level Electricity Spells


Cat’s Grace, Mass – As cat’s grace, affects one
subject/level
Chain Lightning – 1d6/level electrical damage; 1
secondary bolt/level each deals half damage.

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Wizard – Enchantment Spells Slumber, Greater – As slumber, but puts any creature to
sleep (replaces Deep Slumber)
Specialist Bonus: You gain a +2 magic bonus on
Deception (Bluff), Persuade (Diplomacy), and 5th Level Echantment Spells
Persuade (Intimidate) skill checks. This bonus Argument – Up to 1 creature/level start an argument that ends
increases by +1 for every 5 caster levels you possess, in a killing rage
up to a maximum of +6 at 20th level. Curse of Lycanthropy – victim becomes afflicted
lycanthrope
0 Level Enchantment Spells Dominate Person – Controls humanoid telepathically.
Daze– Humanoid creature of 4 HD or less loses next Feeblemind – Subject’s Int and Cha drop to 1.
action. Hold Monster – As hold person, but any creature.
Forget – Target forgets last minute Mass Slumber – As slumber, but puts multiple creatures fall
Friendly Words – gain +3 bonus to Persuade asleep
(Diplomacy) skill checks Master SkillP – gain +10 magic bonus +5 competance/level
Lullaby – causes creature of 4 HD or less to become past 10th (max +50) to one skill
drowsy Mind Fog – Subjects in fog get –10 to Wis and Will checks.
Symbol of SleepL,M,P – Triggered rune puts nearby creatures
1st Level Enchantment Spells into catatonic slumber.
Fascinate – enrapt up to 4 HD of creatures (replaces
Hypnotism) 6th Level Enchantment Spells
Charm PersonP – Makes one person your friend. Geas/Quest – As lesser geas, plus it affects multiple
Hypnotism – Fascinates 2d4 HD of creatures. creatures.
Slumber – Puts a humanoid creature to sleep. Heroism, Greater – Gives +4 bonus on attack rolls, saves,
skill checks; immunity to fear; temporary hp.
2nd Level Enchantment Spells Suggestion, Mass – As suggestion, plus one subject/level.
Symbol of PersuasionL,M,P – Triggered rune charms nearby
Bestowment of EtiquetteM,P – Creature gains a +20
creatures.
bonus to Persuade (Diplomacy) and
becomes pacifistic.
Daze Monster – Living creature of 6 HD or less 7th Level Enchantment Spells
loses next action. Hold Person, Mass – As hold person, but all within 30 ft.
Hideous Laughter – Subject loses actions for 1 Insanity – Subject suffers continuous confusion.
round/level. Power Word Blind – Blinds creature with 200 hp or less.
Touch of Idiocy – Subject takes 1d6 points of Int, Symbol of StunningL,M,P – Triggered rune stuns nearby
Wis, and Cha damage. creatures.
Treachery – up to 20 HD of creatures become fanatical allies
3rd Level Enchantment Spells of the caster
Heroism – Gives +2 bonus on attack rolls, saves,
skill checks. 8th Level Enchantment Spells
Hold Person – Paralyzes one humanoid for 1 AntipathyP, L – Object or location affected by spell repels
round/level. certain creatures.
Power Word Pain – Causes one target with 150 hp BindingM,P – Utilizes an array of techniques to imprison a
or less to take nonlethal damage each round. creature.
Rage – Subjects gains +2 to Str and Con, +1 on Will Charm Monster, Mass – As charm monster, but all within 30
saves, –2 to AC. ft.
Suggestion – Compels subject to follow stated course Demand – As sending, plus you can send suggestion.
of action. Irresistible Dance – Forces subject to dance.
Maddening Scream – Target runs around screaming
4th Level Enchantment Spells Power Word Stun – Stuns creature with 150 hp or less.
Symbol of InsanityL,M,P – Triggered rune renders nearby
Charm MonsterP – Makes monster believe it is your
creatures insane.
ally.
SympathyL,F,P – Object or location attracts certain creatures.
Confusion – Subjects behave oddly for 1
round/level.
Crushing Despair – Subjects take –2 on attack rolls, 9th Level Enchantment Spells
damage rolls, saves, and checks. Dominate Monster – As dominate person, but any creature.
Geas, Lesser – Commands subject of 7 HD or less.

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Dream TravelXM – rapidly cross the mortal plane via


the Plane of Dreams
Hold Monster, Mass – As hold monster, but all
within 30 ft.
Power Word Kill – Kills one creature with 100 hp or
less.

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Wizard – Evocation Spells Continual FlameM – Makes a permanent, heatless torch.


DarknessP – 20–ft. radius of supernatural shadow.
Specialist Bonus: Whenever you cast an evocation Flames of Wrath – hurl one ball of fire per level for 1d6
spell that deals damage, it deals +1 damage per two damage each
dice of damage. This damage is of the same type as Flaming Sphere – Creates rolling ball of fire, 2d6 damage,
the spell. lasts 1 round/level.
Gust of Wind – Blows away or knocks down smaller
0 Level Evocation Spells creatures.
Iron Grasp – Disarm opponent and send item to your hand
Chasing Spark – spark chases victim at 40 feet a
Murderous Cry – caster deals 1d6 sonic damage/level (max
round and deals 1 point of damage if it
5d6) in area burst
catches up with them.
Palms of Flame – Caster’s hand holds ball of flame that can
Dancing LightsP – Creates torches or other lights.
be thrown for 1d6 +1 point/level fire damage (max
Electric Jolt –Ray deals 1d3 electrical damage
1d6+5)
Fire Finger – Creates 1 foot long jet of fire
Scorching Ray – Ranged touch attack deals 4d6 fire damage,
Flare – Dazzles one creature (–1 on attack rolls).
+1 ray/four levels (max 3).
Lesser Magic Bolt – ranged touch attack deals 1
Shatter – Sonic vibration damages objects or crystalline
point of force damage/2 levels (max 5
creatures.
points)
Spinning Star – fire 2 mineral shards that deal 1d4 damage
Light – Object shines like a torch.
+1d4 fire or +1d4 electric damage, with an additional
Ray of Frost – Ray deals 1d3 cold damage.
2 bolts every 3 levels (max 10 shards at 12th level)
Squeal – Disrupts blindsense, blindsight and
Thunderbolt – creates half–spear of lightning that deals 1d6
tremorsense as well as causing victims to
electrical damage
lose dexterity bonus for a round and causes
animals to flee
Static – opponents in 5 feet takes 1d3 electrical 3rd Level Evocation Spells
damage Blacklight – Create darkness only caster can see through
Touch of Fire – Touch deals 1d3 points of fire Crushing Grasp – Disarm opponent and deal 1d4 damage/2
damage levels to victim (max 10d4).
Daylight – 60–ft. radius of bright light.
1st Level Evocation Spells Fireball – 1d6 damage per level, 20–ft. radius.
Greater Magic Bolt – one ranged touch attack/level (max 10)
Burning Hands – 1d4/level fire damage (max 5d4).
deals 1d6 force damage each
Fire Streak – caster causes 1d6 fire damage to those
Howling Wind – wind causes 1d6 sonic and bludgeoning
he threatens
damage/round and knocks victims prone
Floating DiskP – Creates 3–ft.–diameter horizontal
Lightning Bolt – Electricity deals 1d6/level damage.
disk that holds 100 lb./level.
Minute MeteorsF – Unleash 5 meteors a round that deal 1d6
Magic Bolt – ranged touch attack deals 1d6 force
damage each
damage/2 levels (5d6 max) (replaces Magic
Tiny HutP – Creates shelter for ten creatures.
Missile)
Vulture’s Rebuttal – You deal damage to opponents who
Magic Missile – 1d4+1 damage; +1 missile per two
have augmented their abilities
levels above 1st (max 5).
Wind Wall – Deflects arrows, smaller creatures, and gases.
Pushing Hand – creates hand of force that bull
rushes a single target
Shocking Grasp – Touch delivers 1d6/level 4th Level Evocation Spells
electricity damage (max 5d6). Battle MantleL, M – gain +1 insight bonus/2 levels (max +10)
Sonic Emination – caster gains +2 bonus to AC and to attack, +1 insight bonus/4 levels (max +5) to AC,
can make touch attack that deals 1d4 sonic proficiency with any weapon and benefit of two feats
damage (at 10th level)
Earthen Tomb – buries and suffocates target
2nd Level Evocation Spells Elemental Burst – deals 1d6 acid, fire, ice, electricity or sonic
damage/level (max 10d6) in a 20 ft. spread
Bolt from the Blue – arc of lightning deals 1d6
Fire Shield – Creatures attacking you take fire damage;
electrical damage/level (max 5d6)
you’re protected from heat or cold.
Breath of Fire – A 5 foot wide line of fire deals 1d6
Ice Storm – Hail deals 5d6 damage in cylinder 40 ft. across.
fire damage/level (max 5d6)
Resilient SphereP – Force globe protects but traps one
Consume – Victim is engulfed in fire, taking 1d6 fire
subject.
damage/round
Shout – Deafens all within cone and deals 5d6 sonic damage.

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Thunderclap – cause 1d6 sonic damage/level (max Shout, Greater – Devastating yell deals 10d6 sonic damage;
15d6) and bull rush opponents in 30 foot stuns creatures, damages objects.
burst Sunburst – Blinds all within 10 ft., deals 6d6 damage.
Wall of FireP – Deals 2d4 fire damage out to 10 ft.
and 1d4 out to 20 ft. Passing through wall 9th Level Evocation Spells
deals 2d6 damage +1/level.
Arcane Retribution – kills caster, deals 40d6 damage to
Wall of IceP – Ice plane creates wall with 15 hp
everything
+1/level, or hemisphere can trap creatures
Contingency, GreaterF, L – As contingency, but two (or
inside.
more) spells
Crushing Hand – Large hand provides cover, pushes, or
5th Level Evocation Spells crushes your foes.
Cone of Cold: 1d6/level cold damage. Meteor Swarm – Four exploding spheres each deal 6d6 fire
Interposing Hand: Hand provides cover against one damage.
opponent. Oblitirate – deal 10 damage/level to anything
Magic Bolt, Mass – ranged touch attack against all
creatures in 30 ft. burst dealing 5d6 force
damage
SendingL: Delivers short message anywhere,
instantly.
Thunderblow – line of electricity deals 1d6
damage/level (max 20d6), half electrical,
half sonic and victim is bull rushed
Wall of ForceP: Wall is immune to damage.

6th Level Evocation Spells


Chain Lightning – 1d6/level damage; 1 secondary
bolt/level each deals half damage.
ContingencyF, L – Sets trigger condition for another
spell.
Fire Burst – Line of fire deals 1d6 fire damage/level
(max 15d6) and explodes to strike one extra
target/level for half damage
Forceful Hand – Hand pushes creatures away.
Freezing Sphere – Freezes water or deals cold
damage.

7th Level Evocation Spells


Delayed Blast Fireball – 1d6/level fire damage; you
can postpone blast for 5 rounds.
ForcecageM – Cube or cage of force imprisons all
inside.
Grasping Hand – Hand provides cover, pushes, or
grapples.
Mage’s SwordF – Floating magic blade strikes
opponents.
Prismatic Spray – Rays hit subjects with variety of
effects.

8th Level Evocation Spells


Clenched Fist – Large hand provides cover, pushes,
or attacks your foes.
Lightning Storm – Lightning bolts strike over and
over
Polar Ray – Ranged touch attack deals 1d6/level
cold damage.

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Wizard – Fire Spells Protection from Energy (Fire) – Absorb 12 points/level of


damage from one kind of energy.
Specialist Bonus: Any spells you cast with the fire Rage – Subject gains +2 Str and Con, +1 on Will saves, –2 to
descriptor deal +1 damage per die. If a victim fails a AC.
saving throw against a fire spell cast by you, they Summon Monster 3rd (Fire) – Summons extraplanar creature
catch fire, taking an additional 1d4 damage per to fight for you.
round, up to 1 additional round/3 levels.
Extinguishing the flames is a full–round action that 4th Level Fire Spells
provokes an attack of opportunity. Fire Blood – touched individual gains fire subtype and
benefits of a rage spell
0 Level Fire Spells Fire TrapL,M,P – Opened object deals 1d4 damage +1/level.
Chasing Spark – Spark chases opponent at 40 feet Polymorph* – Gives one willing subject a new form.
per round and deals 1 point of fire damage if Summon Monster 4th (Fire) – Summon extraplanar creature
it catches victim to fight for you
Fire Finger – Touch deals 1 point of fire damage for Wall of FireP – Deals 2d4 fire damage out to 10 ft. and 1d4
1 round/2 levels out to 20 ft. Passing through wall deals 2d6 damage
Touch of Fire – touch deals 1d3 fire damage +1/level.

1st Level Fire Spells * When used to assume the shape of a creature with the fire subtype
or natively dwells in a hot terrain
Burning Hands – 1d4/level fire damage (max 5d4)
Endure ElementsP – Exist comfortably in hot or
cold environments. 5th Level Fire Spells
Fire Streak – caster causes 1d6 fire damage to those Baleful PolymorphP* – Transforms subject into harmless
he threatens animal.
Summon Monster 1st (Fire) – Summons extraplanar Summon Monster 5th (Fire) – Summons extraplanar creature
creature to fight for you. to fight for you.

* When used to assume the shape of a creature with the fire subtype
2nd Level Fire Spells or natively dwells in a hot terrain
Blazing Aura – Caster’s body erupt in flames
dealing 2d6 fire damage to those contacting
6th Level Fire Spells
caster and 1d6 damage to those in 5 feet
Breath of Fire – You expel a line of flame that deals Fire Burst – Line of fire deals 1d6 fire damage/level (max
1d6 fire damage/level (max 5d6) 15d6) and explodes to strike one extra target/level for
Consume – Victim catches fire and takes 1d6 fire half damage
damage/round Summon Monster 6th (Fire) – Summons extraplanar creature
Flaming Sphere – Creates rolling ball of fire, 2d6 to fight for you
damage, lasts 1 round/level
Flames of Wrath – hurl one ball of fire per level for 7th Level Fire Spells
1d6 damage each Delayed Blast Fireball – 1d6/level fire damage; you can
Palms of Flame – You can hurl flames for 1d6 + 1 postpone blast for 5 rounds.
point of fire damage (max 1d6+5) Redfire DeathM – Deal 1d6 fire/level (max 10d6), slain
Pyrotechnics – Turns fire into blinding light or victims raise as redbones
choking smoke. Summon Monster 7th (Fire) – Summons extraplanar creature
Resist Energy (Fire)P – Ignores first 10 (or more) to fight for you
points of damage/attack from specified
energy type 8th Level Fire Spells
Scorching Ray – Ranged touch attack deals 4d6 fire
Elemental Body – Body becomes fire, granting several
damage, +1 ray/four levels (max 3).
abilities.
Summon Monster 2nd (Fire) – Summons
Incendiary Cloud – Cloud deals 4d6 fire damage/round.
extraplanar creature to fight for you.
Polymorph Any Object* – Changes any subject into
anything else.
3rd Level Fire Spells Summon Monster 8th (Fire) – Summons extraplanar creature
Fireball – 1d6 damage per level, 20–ft. radius. to fight for you.
Flame Arrow – Arrow deals +1d6 fire damage.
* When used to assume the shape of a creature with the fire subtype
or natively dwells in a hot terrain

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9th Level Fire Spells


Flames of the Pheonix – Flames engulf caster,
healing 3 hp/level and dealing 1d6 fire
damage/level (max 20d6) to those within 15
feet
Meteor Swarm – Four exploding spheres deal 6d6
fire damage.
Polymorph, Mass* – Change multiple creatures into
another shape.
ShapechangeF* – Transforms you into any creature,
and change forms once per round.
Summon Monster 9th (Fire) – Summons extraplanar
creature to fight for you

* When used to assume the shape of a creature with the fire


subtype or natively dwells in a hot terrain

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Wizard – Force Spells 7th Level Force Spells


ForcecageM – Cube or cage of force imprisons all inside.
Specialist Bonus: Your caster level is treated as Grasping Hand – Hand provides cover, pushes, or grapples.
being 1 higher for determining all spell effects. Also, Mage’s SwordF – Floating magic blade strikes opponents
you can produce an additional force missile with each
casting of any of the magic bolt spells.
8th Level Force Spells
0 Level Force Spells Clenched Fist – Large hand provides cover, pushes, or attacks
your foes.
Lesser Magic Bolt – Ranged touch attack deals 1
Telekinetic Sphere – As resilient sphere, but you move
point/2 levels (max 5)
sphere telekinetically.
Mage Hand – 5–pound telekinesis.

9th Level Force Spells


1st Level Force Spells
Crushing Hand – Large hand provides cover, pushes, or
Floating DiscP – Creates 3–ft.–diameter horizontal
crushes your foes.
disk that holds 100 lb./level.
Mage ArmorP – Gives subject +4 armor bonus
Magic Bolt – ranged touch attack deals 1d6 force
damage/2 levels (5d6 max) (replaces Magic
Missile)
Push – Telekinesis 5 lbs./caster level
Shield – Invisible disc gives +4 to AC.
Unseen ServantP – Invisible force obeys your
commands.

2nd Level Force Spells


Spectral Hand – Creates disembodied glowing hand
to deliver touch attacks
3rd Level Force Spells
Explosive RunesP – Deals 6d6 damage when read.
Greater Magic Bolt – ranged touch attack deals 1d6
force damage/level (10d6 max)
Sepia Snake SigilL,M,P – Creates text symbol that
immobilizes reader.
Tiny HutP – Creates shelter for ten creatures.

4th Level Force Spells


Black Tentacles – Tentacles grapple all within 15 ft.
spread.
Resilient SphereP – Force globe protects but traps
one subject.

5th Level Force Spells


Interposing Hand – Hand provides cover against
one opponent.
Mass Magic Bolt – ranged touch attack strikes all
opponents in 30 feet and deals 5d6 damage
Telekinesis – Move object, attack creature, or hurls
object or creature.
Wall of Force – Wall is immune to damage

6th Level Force Spells


Forceful Hand – Hand pushes creature away.

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Wizard – Illusionist Spells Fascinating Pattern, Greater – enrapts 24 HD of creatures


(replaces Rainbow Pattern)
Specialist Bonus: Any illusion spell you cast with a Hallucinatory TerrainL,P – Makes one type of terrain appear
duration of “concentration” lasts an additional 2 like another (field into forest, or the like).
rounds after you stop maintaining concentration. This Illusory WallP – Wall, floor, or ceiling looks real, but
bonus increases by 1 round for every 5 levels you anything can pass through.
possess, to a maximum of 6 rounds at 20th level. Invisibility, GreaterP – As invisibility, but subject can attack
and stay invisible.
0 Level Illusion Spells Phantasmal Killer – Fearsome illusion kills subject or deals
3d6 damage.
Catfall – gains +3 bonus to Stealth (Move Silently)
Rainbow Pattern – Lights fascinate 24 HD of creatures.
for 1 round/level
Shadow Conjuration(M) – Mimics conjuration below 4th
Ghost Sound – Figment sounds.
level, but only 20% real.
Image – creates ghostly image in caster’s palm

1st Level Illusion Spells 5th Level Illusion Spells


Shadow Image – creates 1d4 + 1/level images (max 8) made
Color Spray – Knocks unconscious, blinds, and/or
of shadow
stuns 1d6 weak creatures.
DreamL – Sends message to anyone sleeping.
Disguise SelfP – Changes your appearance.
False VisionM,P – Fools scrying with an illusion.
Magic AuraP – Alters object’s magic aura.
Mirage ArcanaL – As hallucinatory terrain, plus structures.
Shadow’s Shroud – gain +10 bonus to Stealth
NightmareL – Sends vision dealing 1d10 damage, fatigue.
(Hide) skill
Persistent Image – As major image, but no concentration
Silent ImageP – Creates minor illusion of your
required.
design.
Seeming – Changes appearance of one person per two levels.
Ventriloquism – Throws voice for 1 min./level.
Shadow Evocation – Mimics evocation below 5th level, but
only 20% real.
2nd Level Illusion Spells
Cacaphony – Victim becomes deafened and 6th Level Illusion Spells
distracted
Mislead – Turns you invisible and creates illusory double.
Fascinating Pattern – fascinate 4 HD + caster level
Missing Dead – spell recipient appears to die and is rendered
(max 10 HD) of creatures
incorporeal for short time
BlurP – Attacks miss subject 20% of the time.
Permanent ImageP – Includes sight, sound, and smell.
Hypnotic Pattern – Fascinates (2d4 + level) HD of
Programmed ImageM,P – As major image, plus triggered by
creatures.
event.
InvisibilityP – Subject is invisible for 1 min./level or
Shadow Walk – Step into shadow to travel rapidly.
until it attacks.
Veil – Changes appearance of group of creatures.
Magic MouthM P – Speaks once when triggered.
Minor ImageP – As silent image, plus some sound.
Mirror Image – Creates decoy duplicates of you 7th Level Illusion Spells
(1d4 +1 per three levels, max 8). Invisibility, Mass – As invisibility, but affects all in range.
Misdirection – Misleads divinations for one creature Project Image – Illusory double can talk and cast spells.
or object. Shadow Conjuration, Greater(M) – As shadow conjuration,
Phantom TrapM P – Makes item seem trapped. but up to 6th level and 60% real.
SimulacrumL,M,X – Creates partially real double of a creature.
3rd Level Illusion Spells
DisplacementP – Attacks miss subject 50%. 8th Level Illusion Spells
Illusory ScriptL,M P – Only intended reader can Scintillating Pattern – Twisting colors confuse, stun, or
decipher. render unconscious.
Invisibility SphereP – Makes everyone within 10 ft. ScreenL,P – Illusion hides area from vision, scrying.
invisible. Shadow Evocation, Greater – As shadow evocation, but up
Major Image – As silent image, plus sound, smell to 7th level and 60% real.
and thermal effects. Telekinetic Sphere – As resilient sphere, but you move
sphere telekinetically.
4th Level Illusion Spells
Disguise Self, Mass – Change the appearance of 9th Level Illusion Spells
yourself and others Mirror ShadowF – create shadowy duplicates of opponents

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Shades(M) – As shadow conjuration, but up to 8th


level and 80% real.
Weird – As phantasmal killer, but affects all within
30 ft.

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Wizard – Light Spells 7th Level Light Spells


Arcane Sight, Greater – As arcane sight, but also reveals
Specialist Bonus: Any light spell you cast dazzles magic effects on creatures and objects.
anyone for 1 round/5 levels who views its casting if Scrying, GreaterL – As scrying, but faster and longer.
they fail a Reflex save and are within 30 feet. Allies Prismatic Spray – Rays hit subjects with variety of effects.
are unaffected by this effect.
8th Level Light Spells
0 Level Light Spells
Prismatic Wall – Wall’s colors have array of effects
Daze – Humanoid creature loses next action.
Prying Eyes, GreaterL – As prying eyes, but eyes have true
Dancing LightsP – Creates torches or other lights.
seeing.
Flare – Dazzles one creature (–1 on attack rolls).
Scintillating Pattern – Twisting colors confuse, stun, or
Light – Object shines like a torch.
render unconsious
Sunburst – Blinds all within 10 ft., deals 6d6 damage.
1st Level Light Spells
Color Spray – Knocks unconscious, blinds, and/or 9th Level Light Spells
stuns 1d6 weak creatures.
Prismatic Sphere – As prismatic wall, but surrounds on all
Protection from Chaos/Evil – +2 to AC and saves,
sides.
counter mind control, hedge out elementals
Foresight – “Sixth sense” warns of impending danger
and outsiders.

2nd Level Light Spells


Continual FlameM,P – Makes a long–lasting, heatless
torch.
DarkvisionP – See 60 ft. in total darkness
Glitterdust – Blinds creatures, outlines invisible
creatures.
Hypnotic Pattern – Fascinates (2d4+level) HD of
creatures
Pyrotechnics – Turns fire into blinding light or
choking smoke.
See InvisibilityP – Reveals invisible creatures or
objects.

3rd Level Light Spells


Arcane SightP – Magical auras become visible to
you.
Daylight – 60–ft. radius of bright light.
Magic Circle Against Chaos/EvilP – As protection
spells, but 10–ft. radius and 10 min./level

4th Level Light Spells


Rainbow Pattern – Lights fascinate 24 HD of
creatures
ScryingL,F – Spies on subject from a distance

5th Level Light Spells


Prying EyesL – 1d4+1/level floating eyes scout for
you.

6th Level Light Spells


True SeeingM,P – Lets you see all things as they
really are.

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Wizard – Necromancy Spells Spectral Hand – Creates disembodied glowing hand to


deliver touch attacks.
Specialist Bonus: You can control 6 CR worth of Summon Monster 2nd (undead only) – Summon extraplanar
undead creatures per caster level. Also, any undead creature to fight for you
you create with a create undead feat automatically Transfer Wound – inflict 1 hp/level (max 10) to opponent
fall under your control. If you prepare spells of your and heal a like amount.
opposition schools, excess undead immediately
become free–willed and do not return to your control 3rd Level Necromancy Spells
when you regain this bonus. You choose which Blood CoilsF – creates ropey tendrils that can grapple
undead are released. opponents
You also gain the Create Undead item Feign DeathQ – Target falls into catalyptic state resembling
creation feat for free. death
Gentle ReposeP – Preserves one corpse.
0 Level Necromancy Spells Halt Undead – Immobilizes undead for 1 round/level.
Disrupt Undead – Deals 1d6 damage to one undead. Life Drain – victim suffers 1d6 damage/level (max 10d6),
Exterminate – Deals 1 point of damage to Tiny or caster gains 1 temporary hp/2 hp dealt
smaller creatures Pulsing Veins – victim takes additional 1d4 damage/2 level
Frightening VisageQ – You look scary and gain a +3 (max 5d4) from slashing or piercing attacks
bonus to Persuade (Intimidate). Ray of Exhaustion – Ray makes subject exhausted.
Touch of Fatigue – Touch attack fatigues target. Screaming Guardsmen – ghostly shell grants concealment
and emits shriek that deals 4d6 sonic damage when
1st Level Necromancy Spells hit
Speak With DeadL – Converse with the deceased
Boil – create painful sores that distract victim
Summon Monster 3rd (undead only) – Summon extraplanar
Chill Touch – One touch/level deals 1d6 damage and
creature to fight for you
possibly 1 Str damage.
Vampiric Touch – Touch deals 1d6/two levels damage;
Create Least UndeadM,P – Create skeletons and
caster gains damage as hp.
zombies of up to 5 HD
Wraithform – Become incoroporeal shadow for short time.
Deathwatch – See how close a creature is to death
Frighten – One creature flees for 1d4 rounds.
(replaces cause fear) 4th Level Necromancy Spells
Lesser Life Drain – victim takes 1d4+1 damage, Acid Blood – touched creature immune to acid and deals 2d6
caster gains 1 temporary hit point/2 hit acid damage to others when struck
points caused Bestow CurseP – –6 to an ability score; –4 on attack rolls,
Ray of Enfeeblement – Ray deals 1d6 +1 per two saves, and checks; or 50% chance of losing each
levels Str damage. action.
Summon Monster 1st (undead only) – Summon Blood Drain – touch deals 1d4 temporary Constitution
extraplanar creature to fight for you damage, caster gains 3 hp/2 Con drained.
Contagion – Infects subject with chosen disease.
2nd Level Necromancy Spells Enervation – Subject gains 1d4 negative levels.
Fear – Subjects within cone flee for 1 round/level.
Bleeding Wound – Victim suffers 1 hit point per
Fire Blood – gain fire subtype and benefits of a rage spell
round (max 10)
Greater Transfer Wound – inflict 2 hp/level (max 20) to
Blindness/DeafnessP – Makes subject blinded or
opponent and heal like amount
deafened.
Ice Blood – gain cold subtype and benefits of a calm emotion
Bloodbridge – transfer 2 hp + 1 hp/level (max 10)
spell
from one willing target to another
Summon Monster 4th (undead only) – Summon extraplanar
Command Undead – Undead creature obeys your
creature to fight for you
commands.
False Life – Gain 1d10 temporary hp +1/level (max
+10). 5th Level Necromancy Spells
Frighten, Mass – Cause 1 creature/3 levels to Animate Blood – one drop of blood + one drop/5 levels past
become frightened or shaken (replaces 10th becomes remote sensor with minor attack mode
scare) Blight: Withers one plant or deals 1d6/level damage to plant
Ghoul Touch – Paralyzes one subject, which exudes creature.
stench that makes those nearby sickened. Drain EssenceM – caster can gain spell levels from living
Rain of Blood – bloody rain deals 1d6 negative beings or freshly dead corpses
energy damage/round

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Greater Life Drain – drains 1d6 hit points/caster 8th Level Necromancy Spells
level (max 20d6), gain 1 temporary hit point
CloneL, M, F: Duplicate awakens when original dies.
for every 2 drained
Create Greater UndeadM,P : Create shadows, wraiths,
Magic JarF,P: Enables possession of another
spectres, or devourers.
creature.
Curse of VampirismM – kills and transforms victim into
Summon Monster 5th (undead only) – Summon
vampire
extraplanar creature to fight for you
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of PainL,M,P: Triggered rune wracks nearby
Summon Monster 8th (undead only) – Summon extraplanar
creatures with pain.
creature to fight for you
Waves of Fatigue: Several targets become fatigued.
Symbol of DeathL,M,P: Triggered rune slays nearby creatures.
Vengenance Beyond DeathX – Your death turns you into a
6th Level Necromancy Spells ghost
Circle of DeathM: Kills 1d4/level HD of creatures.
Eyebite: Target becomes panicked, sickened, and 9th Level Necromancy Spells
comatose.
Astral ProjectionM, L – Projects you and companions onto
Mass Life Drain – deals 5d6 damage in a 20 ft.
Astral Plane.
burst, caster gains 1 temporary hit point for
Death Sentence – deals 1d8 damage per caster level drop
every 2 drained
dead in 30 foot radius
Red Death – victim bleeds for 4d6 damage per round
Energy Drain – Subject gains 2d4 negative levels.
and takes 1d4 temporary Constitution and
Soul BindF,P – Traps newly dead soul to prevent resurrection.
Strength damage per round
Summon Monster 9th (undead only) – Summon extraplanar
Summon Monster 6th (undead only) – Summon
creature to fight for you
extraplanar creature to fight for you
True Death – deals 2d8 damage/level (max 40d8), slain
Symbol of FearL,M,P: Triggered rune panics nearby
victim cannot be raised, resurrected or reincarnated
creatures.
Wail of the Banshee – Kills one creature/level.
Undeath to DeathM: Destroys 1d4/level HD of
undead (max 20d4).

7th Level Necromancy Spells


Blood Leech – deals 1 point of Con damage/level,
for every point dealt, recall one spell level of
spells
Blood Rage – gain +1 Str and Con/2 levels and
hasted, but suffer –1 Con/round
Control Undead – Undead don’t attack you while
under your command.
Finger of Death – Kills one subject.
Grasp the HeartM – crush victim’s heart for 4d6
damage/round and stun or control victim as
if under dominate person
Redfire DeathM – Deal 1d6 fire/level (max 10d6),
slain victims raise as redbones
Steal Blood Ability – Take supernatural and spell–
like abilities from opponent to use for
yourself
Summon Monster 7th (undead only) – Summon
extraplanar creature to fight for you
Symbol of WeaknessL,M,P – Triggered rune weakens
nearby creatures.
Transmute Blood to Poison – deal 20 Con damage
to victim as poison
Waves of Exhaustion – Several targets become
exhausted.
Wither – deal 1d8 damage/level (20d8 max) and
target is exausted

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Wizard – Shadow/Darkness 8th Level Shadow/Darkness Spells


Spells Shadow Evocation, Greater(M) – As shadow evocation, but
up to 7th level and 60% real.
Specialist Bonus: When you cast a shadow/darkness L,P
Screen – Illusion hides area from vision, scrying.
spell, you gain 20% concealment until your next turn.
At 10th level, this increases to 50% concealment.
9th Level Shadow/Darkness Spells
Mirror Shadow – Make mirror image copies of opponents
0 Level Shadow/Darkness Spells Shades(M) –As shadow conjuration, but up to 8th level and
Snuff Light – Extinguish nonmagical light 80% real.

1st Level Shadow/Darkness Spells


Shadow’s Shroud – gain bonus to hide skill roll

2nd Level Shadow/Darkness Spells


BlindnessP – Make subject blind
Mirror Image – Creates decoy duplicates of you
(1d4 + 1 per three levels, max 8)
DarknessP – 20 ft. radius of supernatural shadow

3rd Level Shadow/Darkness Spells


Blacklight – Create darkness only caster can see in
Deeper Darkness – Create a 60 ft. radius area of
shadowy illumination
Wraithform – Become incorporeal shadow for short
time

4th Level Shadow/Darkness Spells


Shadow Conjuration(M) – Mimics conjuration below
4th level, but only 20% real

5th Level Shadow/Darkness Spells


False VisionP – Fools scrying with an illusion.
Seeming – Changes appearance of one person per
two levels.
Shadow Evocation(M) – Mimics evocation below 5th
level, but only 20% real.
Shadow Image – Make quasi–real copies of
yourself

6th Level Shadow/Darkness Spells


Shadow Walk – Step into shadow to travel rapidly.
VeilP – Changes appearance of group of creatures.

7th Level Shadow/Darkness Spells


Shadow Conjuration, Greater(M) – As shadow
conjuration, but up to 6th level and 60% real.
Project Image – Illusory double can talk and cast
spells.
SimulacrumL,M,X – Creates partially real double of a
creature.

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Wizard – Sonic Spells Sympathetic VibrationL – Deals 2d10 damage/round to


freestanding structures
Specialist Bonus: Any spells you cast with the
Sonic descriptor deal +1 damage per die. Likewise, 7th Level Sonic Spells
any target who fails a save against your sonic spells Power Word Blind – Blinds creature with 200 hp or less
is deafened for 1 round/level.
8th Level Sonic Spells
0 Level Sonic Spells
Irresistable Dance – Forces subject to dance
Ghost SoundP – Figment sounds
Maddening Scream – Target runs around screaming
Squeal – Disrupt blindsense, blindsight or
Power Word Stun – Stuns creature with 150 hp or less
tremorsense and panic animals
Shout, Greater – Devastating yell deals 10d6 sonic damage;
stuns creatures, damages objects
1st Level Sonic Spells
AlarmP – Wards area for 2 hours/level 9th Level Sonic Spells
Comprehend LanguagesP – You understand all
Power Word Kill – Kills one creature with 100 hp or less
spoken and written languages
Wail of the Banshee – Kills 1 creature/level
Sonic Emination – you gain +2 to AC and can make
touch attack that deals 1d4 sonic damage
Ventriloquism – Throw voice for 1 minute/level

2nd Level Sonic Spells


Cacaphony – Victim is temporarily deafened and
distracted
DeafnessP – Make subject deafened
Magic MouthM,P – Speaks once when triggered
Murderous Cry – Opponents take 1d6 sonic
damage/level (max 5d6)
Shatter – Sonic vibration damages objects or
crystalline creatures

3rd Level Sonic Spells


Howling Wind – Blast of wind injures and knocks
down flying creatures
Screaming Guardsmen – gain 25% miss chance and
victims who miss take 4d6 sonic damage
and are stunned
Suggestion – Compels subject to follow stated course
of action

4th Level Sonic Spells


Shout – Deafens all within cone and deals 5d6 sonic
damage.
Thunderclap – Deal 1d6 sonic damage/level (max
15d6) and bull rush all targets in 30 foot
burst

5th Level Sonic Spells


Argument – Causes targets to fall to bickering
Song of Discord – Forces targets to attack each other

6th Level Sonic Spells


Suggestion, Mass – As suggestion, plus one
subject/level

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Wizard – Transmutation Spells Blazing Aura – Caster’s body erupt in flames dealing 2d6 fire
damage to those contacting caster and 1d6 damage to
Specialist Bonus: You gain a +1 magic bonus to one those in 5 feet
ability score (Strength, Dexterity, Constitution, Bull’s StrengthP – Subject gains +4 to Str for 1 min./level.
Intelligence, Wisdom or Charisma). Cat’s GraceP – Subject gains +4 to Dex for 1 min./level.
This bonus increases by +1 for every 5 DarkvisionP – See 60 ft. in total darkness.
caster levels you possess to a maximum of +5 at 20th DodgeP – Touched creature gains +1 dodge bonus to AC/4
level. You can change this bonus to a new ability levels
score when you prepare spells. Dragon ArmorP – gain +4 natural armor bonus
Eagle’s SplendorP – Subject gains +4 to Cha for 1 min./level.
0 Level Transmutation Spells Earthen Grasp – Arm made of rock and soil grapples foe
Fool’s GoldL,M – Turn copper coins into gold coins
Alter – Change the features of one small item
temporarily
Cut – Cut small objects in two
Fox’s CunningP – Subject gains +4 Int for 1 min./level.
Dodge, Lesser – gain +1 dodge bonus to AC
Knock – Opens locked or magically sealed door.
Eagle’s Eyes – gain +3 bonus to Perception (Spot)
LevitateP – Subject moves up and down at your direction.
checks
Owl’s WisdomP – Subject gains +4 to Wis for 1 min./level.
Fox’s Ears – gain +3 bonus to Perception (Listen)
Pebble To Boulder – one diminutive stone/2 levels enlarges
checks
to deal 2d6 damage when hurled
Freeze Liquid – freeze liquids up to 1 cubic ft./level
Pyrotechnics – Turns fire into blinding light or choking
Leap – gain +3 bonus toAthletics (Jump)skill
smoke.
Mage Hand – 5–pound telekinesis.
Rope Trick – As many as eight creatures hide in
Mending – Makes minor repairs on an object.
extradimensional space.
Message – Whispered conversation at distance.
Spider ClimbP – Grants ability to walk on walls and ceilings.
Open/CloseQ – Opens or closes small or light things.
Weapon Enchantment – add +1 equivilant/4 levels special
Wolf’s Nose – gain scent ability for 1 minute
magical property to weapon
Whispering Wind – Sends a short message 1 mile/level.
1st Level Transmutation Spells
Acid Sweat – Contact with caster’s body deals 1d6 3rd Level Transmutation Spells
acid damage + 1d6 acid damage in 2nd round
Blink – You randomly vanish and reappear for 1 round/level.
Animate Rope – Makes a rope move at your
Flame Arrow – Arrows deal +1d6 fire damage.
command.
FlyP – Subject flies at speed of 60 ft.
Disarm – Caster makes a disarm attempt against a
Gaseous Form – Subject becomes insubstantial and can fly
foe
slowly.
Enlarge PersonP – Humanoid creature doubles in
Haste – One creature/level moves faster, +1 on attack rolls,
size.
AC, and Reflex saves.
Erase – Mundane or magical writing vanishes.
Keen Edge – Doubles normal weapon’s threat range.
Expeditious RetreatP – Your speed increases by 30
Magic Weapon, Greater – +1/four levels (max +5).
ft.
Secret PageL,P – Changes one page to hide its real content.
Feather FallQ, P – Objects or creatures fall slowly.
Shrink Item – Object shrinks to one–sixteenth size.
JumpP – Subject gets bonus onAthletics
Slow – One subject/level takes only one action/round, –2 to
(Jump)checks.
AC, –2 on attack rolls.
Magic Weapon – Weapon gains +1 bonus.
Sticks to Snakes – Make 1d4+1/level tiny vipers, or 1
Platform – cause 5 ft. diameter of stone to rise at 5
medium viper or 1 constrictor snake + 1/3 levels.
feet per level.
Stony Grasp – Arm of stone and soil grapples foe
Push – Caster can move up to 5 lbs./level
Water BreathingP – Subjects can breathe underwater.
Reduce PersonP – Humanoid creature halves in size.
Soft Step – Reduce recipient’s weight by 25 lbs. per
level. 4th Level Transmutation Spells
Enlarge MonsterP – Double the size of a creature
2nd Level Transmutation Spells Enlarge Person, Mass – Enlarges several creatures.
Freeze – Encase one creature in ice
Acid Sweat – Contact with caster’s body deals 1d6
Massmorph – Transform up to 4 willing creatures/level into
acid damage + 1d6 acid damage in 2nd round
inanimate objects
Alter Self – Assume form of a similar creature.
Polymorph – Gives one willing subject a new form.
Bear’s EnduranceP – Subject gains +4 to Con for 1
Reduce MonsterP – halves the size of a creature
min./level.
Reduce Person, Mass – Reduces several creatures.
Stone Shape – Sculpts stone into any shape.
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Reverse GravityP – Objects and creatures fall upward.


th StatueP – Subject can become a statue at will.
5 Level Transmutation Spells
Transmute Blood to Poison – deal 20 Con damage to victim
Alter Self, Mass – Transform multiple allies into
as poison
other creatures
Animal Growth – One animal/two levels doubles in
size. 8th Level Transmutation Spells
Baleful PolymorphP – Transforms subject into Discorporation – Turn into a swarm of creatures
harmless animal. Iron Body – Your body becomes living iron.
CrystalbrittleP – Turn metal objects into fragile Polymorph Any Object – Changes any subject into anything
crystal else.
FabricateL, M – Transforms raw materials into Temporal StasisM,P – Puts subject into suspended animation.
finished items.
GlassteelP – Transform glass,crystal or steel into 9th Level Transmutation Spells
tough, transparent objects
Essence of LightningM – Become living lightning
Overland Flight – You fly at a speed of 40 ft. and
Etherealness – Travel to Ethereal Plane with companions.
can hustle over long distances.
Flames of the Pheonix – Flames engulf caster, healing 3
PasswallP – Creates passage through wood or stone
hp/level and dealing 1d6 fire damage/level (max
wall.
20d6) to those within 15 feet
Telekinesis – Moves object, attacks creature, or hurls
Polymorph, Mass – Transform multiple allies into other
object or creature.
creatures
Transmute Mud to Rock – Transforms two 10–ft.
ShapechangeF – Transforms you into any creature, and
cubes per level.
change forms once per round.
Transmute Rock to Mud – Transforms two 10–ft.
Time Stop – You act freely for 1d4+1 rounds.
cubes per level.

6th Level Transmutation Spells


Bear’s Endurance, Mass – As bear’s endurance,
affects one subject/level.
Bull’s Strength, Mass – As bull’s strength, affects
one subject/ level.
Cat’s Grace, Mass – As cat’s grace, affects one
subject/level.
Control WaterP – Raises or lowers bodies of water.
Disintegrate – Makes one creature or object vanish.
Eagle’s Splendor, Mass – As eagle’s splendor,
affects one subject/level.
Flesh to StoneP – Turns subject creature into statue.
Fox’s Cunning, Mass – As fox’s cunning, affects
one subject/ level.
HardeningP – Increase an item’s hardness by 1 per 2
levels.
Haste, Mass – As haste, but affects one
creature/level
Move EarthL – Digs trenches and build hills.
Owl’s Wisdom, Mass – As owl’s wisdom, affects
one subject/ level.
Stone to Flesh – Restores petrified creature.
TransformationM – You gain combat bonuses.

7th Level Transmutation Spells


Control WeatherL, P – Changes weather in local
area.
Duo–DimensionM – Caster becomes two
dimensional, granting several abilities.
Ethereal Jaunt – You become ethereal for 1
round/level.

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Wizard Universal Spells

0 Level Universal Spells


Arcane MarkP, Q – Inscribes a personal rune (visible
or invisible).
PrestidigitationP – Performs minor tricks.

1st Level Universal Spells


Mage ArmorP – Gives subject +4 armor bonus.

2nd Level Universal Spells


Magic MouthM,P – Speaks once when triggered.

3rd Level Universal Spells


Dispel Magic – Cancels magical spells and effects.

4th Level Universal Spells


Mnemonic EnhancerL,F – Wizard only. Prepares
extra spells or retains one just cast.

5th Level Universal Spells


Magic StaffL,M,P – Staff stores 1 spell level/3 caster
levels
PermanencyQ,X – Makes certain spells permanent.

6th Level Universal Spells


Dispel Magic, Greater – As dispel magic, but +20
on check.
Mage’s Lucubration(M) – Wizard only. Recalls spell
of 5th level or lower.

7th Level Universal Spells


Limited WishX – Alters reality—within spell limits.

8th Level Universal Spells


Mage’s Lucubration, Greater(M) – Wizard only.
Recalls spell of 7th level or lower

9th Level Universal Spells


WishX – As limited wish, but with fewer limits.

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Wizard – Water Spells * When used to become a creature with the aquatic subtype or is
ocean–dwelling.
Specialist Bonus: You gain +1 caster level with all
water spells. 9th Level Spells
Polymorph, Mass* – Change multiple creatures into another
0 Level Spells creature.
Create Water –Create 2 gallons/level of pure water. ShapechangeF* – Transforms you into any creature, and
change forms once per round.
Summon Monster 9th (Aquatic, Water) – Summons
1st Level Spells extraplanar creature to fight for you.
Summon Monster 1st (Aquatic, Water) – Summons
extraplanar creature to fight for you. * When used to become a creature with the aquatic subtype or is
ocean–dwelling.
2nd Level Spells
Alter Self P* – Assume form of a similar creature.
Summon Monster 2nd (Aquatic, Water) –
Summons extraplanar creature to fight for
you.

* When used to become a creature with the aquatic


subtype or is ocean–dwelling.

3rd Level Spells


Summon Monster 3rd (Aquatic, Water) –
Summons extraplanar creature to fight for
you.
Water BreathingP – Subject can breathe underwater

4th Level Spells


Summon Monster 4th (Aquatic, Water) – Summons
extraplanar creature to fight for you.
Transmute Rock to Mud – Transforms two 10–ft.
cubes per level.

5th Level Spells


Summon Monster 5th (Aquatic, Water) – Summons
extraplanar creature to fight for you.

6th Level Spells


Control WaterP – Raises or lowers bodies of water
Summon Monster 6th (Aquatic, Water) – Summons
extraplanar creature to fight for you.

7th Level Spells


Summon Monster 7th (Aquatic, Water) – Summons
extraplanar creature to fight for you.

8th Level Spells


Elemental Body (Water) – Body becomes water,
granting several abilities.
Polymorph Any Object* – Changes any subject into
anything else.
Summon Monster 8th (Aquatic, Water) – Summons
extraplanar creature to fight for you.

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Spell Descriptions Material Component: Powdered rhubarb leaf and an adder’s


stomach.
Focus: A dart.
Absorb Weapon
Transmutation
Level: Asn 2 Acid Bath
Components: V, S Transmuation [Acid]
Casting Time: 1 standard action Level: Sor/Wiz 9
Range: Touch Components: V, S, M
Effect: One touched weapon not in another creature’s Casting Time: 1 standard action
possession Range: 60 feet
Duration: 1 hour/level (D) Area of Effect: 5 cubic feet/level
Saving Throw: Will negates (object); ee text Duration: Instantaneous
Spell Resistance: Yes (object) Saving Throw: Reflex partial; Fortitude half
You can harmlessly absorb a weapon you Spell Resistance: No
are touching (even a poisoned one) into your arm, as When this spell is cast, you cause up to 5 cubic feet
long as it is not in another creature’s possession. The of worked or unworked stone to transform into a pit of acid.
weapon must be a light weapon for you at the time Creatures receive a Reflex save as the pit forms to attempt to
you cast the spell. The absorbed weapon cannot be escape the area of effect; those that succeed are moved just to
felt under the skin and doesn’t restrict your range of the edge of the pit and suffer only 3d6 acid damage from
motion in any way. An absorbed weapon cannot be exposure to the acid fumes. If a victim finds himself with no
detected with even a careful search, although detect place to safely escape to within double the victim’s movement
magic reveals the presence of a magical aura. The rate, the save automatically fails.
only evidence of its presence is a faint blotch on your A victim who fails the initial save finds themselves
skin shaped vaguely like the weapon. immersed in acid, suffering 30d6 damage per round, half if a
When you touch the spot (an action successful Fortitude save is made. If the acid pit is deeper
equivalent to drawing a weapon), or when the spell than the creature is tall, it must make a Athletics (Swim) check
duration expires, the weapon appears in your hand at –8 to escape the pit of acid. If the acid adrenaline surge is
and the spell ends. If you attack with the weapon in at least one–quarter the creature’s height, the affected
the same round that you retrieve it from its hiding individuals can attempt to wade out, moving at ½ speed
place, you can attempt a Deception (Bluff) check to through the acid.
feint in combat as a free action, and you gain a +4 Material Component: A bottle of black dragon wyrm acid.
bonus on the Deception (Bluff) check. An intelligent
magic weapon gets a saving throw against this spell, Acid Blood
but other weapons do not. Necromancy [Acid]
Level: Sor/Wiz 4
Acid Arrow Components: V, S, M
Conjuration (Creation) [Acid] Casting Time: 1 standard action
Level: Sor/Wiz 2 Range: Touch
Components: V, S, M, F Target: One living creature touched
Casting Time: 1 standard action Duration: 2 rounds/level
Range: Long (400 ft. + 40 ft./level) Saving Throw: Fort negates (harmless)
Effect: One arrow of acid Spell Resistance: Yes
Duration: 1 round + 1 round per three levels By means of this spell, the caster harmlessly
Saving Throw: None transforms the recipient's blood to pure acid. For the duration
Spell Resistance: No of the spell, the recipient is immune to acid attacks.
A magical arrow of acid springs from your Anyone striking the caster with a slashing or piercing
hand and speeds to its target. You must succeed on a weapon in melee combat releases a gout of acidic blood
ranged touch attack to hit your target. The arrow against the attacker who must make a DC 16 Reflex save or
deals 2d4 points of acid damage with no splash suffer 2d6 acid damage.
damage. For every three caster levels (to a maximum Material Component: A vial of acid, which is poured onto the
of 18th), the acid, unless somehow neutralized, lasts recipient’s skin as the spell is cast. The acid is harmlessly
for another round, dealing another 2d4 points of absorbed into the spell recipient’s skin by the end of the
damage in that round. Thus the arrow lasts 2 rounds casting.
at 3rd–5th level, 3 rounds at 6th–8th level, 4 rounds at
9th–11th level, 5 rounds at 12th–14th level, 6 rounds at Acid Breath
15th–17th level and 7 rounds at 18th+ level. Conjuration (Creation) [Acid]
Level: Sor/Wiz 3

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Components: V, S, M Duration: 1 round/level


Casting Time: 1 standard action Saving Throw: None
Range: 15 ft. Spell Resistance: No
Area: Cone–shaped burst Upon casting this spell, you harmlessly encase
Duration: Instantaneous yourself in a sheath of acidic fumes. Anyone attempting to
Saving Throw: Reflex half melee with you takes 2d6 points of acid damage, half if a
Spell Resistance: Yes successful Reflex save is made. Any creature attempting to
Upon completing this spell, the caster grapple you does not gain a save against the acid damage.
breathes a gout of acid droplets that deals 1d6 points
of acid damage per caster level (max 10d6). Acid Spittle
Material Component: The stomach of a giant ant. Conjuration (Creation) [Acid]
Level: Sor/Wiz 1
Acid Fog Components: V, S, M
Conjuration (Creation) [Acid] Casting Time: 1 standard action
Level: Sor/Wiz 6, Water 7 Range: 15 feet
Components: V, S, M/DF Effect: Ray
Casting Time: 1 standard action Duration: Instantaneous
Range: Medium (100 ft. + 10 ft./level) Saving Throw: None
Effect: Fog spreads in 20–ft. radius, 20 ft. high Spell Resistance: No
Duration: 1 round/level You expel a globule of acid at the target. You must
Saving Throw: None succeed on a ranged touch attack roll to deal damage to the
Spell Resistance: No target. The globule deals 1d8 acid damage/2 caster levels
Acid fog creates a billowing mass of misty (max 5d8).
vapors similar to that produced by a solid fog spell. In Material Component: A tiny vial of acid, which the caster
addition to slowing creatures down and obscuring harmlessly imbibes.
sight, this spell’s vapors are highly acidic. Each
round on your turn, starting when you cast the spell, Acid Splash
the fog deals 2d6 points of acid damage to each Conjuration (Creation) [Acid]
creature and object within it. Level: Sor/Wiz 0
Arcane Material Component: A pinch of dried, Components: V, S
powdered peas combined with powdered animal Casting Time: 1 standard action
hoof. Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Acid Geyser Duration: Instantaneous
Conjuration (Creation) [Acid] Saving Throw: None
Level: Sor/Wiz 7 Spell Resistance: No
Components: V, S You fire a small orb of acid at the target. You must
Casting Time: 1 standard action succeed on a ranged touch attack to hit your target. The orb
Range: 0 deals 1d4 points of acid damage.
Area: 60 ft. Cone
Duration: Instantaneous + 1 round/5 levels Acid Sweat
Saving Throw: Reflex half Transmutation [Acid]
Spell Resistance: No Level: Sor/Wiz 2
Uttering this spell causes a huge gout of acid Components: V, S, M
droplets to envelope a cone–shaped area causing Casting Time: 1 standard action
1d10 acid damage/level (max 20d10), half if a Reflex Range: Self
save is successful. Targets of the attack who fail the Target: You
initial save continue to take 1d10 acid damage each Duration: 4 rounds + 1 round/level
round thereafter, up to 1 round/5 caster levels. Saving Throw: None
Spell Resistance: None
Acid Sheath When this spell is cast, you become coated in a slick,
Conjuration (Creation) [Acid] dripping coating of acid. The acid does not harm you or your
Level: Sor/Wiz 5 equipment. Any person or item contacting you suffers 1d6
Components: V, S acid damage, half if a successful Reflex save is made.
Casting Time: 1 standard action As a standard action, you can make a violent move
Range: 0 that will hurl acid from your body to strike a single target
Target: You within 5 feet. This is a ranged touch attack. The hurled acid

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deals 1d6 acid damage, half if a successful reflex Aid, Mass


save is made. Enchantment (Compulsion) [Mind–Affecting]
Material Component: A vial of acid that you Level: Brd 5, Clr/Pre 5
harmlessly pour on yourself. Range: 0
Area: Up to one ally/level in a 30 ft. radius
Acidic Explosion This spell acts like aid, but affects up to one ally per
Conjuration (Creation) [Acid] level of the caster.
Level: Sor/Wiz 8
Components: V, S Air WalkP
Casting Time: 1 standard action Transmutation [Air]
Range: Close (25 ft. + 5 ft./2 levels) Level: Air 4, Clr/Pre 4, Drd 4
Target: One creature Components: V, S, DF
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: Fortitude partial;Reflex half Range: Touch
Spell Resistance: Yes Target: Creature (Gargantuan or smaller) touched
By casting this spell, you attempt to suffuse Duration: 10 min./level
an opponent’s body with acid. If the victim fails the Saving Throw: None
Fortitude save, they suffer 1d8 damage/level (max Spell Resistance: Yes (harmless)
20d8) and an additional 1d8 acid damage for 1 The subject can tread on air as if walking on solid
round/5 levels. Even if the victim makes the saving ground. Moving upward is similar to walking up a hill. The
throw, they suffer 2d8 points of acid damage (but no maximum upward or downward angle possible is 45 degrees,
ongoing damage). at a rate equal to one–half the air walker’s normal speed.
If the victim is reduced to 0 hit points or A strong wind (21+ mph) can push the subject along
less, it explodes, showering all creatures within a 10 or hold it back. At the end of its turn each round, the wind
foot radius with acid–soaked gore that deals 10d6 blows the air walker 5 feet for each 5 miles per hour of wind
acid damage. A successful Reflex save halves the speed. The creature may be subject to additional penalties in
damage taken. Secondary victims who fail the exceptionally strong or turbulent winds, such as loss of control
Reflex saving throw take an additional 1d6 acid over movement or physical damage from being buffeted
damage for 1 round. about.
Should the spell duration expire while the subject is
Aid still aloft, the magic fails slowly. The subject floats downward
Enchantment (Compulsion) [Mind–Affecting] 60 feet per round for 1d6 rounds. If it reaches the ground in
Level: Brd 2, Clr/Pre 2, Good 2, Luck 2 that amount of time, it lands safely. If not, it falls the rest of
Components: V, S, DF the distance, taking 1d6 points of damage per 10 feet of fall.
Casting Time: 1 standard action Since dispelling a spell effectively ends it, the subject also
Range: Touch descends in this way if the air walk spell is dispelled, but not
Target: Living creature touched if it is negated by an antimagic field.
Duration: 1 min./level You can cast air walk on a specially trained mount so
Saving Throw: None it can be ridden through the air. You can train a mount to
Spell Resistance: Yes (harmless) move with the aid of air walk (counts as a trick; see Handle
Aid grants the target a +1 magic bonus on Animal skill) with one week of work and a DC 25 Handle
attack rolls and saves against fear effects, plus Animal check.
temporary hit points equal to 1d8 + caster level (to a Air walk can be made permanent via the permanency
maximum of 1d8+10 temporary hit points at caster spell.
level 10th).
AlarmP
Aid, Improved Abjuration
Enchantment (Compulsion) [Mind–Affecting] Level: Brd 1, Rgr 1, Sor/Wiz 1
Level: Brd 4, Clr/Pre 4 Components: V, S, F/DF
Improved aid acts like aid, but provides an Casting Time: 1 standard action
additional +1 magic bonus to hit and saves vs. fear Range: Close (25 ft. + 5 ft./2 levels)
effects per 5 levels (Thus +2 at 7th–9th level, +3 at Area: 20–ft.–radius emanation centered on a point in space
10th–14th level, +4 at 15th–19th level and +5 at 20th+ Duration: 4 hours/level (D)
level). Also, the maximum temporary hit points Saving Throw: None
gained raises to 1d8+15. Spell Resistance: No
Alarm sounds a mental or audible alarm each time a
creature of Tiny or larger size enters the warded area or

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touches it. A creature that speaks the password Casting Time: 1 standard action
(determined by you at the time of casting) does not Range: Touch
set off the alarm. You decide at the time of casting Target: Weapon touched or fifty projectiles (all of which
whether the alarm will be mental or audible. must be in contact with each other at the time of casting)
Mental Alarm: A mental alarm alerts you (and only Duration: 10 min./level
you) so long as you remain within 1 mile of the Saving Throw: Will negates (harmless, object)
warded area. You note a single mental “ping” that Spell Resistance: Yes (harmless, object)
awakens you from normal sleep but does not Align weapon makes a weapon good, evil, lawful, or
otherwise disturb concentration. A silence spell has chaotic, as you choose. A weapon that is aligned can bypass
no effect on a mental alarm. the damage reduction of certain creatures. This spell has no
Audible Alarm: An audible alarm produces the sound effect on a weapon that already has an alignment.
of a hand bell, and anyone within 60 feet of the You can’t cast this spell on a natural weapon, such as
warded area can hear it clearly. Reduce the distance an unarmed strike.
by 10 feet for each interposing closed door and by 20 When you make a weapon good, evil, lawful, or
feet for each substantial interposing wall. chaotic, align weapon is a good, evil, lawful, or chaotic spell,
In quiet conditions, the ringing can be heard respectively.
faintly as far as 180 feet away. The sound lasts for 1
round. Alter
Creatures within a silence spell cannot hear Transmutation
the ringing. Level: Sor/Wiz 0
Ethereal or astral creatures do not trigger the Components: V, S, M
alarm. Casting Time: 1 standard action
Alarm can be made permanent with a Range: Close (25 ft. + 5 ft./2 levels)
permanency spell. Target: One item of tiny size or smaller
Arcane Focus: A tiny bell and a piece of very fine Duration: 1 minute/level (D)
silver wire Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Align Fang This cantrip allows you to subtly alter the color,
Transmutation [see text] temperature, tactile nature, weight, reflectiveness, brittleness
Level: Drd 2, Rng 2 or taste of an item.
Components: V, S, DF Brittleness: The item’s hardness can be affected by one point
Casting Time: 1 standard action either positive or negative. An item cannot be reduced below
Range: Touch 0 hardness.
Target: Living creature touched Color: Any color of the rainbow, or any combination is
Duration: 1 minute/level allowed. Designs or patterns are allowed as well. Colors can
Saving Throw: Will negates be made to seem to shift, move, pulsate or give off a soft glow
(harmless) (no greater than candlelight).
Spell Resistance: Yes (harmless) Reflectiveness: An item can be changed to look dull to having
Align fang makes a creature’s natural a glistening luster.
weapons good–, evil–, lawful–, or chaotic– aligned, Tactile: The feel of an item can be altered, ranging from
as you choose. A natural weapon that is aligned can smooth, bumpy, furry, sharp, prickly or any such change in
overcome the damage reduction of certain creatures, texture. Note that this does not change the actual material the
usually outsiders of the opposite alignment. This item is composed of, but may slightly alter its appearance
spell has no effect on a natural weapon that is already (such as changing a smooth glass cup to a furry cup).
treated as being aligned, such as the claw or bite Taste: The caster can change the taste of any liquid. For
attack of most demons. example, a poor beer could be changed to taste like fine wine.
You can’t cast this spell on a manufactured This can be useful for disguising poisons, hiding hideous
weapon, such as a sword. tastes and the like.
When you cast this spell to make a natural Temperature: An items temperature can be changed by
weapon good–, evil–, lawful–, or chaotic–aligned, approximately 60 degrees Farenheit in either direction. For
align fang is a good, evil, lawful, or chaotic spell, example, a drink at room temperature (60 degrees), could be
respectively. frozen (0 degrees) or made to boil (120 degrees). Boiling or
freezing objects could cause up to 1d3 points of nonlethal
Align Weapon damage (Reflex save for half) to those who contact them.
Transmutation [see text] Weight: The weight of an object can be adjusted by up to 1 lb.
Level: Clr/Pre 2 Per caster level either heavier or lighter.
Components: V, S, DF

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Material Component: A sample bit of the quality exceed 10. At each level, the caster may change one of his
you wish to impart upon the item (a bit of ice for a prior chosen form to a new form. If the caster wishes to make
temperature drop, for example) an impromptu change to a creature not on their list of forms,
they must make an appropriate Knowledge check to make the
Alter RealityX change. The Knowledge check is based on the type of creature
Transmutation whose form is to be assumed (i.e., Knowledge [Arcana] check
Level: Brd 6 to assume the form of a draconic creature)
Components: V, S, XP
Casting Time: 1 standard action Action Knowledge
Range: See text DC
Target, Effect, or Area: See text Assume an impromptu form not 20
Duration: See text on character's polymorph list.
Saving Throw: None; see text character is familiar with form –5
Spell Resistance: Yes (has studied physiology of a
Alter reality lets you create nearly any type "living" specimen for at least 1
of effect. For example, alter reality can do any of the hour or more)
following things. character has a similiar creature in –5
his form list (such as becoming a
• Duplicate any bard spell of 5th level or lion if you can change into a
lower. tiger)
• Duplicate any other spell of 4th level or character has no visual reference +5
lower. of new form*
• Undo the harmful effects of many spells, Character has never encountered +5
such as geas/quest or insanity. creature in–game
• Produce any other effect whose power level creature is rare, reclusive, singular +2
is in line with the above effects, such as a (such as the tarrasque) or
single creature automatically hitting on its extraplanar in nature (+2 for each
next attack or taking a –7 penalty on its next that applies)
saving throw. * Having seen the creature in a book, painting or other 2D depiction does not
count as having a visual reference.
A duplicated spell allows saving throws and
spell resistance as normal (but the save DC is for a
You retain your own ability scores. Your class and
6th–level spell). When alter reality duplicates a spell
level, hit points, alignment, base attack bonus, and base save
that has an XP cost, you must pay that cost or 300
bonuses all remain the same. You retain all supernatural and
XP, whichever is more. When alter reality spell
spell–like special attacks and qualities of your normal form,
duplicates a spell with a material component that
except for those requiring a body part that the new form does
costs more than 1,000 gp, you must provide that
not have (such as a mouth for a breath weapon or eyes for a
component.
gaze attack).
XP Cost: 300 XP or more (see above).
You keep all extraordinary special attacks and
qualities derived from class levels, but you lose any from your
Alter Self normal form that are not derived from class levels.
Transmutation (Polymorph) If the new form is capable of speech, you can
Level: Brd 2, Sor/Wiz 2 communicate normally. You retain any spellcasting ability
Components: V, S you had in your original form, but the new form must be able
Casting Time: 1 standard action to speak intelligibly (that is, speak a language) to use verbal
Range: Personal components and must have limbs capable of fine manipulation
Target: You to use somatic or material components.
Duration: 10 min./level (D) You acquire the physical qualities of the new form
You assume the form of a creature of the while retaining your own mind. Physical qualities include
same type as your normal form. The new form must natural size, mundane movement capabilities (such as
be within one size category of your normal size. burrowing, climbing, walking, swimming, and flight with
Upon gaining this spell, the spellcaster gain wings, to a maximum speed of 120 feet for flying or 60 feet
2 forms they can assume with the spell, plus an for nonflying movement), natural armor bonus, natural
additional form for each additional level they obtain weapons (such as claws, bite, and so on), racial skill bonuses,
(Assume the caster can take 20 on the Knowledge racial bonus feats, and any gross physical qualities (presence
check when determining what forms he may choose). or absence of wings, number of extremities, and so forth). A
These forms cannot exceed the ECL of the caster body with extra limbs does not allow you to make more
(HD + Class Levels + LA). The total ECL cannot

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attacks (or more advantageous two–weapon attacks) for themselves at any time they choose without affecting other
than normal. individuals under the influence of this spell. You cannot
You do not gain any extraordinary special choose to dismiss the spell for others affected by the spell.
attacks or special qualities not noted above under
physical qualities, such as darkvision, low–light Analyze DweomerF
vision, blindsense, blindsight, fast healing, Divination
regeneration, scent, and so forth. Level: Brd 6, Sor/Wiz 6
You do not gain any supernatural special Components: V, S, F
attacks, special qualities, or spell–like abilities of the Casting Time: 1 standard action
new form. Your creature type and subtype (if any) Range: Close (25 ft. + 5 ft./2 levels)
remain the same regardless of your new form. You Targets: One object or creature per caster level
cannot take the form of any creature with a template, Duration: 1 round/level (D)
even if that template doesn’t change the creature type Saving Throw: None or Will negates; see text
or subtype. Spell Resistance: No
You can freely designate the new form’s You discern all spells and magical properties present
minor physical qualities (such as hair color, hair in a number of creatures or objects. Each round, you may
texture, and skin color) within the normal ranges for examine a single creature or object that you can see as a free
a creature of that kind. The new form’s significant action. In the case of a magic item you gain a +30 bonus to
physical qualities (such as height, weight, and Spellcraft checks to you learn its functions, how to activate its
gender) are also under your control, but they must functions (if appropriate), and how many charges are left (if it
fall within the norms for the new form’s kind. You uses charges). In the case of an object or creature with active
are effectively disguised as an average member of the spells cast upon it, you learn each spell, its effect, and its
new form’s race. If you use this spell to create a caster level.
disguise, you get a +10 bonus on your Deception An attended object may attempt a Will save to resist
(Disguise) check. this effect if its holder so desires. If the save succeeds, you
When the change occurs, your equipment, if learn nothing about the object except what you can discern by
any, either remains worn or held by the new form (if looking at it. An object that makes its save cannot be affected
it is capable of wearing or holding the item), or melds by any other analyze dweomer spells for 24 hours.
into the new form and becomes nonfunctional. When Analyze dweomer does not function when used on an
you revert to your true form, any objects previously artifact.
melded into the new form reappear in the same Focus: A tiny lens of ruby or sapphire set in a small golden
location on your body they previously occupied and loop. The gemstone must be worth at least 1,500 gp.
are once again functional. Any new items you wore
in the assumed form and can’t wear in your normal Anarchic WaterM
form fall off and land at your feet; any that you could Transmutation [Chaotic]
wear in either form or carry in a body part common Level: Cleric 1
to both forms at the time of reversion are still held in Components: V, S, XM
the same way. Any part of the body or piece of Casting Time: 1 minute
equipment that is separated from the whole reverts to Range: Touch
its true form. Target: Flask of water touched
Duration: Instantaneous
Alter Self, Mass Saving Throw: Will negates (object)
Transmutation (Polymorph) Spell Resistance: Yes (object)
Level: Brd 5, Sor/Wiz 5 This transmutation imbues a flask (1 pint) of water
Range: Close (25 ft. + 5 ft./2 levels) with the energy of chaos, turning it into anarchic water.
Target: Up to 1 willing person/level, no two which Anarchic water damages lawful outsiders the way holy water
may be more than 15 feet apart damages undead and evil outsiders. A flask of anarchic water
Saving Throw: Will Negates can be thrown as a splash weapon.
Spell Resistance: Yes Treat this attack as a ranged touch attack with a range
As per Alter Self, but affects up to one increment of 10 feet. A flask breaks if thrown against the body
willing being per caster level and the maximum HD of a corporeal creature, but to use it against an incorporeal
of a creature that can be assumed is 12 HD at 12th creature, the bearer must open the flask and pour the anarchic
level. The affected individual chooses the form they water out onto the target. Thus, a character can douse an
take while under the effect of this spell. Once the incorporeal creature with anarchic water only if he is adjacent
spell is in effect, the affected beings do not need to to it. Doing so is a ranged touch attack that does not provoke
stay within range of the spell to be affected by the attacks of opportunity.
spell. An individual may choose to dismiss this spell

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A direct hit by a flask of anarchic water Components: V, S, M


deals 2d4 points of damage to a lawful outsider. Each Casting Time: 1 full round
such creature within 5 feet of the point where the Range: Close (25 ft. + 5 ft./2 levels)
flask hits takes 1 point of damage from the splash. Target: Up to 2 HD/level of summoned animals, no two of
Material Component: 5 pounds of powdered iron which can be more than 20 feet apart
and silver (worth 25 gp). Duration: 1 round/level
Saving Throw: None
Animal Growth Spell Resistance: None
Transmutation Upon casting this spell, a horde of animals is
Level: Drd 5, Rgr 4, Sor/Wiz 5 magically summoned to the desired spot. Up to 2 HD of
Components: V, S animals per caster level are summoned. No summoned animal
Casting Time: 1 standard action can have more than ½ the caster’s level in HD (thus the
Range: Medium (100 ft. + 10 ft./level) minimum number of animals summoned is 4). The animals
Targets: Up to one animal (Gargantuan or smaller) that appear are extremely aggressive, gaining a +1 magic
per two levels, no two of which can be more than 30 bonus to hit and damage, and immediately attack whatever
ft. apart target the caster designates. The horde attempts to remain
Duration: 1 min./level clumped together, and moves only as fast as its slowest
Saving Throw: Fortitude negates member. You can direct the horde as a free action, and can
Spell Resistance: Yes cast spells or otherwise attack normally.
A number of animals grow to twice their Material Component: One inch tall carvings of the animals to
normal size and six times their normal weight. This be summoned. The caster tosses the carvings down, which
alteration changes each animal’s size category to the transform into the animals.
next largest, grants it a +8 size bonus to Strength and
a +4 size bonus to Constitution (and thus an extra 2 Animal Messenger
hit points per HD), and imposes a –2 size penalty to Enchantment (Compulsion) [Mind–Affecting]
Dexterity. The creature’s existing natural armor Level: Brd 2, Drd 2, Rgr 1
bonus increases by 2. The size change also affects the Components: V, S, M
animal’s modifier to AC and attack rolls and its base Casting Time: 1 standard action
damage. The animal’s space and reach change as Range: Close (25 ft. + 5 ft./2 levels)
appropriate to the new size, but its speed does not Target: One Tiny animal
change. Duration: One day/level
The spell also grants each subject damage Saving Throw: None; see text
reduction 10/magic and a +4 magic bonus on saving Spell Resistance: Yes
throws. If insufficient room is available for the You compel a Tiny animal to go to a spot you
desired growth, the creature attains the maximum designate. The most common use for this spell is to get an
possible size and may make a Strength check (using animal to carry a message to your allies. The animal cannot be
its increased Strength) to burst any enclosures in the one tamed or trained by someone else, including such
process. If it fails, it is constrained without harm by creatures as familiars and animal companions.
the materials enclosing it– the spell cannot be used to Using some type of food desirable to the animal as a
crush a creature by increasing its size. lure, you call the animal to you. It advances and awaits your
All equipment worn or carried by an animal bidding. You can mentally impress on the animal a certain
is similarly enlarged by the spell, though this change place well known to you or an obvious landmark.
has no effect on the magical properties of any such The directions must be simple, because the animal
equipment. depends on your knowledge and can’t find a destination on its
Any enlarged item that leaves the enlarged own. You can attach some small item or note to the
creature’s possession instantly returns to its normal messenger. The animal then goes to the designated location
size. and waits there until the duration of the spell expires,
The spell gives no means of command or whereupon it resumes its normal activities.
influence over the enlarged animals. During this period of waiting, the messenger allows
Multiple magical effects that increase size others to approach it and remove any scroll or token it carries.
do not stack. The intended recipient gains no special ability to communicate
This spell works on a druid’s animal with the animal or read any attached message (if it’s written in
companion, but not on familiars or special mounts. a language he or she doesn’t know, for example).
Material Component: A morsel of food the animal likes.
Animal Horde
Conjuration (Summoning) Animal Shapes
Level: Drd 4, Rgr 4 Transmutation (Polymorph)

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Level: Animal 7, Drd 8 Upon casting this spell one drop of blood from the
Components: V, S, DF caster, plus one additional drop per 5 levels past 10th transform
Casting Time: 1 standard action into fine–sized animals of your choice of appearance. The
Range: Close (25 ft. + 5 ft./2 levels) tiny animals are under your complete control. A given blood
Targets: Up to one willing creature per level, all drop can be directed with concentration as a move–equivilant
within 30 ft. of each other action, otherwise it will continue to act on the last order given
Duration: 1 hour/level (D) it.
Saving Throw: None; see text The tiny animals move at a rate of 20 feet per round
Spell Resistance: Yes (harmless) and can squeeze through cracks no smaller than 1/10th of an
As polymorph, except you polymorph up to inch thick. If the tiny animals move beyond the range of the
one willing creature per caster level into an animal of spell, they revert to simple drops of blood.
your choice; the spell has no effect on unwilling While active, you gain the benefit of clairaudience
creatures. All creatures must take the same kind of and clairvoyance through the blood drops. Unlike the normal
animal form. Recipients remain in the animal form spell, the scry sensor is based on the blood drop and moves
until the spell expires or until you dismiss it for all with the tiny creatures. You can only use the ability to scry
recipients. In addition, an individual subject may through one animal at a time.
choose to resume its normal form as a full–round A blood drop can be used to make an attack, though
action; doing so ends the spell for that subject alone. regardless whether the attack succeeds or fails the drop of
The maximum HD of an assumed form is equal to the blood is destroyed in the attack. If commanded to attack it
subject’s HD or your caster level, whichever is lower, will leap at the target up to 20 feet with an attack roll equal to
to a maximum of 20 HD at 20th level. the caster’s level + spellcasting modifier. If the drop of blood
strikes its target, it deals 1d6 acid damage for four rounds.
Animal Trance Material Component: One drop of blood from the caster for
Enchantment (Compulsion) [Mind–Affecting, Sonic] each tiny animal formed.
Level: Brd 2, Drd 2
Components: V, S Animate ObjectsP
Casting Time: 1 standard action Transmutation
Range: Close (25 ft. + 5 ft./2 levels) Level: Brd 6, Chaos 6, Clr/Pre 6, Sor/Wiz 6
Targets: Animals or magical beasts with Intelligence Components: V, S
1 or 2 Casting Time: 1 standard action
Duration: Concentration Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates; see text Targets: One Small object per caster level; see text
Spell Resistance: Yes Duration: 1 minute/level
Your swaying motions and music (or Saving Throw: None
singing, or chanting) compel animals and magical Spell Resistance: No
beasts to do nothing but watch you. Only a creature You imbue inanimate objects with mobility and a
with an Intelligence score of 1 or 2 can be fascinated semblance of life. Each such animated object then
by this spell. Roll 2d6 to determine the total number immediately attacks whomever or whatever you initially
of HD worth of creatures that you fascinate. You can designate.
always fascinate at least one creature, regardless of An animated object can be of any nonmagical
the roll. The closest targets are selected first until no material. You may animate one Small or smaller object or an
more targets within range can be affected. equivalent number of larger objects per caster level. A
A magical beast, a dire animal, an animal Medium object counts as two Small or smaller objects, a
trained to attack or guard or an animal whose HD Large object as four, a Huge object as eight, a Gargantuan
exceeds your caster level is allowed a saving throw. object as sixteen, and a Colossal object as thirty–two.
You can change the designated target or targets as a
Animate Blood move action, as if directing an active spell.
Necromancy This spell cannot animate objects carried or worn by
Level: Sor/Wiz 5 a creature.
Components: V, S, M Animate objects can be made permanent with a
Casting Time: 1 round permanency spell.
Range: Medium (100 ft + 10 ft./level)
Effect: 1 drop of blood + 1 drop/5 levels past 10th Animate Plants
Duration: 10 minutes/level Transmutation
Saving Throw: None Level: Drd 7, Plant 7
Spell Resistance: No Components: V
Casting Time: 1 standard action

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Range: Close (25 ft. + 5 ft./2 levels) so requires a successful ranged touch attack roll (range
Targets: One Large plant per three caster levels or increment 10 feet). A typical 1– inch–diameter hempen rope
all plants within range; see text has 2 hit points, AC 10, and requires a DC 23 Strength check
Duration: 1 round/level or 1 hour/level; see text to burst it. The rope does not deal damage, but it can be used
Saving Throw: None as a trip line or to cause a single opponent that fails a Reflex
Spell Resistance: No saving throw to become entangled. A creature capable of
You imbue inanimate plants with mobility spellcasting that is bound by this spell must make a Spellcraft
and a semblance of life. Each animated plant then save (DC equals spell DC) to cast a spell. An entangled
immediately attacks whomever or whatever you creature can slip free with a DC 20 Acrobatics (Escape Artist)
initially designate as though it were an animated check.
object of the appropriate size category. You may The rope itself and any knots tied in it are not
animate one Large or smaller plant, or an equivalent magical.
number of larger plants, per three caster levels. A This spell grants a +2 bonus on any Grapple checks
Huge plant counts as two Large or smaller plants, a you make when using the transmuted rope to bind a prisoner.
Gargantuan plant as four, and a Colossal plant as The spell can animate objects carried or worn by a
eight. You can change the designated target or targets creature, but they are allowed a Will saving throw as an
as a move action, as if directing an active spell. attended object.
Use the statistics for animated objects,
except that plants smaller than Large usually don’t Antilife Shell
have hardness. Abjuration
Animate plants cannot affect plant creatures, Level: Animal 6, Clr/Pre 6, Drd 6
nor does it affect nonliving vegetable material. Components: V, S, DF
Entangle: Alternatively, you may imbue all plants Casting Time: 1 round
within range with a degree of mobility, which allows Range: 10 ft.
them to entwine around creatures in the area. This Area: 10–ft.–radius emanation, centered on you
usage of the spell duplicates the effect of an entangle Duration: 10 min./level (D)
spell. Spell resistance does not keep creatures from Saving Throw: Will negates (see below)
being entangled. This effect lasts 1 hour per caster Spell Resistance: Yes
level. You bring into being a mobile, hemispherical energy
field that prevents the entrance of most types of living
Animate Rope creatures.
Transmutation The effect hedges out animals, aberrations, dragons,
Level: Brd 1, Sor/Wiz 1 fey, giants, humanoids, magical beasts, monstrous humanoids,
Components: V, S oozes, plants, and vermin, but not constructs, elementals,
Casting Time: 1 standard action outsiders, or undead.
Range: Medium (100 ft. + 10 ft./level) A creature with an Intelligence of 3 or better can
Target: One ropelike object, length up to 50 ft. + 5 attempt overcome the barrier with a successful Will saving
ft./level; see text throw. The successful save allows only the individual creature
Duration: 1 round/level to overcome the barrier.
Saving Throw: None This spell may be used only defensively, not
Spell Resistance: No aggressively. Forcing an abjuration barrier against creatures
You can animate a nonliving ropelike that the spell keeps at bay collapses the barrier.
object. The maximum length assumes a rope with a
1–inch diameter. Antimagic Field
Reduce the maximum length by 50% for Abjuration
every additional inch of thickness, and increase it by Level: Clr/Pre 8, Magic 6, Protection 6, Sor/Wiz 6
50% for each reduction of the rope’s diameter by Components: V, S, M/DF
half. Casting Time: 1 standard action
The possible commands are “coil” (form a Range: 10 ft.
neat, coiled stack), “coil and knot,” “loop,” “loop and Area: 10–ft.–radius emanation, centered on you
knot,” “tie and knot,” and the opposites of all of the Duration: 10 min./level (D)
above (“uncoil,” and so forth). You can give one Saving Throw: None
command each round as a move action, as if directing Spell Resistance: See text
an active spell. An invisible barrier surrounds you and moves with
The rope can enwrap only a creature or an you. The space within this barrier is impervious to most
object within 1 foot of it–it does not snake outward– magical effects, including spells, spell–like abilities, and
so it must be thrown near the intended target. Doing

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supernatural abilities. Likewise, it prevents the be affected must be named specifically. A creature subtype is
functioning of any magic items or spells within its not specific enough. Likewise, the specific alignment to be
confines. repelled must be named.
An antimagic field suppresses any spell or Creatures of the designated kind or alignment feel an
magical effect used within, brought into, or cast into overpowering urge to leave the area or to avoid the affected
the area, but does not dispel it. Time spent within an item.
antimagic field counts against the suppressed spell’s A compulsion forces them to abandon the area or
duration. item, shunning it and never willingly returning to it while the
Summoned creatures of any type go out of spell is in effect. A creature that makes a successful saving
control if they enter an antimagic field. They become throw can stay in the area or touch the item but feels
controlled once the field goes away, or they exit the uncomfortable doing so. This distracting discomfort reduces
area of effect. Time spent out of control counts the creature’s Dexterity score by 4 points.
normally against the duration of the conjuration that Antipathy counters and dispels sympathy.
is maintaining the creature. Antipathy can be made permanent with a permanency
Incorporeal undead cannot manifest in an spell.
antimagic field. Arcane Material Component: A lump of alum soaked in
A normal creature can enter the area, as can vinegar.
normal missiles. Furthermore, while a magic sword
does not function magically within the area, it is still Antiplant Shell
a sword (and a masterwork sword at that). The spell Abjuration
has no effect on golems and other constructs that are Level: Drd 4
imbued with magic during their creation process and Components: V, S, DF
are thereafter self supporting (unless they have been Casting Time: 1 standard action
summoned, in which case they are treated like any Range: 10 ft.
other summoned creatures). Elementals, corporeal Area: 10–ft.–radius emanation, centered on you
undead, and outsiders are likewise unaffected unless Duration: 10 min./level (D)
summoned. These creatures’ spell–like or Saving Throw: None
supernatural abilities, however, may be temporarily Spell Resistance: Yes
nullified by the field. Dispel magic does not remove The antiplant shell spell creates an invisible, mobile
the field. barrier that keeps all creatures within the shell protected from
Two or more antimagic fields sharing any of attacks by plant creatures or animated plants. As with many
the same space have no effect on each other. Certain abjuration spells, forcing the barrier against creatures that the
spells, such as wall of force, prismatic sphere, and spell keeps at bay strains and collapses the field.
prismatic wall, remain unaffected by antimagic field
(see the individual spell descriptions). Artifacts and Arcane EyeP, L
deities are unaffected by mortal magic such as this. Divination (Scrying)
Should a creature be larger than the area Level: Sor/Wiz 4
enclosed by the barrier, any part of it that lies outside Components: V, S, M
the barrier is unaffected by the field. Casting Time: 10 minutes
Arcane Material Component: A pinch of powdered Range: Unlimited
iron or iron filings. Effect: Magical sensor
Duration: 10 min./level (D)
AntipathyP, L Saving Throw: None
Enchantment (Compulsion) [Mind–Affecting] Spell Resistance: No
Level: Drd 9, Sor/Wiz 8 You create an invisible magical sensor that sends you
Components: V, S, M/DF visual information, using your Perception (Spot) skill to note
Casting Time: 1 hour anything it encounters. You can create the arcane eye at any
Range: Close (25 ft. + 5 ft./2 levels) point you can see, but it can then travel outside your line of
Target: One location (up to a 10–ft. cube/level) or sight without hindrance. An arcane eye travels at 30 feet per
one object round (300 feet per minute) if viewing an area ahead as a
Duration: 2 hours/level (D) human would (primarily looking at the floor) or 10 feet per
Saving Throw: Will partial round (100 feet per minute) if examining the ceiling and walls
Spell Resistance: Yes as well as the floor ahead. It sees exactly as you would see if
You cause an object or location to emanate you were there.
magical vibrations that repel either a specific kind of The eye can travel in any direction as long as the
intelligent creature or creatures of a particular spell lasts. Solid barriers block its passage, but it can pass
alignment, as defined by you. The kind of creature to through a hole or space as small as 1 inch in diameter. The eye

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can’t enter another plane of existence, even through a Arcane MarkP, Q


gate or similar magical portal. Universal
You must concentrate to use an arcane eye. Level: Sor/Wiz 0
If you do not concentrate, the eye is inert until you Components: V, S
again concentrate. Casting Time: 1 swift action
Arcane eye can be made permanent via the Range: 0 ft.
permanency spell. Effect: One personal rune or mark, all of which must fit
Material Component: A bit of bat fur. within 1 sq. ft.
Duration: Permanent
Arcane InvincibilityF Saving Throw: None
Abjuration Spell Resistance: No
Level: Sor/Wiz 9 This spell allows you to inscribe your personal rune or mark,
Components: V, S, XF which can consist of no more than six characters.
Casting Time: 1 full round The writing can be visible or invisible. An arcane
Range: Self mark spell enables you to etch the rune upon any substance
Target: You without harm to the material upon which it is placed. If an
Duration: 1 round/level invisible mark is made, a detect magic spell causes it to glow
Saving Throw: None and be visible, though not necessarily understandable.
Spell Resistance: No See invisibility, true seeing, a gem of seeing, or a robe
Upon uttering this spell, you become of eyes likewise allows the user to see an invisible arcane
virtually impervious to harm. You gain DR 30/epic mark. A read magic spell reveals the words, if any. The mark
+6, immunity to acid, electricity, fire, force, ice and cannot be dispelled, but it can be removed by the caster or by
sonic damage, immunity to ability damage, immunity an erase spell.
to level drain, immunity to mind–affecting spells and If an arcane mark is placed on a living being, normal
effects, immunity to massive damage and death wear gradually causes the effect to fade in about a month.
effects and gains spell resistance 20 + level. You do Arcane mark must be cast on an object prior to
not need to eat, drink, sleep or breathe while the spell casting instant summons on the same object (see that spell
is in effect. description for details).
Focus: A flawless diamond worth 5,000 gp.
Arcane RetributionF
M, P
Arcane Lock Evocation
Abjuration Level: Sor/Wiz 9
Level: Sor/Wiz 2 Components: V, S, XF
Components: V, S, XM Casting Time: 1 standard action
Casting Time: 1 standard action Range: 0
Range: Touch Area of Effect: 60 ft. radius centered on caster
Target: The door, chest, or portal touched, up to 30 Duration: See below
sq. ft./level in size Saving Throw: Fort half
Duration: 1 hour/level Spell Resistance: Yes
Saving Throw: None Upon destroying the focus of this spell, the caster
Spell Resistance: No explodes, instantly slaying him and dealing 40d6 damage to
An arcane lock spell cast upon a door, chest, everything within 60 feet of the detenation. Anyone grappling
or portal magically locks it. You can freely pass your the caster gets no saving throw against this effect, and the
own arcane lock without affecting it. If the locked caster gains a +10 bonus to caster level to overcome spell
object has a lock, the DC to open that lock increases resistance against grapplers. This is magical damage and
by 10 while it remains attached to the object. If the bypasses all damage reduction and energy protections. It is
object does not have a lock, this spell creates one that stopped, however, by an antimagic field.
can only be opened with a DC 20 Disable Device Focus: A ruby worth at least 1,000 gp. When the ruby is
(Open Locks) skill check. Otherwise, a door or object crushed, the caster explodes. The caster can destroy the gem
secured with this spell can be opened only by with a word as a swift action, or another person can destroy it
breaking in or with a successful dispel magic or as a standard action. Regardless who destroys the gem, it is the
knock spell. A knock spell does not remove an arcane caster who explodes.
lock; it only suppresses the effect for 10 minutes.
This spell can be made permament with a Arcane SightP
permanency spell. Divination
Material Component: Gold dust worth 25 gp. Level: Sor/Wiz 3
Components: V, S

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Casting Time: 1 standard action For 1d3+1 rounds, the target creatures begin a heated
Range: Personal discussion about a topic of the caster’s choosing. Once the
Target: You discussion starts, the caster does not need to remain present for
Duration: 10 min./level (D) it to continue, and the target creatures will ignore the caster
This spell makes your eyes glow blue and until the end of the spell unless interrupted (interacting with
allows you to see magical auras within 120 feet of the caster for one round, unless interrupted again) or injured
you. The effect is similar to that of a detect magic by the caster (the latter ends the spell immediately).
spell, but arcane sight does not require concentration After the initial discussion period ends, the targeted
and discerns aura location and power more quickly. creatures suffer 1d4 rounds of confusion (as per the spell).
You know the location and power of all After the confusion effect, the creatures enter a rage,
magical auras within your sight. An aura’s power attacking each other with intent to kill. This last effect lasts
depends on a spell’s functioning level or an item’s for 1d4+1 rounds.
caster level, as noted in the description of the detect
magic spell. If the items or creatures bearing the Armor of Darkness
auras are in line of sight, you can make Spellcraft Abjuration [Darkness]
skill checks to determine the school of magic Level: Darkness 4
involved in each. (Make one check per aura; DC 15 + Components: V, S, DF
spell level, or 15 + one–half caster level for a Casting Time: 1 standard action
nonspell effect.) Range: Touch
If you concentrate on a specific creature Target: Creature touched
within 120 feet of you as a standard action, you can Duration: 10 minutes/level
determine whether it has any spellcasting or spell– Saving Throw: Will negates (harmless)
like abilities, whether these are arcane or divine Spell Resistance: Yes (harmless)
(spell–like abilities register as arcane), and the The spell envelops the warded creature in a shroud of
strength of the most powerful spell or spell–like shadows. The shroud can, if the caster desires, conceal the
ability the creature currently has available for use. wearer’s features. In any case, it grants the recipient a +3
Arcane sight can be made permanent with a deflection bonus to Armor Class plus an additional +1 for
permanency spell. every four caster levels (maximum bonus +8). The subject can
see through the armor as if it did not exist and is also afforded
Arcane Sight, Greater darkvision with a range of 60 feet. Finally, the subject gains a
Divination +2 bonus on saving throws against any holy, good, or light
Level: Sor/Wiz 7 spells or effects.Undead creatures that are subjects of armor of
This spell functions like arcane sight, except darkness also gain +4 turn resistance.
that you automatically know which spells or magical
effects are active upon any individual or object you Arrow Storm
see. Evocation
Greater arcane sight doesn’t let you identify Level: Rng 2
magic items. Components: V, S
Unlike arcane sight, this spell cannot be Casting Time: 1 standard action
made permanent with a permanency spell. Range: 0
Area: 30 ft. cone
Argument Duration: Instantaneous
Enchantment [Language Dependant, Mind– Saving Throw: Reflex half
Affecting] Spell Resistance: Yes
Level: Brd 4, Sor/Wiz 5 Upon casting this spell, a shower of arrow fills the
Components: V area, dealing 1d6 piercing damage per caster level (max 10d6)
Casting Time: 1 standard action to all targets in the area of effect. The weapons are considered
Range: Close (25 ft. + 5 ft./2 levels) magical for the purposes of bypassing damage reduction.
Target: One or more non–hostile creatures in a 10 There is no trace left of the weapons after the spell is
ft. radius completed.
Duration: See below
Saving Throw: Will negates Astral ProjectionM, L
Spell Resistance: Yes Necromancy
Upon casting this spell, the caster initiates Level: Clr/Pre 9, Sor/Wiz 9, Travel 9
an absorbing discussion among the target non–hostile Components: V, S, XM
creatures that eventually will lead them to blows if Casting Time: 30 minutes
they fail the saving throw. Range: Touch

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Targets: You plus one additional willing creature Material Component: A jacinth worth at least 1,000 gp, plus a
touched per two caster levels silver bar worth 5 gp for each person to be affected.
Duration: See text
Saving Throw: None AtonementF, L, X

Spell Resistance: Yes Abjuration


By freeing your spirit from your physical Level: Clr/Pre 5, Drd 5
body, this spell allows you to project an astral body Components: V, S, M, XF, DF, XP
onto another plane altogether. Casting Time: 1 hour
You can bring the astral forms of other Range: Touch
willing creatures with you, provided that these Target: Living creature touched
subjects are linked in a circle with you at the time of Duration: Instantaneous
the casting. These fellow travelers are dependent Saving Throw: None
upon you and must accompany you at all times. If Spell Resistance: Yes
something happens to you during the journey, your This spell removes the burden of evil acts or
companions are stranded wherever you left them. misdeeds from the subject. The creature seeking atonement
You project your astral self onto the Astral must be truly repentant and desirous of setting right its
Plane, leaving your physical body behind on the misdeeds. If the atoning creature committed the evil act
Material Plane in a state of suspended animation. The unwittingly or under some form of compulsion, atonement
spell projects an astral copy of you and all you wear operates normally at no cost to you. However, in the case of a
or carry onto the Astral Plane. Since the Astral Plane creature atoning for deliberate misdeeds and acts of a knowing
touches upon other planes, you can travel astrally to and willful nature, you must intercede with your deity
any of these other planes as you will. To enter one, (requiring you to expend 500 XP) in order to expunge the
you leave the Astral Plane, forming a new physical subject’s burden. Many casters first assign a subject of this
body (and equipment) on the plane of existence you sort a quest (see geas/quest) or similar penance to determine
have chosen to enter. whether the creature is truly contrite before casting the
While you are on the Astral Plane, your atonement spell on its behalf.
astral body is connected at all times to your physical Atonement may be cast for one of several purposes,
body by a silvery cord. If the cord is broken, you are depending on the version selected.
killed, astrally and physically. Luckily, very few Reverse Magical Alignment Change: If a creature has had its
things can destroy a silver cord. alignment magically changed, atonement returns its
When a second body is formed on a alignment to its original status at no cost in experience
different plane, the incorporeal silvery cord remains points.
invisibly attached to the new body. If the second Restore Class: A paladin who has lost her class features due to
body or the astral form is slain, the cord simply committing an evil act may have her paladinhood restored
returns to your body where it rests on the Material to her by this spell.
Plane, thereby reviving it from its state of suspended Restore Cleric or Druid Spell Powers: A cleric or druid who
animation. Although astral projections are able to has lost the ability to cast spells by incurring the anger of
function on the Astral Plane, their actions affect only his or her deity may regain that ability by seeking
creatures existing on the Astral Plane; a physical atonement from another cleric of the same deity or
body must be materialized on other planes. another druid. If the transgression was intentional, the
If you end up on the same plane as your casting cleric loses 500 XP for his intercession. If the
original body for some reason, the spell immediately transgression was unintentional, he does not lose XP.
ends and you return to your body with any equipment Redemption or Temptation: You may cast this spell upon a
you have on you. If you die while projected your creature of an opposing alignment in order to offer it a
equipment falls to the ground where you died and chance to change its alignment to match yours. The
you must retrieve it via some other means. prospective subject must be present for the entire casting
You and your companions may travel process. Upon completion of the spell, the subject freely
through the Astral Plane indefinitely. Your bodies chooses whether it retains its original alignment or
simply wait behind in a state of suspended animation acquiesces to your offer and changes to your alignment.
until you choose to return your spirits to them. The No duress, compulsion, or magical influence can force the
spell lasts until you desire to end it, or until it is subject to take advantage of the opportunity offered if it is
terminated by some outside means, such as dispel unwilling to abandon its old alignment. This use of the
magic cast upon either the physical body or the astral spell does not work on outsiders or any creature incapable
form, the breaking of the silver cord, or the of changing its alignment naturally.
destruction of your body back on the Material Plane Though the spell description refers to evil acts,
(which kills you). atonement can also be used on any creature that has performed

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acts against its alignment, whether those acts are evil, Components: V, S, DF, XP
good, chaotic, or lawful. Casting Time: 24 hours
Note: Normally, changing alignment is up to Range: Touch
the player. This use of atonement simply offers a Target: Animal or tree touched
believable way for a character to change his or her Duration: Instantaneous
alignment drastically, suddenly, and definitively. Saving Throw: Will negates
Material Component: Burning incense. Spell Resistance: Yes
Focus: In addition to your holy symbol or normal You awaken a tree or animal to humanlike sentience.
divine focus, you need a set of prayer beads (or other To succeed, you must make a Will save (DC 10 + the animal’s
prayer device, such as a prayer wheel or prayer book) current HD, or the HD the tree will have once awakened).
worth at least 500 gp. The spell only works on creatures with an Intelligence of –, 1
XP Cost: When cast for the benefit of a creature or 2.
whose guilt was the result of deliberate acts, the cost The awakened animal or tree is friendly toward you.
to you is 500 XP per casting (see above). You have no special empathy or connection with a creature
you awaken, although it serves you in specific tasks or
AuguryM, F endeavors if you communicate your desires to it.
Divination An awakened tree has characteristics as if it were an
Level: Clr/Pre 2 animated object, except that it gains the plant type and its
Components: V, S, XM, XF Intelligence, Wisdom, and Charisma scores are each 3d6. An
Casting Time: 1 minute awakened plant gains the ability to move its limbs, roots,
Range: Personal vines, creepers, and so forth, and it has senses similar to a
Target: You human’s.
Duration: Instantaneous An awakened animal gets 3d6 Intelligence, +1d3
An augury can tell you whether a particular Charisma, and +2 HD. Its type becomes magical beast
action will bring good or bad results for you in the (augmented animal). An awakened animal can’t serve as an
immediate future. animal companion, familiar, or special mount.
To make sense of the augury, you must An awakened tree or animal can speak one language
make a Knowledge (Religion) skill check against a that you know, plus one additional language that you know per
DC 10, modified by how easily the question could be point of Intelligence bonus (if any).
answered in a yes/no fashion. A question may be so XP Cost: 250 XP.
straightforward that a successful result is automatic,
or so vague as to have no chance of success. If the Axiomatic WaterL, M
augury succeeds, you get one of four results: Transmutation [Lawful]
• Weal (if the action will probably bring good Level: Cleric 1, paladin 1
results). Components: V, S, M
• Woe (for bad results). Casting Time: 1 minute
• Weal and woe (for both). Range: Touch
• Nothing (for actions that don’t have especially Target: Flask of water touched
good or bad results). Duration: Instantaneous
If the spell fails, you get the “nothing” Saving Throw: Will negates (object)
result. A cleric who gets the “nothing” result has no Spell Resistance: Yes (object)
way to tell whether it was the consequence of a failed This transmutation imbues a flask (1 pint) of water
or successful augury. with the order of law, turning it into axiomatic water.
The augury can see into the future only Axiomatic water damages lawful outsiders the way holy water
about half an hour, so anything that might happen damages undead and evil outsiders. A flask of axiomatic water
after that does not affect the result. Thus, the result can be thrown as a splash weapon. Treat this attack as a
might not take into account the long–term ranged touch attack with a range increment of 10 feet. A flask
consequences of a contemplated action. All auguries breaks if thrown against the body of a corporeal creature, but
cast by the same person about the same topic use the to use it against an incorporeal creature, the bearer must open
same dice result as the first casting. the flask and pout the axiomatic water out onto the target.
Material Component: Incense worth at least 25 gp. Thus, a character can douse an incorporeal creature with
Focus: A set of marked sticks, bones, or similar axiomatic water only if he is adjacent to it. Doing so is a
tokens of at least 25 gp value. ranged touch attack that does not provoke attacks of
opportunity.
AwakenL, X A direct hit by a flask of axiomatic water deals 2d4
Transmutation points of damage to a chaotic outsider. Each such creature
Level: Drd 5

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within 5 feet of the point where the flask hits takes 1 with other magic bonuses to natural armor. A creature without
point of damage from the splash. natural armor has an effective natural armor bonus of +0.
Material Component: 5 pounds of powdered iron This spell can be made permanent with permanency.
and silver (worth 25 gp).
BaneP
P
Baleful Polymorph Enchantment (Compulsion) [Fear, Mind–Affecting]
Transmutation (Polymorph) Level: Clr/Pre 1
Level: Drd 5, Sor/Wiz 5 Components: V, S, DF
Components: V, S Casting Time: 1 standard action
Casting Time: 1 standard action Range: 50 ft.
Range: Close (25 ft. + 5 ft./2 levels) Area: All enemies within 50 ft.
Target: One creature Duration: 1 min./level
Duration: One day Saving Throw:Will negates
Saving Throw: Fortitude negates, Will partial; see Spell Resistance: Yes
text Bane fills your enemies with fear and doubt. Each
Spell Resistance: Yes affected creature takes a –1 penalty on attack rolls and a –1
As polymorph, except that you change the penalty on saving throws against fear effects.
subject into a Small or smaller animal of no more Bane counters and dispels bless.
than 1 HD. If the new form would prove fatal to the Bane can be made permanent with a permanency
creature the subject gets a +4 bonus on the save. You spell.
cannot use templates when deciding the new form.
If the spell succeeds, the subject must also Banishment
make a Will save. If this second save fails, the Abjuration
creature loses its extraordinary, supernatural, and Level: Clr/Pre 6, Sor/Wiz 7
spell–like abilities, loses its ability to cast spells (if it Components: V, S, F
had the ability), and gains the alignment, special Casting Time: 1 standard action
abilities, and Intelligence, Wisdom, and Charisma Range: Close (25 ft. + 5 ft./2 levels)
scores of its new form in place of its own. It still Targets: One or more extraplanar creatures, no two of which
retains its class and level (or HD), as well as all can be more than 30 ft. apart
benefits deriving therefrom (such as base attack Duration: Instantaneous
bonus, base save bonuses, and hit points). It retains Saving Throw: Will negates
any class features (other than spellcasting) that aren’t Spell Resistance: Yes
extraordinary, supernatural, or spell–like abilities. A banishment spell is a more powerful version of the
Incorporeal or gaseous creatures are immune dismissal spell. It enables you to force extraplanar creatures
to being polymorphed, and a creature with the out of your home plane. As many as 2 Hit Dice of creatures
shapechanger subtype can revert to its natural form as per caster level can be banished (min 1).
a standard action. You can improve the spell’s chance of success by
Baleful polymorph can be made permanent presenting at least one object or substance that the target hates,
with a permanency spell. fears, or otherwise opposes. For each such object or substance,
you gain a +1 bonus on your caster level check to overcome
BarkskinP the target’s spell resistance (if any), the saving throw DC
Transmutation increases by 2.
Level: Drd 2, Rgr 2, Plant 2 Certain rare items might work twice as well as a
Components: V, S, DF normal item for the purpose of the bonuses (each providing a
Casting Time: 1 standard action +2 bonus on the caster level check against spell resistance and
Range: Touch increasing the save DC by 4).
Target: Living creature touched Arcane Focus: Any item that is distasteful to the subject
Duration: 1 hour/level (optional, see above).
Saving Throw: None
Spell Resistance: Yes (harmless) Battle MantleL, M
Barkskin toughens a creature’s skin. The Evocation
effect grants a +2 magic bonus to the creature’s Level: Sor/Wiz 4
existing natural armor bonus. This magic bonus Components: V, S, XM
increases by 1 for every three caster levels above 3rd, Casting Time: 1 minute
to a maximum of +5 at caster level 12th. Range: Self
The magic bonus provided by barkskin Target: You
stacks with the target’s natural armor bonus, but not Duration: 1 minute/level (D)

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Saving Throw: None Targets: One creature/level, no two of which can be more
Spell Resistance: None than 30 ft. apart
Once cast, this spell increases your battle Mass bear’s endurance works like bear’s endurance,
prowress immensely. You gain a +1 magic bonus to except that it affects multiple creatures.
attacks per two levels (max +10), and dodge bonus of
+1 per 4 levels to AC (max +5). Any weapon you Bestow CurseP
pick up for the duration of the spell you are Necromancy
considered to have proficiency in. Finally, if you are Level: Clr/Pre 3, Sor/Wiz 4
at least 10th level, you gain the benefit of one of the Components: V, S
following sets of two feats. Casting Time: 1 standard action
Range: Touch
Feat Choices Target: Creature touched
Weapon Focus and Weapon Specialization Duration: 1 day
Point Blank Shot and Rapid Shot Saving Throw: Will negates
Dodge and Improved Shield Bash Spell Resistance: Yes
Power Attack and Cleave You place a curse on the subject. Choose one of the
Two–Weapon Fighting and Two Weapon following three effects.
Defense • –6 decrease to an ability score (minimum 1).
• –4 penalty on attack rolls, saves, ability checks, and skill
You must choose which set of bonus feats checks.
you gain when you cast the spell. You do not need to • Each turn, the target has a 50% chance to act normally;
meet the requirements to use the feats. otherwise, it takes no action.
While under the influence of this spell, you lose the You may also invent your own curse, but it should be no more
ability to cast spells or use spell–trigger devices or powerful than those described above.
items as if you did not have spellcasting abilities. The curse bestowed by this spell cannot be dispelled,
Material Component: A cloak sprinkled with at least but it can be removed with a break enchantment, limited wish,
200 gp worth of ruby dust. The cloak is not miracle, remove curse, or wish spell.
destroyed in the casting, but the ruby dust is. Bestow curse counters remove curse.
Bestow curse can be made permanent with the
Bear’s EnduranceP permanency spell.
Transmutation
Level: Clr/Pre 2, Drd 2, Rgr 2, Sor/Wiz 2 Bestowment of EtiquetteP
Components: V, S, DF Enchantment (Compulsion) [Mind–affecting]
Casting Time: 1 standard action Level: Brd 2, Sor/Wiz 2
Range: Touch Components: V, S
Target: Creature touched Casting Time: 1 standard action
Duration: 10 min./level Range: Close (25 ft. + 5 ft/level)
Saving Throw:Will negates (harmless) Target: One creature with 6 Int or more
Spell Resistance: Yes Duration: 1 hour/level
The affected creature gains greater vitality Saving Throw: Will negates
and stamina. The spell grants the subject a +4 magic Spell Resistance: Yes
bonus to Constitution, which adds the usual benefits Upon casting this spell, the affected creature gains a
to hit points, Fortitude saves, Constitution checks, +8 bonus to Persuade (Diplomacy) rolls. However, the
and so forth. affected individual also becomes bound to the rules of proper
Hit points gained by a temporary increase in decorum and respect, and must make all efforts to be
Constitution score are not temporary hit points. They inoffensive and respectful to all creatures it meets. If the
go away when the subject’s Constitution drops back creature is forced into an encounter where such behavior is
to normal. They are not lost first as temporary hit completely beyond the creature’s normal attitude (for example
points are. a Ranger with a favored foe of orcs being forced to be polite to
Bear’s endurance can be made permanent a band of orcs), the spell recipient gains an immediate saving
with a permanency spell. throw at a +4 bonus to break the spell.
Also, while under the effects of the spell, the spell
Bear’s Endurance, Mass recipient cannot use the Persuade (Intimidate) skill or initiate
Transmutation an attack, though if injured or attacked, the spell is
Level: Clr/Pre 6, Drd 6, Sor/Wiz 6 immediately broken and the victim may act as they so choose.
Range: Close (25 ft. + 5 ft./2 levels)

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BindingL, M is one year per caster level. The subject of this form of binding
Enchantment (Compulsion) [Mind–Affecting] is confined to the spot it occupied when it received the spell.
Level: Sor/Wiz 8 Slumber: This version causes the subject to become comatose
Components: V, S, XM for as long as one year per caster level.
Casting Time: One minute The subject does not need to eat or drink while
Range: Close (25 ft. + 5 ft./2 levels) slumbering, nor does it age. This form of binding is more
Target: One living creature difficult to cast than chaining, making it slightly easier to
Duration: See text (D) resist. Reduce the spell’s save DC by 1.
Saving Throw: Will negates; see text Bound Slumber: This combination of chaining and slumber
Spell Resistance: Yes lasts for as long as one month per caster level. Reduce the save
A binding spell creates a magical restraint to DC by 2.
hold a creature. The target gets an initial saving Hedged Prison: The subject is transported to or otherwise
throw only if its Hit Dice equal at least one–half your brought within a confined area from which it cannot wander
caster level. by any means. The effect is permanent. Reduce the save DC
You may have as many as six assistants help by 3.
you with the spell. For each assistant who casts Metamorphosis: The subject assumes gaseous form, except
suggestion, your caster level for this casting of for its head or face. It is held harmless in a jar or other
binding increases by 1. For each assistant who casts container, which may be transparent if you so choose. The
dominate animal, dominate person, or dominate creature remains aware of its surroundings and can speak, but
monster, your caster level for this casting of binding it cannot leave the container, attack, or use any of its powers
increases by a number equal to one–third of that or abilities. The binding is permanent. The subject does not
assistant’s level, provided that the spell’s target is need to breathe, eat, or drink while metamorphosed, nor does
appropriate for a binding spell. Since the assistants’ it age. Reduce the save DC by 4.
spells are cast simply to improve your caster level for Minimus Containment: The subject is shrunk to a height of 1
the purpose of the binding spell, saving throws and inch or even less and held within some gem, jar, or similar
spell resistance against the assistants’ spells are object. The binding is permanent. The subject does not need to
irrelevant. Your caster level determines whether the breathe, eat, or drink while contained, nor does it age. Reduce
target gets an initial Will saving throw and how long the save DC by 4.
the binding lasts. All binding spells are dismissible. You can’t dispel a binding spell with dispel magic or
Regardless of the version of binding you a similar effect, though an antimagic field or Mage’s
cast, you can specify triggering conditions that end disjunction affects it normally. A bound extraplanar creature
the spell and release the creature whenever they cannot be sent back to its home plane due to dismissal,
occur. These triggers can be as simple or elaborate as banishment, or a similar effect.
you desire, but the condition must be reasonable and Components: The components for a binding spell vary
have a likelihood of coming to pass. The conditions according to the version of the spell, but they always include a
can be based on a creature’s name, identity, or continuous chanting utterance read from the scroll or
alignment but otherwise must be based on observable spellbook page containing the spell, somatic gestures, and
actions or qualities. materials appropriate to the form of binding used. These
Intangibles such as level, class, Hit Dice, or components can include such items as miniature chains of
hit points don’t qualify. Once the spell is cast, its special metals, soporific herbs of the rarest sort (for slumber
triggering conditions cannot be changed. Setting a bindings), a bell jar of the finest crystal, and the like.
release condition increases the save DC (assuming a In addition to the specially made props suited to the
saving throw is allowed) by 2. specific type of binding (cost 500 gp), the spell requires opals
If you are casting any of the first three worth at least 500 gp for each HD of the target and a vellum
versions of binding (those with limited durations), depiction or carved statuette of the subject to be captured.
you may cast additional binding spells to prolong the
effect, since the durations overlap. If you do so, the Black TentaclesP
target gets a saving throw at the end of the first Conjuration (Creation)
spell’s duration, even if your caster level was high Level: Sor/Wiz 4
enough to disallow an initial saving throw. If the Components: V, S, M
creature succeeds on this save, all the binding spells Casting Time: 1 standard action
it has received are broken. Range: Medium (100 ft. + 10 ft./level)
The binding spell has six versions. Choose Area: 20–ft.–radius spread
one of the following versions when you cast the spell. Duration: 1 round/level (D)
Chaining: The subject is confined by restraints that Saving Throw: None
generate an antipathy spell affecting all creatures Spell Resistance: No
who approach the subject, except you. The duration

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This spell conjures a field of rubbery black tentacles, Components: V, S


each 10 feet long. These waving members seem to Casting Time: 1 standard action
spring forth from the earth, floor, or whatever surface Range: Medium (100 ft. + 10 ft./level)
is underfoot–including water. They grasp and Effect: Wall of whirling blades up to 20 ft. long/ level, or a
entwine around creatures that enter the area, holding ringed wall of whirling blades with a radius of up to 5 ft. per
them fast and crushing them with great strength. two levels; either form 20 ft. high
Every creature within the area of the spell must make Duration: 1 min./level (D)
a grapple check, opposed by the grapple check of the Saving Throw: Reflex half or Reflex negates; see text
tentacles. Treat the tentacles attacking a particular Spell Resistance: Yes
target as a Large creature with a base attack bonus An immobile, vertical curtain of whirling blades
equal to your caster level and a Strength score of 19. shaped of pure force springs into existence. Any creature
Thus, its grapple check modifier is equal to your passing through the wall takes 1d6 points of damage per caster
caster level +8. The tentacles are immune to all types level (maximum 15d6), with a Reflex save for half damage.
of damage. The wall is less than an inch thick.
Once the tentacles grapple an opponent, they If you evoke the barrier so that it appears where
may make a grapple check each round on your turn to creatures are, each creature takes damage as if passing through
deal 1d6+4 points of bludgeoning damage. The the wall. Each such creature can avoid the wall (ending up on
tentacles continue to crush the opponent until the the side of its choice) and thus take no damage by making a
spell ends or the opponent escapes. successful Reflex save. A blade barrier provides cover (+4
Any creature that enters the area of the spell is bonus to AC, +2 bonus on Reflex saves) against attacks made
immediately attacked by the tentacles. Even creatures through it.
who aren’t grappling with the tentacles may move Blade barrier can be made permanent via a
through the area at only half normal speed. permanency spell.
Black tentacles can be made permanent via a
permanency spell. Blasphemy
Material Component: A piece of tentacle from a Evocation [Evil, Sonic]
giant octopus or a giant squid. Level: Clr/Pre 7, Evil 7
Components: V
Blacklight Casting Time: 1 standard action
Evocation [Darkness] Range: 30 ft.
Level: Darkness 3, Sor/Wiz 3 Area: Nonevil creatures in a 40–ft.–radius spread centered on
Components: V, S , M you
Casting Time: 1 action Duration: Instantaneous
Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: None or Will negates; see text
Area: A 20–ft.–radius emanation centered on a Spell Resistance: Yes
creature, object, or point in space Any nonevil creature within the area of a blasphemy
Duration: 1 round/level (D) spell suffers the following ill effects.
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object) HD Effect
The caster creates an area of total darkness. Greater or equal Dazed
The darkness is impenetrable to normal vision and caster level
darkvision, but the caster can see normally within the Up to caster level –1 Weakened, dazed
blacklit area. Creatures outside the spell’s area, even Up to caster level –5 Paralyzed, weakened,
the caster, cannot see through it. dazed
The spell can be cast on a point in space, but Up to caster level –10 Killed, paralyzed,
the effect is stationary cast on a mobile object. A weakened, dazed
character can cast the spell on a creature, and the
effect then radiates from the creature and moves as it The effects are cumulative and concurrent.
moves. Unattended objects and points in space do not No saving throw is allowed against these effects
get saving throws or benefit from spell resistance. unless the creature has more HD/levels than the caster, in
Blacklight counters or dispels any light spell which case a Will save negates.
of equal or lower level. The 3rd–level cleric spell Dazed: The creature can take no actions for 1 round, though it
daylight counters or dispels blacklight. defends itself normally.
Weakened: The creature’s Strength score decreases by 2d6
Blade BarrierP points for 2d4 rounds.
Evocation [Force] Paralyzed: The creature is paralyzed and helpless for 1d10
Level: Clr/Pre 6, Good 6, War 6 minutes.

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Killed: Living creatures die. Undead creatures are Duration: 10 min./level


destroyed. Saving Throw: None
Furthermore, if you are on your home plane Spell Resistance: Yes (harmless)
when you cast this spell, nonevil extraplanar Bless fills your allies with courage. Each ally gains a
creatures within the area are instantly banished back +1 magic bonus on attack rolls and on saving throws against
to their home planes. Creatures so banished cannot fear effects.
return for at least 24 hours. Bless counters and dispels bane.
This effect takes place regardless of whether Bless can be made permanent via a permanency spell.
the creatures hear the blasphemy. The banishment
effect allows a Will save (at a –4 penalty) to negate. Bless WaterL, M
Transmutation [Good]
Blazing Aura Level: Clr/Pre 1, Pal 1
Transmutation [Fire] Components: V, S, XM
Level: Clr/Pre 3, Sor/Wiz 2 Casting Time: 1 minute
Components: V, S, M Range: Touch
Casting Time: 1 standard action Target: Flask of water touched
Range: Self Duration: Instantaneous
Target: You Saving Throw: Will negates (object)
Duration: 4 rounds + 1 round/level (D) Spell Resistance: Yes (object)
Saving Throw: None This transmutation imbues a flask (1 pint) of water
Spell Resistance: No with positive energy, turning it into holy water.
This spell surrounds you in a blazing aura of Material Component: 5 pounds of powdered silver (worth 25
red flame. You and your personal equipment are not gp).
affected by the flames, but anything touching or
grappling you suffers 2d6 fire damage. The fire will Blight
ignite combustible material it contacts. Everything Necromancy
within 5 feet of you must make a Reflex save or Level: Drd 4, Sor/Wiz 5
suffer 1d6 fire damage from the extreme heat. Components: V, S, DF
Material Component: A dusting of charcoal you Casting Time: 1 standard action
sprinkle on yourself. Range: Touch
Duration: Instantaneous
Bleeding Wound Saving Throw: Fortitude half; see text
Necromancy Spell Resistance: Yes
Level: Clr/Pre 1, Sor/Wiz 2 This spell withers a single plant of any size. An
Components: V, S, M affected plant creature takes 1d6 points of damage per level
Casting Time: 1 standard action (maximum 15d6) and may attempt a Fortitude saving throw
Range: Close (25 ft. + 5 ft/2 levels) for half damage. A plant that isn’t a creature doesn’t receive a
Target: One creature save and immediately withers and dies. This spell has no
Duration: 1 round/level effect on the soil or surrounding plant life.
Saving Throw: Fort negates
Spell Resistance: Yes Blindness/DeafnessP
Casting this spell causes a small, bleeding Necromancy
wound to open on the victim. The wound deals 2 Level: Brd 2, Clr/Pre 3, Sor/Wiz 2
points of continous damage per round (max 20 Components: V
points). The spell can be ended early if the victim is Casting Time: 1 standard action
the recipient of a successful DC 15 Survival (Heal) Range: Medium (100 ft. + 10 ft./level)
skill check. Target: One living creature
Material Component: A small razor. Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Bless Spell Resistance: Yes
Enchantment (Compulsion) [Mind–Affecting] You call upon the powers of unlife to render the
Level: Clr/Pre 1, Pal 1 subject blinded or deafened, as you choose.
Components: V, S, DF Blindness/deafness can be made permanent via the
Casting Time: 1 standard action permanency spell.
Range: 50 ft.
Area: The caster and all allies within a 50–ft. burst, Blink
centered on the caster Transmutation

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Level: Brd 3, Sor/Wiz 3 insubstantial. Sight and hearing on the Material Plane are
Components: V, S limited to 60 feet.
Casting Time: 1 standard action Force effects and abjurations affect you normally.
Range: Personal Their effects extend onto the Ethereal Plane from the Material
Target: You Plane, but not vice versa. An ethereal creature can’t attack
Duration: 1 round/level (D) material creatures, and spells you cast while ethereal affect
You “blink” back and forth between the only other ethereal things. Certain material creatures or objects
Material Plane and the Ethereal Plane. You look as have attacks or effects that work on the Ethereal Plane. Treat
though you’re winking in and out of reality very other ethereal creatures and objects as material.
quickly and at random.
Blinking has several effects, as follows. Blizzard
Physical attacks against you have a 50% Conjuration (Creation) [Cold]
miss chance, and the Blind–Fight feat doesn’t help Level: Drd 7, Sor/Wiz 7
opponents, since you’re ethereal and not merely Components: V, S, M/DF
invisible. If the attack is capable of striking ethereal Casting Time: 1 standard action
creatures, the miss chance is only 20% (for Range: Long (400 ft. + 40 ft./level)
concealment). Area: Cylinder (10 ft. radius per level, 10 ft. high per level)
If the attacker can see invisible creatures, the Duration: 1 minute/level
miss chance is also only 20%. (For an attacker who Saving Throw: See below
can both see and strike ethereal creatures, there is no Spell Resistance: No
miss chance.) Likewise, your own attacks have a This spell works similar to sleet storm but deals 2d6
20% miss chance, since you sometimes go ethereal cold damage per round. Ranged attacks are not possible and
just as you are about to strike. flying creatures must make a Fly skill check to remain
Any individually targeted spell has a 50% airborne.
chance to fail against you while you’re blinking Material Component: A snowflake
unless your attacker can target invisible, ethereal
creatures. Your own spells have a 20% chance to Blood CoilsF
activate just as you go ethereal, in which case they Necromancy
typically do not affect the Material Plane. Level: Sor/Wiz 3
While blinking, you take only half damage Components: S, XF
from area attacks (but full damage from those that Casting Time: 1 standard action
extend onto the Ethereal Plane). You strike as an Range: 90 Feet
invisible creature (with a +2 bonus on attack rolls), Duration: 1 round/level
denying your target any Dexterity bonus to AC. Area of Effect: One creature/3 levels, no two of which can be
You take only half damage from falling, more than 15 feet apart.
since you fall only while you are material. Saving Throw: Reflex Negates
While blinking, you can step through (but Spell Resistance: Yes
not see through) solid objects. For each 5 feet of solid By cutting himself on the wrist and chanting this
material you walk through, there is a 50% chance that spell, the caster is capable of controlling the blood that flows
you become material. If this occurs, you are shunted from the wound to become a length of bloody rope–like bands.
off to the nearest open space and take 1d6 points of Those failing the Reflex save are caught by the blood
damage per 5 feet so traveled. You can move at only coils, which continue to grapple the target until the spell ends.
three–quarters speed (because movement on the The bands have a Strength of 30 and a base attack of +1/caster
Ethereal Plane is at half speed, and you spend about level. This gives you a Combat Manuever Bonus of your
half your time there and half your time material.) caster level + 10. If attacked, each blood coil has an AC of 22
Since you spend about half your time on the and can take 4 hit points of damage per level of the caster
Ethereal Plane, you can see and even attack ethereal before they are severed. If the coils are severed, the caster
creatures. suffers 1d4 points of damage.
You interact with ethereal creatures roughly Focus: A silver dagger. The caster must cut himself with a
the same way you interact with material ones. silver dagger to activate the spell. The initial wound causes 2
An ethereal creature is invisible, hit points of damage to the wizard, but this damage is healed
incorporeal, and capable of moving in any direction, when the spell ends.
even up or down. As an incorporeal creature, you can
move through solid objects, including living Blood Drain
creatures. Necromancy
An ethereal creature can see and hear the Level: Sor/Wiz 4
Material Plane, but everything looks gray and Casting Time: 1 full round

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Components: V, S, M Components: V, S
Range: Touch Range: Close (25 ft. + 5 ft/2 levels)
Target: One living creature Target: One creature
Duration: 1 round/level Duration: 1round/level (D)
Saving Throw: Fort negates Saving Throw: Negate
Spell Resistance: Yes Spell Resistance: Yes
By casting this spell and touching the target, Upon casting this spell, the recipient is excited into a
you deal 1d4 points of temporary constitution blood frenzy. The victim gains a +1 magic bonus to Strength
damage to the victim. For every 2 points of and Constitution per 2 caster levels and is hasted for the
Constitution you drain, you gain 5 temporary hit duration of the spell.
points. The temporary hit points last for 1 minute. However, for each round in the bloodrage, the victim
Material Component: A fang from a vampire. suffers a point of temporary Constitution ability damage. The
lost Constitution is removed from the bonus Constitution first.
Blood Leech
Necromancy (Evil) Bloodbridge
Level: Sor/Wiz 7 Necromancy
Components: V, S, M Level: Sor/Wiz 2
Casting Time: 1 standard action Components: V, S, M
Range: Close (25 ft. + 5 ft/2 levels) Range: Touch
Target: One living creature or one corpse Duration: Instantaneous
Duration: 1 hour Casting Time: 1 round
Saving Throw: Fort negates or none Target: Two willing living creatures, which can be no more
Spell Resistance: Yes than 5 feet apart.
This spell is an insidious enhancement to Saving Throw: Fort negates (harmless)
Drain Essence. Spell Resistance: Yes (harmless)
This spell, like Drain Essence, strips the Casting this spell allows the movement of blood from
victim of magical energy to fuel your spellcasting. a donor, through the caster, into a recipient. The recipient
However, unlike Drain Essence, which deals damage heals 2 hit points + 1 point/level of the caster (max 10). For
to the victim, this spell deals ability damage to each hit point restored to the recipient, the donor loses a hit
Constitution. point. This spell has no effect on creatures that are not living
If used on a dead body, it acts exactly like or do not have a circulatory system, such as most elementals,
Life Leech, but bestows +1 caster level per level the oozes, plants undead and constructs.
victim had in life. This spell cannot be used on a Material Component: Two sharp needles, one used to prick
body that has been slain by necromantic spells. the recipient, the other to prick the donor.
If used on living bodies and the victim fails
its saving throw, the caster deals 1 point of Blur
Constitution damage to the victim per level. For Illusion (Glamer)
every 2 points of Constitution damage dealt to the Level: Brd 2,Sor/Wiz 2
victim, you gain a like bonus to your caster level. A Components: V
victim cannot lose more Constitution than it had in Casting Time: 1 standard action
life. A victim drained to 0 Constitution dies. Range: Touch
You may choose to expend a bonus caster Target: Creature touched
level gained to recall a spell previously cast during Duration: 1 min./level (D)
the day. Each bonus caster level spent this way Saving Throw: Will negates (harmless)
recalls two levels of spells to memory (thus, for Spell Resistance: Yes (harmless)
example, expending 3 bonus caster levels allows you The subject’s outline appears blurred, shifting and
to recall one 6th level spell or two 3rd level spells or wavering. This distortion grants the subject concealment (20%
any such combination of 6 spell levels). This must be miss chance).
done immediately upon gaining the bonus caster A see invisibility spell does not counteract the blur
levels; you cannot use the caster levels and then effect, but a true seeing spell does.
choose to later switch them into spells. Multiple Opponents that cannot see the subject ignore the
castings of this spell do not stack. spell’s effect (though fighting an unseen opponent carries
penalties of its own).
Blood Rage
Necromancy Boil
Level: Sor/Wiz 7 Necromancy
Casting Time: 1 standard action Level: Sor/Wiz 1, Disease 1

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Casting Time: 1 standard action Value


Components: V, S, DF Material Plane, Elemental Plane, 1d6/2 7d6
Range: Short (25 + 5 ft/2 levels) neutral outsider levels
Duration: 1 minute/level Negative Energy Plane, evil 15d6
Target: one creature outsider, undead creature 1d6/level
Saving Throw: Fort negates Positive Energy Plane, good — —
Spell Resistance: Yes outsider
This spell causes painful red sores to appear on the
victim. The sores cause the victim to suffer a –2 Bolts of Bedevilment
penalty to all skill checks that require physical
Enchantment [Mind–Affecting]
activity as well as a –1 penalty to hit rolls and to AC.
Level: Madness 5
Those wearing medium or heavy armor and or having
Components: V, S
a medium or heavier load instead suffer a –2 penalty
Casting Time: 1 standard action
to hit rolls and to AC.
Range: Medium (100 ft. + 10 ft./level)
As a standard action, you can, at any time
Effect: Ray
after the first round, cause the sores to burst. Causing
Duration: 1 round/level
the sores to burst inflicts 1d4 points of nonlethal
Saving Throw: Will negates
damage per 2 caster levels (max 5d4) to the victim,
Spell Resistance: Yes
and immediately ends the spell.
This spell grants the caster the ability to make one
ray attack per round. The ray dazes one living creature,
Bolt from the Blue clouding its mind so that it takes no action for 1d3 rounds. The
Evocation [electricity] creature is not stunned (so attackers get no special advantage
Level: Clr/Pre 4, Drd 3, Bard 2, Sor/Wiz 2 against it), but it can’t move, cast spells, use mental abilities,
Components: V, S, M and so on.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Break Enchantment
Area of Effect: 1 creature
Abjuration
Duration: Instantaneous
Level: Brd 4, Clr/Pre 5, Luck 5, Pal 4, Sor/Wiz 5
Saving Throw: Reflex half
Components: V, S
Spell Resistance: Yes
Casting Time: 1 standard action
This spell causes a thunderous arc of
Range: Close (25 ft. + 5 ft./2 levels)
lightning to suddenly engulf the target. This arc of
Targets: Up to one creature per level, all within 30 ft. of each
lightning affects only one creature, dealing 1d8
other
electrical damage/level (max 5d8).
Duration: Instantaneous
Material Component: A small glass bottle
Saving Throw: See text
containing a firefly. The bottle opens when the spell
Spell Resistance: No
is cast, and the bug magically is transported to the
This spell frees victims from enchantments,
victim, where it transforms into the arc of lightning.
transmutations, and curses. Break enchantment can reverse
even an instantaneous effect. For each such effect, you make a
Bolt of Glory caster level check (1d20 + caster level, maximum +15) against
Evocation [Good] a DC of 11 + caster level of the effect. Success means that the
Level: Glory 6 creature is free of the spell, curse, or effect. For a cursed
Components: V, S , D F magic item, the DC is 25.
Casting Time: 1 action If the spell is one that cannot be dispelled by dispel
Range: Close (25 ft. + 5 ft./level) magic, break enchantment works only if that spell is 5th level
Effect: Ray or lower.
Duration: Instantaneous If the effect comes from some permanent magic item
Saving Throw: None break enchantment does not remove the curse from the item,
Spell Resistance: Yes but it does frees the victim from the item’s effects.
This spell projects a bolt of energy from the
Positive Energy Plane against one creature. The Breath of Fire
caster must succeed at a ranged touch attack to strike
Evocation [Fire]
the target. A creature struck suffers varying damage,
Level: Soc/Wiz 2
depending on its nature and home plane of existence:
Components: V,S,M
Casting Time: 1 standard action
Table: Bolt of Glory
Range: 0
Creature’s Origin/Nature Damage Maximum Area: 5 foot wide line, 5 feet long per level
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Duration: Instanteous Arcane Material Component: A few hairs, or a pinch of dung,


Saving Throw: Reflex Half from a bull.
Spell Resistance: Yes
When this spell is cast, you exhale a line of Bull’s Strength, Mass
flame in a 5 foot wide stream out to a distance of 5 Transmutation
feet per caster level (max 25 feet). All creatures in Level: Clr/Pre 6, Drd 6, Sor/Wiz 6
the area of effect suffer 1d6 fire damage per level Range: Close (25 ft. + 5 ft./2 levels)
(max 5d6). The fire generated can ignite combustible Targets: One creature/level, no two of which can be more
materials. than 30 ft. apart
Material Component: A live coal swallowed by the This spell functions like bull’s strength, except that it
caster. Swallowing the coal does not harm the caster. affects multiple creatures.

Breath of Life Burning Hands


Conjuration (Healing) Evocation [Fire]
Level: Clr/Pre 5 Level: Fire 1, Sor/Wiz 1
Components: V, S Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: 15 ft.
Target: Creature touched Area: Cone–shaped burst
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Will negates (harmless) or Will half, Saving Throw: Reflex half
see text Spell Resistance: Yes
Spell Resistance: Yes (harmless) or yes, see text A cone of searing flame shoots from your fingertips.
This spell cures 5d8 points of damage, +1 Any creature in the area of the flames takes 1d6 points of fire
point per caster level (max +25). damage, plus an additional +1d6 damage per two caster level
Unlike other spells that heal damage, breath (max 5d6 at 9th level). Flammable materials burn if the flames
of life can bring recently slain creatures back to life. touch them. A character can extinguish burning items as a
If cast upon a creature that has died within 1 round, full–round action.
per caster level, apply the healing from this spell to
the creature. If this healing brings the creature up to Cacaphony
the dying state, it comes back to life and stabilizes at Illusion (Phantasm) [Sonic]
its new hit point total. If the healing fails to bring the Level: Brd 1, Sor/Wiz 2
creature’s hit point total up to the dying state, the Components: V, S
creature remains dead. Creatures brought back to life Casting Time: 1 standard action
through breath of life gain a temporary negative level Range: Long
that lasts for 1 day. Target: One creature
Creatures slain by death effects cannot be Duration: 1 minute
saved by breath of life. Saving Throw: Will partial
Like cure spells, breath of life deals damage Spell Resistance: Yes
to undead creatures rather than curing them. This spell causes the victim’s ears to be filled with a
variety of sounds both deafening and distracting. If the victim
Bull’s StrengthP fails the saving throw, the victim is suffers the effects of being
Transmutation deaf (a –4 penalty on initiative checks, automatically fails
Level: Clr/Pre 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 Perception (Listen) checks, and has a 20% chance of spell
Components: V, S, M/DF failure when casting spells with verbal components) and
Casting Time: 1 standard action distracted (–2 to attacks, AC and saves). Even if the save is
Range: Touch made, the victim still suffers the effects of being distracted (–2
Target: Creature touched to attacks, AC and saves) unless the victim has 6+ HD or
Duration: 10 min./level levels.
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless) Call Lightning
The subject becomes stronger. The spell grants a +4 Evocation [Electricity]
magic bonus to Strength, adding the usual benefits to Level: Drd 3
melee attack rolls, melee damage rolls, and other uses Components: V, S
of the Strength modifier. Casting Time: 1 round
Bull’s Strength can be made permanent with a Range: Medium (100 ft. + 10 ft./level)
permanency spell. Effect: One or more 30–ft.–long vertical lines of lightning

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Duration: 1 min./level and defend themselves normally if attacked. Any threat breaks
Saving Throw: Reflex half the spell on the threatened creatures.
Spell Resistance: Yes
Immediately upon completion of the spell, Calm Emotions
and once per round thereafter, you may call down a Enchantment (Compulsion) [Mind–Affecting]
5–foot–wide, 30– foot–long, vertical bolt of lightning Level: Brd 2, Clr/Pre 2, Law 2
that deals 3d6 points of electricity damage. The bolt Components: V, S, DF
of lightning flashes down in a vertical stroke at Casting Time: 1 standard action
whatever target point you choose within the spell’s Range: Medium (100 ft. + 10 ft./level)
range (measured from your position at the time). Any Area: Creatures in a 20–ft.–radius spread
creature in the target square or in the path of the bolt Duration:Spellcraft, up to 1 round/level (D)
is affected. Saving Throw: Will negates
You need not call a bolt of lightning Spell Resistance: Yes
immediately; other actions, even spellcasting, can be This spell calms agitated creatures. You have no
performed. However, each round after the first you control over the affected creatures, but calm emotions can stop
may use a standard action (concentrating on the spell) raging creatures from fighting or joyous ones from reveling.
to call a bolt. You may call a total number of bolts Creatures so affected cannot take violent actions (although
equal to your caster level (maximum 10 bolts). they can defend themselves) or do anything destructive. Any
If you are outdoors and in a stormy area–a aggressive action against or damage dealt to a calmed creature
rain shower, clouds and wind, hot and cloudy immediately breaks the spell on all calmed creatures.
conditions, or even a tornado (including a whirlwind This spell automatically suppresses (but does not
formed by a djinni or an air elemental of at least dispel) any magic bonuses granted by spells such as bless,
Large size)–each bolt deals 3d10 points of electricity good hope, and rage, as well as negating a bard’s ability to
damage instead of 3d6. inspire courage or a barbarian’s rage ability. It also suppresses
This spell functions indoors or underground any fear effects and removes the confused condition from all
but not underwater. targets. While the spell lasts, a suppressed spell or effect has
no effect. When the calm emotions spell ends, the original
Call Lightning Storm spell or effect takes hold of the creature again, provided that
Evocation [Electricity] its duration has not expired in the meantime.
Level: Drd 5 Calm emotions can be made permanent with a
Range: Long (400 ft. + 40 ft./level) permanency spell.
This spell functions like call lightning,
except that each bolt deals 5d6 points of electricity Calm WindP
damage (or 5d10 if created outdoors in a stormy Abjuration
area), and you may call a maximum of 15 bolts. Level: Clr/Pre 2, Drd 2, Sor/Wiz 2
Components: V, M
Calm Animals Casting Time: 1 standard action
Enchantment (Compulsion) [Mind–Affecting] Range: Medium (100 ft. + 10 ft/level)
Level: Animal 1, Drd 1, Rgr 1 Area of Effect: See Below
Components: V, S Duration: See Below
Casting Time: 1 standard action Saving Throw: See Below
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes
Targets: Animals within 30 ft. of each other Casting this spell calms the air around the target area.
Duration: 1 min./level The spell may be used in one of two ways as listed below.
Saving Throw: Will negates; see text Suppression: While in effect, any spell with the [Air]
Spell Resistance: Yes descriptor is suppressed. It also hedges out creatures with the
This spell soothes and quiets animals, Air descriptor as if it were a Magic Circle of Evil spell, except
rendering them docile and harmless. Only ordinary it affects air creatures only. The area effected by the
animals (those with Intelligence scores of 1 or 2) can suppression is 10 cubic feet per level. This version of the spell
be affected by this spell. All the subjects must be of lasts 1 round/level.
the same kind, and no two may be more than 30 feet Dispel: Used in this manner, the spell acts like a Dispel
apart. The maximum number of Hit Dice of animals Magic spell against magics with the Air descriptor. If cast
you can affect is equal to 2d4 + caster level. A dire directly at a creature with the Air descriptor, it deals 1d6
animal or an animal trained to attack or guard is damage/level (max 5d6), half if the victim makes a successful
allowed a saving throw; other animals are not. Fort save. This version of the spell has a duration of
The affected creatures remain where they instantaneous.
are and do not attack or flee. They are not helpless

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Calm wind can be made permanent with a Saving Throw: Reflex half
permanency spell, in which case it suppresses. Spell Resistance: Yes
Material Component: A small stone carved with an This spell creates an electrical discharge that begins
air glyph. as a single stroke commencing from your fingertips.
Unlike lightning bolt, chain lightning strikes one
Cat’s GraceP object or creature initially, then arcs to other targets.
Transmutation The bolt deals 1d8 points of electricity damage per
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 caster level (maximum 20d8) to the primary target. After it
Components: V, S, M strikes, lightning can arc to a number of secondary targets
Casting Time: 1 standard action equal to your caster level (maximum 20). The secondary bolts
Range: Touch each strike one target and deal half as much damage as the
Target: Creature touched primary one did (rounded down).
Duration: 10 min./level Each target can attempt a Reflex saving throw for
Saving Throw: Will negates (harmless) half damage. You choose secondary targets as you like, but
Spell Resistance: Yes they must all be within 30 feet of the primary target, and no
The transmuted creature becomes more graceful, target can be struck more than once. You can choose to affect
agile, and coordinated. The spell grants a +4 magic fewer secondary targets than the maximum.
bonus to Dexterity, adding the usual benefits to AC, Focus: A bit of fur; a piece of amber, glass, or a crystal rod;
Reflex saves, and other uses of the Dexterity plus one silver pin for each of your caster levels.
modifier.
Cat’s grace can be made permanent with a ChangestaffP
permanency spell. Transmutation
Material Component: A pinch of cat fur. Level: Drd 7
Components: V, S, F
Cat’s Grace, Mass Casting Time: 1 round
Transmutation Range: Touch
Level: Brd 6, Drd 6, Sor/Wiz 6 Target: Your touched staff
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level (D)
Targets: One creature/level, no two of which can be Saving Throw: None
more than 30 ft. apart Spell Resistance: No
This spell functions like cat’s grace, except You change a specially prepared quarterstaff into a
that it affects multiple creatures. Huge treantlike creature, about 24 feet tall. When you plant
the end of the staff in the ground and speak a special
Catfall command to conclude the casting of the spell, your staff turns
Illusion (Glamer) into a creature that looks and fights just like a treant. The
Level: Brd 0, Sor/Wiz 0, Assn 1, Clr/Pre 0 staff–treant defends you and obeys any spoken commands.
Components: S, M However, it is by no means a true treant; it cannot converse
Casting Time: 1 standard action with actual treants or control trees. If the staff–treant is
Range: Self reduced to 0 or fewer hit points, it crumbles to powder and the
Target: You staff is destroyed.
Duration: 1 round/level Otherwise, the staff returns to its normal form when
Saving Throw: None the spell duration expires (or when the spell is dismissed), and
Spell Resistance: No it can be used as the focus for another casting of the spell. The
Casting this spell grants a +3 magic bonus to staff–treant is always at full strength when created, despite any
Stealth (Move Silently) rolls for one round per level. wounds it may have incurred the last time it appeared.
Material Component: A bit of fur from a feline Focus: The quarterstaff, which must be specially prepared.
The staff must be a sound limb cut from an ash, oak, or yew,
Chain Lightning then cured, shaped, carved, and polished (a process requiring
Evocation [Electricity] twenty–eight days).
Level: Air 6, Sor/Wiz 6 You cannot adventure or engage in other strenuous
Components: V, S, F activity during the shaping and carving of the staff. You
Casting Time: 1 standard action cannot have more than one changestaff active at a time.
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary Chariot of FireL
target/level (each of which must be within 30 ft. of Conjuration (Summoning)
the primary target) Level: Clr/Pre 7, Drd 7
Duration: Instantaneous Components: V, S, M

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Casting Time: 10 minutes This spell functions like charm monster, except that
Effect: One chariot of fire mass charm monster affects a number of creatures whose
Duration: 1 hour/level combined HD do not exceed twice your level, or at least one
Saving Throw: None creature regardless of HD. If there are more potential targets
Spell Resistance: No than you can affect, you choose them one at a time until you
When this spell is cast, it brings into being choose a creature with too many HD.
with a clap of thunder and a cloud of smoke a chariot
made of yellow–orange flame that is drawn by two Charm PersonP
horse composed of fire. Enchantment (Charm) [Mind–Affecting]
The chariot can hold the caster and up to Level: Brd 1, Sor/Wiz 1
seven other medium–sized creatures as designated by Components: V, S
the caster. The chariot has a base speed of 50 feet, Casting Time: 1 standard action
and can fly at a rate of 120 feet (average). Those in Range: Close (25 ft. + 5 ft./2 levels)
the chariot have the advantage of cover (+4 AC). Target: One humanoid creature
The chariot itself is AC 18 and has 60 hit points. It is Duration: 1 hour/level
immune to fire–based attacks. The horses are treated Saving Throw: Will negates
as light warhorses with DR 10/magic and they have Spell Resistance: Yes
the Fire subtype. They cannot be unhitched from the This charm makes a humanoid creature regard you as
chariot, and immediately disappear if the chariot is its trusted friend and ally (treat the target’s attitude as
destroyed. friendly). If the creature is currently being threatened or
Creatures other than the caster and attacked by you or your allies, however, it receives a +5 bonus
designated passengers who come within 5 feet of the on its saving throw.
chariot must make a Fortitude save or suffer 2d4 The spell does not enable you to control the charmed
points of fire damage. person as if it were an automaton, but it perceives your words
Material Component: A small piece of wood, two and actions in the most favorable way. You can try to give the
holly berries and a fire source at least equal to a subject orders, but you must win an Persuade (Diplomacy)
torch. check to convince it to do anything it wouldn’t ordinarily do.
(Retries are not allowed.) An affected creature never obeys
Charm AnimalP suicidal or obviously harmful orders, but it might be
Enchantment (Charm) [Mind–Affecting] convinced that something very dangerous is worth doing. Any
Level: Drd 1, Rgr 1 act by you or your apparent allies that threatens the charmed
Target: One animal person breaks the spell. You must speak the person’s language
This spell functions like charm person, to communicate your commands, or else be good at
except that it affects a creature of the animal type. pantomiming.
Charm animal can be made permanent with Charm person can be made permanent with a
a permanency spell. You can only permanently permanency spell. You can only permanently charm one
charm one creature at any given time. creature at any given time.

Charm MonsterP Chasing Spark


Enchantment (Charm) [Mind–Affecting] Evocation [Fire]
Level: Brd 3, Sor/Wiz 4 Level: Sor/Wiz 0
Target: One living creature Components: V, S
Duration: 1 hour/level Casting Time: 1 standard action
This spell functions like charm person, except that Range: Close (25 ft. + 5 ft/2 levels)
the effect is not restricted by creature type or size. Target: One creature
Charm monster can be made permanent with Duration: 1 round/level (D)
a permanency spell. You can only permanently Saving Throw: See below
charm one creature at any given time. Spell Resistance: See below
Upon casting this spell, a flickering, hissing spark
Charm Monster, Mass sputters to life on the ground and begins racing after the victim
Enchantment (Charm) [Mind–Affecting] of the spell at a rate of 40 feet a round. The spark unerringly
Level: Brd 6, Sor/Wiz 8 dogs the victim, and can pass through cracks or gaps as small
Components: V as ½ inch, or leap up to 10 feet high to chase after a victim.
Targets: One or more creatures, no two of which can If the spark catches up with the victim, it deals 1
be more than 30 ft. apart point of fire damage per round if the victim fails a Reflex
Duration: 1 hour/level save. Spell resistance can negate the fire damage as well.

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Chill Metal Targets: Creature or creatures touched (up to one/level)


Transmutation [Cold] Duration: Instantaneous
Level: Drd 2 Saving Throw: Fortitude partial or Will negates; see text
Components: V, S, DF Spell Resistance: Yes
Casting Time: 1 standard action A touch from your hand, which glows with blue
Range: Close (25 ft. + 5 ft./2 levels) energy, disrupts the life force of living creatures. Each touch
Target: Metal equipment of one creature per two channels negative energy that deals 1d6 points of damage. The
levels, no two of which can be more than 30 ft. apart; touched creature also takes 1 point of Strength damage unless
or 25 lb. of metal/level, none of which can be more it makes a successful Fortitude saving throw. You can use this
than 30 ft. away from any of the rest melee touch attack up to one time per level (max 10 uses).
Duration: 7 rounds An undead creature you touch takes no damage of
Saving Throw: Will negates (object) either sort, but it must make a successful Will saving throw or
Spell Resistance: Yes (object) flee as if panicked for 1d4 rounds +1 round per caster level.
Chill metal makes metal extremely cold.
Unattended, nonmagical metal gets no saving throw. Circle of DeathM
Magical metal is allowed a saving throw against the Necromancy [Death]
spell. An item in a creature’s possession uses the Level: Sor/Wiz 6
creature’s saving throw bonus unless its own is Components: V, S, XM
higher. Casting Time: 1 standard action
A creature takes cold damage if its Range: Medium (100 ft. + 10 ft./level)
equipment is chilled. It takes full damage if its armor Area: Several living creatures within a 40–ft.–radius burst
is affected or if it is holding, touching, wearing, or Duration: Instantaneous
carrying metal weighing one–fifth of its weight. The Saving Throw: Fortitude partial
creature takes minimum damage (1 point or 2 points; Spell Resistance: Yes
see the table) if it’s not wearing metal armor and the A circle of death snuffs out the life force of living
metal that it’s carrying weighs less than one–fifth of creatures, killing them instantly.
its weight. The spell deals 1d8 damage/level (max 20d8
On the first round of the spell, the metal damage), to all creatures in the area of effect. Any creature
becomes chilly and uncomfortable to touch but deals dropped to 0 hit points or less is instantly slain. A creature
no damage. The same effect also occurs on the last with 11 or more HD gains a +4 bonus to the saving throw. If a
round of the spell’s duration. During the second (and creature makes the save, it only takes 2d8 damage.
also the next–to–last) round, icy coldness causes pain Material Component: The powder of a crushed black pearl
and damage. In the third, fourth, and fifth rounds, the with a minimum value of 500 gp.
metal is freezing cold, causing more damage, as
shown on the table below. Clairaudience/Clairvoyance
Divination (Scrying)
Round Metal Damage Level: Brd 3, Knowledge 3, Sor/Wiz 3
Temperature Components: V, S, F/DF
1 Cold 1d4 points Casting Time: 10 minutes
2 Icy 2d4 points Range: Long (400 ft. + 40 ft./level)
3–5 Freezing 4d4 points Effect: Magical sensor
6 Icy 2d4 points Duration: 10 min./level (D)
7 Cold 1d4 points Saving Throw: None
Spell Resistance: No
Any heat intense enough to damage the Clairaudience/clairvoyance creates an invisible
creature negates cold damage from the spell (and vice magical sensor at a specific location that enables you to hear
versa) on a point–for–point basis. Underwater, chill or see (your choice) almost as if you were there. You don’t
metal deals no damage, but ice immediately forms need line of sight or line of effect, but the locale must be
around the affected metal, making it more buoyant. known–a place familiar to you or an obvious one. Once you
Chill metal counters and dispels heat metal. have selected the locale, the sensor doesn’t move, but you can
rotate it in all directions to view the area as desired. Unlike
Chill Touch other scrying spells, this spell does not allow magically or
Necromancy supernaturally enhanced senses to work through it. If the
Level: Sor/Wiz 1 chosen locale is magically dark, you see nothing. If it is
Components: V, S naturally pitch black, you can see in a 10– foot radius around
Casting Time: 1 standard action the center of the spell’s effect.
Range: Touch

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Clairaudience/clairvoyance functions only damage as if an additional claw attack had struck the target.
on the plane of existence you are currently You add 1 ½ Strength modifier to this damage.
occupying. Material Component: A bit of bear fur.
Arcane Focus: A small horn (for hearing) or a glass
eye (for seeing). Clenched Fist
Evocation [Force]
Clawing Shadows Level: Sor/Wiz 8, Strength 8
Conjuration [Shadow] Components: V, S, F/DF
Level: Clr/Pre 2, Sor/Wiz 2 This spell functions like interposing hand, except that
Components: V, S, M the hand can interpose itself, push, or strike one opponent that
Casting Time: 1 standard action you select. The floating hand can move as far as 60 feet and
Range: Medium can attack in the same round. Since this hand is directed by
Area of Effect: 15 foot radius you, its ability to notice or attack invisible or concealed
Duration: 1 round /level creatures is no better than yours.
Saving Throw: Fort negates The hand attacks once per round, and its attack bonus
Spell Resistance: Yes equals your caster level + your Intelligence, Wisdom, or
Casting this spell brings into being a sphere Charisma modifier (for a wizard, cleric, or sorcerer,
of wispy dark shadows. Clawed fingers can be seen respectively), +11 for the hand’s Strength score (33), –1 for
cloying at the edges of the sphere. being Large. The hand deals 1d8+11 points of damage on each
As a free action, the caster can direct the attack, and any creature struck must make a Fortitude save
sphere of shadows to move up to 30 feet. Anyone in (against this spell’s save DC) or be stunned for 1 round.
the shadowy light gains concealment (20% miss Directing the spell to a new target is a move action.
chance), but is subjected to the icy claws within the The clenched fist can also interpose itself as
darkness. Each round, the victim must make a Fort interposing hand does, or it can bull rush an opponent as
save or suffer 1d4 points of alchemical silver slashing forceful hand does, but at a +15 bonus on the Strength check.
damage, 1d4 points of cold damage and 1 point of Clerics who cast this spell name it for their deities.
Dexterity damage. Arcane Focus: A leather glove.
Material Component: A lit silver candle, which the
caster snuffs out. Cloak Of Bravery
Abjuration [Mind–Affecting]
Claws of the Bear Level: Clr/Pre 3, Pal 2
Transmutation Components: V, S
Level: Drd 2, Rgr 2 Casting Time: 1 standard action
Components: V, S, M Range: 60 ft.
Casting Time: 1 standard action Area: 60–ft.–radius emanation centered on you
Range: Self Duration: 10 minutes/level
Target: You Saving Throw: Will negates (harmless)
Duration: 1 round/level (D) Spell Resistance: Yes (harmless)
Saving Throw: None All allies within the emanation (including you) gain a
Spell Resistance: No magic bonus on saves against fear effects equal to your caster
Upon completion of this spell, your level (to a maximum of +10 at caster level 10th).
forearms and hands become like bear claws. You can
still hold items in your hands, but you gain two Cloak of ChaosF
natural claw attacks, with damage as shown on the Abjuration [Chaotic]
table below. You add your Strength modifier to Level: Chaos 8, Clr/Pre 8
damage with each claw. You cannot make more than Components: V, S, XF
one attack with each claw, regardless of the number Casting Time: 1 standard action
of attacks you are normally allowed. Range: 20 ft.
Targets: One creature/level in a 20–ft.–radius burst centered
Size Damage on you
Small or smaller 1d4 Duration: 1 round/level (D)
Medium 1d6 Saving Throw: See text
Large or larger 1d8 Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects,
At 7th level, you gain the rend special ability protecting them from attacks, granting them resistance to
with the claws. If both claws strike the same spells cast by lawful creatures, and causing lawful creatures
opponent in the same round, you can deal extra

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that strike the subjects to become confused. This the original creature has lost levels since the flesh sample was
abjuration has four effects. taken and died at a lower level than the clone would otherwise
First, each warded creature gains a +4 be, the clone is one level below the level at which the original
deflection bonus to AC and a +4 magic bonus on died.
saves. Unlike protection from law, the benefit of this The spell duplicates only the original’s body and mind, not its
spell applies against all attacks, not just against equipment.
attacks by lawful creatures. A duplicate can be grown while the original still
Second, each warded creature gains spell lives, or when the original soul is unavailable, but the resulting
resistance 25 against lawful spells and spells cast by body is merely a soulless bit of inert flesh, which rots if not
lawful creatures. preserved.
Third, the abjuration blocks possession and Material Component: The piece of flesh and various
mental influence, just as protection from law does. laboratory supplies (cost 1,000 gp).
Finally, if a lawful creature succeeds on a Focus: Special laboratory equipment (cost 500 gp).
melee attack against a warded creature, the offending
attacker is confused for 1 round (Will save negates, Cloudkill
as with the confusion spell, but against the save DC Conjuration (Creation)
of cloak of chaos). Level: Sor/Wiz 5
Focus: A tiny reliquary containing some sacred relic, Components: V, S
such as a scrap of parchment from a chaotic text. The Casting Time: 1 standard action
reliquary costs at least 500 gp. Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20–ft. radius, 20 ft. high
CloneL, M, F Duration: 1 min./level
Necromancy Saving Throw: Fortitude partial; see text
Level: Sor/Wiz 8 Spell Resistance: No
Components: V, S, XM, XF This spell generates a bank of fog, similar to a fog
Casting Time: 10 minutes cloud, except that its vapors are yellowish green and
Range: 0 ft. poisonous. These vapors deal 1d6 damage per round plus 1d4
Effect: One clone Constitution damage unless it succeeds on a Fortitude save (in
Duration: Instantaneous which case it takes half damage each round). Holding one’s
Saving Throw: None breath doesn’t help, but creatures immune to poison are
Spell Resistance: No unaffected by the spell.
This spell makes an inert duplicate of a Unlike a fog cloud, the cloudkill moves away from
creature. If the original individual has been slain, its you at 10 feet per round, rolling along the surface of the
soul immediately transfers to the clone, creating a ground.
replacement (provided that the soul is free and Figure out the cloud’s new spread each round based
willing to return). The original’s physical remains, on its new point of origin, which is 10 feet farther away from
should they still exist, become inert and cannot the point of origin where you cast the spell. The cloud fills
thereafter be restored to life. If the original creature from the point of origin to the new edge. The caster is
has reached the end of its natural life span (that is, it unaffected by his own cloudkill spell.
has died of natural causes), any cloning attempt fails. Because the vapors are heavier than air, they sink to
To create the duplicate, you must have a the lowest level of the land, even pouring down den or
piece of flesh (not hair, nails, scales, or the like) with sinkhole openings. It cannot penetrate liquids, nor can it be
a volume of at least 1 cubic inch that was taken from cast underwater.
the original creature’s living body. The piece of flesh
need not be fresh, but it must be kept from rotting. Color Spray
Once the spell is cast, the duplicate must be grown in Illusion (Pattern) [Mind–Affecting]
a laboratory for 2d4 months. Level: Sor/Wiz 1
When the clone is completed, the original’s Components: V, S, M
soul enters it immediately, if that creature is already Casting Time: 1 standard action
dead. The clone is physically identical with the Range: 15 ft.
original and possesses the same personality and Area: Cone–shaped burst
memories as the original. In other respects, treat the Duration: Instantaneous; see text
clone as if it were the original character raised from Saving Throw: Will negates
the dead, including the loss of one level or 2 points of Spell Resistance: Yes
Constitution (if the original was a 1st–level A vivid cone of clashing colors springs forth from
character). If this Constitution adjustment would give your hand, causing creatures to become stunned, perhaps also
the clone a Constitution score of 0, the spell fails. If blinded, and possibly knocking them unconscious.

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Each creature within the cone is affected This spell functions like command, except that up to
according to its Hit Dice. one creature per level may be affected, and the activities
2 HD or less: The creature is unconscious, blinded, continue beyond 1 round. At the start of each commanded
and stunned for 2d4 rounds, then blinded and stunned creature’s action after the first, it gets another Will save to
for 1d4 rounds, and then stunned for 1 round. (Only attempt to break free from the spell. Each creature must
living creatures are knocked unconscious.) receive the same command.
3 or 4 HD: The creature is blinded and stunned for
1d4 rounds, then stunned for 1 round. Command Plants
5 or more HD: The creature is stunned for 1 round. Transmutation
Sightless creatures are not affected by color Level: Drd 4, Plant 4, Rgr 3
spray. Components: V
Material Component: A pinch each of powder or Casting Time: 1 standard action
sand that is colored red, yellow, and blue. Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which
Command can be more than 30 ft. apart
Enchantment (Compulsion) [Language–Dependent, Duration: 1 hour/level
Mind–Affecting] Saving Throw: Will negates
Level: Clr/Pre 1 Spell Resistance: Yes
Components: V This spell allows you some degree of control over
Casting Time: 1 standard action one or more plant creatures. Affected plant creatures can
Range: Close (25 ft. + 5 ft./2 levels) understand you, and they perceive your words and actions in
Target: One living creature the most favorable way (treat their attitude as friendly). They
Duration: 1 round will not attack you while the spell lasts. You can try to give a
Saving Throw: Will negates subject orders, but you must win an opposed Charisma check
Spell Resistance: Yes to convince it to do anything it wouldn’t ordinarily do.
You give the subject a single command, (Retries are not allowed.) A commanded plant never obeys
which it obeys to the best of its ability at its earliest suicidal or obviously harmful orders, but it might be
opportunity. You may select from the following convinced that something very dangerous is worth doing.
options. You can affect a number of plant creatures whose
Approach: On its turn, the subject moves toward you combined level or HD do not exceed twice your level, to a
as quickly and directly as possible for 1 round. The minimum of one plant creature.
creature may do nothing but move during its turn,
and it provokes attacks of opportunity for this Command Undead
movement as normal. Necromancy
Drop: On its turn, the subject drops whatever it is Level: Sor/Wiz 2
holding. It can’t pick up any dropped item until its Components: V, S, M
next turn. Casting Time: 1 standard action
Fall: On its turn, the subject falls to the ground and Range: Close (25 ft. + 5 ft./2 levels)
remains prone for 1 round. It may act normally while Targets: One undead creature
prone but takes any appropriate penalties. Duration: 2 hours/level
Flee: On its turn, the subject moves away from you Saving Throw: Will negates; see text
as quickly as possible for 1 round. It may do nothing Spell Resistance: Yes
but move during its turn, and it provokes attacks of This spell allows you some degree of control over an
opportunity for this movement as normal. undead creature. Assuming the subject is intelligent, it
Halt: The subject stands in place for 1 round. It may perceives your words and actions in the most favorable way
not take any actions but is not considered helpless. (treat its attitude as friendly). It will not attack you while the
If the subject can’t carry out your command spell lasts. You can try to give the subject orders, but you must
on its next turn, the spell automatically fails. win an opposed Charisma check to convince it to do anything
it wouldn’t ordinarily do. (Retries are not allowed.) An
Command, Greater intelligent commanded undead never obeys suicidal or
Enchantment (Compulsion) [Language–Dependent, obviously harmful orders, but it might be convinced that
Mind–Affecting] something very dangerous is worth doing.
Level: Clr/Pre 5 A nonintelligent undead creature gets no saving
Targets: One creature/level, no two of which can be throw against this spell. When you control a mindless being,
more than 30 ft. apart you can communicate only basic commands, such as “come
Duration: 1 round/level here,” “go there,” “fight,” “stand still,” and so on.

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Nonintelligent undead won’t resist suicidal While in armor form, the companion is only harmed
or obviously harmful orders. by attacks that specifically target the armor (such as a sunder
Any act by you or your apparent allies that attempt). In such cases, the hide armor companion has hit
threatens the commanded undead (regardless of its points equal to the companion’s hit points.
Intelligence) breaks the spell. As a free action, you can dismiss the spell and the
Your commands are not telepathic. The animal companion returns to its natural form, appearing
undead creature must be able to hear you. adjacent to you and able to instantly act.
Material Component: A shred of raw meat and a
splinter of bone. Commune with NatureL
Divination
CommuneF, L, X Level: Animal 5, Drd 5, Rgr 4
Divination Components: V, S
Level: Clr/Pre 5 Casting Time: 10 minutes
Components: V, S, M, DF, XP Range: Personal
Casting Time: 10 minutes Target: You
Range: Personal Duration: Instantaneous
Target: You You become one with nature, attaining knowledge of
Duration: 1 round/level the surrounding territory. You instantly gain knowledge of as
You contact your deity–or agents thereof – many as three facts from among the following subjects: the
and ask questions that can be answered by a simple ground or terrain, plants, minerals, bodies of water, people,
yes or no. (A cleric of no particular deity contacts a general animal population, presence of woodland creatures,
philosophically allied deity.) You are allowed one presence of powerful unnatural creatures, or even the general
such question per caster level. The answers given are state of the natural setting.
correct within the limits of the entity’s knowledge. In outdoor settings, the spell operates in a radius of 1
“Unclear” is a legitimate answer, because powerful mile per caster level. In natural underground settings – caves,
beings of the Outer Planes are not necessarily caverns, and the like–the radius is limited to 100 feet per
omniscient. In cases where a one–word answer would caster level. The spell does not function where nature has been
be misleading or contrary to the deity’s interests, a replaced by construction or settlement, such as in dungeons
short phrase (five words or less) may be given as an and towns.
answer instead.
The spell, at best, provides information to aid Companion Cloak
character decisions. The entities contacted structure Transmutation
their answers to further their own purposes. If you Level: Drd 2, Pal 2, Rgr 2
lag, discuss the answers, or go off to do anything Components: V, S
else, the spell ends. Casting Time: 1 full round
Material Component: Holy (or unholy) water and Range: Touch
incense. Target: One animal companion
XP Cost: 100 XP. Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Companion Armor Spell Resistance: Yes (harmless)
Transmutation Upon casting your companion is transformed into a
Level: Drd 3, Rgr 3 cloak–like mantle that resembles the animal companion’s pelt
Components: V, S that may be worn or carried. While worn, you cannot gain the
Casting Time: 1 full round benefit of any magical item in their cloak slot.
Range: Touch While the companion is in cloak form, it can only be
Target: One animal companion harmed by attacks or effects that target the cloak (such as a
Duration: 1 hour/level (D) sunder attempt or fire hot enough to catch the cloak on fire).
Saving Throw: Will negates (harmless) In such cases, the cloak companion has an AC equal to the
Spell Resistance: Yes (harmless) wearer’s touch AC and hit points equal to the companion’s
Upon casting, your animal companion is normal hit points.
transformed into a suit of hide armor that resembles At any time, as a free action, you may choose to
the animal companion’s pelt. If worn, the armor dismiss the spell, and the mantle transforms back into the
provides no armor check penalty, has a maximum animal companion and may act immediately. The animal
dex bonus of +9 and provides an armor bonus equal companion appears adjacent to you once transformed back.
to the natural armor bonus of the animal companion’s If you transforms (for example, using a druidic wild shape),
own form. It may not be worn over other armor. the mantle becomes part of the caster’s new form, and the

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spell cannot be dismissed until you transforms back you to find traps with a DC of 21 or more unless you also have
into a humanoid form. the Trapfinding ability.
Unlike competance, greater competance cannot be
Competance, LesserQ made permanent.
Divination
Level: Brd 0, Clr/Pre 0, Dr 0, Sor/Wiz 0 Comprehend LanguagesP
Components: V, S Divination
Casting Time: 1 swift action Level: Brd 1, Clr/Pre 1, Sor/Wiz 1
Range: Self Components: V, S, M/DF
Target: You Casting Time: 1 standard action
Duration: Special Range: Personal
Saving Throw: None Target: You
Spell Resistance: Yes (harmless) Duration: 1 hour/level
Casting this spell grants you a +2 magic You can understand the spoken words of creatures or
bonus to one skill check. The bonus remains long read otherwise incomprehensible written messages. In either
enough for you to complete a single action (usually 1 case, you must touch the creature or the writing. The ability to
round or 1 minute). You must designate which skill read does not necessarily impart insight into the material,
you gain the bonus to. If the selected skill has a merely its literal meaning. The spell enables you to understand
subgroup, the caster must choose which subgroup to or read an unknown language, not speak or write it.
apply the spell to. You cannot use this spell to Written material can be read at the rate of one page
perform skill check on a trained–only skill that you (250 words) per minute. Magical writing cannot be read,
do not have ranks in. This spell also does not allow though the spell reveals that it is magical. This spell can be
you to find traps with a DC of 21 or more unless you foiled by certain warding magic (such as the secret page and
also have the Trapfinding ability. illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text.
CompetanceP Comprehend languages can be made permanent with
Divination a permanency spell.
Level: Brd 1, Clr/Pre 1, Drd 1, Pal 1, Rgr 2, Sor/Wiz Arcane Material Component: A pinch of soot and a few
1 grains of salt.
Casting Time: 1 standard action
Range: One Creature touched Cone of Cold
Target: Creature touched Evocation [Cold]
Duration: 1 minute/level Level: Sor/Wiz 5, Water 6
Saving Throw: Will negates (harmless) Components: V, S, M/DF
As per lesser competence, except the Casting Time: 1 standard action
creature touched gains a +4 magic bonus to one skill Range: 60 ft.
check for 1 minute per caster level. If the selected Area: Cone–shaped burst
skill has a subgroup, you must choose which Duration: Instantaneous
subgroup to apply the spell to. You cannot use this Saving Throw: Reflex half
spell to perform skill check on a trained–only skill Spell Resistance: Yes
that you do not have ranks in. This spell also does not Cone of cold creates an area of extreme cold,
allow you to find traps with a DC of 21 or more originating at your hand and extending outward in a cone. It
unless you also have the Trapfinding ability. drains heat, dealing 1d6 points of cold damage per caster level
Competance can be made permanent via a (maximum 20d6). Victims who fail the save are also slowed
permanency spell. for 1 round/level.
Arcane Material Component: A very small crystal or glass
Competence, Greater cone.
Divination
Level: Brd 3, Clr/Pre 3, Drd 3, Pal 3, Rgr 3, Sor/Wiz ConfusionP
3 Enchantment (Compulsion) [Mind–Affecting]
As per competence, except the touched Level: Brd 3, Sor/Wiz 4, Trickery 4
creature gains a +12 magic bonus to one skill check Components: V, S, M/DF
for 1 minute per caster level. If the selected skill has Casting Time: 1 standard action
a subgroup, you must choose which subgroup to Range: Medium (100 ft. + 10 ft./level)
apply the spell to. You cannot use this spell to Targets: All creatures in a 15–ft. radius burst
perform skill check on a trained–only skill that you Duration: 1 round/level
do not have ranks in. This spell also does not allow Saving Throw: Will negates

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Spell Resistance: Yes Saving Throw: None


This spell causes the targets to become Spell Resistance: No
confused, making them unable to independently This spell blesses an area with positive energy. Each
determine what they will do if they fail the initial Charisma check made to turn undead within this area gains a
saving throw. If the saving throw is failed, consult +3 magic bonus.
the table below for how the creature acts. Every undead creature entering a consecrated area
Each round after the first, the affected suffers minor disruption, giving it a –1 penalty on attack rolls,
creature makes another Will saving throw at a –4 damage rolls, and saves. Undead cannot be created within or
penalty. If the creature fails the saving throw for the summoned into a consecrated area.
round, consult the table below. If the consecrated area contains an altar, shrine, or
other permanent fixture dedicated to your deity, pantheon, or
D20 Behavior aligned higher power, the modifiers given above are doubled
1–2 Attack caster with melee or ranged (+6 magic bonus on turning checks, –2 penalties for undead in
weapons (or close with caster if attack the area). You cannot consecrate an area with a similar fixture
is not possible). of a deity other than your own patron.
3–10 Do nothing but babble incoherently. If the area does contain an altar, shrine, or other
11–13 Deal 1d6 points of damage + Str permanent fixture of a deity, pantheon, or higher power other
modifier to self with item in hand than your patron, the consecrate spell instead curses the area,
14–20 Attack nearest creature (for this cutting off its connection with the associated deity or power.
purpose, a familiar counts as part of This secondary function, if used, does not also grant the
the subject’s self). bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
A confused character who can’t carry out the Consecrate can be made permanent via the
indicated action does nothing but babble permanency spell.
incoherently. Attackers are not at any special Material Component: A vial of holy water and 25 gp worth (5
advantage when attacking a confused character. Any pounds) of silver dust, all of which must be sprinkled around
confused character who is attacked automatically the area.
attacks its attackers on its next turn, as long as it is
still confused when its turn comes. Note that a Consume
confused character will not make attacks of Evocation [Fire]
opportunity against any creature that it is not already Level: Bard 2, Sor/Wiz 2
devoted to attacking (either because of its most recent Components: V, S, M
action or because it has just been attacked). Casting Time: 1 standard action
Confustion can be made permanent via a Range: Medium (100 ft. + 10 ft./level)
permanency spell. Area of Effect: one creature
Arcane Material Component: A set of three nut Duration: 2 rounds + 1 round/2 levels
shells. Saving Throw: Fort Negates
Spell Resistance: Yes
Confusion, Lesser This spell causes the victim to suddenly be consumed
Enchantment (Compulsion) [Mind–Affecting] in fire. The consuming fire deals 1d8 fire damage each round.
Level: Brd 1 The consuming fire is magical and can only be extinguished if
Components: V, S, DF the character is fully immersed in water, takes a full round to
Range: Close (25 ft. + 5 ft./2 levels) extinguish themselves enters a Zone of Fire Suppression or is
Target: One living creature targeted with a successful dispel magic.
Duration: 1 round Material Component: A small ruby–colored glass bottle
This spell causes a single creature to become containing a firefly. The caster crushes the bottles when the
confused for 1 round. See the confusion spell, above, spell is cast, and the bug is magically transported to the victim,
to determine the exact effect on the subject. where it suddenly erupts in fire.

ConsecrateM, P Contact Other PlaneM, L


Evocation [Good] Divination
Level: Clr/Pre 2 Level: Sor/Wiz 5
Components: V, S, XM, DF Components: V, XM
Casting Time: 1 standard action Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) Range: Personal
Area: 20–ft.–radius emanation Target: You
Duration: 2 hours/level Duration: Concentration

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Plane Contact Avoid Int/Cha True Don’t Lie Random Answer


Decrease Answer Know
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100
(appropriate) DC 7/1 week (01–68) (69–75) (76–98) (99–100)
Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100
Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100
Outer Plane, demideity DC 10/2 weeks 01–49 50–70 71–91 92–100
Outer Plane, lesser diety DC 12/3 weeks 01–60 61–75 76–95 96–100
Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100
Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100
You send your mind to another plane of Random Answer: The entity tries to lie but doesn’t know the
existence (an Elemental Plane or some plane farther answer, so it makes one up.
removed) in order to receive advice and information Material Component: An offering of gold, jewels and other
from powers there. (See the accompanying table for valuables to placate the being(s) being contacted of 100 gp per
possible consequences and results of the attempt.) question. The offering is lost, regardless of the result of the
The powers reply in a language you understand, but answer you get.
they resent such contact and give only brief answers
to your questions. (All questions are answered with Contagion
“yes,” “no,” “maybe,” “never,” “irrelevant,” or some Necromancy [Evil]
other one–word answer.) Level: Clr/Pre 3, Destruction 3, Drd 3, Sor/Wiz 4
You must concentrate on maintaining the Components: V, S
spell (a standard action) in order to ask questions at Casting Time: 1 standard action
the rate of one per round. A question is answered by Range: Touch
the power during the same round. For every two Target: Living creature touched
caster levels, you may ask one question. Duration: Instantaneous
Contact with minds far removed from your Saving Throw: Fortitude negates
home plane increases the probability that you will Spell Resistance: Yes
incur a decrease to Intelligence and Charisma, but the The subject contracts a disease, which strikes
chance of the power knowing the answer, as well as immediately (no incubation period). The DC noted is for the
the probability of the entity answering correctly, are subsequent saves (use contagion’s normal save DC for the
likewise increased by moving to distant planes. initial saving throw).
Once the Outer Planes are reached, the See the section in the Combat chapter on Special
power of the deity contacted determines the effects. Conditions: Diseases for a list of diseases that can inflicted on
(Random results obtained from the table are subject a victim.
to the personalities of individual deities.)
On rare occasions, this divination may be Contagion, Mass
blocked by an act of certain deities or forces. Necromancy [Evil]
Level: Disease 6
Avoid Int/Cha Decrease: You must succeed on an Range: 0
Intelligence check against this DC to avoid a Area of Effect: 20 ft. burst
decrease in Intelligence and Charisma. If the check This spell acts like contagion, except it affects
fails, your Intelligence and Charisma scores each fall multiple targets.
to 8 for the stated duration, and you become unable to
cast arcane spells. If you lose Intelligence and ContingencyF, L
Charisma, the effect strikes as soon as the first Evocation
question is asked, and no answer is received. (The Level: Sor/Wiz 6
entries in parentheses are for questions that pertain to Components: V, S, M, XF
the appropriate Elemental Plane.) Casting Time: At least 10 minutes; see text
Results of a Successful Contact: d% is rolled for the Range: Personal
result shown on the table: Target: You
True Answer: You get a true, one–word answer. Duration: One day/level (D) or until discharged
Questions that cannot be answered in this way are You can place another spell upon your person so that
answered randomly. it comes into effect under some condition you dictate when
Don’t Know: The entity tells you that it doesn’t casting contingency. The contingency spell and the companion
know. spell are cast at the same time. The 10–minute casting time is
Lie: The entity intentionally lies to you. the minimum total for both castings; if the companion spell
has a casting time longer than 10 minutes, use that instead.
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The spell to be brought into effect by the Target: Object touched


contingency must be one that affects your person and Effect: Magical, heatless flame
be of a spell level no higher than one–third your Duration: 1 day (D)
caster level (rounded down, maximum 6th level). Saving Throw: None
The conditions needed to bring the spell into Spell Resistance: No
effect must be clear, although they can be general. In A flame, equivalent in brightness to a torch, springs
all cases, the contingency immediately brings into forth from an object that you touch. The effect looks like a
effect the companion spell, the latter being “cast” regular flame, but it creates no heat and doesn’t use oxygen. A
instantaneously when the prescribed circumstances continual flame can be covered and hidden but not smothered
occur. If complicated or convoluted conditions are or quenched.
prescribed, the whole spell combination (contingency Light spells counter and dispel darkness spells of an
and the companion magic) may fail when called on. equal or lower level.
The companion spell occurs based solely on the Material Component: You sprinkle ruby dust (worth 50 gp)
stated conditions, regardless of whether you want it on the item that is to carry the flame.
to.
You can use only one contingency spell at a Control Plants
time; if a second is cast, the first one (if still active) is Transmutation
dispelled. Level: Drd 8, Plant 8
Material Component: That of the companion spell, Components: V, S, DF
plus quicksilver and an eyelash of an ogre mage, Casting Time: 1 standard action
rakshasa, or similar spell–using creature. Range: Close (25 ft. + 5 ft./2 levels)
Focus: A statuette of you carved from elephant ivory Targets: Up to 2 HD/level of plant creatures, no two of which
and decorated with gems (worth at least 1,500 gp). can be more than 30 ft. apart
You must carry the focus for the contingency to Duration: 1 min./level
work. Saving Throw: Will negates
Spell Resistance: No
Contigency, GreaterF, L This spell enables you to control the actions of one or
Evocation more plant creatures for a short period of time. You command
Level: Sor/Wiz 9 the creatures by voice and they understand you, no matter
This spell acts like contingency, except you what language you speak. Even if vocal communication is
can string two spells at 17th–19th level or three spells impossible the controlled plants do not attack you. At the end
at 20th level that will take effect automatically when of the spell, the subjects revert to their normal behavior.
triggered. All spells are simultaneously triggered and Suicidal or self–destructive commands are simply
take effect immediately. ignored.
Unlike contingency, spells in a greater
contingency can affect creatures other than the caster. Control Undead
The instructions must be carefully worded. The spell Necromancy
can identify creatures by type, action, or dress, but Level: Sor/Wiz 7
cannot determine aspects such as alignment, HD or Components: V, S, M
class (or class abilities). Casting Time: 1 standard action
Only one contingency or greater Range: Close (25 ft. + 5 ft./2 levels)
contingency can be active on the caster at any one Targets: Up to 2 HD/level of undead creatures, no two of
given time. which can be more than 30 ft. apart
Material Component: That of the companion spell, Duration: 1 min./level
plus quicksilver and an eyelash of an ogre mage, Saving Throw: Will negates
rakshasa, or similar spell–using creature. Spell Resistance: Yes
Focus: A statuette of you carved from elephant ivory This spell enables you to command undead creatures
and decorated with gems (worth at least 1,500 gp). for a short period of time. You command them by voice and
You must carry the focus for the greater contingency they understand you, no matter what language you speak.
to work. Even if vocal communication is impossible the controlled
undead do not attack you. At the end of the spell, the subjects
Continual FlameM, P revert to their normal behavior.
Evocation [Light] Intelligent undead creatures remember that you
Level: Clr/Pre 3, Sor/Wiz 2 controlled them.
Components: V, S, XM Material Component: A small piece of bone and a small piece
Casting Time: 1 standard action of raw meat.
Range: Touch

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Control WaterP
Transmutation [Water] Season Possible Weather
Level: Clr/Pre 4, Drd 4, Sor/Wiz 6, Water 4 Spring Tornado, thunderstorm, sleet
Components: V, S, M/DF storm, or hot weather
Casting Time: 1 standard action Summer Torrential rain, heat wave, or
Range: Long (400 ft. + 40 ft./level) hailstorm
Area: Water in a volume of 10 ft./level by 10 Autum Hot or cold weather, fog or sleet
ft./level by 2 ft./level (S) Winter Frigid cold, blizzard or thaw
Duration: 10 min./level (D) Late winter Hurricane–force winds or early
Saving Throw: None; see text spring (coastal area)
Spell Resistance: No
Depending on the version you choose, the You control the general tendencies of the weather,
control water spell raises or lowers water. such as the direction and intensity of the wind. You cannot
Lower Water: This causes water or similar liquid to control specific applications of the weather–where lightning
reduce its depth by as much as 2 feet per caster level strikes, for example, or the exact path of a tornado.
(to a minimum depth of 1 inch). The water is lowered When you select a certain weather condition to occur,
within a squarish depression whose sides are up to the weather assumes that condition 10 minutes later (changing
caster level x 10 feet long. In extremely large and gradually, not abruptly). The weather continues as you left it
deep bodies of water, such as a deep ocean, the spell for the duration, or until you use a standard action to designate
creates a whirladrenaline surge that sweeps ships and a new kind of weather (which fully manifests itself 10 minutes
similar craft downward, putting them at risk and later). Contradictory conditions are not possible
rendering them unable to leave by normal movement simultaneously.
for the duration of the spell. When cast on water Control weather can do away with atmospheric
elementals and other water–based creatures, this spell phenomena (naturally occurring or otherwise) as well as create
acts as a slow spell (Will negates). The spell has no them.
effect on other creatures. A druid casting this spell doubles the duration and
Raise Water: This causes water or similar liquid to affects a circle with a 3–mile radius.
rise in height, just as the lower water version causes Control Weather can be made permanent with a
it to lower. Boats raised in this way slide down the permanency spell. In such a case, the weather is perpetually
sides of the hump that the spell creates. If the area fixed at the time of casting and cannot be changed or moved.
affected by the spell includes riverbanks, a beach, or
other land nearby, the water can spill over onto dry Control WindsP
land. Transmutation [Air]
With either version, you may reduce one Level: Air 5, Drd 5
horizontal dimension by half and double the other Components: V, S
horizontal dimension. Casting Time: 1 standard action
Control water can be made permanent with Range: 40 ft./level
a permanency spell. Once made permanent, the Area: 40 ft./level radius cylinder 40 ft. high
setting of the water cannot be later changed. Duration: 10 min./level
Arcane Material Component: A drop of water (for Saving Throw: Fortitude negates
raise water) or a pinch of dust (for lower water). Spell Resistance: No
You alter wind force in the area surrounding you.
Control WeatherL, P You can make the wind blow in a certain direction or manner,
Transmutation increase its strength, or decrease its strength. The new wind
Level: Air 7, Clr/Pre 7, Drd 7, Sor/Wiz 7 direction and strength persist until the spell ends or until you
Components: V, S choose to alter your handiwork, which requires concentration.
Casting Time: 10 minutes; see text You may create an “eye” of calm air up to 80 feet in diameter
Range: 2 miles at the center of the area if you so desire, and you may choose
Area: 2–mile–radius circle, centered on you; see text to limit the area to any cylindrical area less than your full
Duration: 1d12 hours; see text limit.
Saving Throw: None Wind Direction: You may choose one of four basic wind
Spell Resistance: No patterns to function over the spell’s area.
You change the weather in the local area. It • A downdraft blows from the center outward in equal
takes 10 minutes to cast the spell and an additional 10 strength in all directions.
minutes for the effects to manifest. You can call forth • An updraft blows from the outer edges in toward the
weather appropriate to the climate and season of the center in equal strength from all directions, veering
area you are in. upward before impinging on the eye in the center.

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• A rotation causes the winds to circle the center Upon casting this spell, the floor you deginated is
in clockwise or counterclockwise fashion. covered by 6 inch thick flagstones. This affects an area of 5
• A blast simply causes the winds to blow in one square feet, plus an additional 5 square feet per two caster
direction across the entire area from one side levels. The flagstones can support up to 250 lbs. of weight +
to the other. 25 lbs./caster level per 5 foot square. Once created, they
Wind Strength: For every three caster levels, you can cannot be dispelled, though they can be destroyed through
increase or decrease wind strength by one level. Each force. This spell cannot be cast to create a wall or ceiling; it
round on your turn, a creature in the wind must make must be cast at ground level, though it can be used to cover
a Fortitude save or suffer the effect of being in the small gaps, bridge chasms or pits, providing that the stone can
windy area. reach solid floor at least two edges.
Strong winds (21+ mph) make sailing Material Component: A pinch of granite.
difficult.
A severe wind (31+ mph) causes minor ship Create Food and WaterL
and building damage. Conjuration (Creation)
A windstorm (51+ mph) drives most flying Level: Clr/Pre 3
creatures from the skies, uproots small trees, knocks Components: V, S
down light wooden structures, tears off roofs, and Casting Time: 10 minutes
endangers ships. Range: Close (25 ft. + 5 ft./2 levels)
Hurricane force winds (75+ mph) destroy Effect: Food and water to sustain three humans or one
wooden buildings, sometimes uproot even large trees, horse/level for 24 hours
and cause most ships to founder. Duration: 24 hours; see text
A tornado (175+ mph) destroys all Saving Throw: None
nonfortified buildings and often uproots large trees. Spell Resistance: No
Control Winds can be made permanent with The food that this spell creates is simple fare of your
a permanency spell. When made permanent, the choice–highly nourishing, if rather bland. Food so created
wind conditions are locked at the time of casting. decays and becomes inedible within 24 hours, although it can
be kept fresh for another 24 hours by casting a purify food and
Countersong water spell on it. The water created by this spell is just like
Abjuration [Sonic] clean rain water, and it doesn’t go bad as the food does.
Level: Brd 1
Components: V, S Create Water
Casting Time: 1 standard action Conjuration (Creation) [Water]
Range: 0 Level: Clr/Pre 0, Drd 0, Pal 1
Area: All allies in a 30 ft. radius Components: V, S
Duration: Concentration, up to 10 rounds Casting Time: 1 standard action
Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes (harmless) Effect: Up to 2 gallons of water/level
Countersong is used to counter the effects of Duration: Instantaneous
any spell or ability that is sonic or language– Saving Throw: None
dependent. It grants the affected individuals a +4 Spell Resistance: No
bonus against such saves, and allows any individual This spell generates wholesome, drinkable water, just
under the effect of a current noninstantanous sonic or like clean rain water. Water can be created in an area as small
language–dependent magical attack another instance as will actually contain the liquid, or in an area three times as
to save against the attack. The spell has no effect large–possibly creating a downpour or filling many small
against effects that don’t allow a save. receptacles.
Note: Conjuration spells can’t create substances or objects
Cover with Stone within a creature. Water weighs about 8 pounds per gallon.
Conjuration (Summoning) [Earth] One cubic foot of water contains roughly 8 gallons and weighs
Level: Drd 3, Sor/Wiz 4 about 60 pounds.
Components: V, S, M
Casting Time: 1 full round Creeping Doom
Range: Medium (100 ft. + 10 ft./level) Conjuration (Summoning)
Area of Effect: 5 sq. ft. + 5 sq. ft./2 levels Level: Drd 7
Duration: Instananeous Components: V, S
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: Yes (harmless) Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels

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Duration: 1 min./level Saving Throw: Will negates


Saving Throw: None Spell Resistance: Yes
Spell Resistance: No The caster is imbued with an aura of celestial
When you utter the spell of creeping doom, authority, inspiring awe in all lesser creatures.
you call forth a mass of centipede swarms (one per The caster gains a +4 magic bonus to his or her
two caster levels, to a maximum of ten swarms at Charisma score for the duration of the spell. All creatures with
20th level), which need not appear adjacent to one HD/level less than the caster who fail the save cease whatever
another. they are doing and are compelled to pay attention to the caster.
You may summon the centipede swarms so The spell can only affect one creature with HD/level greater
that they share the area of other creatures. The than the caster, and they gain a +4 bonus to the save. Any such
swarms remain stationary, attacking any creatures in creature that wants to take hostile action against the caster
their area, unless you command the creeping doom to must make a successful Will save to do so. Any creature that
move (a move action for you). As a move action, you does not make this saving throw the first time it attempts a
can command any number of the swarms to move hostile action is enthralled for the duration of the spell (as the
toward any prey within 100 feet of you. You cannot enthrall spell), as long as it is in the spell’s area, nor will it try
command any swarm to move more than 100 feet to leave the area on its own.
away from you, and if you move more than 100 feet When the caster speaks, all listeners telepathically
from any swarm, that swarm remains stationary, understand him or her, even if they do not understand the
attacking any creatures in its area (but it can be language. While the spell lasts, the caster can make up to three
commanded again if you move within 100 feet). suggestions to creatures of fewer than 8 HD in range, as if
As these swarms are magically created, the using the mass suggestion spell (Will save negates); creatures
damage dealt by the swarms are treated as magic with 8 HD or more aren’t affected by this power. Only
weapons for the purpose of bypassing damage creatures within range at the time a suggestion is given are
reduction. subject to it.
Material Component: worth at least 200 gp.
Crimson StainsP
Conjuration (Creation) CrystalbrittleP
Level: Sor/Wiz 1 Transmutation
Components: V, S Level: Brd 5, Sor/Wiz 5
Casting Time: 1 standard action Components: V, S
Range: Short (25 ft. + 5 ft/2 levels) Casting Time: 1 standard action
Target: One creature per level, no two which can be Range: Touch
more than 15 feet apart Area of Effect: 2 cubic ft./level
Duration: 10 minutes/level Duration: One day
Saving Throw: Will negates Saving Throw: Will negates (object)
Spell Resistance: Yes Spell Resistance: No
This spell causes the vicitim’s hands to drip This spell causes metal, whether as soft as gold or as
with a red fluid akin to blood. The red fluid is slick hard as adamantine to turn to a fragile crystalline substance.
(+2 to disarm attempts against the foe and a –2 The affected item’s hardness is reduced to 1 and its hit points
penalty to foe’s grapple attacks), and will stain are halved.
whatever it may drip on or touch. Objects receive a saving throw to avoid being
The spell may be used to track an opponent transformed if they are attended or magical in nature.
(reducing the tracking difficulty by –10) Crystalbrittle can be made permanent with a
Crimson stains can be made permanent by a permanency spell.
permanency spell.
Material Component: Three drops of the caster's Crushing Despair
blood, drawn from the palm of his hand or from the Enchantment (Compulsion) [Mind–Affecting]
index finger. Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Crown of GloryM Casting Time: 1 standard action
Evocation Range: 30 ft.
Level: Glory 8 Area: Cone–shaped burst
Components: V, S , XM, DF Duration: 1 min./level
Casting Time: 1 full round Saving Throw: Will negates
Range: Personal Spell Resistance: Yes
Area: 120–ft.–radius emanation centered on you An invisible cone of despair causes great sadness in
Duration: 1 minute/level the subjects. Each affected creature takes a –2 penalty on

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attack rolls, saving throws, ability checks, skill Cure Grevious Wound
checks, and weapon damage rolls. Conjuration (Healing)
Crushing despair counters and dispels good Level: Clr/Pre 5, Drd 6, Healing 5
hope. This spell works like cure light wounds except that it
Material Component: A vial of tears. cures 5d8 points of damage +2 points per caster level (max
+40).
Crushing Grasp
Evocation Cure Lethal Wound
Level: Sor/Wiz 4 Conjuration (Healing)
Saving Throw: See below Level: Clr/Pre 6, Drd 7, Healing 6
As per Grasp, but in addition to disarming This spell functions like cure light wounds, except
the opponent, the caster deals 1d8 damage/2 caster that it cures 6d8 points of damage +3 points per caster level
levels (max 10d8) to the victim. This damage is (max +60)
negated if the victim succeeds a Reflex saving throw,
and the damage is dealt regardless whether the Cure Light Wounds
disarm attack succeeds or fails. Conjuration (Healing)
Level: Brd 1, Clr/Pre 1, Drd 1, Healing 1, Pal 1, Rgr 2
Crushing Hand Components: V, S
Evocation [Force] Casting Time: 1 standard action
Level: Sor/Wiz 9, Strength 9 Range: Touch
Components: V, S, M, F/DF Target: Creature touched
This spell functions like interposing hand, Duration: Instantaneous
except that the hand can interpose itself, push, or Saving Throw: Will half (harmless); see text
crush one opponent that you select. The crushing Spell Resistance: Yes (harmless); see text
hand can grapple an opponent like grasping hand When laying your hand upon a living creature, you
does. Its grapple bonus equals your caster level + channel positive energy that cures 1d8 points of damage +1
your Intelligence, Wisdom, or Charisma modifier (for point per caster level (maximum +5).
a wizard, cleric, or sorcerer, respectively), +12 for the Since undead are powered by negative energy, this
hand’s Strength score (35), +4 for being Large. The spell deals damage to them instead of curing their wounds. An
hand deals 2d8+12 points of damage (lethal, not undead creature can apply spell resistance, and can attempt a
nonlethal) on each successful grapple check against Will save to take half damage.
an opponent.
The crushing hand can also interpose itself Cure Light Wounds, Mass
as interposing hand does, or it can bull rush an Conjuration (Healing)
opponent as forceful hand does, but at a +18 bonus. Level: Brd 5, Clr/Pre 5, Drd 6, Healing 5
Directing the spell to a new target is a move Components: V, S
action. Casting Time: 1 standard action
Clerics who cast this spell name it for their Range: Close (25 ft. + 5 ft./2 levels)
deities. Target: One creature/level, no two of which can be more than
Arcane Material Component: The shell of an egg. 30 ft. apart
Arcane Focus: A glove of snakeskin. Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Cure Critical Wounds Spell Resistance: Yes (harmless) or Yes; see text
Conjuration (Healing) You channel positive energy to cure 1d8 points of
Level: Brd 4, Clr/Pre 4, Drd 5, Healing 4 damage +1 point per caster level (maximum +25) in each
This spell functions like cure light wounds, selected creature.
except that it cures 4d8 points of damage +1 point per Like other cure spells, mass cure light wounds deals
caster level (maximum +20). damage to undead in its area rather than curing them.
Each affected undead may attempt a Will save for
Cure Critical Wounds, Mass half damage.
Conjuration (Healing)
Level: Clr/Pre 8, Drd 9, Healing 8 Cure Minor Wounds
This spell functions like mass cure light Conjuration (Healing)
wounds, except that it cures 4d8 points of damage +1 Level: Clr/Pre 0, Drd 0
point per caster level (maximum +40). This spell functions like cure light wounds, except
that it cures only 1 point of damage.

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Cure Moderate Wounds


Conjuration (Healing) Curse of VampirismM
Level: Brd 2, Clr/Pre 2, Drd 3, Healing 2, Pal 3, Rgr Necromancy [Evil]
3 Level: Clr/Pre 8, Sor/Wiz 8
This spell functions like cure light wounds, Components: V, S, XM
except that it cures 2d8 points of damage +1 point per Casting Time: 1 full round
caster level (maximum +10). Range: Close (25 ft. + 5 ft/2 levels)
Target: One living creature
Cure Moderate Wounds, Mass Duration: Instantaneous
Conjuration (Healing) Saving Throw: Fort negates
Level: Brd 6, Clr/Pre 6, Drd 7 Spell Resistance: Yes
This spell functions like mass cure light Upon uttering this dire spell, you cause the victim to
wounds, except that it cures 2d8 points of damage +1 suffer 1d8 damage/level (max 20d8) if they fail a Fortitude
point per caster level (maximum +30). save. The victim is slain if reduced to 0 hit points or less.
Furthermore, a slain victim arises one minute later as an
Cure Mortal Wound undead creature. If the victim had 4 HD/levels or less, it
Conjuration (Healing) arises as a vampire spawn. If the victim had 5 HD/levels or
Level: Clr/Pre 7, Drd 8, Healing 7 more, it arises as a vampire. The created vampire is not under
This spell functions like cure light wounds, except your control.
that it cures 7d8 points of damage +4 points per If the victim makes the saving throw, they still suffer
caster level (max +80). 3d6 damage.
Material Component: A handful of dust from an unhallowed
Cure Serious Wounds grave and an onyx gem worth at least 1,000 gp.
Conjuration (Healing)
Level: Brd 3, Clr/Pre 3, Drd 4, Pal 4, Rgr 4, Healing Curse WaterM, L
3 Necromancy [Evil]
This spell functions like cure light wounds, Level: Clr/Pre 1
except that it cures 3d8 points of damage +1 point per Components: V, S, XM
caster level (maximum +15). Casting Time: 1 minute
Range: Touch
Cure Serious Wounds, Mass Target: Flask of water touched
Conjuration (Healing) Duration: Instantaneous
Saving Throw: Will negates (object)
Level: Clr/Pre 7, Drd 8
This spell functions like mass cure light Spell Resistance: Yes (object)
wounds, except that it cures 3d8 points of damage +1 This spell imbues a flask (1 pint) of water with
negative energy, turning it into unholy water. Unholy water
point per caster level (maximum +35).
damages good outsiders the way holy water damages undead
and evil outsiders.
Curse of LycanthropyP, L Material Component: 5 pounds of powdered silver (worth 25
Enchantment gp).
Level: Drd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Cut
Range: Medium (100 ft. + 10 ft./level) Transmutation
Target: One humanoid or giant Level: Asn 1, Brd 0, Clr/Pre 0, Drd 0, Sor/Wiz 0
Duration: 1 day Components: V, S
Saving Throw: Fort Negates Casting Time: 1 standard action
Spell Resistance: Yes Range: Touch
Upon uttering this spell, you cause the target Area of Effect: One object
Duration: Instantaneous
to become an afflicted lycanthrope. The caster
chooses the animal shape the target will become Saving Throw: Fort negates (harmless)
when the spell is cast. The animal form chosen Spell Resistance: Yes (harmless)
Upon casting this spell, the touched item is cut, as if
cannot have more than ½ your level in HD.
Curse of lycanthropy can be made with a pair of very sharp scissors. The cut can deal up to 6
permanent with a permanency spell. points of slashing damage to an item, which must be 3 inches
in diameter or less. If the damage dealt is greater than the
Material Component: Three drops of the caster’s
blood mixed with that of the blood of the animal the item’s hardness, and it is less than or equal to the proscribed
victim is to become.
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diameter, it is neatly cut at the touched point. A through openings a Diminutive creature could pass
mending spell can rejoin the severed pieces with ease. through.
This spell has no effect on living or undead —Swarm Traits: You are not subject to critical hits or
creatures. flanking, and you are immune to weapon damage.
You cannot be tripped, grappled, or bull rushed, and
Dancing LightsP you cannot grapple an opponent. You are immune to
Evocation [Light] any spell or effect that targets a specific number of
Level: Brd 0, Sor/Wiz 0 creatures, except for mind–affecting spells and
Components: V, S abilities. You take half again as much damage
Casting Time: 1 standard action (+50%) from spells or effects that affect an area.
Range: Medium (100 ft. + 10 ft./level) Unlike other swarms of Diminutive creatures, you are
Effect: Up to four lights, all within a 10– ft.–radius not vulnerable to wind effects. If reduced to 0 hit
area points or less, or rendered unconscious by nonlethal
Duration: 1 minute (D) damage, you instantly return to your normal form in a
Saving Throw: None square of your choice that was formerly covered by
Spell Resistance: No the swarm.
Depending on the version selected, you —Swarm Attack: You gain a swarm attack that deals 4d6
create up to four lights that resemble lanterns or points of damage to any creature whose space you
torches (and cast that amount of light), or up to four occupy at the end of your turn. Your swarm attack
glowing spheres of light (which look like will–o’– strikes as a magic weapon of your alignment.
wisps), or one faintly glowing, vaguely humanoid —Distraction: Any living creature vulnerable to your
shape. The dancing lights must stay within a 10– swarm attack that begins its turn in a square occupied
foot–radius area in relation to each other but by your swarm must make a Fortitude save or be
otherwise move as you desire (no concentration nauseated for 1 round.
required): forward or back, up or down, straight or Spellcasting or concentrating on spells within the area of
turning corners, or the like. The lights can move up to your swarm requires a Will save (DC 15+ spell
100 feet per round. A light winks out if the distance level).
between you and it exceeds the spell’s range. —Possessions: All of your worn or carried equipment and
Dancing lights can be made permanent with items become nonfunctional, absorbed into your new
a permanency spell. form.
You can take only move actions (so you cannot use other
Discorporation invocations) while under the effect of dark
Transmutation discorporation.
Level: Sor/Wiz 8
Components: V, S Dark Oblivion
Casting Time: 1 standard action Conjuration (Calling)
Range: Person Level: Sor/Wiz 9
Target: You Components: V, S, M
Duration: 1 hour/level (D) Casting Time: 1 standard action
Saving Throw: None Range: Long (400 ft. + 40 ft./level)
Invoking this power, you become one with Area of Effect: 15 foot radius
the powers of darkness. When you use this ability, Duration: 1 round
you becomes a swarm of Diminutive, batlike Saving Throw: Reflex partial
shadows that fills two 10–foot squares (or eight Spell Resistance: Yes
contiguous 5–foot squares, shapeable as you desire). Upon speaking the words of this spell and pointing at
The duration of this ability is 24 hours. the target area, the ground erupts a multitude of gray, clawed
In this swarmlike form, you gain the and rotting hands reach up from the earth and attempt to grasp
following characteristics and traits. any being in the area of effect who is in contact with the
—Abilities: Your Strength score drops to 1, but ground. Burrowing creatures suffer a –4 penalty to their
your Dexterity score increases by 6. saving throw, and must surface to escape the attack.
—Armor Class: You lose any natural armor or If the victim(s) fail a Reflex save, they are dragged
armor bonuses to Armor Class. You gain a into the earth by the multitude of hands, where their bodies are
+4 size bonus to AC, and a defl ection bonus shredded and soul is dragged to the netherworld, suffering
to AC equal to your Charisma modifi er. 18d10 damage. If the victim survives the damage, they
—Movement: You gain a fly speed of 40 feet manage to scrabble free of the earth, but are considered prone.
with perfect maneuverability. You can pass If the victim is reduced to 0 hit points or less, they are slain

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and the body (and all items) are irrecoverable short of Spell Resistance: Yes (harmless)
true ressurection or wish. The subject gains the ability to see 60 feet even in
A victim who makes their saving throw total darkness. Darkvision is black and white only but
manages to avoid the clawing hands grasp, but takes otherwise like normal sight. Darkvision does not grant one the
2d6 slashing damage from the claws. ability to see in magical darkness.
Anyone remaining in the area or entering the Darkvision can be made permanent with a
area before the spell disappates must make a Reflex permanency spell.
save as above. Material Component: Either a pinch of dried carrot or an
Material Component: A small piece of parchment agate.
inscribed with the names of the souls of the damned.
Daylight
DarknessP Evocation [Light]
Evocation [Darkness] Level: Brd 3, Clr/Pre 3, Drd 3, Pal 3, Sor/Wiz 3
Level: Brd 2, Clr/Pre 2, Sor/Wiz 2 Components: V, S
Components: V, M/DF Casting Time: 1 standard action
Casting Time: 1 standard action Range: Touch
Range: Touch Target: Object touched
Target: Object touched Duration: 10 min./level (D)
Duration: 10 min./level (D) Saving Throw: None
Saving Throw: None Spell Resistance: No
Spell Resistance: No The object touched sheds light as bright as full
This spell causes an object to mask daylight in a 60–foot radius, and dim light for an additional 60
illumination out to a 20–foot radius, reducing bright feet beyond that. Creatures that take penalties in bright light
illumination to shadowy illumination (+5 to also take them while within the radius of this magical light.
Perception (Spot) DC’s). All creatures in the area Despite its name, this spell is not the equivalent of daylight for
gain concealment (20% miss chance). Even creatures the purposes of creatures that are damaged or destroyed by
that can normally see in such conditions (such as with bright light.
darkvision or low–light vision) have the miss chance If daylight is cast on a small object that is then placed
in an area shrouded in magical darkness. inside or under a light– proof covering, the spell’s effects are
Normal lights (torches, candles, lanterns, blocked until the covering is removed.
and so forth) are incapable of brightening the area, as Daylight brought into an area of magical darkness (or
are light spells of lower level. Higher level light vice versa) is temporarily negated, so that the otherwise
spells are not affected by darkness. prevailing light conditions exist in the overlapping areas of
If darkness is cast on a small object that is effect.
then placed inside or under a lightproof covering, the Daylight counters or dispels any darkness spell of
spell’s effect is blocked until the covering is equal or lower level, such as darkness.
removed.
Darkness has no effect on an area with no Daze
illumination, other than to obscure darkvision (20% Enchantment (Compulsion) [Mind–Affecting]
miss chance). Level: Brd 0, Sor/Wiz 0
Darkness counters or dispels any light spell Components: V, S, M
of equal or lower spell level. Casting Time: 1 standard action
Darkness can be made permanent with a Range: Close (25 ft. + 5 ft./2 levels)
permanency spell. Target: One humanoid creature of 4 HD or less
Arcane Material Component: A bit of bat fur and Duration: 1 round
either a drop of pitch or a piece of coal. Saving Throw: Will negates
Spell Resistance: Yes
DarkvisionP This enchantment clouds the mind of a humanoid
Transmutation creature so that it takes no actions.
Level: Rgr 3, Sor/Wiz 2 A dazed subject is not stunned, so attackers get no
Components: V, S, M special advantage against it.
Casting Time: 1 standard action A humanoid with more HD/levels than the caster
Range: Touch recieves a +4 bonus to the save.
Target: Creature touched Material Component: A pinch of wool or similar substance.
Duration: 1 hour/level
Saving Throw: Will negates (harmless) Daze Monster
Saving Throw: None Enchantment (Compulsion) [Mind–Affecting]

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Level: Brd 2, Sor/Wiz 2 Saving Throw: Will negates (harmless)


Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes (harmless)
Target: One living creature The subject gains a +8 magic bonus on saves against all death
This spell functions like daze, but daze spells and magical death effects. The subject is granted a save
monster can affect any one living creature of any to negate such effects even if one is not normally allowed. The
type. subject is immune to energy drain and any negative energy
A creature with more HD/levels than the effects, including channeled negative energy.
caster gains a +4 bonus to its save against this spell. This spell does not remove negative levels that the
subject has already gained, but it does remove the penalties
Death Knell from negative levels for the duration of its effect.
Necromancy [Death, Evil] Death ward does not protect against other sorts of
Level: Clr/Pre 2, Death 2 attacks, even if those attacks might be lethal.
Components: V, S Death ward can be made permanent with the
Casting Time: 1 standard action permanency spell.
Range: Touch
Target: Living creature touched DeathwatchP
Duration: Instantaneous/10 minutes per HD of Necromancy
subject; see text Level: Clr/Pre 1, Sor/Wiz 1
Saving Throw: Will negates Components: V, S
Spell Resistance: Yes Casting Time: 1 standard action
You draw forth the ebbing life force of a Range: 30 ft.
creature and use it to fuel your own power. Upon Area: Cone–shaped emanation
casting this spell, you touch a living creature that has Duration: 10 min./level
–1 or fewer hit points. If the subject fails its saving Saving Throw: None
throw, it dies, and you gain 1d8 temporary hit points Spell Resistance: No
and a +2 bonus to Strength. Additionally, your Using the foul sight granted by the powers of unlife,
effective caster level goes up by +1, improving spell you can determine the condition of creatures near death within
effects dependent on caster level. (This increase in the spell’s range. You instantly know whether each creature
effective caster level does not grant you access to within the area is dead, fragile (alive and wounded, with 3 or
more spells.) These effects last for 10 minutes per fewer hit points left), fighting off death (alive with 4 or more
HD of the subject creature. hit points), undead, or neither alive nor dead (such as a
construct). If a creature is “fighting off death”, you gain
Death Sentence knowledge of how many hit points they have, to the nearest
Necromancy [Death] 10.
Level: Sor/Wiz 9 Deathwatch sees through any spell or ability that
Components: V allows creatures to feign death.
Casting Time: 1 full round Deathwatch can be made permanent with the
Range: 0 permanency spell.
Area of Effect: 30 ft. radius
Duration: Instantaneous Deeper Darkness
Saving Throw: None Evocation [Darkness]
Spell Resistance: Yes Level: Clr/Pre 3
Upon casting this spell, you cause all living Duration: One day/level (D)
creatures in the area of effect to suffer 2d6 This spell functions like darkness, except that the
damage/caster level plus an additional +1d6 object masks illumination in a 60–foot radius, turning it to
damage/2 caster levels (maximum 50d6). If the shadowy illumination and the darkness lasts longer.
victim is reduced to 0 hit points or less, it drops dead. Daylight brought into an area of deeper darkness (or
This is a death effect. vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas of
Death WardP effect.
Necromancy As darkness, deeper darkness has no effect in total
Level: Clr/Pre 4, Death 4, Drd 5, Pal 4 darkness, other than to obscure darkvision (20% miss chance).
Components: V, S, DF Deeper darkness counters and dispels any light spell
Casting Time: 1 standard action of equal or lower level, including daylight and light.
Range: Touch
Target: Living creature touched DeeppocketsP
Duration: 10 min./level Conjuration (Creation)

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Level: Brd 1, Sor/Wiz 1 Level: Clr/Pre 2


Components: V, S, F Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 immediate action
Range: Touch Range: Close (25 ft. + 5 ft./2 levels)
Area of Effect: One closable container no larger than Target: One creature
1 ft. X 1 ft. X 6 inches Duration: 10 minutes/level until triggered, then 1 round/level
Duration: 1 hour/level Saving Throw: Will negates (harmless)
Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Spell Resistance: Will negates (harmless) When this spell is cast, a unseen protection surrounds
Upon casting this spell and touching a small the target. If the target is dropped to –1 hit points or less, it
container, the item’s interior is bound to an still falls unconsious, but does not die, regardless of how far
extradimensional pocket allowing it to hold much into negative hit points it is sent, at least until the spell’s
more than it would otherwise seem capable of duration ends. Likewise, it is not possible to coup de grace the
containing. target.
Regardless of the actual size of the Attacks that kill without dealing hit point damage do
container, the enmagicked container can hold up to not trigger this spell, nor can they save the target if he is
50 lbs. worth or items, so long as they can be fit into already at negative hit points.
the container’s opening.
If the container is subjected to a dispel or the Delay Poison
duration of the spell expires, the item instantly, but Conjuration (Healing)
harmlessly disgorges its contents onto the Level: Brd 2, Clr/Pre 2, Drd 2, Pal 2, Rgr 1
surrounding floor. Components: V, S, DF
Deeppockets can be made permanent with a Casting Time: 1 standard action
permanency spell. Range: Touch
Focus: An unused, small velvet cloth bag Target: Creature touched
embroidered with the spellcaster’s name in golden Duration: 1 hour/level
thread (worth approximately 15 gp). Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Deflection, lesser The subject becomes temporarily immune to poison.
Conjuration Any poison in its system or any poison to which it is exposed
Level: Clr/Pre 0, Drd 0, Sor/Wiz 0 during the spell’s duration does not affect the subject until the
Components: V, S, M spell’s duration has expired. Delay poison does not cure any
Casting Time: 1 standard action damage that poison may have already done.
Range: Self
Target: You Delayed Blast Fireball
Duration: 1 minute Evocation [Fire]
Saving Throw: none Level: Sor/Wiz 7
Spell Resistance: Yes (harmless) Duration: 5 rounds or less; see text
Casting this spell grants you a +1 deflection This spell functions like fireball, except that it is
bonus to AC. This bonus lasts 1 minute. more powerful and can detonate up to 5 rounds after the spell
is cast. The burst of flame deals 2d6 points of fire damage per
DeflectionP caster level (maximum 30d6).
Conjuration The glowing bead created by delayed blast fireball
Level: Cl 2, Dr 2, Sor/Wiz 2 can detonate immediately if you desire, or you can choose to
Range: Creature touched delay the burst for as many as 5 rounds. You select the amount
Target: Creature touched of delay upon completing the spell, and that time cannot
Duration: 10 minutes/level change once it has been set unless someone touches the bead
Saving Throw: Will negates (harmless) (see below). If you choose a delay, the glowing bead sits at its
As lesser deflection, except the touched destination until it detonates. A creature can pick up and hurl
creature gains a +1 deflection bonus to AC per 4 the bead as a thrown weapon (range increment 10 feet). If a
caster levels. The bonus lasts for 10 minutes per creature handles and moves the bead within 1 round of its
caster level. detonation, there is a 25% chance that the bead detonates
Deflection can be made permanent via the while being handled.
permanency spell.
Demand
Delay DeathQ Enchantment (Compulsion) [Mind–Affecting]
Necromancy Level: Sor/Wiz 8

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Saving Throw: Will partial This spell can be made permanent with permanency.
Spell Resistance: Yes Material Component: A vial of unholy water and 25 gp worth
This spell functions like sending, but the (5 pounds) of silver dust, all of which must be sprinkled
message can also contain a suggestion (see the around the area.
suggestion spell), which the subject does its best to
carry out. A successful Will save negates the DestructionF
suggestion effect but not the contact itself. The Necromancy [Death]
demand, if received, is understood even if the Level: Clr/Pre 7, Death 7
subject’s Intelligence score is as low as 1. If the Components: V, S, XF
message is impossible or meaningless according to Casting Time: 1 standard action
the circumstances that exist for the subject at the time Range: Close (25 ft. + 5 ft./2 levels)
the demand is issued, the message is understood but Target: One creature
the suggestion is ineffective. Duration: Instantaneous
The demand’s message to the creature must Saving Throw: Fortitude partial
be twenty–five words or less, including the Spell Resistance: Yes
suggestion. The creature can also give a short reply This spell deals 2d8 damage/caster level to a victim
immediately. who fails the Fortitude saving throw (max 30d8). If the victim
Material Component: A short piece of copper wire is reduced to 0 hit points or less, it is instantly slain and the
and some small part of the subject–a hair, a bit of spell consumes its remains (but not its equipment and
nail, or the like. possessions) utterly. If the target’s Fortitude saving throw
succeeds, it instead takes half damage. The only way to restore
DesecrateM, P life to a character who has been slain by this spell is to use
Evocation [Evil] true resurrection, a carefully worded wish spell followed by
Level: Clr/Pre 2, Evil 2 resurrection, or miracle.
Components: V, S, XM, DF Focus: A special holy (or unholy) symbol of silver marked
Casting Time: 1 standard action with verses of anathema (cost 500 gp).
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20–ft.–radius emanation Detect Animals or PlantsP
Duration: 2 hours/level Divination
Saving Throw: None Level: Drd 0, Rgr 1
Spell Resistance: Yes Components: V, S
This spell imbues an area with negative Casting Time: 1 standard action
energy. Each Charisma check made to turn undead Range: Long (400 ft. + 40 ft./level)
within this area takes a –3 profane penalty, and every Area: Cone–shaped emanation
undead creature entering a desecrated area gains a +1 Duration:Spellcraft, up to 10 min./level (D)
profane bonus on attack rolls, damage rolls, and Saving Throw: None
saving throws. An undead creature created within or Spell Resistance: No
summoned into such an area gains +1 hit points per You can detect a particular kind of animal or plant in
HD. a cone emanating out from you in whatever direction you face.
If the desecrated area contains an altar, You must think of a kind of animal or plant when using the
shrine, or other permanent fixture dedicated to your spell, but you can change the animal or plant kind each round.
deity or aligned higher power, the modifiers given The amount of information revealed depends on how long you
above are doubled (–6 profane penalty on turning search a particular area or focus on a specific kind of animal
checks, +2 profane bonus and +2 hit points per HD or plant.
for undead in the area). 1st Round: Presence or absence of that kind of animal or
Furthermore, anyone who creates undead plant in the area.
within this area may create as many as double the 2nd Round: Number of individuals of the specified kind
normal amount of undead (that is, 4 HD per caster in the area, and the condition of the healthiest
level rather than 2 HD per caster level). specimen.
If the area contains an altar, shrine, or other 3rd Round: The condition (see below) and location of
permanent fixture of a deity, pantheon, or higher each individual present. If an animal or plant is
power other than your patron, the desecrate spell outside your line of sight, then you discern its
instead curses the area, cutting off its connection with direction but not its exact location.
the associated deity or power. This secondary Conditions: For purposes of this spell, the categories of
function, if used, does not also grant the bonuses and condition are as follows:
penalties relating to undead, as given above. Normal: Has at least 90% of full normal hit points, free of
Desecrate counters and dispels consecrate. disease.

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Fair: 30% to 90% of full normal hit points Level: Clr/Pre 1


remaining. Components: V, S, DF
Poor: Less than 30% of full normal hit points Casting Time: 1 standard action
remaining, afflicted with a disease, or suffering Range: 60 ft.
from a debilitating injury. Area: Cone–shaped emanation
Weak: 0 or fewer hit points remaining, afflicted Duration:Spellcraft, up to 10 min./ level (D)
with a disease in the terminal stage, or crippled. Saving Throw: None
If a creature falls into more than one Spell Resistance: No
category, the spell indicates the weaker of the two. You can sense the presence of evil. The spell detects creatures
Each round you can turn to detect a kind of that have an evil aura ability or the evil subtype. It does not
animal or plant in a new area. The spell can penetrate detect creatures that simply have an evil alignment. The
barriers, but 1 foot of stone, 1 inch of common metal, amount of information revealed depends on how long you
a thin sheet of lead, or 3 feet of wood or dirt blocks it. study a particular area or subject.
Detect animals or plants can be made 1st Round: Presence or absence of evil.
permanent via a permanency spell. You cannot make 2nd Round: Number of evil auras (creatures, objects, or
more than one detection spell permanent at a time. spells) in the area and the power of the most potent
evil aura present.
Detect ChaosP If you are of good alignment, and the
Divination strongest evil aura’s power is overwhelming (see
Level: Clr/Pre 1 below), and the HD or level of the aura’s source is at
This spell functions like detect evil, except least twice your character level, you are stunned for 1
that it detects the auras of chaotic creatures, clerics of round and the spell ends.
chaotic deities, chaotic spells, and chaotic magic 3rd Round: The power and location of each aura. If an
items, and you are vulnerable to an overwhelming aura is outside your line of sight, then you discern its
chaotic aura if you are lawful. direction but not its exact location.
Detect chaos can be made permanent via a Aura Power: An evil aura’s power depends on the type of evil
permanency spell. You cannot make more than one creature or object that you’re detecting and its HD, caster
detection spell permanent at a time. level, or (in the case of a cleric) class level; see the
accompanying table. If an aura falls into more than one
Detect EvilP strength category, the spell indicates the stronger of the two.
Divination
Creature/Object Faint Moderate Strong Overwhelming
Evil creature1 (HD) 10 or lower 11–25 26–50 51 or higher
Undead (HD) 2 or lower 3–8 0–20 21 or higher
Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher
Cleric of an evil diety2 (class levels) 1 2–4 5–10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher
1
Except for undead and outsiders, which have their Overwhelming 1d6 days
own entries on the table Animals, traps, poisons, and other potential perils are not evil,
2
Some characters who are not clerics may radiate an and as such this spell does not detect them.
aura of equivalent power. The class description will Each round, you can turn to detect evil in a new area.
indicate whether this applies. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt
Lingering Aura: An evil aura lingers after its original blocks it.
source dissipates (in the case of a spell) or is Detect evil can be made permanent via a permanency
destroyed (in the case of a creature or magic item). If spell. You cannot make more than one detection spell
detect evil is cast and directed at such a location, the permanent at a time.
spell indicates an aura strength of dim (even weaker
than a faint aura). How long the aura lingers at this Detect forgeryP
dim level depends on its original power: Divination
Level: Bard 0, MpG 1
Original Strength Duration of Lingering Components: V, S
Aura Casting Time: 1 standard action
Faint 1d6 rounds Range: 60 ft.
Moderate 1d6 minutes Target: One document
Strong 1d6x10 minutes Duration: Instantaneous

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Saving Throw: None Detect law can be made permanent via a permanency
Spell Resistance: No spell. You cannot have more than one detect spell made
You gain a +10 bonus to Linguistics permanent at a time.
(Forgery) to detect if the document you are
concentrating on has been forged or is authentic. Detect MagicP
You can also immediately discern whether the Divination
document is an original or a copy of an original. Level: Brd 0, Clr/Pre 0, Drd 0, Sor/Wiz 0
This bonus increases to +20 at 10th level and Components: V, S
+30 at 15th level. Casting Time: 1 standard action
Range: 60 ft.
Detect GoodP Area: Cone–shaped emanation
Divination Duration:Spellcraft, up to 1 min./level (D)
Level: Clr/Pre 1 Saving Throw: None
This spell functions like detect evil, except Spell Resistance: No
that it detects the auras of good creatures, clerics or You detect magical auras. The amount of information revealed
paladins of good deities, good spells, and good magic depends on how long you study a particular area or subject.
items, and you are vulnerable to an overwhelming 1st Round: Presence or absence of magical auras.
good aura if you are evil. Healing potions, antidotes, 2nd Round: Number of different magical auras and the power
and similar beneficial items are not good. of the most potent aura.
Detect good can be made permanent via a 3rd Round: The strength and location of each aura. If the
permanency spell. You cannot make more than one items or creatures bearing the auras are in line of
detection spell permanent at a time. sight, you can make Spellcraft skill checks to
determine the school of magic involved in each.
Detect LawP (Make one check per aura; DC 15 + spell level, or 15
Divination + half caster level for a nonspell effect.)
Level: Clr/Pre 1 Magical areas, multiple types of magic, or strong
This spell functions like detect evil, except local magical emanations may distort or conceal weaker auras.
that it detects the auras of lawful creatures, clerics of Aura Strength: An aura’s power depends on a spell’s
lawful deities, lawful spells, and lawful magic items, functioning spell level or an item’s caster level. If an aura falls
and you are vulnerable to an overwhelming lawful into more than one category, detect magic indicates the
aura if you are chaotic. stronger of the two.

Spell or Object Faint Moderate Strong Overwhelming


Functioning spell 3rd or lower 4th–6th 7th–9th 10th+ (deity level)
Magic item (caster level) 5th or lower th
6 –11 th th
12 –20 th
21st+ (artifact)
foot of stone, 1 inch of common metal, a thin sheet of lead, or
Lingering Aura: A magical aura lingers after its 3 feet of wood or dirt blocks it.
original source dissipates (in the case of a spell) or is Detect magic can be made permanent with a
destroyed (in the case of a magic item). If detect permanency spell. You cannot have more than one detection
magic is cast and directed at such a location, the spell spell made permanent at a time.
indicates an aura strength of dim (even weaker than a
faint aura). How long the aura lingers at this dim Detect PoisonP
level depends on its original power: Divination
Level: Clr/Pre 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Original Strength Duration of Lingering Components: V, S
Aura Casting Time: 1 standard action
Faint 1d6 rounds Range: Close (25 ft. + 5 ft./2 levels)
Moderate 1d6 minutes Target or Area: One creature, one object, or a 5–ft. cube
Strong 1d6x10 minutes Duration: Instantaneous
Overwhelming 1d6 days Saving Throw: None
Spell Resistance: No
Outsiders and elementals are not magical in You determine whether a creature, object, or area has
themselves, but if they are summoned, the been poisoned or is poisonous. You can determine the exact
conjuration spell registers. type of poison with a DC 20 Wisdom check. A character with
Each round, you can turn to detect magic in the Craft (alchemy) skill may try a DC 20 Craft (alchemy)
a new area. The spell can penetrate barriers, but 1 check if the Wisdom check fails, or may try the Craft
(alchemy) check prior to the Wisdom check.

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The spell can penetrate barriers, but 1 foot Each Additional Round: The mechanism or trigger for one
of stone, 1 inch of common metal, a thin sheet of particular secret portal closely examined by you.
lead, or 3 feet of wood or dirt blocks it. Each round, you can turn to detect secret doors in a new area.
Detect poison can be made permanent via a The spell can penetrate barriers, but 1 foot of stone, 1 inch of
permanency spell. You cannot have more than one common metal, a thin sheet of lead, or 3 feet of wood or dirt
detection spell made permanent at a time. blocks it.
Detect secret doors can be made permanent via a permanency
Detect ScryingP spell. You cannot have more than one detection spell made
Divination permanent at a time.
Level: Brd 4, Sor/Wiz 4
Components: V, S, M Detect Snares and PitsP
Casting Time: 1 standard action Divination
Range: 40 ft. Level: Drd 1, Rgr 1
Area: 40–ft.–radius emanation centered on you Components: V, S
Duration: 1 hour/level Casting Time: 1 standard action
Saving Throw: None Range: 60 ft.
Spell Resistance: No Area: Cone–shaped emanation
You immediately become aware of any Duration:Spellcraft, up to 10 min./level (D)
attempt to observe you by means of a divination Saving Throw: None
(scrying) spell or effect. The spell’s area radiates Spell Resistance: No
from you and moves as you move. You know the You can detect simple pits, deadfalls, and snares as
location of every magical sensor within the spell’s well as mechanical traps constructed of natural materials. You
area. can use the Search skill to detect these type of traps just as a
If the scrying attempt originates within the rogue can. In addition, you gain an insight bonus equal to one–
area, you also know its location; otherwise, you and half your caster level (maximum +10) on Search checks made
the scrier immediately make opposed caster level to find such traps while the spell is in effect.
checks (1d20 + caster level). If you at least match the The spell does not detect complex traps, including
scrier’s result, you get a visual image of the scrier trapdoor traps.
and an accurate sense of his or her direction and Detect snares and pits does detect certain natural
distance from you. hazards–quicksand (a snare), a sinkhole (a pit), or unsafe walls
Detect scrying can be made permanent via a of natural rock (a deadfall). However, it does not reveal other
permanency spell. You cannot have more than one potentially dangerous conditions. The spell does not detect
detection spell made permanent at a time. magic traps (except those that operate by pit, deadfall, or
Material Component: A small piece of mirror and a snaring; see the spell snare), nor mechanically complex ones,
miniature brass hearing trumpet. nor those that have been rendered safe or inactive.
The amount of information revealed depends on how
Detect Secret DoorsP long you study a particular area.
Divination 1st Round: Presence or absence of hazards. Make one
Level: Brd 1, Knowledge 1, Sor/Wiz 1 Perception (Spot) check and compare it to the DC of
Components: V, S each trap to locate the hazard.
Casting Time: 1 standard action 2nd Round: Number of detected hazards and the location
Range: 60 ft. of each. If a hazard is outside your line of sight, then
Area: Cone–shaped emanation you discern its direction but not its exact location.
Duration:Spellcraft, up to 1 min./level (D) Each Additional Round: The general type and trigger for
Saving Throw: None one particular hazard closely examined by you.
Spell Resistance: No Each round, you can turn to detect snares and pits in
You can detect secret doors, compartments, a new area. The spell can penetrate barriers, but 1 foot of
caches, and so forth. Only passages, doors, or stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
openings that have been specifically constructed to of wood or dirt blocks it.
escape detection are detected by this spell. The Detect snares and pits can be made permanent via a
amount of information revealed depends on how long permanency spell. You cannot have more than one detection
you study a particular area or subject. spell made permanent at a time.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location Detect ThoughtsP
of each. If an aura is outside your line of Divination [Mind–Affecting]
sight, then you discern its direction but not Level: Brd 2, Knowledge 2, Sor/Wiz 2
its exact location. Components: V, S, F/DF

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Casting Time: 1 standard action has HD of at least twice your character level, you are
Range: 60 ft. stunned for 1 round and the spell ends.
Area: Cone–shaped emanation 3rd Round: The strength and location of each undead aura. If
Duration:Spellcraft, up to 1 min./level (D) an aura is outside your line of sight, then you discern
Saving Throw: Will negates; see text its direction but not its exact location.
Spell Resistance: No Aura Strength: The strength of an undead aura is determined
You detect surface thoughts. The amount of by the HD of the undead creature, as given on the following
information revealed depends on how long you study table:
a particular area or subject.
1st Round: Presence or absence of thoughts (from HD Strength
conscious creatures with Intelligence scores 1 or lower Faint
of 1 or higher). 2–4 Moderate
2nd Round: Number of thinking minds and the 5–10 Strong
Intelligence score of each. If the highest 11 or higher Overwhelming
Intelligence is 26 or higher (and at least 10
points higher than your own Intelligence Lingering Aura: An undead aura lingers after its original
score), you are stunned for 1 round and the source is destroyed. If detect undead is cast and directed at
spell ends. This spell does not let you such a location, the spell indicates an aura strength of dim
determine the location of the thinking minds (even weaker than a faint aura). How long the aura lingers at
if you can’t see the creatures whose thoughts this dim level depends on its original power:
you are detecting.
3rd Round: Surface thoughts of any mind in the area.
Original Strength Duration of Lingering
A target’s Will save prevents you from
Aura
reading its thoughts, and the creature is
Faint 1d6 rounds
immune to further attempts to detect its
Moderate 1d6 minutes
thoughts for 24 hours. Creatures of animal
Strong 1d6x10 minutes
intelligence (Int 1 or 2) have simple,
Overwhelming 1d6 days
instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts
in a new area. The spell can penetrate barriers, but 1 Each round, you can turn to detect undead in a new area. The
foot of stone, 1 inch of common metal, a thin sheet of spell can penetrate barriers, but 1 foot of stone, 1 inch of
lead, or 3 feet of wood or dirt blocks it. common metal, a thin sheet of lead, or 3 feet of wood or dirt
Detect thoughts can be made permanent via blocks it.
a permanency spell. You cannot have more than one Detect undead can be made permanent via a permanency
detection spell made permanent at a time. spell. You cannot have more than one detection spell made
Arcane Focus: A copper piece. permanent at a time.
Arcane Material Component: A bit of earth from a grave.
Detect UndeadP
Divination Dictum
Level: Clr/Pre 1, Pal 1, Sor/Wiz 1 Evocation [Lawful, Sonic]
Components: V, S, M/DF Level: Clr/Pre 7, Law 7
Casting Time: 1 standard action Components: V
Range: 60 ft. Casting Time: 1 standard action
Area: Cone–shaped emanation Range: 40 ft.
Duration:Spellcraft, up to 1 minute/ level (D) Area: Nonlawful creatures in a 40–ft.–radius spread centered
Saving Throw: None on you
Spell Resistance: No Duration: Instantaneous
You can detect the aura that surrounds Saving Throw: None or Will negates; see text
undead creatures. The amount of information Spell Resistance: Yes
revealed depends on how long you study a particular Any nonlawful creature within the area of a dictum
area. spell suffers the following ill effects.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and HD Effect
the strength of the strongest undead aura Greater or equal to Deafened
present. If you are of good alignment, and caster level
the strongest undead aura’s strength is Up to caster level –1 Slowed, deafened
overwhelming (see below), and the creature Up to caster level –5 Paralyzed, slowed,

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deafened additional 2d6 points of damage and are shunted to a free


Up to caster level –10 Killed, paralyzed, space within 1,000 feet. If there is no free space within 1,000
slowed, deafened feet, you and each creature travelling with you take an
The effects are cumulative and concurrent. No saving additional 4d6 points of damage and the spell simply fails.
throw is allowed against these effects, unless the
opponent is has more HD/levels than you, in which Dimensional AnchorP
case they gain a Will save to negate. Abjuration
Deafened: The creature is deafened for 1d4 rounds. Level: Clr/Pre 4, Sor/Wiz 4
Slowed: The creature is slowed, as by the slow spell, Components: V, S
for 2d4 rounds. Casting Time: 1 standard action
Paralyzed: The creature is paralyzed and helpless for Range: Medium (100 ft. + 10 ft./level)
1d10 minutes. Effect: Ray
Killed: Creature suffers 2d8 damage/level (max Duration: 1 min./level
30d8). Saving Throw: None
Furthermore, if you are on your home plane Spell Resistance: Yes (object)
when you cast this spell, nonlawful extraplanar A green ray springs from your outstretched hand.
creatures within the area are instantly banished back You must make a ranged touch attack to hit the target. Any
to their home planes. Creatures so banished cannot creature or object struck by the ray is covered with a
return for at least 24 hours. This effect takes place shimmering emerald field that completely blocks
regardless of whether the creatures hear the dictum. extradimensional travel. Forms of movement barred by a
The banishment effect allows a Will save (at a –4 dimensional anchor include astral projection, blink,
penalty) to negate. dimension door, ethereal jaunt, etherealness, gate, maze,
plane shift, shadow walk, teleport, and similar spell–like or
Dimension Door psionic abilities. The spell also prevents the use of a gate or
Conjuration (Teleportation) teleportation circle for the duration of the spell.
Level: Brd 4, Sor/Wiz 4, Travel 4 A dimensional anchor does not interfere with the
Components: V movement of creatures already in ethereal or astral form when
Casting Time: 1 standard action the spell is cast, nor does it block extradimensional perception
Range: Long (400 ft. + 40 ft./level) or attack forms. Also, dimensional anchordoes not prevent
Target: You and touched objects or other touched summoned creatures from disappearing at the end of a
willing creatures summoning spell.
Duration: Instantaneous Dimensional anchor can be made permanent with a
Saving Throw: None and Will negates (object) permanency spell.
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your Dimensional LockP
current location to any other spot within range. You Abjuration
always arrive at exactly the spot desired–whether by Level: Clr/Pre 8, Sor/Wiz 8
simply visualizing the area or by stating direction. Components: V, S
After using this spell, you can’t take any other Casting Time: 1 standard action
actions until your next turn. You can bring along Range: Medium (100 ft. + 10 ft./level)
objects as long as their weight doesn’t exceed your Area: 20–ft.–radius emanation centered on a point in space
maximum load. You may also bring one additional Duration: 1 day
willing Medium or smaller creature (carrying gear or Saving Throw: None
objects up to its maximum load) or its equivalent per Spell Resistance: Yes
three caster levels. A Large creature counts as two You create a shimmering emerald barrier that
Medium creatures, a Huge creature counts as two completely blocks extradimensional travel. Forms of
Large creatures, and so forth. All creatures to be movement barred include astral projection, blink, dimension
transported must be in contact with one another, and door, ethereal jaunt, etherealness, gate, maze, plane shift,
at least one of those creatures must be in contact with shadow walk, teleport, and similar spell–like or psionic
you. abilities. Once dimensional lock is in place, extradimensional
If you arrive in a place that is already travel into or out of the area is not possible. A dimensional
occupied by a solid body, you and each creature lock does not interfere with the movement of creatures already
traveling with you take 1d6 points of damage and are in ethereal or astral form when the spell is cast, nor does it
shunted to a random open space on a suitable surface block extradimensional perception or attack forms. Also, the
within 100 feet of the intended location. spell does not prevent summoned creatures from disappearing
If there is no free space within 100 feet, you at the end of a summoning spell.
and each creature traveling with you take an

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Dimensional lock can be made permanent


via the permanency spell. Discern LocationL
Divination
Diminish Plants Level: Clr/Pre 8, Knowledge 8, Sor/Wiz 8
Transmutation Components: V, S, DF
Level: Drd 3, Rgr 3 Casting Time: 10 minutes
Components: V, S, DF Range: Unlimited
Casting Time: 1 standard action Target: One creature or object
Range: See text Duration: Instantaneous
Target or Area: See text Saving Throw: Will negates (creature) or None (object)
Duration: Instantaneous (Harmless)
Saving Throw: None Spell Resistance: No
Spell Resistance: No A discern location spell is among the most powerful
This spell has two versions. means of locating creatures or objects. If used against a
Prune Growth: This version causes normal creature, it gains a Will saving throw to avoid being located by
vegetation within long range (400 feet + 40 feet per this spell, though the caster still knows the general direction
level) to shrink to about one–third of their normal and distance to the creature even if the creature makes the
size, becoming untangled and less bushy. The save. If you possess a small bit of the creature – a bit of hair,
affected vegetation appears to have been carefully a personal possesion or the like, the victim of the spell suffers
pruned and trimmed. a –10 penalty to the saving throw.
At your option, the area can be a 100– foot– If used against an unoccupied location (no sentient
radius circle, a 150–foot–radius semicircle, or a 200– creature within the confines of the area or within 5 feet of an
foot–radius quarter–circle. unenclosed area), there is no saving throw. If the location is
You may also designate portions of the area occupied or an item is in the possession of another being, the
that are not affected. object/location saves as the creature with the highest Will save
Stunt Growth: This version targets normal in the area or in possession of the object. If the save is made,
plants within a range of 1/2 mile, reducing their the caster still learns the general direction and distance to the
potential productivity over the course of the item or object, and that it is attended.
following year to one third below normal. If the save against this spell is failed, the spell reveals
Diminish plants counters plant growth. the name of the creature or object’s location (place, name,
This spell has no effect on plant creatures. business name, building name, or the like), community,
county (or similar political division), country, continent, and
Discern LiesP the plane of existence where the target lies.
Divination The use of this spell does not alert the target creature
Level: Clr/Pre 4, Pal 3 or any creature in the target area that its whereabouts are being
Components: V, S, DF determined.
Casting Time: 1 standard action To find a creature with the spell, you must have seen
Range: Close (25 ft. + 5 ft./2 levels) the creature or have some item that once belonged to it.
Targets: One creature/level, no two of which can be To find an object, you must have touched it at least
more than 30 ft. apart once.
Duration:Spellcraft, up to 1 round/level
Saving Throw: Will negates Disguise SelfP
Spell Resistance: No Illusion (Glamer)
Each round, you concentrate on one subject, Level: Brd 1, Sor/Wiz 1, Trickery 1
who must be within range. You gain a +20 bonus to Components: V, S
Perception (Sense Motive) checks to determine if the Casting Time: 1 standard action
speaker is lying or being decietful. The spell does not Range: Personal
reveal the truth, uncover unintentional inaccuracies, Target: You
or necessarily reveal evasions. Duration: 1 hour/level (D)
Each round, you may concentrate on a You make yourself–including clothing, armor,
different subject. weapons, and equipment–look different. You can seem 1 foot
At 10th level, the bonus to Perception (Sense shorter or taller, thin, fat, or in between. You cannot change
Motive) increases to +25 and at 15th level increases to your body type. Otherwise, the extent of the apparent change
+30. is up to you. You could add or obscure a minor feature or look
Discern lies can be made permanent via a like an entirely different person.
permanency spell. You cannot have more than one The spell does not provide the abilities or
detection spell made permanent at a time. mannerisms of the chosen form, nor does it alter the perceived

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tactile (touch) or audible (sound) properties of you or Components: V, S, M/DF


your equipment. Casting Time: 1 standard action
If you use this spell to create a disguise, you Range: Medium (100 ft. + 10 ft./level)
get a +10 bonus on the Deception (Disguise) check. Effect: Ray
A creature that interacts with the glamer gets Duration: Instantaneous
a Will save to recognize it as an illusion. Saving Throw: Fortitude partial (object)
You can make this spell permanent, Spell Resistance: Yes
allowing you to change your features at will, with A thin, green ray springs from your pointing finger.
permanency. You must make a successful ranged touch attack to hit.
Any creature struck by the ray takes 1d10 damage per
Disguise Self, Mass caster level (to a maximum of 20d10). Any creature reduced to
Illusion (Glamer) 0 or fewer hit points by this spell is entirely disintegrated,
Level: Brd 4, Sor/Wiz 4 leaving behind only a trace of fine dust. A disintegrated
Range: 0 creature’s equipment is unaffected.
Spell Resistance: Yes When used against an object, the ray simply
Target: You and up to 1 willing person/level past 1st disintegrates as much as one 10– foot cube of nonliving
in a 15 foot radius sphere matter.
As Deception (Disguise) Self, but affects Thus, the spell disintegrates only part of any very
yourself and up to one willing additional being per large object or structure targeted. The ray affects even objects
caster level past 1st level. The spell is centered on constructed entirely of force, such as forceful hand or a wall of
you and moves with you. You specify the changes to force, but not magical effects such as a globe of invulnerability
appearance of each being affected by the spell. You or an antimagic field.
may choose different changes for different A creature or object that makes a successful Fortitude
individuals affected by the spell. Any being that save is partially affected, taking only 2d10 points of damage.
moves beyond the range of the spell loses the If this damage reduces the creature or object to 0 or fewer hit
disguise generated by this spell, even if they later points, it is entirely disintegrated.
return to the area of effect. If you choose to dismiss Only the first creature or object struck can be
the spell, the disguise ends for all affected beings. affected; that is, the ray affects only one target per casting.
Arcane Material Component: A lodestone and a pinch of
Disarm dust.
Transmutation
Level: Sor/Wiz 1 Dismissal
Components: V, S Abjuration
Casting Time: 1 standard action Level: Clr/Pre 4, Sor/Wiz 5
Range: 30 feet Components: V, S, DF
Target: One creature Casting Time: 1 standard action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None Target: One extraplanar creature
Spell Resistance: Yes Duration: Instantaneous
Upon casting this spell, the caster can make Saving Throw: Will negates; see text
a disarm attempt upon one foe within 30 feet. The Spell Resistance: Yes
disarm attempt does not provoke an attacks of This spell forces an extraplanar creature back to its
opportunity, and you use your caster level in place of proper plane if it fails a special Will save (DC = spell’s save
your base attack bonus, you use your Intelligence DC – creature’s HD + your caster level). If the spell is
modifier (if a wizard) or Charisma modifier (if a successful, the creature is instantly whisked away, but there is
sorcerer) in place of your Strength or Dexterity a 20% chance of actually sending the subject to a plane other
modifier, and a failed attempt doesn’t allow a than its own.
reactive attempt by the target. No save is allowed
against these attempts, but spell resistance applies Dispel Chaos
normally. You do not need to be armed yourself to Abjuration [Lawful]
perform the disarm attempt and you are considered to Level: Clr/Pre 5, Law 5, Pal 4
be utilizing a non–light one handed weapon and be of This spell functions like dispel evil, except that you
medium size. are surrounded by constant, blue, lawful energy, and the spell
affects chaotic creatures and spells rather than evil ones.
Disintegrate
Transmutation Dispel Good
Level: Destruction 7, Sor/Wiz 6 Abjuration [Evil]

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Level: Clr/Pre 5, Evil 5 If the object that you target is a magic item, you
This spell functions like dispel evil, except make a dispel check against the item’s caster level. If you
that you are surrounded by dark, wavering, unholy succeed, all the item’s magical properties are suppressed for
energy, and the spell affects good creatures and spells 1d4 rounds, after which the item recovers on its own. A
rather than evil ones. suppressed item becomes nonmagical for the duration of the
effect. An interdimensional interface (such as a bag of
Dispel Law holding) is temporarily closed. A magic item’s physical
Abjuration [Chaotic] properties are unchanged: A suppressed magic sword is still a
Level: Chaos 5, Clr/Pre 5 sword (a masterwork sword, in fact). Artifacts and deities are
This spell functions like dispel evil, except unaffected by mortal magic such as this.
that you are surrounded by flickering, yellow, chaotic You automatically succeed on your dispel check
energy, and the spell affects lawful creatures and against any spell that you cast yourself.
spells rather than evil ones. Area Dispel: When dispel magic is used in this way, the spell
affects everything within a 30–foot radius.
Dispel Magic For each creature within the area that is the subject of
Universl one or more spells, you make a dispel check against the spell
Level: Brd 3, Clr/Pre 3, Drd 4, Magic 3, Pal 3, with the highest caster level. If that check fails, you make
Sor/Wiz 3 dispel checks against progressively weaker spells until you
Components: V, S dispel one spell (which discharges the dispel magic spell so far
Casting Time: 1 standard action as that target is concerned) or until you fail all your checks.
Range: Medium (100 ft. + 10 ft./level) The creature’s magic items are not affected.
Target or Area: One spellcaster, creature, or object; For each object within the area that is the target of
or 20–ft.–radius burst one or more spells, you make dispel checks as with creatures.
Duration: Instantaneous Magic items are not affected by an area dispel. For each
Saving Throw: None ongoing area or effect spell whose point of origin is within the
Spell Resistance: No area of the dispel magic spell, you can make a dispel check to
You can use dispel magic to end ongoing dispel the spell. For each ongoing spell whose area overlaps
spells that have been cast on a creature or object, to that of the dispel magic spell, you can make a dispel check to
temporarily suppress the magical abilities of a magic end the effect, but only within the overlapping area.
item, to end ongoing spells (or at least their effects) If an object or creature that is the effect of an ongoing
within an area, or to counter another spellcaster’s spell (such as a monster summoned by monster summoning) is
spell. A dispelled spell ends as if its duration had in the area, you can make a dispel check to end the spell that
expired. Some spells, as detailed in their descriptions, conjured that object or creature (returning it whence it came)
can’t be defeated by dispel magic. Dispel magic can in addition to attempting to dispel spells targeting the creature
dispel (but not counter) spell–like effects just as it or object.
does spells. You may choose to automatically succeed on dispel
Note: The effect of a spell with an instantaneous checks against any spell that you have cast.
duration can’t be dispelled, because the magical Counterspell: When dispel magic is used in this way, the spell
effect is already over before the dispel magic can take targets a spellcaster and is cast as a counterspell. Unlike a true
effect. counterspell, however, dispel magic may not work; you must
You choose to use dispel magic in one of make a dispel check to counter the other spellcaster’s spell.
three ways: a targeted dispel, an area dispel, or a
counterspell: Dispel Magic, Greater
Targeted Dispel: One object, creature, or spell is the Universal
target of the dispel magic spell. You make a dispel Level: Brd 5, Clr/Pre 6, Drd 6, Sor/Wiz 6
check (1d20 + your caster level, maximum +10) This spell functions like dispel magic, except that the
against the spell or against each ongoing spell maximum caster level on your dispel check is +20 instead of
currently in effect on the object or creature. The DC +10.
for this dispel check is 11 + the spell’s caster level. If Additionally, greater dispel magic has a chance to
you succeed on a particular check, that spell is dispel any effect that remove curse can remove, even if dispel
dispelled; if you fail, that spell remains in effect. magic can’t dispel that effect.
If you target an object or creature that is the
effect of an ongoing spell (such as a monster DisplacementP
summoned by monster summoning), you make a Illusion (Glamer)
dispel check to end the spell that conjured the object Level: Brd 3, Sor/Wiz 3
or creature. Components: V, M
Casting Time: 1 standard action

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Range: Touch Duration: Instantaneous


Target: Creature touched Saving Throw: Reflex half
Duration: 1 round/level (D) Spell Resistance: Yes
Saving Throw: Will negates (harmless) Casting this spell creates a small amount of acid that
Spell Resistance: Yes (harmless) begins to immediately eat away at the item touched. The
The subject of this spell appears to be about affected item or creature takes 1d6 points of acid damage.
2 feet away from its true location. The creature Material Component: A drop of acid.
benefits from a 50% miss chance as if it had total
concealment. However, unlike actual total Distance DistortionP
concealment, displacement does not prevent enemies Transmutation
from targeting the creature normally. True seeing Level: Drd 5, Sor/Wiz 5
reveals its true location. Components: V, S, M
Displacement can be made permanent via a Casting Time: 1 round
permanency spell. Range: Medium (100 ft. + 10 ft./level)
Material Component: A small strip of leather twisted Area of Effect: One 10–foot cube of earth per level
into a loop. Duration: 20 minutes/level
Saving Throw: None
Disrupt Undead Spell Resistance: Yes
Necromancy This spell can only be cast in an area completely
Level: Sor/Wiz 0 surrounded or enclosed by earth, rock sand or similar
Components: V, S materials, such as natural cavern or dungeon passage.
Casting Time: 1 standard action While in effect, those attempting to traverse the area
Range: Close (25 ft. + 5 ft./2 levels) find that the distance is either doubled or halved (spellcaster’s
Effect: Ray choice).
Duration: Instantaneous The true nature of the distortion is undetectable short
Saving Throw: None of magical means, and a true seeing spell will reveal the true
Spell Resistance: Yes distance between points.
You direct a ray of positive energy. You Distance distortion can be made permanent with a
must make a ranged touch attack to hit, and if the ray permanency spell.
hits an undead creature, it deals 1d6 points of damage Material Components: A small lump of soft clay.
to it.
DivinationL, M
Disrupting Weapon Divination
Transmutation Level: Clr/Pre 4, Knowledge 4
Level: Clr/Pre 5 Components: V, S, XM
Components: V, S Casting Time: 10 minutes
Casting Time: 1 standard action Range: Personal
Range: Touch Target: You
Targets: One melee weapon Duration: Instantaneous
Duration: 1 round/level Similar to augury but more powerful, a divination
Saving Throw: Will negates (harmless, object); see spell can provide you with a useful piece of advice in reply to
text a question concerning a specific goal, event, or activity that is
Spell Resistance: Yes (harmless, object) to occur within one week. The advice can be as simple as a
This spell makes a melee weapon deadly to short phrase, or it might take the form of a cryptic rhyme or
undead. Any undead creature with HD equal to or omen. If your party doesn’t act on the information, the
less than your caster level must succeed on a Will conditions may change so that the information is no longer
save or be destroyed utterly if struck in combat with useful. The base chance for a correct divination is 70% + 1%
this weapon. Spell resistance does not apply against per caster level, to a maximum of 90%. If the dice roll fails,
the destruction effect. you know the spell failed, unless specific magic yielding false
information is at work.
Dissolve As with augury, multiple divinations about the same
Conjuration (Summoning) [Acid] topic by the same caster use the same dice result as the first
Level: Sor/Wiz 0 divination spell and yield the same answer each time.
Components: V, S, M Material Component: Incense and a sacrificial offering
Casting Time: 1 standard action appropriate to your religion, together worth at least 25 gp.
Range: Touch
Target: Item touched

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Divine FavorP Saving Throw: Will negates (harmless)


Evocation Spell Resistance: Yes (harmless)
Level: Clr/Pre 1, Pal 1 As lesser dodge, except the touched being gains a +1
Components: V, S, DF dodge bonus/4 level that lasts for 10 minutes per caster level.
Casting Time: 1 standard action Multiple dodge spells do not stack on a single creature.
Range: Personal Dodge can be made permanent with a permanency
Target: You spell.
Duration: 1 minute
Calling upon the strength and wisdom of a Dominate AnimalP
deity, you gain a +1 magic bonus on attack and Enchantment (Compulsion) [Mind–Affecting]
weapon damage rolls for every three caster levels you Level: Animal 3, Drd 3
have (at least +1, maximum +3). The bonus doesn’t Components: V, S
apply to spell damage. Casting Time: 1 round
Divine favor can be made permanent with a Range: Close (25 ft. + 5 ft./2 levels)
permanency spell. Target: One animal
Duration: 1 round/level
Divine Power Saving Throw: Will negates
Evocation Spell Resistance: Yes
Level: Clr/Pre 4, War 4 You can enchant an animal and direct it with simple
Components: V, S, DF commands such as “Attack,” “Run,” and “Fetch.” Suicidal or
Casting Time: 1 standard action self–destructive commands (including an order to attack a
Range: Personal creature two or more size categories larger than the dominated
Target: You animal) are simply ignored.
Duration: 1 round/level Dominate animal establishes a mental link between
Calling upon the divine power of your you and the subject creature. The animal can be directed by
patron, you imbue yourself with strength and skill in silent mental command as long as it remains in range. You
combat. You gain a +1 magic bonus on attack rolls, need not see the creature to control it. You do not receive
weapon damage rolls, Strength checks and Strength- direct sensory input from the creature, but you know what it is
based skill checks for every 3 caster levels you have experiencing. Because you are directing the animal with your
(maximum +6). You also gain 1 hit point per caster own intelligence, it may be able to undertake actions normally
level. Whenever you make a full attack action, you beyond its own comprehension. You need not concentrate
can make an additional attack at your full base attack exclusively on controlling the creature unless you are trying to
bonus, plus any appropriate modifiers. This direct it to do something it normally couldn’t do. Changing
additional attack is not cumulative with similar your instructions or giving a dominated creature a new
effects, such as haste or weapons with the speed command is the equivalent of redirecting a spell, so it is a
special ability. move action.
Dominate animal can be made permanent with a
Dodge, Lesser permanency spell. You cannot permanently dominate more
Transmutation than one creature at a time.
Level: Clr/Pre 0, Drd 0, Sor/Wiz 0
Components: V, S Dominate Monster
Casting Time: 1 standard action Enchantment (Compulsion) [Mind–Affecting]
Range: Self Level: Sor/Wiz 9
Target: You Target: One creature
Duration: 1 minute This spell functions like dominate person, except that
Saving Throw: None the spell is not restricted by creature type.
Spell Resistance: Yes (harmless) Dominate monster can be made permanent with a
When this spell is cast, you gain a +1 dodge permanency spell. You cannot permanently dominate more
bonus to AC for one minute. This spell does not than one creature at a time.
stack with other castings of Lesser Dodge or Dodge.
Dominate Person
DodgeP Enchantment (Compulsion) [Mind–Affecting]
Transmutation Level: Brd 4, Sor/Wiz 5
Level: Cl 2, Dr 2, Sor/Wiz 2 Components: V, S
Range: Creature touched Casting Time: 1 round
Target: one creature touched Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes/level Target: One humanoid

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Duration: 2 hours/level Doom


Saving Throw: Will negates Necromancy [Fear, Mind–Affecting]
Spell Resistance: Yes Level: Clr/Pre 1
You can control the actions of any Components: V, S, DF
humanoid creature through a telepathic link that you Casting Time: 1 standard action
establish with the subject’s mind. Range: Medium (100 ft. + 10 ft./level)
If you and the subject have a common Target: One living creature
language, you can generally force the subject to Duration: 1 min./level
perform as you desire, within the limits of its Saving Throw: Will negates
abilities. If no common language exists, you can Spell Resistance: Yes
communicate only basic commands, such as “Come This spell fills a single subject with a feeling of
here,” “Go there,” “Fight,” and “Stand still.” You horrible dread that causes it to become shaken.
know what the subject is experiencing, but you do
not receive direct sensory input from it, nor can it Drain Essence
communicate with you telepathically. Necromancy [Evil]
Once you have given a dominated creature a Level: Sor/Wiz 5
command, it continues to attempt to carry out that Components: V, S, XM
command to the exclusion of all other activities Casting Time: 1 round
except those necessary for day–to–day survival (such
Range: Touch
as sleeping, eating, and so forth). Because of this
Target: One living creature or one fresh corpse
limited range of activity, a Perception (Sense Motive)
Duration: 1 hour
check against DC 15 (rather than DC 25) can
Saving Throw: Will negates or None
determine that the subject’s behavior is being
Spell Resistance: Yes
influenced by an enchantment effect (see the
By touching a living being or a fresh corpse (less
Perception (Sense Motive) skill description).
than 1 hour dead), you can draw out the life force of a victim
Changing your instructions or giving a
to use in casting spells.
dominated creature a new command is the equivalent
If cast on a living creature, you bestow upon the
of redirecting a spell, so it is a move action.
touched being 1d6 damage per two caster levels upon a failed
By concentrating fully on the spell (a
save (max 10d6). In return, you gain a +1 bonus to their caster
standard action), you can receive full sensory input as
level per 10 hit points dealt for one hour. A victim cannot
interpreted by the mind of the subject, though it still
have damage dealt to it exceeding their total hit points +10
can’t communicate with you. You can’t actually see
(which slays the victim). Multiple castings of this spell do
through the subject’s eyes, so it’s not as good as
not stack.
being there yourself, but you still get a good idea of
If cast upon a freshly slain corpse, you gain a +1
what’s going on.
caster level bonus per 4 levels or HD that the victim had. This
Subjects resist this control, and any subject
spell cannot be used on a body that has been slain by
forced to take actions against its nature receives a
necromantic spells.
new saving throw with a +2 bonus. Obviously self–
You may choose to expend a bonus caster level
destructive orders are not carried out. Once control is
gained to recall a spell previously cast during the day. Each
established, the range at which it can be exercised is
bonus caster level spent this way recalls two levels of spells to
unlimited, as long as you and the subject are on the
memory (thus, for example, expending 3 bonus caster levels
same plane. You need not see the subject to control
allows you to recall one 6th level spell or two 3rd level spells or
it.
any such combination of 6 spell levels). This must be done
If you don’t spend at least 1 round
immediately upon gaining the bonus caster levels; you cannot
concentrating on the spell each day, the subject
use the caster levels and then choose to later switch them into
receives a new saving throw to throw off the
spells.
domination.
Material Component: A ruby worth 100 gp per spell level
Protection from evil or a similar spell can
gained.
prevent you from exercising control or using the
telepathic link while the subject is so warded, but
such an effect neither prevents the establishment of Dragon ArmorP
domination nor dispels it. Transmutation
Dominate person can be made permanent Level: Sor/Wiz 2
with a permanency spell. You cannot permanently Components: V, S, M
dominate more than one creature at a time. Casting Time: 1 standard action
Range: Self
Target: You
Duration: 4 rounds + 1 round/level

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Saving Throw: None Casting Time: 1 standard action


Spell Resistance: None Range: Touch
This spell causes your skin to harden and Targets: You plus one additional willing sleeping creature
cover in reptilian scales, granting a +4 natural armor touched per two caster levels
bonus to the caster. Duration: 8 hours (D)
Dragon armor can be made permanent with Saving Throw: None
a permanency spell. Spell Resistance: Yes
Material Component: The scale from a reptilian Upon casting this spell, you cause yourself and others
creature of at least medium size. to enter the Planes of Dreams.
While traveling on the Plane of Dreams, all travelers
DreamL must remain with you for the duration of travel.
Illusion (Phantasm) [Mind–Affecting] While on the Dream Plane you can rapid and
Level: Brd 5, Sor/Wiz 5 invisibly move across the mortal plane as if you and your
Components: V, S fellow travelers were unseen and incorporeal. While traveling
Casting Time: 1 minute the Dream Plane you do not tire or need to stop and rest at any
Range: Unlimited time during your travels. At the end of the spell or at the point
Target: One living creature touched you choose to dismiss it, you and your fellow travelers are
Duration: See text transported to the last spot you reached in the dream.
Saving Throw: None Creatures that do not sleep (such as constructs and
Spell Resistance: Yes undead) cannot benefit from this spell. Elves, being originally
You, or a messenger touched by you, sends from the plane of dreams, can be affected by this spell.
a phantasmal message to others in the form of a Material Component: A sapphire worth at least 1,000 gp,
dream. At the beginning of the spell, you must name plus a quartz worth 5 gp for each person to be affected.
the recipient or identify him or her by some title that
leaves no doubt as to identity. The messenger then Duo–DimensionM
enters a trance, appears in the intended recipient’s Transmutation
dream, and delivers the message. The message can be Level: Sor/Wiz 7
of any length, and the recipient remembers it Components: V, S, M
perfectly upon waking. The communication is one– Casting Time: 1 standard action
way. The recipient cannot ask questions or offer Range: Personal
information, nor can the messenger gain any Target: You
information by observing the dreams of the recipient. Duration: 3 rounds + 1 round/level
Once the message is delivered, the Upon casting this spell, the caster becomes a flat
messenger’s mind returns instantly to its body. The image having only two dimensions – height and width, but no
duration of the spell is the time required for the depth.
messenger to enter the recipient’s dream and deliver By “turning sideways”, the caster can effectively
the message. become invisible, though detect invisibility will not reveal the
If the recipient is awake when the spell caster’s presence. However, true seeing will allow the
begins, the messenger can choose to wake up (ending spellcaster to view and track the duo–dimensioned spellcaster.
the spell) or remain in the trance. The messenger can While “turned sideways” a caster can move at ½ normal rate,
remain in the trance until the recipient goes to sleep, but must “turn back” to cast spells or take other actions that
then enter the recipient’s dream and deliver the affect the material plane he is on.
message as normal. A messenger that is disturbed Also, the caster is capable of passing through the thinnest of
during the trance comes awake, ending the spell. spaces as long as these have the proper height and/or width –
Creatures who don’t sleep (such as for example, the caster could pas through the frame of a door
constructs or undead) or don’t dream cannot be or slide under it.
contacted by this spell. Elves, even though they do Finally, the caster gains 50% concealment against all
not dream, can be contacted by this spell. attacks directed against him for the duration of the spell.
The messenger is unaware of its own Material Component: A flat ivory likeness of the spellcaster
surroundings or of the activities around it while in the worth 500 gp.
trance. It is defenseless both physically and mentally
(always fails any saving throw) while in the trance. Eagle’s Eyes
Transmutation
Dream TravelM Level: Sor/Wiz 0, Brd 0, Clr/Pre 0, Drd 0, Assn 1, Rgr 1
Enchantment [Mind–Affecting] Components: V, S, M
Level: Clr/Pre 9, Sor/Wiz 9 Casting Time: 1 standard action
Components: V, S, XM Range: Self

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Target: You Treat the arm as a Medium creature, with a base


Duration: 1 minute/level attack bonus equal to your caster level and a Strength score of
Saving Throw: None 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level,
Spell Resistance: None and so on). The arm doesn’t move from the square it appears
When this spell is cast, you gain a +3 bonus in, but can make one grapple attempt per round against any
to Perception (Spot) checks for one round per level. creature in its square or any adjacent square, provoking attacks
Material Component: A feather from a predatory of opportunity as normal. If the arm can target multiple
bird creatures, the caster chooses one. If the caster is unable to
choose a target, the arm attacks a random creature within
Eagle’s Splendor reach (possibly including the caster’s allies). Each round that
Transmutation it successfully pins a target, the hand deals 1d6 points of lethal
Level: Brd 2, Clr/Pre 2, Pal 2, Sor/Wiz 2 damage (plus its Strength modifi er).
Components: V, S, M/DF The earthen arm has AC 15, hardness 4, and 3 hit
Casting Time: 1 standard action points per caster level. If reduced to 0 or fewer hit points, it
Range: Touch crumbles to dust.
Target: Creature touched Material Component: A miniature hand sculpted from clay.
Duration: 10 min./level
Saving Throw: Will negates (harmless) Earthen Tomb
Spell Resistance: Yes Evocation [Earth]
The transmuted creature becomes more Level: Drd 3, Sor/Wiz 4
poised, articulate, and personally forceful. The spell Components: V, S
grants a +4 magic bonus to Charisma, adding the Casting Time: 1 standard action
usual benefits to Charisma–based skill checks and Range: Close (25 ft. + 5 ft./2 levels)
other uses of the Charisma modifier. Sorcerers and Target: One large or smaller creature
bards (and other spellcasters who rely on Charisma) Duration: Instantaneous
affected by this spell do not gain any additional Saving Throw: Reflex negates
bonus spells for the increased Charisma, but the save Spell Resistance: Yes
DCs for spells they cast while under this spell’s effect When cast, you cause the earth to open beneath the
do increase. feet of the target, who must be large size or smaller. If the
Arcane Material Component: A few feathers or a target fails the Reflex save, they are swallowed and buried. A
pinch of droppings from an eagle. buried creature cannot extract itself and takes 1d6 nonlethal
damage per minute. If a creature is reduced to 0 hit points, the
Eagle’s Splendor, Mass damage becomes lethal. It takes 4 minutes for one medium–
Transmutation sized creature to dig out a buried creature. Each additional
Level: Brd 6, Clr/Pre 6, Sor/Wiz 6 person digging (max 4) reduces the time by half. (2 minutes
Range: Close (25 ft. + 5 ft./2 levels) for two creatures, 1 minute for three creatures, 30 seconds for
Target: One creature/level, no two of which can be four creatures).
more than 30 ft. apart
This spell functions like eagle’s splendor, Earthquake
except that it affects multiple creatures. Evocation [Earth]
Level: Clr/Pre 8, Destruction 8, Drd 8, Earth 7
Earthen Grasp Components: V, S, DF
Transmutation [Earth] Casting Time: 1 standard action
Level: Drd 1, Sor/Wiz 2 Range: Long (400 ft. + 40 ft./level)
Components: V, S, M Area: 80–ft.–radius spread (S)
Casting Time: 1 standard action Duration: 1 round
Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: See text
Effect: Animated earthen arm Spell Resistance: No
Duration: 2 rounds/level When you cast earthquake, an intense but highly
Saving Throw: None localized tremor rips the ground. The shock knocks creatures
Spell Resistance: Yes down, collapses structures, opens cracks in the ground, and
You bring forth from the ground an arm made of more. The effect lasts for 1 round, during which time creatures
dense, compacted earth or soil that can grapple your on the ground can’t move or attack. A spellcaster on the
foes. You can cause the arm to rise out of only earth, ground must make aSpellcraft check (DC 20 + spell level) or
mud, grass, or sand, and the spell fails if you attempt lose any spell he or she tries to cast. The earthquake affects all
to cast it in an area with the wrong materials terrain, vegetation, structures, and creatures in the area. The
(including stone).

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specific effect of an earthquake spell depends on the Spell Resistance: Yes


nature of the terrain where it is cast. You release a small stroke of electrical energy. You
Cave, Cavern, or Tunnel: The spell collapses the must succeed on a ranged touch attack with the ray to strike a
roof, dealing 8d6 points of bludgeoning damage to target. The spell deals 1d4 points of electricity damage.
any creature caught under the cave–in (Reflex DC 15
half ) and pinning that creature beneath the rubble Elemental Body
(see below). An earthquake cast on the roof of a very Transmutation [see text]
large cavern could also endanger those outside the Level: Sor/Wiz 8
actual area but below the falling debris. Components: V, S, M
Cliffs: Earthquake causes a cliff to crumble, creating Casting Time: 1 standard action
a landslide that travels horizontally as far as it fell Range: Personal
vertically. Any creature in the path takes 8d6 points Target: You
of bludgeoning damage (Reflex DC 15 half ) and is Duration: 1 hour/level
pinned beneath the rubble (see below). You can transform your body into a particular type of
Open Ground: Each creature standing in the area elemental substance. You and your possessions appear to be
must make a DC 15 Reflex save or fall down. made of that element, though in the same general shape and
Fissures open in the earth, and every creature on the size as your normal appearance.
ground has a 25% chance to fall into one (Reflex DC You gain the following abilities when you cast
20 to avoid a fissure). At the end of the spell, all elemental body:
fissures grind shut, entombing any creatures within • You can subsist normally on a plane as the same
whom take 8d6 damage and are buried alive (see element you choose to assume. If you choose a water
Environmental Hazards for details). body, for example, you can breathe normally on
Structure: Any structure standing on open ground water dominant planes.
takes 100 points of damage, enough to collapse a • You are immune to poison, sleep, paralysis, and
typical wooden or masonry building, but not a stunning, and are not subject to extra damage from
structure built of stone or reinforced masonry. critical hits or flanking. You gain darkvision out to
Hardness does not reduce this damage, nor is it 60 feet.
halved as damage dealt to objects normally is. Any • Your creature type remains unchanged, so you are
creature caught inside a collapsing structure takes unaffected by spells that target elementals, but you
8d6 points of bludgeoning damage (Reflex DC 15 gain the air, earth, fire, or water subtype depending
half ) and is pinned beneath the rubble (see below). on the elemental substance you chose.
River, Lake, or Marsh: Fissures open underneath the
water, draining away the water from that area and In addition, you gain the following exceptional
forming muddy ground. Soggy marsh or swampland abilities according to the element chosen:
becomes quicksand for the duration of the spell,
sucking down creatures and structures. Each creature Air: Fly at your normal speed (perfect maneuverability), air
in the area must make a DC 15 Reflex save or sink mastery (airborne creatures take a –1 penalty on attack rolls
down in the mud and quicksand. At the end of the and damage rolls against you).
spell, the rest of the body of water rushes in to Earth: Earth mastery (you gain a +1 bonus on attack rolls and
replace the drained water, possibly drowning those damage rolls if both you and your foe touch the ground), push
caught in the mud. (you can start a bull rush maneuver without provoking attacks
Pinned beneath Rubble: Any creature pinned beneath of opportunity), +3 natural armor bonus to AC.
rubble takes 1d6 points of nonlethal damage per Fire: Fire immunity, burn (those you hit in melee and those
minute while pinned. If a pinned character falls who attack you with natural weapons must make a Reflex save
unconscious, he or she must make a DC 15 or catch fire, with a save DC equal to that of a fire elemental
Constitution check or take 1d6 points of lethal of the same size).
damage each minute thereafter until freed or dead. Water: Athletics (Swim) at your normal speed, water mastery
(you gain a +1 bonus on attack rolls and damage rolls if both
Electric Jolt you and your opponent touch water), drench (you can use your
Evocation [Electricity] elemental form to put out nonmagical open flames and dispel
Level: Sor/Wiz 0 magical fire you touch as if casting dispel magic at your caster
Components: V, S level).
Casting Time: 1 standard action The elemental body spell has the descriptor of the element you
Range: Close (25 ft. + 5 ft./2 levels) choose. So, if you choose a body of fire, elemental body is a
Effect: Ray fire spell.
Duration: Instantaneous Material Component: A bit of the element in question from a
Saving Throw: None plane other than the one where the spell is being cast.

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Material Component: A tiny bit of spit and a vial of acid


Elemental Burst (acid), ashes (fire), crystal (ice), broken glass (lightning), or
Evocation [see text] brass (sonic).
Level: Sor/Wiz 4
Components: V, S, M Elemental SwarmL
Casting Time: 1 standard action Conjuration (Summoning) [see text]
Range: Long (400 ft. + 40 ft./level) Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9
Area: 20–ft.–spread Components: V, S
Duration: Instantaneous Casting Time: 10 minutes
Saving Throw: Reflex half Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes Effect: Two or more summoned creatures, no two of which
An elemental burst spell is an explosion of can be more than 30 ft. apart
raw elemental fury that deals 1d6 points of the Duration: 10 min./level (D)
appropriate elemental damage per caster level Saving Throw: None
(maximum 15d6) to every creature within the area. Spell Resistance: No
Unattended objects also take this damage. The This spell opens a portal to an Elemental Plane and
explosion creates almost no pressure. The type of summons elementals from it. A druid can choose the plane
elemental damage – acid, fire, ice, lightning or sonic, (Air, Earth, Fire, or Water); a cleric opens a portal to the plane
is chosen when the spell is cast. matching his domain.
You point your finger and determine the When the spell is complete, 2d4 Large elementals
range (distance and height) at which the elemental appear. Ten minutes later, 1d4 Huge elementals appear.
burst is to burst. A glowing, pea–sized bead streaks Ten minutes after that, one greater elemental appears.
from the pointing digit and, unless it impacts upon a Each elemental has maximum hit points per HD. Once these
material body or solid barrier prior to attaining the creatures appear, they serve you for the duration of the spell.
prescribed range, blossoms into the elemental burst at The elementals obey you explicitly and never attack
that point. (An early impact results in an early you, even if someone else manages to gain control over them.
detonation.) If you attempt to send the bead through a You do not need to concentrate to maintain control over the
narrow passage, such as through an arrow slit, you elementals. You can dismiss them singly or in groups at any
must “hit” the opening with a ranged touch attack, or time.
else the bead strikes the barrier and detonates When you use a summoning spell to summon an air,
prematurely. earth, fire, or water creature, it is a spell of that type.
The acid version of elemental burst
continues to deal damage to those who fail their Endure ElementsP
saving throw, inflicting an additional 1d4 for the next Abjuration
two rounds to the target. Level: Clr/Pre 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
The fiery version of elemental burst sets fire Components: V, S
to combustibles and damages objects in the area. It Casting Time: 1 standard action
can melt metals with low melting points, such as Range: Touch
lead, gold, copper, silver, and bronze. Target: Creature touched
The icy version of elemental burst slows Duration: 24 hours
victims who fail their saving throw, causing them to Saving Throw: Will negates (harmless)
have a –2 penalty to hit and AC for an additional Spell Resistance: Yes (harmless)
round. A creature protected by endure elements suffers no
The lightning version of elemental burst is harm from being in a hot or cold environment. It can exist
attracted to metal, and creatures or items wearing comfortably in conditions between –50 and 140 degrees
metal armor or made of metal suffer a –4 penalty to Fahrenheit without having to make Fortitude saves). The
their saving throw. creature’s equipment is likewise protected.
The sonic version of elemental burst deafens Endure elements doesn’t provide any protection from
those who fail their saving throw for an additional fire or cold damage, nor does it protect against other
1d6 rounds. environmental hazards such as smoke, lack of air, and so forth.
If the damage caused to an interposing
barrier shatters or breaks through it, the elemental Energy Drain
burst may continue beyond the barrier if the area Necromancy
permits; otherwise it stops at the barrier just as any Level: Clr/Pre 9, Sor/Wiz 9
other spell effect does. Saving Throw: Fortitude partial; see text for enervation
When you use this spell it has an energy
descriptor that matches the type of energy chosen.

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This spell functions like enervation, except Enlarge monster can be made permanent with a
that the creature struck gains 2d4 negative levels, and permanency spell.
the negative levels last longer.
There is no saving throw to avoid gaining Enlarge PersonP
the negative levels, but 24 hours after gaining them, Transmutation
the subject must make a Fortitude saving throw (DC Level: Sor/Wiz 1, Strength 1
= energy drain spell’s save DC) for each negative Components: V, S, M
level. If the save succeeds, that negative level is Casting Time: 1 round
removed. If it fails, the negative level remains, Range: Close (25 ft. + 5 ft./2 levels)
though the character can try again the next day to Target: One humanoid creature
shake off the negative level. Duration: 1 min./level (D)
An undead creature struck by the ray gains Saving Throw: Fortitude negates
2d4x5 temporary hit points for 1 hour. Spell Resistance: Yes
This spell causes instant growth of a humanoid
Enervation creature, doubling its height and quadrupling its weight.
Necromancy This increase changes the creature’s size category to
Level: Sor/Wiz 4 the next larger one. The target gains a +2 size bonus to
Components: V, S Strength, a –2 size penalty to Dexterity (to a minimum of 1),
Casting Time: 1 standard action and a –1 penalty on attack rolls and AC due to its increased
Range: Close (25 ft. + 5 ft./2 levels) size.
Effect: Ray of negative energy A humanoid creature whose size increases to Large
Duration: Instantaneous has a space of 10 feet and a natural reach of 10 feet. This spell
Saving Throw: None does not change the target’s speed.
Spell Resistance: Yes If insufficient room is available for the desired
You point your finger and utter the growth, the creature attains the maximum possible size and
incantation, releasing a black ray of crackling may make a Strength check (using its increased Strength) to
negative energy that suppresses the life force of any burst any enclosures in the process. If it fails, it is constrained
living creature it strikes. You must make a ranged without harm by the materials enclosing it– the spell cannot be
touch attack to hit. If the attack succeeds, the subject used to crush a creature by increasing its size.
gains 1d4 negative levels. All equipment worn or carried by a creature is
If the subject has at least as many negative similarly enlarged by the spell. Melee and projectile weapons
levels as HD, it dies. Each negative level gives a affected by this spell deal more damage. Other magical
creature a –1 penalty on attack rolls, saving throws, properties are not affected by this spell. Any enlarged item
skill checks, ability checks, and effective level (for that leaves an enlarged creature’s possession (including a
determining the power, duration, DC, and other projectile or thrown weapon) instantly returns to its normal
details of spells or special abilities). size. This means that thrown weapons deal their normal
Additionally, a spellcaster loses one spell or spell slot damage, and projectiles deal damage based on the size of the
from his or her highest available level. Negative weapon that fired them. Magical properties of enlarged items
levels stack. are not increased by this spell.
Assuming the subject survives, it regains Multiple magical effects that increase size do not
lost levels after a number of hours equal to your stack.
caster level (maximum 15 hours). Usually, negative Enlarge person counters and dispels reduce person.
levels have a chance of permanently draining the Enlarge person can be made permanent with a
victim’s levels, but the negative levels from permanency spell.
enervation don’t last long enough to do so. Material Component: A pinch of powdered iron.
An undead creature struck by the ray gains
1d4x5 temporary hit points for 1 hour. Enlarge Person, Mass
Transmutation
Enlarge MonsterP Level: Sor/Wiz 4
Transmutation Target: One humanoid creature/level, no two of which can be
Level: Sor/Wiz 4 more than 30 ft. apart
Target: One creature This spell functions like enlarge person, except that it
This spell acts like enlarge person, but can affects multiple creatures.
be used on any creature type.
Note that certain creatures (usually Entangle
quadraped’s) reach may not be increased with the Transmutation
size increase. Level: Drd 1, Plant 1, Rgr 1

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Components: V, S, DF still applies) if you lose concentration or do anything other


Casting Time: 1 standard action than speak or sing.
Range: Long (400 ft. + 40 ft./level) If those not enthralled have unfriendly or hostile
Area: Plants in a 40–ft.–radius spread attitudes toward you, they can collectively make a Charisma
Duration: 1 min./level (D) check to try to end the spell by jeering and heckling. For this
Saving Throw: Reflex partial; see text check, use the Charisma bonus of the creature with the highest
Spell Resistance: No Charisma in the group; others may make Charisma checks to
Grasses, weeds, bushes, and even trees assist. The heckling ends the spell if this check result beats
wrap, twist, and entwine about creatures in the area your Charisma check result. Only one such challenge is
or those that enter the area, holding them fast and allowed per use of the spell.
causing them to become entangled. The creature can If any member of the audience is attacked or
break free and move half its normal speed by using a subjected to some other overtly hostile act, the spell ends and
full–round action to make a DC 20 Grapple check or the previously enthralled members become immediately
a DC 20 Acrobatics (Escape Artist) check. A creature unfriendly toward you. Each creature with 4 or more HD or
that succeeds on a Reflex save is not entangled but with a Wisdom score of 16 or higher becomes hostile.
can still move at only half speed through the area.
Each round on your turn, the plants once again Entropic Shield
attempt to entangle all creatures that have avoided or Abjuration
escaped entanglement. Level: Clr/Pre 1, Luck 1
Note: The effects of the spell may be altered Components: V, S
somewhat, based on the nature of the entangling Casting Time: 1 standard action
plants. Range: Personal
Target: You
Enthrall Duration: 1 min./level (D)
Enchantment (Charm) [Language Dependent, Mind– A magical field appears around you, glowing with a
Affecting, Sonic] chaotic blast of multicolored hues. This field deflects
Level: Brd 2, Clr/Pre 2 incoming arrows, rays, and other ranged attacks. Each ranged
Components: V, S attack directed at you for which the attacker must make an
Casting Time: 1 round attack roll has a 20% miss chance (similar to the effects of
Range: Medium (100 ft. + 10 ft./level) concealment). Other attacks that simply work at a distance are
Targets: Any number of creatures not affected.
Duration: 1 hour or less
Saving Throw: Will negates; see text EntrapmentM, F, P, X
Spell Resistance: Yes Abjuration
If you have the attention of a group of Level: Sor/Wiz 7
creatures, you can use this spell to hold them Components: V, S, XM, XF, XP
spellbound. To cast the spell, you must speak or sing Casting Time: 1 full round
without interruption for 1 full round. Range: Medium (100 ft. + 25 ft./level)
Thereafter, those affected give you their Target: One creature
undivided attention, ignoring their surroundings. Duration: 1 day (D)
They are considered to have an attitude of friendly Saving Throw: Will negates; see text
while under the effect of the spell. Any potentially Spell Resistance: Yes
affected creature of a race or religion unfriendly to When this spell is cast, the target creature is bodily
yours gets a +4 bonus on the saving throw. dragged toward the focus, magically shrunk to fine size and
A creature with 4 or more HD or with a imprisoned inside. While imprisoned, the victim cannot use
Wisdom score of 16 or higher remains aware of its spells or spell–like abilities, does not need to eat, sleep or
surroundings and has an attitude of indifferent. It breath, and is aware of their surroundings and can act
gains a new saving throw if it witnesses actions that it normally within the container they are bound. Once a creature
opposes. has been bound into an object, any hinges, lids, doors or other
The effect lasts as long as you speak or sing, methods of opening the container magically seal shut and
to a maximum of 1 hour. Those enthralled by your cannot be opened by any spell or amount of strength from the
words take no action while you speak or sing and for inside. From the outside, the container is considered to be
1d3 rounds thereafter while they discuss the topic or protected by an arcane lock equal to the caster’s level. The
performance. Those entering the area during the subject remains trapped within the container for one year per
performance must also successfully save or become level of the caster or until the container is opened or broken.
enthralled. The speech ends (but the 1d3–round delay If you so choose, you can also create a password that will
release the creature from the container, as well as an additional

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password or phrase that will return the victim to the Target: You
container, if they are still in range. In the latter case, Duration: 1 round/level (D)
the victim receives a new saving throw to escape the Upon casting this spell, you become a living bolt of
entrapment. lightning, which grants you several advantages. You gain a
If the container is subjected to dispel magic +6 magic bonus to dexterity and all attacks directed against
or an area that is magic dead or under the effects of you have a 50% miss chance. You gain immunity to lightning
an anti–magic area, the victim is expelled from the damage. Any creature physically striking you or attempting to
container and returned to normal size. grapple with you takes 5d6 electrical damage, half with a
If the caster knows the target’s name and some facts successful Reflex save. Also, your base movement rate
about his life, the target takes a –4 penalty to the becomes 60 feet.
save. When you move, you are so quick that you instantly
Entrapment can be made permanent with the arrive at your destination point without provoking attacks of
permanency spell. opportunity and you can pass through other creature’s squares
Material Component: Silver powder worth 1,000 without penalty, unless the creature is made of pure earth
gp. (such as Earth elemental or stone wall). However, you must
Focus: An object of diminutive size or larger in travel in a straight line when moving. When you finish your
which to entrap the victim. Note that if the item is movement, draw a straight line from your starting position to
destroyed (including from within), the spell instantly your ending position. Everything in a 5 wide path in–between
ends, so the more durable the item, the more likely it is struck by lightning that deals 5d6 points of electrical
will survive ordeals and attacks. The entrapment damage, half if a Reflex save is made.
focus can be reused, but not while it still contains an Material Component: A crystal jar worth 100 gp containing a
entrapped creature. living firefly.
XP: The caster must pay 50 XP per Hit Dice or level
of the creature to be entrapped. Ethereal Jaunt
Transmutation
Erase Level: Clr/Pre 7, Sor/Wiz 7
Transmutation Components: V, S
Level: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action
Components: V, S Range: Personal
Casting Time: 1 standard action Target: You
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 round/level (D)
Target: One scroll or two pages You become ethereal, along with your equipment.
Duration: Instantaneous For the duration of the spell, you are in a place called the
Saving Throw: See text Ethereal Plane, which overlaps the normal, physical, Material
Spell Resistance: No Plane. When the spell expires, you return to material
Erase removes writings of either magical or existence.
mundane nature from a scroll or from one or two An ethereal creature is invisible, insubstantial, and
pages of paper, parchment, or similar surfaces. With capable of moving in any direction, even up or down, albeit at
this spell, you can remove explosive runes, a glyph of half normal speed. As an insubstantial creature, you can move
warding, a sepia snake sigil, or an arcane mark, but through solid objects, including living creatures.
not illusory script or a symbol spell. Nonmagical An ethereal creature can see and hear on the Material
writing is automatically erased if you touch it and no Plane, but everything looks gray and ephemeral. Sight and
one else is holding it. Otherwise, the chance of hearing onto the Material Plane are limited to 60 feet.
erasing nonmagical writing is 90%. Force effects and abjurations affect an ethereal
Magic writing must be touched to be erased, creature normally. Their effects extend onto the Ethereal Plane
and you also must succeed on a caster level check from the Material Plane, but not vice versa. An ethereal
(1d20 + caster level) against DC 15. (A natural 1 or 2 creature can’t attack material creatures, and spells you cast
is always a failure on this check.) If you fail to erase while ethereal affect only other ethereal things. Certain
explosive runes, a glyph of warding, or a sepia snake material creatures or objects have attacks or effects that work
sigil, you accidentally activate that writing instead. on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as
Essence of LightningM if they were material.
Transmutation [Electrictity] If you end the spell and become material while inside
Level: Sor/Wiz 9 a material object (such as a solid wall), you are shunted off to
Components: V, S, XM the nearest open space and take 1d6 points of damage per 5
Casting Time: 1 standard action feet that you so travel.
Range: Personal

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Etherealness You and any characters you specifically instruct can


Transmutation read the protected writing without triggering the runes.
Level: Clr/Pre 9, Sor/Wiz 9 Likewise, you can remove the runes whenever
Range: Touch; see text desired. Another creature can remove them with a successful
Targets: You and one other touched creature per dispel magic or erase spell, but attempting to dispel or erase
three levels the runes and failing to do so triggers the explosion.
Duration: 1 min./level (D) Note: Magic traps such as explosive runes are hard to detect
Spell Resistance: Yes and disable. A rogue (only) can use the Perception (Spot) skill
This spell functions like ethereal jaunt, to find the runes and Disable Device to thwart them. The DC
except that you and other willing creatures joined by in each case is 25 + spell level, or 28 for explosive runes.
linked hands (along with their equipment) become Explosive runes can be made permanent, in which
ethereal. Besides yourself, you can bring one creature case it recharges one hour after being triggered.
per three caster levels to the Ethereal Plane. Once
ethereal, the subjects need not stay together. Exterminate
When the spell expires, all affected creatures Necromancy
on the Ethereal Plane return to material existence. Level: Sor/Wiz 0, Cleric 0, Druid 0
Components: V, S
Expeditious RetreatP Casting Time: 1 standard action
Transmutation Range: Short
Level: Brd 1, Sor/Wiz 1 Target: One living creature of size tiny or smaller
Components: V, S Duration: Instantaneous
Casting Time: 1 standard action Saving Throw: None
Range: Personal Spell Resistance: Yes
Target: You When this spell is cast, you point your finger at the
Duration: 1 min./level (D) target and makes a small zapping sound. A bolt of black
This spell increases your base land speed by energy zips from your finger to unerringly strike the target,
10 feet. (This adjustment is treated as an magic dealing 2 points of damage.
bonus.)
There is no effect on other modes of Eyebite
movement, such as burrow, climb, fly, or swim. As Necromancy [Evil]
with any effect that increases your speed, this spell Level: Brd 6, Sor/Wiz 6
affects your jumping distance (see theAthletics Components: V, S
(Jump)skill). Casting Time: 1 standard action
This spell can be made permament with the Range: Close (25 ft. + 5 ft./2 levels)
permanency spell. You cannot have more than one Target: One living creature
movement spell made permanent at a time. Duration: 1 round per three levels; see text
Saving Throw: None or Fortitude negates; see text
Explosive RunesP Spell Resistance: Yes
Abjuration [Force] Each round, you may target a single living creature, striking it
Level: Sor/Wiz 3 with waves of evil power. Creatures receive no saving throw
Components: V, S unless they have more HD/caster levels than you, in which
Casting Time: 1 standard action case they gain a Fortitude save to negate.
Range: Touch
Target: One touched object weighing no more than HD Effect
10 lb. Equal to or greater than Sickened
Duration: One day or until discharged (D) caster level
Saving Throw: See text Up to caster level –5 Panicked, sickened
Spell Resistance: Yes Up to caster level –6 Panicked, sickened,
You trace these mystic runes upon a book, comatose
map, scroll, or similar object bearing written
information. The runes detonate when read, dealing The effects are cumulative and concurrent.
6d6 points of force damage. Anyone next to the runes Sickened: Sudden pain and fever sweeps over the subject’s
(close enough to read them) takes the full damage body. A sickened creature takes a –2 penalty on attack rolls,
with no saving throw; any other creature within 10 weapon damage rolls, saving throws, skill checks, and ability
feet of the runes is entitled to a Reflex save for half checks. A creature affected by this spell remains sickened for
damage. The object on which the runes were written 10 minutes per caster level. The effects cannot be negated by a
also takes full damage (no saving throw). remove disease or heal spell, but a remove curse is effective.

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Panicked: The subject becomes panicked for 1d4 Outlined creatures do not benefit from the concealment
rounds. Even after the panic ends, the creature normally provided by darkness (though a 2nd–level or higher
remains shaken for 10 minutes per caster level, and it magical darkness effect functions normally), blur,
automatically becomes panicked again if it comes displacement, invisibility, or similar effects. The light is too
within sight of you during that time. This is a fear dim to have any special effect on undead or dark–dwelling
effect. creatures vulnerable to light. The faerie fire can be blue,
Comatose: The subject falls into a catatonic coma for green, or violet, according to your choice at the time of
10 minutes per caster level. During this time, it casting. The faerie fire does not cause any harm to the objects
cannot be awakened by any means short of dispelling or creatures thus outlined.
the effect. This is not a sleep effect, and thus elves Faerie fire can be made permanent with a
are not immune to it. permanency spell.
The spell lasts for 1 round per three caster
levels. You must spend a move action each round False Life
after the first to target a foe. Necromancy
Level: Sor/Wiz 2
FabricateL, M Components: V, S, M
Transmutation Casting Time: 1 standard action
Level: Sor/Wiz 5 Range: Personal
Components: V, S, XM Target: You
Casting Time: See text Duration: 1 hour/level or until discharged; see text
Range: Close (25 ft. + 5 ft./2 levels) You harness the power of unlife to grant yourself a
Target: Up to 10 cu. ft./level; see text limited ability to avoid death. While this spell is in effect, you
Duration: Instantaneous gain temporary hit points equal to 1d10 +1 per caster level
Saving Throw: None (maximum +10).
Spell Resistance: No Material Component: A small amount of alcohol or distilled
You convert raw material of one sort into a spirits, which you use to trace certain sigils on your body
finished product that is of the same material. during casting. These sigils cannot be seen once the alcohol or
Creatures or magic items cannot be created or spirits evaporate.
transmuted by the fabricate spell. The quality of
items made by this spell is commensurate with the False VisionM, P
quality of material used as the basis for the new Illusion (Glamer)
fabrication. If you work with a mineral, the target is Level: Brd 5, Sor/Wiz 5, Trickery 5
reduced to 1 cubic foot per level instead of 10 cubic Components: V, S, XM
feet. Casting Time: 1 standard action
You must make an appropriate Craft check Range: Touch
to fabricate articles requiring a high degree of Area: 40–ft.–radius emanation
craftsmanship. Duration: 1 hour/level (D)
Casting requires 1 round per 10 cubic feet Saving Throw: None
(or 1 cubic foot) of material to be affected by the Spell Resistance: No
spell. Any divination (scrying) spell used to view anything
Material Component: The original material, which within the area of this spell instead receives a false image (as
costs the same amount as the raw materials required the major image spell), as defined by you at the time of
to craft the item to be created. casting. As long as the duration lasts, you can
concentrate to change the image as desired. While you aren’t
Faerie FireP concentrating, the image remains static.
Evocation [Light] This spell can be made permanent with the
Level: Drd 1 permanency spell.
Components: V, S, DF Arcane Material Component: The ground dust of a piece of
Casting Time: 1 standard action jade worth at least 250 gp, which is sprinkled into the air when
Range: Long (400 ft. + 40 ft./level) the spell is cast.
Area: Creatures and objects within a 5–ft.–radius
burst Fascinate
Duration: 1 min./level (D) Enchantment (Compulsion) [Mind–Affecting]
Saving Throw: None Level: Brd 1, Sor/Wiz 1
Spell Resistance: Yes Components: V, S
A pale glow surrounds and outlines the Casting Time: 1 round
subjects. Outlined subjects shed light as candles. Range: Close (25 ft. + 5 ft./2 levels)

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Area: Several living creatures, no two of which may Sightless creatures are not affected. If all targets in the area of
be more than 30 ft. apart effect exceed the maximum hit dice you can affect, you can
Duration: 2d4 rounds (D) only affect one creature and the spell’s duration is a mere 2
Saving Throw: Will negates rounds. If the target creature is higher level than you, it gains
Spell Resistance: Yes a +4 bonus to its save.
Your gestures and droning incantation A wizard or sorcerer need not utter a sound to cast
fascinate nearby creatures, causing them to stop and this spell, but a bard must sing, play music, or recite a rhyme
stare blankly at you. In addition, you can use their as a verbal component.
rapt attention to make your suggestions and requests Material Component: A glowing stick of incense or a crystal
seem more plausible. rod filled with phosphorescent material.
You affect creatures with HD/levels up to
your caster level with this spell (min 1 creature). * Fascinating Pattern replaces Hypnotic Pattern in the
Creatures with fewer HD are affected before Amberos Campaign.
creatures with more HD. Only creatures that can see
or hear you are affected, but they do not need to Fascinating Pattern, Greater
understand you to be fascinated. If all targets in the Illusion (Pattern) [Mind–Affecting]
area of effect have more than 4 HD, you only affect Level: Brd 4, Sor/Wiz 4
one target, and the duration is halved. If the creature Components: V (Brd only), S, M, F; see text
has more HD/levels than you do, it gains a +4 bonus Casting Time: 1 standard action
to the save. Range: Medium (100 ft. + 10 ft./level)
If you use this spell in combat, each target Effect: Colorful lights with a 20–ft.–radius spread
gains a +2 bonus on its saving throw. If the spell Duration:Spellcraft +1 round/ level (D)
affects only a single creature not in combat at the Saving Throw: Will negates
time, the saving throw has a penalty of –2. Spell Resistance: Yes
While the subject is fascinated by this spell, A glowing, rainbow–hued pattern of interweaving
it reacts as though it were two steps more friendly in colors fascinates those within it. Greater Fascinating Pattern
attitude. This allows you to make a single request of fascinates a maximum of twice your caster level in HD/levels
the affected creature (provided you can communicate (minimum 1 creature). Creatures with the fewest HD are
with it). The request must be brief and reasonable. affected first. Among creatures with equal HD, those who are
Even after the spell ends, the creature retains its new closest to the spell’s point of origin are affected first. If the
attitude toward you, but only with respect to that target has HD more than twice your caster level, it gains a +4
particular request. bonus to the saving throw. An affected creature that fails its
A creature that fails its saving throw does saves is fascinated by the pattern.
not remember that you enspelled it. With a simple gesture (a free action), you can make
the pattern move up to 30 feet per round (moving its effective
* Fascinate replaces Hypnotism in the Amberos point of origin). All fascinated creatures follow the moving
campaign pattern of light, trying to get or remain within the effect.
Fascinated creatures who are restrained and removed from the
Fascinating Pattern pattern still try to follow it. If the pattern leads its subjects into
Illusion (Pattern) [Mind–Affecting] a dangerous area each fascinated creature gets a second save.
Level: Brd 2, Sor/Wiz 2 If the view of the lights is completely blocked creatures who
Components: V (Brd only), S, M; see text can’t see them are no longer affected.
Casting Time: 1 standard action The spell does not affect sightless creatures.
Range: Medium (100 ft. + 10 ft./level) Verbal Component: A wizard or sorcerer need not utter a
Effect: Colorful lights in a 10–ft.–radius spread sound to cast this spell, but a bard must sing, play music, or
Duration: Concentration + 2 rounds recite a rhyme as a verbal component.
Saving Throw: Will negates Material Component: A piece of phosphor.
Spell Resistance: Yes Focus: A crystal prism.
A twisting pattern of subtle, shifting colors
weaves through the air, fascinating creatures within * Greater Fascinating Pattern replaces Rainbow Pattern in
it. You affect up to your caster level + 4 in HD/levels the Amberos campaign.
of creatures (min 1 creature). Creatures with the
fewest HD are affected first; and, among creatures Fast Healing
with equal HD, those who are closest to the spell’s Conjuration (Healing)
point of origin are affected first. Hit Dice that are not Level: Brd 4, Clr/Pre 4, Drd 4, Pal 2
sufficient to affect a creature are wasted. Affected Components: V, S, DF
creatures become fascinated by the pattern of colors. Casting Time: 1 standard action

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Range: 30 ft. radius Duration: Until landing or 1 round/level


Target: Up to one ally/level Saving Throw: Will negates (harmless) or Will negates
Duration: 5 rounds + 1 round/level (object)
Saving Throw: None Spell Resistance: Yes (object)
Spell Resistance: Yes (harmless) The affected creatures or objects fall slowly. Feather
Upon casting this spell, you empower the fall instantly changes the rate at which the targets fall to a
affected creatures with fast healing 1 for the duration mere 60 feet per round (equivalent to the end of a fall from a
of the spell. If an allied creature moves more than 30 few feet), and the subjects take no damage upon landing while
feet from you, they lose the fast healing ability for the the spell is in effect. However, when the spell duration
remainder of the spell. expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller
Fast Healing, Greater creatures (including gear and carried objects up to each
Conjuration (Healing) creature’s maximum load) or objects, or the equivalent in
Level: Brd 6, Clr/Pre 6, Drd 6, Pal 4 larger creatures: A Large creature or object counts as two
This spell works like fast healing, but grants Medium creatures or objects, a Huge creature or object counts
fast healing 2. For every 5 levels past 10th, the fast as two Large creatures or objects, and so forth.
healing increases by 1 (Thus fast healing 3 at 15th– You can cast this spell with an instant utterance,
19th level, and fast healing 4 at 20th). quickly enough to save yourself if you unexpectedly fall.
Casting the spell is an immediate action, like casting
Fast Healing, Lesser a quickened spell, and it counts toward the normal limit of one
Conjuration (Healing) quickened spell per round. You may even cast this spell when
Level: Brd 1, Clr/Pre 1, Drd 1, Pal 1 it isn’t your turn.
Range: Touch This spell has no special effect on ranged weapons
Target: Creature touched unless they are falling quite a distance. If the spell is cast on a
This spell works like fast healing, but falling item the object does half normal damage based on its
affectes a single target. The target may move freely weight, with no bonus for the height of the drop.
away from the caster without fear of losing the fast Feather fall works only upon free–falling objects. It does not
healing until the spell expires. affect a sword blow or a charging or flying creature.

Fear Feeblemind
Necromancy [Fear, Mind–Affecting] Enchantment (Compulsion) [Mind–Affecting]
Level: Brd 3, Sor/Wiz 4 Level: Sor/Wiz 5
Components: V, S, M Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: 30 ft. Range: Medium (100 ft. + 10 ft./level)
Area: Cone–shaped burst Target: One creature
Duration: 1 round/level or 1 round; see text Duration: Instantaneous
Saving Throw: Will partial Saving Throw: Will negates; see text
Spell Resistance: Yes Spell Resistance: Yes
An invisible cone of terror causes each If the target creature fails a Will saving throw, its
living creature in the area to become panicked unless Intelligence and Charisma scores each drop to 1. The affected
it succeeds on a Will save. If cornered, a panicked creature is unable to use Intelligence– or Charisma–based
creature begins cowering. If the Will save succeeds, skills, cast spells, understand language, or communicate
the creature is shaken for 1 round. coherently. Still, it knows who its friends are and can follow
Material Component: Either the heart of a hen or a them and even protect them. The subject remains in this state
white feather. until a heal, limited wish, miracle, or wish spell is used to
cancel the effect of the feeblemind. A creature that can cast
Feather FallQ, P arcane spells, such as a sorcerer or a wizard, takes a –4 penalty
Transmutation on its saving throw.
Level: Brd 1, Sor/Wiz 1 Material Component: A handful of clay, crystal, glass, or
Components: V mineral spheres.
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels) Feign DeathQ
Targets: One Medium or smaller free–falling object Necromancy
or creature/level, no two of which may be more than Level: Clr/Pre 3, Sor/Wiz 3
20 ft. Components: V
apart Casting Time: 1 swift action

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Range: Touch Focus: An item worth at least 10 gp from the location you are
Target: One living creature seeking.
Duration: 10 minutes + 1 round/level (D)
Saving Throw: Will negates (harmless) Find TrapsP
Spell Resistance: Yes (harmless) Divination
By means of this spell, the cast or any other Level: Clr/Pre 2
willing person can be put into a cataleptic state that is Components: V, S
impossible to distinguish from actual death. An Casting Time: 1 standard action
unwilling victim gains a Will saving throw to negate Range: Personal
the spell. Although the person affected can smell, Target: You
hear, and know what is going on, no feeling or sight Duration: 1 min./level
of any sort is possible; thus any wounding or You gain intuitive insight into the workings of traps.
mistreatment of the body is not felt (though normal You can use the Perception (Spot) skill to detect traps just as a
damage is rendered), and no reaction occurs. Poison rogue can. In addition, you gain an insight bonus equal to one–
injected or otherwise introduced into the body half your caster level (maximum +10) on Perception (Spot)
becomes effective when the spell recipient is no checks made to find traps while the spell is in effect.
longer under the influence of this spell. The caster or Note that find traps grants no ability to disable the
target of the spell is able to end the spell as a free traps that you may find.
action at any time – meaning an unwilling target who Find traps can be made permanent with a
fails its save only need wait until its next action to permanency spell. You cannot have more than one detection
end the spell. spell permanent at a time.
However, the spell offers no proection from
causes of certain death – being crushed, targeted by a Finger of Death
death spell, etc. Necromancy [Death]
Level: Drd 8, Sor/Wiz 7
Find the PathL Components: V, S
Divination Casting Time: 1 standard action
Level: Brd 6, Clr/Pre 6, Drd 6, Knowledge 6, Travel Range: Close (25 ft. + 5 ft./2 levels)
6 Target: One living creature
Components: V, S, F Duration: Instantaneous
Casting Time: 3 rounds Saving Throw: Fortitude partial
Range: Personal or touch Spell Resistance: Yes
Target: You or creature touched You deal 2d8 damage/level to a single creature
Duration: 10 min./level within range (max 30d8). If the target drops to 0 hit points or
Saving Throw: None or Will negates (harmless) lower, it is slain. The target is entitled to a Fortitude saving
Spell Resistance: No or Yes (harmless) throw to avoid this damage. If the save is successful, the
The recipient of this spell can find the creature instead takes 3d6 points of damage +1 point per
shortest, most direct physical route to a specified caster level (maximum +25).
destination, be it the way into or out of a locale. The The subject might die from damage even if it
locale can be outdoors, underground, or even inside a succeeds on its saving throw.
maze spell. Find the path works with respect to
locations, not objects or creatures at a locale. The Fire Blood
location must be on the same plane as you are at the Necromancy [Fire]
time of casting. Level: Sor/Wiz 4
The spell enables the subject to sense the Components: V, S, M
correct direction that will eventually lead it to its Casting Time: 1 standard action
destination, but does not grant knowledge of how to Range: Touch
bypass, sense or deactivate obstacles encountered Target: One living creature touched
along the way. The spell ends when the destination is Duration: 2 rounds/level
reached or the duration expires, whichever comes Saving Throw: Will negates (harmless)
first. Find the path can be used to remove the subject Spell Resistance: Yes
and its companions from the effect of a maze spell in By means of this spell, you harmlessly transform the
a single round. recipient's blood to fire. The recipient gains the benefit of the
This divination is keyed to the recipient, not Fire subtype and gains the benefits of the rage spell for the
its companions, and its effect does not predict or duration of the spell.
allow for the actions of creatures (including Material Component: A small flame which is held to the spell
guardians). recipient and absorbed into their flesh.

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Casting Time: 1 standard action


Fire Burst Range: Touch
Evocation [Fire] Targets: Up to four touched acorns or up to eight touched
Level: Sor/Wiz 6 holly berries
Components: V, S, M Duration: 10 min./level or until used
Casting Time: 1 standard action Saving Throw: None or Reflex half; see text
Range: Long (400 ft + 40 ft./level) Spell Resistance: No
Target: One primary target, plus one secondary Depending on the version of fire seeds you choose,
target/level (each of which must be within you turn acorns into splash weapons that you or another
30 ft. of the primary target) character can throw, or you turn holly berries into bombs that
Duration: Instantaneous you can detonate on command.
Saving Throw: Reflex half Acorn Grenades: As many as four acorns turn into special
Spell Resistance: Yes splash weapons that can be hurled as far as 100 feet. A ranged
This spell creates a line of fire that streaks touch attack roll is required to strike the intended target.
from your hand to the target creature. The fire Together, the acorns are capable of dealing 1d6 points of fire
explodes into a brilliant fireball, and tendrils arc to damage per caster level (maximum 20d6), divided up among
affect other targets. the acorns as you wish.
The streak of fire and exploding fireball deal Each acorn explodes upon striking any hard surface.
1d8 per caster level (max 20d8) to the target and In addition to its regular fire damage, it deals 1 point of splash
everyone within 5 feet of the primary target. damage per die, and it ignites any combustible materials
Likewise, arcs of fire expand outward from the within 10 feet. A creature within this area that makes a
primary fireball to strike up to one additional target successful Reflex saving throw takes only half damage; a
per level (maximum 15) up to 30 feet from the spell’s creature struck directly is not allowed a saving throw.
epicenter. The secondary arcs of fire deal half the Holly Berry Bombs: You turn 1 holly berry/3 levels (max 8)
damage of the initial fireball, but do not have a blast into special bombs. The holly berries are usually placed by
radius. hand, since they are too light to make effective thrown
Each target can attempt a reflex saving weapons (they can be tossed only 5 feet). If you are within 200
throw for half damage. You choose secondary feet and speak a word of command, each berry instantly bursts
targets as you desire, but they must be within 30 feet into flame, causing 1d8 points of fire damage +1 point per
of the primary target, and no target may be struck caster level to every creature in a 5–foot radius burst and
more than once. You can choose to affect fewer igniting any combustible materials within 5 feet. Apply the
secondary targets than the maximum. damage for each berry seperately when attempting to
Material Component: A bit of bat guano and a pinch overcome fire resistance. A creature in the area that makes a
of crushed ruby. successful Reflex saving throw takes only half damage.
Material Component: The acorns or holly berries.
Fire Finger
Evocation [Fire] Fire Shield
Level: Sor/Wiz 0 Evocation [Fire or Cold]
Components: V, S, M Level: Fire 5, Sor/Wiz 4, Sun 4
Casting Time: 1 standard action Components: V, S, M/DF
Range: Touch Casting Time: 1 standard action
Target: Item or Creature touched Range: Personal
Duration: 1 round/2 levels Target: You
Saving Throw: Reflex negates Duration: 1 round/level (D)
Spell Resistance: Yes This spell wreathes you in flame and causes damage
Casting this spell causes a small burst of to each creature that attacks you in melee. The flames also
flame to erupt from your finger out to a distance of 1 protect you from either cold–based or fire–based attacks (your
foot. If the flame touches an item or creature, it deals choice).
2 points of fire damage. Creatures or items protected Any creature striking you with its body or a handheld
by the spell Endure Elements, Resist Energy or weapon deals normal damage, but at the same time the
stronger effects are unaffected by the spell. attacker takes 1d6 points of damage +1 point per caster level
Material Component: A fingernail–sized bit of flint. (maximum +15). This damage is either cold damage (if the
shield protects against fire–based attacks) or fire damage (if
Fire Seeds the shield protects against cold–based attacks). If the attacker
Conjuration (Creation) [Fire] has spell resistance, it applies to this effect. Creatures wielding
Level: Drd 6, Fire 6, Sun 6 weapons with exceptional reach are not subject to this damage
Components: V, S, M if they attack you.

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When casting this spell, you appear to throw or suffer 1d6 fire damage. The damage is halved if the
immolate yourself, but the flames are thin and wispy, save succeeds.
giving off light equal to only half the illumination of Your hands must be empty to use the fire, but it does
a normal torch (10 feet). The color of the flames is not interfere with spellcasting or moving. When moving, the
determined randomly (50% spellcaster cannot affect those he passes by; the flames only
chance of either color)–blue or green if the chill affect those around him when he ceases moving.
shield is cast, violet or blue if the warm shield is Material Component: A lit candle.
employed. The special powers of each version are as
follows. Fire TrapL, M, P
Warm Shield: The flames are warm to the touch. You Abjuration [Fire]
take only half damage from cold–based attacks. If Level: Drd 2, Sor/Wiz 4
such an attack allows a Reflex save for half damage, Components: V, S, XM
you take no damage on a successful save. Casting Time: 10 minutes
Chill Shield: The flames are cool to the touch. You Range: Touch
take only half damage from fire–based attacks. If Target: Object touched
such an attack allows a Reflex save for half damage, Duration: One day or until discharged (D)
you take no damage on a successful save. Saving Throw: Reflex half; see text
Arcane Material Component: A bit of phosphorus Spell Resistance: Yes
for the warm shield; a live firefly or glowworm or the Fire trap creates a fiery explosion when an intruder
tail portions of four dead ones for the chill shield. opens the item that the trap protects. A fire trap can ward any
object that can be opened and closed.
Fire Storm When casting fire trap, you select a point on the
Evocation [Fire] object as the spell’s center. When someone other than you
Level: Clr/Pre 8, Drd 7, Fire 7 opens the object, a fiery explosion fills the area within a 5–
Components: V, S foot radius around the spell’s center. The flames deal 1d8
Casting Time: 1 round points of fire damage +1d8 points per caster level (maximum
Range: Medium (100 ft. + 10 ft./level) 10d8). The item protected by the trap is not harmed by this
Area: Two 10–ft. cubes per level (S) explosion.
Duration: Instantaneous A fire trapped item cannot have a second closure or
Saving Throw: Reflex half warding spell placed on it.
Spell Resistance: Yes A knock spell does not bypass a fire trap. An
When a fire storm spell is cast, the whole unsuccessful dispel magic spell does not detonate the spell.
area is shot through with sheets of roaring flame. The Underwater, this ward deals half damage and creates
raging flames do not harm natural vegetation, ground a large cloud of steam.
cover, and any plant creatures in the area that you You can use the fire trapped object without
wish to exclude from damage. Any other creature discharging it, as can any individual to whom the object was
within the area takes 1d6 points of fire damage per specifically attuned when cast. Attuning a fire trapped object
caster level (maximum 20d6). to an individual usually involves setting a password that you
can share with friends.
Fire Streak Note: Magic traps such as fire trap are hard to detect and
Evocation [Fire] disable. A rogue (only) can use the Perception (Spot) skill to
Level: Sor/Wiz 1 find a fire trap and Disable Device to thwart it. The DC in
Components: V, S, M each case is 25 + spell level (DC 27 for a druid’s fire trap or
Casting Time: 1 standard action DC 29 for the arcane version).
Range: 0 Fire trap can be made permanent, resetting itself one
Area of Effect: Threaten area around caster hour after being discharged.
Duration: 1 round/2 levels (D) Material Component: A half–pound of gold dust (cost 25 gp)
Saving Throw: Reflex half sprinkled on the warded object.
Spell Resistance: Yes
Upon speaking this spell, your hands Fireball
become enwrapped in furious flames. As long as you Evocation [Fire]
take a standard action (or full attack action or full Level: Sor/Wiz 3
defense action) to move your hands, the flames leave Components: V, S, M
a fiery streak, affecting anyone entering your base Casting Time: 1 standard action
threaten area (normally within 5 feet of the caster). Range: Long (400 ft. + 40 ft./level)
Those in the area of effect must make a reflex saving Area: 20–ft.–radius spread
Duration: Instantaneous

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Saving Throw: Reflex half Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes Target: Twenty projectiles, all of which must be in contact
A fireball spell is an explosion of flame that with each other at the time of casting
detonates with a low roar and deals 1d6 points of fire Duration: 10 min./level or until used
damage per caster level (maximum 10d6) to every Saving Throw: None
creature within the area. Unattended objects also take Spell Resistance: No
this damage. The explosion creates almost no You turn ammunition (such as arrows, bolts,
pressure. shuriken, and stones) into fiery projectiles upon striking an
You point your finger and determine the opponent. Each piece of ammunition takes on an orange tinge
range (distance and height) at which the fireball is to and deals an extra 1d6 points of fire damage +1d6 fire damage
burst. A glowing, pea–sized bead streaks from the per 5 levels past 5th to any target it hits (Thus, it deals +1d6
pointing digit and, unless it impacts upon a material fire at 5th–9th level, +2d6 fire at 10th–14th level, +3d6 fire at
body or solid barrier prior to attaining the prescribed 15th–19th level and +4d6 fire at 20th level). A flaming
range, blossoms into the fireball at that point. (An projectile can easily ignite a flammable object or structure, but
early impact results in an early detonation.) If you it won’t ignite a creature it strikes.
attempt to send the bead through a narrow passage, Material Component: A drop of oil and a small piece of flint.
such as through an arrow slit, you must “hit” the
opening with a ranged touch attack, or else the bead Flame Blade
strikes the barrier and detonates prematurely. Evocation [Fire]
The fireball sets fire to combustibles and Level: Drd 2
damages objects in the area. It can melt metals with Components: V, S, DF
low melting points, such as lead, gold, copper, silver, Casting Time: 1 standard action
and bronze. If the damage caused to an interposing Range: 0 ft.
barrier shatters or breaks through it, the fireball may Effect: Sword–like beam
continue beyond the barrier if the area permits; Duration: 1 min./level (D)
otherwise it stops at the barrier just as any other spell Saving Throw: None
effect does. Spell Resistance: Yes
Material Component: A tiny ball of bat guano and A 3–foot–long, blazing beam of red–hot fire springs
sulfur. forth from your hand. You wield this bladelike beam as if it
were a scimitar. Attacks with the flame blade are melee touch
Fist of Stone attacks. The blade deals 1d8 points of fire damage +1 point
Conjuration (Summoning) per two caster levels (maximum +10). Since the blade is
Level: Drd 1, Rgr 1, Sor/Wiz 2 immaterial, your Strength modifier does not apply to the
Components: V, S damage. A flame blade can ignite combustible materials such
Casting Time: 1 standard action as parchment, straw, dry sticks, and cloth.
Range: Self The spell does not function underwater.
Target: You
Duration: 2 rounds + 1 round/level (D) Flame Strike
Saving Throw: None Evocation [Fire]
Spell Resistance: None Level: Clr/Pre 5, Drd 4, Sun 5, War 5
Upon casting this spell, your primary hand become Components: V, S, DF
encased in stone gauntlets. The gauntlets are Casting Time: 1 standard action
considered to be magical for defeating damage Range: Medium (100 ft. + 10 ft./level)
reduction. You gain a +4 bonus to hit with the Area: Cylinder (10–ft. radius, 40 ft. high)
gauntlets and deals 1d6 damage + Str modifier. The Duration: Instantaneous
gauntlets are considered natural attacks, and Saving Throw: Reflex half
regardless of the number of attacks you can normally Spell Resistance: Yes
make in a round, you can only make one attack a A flame strike produces a vertical column of divine
round with the gauntlet. fire roaring downward. The spell deals 1d6 points of damage
At 7th level, both of your hands are encased per caster level (maximum 15d6). Half the damage is fire
with stone, allowing two slam attacks per round. damage, but the other half results directly from divine power
and is therefore not subject to being reduced by resistance to
Flame Arrow fire–based attacks.
Transmutation [Fire]
Level: Sor/Wiz 3 Flames of the Pheonix
Components: V, S, M Transmutation [Fire]
Casting Time: 1 standard action Level: Sor/Wiz 9

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Components: V, S, M A burning globe of fire rolls in whichever direction


Casting Time: 1 standard action you point and burns those it strikes. It moves 30 feet per
Range: 0 round. As part of this movement, it can ascend or jump up to
Area of Effect: See below 30 feet to strike a target. If it enters a space with a creature,
Duration: Instantaneous you make a ranged touch attack roll to hit the target, and
Saving Throw: None; Reflex half success deals 2d6 points of fire damage to that creature,
Spell Resistance: None; Yes though a successful Reflex save halves the damage. A flaming
Upon completing this spell, you are sphere rolls over barriers less than 4 feet tall. It ignites
engulfed in roaring flames that harm neither you nor flammable substances it touches and illuminates the same area
your equipment. The caster is immediately healed of as a torch would.
3 hit points per level. Those within 15 feet of the The sphere moves as long as you actively direct it (a
caster take 1d6 fire damage/level (max 20d6). A move action for you); otherwise, it merely stays at rest and
successful Reflex save halves the damage. burns. It can be extinguished by any means that would put out
Material Component: The feather of a phoenix. a normal fire of its size. The surface of the sphere has a
spongy, yielding consistency and so does not cause damage
Flames of Wrath except by its flame. It cannot push aside unwilling creatures or
Evocation [Fire] batter down large obstacles. A flaming sphere winks out if it
Level: Sor/Wiz 2 exceeds the spell’s range.
Components: V, S, M Arcane Material Component: A bit of tallow, a pinch of
Casting Time: 1 standard action brimstone, and a dusting of powdered iron.
Range: Medium (100 ft. + 10 ft./level)
Effect: One ball of fire per level Flare
Duration: Up to 1 round/level (D) Evocation [Light]
Saving Throw: None Level: Brd 0, Drd 0, Sor/Wiz 0
Spell Resistance: No Components: V
Upon casting this spell, your hands become Casting Time: 1 standard action
covered in writhing red flames. As either a touch Range: Close (25 ft. + 5 ft./2 levels)
attack or a ranged touch attack (using the range Effect: Burst of light
above), you can use the fire to burn targets. You can Duration: Instantaneous
make attacks with both hands, suffering no to hit Saving Throw: Fortitude negates
penalty for attacking with both hands unless you Spell Resistance: Yes
direct the attacks at different targets (in such a case, This cantrip creates a burst of light. If you cause the
treat it as if you were attacking with two weapons, light to burst directly in front of a single creature, that creature
the off–hand weapon being light). If you gain iterive is dazzled for 1 minute unless it makes a successful Fortitude
attacks (such as +6) you may choose to use the iterive save. Sightless creatures, as well as creatures already dazzled,
attacks to make the extra attacks, if such would be a are not affected by flare.
legal action. Both iterive and off–hand attacks count
against the total number of attacks you can make with Flesh to Stone
this spell. Each attack that hits deals 1d6 fire Transmutation
damage. Level: Sor/Wiz 6
You may choose to forgo attacking with the Components: V, S, M
balls of fire to cast other spells, as long as the other Casting Time: 1 standard action
spells do not require somatic material components. Range: Medium (100 ft. + 10 ft./level)
Material Component: Sulfur powder, which is Target: One creature
applied to the hands. Duration: Instantaneous
Saving Throw: Fortitude partial
Flaming Sphere Spell Resistance: Yes
Evocation [Fire] If the subject fails the Fortitude saving throw, it takes
Level: Drd 2, Sor/Wiz 2 1d10 damage/level (max 20d10) and is stunned for one round.
Components: V, S, M/DF If the victim is reduced to 0 hit points or less, the subject,
Casting Time: 1 standard action along with all its carried gear, turns into a mindless, inert
Range: Medium (100 ft. + 10 ft./level) statue. If the statue resulting from this spell is broken or
Effect: 5–ft.–diameter sphere damaged, the subject (if ever returned to its original state) has
Duration: 1 round/level similar damage or deformities.
Saving Throw: See below If the victim successfully saves against the spell, he
Spell Resistance: Yes takes 2d10 damage but is not stunned.

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The creature is not dead, but it does not the ground at all times and remains level. It floats along
seem to be alive either when viewed with spells such horizontally within spell range and will accompany you at a
as deathwatch. rate of no more than your normal speed each round. If not
Only creatures made of flesh are affected by otherwise directed, it maintains a constant interval of 5 feet
this spell. between itself and you. The disk winks out of existence when
the spell duration expires. The disk also winks out if you move
FlyP beyond range or try to take the disk more than 3 feet away
Transmutation from the surface beneath it. When the disk winks out,
Level: Sor/Wiz 3, Travel 3 whatever it was supporting falls to the surface beneath it.
Components: V, S, F/DF Material Component: A drop of mercury.
Casting Time: 1 standard action
Range: Touch Fog Cloud
Target: Creature touched Conjuration (Creation)
Duration: 1 min./level Level: Drd 2, Sor/Wiz 2, Water 2
Saving Throw: Will negates (harmless) Components: V, S
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
The subject can fly at a speed of 30 feet (or Range: Medium (100 ft. + 10 ft. level)
20 feet if it wears medium or heavy armor, or if it Effect: Fog spreads in 20–ft. radius, 20 ft. high
carries a medium or heavy load). It can ascend at half Duration: 10 min./level
speed and descend at double speed, and its Saving Throw: None
maneuverability is poor. Using a fly spell requires Spell Resistance: No
only as much concentration as walking, so the subject A bank of fog billows out from the point you
can attack or cast spells normally. The subject of a fly designate. The fog obscures all sight, including darkvision,
spell can charge but not run, and it cannot carry aloft beyond 5 feet. A creature within 5 feet has concealment
more weight than its maximum load, plus any armor (attacks have a 20% miss chance). Creatures farther away
it wears. have total concealment (50% miss chance, and the attacker
Should the spell duration expire while the can’t use sight to locate the target).
subject is still aloft, the magic fails slowly. The A moderate wind (11+ mph) disperses the fog in 4
subject floats downward 60 feet per round for 1d6 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
rounds. If it reaches the ground in that amount of The spell does not function underwater.
time, it lands safely. If not, it falls the rest of the
distance, taking 1d6 points of damage per 10 feet of Fool’s GoldL, M
fall. Since dispelling a spell effectively ends it, the Transmutation
subject also descends in this way if the fly spell is Level: Brd 2, Sor/Wiz 2
dispelled, but not if it is negated by an antimagic Components: V, S, XM
field. Casting Time: 1 minute
At 10th level, the fly spell grants average Range: Touch
manueverability. At 15th level, the fly spell grants Area: 150 coins/level
good manueverability. Duration: 1 hour/level
Arcane Focus: A wing feather from any bird. Saving Throw: See below
Spell Resistance: Yes (object)
Floating DiskP Casting this spell causes up to 150 copper coins/level
Evocation [Force] to temporarily become gold coins. Any creature examining
Level: Sor/Wiz 1 the gold can make a DC 20 Knowledge (Appraise) check to
Components: V, S, M determine that the gold is fake.
Casting Time: 1 standard action Material Component: A sprinkling of gold dust worth 5
Range: Close (25 ft. + 5 ft./2 levels) gp/caster level.
Effect: 3–ft.–diameter disk of force
Duration: 1 hour/level ForbiddanceL, M, P
Saving Throw: None Abjuration
Spell Resistance: No Level: Clr/Pre 6
You create a slightly concave, circular plane Components: V, S, XM, DF
of force that follows you about and carries loads for Casting Time: 6 rounds
you. The disk is 3 feet in diameter and 1 inch deep at Range: Medium (100 ft. + 10 ft./level)
its center. It can hold 100 pounds of weight per caster Area: 60–ft. cube/level (S)
level. (If used to transport a liquid, its capacity is 2 Duration: 1 day
gallons.) The disk floats approximately 3 feet above Saving Throw: See text

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Spell Resistance: Yes Creatures within the area are caught and contained
Forbiddance seals an area against all planar unless they are too big to fit inside, in which case the spell
travel into or within it. This includes all teleportation automatically fails. Teleportation and other forms of astral
spells (such as dimension door and teleport), plane travel provide a means of escape, but the force walls or bars
shifting, astral travel, ethereal travel, and all extend into the Ethereal Plane, blocking ethereal travel.
summoning spells. Such effects simply fail Like a wall of force spell, a forcecage resists dispel
automatically. magic, but it is vulnerable to a disintegrate spell, and it can be
In addition, it damages entering creatures destroyed by a sphere of annihilation or a rod of cancellation.
whose alignments are different from yours. The If attacked, the forcecage has Hardness 25 and 120 hit points
effect on those attempting to enter the warded area is per 5 ft. square.
based on their alignment relative to yours (see Barred Cage: This version of the spell produces a 20–foot
below). A creature inside the area when the spell is cube made of bands of force (similar to a wall of force spell)
cast takes no damage unless it exits the area and for bars. The bands are a half–inch wide, with half–inch gaps
attempts to reenter, at which time it is affected as between them. Any creature capable of passing through such a
normal. small space can escape; others are confined. You can’t attack a
Alignments identical: No effect. The creature may creature in a barred cage with a weapon unless the weapon can
enter the area freely (although not by planar travel). fit between the gaps. Even against such weapons (including
Alignments different with respect to either law/chaos arrows and similar ranged attacks), a creature in the barred
or good/evil: The creature takes 6d6 points of cage has cover. All spells and breath weapons can pass
damage. A successful Will save halves the damage, through the gaps in the bars.
and spell resistance applies. Windowless Cell: This version of the spell produces a 10–foot
Alignments different with respect to both law/chaos cube with no way in and no way out. Solid walls of force form
and good/evil: The creature takes 12d6 points of its six sides.
damage. A successful Will save halves the damage, Material Component: Ruby dust worth 1,500 gp, which is
and spell resistance applies. tossed into the air and disappears when you cast the spell.
At your option, the abjuration can include a
password, in which case creatures of alignments Forceful Hand
different from yours can avoid the damage by Evocation [Force]
speaking the password as they enter the area. You Level: Sor/Wiz 6
must select this option (and the password) at the time Components: V, S, F
of casting. This spell functions like interposing hand, except that
Dispel magic does not dispel a forbiddance effect the forceful hand pursues and pushes away the opponent that
unless the dispeller’s level is at least as high as your you designate. Treat this attack as a bull rush with a +14 bonus
caster level. on the CMB check, plus the caster’s level (+8 for Strength 27,
You can’t have multiple overlapping forbiddance +4 for being Large, and a +2 bonus for charging, which it
effects. In such a case, the more recent effect stops at always gets). The hand always moves with the opponent to
the boundary of the older effect. push that target back the full distance allowed, and it has no
This spell can be made permanent via a speed limit. Directing the spell to a new target is a move
permanency spell. action.
Material Component: A sprinkling of holy water and A very strong creature could not push the hand out of
rare incenses worth at least 100 gp. its way because the latter would instantly reposition itself
between the creature and you, but an opponent could push the
ForcecageM hand up against you by successfully bull rushing it.
Evocation [Force] Focus: A sturdy glove made of leather or heavy cloth.
Level: Sor/Wiz 7
Components: V, S, XM Foresight
Casting Time: 1 standard action Divination
Range: Close (25 ft. + 5 ft./2 levels) Level: Drd 9, Knowledge 9, Sor/Wiz 9
Area: Barred cage (20–ft. cube) or windowless cell Components: V, S, M/DF
(10–ft. cube) Casting Time: 1 standard action
Duration: 2 hours/level (D) Range: Personal or touch
Saving Throw: Reflex negates Target: See text
Spell Resistance: No Duration: 10 min./level
This powerful spell brings into being an Saving Throw: None or Will negates (harmless)
immobile, invisible cubical prison composed of either Spell Resistance: No or Yes (harmless)
bars of force or solid walls of force (your choice). This spell grants you a powerful sixth sense in
relation to yourself or another. Once foresight is cast, you

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receive instantaneous warnings of impending danger The transmuted creature becomes smarter. The spell grants a
or harm to the subject of the spell. You are never +4 magic bonus to Intelligence, adding the usual benefits to
surprised or flat–footed. In addition, the spell gives Intelligence–based skill checks and other uses of the
you a general idea of what action you might take to Intelligence modifier. Wizards (and other spellcasters who
best protect yourself and gives you a +2 insight bonus rely on Intelligence) affected by this spell do not gain any
to AC and Reflex saves. This insight bonus is lost additional bonus spells for the increased Intelligence, but the
whenever you would lose a Dexterity bonus to AC. save DCs for spells they cast while under this spell’s effect do
Further, your uncanny insight allows you to reroll increase. This spell doesn’t grant extra skill points.
one d20 roll a round. The affected roll may be any This spell can be made permanent with a permanency
d20 roll you make or that any one enemy’s saving spell.
throw against a spell you cast. The result of the reroll Arcane Material Component: A few hairs, or a pinch of dung,
must be taken, regardless whether it is better or from a fox.
worse.
When another creature is the subject of the Fox’s Cunning, Mass
spell, you receive warnings about that creature. You Transmutation
must communicate what you learn to the other Level: Brd 6, Sor/Wiz 6
creature for the warning to be useful, and the creature Range: Close (25 ft. + 5 ft./2 levels)
can be caught unprepared in the absence of such a Target: One creature/level, no two of which can be more than
warning. Shouting a warning, yanking a person back, 30 ft. apart
and even telepathically communicating (via an This spell functions like fox’s cunning, except that it
appropriate spell) can all be accomplished before affects multiple creatures.
some danger befalls the subject, provided you act on
the warning without delay. The subject, however, Fox’s Ears
does not gain the insight bonus to AC and Reflex Transmutation
saves, but does gain the d20 reroll ability if you are Level: Assn 1, Brd 0, Clr/Pre 0, Drd 0, Rgr 1, Sor/Wiz 0
able to elicit a warning. Components: V, S, M
Arcane Material Component: A hummingbird’s Casting Time: 1 standard action
feather. Range: Self
Target: You
Forget Duration: 1 round/level
Enchantment [Mind–Affecting] Saving Throw: None
Level: Clr/Pre 0, Sor/Wiz 0 Spell Resistance: None
Components: V, S, M When cast, you receive a +3 bonus to Perception
Casting Time: 1 standard action (Listen) checks for one round per level.
Range: Touch Material Component: A bit of fur from a fox.
Target: One creature touched
Duration: Instantaneous Freedom
Saving Throw: Will negates Abjuration
Spell Resistance: Yes Level: Sor/Wiz 9
This spell causes the touched individual to Components: V, S
forget everything that has transpired in the last Casting Time: 1 standard action
minute. The affected victim’s mindset reverts to the Range: Close (25 ft. + 5 ft./2 levels) or see text
state it was in a minute ago, and the creature has no Target: One creature
memory of what occurred in the past one minute. Duration: Instantaneous
Material Component: A bit of blank parchment Saving Throw: Will negates (harmless)
crumpled in one hand. Spell Resistance: Yes
The subject is freed from spells and effects that
Fox’s CunningP restrict its movement, including binding, entangle, grappling,
Transmutation imprisonment, maze, paralysis, petrification, pinning, sleep,
Level: Brd 2, Sor/Wiz 2 slow, stunning, temporal stasis, and web. To free a creature
Components: V, S, M/DF from imprisonment or maze, you must know its name and
Casting Time: 1 standard action background, and you must cast this spell at the spot where it
Range: Touch was entombed or banished into the maze.
Target: Creature touched
Duration: 1 min./level Freedom of MovementP
Saving Throw: Will negates (harmless) Abjuration
Spell Resistance: Yes Level: Brd 4, Clr/Pre 4, Drd 4, Luck 4, Rgr 4

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Components: V, S, M, DF having Fire Resistance 20 against such attacks while frozen.


Casting Time: 1 standard action
Range: Personal or touch Freeze Liquid
Target: You or creature touched Transmutation [Cold]
Duration: 10 min./level Level: Sor/Wiz 0
Saving Throw: Will negates (harmless) Components: V, S
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
This spell enables you or a creature you Range: Touch
touch to move and attack normally for the duration of Area of Effect: 1 cubic ft. of liquid/level
the spell, even under the influence of magic that Duration: Instantaneous
usually impedes movement, such as paralysis, solid Saving Throw: None
fog, slow, and web. The subject gains a +16 magic Spell Resistance: Yes (harmless)
bonus made to resist a grapple attempt, as well as on Upon casting this spell, you instantly drop the
grapple checks or Acrobatics (Escape Artist) checks temperature of the affected liquid to 0° Farenheit. This is
made to escape a grapple or a pin. sufficient to freeze most liquids, including potions. Alchohol
The spell also allows the subject to move and oils are cooled, but the temperature is insufficient to
and attack normally while underwater, even with freeze them. The spell has no effect on living creatures or
slashing weapons such as axes and swords or with creatures made of water or other liquids, including oozes. The
bludgeoning weapons such as flails, hammers, and effect is instantaneous and the liquid remains frozen until it
maces, provided that the weapon is wielded in the melts normals.
hand rather than hurled. The freedom of movement
spell does not, however, allow water breathing. Freezing Sphere
Freedom of movement can be made Evocation [Cold]
permanent with a permanency spell. Level: Sor/Wiz 6
Material Component: A leather thong, bound around Components: V, S, F
the arm or a similar appendage. Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Freeze Target, Effect, or Area: See text
Transformation [Cold] Duration: Instantaneous or 1 round/level; see text
Level: Sor/Wiz 4 Saving Throw: Reflex half; see text
Components: V, S Spell Resistance: Yes
Casting Time: 1 standard action Freezing sphere creates a frigid globe of cold energy
Range: Close (25 ft. + 5 ft./2 levels) that streaks from your fingertips to the location you select,
Target: One creature where it explodes in a 10–foot–radius burst, dealing 1d6
Duration: See below (maximum 20d6) to each creature in the area and slowing
Saving Throw: Fort negates them to ½ normal movement rate for 1 round/caster level. An
Spell Resistance: Yes elemental (water) creature instead takes 1d8 cold damage/level
Upon casting this spell, you surround the (maximum 20d8) and is slowed for 1 round/caster level. A
target in numbing cold, dealing 1d6 cold creature that makes the saving throw does not have its
damage/level (max 10d6). If the victim fails the movement rate affected nor is slowed.
saving throw, they are frozen in place. Creatures If the freezing sphere strikes a body of water or a
immune to cold damage cannot be frozen. The liquid that is principally water (not including water–based
victim remains frozen until the ice melts. The normal creatures), it freezes the liquid to a depth of 6 inches over an
time to for the victim to thaw out of the ice is listed area equal to 100 square feet (a 10– foot square) per caster
below. level (maximum 1,500 square feet). This ice lasts for 1 round
per caster level. Creatures that were swimming on the surface
Temperature(Farenheit) Time to Thaw of frozen water become trapped in the ice. Attempting to break
0 degrees or below Will not thaw free is a full–round action. A trapped creature must make a
1 – 32 degrees 1d4 days DC 25 Strength check or a DC 25 Acrobatics (Escape Artist)
33–54 degrees 1d4 hours check to do so.
55–80 degrees 1d4 minutes You can refrain from firing the globe after
81–100 degrees 1d4 rounds completing the spell, if you wish. Treat this as a touch spell
101+ degrees 1 round for which you are holding the charge. You can hold the charge
for as long as 1 round per level, at the end of which time the
The victim can be thawed quicker if they are freezing sphere bursts centered on you (and you receive no
struck by a fire–based spell or attack that normally saving throw to resist its effect). Firing the globe in a later
deals 5d6 damage or more. The victim is treated as round is a standard action.

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Focus: A small crystal sphere. * Mass Frighten replaces Scare in the Amberos campaign

Friendly Words Frightening VisageQ


Enchantment (Charm) [Mind–Affecting] Necromancy [Fear, Mind–Affecting]
Level: Brd 0, Sor/Wiz 0 Level: Assn 1, Brd 0, Clr/Pre 0, Sor/Wiz 0
Components: V, S Components: V
Casting Time: 1 standard action Casting Time: 1 swift action
Range: Self Range: Self
Target: You Target: You
Duration: 1 minute/level Duration: 1 round/level (D)
Saving Throw: None Saving Throw: Will negates
Spell Resistance: None Spell Resistance: No
Casting this spell grants you a +2 bonus to Casting this spell causes your appearance to become
Persuade (Diplomacy) skill checks. more fearsome. A wild breeze whips at your back as your
eyes take on a menacing hue (your choice of color). Your
Frighten features seem to darken and become more angular and you
Necromancy [Fear, Mind–Affecting] cause the air around you to noticeably change (feeling hotter
Level: Brd 1, Clr/Pre 1, Death 1, Sor/Wiz 1 or cooler, as you choose). None of the changes have any
Components: V, S mechanical effects; the effects are too subtle to have any
Casting Time: 1 standard action lasting or meaningful effects beyond a slight change of
Range: Close (25 ft. + 5 ft./2 levels) appearance. Creatures who fail their save against you are
Target: One living creature frightened (–2
Duration: 1d4 rounds or 1 round; see text You do gain a +2 bonus to Persuade (Intimidate) skill
Saving Throw: Will partial checks for the duration of the spell.
Spell Resistance: Yes
The affected creature becomes frightened. If Gaseous Form
the subject succeeds on a Will save, it is shaken for 1 Transmutation
round. Level: Air 3, Brd 3, Sor/Wiz 3
Creatures with more than 6 HD who fail Components: S, M/DF
their Will save are shaken for 1 round. If such Casting Time: 1 standard action
creatures make their save, they suffer no ill effects. Range: Touch
Frighten counters and dispels remove fear. Target: Willing corporeal creature touched
Duration: 10 min./level (D)
* Frighten replaces Cause Fear for the Amberos Saving Throw: None
campaign. Spell Resistance: No
The subject and all its gear become insubstantial,
Frighten, Mass misty, and translucent. Its material armor (including natural
Necromancy [Fear, Mind–Affecting] armor) becomes worthless, though its size, Dexterity,
Level: Brd 2, Sor/Wiz 2 deflection bonuses, and armor bonuses from force effects still
Components: V, S, M apply. The subject gains damage reduction 10/magic and
Casting Time: 1 standard action becomes immune to poison and critical hits. It can’t attack or
Range: Medium (100 ft. + 10 ft./level) cast spells with verbal, somatic, material, or focus components
Targets: One living creature per three levels, no two while in gaseous form. (This does not rule out the use of
of which can be more than 30 ft. apart certain spells that the subject may have prepared using the
Duration: 1 round/level or 1 round; see text for feats Silent Spell, Still Spell, and Eschew Materials.) The
frighten subject also loses supernatural abilities while in gaseous form.
Saving Throw: Will partial If it has a touch spell ready to use, that spell is discharged
Spell Resistance: Yes harmlessly when the gaseous form spell takes effect.
This spell functions like frighten, except that A gaseous creature can’t run, but it can fly at a speed
it causes all targeted creatures to become frightened. of 10 feet (maneuverability perfect). It can pass through small
Creatures whose level or HD exceed your caster level holes or narrow openings, even mere cracks, with all it was
are only shaken for a single round on a failed save wearing or holding in its hands, as long as the spell persists.
and suffer no effect if the Will save is made. The creature is subject to the effects of wind, and it can’t enter
Material Component: A bit of bone from an undead water or other liquid. It also can’t manipulate objects or
skeleton, zombie, ghoul, ghast, or mummy. activate items, even those carried along with its gaseous form.
Continuously active items remain active, though in some cases
their effects may be moot.

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Arcane Material Component: A bit of gauze and a item (such as a piece of cloth, hair or blood) from a named
wisp of smoke. creature, the target takes a –4 penalty to the saving throw.
Deities and unique beings are under no compulsion to come
GateF, X through the gate, although they may choose to do so of their
Conjuration (Creation or Calling) own accord. This use of the spell creates a gate that remains
Level: Clr/Pre 9, Sor/Wiz 9 open just long enough to transport the called creatures.
Components: V, S, (XF), XP; see text This use of the spell has an XP cost (see below).
Casting Time: 1 standard action If you choose to call a kind of creature instead of a
Range: Medium (100 ft. + 10 ft./level) known individual you may call either a single creature (of any
Effect: See text HD) or several creatures. You can call and control several
Duration: Instantaneous or concentration (up to 1 creatures as long as their HD total does not exceed your caster
round/level); see text level. In the case of a single creature, you can control it if its
Saving Throw: See below HD do not exceed twice your caster level. A single creature
Spell Resistance: No with more HD than twice your caster level can’t be controlled.
Casting a gate spell has two effects. First, it Deities and unique beings cannot be controlled in any event.
creates an interdimensional connection between your An uncontrolled being acts as it pleases, making the calling of
plane of existence and a plane you specify, allowing such creatures rather dangerous. An uncontrolled being may
travel between those two planes in either direction. return to its home plane at any time.
Second, you may then call a particular A controlled creature can be commanded to perform
individual or kind of being through the gate. a service for you. Such services fall into two categories:
The gate itself is a circular hoop or disk immediate tasks and contractual service. Fighting for you in a
from 5 to 20 feet in diameter (caster’s choice), single battle or taking any other actions that can be
oriented in the direction you desire when it comes accomplished within 1 round per caster level counts as an
into existence (typically vertical and facing you). It is immediate task; you need not make any agreement or pay any
a two–dimensional window looking into the plane reward for the creature’s help. The creature departs at the end
you specified when casting the spell, and anyone or of the spell.
anything that moves through is shunted instantly to If you choose to exact a longer or more involved
the other side. form of service from a called creature, you must offer some
A gate has a front and a back. Creatures fair trade in return for that service. The service exacted must
moving through the gate from the front are be reasonable with respect to the promised favor or reward;
transported to the other plane; creatures moving see the lesser planar ally spell for appropriate rewards. (Some
through it from the back are not. creatures may want their payment in “livestock” rather than in
Planar Travel: As a mode of planar travel, a gate coin, which could involve complications.) Immediately upon
spell functions much like a plane shift spell, except completion of the service, the being is transported to your
that the gate opens precisely at the point you desire (a vicinity, and you must then and there turn over the promised
creation effect) if you make a successful Knowledge reward. After this is done, the creature is instantly freed to
(The Planes) check to access the correct plane. return to its own plane.
Deities and other beings who rule a planar realm can Failure to fulfill the promise to the letter results in
prevent a gate from opening in their presence or your being subjected to service by the creature or by its liege
personal demesnes if they so desire. Travelers need and master, at the very least. At worst, the creature or its kin
not join hands with you–anyone who chooses to step may attack you.
through the portal is transported. A gate cannot be Note: When you use a calling spell such as gate to
opened to another point on the same plane; the spell call an air, chaotic, earth, evil, fire, good, lawful, or water
works only for interplanar travel. creature, it becomes a spell of that type.
You may hold the gate open only for a brief Focus: A small, forked metal rod. The size and metal type
time (no more than 1 round per caster level), and you dictates to which plane of existence or alternate dimension the
must concentrate on doing so, or else the interplanar spell sends the affected creatures. This item cannot be found
connection is severed. in a spell component pouch or ignored with Eschew Materials
Calling Creatures: The second effect of the gate feat. (only for the planar travel function)
spell is to call an extraplanar creature to your aid (a XP Cost: 1,000 XP (only for the calling creatures function).
calling effect). By naming a particular being or kind
of being as you cast the spell, you cause the gate to Gaze Deflection
open in the immediate vicinity of the desired creature Abjuration
and pull the subject through, willing or unwilling. Level: Sor/Wiz 2
The affected creature gains a Will saving throw to Components: V, S
ignore the calling if it has more HD/levels than the Casting Time: 1 standard action
caster or is summoned by name. If you have some Range: Personal

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Target: You Target: One living creature with 7 HD or less


Duration: 2 rounds + 1 round/level Duration: One day or until discharged (D)
Upon casting this spell, a shimmering, Saving Throw: Will negates
diffuse area of air appears over the caster’s eye, Spell Resistance: Yes
protecting him from gaze attacks. While the spell is A lesser geas places a magical command on a
in effect, the caster gains a +8 bonus to saves against creature to carry out some service or to refrain from some
gaze attacks. action or course of activity, as desired by you. The creature
must be able to understand you. If the target has more
Gaze Reflection HD/levels than you, it gains a +4 bonus to the saving throw.
Abjuration While a geas cannot compel a creature to kill itself or perform
Level: Sor/Wiz 4 acts that would result in certain death, it can cause almost any
Components: V, S other course of activity.
Casting Time: 1 standard action The geased creature must follow the given
Range: Personal instructions until the geas is completed, no matter how long it
Target: You takes.
Duration: 2 rounds + 1 round/level If the instructions involve some open–ended task that
This spell functions like gaze deflection, but the recipient cannot complete through his own actions the
instead actually turns any creature’s gaze attack back spell remains in effect for a maximum of one day per caster
on itself if it attempts to meet your gaze. The level. A clever recipient can subvert some instructions:
creature gains a saving throw against its own gaze If the subject is prevented from obeying the lesser
attack, with a +4 bonus. If the creature fails the save, geas for 24 hours, it takes a –2 penalty to each of its ability
it suffers the full effect of its own gaze attack scores. Each day, another –2 penalty accumulates, up to a total
of –8. No ability score can be reduced to less than 1 by this
Geas/QuestL effect. The ability score penalties are removed 24 hours after
Enchantment (Compulsion) [Language–Dependent, the subject resumes obeying the lessergeas.
Mind–Affecting] A lesser geas (and all ability score penalties) can be
Level: Brd 6, Clr/Pre 6, Sor/Wiz 6 ended by break enchantment, limited wish, remove curse,
Casting Time: 10 minutes miracle, or wish. Dispel magic does not affect a lesser geas.
Target: Up to one living creature/2 levels
Saving Throw: Will negates GenesisL,X
This spell functions similarly to lesser geas, Conjuration (Creation)
except that it affects multiple creatures. If the caster Level: Creation 9
possesses a personal item, a bit of hair or other item Components: V, S , M, X P
of significance from the target, the target suffers a – Casting Time: 1 week (8 hours/day)
10 penalty to its saving throw against this spell. Range: 180 ft.
Instead of taking penalties to ability scores Effect: A demiplane on the Ethereal Plane centered on your
(as with lesser geas), the subject takes 3d6 points of location
damage each day it does not attempt to follow the Duration: Instantaneous
geas/quest. Additionally, each day it must make a Saving Throw: None
Fortitude saving throw or become sickened. These Spell Resistance: No
effects end 24 hours after the creature attempts to This spell creates an immobile, finite plane with
resume the geas/ quest. limited access—a demi–plane.
A remove curse spell ends a geas/quest spell Demiplanes created by this power are very small,
only if its caster level is at least two higher than your minor planes. A character can cast this spell only on the
caster level. Break enchantment does not end a Ethereal Plane. When he or she casts it, a local density
geas/quest, but limited wish, miracle, and wish do. fluctuation precipitates the creation of a demiplane. At first,
Bards, sorcerers, and wizards usually refer the demiplane grows at a rate of a 1–foot–radius per day to an
to this spell as geas, while clerics call the same spell initial maximum radius of 180 feet as the fledgling plane
quest. draws substance from surrounding ethereal vapors and
protomatter or astral ectoplasm.
Geas, Lesser The plane is similar to the character’s homeworld,
Enchantment (Compulsion) [Language–Dependent, but the caster can choose the atmospheric conditions (clear,
Mind–Affecting] overcast, raining, stormy, etc.), and general terrain to match
Level: Brd 3, Sor/Wiz 4 any non–magical native terrain the character has encountered.
Components: V The character can also add one planar trait to the demi–plane –
Casting Time: 1 round Acid, Cold, Electric, Fast, Fire, Heavy, Negative, Positive,
Range: Close (25 ft. + 5 ft./2 levels) Slowed, Shadow, Weightless However, the spell cannot create

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life, nor can it create construction. If desired, these noise a ghost sound spell produces can be virtually any type of
must be brought in by some other fashion. sound within the volume limit. A horde of rats running and
Once the basic demiplane reaches its squeaking is about the same volume as eight humans running
maximum size, the character can continue to cast this and shouting. A roaring lion is equal to the noise from sixteen
spell to enlarge the demiplane if he or she is inside humans, while a roaring dire tiger is equal to the noise from
the boundaries of the demiplane. In such a case, the twenty humans.
radiusof the demiplane increases by 60 feet for each Ghost sound can enhance the effectiveness of a silent
subsequent casting. image spell.
If the spell is cast again while outside an Ghost sound can be made permanent with a
existing demi–plane, the casting creates a separate permanency spell.
bubble that does not touch or overlap any previously Material Component: A bit of wool or a small lump of wax.
created demiplane.
XP Cost: 5,000 XP. Ghoul Touch
Necromancy
Gentle ReposeP Level: Sor/Wiz 2
Necromancy Components: V, S, M
Level: Clr/Pre 2, Sor/Wiz 3 Casting Time: 1 standard action
Components: V, S, M/DF Range: Touch
Casting Time: 1 standard action Target: Living humanoid touched
Range: Touch Duration: Instantaneous
Target: Corpse touched Saving Throw: Fortitude negates
Duration: One day Spell Resistance: Yes
Saving Throw: Will negates (object) Imbuing you with negative energy, this spell deals
Spell Resistance: Yes (object) 1d6 nonlethal damage/level (max 5d6) with a successful melee
You preserve the remains of a dead creature touch attack. If the victim fails the save when struck, they are
so that they do not decay. Doing so effectively paralyzed one round. If the nonlethal damage from this attack
extends the time limit on raising that creature from equals or exceeds the target’s hit points, they are paralayzed
the dead (see raise dead). Days spent under the for 1 minute.
influence of this spell don’t count against the time Additionally, the paralyzed subject exudes a carrion
limit. Additionally, this spell makes transporting a stench that causes all living creatures (except you) in a 10–
fallen comrade more pleasant. The spell also works foot–radius spread to become sickened (Fortitude negates). A
on severed body parts and the like. neutralize poison spell removes the effect from a sickened
Gentle repose can be made permanent with creature, and creatures immune to poison are unaffected by the
a permanency spell. stench.
Arcane Material Component: A pinch of salt, and a Material Component: A small scrap of cloth taken from
copper piece for each eye the corpse has (or had). clothing worn by a ghoul (or a ghast), or a pinch of earth from
a ghoul’s (or ghast’s) lair.
Ghost SoundP
Illusion (Figment) Giant VerminP
Level: Brd 0, Sor/Wiz 0 Transmutation
Components: V, S, M Level: Clr/Pre 4, Drd 4
Casting Time: 1 standard action Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Effect: Illusory sounds Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D) Targets: Up to three vermin, no two of which can be more
Saving Throw: Will disbelief (if interacted with) than 30 ft. apart
Spell Resistance: No Duration: 1 min./level
Ghost sound allows you to create a volume Saving Throw: None
of sound that rises, recedes, approaches, or remains at Spell Resistance: Yes
a fixed place. You choose what type of sound ghost You turn three normal–sized centipedes, two normal–
sound creates when casting it and cannot thereafter sized spiders, or a single normal–sized scorpion into larger
change the sound’s basic character. forms. Only one type of vermin can be transmuted (so a single
The volume of sound created depends on casting cannot affect both a centipede and a spider), and all
your level. You can produce as much noise as four must be grown to the same size. The size to which the vermin
normal humans per caster level (maximum twenty can be grown depends on your level; see the table below.
humans). Thus, talking, singing, shouting, walking, Any giant vermin created by this spell do not attempt
marching, or running sounds can be created. The to harm you, but your control of such creatures is limited to

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simple commands (“Attack,” “Defend,” “Stop,” and If a divination is attempted against you that would
so forth). Orders to attack a certain creature when it force you to speak the truth the caster of the divination must
appears or guard against a particular occurrence are succeed on a caster level check (1d20 + caster level) against a
too complex for the vermin to understand. Unless DC of 15 + your caster level to succeed. Failure means the
commanded to do otherwise, the giant vermin attack divination does not force you to speak only the truth.
whoever or whatever is near them.
Gills of the Fish
Caster Level Vermin Size Transmutation
9th or lower Medium Level: Drd 2, Rgr 2
10th–13th Large Components: V, S, M
14th–17th Huge Casting Time: 1 standard action
18th–19th Gargantuan Range: Self
20th or higher Colossal Target: You
Duration: 10 minutes/level (D)
Giant vermin can be made permanent with a Saving Throw: None
permanency spell. Spell Resistance: No
When cast, small slits appear in your neck, allowing
Glassteel you to breathe normally underwater. You gain the Amphibian
Transmutation subtype for the duration of the spell.
Level: Sor/Wiz 5 At 7th level, you gain a Athletics (Swim) speed of 30
Components: V, S, M feet and a +8 racial bonus to Athletics (Swim). You can
Casting Time: 1 standard action choose to take 10 while swimming even when distracted or
Range: Touch threatened.
Area of Effect: 10 lbs. of glassteel/level Material Components: A handful of scales from a fish.
Duration: Instantaneous
Saving Throw: Will negates (object) Glitterdust
Spell Resistance: No Conjuration (Creation)
The glassteel spell transforms normal Level: Brd 2, Sor/Wiz 2
crystal, glass or steel into a transparent substance that Components: V, S, M
is as strong as steel. Glassteel has a hardness of 10, Casting Time: 1 standard action
has 50 hit points per cubic foot and weigh 160 Range: Medium (100 ft. + 10 ft./level)
lbs./cubic foot. Weapons or armor transformed into Area: Creatures and objects within 10–ft.–radius spread
glassteel have 1/3 the weigh of their steel counterpart Duration: 1 round/level
and the same hardness and hit points as their normal Saving Throw: Will negates (blinding only)
counterparts. Spell Resistance: No
Note: Glass weighs approximately 160 lbs./cubic A cloud of golden particles covers everyone and
foot. Crystal weighs approximately 180 lbs./cubic everything in the area, causing creatures to become blinded
foot. Steel weighs approximately 490 lbs./cubic foot. and visibly outlining invisible things for the duration of the
Material Component: A shard of glass encasing a spell. All within the area are covered by the dust, which
chip of steel. cannot be removed and continues to sparkle until it fades.
Creatures blinded by the glitterdust can make a save each
GlibnessP round to negate the blindness.
Transmutation Any creature covered by the dust takes a –8 penalty
Level: Brd 3 on Stealth (Hide) checks.
Components: S Material Component: Ground mica.
Casting Time: 1 standard action
Range: Personal Globe of Invulnerability
Target: You Abjuration
Duration: 10 min./level (D) Level: Sor/Wiz 6
Your speech becomes fluent and more This spell functions like lesser globe of
believable. You gain a +12 magic bonus on invulnerability, except that it also excludes 4th–level spells
Deception (Bluff) checks made to convince another and spelllike effects.
of the truth of your words. (This bonus doesn’t apply
to other uses of the Deception (Bluff) skill, such as Globe of Invulnerability, Lesser
feinting in combat, creating a diversion to hide, or Abjuration
communicating a hidden message via innuendo.) Level: Sor/Wiz 4
Components: V, S, M

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Casting Time: 1 standard action the day. If an attempt to turn undead fails, this spell does not
Range: 10 ft. allow the recipient to attempt to turn the same undead again.
Area: 10–ft.–radius spherical emanation, centered on
you Glyph of WardingL, M, P
Duration: 1 round/level (D) Abjuration
Saving Throw: None Level: Clr/Pre 3
Spell Resistance: No Components: V, S, XM
An immobile, faintly shimmering magical Casting Time: 10 minutes
sphere surrounds you and excludes all spell effects of Range: Touch
3rd level or lower. The area or effect of any such Target or Area: Object touched or up to 5 sq. ft./level
spells does not include the area of the lesser globe of Duration: One day or until discharged (D)
invulnerability. Such spells fail to affect any target Saving Throw: See text
located within the globe. Excluded effects include Spell Resistance: No (object) and Yes; see text
spell–like abilities and spells or spell–like effects This powerful inscription harms those who enter,
from items. However, any type of spell can be cast pass, or open the warded area or object. A glyph of warding
through or out of the magical globe. Spells of 4th can guard a bridge or passage, ward a portal, trap a chest or
level and higher are not affected by the globe, nor are box, and so on.
spells already in effect when the globe is cast. The You set the conditions of the ward. Typically, any
globe can be brought down by a targeted dispel creature entering the warded area or opening the warded
magic spell, but not by an area dispel magic. You can object without speaking a password (which you set when
leave and return to the globe without penalty. casting the spell) is subject to the magic it stores.
Note that spell effects are not disrupted Alternatively or in addition to a password trigger,
unless their effects enter the globe, and even then glyphs can be set according to physical characteristics (such as
they are merely suppressed, not dispelled. height or weight) or creature type, subtype, or kind. Glyphs
If a given spell has more than one level can also be set with respect to good, evil, law, or chaos, or to
depending on which character class is casting it, use pass those of your religion. They cannot be set according to
the level appropriate to the caster to determine class, Hit Dice, or level. Glyphs respond to invisible creatures
whether lesser globe of invulnerability stops it. normally but are not triggered by those who travel past them
A lesser globe of invulnerability can be ethereally. Multiple glyphs cannot be cast on the same area.
made permanent. However, if a cabinet has three drawers, each can be
Material Component: A glass or crystal bead that separately warded.
shatters at the expiration of the spell. When casting the spell, you weave a tracery of faintly
glowing lines around the warding sigil. A glyph can be placed
Gloriole to conform to any shape up to the limitations of your total
Evocation [Good] square footage. When the spell is completed, the glyph and
Level: Clr/Pre 3, Pal 2 tracery become nearly invisible.
Components: S, DF Glyphs cannot be affected or bypassed by such means
Casting Time: 1 standard action as physical or magical probing, though they can be dispelled.
Range: Touch Mislead, polymorph, and nondetection (and similar magical
Target: One living creature touched effects) can fool a glyph, though nonmagical disguises and the
Duration: 1 minute/level (D) like can’t. Read magic allows you to identify a glyph of
Saving Throw: Will negates (harmless) warding with a DC 13 Spellcraft check. Identifying the glyph
Spell Resistance: Yes (harmless) does not discharge it and allows you to know the basic nature
When cast, a glowing nimbus of golden light of the glyph (version, type of damage caused, what spell is
surrounds the head of the recipient. This light stored).
illuminates a 30 foot radius, with an additional 30 Note: Magic traps such as glyph of warding are hard
feet of shadowy illumination. This light may be to detect and disable. A rogue (only) can use the Perception
dimmed (or raised) as a free action, but doing so (Spot) skill to find the glyph and Disable Device to thwart it.
prevents the recipient from using the other abilities of The DC in each case is 25 + spell level, or 28 for glyph of
this spell until the light is brought back up. The warding.
recipient receives the bonuses of a bless spell, a Depending on the version selected, a glyph either
protection from evil spell and gains a +4 bonus to blasts the intruder or activates a spell.
turning checks. If the affected creature has no ability Blast Glyph: A blast glyph deals 1d8 points of damage per two
to turn undead, they gain the ability to turn undead as caster levels (maximum 5d8) to the intruder and to all within 5
a 1st level cleric. While under the influence of this feet of him or her. This damage is acid, cold, fire, electricity,
spell, the recipient can turn undead up to once per or sonic (caster’s choice, made at time of casting). Each
round without counting against their turn attempts for

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creature affected can attempt a Reflex save to take Casting Time: 1 standard action
half damage. Spell resistance applies against this Range: Touch
effect. Targets: 2d4 fresh berries touched
Spell Glyph: You can store any harmful spell of 3rd Duration: One day
level or lower that you know. All level–dependent Saving Throw: None
features of the spell are based on your caster level at Spell Resistance: Yes
the time of casting the glyph. If the spell has a target, Casting goodberry upon a handful of freshly picked
it targets the intruder. If the spell has an area or an berries makes 2d4 of them magical. You (as well as any other
amorphous effect the area or effect is centered on the druid of 3rd or higher level) can immediately discern which
intruder. If the spell summons creatures, they appear berries are affected. Each transmuted berry provides
as close as possible to the intruder and attack. Saving nourishment as if it were a normal meal for a Medium
throws and spell resistance operate as normal, except creature. The berry also cures 1 point of damage when eaten,
that the DC is based on the level of the spell stored in subject to a maximum of 8 points of such curing in any 24–
the glyph. hour period.
A glyph of warding can be made permanent
with a permanency spell. A permanent glyph of Grasp the HeartM
warding resets and reactivates itself after one hour. Necromancy [evil]
Material Component: You trace the glyph with Level: Sor/Wiz 7
incense, which must first be sprinkled with powdered Components: V, S, XM
diamond worth at least 200 gp. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Glyph of Warding, GreaterL, M, P Target: One living humanoid creature
Abjuration Duration: Concentration, up to 1 round/level (D)
Level: Clr/Pre 6 Saving Throw: Fort Negates
This spell functions like glyph of warding, Spell Resistance: Yes
except that a greater blast glyph deals up to 10d8 Upon casting this spell, you clench your fist as you
points of damage, and a greater spell glyph can store direct your gaze toward the target (this is not a gaze attack). If
a spell of 6th level or lower. the victim fails the saving throw, they are at your mercy. You
A greater glyph of warding can be made may perform one of the two following actions, switching from
permanent with a permanency spell. A permanent round to round as desired. Using either action counts as a
greater glyph of warding resets and reactivates itself standard action. You do not need to maintain a line of sight to
after one hour. the victim to perform either of these actions.
Material Component: You trace the glyph with Crush: You deal 4d6 points of damage to the victim, who is
incense, which must first be sprinkled with powdered also stunned until their next action.
diamond worth at least 400 gp. Dominate: You can control the victim as if they were under
the effects of a dominate person spell. You do not need to
Good Hope speak to control the victim but only need mentalally visualize
Enchantment (Compulsion) [Mind–Affecting] the action they wish performed.
Level: Brd 3 This spell has no effect on creatures lacking a
Components: V, S circulatory system or that is undead.
Casting Time: 1 standard action Material Component: A small, heart–shaped piece of
Range: Medium (100 ft. + 10 ft./level) obsidian worth 25 gp.
Targets: One living creature/level, no two of which
may be more than 30 ft. apart Grasping Hand
Duration: 1 min./level Evocation [Force]
Saving Throw: Will negates (harmless) Level: Sor/Wiz 7, Strength 7
Spell Resistance: Yes (harmless) Components: V, S, F/DF
This spell instills powerful hope in the This spell functions like interposing hand, except the
subjects. Each affected creature gains a +2 magic hand can also grapple one opponent that you select. The
bonus on saving throws, attack rolls, ability checks, grasping hand gets one grapple attack per round.
skill checks, and weapon damage rolls. Good hope Its attack bonus to make contact equals your caster
counters and dispels crushing despair. level + your Intelligence, Wisdom, or Charisma modifier (for
wizards, clerics, and sorcerers, respectively), +10 for the
Goodberry hand’s Strength score (31), –1 for being Large. Its grapple
Transmutation bonus is this same figure, except with a +4 modifier for being
Level: Drd 1 Large instead of –1. The hand holds but does not harm
Components: V, S, DF creatures it grapples.

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Directing the spell to a new target is a move Casting Time: 30 minutes


action. Range: Anywhere within the area to be warded
The grasping hand can also bull rush an Area: Up to 200 sq. ft./level (S)
opponent as forceful hand does, but at a +16 bonus Duration: 2 hours/level (D)
on the CMB check, plus caster level (+10 for Saving Throw: See text
Strength 35, +4 for being Large, and a +2 bonus for Spell Resistance: See text
charging, which it always gets), or interpose itself as This powerful spell is primarily used to defend your
interposing hand does. stronghold. The ward protects 200 square feet per caster level.
Clerics who cast this spell name it for their deities. The warded area can be as much as 20 feet high, and shaped
Arcane Focus: A leather glove. as you desire. You can ward several stories of a stronghold by
dividing the area among them; you must be somewhere within
Greasep the area to be warded to cast the spell. The spell creates the
Conjuration (Creation) following magical effects within the warded area.
Level: Brd 1, Sor/Wiz 1
Components: V, S, M Fog: Fog fills all corridors, obscuring all sight, including
Casting Time: 1 standard action darkvision, beyond 5 feet. A creature within 5 feet has
Range: Close (25 ft. + 5 ft./2 levels) concealment (attacks have a 20% miss chance). Creatures
Target or Area: One object or a 10–ft. square farther away have total concealment (50% miss chance, and
Duration: 1 round/level (D) the attacker cannot use sight to locate the target). Saving
Saving Throw: See text Throw: None. Spell Resistance: No.
Spell Resistance: No Arcane Locks: All doors in the warded area are arcane locked.
A grease spell covers a solid surface with a Saving Throw: None. Spell Resistance: No.
layer of slippery grease. Any creature in the area Webs: Webs fill all stairs from top to bottom. These strands
when the spell is cast must make a successful Reflex are identical with those created by the web spell, except that
save or fall. This save is repeated on your turn each they regrow in 10 minutes if they are burned or torn away
round that the creature remains within the area. A while the guards and wards spell lasts. Saving Throw: Reflex
creature can walk within or through the area of grease negates; see text for web. Spell Resistance: No.
at half normal speed with aAcrobatics (Balance) Confusion: Where there are choices in direction–such as a
check equal to the spell’s DC. Failure means it can’t corridor intersection or side passage–a minor confusion–type
move that round (and must then make a Reflex save effect functions so as to make it 50% probable that intruders
or fall), while failure by 5 or more means it falls (see believe they are going in the opposite direction from the one
theAcrobatics (Balance) skill for details). they actually chose. This is an enchantment, mind–affecting
The spell can also be used to create a greasy effect. Saving Throw: None. Spell Resistance: Yes.
coating on an item. Material objects not in use are Lost Doors: One door per caster level is covered by a silent
always affected by this spell, while an object wielded image to appear as if it were a plain wall. Saving Throw: Will
or employed by a creature receives a Reflex saving disbelief (if interacted with). Spell Resistance: No.
throw to avoid the effect. If the initial saving throw
fails, the creature immediately drops the item. A In addition, you can place your choice of one of the
saving throw must be made in each round that the following five magical effects.
creature attempts to pick up or use the greased item. 1. Dancing lights in four corridors. You can designate a
A creature wearing greased armor or clothing gains a simple program that causes the lights to repeat as long as the
+10 circumstance bonus on Acrobatics (Escape guards and wards spell lasts. Saving Throw: None. Spell
Artist) checks and on grapple checks made to resist Resistance: No.
or escape a grapple or to escape a pin. 2. A magic mouth in two places. Saving Throw: None. Spell
Material Component: A bit of pork rind or butter. Resistance: No.
3. A stinking cloud in two places. The vapors appear in the
Greater (Spell Name) places you designate; they return within 10 minutes if
Any spell whose name begins with greater dispersed by wind while the guards and wards spell lasts.
is alphabetized in this chapter according to the Saving Throw: Fortitude negates; see text for stinking cloud.
second word of the spell name. Thus, the description Spell Resistance: No.
of a greater spell appears near the description of the 4. A gust of wind in one corridor or room. Saving Throw:
spell on which it is based. Fortitude negates. Spell Resistance: Yes.
5. A suggestion in one place. You select an area of up to 5 feet
Guards and WardsL, P square, and any creature who enters or passes through the area
Abjuration receives the suggestion mentally. Saving Throw: Will negates.
Level: Sor/Wiz 6 Spell Resistance: Yes.
Components: V, S, M, F

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The whole warded area radiates strong Any creature, regardless of size, takes a –4 penalty on
magic of the abjuration school. A dispel magic cast ranged attacks and Perception (Listen) checks in the area of a
on a specific effect, if successful, removes only that gust of wind.
effect. A successful Mage’s disjunction destroys the The force of the gust automatically extinguishes
entire guards and wards effect. candles, torches, and similar unprotected flames. It causes
Guards and wards can be made permanent protected flames, such as those of lanterns, to dance wildly
with a permanency spell. and has a 50% chance to extinguish those lights.
Material Component: Burning incense, a small In addition to the effects noted, a gust of wind can do
measure of brimstone and oil, a knotted string, and a anything that a sudden blast of wind would be expected to do.
small amount of blood. It can create a stinging spray of sand or dust, fan a large fire,
Focus: A small silver rod. overturn delicate awnings or hangings, heel over a small boat,
and blow gases or vapors to the edge of its range.
GuidanceQ Gust of wind can be made permanent with a
Divination permanency spell.
Level: Clr/Pre 0, Drd 0
Components: V, S HallowL,M, F, P
Casting Time: 1 swift action Evocation [Good]
Range: Touch Level: Clr/Pre 5, Drd 5
Target: Creature touched Components: V, S, XM, DF
Duration: 1 minute or until discharged Casting Time: 1 hour
Saving Throw: Will negates (harmless) Range: Touch
Spell Resistance: Yes Area: 40–ft. radius emanating from the touched point
This spell imbues the subject with a touch of Duration: Instantaneous
divine guidance. The creature gets a +1 competence Saving Throw: See text
bonus on a single attack roll, saving throw, or skill Spell Resistance: See text
check. It must choose to use the bonus before making Hallow makes a particular site, building, or structure
the roll to which it applies. a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle
Gust of WindP against evil effect.
Evocation [Air] Second, all Charisma checks made to turn undead
Level: Drd 2, Sor/Wiz 2 gain a +4 magic bonus, and Charisma checks to command
Components: V, S undead take a –4 penalty. Spell resistance does not apply to
Casting Time: 1 standard action this effect. (This provision does not apply to the druid version
Range: 60 ft. of the spell.)
Effect: Line–shaped gust of severe wind emanating Third, any dead body interred in a hallowed site
out from you to the extreme of the range cannot be turned into an undead creature.
Duration: 1 round Finally, you may choose to fix a single spell effect to
Saving Throw: Fortitude negates the hallowed site. The spell effect lasts for the duration of the
Spell Resistance: Yes hallow spell and functions throughout the entire site,
This spell creates a severe blast of air regardless of the normal duration and area or effect. You may
(approximately 50 mph) that originates from you, designate whether the effect applies to all creatures, creatures
affecting all creatures in its path. who share your faith or alignment, or creatures who adhere to
A Tiny or smaller creature on the ground is another faith or alignment. At the end of the year, the chosen
knocked down and rolled 1d4x10 feet, taking 1d4 effect lapses, but it can be renewed or replaced simply by
points of nonlethal damage per 10 feet. If flying, a casting hallow again.
Tiny or smaller creature is blown back 2d6x10 feet Spell effects that may be tied to a hallowed site
and takes 2d6 points of nonlethal damage due to include aid, bane, bless, frighten, darkness, daylight, death
battering and buffeting. ward, deeper darkness, detect evil, detect magic, dimensional
Small creatures are knocked prone by the force of the anchor, discern lies, dispel magic, endure elements, freedom
wind, or if flying are blown back 1d6x10 feet. of movement, invisibility purge, protection from energy,
Medium creatures are unable to move remove fear, resist energy, silence, tongues, and zone of truth.
forward against the force of the wind, or if flying are Saving throws and spell resistance might apply to these spells’
blown back 1d6x5 feet. effects. (See the individual spell descriptions for details.)
Large or larger creatures may move An area can receive only one hallow spell (and its
normally within a gust of wind effect. associated spell effect) at a time. Hallow counters but does not
A gust of wind can’t move a creature beyond dispel unhallow.
the limit of its range.

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Hallow can be made permament with a Spell Resistance: Yes (object)


permanency spell. This spell increases the hardness of materials. For
Material Component: Herbs, oils, and incense worth every two caster levels, increase by 1 the hardness of the
at least 500 gp, plus 100 gp per level of the spell to material targeted by the spell. This hardness increase improves
be included in the hallowed area. only the material’s resistance to damage. Nothing else is
modified by the improvement.
Hallucinatory TerrainL, P The hardening spell does not in any way affect
Illusion (Glamer) resistance to other forms of transformation.
Level: Brd 4, Sor/Wiz 4 This spell affects up to 10 cubic feet per level of the
Components: V, S, M spellcaster.
Casting Time: 10 minutes If cast upon a metal or mineral, the volume is reduced
Range: Long (400 ft. + 40 ft./level) to 1 cubic foot per level.
Area: One 30–ft. cube/level (S)
Duration: 2 hours/level (D) Harm
Saving Throw: Will disbelief (if interacted with) Necromancy
Spell Resistance: No Level: Clr/Pre 6, Destruction 6
You make natural terrain look, sound, and smell like Components: V, S
some other sort of natural terrain. Structures, Casting Time: 1 standard action
equipment, and creatures within the area are not Range: Touch
hidden or changed in appearance. Target: Creature touched
Hallucinatory terrain can be made Duration: Instantaneous
permanent with a permanency spell. Saving Throw: Will half; see text
Material Component: A stone, a twig, and a bit of Spell Resistance: Yes
green plant. Harm charges a subject with negative energy that
deals 10 points of damage per caster level (to a maximum of
Halt Undead 150 points at 15th level). If the creature successfully saves,
Necromancy harm deals half this amount, but it cannot reduce the target’s
Level: Sor/Wiz 3 hit points to less than 1.
Components: V, S, M If used on an undead creature, harm acts like heal.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Harm, Mass
Targets: Up to three undead creatures, no two of Necromancy
which can be more than 30 ft. apart Level: Clr/Pre 9, Suffering 9
Duration: 1 round/level Range: Close (25 ft. + 5 ft/2 levels)
Saving Throw: Will negates (see text) Targets: Up to 1 creature per 5 levels, no two of which can be
Spell Resistance: Yes more than 15 ft. apart
This spell renders as many as three undead This spell functions like Harm, except as noted
creatures immobile. A nonintelligent undead creature above. The maximum number of hit points inflicted to each
gets no saving throw; an intelligent undead creature creature is 250.
does. If the spell is successful, it renders the undead
creature immobile for the duration of the spell Haste
(similar to the effect of hold person on a living Transmutation
creature). The effect is broken if the halted creatures Level: Brd 3, Sor/Wiz 3
are attacked or take damage. Components: V, S, M
Material Component: A pinch of sulfur and Casting Time: 1 standard action
powdered garlic. Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Hardening Duration: 1 round/level
Transmutation Saving Throw: Fortitude negates (harmless)
Level: Sor/Wiz 6, Artifice 7 Spell Resistance: Yes (harmless)
Components: V, S The transmuted creatures move and act more quickly
Casting Time: 1 standard action than normal. This extra speed has several effects.
Range: Touch When making a full attack action, a hasted creature
Target: One item of a volume no greater than 10 cu. may make one extra attack with any weapon he is holding.
ft./level (see text) The attack is made using the creature’s full base
Duration: Permanent attack bonus, plus any modifiers appropriate to the situation.
Saving Throw: None

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(This effect is not cumulative with similar Heal, Mass


effects, such as that provided by a weapon of speed, Conjuration (Healing)
nor does it actually grant an extra action, so you can’t Level: Clr/Pre 9, Healing 9
use it to cast a second spell or otherwise take an extra Range: Close (25 ft. + 5 ft./2 levels)
action in the round.) Targets: One or more creatures, no two of which can be more
A hasted creature gains a +1 magic bonus than 30 ft. apart
on attack rolls and a +1 dodge bonus to AC and This spell functions like heal, except as noted above.
Reflex saves. Any condition that makes you lose your The maximum number of hit points restored to each creature
Dexterity bonus to Armor Class (if any) also makes is 250.
you lose dodge bonuses.
All of the hasted creature’s modes of Heal Mount
movement (including land movement, burrow, climb, Conjuration (Healing)
fly, and swim) increase by 30 feet, to a maximum of Level: Pal 3
twice the subject’s normal speed using that form of Components: V, S
movement. This increase counts as an magic bonus, Casting Time: 1 standard action
and it affects the creature’s jumping distance as Range: Touch
normal for increased speed. Target: Your mount touched
After the haste effect wears off, the target of Duration: Instantaneous
the spell is fatigued, and cannot benefit from another Saving Throw: Will negates (harmless)
haste effect until rested. Spell Resistance: Yes (harmless)
Multiple haste effects don’t stack. Haste This spell functions like heal, but it affects only the
dispels and counters slow. paladin’s special mount (typically a warhorse).
Material Component: A shaving of licorice root.
Heat Metal
Haste, Mass Transmutation [Fire]
Transmutation Level: Drd 2, Sun 2
Level: Sor/Wiz 6 Components: V, S, DF
Target: One creature/level, no two of which may be Casting Time: 1 standard action
more than 15 ft. apart. Range: Close (25 ft. + 5 ft./2 levels)
This spell acts like haste, except it affects Target: Metal equipment of one creature per two levels, no
multiple targets. two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, all of which must be within a 30–ft. circle
Heal Duration: 7 rounds
Conjuration (Healing) Saving Throw: Will negates (object)
Level: Clr/Pre 6, Drd 7, Healing 6 Spell Resistance: Yes (object)
Components: V, S Heat metal makes metal extremely warm.
Casting Time: 1 standard action Unattended, nonmagical metal gets no saving throw. Magical
Range: Touch metal is allowed a saving throw against the spell. An item in a
Target: Creature touched creature’s possession uses the creature’s saving throw bonus
Duration: Instantaneous unless its own is higher.
Saving Throw: Will negates (harmless) A creature takes fire damage if its equipment is
Spell Resistance: Yes (harmless) heated. It takes full damage if its armor is affected or if it is
Heal enables you to channel positive energy holding, touching, wearing, or carrying metal weighing one–
into a creature to wipe away injury and afflictions. It fifth of its weight. The creature takes minimum damage (1
immediately ends any and all of the following point or 2 points; see the table) if it’s not wearing metal armor
adverse conditions affecting the Target: ability and the metal that it’s carrying weighs less than one–fifth of
damage, blinded, confused, dazed, dazzled, deafened, its weight.
diseased, exhausted, fatigued, feebleminded, insanity, On the first round of the spell, the metal becomes
nauseated, sickened, stunned, and poisoned. It also warm and uncomfortable to touch but deals no damage. The
cures 10 hit points of damage per level of the caster, same effect also occurs on the last round of the spell’s
to a maximum of 150 points at 15th level. duration. During the second (and also the next–to–last) round,
Heal does not remove negative levels, intense heat causes pain and damage. In the third, fourth, and
restore permanently drained levels, or restore fifth rounds, the metal is searing hot, causing more damage, as
permanently drained ability score points. shown on the table below.
If used against an undead creature, heal instead acts
like harm. Round Metal Damage
Temperature

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1 Warm 1d4 points creature. If that creature refuses to follow the hand, the hand
2 Hot 2d4 points seeks out a second subject. Switching subjects takes one
3–5 Searing 4d4 points minute of time.
6 Hot 2d4 points If, at the end of 4 hours of searching, the hand has
7 Warm 1d4 points found no subject that matches the description within 5 miles, it
returns to you, displays an outstretched palm (indicating that
Any cold intense enough to damage the no such creature was found), and disappears.
creature negates fire damage from the spell (and vice The ghostly hand has no physical form. It is invisible
versa) on a point–for–point basis. If cast underwater, to anyone except you and a potential subject. It cannot engage
heat metal deals half damage and boils the in combat or execute any other task aside from locating a
surrounding water. subject and leading it back to you. The hand can’t pass
Heat metal counters and dispels chill metal. through solid objects but can ooze through small cracks and
slits. The hand cannot travel more than 5 miles from the spot it
Helping Hand appeared when you cast the spell.
Evocation [Mind–Affecting]
Level: Clr/Pre 3 Heroes’ FeastL
Components: V, S, DF Conjuration [Creation]
Casting Time: 1 standard action Level: Brd 6, Clr/Pre 6
Range: 5 miles Components: V, S, DF
Effect: Ghostly hand Casting Time: 10 minutes
Duration: 1 hour/level Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates (harmless) Effect: Feast for one creature/level
Spell Resistance: No Duration: 1 hour plus 12 hours; see text
You create the ghostly image of a hand, Saving Throw: None
which you can send to find a creature within 5 miles. Spell Resistance: No
The hand then beckons to that creature and leads it to You bring forth a great feast, including a magnificent table,
you if the creature is willing to follow. chairs, service, and food and drink. The feast takes 1 hour to
When the spell is cast, the hand appears in consume, and the beneficial effects do not set in until this hour
front of you. You then specify a person (or any is over. Every creature partaking of the feast is cured of all
creature) by physical description, which can include diseases, sickness, and nausea; recieves the benefits of both
race, gender, and appearance but not ambiguous neutralize poison and remove disease; and gains 1d8
factors such as level, alignment, or class. When the temporary hit points +1 point per two caster levels (maximum
description is complete, the hand streaks off in search +10) after imbibing the nectar–like beverage that is part of the
of a subject that fits the description. It takes the hand feast. The ambrosial food that is consumed grants each
but one round to find the subject. creature that partakes a +1 magic bonus on attack rolls and
Once the hand locates the subject, it beckons Will saves and a +4 magic bonus to poison and fear effects for
the creature to follow it. If the subject does so, the 12 hours. If the feast is interrupted for any reason, the spell is
hand points in your direction, indicating the most ruined and all effects of the spell are negated.
direct feasible route. The hand hovers 10 feet in front
of the subject, moving before it at a speed of as much Heroism
as 240 feet per round. Once the hand leads the subject Enchantment (Compulsion) [Mind–Affecting]
back to you, it disappears. Level: Brd 2, Sor/Wiz 3
The subject is compelled to follow the hand Components: V, S
if it fails a Will saving throw. The subject is still in Casting Time: 1 standard action
control of his or her own actions, and the hand will Range: Touch
direct the subject by the safest route to your location. Target: Creature touched
If the subject must cross into hazardous territory or is Duration: 10 min./level
led into an ambush or other hostile area, the Saving Throw: Will negates (harmless)
compulsion to follow instantly ends, though the Spell Resistance: Yes (harmless)
subject may choose to willfully follow if they desire. This spell imbues a single creature with great bravery
If the subject chooses not to follow, the hand and morale in battle. The target gains a +2 magic bonus on
continues to beckon for the duration of the spell, then attack rolls, saves, and skill checks.
disappears. If the spell expires while the subject is en
route to you, the hand disappears; the subject must Heroism, Greater
then rely on her own devices to locate you. Enchantment (Compulsion) [Mind–Affecting]
If more than one subject in a 5–mile radius Level: Brd 5, Sor/Wiz 6
meets the description, the hand locates the closest Duration: 1 min./level

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This spell functions like heroism, except the Components: V, S, M


creature gains a +4 magic bonus on attack rolls, Casting Time: 1 standard action
saves, and skill checks, immunity to fear effects, and Range: Personal
temporary hit points equal to your caster level Target: You
(maximum 20). Duration: 1 minute/level
Saving Throw: None
Hide from Animals Spell Resistance: None
Abjuration Upon casting this spell, your skin turns gray in color
Level: Drd 1, Rgr 1 and becomes extremely thick. You gain a +4 natural armor
Components: S, DF bonus.
Casting Time: 1 standard action At 7th level, the natural armor bonus raises to +6.
Range: Touch Material Component: Crushed rhino horn.
Targets: One creature touched/level
Duration: 10 min./level (D) Hideous Laughter
Saving Throw: Will negates (harmless) Enchantment (Compulsion) [Mind–Affecting]
Spell Resistance: Yes Level: Brd 1, Sor/Wiz 2
Animals cannot see, hear, or smell the Components: V, S, M
warded creatures. Even extraordinary or supernatural Casting Time: 1 standard action
sensory capabilities, such as blindsense, blindsight, Range: Close (25 ft. + 5 ft./2 levels)
scent, and tremorsense, cannot detect or locate Target: One creature; see text
warded creatures. Duration: 1 round/level
Animals simply act as though the warded Saving Throw: Will negates
creatures are not there. If a warded character touches Spell Resistance: Yes
an animal or attacks any creature, even with a spell, This spell afflicts the subject with uncontrollable
the spell ends for all recipients. laughter. It collapses into gales of manic laughter, falling
prone. The subject can take no actions while laughing, but is
Hide from Undead not considered helpless. After the spell ends, it can act
Abjuration normally.
Level: Clr/Pre 1 A creature with an Intelligence score of 2 or lower is
Components: V, S, DF not affected. A creature whose type is different from the
Casting Time: 1 standard action caster’s receives a +4 bonus on its saving throw, because
Range: Touch humor doesn’t “translate” well.
Targets: One touched creature/level Material Component: Tiny tarts that are thrown at the target
Duration: 10 min./level (D) and a feather that is waved in the air.
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes Hold Animal
Undead cannot see, hear, or smell the Enchantment (Compulsion) [Mind–Affecting]
warded creatures. Even extraordinary or supernatural Level: Animal 2, Drd 2, Rgr 2
sensory capabilities, such as blindsense, blindsight, Components: V, S
scent, and tremorsense, cannot detect or locate Target: One animal
warded creatures. This spell functions like hold person, except that it
Nonintelligent undead creatures are affects an animal instead of a humanoid.
automatically affected and act as though the warded
creatures are not there. Hold Monster
An intelligent undead creature gets a single Enchantment (Compulsion) [Mind–Affecting]
Will saving throw. If it fails, the subject can’t see any Level: Brd 4, Law 6, Sor/Wiz 5
of the warded creatures. However, if it has reason to Components: V, S, M/DF
believe unseen opponents are present, it can attempt Target: One living creature
to find or strike them. This spell functions like hold person, except that it
If a warded creature attempts to turn or affects any living creature that fails its Will save.
command undead, touches an undead creature, or Arcane Material Component: One hard metal bar or rod,
attacks any creature (even with a spell), the spell ends which can be as small as a three–penny nail.
for all recipients.
Hold Monster, Mass
Hide of the Rhino Enchantment (Compulsion) [Mind–Affecting]
Transmutation Level: Sor/Wiz 9
Level: Drd 2, Rgr 2

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Targets: One or more creatures, no two of which can Holy AuraF


be more than 30 ft. apart Abjuration [Good]
This spell functions like hold person, except Level: Clr/Pre 8, Good 8
that it affects multiple creatures and holds any living Components: V, S, XF
creature that fails its Will save. Casting Time: 1 standard action
Range: 20 ft.
Hold Person Targets: One creature/level in a 20–ft.–radius burst centered
Enchantment (Compulsion) [Mind–Affecting] on you
Level: Brd 2, Clr/Pre 2, Sor/Wiz 3 Duration: 1 round/level (D)
Components: V, S, F/DF Saving Throw: See text
Casting Time: 1 standard action Spell Resistance: Yes (harmless)
Range: Medium (100 ft. + 10 ft./level) A brilliant divine radiance surrounds the subjects,
Target: One humanoid creature protecting them from attacks, granting them resistance to
Duration: 1 round/level (D); see text spells cast by evil creatures, and causing evil creatures to
Saving Throw: Will negates; see text become blinded when they strike the subjects. This abjuration
Spell Resistance: Yes has four effects.
The subject becomes paralyzed and freezes First, each warded creature gains a +4 deflection
in place. It is aware and breathes normally but cannot bonus to AC and a +4 magic bonus on saves. Unlike
take any actions, even speech. Each round on its turn, protection from evil, this benefit applies against all attacks, not
the subject may attempt a new saving throw to end just against attacks by evil creatures.
the effect, though subsequent saving throws are made Second, each warded creature gains spell resistance
at a –4 penalty. (This is a full–round action that does 25 against evil spells and spells cast by evil creatures.
not provoke attacks of opportunity.) Third, the abjuration blocks possession and mental
If the target is attacked while held, it influence, just as protection from evil does.
instantly ends the spell. Finally, if an evil creature succeeds on a melee attack
A winged creature who is paralyzed cannot against a warded creature, the offending attacker is blinded
flap its wings and falls. A swimmer can’t swim and (Fortitude save negates, as blindness/deafness, but against holy
may drown. aura’s save DC).
Arcane Focus: A small, straight piece of iron. A creature affected by holy aura can be detected with
a detect good spell, with the aura strength equal to the caster
Hold Person, Mass level.
Enchantment (Compulsion) [Mind–Affecting] Focus: A tiny reliquary containing some sacred relic. The
Level: Sor/Wiz 7 reliquary costs at least 500 gp.
Targets: One or more humanoid creatures, no two of
which can be more than 30 ft. apart Holy Sword
This spell functions like hold person, except Evocation [Good]
as noted above. Level: Pal 4
Components: V, S
Hold Portal Casting Time: 1 standard action
Abjuration Range: Touch
Level: Sor/Wiz 1 Target: Melee weapon touched
Component: V Duration: 1 round/level
Casting Time: 1 standard action Saving Throw: None
Range: Medium (100 ft. + 10 ft./level) Spell Resistance: No
Target: One portal, up to 20 sq. ft./level This spell allows you to channel holy power into your
Duration: 1 min./level (D) sword, or any other melee weapon you choose. The weapon
Saving Throw: None acts as a +5 holy weapon (+5 magic bonus on attack and
Spell Resistance: No damage rolls, extra 2d6 damage against evil opponents). It
This spell magically holds shut a door, gate, also emits a magic circle against evil effect (as the spell). If
window, or shutter of wood, metal, or stone. The the magic circle ends, the sword creates a new one on your
magic affects the portal just as if it were securely turn as a free action. The spell is automatically canceled 1
closed and normally locked. A knock spell or a round after the weapon leaves your hand. You cannot have
successful dispel magic spell can negate a hold portal more than one holy sword at a time.
spell. If this spell is cast on a magic weapon, the powers of
For a portal affected by this spell, add 5 to the spell supersede any that the weapon normally has,
the normal DC for forcing open the portal. rendering the normal magic bonus and powers of the weapon
inoperative for the duration of the spell.

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This spell is not cumulative with bless Spell Resistance: No


weapon or any other spell that might modify the Upon completion of this spell, two large pointed
weapon in any way. horns erupt from your forehead. The horns can be used to
This spell does not work on artifacts. make a gore attack, dealing damage as indicated on the table
Note: A masterwork weapon’s bonus to attack does below. You add ½ Strength modifier to the damage dealt.
not stack with an magic bonus to attack.
Size Damage
Holy Word Small or smaller 1d4
Evocation [Good, Sonic] Medium 1d6
Level: Clr/Pre 7, Good 7 Large or larger 1d8
Components: V
Casting Time: 1 standard action At 7th level, you can use the powerful charge ability
Range: 40 ft. with the gore attack. This allows you to make a charge,
Area: Nongood creatures in a 40–ft.–radius spread gaining a +2 bonus to hit and suffering a –2 penalty to AC.
centered on you On a successful hit, you deal an additional 1d8 damage in
Duration: Instantaneous addition to the normal damage for the gore attack.
Saving Throw: None or Will negates; see text You can choose to use the gore attack singularly or in
Spell Resistance: Yes combination with weapon attacks. In the latter case, the gore
Any nongood creature within the area that attack is treated as a secondary attack. This is a natural attack
hears the holy word suffers the following ill effects. and regardless of the number of attacks you are normally
allowed, you can only make one gore attack a round.
HD Effect
Greater or equal Deafened Horrid Wilting
caster level Necromancy
Up to caster level –1 Blinded, deafened Level: Sor/Wiz 8, Water 8
Up to caster level –5 Paralyzed, blinded, Components: V, S, M/DF
deafened Casting Time: 1 standard action
Up to caster level –10 Killed, paralyzed, blinded, Range: Long (400 ft. + 40 ft./level)
deafened Targets: Living creatures, no two of which can be more than
60 ft. apart
The effects are cumulative and concurrent. Duration: Instantaneous
No saving throw is allowed against these effects Saving Throw: Fortitude half
unless the subject has more HD or levels than you, in Spell Resistance: Yes
which case they receive a Will save to negate. This spell evaporates moisture from the body of each
Deafened: The creature is deafened for 1d4 rounds. subject living creature, dealing 2d6 points of damage per
Blinded: The creature is blinded for 2d4 rounds. caster level (maximum 40d6). This spell is especially
Paralyzed: The creature is paralyzed and helpless for devastating to water elementals and plant creatures, which
1d10 minutes. instead take 2d8 points of damage per caster level (maximum
Killed: Creature suffers 2d8 damage/level. 40d8).
Furthermore, if you are on your home plane Arcane Material Component: A bit of sponge.
when you cast this spell, nongood extraplanar
creatures within the area are instantly banished back Howling Wind
to their home planes. Creatures so banished cannot Evocation [Air] [Sonic]
return for at least 24 hours. Level: Sor/Wiz 3
This effect takes place regardless of whether Components: V, S, M
the creatures hear the holy word. The banishment Casting Time : 1 standard action
effect allows a Will save (at a –4 penalty) to negate. Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 20 ft. radius burst
Horns of the Bull Duration: 1 round/level
Transmutation Saving Throw: Fort half
Level: Drd 2, Rgr 2 Spell Resistance: Yes
Components: V, S, M Upon casting this spell, a scouring, howling wind
Casting Time: 1 standard action slips from you to the target area. Upon reaching the point you
Range: Self designate, howling winds buffet and pound those in the area of
Target: You effect. Those in the area of effect must make a Fortude saving
Duration: 1 round/level (D) throw or suffer 1d6 bludgeoning and 1d6 sonic damage and
Saving Throw: None are knocked prone. Flying creatures must make Fly skill

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checks to remain aloft (use spell DC for the disappears, leaving no after effects (other than the damage
difficulty). The howling and buffeting winds remain dealt).
for 1 round per caster level, affecting those who are Arcane Material Component: A pinch of dust and a few
still in or enter the area of effect. drops of water.
A silence spell will protect individuals from
the sonic damage, but not the bludgeoning damage. IdentifyL, M
Divination
Ice Blood Level: Brd 1, Magic 2, Sor/Wiz 1
Necromancy [Cold] Components: V, S, XM/DF
Level: Sor/Wiz 4 Casting Time: 1 hour
Components: V, S, M Range: Touch
Casting Time: 1 standard action Targets: One touched object
Range: Touch Duration: Instantaneous
Area of Effect: Creature Touched Saving Throw: None
Duration: 2 rounds/level Spell Resistance: No
Saving Throw: Negate The spell grants a +10 bonus to determine all magic
Spell Resistance: Yes (Harmless) properties of a single magic item with a Spellcraft check,
When this spell is cast, the recipient’s blood including how to activate those functions (if appropriate), and
become frozen. This grants the spell recipient the how many charges are left (if any).
cold subtype and the benefits of the calm emotion Identify does not function when used on an artifact.
spell. Arcane Material Component: A pearl of at least 25 gp value,
Material Component: A shard of of ice stuck into the crushed and stirred into wine with an owl feather; the infusion
spell recipient's arm. must be drunk prior to spellcasting.

Ice Lash Illusory ScriptL, M, P


Conjuration (Creation) [Cold] Illusion (Phantasm) [Mind–Affecting]
Level: Sor/Wiz 1 Level: Brd 3, Sor/Wiz 3
Components: V, S, M Components: V, S, XM
Casting Time: 1 standard action Casting Time: 1 minute or longer; see text
Range: 0 Range: Touch
Area of Effect: One whip of ice Target: One touched object weighing no more than 10 lb.
Duration: 1 minute (D) Duration: One day (D)
Saving Throw: None Saving Throw: Will negates; see text
Spell Resistance: No Spell Resistance: Yes
You conjure into your hand a whip made of You write instructions or other information on
ice. You are considered proficient in its use. You parchment, paper, or any suitable writing material. The
use a touch attack to hit and the whip has a reach of illusory script appears to be some form of foreign or magical
10 feet, dealing 1d6 cold damage per successful hit. writing. Only the person (or people) designated by you at the
time of the casting are able to read the writing; it’s
Ice Storm unintelligible to any other character, although an illusionist
Evocation [Cold] recognizes it as illusory script.
Level: Drd 4, Sor/Wiz 4, Water 5 Any unauthorized creature attempting to read the
Components: V, S, M/DF script triggers a potent illusory effect and must make a saving
Casting Time: 1 standard action throw. A successful saving throw means the creature can look
Range: Long (400 ft. + 40 ft./level) away with only a mild sense of disorientation. Failure means
Area: Cylinder (20–ft. radius, 40 ft. high) the creature is subject to a suggestion implanted in the script
Duration: 1 round + 1 round/2 levels by you at the time the illusory script spell was cast. The
Saving Throw: None suggestion lasts only 30 minutes. Typical suggestions include
Spell Resistance: Yes “Close the book and leave,” “Forget the existence of the
Great magical hailstones pound down for 1 book,” and so forth. If successfully dispelled by dispel magic,
full round, dealing 3d6 points of bludgeoning damage the illusory script and its secret message disappear. The
and 2d6 points of cold damage to every creature in hidden message can be read by a combination of the true
the area. The cold damage repeats for 1 additional seeing spell with the read magic or comprehend languages
round for every 2 caster levels. A –4 penalty applies spell.
to each Perception (Listen) check made within the ice The casting time depends on how long a message you
storm’s effect, and all land movement within its area wish to write, but it is always at least 1 minute.
is at half speed. At the end of the duration, the hail

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Illusory script can be made permanent with score of at least 5 and a Wisdom score of at least 9 can receive
a permanecy spell. this bestowal. Only cleric spells from the schools of
Material Component: A lead–based ink (cost of not abjuration, divination, and conjuration (healing) can be
less than 50 gp). transferred. The number and level of spells that the subject can
be granted depends on its Hit Dice; even multiple castings of
Illusory WallP imbue with spell ability can’t exceed this limit.
Illusion (Figment)
Level: Sor/Wiz 4 HD of Spells Imbued
Components: V, S Recipient
Casting Time: 1 standard action 2 or lower One 1st–level spell
Range: Close (25 ft. + 5 ft./2 levels) 3–4 One or two 1st–level spells
Effect: Image 1 ft. by 10 ft. by 10 ft. 5 or higher One or two 1st–level spells
Duration: One day and one 2nd–level spell
Saving Throw: Will disbelief (if interacted with) The transferred spell’s variable characteristics (range,
Spell Resistance: No duration, area, and the like) function according to your level,
This spell creates the illusion of a wall, not the level of the recipient.
floor, ceiling, or similar surface. It appears absolutely Once you cast imbue with spell ability, you cannot
real when viewed, but physical objects can pass prepare a new 4th–level spell to replace it until the recipient
through it without difficulty if they succeed their Will uses the imbued spells or is slain, or until you dismiss the
save to disbelieve or if the caster does not wish the imbue with spell ability spell. In the meantime, you remain
wall to impede movement (such as with disguising a responsible to your deity or your principles for the use to
pit). When the spell is used to hide pits, traps, or which the spell is put. If the number of 4th–level spells you
normal doors, any detection abilities that do not can cast decreases, and that number drops below your current
require sight work normally. Touch or a probing number of active imbue with spell ability spells, the more
search reveals the true nature of the surface, though recently cast imbued spells are dispelled.
such measures do not cause the illusion to disappear. To cast a spell with a verbal component, the subject
Illusory wall can be made permanent with a must be able to speak. To cast a spell with a somatic
permanency spell. component, it must have humanlike hands. To cast a spell with
a material component or focus, it must have the materials or
Image focus.
Illusion (Phantasm) A subject cannot use imbued spells to qualify for
Level: Sor/Wiz 0, Bard 0 prestige classes, feats or other effects.
Components: V, S
Casting Time: 1 standard action Implosion
Range: 0 Evocation
Area of Effect: The caster’s palm Level: Clr/Pre 9, Destruction 9
Duration: Concentration + 1 round Components: V, S
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: No Range: Close (25 ft. + 5 ft./2 levels)
This spell creates a ghostly image of Targets: One corporeal creature
whatever you desire in the palm of your hand. The Duration:Spellcraft
image is obviously fake, but you can animate the Saving Throw: Fortitude negates
image as you choose. Spell Resistance: Yes
You create a destructive resonance in a corporeal
Imbue with Spell AbilityL creature’s body causing it to collapse in on itself, dealing 2d8
Evocation damage/level if the victim fails a Fortitude saving throw. (This
Level: Clr/Pre 4, Magic 4 effect, being instantaneous, cannot be dispelled.)
Components: V, S, DF Implosion has no effect on creatures in gaseous form
Casting Time: 10 minutes or on incorporeal creatures.
Range: Touch
Target: Creature touched; see text Imprisonment
Duration: One day or until discharged (D) Abjuration
Saving Throw: Will negates (harmless) Level: Sor/Wiz 9
Spell Resistance: Yes (harmless) Components: V, S
You transfer some of your currently Casting Time: 1 standard action
prepared spells, and the ability to cast them, to Range: Touch
another creature. Only a creature with an Intelligence Target: Creature touched

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Duration: Instantaneous This spell functions like mass inflict light wounds,
Saving Throw: Will negates; see text except that it deals 4d8 points of damage +1 point per caster
Spell Resistance: Yes level (maximum +40).
When you cast imprisonment and touch a
creature, it is entombed in a state of suspended Inflict Grevious Wound
animation (see the temporal stasis spell) in a small Conjuration (Healing)
sphere far beneath the surface of the earth. The Level: Clr/Pre 5, Drd 6, Suffering 5
subject remains there unless a freedom spell is cast at This spell works like inflict light wounds except that
the locale where the imprisonment took place. it deals 5d8 points of damage +2 points per caster level (max
Magical search by a crystal ball, a locate object spell, +40).
or some other similar divination does not reveal the
fact that a creature is imprisoned, but discern location Inflict Lethal Wound
does. A wish or miracle spell will not free the Conjuration (Healing)
recipient, but will reveal where it is entombed. If you Level: Clr/Pre 6, Drd 7, Suffering 6
know the target’s name and some facts about its life, This spell functions like inflict light wounds, except
the target takes a –4 penalty on its save. that it deals 6d8 points of damage +3 points per caster level
(max +60)
Incendiary Cloud
Conjuration (Creation) [Fire] Inflict Light Wounds
Level: Fire 8, Sor/Wiz 8 Necromancy
Components: V, S Level: Clr/Pre 1, Destruction 1
Casting Time: 1 standard action Components: V, S
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Effect: Cloud spreads in 20–ft. radius, 20 ft. high Range: Touch
Duration: 1 round/3 levels (D) Target: Creature touched
Saving Throw: Reflex half; see text Duration: Instantaneous
Spell Resistance: No Saving Throw: Will half
An incendiary cloud spell creates a cloud of Spell Resistance: Yes
roiling smoke shot through with white–hot embers. When laying your hand upon a creature, you channel
The smoke obscures all sight as a fog cloud does. In negative energy that deals 1d8 points of damage +1 point per
addition, the white–hot embers within the cloud deal caster level (maximum +5).
10d6 points of fire damage to everything within the Since undead are powered by negative energy, this
cloud on your turn each round. All targets can make spell cures such a creature of a like amount of damage, rather
Reflex saves each round to take half damage. than harming it.
As with a cloudkill spell, the smoke moves
away from you at 10 feet per round. Figure out the Inflict Light Wounds, Mass
smoke’s new spread each round based on its new Necromancy
point of origin, which is 10 feet farther away from Level: Clr/Pre 5, Destruction 5
where you were when you cast the spell. By Components: V, S
concentrating, you can make the cloud (actually its Casting Time: 1 standard action
point of origin) move as much as 60 feet each round. Range: Close (25 ft. + 5 ft./2 levels)
Any portion of the cloud that would extend beyond Target: One creature/level, no two of which can be more than
your maximum range dissipates harmlessly, reducing 30 ft. apart
the remainder’s spread thereafter. Duration: Instantaneous
As with fog cloud, wind disperses the Saving Throw: Will half
smoke, and the spell can’t be cast underwater. Spell Resistance: Yes
Negative energy spreads out in all directions from the
Inflict Critical Wounds point of origin, dealing 1d8 points of damage +1 point per
Necromancy caster level (maximum +25) to nearby living enemies.
Level: Clr/Pre 4, Destruction 4 Like other inflict spells, mass inflict light wounds
This spell functions like inflict light wounds, cures undead in its area rather than damaging them. A cleric
except that you deal 4d8 points of damage +1 point capable of spontaneously casting inflict spells can also
per caster level (maximum +20). spontaneously cast mass inflict spells.

Inflict Critical Wounds, Mass Inflict Minor Wounds


Necromancy Necromancy
Level: Clr/Pre 8 Level: Clr/Pre 0

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Saving Throw: Will negates summon the locust swarms so that they share the area of other
This spell functions like inflict light wounds, creatures. Each swarm attacks any creatures occupying its
except that you deal 1 point of damage and a Will area. The swarm’s movement can be directed mentally by you
save negates the damage instead of halving it. as a move action.
As these swarms are magically created, the damage
Inflict Moderate Wounds they cause counts as a magical weapon for the purposes of
Necromancy overcoming damage reduction.
Level: Clr/Pre 2
This spell functions like inflict light wounds, Insanity
except that you deal 2d8 points of damage +1 point Enchantment (Compulsion) [Mind–Affecting]
per caster level (maximum +10). Level: Sor/Wiz 7
Components: V, S
Inflict Moderate Wounds, Mass Casting Time: 1 standard action
Necromancy Range: Medium (100 ft. + 10 ft./level)
Level: Clr/Pre 6 Target: One living creature
This spell functions like mass inflict light Duration: 1 day
wounds, except that it deals 2d8 points of damage +1 Saving Throw: Will negates
point per caster level (maximum +30). Spell Resistance: Yes
The affected creature suffers from a continuous
Inflict Mortal Wound confusion effect, as the spell.
Conjuration (Healing) Remove curse does not remove insanity. Greater
Level: Clr/Pre 7, Drd 8, Healing 7 restoration, heal, limited wish, miracle, or wish can restore the
This spell functions like inflict light wounds, except creature.
that it deals 7d8 points of damage +4 points per
caster level (max +80). Insight, LesserQ
Divination
Inflict Serious Wounds Level: Brd 0, Clr/Pre 0, Drd 0, Sor/Wiz 0
Necromancy Components: V,S
Level: Clr/Pre 3 Casting Time: 1 swift action
This spell functions like inflict light wounds, except Range: Self
that you deal 3d8 points of damage +1 point per Target: You
caster level (maximum +15). Duration: 1 round
Saving Throw: None
Inflict Serious Wounds, Mass Spell Resistance: No
Necromancy Upon casting this spell, you immediately gain a +1
Level: Clr/Pre 7 magic bonus to hit, damage, AC or a skill roll. You must
This spell functions like mass inflict light wounds, designate which bonus you will receive. The spell lasts until
except that it deals 3d8 points of damage +1 point per the end of your next action.
caster level (maximum +35).
InsightP
Insect Plague Divination
Conjuration (Summoning) Level: Clr/Pre 2, Dr 2, Sor/Wiz 2
Level: Clr/Pre 5, Drd 5 Casting Time: 1 standard action
Components: V, S, DF Range: Creature touched
Casting Time: 1 round Target: One creature
Range: Long (400 ft. + 40 ft./level) Duration: 1 round/2 levels
Effect: One swarm of locusts per three levels, each Saving Throw: Will negates (harmless)
of which must be adjacent to at least one other swarm Spell Resistance: Yes (harmless)
Duration: 1 min./level As the spell lesser insight, but the touched target
Saving Throw: None gains a +1 magic bonus/4 levels to hit, damage, AC or a single
Spell Resistance: No skill roll. The caster must designate which roll receives the
You summon a number of swarms of locusts bonus; the target automatically knows which type of bonus
(one per three levels, to a maximum of six swarms at they receive.
18th level).
The swarms must be summoned so that each Insight, Greater
one is adjacent to at least one other swarm (that is, Divination
the swarms must fill one contiguous area). You may Level: Brd 6, Cl 5, Drd 5, Sor/Wiz 5
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Casting Time: 1 standard action throws against charm and fear effects and a +1 magic bonus
Range: Creature touched on attack and weapon damage rolls.
Target: One creature
Duration: 1 round/2 levels Inspire Courage, Greater
Saving Throw: Will negates (harmless) Enchantment (Compulsion) [Mind–Affecting]
Spell Resistance: Yes (harmless) Level: Brd 3
As the spell lesser insight, but the touched Greater inspire courage acts like inspire courage,
target gains a +1 magic bonus per 2 levels to hit, but allies gain a +2 magic bonus on saving throws against
damage, AC and all skill rolls. The caster must charm and fear effects and a +2 magic bonus on attack and
designate which roll receives the bonus; the target weapon damage rolls. This bonus increases by +1 for every 6
automatically knows which type of bonus they levels above 8th (Thus +2 at 8th–13th, +3 at 14th–19th and +4 at
receive. 20th+).

Insight, Mass Inspire Greatness


Divination Enchantment (Compulsion) [Mind–Affecting]
Level: Brd 5, Clr/Pre 5, Drd 5, Sor/Wiz 5 Level: Brd 3
Casting Time: 1 standard action Components: V, S
Range: 0 Casting Time: 1 standard action
Area of Effect: 20 foot burst Range: 30 ft.
Duration: 1 round/2 levels Target: One allied creature + 1 creature/3 levels past 9th
Saving Throw: Will negates (harmless) Duration:Spellcraft + 5 rounds
Spell Resistance: Yes (harmless) Saving Throw: None
As the spell lesser insight, but the spell Spell Resistance: Yes (harmless)
affects all allies of the caster within the burst radius. Inspire greatness allows the caster to improve the
The affected gain a +1 magic bonus/4 levels to hit, combat ability of himself or allies, granting the target +10 hit
damage, AC or all skills rolls. The caster must points + twice their constitution modifier as temporary hit
designate which roll receives the bonus, and all points, and a +2 magic bonus on attack rolls and a +1
targets receive the same bonus. The target competence bonus on Fortitude saves. The affected target is
automatically knows which type of bonus they considered to have 2 extra HD for purposes of determining
receive. The spell lasts for one round per two caster spell effects based on HD.
levels.
Q
Instant SummonsM
Insightful Strike Conjuration (Summoning)
Divination Level: Sor/Wiz 7
Level: Brd 0, Cl 0, Dr 0, Pal 1, Rng 1, Sor/Wiz 0 Components: V, S, XM
Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 swift action Range: See text
Range: Personal Target: One object weighing 10 lb. or less whose longest
Target: You dimension is 6 ft. or less
Duration: One attack Duration: One day or until discharged
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
Upon casting this spell, you gain a +2 magic You call some nonliving item from virtually any
bonus to your next attack roll. location directly to your hand.
First, you must place your arcane mark on the item.
Inspire Courage Then you cast this spell, which magically and invisibly
Enchantment (Compulsion) [Mind–Affecting] inscribes the name of the item on a sapphire worth at least
Level: Brd 1 1,000 gp. Thereafter, you can summon the item by speaking a
Components: V, S special word (set by you when the spell is cast) and crushing
Casting Time: 1 standard action the gem. The item appears instantly in your hand. Only you
Range: 0 can use the gem in this way.
Area: All allies in a 30 ft. radius If the item is in the possession of another creature,
Duration: 1 round/level the spell does not work, but you know who the possessor is
Saving Throw: None and roughly where that creature is located when the summons
Spell Resistance: Yes (harmless) occurs.
Inspire courage fills your allies with
courage. Each ally gains a +1 magic bonus on saving

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The inscription on the gem is invisible. It is Casting Time: 1 standard action


also unreadable, except by means of a read magic Range: Personal or touch
spell, to anyone but you. Target: You or a creature or object weighing no more than
The item can be summoned from another 100 lb./level
plane, but only if no other creature has claimed Duration: 10 min./level (D)
ownership of it. Saving Throw: Will negates (harmless) or Will negates
Material Component: A sapphire worth at least (harmless, object)
1,000 gp. Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible,
Interposing Hand vanishing from sight, even from darkvision. If the recipient is
Evocation [Force] a creature carrying gear, that vanishes, too. Invisible creatures
Level: Sor/Wiz 5 add +10 to the DC to be seen via a Perception (Spot) skill
Components: V, S, F check.
Casting Time: 1 standard action If you cast the spell on someone else, neither you nor
Range: Medium (100 ft. + 10 ft./level) your allies can see the subject, unless you can normally see
Effect: 10–ft. hand invisible things or you employ magic to do so. Items dropped
Duration: 1 round/level (D) or put down by an invisible creature become visible; items
Saving Throw: None picked up disappear if tucked into the clothing or pouches
Spell Resistance: Yes worn by the creature. Light, however, never becomes
Interposing hand creates a Large magic invisible, although a source of light can become so (thus, the
hand that appears between you and one opponent. effect is that of a light with no visible source). Any part of an
This floating, disembodied hand then moves to item that the subject carries but that extends more than 10 feet
remain between the two of you, regardless of where from it becomes visible.
you move or how the opponent tries to get around it, Of course, the subject is not magically silenced, and
providing cover (+4 AC) for you against that certain other conditions can render the recipient detectable
opponent. Nothing can fool the hand–it sticks with (such as stepping in a puddle). The spell ends if the subject
the selected opponent in spite of darkness, attacks any creature. For purposes of this spell, an attack
invisibility, polymorphing, or any other attempt at includes any spell targeting a foe or whose area or effect
hiding or disguise. The hand does not pursue an includes a foe. (Exactly who is a foe depends on the invisible
opponent, however. character’s perceptions.) Actions directed at unattended
An interposing hand is 10 feet long and objects do not break the spell.
about that wide with its fingers outstretched. It has as Causing harm indirectly is not an attack. Thus, an
many hit points as you do when you’re undamaged, invisible being can open doors, talk, eat, climb stairs, summon
and its AC is 20 (–1 size, +11 natural). It takes monsters and have them attack, cut the ropes holding a rope
damage as a normal creature, but most magical bridge while enemies are on the bridge, remotely trigger traps,
effects that don’t cause damage do not affect it. open a portcullis to release attack dogs, and so forth. If the
The hand never provokes attacks of subject attacks directly, however, it immediately becomes
opportunity from opponents. It cannot push through a visible along with all its gear. Spells such as bless that
wall of force or enter an antimagic field, but it suffers specifically affect allies but not foes are not attacks for this
the full effect of a prismatic wall or prismatic sphere. purpose, even when they include foes in their area.
The hand makes saving throws as its caster. Invisibility can be made permanent (on objects only)
Disintegrate or a successful dispel magic with a permanency spell.
destroys it. Arcane Material Component: An eyelash encased in a bit of
Any creature weighing 2,000 pounds or less gum arabic.
that tries to push past the hand is slowed to half its
normal speed. Invisibility, Greater
The hand cannot reduce the speed of a Illusion (Glamer)
creature weighing more than 2,000 pounds, but it still Level: Brd 4, Sor/Wiz 4
affects the creature’s attacks. Components: V, S
Directing the spell to a new target is a move Target: You or creature touched
action. Duration: 1 round/level (D)
Focus: A soft glove. Saving Throw: Will negates (harmless)
This spell functions like invisibility, except that it
Invisibility doesn’t end if the subject attacks and increases the Perception
Illusion (Glamer) (Spot) DC to be seen by +16.
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF

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Invisibility, Mass Irritation


Illusion (Glamer) Necromancy
Level: Sor/Wiz 7 Level: Sor/Wiz 2
Components: V, S, M Components: V, S, M
Range: Long (400 ft. + 40 ft./level) Casting Time: 1 standard action
Targets: Any number of creatures, no two of which Range: Close (25 ft. + 5 ft./2 levels)
can be more than 180 ft. apart Target: One creature per level, no two of which may be more
This spell functions like invisibility, except than 15 feet apart
that the effect is mobile with the group, increases the Duration: 1d4 +1 rounds
Perception (Spot) DC by +28 and is broken when Saving Throw: Fortitude negates
anyone in the group attacks. Individuals in the group Spell Resistance: Yes
cannot see each other. The spell is broken for any This spell causes the skin of a creature to begin
individual who moves more than 180 feet from the feeling itchy. If the affected creature does not spend a full–
nearest member of the group. (If only two individuals round action itching itself, it suffers a –4 penalty to AC and a
are affected, the one moving away from the other one –2 penalty to attack rolls. Creatures attempting to cast spells
loses its invisibility. If both are moving away from instead of scratching the itch must make a Spellcraft check to
each other, they both become visible when the successfully complete their spell.
distance between them exceeds 180 feet.) Material Components: A leaf from poison ivy, oak or sumac.
Material Component: An eyelash encased in a bit of
gum arabic. Iron Body
Transmutation
Invisibility Purge Level: Earth 8, Sor/Wiz 8
Evocation Components: V, S, M/DF
Level: Clr/Pre 3 Casting Time: 1 standard action
Components: V, S Range: Personal
Casting Time: 1 standard action Target: You
Range: Personal Duration: 1 min./level (D)
Target: You This spell transforms your body into living iron,
Duration: 10 min./level (D) which grants you several powerful resistances and abilities.
You surround yourself with a sphere of You gain damage reduction 15/adamantine and a +8
power with a radius of 5 feet per caster level that armor bonus. You are immune to blindness, critical hits,
negates all forms of invisibility. ability score damage, deafness, disease, drowning, electricity,
Anything invisible becomes visible while in poison, stunning, and all spells or attacks that affect your
the area. physiology or respiration, because you have no physiology or
respiration while this spell is in effect. You take only half
Invisibility Sphere damage from acid and fire of all kinds. However, you also
Illusion (Glamer) become vulnerable to all special attacks that affect iron
Level: Brd 3, Sor/Wiz 3 golems.
Components: V, S, M You gain a +6 magic bonus to your Strength score
Area: 10–ft.–radius emanation around the creature or but your speed is reduced as if you were wearing Heavy
object touched armor, though you do not suffer any spell failure, non–
This spell functions like invisibility, except proficency penalty or armor check penalty. You cannot drink
that this spell confers invisibility upon all creatures (and thus can’t use potions) or play wind instruments.
within 10 feet of the recipient and it increases the Your unarmed attacks deal damage equal to a club
difficulty of Perception (Spot) DC to be seen by +12. sized for you (1d4 for Small characters or 1d6 for Medium
The center of the effect is mobile with the recipient. characters), and you are considered armed when making
Those affected by this spell can see each other and unarmed attacks.
themselves as if unaffected by the spell. Any affected Your weight increases by a factor of ten and you lose
creature moving out of the area becomes visible, but all bouyancy, causing you to sink in water like a stone.
creatures moving into the area after the spell is cast However, you could survive the crushing pressure and lack of
do not become invisible. Affected creatures (other air at the bottom of the ocean–at least until the spell duration
than the recipient) who attack negate the invisibility expires.
only for themselves. If the spell recipient attacks, the Arcane Material Component: A small piece of iron that was
invisibility sphere ends. once part of either an iron golem, a hero’s armor, or a war
Invisibility sphere can be made permanent machine.
on an object (only) with a permanency spell.

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Iron Grasp Irresistible Dance


Evocation Enchantment (Compulsion) [Mind–Affecting]
Level: Sor/ Wiz 2 Level: Brd 6, Sor/Wiz 8
Components: V, S Components: V
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
Target: One creature Target: Living creature touched
Saving Throw: None Duration: 1d4+1 rounds
Spell Resistance: Yes Saving Throw: None
Upon casting this spell, the caster can Spell Resistance: Yes
attempt to disarm one opponent of his choice. The The subject feels an undeniable urge to dance and
disarm attempt does not provoke an attack of begins doing so, complete with foot shuffling and tapping.
opportunity. For the opposed roll, the caster uses his The spell effect makes it impossible for the subject to
level, plus his spellcasting modifier to the roll. The do anything other than caper and prance in place. The effect
caster is considered to be medium size and imposes a –4 penalty to Armor Class and a –10 penalty on
employing a non–light one handed weapon for the Reflex saves, and it negates any AC bonus granted by a shield
disarm attempt. If the caster successfully disarms the the target holds. The dancing subject provokes attacks of
opponent, the disarmed item immediately flies to the opportunity each round on its turn.
caster’s hand or up to 10 feet distant from the
opponent, as the caster chooses. If the caster fails to IsolationM
disarm the opponent, the opponent does not gain a Abjuration
chance to counter–disarm the spellcaster. Level: Sor/Wiz 6
Components: V, S, XM
IronwoodL, P Casting Time: 1 standard action
Transmutation Range: Medium (100 ft. + 10 ft./level)
Level: Drd 6 Target: One spellcaster, golem or undead
Components: V, S, M Duration: 2 rounds/level
Casting Time: 1 minute/lb. created Saving Throw: None
Range: 0 ft. Spell Resistance: Yes
Effect: An ironwood object weighing up to 5 This powerful spell isolates the victim from
lb./level extraplanar sources of magic or power. If placed upon a
Duration: 1 day (D) spellcaster, the victim of the spell is unable to cast evocation
Saving Throw: None or conjuration spells until the spell expires. Against golems
Spell Resistance: No and undead, it renders the victim inert for the duration of the
Ironwood is a magical substance created by spell.
druids from normal wood. While remaining natural Supernatural abilities are not affected by this spell, only spell–
wood in almost every way, ironwood is as strong, like abilities.
heavy, and resistant to fire as steel. Spells that affect Material Component: A small cleaver made of silver and cold
metal or iron do not function on ironwood. Spells that iron worth at least 100 gp.
affect wood do affect ironwood, although ironwood
does not burn. Using this spell with wood shape or a Jaws of the Wolf
wood–related Craft check, you can fashion wooden Transmutation
items that function as steel items. Level: Drd 2, Rng 2
Thus, wooden plate armor and wooden Components: V, S, M
swords can be created that are as durable as their Casting Time: 1 standard action
normal steel counterparts. These items are freely Range: Self
usable by druids. Target: You
Further, if you make only half as much Duration: 1 round/level (D)
ironwood as the spell would normally allow, any Saving Throw: None
weapon, shield, or suit of armor so created is treated Spell Resistance: None
as a magic item with a +1 magic bonus. Upon completion, your mouth elongates into a tooth–
Ironwood can be made permanent via the filled maw reminicient of a wolf’s snout. you gain a bite
permanency spell. attack that deals damage based on size (see below).
Material Component: Wood shaped into the form of
the intended ironwood object. Size Damage
Small or smaller 1d4
Medium–sized 1d6

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Large or larger 1d8


Knock
You may use the bite attack as a single Transmutation
attack, or it may be used with weapon attacks as if it Level: Sor/Wiz 2
were a secondary attack. This is a natural attack. Components: V
You cannot make more than one bite attack per Casting Time: 1 standard action
round, regardless of the number of attacks you are Range: Medium (100 ft. + 10 ft./level)
normally allowed. Target: One door, box, or chest with an area of up to 10 sq.
At 7th level, you gain the improved trip ft./level
ability with the bite attack. Duration: Instantaneous; see text
Material Component: A tooth from a wolf. Saving Throw: None
Spell Resistance: No
JumpP The knock spell opens stuck, barred, locked, held, or
Transmutation arcane locked doors as if you had rolled 20 + your caster level
Level: Drd 1, Rgr 1, Sor/Wiz 1 on an Open Lock roll. It opens secret doors, as well as locked
Components: V, S, M or trick–opening boxes or chests. It also loosens welds,
Casting Time: 1 standard action shackles, or chains (provided they serve to hold closures shut).
Range: Touch If used to open a arcane locked door, the spell does not
Target: Creature touched remove the arcane lock but simply suspends its functioning
Duration: 1 min./level (D) for 10 minutes. In all other cases, the door does not relock
Saving Throw: Will negates (harmless) itself or become stuck again on its own. Knock does not raise
Spell Resistance: Yes barred gates or similar impediments (such as a portcullis), nor
The subject gets a +4 magic bonus on does it affect ropes, vines, and the like. The effect is limited by
Athletics (Jump) checks. the area. Each spell can undo as many as two means of
Jump can be made permanent with the preventing egress.
permanency spell.
Material Component: A grasshopper’s hind leg, Know DirectionP
which you break when the spell is cast. Divination
Level: Brd 0, Drd 0
Keen Edge Components: V, S
Transmutation Casting Time: 1 standard action
Level: Sor/Wiz 3 Range: Personal
Components: V, S Target: You
Casting Time: 1 standard action Duration: Instantaneous
Range: Close (25 ft. + 5 ft./2 levels) You instantly know the direction of north from your
Targets: One weapon or fifty projectiles, all of current position. The spell is effective in any environment in
which must be in contact with each other at the time which “north” exists, but it may not work in extraplanar
of casting settings. Your knowledge of north is correct at the moment of
Duration: 10 min./level casting, but you can get lost again within moments if you
Saving Throw: Will negates (harmless, object) don’t find some external reference point to help you keep
Spell Resistance: Yes (harmless, object) track of direction.
This spell makes a weapon magically keen, Know direction can be made permanent with a
improving its ability to deal telling blows. This permanency spell. You cannot have more than one detection
transmutation doubles the threat range of the weapon. spell made permanent at once.
A threat range of 20 becomes 19–20, a threat range of
19–20 becomes 17–20, and a threat range of 18–20 Know ValueP
becomes 15–20. The spell can be cast only on Divination
piercing or slashing weapons. If cast on arrows or Level: Clr/Pre 0, Brd 1, Sor/Wiz 0
crossbow bolts, the keen edge on a particular Components: V, S, M
projectile ends after one use, whether or not the Casting Time: 1 full round
missile strikes its intended target. (Treat shuriken as Range: Touch
arrows, rather than as thrown weapons, for the Target: Item touched or up to 1 cubic foot per level
purpose of this spell.) Duration: Instantaneous
Multiple effects that increase a weapon’s Saving Throw: Will negates (harmless)
threat range (such as the keen edge spell and the Spell Resistance: Yes
Improved Critical feat) don’t stack. You can’t cast Casting this spell gives you the precise value of non–magical
this spell on a natural weapon, such as a claw. items at a touch. If cast upon a magical item, it will only

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reveal the non–magical value – usually the cost of a that has never been generally known. If the person, place, or
masterwork version of the item. For example, a thing is not of legendary importance, you gain no information.
magic sword would only reveal the value of a As a rule of thumb, characters who are 11th level and higher
masterwork version of the weapon, not its true are “legendary,” as are the sorts of creatures they contend
magical value. with, the major magic items they wield, and the places where
The spell can be used to accrue the value of they perform their key deeds.
a horde of small objects such as coins, gems, jewelry Material Component: Incense worth at least 250 gp.
or a mixed horde of such items no larger than one Focus: Four strips of ivory (worth 50 gp each) formed into a
cubic foot per level of the caster. rectangle.
Know value can be made permanent with the
permanency spell. You cannot have more than one Lesser (Spell Name)
detection spell made permanent at once. Any spell whose name begins with lesser is
Material Component: A gold piece. alphabetized in this chapter according to the second word of
the spell name. Thus, the description of a lesser spell appears
Leap near the description of the spell on which it is based.
Transmutation
Level: Sor/Wiz 0 Legs of the Cheetah
Components: V, S, M Transmutation
Casting Time: 1 standard action Level: Drd 2, Rgr 2
Range: Self Components: V, S, M
Target: You Casting Time: 1 standard action
Duration: 1 round/level Range: Self
Saving Throw: None Target: You
Spell Resistance: None Duration: 10 minutes/level
When this spell is cast, you gain a +2 magic Saving Throw: None
bonus to Athletics (Jump) skill checks for 1 round per Spell Resistance: No
level. Upon completion of this spell, your legs become slim
Material Component: A bit of fur from a rabbit. and tawny like a cheetah’s. Your base movement rate
increased by 10 feet for the duration of the spell.
Legend LoreL, M, F At 7th level, you can sprint once for one round at ten
Divination times her normal movement rate (500 feet).
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, XM, XF LevitateP
Casting Time: See text Transmutation
Range: Personal Level: Sor/Wiz 2
Target: You Components: V, S, F
Duration: See text Casting Time: 1 standard action
Legend lore brings to your mind legends Range: Personal or close (25 ft. + 5 ft./2 levels)
about an important person, place, or thing. If the Target: You or one willing creature or one object (total
person or thing is at hand, or if you are in the place in weight up to 100 lb./level)
question, the casting time is only 1d4x10 minutes. If Duration: 1 min./level (D)
you have only detailed information on the person, Saving Throw: None
place, or thing, the casting time is 1d10 days, and the Spell Resistance: No
resulting lore is less complete and specific (though it Levitate allows you to move yourself, another
often provides enough information to help you find creature, or an object up and down as you wish. A creature
the person, place, or thing, thus allowing a better must be willing to be levitated, and an object must be
legend lore result next time). If you know only unattended or possessed by a willing creature. You can
rumors, the casting time is 2d6 weeks, and the mentally direct the recipient to move up or down as much as
resulting lore is vague and incomplete (though it 20 feet each round; doing so is a move action. You cannot
often directs you to more detailed information, thus move the recipient horizontally, but the recipient could
allowing a better legend lore result next time). clamber along the face of a cliff, for example, or push against
During the casting, you cannot engage in a ceiling to move laterally (generally at half its base land
other than routine activities: eating, sleeping, and so speed).
forth. When completed, the divination brings legends A levitating creature that attacks with a melee or
(if any) about the person, place, or things to your ranged weapon finds itself increasingly unstable; the first
mind. These may be legends that are still current, attack has a –1 penalty on attack rolls, the second –2, and so
legends that have been forgotten, or even information

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on, to a maximum penalty of –5. A full round spent dim light for an additional 20 feet) from the point you touch.
stabilizing allows the creature to begin again at –1. The effect is immobile, but it can be cast on a movable object.
Levitate can be made permanent via a Light taken into an area of magical darkness does not
permanency spell. You cannot have more than one function.
movement spel made permanent at a time. A light spell (one with the light descriptor) counters
Focus: Either a small leather loop or a piece of and dispels a darkness spell (one with the darkness descriptor)
golden wire bent into a cup shape with a long shank of an equal or lower level.
on one end. Arcane Material Component: A firefly or a piece of
phosphorescent moss.
Life Drain, Lesser
Necromancy [Evil] Lighten Armor
Level: Clr/Pre 1, Sor/Wiz 1 Transmutation
Components: V, S, M Level: Clr/Pre 1, Brd 1, Pal 1, Rgr 1
Casting Time: 1 standard action Components: V, S, F
Range: Touch Casting Time: 1 round
Target: One Living Creature touched Range: Self
Duration: Instantaneous Target: You
Saving Throw: Fort half Duration: 1 hour/level (D)
Spell Resistance: Yes Saving Throw: None
Upon casting this spell, the next living Spell Resistance: No
creature you touch lose 1d4+1 hit points. For every 2 Upon casting this spell, any armor you are wearing is
hit points you drain, you gain 1 temporary hit point. treated as one category lighter (heavy becomes medium,
Temporary hit points last for one minute. medium becomes light, light becomes none). You also reduce
Material Component: A humanoid finger bone. the Armor check penalty of any armor worn by 2 and reduce
its weight by ½. Likewise, the spell failure chance is reduced
Life Drain by 10%.
Necromancy [Evil] The spell has no effect on shields or armor made
Level: Clr/Pre 3, Sor/Wiz 3 from mithral. If you remove the armor for any reason, the
As per the lesser life drain spell, but you spell instantly ends.
drain 1d6 hit points per caster level (max 10d6). Focus: The armor being worn.

Life Drain, Greater Lightning Bolt


Necromancy [Evil] Evocation [Electricity]
Level: Clr/Pre 5, Sor/Wiz 5 Level: Sor/Wiz 3
As per the lesser life drain spell, but you Components: V, S, M
drain 1d6 hit points per caster level (max 20d6). Casting Time: 1 standard action
Range: 120 ft.
Life Drain, Mass Area: 120–ft. line
Necromancy [Evil] Duration: Instantaneous
Level: Clr/Pre 5, Sor/Wiz 6 Saving Throw: Reflex half
Range: 0 Spell Resistance: Yes
Area of Effect: 20 ft. burst You release a powerful stroke of electrical energy
As per the life drain spell, but you deal 5d6 that deals 1d6 points of electricity damage per caster level
damage to all living individuals in the area of effect. (maximum 10d6) to each creature within its area. The bolt
begins at your fingertips.
Light The lightning bolt sets fire to combustibles and
Evocation [Light] damages objects in its path. It can melt metals with a low
Level: Brd 0, Clr/Pre 0, Drd 0, Sor/Wiz 0 melting point, such as lead, gold, copper, silver, or bronze. If
Components: V, M/DF the damage caused to an interposing barrier shatters or breaks
Casting Time: 1 standard action through it, the bolt may continue beyond the barrier if the
Range: Touch spell’s range permits; otherwise, it stops at the barrier just as
Target: Object touched any other spell effect does.
Duration: 10 min./level (D) Material Component: A bit of fur and an amber, crystal, or
Saving Throw: None glass rod.
Spell Resistance: No
This spell causes an object to glow like a Lightning Storm
torch, shedding bright light in a 20–foot radius (and Evocation [Electricity]

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Level: Sor/Wiz 8 LiveoakL, P


Components: V, S Transmutation
Casting Time: 1 standard action Level: Drd 6
Range: Medium (100 ft. + 10 ft./level) Components: V, S
Area of Effect: cylinder (30 ft. radius, 60 ft. high) Casting Time: 10 minutes
Duration: 3 rounds Range: Touch
Saving Throw: Reflex half Target: Tree touched
Spell Resistance: Yes Duration: Until triggered, then 1 hour/level (D)
Upon casting this spell, you cause the target area to Saving Throw: None
fill with azure bolts of brilliant lightning that arc to Spell Resistance: No
fill the area. Everything in the area of effect suffers This spell turns an oak tree into a protector or
15d6 electrical damage. The lightning does not guardian. The spell can be cast on only a single tree at a time;
abate, and instead continues to fill the area for a full while liveoak is in effect, you can’t cast it again on another
three rounds. Creatures within or passing through the tree. The tree on which the spell is cast must be within 10 feet
area suffer damage as above. of your dwelling place, within a place sacred to you, or within
300 feet of something that you wish to guard or protect.
Limited WishX Liveoak must be cast on a healthy, Huge oak. A
Universal triggering phrase of up to one word per caster level is placed
Level: Sor/Wiz 7 on the targeted oak. The liveoak spell triggers the tree into
Components: V, S, XP animating as a treant.
Casting Time: 1 standard action If liveoak is dispelled, the tree takes root
Range: See text immediately, wherever it happens to be. If released by you, the
Target, Effect, or Area: See text tree tries to return to its original location before taking root.
Duration: See text You may not have more than one liveoak spell active
Saving Throw: None; see text at one time.
Spell Resistance: Yes
A limited wish lets you create nearly any Locate Creature
type of effect. For example, a limited wish can do any Divination
of the following things. Level: Brd 4, Sor/Wiz 4
Components: V, S, M
• Duplicate any sorcerer/wizard spell of 6th level Duration: 10 min./level
or lower, provided the spell is not of a school This spell functions like locate object, except this
prohibited to you. spell locates a known or familiar creature.
• Duplicate any other spell of 5th level or lower, You slowly turn and sense when you are facing in the
provided the spell is not of a school prohibited direction of the creature to be located, provided it is within
to you. range. You also know in which direction the creature is
• Duplicate any sorcerer/wizard spell of 5th level moving, if any.
or lower, even if it’s of a prohibited school. The spell can locate a creature of a specific kind or a
• Duplicate any other spell of 4th level or lower, specific creature known to you. It cannot find a creature of a
even if it’s of a prohibited school. certain type. To find a kind of creature, you must have seen
• Undo the harmful effects of many spells, such such a creature up close (within 30 feet) at least once.
as geas/quest or insanity. Running water blocks the spell. It cannot detect
• Produce any other effect whose power level is objects. It can be fooled by mislead, nondetection, and
in line with the above effects, such as a single polymorph spells.
creature automatically hitting on its next attack Material Component: A bit of fur from a bloodhound.
or taking a –7 penalty on its next saving throw.
Locate Object
A duplicated spell allows saving throws and Divination
spell resistance as normal (but the save DC is for a Level: Brd 2, Clr/Pre 3, Sor/Wiz 2, Travel 2
7th–level spell). When a limited wish duplicates a Components: V, S, F/DF
spell that has an XP cost, you must pay that cost or Casting Time: 1 standard action
300 XP, whichever is more. When a limited wish Range: Long (400 ft. + 40 ft./level)
spell duplicates a spell with a material component Area: Circle, centered on you, with a radius of 400 ft. + 40
that costs more than 1,000 gp, you must provide that ft./level
component. Duration: 10 min./level
XP Cost: 300 XP or more (see above). Saving Throw: None
Spell Resistance: No

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You sense the direction of a well–known or noise does not. Awakening a creature is a standard action (an
clearly visualized object. You can search for general application of the aid another action)
items, in which case you locate the nearest one of its Lullably does not target unconscious creatures, elves,
kind if more than one is within range. Attempting to constructs or undead creatures.
find a certain item requires a specific and accurate
mental image; if the image is not close enough to the Maddening Scream
actual object, the spell fails. Enchantment (Compulsion) [Mind–Affecting]
You cannot specify a unique item unless you Level: Sor/Wiz 8, Madness 8
have observed that particular item firsthand (not Components: V
through divination). Casting Time: 1 standard action
The spell is blocked by even a thin sheet of Range: Touch
lead. Creatures cannot be found by this spell. Target: Living creature touched
Polymorph any object fools it. Duration: 1d4+1 rounds
Arcane Focus: A forked twig. Saving Throw: None
Spell Resistance: Yes
LongstriderP The subject cannot keep him or herself from
Transmutation behaving as though completely mad. This spell makes it
Level: Drd 1, Rgr 1, Travel 1 impossible for the victim to do anything other than race about
Components: V, S, M caterwauling.
Casting Time: 1 standard action The effect worsens the Armor Class of the creature
Range: Personal by 4, makes Reflex saving throws impossible except on a roll
Target: You of 20, and makes it impossible to use a shield. The victim
Duration: 1 hour/level (D) moves around in a random direction each round at their
This spell increases your base land speed by normal movement rate (use the grenade scatter diagram to
10 feet. (This adjustment counts as an magic bonus.) determine direction), provoking attacks of opportunity as they
It has no effect on other modes of movement, such as move.
burrow, climb, fly, or swim.
Longstrider can be made permanent with a Mage ArmorP
permanency spell. You cannot have more than one Universal [Force]
movement based spell made permanent at a time. Level: Sor/Wiz 1
Material Component: A pinch of dirt. Components: V, S, F
Casting Time: 1 standard action
LullabyL Range: Touch
Enchantment (Compulsion) [Mind–Affecting] Target: Creature touched
Level: Brd 0, Sor/Wiz 0 Duration: 1 hour/level (D)
Components: V, S Saving Throw: Will negates (harmless)
Casting Time: 1 minute Spell Resistance: No
Range: Close (25 ft. + 5 ft./2 levels) An invisible but tangible field of force surrounds the
Target: One living creature subject of a mage armor spell, providing a +4 armor bonus to
Duration: 1 minute/level AC.
Saving Throw: Will negates Unlike mundane armor, mage armor entails no armor
Spell Resistance: Yes check penalty, arcane spell failure chance, or speed reduction.
The lullaby spell causes a single target to Since mage armor is made of force, incorporeal creatures
become drowsy and fall asleep. While it takes a full can’t bypass it the way they do normal armor.
minute to complete the spell and make the victim fall Mage armor can be made permanent with a
to sleep, the victim must make the save in the initial permanecy spell.
round the spell is cast. If they fail, they become Focus: A piece of cured leather.
drowsy (A cumalative –1 to hit rolls, damage rolls,
AC, Reflex saves and skill checks, cannot take any Mage Hand
actions that require concentration) until the spell is Transmutation
completed. If the victim fails the save, they will not Level: Brd 0, Sor/Wiz 0
attempt to resist falling asleep or attempt to stop the Components: V, S
caster from completing the spell unless they are Casting Time: 1 standard action
otherwise in danger. Range: Close (25 ft. + 5 ft./2 levels)
Sleeping creatures are helpless. Slapping or Target: One nonmagical, unattended object weighing up to 5
wounding awakens an affected creature, but normal lb.
Duration: Concentration

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Saving Throw: None You conjure up a phantom watchdog that is invisible


Spell Resistance: No to everyone but yourself. It then guards the area where it was
You point your finger at an object and can conjured (it does not move). The hound immediately starts
lift it and move it at will from a distance. As a move barking loudly if any Small or larger creature approaches
action, you can propel the object as far as 15 feet in within 30 feet of it. (Those within 30 feet of the hound when it
any direction, though the spell ends if the distance is conjured may move about in the area, but if they leave and
between you and the object ever exceeds the spell’s return, they activate the barking.) The hound sees invisible and
range. ethereal creatures. It does not react to figments, but it does
react to shadow illusions.
Mage’s Disjunction If an intruder approaches to within 5 feet of the
Abjuration hound, the dog stops barking and delivers a vicious bite (+10
Level: Magic 9, Sor/Wiz 9 attack bonus, 2d6+3 points of piercing damage) once per
Components: V round. The dog also gets the bonuses appropriate to an
Casting Time: 1 standard action invisible creature.
Range: Close (25 ft. + 5 ft./2 levels) The dog is considered ready to bite intruders, so it
Area: All magical effects and magic items within a delivers its first bite on the intruder’s turn. Its bite is the
40–ft.–radius burst equivalent of a magic weapon for the purpose of damage
Duration: Instantaneous reduction. The hound cannot be attacked, but it can be
Saving Throw: Will negates (object) dispelled.
Spell Resistance: No The spell lasts for 1 hour per caster level, but once
All magical effects and magic items within the hound begins barking, it lasts only 1 round per caster level.
the radius of the spell, except for those that you carry If you are ever more than 100 feet distant from the hound, the
or touch, are disjoined. That is, spells and spell–like spell ends.
effects are separated into their individual components Mage’s faithful hound can be made permanent via a
(ending the effect as a dispel magic spell does), and permanency spell. Once the hound is triggered, it cannot be
each permanent magic item must make a successful triggered again for 1 hour.
Will save or be turned into a normal item for 24 Material Component: A tiny silver whistle, a piece of bone,
hours. An item in a creature’s possession uses its own and a thread.
Will save bonus or its possessor’s Will save bonus,
whichever is higher. Mage’s Lucubration(M)
You also have a 1% chance per caster level Universal
of destroying an antimagic field. If the antimagic Level: Wiz 6
field survives the disjunction, no items within it are Components: V, S
disjoined. Casting Time: 1 standard action
Even artifacts are subject to disjunction, Range: Personal
though there is only a 1% chance per caster level of Target: You
actually affecting such powerful items. Additionally, Duration: Instantaneous
if an artifact is destroyed, you must make a DC 25 You instantly recall any one spell of 5th level or
Will save or permanently lose all spellcasting lower that you have used during the past 24 hours. The spell
abilities. (These abilities cannot be recovered by must have been actually cast during that period. The recalled
mortal magic, not even miracle or wish.) spell is stored in your mind as through prepared in the normal
Note: Destroying artifacts is a dangerous business, fashion.
and it is 95% likely to attract the attention of some If the recalled spell requires material components,
powerful being who has an interest in or connection you must provide them. The recovered spell is not usable until
with the device. the material components are available.

Mage’s Faithful HoundP Mage’s Lucubration, Greater(M)


Conjuration (Creation) Universal
Level: Sor/Wiz 5 Level: Wiz 8
Components: V, S, M This spell works like mage’s lucubration, except it
Casting Time: 1 standard action allows you to recall any spell of 7th level or lower that you
Range: Close (25 ft. + 5 ft./2 levels) have used during the past 24 hours.
Effect: Phantom watchdog
Duration: 1 hour/caster level or until discharged, Mage’s Magnificent MansionF, P
then 1 round/caster level; see text Conjuration (Creation)
Saving Throw: None Level: Sor/Wiz 7
Spell Resistance: No Components: V, S, XF

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Casting Time: 1 standard action between those inside and those outside (because it blocks
Range: Close (25 ft. + 5 ft./2 levels) sound), but it does not prevent other communication, such as a
Effect: Extradimensional mansion, up to three 10–ft. sending or message spell, or telepathic communication, such
cubes/level (S) as that between a wizard and her familiar.
Duration: 2 hours/level (D) The spell does not prevent creatures or objects from
Saving Throw: None moving into and out of the area.
Spell Resistance: No Mage’s private sanctum can be made permanent with
You conjure up an extradimensional a permanency spell.
dwelling that has a single entrance on the plane from Material Component: A thin sheet of lead, a piece of opaque
which the spell was cast. The entry point looks like a glass, a wad of cotton or cloth, and powdered chrysolite.
faint shimmering in the air that is 4 feet wide and 8
feet high. Only those you designate may enter the Mage’s Sword
mansion, and the portal is shut and made invisible Evocation [Force]
behind you when you enter. You may open it again Level: Sor/Wiz 7
from your own side at will. Once observers have Components: V, S, F
passed beyond the entrance, they are in a magnificent Casting Time: 1 standard action
foyer with numerous chambers beyond. The Range: Close (25 ft. + 5 ft./2 levels)
atmosphere is clean, fresh, and warm. Effect: One sword
You can create any floor plan you desire to Duration: 1 round/level (D)
the limit of the spell’s effect. The place is furnished Saving Throw: None
and contains sufficient foodstuffs to serve a nine– Spell Resistance: Yes
course banquet to a dozen people per caster level. A This spell brings into being a shimmering, swordlike
staff of near–transparent servants (as many as two per plane of force. The sword strikes at any opponent within its
caster level), liveried and obedient, wait upon all who range, as you desire, starting in the round that you cast the
enter. The servants function as unseen servant spells spell. The sword attacks its designated target once each round
except that they are visible and can go anywhere in on your turn. Its attack bonus is equal to your caster level +
the mansion. your Int bonus or your Cha bonus (for wizards or sorcerers,
Since the place can be entered only through respectively) with an additional +3 magic bonus. As a force
its special portal, outside conditions do not affect the effect, it can strike ethereal and incorporeal creatures. It deals
mansion, nor do conditions inside it pass to the plane 4d6+3 points of force damage, with a threat range of 19–20
beyond. and a critical multiplier of x2.
Mage’s magnificient mansion can be made The sword always strikes from your direction. It does
permanent via permanency. not get a bonus for flanking or help a combatant get one.
Focus: A miniature portal carved from ivory, a small If the sword goes beyond the spell range from you, if
piece of polished marble, and a tiny silver spoon it goes out of your sight, or if you are not directing it, the
(each item worth 5 gp). sword returns to you and hovers.
Each round after the first, you can use a standard
Mage’s Private SanctumL, P action to switch the sword to a new target. If you do not, the
Abjuration sword continues to attack the previous round’s target.
Level: Sor/Wiz 5 The sword cannot be attacked or harmed by physical
Components: V, S, M attacks, but dispel magic, disintegrate, a sphere of
Casting Time: 10 minutes annihilation, or a rod of cancellation affects it. The sword’s
Range: Close (25 ft. + 5 ft./2 levels) AC is 13 (10, +0 size bonus for Medium object, +3 deflection
Area: 30–ft. cube/level (S) bonus).
Duration: 24 hours (D) If an attacked creature has spell resistance, the
Saving Throw: None resistance is checked the first time Mage’s sword strikes it. If
Spell Resistance: No the sword is successfully resisted, the spell is dispelled. If not,
This spell ensures privacy. Anyone looking the sword has its normal full effect on that creature for the
into the area from outside sees only a dark, foggy duration of the spell.
mass. Focus: A miniature platinum sword with a grip and pommel
Darkvision cannot penetrate it. No sounds, of copper and zinc. It costs 250 gp to construct.
no matter how loud, can escape the area, so nobody
can eavesdrop from outside. Those inside can see out Magic AuraP
normally. Illusion (Glamer)
Divination (scrying) spells cannot perceive Level: Brd 1, Magic 1, Sor/Wiz 1
anything within the area, and those within are Components: V, S, F
immune to detect thoughts. The ward prevents speech Casting Time: 1 standard action

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Range: Touch target takes 1d6 force damage/caster level each (max 20d6
Target: One touched object weighing up each).
to 5 lb./level
Duration: One day(D) Magic Bolt, Lesser
Saving Throw: None; see text Evocation [Force]
Spell Resistance: No Level: Sor/Wiz 0
You alter an item’s aura so that it registers Components: V, S
to detect spells (and spells with similar capabilities) Range: Short (25 ft + 5 ft./2 levels)
as though it were nonmagical, or a magic item of a Duration: Instantaneous
kind you specify, or the subject of a spell you Casting Time: 1 standard action
specify. Target: One creature plus up to one additional creature/2
If the object bearing magic aura has identify levels (max 5)
cast on it or is similarly examined, the examiner Saving Throw: None
recognizes that the aura is false and detects the Spell Resistance: Yes
object’s actual qualities if he succeeds on a Will save. This spell causes a shimmering bolt of force to streak
Otherwise, he believes the aura and no amount of from your hand toward a target of your choice. You make a
testing reveals what the true magic is. touch attack roll to strike the target, and the bolt inflicts 1
If the targeted item’s own aura is point of damage if successful. For every 2 levels past 1st, an
exceptionally powerful (if it is an artifact, for additional bolt is created, up to a maximum of 5. Thus 1 bolt
instance), magic aura doesn’t work. is created at 1st, 2 at 3rd, 3 at 5th, 4 at 7th, and finally 5 at 9th
Note: A magic weapon, shield, or suit of armor must level.
be a masterwork item, so a sword of average make,
for example, looks suspicious if it has a magical aura. Magic Circle against ChaosP
Magic aura can be made permanent via a Abjuration [Lawful]
permanency spell. Level: Clr/Pre 3, Law 3, Pal 3, Sor/Wiz 3
Focus: A small square of silk that must be passed This spell functions like magic circle against evil,
over the object that receives the aura. except that it is similar to protection from chaos instead of
protection from evil, and it can imprison a nonlawful called
Magic Bolt creature.
Evocation [Force] Magic circle against chaos can be made permanent
Level: Sor/Wiz 1 vi a permanency spell.
Range: Long (400 ft. + 40 ft./level)
As Lesser Magic Bolt, but the spell deals Magic Circle against EvilP
1d6 damage per bolt. This spell replaces Magic Abjuration [Good]
Missile in the Amberos campaign. Level: Clr/Pre 3, Good 3, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Magic Bolt, Greater Casting Time: 1 standard action
Evocation [Force] Range: Touch
Level: Sor/Wiz 3 Area: 10–ft.–radius emanation from touched creature
Target: One creature plus up to one addition Duration: 10 min./level
creature/level (max 10) Saving Throw: Will negates (harmless)
Range: Long (400 ft. + 40 ft./level) Spell Resistance: No; see text
As Lesser Magic Bolt, but the spell deals All creatures within the area gain the effects of a
1d6 force damage per bolt, and one bolt per level protection from evil spell, and a nongood summoned creature
(maximum 10) can be created. must make a caster level check to enter the area (1d20 +
summoner’s level vs. 10 + caster’s level). You must overcome
Magic Bolt, Mass a creature’s spell resistance in order to keep it at bay (as in the
Evocation [Force] third function of protection from evil), but the deflection and
Level: Sor/Wiz 5 magic bonuses and the protection from mental control apply
Range: 0 regardless of enemies’ spell resistance. However, the
Target: All creatures in a 30 ft. burst protection from mental control is +8 instead of +4.
Save: Reflex half This spell has an alternative version that you may
As Lesser Magic Bolt, but the spell produces choose when casting it. A magic circle against evil can be
enough bolts to strike every creature in a 30 ft. burst focused inward rather than outward. When focused inward,
with a barrage of missiles. You make one attack roll the spell binds a nongood called creature (such as those called
for all the bolts and apply the result to the AC of all by the lesser planar binding, planar binding, and greater
opponents in the area of effect individually. Each planar binding spells) for a maximum of 24 hours per caster

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level, provided that you cast the spell that calls the Magic circle against evil can be made permanent vi a
creature within 1 round of casting the magic circle. permanency spell.
The creature cannot cross the circle’s boundaries. If a Arcane Material Component: A little powdered silver with
creature too large to fit into the spell’s area is the which you trace a 3–footdiameter circle on the floor (or
subject of the spell, the spell acts as a normal ground) around the creature to be warded.
protection from evil spell for that creature only.
A magic circle leaves much to be desired as Magic Circle against GoodP
a trap. If the circle of powdered silver laid down in Abjuration [Evil]
the process of spellcasting is broken, the effect Level: Clr/Pre 3, Evil 3, Sor/Wiz 3
immediately ends. The trapped creature can do This spell functions like magic circle against evil,
nothing that disturbs the circle, directly or indirectly, except that it is similar to protection from good instead of
but other creatures can. If the called creature has spell protection from evil, and it can imprison a nonevil called
resistance, it can test the trap once a day. If you fail creature.
to overcome its spell resistance, the creature breaks Magic circle against good can be made permanent
free, destroying the circle. A creature capable of any via a permanency spell.
form of dimensional travel (astral projection, blink,
dimension door, etherealness, gate, plane shift, Magic Circle against LawP
shadow walk, teleport, and similar abilities) can Abjuration [Chaotic]
simply leave the circle through that means. You can Level: Chaos 3, Clr/Pre 3, Sor/Wiz 3
prevent the creature’s extradimensional escape by This spell functions like magic circle against evil,
casting a dimensional anchor spell on it, but you except that it is similar to protection from law instead of
must cast the spell before the creature acts. If you are protection from evil, and it can imprison a nonchaotic called
successful, the anchor effect lasts as long as the creature.
magic circle does. The creature cannot reach across Magic circle against law can be made permanent via
the magic circle, but its ranged attacks (ranged a permanency spell.
weapons, spells, magical abilities, and the like) can.
The creature can attack any target it can Magic Fang
reach with its ranged attacks except for the circle Transmutation
itself. Level: Drd 1, Rgr 1
You can add a special diagram (a two– Components: V, S, DF
dimensional bounded figure with no gaps along its Casting Time: 1 standard action
circumference, augmented with various magical Range: Touch
sigils) to make the magic circle more secure. Target: Living creature touched
Drawing the diagram by hand takes 10 minutes and Duration: 10 min./level
requires a DC 20 Spellcraft check. You do not know Saving Throw: Will negates (harmless)
the result of this check. If the check fails, the diagram Spell Resistance: Yes (harmless)
is ineffective. You can take 10 when drawing the Magic fang gives one natural weapon of the subject a
diagram if you are under no particular time pressure +1 magic bonus on attack and damage rolls.
to complete the task. This task also takes 10 full The spell can affect a slam attack, fist, bite, or other natural
minutes. If time is no factor at all, and you devote 3 weapon. (The spell does not change an unarmed strike’s
hours and 20 minutes to the task, you can take 20. damage from nonlethal damage to lethal damage.)
A successful diagram allows you to cast a
dimensional anchor spell on the magic circle during
the round before casting any summoning spell. The
Magic Fang, GreaterP
anchor holds any called creatures in the magic circle Transmutation
for 24 hours per caster level. A creature cannot use its Level: Drd 3, Rgr 3
spell resistance against a magic circle prepared with a Range: Close (25 ft. + 5 ft./2 levels)
diagram, and none of its abilities or attacks can cross Target: One living creature
the diagram. If the creature tries a Charisma check to Duration: 1 hour/level
break free of the trap (see the lesser planar binding This spell functions like magic fang, except that the
spell), the DC increases by 5. The creature is magic bonus on attack and damage rolls is +1 per four caster
immediately released if anything disturbs the levels (maximum +5).
diagram–even a straw laid across it. However, the Alternatively, you may imbue all of the creature’s
creature itself cannot disturb the diagram either natural weapons with a +1 magic bonus (regardless of your
directly or indirectly, as noted above. caster level).
This spell is not cumulative with protection Greater magic fang can be made permanent with a
from evil and vice versa. permanency spell.

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Magic JarF,P not allow you to make more attacks (or more advantageous
Necromancy two–weapon attacks) than normal. You can’t choose to
Level: Sor/Wiz 5 activate the body’s extraordinary or supernatural abilities.
Components: V, S, XF The creature’s spells and spell–like abilities do not
Casting Time: 1 standard action stay with the body.
Range: Medium (100 ft. + 10 ft./level) As a standard action, you can shift freely from a host
Target: One creature to the magic jar if within range, sending the trapped soul back
Duration: 1 hour/level or until you return to your to its body. The spell ends when you shift from the jar to your
body own body.
Saving Throw: Will negates; see text If the host body is slain, you return to the magic jar,
Spell Resistance: Yes if within range, and the life force of the host departs (it is
By casting magic jar, you place your soul in dead). If the host body is slain beyond the range of the spell,
a gem or large crystal (known as the magic jar), both you and the host die. Any life force with nowhere to go is
leaving your body lifeless. Then you can attempt to treated as slain.
take control of a nearby body, forcing its soul into the If the spell ends while you are in the magic jar, you
magic jar. You may move back to the jar (thereby return to your body (or die if your body is out of range or
returning the trapped soul to its body) and attempt to destroyed). If the spell ends while you are in a host, you return
possess another body. The spell ends when you send to your body (or die, if it is out of range of your current
your soul back to your own body, leaving the position), and the soul in the magic jar returns to its body (or
receptacle empty. dies if it is out of range). Destroying the receptacle ends the
To cast the spell, the magic jar must be spell, and the spell can be dispelled at either the magic jar or
within spell range and you must know where it is, at the host’s location.
though you do not need line of sight or line of effect Magic jar can be made permanent with a permanency
to it. When you transfer your soul upon casting, your spell, thereby keeping your lifeforce stored in the gem while
body is, as near as anyone can tell, dead. not possessing a body.
While in the magic jar, you can sense and Focus: A gem or crystal worth at least 100 gp.
attack any life force within 10 feet per caster level
(and on the same plane of existence). You do need Magic Map
line of effect from the jar to the creatures. You cannot Conjuration
determine the exact creature types or positions of Level: MpG 2, Sor/Wiz 2
these creatures. In a group of life forces, you can Components: V, S, F
sense a difference of 4 or more Hit Dice between one Range: 0
creature and another and can determine whether a life Duration: 1 minute/level
force is powered by positive or negative energy. Casting Time: 1 round
(Undead creatures are powered by negative energy. Target: One sheet of paper
Only sentient undead creatures have, or are, souls.) Saving Throw: None
You could choose to take over either a Spell Resistance: No
stronger or a weaker creature, but which particular When this spell is cast, it magically transfers your
stronger or weaker creature you attempt to possess is knowledge of an area to a piece of paper as a map with
determined randomly. whatever level of detail you desire. Usually the map will
Attempting to possess a body is a full–round show walls, doors and affixed objects the caster is aware of.
action. It is blocked by protection from evil or a The map cannot display any features that caster is not aware of
similar ward. You possess the body and force the – unlocated secret doors and such.
creature’s soul into the magic jar unless the subject Once the map is drawn, its features cannot be
succeeds on a Will save. changed. However, as new areas or features are discovered,
Failure to take over the host leaves your life the map will continue to update with the new information as
force in the magic jar, and the target automatically long as the spell is in effect.
succeeds on further saving throws if you attempt to Once the spell ends, the map remains, but does not
possess its body again. continue to update. Additional castings may be used to add on
If you are successful, your life force to the map’s details.
occupies the host body, and the host’s life force is Focus: A piece of paper, upon which the map appears.
imprisoned in the magic jar. You keep your
Intelligence, Wisdom, Charisma, level, class, base Magic MouthM, P
attack bonus, base save bonuses, alignment, and Universal
mental abilities. The body retains its Strength, Level: Brd 1, Sor/Wiz 2
Dexterity, Constitution, hit points, natural abilities, Components: V, S, XM
and automatic abilities. A body with extra limbs does Casting Time: 1 standard action

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Range: Close (25 ft. + 5 ft./2 levels) levels (Thus 3 spell levels at 9th–11th level, 4 spell levels at
Target: One creature or object 12th–14th, 5 spell levels at 15th–17th level, 6 spell levels at 18th+
Duration: One day or until discharged level).
Saving Throw: Will negates (object) The spells to be stored are cast into the staff upon its
Spell Resistance: Yes (object) creation, expending the slot from the caster along with any
This spell imbues the chosen object or material components or XP costs. The stored spell can be
creature with an enchanted mouth that suddenly activated at any point once stored as if the staff was a spell
appears and speaks its message the next time a trigger as a standard action.
specified event occurs. The message, which must be The spells remain in the staff for one hour per caster
twenty–five or fewer words long, can be in any level or until they are used. Spells stored in the staff cannot be
language known by you and can be delivered over a dispelled, but can be disjoined.
period of 10 minutes. The mouth cannot utter verbal You may only have one magic staff in existence at a
components, use command words, or activate time.
magical effects. It does, however, move according to Magic staff can be made permanent with a
the words articulated; if it were placed upon a statue, permanency spell.
the mouth of the statue would move and appear to Material Components: A ruby worth 1,000 xp, which is
speak. Of course, magic mouth can be placed upon a pressed to the staff and absorbed.
tree, rock, or any other object or creature.
The spell functions when specific conditions Magic Stone
are fulfilled according to your command as set in the Transmutation
spell. Level: Clr/Pre 1, Drd 1, Earth 1
Commands can be as general or as detailed Components: V, S, DF
as desired, although only visual and audible triggers Casting Time: 1 standard action
can be used. Range: Touch
Triggers react to what appears to be the Targets: Up to three pebbles touched
case. Deception (Disguise)s and illusions can fool Duration: 30 minutes or until discharged
them. Normal darkness does not defeat a visual Saving Throw: Will negates (harmless, object)
trigger, but magical darkness or invisibility does. Spell Resistance: Yes (harmless, object)
Silent movement or magical silence defeats audible You transmute as many as three pebbles, which can
triggers. Audible triggers can be keyed to general be no larger than sling bullets, so that they strike with great
types of noises or to a specific noise or spoken word. force when thrown or slung. If hurled, they have a range
Actions can serve as triggers if they are increment of 20 feet. If slung, treat them as sling bullets (range
visible or audible. A magic mouth cannot distinguish increment 50 feet). The spell gives them a +1 magic bonus on
alignment, level, Hit Dice, or class except by external attack and damage rolls. The user of the stones makes a
garb. normal ranged attack. Each stone that hits deals 1d6+1 points
The range limit of a trigger is 15 feet per of damage (including the spell’s magic bonus), or 2d6+2
caster level, so a 6th–level caster can command a points against undead.
magic mouth to respond to triggers as far as 90 feet
away. Regardless of range, the mouth can respond Magic Vestment
only to visible or audible triggers and actions in line Transmutation
of sight or within hearing distance. Level: Clr/Pre 3, Strength 3, War 3
Magic mouth can be made permanent with a Components: V, S, DF
permanency spell. Casting Time: 1 standard action
Material Component: A small bit of honeycomb and Range: Touch
jade dust worth 10 gp. Target: Armor or shield touched
Duration: 1 hour/level
Magic StaffL, M, P Saving Throw: Will negates (harmless, object)
Universal Spell Resistance: Yes (harmless, object)
Level: Sor/Wiz 5 You imbue a suit of armor or a shield with an magic
Components: V, S, XM bonus of +1 per four caster levels (maximum +5 at 20th level).
Casting Time: 1 minute An outfit of regular clothing counts as armor that
Target: Caster’s staff grants no AC bonus for the purpose of this spell.
Duration: 1 hour/level or until used
Saving Throw: None Magic Weapon
Spell Resistance: No Transmutation
When this spell is cast, the caster imbues an Level: Clr/Pre 1, Pal 1, Sor/Wiz 1, War 1
ordinary staff to store one spell level per three caster Components: V, S, DF

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Casting Time: 1 standard action When used in this way, make whole can restore no
Range: Touch more than 5d6 points of damage.
Target: Weapon touched
Duration: 1 min./level Major CreationL, P
Saving Throw: Will negates (harmless, object) Conjuration (Creation)
Spell Resistance: Yes (harmless, object) Level: Artifice 6, Sor/Wiz 5
Magic weapon gives a weapon a +1 magic Casting Time: 10 minutes
bonus on attack and damage rolls. (An magic bonus Range: Close (25 ft. + 5 ft./2 levels)
does not stack with a masterwork weapon’s +1 bonus Duration: See text
on attack rolls.) You can’t cast this spell on a natural This spell functions like minor creation, except that
weapon, such as an unarmed strike (instead, see you can also create an object of mineral nature: stone, crystal,
magic fang). A monk’s unarmed strike is considered metal, or the like. The duration of the created item varies with
a weapon, and thus it can be enhanced by this spell. its relative hardness and rarity, as indicated on the following
table.
Magic Weapon, Greater
Transmutation Hardness and Rarity Duration
Level: Clr/Pre 4, Pal 3, Sor/Wiz 3 Examples
Components: V, S, M/DF Vegetable matter 2 hr./level
Casting Time: 1 standard action Stone, crystal, base metals 1 hr./level
Range: Close (25 ft. + 5 ft./2 levels) Precious metals 20 min./level
Target: One weapon or fifty projectiles (all of which Gems 10 min./level
must be in contact with each other at the time of Rare metal1 1 round/level
casting) 1
Includes adamantine, alchemical silver, black steel, and
Duration: 1 hour/level mithral. You can’t use major creation to create a cold iron
Saving Throw: Will negates (harmless, object) weapon.
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, The item created with major creation can be made
except that it gives a weapon an magic bonus on permanent with a permanency spell.
attack and damage rolls of +1 per four caster levels
(maximum +5). Major Image
Alternatively, you can affect as many as
Illusion (Figment)
fifty arrows, bolts, or bullets. The projectiles must be
Level: Brd 3, Sor/Wiz 3
of the same kind, and they have to be together (in the
Duration:Spellcraft + 3 rounds
same quiver or other container). Projectiles, but not
This spell functions like silent image, except that
thrown weapons, lose their transmutation when used.
sound, smell, and thermal illusions are included in the spell
(Treat shuriken as projectiles, rather than as thrown
effect. While concentrating, you can move the image within
weapons, for the purpose of this spell.)
the range.
Arcane Material Component: Powdered lime and
The image disappears when struck by an opponent
carbon.
unless you cause the illusion to react appropriately.
Make Whole Mantle of the Earth
Transmutation
Conjuration (Summoning) [Earth]
Level: Clr/Pre 2, Sor/Wiz 2
Level: Drd 4, Rgr 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action
Target: One object of up to 10 cu. ft./ level
Range: Self
This spell functions as mending, except that
Target: You
it repairs 1d6 points of damage per level. In addition,
Duration: 1 minute/level (D)
make whole can be used on broken magic items (at 0
Saving Throw: None
hit points or less) and it restores the magic abilities of
Spell Resistance: None
the item if your caster level is at least twice that of
Upon casting this spell, your body becomes covered
the item. Items with charges (such as wands) and
in hard stone. This drops your base movement rate to 20 feet,
single use items (such as scrolls) cannot be repaired
but grants you a +4 natural armor bonus, DR 5/– and Acid
in this way. This spell repairs damage done to
Resistance 20. You are considered to be carrying a medium
construct creatures, bypassing their immunity to
load while the spell is in effect.
magic as if it did not allow spell resistance.
Material Component: A pound of stone from an earth
elemental.
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affected, treating them as ½ a medium–sized creature. All the


Mark of JusticeP creatures become the same type of object, with the same rough
Necromancy volume as their original shape. A successful Perception (Spot)
Level: Clr/Pre 5, Pal 4 DC 20 check will allow those viewing the objects to notice
Components: V, S, DF that they have features that resemble the original creature (a
Casting Time: 1 full round humanoid shape for trees or rocks, wood grain that is
Range: Touch reminicant of a face for a crate or barrel, etc.).
Target: Creature touched While in the transformed stated, the affected
Duration: One day; see text creatures remain unmoving but aware, able to see, hear and
Saving Throw: Will negates feel their surroundings for as long as the spell is in effect. The
Spell Resistance: Yes creatures gain the hardness of the objects they mimick, but can
You draw an indelible mark on the subject be otherwise damaged normally.
and state some behavior on the part of the subject that The spell persists until the caster dismisses the spell,
will activate the mark. When activated, the mark a successful dispel magic is cast on the creature or the spell
curses the subject. Typically, you designate some sort duration expires.
of criminal behavior that activates the mark, but you Material Components: A handful of material from the object
can pick any act you please. The effect of the mark is the creatures are to become.
identical with the effect of bestow curse.
Since this spell takes 1 full round to cast and Master SkillP
involves writing on the target, you can cast it only on Enchantment
a creature that is willing or restrained. Level: Brd 5, Clr/Pre 5, Sor/Wiz 5
Like the effect of bestow curse, a mark of Components: V, S, M
justice cannot be dispelled, but it can be removed Casting Time: 1 full round
with a break enchantment, limited wish, miracle, Range: Touch
remove curse, or wish spell. Remove curse works Area of Effect: One creature touched
only if its caster level is equal to or higher than your Duration: 1 minute/level
mark of justice caster level. These restrictions apply Saving Throw: Will negates (harmless)
regardless of whether the mark has activated. Spell Resistance: Yes (harmless)
Mark of Justice can be made permanent via This spell grants to the recipient a +20 magic bonus
a permanency spell. When made permanent, the to any one skill of the caster’s choice. If the skill has
mark remains quisient until activated. Once the curse subgroups, the caster must choose which subgroup to apply
part of the mark is activated, the curse becomes the spell to. You cannot use this spell to perform skill check
permanent. on a trained–only skill that you do not have ranks in. This
spell also does not allow you to find traps with a DC of 21 or
Mass (Spell Name) more unless you also have the Trapfinding ability or to track
Any spell whose name begins with mass is opponents with a DC of 21 or more unless you also have the
alphabetized in this chapter according to the second Natural Tracker ability.
word of the spell name. Thus, the description of a Master skill can be made permanent with a
mass spell appears near the description of the spell on permanency spell.
which it is based. Material Component: A bit of sweat from a skilled user of
the skill (10+ ranks).
Massmorph
Transmutation Maze
Level: Sor/Wiz 4 Conjuration (Teleportation)
Components: V, S, M Level: Sor/Wiz 8
Casting Time: 1 standard action Components: V, S
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Target: 4 willing creatures/level, no two of which Range: Close (25 ft. + 5 ft./2 levels)
can be more than 20 ft. apart. Target: One creature
Duration: 24 hours (D) Duration: See text
Saving Throw: Will negates (harmless) Saving Throw: None
Spell Resistance: Yes (harmless) Spell Resistance: Yes
Upon casting this spell, up to four willing medium– You banish the subject into an extradimensional
sized creatures per caster level are transformed into a labyrinth of force planes. Each round on its turn, it may
shape of a non–animate object (tree, rock, crate, etc.). attempt a DC 20 Intelligence check to escape the labyrinth as a
Large creatures can be affected, treating them as two full–round action. If the subject doesn’t escape, the maze
medium–sized creatures and small creatures can be disappears after 10 minutes, forcing the subject to leave.

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On escaping or leaving the maze, the subject Components: V, S


reappears where it had been when the maze spell was Casting Time: 1 standard action
cast. If this location is filled with a solid object, the Range: 10 ft.
subject appears in the nearest open space. Spells and Target: One object of up to 1 lb.
abilities that move a creature within a plane, such as Duration: Instantaneous
teleport and dimension door, do not help a creature Saving Throw: Will negates (harmless, object)
escape a maze spell, although a plane shift spell Spell Resistance: Yes (harmless, object)
allows it to exit to whatever plane is designated in This spell repairs damaged objects, restoring 1d4 hit
that spell. Minotaurs are not affected by this spell. points to the object. If the object has the broken condition, this
condition is removed if the object is restored to full hit points.
Meld into Stone All of the pieces of an object must be present for this spell to
Transmutation [Earth] function. Magic items can be repaired by this spell, but you
Level: Clr/Pre 3, Drd 3 must have an equal or higher caster level than the object for
Components: V, S, DF the spell to function. Magic items that are broken (at 0 hit
Casting Time: 1 standard action points or less) can be repaired with this spell, but this spell
Range: Personal does not restore their magic abilities.
Target: You This spell does not affect creatures (including
Duration: 10 min./level constructs).
Meld into stone enables you to meld your This spell has no effect on objects that have been
body and possessions into a single block of stone. warped or otherwise transmuted, but it can still repair damage
The stone must be large enough to accommodate done to such items.
your body in all three dimensions. When the casting
is complete, you and not more than 100 pounds of Message
nonliving gear merge with the stone. If either Transmutation [Language–Dependent]
condition is violated, the spell fails and is wasted. Level: Brd 0, Sor/Wiz 0
While in the stone, you remain in contact, Components: V, S, F
however tenuous, with the face of the stone through Casting Time: 1 standard action
which you melded. You remain aware of the passage Range: Medium (100 ft. + 10 ft./level)
of time and can cast spells on yourself while hiding Targets: One creature/level
in the stone. Duration: 10 min./level
Nothing that goes on outside the stone can Saving Throw: None
be seen, but you can still hear what happens around Spell Resistance: No
you. Minor physical damage to the stone does not You can whisper messages and receive whispered
harm you, but its partial destruction (to the extent that replies with little chance of being overheard. You point your
you no longer fit within it) expels you and deals you finger at each creature you want to receive the message. When
5d6 points of damage. The stone’s complete you whisper, the whispered message is audible to all targeted
destruction expels you and slays you instantly unless creatures within range. Magical silence, 1 foot of stone, 1 inch
you make a DC 18 Fortitude save. of common metal (or a thin sheet of lead), or 3 feet of wood or
Any time before the duration expires, you dirt blocks the spell. The message does not have to travel in a
can step out of the stone through the surface that you straight line. It can circumvent a barrier if there is an open
entered. If the spell’s duration expires or the effect is path between you and the subject, and the path’s entire length
dispelled before you voluntarily exit the stone, you lies within the spell’s range. The creatures that receive the
are violently expelled and take 5d6 points of damage. message can whisper a reply that you hear. The spell transmits
The following spells harm you if cast upon sound, not meaning. It doesn’t transcend language barriers.
the stone that you are occupying: Stone to flesh Note: To speak a message, you must mouth the words and
expels you and deals you 5d6 points of damage. whisper, possibly allowing observers the opportunity to read
Stone shape deals you 3d6 points of damage but does your lips.
not expel you. Focus: A short piece of copper wire.
Transmute rock to mud expels you and then
slays you instantly unless you make a DC 18 Meteor Swarm
Fortitude save, in which case you are merely Evocation [Fire]
expelled. Finally, passwall expels you without Level: Sor/Wiz 9
damage. Components: V, S
Casting Time: 1 standard action
Mending Range: Long (400 ft. + 40 ft./level)
Transmutation Area: Four 40–ft.–radius spreads; see text
Level: Brd 0, Clr/Pre 0, Drd 0, Sor/Wiz 0 Duration: Instantaneous

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Saving Throw: None or Reflex half; see text Components: V, S


Spell Resistance: Yes Casting Time: 1 standard action
Meteor swarm is a very powerful and Range: Medium (100 ft. + 10 ft./level)
spectacular spell that is similar to fireball in many Effect: Fog spreads in 20–ft. radius, 20 ft. high
aspects. When you cast it, four 2– foot–diameter Duration: 1 minute and 2d6 rounds; see text
spheres spring from your outstretched hand and Saving Throw: Will negates; see below
streak in straight lines to the spots you select. The Spell Resistance: Yes
meteor spheres leave a fiery trail of sparks. Mind fog produces a bank of thin mist that weakens
If you aim a sphere at a specific creature, the mental resistance of those caught in it. Creatures in the
you may make a ranged touch attack to strike the mind fog take a –10 competence penalty on Wisdom checks
target with the meteor. Any creature struck by one of and Will saves. (A creature that successfully saves against the
these spheres takes 2d6 points of bludgeoning fog at a –6 penalty is not affected and need not make further
damage (no save) and receives no saving throw saves even if it remains in the fog.) Affected creatures take the
against the sphere’s fire damage (see below). If a penalty as long as they remain in the fog and for 2d6 rounds
targeted sphere misses its target, it simply explodes at thereafter. The fog is stationary and lasts for 30 minutes (or
the nearest corner of the target’s space. You may aim until dispersed by wind).
more than one meteor at the same target. A moderate wind (11+ mph) disperses the fog in four
Once a sphere reaches its destination, it rounds; a strong wind (21+ mph) disperses the fog in 1 round.
explodes in a 40–foot–radius spread, dealing 6d6 The fog is thin and does not significantly hamper
points of fire damage to each creature in the area. If a vision.
creature is within the area of more than one sphere, it Mind fog can be made permanent via a permanency
must save separately against each. (Fire resistance spell. This does not make the penalty to Wisdom and Will
applies to each sphere’s damage individually.) permanent, but only the presence of the cloud. If dispersed, a
permanent Mind fog reforms in 10 minutes.
Mind BlankP
Abjuration Minor CreationL,M, P
Level: Protection 8, Sor/Wiz 8 Conjuration (Creation)
Components: V, S Level: Sor/Wiz 4
Casting Time: 1 standard action Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 minute
Target: One creature Range: 0 ft.
Duration: 10 minutes/level Effect: Unattended, nonmagical object of nonliving plant
Saving Throw: Will negates (harmless) matter, up to 1 cu. ft./level
Spell Resistance: Yes (harmless) Duration: 1 hour/level (D)
This spell works like nondetection, but Saving Throw: None
grants a +10 bonus to the warded creature to avoid Spell Resistance: No
divination spell effects. This spell is effective against You create a nonmagical, unattended object of
all mind–affecting spells and effects as well as nonliving, vegetable matter. The volume of the item created
information gathering by divination spells or effects. cannot exceed 1 cubic foot per caster level. You must succeed
Mind blank even foils limited wish, miracle, and wish on an appropriate skill check to make a complex item.
spells when they are used in such a way as to affect Attempting to use any created object as a material
the subject’s mind or to gain information about it. If component causes the spell to fail.
the divination spell normally allows no save, mind An item created with minor creation can be made
blank grants a normal Will save to negate the permanent with a permanency spell.
divination from working against the warderd Material Component: A tiny piece of matter of the same sort
creature. In the case of scrying that scans an area the of item you plan to create with minor creation.
creature is in, such as arcane eye, the spell works but
the creature simply isn’t detected if the level check is Minor Image
failed. Scrying attempts that are targeted specifically Illusion (Figment)
at the subject do not work at all if the level check is Level: Brd 2, Sor/Wiz 2
failed. Duration:Spellcraft +2 rounds
Mind blank can be made permanent via the This spell functions like silent image, except that
permanency spell. minor image includes some minor sounds but not
understandable speech.
Mind FogP
Enchantment (Compulsion) [Mind–Affecting] Minute MeteorsF
Level: Brd 5, Sor/Wiz 5 Evocation [Fire]

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Level: Sor/Wiz 3 • Moving you and your allies, with all your and their gear,
Components: V, S, XF, M from one plane to another through planar barriers to a
Casting Time: 1 standard action specific locale with no chance of error.
Range: Medium (100 ft. + 10 ft./level) • Protecting a city from an earthquake, volcanic eruption,
Target: One creature per meteor flood, or other major natural disaster.
Duration: 1 round/5 levels (see below) In any event, a request that is out of line with the deity’s
Saving Throw: None (or alignment’s) nature is refused.
Spell Resistance: Yes
This spell enables the caster to shoot small A duplicated spell allows saving throws and spell
globes of fire that burst into one–foot–diameter resistance as normal, but the save DCs are as for a 9th–level
spheres of fire upon impact. The caster can create up spell. When a miracle duplicates a spell that has an XP cost,
to one meteor per level (max 15) and can discharge you must pay that cost. When a miracle spell duplicates a spell
up to 5 of the meteors a round. To hit with a meteor, with a material component that costs more than 100 gp, you
you make a ranged touch attack roll to hit the target. must provide that component.
You may direct the meteors at a single target, or up to XP Cost: 5,000 XP (for some uses of the miracle spell; see
five separate targets each round. Each meteor deals above).
1d6 fire damage.
Focus: A hollow tube of gold worth 1,000 gp. Mirage ArcanaL
Material Components: A bit of nitre and sulphar Illusion (Glamer)
formed into a bead by the addition of pine tar. Level: Brd 5, Sor/Wiz 5
Components: V, S
MiracleX Casting Time: 1 standard action
Evocation Area: One 20–ft. cube/level (S)
Level: Clr/Pre 9, Luck 9 Duration: Concentration+1 hour/ level (D)
Components: V, S, XP; see text This spell functions like hallucinatory terrain, except
Casting Time: 1 standard action that it enables you to make any area appear to be something
Range: See text other than it is. The illusion includes audible, visual, tactile,
Target, Effect, or Area: See text and olfactory elements. Unlike hallucinatory terrain, the spell
Duration: See text can alter the appearance of structures (or add them where none
Saving Throw: See text are present). Still, it can’t disguise, conceal, or add creatures
Spell Resistance: Yes (though creatures within the area might hide themselves
You don’t so much cast a miracle as request within the illusion just as they can hide themselves within a
one. You state what you would like to have happen real location).
and request that your deity (or the power you pray to
for spells) intercede. Mirror Image
A miracle can do any of the following Illusion (Figment)
things. Level: Brd 2, Sor/Wiz 2
• Duplicate any cleric spell of 8th level or lower Components: V, S
(including spells to which you have access Casting Time: 1 standard action
because of your domains). Range: Personal; see text
• Duplicate any other spell of 7th level or lower. Target: You
• Undo the harmful effects of certain spells, such Duration: 1 min./level (D)
as feeblemind or insanity. This spell creates a number of illusionary doubles of
• Have any effect whose power level is in line you that inhabit your square. These doubles make it difficult
with the above effects. for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one
If the miracle has any of the above effects, image per three caster levels (maximum eight images total) are
casting it has no experience point cost. created. These images remain in your space and move with
Alternatively, a cleric can make a very powerful you, mimicking your movements, sounds, and actions exactly.
request. Casting such a miracle costs the cleric 5,000 Whenever you are attacked or are the target of a spell that
XP because of the powerful divine energies involved. requires an attack roll, there is a possibility that the attack
Examples of especially powerful miracles of this sort targets one of your images instead. If the attack is a hit, roll
could include the following. randomly to see whether the selected target is real or a
figment. If it is a figment, the figment is destroyed. If the
• Swinging the tide of a battle in your favor by attack targets you and misses by 5 or less, one of your
raising fallen allies to continue fighting. figments is destroyed by the near miss.

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Area spells affect you normally and do not within range. For the duration of the spell, the subject of
destroy any of your figments. Spells and effects that misdirection is detected as if it were the other object. (Neither
do not require an attack roll affect you normally and the subject nor the other object gets a saving throw against this
do not destroy any of your figments. effect.) Detection spells provide information based on the
An attacker must be able to see the figments second object rather than on the actual target of the detection
to be fooled. unless the caster of the detection succeeds on a Will save. For
If you are invisible, or the attacker is blind, instance, you could make yourself detect as a tree if one were
the spell has no effect (although the normal miss within range at casting: not evil, not lying, not magical, neutral
chances still apply). in alignment, and so forth. This spell does not affect other
types of divination magic (augury, detect thoughts,
Mirror ShadowF clairaudience/clairvoyance, and the like).
Illusion (Shadow) Misdirection can be made permanent by means of a
Level: Sor/Wiz 9 permanency spell.
Components: V, S, XF
Casting Time: 1 full round Mislead
Range: 30 feet Illusion (Figment, Glamer)
Area of Effect: 15 ft. radius Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
Duration: 1 minute Components: S
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: Yes Range: Close (25 ft. + 5 ft./2 levels)
This spell allows you to make mirror image Target/Effect: You/one illusory double
copies of a creature or creatures up to 30 feet away. Duration: 1 round/level (D) and concentration + 3 rounds; see
The mirror image copies appear adjacent to you upon text
creation, but can freely move to any range without Saving Throw: None or Will disbelief (if interacted with); see
penalty. text
The created copies have ½ the hit point of Spell Resistance: No
the original, but are otherwise identical to the You become invisible (as improved invisibility, a
original, including apparent weapons, armor and glamer), and at the same time, an illusory double of you (as
gear. The duplicate has the same spells and magic major image, a figment) appears. You are then free to go
items available to it as the original. However, the elsewhere while your double moves away. The double appears
duplicate has the exact opposite alignment as the within range but thereafter moves as you direct it (which
original, is fanatically loyal to you, and seeks above requires concentration beginning on the first round after the
all else the destruction of the original it copies. casting). You can make the figment appear superimposed
The entire mirror image is made of shadow– perfectly over your own body so that observers don’t notice an
stuff as is its equipment and gear, and half the image appearing and you turning invisible. You and the
damage of any attack it causes is illusionary. If slain figment can then move in different directions. The double
or defeated, the duplicate and all its gear vanish into moves at your speed and can talk and gesture as if it were real,
smoke, and any spell effects put into place by the but it cannot attack or cast spells, though it can pretend to do
duplicate immediately end. so.
Focus: A silver mirror worth no less than 1,000 gp The illusory double lasts as long as you concentrate
in which you reflect the target’s image. upon it, plus 3 additional rounds. After you cease
concentration, the illusory double continues to carry out the
Misdirection same activity until the duration expires. The improved
Illusion (Glamer) invisibility lasts for 1 round per level, regardless of
Level: Brd 2, Sor/Wiz 2 concentration.
Components: V, S
Casting Time: 1 standard action Missing Dead
Range: Close (25 ft. + 5 ft./2 levels) Illusion (Glamer)
Target: One creature or object, up to a 10–ft. cube in Level: Sor/Wiz 6
size Components: V, S, M
Duration: 10 minutes/level Casting Time: 1 full action
Saving Throw: None or Will negates; see text Range: Medium (100 ft. + 10 ft/level)
Spell Resistance: No Target: One creature
By means of this spell, you misdirect the Duration: 1 minute/level
information from divination spells that reveal auras Saving Throw: Will negates
(detect evil, detect magic, discern lies, and the like). Spell Resistance: Yes
On casting the spell, you choose another object When this spell is cast, the victim appears to crumble

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to the ground, dead if they fail the Will save. This is • Implant a memory of an event the subject never
instead an illusion, and the real victim has been experienced.
rendered incorporeal and invisible for the duration of
the spell. Casting the spell takes 1 round. If the subject fails to
Material Component: A miniature glass coffin filled save, you proceed with the spell by spending as much as 5
with gold dust and a bit of mandrake root. The gold minutes (a period of time equal to the amount of memory time
dust and mandrake root is destroyed in the casting, you want to modify) visualizing the memory you wish to
but the coffin can be reused. modify in the subject. If your concentration is disturbed before
the visualization is complete, or if the subject is ever beyond
Mnemonic EnhancerL, F the spell’s range during this time, the spell is lost.
Universal A modified memory does not necessarily affect the
Level: Wiz 4 subject’s actions, particularly if it contradicts the creature’s
Components: V, S, M, XF natural inclinations. An illogical modified memory is
Casting Time: 10 minutes dismissed by the creature as a bad dream or a memory
Range: Personal muddied by too much wine.
Target: You
Duration: Instantaneous Moment of Prescience
Casting this spell allows you to prepare Divination
additional spells or retain spells recently cast. Pick Level: Luck 8, Sor/Wiz 8
one of these two versions when the spell is cast. Components: V, S
Prepare: You prepare up to three additional levels of Casting Time: 1 standard action
spells. A cantrip counts as 1/2 level for this purpose. Range: Personal
You prepare and cast these spells normally. Target: You
Retain: You retain any spell of 3rd level or lower that Duration: 1 hour/level or until discharged
you had cast up to 1 round before you started casting This spell grants you a powerful sixth sense in
the mnemonic enhancer. This restores the previously relation to yourself. Once during the spell’s duration, you may
cast spell to your mind. choose to use its effect. This spell grants you an insight bonus
In either event, the spell or spells prepared equal to your caster level (maximum +25) on any single attack
or retained fade after 24 hours (if not cast). roll, opposed ability or skill check, or saving throw.
Material Component: A piece of string, and ink Alternatively, you can apply the insight bonus to your AC
consisting of squid secretion with black dragon’s against a single attack (even if flatfooted). Activating the
blood. effect doesn’t take an action; you can even activate it on
Focus: An ivory plaque of at least 50 gp value. another character’s turn if needed. You must choose to use the
moment of prescience before you make the roll it is to modify.
Modify Memory Once used, the spell ends.
Enchantment (Compulsion) [Mind–Affecting] You can’t have more than one moment of prescience
Level: Brd 4 active on you at the same time.
Components: V, S
Casting Time: 1 round; see text MountP
Range: Close (25 ft. + 5 ft./2 levels) Conjuration (Summoning)
Target: One living creature Level: Pal 1, Sor/Wiz 1
Duration: Permanent Components: V, S, M
Saving Throw: Will negates Casting Time: 1 round
Spell Resistance: Yes Range: Close (25 ft. + 5 ft./2 levels)
You reach into the subject’s mind and modify as Effect: One mount
many as 5 minutes of its memories in one of the Duration: 2 hours/level (D)
following ways. Saving Throw: None
Spell Resistance: No
• Eliminate all memory of an event the subject You summon a light horse or a pony (your choice) to
actually experienced. This spell cannot serve you as a mount. The steed serves willingly and well. The
negate charm, geas/quest, suggestion, or mount comes with a bit and bridle and a riding saddle.
similar spells. If you have a bonded mount, you can use this spell to
• Allow the subject to recall with perfect clarity summon it to your presence immediately instead of the mount
an event it actually experienced. listed above. This version has a duration of Instantaneous.
• Change the details of an event the subject Mount can be made permanent with a permanency spell.
actually experienced. Material Component: A bit of horse hair.

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Move EarthL Casting Time: 1 minute


Transmutation [Earth] Range: Close (25 ft. + 5 ft./2 levels)
Level: Drd 6, Sor/Wiz 6 Area of Effect: One meal per level
Components: V, S, M Duration: Instantaneous
Casting Time: See text Saving Throw: None
Range: Long (400 ft. + 40 ft./level) Spell Resistance: No
Area: Dirt in an area up to 750 ft. square and up to Casting this spell brings into being enough food for
10 ft. deep (S) one person per level of the caster at the point you designate.
Duration: Instantaneous The food that appears is drawn from what can be naturally
Saving Throw: None found within a one mile radius of your position. The food can
Spell Resistance: No be fruit, vegetables, roots, meat, mushrooms or any other
Move earth moves dirt (clay, loam, sand), edible source and arrives uncooked and unprepared, but in
possibly collapsing embankments, moving hillocks, otherwise good condition. The food created is permanent and
shifting dunes, and so forth. may be eaten immediately or if properly prepared, stored for
However, in no event can rock formations later use.
be collapsed or moved. The area to be affected
determines the casting time. For every 150–foot Negative Energy Protection
square (up to 10 feet deep), casting takes 10 minutes. Abjuration
The maximum area, 750 feet by 750 feet, takes 4 Level: Clr/Pre 3
hours and 10 minutes to move. Components: V, S
This spell does not violently break the Casting Time: 1 standard action
surface of the ground. Instead, it creates wavelike Range: Touch
crests and troughs, with the earth reacting with Target: Creature touched
glacierlike fluidity until the desired result is achieved. Duration: 10 minutes/level until triggered, then Instananeous
Trees, structures, rock formations, and such are or 1 round/level
mostly unaffected except for changes in elevation and Saving Throw: Will negates (harmless)
relative topography. Spell Resistance: Yes (harmless)
The spell cannot be used for tunneling and is Upon casting this spell, you protect one creature from
generally too slow to trap or bury creatures. Its energy drain or ability drain attacks, such as the attack of a
primary use is for digging or filling moats or for vampire, wight, shadow or wraith or the spells vampiric touch
adjusting terrain contours before a battle. and energy drain. The next time the protected creature is
This spell has no effect on earth creatures. struck by an energy drain or ability drain attack, this spell
Material Component: A mixture of soils (clay, loam, activates, negating the energy drain with a clap of thunder.
and sand) in a small bag, and an iron blade. The spell only protects against one energy drain/damage or
ability drain attack, then is dispelled. It does not protect
Murderous Cry against hit point damage from these attacks, only energy drain
Evocation [Sonic] or ability drain/damage. It has no effect on ability damage
Level: Brd 2, Sor/Wiz 2 caused by poison or disease.
Components: V, S, M If this spell is used on an undead creature and it fails
Casting Time: 1 standard action its Will save it cannot use its energy drain ability for 1
Range: 0 round/level.
Area of Effect: 15 ft. cone
Duration: Instantaneous Neutralize PoisonP
Saving Throw: Fort Half Conjuration (Healing)
Spell Resistance: Yes Level: Brd 4, Clr/Pre 4, Drd 3, Pal 4, Rgr 3
When this spell is cast, you erupt in a Components: V, S, M/DF
hideous scream that pummels the opponents in range Casting Time: 1 standard action
with sonic vibrations, dealing 1d6 sonic damage/level Range: Touch
(max 5d6). Target: Creature or object of up to 1 cu. ft./level touched
Material Component: A tear–shaped piece of glass Duration: 10 min./level
the caster uses to pierce his skin. As the caster Saving Throw: Will negates (harmless, object)
screams, the glass is absorbed into the caster’s skin. Spell Resistance: Yes (harmless, object)
You detoxify any sort of venom in the creature or
Nature’s Bounty object touched. A poisoned creature suffers no additional
Conjuration (Summoning) effects from the poison, and any temporary effects are ended,
Level: Drd 1, Rgr 1 but the spell does not reverse instantaneous effects, such as hit
Components: V, S, DF

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point damage, temporary ability damage, or effects complete the casting. If you are disturbed during the trance,
that don’t go away on their own. you must succeed on a Will save as if you were in the midst of
The creature gains an immediate +8 bonus casting a spell or the spell ends.
to saves against any poison it is exposed to or is If you choose to enter a trance, you are not aware of
already in effect on itself during the duration of the your surroundings or the activities around you while in the
spell. Unlike with delay poison, such effects aren’t trance.
postponed until after the duration –the creature need You are defenseless, both physically and mentally,
not make any saves against poison effects applied to while in the trance. (You always fail any saving throw, for
it during the length of the spell. example.)
This spell can instead neutralize the poison Creatures who don’t sleep (such as constructs or undead) or
in a poisonous creature or object for the duration of dream are immune to this spell. Elves, being originally from
the spell, at the caster’s option. In such case, the the plane of dreams, are vulnerable to this spell.
creature, or object if it is attended, makes an
immediate Will save to avoid losing its poison ability NondetectionM, P
for the spell’s duration. Abjuration
Arcane Material Component: A bit of charcoal. Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, XM
NightmareL Casting Time: 1 standard action
Illusion (Phantasm) [Mind–Affecting, Evil] Range: Touch
Level: Brd 5, Sor/Wiz 5 Target: Creature or object touched
Components: V, S Duration: 10 minutes/level
Casting Time: 10 minutes Saving Throw: Will negates (harmless, object)
Range: Unlimited Spell Resistance: Yes (harmless, object)
Target: One living creature The warded creature or object becomes difficult to
Duration: Instantaneous detect by divination spells such as clairaudience/clairvoyance,
Saving Throw: Will negates; see text locate object, and detect spells. Nondetection also prevents
Spell Resistance: Yes location by such magic items as crystal balls. If a divination is
You send a hideous and unsettling attempted against the warded creature or item, the caster of the
phantasmal vision to a specific creature that you divination must succeed on a caster level check (1d20 + caster
name or otherwise specifically designate. level) against a DC of 11 + the caster level of the spellcaster
The nightmare prevents restful sleep and who cast nondetection. If you cast nondetection on yourself or
causes 1d10 points of damage. The nightmare leaves on an item currently in your possession, the DC is 15 + your
the subject fatigued and unable to regain arcane caster level.
spells for the next 24 hours. If cast on a creature, nondetection wards the
The difficulty of the save depends on how creature’s gear as well as the creature itself.
well you know the subject and what sort of physical Nondetection can be made permanent via the
connection (if any) you have to that creature. permanency spell.
Material Component: A pinch of diamond dust worth 50 gp.
Knowledge Will
Save Oblitirate
Mod Evocation
None1 +10 Level: Sor/Wiz 9
Secondhand (you have heard of the +5 Components: V, S
subject) Casting Time: 1 standard action
Firsthand (you have met the subject) +0 Range: 30 feet
Familiar (you know the subject well) –5 Target: One creature or object of up to 10 cubic feet
1 Duration: Instantaneous
You must have some sort of connection to a creature you
have no knowledge of. Saving Throw: Fort partial
Spell Resistance: Yes
Dispel evil cast on the subject while you are Casting this spell cause one object or creature of up
casting the spell dispels the nightmare and causes to 10 cubic feet to be erased from existence. If the victim fails
you to be stunned for 10 minutes per caster level of the saving throw, they suffers 10 hit points of damage per
the dispel evil. caster level, ignoring damage reduction or hardness. If the
If the recipient is awake when the spell damage is sufficient to reduce the creature or object to 0 hit
begins, you can choose to cease casting (ending the points or less, no trace of the item or creature remains – even
spell) or to enter a trance until the recipient goes to dust.
sleep, whereupon you become alert again and

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This spell works against living beings, Open/CloseQ


objects, constructs and undead. Transmutation
If the victim of the spell succeeds the Level: Brd 0, Sor/Wiz 0
Fortitude save, it still suffers 7d6 damage, ignoring Components: V, S, F
damage reduction or hardness. Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Obscure ObjectP Target: Object weighing up to 30 lb. or portal that can be
Abjuration opened or closed
Level: Brd 1, Clr/Pre 3, Sor/Wiz 2 Duration: Instantaneous
Components: V, S, M/DF Saving Throw: Will negates (object)
Casting Time: 1 standard action Spell Resistance: Yes (object)
Range: Touch You can open or close (your choice) a door, chest,
Target: One object touched of up to 100 lb./level box, window, bag, pouch, bottle, barrel, or other container that
Duration: 1 hour/level (D) is not locked or otherwise sealed shut.
Saving Throw: Will negates (object) If anything resists this activity (such as a bar on a
Spell Resistance: Yes (object) door or a lock on a chest), the spell fails. In addition, the spell
This spell hides an object from location by can only open and close things weighing 30 pounds or less.
divination (scrying) effects, such as the scrying spell Thus, doors, chests, and similar objects sized for enormous
or a crystal ball. If a divination is attempted against creatures may be beyond this spell’s ability to affect.
the warded item, the caster of the divination must Focus: A brass key.
succeed on a caster level check (1d20 + caster level)
against a DC of 11 + the caster level of the spellcaster Overland Flight
who cast obscure object. Transmutation
This spell can be made permanent by means Level: Sor/Wiz 5
of the permanency spell. Components: V, S
Arcane Material Component: A piece of chameleon Range: Personal
skin. Target: You
Duration: 1 hour/level
Obscuring MistP This spell functions like a fly spell, except you can fly
Conjuration (Creation) at a speed of 40 feet (30 feet if wearing medium or heavy
Level: Air 1, Clr/Pre 1, Drd 1, Sor/Wiz 1, Water 1 armor, or if carrying a medium or heavy load) with average
Components: V, S maneuverability. When using this spell for long distance
Casting Time: 1 standard action movement, you can hustle without taking nonlethal damage (a
Range: 20 ft. forced march still requires Constitution checks). This means
Effect: Cloud spreads in 20–ft. radius from you, 20 you can cover 64 miles in an eight–hour period of flight (or 48
ft. high miles at a speed of 30 feet).
Duration: 1 min./level
Saving Throw: None Owl’s WisdomP
Spell Resistance: No Transmutation
A misty vapor arises around you. It is Level: Clr/Pre 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
stationary once created. The vapor obscures all sight, Components: V, S, M/DF
including darkvision, beyond 5 feet. A creature 5 feet Casting Time: 1 standard action
away has concealment (attacks have a 20% miss Range: Touch
chance). Creatures farther away have total Target: Creature touched
concealment (50% miss chance, and the attacker Duration: 1 min./level
cannot use sight to locate the target). Saving Throw: Will negates (harmless)
A moderate wind (11+ mph), such as from a Spell Resistance: Yes
gust of wind spell, disperses the fog in 4 rounds. A The transmuted creature becomes wiser. The spell
strong wind (21+ mph) disperses the fog in 1 round. grants a +4 magic bonus to Wisdom, adding the usual benefit
A fireball, flame strike, or similar spell burns away to Wisdom–related skills. Clerics, druids, paladins, and
the fog in the explosive or fiery spell’s area. A wall rangers (and other Wisdom–based spellcasters) who receive
of fire burns away the fog in the area into which it owl’s wisdom do not gain any additional bonus spells for the
deals damage. increased Wisdom, but the save DCs for their spells increase.
This spell does not function underwater. Owl’s wisdom can be made permanent with the
Obscuring mist can be made permanent with permanency spell.
a permanency spell. Arcane Material Component: A few feathers, or a pinch of
droppings, from an owl.

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Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per
Owl’s Wisdom, Mass three additional levels
Transmutation Duration: 1 hour/level (D)
Level: Clr/Pre 6, Drd 6, Sor/Wiz 6 Saving Throw: None
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No
Target: One creature/level, no two of which can be You create a passage through wooden, plaster, or
more than 30 ft. apart stone walls, but not through metal or other harder materials.
This spell functions like owl’s wisdom, The passage is 10 feet deep plus an additional 5 feet
except that it affects multiple creatures. deep per three caster levels above 9th (15 feet at 12th, 20 feet
at 15th, and a maximum of 25 feet deep at 18th level). If the
Palms of Flame wall’s thickness is more than the depth of the passage created,
Evocation [Fire] then a single passwall simply makes a niche or short tunnel.
Level: Sor/Wiz 2 Several passwall spells can then form a continuing passage to
Components: V, S, M breach very thick walls. When passwall ends, creatures within
Casting Time: 1 standard action the passage are ejected out the nearest exit. If someone dispels
Range: Medium (50 ft + ft./level) the passwall or you dismiss it, creatures in the passage are
Target: One creature/round ejected out the far exit, if there is one, or out the sole exit if
Duration: 1 round/level (D) there is only one.
Saving Throw: Fortitude Half Passwall can be made permanent with a permanency
Spell Resistance: Yes spell. If the permanent passwall is dismissed, it can be
When this spell is cast, a ball of flame reactivated with a simple command word, set by the caster at
appears in your upturned primary hand. As a the time of casting.
standard action, you may hurl the ball of flame at any Material Component: A pinch of sesame seeds.
target within range as a ranged touch attack. If the
victim is struck, they suffer 1d6 fire damage +1 Pebble to Boulder
point/level (max 1d6+5) fire damage. The fire can Transmutation
ignite combustible material. You may not hold any Level: Clr/Pre 2, Drd 2, Rgr 2, Sor/Wiz 2
item in your primary hand while the spell is active. Components: V, S
You may hurl one ball of flame per round. Casting Time: 1 standard action
Material Component: A briquette of charcoal Range: Touch
soaked in oil. Area of Effect: One diminutive stone per 2 levels
Duration: 10 minute/level or until used
Pass without TraceP Saving Throw: Will negates (harmless)
Transmutation Spell Resistance: Yes
Level: Drd 1, Rgr 1 When cast, you magically endow up to one
Components: V, S, DF diminutive stone per two caster levels. When thrown or
Casting Time: 1 standard action hurled (such as from a sling), the stone enlarges to medium
Range: Touch size (6 feet diameter). This causes the stone to deal a base of
Targets: One creature/level touched 2d6 damage. The range increment of the stone is unaffected.
Duration: 1 hour/level (D) After striking the target or missing, the stone returns
Saving Throw: Will negates (harmless) to its normal size and is considered destroyed.
Spell Resistance: Yes (harmless)
The subject or subjects can move through Pedestal
any type of terrain and leave neither footprints nor Transmutation
scent. Tracking the subjects increases the Survival Level: Sor/Wiz 1
(Wilderness Lore) DC for tracking by +10. Components: V, S
Pass without trace can be made permanent Casting Time: 1 standard action
with a permanency spell. It can only affect one Range: 30 feet
person per casting when being made permanent. Area of Effect: 5–foot diameter circle of rock
Duration: Concentration or up to 1 round/level
PasswallP Saving Throw: None
Transmutation Spell Resistance:
Level: Drd 5, Sor/Wiz 5 This spell causes a 5–foot diameter of natural stone to
Components: V, S, M rise into the air at the rate of 5 feet per round for as long as the
Casting Time: 1 standard action caster concentrates, or up to a maximum of 1 round/level. The
Range: Touch raised stone remains risen for 1 hour, and then slowly decends

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at a rate of 5 feet per round until returning to its Detect Poison1 9th 500 XP
normal position. Detect Scrying1 12th 2,000 XP
Detect Secret Doors1 10th 500 XP
Pegasus Wings Detect Snares and Pits1 10th 500 XP
Transmutation Detect Thoughts1 11th 1,500 XP
Level: Pal 2 Detect Undead1 10th 500 XP
Components: V, S, DF Discern Lies1 12th 2,000 XP
Casting Time: 1 standard action Disguise Self 9th 1,000 XP
Range: 0 Displacement3 12th 2,000 XP
Area of Effect: Paladin’s mount Dragon Armor3 11th 1,500 XP
Duration: 10 minutes/level Expedious Retreat2 10th 1,000 XP
Saving Throw: None Floating Disc 10th 500 XP
Spell Resistance: No Fly2 11th 2,000 XP
Upon casting, a pair of feathered wings Glibness 12th 1,500 XP
sprouts from the sides of the paladin’s mount. This Greater Invisibility3 13th 2,500 XP
grants the mount a fly speed of 120 feet (average) for Know Direction2 9th 250 XP
the duration of the spell. Know Value1 9th 250 XP
Levitate2 10th 1,000 XP
PermanencyQ, X Mage Armor3 10th 1,000 XP
Universal Master Skill 14th 2,500 XP
Level: Brd 5, Clr/Pre 5, Drd 5, Sor/Wiz 5 Mind Blank3 17th 4,500 XP
Components: V, S, XP Neutralize Poison 13th 2,000 XP
Casting Time: 1 swift action (see below) Protection from Arrows3 11th 1,500 XP
Range: See text Read Magic 9th 500 XP
Target, Effect, or Area: See text See Invisibility1 10th 1,000 XP
Duration: Permanent; see text Speak with Plants 12th 2,000 XP
Saving Throw: None Spider Climb2 11th 1,000 XP
Spell Resistance: No Stoneskin3 13th 2,000 XP
This spell makes certain other spells Tongues 11th 1,500 XP
permanent. Tree Shape3 11th 1,000 XP
Depending on the spell, you must be of a minimum True Seeing1 15th 3,000 XP
caster level and must expend a number of XP. You Water Walk2 11th 1,500 XP
1
cast this spell in conjunction with the spell you wish You cannot have more than one detect spell made permanent at a
to make permanent. When you make a spell time.
2
permanent, you fix the caster level on the target. The You cannot have more than one movement based spell made
permanent at a time.
spell’s caster level does not increase even if you later 3
You cannot have more than one protective spell made permanent
gain levels without recasting permanency at a higher on you at a time
level and repaying the XP cost.
You can make the following spells You cast the desired spell in conjunction with the
permanent in regard to yourself. permanency spell. You cannot cast these spells on other
creatures. This application of permanency can be dispelled
Spell Min XP Cost only by a caster of higher level than you were when you cast
Caster Lvl the spell.
Air Walk2 13th 3,000 XP In addition to personal use, permanency can be used
Arcane Sight1 11th 1,500 XP to make the following spells permanent on yourself, another
Barkskin3 11th 1,500 XP creature, or an object (as appropriate). When cast on an
Comprehend languages 9th 500 XP unwilling creature, the target gains a Will save to prevent the
Darkvision 10th 1,000 XP effect from becoming permanent (even if the associated spell
Deathwatch 9th 500 XP allows no save). If the permanency fails, the caster loses no
Detect Animals or Plants1 9th 500 XP XP.
Detect Chaos1 10th 500 XP
Detect Evil1 10th 500 XP Spell Min Caster XP Cost
Detect Linguistics 10th 500 XP Level
(Forgery)1 Bane 10th 500 XP
Detect Good1 10th 500 XP Bear’s Endurance 15th 1,500 XP
Detect Law1 10th 500 XP Bestow Curse 13th 2,000 XP
Detect Magic1 9th 500 XP

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Bestowment of Etiquette 10th 1,000 XP Seeming 14th 2,500 XP


Blight 9th 500 XP Sequester 16th 3,500 XP
Blindness/Deafness 11th 1,500 XP Spell Immunity 13th 2,500 XP
Bull’s Strength 15th 1,500 XP Spell Resistance 13th 2,500 XP
Cat’s Grace 15th 1,500 XP Status3 11th 1,000 XP
Changestaff 15th 3,500 XP Trap the Soul 16th 4,000 XP
Charm Animal1 9th 500 XP Telepathic Bond3 13th 2,500 XP
Charm Person1 9th 500 XP Temporal Statis 16th 4,000 XP
Charm Monster1 12th 2,000 XP Undetectable Alignment 11th 1,000 XP
Competance 9th 500 XP Water Breathing 11th 1,500 XP
Confusion 12th 2,000 XP 1
You cannot permanently charm more than one creature at a
Crimson Stains 9th 250 XP time.
Curse of Lycanthropy 13th 2,500 XP 2
You cannot permanently dominate more than one creature at
Death Ward 14th 3,000 XP a time.
Deflection 11th 1,000 XP 3
Only bonds two creatures per casting of permanency
Dimensional Lock 15th 3,500 XP 4
Only affects one person at a time.
Dodge 11th 1,000 XP
Dominate Animal2 12th 1,500 XP Additionally, the following spells can be cast upon objects or
Dominate Monster2 17th 4,500 XP areas only and rendered permanent.
Dominate Person2 14th 2,500 XP
Endure Elements 10th 250 XP
Enlarge Monster 13th 2,000 XP Spell Min XP Cost
Enlarge Person 9th 500 XP Caster
Entrapment 16th 3,500 XP Level
Faerie Fire 10th 500 XP Alarm 9th 500 XP
Feather Fall 10th 500 XP Arcane Lock 11th 1,500 XP
Fox’s Cunning 15th 1,000 XP Animate objects 14th 3,000 XP
Freedom of Movement 13th 2,000 XP Antipathy 16th 4,000 XP
Gentle Repose 11th 1,000 XP Black Tentacles 13th 3,000 XP
Hardening 14th 3,000 XP Blade Barrier 15th 3,500 XP
Insight 10th 1,000 XP Calm Emotion 10th 1,000 XP
Jump 9th 500 XP Calm Wind 10th 1,000 XP
Longstrider 9th 1,000 XP Continual Flame 10th 500 XP
Mage’s Faithful Hound 14th 2,500 XP Concentrate 12th 2,000 XP
Mage’s Magnificient 14th 2,500 XP Control Water 12th 2,000 XP
Mansion Control Weather 15th 3,500 XP
Mage’s Private Sanctum 14th 2,500 XP Control Winds 14th 2,500 XP
Magic Aura 9th 500 XP Dancing lights 9th 500 XP
Magic Circle against 12th 1,500 XP Darkness 10th 1,000 XP
Chaos/Evil/Good/Law Deeppockets 9th 500 XP
Magic fang, greater 11th 1,500 XP Desecrate 12th 2,000 XP
Magic Mouth 11th 250 XP Dimensional Lock 16th 4,000 XP
Mount 10th 500 XP Distance Distortion 14th 2,500 XP
Nondetection 12th 2,000 XP Entrapment 14th 3,000 XP
Owl’s Wisdom 15th 1,500 XP Faerie Fire 10th 500 XP
Pass Without Trace4 9th 500 XP False Vision 12th 2,000 XP
Phantom Steed 11th 1,500 XP Forbiddance 14th 3,000 XP
Polymorph 13th 2,000 XP Ghost sound 9th 500 XP
Polymorph Any Object 18th 4,500 XP Giant Vermin 13th 2,000 XP
Prestidigitation 9th 250 XP Globe of Invulnerability, 12th 2,000 XP
Reduce Animal 11th 1,000 XP Lesser
Reduce Monster 13th 2,000 XP Glyph of Warding 12th 1,500 XP
Reduce Person 9th 500 XP Glyph of Warding, Greater 15th 3,000 XP
Resist Energy 11th 1,500 XP Grease 10th 500 XP
Resilient Sphere 13th 2,000 XP Guards and Wards 15th 3,000 XP
Resistance 9th 500 XP Gust of wind 11th 1,500 XP
Sculpt Sound 12th 1,500 XP Illusory Script 12th 1,500 XP

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Illusory Wall 13th 2,000 XP XP Cost: See tables above.


Invisibility 10th 1,000 XP
Invisiblity Purge 11th 1,500 XP Permanent ImageM, P
Invisiblity Sphere 12th 1,500 XP Illusion (Figment)
Ironwood 12th 2,000 XP Level: Brd 6, Sor/Wiz 6
Hallow 13th 2,500 XP Components: V,S, XM
Hallucinatory Terrain 13th 2,000 XP Effect: Figment that cannot extend beyond a 20–ft. cube + one
Mage’s private sanctum 13th 2,500 XP 10–ft. cube/level (S)
Magic mouth 10th 1,000 XP Duration: One day (D)
Obscure Object 10th 1,000 XP This spell functions like silent image, except that the
Passwall 14th 3,000 XP figment includes visual, auditory, olfactory, and thermal
Permanent Image 15th 3,000 XP elements, and the spell is long–lasting. By concentrating, you
Phantom Trap 10th 1,000 XP can move the image within the limits of the range, but it is
Phase door 15th 3,500 XP static while you are not concentrating.
Prismatic sphere 17th 4,500 XP Permanent image can be made permanent with a
Prismatic wall 16th 4,000 XP permanency spell.
Reverse Gravity 15th 3,500 XP Material Component: A bit of fleece plus powdered jade
Screen 16th 4,000 XP worth 100 gp.
Sculpt Sound 12th 1,500 XP
Secret Chest 14th 2,500 XP Persistent Image
Secret Page 13th 1,500 XP Illusion (Figment)
Secure Shelter 12th 2,000 XP Level: Brd 5, Sor/Wiz 5
Sequester 16th 3,500 XP Duration: 1 min./level (D)
Shrink item 11th 1,500 XP This spell functions like silent image, except that the
Silence 9th 500 XP figment includes visual, auditory, olfactory, and thermal
Solid fog 12th 2,000 XP components, and the figment follows a script determined by
Spike Stones 13th 2,000 XP you. The figment follows that script without your having to
Stinking cloud 11th 1,500 XP concentrate on it. The illusion can include intelligible speech
Symbol of death 16th 4,000 XP if you wish.
Symbol of fear 14th 3,000 XP Material Component: A bit of fleece and several grains of
Symbol of insanity 16th 4,000 XP sand.
Symbol of pain 13th 2,500 XP
Symbol of persuasion 14th 3,000 XP Phantasmal Killer
Symbol of sleep 16th 4,000 XP Illusion (Phantasm) [Fear, Mind–Affecting]
Symbol of stunning 15th 3,500 XP Level: Sor/Wiz 4
Symbol of weakness 15th 3,500 XP Components: V, S
Sympathy 17th 4,000 XP Casting Time: 1 standard action
Teleportation circle 17th 4,500 XP Range: Medium (100 ft. + 10 ft./level)
Tiny Hut 12th 1,500 XP Target: One living creature
Unhollow 13th 2,500 XP Duration: Instantaneous
Unseen Servant 10th 500 XP Saving Throw: Will disbelief (if interacted with), then
Wall of Fire 12th 2,000 XP Fortitude partial; see text
Wall of Force 13th 2,500 XP Spell Resistance: Yes
Wall of Ice 12th 2,000 XP You create a phantasmal image of the most fearsome
Wall of Iron 12th 2,000 XP creature imaginable to the subject simply by forming the fears
Wall of Sound 14th 2,500 XP of the subject’s subconscious mind into something that its
Wall of Stone 12th 2,000 XP conscious mind can visualize: this most horrible beast. Only
Wall of Thorns 13th 2,500 XP the spell’s subject can see the phantasmal killer. You see only
Web 10th 1,000 XP a vague shape. The target first gets a Will save to recognize
Wind Wall 12th 1,500 XP the image as unreal. If that save fails, the phantasm touches
Zone of Fire Supression 11th 1,000 XP the subject, and the subject must succeed on a Fortitude save
Zone of Silence 12th 2,000 XP or suffer 1d8 damage/level (max 15d8). Even if the Fortitude
Zone of Truth 11th 1,500 XP save is successful, the subject takes 3d6 points of damage.
If the subject of a phantasmal killer attack succeeds
Spells cast on other creatures, objects, or in disbelieving and is wearing a helm of telepathy, the beast
locations (not on you) are vulnerable to dispel magic can be turned upon you. You must then disbelieve it or
as normal. become subject to its deadly fear attack.

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traps, or who uses any spell or device enabling trap detection,


Phantom SteedP is 100% certain a real trap exists. Of course, the effect is
Conjuration (Creation) illusory and nothing happens if the trap is “sprung”; its
Level: Brd 3, Pal 3, Sor/Wiz 3 primary purpose is to frighten away thieves or make them
Components: V, S waste precious time.
Casting Time: 10 minutes If another phantom trap is active within 50 feet when
Range: 0 ft. the spell is cast, the casting fails.
Effect: One quasi–real, horselike creature Phantom Trap can be made permanent with
Duration: 1 hour/level (D) permanency.
Saving Throw: None
Spell Resistance: No Phase DoorP
You conjure a Large, quasi–real, horselike Conjuration (Creation)
creature. The steed can be ridden only by you or by Level: Sor/Wiz 7, Travel 8
the one person for whom you specifically created the Components: V
mount. A phantom steed has a black head and body, Casting Time: 1 standard action
gray mane and tail, and smoke–colored, insubstantial Range: 0 ft.
hooves that make no sound. It has what seems to be a Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep
saddle, bit, and bridle. It does not fight, but animals per three levels
shun it and refuse to attack it. Duration: One usage per two levels within a 24 hour period
The mount has an AC of 18 (–1 size, +4 Saving Throw: None
natural armor, +5 Dex) and 7 hit points +1 hit point Spell Resistance: No
per caster level. If it loses all its hit points, the This spell creates an ethereal passage through
phantom steed disappears. A phantom steed has a wooden, plaster, or stone walls, but not other materials. The
speed of 10 feet per caster level, to a maximum of phase door is invisible and inaccessible to all creatures except
120 feet. It can bear its rider’s weight plus up to 10 you, and only you can use the passage. You disappear when
pounds per caster level. you enter the phase door and appear when you exit. If you
These mounts gain certain powers according desire, you can take one other creature (Medium or smaller)
to caster level. A mount’s abilities include those of through the door. This counts as two uses of the door. The
mounts of lower caster levels. door does not allow light, sound, or spell effects through it,
8th Level: The mount can ride over sandy, muddy, or nor can you see through it without using it. Thus, the spell can
even swampy ground without difficulty or provide an escape route, though certain creatures, such as
decrease in speed. phase spiders, can follow with ease. A gem of true seeing or
10th Level: The mount can use water walk at will (as similar magic reveals the presence of a phase door but does
the spell, no action required to activate this not allow its use.
ability). A phase door is subject to dispel magic. If anyone is
12th Level: The mount can use air walk at will (as the within the passage when it is dispelled, he is harmlessly
spell, no action required to activate this ejected just as if he were inside a passwall effect.
ability) for up to 1 round at a time, after You can allow other creatures to use the phase door
which it falls to the ground. by setting some triggering condition for the door. Such
14th Level: The mount can fly at its speed (average conditions can be as simple or elaborate as you desire. They
maneuverability). can be based on a creature’s name, identity, or alignment, but
otherwise must be based on observable actions or qualities.
Phantom TrapP Intangibles such as level, class, Hit Dice, and hit points don’t
Illusion (Glamer) qualify.
Level: Sor/Wiz 1 Phase door can be made permanent with a
Components: V, S permanency spell.
Casting Time: 1 standard action
Range: Touch Planar Allyl,M,X
Target: Object touched Conjuration (Calling) [see text for lesser planar ally]
Duration: 1 day Level: Clr/Pre 6
Saving Throw: None Effect: One or two called elementals or outsiders, totaling no
Spell Resistance: No more than ECL 12 (HD + LA + Class levels) which cannot be
This spell makes a lock or other small more than 30 ft. apart when they appear
mechanism seem to be trapped to anyone who can This spell functions like lesser planar ally, except
detect traps. You place the spell upon any small you may call a single creature of 12 HD or less, or two
mechanism or device, such as a lock, hinge, hasp, creatures of the same kind whose Hit Dice total no more than
cork, cap, or ratchet. Any character able to detect

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12. The creatures agree to help you and request your A long–term task, one requiring up to one day per caster level,
return payment together. requires a payment of 2,000 gp per HD.
XP Cost: 250 XP. A nonhazardous task requires only half the indicated
payment, while an especially hazardous task might require a
Planar Ally, GreaterL,M,X greater gift. Few if any creatures will accept a task that seems
Conjuration (Calling) [see text for lesser planar ally] suicidal (remember, a called creature actually dies when it is
Level: Clr/Pre 8 killed, unlike a summoned creature). However, if the task is
Effect: Up to three called elementals or outsiders, strongly aligned with the creature’s ethos, it may halve or even
totaling no more than 16 HD, no two of which can be waive the payment.
more than 30 ft. apart when they appear. At the end of its task, or when the duration bargained
This spell functions like lesser planar ally, for expires, the creature returns to its home plane (after
except that you may call a single creature of ECL 16 reporting back to you, if appropriate and possible).
(HD+ LA + Class levels) or less, or up to three Note: When you use a calling spell that calls an air, chaotic,
creatures of the same kind whose ECL total no more earth, evil, fire, good, lawful, or water creature, it is a spell of
than 16. The creatures agree to help you and request that type.
your return payment together. XP Cost: 100 XP.
XP Cost: 500 XP.
Planar Bindingl,M
L,M, X
Planar Ally, Lesser Conjuration (Calling) [see text for lesser planar binding]
Conjuration (Calling) [see text] Level: Sor/Wiz 6
Level: Clr/Pre 4 Components: V, S
Components: V, S, DF, XP Targets: Up to three elementals or outsiders, totaling no more
Casting Time: 10 minutes than ECL 12, no two of which can be more than 30 ft. apart
Range: Close (25 ft. + 5 ft./2 levels) when they appear
Effect: One called elemental or outsider of ECL 6 or This spell functions like lesser planar binding, except
less that you may call a single creature of ECL 12 or less, or up to
Duration: Instantaneous three creatures of the same kind whose ECL total no more
Saving Throw: None than 12. Each creature gets a save, makes an independent
Spell Resistance: No attempt to escape, and must be individually persuaded to aid
By casting this spell, you request your deity you.
to send you an elemental or outsider (of ECL 6 [HD
+ LA + Class levels] or less) of the deity’s choice. If Planar Binding, GreaterL,M
you serve no particular deity, the spell is a general Conjuration (Calling) [see text for lesser planar binding]
plea answered by a creature sharing your Level: Sor/Wiz 8
philosophical alignment. If you know an individual Components: V, S
creature’s name, you may request that individual by Targets: Up to three elementals or outsiders, totaling no more
speaking the name during the spell (though you than ECL 18, no two of which can be more than 30 ft. apart
might get a different creature anyway). when they appear.
You may ask the creature to perform one This spell functions like lesser planar binding, except
task in exchange for a payment from you. Tasks that you may call a single creature of ECL 18 (HD + LA +
might range from the simple to the complex. You class levels) or less, or up to three creatures of the same kind
must be able to communicate with the creature called whose ECL total no more than 18. Each creature gets a saving
in order to bargain for its services. throw, makes independent attempts to escape, and must be
The creature called requires a payment for persuaded to aid you individually.
its services. This payment can take a variety of forms,
from donating gold or magic items to an allied Planar Binding, Lesserl,M
temple, to a gift given directly to the creature, to Conjuration (Calling) [see text]
some other action on your part that matches the Level: Sor/Wiz 5
creature’s alignment and goals. Regardless, this Components: V, S
payment must be made before the creature agrees to Casting Time: 10 minutes
perform any services. The bargaining takes at least 1 Range: Close (25 ft. + 5 ft./2 levels); see text
round, so any actions by the creature begin in the Target: One elemental or outsider with ECL 6 or less
round after it arrives. Duration: Instantaneous
A task taking up to 1 minute per caster level Saving Throw: Will negates
requires a payment of 200 gp per HD of the creature Spell Resistance: No and Yes; see text
called. For a task taking up to 1 hour per caster level, Casting this spell attempts a dangerous act: to lure a
the creature requires a payment of 1,000 gp per HD. creature from another plane to a specifically prepared trap,

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which must lie within the spell’s range. The called Plane ShiftF
creature is held in the trap until it agrees to perform Conjuration (Teleportation)
one service in return for its freedom. Level: Clr/Pre 5, Sor/Wiz 7
To create the trap, you must use a magic Components: V, S, XF
circle spell, focused inward. The kind of creature to Casting Time: 1 standard action
be bound must be known and stated. If you wish to Range: Touch
call a specific individual, you must use that Target: Creature touched, or up to eight willing creatures
individual’s proper name in casting the spell. joining hands
The target creature is allowed a Will saving Duration: Instantaneous
throw. If the saving throw succeeds, the creature Saving Throw: Will negates
resists the spell. Spell Resistance: Yes
If the saving throw fails, the creature is You move yourself or some other creature to another
immediately drawn to the trap (spell resistance does plane of existence or alternate dimension. If several willing
not keep it from being called). The creature can persons link hands in a circle, as many as eight can be affected
escape from the trap with by successfully pitting its by the plane shift at the same time.
spell resistance against your caster level check, by You must succeed a Knowledge (The Planes) skill
dimensional travel, or with a successful Charisma check to arrive at your intended destination. If you fail the
check (DC 15 + 1/2 your caster level + your Cha Knowledge check, you are sent to a random destination based
modifier). It can try each method once per day. If it on your initial destination.
breaks loose, it can flee or attack you. A dimensional
anchorcast on the creature prevents its escape via Destination Knowledge
dimensional travel. You can also employ a calling (Planes)
diagram (see magic circle against evil) to make the DC
trap more secure. Prime Material Plane 10
If the creature does not break free of the Ethereal 20
trap, you can keep it bound for as long as you dare. –Elemental 25
You can attempt to compel the creature to perform a –Paraelemental/Positive/Negative 30
service by describing the service and perhaps offering Astral 20
some sort of reward. –Outer Plane (topmost layer) 25
You engage in a social encounter to –Outer Plane (deep layer) 30
convince the bound creature to perform as you desire. Plane of Shadow 20
The check is assigned a bonus of +0 to +6 based on Plane of Dreams 20
the nature of the service and the reward. If the –Aurora 25
creature wins the social encounter, it refuses service. –Plane of Nightmares 30
New offers, bribes, and the like can be made Alternate Prime Material1 40
or the old ones reoffered every 24 hours. This process Pocket Dimension2 45
can be repeated until the creature promises to serve, 1
Failure to reach this plane deposits the caster on the Astral
until it breaks free, or until you decide to get rid of it
Plane
by means of some other spell. Impossible demands or 2
Failure to reach this plane deposits the caster on the Ethereal
unreasonable commands are never agreed to. If you
Plane
roll a 1 on the Persuade (Diplomacy) check, the
creature breaks free of the binding and can escape or
Precise accuracy as to a particular arrival location on
attack you.
the intended plane is nigh impossible. From the Material
Once the requested service is completed, the
Plane, you can reach any other plane, though you appear 5 to
creature need only so inform you to be instantly sent
500 miles (5d%) from your intended destination.
back whence it came. The creature might later seek
Note: Plane shift transports creatures instantaneously
revenge. If you assign some open–ended task that the
and then ends. The creatures need to find other means if they
creature cannot complete though its own actions the
are to travel back.
spell remains in effect for a maximum of one day per
Focus: A small, forked metal rod. The size and metal type
caster level, and the creature gains an immediate
dictates to which plane of existence or alternate dimension the
chance to break free. Note that a clever recipient can
spell sends the affected creatures. This item cannot be found in
subvert some instructions.
a spell component pouch or ignored with Eschew Materials
When you use a calling spell to call an air,
feat. The cost/value of the forked rod varies, but is generally
chaotic, earth, evil, fire, good, lawful, or water
100 gp for an inner plane, 500 gp for an outer plane, the astral,
creature, it is a spell of that type.
ethereal or plane of shadow and 1,000 gp or more for other
planes.

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Plant Growth Casting Time: 1 standard action


Transmutation Range: Close (25 ft. + 5 ft./2 levels)
Level: Drd 3, Plant 3, Rgr 3 Effect: Ray
Components: V, S, DF Duration: Instantaneous
Casting Time: 1 standard action Saving Throw: None; Fort negates (see below)
Range: See text Spell Resistance: Yes
Target or Area: See text A blue–white ray of freezing air and ice springs from
Duration: Instantaneous your hand. You must succeed on a ranged touch attack with
Saving Throw: None the ray to deal damage to a target. The ray deals 2d8 points of
Spell Resistance: No cold damage per caster level (maximum 40d8). Opponents
Plant growth has different effects depending who fail a Fortitude saving throw are paralyzed (frozen solid)
on the version chosen. for 1 round/level. While paralyzed, the victim gains fire
Overgrowth: This effect causes normal resistance 40. Paralyzed characters can be freed early by
vegetation (grasses, briars, bushes, creepers, thistles, means of remove paralysis, protection from elements (cold) or
trees, vines) within long range (400 feet + 40 feet per the application of a fire–based spell that deals 40 or more
caster level) to become thick and overgrown. The points of damage to the target.
plants entwine to form a thicket or jungle that Focus: A small, white ceramic cone or prism.
creatures must hack or force a way through. Speed
drops to 5 feet, or 10 feet for Large or larger PolymorphP
creatures. The area must have brush and trees in it for Transmutation (Polymorph)
this spell to take effect. Level: Sor/Wiz 4
At your option, the area can be a 100–foot– Components: V, S, M
radius circle, a 150–foot–radius semicircle, or a 200– Casting Time: 1 standard action
foot–radius quarter circle. Range: Touch
You may designate places within the area Target: Willing living creature touched
that are not affected. Duration: 10 min./level (D)
Enrichment: This effect targets plants within a range Saving Throw: None
of one–half mile, raising their potential productivity Spell Resistance: No
over the course of the next year to one–third above This spell functions like alter self, except that you
normal. change the willing subject into another form of living creature.
Plant growth counters diminish plants. The new form may be of the same type as the subject or any of
This spell has no effect on plant creatures. the following types: aberration, animal, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid, ooze, plant, or
Poison vermin.
Necromancy Upon gaining this spell, the spellcaster gain 2 forms
Level: Clr/Pre 4, Drd 3 they can assume with the spell, plus an additional form for
Components: V, S, DF each additional level they obtain (Assume the caster can take
Casting Time: 1 standard action 20 on the Knowledge check when determining what forms he
Range: Touch may choose). These forms cannot exceed the ECL of the
Target: Living creature touched caster (HD + Class Levels + LA). The total ECL cannot
Duration: Instantaneous; see text exceed 15. At each level, the caster may change one of his
Saving Throw: Fortitude negates; see text prior chosen form to a new form. If the caster wishes to make
Spell Resistance: Yes an impromptu change to a creature not on their list of forms,
Calling upon the venomous powers of they must make an appropriate Knowledge check to make the
natural predators, you infect the subject with a change. The Knowledge check is based on the type of creature
horrible poison by making a successful melee touch whose form is to be assumed (i.e., Knowledge [Arcana] check
attack. The poison deals 1d10 points of temporary to assume the form of a draconic creature)
Constitution damage immediately and another 1d10
points of temporary Constitution damage 1 minute Action Knowledge
later. Each instance of damage can be negated by a DC
Fortitude save (DC 10 + 1/2 your caster level + your Assume an impromptu form not 20
Wis modifier). on character's polymorph list.
character is familiar with form –5
Polar Ray (has studied physiology of a
Evocation [Cold] "living" specimen for at least 1
Level: Sor/Wiz 8 hour or more)
Components: V, S, F character has a similiar creature in –5

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his form list (such as becoming a Polymorph Any ObjectP


lion if you can change into a Transmutation (Polymorph)
tiger) Level: Sor/Wiz 8, Trickery 8
character has no visual reference +5 Components: V, S, M/DF
of new form* Casting Time: 1 standard action
Character has never encountered +5 Range: Close (25 ft. + 5 ft./2 levels)
creature in–game Target: One creature, or one nonmagical object of up to 100
creature is rare, reclusive, singular +2 cu. ft./level
(such as the tarrasque) or Duration: See text
extraplanar in nature (+2 for each Saving Throw: Fortitude negates (object); see text
that applies) Spell Resistance: Yes (object)
* Having seen the creature in a book, painting or This spell functions like polymorph, except that it changes one
other 2D depiction does not count as having a visual object or creature into another. The new form cannot exceed
reference. the ECL of the caster (HD + Class Levels + LA). The total
ECL cannot exceed 25. The duration of the spell depends on
You can’t cause a subject to assume a form how radical a change is made from the original state to its
smaller than Fine, nor can you cause a subject to enchanted state. The duration is determined by using the
assume an incorporeal or gaseous form. The subject’s following guidelines.
creature type and subtype (if any) change to match
the new form. Subject Duration
Upon changing, the subject regains lost hit Factor1
points as if it had rested for a night (though this Same kingdom (animal, vegetable, +5
healing does not restore temporary ability damage mineral)
and provide other benefits of resting; and changing Same class (mammals, fungi, metals, +2
back does not heal the subject further). If slain, the etc.)
Same size +2
subject reverts to its original form, though it remains
Related (twig is to tree, wolf fur is to +2
dead. wolf, etc.)
The subject gains the Strength, Dexterity, Same or lower Intelligence +2
and Constitution scores of the new form but retains 1
Add all that apply. Luck up the total on the next table
its own Intelligence, Wisdom, and Charisma scores.
It also gains all extraordinary special attacks
Duration Duration Example
possessed by the form but does not gain the
Factor
extraordinary special qualities possessed by the new
0 20 minutes Pebble to human
form or any supernatural or spell–like abilities.
2 1 hour Marionette to human
Incorporeal or gaseous creatures are immune
4 3 hours Human to marionette
to being polymorphed, and a creature with the
5 12 hours Lizard to manticore
shapechanger subtype can revert to its natural form as
6+ 1 day Sheep to wool coat
a standard action.
Polymorph can be made permanent by a
permanency spell, which locks the target in its new Unlike polymorph, polymorph any object does grant
form. the creature the Intelligence score of its new form. If the
Material Component: A bit of fur, scales or other original form didn’t have a Wisdom or Charisma score, it
bodily tissue from the creature to become. gains those scores as appropriate for the new form.
Damage taken by the new form can result in the
injury or death of the polymorphed creature. In general,
Polymorph, Mass
damage occurs when the new form is changed through
Transmutation (Polymorph)
physical force.
Level: Sor/Wiz 9
A nonmagical object cannot be made into a magic
Range: Touch
item with this spell. Magic items aren’t affected by this spell.
Target: Up to 1 willing living creature/2 levels
This spell cannot create material of great intrinsic
As per polymorph, except that you can affect up to
value, such as copper, silver, gems, silk, gold, platinum,
one willing living creature/caster level. The form
mithral, or adamantine. It also cannot reproduce the special
assumed cannot exceed the ECL of the caster (HD +
properties of cold iron in order to overcome the damage
Class Levels + LA). The total ECL cannot exceed
reduction of certain creatures.
20. You can touch yourself and up to 6 individuals in
This spell can also be used to duplicate the effects of
a round with this spell.
polymorph, flesh to stone, stone to flesh, transmute mud to
rock, transmute water to dust, or transmute rock to mud.

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Polymorph any object can be made the spell depends on the target’s current hit point total.
permanent with a permanency spell. Making the
spell permanent locks the creature/item in its new Current Duration
form. Hit Points
Arcane Material Component: Mercury, gum arabic, 50 or less 1 day
and smoke. 51–100 1d4+1 minutes
101–200 1d4+1 rounds
Pounce of the Lion 201+ 1 round
Transmutation
Level: Drd 3, Rgr 2 Power Word Kill
Components: V, S, M Enchantment (Compulsion) [Death, Mind–Affecting]
Casting Time: 1 standard action Level: Sor/Wiz 9, War 9
Range: Self Components: V
Target: You Casting Time: 1 standard action
Duration: 1 round/level (D) Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None Target: One or more living creatures no two of which are
Spell Resistance: No more that 15 feet apart
Upon casting this spell, your feet become Duration: Instantaneous
clawed like a lion’s and the muscles in your legs Saving Throw: See below
become very powerful. You gain a +5 bonus to jump Spell Resistance: Yes
checks and can perform a pounce attack with any You utter a single word of power that instantly deals
natural attacks you have. 10 hit points of damage per caster level. If the target has more
At 7th level, you also gain a rake attack that HD or levels than you, it gains a Fortitude saving throw for
deals 1d4 damage + ½ Strength modifier per claw. half damage.
Pounce (Ex): When a creature with this special Power Word Pain
attack makes a charge, it can follow with a full attack
Enchantment (Compulsion) [Mind–Affecting]
with natural attacks—including rake attacks if the
Level: Sor/Wiz 3
creature also has the rake ability.
Components: V
Rake (Ex): A creature with this special attack gains
Casting Time: 1 standard action
extra natural attacks when it grapples its foe.
Range: Close (25 ft. + 5 ft./2 levels)
Normally, a monster can attack with only one of its
Target: One living creature
natural weapons while grappling, but a monster with
Duration: See below
the rake ability usually gains two additional claw
Saving Throw: None
attacks that it can use only against a grappled foe.
Spell Resistance: Yes
Rake attacks are not subject to the usual –4 penalty
You utter a single word of power that instantly deals
for attacking with a natural weapon in a grapple.
1d6 points of nonlethal damage to one creature of your choice,
A monster with the rake ability must begin
and another 1d6 points in every round thereafter for as long as
its turn grappling to use its rake—it can’t begin a
the spell lasts and the target remains in range. A creature
grapple and rake in the same turn.
reduced to 0 hit points by the spell that continues to take
Material Component: A bit of fur from a lion’s
damage from this spell takes lethal damage thereafter.
mane.
Hit Points Duration
Power Word Blind
1–50 4d4 rounds
Enchantment (Compulsion) [Mind–Affecting]
51–100 2d4 rounds
Level: Sor/Wiz 7, War 7
101–150 1d4 rounds
Components: V
151+ 1 round
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Power Word Stun
Duration: See text Enchantment (Compulsion) [Mind–Affecting]
Saving Throw: None Level: Sor/Wiz 8, War 8
Spell Resistance: Yes Components: V
You utter a single word of power that causes one Casting Time: 1 standard action
creature of your choice to become blinded, whether Range: Close (25 ft. + 5 ft./2 levels)
the creature can hear the word or not. The duration of Target: One creature
Duration: See text

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Saving Throw: See below created by a prestidigitation spell are extremely fragile, and
Spell Resistance: Yes they cannot be used as tools, weapons, or spell components.
You utter a single word of power that Finally, a prestidigitation lacks the power to
instantly causes one creature of your choice to duplicate any other spell effects. Any actual change to an
become stunned, whether the creature can hear the object (beyond just moving, cleaning, or soiling it) persists
word or not. The duration of the spell depends on the only 1 hour.
target’s current hit point total. Prestidigitation can be made permanent, allowing
you to use any of its effects at will.
Current Hit Duration
Points Prismatic Sphere
50 or less 4d4 rounds Abjuration
51–100 2d4 rounds Level: Protection 9, Sor/Wiz 9, Sun 9
101–150 1d4 rounds Components: V
151+ 1 round Range: 10 ft.
Effect: 10–ft.–radius sphere centered on you
If the target has more HD or levels than you, This spell functions like prismatic wall, except you
it receives a saving throw to negate the effect. conjure up an immobile, opaque globe of shimmering,
multicolored light that surrounds you and protects you from all
Prayer forms of attack. The sphere flashes in all colors of the visible
Enchantment (Compulsion) [Mind–Affecting] spectrum.
Level: Clr/Pre 3, Pal 3 You can pass into and out of the prismatic sphere and
Components: V, S, DF remain near it without harm. However, when you’re inside it,
Casting Time: 1 standard action the sphere blocks any attempt to project something through the
Range: 40 ft. sphere (including spells). Other creatures that attempt to attack
Area: All allies and foes within a 40–ft.–radius burst you or pass through suffer the effects of each color, one at a
centered on you time. Typically, only the upper hemisphere of the globe will
Duration: 1 round/level exist, since you are at the center of the sphere, so the lower
Saving Throw: None half is usually excluded by the floor surface you are standing
Spell Resistance: Yes on.
You bring special favor upon yourself and The colors of the sphere have the same effects as the
your allies while bringing disfavor to your enemies. colors of a prismatic wall.
You and your each of your allies gain a +1 magic Prismatic sphere can be made permanent with a
bonus on attack rolls, weapon damage rolls, saves, permanency spell.
and skill checks, while each of your foes takes a –1
penalty on such rolls. Prismatic Spray
Evocation
P
Prestidigitation Level: Sor/Wiz 7
Universal Components: V, S
Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action
Components: V, S Range: 60 ft.
Casting Time: 1 standard action Area: Cone–shaped burst
Range: 10 ft. Duration: Instantaneous
Target, Effect, or Area: See text Saving Throw: See text
Duration: 1 hour Spell Resistance: Yes
Saving Throw: See text This spell causes seven shimmering, intertwined,
Spell Resistance: No multicolored beams of light to spray from your hand. Each
Prestidigitations are minor tricks that novice beam has a different power. Creatures in the area of the spell
spellcasters use for practice. Once cast, a must make a Reflex save or be blinded for 2d4 rounds. Every
prestidigitation spell enables you to perform simple creature in the area is randomly struck by one or more beams,
magical effects for 1 hour. The effects are minor and which have additional effects.
have severe limitations. A prestidigitation can slowly
lift 1 pound of material. It can color, clean, or soil 1d8 Color of Effect
items in a 1–foot cube each round. It can chill, warm, Beam
or flavor 1 pound of nonliving material. It cannot 1 Red 2d4 x 10 points fire damage
deal damage or affect the concentration of (Reflex half)
2 Orange 2d4 x 10 points acid damage
spellcasters. Prestidigitation can create small objects,
(Reflex half)
but they look crude and artificial. The materials

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3 Yellow 2d4 x 10 points electricity cancellation or a mage’s disjunction spell destroys a prismatic
damage (Reflex half) wall, but an antimagic field fails to penetrate it. Dispel magic
4 Green Poison (Contact; Fort DC = spell and greater dispel magic cannot dispel the wall or anything
DC; Init: 1d12; Sec: 1d6) beyond it. Spell resistance is effective against a prismatic wall,
5 Blue Turned to stone1 (Fort negates) but the caster level check must be repeated for each color
6 Indigo Insane, as insanity spell (will
negates)
present.
7 Violet Sent to another plane (Will Prismatic wall can be made permanent with a
negates) permanency spell.
8 Struck by two rays; roll twice more, ignoring
1
any “8” results To negate the wall an enemy spellcaster must be within 5 feet of the
1
As per a flesh to stone spell wall and expend a spell of the given level and succeed a caster level
check against the wall to be brought down. The expended spell is
harmlessly lost when used in this manner
Prismatic Wall 2
The violet effect makes the special effects of the other six colors
Abjuration redundant, but these six effects are included here because certain
Level: Sor/Wiz 8 magic items can create prismatic effects one color at a time, and spell
Components: V, S resistance might render some colors ineffective (see above).
3
Casting Time: 1 standard action As per a flesh to stone spell
Range: Close (25 ft. + 5 ft./2 levels)
Effect:Wall 4 ft./level wide, 2 ft./level high Produce Flame
Duration: 10 min./level (D) Evocation [Fire]
Saving Throw: See text Level: Drd 1, Fire 2
Spell Resistance: See text Components: V, S
Prismatic wall creates a vertical, opaque Casting Time: 1 standard action
wall–a shimmering, multicolored plane of light that Range: 0 ft.
protects you from all forms of attack. The wall Effect: Flame in your palm
flashes with seven colors, each of which has a Duration: 1 min./level (D)
distinct power and purpose. The wall is immobile, Saving Throw: None
and you can pass through and remain near the wall Spell Resistance: Yes
without harm. However, any other creature that is Flames as bright as a torch appear in your open hand.
within 20 feet of the wall is blinded for 2d4 rounds The flames harm neither you nor your equipment.
by the colors if it looks at the wall if it fails a Reflex In addition to providing illumination, the flames can
save. be hurled or used to touch enemies. You can strike an
The wall’s maximum proportions are 4 feet opponent with a melee touch attack, dealing fire damage equal
wide per caster level and 2 feet high per caster level. to 1d6 +1 point per caster level (maximum +5).
A prismatic wall spell cast to materialize in a space Alternatively, you can hurl the flames up to 120 feet
occupied by a creature is disrupted, and the spell is as a thrown weapon. When doing so, you attack with a ranged
wasted. touch attack (with no range penalty) and deal the same
Each color in the wall has a special effect. damage as with the melee attack. No sooner do you hurl the
The accompanying table shows the seven colors of flames than a new set appears in your hand. Each attack you
the wall, the order in which they appear, their effects make reduces the remaining duration by 1 minute. If an attack
on creatures trying to attack you or pass through the reduces the remaining duration to 0 minutes or less, the spell
wall, and the magic needed to negate each color. ends after the attack resolves.
The wall can be destroyed, color by color, in This spell does not function underwater.
consecutive order, by various magical effects;
however, the first color must be brought down before Programmed ImageM,P
the second can be affected, and so on. A rod of Illusion (Figment)
Color Order Effect of Color Negated By1
Red 1st Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex 7th level spell
half)
Orange 2nd Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half) 6th level spell
Yellow 3rd Stops poisons, gases and petrification. Deals 80 points of electricity damage 5th level spell
(Reflex half)
Green 4th Stops breath weapons. Poison (Contact; Fort DC = spell DC; Init: 1d12; Sec: 1d6) 4th level spell
Blue 5th Stops divination and mental attacks. Turned to stone3 (Fort negates) 3rd level spell
Indigo 6th Stops all spells. Will save or become insane (as insanity spell) 2nd level spell
Violet 7th Energy field destroys all objects and effects2. Creatures sent to another plane 1st level spell
(Will negates)
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Level: Brd 6, Sor/Wiz 6 teleport, plane shift, or a similar spell that breaks your line of
Components: V, S, XM effect, even momentarily, the spell ends.
Effect: Visual figment that cannot extend beyond a Material Component: A small replica of you (a doll), which
20–ft. cube + one 10–ft. cube/level (S) costs 5 gp to create.
Duration: One day or until triggered, then 1
round/level Protection from ArrowsP
This spell functions like silent image, except Abjuration
that this spell’s figment activates when a specific Level: Sor/Wiz 2
condition occurs. Components: V, S, F
The figment includes visual, auditory, olfactory, and Casting Time: 1 standard action
thermal elements, including intelligible speech. Range: Touch
You set the triggering condition (which may Target: Creature touched
be a special word) when casting the spell. The event Duration: 1 hour/level or until discharged
that triggers the illusion can be as general or as Saving Throw: Will negates (harmless)
specific and detailed as desired but must be based on Spell Resistance: Yes (harmless)
an audible, tactile, olfactory, or visual trigger. The The warded creature gains resistance to ranged
trigger cannot be based on some quality not normally weapons. The subject gains damage reduction 10/magic
obvious to the senses, such as alignment. (See magic against ranged weapons. (This spell doesn’t grant you the
mouth for more details about such triggers.) ability to damage creatures with similar damage reduction.)
Programmed image can be made permanent Once the spell has prevented a total of 10 points of damage
with a permanency spell. per caster level (maximum 100 points), it is discharged.
Material Component: A bit of fleece and jade dust A protection from arrows spell can be made
worth 25 gp. permanent with a permanency spell. When made permanent,
there is no maximum amount that the spell can absorb from
Project ImageM ranged attacks.
Illusion (Shadow) Focus: A piece of shell from a tortoise or a turtle.
Level: Brd 6, Sor/Wiz 7
Components: V, S, XM Protection from Chaos
Casting Time: 1 standard action Abjuration [Lawful]
Range: Medium (100 ft. + 10 ft./level) Level: Clr/Pre 1, Law 1, Pal 1, Sor/Wiz 1
Effect: One shadow duplicate This spell functions like protection from evil, except
Duration: 1 round/level (D) that the deflection and magic bonuses apply to attacks from
Saving Throw: Will disbelief (if interacted with) creatures with the Chaos subtype or Chaos aura, it impedes
Spell Resistance: No mental control by chaotic creatures and chaotic summoned
You tap energy from the Plane of Shadow to creatures cannot touch the subject.
create a quasi–real, illusory version of yourself. The
projected image looks, sounds, and smells like you Protection from Energy
but is intangible. The projected image mimics your Abjuration
actions (including speech) unless you direct it to act Level: Clr/Pre 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz
differently (which is a move action). 3
You can see through its eyes and hear Components: V, S, DF
through its ears as if you were standing where it is, Casting Time: 1 standard action
and during your turn you can switch from using its Range: Touch
senses to using your own, or back again, as a free Target: Creature touched
action. While you are using its senses, your body is Duration: 10 min./level or until discharged
considered blinded and deafened. Saving Throw: Fortitude negates (harmless)
If you desire, any spell you cast whose range Spell Resistance: Yes (harmless)
is touch or greater can originate from the projected Protection from energy grants temporary immunity to
image instead of from you. The projected image can’t the type of energy you specify when you cast it (acid, cold,
cast any spells on itself except for illusion spells. The electricity, fire, or sonic). When the spell absorbs 12 points per
spells affect other targets normally, despite caster level of energy damage (to a maximum of 120 points at
originating from the projected image. 10th level), it is discharged.
Objects are affected by the projected image Note: Protection from energy overlaps (and does not stack
as if they had succeeded on their Will save. with) resist energy. If a character is warded by protection from
You must maintain line of effect to the energy and resist energy, the protection spell absorbs damage
projected image at all times. If your line of effect is until its power is exhausted.
obstructed, the spell ends. If you use dimension door,

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Protection from Evil Protection from Good


Abjuration [Good] Abjuration [Evil]
Level: Clr/Pre 1, Good 1, Pal 1, Sor/Wiz 1 Level: Clr/Pre 1, Evil 1, Sor/Wiz 1
Components: V, S, M/DF This spell functions like protection from evil, except
Casting Time: 1 standard action that the deflection and magic bonuses apply to attacks from
Range: Touch creatures with the Good subytype or Good aura, it impedes
Target: Creature touched mental control by good creatures and good summoned
Duration: 1 min./level (D) creatures cannot touch the subject.
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text Protection from Law
This spell wards a creature from attacks by Abjuration [Chaotic]
creatures with the Evil subtype or Evil aura ability, Level: Chaos 1, Clr/Pre 1, Sor/Wiz 1
from mental control, and from summoned creatures. This spell functions like protection from evil, except
It creates a magical barrier around the that the deflection and magic bonuses apply to attacks from
subject at a distance of 1 foot. The barrier moves with creatures with the Lawful subtype or Lawful aura, it impedes
the subject and has three major effects. mental control by lawful creatures, and lawful summoned
First, the subject gains a +2 deflection bonus creatures cannot touch the subject.
to AC and a +2 magic bonus on saves. Both these
bonuses apply against attacks made or effects created Purify Food and Drink
by evil creatures. Transmutation
Second, the barrier impedes any attempt to Level: Clr/Pre 0, Drd 0
possess the warded creature (by a magic jar attack, Components: V, S
for example) or to exercise mental control over the Casting Time: 1 standard action
creature (including enchantment (charm) effects and Range: 10 ft.
enchantment (compulsion) effects that grant the Target: 1 cu. ft./level of contaminated food and water
caster ongoing control over the subject, such as Duration: Instantaneous
dominate person) by a creature with the appropriate Saving Throw: Will negates (object)
alignment descriptor. This effect grants the warded Spell Resistance: Yes (object)
creature a +4 bonus against such effects. The This spell makes spoiled, rotten, poisonous, or
protection does not prevent such effects from otherwise contaminated food and water pure and suitable for
targeting the protected creature, but it suppresses the eating and drinking. This spell does not prevent subsequent
effect for the duration of the protection from evil natural decay or spoilage. Unholy water and similar food and
effect. If the protection from evil effect ends before drink of significance is spoiled by purify food and drink, but
the effect granting mental control does, the would–be the spell has no effect on creatures of any type nor upon magic
controller would then be able to mentally command potions.
the controlled creature. Note: Water weighs about 8 pounds per gallon. One cubic foot
Likewise, the barrier keeps out a possessing of water contains roughly 8 gallons and weighs about 60
life force but does not expel one if it is in place pounds.
before the spell is cast. This second effect works
regardless of alignment. Protection from SpellsM, F
Third, the spell prevents bodily contact by Abjuration
evil summoned creatures. This causes the natural Level: Magic 8, Sor/Wiz 8
weapon attacks of such creatures to fail and the Components: V, S, XM, XF
creatures to recoil if such attacks require touching the Casting Time: 1 standard action
warded creature. Good summoned creatures are Range: Touch
immune to this effect. The protection against contact Targets: Up to one creature touched per four levels
by summoned creatures ends if the warded creature Duration: 10 min./level
makes an attack against or tries to force the barrier Saving Throw: Will negates (harmless)
against the blocked creature. Spell resistance can Spell Resistance: Yes (harmless)
allow a creature to overcome this protection and The subject gains a +8 magic bonus on saving throws
touch the warded creature. against spells and spell–like abilities (but not against
Arcane Material Component: A little powdered supernatural and extraordinary abilities).
silver with which you trace a 3–foot –diameter circle Material Component: A diamond of at least 500 gp value,
on the floor (or ground) around the creature to be which must be crushed and sprinkled over the targets.
warded. Focus: One 1,000 gp diamond per creature to be granted the
protection. Each subject must carry one such gem for the

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duration of the spell. If a subject loses the gem, the This spell functions like prying eyes, except that the
spell ceases to affect him. eyes can see all things as they actually are, just as if they had
true seeing with a range of 120 feet. Thus, they can navigate
Prying EyesL darkened areas at full normal speed. Also, a greater prying
Divination eye’s maximum Perception (Spot) modifier is +25 instead of
Level: Darkness 5, Sor/Wiz 5 +15.
Components: V, S, M
Casting Time: 1 minute Pulsing Veins
Range: One mile Necromancy
Effect: Ten or more levitating eyes Level: Sor/Wiz 3
Duration: 1 hour/level; see text (D) Casting Time: 1 standard action
Saving Throw: None Components: V,S
Spell Resistance: No Range: Short (25 + 5 ft./2 levels)
You create a number of semitangible, visible Duration: 1 round/level
magical orbs (called “eyes”) equal to 1d4 + your Area of Effect: One living creature
caster level. Saving Throw: Fort negates
These eyes move out, scout around, and Spell Resistance: Yes
return as you direct them when casting the spell. You cause the pulse of a victim who fails his saving
Each eye can see 120 feet (normal vision only) in all throw to rapidly increase. The victim’s blood vessels fill to
directions. the point of near–bursting. They pulsate with the force of
While the individual eyes are quite fragile, blood being pushed through them, and the victim might
they’re small and difficult to spot. Each eye is a Fine slightly shake from the pressure of the pounding blood.
construct, about the size of a small apple, that has 1 Anyone who strikes the victim with a slashing or
hit point, AC 18 (+8 bonus for its size), flies at a peircing weapon will release a gout of blood that will spray
speed of 30 feet with perfect maneuverability, and those in a 5 foot area around the wound, and the victim takes
has a +16 Stealth (Hide) modifier. It has a Perception an additional 1d4 damage/2 caster levels from the attack (max
(Spot) modifier equal to your caster level (maximum 5d4 damage). Those who fail a DC 14 Reflex save are
+15) and is subject to illusions, darkness, fog, and covered in a disgusting spray of slick, red fluid. Those that
any other factors that would affect your ability to fail find their clothes hopelessly soiled and slick – they act as
receive visual information about your surroundings. if under the influence of a grease spell for 1d3 rounds. The
An eye traveling through darkness must find its way blood begins to congeal after a few rounds, and will become
by touch. sticky and matted quickly. Within an hour, the blood will
When you create the eyes, you specify have dried.
instructions you want them to follow in a command
of no more than twenty–five words. Any knowledge Push
you possess is known by the eyes as well. Transmutation
In order to report their findings, the eyes Level: Sor/Wiz 1
must return to your hand. Each replays in your mind Components: V, S, M
all it has seen during its existence. It takes an eye 1 Casting Time: 1 standard action
round to replay 1 hour of recorded images. After Range: Close (25 ft. + 5 ft./2 levels)
relaying its findings, an eye disappears. Target: One object
If an eye ever gets more than 1 mile away Duration: 1 round/level
from you, it instantly ceases to exist. However, your Saving Throw: Reflex negates (harmless)
link with the eye is such that you won’t know if the Spell Resistance: Yes (harmless)
eye was destroyed because it wandered out of range Casting this spell allows you to manipulate one item
or because of some other event. of up to 5 lbs. per caster level. The item can be manipulated
The eyes exist for up to 1 hour per caster in one of three ways.
level or until they return to you. Dispel magic can Violent Thrust: The item can be forcefully thrust in one single
destroy eyes. Roll separately for each eye caught in direction up to 10 feet. If used to strike an opponent, it has an
an area dispel. Of course, if an eye is sent into attack bonus of +1 per caster level. You use your spellcasting
darkness, it could hit a wall or similar obstacle and modifier (Intelligence for wizards, Charisma for sorcerors)
destroy itself. instead of your dexterity modifier to hit. Using the violent
Material Component: A handful of crystal marbles. thrust version of the spell ends the spell after a single round.
Sustained Force: The item can be slowly moved in any
Prying Eyes, GreaterL direction at the rate of 10 feet per round. This version lasts for
Divination 1 round per level, as long as you maintain concentration. If
Level: Sor/Wiz 8

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the item moves beyond spell range or the caster’s ineffective in or through the cloud. All within the cloud take –
concentration is broken, the spell immediately ends. 4 penalties to Strength and Dexterity (Fortitude negates).
Careful Manipulation: The item can be manipulated These effects last for 1d4+1 rounds after the cloud dissipates
as if by a dextrous set of hands (use your spellcasting or after the creature leaves the area of the cloud. Spell
score instead of dexterity, thus Intelligence for resistance does not apply.
wizards and Charisma for sorcerors). The item Material Component: The spell uses one fire source, which is
cannot be moved more than 1 foot per round with this immediately extinguished. A fire so large that it exceeds a 20–
version of the spell. This use lasts for 1 round per foot cube is only partly extinguished. Magical fires are not
level or until you cease concentration on the spell. extinguished, although a fire–based creature used as a source
Material Component: A bit of powdered brass. takes 1 point of damage per caster level.

Pushing Hand Quench


Evocation (Force) Transmutation
Level: Sor/Wiz 1 Level: Drd 3
Components: V,S,M Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft/2 levels) Range: Medium (100 ft. + 10 ft./level)
Target: one creature Area or Target: One 20–ft. cube/level (S) or one fire–based
Duration: Instantaneous magic item
Saving Throw: None Duration: Instantaneous
Spell Resistance: Yes Saving Throw: None or Will negates (object)
When this spell is cast, a man–sized hand of Spell Resistance: No or Yes (object)
force appears and races towards the target. The hand Quench is often used to put out forest fires and other
makes an Improved Bull Rush attack as a touch conflagrations. It extinguishes all nonmagical fires in its area.
attack. The hand has AC 20, 10 hit points + 2/caster The spell also dispels any fire spells in its area, though you
level, a Strength equal your spellcasting score must succeed on a dispel check (1d20 +1 per caster level,
(Intelligence for wizards, Charisma for sorcerors) and maximum +15) against each spell to dispel it. The DC to
CMB equal to your caster level plus your spellcasting dispel such spells is 11 + the caster level of the fire spell.
modifier. Each elemental (fire) creature within the area of a
Material Component: A crushed fingernail. quench spell takes 1d6 points of damage per caster level
(maximum 15d6, no save allowed).
Pyrotechnics Alternatively, you can target the spell on a single
Transmutation magic item that creates or controls flame. The item loses all its
Level: Brd 2, Sor/Wiz 2 fire–based magical abilities for 1d4 hours unless it succeeds
Components: V, S, M on a Will save. (Artifacts are immune to this effect.)
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) Rage
Target: One fire source, up to a 20–ft. cube Enchantment (Compulsion) [Mind–Affecting]
Duration: 1d4+1 rounds, or 1d4+1 rounds after Level: Brd 2, Madness 3, Sor/Wiz 3
creatures leave the smoke cloud; see text Components: V, S
Saving Throw: Will negates or Fortitude negates; Casting Time: 1 standard action
see text Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes or No; see text Targets: One willing living creature per three levels, no two
Pyrotechnics turns a fire into either a burst of which may be more than 30 ft. apart
of blinding fireworks or a thick cloud of choking Duration:Spellcraft + 1 round/level (D)
smoke, depending on the version you choose. Saving Throw: None
Fireworks: The fireworks are a flashing, fiery, Spell Resistance: Yes
momentary burst of glowing, colored aerial lights. Each affected creature gains a +2 magic bonus to
This effect causes creatures within 120 feet of the fire Strength and Constitution, a +1 magic bonus on Will saves,
source to become blinded for 1d4+1 rounds (Will and a –2 penalty to AC. The effect is otherwise identical with
negates). These creatures must have line of sight to a barbarian’s rage except that the subjects aren’t fatigued at
the fire to be affected. Spell resistance can prevent the end of the rage.
blindness.
Smoke Cloud: A writhing stream of smoke billows Rain of Blood
out from the source, forming a choking cloud. The Necromancy
cloud spreads 20 feet in all directions and lasts for 1 Level: Sor/Wiz 2
round per caster level. All sight, even darkvision, is Components: V, S, M

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Casting Time: 1 standard action burned, or cut away (dealing damage to the victim as well).
Range: Medium (100 ft. + 10 ft/level) Anything that deals cold or fire damage, sunlight, or a remove
Area: 5 ft. radius per caster level disease spell destroys a patch of green slime. A single 5–ft.
Duration: 1d4 rounds + 1 round/level (D) patch of green slime has 8 hit points. Against wood or metal,
Saving Throw: Reflex half green slime deals 2d6 points of damage per round, ignoring
Spell Resistance: Yes metal’s hardness but not that of wood. It does not harm stone.
This spell calls forth a cloudburst of deadly Material Component: A small vial of green slime that the
blood to rain down upon the area of effect. The blood caster uncorks.
is sticky and red, far more red than any mortal blood.
Where it strikes bare flesh, the rain leaches out Rain of Stone
vitality. The droplets remain on the flesh for one Conjuration (Creation) [Earth]
round before losing its potency. Level: Sor/Wiz 5
Every round that a creature remains in the Components: V, S, M
area affected by the rain of blood and is not Casting Time: 1 standard action
completely sheltered from the rain, the victim takes Range: Medium (100 ft. + 10 ft./level)
1d6 negative energy damage. Area of Effect: 5 ft. square/level (S)
While the spell is in effect, the area remains Duration: Instantaneous
slick and wet. Within a round of the spell ending, the Saving Throw: Reflex half
blood entirely evaporates and dries, leaving no trace Spell Resistance: No
behind. This spell summons a horizontal, planar wall of raw
Material Component: A small vial of pure water that stone ten feet above the selected area, which immediately
darkens and turns to blood as the spell is cast. As the crumbles and rains down on the area.
last syllables of the spell are spoken, the vial is hurled Those in the area of effect take 8d6 points of
into the air to become the bloody cloudburst. bludgeoning damage, half if they succeed a Reflex saving
throw.
Rain of Slime If a Medium or smaller victim fails the Reflex saving
Conjuration (Creation) [Acid] throw by 5 or more, the victim is trapped under the created
Level: Sor/Wiz 5 rock.
Components: V, S, M Buried characters take 1d6 points of nonlethal damage per
Casting Time: 1 standard action minute while buried. If such a character falls unconscious, he
Range: Medium (100 ft. + 10 ft./level) must make a DC 15 Constitution check. If it fails, he takes 1d6
Area of Effect: 5 ft. square/level (S) points of lethal damage each minute thereafter until freed or
Duration: Instananeous dead.
Saving Throw: Reflex negates Characters who aren’t buried can dig out their
Spell Resistance: No friends. In 1 minute, using only her hands, a character can
Upon casting this spell, you douse the target clear rocks and debris equal to five times her heavy load limit.
area with with green slime. Creatures who fail the The amount of loose stone that fills a 5–foot–by–5–foot area
Reflex saving throw are coated with the deadly weighs one ton (2,000 pounds). Armed with an appropriate
substace. Even those who are not coated with the tool, such as a pick, crowbar, or shovel, a digger can clear
slime must still navigate the treacherous area now loose stone twice as quickly as by hand. You may allow a
filled with green slime. Any creature that buried character to free himself with a DC 25 Strength check.
successfully saves treats the squares it is standing in The stone remains in the summoned area, making the
when it makes the save to be free of the deadly affected area difficult terrain.
substance. The slime remains until destroyed and Material Component: Several chips of granite which the
cannot be dispelled. caster tosses to the ground.
Green slime devours flesh and organic
materials on contact and is even capable of dissolving RainbowF
metal. Bright green, wet, and sticky, it clings to Conjuration (Creation)
walls, floors, and ceilings in patches, reproducing as Level: Drd 5
it consumes organic matter. It drops from walls and Components: V, S, XF
ceilings when it detects movement (and possible Casting Time: 1 standard action
food) below. Range: 0
A single 5–foot square of green slime deals Effect: One multihued bow and up to 7 arrows/level
1d6 points of Constitution damage per round while it Duration: 1 round/level
devours flesh. On the first round of contact, the slime Saving Throw: None
can be scraped off a creature (most likely destroying Spell Resistance: None
the scraping device), but after that it must be frozen,

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Upon casting this spell, a multi–hued bow sorcerer) has a 50% chance of losing any given unused spell
and a quiver of arrows appears in the caster’s slot as if it had been used to cast a spell, in addition to losing
possession. spell slots for losing a level.
The druid is treated as being proficient with A raised creature has a number of hit points equal to
the bow for the duration of the spell. The bow is its current Hit Dice. Any ability scores damaged to 0 are
treated as a composite longbow with a +2 raised to 1. Normal poison and normal disease are cured in the
enhancement. The associated arrows are treated as process of raising the subject, but magical diseases and curses
having a +1 enhancement and have magical are not undone. While the spell closes mortal wounds and
properties defined by the color of their fletchings, as repairs lethal damage of most kinds, the body of the creature
shown below. For every caster level, one of each to be raised must be whole. Otherwise, missing parts are still
arrow type appears in the quiver created at the spell’s missing when the creature is brought back to life. None of the
casting. dead creature’s equipment or possessions are affected in any
way by this spell.
Fletching Color Effect A creature who has been turned into an undead
Red Flaming creature or killed by a death effect can’t be raised by this spell.
Orange Elemental bane Constructs, elementals, outsiders, and undead creatures can’t
Yellow Thundering be raised. The spell cannot bring back a creature that has died
Green Plant bane of old age.
Blue Shocking Material Component: Diamonds worth a total of least 5,000
Indigo Acidic gp.
Violet Wounding
Ray of Enfeeblement
Neither the bow nor the created arrows can be used Necromancy
by any being other than the druid who cast the spell, Level: Sor/Wiz 1
seeming to have no substance if attempted to be Components: V, S
passed on, dropped or disarmed. Casting Time: 1 standard action
Focus: A diamond of not less than 1,000 gp. Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Raise DeadL, M Duration: 1 min./level
Conjuration (Healing) Saving Throw: None
Level: Clr/Pre 5 Spell Resistance: Yes
Components: V, S, XM, DF A coruscating ray springs from your hand. You must
Casting Time: 1 minute succeed on a ranged touch attack to strike a target. The subject
Range: Touch takes a penalty to Strength equal to 1d6+1 per two caster
Target: Dead creature touched levels (maximum 1d6+5). The subject’s Strength score cannot
Duration: Instantaneous drop below 1.
Saving Throw: None; see text
Spell Resistance: Yes (harmless) Ray of Exhaustion
You restore life to a deceased creature. You Necromancy
can raise a creature that has been dead for no longer Level: Sor/Wiz 3
than one day per caster level. In addition, the Components: V, S, M
subject’s soul must be free and willing to return. If Casting Time: 1 standard action
the subject’s soul is not willing to return, the spell Range: Close (25 ft. + 5 ft./2 levels)
does not work; therefore, a subject that wants to Effect: Ray
return receives no saving throw. Duration: 1 min./level
Coming back from the dead is an ordeal. Saving Throw: Fortitude partial; see text
The subject of the spell loses one level (or 1 Hit Die) Spell Resistance: Yes
when it is raised, just as if it had lost a level or a Hit A black ray projects from your pointing finger. You
Die to an energy–draining creature. If the subject is must succeed on a ranged touch attack with the ray to strike a
1st level, it loses 2 points of Constitution instead (if target.
this would reduce its Con to 0 or less, it can’t be The subject is immediately exhausted for the spell’s
raised). This level/HD loss or Constitution loss duration. A successful Fortitude save means the creature is
cannot be repaired by any means. A character who only fatigued.
died with spells prepared has a 50% chance of losing A character that is already fatigued instead becomes
any given spell upon being raised, in addition to exhausted.
losing spells for losing a level. A spellcasting
creature that doesn’t prepare spells (such as a

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This spell has no effect on a creature that is Saving Throw: Special


already exhausted. Unlike normal exhaustion or Spell Resistance: Yes
fatigue, the effect ends as soon as the spell’s duration This terrifying spell causes the blood of the victim to
expires. be drawn from every available pore and orifice over the
Material Component: A drop of sweat. victim. If the victim fails his saving throw, he is stunned in
agonizing pain as 4d6 hit points worth of blood is drawn from
Ray of Frost his body each round for 1 round/3 caster levels
Evocation [Cold] Those who succeed their saving throw feel a
Level: Sor/Wiz 0 numbing sensation as the blood in their body rushes to the
Components: V, S surface. The victim is –2 to hit, saves and physical ability
Casting Time: 1 standard action scores for 1d4 rounds, but suffers no physical damage.
Range: Close (25 ft. + 5 ft./2 levels) This spell has no effect on a creature that lacks a
Effect: Ray working circulatory system, such as most elementals, oozes,
Duration: Instantaneous plants, undead and constructs.
Saving Throw: None Material Component: The heart of a shrew powdered with
Spell Resistance: Yes crushed ants.
A ray of freezing air and ice projects from
your pointing finger. You must succeed on a ranged Redfire DeathM
touch attack with the ray to deal damage to a target. Necromancy [Evil, Fire]
The ray deals 1d4 points of cold damage. Level: Sor/Wiz 7
Components: V, S, XM
Read MagicP Casting Time: 1 standard action
Divination Range: Short (25 ft. +5 ft./2 levels)
Level: Brd 0, Clr/Pre 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz Area: 20–ft.–radius spread
0 Duration: Instantaneous
Components: V, S, F Saving Throw: Reflex half
Casting Time: 1 standard action Spell Resistance: Yes
Range: Personal Casting this spell release a furious ball of flame that
Target: You detonates with a low roar and deals 1d6 points of fire damage
Duration: 10 min./level per caster level (maximum 10d6) to every creature within the
By means of read magic, you can decipher area. The spell does no damage to objects. The explosion
magical inscriptions on objects–books, scrolls, creates no pressure.
weapons, and the like–that would otherwise be Perhaps most insidious about this spell is that any
unintelligible. This deciphering does not normally victim reduced to 0 hit points or less by the spell is immolated
invoke the magic contained in the writing, although it by the flame, transforming the slain individual into a redbones
may do so in the case of a cursed scroll. Furthermore, (regardless of original form or HD).
once the spell is cast and you have read the magical You cannot create more HD of redbones than twice
inscription, you are thereafter able to read that your caster level with a single casting of Redfire Death. Any
particular writing without recourse to the use of read additional corpses slain but not raised by the spell are
magic. You can read at the rate of one page (250 consumed to ash and cannot be used to create undead or used
words) per minute. The spell allows you to identify a in another casting of Redfire Death.
glyph of warding with a DC 13 Spellcraft check, a The undead you create are not under your control, but
greater glyph of warding with a DC 16 Spellcraft are friendly towards you and will normally do as you
check, or any symbol spell with a Spellcraft check command. They will not follow you from the area they are
(DC 10 + spell level). created without being magically compelled or controlled,
Read magic can be made permanent with a however.
permanency spell. Material Component: You must possess a ruby worth 50 gp
Focus: A clear crystal or mineral prism. per redbones you animate. The magic of the spell turns the
gem into worthless powder.
Red Death
Necromancy Reduce AnimalP
Level: Sor/Wiz 6 Transmutation
Components: V,S,M Level: Drd 2, Rgr 3
Casting Time: 1 standard action Components: V, S
Range: Close (25 ft. + 5 ft/2 levels) Casting Time: 1 standard action
Duration: 1 round/3 levels Range: Touch
Area of Effect: one living creature

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Target: One willing animal of Small, Medium, damage (projectiles deal damage based on the size of the
Large, or Huge size weapon that fired them).
Duration: 1 hour/level (D) Multiple magical effects that reduce size do not stack.
Saving Throw: None Reduce person counters and dispels enlarge person.
Spell Resistance: No Reduce person can be made permanent with a
This spell functions like reduce person, permanency spell.
except that it affects a single willing animal. Reduce Material Component: A pinch of powdered iron.
the damage dealt by the animal’s natural attacks as
appropriate for its new size. It can be used on an Reduce Person, Mass
animal companion, but not a familiar or special Transmutation
mount. Level: Sor/Wiz 4
Reduce animal can be made permanent with Target: One humanoid creature/level, no two of which can be
a permanency spell. more than 30 ft. apart
This spell functions like reduce person, except that it
Reduce Monsterp affects multiple creatures.
Transmutation
Level: Sor/Wiz 4 RefugeM
Target: One creature Conjuration (Teleportation)
This spell works like reduce person, but Level: Clr/Pre 7, Sor/Wiz 9
affects any creature type. Components: V, S, XM
Reduce monster can be made permanent Casting Time: 1 standard action
with a permanency spell. Range: Touch
Target: Object touched
Reduce PersonP Duration: One day or until discharged
Transmutation Saving Throw: None
Level: Sor/Wiz 1 Spell Resistance: No
Components: V, S, M You create powerful magic in some specially
Casting Time: 1 round prepared object. This object contains the power to instantly
Range: Close (25 ft. + 5 ft./2 levels) transport its possessor across any distance within the same
Target: One humanoid creature plane to your abode. Once the item is transmuted, you must
Duration: 1 min./level (D) give it willingly to a creature and at the same time inform it of
Saving Throw: Fortitude negates a command word to be spoken when the item is used. To make
Spell Resistance: Yes use of the item, the subject speaks the command word at the
This spell causes instant diminution of a same time that it rends or breaks the item (a standard action).
humanoid creature, halving its height, length, and When this is done, the individual and all objects it is wearing
width and dividing its weight by 8. This decrease and carrying (to a maximum of the character’s heavy load) are
changes the creature’s size category to the next instantly transported to your abode. No other creatures are
smaller one. The target gains a +2 size bonus to affected (aside from a familiar that is touching the subject).
Dexterity, a –2 size penalty to Strength (to a You can alter the spell when casting it so that it
minimum of 1), and a +1 bonus on attack rolls and transports you to within 10 feet of the possessor of the item
AC due to its reduced size. when it is broken and the command word spoken. You will
A Small humanoid creature whose size have a general idea of the location and situation of the item
decreases to Tiny has a space of 2–1/2 feet and a possessor at the time the refuge spell is discharged, but once
natural reach of 0 feet (meaning that it must enter an you decide to alter the spell in this fashion, you have no choice
opponent’s square to attack). A Large humanoid whether or not to be transported.
creature whose size decreases to Medium has a space Material Component: The specially prepared object, whose
of 5 feet and a natural reach of 5 feet. This spell construction requires gems worth 1,500 gp.
doesn’t change the target’s speed.
All equipment worn or carried by a creature RegenerateL
is similarly reduced by the spell. Conjuration (Healing)
Melee and projectile weapons deal less Level: Clr/Pre 7, Drd 9, Healing 7
damage. Other magical properties are not affected by Components: V, S, DF
this spell. Any reduced item that leaves the reduced Casting Time: 3 full rounds
creature’s possession (including a projectile or Range: Touch
thrown weapon) instantly returns to its normal size. Target: Living creature touched
This means that thrown weapons deal their normal Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)

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Spell Resistance: Yes (harmless) or lower, it can’t be reincarnated). This level/HD loss or
The subject’s severed body members Constitution loss cannot be repaired by any means.
(fingers, toes, hands, feet, arms, legs, tails, or even It’s possible for the change in the subject’s ability
heads of multiheaded creatures), broken bones, and scores to make it difficult for it to pursue its previous character
ruined organs grow back. After the spell is cast, the class. If this is the case, the subject is well advised to become
physical regeneration is complete in 1 round if the a multiclass character.
severed members are present and touching the For a humanoid creature, the new incarnation is
creature. It takes 2d10 rounds otherwise. determined using the following table. For nonhumanoid
Regenerate also cures 4d8 points of damage creatures, a similar table of creatures of the same type should
+1 point per caster level (maximum +35), rids the be created.
subject of exhaustion and/or fatigue, and eliminates A creature that has been turned into an undead
all nonlethal damage the subject has taken. It has no creature or killed by a death effect can’t be returned to life by
effect on nonliving creatures (including undead). this spell. Constructs, elementals, outsiders, and undead
creatures can’t be reincarnated. The spell can bring back a
ReincarnateL, M creature who has died of old age.
Transmutation
Level: Drd 4 d% Incarnation Str Dex Con
Components: V, S, XM, DF 01 Bugbear +4 +2 +2
Casting Time: 10 minutes 02–13 Dwarf +0 +0 +2
Range: Touch 14–25 Elf +0 +2 –2
Target: Dead creature touched 26 Gnoll +4 +0 +2
Duration: Instantaneous 27–38 Gnome –2 +0 +2
Saving Throw: None; see text 39–42 Goblin –2 +2 +0
Spell Resistance: Yes (harmless) 43–52 Half–elf +0 +0 +0
With this spell, you bring back a dead 53–62 Half–orc +2 +0 +0
creature in another body, provided that its death 63–74 Hillenfaey –2 +2 +0
occurred no more than one week before the casting of 75–89 Human +0 +0 +0
the spell and the subject’s soul is free and willing to 90–93 Kobold –4 +2 –2
return. If the subject’s soul is not willing to return, 94 Lizardfolk +2 +0 +2
the spell does not work; therefore, a subject that 95–98 Orc +4 +0 +0
wants to return receives no saving throw. 99 Troglodyte +0 –2 +4
Since the dead creature is returning in a new 100 Other ? ? ?
body, all physical ills and afflictions are repaired.
The condition of the remains is not a factor. So long The reincarnated creature gains all abilities associated with its
as some small portion of the creature’s body still new form, including forms of movement and speeds, natural
exists, it can be reincarnated, but the portion armor, natural attacks, extraordinary abilities, and the like, but
receiving the spell must have been part of the it doesn’t automatically speak the language of the new form.
creature’s body at the time of death. A wish or a miracle spell can restore a reincarnated
The magic of the spell creates an entirely character to his or her original form.
new young adult body for the soul to inhabit from the Material Component: Rare oils and unguents worth a total of
natural elements at hand. This process takes 1 hour to least 1,000 gp, spread over the remains.
complete. When the body is ready, the subject is
reincarnated. Remove Blindness/Deafness
A reincarnated creature recalls the majority Conjuration (Healing)
of its former life and form. It retains any class Level: Clr/Pre 3, Pal 3
abilities, feats, or skill ranks it formerly possessed. Its Components: V, S
class, base attack bonus, base save bonuses, and hit Casting Time: 1 standard action
points are unchanged. Range: Touch
Strength, Dexterity, and Constitution scores Target: Creature touched
depend partly on the new body. First eliminate the Duration: Instantaneous
subject’s racial adjustments (since it is no longer of Saving Throw: Fortitude negates (harmless)
his previous race) and then apply the adjustments Spell Resistance: Yes (harmless)
found below to its remaining ability scores. The Remove blindness/deafness cures blindness or
subject’s level (or Hit Dice) is reduced by 1. If the deafness (your choice), whether the effect is normal or
subject was 1st level, its new Constitution score is magical in nature. The spell does not restore ears or eyes that
reduced by 2. (If this reduction would put its Con at 0 have been lost, but it repairs them if they are damaged.

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Remove blindness/deafness counters and You instill courage in the subject, granting it a +4
dispels blindness/deafness. magic bonus against fear effects for 10 minutes. If the subject
is under the influence of a fear effect when receiving the spell,
Remove Curse that effect is suppressed for the duration of the spell.
Abjuration Remove fear counters and dispels frighten.
Level: Brd 3, Clr/Pre 3, Pal 3, Sor/Wiz 4
Components: V, S Remove Paralysis
Casting Time: 1 standard action Conjuration (Healing)
Range: Touch Level: Clr/Pre 2, Pal 2
Target: Creature or item touched Components: V, S
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: Will negates (harmless) Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes (harmless) Targets: Up to four creatures, no two of which can be more
Remove curse instantaneously removes all than 30 ft. apart
curses on an object or a creature. Remove curse does Duration: Instantaneous
not remove the curse from a cursed shield, weapon, Saving Throw: Will negates (harmless)
or suit of armor, although the spell typically enables Spell Resistance: Yes (harmless)
the creature afflicted with any such cursed item to You can free one or more creatures from the effects
remove and get rid of it. Certain special curses may of any temporary paralysis or related magic, including a
not be countered by this spell or may be countered ghoul’s touch, hold spell or a slow spell. If the spell is cast on
only by a caster of a certain level or higher. one creature, the paralysis is negated. If cast on two creatures,
Remove curse counters and dispels bestow each receives another save with a +4 magic bonus against the
curse. effect that afflicts it. If cast on three or four creatures, each
receives another save with a +2 magic bonus.
Remove Disease The spell does not restore ability scores reduced by
Conjuration (Healing) penalties, damage, or drain.
Level: Clr/Pre 3, Drd 3, Rgr 3
Components: V, S Repel Metal or Stone
Casting Time: 1 standard action Abjuration [Earth]
Range: Touch Level: Drd 8
Target: Creature touched Components: V, S
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: Fortitude negates (harmless) Range: 60 ft.
Spell Resistance: Yes (harmless) Area: 60–ft. line from you
Remove disease grants a victim an Duration: 1 round/level (D)
immedaiate saving throw at +8 to end any disease Saving Throw: None
they are suffering from. The spell also kills parasites, Spell Resistance: No
including green slime and others. Certain special Like repel wood, this spell creates waves of invisible
diseases may not be countered by this spell or may be and intangible energy that roll forth from you. All metal or
countered only by a caster of a certain level or higher. stone objects in the path of the spell are pushed away from
Note: Since the spell’s duration is you to the limit of the range. Fixed metal or stone objects
instantaneous, it does not prevent reinfection after a larger than 3 inches in diameter and loose objects weighing
new exposure to the same disease at a later date. more than 500 pounds are not affected.
Anything else, including animated objects, small
Remove Fear boulders, and creatures in metal armor, moves back. Fixed
Abjuration objects 3 inches in diameter or smaller bend or break, and the
Level: Brd 1, Clr/Pre 1 pieces move with the wave of energy. Objects affected by the
Components: V, S spell are repelled at the rate of 40 feet per round.
Casting Time: 1 standard action Objects such as metal armor, swords, and the like are
Range: Close (25 ft. + 5 ft./2 levels) pushed back, dragging their bearers with them. Even magic
Targets: One creature plus one additional creature items with metal components are repelled, although an
per four levels, no two of which can be more than 30 antimagic field blocks the effects.
ft. apart The waves of energy continue to sweep down the set
Duration: 10 minutes; see text path for the spell’s duration. After you cast the spell, the path
Saving Throw: Will negates (harmless) is set, and you can then do other things or go elsewhere
Spell Resistance: Yes (harmless) without affecting the spell’s power.

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Repel Vermin RepulsionF


Abjuration Abjuration
Level: Brd 4, Clr/Pre 4, Drd 4, Rgr 3 Level: Clr/Pre 7, Protection 7, Sor/Wiz 6
Components: V, S, DF Components: V, S, XF/DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: 10 ft. Range: Up to 10 ft./level
Area: 10–ft.–radius emanation centered on you Area: Up to 10–ft.–radius/level emanation centered on you
Duration: 10 min./level (D) Duration: 1 round/level (D)
Saving Throw: None or Will negates; see text Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes
An invisible barrier holds back vermin. A An invisible, mobile field surrounds you and prevents
vermin with Hit Dice of less than one–third your creatures from approaching you. You decide how big the field
level cannot penetrate the barrier. is at the time of casting (to the limit your level allows). Any
A vermin with Hit Dice of one–third your creature within or entering the field must attempt a save. If it
level or more can penetrate the barrier if it succeeds fails, it becomes unable to move toward you for the duration
on a Will save. of the spell. Repelled creatures’ actions are not otherwise
Even so, crossing the barrier deals the restricted.
vermin 2d6 points of damage, and pressing against They can fight other creatures and can cast spells and
the barrier causes pain, which deters most vermin. attack you with ranged weapons. If you move closer to an
affected creature, nothing happens. (The creature is not forced
Repel Wood back.) The creature is free to make melee attacks against you
Transmutation if you come within reach. If a repelled creature moves away
Level: Drd 6, Plant 6 from you and then tries to turn back toward you, it cannot
Components: V, S move any closer if it is still within the spell’s area.
Casting Time: 1 standard action Arcane Focus: A pair of small iron bars attached to two small
Range: 60 ft. canine statuettes, one black and one white, the whole array
Area: 60–ft. line–shaped emanation from you worth 50 gp.
Duration: 1 min./level (D)
Saving Throw: None Resilient SphereP
Spell Resistance: No Evocation [Force]
Waves of energy roll forth from you, Level: Sor/Wiz 4
moving in the direction that you determine, causing Components: V, S, M
all wooden objects in the path of the spell to be Casting Time: 1 standard action
pushed away from you to the limit of the range. Range: Close (25 ft. + 5 ft./2 levels)
Wooden objects larger than 3 inches in diameter that Effect: 1–ft.–diameter/level sphere, centered around a creature
are fixed firmly are not affected, but loose objects Duration: 1 min./level (D)
are. Objects 3 inches in diameter or smaller that are Saving Throw: Reflex negates
fixed in place splinter and break, and the pieces move Spell Resistance: Yes
with the wave of energy. Objects affected by the spell A globe of shimmering force encloses a creature,
are repelled at the rate of 40 feet per round. provided the creature is small enough to fit within the
Objects such as wooden shields, spears, diameter of the sphere. The sphere contains its subject for the
wooden weapon shafts and hafts, and arrows and spell’s duration. The sphere has DR 25/– and 100 hit points. It
bolts are pushed back, dragging those carrying them is immune to all spells and magic items, except a rod of
along. (A creature being dragged by an item it is cancellation, a rod of negation, a disintegrate spell, or a
carrying can let go. A creature being dragged by a targeted dispel magic spell. These effects destroy the sphere
shield can loose it as a move action and drop it as a without harm to the subject. Nothing can pass through the
free action.) If a spear is planted (set) to prevent this sphere, inside or out, though the subject can breathe normally.
forced movement, it splinters. Even magic items with The subject may struggle, but the sphere cannot be
wooden sections are repelled, although an antimagic physically moved either by people outside it or by the
field blocks the effects. struggles of those within.
The waves of energy continue to sweep A resiliant sphere can be made permanent with a
down the set path for the spell’s duration. After you permanency spell.
cast the spell, the path is set, and you can then do Material Component: A hemispherical piece of clear crystal
other things or go elsewhere without affecting the and a matching hemispherical piece of gum arabic.
spell’s power.
Resist EnergyP
Abjuration

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Level: Clr/Pre 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz RestorationL, M


2 Conjuration (Healing)
Components: V, S, DF Level: Clr/Pre 4, Pal 4
Casting Time: 1 standard action Components: V, S, XM
Range: Touch This spell functions like lesser restoration, except
Target: Creature touched that it also dispels negative levels and restores one experience
Duration: 10 min./level level to a creature who has had a level drained. The drained
Saving Throw: Fortitude negates (harmless) level is restored only if the time since the creature lost the
Spell Resistance: Yes (harmless) level is equal to or less than one day per caster level. A
This abjuration grants a creature limited protection character who has a level restored by restoration has exactly
from damage of whichever one of five energy types the minimum number of experience points necessary to restore
you select: acid, cold, electricity, fire, or sonic. The him or her to his or her previous level.
subject gains energy resistance 10 against the energy Restoration cures all temporary ability damage, and it restores
type chosen, meaning that each time the creature is all points permanently drained from a single ability score
subjected to such damage (whether from a natural or (your choice if more than one is drained). It also eliminates
magical source), that damage is reduced by 10 points any fatigue or exhaustion suffered by the target.
before being applied to the creature’s hit points. The Restoration does not restore levels or Constitution points lost
value of the energy resistance granted increases to 20 due to death.
points at 7th level and to a maximum of 30 points at Material Component: Diamond dust worth 100 gp that is
11th level. The spell protects the recipient’s sprinkled over the target.
equipment as well.
Resist energy absorbs only damage. The Restoration, GreaterL, X
subject could still suffer unfortunate side effects. Conjuration (Healing)
Note: Resist energy overlaps (and does not Level: Clr/Pre 7
stack with) protection from energy. If a character is Components: V, S, XP
warded by protection from energy and resist energy, Casting Time: 10 minutes
the protection spell absorbs damage until its power is This spell functions like lesser restoration, except
exhausted. that it dispels all negative levels afflicting the healed creature.
Resist Energy can be made permanent with a This effect also reverses level drains by a force or creature,
permanency spell. restoring the creature to the highest level it had previously
attained. The drained levels are restored only if the time since
ResistanceP the creature lost the level is no more than one week per caster
Abjuration level.
Level: Brd 0, Clr/Pre 0, Drd 0, Pal 1, Sor/Wiz 0 Greater restoration also dispels all magical effects penalizing
Components: V, S, M/DF the creature’s abilities, cures all temporary ability damage, and
Casting Time: 1 swift action restores all points permanently drained from all ability scores.
Range: Touch It also eliminates fatigue and exhaustion, and removes all
Target: Creature touched forms of insanity, confusion, and similar mental effects.
Duration: 1 minute Greater restoration does not restore levels or Constitution
Saving Throw: Will negates (harmless) points lost due to death.
Spell Resistance: Yes (harmless) XP Cost: 500 XP.
You imbue the subject with magical energy
that protects it from harm, granting it a +1 magic Restoration, LesserL
bonus on saves. Conjuration (Healing)
Resistance can be made permanent with a Level: Clr/Pre 2, Drd 2, Pal 1
permanency spell. Components: V, S
Arcane Material Component: A miniature cloak. Casting Time: 3 rounds
Range: Touch
Resistance, Greater Target: Creature touched
Abjuration Duration: Instantaneous
Level: Cl 2, Dr 2, Sor/Wiz 2 Saving Throw: Will negates (harmless)
Casting Time: 1 standard action Spell Resistance: Yes (harmless)
Duration: 1 minute/level Lesser restoration dispels any magical effects
As the spell resistance, but the target gains a reducing one of the subject’s ability scores or cures 1d4 points
+1 magic bonus/4 levels to saving throws for 1 of temporary ability damage to one of the subject’s ability
minute per caster level. scores. It also eliminates any fatigue suffered by the character,

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and improves an exhausted condition to fatigued. It Provided it has something to hold onto, a creature
does not restore permanent ability drain. caught in the area can attempt a Reflex save to secure itself
when the spell strikes. Creatures who can fly or levitate can
ResurrectionL, M keep themselves from falling.
Conjuration (Healing) Reverse gravity can be made permament with the
Level: Clr/Pre 7 permanency spell.
Casting Time: 10 minutes Arcane Material Component: A lodestone and iron filings.
This spell functions like raise dead, except
that you are able to restore life and complete strength Ride the Lightning
to any deceased creature. Conjuration (Teleportation) [Electricity]
The condition of the remains is not a factor. Level: Drd 8, Sor/Wiz 7
So long as some small portion of the creature’s body Area: See below
still exists, it can be resurrected, but the portion Saving Throw: None and Will negates (object); Reflex half
receiving the spell must have been part of the This spell acts like teleport, but you disappear in a
creature’s body at the time of death. (The remains of blinding flash of lightning and can travel up to 5 miles/level.
a creature hit by a disintegrate spell count as a small At your choice of either the departure point or your arrival
portion of its body.) The creature can have been dead point, you fill a 15 ft. radius with electrical discharge that
no longer than 10 years per caster level. deals 10d6 damage, half if a successful Reflex save is made.
Upon completion of the spell, the creature is The lightning does not harm the caster or any creature
immediately restored to full hit points, vigor, and traveling with him.
health, with no loss of prepared spells. However, the
subject loses one level, or 2 points of Constitution if Righteous MightF
the subject was 1st level. (If this reduction would Transmutation
bring its Con to 0 or lower, it can’t be resurrected). Level: Clr/Pre 5, Strength 5
This level loss or Constitution loss cannot be repaired Components: V, S, XF
by any means. Casting Time: 1 standard action
You can resurrect someone killed by a death Range: Personal
effect or someone who has been turned into an Target: You
undead creature and then destroyed. You cannot Duration: 1 round/level (D)
resurrect someone who has died of old age. Your height immediately doubles as does your
Constructs, elementals, outsiders, and undead weight. This increase changes your size category to the next
creatures can’t be resurrected. larger one, and you gain a +8 size bonus to Strength and a +4
Material Component: A sprinkle of holy water and size bonus to Constitution. You gain a +4 magic bonus to your
diamonds worth a total of at least 10,000 gp. natural armor. You gain damage reduction 5/evil (if you
normally channel positive energy) or damage reduction 5/good
Reverse GravityP (if you normally channel negative energy). At 12th level this
Transmutation damage reduction becomes 10/evil or 10/good, and at 15th
Level: Drd 8, Sor/Wiz 7 level it becomes 15/evil or 15/good (the maximum). Your size
Components: V, S, M/DF modifier for AC and attacks changes as appropriate to your
Casting Time: 1 standard action new size category. This spell doesn’t change your speed.
Range: Medium (100 ft. + 10 ft./level) Determine space and reach as appropriate to your new size.
Area: Up to one 10–ft. cube per two levels (S) If insufficient room is available for the desired
Duration: 1 round/level (D) growth, you attain the maximum possible size and may make a
Saving Throw: None; see text Strength check (using your increased Strength) to burst any
Spell Resistance: No enclosures in the process. If you fail, you are constrained
This spell reverses gravity in an area, without harm by the materials enclosing you– the spell cannot
causing all unattached objects and creatures within crush you by increasing your size.
that area to fall upward and reach the top of the area All equipment you wear or carry is similarly enlarged by the
in 1 round. If some solid object (such as a ceiling) is spell. Melee and projectile weapons deal more damage. Other
encountered in this fall, falling objects and creatures magical properties are not affected by this spell. Any enlarged
strike it in the same manner as they would during a item that leaves your possession (including a projectile or
normal downward fall. If an object or creature thrown weapon) instantly returns to its normal size. This
reaches the top of the area without striking anything, means that thrown weapons deal their normal damage
it remains there, oscillating slightly, until the spell (projectiles deal damage based on the size of the weapon that
ends. At the end of the spell duration, affected objects fired them).
and creatures fall downward. Multiple magical effects that increase size do not
stack.

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Focus: A miniature reliquary of religious Target: One nonmagical ferrous object (or the volume of the
significance to the character’s diety, worth no less object within 3 ft. of the touched point) or one ferrous creature
than 1,000 gp. Duration: See text
Saving Throw: None
Rope Trick Spell Resistance: No
Transmutation Any iron or iron alloy item you touch suffers 1d6
Level: Sor/Wiz 2 damage/level (max 15d6), ignoring hardness. If the item is so
Components: V, S, M large that it cannot fit within a 3–foot radius a 3–foot–radius
Casting Time: 1 standard action volume of the metal is rusted and destroyed. Magic items
Range: Touch made of metal gain a Fortitude saving throw against this spell.
Target: One touched piece of rope from 5 ft. to 30 ft. Weapons in use by an opponent targeted by the spell
long are more difficult to grasp. You must succeed on a melee
Duration: 1 hour/level (D) touch attack against the weapon. A metal weapon that is hit is
Saving Throw: None destroyed.
Spell Resistance: No Note: Striking at an opponent’s weapon provokes an attack of
When this spell is cast upon a piece of rope opportunity. Also, you must touch the weapon and not the
from 5 to 30 feet long, one end of the rope rises into other way around.
the air until the whole rope hangs perpendicular to Against a ferrous creature, rusting grasp
the ground, as if affixed at the upper end. The upper instantaneously deals 3d6 points of damage +1 per caster level
end is, in fact, fastened to an ethereal (maximum +15) per successful attack. The spell lasts for 1
extradimensional space that is outside the multiverse round per level, and you can make one melee touch attack per
of extradimensional spaces (“planes”). round.
Creatures in the extradimensional space
appear ghostly, and any spells or attacks directed at Sanctuary
those in the extradimensional space suffer a 50% Abjuration
miss chance. Those inside the extradimensional Level: Clr/Pre 1, Protection 1
space cannot attack out without exiting the Components: V, S, DF
extradimensional space (and falling to the ground Casting Time: 1 standard action
unless using the rope entrance to exit or using magic Range: Touch
to stay aloft). The space holds as many as eight Target: Creature touched
creatures (of any size). Creatures in the space can Duration: 1 round/level
pull the rope up into the space, making the rope Saving Throw: Will negates
“disappear.” In that case, the rope counts as one of Spell Resistance: No
the eight creatures that can fit in the space. The rope Any opponent attempting to strike or otherwise
can support up to 16,000 pounds. A weight greater directly attack the warded creature, even with a targeted spell,
than that can pull the rope free. must attempt a Will save. If the save succeeds, the opponent
Spells cannot be cast across the can attack normally and is unaffected by that casting of the
extradimensional interface to the outside, nor can spell. If the save fails, the opponent can’t follow through with
area effects cross it from the inside. Those in the the attack, that part of its action is lost, and it can’t directly
extradimensional space can see out of it as if looking attack the warded creature for the duration of the spell. Those
at a ghostly view of their surroundings. Anything not attempting to attack the subject remain unaffected. This
inside the extradimensional space drops out when the spell does not prevent the warded creature from being attacked
spell ends. The rope can be climbed by only one or affected by area or effect spells. The subject cannot attack
person at a time. The rope trick spell enables without breaking the spell but may use nonattack spells or
climbers to reach a normal place if they do not climb otherwise act.
all the way to the extradimensional space.
Material Component: Powdered corn extract and a Scintillating Pattern
twisted loop of parchment. Illusion (Pattern) [Mind–Affecting]
Level: Sor/Wiz 8
Rusting Grasp Components: V, S, M
Transmutation Casting Time: 1 standard action
Level: Drd 4 Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, DF Effect: Colorful lights in a 20–ft.–radius spread
Casting Time: 1 standard action Duration:Spellcraft + 2 rounds
Range: Touch Saving Throw: None
Spell Resistance: Yes

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A twisting pattern of discordant, coruscating You gain half concealment (25% miss chance)
colors weaves through the air, affecting creatures caused by the moaning figures. Any attack that misses because
within it. The spell affects a total number of Hit Dice of the concealment strikes one of the phantom figures which
of creatures equal to your caster level (maximum 20). emits a horrible sonic–based shriek. If the attacker is within 30
Creatures with the fewest HD are affected first; and, feet of you, they must make an immediate Fort save or take
among creatures with equal HD, those who are 4d6 sonic damage and be stunned for one round by the shriek.
closest to the spell’s point of origin are affected first. The phantom figures called into being by the spell
Hit Dice that are not sufficient to affect a creature are cannot be turned.
wasted. The spell affects each subject according to its Material Component: A handful of grave dirt.
Hit Dice.
ScreenL,P
6 or less: Unconscious for 1d4 rounds, then stunned Illusion (Glamer)
for 1d4 rounds, and then confused for 1d4 Level: Sor/Wiz 8, Trickery 7
rounds. (Treat an unconscious result as Components: V, S
stunned for nonliving creatures.) Casting Time: 10 minutes
7 to 12: Stunned for 1d4 rounds, then confused for Range: Close (25 ft. + 5 ft./2 levels)
1d4 rounds. Area: 30–ft. cube/level (S)
13 or more: Confused for 1d4 rounds. Duration: 24 hours
Saving Throw: None or Will disbelief (if interacted with); see
Sightless creatures are not affected by text
scintillating pattern. Spell Resistance: No
Material Component: A small crystal prism. This spell combines several elements to create a
powerful protection from scrying and direct observation.
Scorching Ray When casting the spell, you dictate what will and will
Evocation [Fire] not be observed in the spell’s area. The illusion created must
Level: Sor/Wiz 2 be stated in general terms. Once the conditions are set, they
Components: V, S cannot be changed.
Casting Time: 1 standard action Attempts to scry the area automatically detect the
Range: Close (25 ft. + 5 ft./2 levels) image stated by you with no save allowed. Sight and sound are
Effect: One or more rays appropriate to the illusion created.
Duration: Instantaneous Direct observation may allow a save (as per a normal
Saving Throw: None illusion), if there is cause to disbelieve what is seen.
Spell Resistance: Yes Even entering the area does not cancel the illusion or
You blast your enemies with fiery rays. You necessarily allow a save, assuming that hidden beings take
may fire one ray, plus one additional ray for every care to stay out of the way of those affected by the illusion.
four levels beyond 3rd (to a maximum of three rays Screen can be made permanent with a permanency
at 11th level). Each ray requires a ranged touch attack spell.
to hit and deals 3d6 points of fire damage.
The rays may be fired at the same or ScryingL,F
different targets, but all bolts must be aimed at targets Divination (Scrying)
within 30 feet of each other and fired simultaneously. Level: Brd 3, Clr/Pre 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, XF
Screaming Guardsmen Casting Time: 1 hour
Necromancy [Sonic] Range: See text
Level: Sor/Wiz 3 Effect Magical sensor
Components: V, S, M Duration: 1 min./level
Casting Time: 1 full action Saving Throw: Will negates
Range: 0 Spell Resistance: Yes
Area of Effect: 5 foot diameter around caster You can see and hear some creature, which may be at
Duration: 1 minute/level any distance. If the subject succeeds on a Will save, the
Saving Throw: See below scrying attempt simply fails. The difficulty of the save
Spell Resistance: Yes depends on how well you know the subject and what sort of
When this spell is cast, a shimmering, physical connection (if any) you have to that creature.
translucent sphere appears around you. The sphere Furthermore, if the subject is on another plane, it gets a +5
appears to be made of the moaning ghosts of sentient bonus on its Will save.
beings, whose darting motions seem to protect you.
Knowledge Will Save

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Modifier Range: Close (25 ft. + 5 ft./2 levels)


None1 +10 Targets: One creature or object/level, no two of which can be
Secondhand (you have heard of the +5 more than 30 ft. apart
subject) Duration: 1 hour/level (D)
Firsthand (you have met the subject) +0 Saving Throw: Will negates (object)
Familiar (you know the subject –5 Spell Resistance: Yes (object)
well) You change the sounds that creatures or objects
make. You can create sounds where none exist, deaden
sounds, or transform sounds into other sounds. All affected
Connection Will Save
creatures or objects must be transmuted in the same way. Once
Modifier
the transmutation is made, you cannot change it.
Likeness or picture –2
You can change the qualities of sounds but cannot
Possession or garment –4
create words with which you are unfamiliar yourself.
Body part, lock of hair, bit of nail, –10
A spellcaster whose voice is changed dramatically is
etc.
unable to cast spells with verbal components.
If the save fails, you can see (but not hear)
Searing Light
the subject and the subject’s immediate surroundings
Evocation
(approximately 10 feet in all directions of the
Level: Clr/Pre 3, Sun 3
subject). If the subject moves, the sensor follows at a
Components: V, S
speed of up to 150 feet.
Casting Time: 1 standard action
As with all divination (scrying) spells, the
Range: Medium (100 ft. + 10 ft./level)
sensor has your full visual acuity, including any
Effect: Ray
magical effects. In addition, the following spells have
Duration: Instantaneous
a 5% chance per caster level of operating through the
Saving Throw: None
sensor: detect chaos, detect evil, detect good, detect
Spell Resistance: Yes
law, detect magic, and message.
Focusing divine power like a ray of the sun, you
If the save succeeds, you can’t attempt to
project a blast of light from your open palm. You must
scry on that subject again for at least 24 hours.
succeed on a ranged touch attack to strike your target. A
Arcane Material Component: The eye of a hawk, an
creature struck by this ray of light takes 1d8 points of damage
eagle, or a roc, plus nitric acid, copper, and zinc.
per two caster levels (maximum 5d8). An undead creature
Wizard, Sorcerer, or Bard Focus: A mirror of finely
takes 1d6 points of damage per caster level (maximum 10d6),
wrought and highly polished silver costing not less
and an undead creature particularly vulnerable to bright light
than 1,000 gp. The mirror must be at least 2 feet by 4
takes 1d8 points of damage per caster level (maximum 10d8).
feet.
A construct or inanimate object takes only 1d6 points of
Cleric Focus: A holy water font costing not less than
damage per two caster levels (maximum 5d6).
100 gp.
Druid Focus: A natural adrenaline surge of water
sprinkled with silver dust worth at least 100 gp. Secret ChestL, F, P
Conjuration (Summoning)
F Level: Sor/Wiz 5
Scrying, Greater
Components: V, S, XF
Divination (Scrying)
Casting Time: 10 minutes
Level: Brd 6, Clr/Pre 7, Drd 7, Sor/Wiz 7
Range: See text
Components: V, S
Target: One chest and up to 1 cu. ft. of goods/caster level
Casting Time: 1 minute
Duration: One day or until discharged
Duration: 1 hour/level
Saving Throw: None
This spell functions like scrying, except as
Spell Resistance: No
noted above. Additionally, all of the following spells
You hide a chest on the Ethereal Plane for as long as
function reliably through the sensor: detect chaos,
sixty days and can retrieve it at will. The chest can contain up
detect evil, detect good, detect law, detect magic,
to 1 cubic foot of material per caster level (regardless of the
message, read magic, and tongues.
chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If
any living creatures are in the chest, there is a 75% chance that
Sculpt SoundP the spell simply fails. Once the chest is hidden, you can
Transmutation retrieve it by concentrating (a standard action), and it appears
Level: Brd 3 next to you.
Components: V, S The chests are nonmagical and can be fitted with
Casting Time: 1 standard action locks, wards, and so on, just as any normal chest can be.

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To hide the chest, you cast the spell while Material Component: Powdered herring scales and will–o’–
touching both the chest and the replica. The chest wisp essence.
vanishes into the Ethereal Plane. You need the replica
to recall the chest. After sixty days, there is a Secure ShelterL, P
cumulative chance of 5% per day that the chest is Conjuration (Creation)
irretrievably lost. If the miniature of the chest is lost Level: Brd 4, Sor/Wiz 4
or destroyed, there is no way, not even with a wish Components: V, S, M, F; see text
spell, that the large chest can be summoned back, Casting Time: 10 minutes
although an extraplanar expedition might be mounted Range: Close (25 ft. + 5 ft./2 levels)
to find it. Effect: 20–ft.–square structure
Living things in the chest eat, sleep, and age Duration: 2 hours/level (D)
normally, and they die if they run out of food, air, Saving Throw: None
water, or whatever they need to survive. Spell Resistance: No
Secret chest can be made permanent with a You conjure a sturdy cottage or lodge made of
permanency spell. material that is common in the area where the spell is cast. The
Focus: A full–sized chest which must be floor is level, clean, and dry. In all respects the lodging
exceptionally well crafted and expensive, constructed resembles a normal cottage, with a sturdy door, two shuttered
for you by master crafters. The cost of such a chest is windows, and a small fireplace.
never less than 5,000 gp. Once it is constructed, you The shelter has no heating or cooling source (other than
must make a tiny replica (of the same materials and natural insulation qualities). Therefore, it must be heated as a
perfect in every detail), so that the miniature of the normal dwelling, and extreme heat adversely affects it and its
chest appears to be a perfect copy. (The replica costs occupants. The dwelling does, however, provide considerable
50 gp.) You can have but one pair of these chests at security otherwise–it is as strong as a normal stone building,
any given time–even a wish spell does not allow regardless of its material composition. The dwelling resists
more. flames and fire as if it were stone. It is impervious to normal
missiles (but not the sort cast by siege engines or giants).
Secret PageL, P The door, shutters, and even chimney are secure
Transmutation against intrusion, the former two being arcane locked and the
Level: Brd 3, Sor/Wiz 3 latter secured by an iron grate at the top and a narrow flue. In
Components: V, S, M addition, these three areas are protected by an alarm spell.
Casting Time: 10 minutes Finally, an unseen servant is conjured to provide service to
Range: Touch you for the duration of the shelter.
Target: Page touched, up to 3 sq. ft. in size The secure shelter contains rude furnishings –eight
Duration: One day bunks, a trestle table, eight stools, and a writing desk.
Saving Throw: None Secure shelter can be made permanent with a
Spell Resistance: No permanency spell.
Secret page alters the contents of a page so Material Component: A square chip of stone, crushed lime, a
that they appear to be something entirely different. few grains of sand, a sprinkling of water, and several splinters
The text of a spell can be changed to show even of wood. These must be augmented by the components of the
another spell that you know. Explosive runes or sepia unseen servant spell (string and a bit of wood) if this benefit is
snake sigil can be cast upon the secret page. to be included.
A comprehend languages spell alone cannot Focus: The focus of the alarm spell (silver wire and a tiny
reveal a secret page’s contents. You are able to bell) if this benefit is to be included.
reveal the original contents by speaking a special
word. You can then peruse the actual page, and return See InvisibilityP
it to its secret page form at will. You can also remove Divination
the spell by double repetition of the special word. A Level: Brd 3, Sor/Wiz 2
detect magic spell reveals dim magic on the page in Components: V, S, M
question but does not reveal its true contents. True Casting Time: 1 standard action
seeing reveals the presence of the hidden material but Range: Personal
does not reveal the contents unless cast in Target: You
combination with comprehend languages. A secret Duration: 10 min./level (D)
page spell can be dispelled, and the hidden writings You gain a +8 bonus to Perception (Spot) checks to
can be destroyed by means of an erase spell. see invisible or hidden creatures or objects within your range
Secret page can be made permanent with a of vision, as well as any that are ethereal, as if they were
permanency spell. normally visible. Such creatures are visible to you as

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translucent shapes, allowing you easily to discern the the subject is not obligated to act upon it in any manner.
difference between visible, invisible, and ethereal If the creature in question is not on the same plane of
creatures. existence as you are, there is a 5% chance that the sending
The spell does not reveal the method used to does not arrive. (Local conditions on other planes may worsen
obtain invisibility. It does not reveal illusions or this chance considerably.)
enable you to see through opaque objects. It does not Arcane Material Component: A short piece of fine copper
reveal creatures who are simply hiding, concealed, or wire.
otherwise hard to see.
See invisibility can be made permanent with Sepia Snake SigilL, M, P
a permanency spell. You cannot have more than one Conjuration (Creation) [Force]
detect spell made permanent at a time. Level: Brd 3, Sor/Wiz 3
Material Component: A pinch of talc and a small Components: V, S, M
sprinkling of powdered silver. Casting Time: 10 minutes
Range: Touch
SeemingP Target: One touched book or written work
Illusion (Glamer) Duration: One day or until discharged; until released or one
Level: Brd 5, Sor/Wiz 5 day; see text
Components: V, S Saving Throw: Reflex negates
Casting Time: 1 standard action Spell Resistance: No
Range: Close (25 ft. + 5 ft./2 levels) When you cast sepia snake sigil, a small symbol
Targets: One creature per two levels, no two of appears in the text of one written work such as a book, scroll,
which can be more than 30 ft. apart or map. The text containing the symbol must be at least
Duration: 12 hours (D) twenty–five words long. When anyone reads the text
Saving Throw: Will negates or Will disbelief (if containing the symbol, the sepia snake springs into being and
interacted with) strikes the reader, provided there is line of effect between the
Spell Resistance: Yes or No; see text symbol and the reader.
This spell functions like disguise self, except Simply seeing the enspelled text is not sufficient to
that you can change the appearance of other people as trigger the spell; the subject must deliberately read it. The
well. target is entitled to a save to evade the snake’s strike. If it
Affected creatures resume their normal succeeds, the sepia snake dissipates in a flash of brown light
appearances if slain. accompanied by a puff of dun–colored smoke and a loud
Unwilling targets can negate the spell’s noise. If the target fails its save, it is engulfed in a shimmering
effect on them by making Will saves or with spell amber field of force and immobilized until released, either at
resistance. your command or when one day has elapsed.
Seeming can be made permanent with a permanency While trapped in the amber field of force, the subject does not
spell. Permanent seeming allows the target to change age, breathe, grow hungry, sleep, or regain spells. It is
its appearance at will. preserved in a state of suspended animation, unaware of its
surroundings. It can be damaged by outside forces (and
SendingL perhaps even killed), since the field provides no protection
Evocation against physical injury. However, a dying subject does not
Level: Clr/Pre 4, Sor/Wiz 5 lose hit points or become stable until the spell ends.
Components: V, S, M/DF The hidden sigil cannot be detected by normal
Casting Time: 10 minutes observation, and detect magic reveals only that the entire text
Range: See text is magical.
Target: One creature A dispel magic can remove the sigil. An erase spell
Duration: 1 round; see text destroys the entire page of text.
Saving Throw: None Sepia snake sigil can be cast in combination with
Spell Resistance: No other spells that hide or garble text, such as secret page.
You contact a particular creature with which Sepia snake sigil can be made permanent with a
you are familiar and send a short message of twenty– permanecy spell. When made permanent, the sigil remain
five words or less to the subject. The subject quisiant until activated. It resets itself after one hour.
recognizes you if it knows you. It can answer in like Entrapped creatures are still held only up to one day.
manner immediately. A creature with an Intelligence Material Component: 500 gp worth of powdered amber, a
score as low as 1 can understand the sending, though scale from any snake, and a pinch of mushroom spores.
the subject’s ability to react is limited as normal by
its Intelligence score. Even if the sending is received, SequesterP
Abjuration

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Level: Sor/Wiz 7 conjuration (creation) spell of 3rd level or lower with a casting
Components: V, S, M time of 1 round or less.
Casting Time: 1 standard action Shadow conjurations are actually one–fifth (20%) as
Range: Touch strong as the real things, though creatures who believe the
Target: One willing creature or object (up to a 2–ft. shadow conjurations to be real are affected by them at full
cube/level) touched strength.
Duration: One day (D) Any creature that interacts with the conjured object,
Saving Throw: Will negates (harmless) force, or creature can make a Will save to recognize its true
Spell Resistance: Yes nature.
When cast, this spell not only prevents Spells that deal damage have normal effects unless
divination spells from working to detect or locate the the affected creature succeeds on a Will save. Each
creature or object affected by sequester, it also disbelieving creature takes only one–fifth (20%) damage from
renders the affected creature or object invisible to any the attack. If the disbelieved attack has a special effect other
form of sight or seeing (as the invisibility spell). The than damage, that effect is only 20% likely to occur.
spell does not prevent the subject from being Regardless of the result of the save to disbelieve, an affected
discovered through tactile means or through the use creature is also allowed any save that the spell being simulated
of devices. Creatures affected by sequester become allows, but the save DC is set according to shadow
comatose and are effectively in a state of suspended conjuration’s level (5th) rather than the spell’s normal level.
animation until the spell wears off or is dispelled. In addition, any effect created by shadow conjuration allows
Note: The Will save prevents an attended or magical spell resistance, even if the spell it is simulating does not.
object from being sequestered. There is no save to Shadow objects or substances have normal effects except
see the sequestered creature or object or to detect it against those who disbelieve them.
with a divination spell. Against disbelievers, they are 20% likely to work.
Sequester can be made permanent with a A shadow creature has one–fifth the hit points of a
permanency spell. normal creature of its kind (regardless of whether it’s
Material Component: A basilisk eyelash, gum recognized as shadowy). It deals normal damage and has all
arabic, and a dram of whitewash. normal abilities and weaknesses. Against a creature that
recognizes it as a shadow creature, however, the shadow
Shades(M) creature’s damage is one–fifth (20%) normal, and all special
Illusion (Shadow) abilities that do not deal lethal damage are only 20% likely to
Level: Sor/Wiz 9 work. (Roll for each use and each affected character
This spell functions like shadow separately.) Furthermore, the shadow creature’s AC bonuses
conjuration, except that it mimics sorcerer and are one–fifth as large.
wizard conjuration spells of 8th level or lower. The A creature that succeeds on its save sees the shadow
illusory conjurations created deal four–fifths (80%) conjurations as transparent images superimposed on vague,
damage to nonbelievers, and nondamaging effects are shadowy forms.
80% likely to work against nonbelievers. Objects automatically succeed on their Will saves
Material Component: If the spell you are mimicking against this spell.
has an expensive material component, you must Material Component: If the spell you are mimicking has an
provide a fascimile copy of that material worth at expensive material component, you must provide a fascimile
least 80% of the value of the component. copy of that material worth at least 20% of the value of the
component.
Shadow Conjuration(M)
Illusion (Shadow) Shadow Conjuration, Greater(M)
Level: Brd 4, Sor/Wiz 4 Illusion (Shadow)
Components: V, S, (XM) Level: Sor/Wiz 7
Casting Time: 1 standard action This spell functions like shadow conjuration, except
Range: See text that it can duplicate any sorcerer or wizard conjuration
Effect: See text (summoning) or conjuration (creation) spell of 6th level or
Duration: See text lower. The illusory conjurations created deal three–fifths
Saving Throw: Will disbelief (if interacted with); (60%) damage to nonbelievers, and nondamaging effects are
varies; see text 60% likely to work against nonbelievers.
Spell Resistance: Yes; see text Material Component: If the spell you are mimicking has an
You use material from the Plane of Shadow expensive material component, you must provide a fascimile
to shape quasi–real illusions of one or more creatures, copy of that material worth at least 60% of the value of the
objects, or forces. Shadow conjuration can mimic any component.
sorcerer or wizard conjuration (summoning) or

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Shadow Evocation(M) Range: Personal; see text


Illusion (Shadow) Target: You
Level: Brd 5, Sor/Wiz 5 Duration: 1 minute/level (D)
Components: V, S, (XM) This spell is an enhanced version of mirror image. It
Casting Time: 1 standard action creates 1d4 images, plus one image per three caster levels
Range: See text (maximum eight images total). Unlike a mirror image
Effect: See text however, each shadow image acts indepentantly and
Duration: See text intelligently, though it cannot move more than 120 feet from
Saving Throw: Will disbelief (if interacted with) the original caster.
Spell Resistance: Yes Each shadow image has ½ the caster’s hit points and
You tap energy from the Plane of Shadow to an AC of 10 + ½ the caster’s level as a natural armor bonus +
cast a quasi–real, illusory version of a sorcerer or the caster’s Dex modifier. Each image is capable of acting,
wizard evocation spell of 4th level or lower. (For a attacking or casting spells as if they were the original, with
spell with more than one level, use the best one access to the same spells and items as the caster.
applicable to you.) Spells that deal damage have However, all of the attacks and spell effects of the
normal effects unless an affected creature succeeds shadow images cause only 1/5th real damage (the rest being
on a Will save. Each disbelieving creature takes only illusionary) and non–damaging spell or other effects are only
one–fifth damage from the attack. If the disbelieved 20% likely to work from the shadow image. Any and all
attack has a special effect other than damage, that magical effects created by the shadow image allow for a Will
effect is one–fifth as strong (if applicable) or only save (as if against a 5th level spell, regardless of the real spell
20% likely to occur. If recognized as a shadow level of the effect) to negate damage or magical effects of a
evocation, a damaging spell deals only one–fifth spell, spell–like ability or supernatural effect even if the
(20%) damage. Regardless of the result of the save to original does not allow for a save.
disbelieve, an affected creature is also allowed any A creature who has managed to successfully
save (or spell resistance) that the spell being disbelieve in the shadow images automatically makes any
simulated allows, but the save DC is set according to saves against the shadow images effects and takes only 20%
shadow evocation’s level (5th) rather than the spell’s damage from any attacks made by the shadow image. The
normal level. victim also automatically saves against any non–damage
Nondamaging effects have normal effects except effects created by the shadow image.
against those who disbelieve them. Against A slain shadow image disappates into black vapor;
disbelievers, they have no effect. gear, treasure or other items taken from the shadow image
Objects automatically succeed on their Will saves vanish upon the shadow’s demise.
against this spell.
Material Component: If the spell you are mimicking Shadow Walk
has an expensive material component, you must Illusion (Shadow)
provide a fascimile copy of that material worth at Level: Brd 5, Sor/Wiz 6
least 20% of the value of the component. Components: V, S
Casting Time: 1 standard action
Shadow Evocation, Greater(M) Range: Touch
Illusion (Shadow) Targets: Up to one touched creature/ level
Level: Sor/Wiz 8 Duration: 1 hour/level (D)
This spell functions like shadow evocation, Saving Throw: Will negates
except that it enables you to create partially real, Spell Resistance: Yes
illusory versions of sorcerer or wizard evocation To use the shadow walk spell, you must be in an area
spells of 7th level or lower. If recognized as a greater of shadowy illumination. You and any creature you touch are
shadow evocation, a damaging spell deals only three– then transported along a coiling path of shadowstuff to the
fifths (60%) damage. edge of the Material Plane where it borders the Plane of
Material Component: If the spell you are mimicking Shadow. The effect is largely illusory, but the path is quasi–
has an expensive material component, you must real. You can take more than one creature along with you
provide a fascimile copy of that material worth at (subject to your level limit), but all must be touching each
least 60% of the value of the component. other.
In the region of shadow, you move at a rate of 50
Shadow Image miles per hour, moving normally on the borders of the Plane
Illusion (Shadow) of Shadow but much more rapidly relative to the Material
Level: Sor/Wiz 5 Plane. Thus, you can use this spell to travel rapidly by
Components: V, S stepping onto the Plane of Shadow, moving the desired
Casting Time: 1 standard action distance, and then stepping back onto the Material Plane.

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Because of the blurring of reality between Spell Resistance: No


the Plane of Shadow and the Material Plane, you The shambler spell creates 1d4+2 shambling mounds
can’t make out details of the terrain or areas you pass with 11 HD each. The creatures willingly aid you in combat or
over during transit, nor can you predict perfectly battle, perform a specific mission, or serve as bodyguards. The
where your travel will end. It’s impossible to judge creatures remain with you for seven days unless you dismiss
distances accurately, making the spell virtually them. If the shamblers are created only for guard duty,
useless for scouting or spying. Furthermore, when the however, the duration of the spell is seven months. In this
spell effect ends, you are shunted 1d10x100 feet in a case, the shamblers can only be ordered to guard a specific site
random horizontal direction from your desired or location. Shamblers summoned to guard duty cannot move
endpoint. If this would place you within a solid outside the spell’s range, which is measured from the point
object, you are shunted 1d10x1,000 feet in the same where each first appeared.
direction. If this would still place you within a solid The shamblers have resistance to fire as normal
object, you (and any creatures with you) are shunted shambling mounds do only if the terrain is rainy, marshy, or
to the nearest empty space available, but the strain of damp.
this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to ShapechangeF
other planes that border on the Plane of Shadow, but Transmutation
this usage requires the transit of the Plane of Shadow Level: Animal 9, Drd 9, Sor/Wiz 9
to arrive at a border with another plane of reality. The Components: V, S, XF
transit of the Plane of Shadow requires 1d4 hours. Casting Time: 1 standard action
Any creatures touched by you when shadow Range: Personal
walk is cast also make the transition to the borders of Target: You
the Plane of Shadow. Duration: 10 min./level (D)
They may opt to follow you, wander off This spell functions like polymorph, except that it
through the plane, or stumble back into the Material enables you to assume the form of any single non–unique
Plane (50% chance for either of the latter results if creature (of any type) from Fine to Colossal size. The assumed
they are lost or abandoned by you). Creatures form cannot have more than twice your caster level in ECL
unwilling to accompany you into the Plane of (LA + HD + class levels), to a maximum of 50 HD). Unlike
Shadow receive a Will saving throw, negating the polymorph, this spell allows incorporeal or gaseous forms to
effect if successful. be assumed. You cannot use templates nor assume leveled or
advanced forms of creatures.
Shadow’s Shroud You gain all extraordinary and supernatural abilities
Illusion (Glamer) [Darkness] (both attacks and qualities) of the assumed form, but you lose
Level: Assn 1, Sor/Wiz 1 your own supernatural abilities. You also gain the type of the
Components: V, S, M new form in place of your own. The new form does not
Casting Time: 1 standard action disorient you. Parts of your body that are separated from you
Range: Touch do not revert to their original forms. You do NOT gain any
Target: One creature touched special gear specific to the assumed form, but if the form you
Duration: 1 minute/level assume is capable of using gear, you may utilize your own
Saving Throw: None gear with the new form.
Spell Resistance: Yes (harmless) You can become just about anything you are familiar
Casting this spell wraps the recipient in with. You can change form once each round as a free action.
shadows, making it more difficult for the recipient to The change takes place either immediately before your regular
be seen. The recipient gains a +5 bonus to Stealth action or immediately after it, but not during the action. If you
(Hide) while under the effect of the spell. This bonus use this spell to create a disguise, you get a +10 bonus on your
increases to +10 at 5th level and +15 at 9th level. Deception (Disguise) check.
Focus: A jade circlet worth no less than 1,500 gp, which you
Shambler must place on your head when casting the spell.
Conjuration (Creation) (The focus melds into your new form when you
Level: Drd 9, Plant 9 change shape.)
Components: V, S
Casting Time: 1 standard action Shatter
Range: Medium (100 ft. + 10 ft./level) Evocation [Sonic]
Effect: Three or more shambling mounds, no two of Level: Brd 2, Chaos 2, Clr/Pre 2, Destruction 2, Sor/Wiz 2
which can be more than 30 ft. apart; see text Components: V, S, M/DF
Duration: Seven days or seven months (D); see text Casting Time: 1 standard action
Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)

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Area or Target: 5–ft.–radius spread; or one solid an additional +1 to the bonus for every six levels you have
object or one crystalline creature (maximum +5 deflection bonus at 18th level).
Duration: Instantaneous Material Component: A small parchment with a bit of holy
Saving Throw: Will negates (object); Will negates text written upon it.
(object) or Fortitude half; see text
Spell Resistance: Yes (object) Shield of Law
Shatter creates a loud, ringing noise that Abjuration [Lawful]
breaks brittle, nonmagical objects; sunders a single Level: Clr/Pre 8, Law 8
solid, nonmagical object; or damages a crystalline Components: V, S, XF
creature. Casting Time: 1 standard action
Used as an area attack, shatter destroys Range: 20 ft.
nonmagical objects of crystal, glass, ceramic, or Targets: One creature/level in a 20–ft.–radius burst centered
porcelain. All such objects within a 5–foot radius of on you
the point of origin are smashed into dozens of pieces Duration: 1 round/level (D)
by the spell. Objects weighing more than 1 pound per Saving Throw: See text
your level are not affected, but all other objects of the Spell Resistance: Yes (harmless)
appropriate composition are shattered. A dim, blue glow surrounds the subjects, protecting
Alternatively, you can target shatter against them from attacks, granting them resistance to spells cast by
a single solid object, regardless of composition, chaotic creatures, and slowing chaotic creatures when they
weighing up to 10 pounds per caster level. Targeted strike the subjects. This abjuration has four effects.
against a crystalline creature (of any weight), shatter First, each warded creature gains a +4 deflection
deals 1d6 points of sonic damage per caster level bonus to AC and a +4 magic bonus on saves. Unlike
(maximum 10d6), with a Fortitude save for half protection from chaos, this benefit applies against all attacks,
damage. not just against attacks by chaotic creatures.
Arcane Material Component: A chip of mica. Second, a warded creature gains spell resistance 25
against chaotic spells and spells cast by chaotic creatures.
Shield Third, the abjuration blocks possession and mental
Abjuration [Force] influence, just as protection from chaos does.
Level: Sor/Wiz 1 Finally, if a chaotic creature succeeds on a melee
Components: V, S attack against a warded creature, the attacker is slowed (Will
Casting Time: 1 standard action save negates, as the slow spell, but against shield of law’s save
Range: Personal DC).
Target: You Focus: A tiny reliquary containing some sacred relic, such as a
Duration: 10 min./level (D) scrap of parchment from a lawful text. The reliquary costs at
Shield creates an invisible, tower shield– least 500 gp.
sized mobile disk of force that hovers in front of you.
It negates magic missile attacks directed at you. The Shield OtherF
disk also provides a +4 shield bonus to AC. This Abjuration
bonus applies against incorporeal touch attacks, since Level: Clr/Pre 2, Pal 2, Protection 2
it is a force effect. The shield has no armor check Components: V, S, XF
penalty or arcane spell failure chance. Unlike with a Casting Time: 1 standard action
normal tower shield, you can’t use the shield spell for Range: Close (25 ft. + 5 ft./2 levels)
cover. Target: One creature
Duration: 1 hour/level (D)
Shield of Faith Saving Throw: Will negates (harmless)
Abjuration Spell Resistance: Yes (harmless)
Level: Clr/Pre 1 This spell wards the subject and creates a mystic
Components: V, S, M connection between you and the subject so that some of its
Casting Time: 1 standard action wounds are transferred to you. The subject gains a +1
Range: Touch deflection bonus to AC and a +1 magic bonus on saves.
Target: Creature touched Additionally, the subject takes only half damage from all
Duration: 10 min./level wounds and attacks (including that dealt by special abilities)
Saving Throw: Will negates (harmless) that deal hit point damage. The amount of damage not taken
Spell Resistance: Yes (harmless) by the warded creature is taken by you. Forms of harm that do
This spell creates a shimmering, magical field around not involve hit points, such as charm effects, temporary ability
the touched creature that averts attacks. The spell damage, level draining, and death effects, are not affected. If
grants the subject a +2 deflection bonus to AC, with the subject suffers a reduction of hit points from a lowered

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Constitution score, the reduction is not split with you Area: Cone–shaped burst
because it is not hit point damage. When the spell Duration: Instantaneous
ends, subsequent damage is no longer divided Saving Throw: Fortitude partial or Reflex negates (object);
between the subject and you, but damage already see text
split is not reassigned to the subject. Spell Resistance: Yes (object)
If you and the subject of the spell move out You emit an ear–splitting yell that deafens and damages
of range of each other, the spell ends. creatures in its path. Any creature within the area is deafened
Focus: A pair of platinum rings (worth at least 50 gp for 2d6 rounds and takes 5d6 points of sonic damage. A
each) worn by both you and the warded creature. successful save negates the deafness and reduces the damage
by half. Any exposed brittle or crystalline object or crystalline
Shillelagh creature takes 1d6 points of sonic damage per caster level
Transmutation (maximum 15d6). An affected creature is allowed a Fortitude
Level: Drd 1 save to reduce the damage by half, and a creature holding
Components: V, S, DF fragile objects can negate damage to them with a successful
Casting Time: 1 standard action Reflex save.
Range: Touch A shout spell cannot penetrate a silence spell.
Target: One touched nonmagical oak club or
quarterstaff Shout, Greater
Duration: 1 min./level Evocation [Sonic]
Saving Throw: Will negates (object) Level: Brd 6, Sor/Wiz 8
Spell Resistance: Yes (object) Components: V, S, F
Your own nonmagical club or quarterstaff Range: 60 ft.
becomes a weapon with a +1 magic bonus on attack Saving Throw: Fortitude partial or Reflex negates (object);
and damage rolls. (A quarterstaff gains this see text
enhancement for both ends of the weapon.) It deals This spell functions like shout, except that the cone
damage as if it were two size categories larger (a deals 20d6 points of sonic damage (or 2d6 points of sonic
Small club or quarterstaff so transmuted deals 1d8 damage per caster level, maximum 40d6, against exposed
points of damage, a Medium 2d6, and a Large 3d6), brittle or crystalline objects or crystalline creatures). It also
+1 for its magic bonus. These effects only occur causes creatures to be stunned for 1 round and deafened for
when the weapon is wielded by you. If you do not 4d6 rounds. A creature in the area of the cone can negate the
wield it, the weapon behaves as if unaffected by this stunning and halve both the damage and the duration of the
spell. deafness with a successful Fortitude save. A creature holding
vulnerable objects can attempt a Reflex save to negate the
Shocking Grasp damage to those objects.
Evocation [Electricity] Arcane Focus: A small metal or ivory horn.
Level: Sor/Wiz 1
Components: V, S Shrink ItemP
Casting Time: 1 standard action Transmutation
Range: Touch Level: Sor/Wiz 3
Target: Creature or object touched Components: V, S
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: None Range: Touch
Spell Resistance: Yes Target: One touched object of up to 2 cu. ft./level
Your successful melee touch attack deals Duration: One day; see text
1d6 points of electricity damage per caster level Saving Throw: Will negates (object)
(maximum 5d6). Spell Resistance: Yes (object)
When delivering the jolt, you gain a +3 You are able to shrink one nonmagical item (if it is
bonus on attack rolls if the opponent is wearing metal within the size limit) to 1/16 of its normal size in each
armor (or made out of metal, carrying a lot of metal, dimension (to about 1/4,000 the original volume and mass).
or the like). This change effectively reduces the object’s size by four
categories. Optionally, you can also change its now shrunken
Shout composition to a clothlike one. Objects changed by a shrink
Evocation [Sonic] item spell can be returned to normal composition and size
Level: Brd 4, Sor/Wiz 4 merely by tossing them onto any solid surface or by a word of
Components: V command from the original caster. Even a burning fire and its
Casting Time: 1 standard action fuel can be shrunk by this spell. Restoring the shrunken object
Range: 30 ft. to its normal size and composition ends the spell.

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Shrink item can be made permanent with a they gain a Will save (and Spell Resistance) to negate the
permanency spell, in which case the affected object spell’s effect in their current square.
can be shrunk and expanded an indefinite number of Any amount of silence between the attacker and the
times, but only by the original caster. target square of a sonic or language–based attack negates the
attack, even if the target square itself is not silenced.
Sidestep Silence can be made permanent with a permanency
Conjuration (Teleportation) spell.
Level: Sor/Wiz 0
Components: V, S Silent Image
Casting Time: 1 standard action Illusion (Figment)
Range: Self Level: Brd 1, Sor/Wiz 1
Target: You Components: V, S, F
Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: None Range: Long (400 ft. + 40 ft./level)
Spell Resistance: No Effect: Visual figment that cannot extend beyond four 10–ft.
Casting this spell allows you to cubes + one 10–ft. cube/level (S)
instantaneous move yourself and your gear to a new Duration:Spellcraft
location up to 5 feet distant per 2 caster levels Saving Throw: Will disbelief (if interacted with)
(maximum 30 ft.). You must be able to visually see Spell Resistance: No
the location you are transporting to, and it cannot be This spell creates the visual illusion of an object,
currently occupied or otherwise blocked. You can creature, or force, as visualized by you. The illusion does not
change your current elevation, and the vertical create sound, smell, texture, or temperature. You can move the
distance moved counts against the total distance image within the limits of the size of the effect.
allowed to be traversed by this spell. Focus: A bit of fleece.

SilenceP SimulacrumL,M, X
Illusion (Glamer) Illusion (Shadow)
Level: Brd 2, Clr/Pre 2 Level: Sor/Wiz 7
Components: V, S Components: V, S, XM, XP
Casting Time: 1 standard action Casting Time: 12 hours
Range: Long (400 ft. + 40 ft./level) Range: 0 ft.
Area: 20–ft.–radius emanation centered on a Effect: One duplicate creature
creature, object, or point in space Duration: Instantaneous
Duration: 10 min./level (D) Saving Throw: None
Saving Throw: Will negates; see text or none Spell Resistance: No
(object) Simulacrum creates an illusory duplicate of any
Spell Resistance: Yes; see text or no (object) creature. The duplicate creature is partially real and formed
Upon the casting of this spell, all sound is from ice or snow. It appears to be the same as the original, but
muted in the target area. All Perception (Listen) it has only one–half of the real creature’s levels or Hit Dice
checks made to discern sounds eminating from or (and the appropriate hit points, feats, skill ranks, and special
through the area of effect are increased by 20, and it abilities for a creature of that level or HD) and is considered a
grants 20 points of Sonic resistance. construct.
Spells with verbal components require a You can’t create a simulacrum of a creature whose
Spellcraft check to complete (DC 30 + Spell Level). Hit Dice or levels exceed twice your caster level. You must
The use of the silent metamagic feat with these spells make a Deception (Disguise) check when you cast the spell to
negates the need for a Spellcraft check to cast the determine how good the likeness is. A creature familiar with
spell. the original might detect the ruse with a successful Perception
The silence spell can be cast on a point in (Spot) check (opposed by the caster’s Deception (Disguise)
space, but the effect is stationary unless cast on a check) or a DC 20 Perception (Sense Motive) check.
mobile object. The spell can be centered on a Because the simulacrum is a construct, it cannot gain
creature, and the effect then radiates from the or spend XP. It has all of the old memories of the creature at
creature and moves as it moves. Items in a creature’s the time it is created, but loses any new memories it gains after
possession or magic items that emit sound receive the 24 hours.
benefits of saves and spell resistance, but unattended At all times the simulacrum remains under your
objects and points in space do not. absolute command. No special telepathic link exists, so
When a creature enters an area of silence for command must be exercised in some other manner. A
the first time (or the spell is cast directly on them), simulacrum has no ability to become more powerful. It cannot

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increase its level or abilities. If reduced to 0 hit points Slow


or otherwise destroyed, it reverts to snow and melts Transmutation
instantly into nothingness. A complex process Level: Brd 3, Sor/Wiz 3
requiring at least 24 hours, 100 gp per hit point, and a Components: V, S, M
fully equipped magical laboratory can repair damage Casting Time: 1 standard action
to a simulacrum. Range: Close (25 ft. + 5 ft./2 levels)
Material Component: The spell is cast over the Target: One creature
rough snow or ice form, and some piece of the Duration: 1 round/level
creature to be duplicated (hair, nail, or the like) must Saving Throw: Will negates
be placed inside the snow or ice. Additionally, the Spell Resistance: Yes
spell requires powdered ruby worth 100 gp per HD of An affected creature moves and attacks at a
the simulacrum to be created. drastically slowed rate. A slowed creature can take only a
XP Cost: 100 XP per HD of the simulacrum to be single move action or standard action each turn, but not both
created (minimum 1,000 XP). (nor may it take full–round actions). Additionally, it takes a –1
penalty on attack rolls, AC, and Reflex saves. A slowed
Slay Living creature moves at half its normal speed (round down to the
Necromancy [Death] next 5–foot increment), which affects the creature’s jumping
Level: Clr/Pre 7, Death 7 distance as normal for decreased speed.
Components: V, S Multiple slow effects don’t stack. Slow counters and
Casting Time: 1 standard action dispels haste.
Range: Touch Material Component: A drop of molasses.
Target: Living creature touched
Duration: Instantaneous Slow, Mass
Saving Throw: Fortitude partial Transmutation
Spell Resistance: Yes Level: Brd 6, Sor/Wiz 6
You can slay any one living creature. You must Targets: Once creature/level, no two which can be more than
succeed on a melee touch attack to touch the subject. 15 feet apart.
If it fails the Fortitude save, it takes 2d8 This spell acts like slow, except it affects up to one
damage/caster level (max 30d8). If it succeeds, it target/level.
instead takes 3d6 points of damage +1 point per
caster level. Slumber
Enchantment (Compulsion) [Mind–Affecting]
Sleet Storm Level: Brd 1, Sor/Wiz 1
Conjuration (Creation) [Cold] Components: V, S, M
Level: Drd 3, Sor/Wiz 3 Casting Time: 1 round
Components: V, S, M/DF Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action Target: One living humanoid creature
Range: Long (400 ft. + 40 ft./level) Duration: 1 round + 1 round/level
Area: Cylinder (40–ft. radius, 20 ft. high) Saving Throw: Will negates
Duration: 1 round/level Spell Resistance: Yes
Saving Throw: See below A slumber spell causes a magical slumber to come
Spell Resistance: No upon a single humanoid or giant creature who fails the saving
Driving sleet blocks all sight (even darkvision) within throw.
it and causes the ground in the area to be icy. Those Sleeping creatures are helpless. Slapping or
caught in the area of effect take 1d6 cold damage per wounding awakens an affected creature, but normal noise does
round if they fail a Fortitude saving throw. A creature not. Awakening a creature is a standard action (an application
can walk within or through the area of sleet at half of the aid another action).
normal speed with aAcrobatics (Balance) check equal Slumber does not target unconscious creatures,
to the spell’s DC. Failure means it can’t move in that constructs, elves or undead creatures.
round, while failure by 5 or more means it falls (see Material Component: A pinch of fine sand, rose petals, or a
theAcrobatics (Balance) skill for details). live cricket.
The sleet extinguishes torches and small
fires. Slumber replaces sleep in the Amberos campaign.
Arcane Material Component: A pinch of dust and a
few drops of water. Slumber, Greater
Enchantment (Compulsion) [Mind–Affecting
Level: Asn 3, Brd 3, Sor/Wiz 4

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Target: One living creature


This spell functions like slumber, except that Snuff Light
it can affect any creature type. Evocation [Darkness]
Level: Sor/Wiz 0
Greater Slumber replaces deep slumber in the Components: V, S
Amberos campaign. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Slumber, Mass Target: One torch–sized nonmagical or smaller light source
Enchantment (Compulsion) [Mind–Affecting] Duration: Instantaneous
Level: Brd 4, Sor/Wiz 5 Saving Throw: None
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No
Area: Up to one creature per two caster levels, no Upon casting this spell, the caster snuffs the light
two of which can be more than 15 feet apart from one non–magical candle, torch or lantern or equivilant
This spell functions like slumber, except that light source. The light source flickers out of existence as if
it affects multiple creatures. extinguished by a strong gust. The light source is not
damaged and may be relit as normal.
Sonic Emination
Evocation [Sonic] Soft Step
Level: Sor/Wiz 1 Transumtation
Casting Time: 1 standard action Level: Sor/Wiz 1
Range: 0 Components: V, S, M
Area of Effect: Special Casting Time: 1 full round
Duration: 1 round/level Range: Touch
Saving Throw: See Below Target: Creature touched
Spell Resistance: None Duration: 10 minutes/level
When cast, a loud thrum begins to eminate Saving Throw: Will negates (harmless)
from your hand. This thrum provides a +2 bonus to Spell Resistance: Yes (harmless)
your AC against melee and ranged attacks – but not Upon casting this spell, the caster negates up to 25
magical spells. Furthermore, you can make touch lbs. of weight from the spell recipient. This weight is negated
attacks against targets that deal 1d6 sonic damage from gear first, and then the actual weight of the recipient
(Fort save for half). themselves, up until the recipient is weightless. A weightless
Your hand must remain empty to use the being still moves along the ground normally, but exerts no
touch attack, but does not prevent spellcasting. pressure to trigger pressure plates, cause structural failure due
Material Component: A small tuning fork. to weight limitations or the like. It does not allow the
weightless individual to walk across pits or the like, but could
Snow Flurry make it easy to throw them across said pit.
Conjuration (Creation) [Cold] While weightless, an affected individual can still
Level: Drd 2, Sor/Wiz 2 exert the same force on objects as normal, thus there is no
Components: V, S, M/DF modification to skill checks or other rolls based on the
Casting Time: 1 standard action character’s lack of weight.
Range: Medium (100 ft. + 10 ft/level)
Area: Sphere (40 ft. radius) Soften Earth and Stone
Duration: 1 round/level Transmutation [Earth]
Saving Throw: None Level: Drd 2, Earth 2
Spell Resistance: No Components: V, S, DF
Casting this spell causes thick snow to begin Casting Time: 1 standard action
to fall in the affected area. Movement is slowed to ½ Range: Close (25 ft. + 5 ft./2 levels)
normal, though a creature can attempt to move Area: 10–ft. square/level; see text
through the area at normal speed by making a DC Duration: Instantaneous
10Acrobatics (Balance) check. Failure means the Saving Throw: None
creature can’t move that round, while failure by 5 or Spell Resistance: No
more means the creature falls (seeAcrobatics When this spell is cast, all natural, undressed earth or
(Balance) skill for details). The falling snow grants stone in the spell’s area is softened. Wet earth becomes thick
concealment (20%), but negates invisibility for those mud, dry earth becomes loose sand or dirt, and stone becomes
inside the area of effect. soft clay that is easily molded or chopped. You affect a 10–
Arcane Material Component: A drop of water and a footsquare area to a depth of 1 to 4 feet, depending on the
pinch of dust. toughness or resilience of the ground at that spot. Magical,

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enchanted, dressed, or worked stone cannot be Casting Time: 1 standard action


affected. Earth or stone creatures are not affected. Range: Medium (100 ft. + 10 ft./level)
A creature in mud must succeed on a Reflex Area: Creatures within a 20–ft.–radius spread
save or be caught for 1d2 rounds and unable to move, Duration: 1 round/level
attack, or cast spells. A creature that succeeds on its Saving Throw: Will negates
save can move through the mud at half speed, and it Spell Resistance: Yes
can’t run or charge. This spell causes those within the area to turn on each
Loose dirt is not as troublesome as mud, but other rather than attack their foes. Each affected creature has a
all creatures in the area can move at only half their 50% chance to attack the nearest target each round. (Roll to
normal speed and can’t run or charge over the determine each creature’s behavior every round at the
surface. beginning of its turn.) A creature that does not attack its
Stone softened into clay does not hinder nearest neighbor is free to act normally for that round.
movement, but it does allow characters to cut, shape, Creatures forced by a song of discord to attack their
or excavate areas they may not have been able to fellows employ all methods at their disposal, choosing their
affect before. deadliest spells and most advantageous combat tactics. They
While soften earth and stone does not affect do not, however, harm targets that have fallen unconscious.
dressed or worked stone, cavern ceilings or vertical
surfaces such as cliff faces can be affected. Usually, Soul BindF
this causes a moderate collapse or landslide as the Necromancy
loosened material peels away from the face of the Level: Clr/Pre 9, Sor/Wiz 9
wall or roof and falls. Components: V, S, XF
A moderate amount of structural damage Casting Time: 1 standard action
can be dealt to a manufactured structure by softening Range: Close (25 ft. + 5 ft./2 levels)
the ground beneath it, causing it to settle. However, Target: Corpse
most well–built structures will only be damaged by Duration: Permanent
this spell, not destroyed. Saving Throw: Will negates
Spell Resistance: No
Solid FogP You draw the soul from a newly dead body and
Conjuration (Creation) imprison it in a black sapphire gem. The subject must have
Level: Sor/Wiz 4 been dead no more than 1 round per caster level. The soul,
Components: V, S, M once trapped in the gem, cannot be returned through clone,
Duration: 1 min./level raise dead, reincarnation, resurrection, true resurrection, or
Spell Resistance: No even a miracle or a wish. Only by destroying the gem or
This spell functions like fog cloud, but in dispelling the spell on the gem can one free the soul (which is
addition to obscuring sight, the solid fog is so thick then still dead).
that any creature attempting to move through it Focus: A black sapphire of at least 1,000 gp value.
progresses at a speed of 5 feet, regardless of its
normal speed, and it takes a –2 penalty on all melee Sound Burst
attack and melee damage rolls. The vapors prevent Evocation [Sonic]
effective ranged weapon attacks (except for magic Level: Brd 2, Clr/Pre 2
rays and the like). A creature or object that falls into Components: V, S, F/DF
solid fog is slowed, so that each 10 feet of vapor that Casting Time: 1 standard action
it passes through reduces falling damage by 1d6. A Range: Close (25 ft. + 5 ft./2 levels)
creature can’t take a 5–foot step while in solid fog. Area: 10–ft.–radius spread
However, unlike normal fog, only a severe wind (31+ Duration: Instantaneous
mph) disperses these vapors, and it does so in 1 Saving Throw: Fortitude partial
round. Spell Resistance: Yes
Solid fog can be made permanent with a You blast an area with a tremendous cacophony.
permanency spell. A permanent solid fog dispersed Every creature in the area takes 1d6 points of sonic damage/2
by wind reforms in 10 minutes. levels (max 5d6) and must succeed on a Fortitude save to
Material Component: A pinch of dried, powdered avoid being stunned for 1 round.
peas combined with powdered animal hoof. Creatures that cannot hear are not stunned but are still
damaged.
Song of Discord Arcane Focus: A musical instrument.
Enchantment (Compulsion) [Mind–Affecting, Sonic]
Level: Brd 5 Speak with Animals
Components: V, S Divination

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Level: Brd 3, Drd 1, Rgr 1 Answers are usually brief, cryptic, or repetitive. If the
Components: V, S creature’s alignment was different from yours, the corpse gets
Casting Time: 1 standard action a Will save to resist the spell as if it were alive.
Range: Personal If the corpse has been subject to speak with dead
Target: You within the past week, the new spell fails. You can cast this
Duration: 1 min./level spell on a corpse that has been deceased for any amount of
You can comprehend and communicate with time, but the body must be mostly intact to be able to respond.
animals. You are able to ask questions of and receive A damaged corpse may be able to give partial answers or
answers from animals, although the spell doesn’t partially correct answers, but it must at least have a mouth in
make them any more friendly or cooperative than order to speak at all.
normal. Furthermore, wary and cunning animals are This spell does not let you actually speak to the person (whose
likely to be terse and evasive, while the more stupid soul has departed). It instead draws on the imprinted
ones make inane comments. If an animal is friendly knowledge stored in the corpse. The partially animated body
toward you, it may do some favor or service for you. retains the imprint of the soul that once inhabited it, and thus it
can speak with all the knowledge that the creature had while
Speak with Plants alive. The corpse, however, cannot learn new information.
Divination Indeed, it can’t even remember being questioned.
Level: Brd 4, Drd 3, Rgr 2 This spell does not affect a corpse that has been
Components: V, S turned into an undead creature.
Casting Time: 1 standard action Focus: 3 drops of blood from a black goat
Range: Personal
Target: You Spectral Hand
Duration: 1 min./level Necromancy
You can comprehend and communicate with Level: Sor/Wiz 2
plants, including both normal plants and plant Components: V, S
creatures. You are able to ask questions of and Casting Time: 1 standard action
receive answers from plants. A regular plant’s sense Range: Medium (100 ft. + 10 ft./level)
of its surroundings is limited, so it won’t be able to Effect: One spectral hand
give (or recognize) detailed descriptions of creatures Duration: 1 min./level (D)
or answer questions about events outside its Saving Throw: None
immediate vicinity. Spell Resistance: No
The spell doesn’t make plant creatures any A ghostly, glowing hand shaped from your life force
more friendly or cooperative than normal. materializes and moves as you desire, allowing you to deliver
Furthermore, wary and cunning plant creatures are low–level, touch range spells at a distance. On casting the
likely to be terse and evasive, while the more stupid spell, you lose 1d4 hit points that return when the spell ends
ones may make inane comments. If a plant creature is (even if it is dispelled), but not if the hand is destroyed. (The
friendly toward you, it may do some favor or service hit points can be healed as normal.) For as long as the spell
for you. lasts, any touch range spell of 4th level or lower that you cast
can be delivered by the spectral hand. The spell gives you a
Speak with DeadL +2 bonus on your melee touch attack roll, and attacking with
Necromancy [Language–Dependent] the hand counts normally as an attack. The hand always strikes
Level: Clr/Pre 3, Sor/Wiz 3 from your direction. The hand cannot flank targets like a
Components: V, S, F/DF creature can. After it delivers a spell, or if the hand goes
Casting Time: 10 minutes beyond the spell range, goes out of your sight, the hand returns
Range: 10 ft. to you and hovers.
Target: One dead creature The hand is incorporeal and thus cannot be harmed
Duration: 1 min./level by normal weapons. It has improved evasion (half damage on
Saving Throw: Will negates; see text a failed Reflex save and no damage on a successful save),
Spell Resistance: No your save bonuses, and an AC of at least 22. Your Intelligence
You grant the semblance of life and intellect modifier applies to the hand’s AC as if it were the hand’s
to a corpse, allowing it to answer several questions Dexterity modifier. The hand has 1 to 4 hit points, the same
that you put to it. You may ask one question per two number that you lost in creating it.
caster levels. Unasked questions are wasted if the
duration expires. The corpse’s knowledge is limited Spell ImmunityP
to what the creature knew during life, including the Abjuration
languages it spoke (if any). Level: Clr/Pre 4, Protection 4, Sor/Wiz 4, Strength 4
Components: V, S, DF

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Casting Time: 1 standard action Spells and spell–like effects targeted on you are
Range: Touch turned back upon the original caster. The abjuration turns only
Target: Creature touched spells that have you as a target. Effect and area spells are not
Duration: 10 min./level affected. Spell turning also fails to stop touch range spells.
Saving Throw: Will negates (harmless) From seven to ten (1d4+6) spell levels are affected by
Spell Resistance: Yes (harmless) the turning. The exact number is rolled secretly.
The warded creature is immune to the When you are targeted by a spell of higher level than
effects of one specified spell for every four levels you the amount of spell turning you have left, that spell is partially
have. The spells must be of 4th level or lower. The turned. The subtract the amount of spell turning left from the
warded creature effectively has unbeatable spell spell level of the incoming spell, then divide the result by the
resistance regarding the specified spell or spells. spell level of the incoming spell to see what fraction of the
Naturally, that immunity doesn’t protect a creature effect gets through. For damaging spells, you and the caster
from spells for which spell resistance doesn’t apply. each take a fraction of the damage. For nondamaging spells,
Spell immunity protects against spells, spell–like each of you has a proportional chance to be affected.
effects of magic items, and innate spell–like abilities If you and a spellcasting attacker are both warded by
of creatures. It does not protect against supernatural spell turning effects in operation, a resonating field is created.
or extraordinary abilities, such as breath weapons or Roll randomly to determine the result.
gaze attacks.
Only a particular spell can be protected d% Effect
against, not a certain domain or school of spells or a 01–70 Spell drains away without effect.
group of spells that are similar in effect. 71–80 Spell affects both of you equally at
A creature can have only one spell immunity full effect.
or greater spell immunity spell in effect on it at a 81–97 Both turning effects are rendered
time. nonfunctional for 1d4 minutes.
98–100 Both of you go through a rift into
Spell Immunity, Greater another plane.
Abjuration
Level: Clr/Pre 8, Sor/Wiz 8 Arcane Material Component: A small silver mirror.
This spell functions like spell immunity,
except the immunity applies to spells of 8th level or SpellstaffF,L
lower. Transmutation
A creature can have only one spell immunity Level: Drd 6
or greater spell immunity spell in effect on it at a Components: V, S, XF
time. Casting Time: 10 minutes
Range: Touch
Spell Resistance Target: Wooden quarterstaff touched
Abjuration Duration: One day or until discharged (D)
Level: Clr/Pre 5, Magic 5, Protection 5, Sor/Wiz 5 Saving Throw: Will negates (object)
Components: V, S, DF Spell Resistance: Yes (object)
Casting Time: 1 standard action You store one spell that you can normally cast in a
Range: Touch wooden quarterstaff. Only one such spell can be stored in a
Target: Creature touched staff at a given time, and you cannot have more than one
Duration: 1 min./level spellstaff at any given time. You can cast a spell stored within
Saving Throw: Will negates (harmless) a staff just as though it were among those you had prepared,
Spell Resistance: Yes (harmless) but it does not count against your normal allotment for a given
The creature gains spell resistance equal to 12 + your day. You use up any applicable material components required
caster level. to cast the spell when you store it in the spellstaff.
Focus: A masterwork staff that stores the spell.
Spell Turning
Abjuration Spider ClimbP
Level: Luck 7, Magic 7, Sor/Wiz 7 Transmutation
Components: V, S, M/DF Level: Drd 2, Sor/Wiz 2
Casting Time: 1 standard action Components: V, S, M
Range: Personal Casting Time: 1 standard action
Target: You Range: Touch
Duration: Until expended or 10 min./level Target: Creature touched
Duration: 10 min./level

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Saving Throw: Will negates (harmless) Spike StonesP


Spell Resistance: Yes (harmless) Transmutation [Earth]
The subject can climb and travel on vertical Level: Drd 4, Earth 4
surfaces or even traverse ceilings. The affected Components: V, S, DF
creature must have its hands free to climb in this Casting Time: 1 standard action
manner. The subject gains a climb speed of 20 feet; Range: Medium (100 ft. + 10 ft./level)
furthermore, it gains a +8 magic bonus to Athletics Area: One 20–ft. square/level
(Climb) checks to traverse a vertical or horizontal Duration: 1 hour/level (D)
surface (even upside down). A spider climbing Saving Throw: Reflex partial
creature retains its Dexterity bonus to Armor Class (if Spell Resistance: Yes
any) while climbing, and opponents get no special Rocky ground, stone floors, and similar surfaces
bonus to their attacks against it. It cannot, however, shape themselves into long, sharp points that blend into the
use the run action while climbing. background.
Spider climb can be made permanent with a Spike stones impede progress through an area and
permanency spell. You cannot have more than one deal damage. Any creature moving on foot into or through the
movement based spell made permanent at a time. spell’s area moves at half speed.
Material Component: A drop of bitumen and a live In addition, each creature moving through the area
spider, both of which must be eaten by the subject. takes 1d8 points of piercing damage for each 5 feet of
movement through the spiked area.
Spike Growth Any creature that takes damage from this spell must
Transmutation also succeed on a Reflex save to avoid injuries to its feet and
Level: Drd 3, Rgr 2 legs. A failed save causes the creature’s speed to be reduced to
Components: V, S, DF half normal for 24 hours or until the injured creature receives a
Casting Time: 1 standard action cure spell (which also restores lost hit points). Another
Range: Medium (100 ft. + 10 ft./level) character can remove the penalty by taking 10 minutes to
Area: One 20–ft. square/level dress the injuries and succeeding on a Survival (Heal) check
Duration: 1 hour/level (D) against the spell’s save DC.
Saving Throw: Reflex partial Spike stones is a magic trap that can’t be disabled
Spell Resistance: Yes with the Disable Device skill.
Any ground–covering vegetation in the Note: Magic traps such as spike stones are hard to
spell’s area becomes very hard and sharply pointed detect. A rogue (only) can use the Perception (Spot) skill to
without changing its appearance. find spike stones. The DC is 25 + spell level, or DC 29 for
In areas of bare earth, roots and rootlets act spike stones.
in the same way. Typically, spike growth can be cast
in any outdoor setting except open water, ice, heavy Spinning Star
snow, sandy desert, or bare stone. Any creature Evocation [Earth, Fire or Electricity]
moving on foot into or through the spell’s area takes Level: Sor/Wiz 2
1d4 points of piercing damage for each 5 feet of Components: V, S, M
movement through the spiked area. Casting Time: 1 standard action
Any creature that takes damage from this Range: Medium (100 ft. + 10 ft/level)
spell must also succeed on a Reflex save or suffer Target: Up to 3 targets per round, no two of which can be
injuries to its feet and legs that slow its land speed by more than 15 ft. apart
one–half. This speed penalty lasts for 24 hours or Duration: 1 round + 1 round/3 levels
until the injured creature receives a cure spell (which Saving Throw: None
also restores lost hit points). Another character can Spell Resistance: Yes
remove the penalty by taking 10 minutes to dress the When cast, you create two emerald green shards
injuries and succeeding on a Survival (Heal) check which fly towards the intended target. Make a ranged touch
against the spell’s save DC. attack to hit the target, and each shard deals 1d4 points of
Spike growth can’t be disabled with the damage on a successful hit, plus 1d4 points of fire damage or
Disable Device skill. 1d4 points of electrical damage. At 3rd level, and each
Note: Magic traps such as spike growth are hard to additional 3 levels beyond that (max 10 shards at 12th level), in
detect. A rogue (only) can use the Perception (Spot) the next round you can create an additional 2 shards to hurl at
skill to find a spike growth. The DC is 25 + spell the same or different targets.
level, or DC 28 for spike growth (or DC 27 for spike Material Component: A pinch of emerald dust and an iron
growth cast by a ranger). shuriken.

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Spiritual Weapon its normal full effect on that creature for the duration of the
Evocation [Force] spell.
Level: Clr/Pre 2, War 2 The weapon that you get is often a force replica of
Components: V, S, DF your deity’s own personal weapon. A cleric without a deity
Casting Time: 1 standard action gets a weapon based on his alignment. A neutral cleric without
Range: Medium (100 ft. + 10 ft./level) a deity can create a spiritual weapon of any alignment,
Effect: Magic weapon of force provided he is acting at least generally in accord with that
Duration: 1 round/level (D) alignment at the time. The weapons associated with each
Saving Throw: None alignment are as follows.
Spell Resistance: Yes Chaos: Battleaxe
A weapon made of pure force springs into Evil: Light flail
existence and attacks opponents at a distance, as you Good: Warhammer
direct it, dealing 1d8 force damage per hit, +1 point Law: Longsword
per three caster levels (maximum +5 at 15th level).
The weapon takes the shape of a weapon favored by Squeal
your deity or a weapon with some spiritual Evocation [Sonic]
significance or symbolism to you (see below) and has Level: Brd 0, Sor/Wiz 0
the same threat range and critical multipliers as a real Components: V, S, M
weapon of its form. It strikes the opponent you Casting Time: 1 standard action
designate, starting with one attack in the round the Range: 0
spell is cast and continuing each round thereafter on Area of Effect: 30 foot burst
your turn. It uses your base attack bonus (possibly Duration: Instantaneous
allowing it multiple attacks per round in subsequent Saving Throw: Will negates
rounds) plus your Wisdom modifier as its attack Spell Resistance: Yes
bonus. It strikes as a spell, not as a weapon, so, for Upon the completion of this spell, a piercing squeal
example, it can damage creatures that have damage erupts forth. Creatures with blindsense, blindsight or
reduction. As a force effect, it can strike incorporeal tremorsense lose the ability for one round. Animals or other
creatures without the normal miss chance associated creatures with Intelligence 2 or less that fail their saving throw
with incorporeality. The weapon always strikes from against this spell will flee in pain for one round. All other
your direction. It does not get a flanking bonus or creatures who fail the saving throw lose their dexterity bonus
help a combatant get one. Your feats or combat for the remainder of the round.
actions do not affect the weapon. If the weapon goes Material Component: A bit of chalk or fingernail.
beyond the spell range, if it goes out of your sight, or
if you are not directing it, the weapon returns to you Static
and hovers. Evocation [Electricity]
Each round after the first, you can use a Level: Sor/Wiz 0
move action to redirect the weapon to a new target. If Components: V, S
you do not, the weapon continues to attack the Casting Time: 1 standard action
previous round’s target. On any round that the Range: 0
weapon switches targets, it gets one attack. Area of Effect: One creature per level in a 5 ft. radius
Subsequent rounds of attacking that target allow the Duration: Instantaneous
weapon to make multiple attacks if your base attack Saving Throw: Reflex negates
bonus would allow it to. Even if the spiritual weapon Spell Resistance: Yes
is a ranged weapon, use the spell’s range, not the This spell causes an arc of lightning to spring from
weapon’s normal range increment, and switching your outstretched hand to strike up to one opponent per level
targets still is a move action. within 5 feet. The victim takes 1d4 points of electrical
A spiritual weapon cannot be attacked or damage if they fail a Reflex save.
harmed by physical attacks, but dispel magic,
disintegrate, a sphere of annihilation, or a rod of Statue
cancellation affects it. A spiritual weapon’s AC Transmutation
against touch attacks is 12 (10 + size bonus for Tiny Level: Sor/Wiz 7
object). Components: V, S, M
If an attacked creature has spell resistance, Casting Time: 1 round
you make a caster level check (1d20 + caster level) Range: Touch
against that spell resistance the first time the spiritual Target: Creature touched
weapon strikes it. If the weapon is successfully Duration: 1 hour/level (D)
resisted, the spell is dispelled. If not, the weapon has Saving Throw: Will negates (harmless)

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Spell Resistance: Yes (harmless) creature granted by race for the duration of the spell, while the
A statue spell turns the subject to solid creature in turn loses access to the same abilities for the
stone, along with any garments and equipment worn duration. Supernatural and spell–like abilities granted by class
or carried. In statue form, the subject gains hardness levels are not affected by this spell. If the target creature is
8. The subject retains its own hit points. slain while the spell is in effect, you do not lose the abilities
The subject can see, hear, and smell until the spell expires. Likewise, if the ability has a limited
normally, but it does not need to eat or breathe. number of usages per day, your use of the ability does not
Feeling is limited to those sensations that can affect affect the creature’s ability to use the ability once its powers
the granite–hard substance of the individual’s body. are returned.
Chipping is equal to a mere scratch, but breaking off
one of the statue’s arms constitutes serious damage. Sticks to Snakes
The subject of a statue spell can return to its Transmutation
normal state, act, and then return instantly to the Level: Clr/Pre 2, Drd 2, Sor/Wiz 3
statue state (a free action) if it so desires, as long as Components: V, S, F
the spell duration is in effect. Casting Time: 1 standard action
Material Component: Lime, sand, and a drop of Range: 60 feet
water stirred by an iron bar, such as a nail or spike. Target/Effect: 1d4 + 1 tiny vipers/level or 1 medium viper or
1 large constrictor snake, +1/3 levels
StatusP Duration: 5 rounds + 1 round/level
Divination Saving Throw: Will negates (object)
Level: Clr/Pre 2 Spell Resistance: Yes (object)
Components: V, S When this spell is cast, you cause a wooden staff,
Casting Time: 1 standard action stick or other wooden branch–like object to transform into a
Range: Touch nest of snakes under your control. The wood becomes 1d4
Targets: One living creature touched per three levels tiny vipers, +1 additional tiny viper per level. Instead of tiny
Duration: 1 hour/level vipers, you may instead transform the wood into one medium
Saving Throw: Will negates (harmless) viper or one large constrictor snake, +1 additional snake per 3
Spell Resistance: Yes (harmless) levels.
When you need to keep track of comrades Focus: A handful of sticks, branches or a wooden
who may get separated, status allows you to mentally quarterstaff. At the end of the spell, the objects revert back to
monitor their relative positions and general condition. their original state.
You are aware of direction and distance to the
creatures and any conditions affecting them: Stinking CloudP
unharmed, wounded, disabled, staggered, Conjuration (Creation)
unconscious, dying, nauseated, panicked, stunned, Level: Sor/Wiz 3
poisoned, diseased, confused, or the like. Once the Components: V, S, M
spell has been cast upon the subjects, the distance Casting Time: 1 standard action
between them and the caster does not affect the spell Range: Medium (100 ft. + 10 ft./level)
as long as they are on the same plane of existence. If Effect: Cloud spreads in 20–ft. radius, 20 ft. high
a subject leaves the plane, or if it dies, the spell Duration: 1 round/level
ceases to function for it. Saving Throw: Fortitude negates; see text
Status can be made permanent with a Spell Resistance: No
permanency spell. A single permanency can only Stinking cloud creates a bank of fog like that created
bond two creatures at a time. by fog cloud, except that the vapors are nauseating.
Living creatures in the cloud become nauseated. This
Steal Blood Ability condition lasts as long as the creature is in the cloud and for
Necromancy 1d4+1 rounds after it leaves. (Roll separately for each
Level: Sor/Wiz 7 nauseated character.) Any creature that succeeds on its save
Components: V, S but remains in the cloud must continue to save each round on
Casting Time: 1 standard action your turn.
Range: Long (400 ft. + 40 ft./level) Stinking cloud can be made permanent with a
Target: One creature permanency spell. A permanent stinking cloud dispersed by
Duration: 1 minute/level (D) wind reforms in 10 minutes.
Saving Throw: Fort negates Material Component: A rotten egg or several skunk cabbage
Spell Resistance: Yes leaves.
Upon casting this spell, you acquire all of
the supernatural and spell–like abilities of the target

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Stone Shape behind or under them. The stones relate complete descriptions
Transmutation [Earth] if asked. A stone’s perspective, perception, and knowledge
Level: Clr/Pre 3, Drd 3, Earth 3, Sor/Wiz 5 may prevent the stone from providing the details you are
Components: V, S, M/DF looking for.
Casting Time: 1 standard action You can speak with natural or worked stone.
Range: Touch
Target: Stone or stone object touched, up to 10 cu. Stone to Flesh
ft. + 1 cu. ft./level Transmutation
Duration: Instantaneous Level: Sor/Wiz 6
Saving Throw: None Components: V, S, M
Spell Resistance: No Casting Time: 1 standard action
You can form an existing piece of stone into Range: Medium (100 ft. + 10 ft./level)
any shape that suits your purpose. While it’s possible Target: One petrified creature or a cylinder of stone from 1 ft.
to make crude coffers, doors, and so forth with stone to 3 ft. in diameter and up to 10 ft. long
shape, fine detail isn’t possible. There is a 30% Duration: Instantaneous
chance that any shape including moving parts simply Saving Throw: Fortitude negates (object); see text
doesn’t work. Spell Resistance: Yes
Arcane Material Component: Soft clay, which must This spell restores a petrified creature to its normal
be worked into roughly the desired shape of the stone state, restoring life and goods. The creature must make a DC
object and then touched to the stone while the verbal 15 Fortitude save to survive the process. Any petrified
component is uttered. creature, regardless of size, can be restored. Its hit points are
returned to ½ normal.
StoneskinM, P The spell also can convert a mass of stone into a
Abjuration fleshy substance. Such flesh is inert and lacking a vital life
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6 force unless a life force or magical energy is available. (For
Components: V, S, XM example, this spell would turn a stone golem into a flesh
Casting Time: 1 standard action golem, but an ordinary statue would become a corpse.) You
Range: Touch can affect an object that fits within a cylinder from 1 foot to 3
Target: Creature touched feet in diameter and up to 10 feet long or a cylinder of up to
Duration: 10 min./level or until discharged those dimensions in a larger mass of stone. When such a
Saving Throw: Will negates (harmless) transformation occurs, the item loses any hardness, though its
Spell Resistance: Yes (harmless) hit points are unaffected.
The warded creature gains resistance to blows, cuts, Material Component: A pinch of earth and a drop of blood.
stabs, and slashes. The subject gains damage
reduction 10/adamantine. (It ignores the first 10 Stony Grasp
points of damage each time it takes damage from a Transmutation [Earth]
weapon, though an adamantine weapon bypasses the Level: Drd 2, Sor/Wiz 3
reduction.) Once the spell has prevented a total of 10 Effect: Animated stone arm
points of damage per caster level (maximum 150 Duration: 1 round/level
points), it is discharged. As earthen grasp, except the stony arm can appear
Stoneskin can be made permanent with a permanency from any natural surface, including unworked rock, earth,
spell. A permanent stoneskin has no maximum mud, grass, or sand. The stone arm has AC 18, hardness 8, and
amount of damage it can absorb. 4 hit points per caster level.
Material Component: Granite and 250 gp worth of Material Component: A miniature hand sculpted from stone.
diamond dust sprinkled on the target’s skin.
Storm of Vengeance
Stone TellL Conjuration (Summoning)
Divination Level: Drd 9, Clr/Pre 9
Level: Drd 6 Components: V, S
Components: V, S, DF Casting Time: 1 round
Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level)
Range: Personal Effect: 360–ft.–radius storm cloud
Target: You Duration:Spellcraft (maximum 10 rounds) (D)
Duration: 1 min./level Saving Throw: See text
You gain the ability to speak with stones, Spell Resistance: Yes
which relate to you who or what has touched them as This spell creates an enormous black storm cloud.
well as revealing what is covered or concealed Lightning and crashing claps of thunder appear within the

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storm. Each creature beneath the cloud must succeed condition is not met before the spell duration expires, the
on a Fortitude save or be deafened for 1d4x10 activity is not performed.
minutes. A very reasonable suggestion causes the save to be
If you do not maintain concentration on the made with a penalty (such as –1 or –2).
spell after casting it, the spell ends. If you continue to Material Component: A snake’s tongue and either a bit of
concentrate, the spell generates additional effects in honeycomb or a drop of sweet oil.
each following round, as noted below. Each effect
occurs during your turn. Suggestion, Mass
2nd Round: Acid rains down in the area, dealing 1d6 Enchantment (Compulsion) [Language–Dependent, Mind–
points of acid damage (no save). Affecting]
3rd Round: You call six bolts of lightning down from Level: Brd 5, Sor/Wiz 6
the cloud. You decide where the bolts strike. No two Range: Medium (100 ft. + 10 ft./level)
bolts may be directed at the same target. Each bolt Targets: One creature/level, no two of which can be more
deals 10d6 points of electricity damage. A creature than 30 ft. apart
struck can attempt a Reflex save for half damage. This spell functions like suggestion, except that it can
4th Round: Hailstones rain down in the area, dealing affect more creatures. The same suggestion applies to all these
5d6 points of bludgeoning damage (no save). creatures.
5th through 10th Rounds: Violent rain and wind
gusts reduce visibility. The rain obscures all sight, Summon Dreamslayer(X)
including darkvision, beyond 5 feet. A creature 5 feet Conjuration (Calling, Evil)
away has concealment (attacks have a 20% miss Level: Clr/Pre 3, Sor/Wiz 3, Brd 3, Black 2, Assn 2
chance). Components: V, S, F, XP
Creatures farther away have total Casting Time: 8 hours
concealment (50% miss chance, and the attacker Range: Special
cannot use sight to locate the target). Speed is Target: Special
reduced by three–quarters. Duration: 1 day/level
Ranged attacks within the area of the storm Saving Throw: None
are impossible. Spells cast within the area are Spell Resistance: No
disrupted unless the caster succeeds on aSpellcraft When this spell is cast , the caster falls into a deep
check against a DC equal to the storm of vengeance’s sleep for eight hours and dreams of an enemy. Upon
save DC + the level of the spell the caster is trying to completion of the spell, a dreamslayer is brought into being
cast. which travels from the nightmare realm to the location of the
victim. The victim may be an individual, a group or an
Suggestion organization. The dreamslayer immediately begins to stalk the
Enchantment (Compulsion) [Language–Dependent, victim, and will seek to destroy the victim before the spell
Mind–Affecting] duration expires. Once on the mortal plane, the dreamslayer
Level: Brd 2, Sor/Wiz 3 is bound by its normal mode of movement to find and destroy
Components: V, M its targets.
Casting Time: 1 standard action If slain, the spell instantly ends and the victim loses
Range: Close (25 ft. + 5 ft./2 levels) 50 XP from the death of the dreamslayer.
Target: One living creature Focus: A small effigy of the victim the spell is directed
Duration: 1 hour/level or until completed against.
Saving Throw: Will negates
Spell Resistance: Yes Summon Instrument
You influence the actions of the target Conjuration (Summoning)
creature by suggesting a course of activity (limited to Level: Brd 0
a sentence or two). The suggestion must be worded in Components: V, S
such a manner as to make the activity sound Casting Time: 1 round
reasonable. Asking the creature to do some obviously Range: 0 ft.
harmful act automatically negates the effect of the Effect: One summoned handheld musical instrument
spell. Duration: 1 min./level (D)
The suggested course of activity can Saving Throw: None
continue for the entire duration. If the suggested Spell Resistance: No
activity can be completed in a shorter time, the spell This spell summons one handheld musical instrument
ends when the subject finishes what it was asked to of your choice. This instrument appears in your hands or at
do. You can instead specify conditions that will your feet (your choice). The instrument is typical for its type.
trigger a special activity during the duration. If the Only one instrument appears per casting, and it will play only

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for you. You can’t summon an instrument too large Casting Time: 1 standard action
to be held in two hands. Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Summon Monster 0 Duration: 5 rounds + 1 round/level (D)
Conjuration (Summoning) Saving Throw: None
Level: Bard 0, Clr/Pre 0, Sor/Wiz 0 Spell Resistance: No
Components: V, S, F/DF This spell functions like summon monster 0, except
Casting Time: 1 standard action that you can summon one creature from the 1st–level list.
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature 1st level
Duration: 5 rounds + 1 round/level (D) Celestial dog LG
Saving Throw: None Celestial owl LG
Spell Resistance: No Celestial giant fire beetle NG
This spell summons an extraplanar creature Celestial porpoise1 NG
(typically an outsider, elemental, or magical beast Celestial badger CG
native to another plane). It appears where you Celestial monkey CG
designate and acts immediately, on your turn. It Fiendish dire rat LE
attacks your opponents to the best of its ability. If you Fiendish raven LE
can communicate with the creature, you can direct it Fiendish medium monstrous centipede NE
not to attack, to attack particular enemies, or to Fiendish small monstrous scorpion NE
perform other actions. Fiendish hawk CE
The spell conjures one of the creatures from the 0th– Fiendish small monstrous spider CE
level list on the accompanying Summon Monster Fiendish octopus1 CE
table. You choose which kind of creature to summon, Fiendish small viper snake CE
and you can change that choice each time you cast Medium skeleton (human warrior) NE
the spell. Small zombie (kobold) NE
1
A summoned monster cannot summon or May be summoned only into an aquatic or watery environment.
otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures Summon Monster 2nd
cannot be summoned into an environment that cannot Conjuration (Summoning) [see text for summon monster 1st]
support them. Level: Brd 1, Clr/Pre 2, Sor/Wiz 2
When you use a summoning spell to Effect: One or more summoned creatures, no two of which
summon an air, chaotic, earth, evil, fire, good, lawful, can be more than 30 ft. apart
or water creature, it is a spell of that type. This spell functions like summon monster 1st, except
Arcane Focus: A tiny bag and a small (not that you can summon one creature from the 2nd–level list or
necessarily lit) candle. 1d3 creatures of the same kind from the 1st–level list.

0 level 2nd Level


Celestial Cat CG Celestial giant bee LG
Celestial Lizard LG Celestial giant bombardier beetle NG
Celestial Toad NG Celestial riding dog NG
Fiendish Bat LE Celestial eagle CG
Fiendish Monsterous centipede, small NE Lemure (devil) LE
Fiendish Monsterous scorpion, tiny LE Fiendish squid1 LE
Fiendish Monsterous spider, tiny CE Fiendish wolf LE
Fiendish Rat CE Fiendish large monstrous centipede NE
Fiendish Weasel NE Fiendish medium monstrous scorpion NE
Hawk N Fiendish medium shark1 NE
Octopus (aquatic) N Fiendish medium monstrous spider CE
Owl N Fiendish medium viper (snake) CE
Raven N Large skeleton (ogre) NE
Tiny Viper N Medium zombie (human commoner) NE
1
May be summoned only into an aquatic or watery environment.
Summon Monster 1st
Conjuration (Summoning) [see text] Summon Monster 3rd
Level: Clr/Pre 1, Sor/Wiz 1 Conjuration (Summoning) [see text for summon monster 1st]
Components: V, S, F/DF Level: Brd 2, Clr/Pre 3, Sor/Wiz 3
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Effect: One or more summoned creatures, no two of Ghast CE


which can be more than 30 ft. apart Howler CE
This spell functions like summon monster 1
May be summoned only into an aquatic or watery environment.
1st, except that you can summon one creature from
the 3rd–level list, 1d3 creatures of the same kind Summon Monster 5th
from the 2nd–level list, or 1d4+1 creatures of the Conjuration (Summoning) [see text for summon monster 1st]
same kind from the 1st–level list. Level: Clr/Pre 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which
3rd level can be more than 30 ft. apart
Celestial black bear LG This spell functions like summon monster 1st, except
Celestial bison NG that you can summon one creature from the 5th–level list, 1d3
Celestial dire badger CG creatures of the same kind from the 4th–level list, or 1d4+1
Celestial hippogriff CG creatures of the same kind from a lower–level list.
Elemental, Small (any) N
Fiendish ape LE 5th level
Fiendish dire weasel LE Archon, hound LG
Hell hound LE Celestial brown bear LG
Fiendish constrictor snake LE Celestial giant stag beetle NG
Fiendish boar NE Celestial sea cat1 NG
Fiendish dire bat NE Celestial griffon CG
Fiendish huge monstrous centipede NE Elemental, Medium (any) N
Zombie, large NE Achaierai LE
Fiendish crocodile1 CE Devil, bearded LE
Dretch (demon) CE Fiendish deinonychus LE
Fiendish large viper (snake) CE Fiendish dire ape LE
Fiendish wolverine CE Mummy LE
Ghoul CE Wight LE
1
May be summoned only into an aquatic or watery Fiendish dire boar NE
environment. Fiendish huge shark NE
Fiendish large monstrous scorpion NE
Summon Monster 4th Shadow mastiff NE
Conjuration (Summoning) [see text for summon Fiendish dire wolverine CE
monster 1st] Fiendish giant crocodile CE
Level: Brd 3, Clr/Pre 4, Sor/Wiz 4 Fiendish tiger CE
Effect: One or more summoned creatures, no two of Shadow CE
which can be more than 30 ft. apart Vampire spawn CE
This spell functions like summon monster 1
May be summoned only into an aquatic or watery environment.
1st, except that you can summon one creature from
the 4th–level list, 1d3 creatures of the same kind Summon Monster 6th
from the 3rd–level list, or 1d4+1 creatures of the Conjuration (Summoning) [see text for summon monster 1st]
same kind from a lower–level list. Level: Brd 4, Clr/Pre 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which
4th level can be more than 30 ft. apart
Archon, lantern LG This spell functions like summon monster 1st, except
Celestial giant owl LG you can summon one creature from the 6th–level list, 1d3
Celestial giant eagle CG creatures of the same kind from the 5th–level list, or 1d4+1
Celestial lion CG creatures of the same kind from a lower–level list.
Mephit (any) N
Fiendish dire wolf LE 6th Level
Fiendish giant wasp LE Celestial polar bear LG
Allip NE Celestial orca whale1 NG
Fiendish giant praying mantis NE Bralani (eladrin) CG
Zombie, Huge NE Celestial dire lion CG
Fiendish large shark1 NE Elemental, large (any) N
Yeth hound NE Janni (genie) N
Fiendish large monstrous spider CE Chaos beast CN
Fiendish huge viper (snake) CE

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Devil, chain LE Fiendish colossal monstrous centipede NE


Wraith LE Bodak CE
Xill LE Fiendish dire tiger CE
Fiendish gargantuan monstrous centipede NE Fiendish gargantuan monstrous spider CE
Fiendish rhinoceros NE Fiendish tyrannosaurus CE
Fiendish elasmosaurus1 CE Vrock (demon) CE
1
Fiendish huge monstrous spider CE May be summoned only into an aquatic or watery environment.
Fiendish giant constrictor snake CE
1
May be summoned only into an aquatic or watery Summon Monster 9th
environment. Conjuration (Summoning) [see text for summon monster 1st]
Level: Chaos 9, Clr/Pre 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
Summon Monster 7th This spell functions like summon monster 1st, except
Conjuration (Summoning) [see text for summon that you can summon one creature from the 9th–level list, 1d3
monster 1st] creatures of the same kind from the 8th–level list, or 1d4+1
Level: Brd 5, Clr/Pre 7, Sor/Wiz 7 creatures of the same kind from a lower–level list.
This spell functions like summon monster
1st, except that you can summon one creature from 9th Level
the 7th–level list, 1d3 creatures of the same kind Couatl LG
from the 6th–level list, or 1d4+1 creatures of the Leonal (guardinal) NG
same kind from a lower–level list. Elemental, elder (any) N
Devil, barbed LE
7th Level Dread wraith LE
Celestial elephant LG Fiendish dire shark1 NE
Avoral (guardinal) NG Fiendish gargantuan monstrous scorpion NE
Celestial baleen whale1 NG Night hag NE
Djinni (genie) CG Bebilith (demon) CE
Elemental, huge (any) N Fiendish colossal monstrous spider CE
Invisible stalker N Hezrou (demon) CE
Devil, bone LE 1
May be summoned only into an aquatic or watery environment.
Fiendish megaraptor LE
Fiendish huge monstrous scorpion NE Summon Nature’s Ally 0
Babau (demon) CE Conjuration (Summoning)
Fiendish giant octopus1 CE Level: Drd 0
Fiendish girallon CE This spell functions like summon nature’s ally 1st,
Mohrg CE except that you can summon one 0 level creature.
Shadow, Greater CE When you use a summoning spell to summon an air,
1
May be summoned only into an aquatic or watery chaotic, earth, evil, fire, good, lawful, or water creature, it is a
environment. spell of that type.

Summon Monster 8th 0 Level


Conjuration (Summoning) [see text for summon Bat (Animal)
monster 1st] Cat (Animal)
Level: Brd 6, Clr/Pre 8, Sor/Wiz 8 Mule (Animal)
This spell functions like summon monster Pony (Animal)
1st, except that you can summon one creature from Rat (Animal)
the 8th–level list, 1d3 creatures of the same kind Songbird (Animal)
from the 7th–level list, or 1d4+1 creatures of the Tiny Fish (Animal)1
same kind from a lower–level list.

8th Level
Summon Nature’s Ally 1st
Conjuration (Summoning)
Celestial dire bear LG
Level: Drd 1, Rgr 1
Celestial cachalot whale1 NG
Components: V, S, DF
Celestial triceratops NG
Casting Time: 1 standard action
Lillend CG
Range: Close (25 ft. + 5 ft./2 levels)
Elemental, greater (any) N
Effect: One summoned creature
Fiendish giant squid1 LE
Duration: 5 rounds + 1 round/level (D)
Hellcat LE

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1
Saving Throw: None May be summoned only into an aquatic or watery environment
Spell Resistance: No
This spell summons a natural creature. It Summon Nature’s Ally 3rd
appears where you designate and acts immediately, Conjuration (Summoning) [see text]
on your turn. It attacks your opponents to the best of Level: Drd 3, Rgr 3
its ability. If you can communicate with the creature, Effect: One or more creatures, no two of which can be more
you can direct it not to attack, to attack particular than 30 ft. apart
enemies, or to perform other actions. This spell functions like summon nature’s ally 1st,
A summoned monster cannot summon or except that you can summon one 3rd–level creature, 1d3
otherwise conjure another creature, nor can it use any 2ndlevel creatures of the same kind, or 1d4+1 1st–level
teleportation or planar travel abilities. Creatures creatures of the same kind.
cannot be summoned into an environment that cannot When you use a summoning spell to summon an air,
support them. chaotic, earth, evil, fire, good, lawful, or water creature, it is a
The spell conjures one of the creatures from spell of that type.
the 1st–level list on the accompanying Summon
Nature’s Ally table. You choose which kind of 3rd level
creature to summon, and you can change that choice Ape (animal)
each time you cast the spell. All the creatures on the Dire weasel
table are neutral unless otherwise noted. Dire wolf
Eagle, giant [NG]
1st level Lion
Camel (Animal) Owl, giant [NG]
Dire rat Satyr [CN; without pipes]
Eagle (animal) Shark, large1 (animal)
Horse, riding (Animal) Snake, constrictor (animal)
Monkey (animal) Snake, large viper (animal)
Octopus1 (animal) Thoqqua
1
Owl (animal) May be summoned only into an aquatic or watery environment
Porpoise1 (animal)
Small viper (snake) (animal) Summon Nature’s Ally 4th
Wolf (animal) Conjuration (Summoning) [see text]
1
May be summoned only into an aquatic or watery Level: Animal 4, Drd 4, Rgr 4
environment Effect: One or more creatures, no two of which can be more
than 30 ft. apart
Summon Nature’s Ally 2nd This spell functions like summon nature’s ally 1st,
Conjuration (Summoning) except that you can summon one 4th–level creature, 1d3 3rd
Level: Drd 2, Rgr 2 level creatures of the same kind, or 1d4+1 lower–level
Effect: One or more creatures, no two of which can creatures of the same kind.
be more than 30 ft. apart When you use a summoning spell to summon an air,
This spell functions like summon nature’s chaotic, earth, evil, fire, good, lawful, or water creature, it is a
ally 1st, except that you can summon one 2nd–level spell of that type.
creature or 1d3 1st–level creatures of the same kind.
When you use a summoning spell to 4th level
summon an air, chaotic, earth, evil, fire, good, lawful, Arrowhawk, juvenile
or water creature, it is a spell of that type. Bear,brown (animal)
Crocodile, giant (animal)
2nd Level Deinonychus (dinosaur)
Bear, black (animal) Dire ape
Crocodile (animal) Dire boar
Dire badger Dire wolverine
Dire bat Elemental, medium (any)
Elemental, Small (any) Salamander, flamebrother [NE]
Hippogriff Sea cat1
Shark, medium1 (animal) Shark, huge1 (animal)
Medium viper (snake) (animal) Snake, huge viper (animal)
Squid1 (animal) Tiger (animal)
Wolverine (animal) Tojanida, juvenile1

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Unicorn [CG] Xorn, average


Xorn, minor * Can’t cast irresistible dance
1 1
May be summoned only into an aquatic or watery May be summoned only into an aquatic or watery environment
environment
Summon Nature’s Ally 7th
Summon Nature’s Ally 5th Conjuration (Summoning) [see text]
Conjuration (Summoning) [see text] Level: Drd 7
Level: Drd 5 Effect: One or more creatures, no two of which can be more
Effect: One or more creatures, no two of which can than 30 ft. apart
be more than 30 ft. apart This spell functions like summon nature’s ally 1st,
This spell functions like summon nature’s except that you can summon one 7th–level creature, 1d3 6th
ally 1st, except that you can summon one 5th–level level creatures of the same kind, or 1d4+1 lower–level
creature, 1d3 4th level creatures of the same kind, or creatures of the same kind.
1d4+1 lower–level creatures of the same kind. When you use a summoning spell to summon an air,
When you use a summoning spell to chaotic, earth, evil, fire, good, lawful, or water creature, it is a
summon an air, chaotic, earth, evil, fire, good, lawful, spell of that type.
or water creature, it is a spell of that type.
7th level
th
5 Level Arrowhawk, elder
Arrowhawk, adult Dire tiger
Bear, polar (animal) Elemental, greater (any)
Dire lion Djinni (genie) [NG]
Elasmosaurus1 (dinosaur) Invisible stalker
Elemental, large (any) Pixie* (sprite) [NG; with sleep arrows]
Griffon Squid, giant1 (animal)
Janni (genie) Triceratops (dinosaur)
Rhinoceros (animal) Tyrannosaurus (dinosaur)
Satyr [CN; with pipes] Whale, cachalot1 (animal)
Nixie (sprite) Xorn, elder
Tojanida, adult1 * Can’t cast irresistable dance
Whale, orca1 (animal) 1
May be summoned only into an aquatic or watery environment
1
May be summoned only into an aquatic or watery
environment Summon Nature’s Ally 8th
Conjuration (Summoning) [see text]
Summon Nature’s Ally 6th Level: Animal 8, Drd 8
Conjuration (Summoning) [see text] Effect: One or more creatures, no two of which can be more
Level: Drd 6 than 30 ft. apart
Effect: One or more creatures, no two of which can This spell functions like summon nature’s ally 1st,
be more than 30 ft. apart except that you can summon one 8th–level creature, 1d3 7th
This spell functions like summon nature’s level creatures of the same kind, or 1d4+1 lower–level
ally 1st, except that you can summon one 6th–level creatures of the same kind.
creature, 1d3 5th level creatures of the same kind, or When you use a summoning spell to summon an air,
1d4+1 lower–level creatures of the same kind. chaotic, earth, evil, fire, good, lawful, or water creature, it is a
When you use a summoning spell to spell of that type.
summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type. 8th Level
Dire shark1
6th level Roc
Dire bear Salamander, noble [NE]
Elemental, huge (any) Tojanida, elder
1
Elephant (animal) May be summoned only into an aquatic or watery environment
Girallon
Megaraptor (dinosaur) Summon Nature’s Ally 9th
Octopus, giant1 (animal) Conjuration (Summoning) [see text]
Pixie* (sprite) [NG; no special arrows] Level: Drd 9
Salamander, average [NE] Effect: One or more creatures, no two of which can be more
Whale, baleen1 than 30 ft. apart
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This spell functions like summon nature’s Level: Brd 2, Drd 2, Sor/Wiz 2
ally 1st, except that you can summon one 9th–level Components: V, S, M/DF
creature, 1d3 8th level creatures of the same kind, or Casting Time: 1 round
1d4+1 lower–level creatures of the same kind. Range: Close (25 ft. + 5 ft./2 levels)
When you use a summoning spell to summon an air, Effect: One swarm of bats, rats, or spiders
chaotic, earth, evil, fire, good, lawful, or water Duration:Spellcraft + 2 rounds
creature, it Saving Throw: None
is a spell of that type. Spell Resistance: No
9th level You summon a swarm of bats, rats, or spiders (your
Elemental, elder choice), which attacks all other creatures within its area.
Grig [NG; with fiddle] (sprite) (You may summon the swarm so that it shares the area of
Pixie* [NG; with sleep and memory los arrows] other creatures.) If no living creatures are within its area, the
(sprite) swarm attacks or pursues the nearest creature as best it can.
Unicorn, celestial charger The caster has no control over its target or direction of travel.
1
May be summoned only into an aquatic or watery Arcane Material Component: A square of red cloth.
environment
Summon Spell ComponentQ
Summon Mount Conjuration (Creation)
Conjuration (Summoning) Level: Sor/Wiz 0
Level: Pal 1 Components: V
Components: V Casting Time: 1 swift action
Casting Time: 1 round Range: Personal
Range: Special; see below Target: You
Effect: Paladin’s mount Duration: Instantaneous
Duration: Instantaneous; see below By casting this spell, you summon the components to
Saving Throw: Will negates (harmless) one spell to your hand. The value of the spell components
Spell Resistance: Yes (harmless) must be less than 1 gp value.
With use of this spell, you may magically
summon your bonded mount to your presence. The Sunbeam
bonded mount immediately appears adjacent to you Evocation [Light]
and remains with you until dismissed. Upon casting Level: Drd 7, Sun 7
the spell, you must decide whether or not you wish to Components: V, S, DF
be able to dismiss the bonded mount back to its home Casting Time: 1 standard action
location. If you decide to be able to dismiss the Range: 60 ft.
bonded mount, the bonded mount only remains for up Area: Line from your hand
to 1 minute/level. If you choose not to be able to Duration: 1 round/level or until all beams are exhausted
dismiss the mount to its home location, the spell ends Saving Throw: Reflex negates and Reflex half; see text
immediately and the bonded mount remains at its Spell Resistance: Yes
current summoned location. For the duration of this spell, you can use a standard
Once dismissed, the mount is immediately action to evoke a dazzling beam of intense light each round.
transported back to it’s home location (the point You can call forth one beam per three caster levels (maximum
where it was summoned from). The mount and six beams at 18th level). The spell ends when its duration runs
anything it is currently carrying is immediately out or your allotment of beams is exhausted.
transferred to the home location; if you desire, you Each creature in the beam is blinded and takes 4d6
may also transport yourself if astride the mount. The points of damage. Any creatures to which sunlight is harmful
mount cannot be summoned or dismissed if it is or unnatural take double damage. A successful Reflex save
burdened with anything more than a light load plus a negates the blindness and reduces the damage by half.
rider. The summoning or dismissal of the mount An undead creature caught within the beam takes 1d6
does not heal it of any damage it may have suffered, points of damage per caster level (maximum 20d6), or half
and usually appears wearing any gear it had when it damage if a Reflex save is successful. In addition, the beam
was last encountered. results in the destruction of any undead creature specifically
Should your mount die, it cannot be harmed by bright light if it fails its save.
summoned, and cannot be dismissed to its home The ultraviolet light generated by the spell deals
location. damage to fungi, mold, oozes, and slimes just as if they were
undead creatures.
Summon Swarm
Conjuration (Summoning)

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Sunburst Symbol of DeathL,M, P


Evocation [Light] Necromancy [Death]
Level: Drd 8, Sor/Wiz 8, Sun 8 Level: Clr/Pre 8, Sor/Wiz 8
Components: V, S, M/DF Components: V, S, XM
Casting Time: 1 standard action Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level) Range: 0 ft.; see text
Area: 80–ft.–radius burst Effect: One symbol
Duration: Instantaneous Duration: See text
Saving Throw: Reflex partial; see text Saving Throw: Fortitude negates
Spell Resistance: Yes Spell Resistance: Yes
Sunburst causes a globe of searing radiance This spell allows you to scribe a potent rune of power
to explode silently from a point you select. All upon an immobile surface. When triggered, a symbol of death
creatures in the globe are blinded and take 6d6 points slays one or more creatures within 60 feet of the symbol (treat
of damage. A creature to which sunlight is harmful or as a burst) whose combined total current hit points do not
unnatural takes double damage. A successful Reflex exceed 150. The symbol of death affects the closest creatures
save negates the blindness and reduces the damage first, skipping creatures with too many hit points to affect.
by half. Once triggered, the symbol becomes active and glows, lasting
An undead creature caught within the globe for 10 minutes per caster level or until it has affected 150 hit
takes 1d6 points of damage per caster level points’ worth of creatures, whichever comes first. Any
(maximum 25d6), or half damage if a Reflex save is creature that enters the area while the symbol of death is active
successful. In addition, the burst results in the is subject to its effect, whether or not that creature was in the
destruction of any undead creature specifically area when it was triggered. A creature need save against the
harmed by bright light if it fail its save. symbol only once as long as it remains within the area, though
The ultraviolet light generated by the spell if it leaves the area and returns while the symbol is still active,
deals damage to fungi, mold, oozes, and slimes just it must save again.
as if they were undead creatures. Until it is triggered, the symbol of death is inactive
Sunburst dispels any darkness spells of (though visible and legible at a distance of 60 feet). To be
lower than 9th level within its area. effective, a symbol of death must always be placed in plain
Arcane Material Component: A piece of sunstone sight and in a prominent location. Covering or hiding the rune
and a naked flame. renders the symbol of death ineffective, unless a creature
removes the covering, in which case the symbol of death
Surelife works normally.
Abjuration If the object that the symbol is enscribed on is moved
Level: Repose 8 more than five feet, the symbol is deactivated for 24 hours.
Components: V, S, M This allows it to be inscribed on doors, chest lids or the like
Casting Time: 1 round and be used, but not objects like tabards, shields or rubber
Range: Personal balls.
Target: You As a default, a symbol of death is triggered whenever
Duration: 1 minute/2 levels a creature does one or more of the following, as you select:
This spell allows the caster to protect him or looks at the rune; reads the rune; touches the rune; passes over
herself against some condition that would ordinarily the rune; or passes through a portal bearing the rune.
cause certain death. The character can only protect Regardless of the trigger method or methods chosen, a
him or herself against a natural occurrence or creature more than 60 feet from a symbol of death can’t
condition, not against a spell or the action of a trigger it (even if it meets one or more of the triggering
creature. The character must specify the condition conditions, such as reading the rune). Once the spell is cast, a
against which he or she wishes to protect him or symbol of death’s triggering conditions cannot be changed.
herself, and the spell is effective only against that In this case, “reading” the rune means any attempt to
condition. Should the character be subjected to that study it, identify it, or fathom its meaning. Throwing a cover
condition during the duration of the spell, he or she over a symbol of death to render it inoperative triggers it if the
feels no discomfort and takes no damage from the symbol reacts to touch. You can’t use a symbol of death
condition. However, the spell does not protect any offensively; for instance, a touch–triggered symbol of death
items carried on the caster’s person. At the end of the remains untriggered if an item bearing the symbol of death is
spell’s duration, the condition has full normal effects used to touch a creature. Likewise, a symbol of death cannot
if the character is still subjected to it. be placed on a weapon and set to activate when the weapon
strikes a foe.
You can also set special triggering limitations of your
own. These can be as simple or elaborate as you desire.

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Special conditions for triggering a symbol of Note: Magic traps such as symbol of fear are hard to detect
death can be based on a creature’s name, identity, or and disable. A rogue (only) can use the Perception (Spot) skill
alignment, but otherwise must be based on to find a symbol of fear and Disable Device to thwart it. The
observable actions or qualities. Intangibles such as DC in each case is 25 + spell level, or 31 for symbol of fear.
level, class, Hit Dice, and hit points don’t qualify. Material Component: Mercury and phosphorus, plus
When scribing a symbol of death, you can powdered diamond and opal with a total value of at least 1,000
specify a password or phrase that prevents a creature gp.
using it from triggering the effect. Anyone using the
password remains immune to that particular rune’s Symbol of InsanityL, M, P
effects so long as the creature remains within 60 feet Enchantment (Compulsion) [Mind–Affecting]
of the rune. If the creature leaves the radius and Level: Clr/Pre 8, Sor/Wiz 8
returns later, it must use the password again. Saving Throw: Will negates
You also can attune any number of creatures This spell functions like symbol of death, except that
to the symbol of death, but doing this can extend the all creatures within the radius of the symbol of insanity instead
casting time. Attuning one or two creatures takes become permanently insane (as the insanity spell).
negligible time, and attuning a small group (as many Unlike symbol of death, symbol of insanity has no hit
as ten creatures) extends the casting time to 1 hour. point limit; once triggered, a symbol of insanity simply
Attuning a large group (as many as twenty–five remains active for 10 minutes per caster level.
creatures) takes 24 hours. Note: Magic traps such as symbol of insanity are hard
Attuning larger groups takes proportionately to detect and disable. A rogue (only) can use the Perception
longer. Any creature attuned to a symbol of death (Spot) skill to find a symbol of insanity and Disable Device to
cannot trigger it and is immune to its effects, even if thwart it. The DC in each case is 25 + spell level, or 33 for
within its radius when triggered. You are symbol of insanity.
automatically considered attuned to your own Material Component: Mercury and phosphorus, plus
symbols of death, and thus always ignore the effects powdered diamond and opal with a total value of at least 5,000
and cannot inadvertently trigger them. gp.
Read magic allows you to identify a symbol
of death with a DC 19 Spellcraft check. Of course, if Symbol of PainL, M, P
the symbol of death is set to be triggered by reading Necromancy [Evil]
it, this will trigger the symbol. Level: Clr/Pre 5, Sor/Wiz 5
A symbol of death can be removed by a This spell functions like symbol of death, except that
successful dispel magic targeted solely on the rune. each creature within the radius of a symbol of pain instead
An erase spell has no effect on a symbol of death. suffers wracking pains that impose a –4 penalty on attack
Destruction of the surface where a symbol of death is rolls, skill checks, and ability checks. These effects last for 1
inscribed destroys the symbol but also triggers it. hour after the creature moves farther than 60 feet from the
Symbol of death can be made permanent symbol.
with a permanency spell. A permanent symbol of Unlike symbol of death, symbol of pain has no hit
death that is disabled or that has affected its point limit; once triggered, a symbol of pain simply remains
maximum number of hit points becomes inactive for active for 10 minutes per caster level.
10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of pain are hard to
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception
detect and disable. A rogue (only) can use the (Spot) skill to find a symbol of pain and Disable Device to
Perception (Spot) skill to find a symbol of death and thwart it. The DC in each case is 25 + spell level, or 30 for
Disable Device to thwart it. The DC in each case is symbol of pain.
25 + spell level, or 33 for symbol of death. Material Component: Mercury and phosphorus, plus
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000
powdered diamond and opal with a total value of at gp.
least 5,000 gp each.
Symbol of PersuasionL, M, P
Symbol of FearL, M, P Enchantment (Charm) [Mind–Affecting]
Necromancy [Fear, Mind–Affecting] Level: Clr/Pre 6, Sor/Wiz 6
Level: Clr/Pre 6, Sor/Wiz 6 Saving Throw: Will negates
Saving Throw: Will negates This spell functions like symbol of death, except that
This spell functions like symbol of death, all creatures within the radius of a symbol of persuasion
except that all creatures within 60 feet of the symbol instead become charmed by the caster (as the charm monster
of fear instead become panicked for 1 round per spell) for 1 hour per caster level.
caster level.

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Unlike symbol of death, symbol of of weakness instead suffers crippling weakness that deals 3d6
persuasion has no hit point limit; once triggered, a points of Strength damage.
symbol of persuasion simply remains active for 10 Unlike symbol of death, symbol of weakness has no
minutes per caster level. Note: Magic traps such as hit point limit; once triggered, a symbol of weakness simply
symbol of persuasion are hard to detect and disable. remains active for 10 minutes per caster level.
A rogue (only) can use the Perception (Spot) skill to Note: Magic traps such as symbol of weakness are
find a symbol of persuasion and Disable Device to hard to detect and disable. A rogue (only) can use the
thwart it. The DC in each case is 25 + spell level, or Perception (Spot) skill to find a symbol of weakness and
31 for symbol of persuasion. Disable Device to thwart it. The DC in each case is 25 + spell
Material Component: Mercury and phosphorus, plus level, or 32 for symbol of weakness.
powdered diamond and opal with a total value of at Material Component: Mercury and phosphorus, plus
least 5,000 gp. powdered diamond and opal with a total value of at least 5,000
gp.
Symbol of SleepL, M, P
Enchantment (Compulsion) [Mind–Affecting] Sympathetic VibrationL
Level: Clr/Pre 5, Sor/Wiz 5 Evocation [Sonic]
Saving Throw: Will negates Level: Brd 6, Sor/Wiz (Sonic) 6
This spell functions like symbol of death, Components: V, S, F
except that all creatures of 10 HD or less within 60 Casting Time: 10 minutes
feet of the symbol of sleep instead fall into a catatonic Range: Touch
slumber for 3d6x10 minutes. Unlike with the sleep Target: One freestanding structure
spell, sleeping creatures cannot be awakened by Duration: Up to 1 round/level
nonmagical means before this time expires. Saving Throw: None; see text
Unlike symbol of death, symbol of sleep has Spell Resistance: Yes
no hit point limit; once triggered, a symbol of sleep By attuning yourself to a freestanding structure such
simply remains active for 10 minutes per caster level. you can create a damaging vibration within it. Once it begins,
Note: Magic traps such as symbol of sleep the vibration deals 2d10 points of damage per round to the
are hard to detect and disable. A rogue (only) can use target structure. (Hardness has no effect on the spell’s
the Perception (Spot) skill to find a symbol of sleep damage.) You can choose at the time of casting to limit the
and Disable Device to thwart it. The DC in each case duration of the spell; otherwise it lasts for 1 round/ level. If the
is 25 + spell level, or 30 for symbol of sleep. spell is cast upon a target that is not freestanding the
Material Component: Mercury and phosphorus, plus surrounding stone dissipates the effect and no damage occurs.
powdered diamond and opal with a total value of at Sympathetic vibration cannot affect creatures
least 1,000 gp. (including constructs). Since a structure is an unattended
object, it gets no saving throw to resist the effect.
Symbol of StunningL, M, P Focus: A tuning fork.
Enchantment (Compulsion) [Mind–Affecting]
Level: Clr/Pre 7, Sor/Wiz 7 SympathyL, M, P
Saving Throw: Will negates Enchantment (Compulsion) [Mind–Affecting]
This spell functions like symbol of death, Level: Drd 9, Sor/Wiz 8
except that all creatures within 60 feet of a symbol of Components: V, S, M
stunning instead become stunned for 1d6 rounds. Casting Time: 1 hour
Note: Magic traps such as symbol of Range: Close (25 ft. + 5 ft./2 levels)
stunning are hard to detect and disable. A rogue Target: One location (up to a 10–ft. cube/level) or one object
(only) can use the Perception (Spot) skill to find a Duration: 2 hours/level (D)
symbol of stunning and Disable Device to thwart it. Saving Throw: Will negates; see text
The DC in each case is 25 + spell level, or 32 for Spell Resistance: Yes
symbol of stunning. You cause an object or location to emanate magical vibrations
Material Component: Mercury and phosphorus, plus that attract either a specific kind of intelligent creature or
powdered diamond and opal with a total value of at creatures of a particular alignment, as defined by you. The
least 5,000 gp. particular kind of creature to be affected must be named
specifically. A creature subtype is not specific enough.
Symbol of WeaknessL, M, P Likewise, the specific alignment must be named.
Necromancy Creatures of the specified kind or alignment feel
Level: Clr/Pre 7, Sor/Wiz 7 elated and pleased to be in the area or desire to touch or to
This spell functions like symbol of death, possess the object. The compulsion to stay in the area or touch
except that every creature within 60 feet of a symbol the object is overpowering. If the save is successful, the

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creature is released from the enchantment, but a You move objects or creatures by concentrating on
subsequent save must be made 1d6x10 minutes later. them. Depending on the version selected, the spell can provide
If this save fails, the affected creature attempts to a gentle, sustained force, perform a variety of combat
return to the area or object. maneuvers, or exert a single short, violent thrust.
Sympathy counters and dispels antipathy. Sustained Force: A sustained force moves an object weighing
Sympathy can be made permanent with a no more than 25 pounds per caster level (maximum 375
permanency spell. pounds at 15th level) up to 20 feet per round. A creature can
Material Component: 1,500 gp worth of crushed negate the effect on an object it possesses with a successful
pearls and a drop of honey. Will save or with spell resistance.
This version of the spell can last 1 round per caster
Tail of the Crocodile level, but it ends if you cease concentration. The weight can be
Transmutation moved vertically, horizontally, or in both directions. An object
Level: Drd 2, Rgr 2 cannot be moved beyond your range. The spell ends if the
Components: V, S, M object is forced beyond the range. If you cease concentration
Casting Time: 1 standard action for any reason, the object falls or stops.
Range: Self An object can be telekinetically manipulated as if
Target: You with one hand. For example, a lever or rope can be pulled, a
Duration: 1 round/level (D) key can be turned, an object rotated, and so on, if the force
Saving Throw: None required is within the weight limitation. You might even be
Spell Resistance: No able to untie simple knots, though delicate activities such as
Upon completion of the spell, you grow a these require Intelligence checks.
crocodilian tail that is long and sinewy enough to be Combat Maneuver: Alternatively, once per round, you can use
used to attack with. The damage dealt by the tail telekinesis to perform a bull rush, disarm, grapple (including
attack depends on your size as shown below. You pin), or trip. Resolve these attempts as normal, except that
add ½ Strength modifier to the damage. they don’t provoke attacks of opportunity, you use your caster
level in place of your base attack bonus (for disarm and
Size Damage grapple), you use your Intelligence modifier (if a wizard) or
Tiny 1d4 Charisma modifier (if a sorcerer) in place of your Strength or
Small 1d6 Dexterity modifier, and a failed attempt doesn’t allow a
Medium 1d8 reactive attempt by the target (such as for disarm or trip). No
Large 1d10 save is allowed against these attempts, but spell resistance
Huge 2d6 applies normally. This version of the spell can last 1 round per
Gargantuan 3d6 caster level, but it ends if you cease concentration.
Colossal 4d6 Violent Thrust: Alternatively, the spell energy can be spent in
a single round. You can hurl one object or creature per caster
level (maximum 15) that are within range and all within 10
You may make a single attack with the tail
feet of each other toward any target within 10 feet per level of
each round, or may also attack with weapons and the
all the objects. You can hurl up to a total weight of 25 pounds
tail, treating the tail as a secondary attack. The tail
per caster level (maximum 375 pounds at 15th level).
attack is a natural attack. You cannot make more
You must succeed on attack rolls (one per creature or
than one tail attack per round, regardless of the
object thrown) to hit the target with the items, using your base
number of attacks you are normally allowed.
attack bonus + your Intelligence modifier (if a wizard) or
At 7th level, you can make an improved bull
Charisma modifier (if a sorcerer). Weapons cause standard
rush attack with the tail without having to move.
damage (with no Strength bonus; note that arrows or bolts deal
Material Component: A scale from a crocodile.
damage as daggers of their size when used in this manner).
Other objects cause damage ranging from 1 point per 25
Telekinesis pounds (for less dangerous objects) to 1d6 points of damage
Transmutation per 25 pounds (for hard, dense objects).
Level: Sor/Wiz 5 Creatures who fall within the weight capacity of the
Components: V, S spell can be hurled, but they are allowed Will saves (and spell
Casting Time: 1 standard action resistance) to negate the effect, as are those whose held
Range: Long (400 ft. + 40 ft./level) possessions are targeted by the spell. If a telekinesed creature
Target or Targets: See text is hurled against a solid surface, it takes damage as if it had
Duration:Spellcraft (up to 1 round/ level) or fallen 10 feet (1d6 points).
instantaneous; see text
Saving Throw: Will negates (object) or None; see
text
Telekinetic Sphere
Evocation [Force]
Spell Resistance: Yes (object); see text

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Level: Sor/Wiz 8 creature included in the link is linked to all the others. The
Components: V, S, M creatures can communicate telepathically through the bond
Casting Time: 1 standard action regardless of language. No special power or influence is
Range: Close (25 ft. + 5 ft./2 levels) established as a result of the bond. Once the bond is formed,
Effect: 1–ft.–diameter/level sphere, centered around it works over any distance (although not from one plane to
creatures or objects another).
Duration: 1 min./level (D) If desired, you may leave yourself out of the
Saving Throw: Reflex negates (object) telepathic bond forged. This decision must be made at the time
Spell Resistance: Yes (object) of casting.
This spell functions like resilient sphere, Telepathic bond can be made permanent with a
with the addition that the creatures or objects inside permanency spell, though it only bonds two creatures per
the globe are nearly weightless. Anything contained casting of permanency.
within an telekinetic sphere weighs only one– Material Component: Pieces of eggshell from two different
sixteenth of its normal weight. kinds of creatures.
You can telekinetically lift anything in the
sphere that normally weighs 5,000 pounds or less. Teleport
The telekinetic control extends from you out to Conjuration (Teleportation)
medium range (100 feet + 10 feet per caster level) Level: Sor/Wiz 7, Travel 7
after the sphere has succeeded in encapsulating its Components: V
contents. Casting Time: 1 standard action
You can move objects or creatures in the Range: Personal and touch
sphere that weigh a total of 5,000 pounds or less by Target: You and touched objects or other touched willing
concentrating on the sphere. You can begin moving a creatures
sphere in the round after casting the spell. If you Duration: Instantaneous
concentrate on doing so (a standard action), you can Saving Throw: None and Will negates (object)
move the sphere as much as 30 feet in a round. If you Spell Resistance: No and Yes (object)
cease concentrating, the sphere does not move in that This spell instantly transports you to a designated
round (if on a level surface) or descends at its falling destination, which may be as distant as 100 miles per caster
rate (if aloft) until it reaches a level surface, or the level. Interplanar travel is not possible. You can bring along
spell’s duration expires, or you begin concentrating objects as long as their weight doesn’t exceed your maximum
again. If you cease concentrating (voluntarily or due load. You may also bring one additional willing Medium or
to failing aSpellcraft check), you can resume smaller creature (carrying gear or objects up to its maximum
concentrating on your next turn or any later turn load) or its equivalent (see below) per three caster levels. A
during the spell’s duration. Large creature counts as two Medium creatures, a Huge
The sphere falls at a rate of only 60 feet per creature counts as two Large creatures, and so forth. All
round, which is not fast enough to cause damage to creatures to be transported must be in contact with one
the contents of the sphere. another, and at least one of those creatures must be in contact
You can move the sphere telekinetically with you. As with all spells where the range is personal and
even if you are in it. the target is you, you need not make a saving throw, nor is
Material Component: A hemispherical piece of clear spell resistance applicable to you. Only objects held or in use
crystal, a matching hemispherical piece of gum (attended) by another person receive saving throws and spell
arabic, and a pair of small bar magnets. resistance.
You must have some clear idea of the location and
Telepathic BondP layout of the destination. The clearer your mental image, the
Divination more likely the teleportation works. Areas of strong physical
Level: Sor/Wiz 5 or magical energy may make teleportation more hazardous or
Components: V, S, M even impossible.
Casting Time: 1 standard action A teleport spell is blocked by 5 feet of iron, 10 feet of
Range: Close (25 ft. + 5 ft./2 levels) solid stone, 15 feet of solid wood, 20 feet of loose earth or a
Targets: You plus one willing creature per three thin coating of lead, unless a special teleport recepticle (such
levels, no two of which can be more than 30 ft. apart as a teleportation circle) exists in the area. Attempts at such
Duration: 10 min./level (D) teleportation either fail or use the False Destination table, as
Saving Throw: None the GM sees fit.
Spell Resistance: No To see how well the teleportation works, roll d% +
You forge a telepathic bond among yourself spellcasting modifier and consult the Teleport table. Refer to
and a number of willing creatures, each of which the following information for definitions of the terms on the
must have an Intelligence score of 3 or higher. Each table. (Note: for magic items, use the minimum ability score

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required to cast the spell, in this case 17, which d%, since there is no real destination for you to hope to arrive
generates a +3 modifier). at or even be off target from.
Familiarity: “Very familiar” is a place where you On Target: You appear where you want to be.
have been very often and where you feel at home. Off Target: You appear safely a random distance away from
“Studied carefully” is a place you know well, either the destination in a random direction. Distance off target is
because you can currently see it, you’ve been there 1d10x1d10% of the distance that was to be traveled. The
often, or you have used other means (such as scrying) direction off target is determined randomly Similar Area: You
to study the place for at least one hour. “Seen wind up in an area that’s visually or thematically similar to the
casually” is a place that you have seen more than target area.
once but with which you are not very familiar. Generally, you appear in the closest similar place
“Viewed once” is a place that you have seen once, within range. If no such area exists within the spell’s range,
possibly using magic. the spell simply fails instead.
“False destination” is a place that does not Mishap: You and anyone else teleporting with you have gotten
truly exist or if you are teleporting to an otherwise “scrambled.” You each take 1d10 points of damage, and you
familiar location that no longer exists as such or has reroll on the chart to see where you wind up. For these rerolls,
been so completely altered as to no longer be familiar roll 1d20 Each time “Mishap” comes up, the characters take
to you. When traveling to a false destination, roll more damage and must reroll.
1d20 to obtain results on the table, rather than rolling
Familiarity Mishap Similar Off On Target
Area Target
Very familiar 01 02–04 05–06 07–100+
Studied carefully 01–04 05–06 07–14 15–100+
Seen casually 01–05 06–15 16–53 54–100+
Viewed Once 01–08 09–14 15–77 78–100+
False destination (roll 1d20) 01–11 12– – –
20+
arrive off target. The teleportation can still be blocked by
Teleport, Lesser intervening material. You must have viewed the target
Conjuration (Teleportation) destination, either first–hand or via scrying to use greater
Level: Sor/Wiz 5, Travel 5 teleport. If you attempt to teleport with insufficient
This spell functions like teleport, except you information (or with misleading information), you disappear
may transport up to 2 miles per caster level. and simply reappear in your original location. Interplanar
travel is not possible.
Teleport Object
Conjuration (Teleportation) Teleportation CircleL, M, P
Level: Sor/Wiz 7 Conjuration (Teleportation)
Range: Touch Level: Sor/Wiz 9
Target: One touched object of up to 50 lb./level and Components: V, XM
3 cu. ft./level Casting Time: 10 minutes
Saving Throw: Will negates (object) Range: 0 ft.
Spell Resistance: Yes (object) Effect: 5–ft.–radius circle that teleports those who activate it
This spell functions like teleport, except that Duration: 10 min./level (D)
it teleports an object, not you. Creatures and magical Saving Throw: None
forces cannot be teleported. Spell Resistance: Yes
If desired, the target object can be sent to a You create a circle on the floor or other horizontal
distant location on the Ethereal Plane. In this case, surface that teleports, as greater teleport, any creature who
the point from which the object was teleported stands on it to a designated spot. A teleportation circle can be
remains faintly magical until the item is retrieved. A keyed to activate with a command word, but by default
successful targeted dispel magic spell cast on that activates simply by entering the area. You must create a
point brings the vanished item back from the Ethereal similar recepticle for the teleport at the destination area (you
Plane. cannot reach the destination point to create this circle via
teleportation circle and it must already exist when you cast
Teleport, Greater teleportation circle). Once you designate the destination for
Conjuration (Teleportation) the circle, you can’t change it. You can link multiple
Level: Sor/Wiz 8 teleportation circles to the same destination point. You can
This spell functions like teleport, except that choose to make the teleportation one–way, or allow two–way
there is no range limit and there is no chance you travel to those who exit the destination circle and reenter it at

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least one minute later (a two–way travel teleportation Thunderbolt


circle cannot be linked to other teleportation circles). Evocation [Electricity]
The spell fails if you attempt to set the circle to Level: Sor/Wiz 2
teleport creatures into a solid object, to a place with Components: V, S, M
which you are not familiar and have no clear Casting Time: 1 standard action
description, or to another plane. A teleportation Range: 0
circle’s teleport is unhindered by intervening material Effect: One half–spear made of electricity
between the trigger area and destination area, but can Duration: 1 round/level
be blocked or thwarted by spells. Saving Throw: None
The circle itself is subtle and nearly Spell Resistance: Yes
impossible to notice. If you intend to keep creatures When this spell is cast, a jagged bolt of arcing,
from activating it accidentally, you need to mark the brilliant white lightning appears in your hand. The
circle in some way. thunderbolt may be wielded as half–spear, allowing the
If you are aware of the location of a wielder to strike with a touch attack that deals 1d6 electrical
teleportation circle’s destination point, you can use damage + 1d6 electrical damage/4 levels to those it strikes
any other teleport spell to transport to that location, if (max 5d6), or it may be thrown as a ranged touch attack
you are in range. If you did not create the against opponents for 1d6 elecrtrical damage, immediately
teleportation circle, you must make a caster level reappearing in your hand the round after being thrown (where
check of 1d20 + your caster level versus 10 + the it may be thrown again). Throwing the thunderbolt takes 5
caster level of the teleportation circle’s caster level to rounds off the duration of the spell. If less than 5 rounds
tap into the destination. remain for the bolt’s duration, it may be thrown, but the bolt
Teleportation circle can be made permanent disappears immediately after resolving the attack. The
with a permanency spell. A permanent teleportation thunderbolt cannot be disarmed or sundered, nor may it be
circle that is disabled becomes inactive for 10 given to another person or removed from your hand, other
minutes, then can be triggered again as normal. than to be thrown.
Note: Magic traps such as teleportation Material Component: A small piece of glass shaped like a
circle are hard to detect and disable. A rogue (only) bolt of lightning.
can use the Perception (Spot) skill to find the circle
and Disable Device to thwart it. The DC in each case Thunderblow
is 25 + spell level, or 34 in the case of teleportation Evocation [Electricity, Sonic]
circle. Level: Sor/Wiz 5
Material Component: Amber dust to cover the area Components: V, S, M
of the circle at the initial and destination points (cost Casting Time: 1 standard action
1,000 gp). Range: Short (25 ft. + 5 ft./2 levels)
Area of Effect: Line 5 feet wide and 90 feet long
Temporal StasisM, P Duration: Instantaneous
Transmutation Saving Throw: Reflex partial
Level: Sor/Wiz 8 Spell Resistance: Yes
Components: V, S, XM When cast, a line of sizzling blue lightning is created,
Casting Time: 1 standard action followed by the sharp crack of thunder. Those in the area of
Range: Touch effect take 1d6 electrical damage/caster level (20d6 max).
Target: Creature touched Half of this damage is electrical, the other half is sonic–based.
Duration: 1 day A successful Reflex saving throw halves the damage taken.
Saving Throw: Fortitude negates Furthermore, all beings in the area of effect suffer the
Spell Resistance: Yes effects of a bull rush, with an attack value equal to the caster’s
You must succeed on a melee touch attack. level + spellcasting modifier with a Strength of 20 + 1 per 2
You place the subject into a state of suspended levels past 9th. The direction of the bull rush is “downwind”
animation. For the creature, time ceases to flow and of the bolt.
its condition becomes fixed. The creature does not Material Component: A pinch of crushed diamond and
grow older. Its body functions virtually cease, and no sapphire.
force or effect can harm it.
You can make this spell permanent with a Thunderclap
permanency spell. Evocation [Sonic]
Material Component: A powder composed of Level: Sor/Wiz 4
diamond, emerald, ruby, and sapphire dust with a Components: V, S, M
total value of at least 500 gp. Casting Time: 1 standard action
Range: 0

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Area of Effect: 30 foot burst Saving Throw: None


Duration: Instantaneous Spell Resistance: No
Saving Throw: Reflex Partial You create an unmoving, opaque sphere of force of
Spell Resistance: Yes any color you desire around yourself. Half the sphere projects
As you fiercely clap your hands together, an above the ground, and the lower hemisphere passes through
echoing rumble rolls out washing the area of effect in the ground. As many as nine other Medium creatures can fit
solid forces of sound. into the field with you; they can freely pass into and out of the
Those in the area of effect must make a hut without harming it. However, if you remove yourself from
Reflex save or take 1d6 sonic damage/level (max the hut, the spell ends.
15d6). A successful save halves the damage. In The temperature inside the hut is 70° F if the exterior
addition to the damage, all targets in the area of effect temperature is between 0° and 100° F. An exterior temperature
are bull rushed, with an attack value equal to casting below 0° or above 100° lowers or raises the interior
level + spellcasting modifier with a Strength of 20 + temperature on a 1–degree–for–1 basis. The hut also provides
1 per 2 levels past 8th. The direction of the bull rush protection against the elements, such as rain, dust, and
is directly away from you. sandstorms. The hut withstands any wind of less than
Material Component: A bit of burnt wood from a hurricane force, but a hurricane (75+ mph wind speed) or
tree struck by lightning. greater force destroys it.
The interior of the hut is a hemisphere. You can
Time Stop illuminate it dimly upon command or extinguish the light as
Transmutation desired. Although the force field is opaque from the outside, it
Level: Sor/Wiz 9, Trickery 9 is transparent from within. Missiles, weapons, and most spell
Components: V effects can pass through the hut without affecting it, although
Casting Time: 1 standard action the occupants cannot be seen from outside the hut (they have
Range: Personal total concealment).
Target: You Material Component: A small crystal bead that shatters when
Duration: 1d4+1 rounds (apparent time); see text the spell duration expires or the hut is dispelled.
This spell seems to make time cease to flow
for everyone but you. In fact, you speed up so greatly TonguesP
that all other creatures seem frozen, though they are Divination
actually still moving at their normal speeds. You are Level: Brd 2, Clr/Pre 4, Sor/Wiz 3
free to act for 1d4+1 rounds of apparent time. Normal Components: V, M/DF
and magical fire, cold, gas, and the like can still harm Casting Time: 1 standard action
you. While the time stop is in effect, other creatures Range: Touch
are invulnerable to your attacks and spells; you Target: Creature touched
cannot target such creatures with any attack or spell. Duration: 10 min./level
A spell that affects an area and has a duration longer Saving Throw: Will negates (harmless)
than the remaining duration of the time stop have Spell Resistance: No
their normal effects on other creatures once the time This spell grants the creature touched the ability to
stop ends. Most spellcasters use the additional time to speak and understand the language of any intelligent creature,
improve their defenses, summon allies, or flee from whether it is a racial tongue or a regional dialect. The subject
combat. can speak only one language at a time, although it may be able
You cannot move or harm items held, to understand several languages. Tongues does not enable the
carried, or worn by a creature stuck in normal time, subject to speak with creatures who don’t speak. The subject
but you can affect any item that is not in another can make itself understood as far as its voice carries. This
creature’s possession. You are undetectable while spell does not predispose any creature addressed toward the
time stop lasts. You cannot enter an area protected by subject in any way.
an antimagic field while under the effect of time stop. Tongues can be made permanent with a permanency
spell.
Tiny HutP Arcane Material Component: A small clay model of a
Evocation [Force] ziggurat, which shatters when the verbal component is
Level: Brd 3, Sor/Wiz 3 pronounced.
Components: V, S, M
Casting Time: 1 standard action Touch of Fatigue
Range: 20 ft. Necromancy
Effect: 20–ft.–radius sphere centered on your Level: Sor/Wiz 0
location Components: V, S, M
Duration: 2 hours/level (D) Casting Time: 1 standard action

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Range: Touch Target: Creature touched


Target: Creature touched Duration: 1 round/level
Duration: 1 round/level Saving Throw: Will negates
Saving Throw: Fortitude negates Spell Resistance: Yes
Spell Resistance: Yes The caster may daze one living creature by making a
You channel negative energy through your touch, successful touch attack. If the target creature does not make a
fatiguing the target. You must succeed on a touch successful Will save, its mind is clouded and it takes no action
attack to strike a target. for 1 round per caster level. The dazed subject is not stunned
The subject is immediately fatigued for the spell’s (so attackers get no special advantage against it), but it can’t
duration. move, cast spells, use mental abilities, and so on.
This spell has no effect on a creature that is
already fatigued. Unlike with normal fatigue, the Train AnimalL
effect ends as soon as the spell’s duration expires. Enchantment (Charm) [Mind–Affecting]
Material Component: A drop of sweat. Level: Druid 2, ranger 2
Components: V, S, DF
Touch of Fire Casting Time: 1 minute
Evocation [Fire] Range: Touch
Level: Sor/Wiz 0 Target: Animal touched
Components: V, S, M Duration: Instananeous
Casting Time: 1 standard action Saving Throw: Will negates (harmless)
Range: Touch Spell Resistance: Yes (harmless)
Target: Item or Creature touched Upon casting this spell, you instantly train an animal, granting
Duration: Instantaneous it 3 tricks if it has an Intelligence of 1 or 6 tricks if it has an
Saving Throw: Reflex half intelligence of 2. If the creature is already trained, you can
Spell Resistance: Yes grant it knowledge of one additional trick.
Casting this spell causes a small burst of This spell does not modify an animal’s attitude
flame to erupt from your hand to burn the item or toward you, nor does it guarantee that an animal will
creature touched. The affected item or creature takes cooperate when instructed to perform the newly learned tricks.
1d4 points of fire damage and it can ignite
combustible items. Transfer Wound
Necromancy [evil]
Touch of Idiocy Level: Assn 1, Brd 2, Clr/Pre 2, Drd 2, Sor/Wiz 2
Enchantment (Compulsion) [Mind–Affecting] Components: V, S
Level: Sor/Wiz 2 Casting Time: 1 standard action
Components: V, S Range: Short (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action Effect: You and one living creature
Range: Touch Duration: Instantaneous
Target: Living creature touched Saving Throw: Fort Negates
Duration: 10 min./level Spell Resistance: Yes
Saving Throw: No Upon casting this spell, you inflict up to 1 hp/level of
Spell Resistance: Yes damage (maximum 10) from yourself to another creature
With a touch, you reduce the target’s mental within range if they fail their saving throw. You heal a like
faculties. Your successful melee touch attack applies amount of damage.
a 1d6 penalty to the target’s Intelligence, Wisdom, or
Charisma score, as chosen by the caster. This penalty Transfer Wound, Greater
can’t reduce any of these scores below 1. Necromancy [evil]
This spell’s effect may make it impossible Level: Assn 2, Brd 4, Clr/Pre 3, Drd 4, Sor/Wiz 4
for the target to cast some or all of its spells, if the As transfer wound, except you inflict up to 2 hp/level
requisite ability score drops below the minimum of damage (maximum 20) and heal a like amount.
required to cast spells of that level.
TransformationM
Touch of Madness Transmutation
Enchantment [Mind–Affecting] Level: Sor/Wiz 6
Level: Madness 2 Components: V, S, XM
Components: V, S Casting Time: 1 standard action
Casting Time: One action Range: Personal
Range: Touch Target: You

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Duration: 1 round/level Saving Throw: See text


You become a virtual fighting machine– Spell Resistance: No
stronger, tougher, faster, and more skilled in combat. This spell transforms normal mud or quicksand of
Your mind–set changes so that you relish combat and any depth into soft stone (sandstone or a similar mineral)
you can’t cast spells, even from magic items. permanently.
You gain a +4 magic bonus to Strength, Any creature in the mud is allowed a Reflex save to
Dexterity, and Constitution, a +4 magic bonus to escape before the area is hardened to stone.
natural armor, a +5 magic bonus on Fortitude saves, Transmute mud to rock counters and dispels
and proficiency with all simple and martial weapons. transmute rock to mud.
Your base attack bonus equals your character level Arcane Material Component: Sand, lime, and water.
and are treated as having the Second Attack, Third
Attack and Final Attack feats. You also gain 3 Transmute Rock to Mud
temporary hit points per level. Transmutation [Earth]
You lose your spellcasting ability, including Level: Drd 5, Sor/Wiz 5
your ability to use spell activation or spell completion Components: V, S, M/DF
magic items, just as if the spells were no longer on Casting Time: 1 standard action
your class list. Range: Medium (100 ft. + 10 ft./level)
Material Component: A potion of bull’s strength, Area: Up to two 10–ft. cubes/level (S)
which you drink (and whose effects are subsumed by Duration: Permanent; see text
the spell effects). Saving Throw: See text
Spell Resistance: No
Transmute Metal to Wood This spell turns natural, uncut or unworked rock of
Transmutation any sort into an equal volume of mud. Magical stone is not
Level: Drd 7 affected by the spell. The depth of the mud created cannot
Components: V, S, DF exceed 10 feet. A creature unable to levitate, fly, or otherwise
Casting Time: 1 standard action free itself from the mud sinks until hip– or chest–deep,
Range: Long (400 ft. + 40 ft./level) reducing its speed to 5 feet and causing a –2 penalty on attack
Area: All metal objects within a 40–ft.–radius burst rolls and AC. Brush thrown atop the mud can support
Duration: Instantaneous creatures able to climb on top of it.
Saving Throw: None Creatures large enough to walk on the bottom can
Spell Resistance: Yes (object; see text) wade through the area at a speed of 5 feet.
This spell enables you to change all metal If transmute rock to mud is cast upon the ceiling of a
objects within its area to wood. Weapons, armor, and cavern or tunnel, the mud falls to the floor and spreads out in a
other metal objects carried by creatures are affected adrenaline surge at a depth of 5 feet. The falling mud and the
as well. A magic object made of metal effectively has ensuing cave–in deal 8d6 points of bludgeoning damage to
spell resistance equal to 20 + its caster level against anyone caught directly beneath the area, or half damage to
this spell. Artifacts cannot be transmuted. Weapons those who succeed on Reflex saves.
converted from metal to wood take a –2 penalty on Castles and large stone buildings are generally
attack and damage rolls. The armor bonus of any immune to the effect of the spell, since transmute rock to mud
armor converted from metal to wood is reduced by 2. can’t affect worked stone and doesn’t reach deep enough to
Weapons changed by this spell splinter and break on undermine such buildings’ foundations. However, small
any natural attack roll of 1 or 2, and armor changed buildings or structures often rest upon foundations shallow
by this spell loses an additional point of armor bonus enough to be damaged or even partially toppled by this spell.
every time it is struck with a natural attack roll of 19 The mud remains until a successful dispel magic or
or 20. transmute mud to rock spell restores its substance–but not
Only limited wish, miracle, wish, or similar necessarily its form. Evaporation turns the mud to normal dirt
magic can restore a transmuted object to its metallic over a period of days. The exact time depends on exposure to
state. the sun, wind, and normal drainage.
Arcane Material Component: Clay and water.
Transmute Mud to Rock
Transmutation [Earth] Transport via Plants
Level: Drd 5, Sor/Wiz 5 Transmutation
Components: V, S, M/DF Level: Drd 6
Casting Time: 1 standard action Components: V, S
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Area: Up to two 10–ft. cubes/level (S) Range: Unlimited
Duration: Permanent

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Target: You and touched objects or other touched freed. Otherwise, the creature can go free once the gem
willing creatures imprisoning it is broken.
Duration: 1 round Depending on the version selected, the spell can be
Saving Throw: None triggered in one of two ways.
Spell Resistance: No Spell Completion: First, the spell can be completed by
You can enter any normal plant (Medium or speaking its final word as a standard action as if you were
larger) and pass any distance to a plant of the same casting a regular spell at the subject. This allows spell
kind in a single round, regardless of the distance resistance (if any) and a Will save to avoid the effect. If the
separating the two. The entry plant must be alive. The creature’s name is spoken as well, any spell resistance is
destination plant need not be familiar to you, but it ignored and the save DC increases by 2. If the save or spell
also must be alive. If you are uncertain of the location resistance is successful, the gem shatters.
of a particular kind of destination plant, you need Trigger Object: The second method is far more insidious, for
merely designate direction and distance and the it tricks the subject into accepting a trigger object inscribed
transport via plants spell moves you as close as with the final spell word, automatically placing the creature’s
possible to the desired location. If a particular soul in the trap. To use this method, both the creature’s name
destination plant is desired but the plant is not living, and the trigger word must be inscribed on the trigger object
the spell fails and you are ejected from the entry when the gem is enspelled. A sympathy spell can also be
plant. placed on the trigger object. As soon as the subject picks up or
You can bring along objects as long as their accepts the trigger object, its life force is automatically
weight doesn’t exceed your maximum load. You may transferred to the gem without the benefit of spell resistance or
also bring one additional willing Medium or smaller a save.
creature (carrying gear or objects up to its maximum This spell can be made permament with a
load) or its equivalent per three caster levels. Use the permanency spell.
following equivalents to determine the maximum Material Component: Before the actual casting of trap the
number of larger creatures you can bring along: A soul, you must procure a gem of at least 1,000 gp value.
Large creature counts as two Medium creatures, a Focus (Trigger Object Only): If the trigger object method is
Huge creature counts as two Large creatures, and so used, a special trigger object, prepared as described above, is
forth. All creatures to be transported must be in needed.
contact with one another, and at least one of those
creatures must be in contact with you. Transport Tree Shape
time takes 1 round per ten miles transported. Transmutation
You can’t use this spell to travel through Level: Drd 2, Rgr 3
plant creatures. Components: V, S, DF
The destruction of an occupied plant slays Casting Time: 1 standard action
you and any creatures you have brought along, and Range: Personal
ejects the bodies and all carried objects from the tree. Target: You
This spell does not normally allow transport Duration: 1 hour/level (D)
into underground areas or indoors. By means of this spell, you are able to assume the
form of a Large living tree or shrub or a Large dead tree trunk
Trap the SoulM, P with a small number of limbs. The closest inspection cannot
Conjuration (Summoning) reveal that the tree in question is actually a magically
Level: Sor/Wiz 8 concealed creature. To all normal tests you are, in fact, a tree
Components: V, S, XM, (F); see text or shrub, although a detect magic spell reveals a faint
Casting Time: 1 standard action or see text transmutation on the tree. While in tree form, you can observe
Range: Close (25 ft. + 5 ft./2 levels) all that transpires around you just as if you were in your
Target: One creature normal form, and your hit points and save bonuses remain
Duration: 1day; see text unaffected. You gain a +10 natural armor bonus to AC but
Saving Throw: See text have an effective Dexterity score of 0 and a speed of 0 feet.
Spell Resistance: Yes; see text You are immune to critical hits while in tree form. All
Trap the soul forces a creature’s life force clothing and gear carried or worn changes with you.
(and its material body) into a gem. The gem holds the You can dismiss tree shape as a free action (instead
trapped entity indefinitely or until the gem is broken of as a standard action).
and the life force is released, which allows the Tree shape can be made permanent with a
material body to reform. If the trapped creature is a permanency spell. This allows you to freely shift between
powerful creature from another plane it can be your normal shape and tree shape.
required to perform a service immediately upon being

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Tree Stride volume of the item created cannot exceed 1 cubic foot per
Conjuration (Teleportation) caster level. The caster must succeed at an appropriate skill
Level: Drd 5, Rgr 4 check to make a complex item.
Components: V, S, DF Unlike the items brought into being by the lower–
Casting Time: 1 standard action level spells minor creation and major creation, objects created
Range: Personal by the casting of true creation can be used as material
Target: You components.
Duration: 1 hour/level or until expended; see text XP Cost: The item’s gold piece value in XP, or a minimum of
You gain the ability to enter trees and move 1 XP, whichever is more.
from inside one tree to inside another tree. The first
tree you enter and all others you enter must be of the True ResurrectionL, M
same kind, must be living, and must have girth at Conjuration (Healing)
least equal to yours. By moving into an oak tree (for Level: Clr/Pre 9
example), you instantly know the location of all other Casting Time: 10 minutes
oak trees within transport range (see below) and may This spell functions like raise dead, except that you
choose whether you want to pass into one or simply can resurrect a creature that has been dead for as long as 10
step back out of the tree you moved into. You may years per caster level. This spell can even bring back creatures
choose to pass to any tree of the appropriate kind whose bodies have been destroyed, provided that you
within the transport range as shown on the following unambiguously identify the deceased in some fashion (reciting
table. the deceased’s time and place of birth or death is the most
common method).
Type of Tree Transport Upon completion of the spell, the creature is
Range immediately restored to full hit points, vigor, and health, with
Oak, ash, yew 3,000 ft. no loss of level (or Constitution points) or prepared spells.
Elm, linden 2,000 ft. You can revive someone killed by a death effect or someone
Other deciduous 1,500 ft. who has been turned into an undead creature and then
Any coniferous 1,000 ft. destroyed. This spell can also resurrect elementals or
All other trees 500 ft. outsiders, but it can’t resurrect constructs or undead creatures.
Even true resurrection can’t restore to life a creature who has
You may move into a tree up to one time per died of old age.
caster level (passing from one tree to another counts Material Component: A sprinkle of holy water and diamonds
only as moving into one tree). The spell lasts until the worth a total of at least 25,000 gp.
duration expires or you exit a tree. Each transport is a
full–round action. True SeeingM, P
You can, at your option, remain within a tree Divination
without transporting yourself, but you are forced out Level: Clr/Pre 5, Drd 7, Knowledge 5, Sor/Wiz 6
when the spell ends. If the tree in which you are Components: V, S, XM
concealed is chopped down or burned, you are slain Casting Time: 1 standard action
if you do not exit before the process is complete. Range: Touch
Target: Creature touched
True CreationL, X Duration: 1 min./level
Conjuration (Creation) Saving Throw: Will negates (harmless)
Level: Artifice 8, Creation 8 Spell Resistance: Yes (harmless)
Components: V, S , M, X P You confer on the subject the ability to see all things
Casting Time: 10 minutes as they actually are, gaining a +24 magic bonus to Perception
Range: 0 ft. (Spot). The subject sees through normal and magical darkness,
Effect: Unattended, nonmagical object of nonliving can notice secret doors hidden by magic, sees the exact
matter, up to locations of creatures or objects under blur or displacement
1 cu. ft./level effects, sees invisible creatures or objects normally, sees
Duration: Instantaneous through illusions, and sees the true form of polymorphed,
Saving Throw: None changed, or transmuted things. Further, the subject can focus
Spell Resistance: No its vision to see into the Ethereal Plane (but not into
The caster creates a nonmagical, unattended extradimensional spaces). The range of true seeing conferred
object of any sort of matter. Items created are is 120 feet.
permanent and cannot be negated by dispelling True seeing, however, does not penetrate solid
magics or negating powers. For all intents and objects. It in no way confers X–ray vision or its equivalent. In
purposes, these items are completely real. The addition, the spell effects cannot be further enhanced with

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known magic, so one cannot use true seeing through victim fails the Fort save, it suffers 20 points of Constitution
a crystal ball or in conjunction with damage. Even if the victim succeeds the save, it takes 4d6
clairaudience/clairvoyance. points of damage from the excruciating pain of fighting off the
True seeing can be made permanent with a transformation. This spell does not affect creatures immune to
permanency spell. poison or lacking a circulatory system.
Material Component: An ointment for the eyes that Material Component: A drop of poison imbimed by the
costs 250 gp and is made from mushroom powder, caster. Swallowing the drop of poison does not harm the
saffron, and fat. caster.

True Strike Treachery


Divination Enchantment (Charm) [Mind–Affecting]
Level: Sor/Wiz 1 Level: Asn 4, Sor/Wiz 7
Components: V, F Components: V, S
Casting Time: 1 swift action Casting Time: 1 standard action
Range: Personal Range: Close (25 ft. + 5 ft./2 levels)
Target: You Area of Effect: One or more humanoid creatures, no two of
Duration: See text which can be more than 20 ft. apart
You gain temporary, intuitive insight into Duration: One day or until triggered
the immediate future during your next attack. Your Saving Throw: Will negates
next single attack roll (if it is made before the end of Spell Resistance: Yes
the next round) gains a +4 magic bonus. Upon casting this spell, you cause up to 20 HD worth
Additionally, you are not affected by the miss chance of creatures (min 1) to foreswear any former allegiance and
that applies to attackers trying to strike a concealed become your fanatical allies, willing to do whatever you
target. desire, even betraying or killing former allies. In the case of
Focus: A small wooden replica of an archery target. multiple creatures, those with the least amount of HD are
affected first. Partial effects are ignored.
True Strike, Greater If you and the subject have a common language, you
Divination may direct the affected as you please, else the desired actions
Level: Sor/Wiz 3 must be pantomimed.
Components: V, F The spell remains dormant for up to one day per level
Casting Time: 1 standard action or until you decide to trigger it. Once you trigger treachery, it
Range: Touch lasts for 1 hour.
Target: Creature(s) touched Those enchanted by this spell do not radiate a
Duration: See text magical aura, nor can the charm be detected by a Perception
As per the spell True Strike, but the spell (Sense Motive) skill check. Dispel Magic and Greater Dispel
can be granted to yourself or others by touch. If you Magic has no effect on those enchanted by this spell whose
choose to be the one of the targets of the spell, betrayal has not been activated, but Break Enchantment will
touching another spell recipient does not activate the remove the spell even before the betrayal occurs.
spell. The spell can affect up to 1 target per 2 levels
(max 5 targets). You may grant an individual more True Death
than one use from this spell, up to the maximum Necromancy
number of uses, as you choose. You can attempt to Level: Sor/Wiz 9
touch up to five friendly targets in a single round to Components: V, S
endow with this spell. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Transmute Blood to Poison Target: One living creature
Transmutation [Evil] Duration: Instantaneous
Level: Sor/Wiz 7 Saving Throw: Will half
Components: V, S, M Spell Resistance: Yes
Casting Time: 1 standard action After uttering this foul spell and motioning at the
Range: Medium (100 ft. + 10 ft/level) target, the victim suffers 2d8 damage per level (max 40d8),
Target: One living creature half if a Will save is successful. If the target is reduced to 0
Duration: Permanent hit points or less by the attack, they are reduced to ash and
Saving Throw: Fort partial cannot be raised, resurrected or reincarnated by any means. A
Spell Resistance: Yes miracle or wish spell will remove the restriction to being
Upon completion of this spell, you cause the raised from the dead, but will not revive the slain being.
victim’s blood to turn to a deadly poison. If the

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Undeath to DeathM the end of the year, the chosen effect lapses, but it can be
Necromancy renewed or replaced simply by casting unhallow again.
Level: Clr/Pre 6, Sor/Wiz 6 Spell effects that may be tied to an unhallowed site
Components: V, S, XM/DF include aid, bane, bless, frighten, darkness, daylight, death
Area: Several undead creatures within a 40–ft.– ward, deeper darkness, detect magic, detect good, dimensional
radius burst anchor, discern lies, dispel magic, endure elements, freedom
Saving Throw: Will negates of movement, invisibility purge, protection from energy,
This spell functions like circle of death, remove fear, resist energy, silence, tongues, and zone of truth.
except that it destroys undead creatures as noted Saving throws and spell resistance might apply to
above. these spells’ effects. (See the individual spell descriptions for
Material Component: The powder of a crushed details.)
diamond worth at least 500 gp. An area can receive only one unhallow spell (and its
associated spell effect) at a time.
Undetectable AlignmentP Unhallow counters but does not dispel hallow.
Abjuration Unhallow can be made permanent with a permanency
Level: Brd 1, Clr/Pre 2, Pal 2 spell.
Components: V, S Material Component: Herbs, oils, and incense worth at least
Casting Time: 1 standard action 500 gp, plus 100 gp per level of the spell to be tied to the
Range: Close (25 ft. + 5 ft./2 levels) unhallowed area.
Target: One creature or object
Duration: 24 hours Unholy AuraF
Saving Throw: Will negates (object) Abjuration [Evil]
Spell Resistance: Yes (object) Level: Clr/Pre 8, Evil 8
An undetectable alignment spell conceals Components: V, S, XF
the alignment of an object or a creature from all Casting Time: 1 standard action
forms of divination. Range: 20 ft.
Undetectable alignment can be made Targets: One creature/level in a 20–ft.–radius burst centered
permanent with a permanency spell. on you
Duration: 1 round/level (D)
UnhallowL, M, P Saving Throw: See text
Evocation [Evil] Spell Resistance: Yes (harmless)
Level: Clr/Pre 5, Drd 5 A malevolent darkness surrounds the subjects,
Components: V, S, XM protecting them from attacks, granting them resistance to
Casting Time: 1 hour spells cast by good creatures, and weakening good creatures
Range: Touch when they strike the subjects. This abjuration has four effects.
Area: 40–ft. radius emanating from the touched point First, each warded creature gains a +4 deflection
Duration: 24 hours bonus to AC and a +4 magic bonus on saves. Unlike the effect
Saving Throw: See text of protection from good, this benefit applies against all
Spell Resistance: See text attacks, not just against attacks by good creatures.
Unhallow makes a particular site, building, Second, a warded creature gains spell resistance 25
or structure an unholy site. This has three major against good spells and spells cast by good creatures.
effects. Third, the abjuration blocks possession and mental
First, the site or structure is guarded by a influence, just as protection from good does.
magic circle against good effect. Finally, if a good creature succeeds on a melee attack
Second, all turning checks made to turn against a warded creature, the offending attacker takes 1d6
undead take a –4 penalty, and turning checks to points of temporary Strength damage (Fortitude negates).
rebuke undead gain a +4 profane bonus. Spell A creature under the influence of an unholy aura can
resistance does not apply to this effect. (This be detected by a detect evil spell.
provision does not apply to the druid version of the Focus: A tiny reliquary containing some sacred relic, such as
spell.) a piece of parchment from an unholy text. The reliquary costs
Finally, you may choose to fix a single spell at least 500 gp.
effect to the unhallowed site. The spell effect lasts for
the duration of the unhallow spell, regardless of its Unlimited Ammunition
normal duration and area or effect. You may Conjuration (Creation)
designate whether the effect applies to all creatures, Level: Rgr 1
creatures that share your faith or alignment, or Components: V, S, F
creatures that adhere to another faith or alignment. At Casting Time: 1 standard action

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Range: Touch Vampiric Touch


Target: Ammunition touched Necromancy
Duration: 10 minutes/level Level: Sor/Wiz 3
Saving Throw: Will negates (harmless) Components: V, S
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
When this spell is cast upon nonmagical Range: Touch
ammunition, it causes the ammunition to replicate Target: Living creature touched
itself so that it is never depleted for the duration of Duration: Instantaneous/1 hour; see text
the spell. Regardless how many attacks are made, Saving Throw: None
there will always be another piece of ammunition Spell Resistance: Yes
ready for the next attack. All reload times are You must succeed on a melee touch attack. Your
reduced to a free action for the duration of the spell. touch deals 1d6 points of damage per two caster levels
The replication produces enough ammunition to use (maximum 10d6). You gain temporary hit points equal to the
for multishot attacks, to keep a repeating crossbow damage you deal. However, you can’t gain more than the
loaded without needing to change bolt cartridges and subject’s current hit points +10, which is enough to kill the
any other such uses of ammuntition. It does not subject. The temporary hit points disappear 1 hour later.
allow magical ammunition to be replicated, and the
spell will fail if the targeted ammunition is Veil
enmagicked. Illusion (Glamer)
Focus: A piece of ammunition to be replicated. Level: Brd 6, Sor/Wiz 6
Components: V, S
Unseen ServantP Casting Time: 1 standard action
Conjuration (Creation) Range: Long (400 ft. + 40 ft./level)
Level: Brd 1, Sor/Wiz 1 Targets: One or more creatures, no two of which can be more
Components: V, S, M than 30 ft. apart
Casting Time: 1 standard action Duration:Spellcraft + 1 hour/level (D)
Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: Will negates; see text
Effect: One invisible, mindless, shapeless servant Spell Resistance: Yes; see text
Duration: 1 hour/level You instantly change the appearance of the subjects
Saving Throw: None and then maintain that appearance for the spell’s duration.
Spell Resistance: No You can make the subjects appear to be anything you wish.
An unseen servant is an invisible, mindless, The subjects look, feel, and smell just like the creatures the
shapeless force that performs simple tasks at your spell makes them resemble. Affected creatures resume their
command. It can run and fetch things, open unstuck normal appearances if slain. You must succeed on a Deception
doors, and hold chairs, as well as clean and mend. (Disguise) check to duplicate the appearance of a specific
The servant can perform only one activity at a time, individual. This spell gives you a +10 bonus on the check.
but it repeats the same activity over and over again if Unwilling targets can negate the spell’s effect on
told to do so as long as you remain within range. It them by making Will saves or with spell resistance. Those
can open only normal doors, drawers, lids, and the who interact with the subjects can attempt Will disbelief saves
like. It has an effective Strength score of 2 (so it can to see through the glamer, but spell resistance doesn’t help.
lift 20 pounds or drag 100 pounds). It can trigger
traps and such, but it can exert only 20 pounds of Vengenance Beyond DeathX
force, which is not enough to activate certain pressure Necromancy
plates and other devices. It can’t perform any task Level: Sor/Wiz 8
that requires a skill check with a DC higher than 10 Components: V, S, M, XP
or that requires a check using a skill that can’t be Casting Time: 1 day
used untrained. Its speed is 15 feet. Range: Personal
The servant cannot attack in any way; it is Area of Effect: You
never allowed an attack roll. It cannot be killed, but it Duration: Special
dissipates if it takes 6 points of damage from area Saving Throw: None
attacks. (It gets no saves against attacks.) If you Spell Resistance: No
attempt to send it beyond the spell’s range (measured Once cast, this spell remains dormant until you are
from your current position), the servant ceases to slain or otherwise die of unnatural causes.
exist. Upon your unnatural death, you return as a ghost in
Material Component: A piece of string and a bit of 1d3 days. You also immediately know the direction and
wood. distance to those directly responsible for your death.

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This spell does not activate if your body is incomplete. If only rumors are known, the DC is 30, and the
destroyed but your soul is trapped or held elsewhere. information gained is vague.
It also does not activate if your body is not slain and XP Cost: 100 XP.
merely trapped or rendered immobile or placed into
suspended animation. Finally, if you are transformed Vulture’s Rebuttal
into an intelligent undead creature before the spell is Evocation
triggered, this spell does not trigger. Level: Clr/Pre 4, Drd 3, Sor/Wiz 3
Material Component: An object of sentimental Components: V, S
value to you. Casting Time: 1 standard action
XP Cost: 500 XP. Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 20 ft. burst
Ventriloquism Duration: Instantaneous
Illusion (Figment) Saving Throw: Fort Half
Level: Brd 1, Sor/Wiz 1 Spell Resistance: Yes
Components: V, F When this spell is cast, any creature in the area of
Casting Time: 1 standard action effect that is currently benefiting from a bonus to one or more
Range: Close (25 ft. + 5 ft./2 levels) of its ability scores from a supernatural ability, spell–like
Effect: Intelligible sound, usually speech ability, magic item or spell effect suffers 1d6 hit point damage
Duration: 10 min./level (D) per bonus to Strength, Dexterity, Constitution, Intelligence,
Saving Throw: Will disbelief (if interacted with) Wisdom or Charisma. Bonuses to multiple ability scores stack
Spell Resistance: No the damage inflicted. Thus, for example the recipient of a prior
You can make your voice (or any sound that Bull's Strength spell (which grants a +4 bonus to Strength)
you can normally make vocally) seem to issue from would take 4d6 damage from this spell. A raging Barbarian
someplace else. You can speak in any language you (whose rage ability is Exceptional) would not be affected. A
know. With respect to such voices and sounds, druid, whose Wild Shape ability is Supernatural, or
anyone who hears the sound and rolls a successful polymorphed individuals, would take 1d6 hit point damage per
save recognizes it as illusory (but still hears it). +1 bonus to Strength, Dexterity and/or Constitution above his
Focus: A parchment rolled up into a small cone. normal stats while wild shaped/polymorphed (max 10d6).
The caster is immune to his own casting of Vulture’s
Virtue Rebuttal.
Transmutation
Level: Clr/Pre 0, Drd 0, Pal 1 Wail of the Banshee
Components: V, S, DF Necromancy [Death, Sonic]
Casting Time: 1 swift action Level: Death 9, Sor/Wiz 9
Range: Touch Components: V
Target: Creature touched Casting Time: 1 standard action
Duration: 1 min. Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude negates (harmless) Area: One living creature/level within a 40–ft.–radius spread
Spell Resistance: Yes (harmless) Duration: Instantaneous
The subject gains 1 temporary hit point. Saving Throw: Fortitude half
Spell Resistance: Yes
VisionX You emit a terrible scream that deals 2d8 damage/level to
Divination creatures that hear it (except for yourself ) if they fail a
Level: Sor/Wiz 7 Fortitude save. Creatures closest to the point of origin are
Components: V, S, M, XP affected first.
Casting Time: 1 standard action
This spell functions like legend lore, except Wall of FireP
that it works more quickly but produces some strain Evocation [Fire]
on you. You pose a question about some person, Level: Drd 5, Fire 4, Sor/Wiz 4
place, or object, then cast the spell. If the person or Components: V, S, M/DF
object is at hand or if you are in the place in question, Casting Time: 1 standard action
you receive a vision about it by succeeding on a Range: Medium (100 ft. + 10 ft./level)
caster level check (1d20 +1 per caster level; Effect: Opaque sheet of flame up to 20 ft. long/level or a ring
maximum +25) against DC 20. If only detailed of fire with a radius of up to 5 ft. per two levels;
information on the person, place, or object is known, either form 20 ft. high
the DC is 25, and the information gained is Duration:Spellcraft + 1 round/level
Saving Throw: None

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Spell Resistance: Yes when formed. If its surface is broken by any object or creature,
An immobile, blazing curtain of shimmering the spell fails.
violet fire springs into existence. One side of the Wall of force can be made permanent with a
wall, selected by you, sends forth waves of heat, permanency spell.
dealing 2d4 points of fire damage to creatures within Material Component: A pinch of powder made from a clear
10 feet and 1d4 points of fire damage to those past 10 gem.
feet but within 20 feet. The wall deals this damage
when it appears and on your turn each round to all Wall of IceP
creatures in the area. In addition, the wall deals 2d6 Evocation [Cold]
points of fire damage +1 point of fire damage per Level: Sor/Wiz 4
caster level (maximum +20) to any creature passing Components: V, S, M
through it. The wall deals double damage to undead Casting Time: 1 standard action
creatures. Range: Medium (100 ft. + 10 ft./level)
If you evoke the wall so that it appears Effect: Anchored plane of ice, up to one 10–ft. square/level,
where creatures are, each creature takes damage as if or hemisphere of ice with a radius of up to 3 ft. + 1
passing through the wall. If any 5–foot length of wall ft./level
takes 20 points of cold damage or more in 1 round, Duration: 1 min./level
that length goes out. (Do not divide cold damage by Saving Throw: Reflex negates; see text
4, as normal for objects.) Spell Resistance: Yes
Wall of fire can be made permanent with a This spell creates an anchored plane of ice or a
permanency spell. A permanent wall of fire that is hemisphere of ice, depending on the version selected. A wall
extinguished by cold damage becomes inactive for 10 of ice cannot form in an area occupied by physical objects or
minutes, then reforms at normal strength. creatures. Its surface must be smooth and unbroken when
Arcane Material Component: A small piece of created. Any creature adjacent to the wall when it is created
phosphorus. may attempt a Reflex save to disrupt the wall as it is being
formed. A successful save indicates that the spell
Wall of ForceP automatically fails. Fire can melt a wall of ice, and it deals full
Evocation [Force] damage to the wall (instead of the normal half damage taken
Level: Sor/Wiz 5 by objects). Suddenly melting a wall of ice creates a great
Components: V, S, M cloud of steamy fog that lasts for 10 minutes.
Casting Time: 1 standard action Ice Plane: A sheet of strong, hard ice appears. The wall is 1
Range: Close (25 ft. + 5 ft./2 levels) inch thick per caster level. It covers up to a 10–foot–square
Effect: Wall whose area is up to one 10–ft. area per caster level (so a 10th–level wizard can create a wall
square/level of ice 100 feet long and 10 feet high, a wall 50 feet long and
Duration: 1 round /level (D) 20 feet high, or some other combination of length and height
Saving Throw: None that does not exceed 1,000 square feet). The plane can be
Spell Resistance: No oriented in any fashion as long as it is anchored. A vertical
A wall of force spell creates an invisible wall need only be anchored on the floor, while a horizontal or
wall of force. The wall cannot move, it has DR 30/– slanting wall must be anchored on two opposite sides.
and 50 hit points per 10 ft. square, resistance 30 to all Each 10–foot square of wall has 3 hit points per inch
forms of energy (acid, cold, electricity, fire and of thickness and weighs 57 lbs. per cubic foot. Creatures can
sonic), and blocks most other spells directed at or hit the wall automatically. A section of wall whose hit points
through it including dispel magic. However, drop to 0 is breached. If a creature tries to break through the
disintegrate immediately destroys it, as does a rod of wall with a single attack, the DC for the Strength check is 15 +
cancellation, a sphere of annihilation, or a mage’s caster level.
disjunction spell. Breath weapons and spells cannot Even when the ice has been broken through, a sheet
pass through the wall in either direction, although of frigid air remains. Any creature stepping through it
dimension door, teleport, and similar effects can (including the one who broke through the wall) takes 1d6
bypass the barrier. It blocks ethereal creatures as well points of cold damage +1 point per caster level (no save).
as material ones (though ethereal creatures can Hemisphere: The wall takes the form of a hemisphere whose
usually get around the wall by floating under or over maximum radius is 3 feet + 1 foot per caster level. The
it through material floors and ceilings). Gaze attacks hemisphere is as hard to break through as the ice plane form,
can operate through a wall of force. but it does not deal damage to those who go through a breach.
The caster can form the wall into a flat, Wall of ice can be made permanent with a
vertical plane whose area is up to one 10– foot square permanency spell. A permanent wall of ice that is destroyed by
per level. The wall must be continuous and unbroken fire damage becomes inactive for 10 minutes, then reforms at
normal strength.

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Material Component: A small piece of quartz or Effect: Shimmering barrier of sonic energy up to 20 ft.
similar rock crystal. long/level or hollow hemisphere with a radius of up to 5 ft. per
two levels
Wall of Iron Duration: Concentration + 1 round/level
Conjuration (Creation) Saving Throw: None
Level: Sor/Wiz 6 Spell Resistance: Yes
Components: V, S, M Upon casting this spell, a thrumming force of pure
Casting Time: 1 standard action sound ushers from the caster, creating a barrier in the desired
Range: Medium (100 ft. + 10 ft./level) area of effect. The wall cannot move and is immune to
Effect: Iron wall whose area is up to one 5–ft. damage of all kinds and is unaffected by most spells.
square/level; see text However, a silence spell can be used to create a hole (if
Duration: Instantaneous centered on a portion of the wall) or used to pass through the
Saving Throw: See text barrier unharmed (if place on a object or person and passed
Spell Resistance: No through the wall), and a zone of silence cancels the wall. The
You cause a flat, vertical iron wall to spring wall is also subject to dispel magic, mage’s disjuction and
into being. The wall inserts itself into any items that produce similar effects.
surrounding nonliving material if its area is sufficient The wall of sound deflects all ranged attacks made at
to do so. The wall cannot be conjured so that it or through it, including ray spells and breath weapons. It also
occupies the same space as a creature or another negates any sound–based or sonic–based attacks through it. It
object. It must always be a flat plane, though you can has no effect on gaze attacks or melee attacks made through it.
shape its edges to fit the available space. Anyone attempting to pass through the wall takes 1d6 sonic
A wall of iron is 1 inch thick per four caster damage per caster level (max 15d6), half if a successful Fort
levels. You can double the wall’s area by halving its save is made. Regardless whether the save is made or failed,
thickness. the victim is deafened for 4d4 rounds. The caster is
Each 5–foot square of the wall has 30 hit unaffected by his own wall, and may freely pass through it as
points per inch of thickness and hardness 10 and he or she desires.
weighs 450 lbs. per cubic foot. A section of wall A wall of sound can be made permanent with a
whose hit points drop to 0 is breached. If a creature permanency spell. If a permanent wall of sound is suppressed,
tries to break through the wall with a single attack, it reforms in 10 minutes.
the DC for the Strength check is 25 + 2 per inch of
thickness. Portions of the wall that are destroyed Wall of Stone
crumble into worthless dust. Conjuration (Creation) [Earth]
If you desire, the wall can be created Level: Clr/Pre 5, Drd 6, Earth 5, Sor/Wiz 5
vertically resting on a flat surface but not attached to Components: V, S, M/DF
the surface, so that it can be tipped over to fall on and Casting Time: 1 standard action
crush creatures beneath it. The wall is 50% likely to Range: Medium (100 ft. + 10 ft./level)
tip in either direction if left unpushed. Creatures can Effect: Stone wall whose area is up to one 5–ft. square/level
push the wall in one direction rather than letting it (S)
fall randomly. A creature must make a DC 40 Duration: Instantaneous
Strength check to push the wall over. Creatures with Saving Throw: See text
room to flee the falling wall may do so by making Spell Resistance: No
successful Reflex saves. Any Large or smaller This spell creates a wall of rock that merges into
creature that fails takes 10d6 points of damage. The adjoining rock surfaces. A wall of stone is 1 inch thick per
wall cannot crush Huge and larger creatures. four caster levels and composed of up to one 5–foot square per
Like any iron wall, this wall is subject to level. You can double the wall’s area by halving its thickness.
rust, perforation, and other natural phenomena. The wall cannot be conjured so that it occupies the same space
Material Component: A small piece of sheet iron as a creature or another object.
plus gold dust worth 50 gp (1 pound of gold dust). Unlike a wall of iron, you can create a wall of stone
in almost any shape you desire. The wall created need not be
Wall of SoundP vertical, nor rest upon any firm foundation; however, it must
Evocation [Sonic] merge with and be solidly supported by existing stone. It can
Level: Brd 5 be used to bridge a chasm, for instance, or as a ramp. For this
Components: V, S use, if the span is more than 20 feet, the wall must be arched
Casting Time: 1 standard action and buttressed. This requirement reduces the spell’s area by
Range: Medium (100 ft. + 10 ft./level) half. The wall can be crudely shaped to allow crenellations,
battlements, and so forth by likewise reducing the area.

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Like any other stone wall, this one can be Creatures can attempt to hack through the wall with
destroyed by a disintegrate spell or by normal means manufactured weapons (natural weapons can be used, but the
such as breaking and chipping. Each 5–foot square of creature automatically takes damage as above). The wall of
the wall has 15 hit points per inch of thickness and thorns has hardness 5, can only be harmed by slashing
hardness 8 and weighs 168 lbs. per cubic foot. A weapons and 150 hit points per 5 foot section.
section of wall whose hit points drop to 0 is breached. Any creature within the area of the spell when it is
If a creature tries to break through the wall with a cast takes damage as if it had moved into the wall and is
single attack, the DC for the Strength check is 20 + 2 caught inside. In order to escape, it must attempt to push its
per inch of thickness. A destroyed portion of a wall way free, or it can wait until the spell ends. Creatures with the
of stone crumbles into worthless dust. ability to pass through overgrown areas unhindered can pass
It is possible, but difficult, to trap mobile through a wall of thorns at normal speed without taking
opponents within or under a wall of stone, provided damage.
the wall is shaped so it can hold the creatures. Despite its appearance, a wall of thorns is not
Creatures can avoid entrapment with successful actually a living plant, and thus is unaffected by spells that
Reflex saves. affect plants.
Arcane Material Component: A small block of A wall of thorns can be made permanent with a
granite. permanency spell. If a permanent wall of thorns is hacked or
otherwise cut through, it fully regrows in 10 minutes.
Wall of ThornsP
Conjuration (Creation)
Level: Drd 5, Plant 5 Warp Wood
Components: V, S Transmutation
Casting Time: 1 standard action Level: Drd 2
Range: Medium (100 ft. + 10 ft./level) Components: V, S
Effect: Wall of thorny brush, up to one 10–ft. Casting Time: 1 standard action
cube/level (S) Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 min./level (D) Target: 1 Small wooden object/level, all within a 20–ft. radius
Saving Throw: None Duration: Instantaneous
Spell Resistance: No Saving Throw: Will negates (object)
A wall of thorns spell creates a barrier of Spell Resistance: Yes (object)
very tough, pliable, tangled brush bearing needle– You cause wood to bend and warp, permanently
sharp thorns as long as a human’s finger. Any destroying its straightness, form, and strength. A warped door
creature forced into or attempting to move through a springs open (or becomes stuck, requiring a Strength check to
wall of thorns takes slashing damage per round of open, at your option). A boat or ship springs a leak. Warped
movement equal to 25 minus the creature’s AC. ranged weapons are useless. A warped melee weapon causes a
Dexterity and dodge bonuses to AC do not count for –4 penalty on attack rolls.
this calculation. (Creatures with an Armor Class of You may warp one Small or smaller object or its
25 or higher, without considering Dexterity and equivalent per caster level. A Medium object counts as two
dodge bonuses, take no damage from contact with the Small objects, a Large object as four, a Huge object as eight, a
wall.) Gargantuan object as sixteen, and a Colossal object as thirty–
You can make the wall as thin as 5 feet two.
thick, which allows you to shape the wall as a Alternatively, you can unwarp wood (effectively
number of 10–by–10–by–5–foot blocks equal to warping it back to normal) with this spell, straightening wood
twice your caster level. This has no effect on the that has been warped by this spell or by other means. Make
damage dealt by the thorns, but any creature whole, on the other hand, does no good in repairing a warped
attempting to break through takes that much less time item.
to force its way through the barrier. You can combine multiple consecutive warp wood
Creatures can force their way slowly spells to warp (or unwarp) an object that is too large for you to
through the wall by making a Strength check as a warp with a single spell.
full–round action. For every 5 points by which the Until the object is completely warped, it suffers no ill
check exceeds 20, a creature moves 5 feet (up to a effects.
maximum distance equal to its normal land speed).
Of course, moving or attempting to move through the Water BreathingP
thorns incurs damage as described above. A creature Transmutation
trapped in the thorns can choose to remain motionless Level: Clr/Pre 3, Drd 3, Sor/Wiz 3, Water 3
in order to avoid taking any more damage. Components: V, S, M/DF
Casting Time: 1 standard action

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Range: Touch nonlethal damage per round and must make a DC 20 Fort save
Target: Living creatures touched or be stunned for the round as they gasp for air. If the victim
Duration: 2 hours/level; see text drops to 0 hit points or less, they fall unconscious and begin to
Saving Throw: Will negates (harmless) drown.
Spell Resistance: Yes (harmless) Creatures that do not need to breath or do not have
The transmuted creatures can breathe water freely. lungs are unaffected. Likewise, creatures with the aquatic
Divide the duration evenly among all the creatures subtype are unaffected by this spell.
you touch. Material Component: A 3–inch rusty anchor.
The spell does not make creatures unable to
breathe air. Waves of Exhaustion
This spell can be made permanent with Necromancy
permanency. Level: Sor/Wiz 7
Arcane Material Component: A short reed or piece Components: V, S
of straw. Casting Time: 1 standard action
Range: 60 ft.
Water WalkP Area: Cone–shaped burst
Transmutation [Water] Duration: Instantaneous
Level: Clr/Pre 3, Rgr 3 Saving Throw: No
Components: V, S, DF Spell Resistance: Yes
Casting Time: 1 standard action Waves of negative energy cause all living creatures in the
Range: Touch spell’s area to become exhausted. This spell has no effect on a
Targets: One touched creature/level creature that is already exhausted.
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless) Waves of Fatigue
Spell Resistance: Yes (harmless) Necromancy
The transmuted creatures can tread on any Level: Sor/Wiz 5
liquid as if it were firm ground. Mud, oil, snow, Components: V, S
quicksand, running water, ice, and even lava can be Casting Time: 1 standard action
traversed easily, since the subjects’ feet hover an inch Range: 30 ft.
or two above the surface. Area: Cone–shaped burst
(Creatures crossing molten lava still take Duration: Instantaneous
damage from the heat because they are near it.) The Saving Throw: No
subjects can walk, run, charge, or otherwise move Spell Resistance: Yes
across the surface as if it were normal ground. Waves of negative energy render all living creatures in the
If the spell is cast underwater (or while the spell’s area fatigued. This spell has no effect on a creature that
subjects are partially or wholly submerged in is already fatigued.
whatever liquid they are in), the subjects are borne
toward the surface at 60 feet per round until they can Weapon Enchantment
stand on it. Transmutation
This spell can be made permanent with Level: Sor/Wiz 2
permanency. Components: V, S, M
Casting Time: 1 standard action
Watery Death Range: Touch
Conjuration (Summoning) [Water] Target: One weapon
Level: Drd 4, Sor/Wiz 4 Duration: 1 minute/level
Components: V, S, M Saving Throw: Will negates (harmless)
Casting Time: 1 standard action Spell Resistance: None
Range: Medium (100 ft. + 10 ft./level) When this spell is cast, one weapon that the caster
Target: One living creature touches is imbued with a special magical ability. The weapon
Duration: 1 minute gains a special magical property equal to +1, plus an
Saving Throw: Fort negates additional +1 per 4 levels. For example, a 3rd level caster
Spell Resistance: Yes could make a held weapon have flaming properties, while a 5th
Upon casting this spell, the victim’s lungs level caster could make the weapon have flaming burst
fill with water and the victim begins to drown. For properties.
the duration of the spell, the lungs continue to fill This spell can stack with Magic Weapon or Greater
with water despite how much the victim may attempt Magic Weapon, but cannot stack with other Weapon
to cough up or spit out. The victim suffers 2d6 Enchantment spells.

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If the weapon is sheathed, is dropped or Weird


otherwise relinquished, the spell ends instantly. Illusion (Phantasm) [Fear, Mind–Affecting]
Material Component: A chip from a weapon with Level: Sor/Wiz 9
the desired properties. Targets: Any number of creatures, no two of which can be
more than 30 ft. apart
WebP This spell functions like phantasmal killer, except it
Conjuration (Creation) can affect more than one creature. Only the affected creatures
Level: Sor/Wiz 2 see the phantasmal creatures attacking them, though you see
Components: V, S, M the attackers as shadowy shapes.
Casting Time: 1 standard action If a subject’s Fortitude save succeeds, it still takes
Range: Medium (100 ft. + 10 ft./level) 3d6 points of damage and is stunned for 1 round. The subject
Effect: Webs in a 20–ft.–radius spread also takes 1d4 points of temporary Strength damage.
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text Whirlwind
Spell Resistance: No Evocation [Air]
Web creates a many–layered mass of strong, Level: Air 8, Drd 8
sticky strands. These strands trap those caught in Components: V, S, DF
them. The strands are similar to spider webs but far Casting Time: 1 standard action
larger and tougher. These masses must be anchored Range: Long (400 ft. + 40 ft./level)
to two or more solid and diametrically opposed Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30
points or else the web collapses upon itself and ft. tall
disappears. Creatures caught within a web become Duration: 1 round/level (D)
entangled among the gluey fibers. Attacking a Saving Throw: Reflex negates; see text
creature in a web won’t cause you to become Spell Resistance: Yes
entangled. This spell creates a powerful cyclone of raging wind
Anyone in the effect’s area when the spell is that moves through the air, along the ground, or over water at
cast must make a Reflex save. If this save succeeds, a speed of 60 feet per round. You can concentrate on
the creature is entangled, but not prevented from controlling the cyclone’s every movement or specify a simple
moving, though moving is more difficult than normal program. Directing the cyclone’s movement or changing its
for being entangled (see below). If the save fails, the programmed movement is a standard action for you. The
creature is entangled and can’t move from its space, cyclone always moves during your turn. If the cyclone
but can break loose by spending 1 round and making exceeds the spell’s range, it moves in a random, uncontrolled
a DC 25 Grapple check or a DC 25 Acrobatics fashion for 1d3 rounds and then dissipates. (You can’t regain
(Escape Artist) check. Once loose (either by making control of the cyclone, even if comes back within range.)
the initial Reflex save or a later Grapple check or Any Large or smaller creature that comes in contact
Acrobatics (Escape Artist) check), a creature remains with the spell effect must succeed on a Reflex save or take 3d6
entangled, but may move through the web very points of damage. A Medium or smaller creature that fails its
slowly. Each round devoted to moving allows the first save must succeed on a second one or be picked up bodily
creature to make a new Grapple check or Acrobatics by the cyclone and held suspended in its powerful winds,
(Escape Artist) check. The creature moves 5 feet for taking 1d8 points of damage each round on your turn with no
each full 5 points by which the check result exceeds save allowed. You may direct the cyclone to eject any carried
10. creatures whenever you wish, depositing the hapless souls
If you have at least 5 feet of web between wherever the cyclone happens to be when they are released.
you and an opponent, it provides cover. If you have
at least 20 feet of web between you, it provides total Whispering Wind
cover. Transmutation [Air]
The strands of a web spell are flammable. A Level: Brd 2, Sor/Wiz 2
magic flaming sword can slash them away as easily Components: V, S
as a hand brushes away cobwebs. Any fire can set the Casting Time: 1 standard action
webs alight and burn away 5 square feet in 1 round. Range: 1 mile/level
All creatures within flaming webs take 2d4 points of Area: 10–ft.–radius spread
fire damage from the flames. Duration: No more than 1 hour/level or until discharged
Web can be made permanent with a (destination is reached)
permanency spell. A permanent web that is damaged Saving Throw: None
(but not destroyed) regrows in 10 minutes. Spell Resistance: No
Material Component: A bit of spider web. You send a message or sound on the wind to a
designated spot. The whispering wind travels to a specific

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location within range that is familiar to you, provided Wind Walk can be made permanent with a
that it can find a way to the location. A whispering permanency spell.
wind is as gentle and unnoticed as a zephyr until it
reaches the location. It then delivers its whisper–quiet Wind WallP
message or other sound. Note that the message is Evocation [Air]
delivered regardless of whether anyone is present to Level: Air 2, Clr/Pre 3, Drd 3, Rgr 2, Sor/Wiz 3
hear it. The wind then dissipates. Components: V, S, M/DF
You can prepare the spell to bear a message Casting Time: 1 standard action
of no more than twenty–five words, cause the spell to Range: Medium (100 ft. + 10 ft./level)
deliver other sounds for 1 round, or merely have the Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
whispering wind seem to be a faint stirring of the air. Duration: 1 round/level
You can likewise cause the whispering wind to move Saving Throw: None; see text
as slowly as 1 mile per hour or as quickly as 1 mile Spell Resistance: Yes
per 10 minutes. An invisible vertical curtain of wind appears. It is 2
When the spell reaches its objective, it feet thick and of considerable strength. It is a roaring blast
swirls and remains in place until the message is sufficient to blow away any bird smaller than an eagle, or tear
delivered. As with magic mouth, whispering wind papers and similar materials from unsuspecting hands. (A
cannot speak verbal components, use command Reflex save allows a creature to maintain its grasp on an
words, or activate magical effects. object.) Tiny and Small flying creatures cannot pass through
the barrier. Loose materials and cloth garments fly upward
Wind WalkP when caught in a wind wall.
Transmutation [Air] Arrows and bolts are deflected upward and miss,
Level: Clr/Pre 6, Drd 7 while any other normal ranged weapon passing through the
Components: V, S, DF wall has a 30% miss chance. (A giant–thrown boulder, a siege
Casting Time: 1 standard action engine projectile, and other massive ranged weapons are not
Range: Touch affected.) Gases, most gaseous breath weapons, and creatures
Targets: You and one touched creature per three in gaseous form cannot pass through the wall (although it is no
levels barrier to incorporeal creatures).
Duration: 1 hour/level (D); see text While the wall must be vertical, you can shape it in
Saving Throw: No and Will negates (harmless) any continuous path along the ground that you like. It is
Spell Resistance: No and Yes (harmless) possible to create cylindrical or square wind walls to enclose
You alter the substance of your body to a specific points.
cloudlike vapor (as the gaseous form spell) and move Wind wall can be made permanent with a
through the air, possibly at great speed. You can take permanency spell.
other creatures with you, each of which acts Arcane Material Component: A tiny fan and a feather of
independently. exotic origin.
Normally, a wind walker flies at a speed of
10 feet with perfect maneuverability. If desired by the Wings of the Falcon
subject, a magical wind wafts a wind walker along at Transmutation
up to 600 feet per round (60 mph) with poor Level: Drd 2, Rgr 2
maneuverability. Wind walkers are not invisible but Components: V, S, M
rather appear misty and translucent. If fully clothed in Casting Time: 1 standard action
white, they are 80% likely to be mistaken for clouds, Range: Self
fog, vapors, or the like. A wind walker can regain its Target: You
physical form as desired and later resume the cloud Duration: 10 minutes/level (D)
form. Each change to and from vaporous form takes Saving Throw: None
5 rounds, which counts toward the duration of the Spell Resistance: No
spell (as does any time spent in physical form). As Upon completion of this spell, a pair of feathered wings erupts
noted above, you can dismiss the spell, and you can from your back. The wings grant a fly speed of 50 feet
even dismiss it for individual wind walkers and not (average).
others. At 7th level, you can use the fly–by attack feat while
For the last minute of the spell’s duration, a flying.
wind walker in cloud form automatically descends 60 Material Component: A feather from a small bird.
feet per round (for a total of 600 feet), though it may
descend faster if it wishes. This descent serves as a Wish(M), X
warning that the spell is about to end. Universal
Level: Sor/Wiz 9

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Components: V, (XM), XP the task takes two wishes, one to recreate the body
Casting Time: 1 standard action and another to infuse the body with life again. A wish
Range: See text cannot prevent a character who was brought back to
Target, Effect, or Area: See text life from losing an experience level.
Duration: See text • Transport travelers. A wish can lift one creature per
Saving Throw: See text caster level from anywhere on any plane and place
Spell Resistance: Yes those creatures anywhere else on any plane regardless
Wish is the mightiest spell a wizard or of local conditions. An unwilling target gets a Will
sorcerer can cast. By simply speaking aloud, you can save to negate the effect, and spell resistance (if any)
alter reality to better suit you. applies.
Even wish, however, has its limits. • Undo misfortune. A wish can undo a single recent event.
A wish can produce any one of the following The wish forces a reroll of any roll made within the
effects. last round (including your last turn). Reality reshapes
itself to accommodate the new result. For example, a
• Duplicate any wizard or sorcerer spell of 8th wish could undo an opponent’s successful save, a
level or lower, provided the spell is not of a foe’s successful critical hit (either the attack roll or
school prohibited to you. the critical roll), a friend’s failed save, and so on. The
• Duplicate any other spell of 6th level or lower, reroll, however, may be as bad as or worse than the
provided the spell is not of a school original roll. An unwilling target gets a Will save to
prohibited to you. negate the effect, and spell resistance (if any) applies.
• Duplicate any wizard or sorcerer spell of 7th
level or lower even if it’s of a prohibited You may try to use a wish to produce greater effects
school. than these, but doing so is dangerous. (The wish may pervert
• Duplicate any other spell of 5th level or lower your intent into a literal but undesirable fulfillment or only a
even if it’s of a prohibited school. partial fulfillment.)
• Undo the harmful effects of many other spells, Duplicated spells allow saves and spell resistance as
such as geas/quest or insanity. normal (but save DCs are for 9th–level spells).
• Create a nonmagical item of up to 25,000 gp in Material Component: When a wish duplicates a spell with a
value. material component that costs more than 10,000 gp, you must
• Create a magic item, or add to the powers of an provide that component.
existing magic item. XP Cost: The minimum XP cost for casting wish is 5,000 XP.
• Grant a creature a +1 inherent bonus to an When a wish duplicates a spell that has an XP cost, you must
ability score. Two to five wish spells cast in pay 5,000 XP or that cost, whichever is more. When a wish
immediate succession can grant a creature a creates or improves a magic item, you must pay twice the
+2 to +5 inherent bonus to an ability score normal XP cost for crafting or improving the item, plus an
(two wishes for a +2 inherent bonus, three additional 5,000 XP.
for a +3 inherent bonus, and so on). Inherent
bonuses are instantaneous, so they cannot be Wither
dispelled. Note: An inherent bonus may not Necromancy
exceed +5 for a single ability score, and Level: Clr/Pre 7, Drd 9, Sor/Wiz 7, Suffering 7
inherent bonuses to a particular ability score Components: V, S, M/DF
do not stack, so only the best one applies. Casting Time: 1 standard action
• Remove injuries and afflictions. A single wish Range: Touch
can aid one creature per caster level, and all Target: Living Creature Touched
subjects are cured of the same kind of Duration: Instantaneous
affliction. For example, you could heal all Saving Throw: Fortitude half
the damage you and your companions have Spell Resistance: Yes
taken, or remove all poison effects from The subject’s body becomes dessicated at a touch.
everyone in the party, but not do both with The victim takes 2d8 damage/level (max 30d8) and is
the same wish. A wish can never restore the considered exhausted. A victim who makes the save is
experience point loss from casting a spell or considered fatigued, and takes half damage.
the level or Constitution loss from being Material Component: A bit of zombie flesh rubbed against
raised from the dead. the victim.
• Revive the dead. A wish can bring a dead
creature back to life by duplicating a Wolf’s Nose
resurrection spell. A wish can revive a dead Transmutation
creature whose body has been destroyed, but Level: Drd 0, Rgr 1, Sor/Wiz 0

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Components: V, S Up to caster level –1 Stunned, deafened


Casting Time: 1 standard action Up to caster level –5 Confused, stunned, deafened
Range: Self Up to caster level –10 Killed, confused, stunned,
Target: You deafened
Duration: 1 minute
Saving Throw: None Furthermore, if you are on your home plane when
Spell Resistance: No you cast this spell, nonchaotic extraplanar creatures within the
Upon casting this spell, you gain the scent area are instantly banished back to their home planes.
ability for 1 minute. Creatures so banished cannot return for at least 24 hours. This
effect takes place regardless of whether the creatures hear the
Wood Shape word of chaos. The banishment effect allows a Will save (at a
Transmutation –4 penalty) to negate.
Level: Drd 2
Components: V, S, DF Word of Recall
Casting Time: 1 standard action Conjuration (Teleportation)
Range: Touch Level: Clr/Pre 6, Drd 8
Target: One touched piece of wood no larger than 10 Components: V
cu. ft. + 1 cu. ft./level Casting Time: 1 standard action
Duration: Instantaneous Range: Unlimited
Saving Throw: Will negates (object) Target: You and touched objects or other willing creatures
Spell Resistance: Yes (object) Duration: Instantaneous
Wood shape enables you to form one Saving Throw: None or Will negates (harmless, object)
existing piece of wood into any shape that suits your Spell Resistance: No or Yes (harmless, object)
purpose. While it is possible to make crude coffers, Word of recall teleports you instantly back to your
doors, and so forth, fine detail isn’t possible. There is sanctuary when the word is uttered. You must designate the
a 30% chance that any shape that includes moving sanctuary when you prepare the spell, and it must be a very
parts simply doesn’t work. familiar place. The actual point of arrival is a designated area
no larger than 10 feet by 10 feet. You can be transported any
Word of Chaos distance within a plane but cannot travel between planes. You
Evocation [Chaotic, Sonic] can transport, in addition to yourself, any objects you carry, as
Level: Chaos 7, Clr/Pre 7 long as their weight doesn’t exceed your maximum load. You
Components: V may also bring one additional willing Medium or smaller
Casting Time: 1 standard action creature (carrying gear or objects up to its maximum load) or
Range: 40 ft. its equivalent per three caster levels. A Large creature counts
Area: Nonchaotic creatures in a 40–ft.– radius spread as two Medium creatures, a Huge creature counts as two Large
centered on you creatures, and so forth. All creatures to be transported must be
Duration: Instantaneous in contact with one another, and at least one of those creatures
Saving Throw: None or Will negates; see text must be in contact with you.
Spell Resistance: Yes Exceeding this limit causes the spell to fail.
Any nonchaotic creature within the area who An unwilling creature can’t be teleported by word of
hears the word of chaos suffers the following ill recall. Likewise, a creature’s Will save (or spell resistance)
effects. prevents items in its possession from being teleported.
The effects are cumulative and concurrent. No saving Unattended, nonmagical objects receive no saving throw.
throw is allowed against these effects, unless the
affected creature has more HD/levels than caster, in Wraithform
which case a Will save negates. Necromancy [Shadow]
Deafened: The creature is deafened for 1d4 rounds. Level: Sor/Wiz 3
Stunned: The creature is stunned for 1 round. Components: S, M
Confused: The creature is confused, as by the Casting Time: 1 standard action
confusion spell, for 1d10 minutes. This is a mind– Range: Personal
affecting enchantment effect. Target: You
Killed: Living creatures die. Undead creatures are Duration: 2 rounds/level (D)
destroyed. Saving Throw: None
When this spell is cast, the caster and all of his gear
HD Effect become incorporeal and shadowy. Attacks directed against
Greater or equal to caster Deafened the caster have a 50% miss chance. While in wraithform, a
level caster cannot make any melee or ranged attacks, and any

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spells he attempts to cast fail to have an effect 50% of Area: 5–ft.–radius emanation centered on you
the time, including if cast on himself. The caster Duration: 1 hour/level (D)
cannot pass through solid surfaces, but can pass By casting zone of silence, you manipulate sound
under cracks in doors or other small gaps of at least waves in your immediate vicinity so that you and those within
½ inch or more. the spell’s area can converse normally, yet no one outside can
While in wraithform, undead will ignore the hear your voices or any other noises from within, including
caster as one of their own kind unless they are language–dependent or sonic spell effects. This effect is
intelligent and make a successful Will save to centered on you and moves with you.
penetrate the spell’s disguise. If the caster has Anyone who enters the zone immediately becomes
previously attacked the undead prior to or during the subject to its effects, but those who leave are no longer
duration of this spell, this protection is negated. affected. Note, however, that a successful Perception (Spot)
Material Component: A bit of gauze and a wisp of check to read lips can still reveal what’s said inside a zone of
smoke. silence.
A zone of silence can be made permanent with a
Zone of Fire SupressionP permanency spell.
Abjuration
Level: Clr/Pre 2, Drd 2, Sor/Wiz 2 Zone of TruthP
Components: V, M Enchantment (Compulsion) [Mind–Affecting]
Casting Time: 1 standard action Level: Clr/Pre 2, Pal 2
Range: Medium (100 ft. + 10 ft/level) Components: V, S, DF
Area of Effect: See Below Casting Time: 1 standard action
Duration: See Below Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: See Below Area: 20–ft.–radius emanation
Spell Resistance: Yes Duration: 10 min./level
Casting this spell makes it impossible for Saving Throw: Will negates
fire to manifest in the area. It has one of two forms, Spell Resistance: Yes
chosen from below at casting time. Creatures within the emanation area (or those who
Suppression: While in effect, any spell with the enter it) can’t speak any deliberate and intentional lies.
[Fire] descriptor is suppressed. Fire spells or Each potentially affected creature is allowed a save to
effects are reduced by –2 damage per die as avoid the effects when the spell is cast or when the creature
long as they are in the area of effect. Normal first enters the emanation area. Affected creatures are aware of
fires cannot be lit, and existing fires wink out this enchantment. Therefore, they may avoid answering
of existence. It also hedges out creatures with questions to which they would normally respond with a lie, or
the Fire descriptor as if it were a Magic Circle they may be evasive as long as they remain within the
of Evil spell, except it affects fire creatures boundaries of the truth. Creatures who leave the area are free
only. The area affected by the suppression is to speak as they choose.
10 cubic feet per level and the spell lasts for 1 A Zone of Truth can be made permanent with the
round/level. permananecy spell.
Dispel: Used in this manner, the spell acts like a
Dispel Magic spell against magics with the
Fire descriptor. If cast directly at a creature
with the Fire descriptor, it deals 1d6
damage/level (max 5d6), half if the victim
makes a successful Fort save. The spell’s
duration is instantaneous.
The suppression version of Zone of Fire
Suppresion can be made permament with a
permanency spell.
Material Component: A small stone carved with an
air glyph.

Zone of SilenceP
Illusion (Glamer)
Level: Brd 4
Components: V, S
Casting Time: 1 round
Range: Personal

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Magic Items Power Components


This is an optional rule. Under the normal rules,
Magic items are divided into categories: armor,
weapons, potions, rings, rods, scrolls, staffs, wands, characters must employ specific spells in order to create magic
and wondrous items. In addition, some magic items item.
are cursed or intelligent. Finally, a few magic items With these optional rules, a character can replace one
are of such rarity and power that they are considered or more spells in the creation of a magic item with the listed
to belong to a category of their own: artifacts. power component. Usually, the power component requires the
Artifacts are classified in turn as minor (extremely character to obtain a body part from some sort of magical
rare but not one–of–a–kind items) or major (each one creature with abilities that replicate or are often mystically
unique and extremely potent). associated with the spell it replaces.
Armor and Shields: Magic armor (including Power components can not normally be purchased
shields) offers improved, magical protection to the from NPC’s. The magic of a power component loses its
wearer. Some of these items confer abilities beyond a ability to replace a spell in the creation of a magic item within
benefit to Armor Class. an hour of being harvested. Only by placing a harvested
Weapons: Magic weapons are created with a variety power component in some sort of magic statis can the item be
of combat powers and almost always improve the preserved for later.
attack and damage rolls of the wielder as well. Harvesting a power component requires use of the
Potions: A potion is an elixir concocted with a spell– Craft (Taxidermy) skill. The DC for proper harvesting is
like effect that affects only the drinker. equal to 15 + Caster level of the magic item to be created.
Rings: A ring is a circular metal band worn on the Failure to correctly harvest the power component ruins the
finger (no more than two rings per wearer) that has a component. You cannot take 10 or 20 on the check.
spelllike power (often a constant effect that affects
the wearer). Item Nature School
Rods: A rod is a scepter–like item with a special Armor and protection Abjuration
power unlike that of any known spell. items
Scrolls: A scroll is a spell magically inscribed onto Weapons or offensive Evocation
paper or parchment so that it can be used later. items
Staffs: A staff has a number of different (but often Bonus to ability score, Transmutation
related) spell effects. A newly created staff has 50 on skill check, etc.
charges, and each use of the staff depletes one or
more of those charges. Using Items
Wands: A wand is a short stick imbued with the To use a magic item, it must be activated, although
power to cast a specific spell. A newly created wand sometimes activation simply means putting a ring on your
has 50 charges, and each use of the wand depletes finger. Some items, once donned, function constantly. In most
one of those charges. cases, using an item requires a standard action that does not
Wondrous Items: These objects include magic provoke attacks of opportunity. By contrast, spell completion
jewelry, tools, books, clothing, and much more. items are treated like spells in combat and do provoke attacks
of opportunity.
Magic Items and Detect Activating a magic item is a standard action unless
Magic the item description indicates otherwise. However, the casting
When detect magic identifies a magic item’s time of a spell is the time required to activate the same power
school of magic, this information refers to the school in an item, regardless of the type of magic item, unless the
of the spell placed within the potion, scroll, or wand, item description specifically states otherwise.
or the prerequisite given for the item. The description The four ways to activate magic items are described
of each item provides its aura strength and the school below.
it belongs to. Spell Completion: This is the activation method for scrolls. A
If more than one spell is given as a scroll is a spell that is mostly finished. The preparation is done
prerequisite, use the highest–level spell. If no spells for the caster, so no preparation time is needed beforehand as
are included in the prerequisites, use the following with normal spellcasting. All that’s left to do is perform the
default guidelines. finishing parts of the spellcasting (the final gestures, words,
and so on). To use a spell completion item safely, a character
must be of high enough level in the right class to cast the spell
already. If he can’t already cast the spell, there’s a chance he’ll
make a mistake. Activating a spell completion item is a
standard action and provokes attacks of opportunity exactly as
casting a spell does.

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Spell Trigger: Spell trigger activation is similar to usually it means mentally willing the activation to happen.
spell completion, but it’s even simpler. No gestures The description of an item states whether a command word is
or spell finishing is needed, just a special knowledge needed in such a case.
of spellcasting that an appropriate character would Unless stated otherwise, activating a use–activated
know, and a single word that must be spoken. magic item is either a standard action or not an action at all
Anyone with a spell on his or her spell list knows and does not provoke attacks of opportunity, unless the use
how to use a spell trigger item that stores that spell. involves performing an action that provokes an attack of
(This is the case even for a character who can’t opportunity in itself. If the use of the item takes time before a
actually cast spells, such as a 3rd–level paladin.) The magical effect occurs, then use activation is a standard action.
user must still determine what spell is stored in the If the item’s activation is subsumed in its use and takes no
item before she can activate it. Activating a spell extra time use activation is not an action at all.
trigger item is a standard action and does not provoke Use activation doesn’t mean that if you use an item,
attacks of opportunity. you automatically know what it can do. You must know (or at
Command Word: If no activation method is least guess) what the item can do and then use the item in
suggested either in the magic item description or by order to activate it, unless the benefit of the item comes
the nature of the item, assume that a command word automatically, such from drinking a potion or swinging a
is needed to activate it. Command word activation sword.
means that a character speaks the word and the item
activates. No other special knowledge is needed. Size And Magic Items
A command word can be a real word, but When an article of magic clothing or jewelry is
when this is the case, the holder of the item runs the discovered, most of the time size shouldn’t be an issue. Many
risk of activating the item accidentally by speaking magic garments are made to be easily adjustable, or they
the word in normal conversation. More often, the adjust themselves magically to the wearer. Size should
command word is some seemingly nonsensical word, not keep characters of various kinds from using magic items.
or a word or phrase from an ancient language no There may be rare exceptions, especially with racial specific
longer in common use. items.
Activating a command word magic item is a Armor and Weapon Sizes: Armor and weapons that are
standard action and does not provoke attacks of found at random have a 30% chance of being Small (01–30), a
opportunity. 60% chance of being Medium (31–90), and a 10% chance of
Sometimes the command word to activate an being any other size (91–100).
item is written right on the item. Occasionally, it
might be hidden within a pattern or design engraved Magic Items On The Body
on, carved into, or built into the item, or the item Many magic items need to be donned by a character
might bear a clue to the command word. who wants to employ them or benefit from their abilities.
The Knowledge (arcana) and Knowledge It’s possible for a creature with a humanoid–shaped
(history) skills might be useful in helping to identify body to wear as many as twelve magic items at the same time.
command words or deciphering clues regarding them. However, each of those items must be worn on (or over) a
A successful check against DC 30 is needed to come particular part of the body.
up with the word itself. A humanoid–shaped body can be decked out in
If that check is failed, succeeding on a magic gear consisting of one item from each of the following
second check (DC 25) might provide some insight groups, keyed to which place on the body the item is worn.
into a clue. Head: One headband, hat, helmet, or phylactery on the head
The spells identify and analyze dweomer Eyes: One pair of eye lenses or goggles on or over the eyes
both reveal command words. Throat: One amulet, brooch, medallion, necklace, periapt, or
Use Activated: This type of item simply has to be scarab around the neck
used in order to activate it. A character has to drink a Torso: One vest, vestment, or shirt on the torso
potion, swing a sword, interpose a shield to deflect a Body: One robe or suit of armor on the body (over a vest,
blow in combat, look through a lens, sprinkle dust, vestment, or shirt)
wear a ring, or don a hat. Use activation is generally Belt: One belt around the waist (over a robe or suit of armor)
straightforward and self–explanatory. Shoulders: One cloak, cape, or mantle around the shoulders
Many use–activated items are objects that a (over a robe or suit of armor)
character wears. Continually functioning items are Arm: One pair of bracers or bracelets on the arms or wrists
practically always items that one wears. A few must Hand: One glove, pair of gloves, or pair of gauntlets on the
simply be in the character’s possession (on his hands
person). However, some items made for wearing Finger: One ring on each hand (or two rings on one hand)
must still be activated. Although this activation Legs: One pair of pants, breeches, greaves or loincloth on the
sometimes requires a command word (see above), legs.

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Feet: One pair of boots or shoes on the feet Intelligent Items


Some magic items, particularly weapons, have an
Of course, a character may carry or possess intelligence all their own. Only permanent magic items (as
as many items of the same type as he wishes. opposed to those with a single use or those with charges) can
However, additional items beyond those listed above be intelligent. (This means that potions, scrolls, and wands,
have no effect. among other items, are never intelligent.) In general, less than
Some items can be worn or carried without 1% of magic items have intelligence.
taking up space on a character’s body. The
description of an item indicates when an item has this Flawed Items
property. Som magic items work improperly – either having
unusual side effects or minor negative drawbacks to their use.
Saving Throws Against Magic Randomly generated items have a 10% chance to be flawed.
Item Powers When a character is making a magic item, if the
Magic items produce spells or spell–like effects. For caster fails the Spellcraft DC by 5 or less, the item is still
a saving throw against a spell or spell–like effect created, but is flawed.
from a
magic item, the DC is 10 + the level of the spell or Cursed Items
effect + the ability modifier of the minimum ability Some items are cursed—incorrectly made, or
score needed to cast that level of spell. corrupted by outside forces. Cursed items might be
Staffs are an exception to the rule. Treat the particularly dangerous to the user, or they might be normal
saving throw as if the wielder cast the spell, including items with a minor flaw, an inconvenient requirement, or an
caster level and all modifiers to save DC. unpredictable nature. Randomly generated items are cursed
Most item descriptions give saving throw 5% of the time.
DCs for various effects, particularly when the effect When a character is making a magic item, if he fails
has no exact spell equivalent (making its level the Spellcraft DC to create the item by 10 or more, the
otherwise difficult to determine quickly). resulting item is cursed.

Damaging Magic Items Charges, Doses, And Multiple


A magic item doesn’t need to make a saving
throw unless it is unattended, it is specifically Uses
targeted by the effect, or its wielder rolls a natural 1 Many items, particularly wands and staffs, are limited
on his save. Magic items should always get a saving in power by the number of charges they hold. Normally,
throw against spells that might deal damage to charged items have 50 charges at most. If such an item is
them— even against attacks from which a found as a random part of a treasure, roll d% and divide by 2
nonmagical item would normally get no chance to to determine the number of charges left (round down,
save. Magic items use the same saving throw bonus minimum 1). If the item has a maximum number of charges
for all saves, no matter what the type (Fortitude, other than 50, roll randomly to determine how many charges
Reflex, or Will). A magic item’s saving throw bonus are left.
equals 2 + one–half its caster level (round down). Prices listed are always for fully charged items.
The only exceptions to this are intelligent magic (When an item is created, it is fully charged.) For an item
items, which make Will saves based on their own that’s worthless when its charges run out (which is the case for
Wisdom scores. almost all charged items), the value of the partially used item
Magic items, unless otherwise noted, take is proportional to the number of charges left. For an item that
damage as nonmagical items of the same sort. A has usefulness in addition to its charges, only part of the
damaged magic item continues to function, but if it is item’s value is based on the number of charges left.
destroyed, all its magical power is lost.
Purchasing Magic Items
Repauring Magic Items Magic items have a rarity and value beyond the listed
Some magic items take damage over the prices here. Due to the exceptional prices of many magic
course of an adventure. It costs no more to repair a items, they are rarely made except for “as–hire” pieces or sold
magic item with the Craft skill than it does to repair by those who have recovered them as treasure and either need
its nonmagical counterpart. The make whole spell to dispense with the item for needed cash or are getting rid of
also repairs a damaged— but not completely it because it is unusable by the owner.
broken—magic item. Magic item “shops” should never occur in a
campaign world, and instead the process of finding and
Unusual Magic Items purchasing a magic item consists of discrete inquiries around a
neighborhood to locate items that might be present and be for

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sale. It usually takes a successful Persuade (Gather is an abbreviation for caster level and “x” is an ordinal number
Information) check (DC 12 + Caster level of the representing the caster level itself.
item) and 1d4 hours per 1,000 gp value of the item to For potions, scrolls, and wands, the creator can set
locate a magic item in a community with a sufficient the caster level of an item at any number high enough to cast
wealth level to accommodate such an item. If the the stored spell and not higher than her own caster level. For
character fails the Persuade (Gather Information) other magic items, the caster level is determined by the item
check by 10 or more, there is a chance that the PC itself. In this case, the creator’s caster level must be as high as
may be scammed or led into a ambush in an attempt the item’s caster level (and prerequisites may effectively put a
to rob the PC. higher minimum on the creator’s level).
Characters wishing to sell magic items can • Prerequisites: Certain requirements must be met in order for
usually find a buyer in a similar fashion – a a character to create a magic item. These include feats, spells,
successful Persuade (Gather Information) check (DC and miscellaneous requirements such as level, alignment, and
12 + Caster level of the item) and 1d4 hours per race or kind. The prerequisites for creation of an item are
1,000 gp value item later and the PC can find a buyer given immediately following the item’s caster level.
willing to purchase the item for ½ market value. PCs A spell prerequisite may be provided by a character
can accept the offered price or attempt to bargain for who has prepared the spell (or who knows the spell, in the
more with the Diplomancy skill. If the PC fails the case of a sorcerer or bard), or through the use of a spell
Persuade (Gather Information) check by 10 or more, completion or spell trigger magic item or a spelllike ability
there is a chance that an NPC will attempt to scam or that produces the desired spell effect. For each day that passes
otherwise steal the magic item from the PC. in the creation process, the creator must expend one spell
completion item or one charge from a spell trigger item if
Magic Item Descriptions either of those objects is used to supply a prerequisite.
Each general type of magic item gets an It is possible for more than one character to cooperate
overall description, followed by descriptions of in the creation of an item, with each participant providing one
specific items. or more of the prerequisites. In some cases, cooperation may
General descriptions include notes on even be necessary.
activation, random generation, and other material. If two or more characters cooperate to create an item,
The AC, hardness, hit points, and break DC are given they must agree among themselves who will be considered the
for typical examples of some magic items. The AC creator for the purpose of determinations where the creator’s
assumes that the item is unattended and includes a –5 level must be known. The character designated as the creator
penalty for the item’s effective Dexterity of 0. If a pays the XP required to make the item.
creature holds the item, use the creature’s Dexterity Typically, a list of prerequisites includes one feat and
modifier in place of the –5 penalty. one or more spells (or some other requirement in addition to
Some individual items, notably those that the feat).
simply store spells and nothing else, don’t get full– When two spells at the end of a list are separated by
blown descriptions. Reference the spell’s description “or,” one of those spells is required in addition to every other
for details, modified by the form of the item (potion, spell mentioned prior to the last two.
scroll, wand, and so on). Assume that the spell is cast • Price: This gold piece value, given following the word
at the minimum level required to cast it Items with “Price,” represents the price someone should expect to pay to
full descriptions have their powers detailed, and each create the item. The market price for an item that can be
of the following topics is covered in notational form constructed with an item creation feat is usually equal to the
at the end of the description. base price plus the price for any components (material or XP).
• Aura: Most of the time, a detect magic spell will Characters with the appropriate item creation feat(s) can
reveal the school of magic associated with a magic generally create items for half the cost of the item’s price. See
item and the strength of the aura an item emits. This below for exception.
information (when applicable) is given at the • Cost to Create: The next part of a notational entry is the
beginning of the item’s notational entry. See the cost in gp and XP to create the item, given following the word
detect magic spell description for details. “Cost.” This information appears only for items with
• Caster Level: The next item in a notational entry components (material or XP), which make their market prices
gives the caster level of the item, indicating its higher than their base prices. The cost for those with the
relative power. The caster level determines the item’s appropriate item creations feats to create includes the costs
saving throw bonus, as well as range or other level– derived from the cost listed here plus the costs of the
dependent aspects of the powers of the item (if components.
variable). It also determines the level that must be Items without components do not have a “Cost”
contended with should the item come under the effect entry. For them, the market price and the base price are the
of a dispel magic spell or similar situation. This same. The cost in gp is 1/2 the market price, and the cost in
information is given in the form “CL x,” where “CL” XP is 1/25 the market price.

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• Weight: The notational entry for many wondrous Magic Item Histories
items ends with a value for the item’s weight. When a The bard’s knowledge ability can sometimes put the GM on
weight figure is not given, the item has no weight the spot. The tables below are designed to help the GM design
worth noting (for purposes of determining how much histories for magic items fairly quickly for those situations in
of a load a character can carry). which the item’s past is important to know, for whatever
reason.

Table I: Creator
Roll 1d100 Creator
01 – 65 Wizard
66 – 80 Cleric
81 – 90 Demigod
91 – 95 Great hero
96 – 99 Group
magic
00 Spontaneous
creation

Table 2nd: Number of Legendary Owners


Roll 1d100 # of
legendary
owners
01 – 25 1st owner
26 – 50 1
51 – 65 2
66 – 75 3
76 – 85 4
86 – 95 5
96 – 00 6

Table 3rd: Legendary owner type


Roll 1d100 Legendary Owner
01 – 60 Adventurer (roll 1d10+10 for
level)
01 – 50 Fighter (01–90 fighter, 91–96 ranger, 97–00 paladin)
51 – 75 Rogue (01–90 rogue, 91–00 bard)
76 – 90 Wizard (01–60 wizard, 61–79 sorcerer, 81–90
specialist, 91–98 mage, 99–100 battlemage)
91 – 00 Cleric (01–85 cleric, 86–92 druid, 93–00 specialty)
61 – 75 Would–be conqueror (roll as for
adventurer, level is 1d10+15)
76 – 85 Ruler
86 – 97 Monster (HD of monster is equal
to 1d10 x plus of weapon)
98 – 00 Otherworldly being (roll on
subtable below)
01 – 15 fiend, demon*
16 – 30 fiend, devil*
31 – 35 fiend, daemon*
36 – 60 celestial*
61 – 65 extraplanar race (50% human, 15% dwarf, 15% elf,
10% gnome, 5% Hillenfaey, 5% goblinoid)
66 – 75 elemental (75% elemental, 20% paraelemental, 5%
qausielemental)

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76 – 80 genie (25% djinn, 25% marid, 25% efreet, 25% dao)


81 – 90 planewalker
91 – 95 demipower**
96 – 00 god***

* add +20% chance for magic item quirk


** add +30% chance for magic item quirk
*** add +50% chance for magic item quirk

Table 4th: Legendary Uses (roll once for each owner)


Roll 1d100 Use
01 – 25 rumored to be in user’s possession (no special use; part of owner’s repitoire)
26 – 55 involved in a large–scale battle (item was used during a mass melee)
56 – 65 involved in a personal battle (item was used in a duel or personal fight)
66 – 75 involved in a betrayal (item was used to betray owner or another person)
76 – 80 item failure (item failed to work at critical time)
81 – 85 given as a gift (item was a gift to owner)
86 – 90 fake (item was a Linguistics (Forgery) of a more powerful famous item)
91 – 95 part of a set (item is one of a set of magic items)
96 – 99 symbol (item is a symbol of wealth, power, allegiance, etc.)
00 roll again twice and combine results. Ignore roll of 00.

Table V: Fate of previous owner (roll once for each owner)


Roll 1d100 Fate
01 – 50 Deceased
51 – 60 Lost, whereabouts and fate unknown
61 – 65 Imprisoned
66 – 70 Enslaved
71 – 73 Slain during legendary use
74 – 75 Slain by item in later use
76 Slain in betrayal to steal item
77 – 80 Alive, no longer wants item
81 Alive, hunting for item
82 Alive, hired help to seek for item
83 Alive, sent magical creature to retrieve item
84 – 85 Alive, offering reward for return of item (of ½ gp value of item)
86 – 87 Enslaved by an old enemy (50% chance enemy is seeking item)
88 Deceased, old enemy seeks to recover item
89 Deceased, heir seeks to recover item
90 Deceased, friends seek to recover item
91 – 95 Undead
96 – 99 Entrapped inside item
00 Ghostly guardian of item (appears to help/hinder owner at random times)

Creating Magic Items creator (although access through another magic item or
Any spellcaster has the ability to create spellcaster is allowed).
magic items. However, it takes time, money and XP While item creation costs are handled in detail below,
to fashion these items. note that normally the two primary factors are the caster level
Note that all items have prerequisites in their of the creator and the level of the spell or spells put into the
descriptions. These prerequisites must be met for the item. A creator can create an item at a lower caster level than
item to be created. Most of the time, they take the her own, but never lower than the minimum level needed to
form of spells that must be known by the item’s cast the needed spell. Using metamagic feats, a caster can
place spells in items at a higher level than normal.

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Magic supplies for items are always equal to 75% of the value of the next most costly ability, plus one–half
the base price in gp and 1/25 of the base price in XP. the value of any other abilities.
Item creation feats can reduce the base price to create Multiple Different Abilities: Abilities such as an attack roll
a magic item by ½, but it does not reduce the XP bonus or saving throw bonus and a spell–like function are not
cost. For many items, the market price equals the similar, and their values are simply added together to
base price. determine the cost. For items that do take up a space on a
Armor, shields, weapons, and items with a character’s body each additional power not only has no
value independent of their magically enhanced discount but instead has a 50% increase in price.
properties add their item cost to the market price. The 0–Level Spells: When multiplying spell levels to determine
item cost does not influence the base price (which value, 0– level spells should be treated as 1/2 level.
determines the cost of magic supplies and the Other Considerations: Once you have a final cost figure,
experience point cost), but it does increase the final reduce that number if either of the following conditions
market price. applies:
In addition, some items cast or replicate —Item Requires Skill to Use: Some items require a specific
spells with costly material components or with XP skill to get them to function. This factor should reduce the cost
components. For these items, the market price equals about 10%.
the base price plus an extra price for the spell —Item Requires Specific Class or Alignment to Use: Even
component costs. Each XP in the component costs more restrictive than requiring a skill, this limitation cuts the
adds 5 gp to the market price. The cost to create these cost by 30%.
items is the magic supplies cost and the base XP cost Prices presented in the magic item descriptions (the
(both determined by the base price) plus the costs for gold piece value following the item’s caster level) are the
the components. Descriptions of these items include market value, which is generally twice what it costs the creator
an entry that gives the total cost of creating the item. to make the item.
The creator also needs a fairly quiet, Since different classes get access to certain spells at
comfortable, and well–lit place in which to work. different levels, the prices for two characters to make the same
Any place suitable for preparing spells is suitable for item might actually be different. An item is only worth two
making items. Creating an item requires one day per times what the caster of lowest possible level can make it for.
1,000 gp in the item’s base price, with a minimum of Calculate the market price based on the lowest possible level
at least one day. Multiple magic items can be crafted caster, no matter who makes the item.
in a single day, up to 1,000 gp worth of items in a Not all items adhere to these formulas directly. The
single day. Potions are an exception to this rule; they reasons for this are several. First and foremost, these few
always take just one day to brew. The character must formulas aren’t enough to truly gauge the exact differences
spend the gold and XP at the beginning of the between items. The price of a magic item may be modified
construction process. based on its actual worth. The formulas only provide a starting
The caster works for 8 hours each day. He point. The pricing of scrolls assumes that, whenever possible,
cannot rush the process by working longer each day. a wizard or cleric created it. Potions and wands follow the
But the days need not be consecutive, and the caster formulas exactly. Staffs follow the formulas closely, and other
can use the rest of his time as he sees fit. items require at least some judgment calls.
A character can work on only one item at a
time. If a character starts work on a new item, all Masterwork Items
materials used and XP spent on the under– Masterwork items are extraordinarily well–made
construction item are wasted. items. They are more expensive, but they benefit the user with
The secrets of creating artifacts are long lost. improved quality. They are not magical in any way. However,
only masterwork items may be enhanced to become magic
Magic Item Gold Piece Values armor and weapons. (Items that are not weapons or armor may
Many factors must be considered when or may not be masterwork items.)
determining the price of new magic items. The
easiest way to come up with a price is to match the Creating Magic Armor
new item to an item that is already priced that price To create magic armor, a character needs a heat
as a guide. Otherwise, use the guidelines summarized source and some iron, wood, or leatherworking tools. He also
on Table: Estimating Magic Item Gold Piece Values. needs a supply of materials, the most obvious being the armor
or the pieces of the armor to be assembled.
Multiple Similar Abilities: For items with multiple Armor to be made into magic armor must be
similar abilities that don’t take up space on a masterwork armor, and the masterwork cost is added to the
character’s body use the following formula: Calculate base price to determine final market value. Additional magic
the price of the single most costly ability, then add supplies costs for the materials are subsumed in the cost for
creating the magic armor—half the base price of the item.

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Creating magic armor has a special Melee Weapon Special Abilities or Table Ranged
prerequisite: The creator’s caster level must be at Weapon Special Abilities.
least three times the magic bonus of the armor. If an If spells are involved in the prerequisites for making
item has both an magic bonus and a special ability, the weapon, the creator must have prepared the spells to be
the higher of the two caster level requirements must cast (or must know the spells, in the case of a sorcerer or bard)
be met. but need not provide any material components or focuses the
Magic armor or a magic shield must have at spells require, nor are any XP costs inherent in a prerequisite
least a +1 magic bonus to have any of the abilities spell incurred in the creation of the item. The act of working
listed on Table: Armor Special Abilities and Table: on the weapon triggers the prepared spells, making them
Shield Special Abilities. unavailable for casting during each day of the weapon’s
If spells are involved in the prerequisites for creation. (That is, those spell slots are expended from his
making the armor, the creator must have prepared the currently prepared spells, just as if they had been cast.)
spells to be cast (or must know the spells, in the case At the time of creation, the creator must decide if the
of a sorcerer or bard), must provide any material weapon glows or not as a side–effect of the magic imbued
components or focuses the spells require, and must within it. This decision does not affect the price or the creation
pay any XP costs required for the spells. The act of time, but once the item is finished, the decision is binding.
working on the armor triggers the prepared spells, Creating magic double–headed weapons is treated as
making them unavailable for casting during each day creating two weapons when determining cost, time, XP, and
of the armor’s creation. (That is, those spell slots are special abilities.
expended from his currently prepared spells, just as if Creating some weapons may entail other
they had been cast.) prerequisites beyond or other than spellcasting. See the
Creating some armor may entail other individual descriptions for details.
prerequisites beyond or other than spellcasting. See Before being enchanted, masterwork weapons must
the individual descriptions for details. be created using the Craft (Weaponsmith) for most weapons or
Before being enchanted, masterwork armor Craft (Bowyer/Fletcher) for bows, or a masterwork version of
must be created using the Craft (Armorsmith) skill or the weapon must be purchased or acquired. Unlike other
be purchased. Unlike most other magic items, the magic items, the cost of the weapon is added to the cost of
cost of the armor is added to the cost of enchantment. enchantment. Enchanting the magic weapon requires one day
Once acquired, enchanting magic armor requires one for each 1,000 gp value of the base price.
day for each 1,000 gp value of the base price. Associated Item Creation Feat: Craft Magic Arms and
Associated Item Creation Feat: Craft Magic Arms Armor.
and Armor
Creating Potions
Creating Magic Weapons The creator of a potion needs a level working surface
To create a magic weapon, a character needs and at least a few containers in which to mix liquids, as well
a heat source and some iron, wood, or leatherworking as a source of heat to boil the brew. In addition, he needs
tools. ingredients. The costs for materials and ingredients are
She also needs a supply of materials, the subsumed in the cost for brewing the potion—25 gp x the
most obvious being the weapon or the pieces of the level of the spell x the level of the caster.
weapon to be assembled. Only a masterwork weapon All ingredients and materials used to brew a potion
can become a magic weapon, and the masterwork must be fresh and unused. The character must pay the full cost
cost is added to the total cost to determine final for brewing each potion. (Economies of scale do not apply.)
market value. Additional magic supplies costs for the The imbiber of the potion is both the caster and the
materials are subsumed in the cost for creating the target. Spells with a range of personal cannot be made into
magic weapon—half the base price given on Table: potions.
Weapons, according to the weapon’s total effective The creator must have prepared the spell to be placed
bonus. in the potion (or must know the spell, in the case of a sorcerer
Creating a magic weapon has a special or bard) and must provide any material component or focus
prerequisite: The creator’s caster level must be at the spell requires.
least three times the magic bonus of the weapon. If an If casting the spell would reduce the caster’s XP
item has both an magic bonus and a special ability total, he pays the XP cost upon beginning the brew in addition
the higher of the two caster level requirements must to the XP cost for making the potion itself. Material
be met. components are consumed when he begins working, but a
A magic weapon must have at least a +1 focus is not. (A focus used in brewing a potion can be reused.)
magic bonus to have any of the abilities listed on The act of brewing triggers the prepared spell, making it
Table: unavailable for casting until the character has rested and
regained spells. (That is, that spell slot is expended from his

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currently prepared spells, just as if it had been cast.) materials is subsumed in the cost for creating the rod. Rod
Brewing a potion requires one day. costs are difficult to formularize. Refer to Table: Estimating
Magic Item Gold Piece Values and use the rod prices in the
Spell Clr/Pre, Sor Brd Pal, rod descriptions as a guideline. Creating a rod costs half the
Level Drd, Rgr* market value listed.
Wiz If spells are involved in the prerequisites for making
0 25 gp 25 gp 25 gp – the rod, the creator must have prepared the spells to be cast (or
+1 XP +1 XP +1 XP must know the spells, in the case of a sorcerer or bard) but
1st 50 gp 50 gp 100 gp 100 gp need not provide any material components or focuses the
+2 XP +2 XP +4 XP +4 XP spells require, nor are any XP costs inherent in a prerequisite
2nd 300 gp 400 gp 400 gp 400 gp spell incurred in the creation of the item. The act of working
+12 XP +16 XP +16 XP +16 XP on the rod triggers the prepared spells, making them
3rd 750 gp 900 gp 1,050 750 gp unavailable for casting during each day of the rod’s creation.
+30 XP +36 XP gp +30 XP (That is, those spell slots are expended from his currently
+42 XP prepared spells, just as if they had been cast.)
* Caster level is half class level Creating some rods may entail other prerequisites
beyond or other than spellcasting. See the individual
Prices assume that the potion was made at descriptions for details.
the minimum caster level. Before enchanting, a rod must be fashioned with the
Associated Item Creation Feat: Brew Potion Craft (Whitesmith) skill or be purchased (50 gp minimum
cost). Crafting a rod requires one day for each 1,000 gp of the
Creating Rings base price.
Associated Item Creation Feat: Craft Rod.
To create a magic ring, a character needs a heat
source. He also needs a supply of materials, the most
obvious being a ring or the pieces of the ring to be Creating Scrolls
assembled. The cost for the materials is subsumed in To create a scroll, a character needs a supply of
the cost for creating the ring. Ring costs are difficult choice writing materials, the cost of which is subsumed in the
to formularize. Refer to Table: Estimating Magic cost for scribing the scroll—12.5 gp x the level of the spell x
Item Gold Piece Values and use the ring prices in the the level of the caster.
ring descriptions as a guideline. Creating a ring All writing implements and materials used to scribe a
generally costs half the ring’s market price. scroll must be fresh and unused. A character must pay the full
Rings that duplicate spells with costly cost for scribing each spell scroll no matter how many times
material or XP components add in the value of 50 x she previously has scribed the same spell.
the spell’s component cost. Having a spell with a The creator must have prepared the spell to be
costly component as a prerequisite does not scribed (or must know the spell, in the case of a sorcerer or
automatically incur this cost. bard) and must provide any material component or focus the
The act of working on the ring triggers the spell requires. If casting the spell would reduce the caster’s XP
prepared spells, making them unavailable for casting total, she pays the cost upon beginning the scroll in addition to
during each day of the ring’s creation. (That is, those the XP cost for making the scroll itself.
spell slots are expended from his currently prepared Likewise, a material component is consumed when
spells, just as if they had been cast.) she begins writing, but a focus is not. (A focus used in
Creating some rings may entail other scribing a scroll can be reused.) The act of writing triggers the
prerequisites beyond or other than spellcasting. See prepared spell, making it unavailable for casting until the
the individual descriptions for details. character has rested and regained spells. (That is, that spell
Before enchanting a ring, a masterwork ring slot is expended from her currently prepared spells, just as if it
must be forged with the Craft (Jeweler) or Craft had been cast.)
(Whitesmith) skill or be purchased. (worth at least Before scribing a spell, special inks and paper must
100 gp). As with most other magic items, this price be created (using Craft (Ink) and Craft (Paper), respectively)
is subsumed in the enchanting of the ring. or be purchased. Scroll ink costs 25 gp and a sheet of scroll
Enchanting a ring requires one day for each 1,000 gp paper or parchment costs 10 gp. A scroll takes one sheet of
of the base price. paper per level of the spell. As with most other magic items,
Associated Item Creation Feat: Forge Ring. the cost of ink and paper is considered to be part of the cost of
scribing the scroll. Scribing a scroll requires one day per each
Creating Rods 1,000 gp of the base price.
Associated Item Creation Feat: Scribe Scroll.
To create a magic rod, a character needs a
supply of materials, the most obvious being a rod or
the pieces of the rod to be assembled. The cost for the

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Spell Level Clr/Pre, Drd, Sor Brd Pal, Rgr*


Wiz
0 12 gp 5 sp 12 gp 5 sp 12 gp 5 sp –
+1 XP +1 XP +1 XP
1st 25 gp 25 gp 25 gp 50 gp
+1 XP +1 XP +1 XP +2 XP
2nd 150 gp 200 gp 200 gp 200 gp
+6 XP +8 XP +1 XP +8 XP
3rd 375 gp 450 gp 525 gp 375 gp
+15 XP +18 XP +21 XP +15 XP
4th 700 gp 800 gp 1,000 gp 700 gp
+28 XP +32 XP +40 XP +28 XP
5th 1,125 gp 1,250 gp 1,625 gp –
+45 XP +50 XP +65 XP
6th 1,650 gp 1,800 gp 2,400 gp –
+66 XP +72 XP +96 XP
7th 2,275 gp 2,450 gp – –
+91 XP +98 XP
8th 3,000 gp 3,2000 gp – –
+120 XP +128 XP
9th 3,825 gp 4,050 gp – –
+153 XP +162 XP
(That is, those spell slots are expended from his
Creating Staffs currently prepared spells, just as if they had been cast.)
To create a magic staff, a character needs a Creating a few staffs may entail other prerequisites
supply of materials, the most obvious being a staff or beyond spellcasting. See the individual descriptions for
the pieces of the staff to be assembled. details.
The cost for the materials is subsumed in the Before it is enchanted, the base staff must be created
cost for creating the staff—375 gp x the level of the using Craft (Carpentry) or Craft (Blacksmithing) or be
highest–level spell x the level of the caster, plus 75% purchased (min cost 100 gp). Like most other magic items,
of the value of the next most costly ability (281.25 gp the cost of creating the staff is subsumed in the cost to
x the level of the spell x the level of the caster), plus enchant. Enchanting the staff requires one day for each 1,000
one–half of the value of any other abilities (187.5 gp gp of the base price.
x the level of the spell x the level of the caster). Staffs Associated Item Creation Feat: Craft Staff.
are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff Creating Wands
at only half the normal cost, but then activating that To create a magic wand, a character needs a small
particular spell costs 2 charges from the staff. The supply of materials, the most obvious being a baton or the
caster level of all spells in a staff must be the same, pieces of the wand to be assembled. The cost for the materials
and no staff can have a caster level of less than 8th, is subsumed in the cost for creating the wand — 375 gp x the
even if all the spells in the staff are low–level spells. level of the spell x the level of the caster. Wands are always
The creator must have prepared the spells to fully charged (50 charges) when created.
be stored (or must know the spell, in the case of a The creator must have prepared the spell to be stored
sorcerer or bard) and must provide any focus the (or must know the spell, in the case of a sorcerer or bard) and
spells require as well as material and XP component must provide any focuses the spell requires. Fifty of each
costs sufficient to activate the spell a maximum needed material component are required, one for each charge.
number of times (50 divided by the number of If casting the spell would reduce the caster’s XP total, she
charges one use of the spell expends). This is in pays the cost (multiplied by 50) upon beginning the wand in
addition to the XP cost for making the staff itself. addition to the XP cost for making the wand itself. Likewise,
Material components are consumed when he begins material components are consumed when she begins working,
working, but focuses are not. (A focus used in but focuses are not. (A focus used in creating a wand can be
creating a staff can be reused.) The act of working on reused.) The act of working on the wand triggers the prepared
the staff triggers the prepared spells, making them spell, making it unavailable for casting during each day
unavailable for casting during each day of the staff ’s devoted to the wand’s creation. (That is, that spell slot is
creation. expended from her currently prepared spells, just as if it had
been cast.)

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Before enchanting a wand, the “stick” that is subsumed in its enchantment. Enchanting a wand requires one
the base of the wand must be created using the Craft day per each 1,000 gp of the base price.
(Carpentry) or Craft (Scrimshaw) skill or be Associated Item Creation Feat: Craft Wand.
purchased (minimum cost 10 gp). Like most other
magic items, the cost of crafting the wand is
Spell Clr/Pre, Drd, Sor Brd Pal, Rgr*
Level Wiz
0 375 gp 375 gp 375 gp –
+15 XP +15 XP +15 XP
1st 750 gp 750 gp 1,500 gp 1,500 gp
+30 XP +30 XP +60 XP +60 XP
2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp
+180 XP +240 XP +240 XP +240 XP
3rd 11,250 gp 13,500 gp 15,750 gp 11,250 gp
+450 XP +540 XP +630 XP +450 XP
4th 21,000 gp 24,000 gp 30,000 gp 21,000 gp
+840 XP +960 XP +1,200 XP +840 XP
Creating Wondrous Items creation cost are based on the normal item creation rules, with
To create a wondrous item, a character the market price values on Table: Item Intelligence, Wisdom,
usually needs some sort of equipment or tools to Charisma, and Capabilities treated as additions to time, gp
work on the item. cost, and XP cost. The item’s alignment is the same as its
She also needs a supply of materials, the creator’s. Determine other features randomly, following the
most obvious being the item itself or the pieces of the guidelines in the relevant section.
item to be assembled. The cost for the materials is
subsumed in the cost for creating the item. Wondrous Adding New Abilities
item costs are difficult to formularize. Refer to Table: A creator can add new magical abilities to a magic
Estimating Magic Item Gold Piece Values and use item with no restrictions. The cost to do this is the same as if
the item prices in the item descriptions as a guideline. the item was not magical. Thus, a +1 longsword can be made
Creating an item costs half the market value listed. into a +2 vorpal longsword, with the cost to create it being
If spells are involved in the prerequisites for equal to that of a +2 vorpal sword minus the cost of a +1
making the item, the creator must have prepared the sword.
spells to be cast (or must know the spells, in the case If the item is one that occupies a specific place on a
of a sorcerer or bard) but need not provide any character’s body the cost of adding any additional ability to
material components or focuses the spells require, that item increases by 50%. For example, if a character adds
nor are any XP costs inherent in a prerequisite spell the power to confer invisibility to her ring of protection +2,
incurred in the creation of the item. The act of the cost of adding this ability is the same as for creating a ring
working on the item triggers the prepared spells, of invisibility multiplied by 1.5.
making them unavailable for casting during each day
of the item’s creation. (That is, those spell slots are Body Slot Affinities
expended from his currently prepared spells, just as if Each location on the body, or body slot, has one or
they had been cast.) more affinities: a word or phrase that describes the general
Creating some items may entail other function or nature of magic items designed for that body slot.
prerequisites beyond or other than spellcasting. See Body slot affinities are deliberately broad, abstract
the individual descriptions for details. categorizations, because a hard–and–fast rule can’t cover the
Before enchanting a wonderous item, the great variety among wondrous items.
base item must be created using an appropriate Craft You can use the affinities in the list below to guide
skill or a masterwork copy of the base item must be your decisions on which magic items should be allowed in
purchased. Like most other magic items, the creation which body slots. And when you design your own magic
cost is subsumed in the cost of enchanting the item. items, the affinities give you some guidance for what form a
Enchanting a wondrous item requires one day for particular item should take.
each 1,000 gp of the base price. Some body slots have different affinities for different
Associated Item Creation Feat: Craft Wondrous specific items.
Item.
Body slot Affinity
Intelligent Item Creation Head Mental improvement, ranged attacks,
To create an intelligent item, a character interaction
must have a caster level of 15th or higher. Time and

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Eyes Vision grant a +1 bonus on attack and damage rolls (see the special
Shoulders Transformation, protection ability description).
Neck Protection, discernment, morale, A shield could be built that also acted as a magic
alignment weapon, but the cost of the magic bonus on attack rolls would
Body Any need to be added into the cost of the shield and its magic
Torso Physical or class improvement bonus to AC.
Arms Combat, allies As with armor, special abilities built into the shield
Hands Quickness, destructive power, strength add to the market value in the form of additions to the bonus
Fingers Any of the shield, although they do not improve AC. A shield
Belt Physical improvement, protection cannot have an effective bonus (magic plus special ability
Legs Protection, movement bonus equivalents) higher than +10. A shield with a special
Feet Movement ability must have at least a +1 magic bonus.
Shield Hardness and Hit Points: Each +1 of magic bonus
Wondrous items that don’t match the affinity for a adds 2 to a shield’s hardness and +10 to its hit points.
particular body slot should cost 50% more than Activation: Usually a character benefits from magic armor
wondrous items that match the affinity. and shields in exactly the way a character benefits from
nonmagical armor and shields—by wearing them. If armor or
a shield has a special ability that the user needs to activate
Mundane Magic Items then the user usually needs to utter the command word (a
standard action).
Armor Armor for Unusual Creatures: The cost of armor for
In general, magic armor protects the wearer to a nonhumanoid creatures, as well as for creatures who are
greater extent than nonmagical armor. Magic armor neither Small nor Medium, varies. The cost of the masterwork
bonuses are magic bonuses, never rise above +5, and quality and any magical enhancement remains the same.
stack with regular armor bonuses (and with shield
and magic shield magic bonuses). All magic armor is Magic Armor and Shield Special Ability
also masterwork armor, reducing armor check Descriptions
penalties by 1. Most magic armor and shields only have magic
In addition to an magic bonus, armor may bonuses. Such items can also have one or more of the special
have special abilities. Special abilities usually count abilities detailed below. Armor or a shield with a special
as additional bonuses for determining the market ability must have at least a +1 magic bonus.
value of an item, but do not improve AC. A suit of
armor cannot have an effective bonus (enhancement
plus special ability bonus equivalents) higher than
Acid Resistance
+10. A suit of armor with a special ability must have A suit of armor or a shield with this property
at least a +1 magic bonus. normally has a dull gray appearance. The armor absorbs the
A suit of armor or a shield may be made of first 10 points of acid damage per attack that the wearer would
an unusual material. Roll d%: 01–95 indicates that normally take (similar to the resist energy spell).
the item is of a standard sort, and 96–100 indicates Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
that it is made of a special material. energy; Price +18,000 gp.
Armor is always created so that even if the
type of armor comes with boots or gauntlets, these Acid Resistance, Improved
pieces can be switched for other magic boots or As acid resistance, except it absorbs the first 20
gauntlets. points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
Caster Level for Armor and Shields: The caster resist energy; Price +42,000 gp.
level of a magic shield or magic armor with a special
ability is given in the item description. For an item Acid Resistance, Greater
with only an magic bonus, the caster level is three As acid resistance, except it absorbs the first 30
times the magic bonus. If an item has both an magic points of acid damage per attack.
bonus and a special ability, the higher of the two Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
caster level requirements must be met. resist energy; Price +66,000 gp.
Shields: Shield magic bonuses stack with armor
magic bonuses. Shield magic bonuses do not act as
attack or damage bonuses when the shield is used in a
Animated
bash. The bashing special ability, however, does Upon command, an animated shield floats within 2
feet of the wielder, protecting her as if she were using it
herself but freeing up both her hands. Only one shield can

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protect a character at a time. A character with an Blinding


animated shield still takes any penalties associated A shield with this ability flashes with a brilliant light
with shield use, such as armor check penalty, arcane up to twice per day upon command of the wielder. Anyone
spell failure chance, and nonproficiency. within 20 feet except the wielder must make a DC 14 Reflex
Strong transmutation; CL 12th; Craft Magic Arms save or be blinded for 1d4 rounds.
and Armor, animate objects; Price +2 bonus. Moderate evocation; CL 7th; Craft Magic Arms and Armor,
searing light; Price +1 bonus.
Arrow Catching
A shield with this ability attracts ranged Cold Resistance
weapons to it. It has a deflection bonus of +1 against A suit of armor or a shield with this property
ranged weapons because projectiles and thrown normally has a bluish, icy hue or is adorned with furs and
weapons veer toward it. Additionally, any projectile shaggy pelts. The armor absorbs the first 10 points of cold
or thrown weapon aimed at a target within 5 feet of damage per attack that the wearer would normally take
the shield’s wearer diverts from its original target and (similar to the resist energy spell).
targets the shield’s bearer instead. (If the wielder has Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
total cover relative to the attacker, the projectile or energy; Price +18,000 gp.
thrown weapon is not diverted.) Additionally, those
attacking the wearer with ranged weapons ignore any
miss chances that would normally apply. Projectiles
Cold Resistance, Improved
and thrown weapons that have an magic bonus higher As cold resistance, except it absorbs the first 20
than the shield’s base AC bonus are not diverted to points of cold damage per attack.
the wearer (but the shield’s increased AC bonus still Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
applies against these weapons). The wielder can resist energy; Price +42,000 gp.
activate or deactivate this ability with a command
word. Cold Resistance, Greater
Moderate abjuration; CL 8th; Craft Magic Arms and As cold resistance, except it absorbs the first 30 points of cold
Armor, entropic shield; Price +1 bonus. damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
Arrow Deflection resist energy; Price +66,000 gp.
This shield protects the wielder as if he had
the Deflect Arrows feat. Once per round when he Electricity Resistance
would normally be struck by a ranged weapon, he A suit of armor or a shield with this property
can make a DC 20 Reflex save. If the ranged weapon normally has a bluish hue and often bears a storm or lightning
has an magic bonus, the DC increases by that motif. The armor absorbs the first 10 points of electricity
amount. If he succeeds, the shield deflects the damage per attack that the wearer would normally take
weapon. He must be aware of the attack and not flat– (similar to the resist energy spell).
footed. Attempting to deflect a ranged weapon Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
doesn’t count as an action. Exceptional ranged energy; Price +18,000 gp.
weapons, such as boulders hurled by giants or acid
arrows, can’t be deflected. Electricity Resistance, Improved
Faint abjuration; CL 5th; Craft Magic Arms and As electricity resistance, except it absorbs the first 20
Armor, shield; Price +2 bonus. points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
Bashing resist energy; Price +42,000 gp.
A shield with this special ability is designed
to perform a shield bash. A bashing shield deals Electricity Resistance, Greater
damage as if it were a weapon of two size categories As electricity resistance, except it absorbs the first 30
larger (a Medium light shield thus deals 1d6 points of points of electricity damage per attack.
damage and a Medium heavy shield deals 1d8 points Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
of damage). The shield uses its magic bonus to hit resist energy; Price +66,000 gp.
and damage when used to bash. (Only light and
heavy shields can have this ability.)
Etherealness
Moderate transmutation; CL 8th; Craft Magic Arms
and Armor, bull’s strength; Price +1 bonus. On command, this ability allows the wearer of the
armor to become ethereal (as the ethereal jaunt spell) once per
day. The character can remain ethereal for as long as desired,

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but once he returns to normal, he cannot become Strong transmutation; CL 15th; Craft Magic Arms and Armor,
ethereal again that day. etherealness; Price +3 bonus.
Strong transmutation; CL 13th; Craft Magic Arms
and Armor, ethereal jaunt; Price +49,000 gp. Glamered
A suit of armor with this ability appears normal.
Fire Resistance Upon command, the armor changes shape and form to assume
A suit of armor with this ability normally the appearance of a normal set of clothing. The armor retains
has a reddish hue and often is decorated with a all its properties (including weight) when glamered. Only a
draconic motif. The armor absorbs the first 10 points true seeing spell or similar magic reveals the true nature of the
of fire damage per attack that the wearer would armor when disguised.
normally take (similar to the resist energy spell). Moderate illusion; CL 10th; Craft Magic Arms and Armor,
Faint abjuration; CL 3rd; Craft Magic Arms and disguise self; Price +2,700 gp.
Armor, resist energy; Price +18,000 gp.
Invulnerability
Fire Resistance, Improved This suit of armor grants the wearer damage
As fire resistance, except it absorbs the first reduction of 5/magic.
20 points of fire damage per attack. Strong abjuration and perhaps evocation (if miracle is used);
Moderate abjuration; CL 7th; Craft Magic Arms and CL 18th; Craft Magic Arms and Armor, stoneskin, wish or
Armor, resist energy; Price +42,000 gp. miracle; Price +3 bonus.

Fire Resistance, Greater Reflecting


As fire resistance, except it absorbs the first This shield seems like a mirror. Its surface is
30 points of fire damage per attack. completely reflective. Once per day, it can be called on to
Moderate abjuration; CL 11th; Craft Magic Arms and reflect a spell back at its caster exactly like the spell turning
Armor, resist energy; Price +66,000 gp. spell.
Strong abjuration; CL 14th; Craft Magic Arms and Armor,
Fortification spell turning; Price +5 bonus.
This suit of armor or shield produces a
magical force that protects vital areas of the wearer Shadow
more effectively. When a critical hit or sneak attack This armor is jet black and blurs the wearer whenever
is scored on the wearer, there is a chance that the she tries to hide, granting a +5 magic bonus on Stealth (Hide)
critical hit or sneak attack is negated and damage is checks. (The armor’s armor check penalty still applies
instead rolled normally. normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor,
Fortification Chance for Base Price invisibility; Price +3,750 gp.
Type normal Modifier
damage Shadow, Improved
Light 25% +1 bonus As shadow, except it grants a +10 magic bonus on
Moderate 75% +3 bonus Stealth (Hide) checks.
Heavy 100% +5 bonus Moderate illusion; CL 10th; Craft Magic Arms and Armor,
invisibility; Price +15,000 gp.
Strong abjuration; CL 13th; Craft Magic Arms and
Armor, limited wish or miracle; Price varies (see Shadow, Greater
above). As shadow, except it grants a +15 magic bonus on
Stealth (Hide) checks.
Ghost Touch Moderate illusion; CL 15th; Craft Magic Arms and Armor,
This armor or shield seems almost invisibility; Price +33,750 gp.
translucent. Both its magic bonus and its armor bonus
count against the attacks of incorporeal creatures. It Shapeshifter Armor
can be picked up, moved, and worn by incorporeal This armor enhancement grants its full Armor Class
creatures at any time. Incorporeal creatures gain the bonus regardless of any form the wearer takes (with
armor or shield’s magic bonus against both corporeal polymorph, shapeshift, wild shape, or similar abilities).
and incorporeal attacks, and they can still pass freely Moderate transmutation; CL: 10th; Craft Magic Arms and
through solid objects. Armor, alter form or wild shape ability; Price +5 bonus

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Silent Moves Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
This armor is well oiled and magically energy; Price +18,000 gp.
constructed so that it not only makes little sound, but
it dampens sound around it. It provides a +5 magic Sonic Resistance, Improved
bonus on its wearer’s Stealth (Move Silently) As sonic resistance, except it absorbs the first 20
checks. (The armor’s armor check penalty still points of sonic damage per attack.
applies normally.) Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
Faint illusion; CL 5th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
silence; Price +3,750 gp.
Sonic Resistance, Greater
Silent Moves, Improved As sonic resistance, except it absorbs the first 30
As silent moves, except it grants a +10 points of sonic damage per attack.
magic bonus on Stealth (Move Silently) checks. Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
Moderate illusion; CL 10th; Craft Magic Arms and resist energy; Price +66,000 gp.
Armor, silence; Price +15,000 gp.
Soulguard
Silent Moves, Greater When the wearer is slain, a gem set in the center of
As silent moves, except it grants a +15 the armor’s breastplate store’s the wearer’s soul. The
magic bonus on Stealth (Move Silently) checks. absorbed soul can see and hear what is occurring around their
Moderate illusion; CL 15th; Craft Magic Arms and body, but is unable to speak or interact with the material
Armor, silence; Price +33,750 gp. world. As a full–round action, the absorbed soul can activate
the gem to cast the equivilant of Raise Dead on their body,
Slick returning them to life. Using this power of the gem utterly
Slick armor seems coated at all times with a ruins it, destroying this enchantment (but not any others on the
slightly greasy oil. It provides a +5 magic bonus on armor).
its wearer’s Acrobatics (Escape Artist) checks. (The Strong conjuration; CL 14th; Craft Magic Arms and Armor,
armor’s armor check penalty still applies normally.) Raise Dead; Price +4 bonus.
Faint conjuration; CL 4th; Craft Magic Arms and
Armor, grease; Price +3,750 gp. Spell Resistance
This property grants the armor’s wearer spell
Skilled resistance while the armor is worn. The spell resistance can be
The armor confers a +10 competance bonus 13, 15, 17, or 19, depending on the armor.
to one skill, chosen at creation. Strong abjuration; CL 15th; Craft Magic Arms and Armor,
Moderate transmutation; CL: 10th; Craft Magic Arms spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15),
and Armor, Competance; Cost +15,000 gp. +4 bonus (SR 17), or +5 bonus (SR 19).

Slick, Improved Undead Controlling


As slick, except it grants a +10 magic bonus The wearer of a suit of armor or a shield with this
on Acrobatics (Escape Artist) checks. property may control up to 26 HD of undead per day, as the
Moderate conjuration; CL 10th; Craft Magic Arms control undead spell. At dawn each day, the wearer loses
and Armor, grease; Price +15,000 gp. control of any undead still under his sway. Armor or a shield
with this ability appears to be made of bone; this feature is
entirely decorative and has no other effect on the armor.
Slick, Greater Strong necromancy; CL 13th; Craft Magic Arms and Armor,
As slick, except it grants a +15 magic bonus control undead; Price +49,000 gp.
on Acrobatics (Escape Artist) checks.
Moderate conjuration; CL 15th; Craft Magic Arms
and Armor, grease; Price +33,750 gp.
Wild
The wearer of a suit of armor or a shield with this
ability preserves his armor bonus (and any magic bonus) while
Sonic Resistance in a wild shape. Armor and shields with this ability usually
A suit of armor or a shield with this property appear to be made covered in leaf patterns. While the wearer
normally has a glistening appearance. The armor is in a wild shape, the armor cannot be seen.
absorbs the first 10 points of sonic damage per attack Moderate transmutation; CL 9th; Craft Magic Arms and
that the wearer would normally take (similar to the Armor, baleful polymorph; Price +3 bonus.
resist energy spell).

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Specific Armors allows the wearer to make claw attacks that deal 1d10 points
of damage, strike as +1 weapons, and afflict the target as if she
Adamantine Breastplate: had been struck by a contagion spell (Fortitude DC 14
negates). Use of contagion requires a normal melee attack
This nonmagical breastplate is made of
with the claws. The “claws” are built into the armor’s
adamantine, giving its wearer damage
vambraces and gauntlets.
reduction of 2/–.
The armor bestows one negative level on any nonevil
No aura (nonmagical); Price 10,200 gp.
creature wearing it. This negative level persists as long as the
armor is worn and disappears when the armor is removed. The
Banded Mail of Luck negative level never results in actual level loss, but it cannot
Ten 100–gp gems adorn this +3 banded be overcome in any way (including restoration spells) while
mail. Once per week, the armor allows its wearer to the armor is worn.
require that an attack roll made against him be Strong necromancy [evil]; CL 13th; Craft Magic
rerolled. He must take whatever consequences come Arms and Armor, contagion; Price 52,260 gp; Cost 26,130 gp
from the second roll. The wearer’s player must + 2,090 XP.
decide whether to have the attack roll rerolled before
damage is rolled. Dragonform Scale, Lesser
Strong enchantment; CL 12th; Craft Magic Arms and
This rare armor is made from the scales of a specific type
Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700
of true dragon. It consists of a suit of armor that covers the
XP.
chest & torso, with additional pieces on the arms and legs. It
is treated as +2 scale mail.
Breastplate of Command Once per day, upon command, the wearer can transform
This finely crafted +2 breastplate radiates a themselves into a dragon–like creature for 1 hour. The wearer
powerful aura of magic. When worn, the armor is changed as follows:
bestows a dignified and commanding aura upon its • Type changes to Dragon. Gains the appropriate
owner. The wearer gains a +2 magic bonus on all dragon subtype according to the dragon emulated.
Charisma checks, including turning checks and • Size increases to Large (–1 to hit and AC, +4 bonus
Charisma–based skill checks. The wearer also gains a to Grapple, but a –4 penalty to Stealth (Hide)).
+2 magic bonus to his Leadership score. Friendly Lifting and carrying capacity is quadrupled.
troops within 360 feet of the user become braver than • +8 natural AC bonus
normal. Since the effect arises in great part from the
• +8d12 dragon Hit Dice. The character adds 8x his
distinctiveness of the armor, the wearer cannot hide
Con modifier to this total (min 1 hp/HD). This also
or conceal herself in any way and still have the effect
grants a +8 BAB, +4 Fort save, +4 Reflex save, +4
function.
Will save bonus
Strong enchantment; CL 15th; Craft Magic Arms and
• +4 to Strength and Constitution.
Armor, mass charm monster; Price 25,400 gp; Cost
10,975 gp + 850 XP. • Gains a natural attack of a bite for 1d8 damage + Str
damage and 2 claw attacks that deal 1d6 + ½ Str
damage. The character gains a tail and wings, but
Celestial Armor cannot use it to attack with.
This bright silver or gold +3 chainmail is so • Fly speed of 150 feet (average).
fine and light that it can be worn under normal • Breath weapon as the type of dragon emulated that
clothing without betraying its presence. It has a deals 8d6 damage. Breath weapon DC is 10 + ½
maximum Dexterity bonus of +8, an armor check character level + Con modifier. The breath weapon
penalty of –2, and an arcane spell failure chance of can be used 3x/day.
15%. It is considered light armor, weighs 20 pounds, The character does not gain any spells, supernatural abilities
and it allows the wearer to use fly on command (as based on age, additional feats or skill points while
the spell) once per day. transformed.
Faint transmutation [good]; CL 5th; Craft Magic Moderate transmutation; CL 8th; Craft Magic Arms & Armor,
Arms and Armor, creator must be good, fly; Price Polymorph; Price 59,280 gp
22,400 gp;
Cost 12,550 gp + 1,004 XP.
Dragonform Scale, Greater
Similar to lesser dragonform armor, this suit also is
Demon Armor:
made from the scales of specific type of true dragon. The
This plate armor is fashioned to make the armor covers the entire body, with a dragon–shaped helm and
wearer appear to be a demon. The helmet is shaped to clawed gauntlets. It is treated as +5 scale mail, and the
look like a horned demon head, and its wearer looks
out of the open, tooth–filled mouth. This +4 full plate
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gauntlets can be used to make an armed attack that armor check penalty of –2. It is considered light armor and
deals 1d4 slashing damage + ½ Str mod. weighs 20 pounds.
Once per day, for up to one hour, the user No aura (nonmagical); Price 4,150 gp.
can command the armor to take the form of a true
dragon. The user is transformed as follows: Mithral Full Plate of Speed
• Type changes to Dragon. Gains the As a free action, the wearer of this fine set of +1
appropriate dragon subtype according to the mithral full plate can activate it, enabling her to act as though
dragon emulated. affected by a haste spell for up to 10 rounds each day. The
• Size increases to Huge (–2 to hit and AC, +8 duration of the haste effect need not be consecutive rounds.
bonus to Grapple, but a –8 penalty to Stealth Speed while wearing a suit of mithral full plate is 20
(Hide)). Lifting and carrying capacity is feet for Medium creatures, or 15 feet for Small. The armor has
increased by x8. an arcane spell failure chance of 25%, a maximum Dexterity
• +12 natural AC bonus bonus of +3, and an armor check penalty of –3.
• +12d12 dragon Hit Dice. The character It is considered medium armor and weighs 25
adds 12x his Con modifier to this total (min pounds.
1 hp/HD). This also grants a +12 BAB, +6 Faint transmutation; CL 5th; Craft Magic Arms and Armor,
Fort save, +6 Reflex save, +6 Will save haste; Price 26,500 gp.
bonus
• +8 to Strength and Constitution. +4 bonus to Mithral Shirt
Charisma This extremely light chain shirt is made of very fine
• Gains a natural attack of a bite for 2d6 mithral links. Speed while wearing a mithral shirt is 30 feet for
damage + Str damage and 2 claw attacks Medium creatures, or 20 feet for Small. The armor has an
that deal 1d8 + ½ Str damage. The character arcane spell failure chance of 10%, a maximum Dexterity
gains a tail and wings, but cannot use it to bonus of +6, and no armor check penalty. It is considered light
attack with. armor and weighs 10 pounds.
• Fly speed of 200 feet (poor). No aura (nonmagical); Price 1,100 gp.
• Breath weapon as the type of dragon
emulated that deals 12d6 damage. Breath Plate Armor of the Deep
weapon DC is 10 + ½ character level + Con
This +1 full plate is decorated with a wave and fish
modifier. The breath weapon can be used
motif. The wearer of plate armor of the deep is treated as
3x/day.
unarmored for purposes of Athletics (Swim) checks. The
• Frightful presence ability. When attacking, wearer can breathe underwater and can converse with any
the character causes those opponents who creature with a language that breathes water.
fail a Will save (DC 10 + ½ character level Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
+ Cha modifier) to become panicked for freedom of movement, water breathing, tongues;
1d4+1 rounds. Creatures and opponents Price 24,650 gp; Cost 17,150 gp + 600 XP.
with levels or HD equal to or greater than
the transformed character are shaken.
The character does not gain any spells, supernatural Minotaur Stealth (Hide)
abilities based on age, additional feats or skill points This suit of leather usually comes with headdress reminiscent
while transformed. of bull’s horns. The wearer of the armor gains a +2 bonus to
Strong transmutation; CL 17th; Craft Magic Arms and Strength and the Improved Bull Rush feat while worn.
Armor, Shapechange; Price 80,280 gp Faint transmutation; CL 5th; Craft Magic Arms and Armor,
Bull’s Strength; Price 4,260 gp
Dwarven Plate
This full plate is made of adamantine, giving
Specific Shields
its wearer damage reduction of 3/–.
No aura (nonmagical); Price 16,500 gp. Absorbing Shield
This +1 heavy steel shield is flat black and seems to
Elven Chain absorb light. Once every two days, on command, it can
disintegrate an object that it touches, as the spell but requiring
This extremely light chainmail is made of
a melee touch attack.
very fine mithral links. Speed while wearing elven
Strong transmutation; CL 17th; Craft Magic Arms and Armor,
chain is 30 feet for Medium creatures, or 20 feet for
disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
Small. The armor has an arcane spell failure chance
of 20%, a maximum Dexterity bonus of +4, and an

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Caster’s Shield Spined Shield


This +1 light wooden shield has a small This +1 heavy steel shield is covered in spines. It acts
leather strip on the back on which a spellcaster can as a normal spiked shield. On command up to three times per
scribe a single spell as on a scroll. A spell so scribed day, the shield’s wearer can fire one of the shield’s spines. A
has only half the base raw material cost. Experience fired spine has a +1 magic bonus, a range increment of 120
point and component costs remain the same. The strip feet, and deals 1d10 points of damage (19–20/x2). Fired spines
cannot accommodate spells of higher than 3rd level. regenerate each day.
The strip is reusable. Moderate evocation; CL 6th; Craft Magic Arms and Armor,
A random caster ’s shield has a 50% chance of magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
having a single medium scroll spell on it. The spell is
divine (01–80 on d%) or arcane (81–100). Winged Shield
A caster’s shield has a 5% arcane spell failure This round heavy wooden shield has a +3 magic
chance. bonus. Small, feathered wings
Moderate abjuration; CL 6th; Craft Magic Arms and encircle the shield.
Armor, Scribe Scroll, creator must be at least 6th Once per day it can be commanded to fly (as the
level; Price 3,153 gp (plus the value of the scroll spell spell), carrying the wielder. The shield can carry up to 133
if one is currently scribed); Cost 1,653 gp + 120 XP. pounds and move at 60 feet per round, or up to 266 pounds
and move at 40 feet per round.
Darkwood Buckler Faint transmutation; CL 5th; Craft Magic Arms and
This nonmagical light wooden shield is Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.
made out of darkwood. It has no magic bonus, but its
construction material makes it lighter than a normal Weapons
wooden shield. It weighs 2–1/2 pounds and has no Magic weapons have magic bonuses ranging from +1 to +5.
armor check penalty. They apply these bonuses to both attack and damage rolls
No aura (nonmagical); Price 205 gp. when used in combat. All magic weapons are also masterwork
weapons, but their masterwork bonus on attack rolls does not
Darkwood Shield stack with their magic bonus on attack rolls.
This nonmagical heavy wooden shield is Weapons come in two basic categories: melee and
made out of darkwood. It has no magic bonus, but its ranged. Some of the weapons listed as melee weapons can also
construction material makes it lighter than a normal be used as ranged weapons. In this case, their magic bonus
wooden shield. applies to either type of attack.
It weighs 5 pounds and has no armor check In addition to an magic bonus, weapons may have
penalty. special abilities. Special abilities count as additional bonuses
No aura (nonmagical); Price 257 gp. for determining the market value of the item, but do not
modify attack or damage bonuses (except where specifically
Lion’s Shield noted). A single weapon cannot have a modified bonus (magic
This +2 heavy steel shield is fashioned to bonus plus special ability bonus equivalents) higher than +10.
appear to be a roaring lion’s head. Three times per A weapon with a special ability must have at least a +1 magic
day as a free action, the lion’s head can be bonus.
commanded to attack (independently of the shield A weapon or a kind of ammunition may be made of
wearer), biting with the wielder’s base attack bonus an unusual material. Roll d%: 01–95 indicates that the item is
(including multiple attacks, if the wielder has them) of a standard sort, and 96–100 indicates that it is made of a
and dealing 2d6 points of damage. This attack is in special material.
addition to any actions performed by the wielder. Caster Level for Weapons: The caster level of a weapon
Moderate conjuration; CL 10th; Craft Magic Arms with a special ability is given in the item description.
and Armor, summon nature’s ally 4th; Price 9,170 For an item with only an magic bonus and no other
gp; Cost 4,670 gp + 360 XP. abilities, the caster level is three times the magic bonus. If an
item has both an magic bonus and a special ability, the higher
of the two caster level requirements must be met.
Mithral Heavy Shield Additional Damage Dice: Some magic weapons deal
This heavy shield is made of mithral and additional dice of damage. Unlike other modifiers to damage,
thus is much lighter than a standard steel shield. It additional dice of damage are not multiplied when the attacker
has a 5% arcane spell failure chance and no armor scores a critical hit.
check penalty. It weighs 5 pounds. Ranged Weapons and Ammunition: The magic bonus from
No aura (nonmagical); Price 1,020 gp. a ranged weapon does not stack with the magic bonus from

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ammunition. Only the higher of the two magic Acid, Magnificent


bonuses applies. Weapon special ability. Adds +3d6 acid damage. Cannot be
Ammunition fired from a projectile weapon combined with the acid or greater acid quality.
with an magic bonus of +1 or higher is treated as a Strong evocation; CL 18; Craft Magic Arms and Armor; Price
magic weapon for the purpose of overcoming damage +5 bonus.
reduction. Similarly, ammunition fired from a
projectile weapon with an alignment gains the
alignment of that projectile weapon (in addition to
Anarchic
any alignment it may already have). An anarchic weapon is chaotically aligned and
Magic Ammunition and Breakage: When a magic infused with the power of chaos. It makes the weapon chaos–
arrow, Xbow bolt, or sling bullet misses its target, aligned and thus bypasses the corresponding damage
there is a 50% chance it breaks or otherwise is reduction. It deals an extra 2d6 points of damage against all of
rendered useless. A magic arrow, bolt, or bullet that lawful alignment. It bestows one negative level on any lawful
hits is destroyed. creature attempting to wield it.
Light Generation: Fully 30% of magic weapons The negative level remains as long as the weapon is
shed light equivalent to a light spell (bright light in a in hand and disappears when the weapon is no longer wielded.
20–foot radius, shadowy light in a 40–foot radius). This negative level never results in actual level loss, but it
These glowing weapons are quite obviously magical. cannot be overcome in any way (including restoration spells)
Such a weapon can’t be concealed when drawn, nor while the weapon is wielded. Bows, crossbows, and slings so
can its light be shut off. Some of the specific crafted bestow the chaotic power upon their ammunition.
weapons detailed below always or never glow, as Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and
defined in their descriptions. Armor, chaos hammer, creator must be chaotic; Price +2
Hardness and Hit Points: An attacker cannot bonus.
damage a magic weapon that has an magic bonus
unless his own weapon has at least as high an magic Axiomatic
bonus as the weapon or shield struck. Each +1 of An axiomatic weapon is lawfully aligned and infused
magic bonus also adds 1 to the weapon’s or shield’s with the power of law. It makes the weapon law–aligned and
hardness and hit points. thus bypasses the corresponding damage reduction. It deals an
Activation: Usually a character benefits from a extra 2d6 points of damage against all of chaotic alignment. It
magic weapon in the same way a character benefits bestows one negative level on any chaotic creature attempting
from a mundane weapon—by attacking with it. If a to wield it. The negative level remains as long as the weapon
weapon has a special ability that the user needs to is in hand and disappears when the weapon is no longer
activate then the user usually needs to utter a wielded.
command word (a standard action). This negative level never results in actual level loss,
Magic Weapons and Critical Hits: Some weapon but it cannot be overcome in any way (including restoration
qualities and some specific weapons have an extra spells) while the weapon is wielded. Bows, crossbows, and
effect on a critical hit. This special effect functions slings so crafted bestow the lawful power upon their
against creatures not subject to critical hits, such as ammunition.
undead, elementals, and constructs. When fighting Moderate evocation [lawful]; CL 7th; Craft Magic Arms and
against such creatures, roll for critical hits as you Armor, order’s wrath, creator must be lawful; Price +2 bonus.
would against humanoids or any other creature
subject to critical hits. On a successful critical roll, Bane
apply the special effect, but do not multiply the A bane weapon excels at attacking one type or subtype of
weapon’s regular damage. creature. Against its designated foe, its effective magic bonus
is +2 better than its normal magic bonus. It deals an extra 2d6
points of damage against the foe. Bows, crossbows, and slings
Acid so crafted bestow the bane quality upon their ammunition.
Weapon special ability. Adds +1d6 acid damage. To randomly determine a weapon’s designated foe,
Moderate evocation; CL 10; Craft Magical Arms and roll on the following table.
Armor; Price +1 bonus.
D% Designated Foe
Acid, Greater 01–05 Aberrations
Weapon special ability. Adds +2d6 acid damage. 06–09 Animals
Cannot be combined with the acid quality. 10–16 Constructs
Strong evocation; CL 14; Craft Magic Arms and 17–22 Dragons
Armor; Price +3 bonus 23–27 Elementals
28–32 Fey

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33–39 Giants objects. This property can only be applied to melee weapons,
40 Humanoids, aquatic thrown weapons, and ammunition.
41–42 Humanoids, dwarf Strong transmutation; CL 16th; Craft Magic Arms and Armor,
43–44 Humanoids, elf gaseous form, continual flame; Price +4 bonus.
45 Humanoids, gnoll
46 Humanoids, gnome Courage
47–49 Humanoids, goblinoid Wielder gains a +4 bonus vs. fear effects.
50 Humanoids, hillenfaey Moderate abjuration; CL 6th; Craft Magic Arms and Armor,
51–54 Humanoids, human Remove Fear; Price +1 bonus.
55–57 Humanoids, reptilian
58–60 Humanoids, orc Courage, Greater
61–65 Magical beasts
Wielder is immune to fear.
66–70 Monstrous humanoids
Moderate abjuration; CL 9th; Craft Magic Arms and Armor,
71–72 Oozes
Remove Fear; Price +3 bonus.
73 Outsiders, air
74–76 Outsiders, chaotic
77 Outsiders, earth Dancing
78–80 Outsiders, evil As a standard action, a dancing weapon can be loosed
81 Outsiders, fire to attack on its own. It fights for 4 rounds using the base attack
82–84 Outsiders, good bonus of the one who loosed it and then drops. While dancing,
85–87 Outsiders, lawful it cannot make attacks of opportunity, and the person who
88 Outsiders, water activated it is not considered armed with the weapon. In all
89–90 Plants other respects, it is considered wielded or attended by the
91–98 Undead creature for all maneuvers and effects that target items. While
99– Vermin dancing, it takes up the same space as the activating character
100 and can attack adjacent foes (weapons with reach can attack
opponents up to 10 feet away). The dancing weapon
Moderate conjuration; CL 8th; Craft Magic Arms and accompanies the person who activated it everywhere, whether
Armor, summon monster 1st; Price +1 bonus. she moves by physical or magical means. If the wielder who
loosed it has an unoccupied hand, she can grasp it while it is
attacking on its own as a free action; when so retrieved the
Bitter Invulnerability
weapon can’t dance (attack on its own) again for 4 rounds.
Slashing or piercing weapons only. If the wielder Strong transmutation; CL 15th; Craft Magic Arms and Armor,
impales themselves with the weapon (taking normal animate objects; Price +4 bonus.
damage in the act), the character gains Fast Healing
equal to the weapon’s base damage. Thus, for
example, if a character impaled himself with a Bitter Defending
Invulerability dagger, he would gain Fast healing 1d4 A defending weapon allows the wielder to transfer
while he remained impaled by the weapon. some or all of the sword’s magic bonus to his AC as a bonus
Opponents can attempt to remove the weapon, if they that stacks with all others. As a free action, the wielder
succeed a DC 20 Strength check . chooses how to allocate the weapon’s magic bonus at the start
Attempting to remove the weapon invokes of his turn before using the weapon, and the effect to AC lasts
an Attack of Opportunity. The character impaled by until his next turn.
the weapon can remove the weapon as a standard Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
action. Removing the weapon deals normal damage shield or shield of faith; Price +1 bonus.
to the character.
Disarming
Brilliant Energy A disarming weapon adds a +4 bonus to disarm attempts.
A brilliant energy weapon has its significant Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
portion transformed into light, although this does not Grease; Price +1 bonus
modify the item’s weight. It always gives off light as
a torch (20–foot radius). A brilliant energy weapon Disruption
ignores nonliving matter. Armor and shield bonuses A weapon of disruption is the bane of all undead.
to AC (including any magic bonuses to that armor) Any undead creature struck in combat must succeed on a DC
do not count against it because the weapon passes 14 Will save or be destroyed. A weapon of disruption must be
through armor. (Dexterity, deflection, dodge, natural a bludgeoning weapon. (If you roll this property randomly for
armor, and other such bonuses still apply.) A brilliant a piercing or slashing weapon, reroll.)
energy weapon cannot harm undead, constructs, and
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Strong conjuration; CL 14th; Craft Magic Arms and Activating or changing the special ability is a standard action.
Armor, heal; Price +2 bonus. Strong transmutation; CL 18th; Craft Magic Arms and Armor;
Shapechange; Price +5 bonus
Distance
This property can only be placed on a ranged Fearsome
weapon. A weapon of distance has double the range When opponent is struck by the weapon, they must make a
increment of other weapons of its kind. DC 15 Will save or become frightened. A given victim can
Moderate divination; CL 6th; Craft Magic Arms and only be affected once per day. This is a mind–affecting
Armor, clairaudience/clairvoyance; Price +1 bonus. ability. +2 bonus equivilant.

Distant Final Word


A distant weapon adds 5 feet to a melee While drawn, the wielder’s initiative becomes a 1. However,
weapon’s reach. the wielder gains a +20 bonus to all attacks.
Moderate transmutation; CL 8; Craft Magic Arms Strong transmutation; CL 13; Craft Magic Arms and Armor;
and Armor, Enlarge Person; Price +1 bonus for Slow, True Strike; Price +3 bonus
reach weapons, +2 for all others.
Flaming
Enspelled A flaming weapon deals an extra 1d6 points of fire
Allows wielder to use spell forged into damage on a successful hit. Bows, crossbows, and slings so
weapon (spell must have a range of 0, touch or crafted bestow the fire energy upon their ammunition.
personal) as a standard action once per day. Spells Moderate evocation; CL 10th; Craft Magic Arms and Armor
with a range of self or 0 can be used by the wielder. and flame blade, flame strike, or fireball; Price +1 bonus.
Spells with a touch range are delivered by striking the
weapon to a foe. Flaming, Greater
Moderate enchantment; CL 12; Craft Magic Arms The weapon deals +2d6 fire damage. Cannot be
and Armor; Price +1 bonus; cost increased by 250 gp combined with Flaming quality.
X spell level X caster level. Moderate evocation; CL 14th; Craft Magic Arms and Armor,
Empowered Flame Blade, Empowered Flame Strike or
Equivilant, Least Empowered Fireball; Price +3 bonus
Weapon special ability. The weapon can take on the
property of any +1 bonus equivilant, such as flaming Flaming, Magnificent
or frost. Activating or changing the special ability is a The weapon deals +3d6 fire damage. Cannot be
standard action. combined with Flaming or Greater Flaming quality.
Moderate transmutation; CL 12th; Craft Magic Arms Strong evocation; CL 18th; Craft Magic Arms and Armor,
and Armor, Alter Self; Price +2 bonus equivilant. Maximized Flame Blade, Maximized Flame Strike or
Maximized Fireball; Price +5 bonus.
Equivilant, Lesser
Weapon special ability. The weapon can take on the Flaming Burst
property of any +2 bonus equivilant such as shocking A flaming burst weapon functions as a flaming
burst or flaming burst. Activating or changing the weapon that also explodes with flame upon striking a
special ability is a standard action. successful critical hit. The fire does not harm the wielder. In
Strong transmuation; CL 14th; Craft Magic Arms and addition to the extra fire damage from the flaming ability (see
Armor, Polymorph; Price +3 bonus equivilant. above), a flaming burst weapon deals an extra 1d10 points of
fire damage on a successful critical hit. If the weapon’s critical
Equivilant, Moderate multiplier is x3, add an extra 2d10 points of fire damage
Weapon special ability. The weapon can take on the instead, and if the multiplier is x4, add an extra 3d10 points of
propery of any +3 bonus equivilant. Activating or fire damage. Bows, crossbows, and slings so crafted bestow
changing the special ability is a standard action. the fire energy upon their ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Even if the flaming ability is not active, the weapon
Armor, Polymorph any Object; Price +4 bonus still deals its extra fire damage on a successful critical hit.
equivilant. Strong evocation; CL 12th; Craft Magic Arms and Armor and
flame blade, flame strike, or fireball; Price +2 bonus.
Equivilant, Major
Weapon special ability. The weapon can take on the
property of any +4 bonus equivilant such as dancing.

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Flanking Strong evocation; CL 18th; Craft Magic Arms and Armor,


As a standard action, a flanking weapon can be Maximized Chill metal or Maximized Ice Storm; Price +5
loosed to attack on its own. The weapon attempts to bonus.
immediately move to flank whatever opponent the
owner is engaging as a move–equivilant action Ghost Touch
limited to the movement rate of the owner, see below. A ghost touch weapon deals damage normally against
When the weapon moves to flank an opponent, it incorporeal creatures, regardless of its bonus. (An incorporeal
does not incur attacks of opportunity. It fights for 4 creature’s 50% chance to avoid damage does not apply to
rounds using the base attack bonus of the one who attacks with ghost touch weapons.) The weapon can be picked
loosed it and then returns to its owner hand (or drops, up and moved by an incorporeal creature at any time. A
if the owner’s hands are occupied). While dancing, it manifesting ghost can wield the weapon against corporeal
cannot make attacks of opportunity, and the person foes. Essentially, a ghost touch weapon counts as either
who activated it is not considered armed with the corporeal or incorporeal at any given time, whichever is more
weapon. In all other respects, it is considered beneficial to the wielder.
wielded or attended by the creature for all maneuvers Moderate conjuration; CL 9th; Craft Magic Arms and Armor,
and effects that target items. While dancing, it moves plane shift; Price +1 bonus.
to flank an opponent attacked in the last round by the
sword’s owner, and can attack adjacent foes Holy
(weapons with reach can attack opponents up to 10 A holy weapon is imbued with holy power. This
feet away). The flanking weapon accompanies the power makes the weapon good–aligned and thus bypasses the
person who activated it everywhere, moving at the corresponding damage reduction. It deals an extra 2d6 points
same movement rate and type as its owner. If the of damage against all of evil alignment. It bestows one
wielder who loosed it has an unoccupied hand, she negative level on any evil creature attempting to wield it. The
can call it back to her hand as a free action; when so negative level remains as long as the weapon is in hand and
retrieved the weapon can’t dance (attack on its own) disappears when the weapon is no longer wielded. This
again for 4 rounds. negative level never results in actual level loss, but it cannot
Strong transmutation; CL 18th; Craft Magic Arms and be overcome in any way (including restoration spells) while
Armor, animate objects; Price +5 bonus. the weapon is wielded. Bows, crossbows, and slings so crafted
bestow the holy power upon their ammunition.
Foehammer Moderate evocation [good]; CL 7th; Craft Magic Arms and
In the hands of a ranger, it grants favored Armor, holy smite, creator must be good; Price +2bonus.
enemy bonus against specific foe. If a ranger
already has foe chosen as favored enemy, adds an Icy Burst
additional +2 bonus against that foe. An icy burst weapon functions as a frost weapon that
Moderate conjuration; CL 8th; Craft Magic Arms and also explodes with frost upon striking a successful critical hit.
Armor, must have Favored Enemy class fleature; The frost does not harm the wielder. In addition to the extra
Price +1 bonus. damage from the frost ability, an icy burst weapon deals an
extra 1d10 points of cold damage on a successful critical hit. If
the weapon’s critical multiplier is x3, add an extra 2d10 points
Frost of cold damage instead, and if the multiplier is x4, add an
A frost weapon deals an extra 1d6 points of extra 3d10 points. Bows, crossbows, and slings so crafted
cold damage on a successful hit. Bows, crossbows, bestow the cold energy upon their ammunition.
and slings so crafted bestow the cold energy upon Even if the frost ability is not active, the weapon still
their ammunition. deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 8th; Craft Magic Arms and Moderate evocation; CL 10th; Craft Magic Arms and Armor,
Armor, chill metal or ice storm; Price +1 bonus. chill metal or ice storm; Price +2 bonus.

Frost, Greater Keen


The weapon deals +2d6 cold damage. This ability doubles the threat range of a weapon.
Strong evocation; CL 14th; Craft Magic Arms and Only piercing or slashing weapons can be keen. (If you roll
Armor, Empowered Chill metal or Empowered Ice this property randomly for an inappropriate weapon, reroll.)
Storm; Price +5 bonus. This benefit doesn’t stack with any other effect that expands
the threat range of a weapon (such as the keen edge spell or
Frost, Magnificent the Improved Critical feat).
The weapon deals +3d6 cold damage. Moderate transmutation; CL 10th; Craft Magic Arms and
Armor, keen edge; Price +1 bonus.

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Mighty Sundering
Ki Focus A weapon with the mighty sundering ability allows
The magic weapon serves as a channel for the wielder to ignore the hardness of any item he attempt to
the wielder’s ki, allowing her to use her special ki sunder with the weapon.
attacks through the weapon as if they were unarmed Strong transmutation; CL 12th; Craft Magic Arms and Armor,
attacks. These attacks include the monk’s stunning Heightened Shatter; Price +2 bonus.
attack, ki strike, and quivering palm, as well as the
Stunning Fist feat. Only melee weapons can have the Monk’s
ki focus ability. The weapon is treated as a monk weapon for use with
Moderate transmutation; CL 8th; Craft Magic Arms unarmed attack.
and Armor, creator must be a monk; Price +1 bonus. Moderate transmutation; CL 8th; Craft Magic Arms and
Armor, Alter Self; Price +1 bonus.
Mallable
The weapon can change its base material to Raging
whatever the wielder desires (adamantine, bronze, In the hands of a barbarian, grants an extra rage per
cold iron, mithral, silver, etc.). This does not alter the day.
item’s hardness or hit points, but does allow it to Moderate enchantment; CL 10th; Craft Magic Arms and
bypass the appropriate DR. Armor, Rage; Price +1 bonus.
Moderate transmutation; CL 14th; Craft Magical
Arms and Armor, Align Weapon; Price +2 bonus.
Reaving
This weapon deals an extra 1d8 damage when it hits
Mageslaying an opponent. On a critical hit, the weapon deals an extra 2d8
The weapon grants SR 11 + wielder’s level. damage and the victim must make a DC 14 Fortitude save or
An arcane caster wielding this item must overcome be unable to heal wounds normally or magically for one hour.
the weapon’s SR to successfully cast any of his own A remove curse or dispel magic will negate the inability to
spells. heal.
Strong abjuration; Craft (Weaponsmith) 15 ranks, no Faint necromancy; CL 5th; Craft Magic Arms and Armor,
arcane spellcasting levels; Price +3 bonus. inflict moderate wounds; Price +2 bonus.

Massive Returning
The weapon is treated as being two size This special ability can only be placed on a weapon
categories larger than normal for determining that can be thrown. A returning weapon flies through the air
damage, though its actual size does not change. This back to the creature that threw it. It returns to the thrower just
ability cannot be added to light weapons and does not before the creature’s next turn (and is therefore ready to use
stack with shillelagh. again in that turn).
Strong transmutation; CL 14th; Craft Magic Arms and Catching a returning weapon when it comes back is a
Armor, Shillelagh; Price +2 bonus. free action. If the character can’t catch it, or if the character
has moved since throwing it, the weapon drops to the ground
Merciful in the square from which it was thrown.
The weapon deals an extra 1d6 points of Moderate transmutation; CL 7th; Craft Magic Arms and
damage, and all damage it deals is nonlethal damage. Armor, telekinesis; Price +1 bonus.
On command, the weapon suppresses this ability
until commanded to resume it. Bows, crossbows, and Seeking
slings so crafted bestow the merciful effect upon their Only ranged weapons can have the seeking ability.
ammunition. The weapon veers toward its target, negating any miss chances
Faint conjuration; CL 5th; Craft Magic Arms and that would otherwise apply, such as from concealment. (The
Armor, cure light wounds; Price +1 bonus. wielder still has to aim the weapon at the right square. Arrows
mistakenly shot into an empty space, for example, do not veer
Mighty Cleaving and hit invisible
A mighty cleaving weapon allows a wielder enemies, even if they are nearby.)
with the Cleave feat to make one additional cleave Strong divination; CL 12th; Craft Magic Arms and Armor,
attempt in a round. true seeing; Price +1 bonus.
Moderate evocation; CL 8th; Craft Magic Arms and
Armor, divine power; Price +1 bonus.

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Shock Slaying, Lesser


Upon command, a shock weapon is sheathed On a critical threat, the victim must make a DC 17 Fort save
in crackling electricity. The electricity does not harm or die. If the creature makes the save, it takes normal damage
the wielder. The effect remains until another from the attack (not critical damage). Creatures immune to
command is given. A shock weapon deals an extra critical hits are unaffected.
1d6 points of electricity damage on a successful hit. Strong necromancy; CL 15; Craft Magic Arms and Armor and
Bows, crossbows, and slings so crafted bestow the Keen Edge and Finger of Death; Price +3 bonus.
electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Slaying
Armor, call lightning or lightning bolt; Price +1 On a critical threat, the victim must make a DC 19 Fort save
bonus. or die. For each critical multiplier greater than x2, increase the
save DC by +1 (thus a scythe with a x4 critical multiplier
Shock, Greater increases the Fort DC to 21). If the creature makes the save, it
Weapon special ability. Adds +2d6 shock damage takes normal damage from the attack (not critical damage).
per hit. Cannot be combined with the Shock quality. Creatures immune to critical hits are unaffected.
Strong evocation; CL 14th; Craft Magic Arms and Strong necromancy; CL 17; Craft Magic Arms and Armor and
Armor, Empowered Lightning Bolt or Empowered Keen Edge and Heightened Finger of Death;Price +4 bonus.
Call Lightning; Price +3 bonus.
Slaying, Greater
Shock,, Magnificent On a critical threat, the victim must make a DC 21 Fort save
Weapon special ability. Adds +3d6 shock damage or die. For each critical multiplier greater than x2, increase the
per hit. Cannot be combined with the Shock or save DC by +1 (thus a scythe with a x4 critical multiplier
Greater Shock quality. increases the Fort DC to 23). If the creature makes the save, it
Strong evocation; CL 18th; Craft Magic Arms and takes normal damage from the attack (not critical damage).
Armor, Maximized Lightning Bolt or Maximized Creatures immune to critical hits are unaffected.
Call Lightning; Price +5 bonus. Strong necromancy; CL 19; Craft Magic Arms and Armor and
Keen Edge and Power Word Kill;Price +5 bonus.
Shocking Burst
A shocking burst weapon functions as a Slaying, Epic
shock weapon that also explodes with electricity On a critical threat, the victim must make a DC 23 Fort save
upon striking a successful critical hit. The electricity or die. For each critical multiplier greater than x2, increase the
does not harm the wielder. In addition to the extra save DC by +1 (thus a scythe with a x4 critical multiplier
electricity damage from the shock ability, a shocking increases the Fort DC to 25). If the creature makes the save, it
burst weapon deals an extra 1d10 points of electricity takes x2 normal damage from attack (ignore the weapon's
damage on a successful critical hit. If the weapon’s normal critical multiplier). Creatures immune to critical hits
critical multiplier is x3, add an extra 2d10 points of are unaffected.
electricity damage instead, and if the multiplier is x4, Strong necromancy; CL 21st; Craft Magic Arms and Armor
add an extra 3d10 points. Bows, crossbows, and and Keen Edge and Heightened Power Word Kill; +6 bonus
slings so crafted bestow the electricity energy upon equivilant.
their ammunition.
Even if the shock ability is not active, the Singing
weapon still deals its extra electricity damage on a In the hands of a bard, allows bard to use bardic music as a
successful critical hit. free action while attacking.
Moderate evocation; CL 10th; Craft Magic Arms and Strong enchantment; CL 12th; Craft Magic Arms and Armor,
Armor, call lightning or lightning bolt; Price +2 Perform (Any) 15+ ranks, caster must have the Bardic Music
bonus. Ability; Price +2 bonus.

Skilled Shifting
Weapon special ability. When the weapon is In the hands of a druid or shapechanger, grants its abilities to
unsheathed, the character gains a +5 bonus to a the natural attacks of the wielder in animal form.
specific skill. The skill is selected at the weapon’s Moderate transmutation; CL 8th; Craft Magic Arms and
creation. Armor, Alter Self or Wildshape ability; Price +1 bonus.
Faint evocation; CL 6th; Craft Magic Arms and
Armor, Caster must have 5+ ranks in skill;Price +1
bonus.
Smiting
Weapon grants a paladin the Extra Smiting feat.

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Moderate conjuration; CL 8th; Craft Magic Arms and Strong evocation (plus aura of stored spell); CL 12th; Craft
Armor, caster must have access to the Smite class Magic Arms and Armor, creator must be a caster of at least
feature; Price +1 bonus. 12th level; Price +1 bonus.

Souleater Spellbreaker, Lesser


When the weapon drops an opponent below 1 hit When the weapon strikes an enemy, it automatically attempts
point, it instantly kills the victim and grants its owner to dispel the strongest magical spell in effect on the opponent
5 temporary hit points. It has no effect when used on as per Dispel Magic, with a caster level of 5.
Plants, Undead or Constructs. Victims slain by the Strong abjuration; CL 12th; Craft Magic Arms and Armor,
weapon can be raised normally. Dispel Magic; Price +2 bonus.
Moderate necromancy; CL 10th; Craft Magic Arms
and Armor, Death Knell; Price +2 bonus. Spellbreaker
When the weapon strikes an enemy, it automatically attempts
Springing to dispel the strongest magical spell in effect on the opponent
A springing weapon allows the character to use the as per Dispel Magic, with a caster level of 10.
Spring Attack feat, even if he does not meet the Strong abjuration; CL 17th; Craft Magic Arms and Armor,
requirements to use the feat. Heightened Dispel Magic; Price +4 bonus.
Strong transmutation; CL 12th; Craft Magic Arms and
Armor, Longstrider or Expedious Retreat; Price +3 Spellbreaker, Greater
bonus. When the weapon strikes an enemy, it automatically attempts
to dispel the strongest magical spell in effect on the opponent
Strikeseeker as per Greater Dispel Magic, with a caster level of 15.
The weapon ignores armor, natural armor and Overwhelming abjuration; CL 21st; Craft Magic Arms and
magical armor when used against a foe. Armor, Greater Dispel Magic; Price +6 bonus.
Strong conjuration; CL 16th; Craft Magic Arms and
Armor, True Strike, Divination; Price +4 bonus. Spite
After the wielder has successfully wounded an opponent with
Speed the weapon, he may thereafter deal damage to himself with the
When making a full attack action, the weapon, and the opponent takes double the amount of damage.
wielder of a speed weapon may make one extra The opponent must be within 30 feet for this ability to work.
attack with it. Moderate necromancy; CL 12th; Craft Magic Arms and
The attack uses the wielder’s full base attack Armor, Cause Moderate Wounds; Price +2 bonus.
bonus, plus any modifiers appropriate to the situation.
(This benefit is not cumulative with similar effects, Sundering
such as a haste spell.) A sundering weapon grants a +4 bonus to sunder attempts.
Moderate transmutation; CL 7th; Craft Magic Arms Moderate conjuration; CL 8th; Craft Magic Arms and Armor,
and Armor, haste; Price +3 bonus. Shatter; Price +1 bonus.

Spell Storing Swift


A spell storing weapon allows a spellcaster to store a As a swift action, the character gains an extra attack at his
single targeted spell of up to 3rd level in the weapon. highest Base attack bonus when making a full attack. This
(The spell must have a casting time of 1 standard ability is usable once a day.
action.) Any time the weapon strikes a creature and Moderate transmutation; CL 6th; Craft Magic Arms and
the creature takes damage from it, the weapon can Armor, Haste; Price +1 bonus.
immediately cast the spell on that creature as a free
action if the wielder desires. (This special ability is
an exception to the general rule that casting a spell
Thundering
from an item takes at least as long as casting that A thundering weapon creates a cacophonous roar like
spell normally.) Once the spell has been cast from the thunder upon striking a successful critical hit. The sonic
weapon, a spellcaster can cast any other targeted spell energy does not harm the wielder. A thundering weapon deals
of up to 3rd level into it. The weapon magically an extra 1d8 points of sonic damage on a successful critical
imparts to the wielder the name of the spell currently hit. If the weapon’s critical multiplier is x3, add an extra 2d8
stored within it. A randomly rolled spell storing points of sonic damage instead, and if the multiplier is x4, add
weapon has a 50% chance to have a spell stored in it an extra 3d8 points of sonic damage. Bows, crossbows, and
already. slings so crafted bestow the sonic energy upon their
ammunition. Subjects dealt a critical hit by a thundering

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weapon must make a DC 14 Fortitude save or be creatures other than vampires, are not affected by the loss of
deafened permanently. their heads. Most other creatures, however, die when their
Faint necromancy; CL 5th; Craft Magic Arms and heads are cut off. A vorpal weapon must be a slashing
Armor, blindness/deafness; Price +1 bonus. weapon. (If you roll this property randomly for an
inappropriate weapon, reroll.)
Throwing Strong necromancy and transmutation; CL 18th; Craft Magic
This ability can only be placed on a melee Arms and Armor, circle of death, keen edge; Price +5 bonus.
weapon. A melee weapon crafted with this ability
gains Wounding
a range increment of 10 feet and can be thrown by a A wounding weapon deals 1 point of Constitution
wielder proficient in its normal use. damage from blood loss when it hits a creature.
Faint transmutation; CL 5th; Craft Magic Arms and A critical hit does not multiply the Constitution
Armor, magic stone; Price +1 bonus. damage. Creatures immune to critical hits (such as plants and
constructs) are immune to the Constitution damage dealt by
Tripping this weapon.
A tripping weapon grants a +4 bonus to trip attempts. Moderate evocation; CL 10th; Craft Magic Arms and Armor,
Moderate transmutation; CL 8th; Craft Magic Arms mage’s sword; Price +2 bonus.
and Armor, Push; Price +1 bonus.
Whirlwind
Unholy A weapon with the mighty whirlwind ability allows the
An unholy weapon is imbued with unholy wielder to make a whirlwind attack.
power. This power makes the weapon evil–aligned Strong transmutation; CL 14th; Craft Magic Arms and Armor,
and thus bypasses the corresponding damage Mage’s Transformation; Price +4 bonus.
reduction. It deals an extra 2d6 points of damage
against all of good alignment. It bestows one negative Vital Strike, Lesser
level on any good creature attempting to wield it. The The weapon deals +1d6 sneak attack damage.
negative level remains as long as the weapon is in Moderate transmutation; CL 8th; Craft Magic Arms and
hand and disappears when the weapon is no longer Armor, Cause Light Wounds or True Strike; Price +1 bonus.
wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way Vital Strike, Moderate
(including restoration spells) while the The weapon deals +2d6 sneak attack damage. May not be
weapon is wielded. Bows, crossbows, and slings so combined with the Minor Vital Strike quality.
crafted bestow the unholy power upon their Moderate transmutation; CL 12th; Craft Magic Arms and
ammunition. Armor, Empowered Cause Light Wounds or Empowered True
Moderate evocation [evil]; CL 7th; Craft Magic Strike;Price +3 bonus
Arms and Armor, unholy blight, creator must be evil;
Price +2 bonus.
Vital Strike, Major
The weapon deals +3d6 sneak attack damage. May not be
Vicious combined with the Minor or Moderate Vital Strike quality.
When a vicious weapon strikes an opponent, Strong transmutation; CL 16th; Craft Magic Arms and Armor,
it creates a flash of disruptive energy that resonates Maximized Cause Light Wounds or Maximized True
between the opponent and the wielder. This energy Strike;Price +5 bonus.
deals an extra 2d6 points of damage to the opponent
and 1d6 points of damage to the wielder. Only melee Specific Weapons
weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms
and Armor, enervation; Price +1 bonus. Adamantine Battleaxe
This nonmagical axe is made out of adamantine. As a
Vorpal masterwork weapon, it has a +1 magic bonus on attack rolls.
No aura (nonmagical); Price 3,010 gp.
This potent and feared ability allows the
weapon to sever the heads of those it strikes. Upon a
roll of natural 20 (followed by a successful roll to Adamantine Dagger
confirm the critical hit), the weapon severs the This nonmagical dagger is made out of adamantine.
opponent’s head (if it has one) from its body. Some As a masterwork weapon, it has a +1 magic bonus on attack
creatures, such as many aberrations and all oozes, rolls.
have no heads. Others, such as golems and undead No aura (nonmagical); Price 3,002 gp.

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Moderate evocation; CL 10th; Craft Magic Arms and Armor,


Assassin’s Dagger creator must be a dwarf of at least 10th level; Price 60,312 gp;
This wicked–looking, curved +2 dagger Cost 30,312 gp + 2,400 XP.
provides a +1 bonus to the DC of a Fortitude save
forced by the death attack of an assassin. Flame Tongue
Moderate necromancy; CL 9th; Craft Magic Arms This is a +1 flaming burst longsword. Once per day,
and Armor, slay living; Price 18,302 gp; Cost 9,302 the sword can blast forth a fiery ray at any target within 30
gp + 720 XP. feet as a ranged touch attack. The ray deals 4d6 points of fire
damage on a successful hit.
Moderate evocation; CL 12th; Craft Magic Arms and Armor,
Black Steel Scimitar scorching ray, and flame blade, flame strike, or fireball; Price
This nonmagical scimitar is made out of 20,715 gp; Cost 10,515 gp + 816 XP.
black steel. As a masterwork weapon, it has a +1
magic bonus on attack rolls. Frost Brand
No aura (nonmagical); Price 1,020 gp. This +3 frost greatsword sheds light as a torch when
the temperature drops below 0°F. At such times it cannot be
Brutal Battleaxe concealed when drawn, nor can its light be shut off. Its wielder
This +3 battleaxe seems to constantly drip is protected from fire; the sword absorbs the first 10 points of
with blood. In the hands of a barbarian, it grants one fire damage each round that the wielder would otherwise take.
extra rage per day and deals 1d6 Constitution A frost brand extinguishes all nonmagical fires in its
damage, in addition to its normal damage, on a area. As a standard action, it can also dispel lasting fire spells,
critical strike. but not instantaneous effects, though you must succeed on a
Strong transmutation; CL 15th; Craft Magic Arms and dispel check (1d20 +14) against each spell to dispel it. The DC
Armor, Rage, Poison; Price 50,310 gp to dispel such spells is 11 + the caster level of the fire spell.
Strong evocation; CL 14th; Craft Magic Arms and Armor, ice
storm, dispel magic, protection from energy; Price 54,475 gp;
Dagger of Venom Cost 27,375 gp and 5 sp + 2179 XP.
This black +1 dagger has a serrated edge. It
allows the wielder to use a poison effect (as the spell,
save DC 14) upon a creature struck by the blade once
Holy Avenger
per day. The wielder can decide to use the power This +2 cold iron longsword becomes a +5 holy cold
after he has struck. Doing so is a free action, but the iron longsword in the hands of a paladin.
poison effect must be invoked in the same round that It provides spell resistance of 5 + the paladin’s level
the dagger strikes. to the wielder and anyone adjacent to her. It also enables the
Faint necromancy; CL 5th; Craft Magic Arms and wielder to use greater dispel magic (once per round as a
Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 standard action) at the class level of the paladin.
XP. (Only the area dispel is possible, not the targeted dispel or
counterspell versions of greater dispel magic.)
Strong abjuration; CL 18th; Craft Magic Arms and Armor,
Druid’s Cudgel holy aura, creator must be good; Price 120,630 gp; Cost
This +2 massive cudgel appears to be a gnarled club 60,630 gp + 4,800 XP.
covered in druidic pictograms. Besides being used as
a weapon, the druid’s cudgel also can act as a
superior holy symbol for druids, granting a +1 caster
Javelin of Lightning
level to all druidic spells requiring a divine focus. This javelin becomes a 5d6 lightning bolt when
Strong conjuration; CL 17th; Craft Magic Arms and thrown (Reflex DC 14 half ). It is consumed in the attack.
Armor, Shillelagh, Spellstaff; Price 50,300 gp Faint evocation; CL 5th; Craft Magic Arms and Armor,
lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
Dwarven Thrower
This weapon commonly functions as a +2
Life–Drinker
warhammer. In the hands of a dwarf, the warhammer This +1 greataxe is favored by undead and
gains an additional +1 magic bonus (for a total magic constructs, who do not suffer its drawback. A lifedrinker
bonus of +3) and gains the returning special ability. It bestows two negative levels on its target whenever it deals
can be hurled with a 30–foot range increment. When damage, just as if its target had been struck by an undead
hurled, it deals an extra 2d8 points of damage against creature. One day after being struck, subjects must make a DC
giants or an extra 1d8 points of damage against any 16 Fortitude save for each negative level or lose a character
other target. level.

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Each time a life–drinker deals damage to a determining proficiency use. It can also store up to 3 spell
foe, it also bestows one negative level on the wielder. levels worth of arcane spells. A spell from the mage’s blade
Any negative level gained by the wielder in this can be triggered by command word via a standard action. The
fashion lasts for 1 hour. spells can only be accessed when wielded by an character
Strong necromancy; CL 13th; Craft Magic Arms and capable of casting arcane spells.
Armor, enervation; Price 40,320 gp; Cost 20,320 gp Moderate transmutation; CL 12th; Craft Magic Arms and
+ 1,600 XP. Armor, Mnemonic Memorizer, Enlarge Person; Price 8,302 gp

Luck Blade Masterwork Cold Iron Longsword


This +2 short sword gives its possessor a +1 This nonmagical longsword is crafted out of cold iron. As a
magic bonus on all saving throws. Its possessor also masterwork weapon, it has a +1 magic bonus on attack rolls.
gains the power of good fortune, usable once per day. No aura (nonmagical); Price 330 gp.
This extraordinary ability allows its possessor to
reroll one roll that she just made. She must take the Neutralizer
result of the reroll, even if it’s worse than the original This sap is made from the bladder of a pig and filled
roll. In addition, a luck blade may contain up to three with fleece. It performs as a +1 sap. When an opponent of 6
wishes (when randomly rolled, a luck blade holds HD/levels or less than the wielder is struck by the sap, they
1d4–1 wishes, minimum 0). When the last wish is must make a Fort save DC 17 or be transformed into a
used, the sword remains a +2 short sword, still grants harmless creature as per baleful polymorph. The
the +1 magic bonus, and still grants its reroll power. transformation only lasts for 1 day, however.
Strong evocation; CL 17th; Craft Magic Arms and Strong transmutation; CL 15th; Craft Magic Arms and Armor,
Armor, wish or miracle; Price 22,060 gp (0 wishes), baleful polymorph; Price 42,800 gp.; Cost 21,400 gp + 1,712
62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 xp.
gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes),
31,180 gp + 2,494 XP (1 wish); 51,330 gp + 4,106
XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).
Nine Lives Stealer
This longsword always performs as a +2 longsword,
but it also has the power to draw the life force from an
Mace of Smiting opponent. It can do this nine times before the ability is lost. At
This +3 adamantine heavy mace has a +5 that point, the sword becomes a simple +2 longsword (with a
magic bonus against constructs, and any critical hit hint of evil about it). A critical hit must be dealt for the
dealt to a construct completely destroys it (no saving sword’s death–dealing ability to function, and this weapon has
throw). A critical hit dealt to an outsider deals x4 no effect on creatures not subject to critical hits. The victim is
damage rather than x2. entitled to a DC 20 Fortitude save to avoid death. If the save is
Moderate transmutation; CL 11th; Craft Magic Arms successful, the sword’s death–dealing ability does not
and Armor, disintegrate; Price 75,312 gp; Cost function, no use of the ability is expended, and normal critical
39,312 gp + 2,880 XP. damage is determined. This sword is evil, and any good
character attempting to wield it gains two negative levels.
Mace of Terror These negative levels remain as long as the sword is in hand
On command, this +2 heavy mace causes and disappear when the sword is no longer wielded. These
the wielder’s clothes and appearance to transform negative levels never result in actual level loss, but they
into an illusion of darkest horror such that living cannot be overcome in any way (including restoration spells)
creatures in a 30–foot cone become panicked as if by while the sword is wielded.
a fear spell (Will DC 16 partial). They take a –2 Strong necromancy [evil]; CL 13th; Craft Magic Arms and
morale penalty on saving throws, and they flee from Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp
the wielder. The wielder may use this ability up to + 922 XP.
three times per day.
Strong necromancy; CL 13th; Craft Magic Arms and Oathbow
Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 Of elven make, this white +2 composite longbow (+2
XP. Str bonus) whispers “Swift defeat to my enemies” in Elven
when nocked and pulled. Once per day, if the firer swears
Mage’s Blade aloud to slay her target (a free action), the bow’s whisper
This weapon appears to be nothing more than a +1 becomes the low shout “Swift death to those who have
dagger in the hands of anyone unable to use arcane wronged me.” Against such a sworn enemy, the bow has a +5
magic. However, in the hands of an arcane magic bonus, and arrows launched from it deal an additional
spellcaster, it can be transformed into a longsword 2d6 points of damage (and x4 on a critical hit instead of the
upon command. It is treated as a dagger for normal x3). However, the bow is treated as only a masterwork

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weapon against all foes other than the sworn enemy, Shifter’s Sorrow
and the wielder takes a –1 penalty on attack rolls with This +1/+1 two–bladed sword has blades of
any weapon other than the oathbow. These bonuses alchemical silver. The weapon deals an extra 2d6 points of
and penalties last for seven days or until the sworn damage against any creature with the shapechanger subtype.
enemy is slain or destroyed by the wielder of the When a shapechanger or a creature in an alternate form (such
oathbow, whichever comes first. as a druid using wild shape) is struck by the weapon, it must
The oathbow may only have one sworn make a DC 15 Will save or return to its natural form.
enemy at a time. Once the wielder swears to slay a Strong transmutation; CL 15th; Craft Arms and Armor, baleful
target, he cannot make a new oath until he has slain polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight
that target or seven days have passed. Even if the 10 lb.
wielder slays the sworn enemy on the same day that
he makes the oath, he cannot activate the oathbow’s
special power again until 24 hours have passed from
Silver Dagger, Masterwork
the time he made the oath. This masterwork alchemical silver dagger is
Strong evocation; CL 15th; Craft Magic Arms and nonmagical. As a masterwork weapon, it has a +1 magic
Armor, creator must be an elf; Price 25,600 gp; Cost bonus on attack rolls.
13,100 gp + 1,000 XP. No aura (nonmagical); Price 322 gp.

Rapier of Puncturing Slaying Arrow


Three times per day, this +2 wounding This +1 arrow is keyed to a particular type or
rapier allows the wielder to make a touch attack with subtype of creature. If it strikes such a creature, the target must
the weapon that deals 1d6 points of Constitution make a DC 20 Fortitude save or die (or, in the case of unliving
damage by draining blood. Creatures immune to targets, be destroyed) instantly.
critical hits are immune to the Constitution damage Note that even creatures normally exempt from
dealt by this weapon. Fortitude saves (undead and constructs) are subject to this
Strong necromancy; CL 13th; Craft Magic Arms and attack.
Armor, harm; Price 50,320 gp; Cost 25,320 gp + When keyed to a living creature, this is a death effect
2,000 XP. (and thus death ward protects a target). To determine the type
or subtype of creature the arrow is keyed to, roll on the table
below.
Screaming Bolt A greater slaying arrow functions just like a normal
One of these +2 bolts screams when fired, slaying arrow, but the DC to avoid the death effect is 23.
forcing all enemies of the wielder within 20 feet of Strong necromancy; CL 13th; Craft Magic Arms and Armor,
the path of the bolt to succeed on a DC 14 Will save finger of death (slaying arrow) or heightened finger of death
or become shaken. This is a mind–affecting fear (greater slaying arrow); Price 2,282 gp (slaying arrow) or
effect. 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP
Faint enchantment; CL 5th; Craft Magic Arms and (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).
Armor, doom; Price 267gp; Cost 128 gp and 5 sp +
10 XP.
D% Type/Subtype
01–05 Aberrations
Shatterspike 06–09 Animals
Wielders without the Improved Sunder feat 10–16 Constructs
use Shatterspike as a +1 longsword only; wielders 17–22 Dragons
with the Improved Sunder feat add a +4 bonus 23–27 Elementals
(including the sword’s +1 magic bonus) to the 28–32 Fey
opposed roll when attempting to strike a foe’s 33–39 Giants
weapon. If successful, Shatterspike deals 1d8+4 40 Humanoids, aquatic
points of damage plus the wielder’s Strength modifier 41–42 Humanoids, dwarf
to the target weapon (the target weapon’s hardness 43–44 Humanoids, elf
must still be overcome with each hit). Shatterspike 45 Humanoids, gnoll
can damage weapons with an magic bonus of +4 or 46 Humanoids, gnome
lower. 47–49 Humanoids, goblinoid
Strong evocation; CL 13th; Str 13, Craft Arms and 50 Humanoids, hillenfaey
Armor, Power Attack, Improved Sunder, shatter; 51–54 Humanoids, human
Price 4,315 gp; Cost 2,315 gp + 160 XP; Weight 4 lb. 55–57 Humanoids, reptilian
58–60 Humanoids, orc
61–65 Magical beasts

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66–70 Monstrous humanoids The blade also has a special sunlight power. Once per
71–72 Oozes day, the wielder can swing the blade vigorously above her
73 Outsiders, air head while speaking a command word. The sunblade then
74–76 Outsiders, chaotic sheds a bright yellow radiance that is like full daylight. The
77 Outsiders, earth radiance begins shining in a 10–foot radius around the sword
78–80 Outsiders, evil wielder and extends outward at 5 feet per round for 10 rounds
81 Outsiders, fire thereafter, to create a globe of light with a 60–foot radius.
82–84 Outsiders, good When the wielder stops swinging, the radiance fades to a dim
85–87 Outsiders, lawful glow that persists for another minute before disappearing
89–90 Plants entirely. All sun blades are of good alignment, and any evil
91–98 Undead creature attempting to wield one gains one negative level. The
99–100 Vermin negative level remains as long as the sword is in hand and
disappears when the sword is no longer wielded. This negative
Sleep Arrow level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the
This +1 arrow is painted white and has sword is wielded.
white fletching. If it strikes a foe so that it would Moderate evocation; CL 10th; Craft Magic Arms and Armor,
normally deal damage, it instead bursts into magical daylight, creator must be good; Price 50,335 gp; Cost 25,335
energy that deals nonlethal damage (in the same gp + 2,000 XP.
amount as would be lethal damage) and forces the
target to make a DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft Magic Arms and Sword of Life Stealing
Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP. This black iron +2 longsword bestows a negative
level when it deals a critical hit. The sword wielder gains 1d6
temporary hit points each time a negative level is bestowed on
Snake Whip
another. These temporary hit points last for 24 hours. One day
When this +2 whip is used to make an attack, it can after being struck, subjects must make a DC 16 Fortitude save
be commanded as a free action to transform into a for each negative level or lose a character level.
giant constrictor snake. The snake immediately gets Strong necromancy; CL 17th; Craft Magic Arms and Armor,
to make an improved grab check to grapple and enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029
constrict the foe it just hit. The original wielder can XP.
transform the snake back into a whip at any time by
grasping the tail of the snake (a touch attack). If the
snake is killed or destroyed, the whip is destroyed as Sword of the Planes
well. This longsword has an magic bonus of +1 on the
Strong transmutation; CL 14th; Craft Magic Arms and Material Plane, but on any Elemental Plane its magic bonus
Armor, Summon Monster 2nd or Summon Nature’s increases to +2. (The +2 magic bonus also applies on the
Ally 2nd; Price 18,301 gp Material Plane when the weapon is used against elementals.) It
operates as a +3 longsword on the Astral Plane or the Ethereal
Plane or when used against opponents native to either of those
Sun Blade
planes. On any other plane, or against any outsider, it
This sword is the size of a bastard sword. functions as a +4 longsword.
However, a sun blade is wielded as if it were a short Strong evocation; CL 15th; Craft Magic Arms and Armor,
sword with respect to weight and ease of use. (In plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893
other words, the weapon appears to all viewers to be XP.
a bastard sword, and deals bastard sword damage, but
the wielder feels and reacts as if the weapon were a
short sword.) Any individual able to use either a Sword of Subtlety
bastard sword or a short sword with proficiency is A +1 short sword with a thin, dull gray blade, this
proficient in the use of a sun blade. Likewise, weapon provides a +4 bonus on its wielder’s attack and
Weapon Focus and Weapon Specialization in short damage rolls when he is making a sneak attack with it.
sword and bastard sword apply equally, but the Moderate illusion; CL 7th; Craft Magic Arms and Armor,
benefits of those feats do not stack. blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.
In normal combat, the glowing golden blade
of the weapon is equal to a +2 bastard sword. Sword of the Woodlands
Against evil creatures, its magic bonus is +4. Against The original twelve blades were created by Druidus for the
Negative Energy Plane creatures or undead creatures, White Ranger organization. In generations since, the druids
the sword deals double damage (and x3 on a critical have created lesser versions of these weapons to give to heroic
hit instead of the usual x2). White Rangers.

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A greater Sword of the Woodlands has a +5 The weapon is otherwise a +2 trident.


magic bonus, while the lesser has +3. Greater Moderate divination; CL 7th; Craft Magic Arms and Armor,
Swords of the Woodland also have the Slaying – locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp +
Dragon quality, while Lesser Swords of the 405 XP.
Woodlands have the Bane – Dragon quality. Both
swords begin to drip a yellowish, sap–like acid when Potions And Oils
within 120 feet of a green dragon. This sap only A potion is a magic liquid that produces its effect
harms green dragons, and deals 1d6 acid damage on a when imbibed. Magic oils are similar to potions, except that
normal hit and 2d6 on a critical hit. oils are applied externally rather than imbibed. A potion or oil
can be used only once. It can duplicate the effect of a spell of
Sylvan Scimitar up to 3rd level that has a casting time of less than 1 minute.
This +3 scimitar, when used outdoors in a Potions are like spells cast upon the imbiber. The
temperate climate, grants its wielder the use of the character taking the potion doesn’t get to make any decisions
Cleave feat and deals an extra 1d6 points of damage. about the effect —the caster who brewed the potion has
Moderate evocation; CL 11th; Craft Magic Arms and already done so. The drinker of a potion is both the effective
Armor, divine power or creator must be a 7th–level target and the caster of the effect (though the potion indicates
druid; Price 47,315gp; Cost 23,657 gp and 5 sp + the caster level, the drinker still controls the effect).
1,893 XP. The person applying an oil is the effective caster, but
the object is the target.
Thousandfold Shurikens Physical Description: A typical potion or oil consists of 1
When thrown, a thousandfold shuriken ounce of liquid held in a ceramic or glass vial fitted with a
splinters into hundreds of copies of itself. It allows tight stopper. The stoppered container is usually no more than
the wielder to make a 30 ft. cone attack. No to–hit 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point,
roll is made; all those in the cone take 5d4 damage hardness 1, and a break DC of 12. Vials hold 1 ounce of
from the attack. A Reflex DC 15 save halves the liquid.
damage. Thousandfold Shurikens are found in Identifying Potions: In addition to the standard methods of
bundles of five. identification, PCs can sample from each container they find
Moderate conjuration; CL 12th; Craft Magic Arms to attempt to determine the nature of the liquid inside. An
and Armor, Major Creation; Price 3,750 gp. experienced character learns to identify potions by memory—
for example, the last time she tasted a liquid that reminded her
of almonds, it turned out to be a potion of cure moderate
Trident of Fish Command wounds.
The magical properties of this +1 trident Activation: Drinking a potion or applying an oil requires no
with a 6–foot–long haft enable its wielder to charm special skill. The user merely removes the stopper and
up to 14 HD of aquatic animals (Will DC 16 negates, swallows the potion or smears on the oil. The following rules
animals get a +5 bonus if currently under attack by govern potion and oil use.
the wielder or his allies), no two of which can be Drinking a potion or using an oil on an item of gear is
more than 30 feet apart. The wielder can use this a standard action. The potion or oil takes effect immediately.
effect up to three times per day. The wielder can Using a potion or oil provokes attacks of opportunity. A
communicate with the animals as if using a speak successful attack (including grappling attacks) against the
with animals spell. character forces aSpellcraft check (as for casting a spell). If
Animals making their saving throw are free of the character fails this check, she cannot drink the potion. An
control, but they will not approach within 10 feet of enemy may direct an attack of opportunity against the potion
the trident. The trident can be used up to three times or oil container rather than against the character. A successful
per day. attack of this sort can destroy the container.
Moderate enchantment; CL 7th; Craft Magic Arms A creature must be able to swallow a potion or smear
and Armor, speak with animals; Price 18,650 gp; on an oil. Because of this, incorporeal creatures cannot use
Cost 9,325 gp + 746 XP. potions or oils.
Any corporeal creature can imbibe a potion. The
Trident of Warning potion must be swallowed. Any corporeal creature can use an
A weapon of this type enables its wielder to oil.
determine the location, depth, kind, and number of A character can carefully administer a potion to an
aquatic predators within 680 feet. A trident of unconscious creature as a full–round action, trickling the
warning must be grasped and pointed in order for the liquid down the creature’s throat. Likewise, it takes a full–
character using it to gain such information, and it round action to apply an oil to an unconscious creature.
requires 1 round to scan a hemisphere with a radius
of 680 feet.

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Potion Descriptions Elixir of Truth


The caster level for a standard potion is the minimum Slot: –
caster level needed to cast the spell (unless otherwise This elixir forces the individual drinking it to say
specified). nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any questions put to her
Elixir of Fire Breath in that time, but with each question she is free to make a
Slot: – separate DC 13 Will save. If one of these secondary saves is
This strange elixir bestows upon the drinker successful, she doesn’t break free of the truthcompelling
the ability to spit gouts of flame. He can breathe fire enchantment but also doesn’t have to answer that particular
up to three times, each time dealing 4d6 points of fire question. No more than one question can be asked each round.
damage to a single target up to 25 feet away. This is a mind–affecting compulsion enchantment.
The victim can attempt a DC 13 Reflex save Faint enchantment; CL 5th; Brew Potion, zone of truth; Price
for half damage. Unused blasts dissipate 1 hour after 500 gp.
the liquid is consumed.
Moderate evocation; CL 11th; Brew Potion, Elixir of Vision
scorching ray; Price 1,100 gp. Slot: -
Drinking this elixir grants the imbiber the ability to
Elixir of Hiding notice acute details with great accuracy (+10 magic bonus on
Slot: – Perception (Spot) checks for 1 hour).
A character drinking this liquid gains an Faint divination; CL 2nd; Brew Potion, true seeing; Price 250
intuitive ability to hide (+10 magic bonus on Stealth gp.
(Hide) checks for 1 hour).
Faint illusion; CL 5th; Brew Potion, invisibility; Price Restorative Ointment
250 gp. Slot: -
A jar of this unguent is 3 inches in diameter and 1
Elixir of Love inch deep and contains five applications. Placed upon a
Slot: – poisoned wound or swallowed, the ointment detoxifies any
This sweet–tasting liquid causes the poison (as neutralize poison). Applied to a diseased area, it
character drinking it to become charmed with the removes disease (as remove disease). Rubbed on a wound, the
first creature she sees after consuming the draft (as ointment cures 1d8+5 points of damage (as cure light
charm person—the drinker must be a humanoid of wounds).
Medium or smaller size, Will DC 14 negates). The Faint conjuration; CL 5th;Brew Potion, cure light wounds,
charm effects wear off in 1d3 hours. neutralize poison, remove disease; Price 4,000 gp; Weight 1/2
Faint transmutation; CL 4th; Brew Potion, charm lb.
person; Price 150 gp.
Rings
Elixir of Sneaking Rings bestow magical powers upon their wearers. Only a rare
Slot: – few have charges. Anyone can use a ring.
This draught of liquid grants the drinker the A character can only effectively wear two magic
ability to walk softly and dampens sound around her rings. A third magic ring doesn’t work if the wearer is already
slightly, granting a +10 magic bonus on Stealth wearing two magic rings.
(Move Silently) checks for 1 hour. Physical Description: Rings have no appreciable weight.
Faint illusion; CL 5th; Brew Potion, silence; Price Although exceptions exist that are crafted from glass or bone,
250 gp. the vast majority of rings are forged from metal—usually
precious metals such as gold, silver, and platinum. A ring has
Elixir of Swimming AC 13, 2 hit points, hardness 10, and a break DC of 25.
Activation: Usually, a ring’s ability is activated by a
Slot: -
command word (a standard action that does not provoke
This elixir bestows swimming ability. An
attacks of opportunity) or it works continually. Some rings
almost imperceptible magic sheath surrounds the
have exceptional activation methods, according to their
drinker, allowing him to glide through the water
descriptions.
easily (+10 magic bonus on Athletics (Swim) checks
Special Qualities: Roll d%. A result of 01 indicates the ring is
for 1 hour).
intelligent, 02–31 indicates that something (a design,
Faint illusion; CL 2nd; Brew Potion, creator must
inscription, or the like) provides a clue to its function, and 32–
have 5 ranks in the Athletics (Swim) skill; Price 250
100 indicates no special qualities. Intelligent items have extra
gp.

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abilities and sometimes extraordinary powers and spell cast within the ring is gone. A new spell (or the same one
special purposes. Rings with charges can never be as before) may be placed in it again.
intelligent. Moderate evocation; CL 11th; Forge Ring, imbue with spell
ability; Price 4,000 gp.
Ring Descriptions
Standard rings are described below. Djinni Calling
One of the many rings of fable, this “genie” ring is
Animal Friendship most useful indeed. It serves as a special gate by means of
On command, this ring affects an animal as which a specific djinni can be called from the Elemental Plane
if the wearer had cast charm animal. of Air. When the ring is rubbed (a standard action), the call
Faint enchantment; CL 3rd; Forge Ring, charm goes out, and the djinni appears on the next round. The djinni
animal; Price 10,800 gp. faithfully obeys and serves the wearer of the ring, but never
for more than 1 hour per day. If the djinni of the ring is ever
Blinking killed, the ring becomes nonmagical and worthless.
Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000
On command, this ring makes the wearer
gp.
blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink;
Price 27,000 gp. Elemental Command
All four kinds of elemental command rings are very
Chameleon Power powerful. Each appears to be nothing more than a lesser magic
ring until fully activated (by meeting a special condition, such
As a free action, the wearer of this ring can
as singlehandedly slaying an elemental of the appropriate type
gain the ability to magically blend in with the
or exposure to a sacred material of the appropriate element),
surroundings. This provides a +10 magic bonus on
but each has certain other powers as well as the following
her Stealth (Hide) checks. As a standard action, she
common properties.
can also command the ring to utilize the spell
Elementals of the plane to which the ring is attuned
disguise self as often as she wants.
can’t attack the wearer, or even approach within 5 feet of him.
Faint illusion; CL 3rd; Forge Ring, disguise self,
If the wearer desires, he may forego this protection and instead
invisibility; Price 12,700 gp.
attempt to charm the elemental (as charm monster, Will DC
17 negates). If the charm attempt fails, however, absolute
Climbing protection is lost and no further attempt at charming can be
This ring is actually a magic leather cord made.
that ties around a finger. It continually grants the Creatures from the plane to which the ring is attuned
wearer a +5 magic bonus on Athletics (Climb)checks. who attack the wearer take a –1 penalty on their attack rolls.
Faint transmutatation; CL 5th; Forge Ring, creator The ring wearer makes applicable saving throws from the
must have 5 ranks in theAthletics (Climb)skill; Price extraplanar creature’s attacks with a +2 magic bonus. He gains
2,500 gp. a +4 magic bonus on all attack rolls against such creatures.
Any weapon he uses bypasses the damage reduction of such
Climbing, Improved creatures, regardless of any qualities the weapon may or may
As climbing, except it grants a +10 magic not have.
bonus on its wearer’sAthletics (Climb)checks. The wearer of the ring is able to converse with
Faint transmutation; CL 5th; Forge Ring, creator creatures from the plane to which his ring is attuned. These
must have 10 ranks in the Athletics (Climb)skill; creatures recognize that he wears the ring. They show a
Price 10,000 gp. healthy respect for the wearer if alignments are similar. If
alignments are opposed, creatures fear the wearer if he is
Counterspells strong. If he is weak, they hate and desire to slay him.
The possessor of a ring of elemental command takes
This ring might seem to be a ring of spell
a saving throw penalty as follows:
storing upon first examination. However, while it
allows a single spell of 1st through 6th level to be Element Saving Throw Penalty
cast into it, that spell cannot be cast out of the ring Air –2 against earth–based effects
again. Earth –2 against air– or electricity–based
Instead, should that spell ever be cast upon effects
the wearer, the spell is immediately countered, as a Fire –2 against water– or cold–based
counterspell action, requiring no action (or even effects
knowledge) on the wearer’s part. Once so used, the Water –2 against fire–based effects

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In addition to the powers described above, normally take such damage, subtract the ring’s resistance
each specific ring gives its wearer the following value from the damage dealt.
abilities according to its kind. A minor ring of energy resistance grants 10 points of
resistance. A major ring of energy resistance grants 20 points
Ring of Elemental Command (Air) of resistance. A greater ring of energy resistance grants 30
• Feather fall (unlimited use, wearer only) points of resistance.
• Resist energy (electricity) (unlimited use, Faint (minor or major) or moderate (greater)
wearer only) abjuration; CL 3rd (minor), 7th (major), or 11th (greater);
• Gust of wind (twice per day) Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp
• Wind wall (unlimited use) (major), 44,000 gp (greater).
• Air walk (once per day, wearer only)
• Chain lightning (once per week) Evasion
The ring appears to be a ring of feather falling This ring continually grants the wearer the ability to
until a certain condition is met to activate its full avoid damage as if she had evasion. Whenever she makes a
potential. It must be reactivated each time a new Reflex saving throw to determine whether she takes half
wearer acquires it. damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price
Ring of Elemental Command (Earth) 25,000 gp.
• Meld into stone (unlimited use, wearer only)
• Soften earth or stone (unlimited use) Feather Falling
• Stone shape (twice per day) This ring is crafted with a feather pattern all around
• Stoneskin (once per week, wearer only) its edge. It acts exactly like a feather fall spell, activated
• Passwall (twice per week) immediately if the wearer falls more than 5 feet.
• Wall of stone (once per day) Faint transmutation; CL 1st; Forge Ring, feather fall; Price
The ring appears to be a ring of meld into stone until 2,200 gp.
the established condition is met.
Force Shield
Ring of Elemental Command (Fire) An iron band, this simple ring generates a shield–
• Resist energy (fire) (as a major ring of sized (and shield–shaped) wall of force that stays with the ring
energy resistance [fire]) and can be wielded by the wearer as if it were a heavy shield
• Burning hands (unlimited use) (+2 AC). This special creation has no armor check penalty or
• Flaming sphere (twice per day) arcane spell failure chance since it is weightless and
• Pyrotechnics (twice per day) encumbrance–free. It can be activated and deactivated at will
• Wall of fire (once per day) as a free action.
• Flame strike (twice per week) Moderate evocation; CL 9th; Forge Ring, wall of force; Price
The ring appears to be a major ring of energy 8,500 gp.
resistance (fire) until the established condition is met.
Ring of Elemental Command (Water) Freedom of Movement
• Water walk (unlimited use) This gold ring allows the wearer to act as if
• Create water (unlimited use) continually under the effect of a freedom of movement spell.
• Water breathing (unlimited use) Moderate abjuration; CL 7th; Forge Ring, freedom of
• Wall of ice (once per day) movement; Price 40,000 gp.
• Ice storm (twice per week)
• Control water (twice per week) Friend Shield
The ring appears to be a ring of water walking These curious rings always come in pairs. A friend
until the established condition is met. shield ring without its mate is useless.
Strong conjuration; CL 15th; Forge Ring, summon Either wearer of one of a pair of the rings can, at any
monster 6th, all appropriate spells; Price 200,000 gp. time, command his or her ring to cast a shield other spell with
the wearer of the mated ring as the recipient. This effect has
Energy Resistance no range limitation.
This reddish iron ring continually protects Moderate abjuration; CL 10th; Forge Ring, shield other; Price
the wearer from damage from one type of energy— 50,000 gp (for a pair).
acid, cold, electricity, fire, or sonic (chosen by the
creator of the item; determine randomly if found as
part of a treasure hoard). Each time the wearer would

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Invisibility on the bull rush attempt if 2 charges are expended, or +2 if 3


By activating this simple silver ring, the charges are expended.
wearer can benefit from invisibility, as the spell. In addition to its attack mode, the ring of the ram also
Faint illusion; CL 3rd; Forge Ring, invisibility; Price has the power to open doors as if it were a character with
20,000 gp. Strength 25. If 2 charges are expended, the effect is equivalent
to a character with Strength 27. If 3 charges are expended, the
effect is that of a character with Strength 29.
Jumping A newly created ring has 50 charges. When all the
This ring continually allows the wearer to charges are expended, the ring becomes a nonmagical item.
leap about, providing a +5 magic bonus on all Moderate transmutation; CL 9th; Forge Ring, bull’s strength,
hisAthletics (Jump)checks. telekinesis; Price 8,600 gp.
Faint transmutation; CL 2nd; Forge Ring, creator
must have 5 ranks in theAthletics (Jump)skill; Price
2,500 gp.
Regeneration
This white gold ring continually allows a living
wearer to heal 1 point of damage per level every hour rather
Jumping, Improved than every day. (This ability cannot be aided by the Survival
As jumping, except it grants a +10 magic (Heal) skill.) Nonlethal damage heals at a rate of 1 point of
bonus on its wearer’sAthletics (Jump)check. damage per level every 5 minutes. If the wearer loses a limb,
Moderate transmutation; CL 7th; Forge Ring, creator an organ, or any other body part while wearing this ring, the
must have 10 ranks in theAthletics (Jump)skill; Price ring regenerates it as the spell. In either case, only damage
10,000 gp. taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price
Mind Shielding 90,000 gp.
This ring is usually of fine workmanship and
wrought from heavy gold. The wearer is continually Shooting Stars
immune to detect thoughts, discern lies, and any This ring has two modes of operation, one for being
attempt to magically discern her alignment. in shadowy darkness or outdoors at night and a second one
Faint aburation; CL 3rd; Forge Ring, nondetection; when the wearer is underground or indoors at night.
Price 8,000 gp. During the night under the open sky or in areas of
shadow or darkness, the ring of shooting stars can perform the
Protection following functions on command.
This ring offers continual magical protection • Dancing lights (once per hour)
in the form of a deflection bonus of +1 to +5 to AC. • Light (twice per night)
Faint abjuration; CL 5th; Forge Ring, shield of faith, • Ball lightning (special, once per night)
caster must be of a level at least three times greater • Shooting stars (special, three per week)
than the bonus of the ring; Price 2,000 gp (ring +1); The first special function, ball lightning, releases one to
8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp four balls of lightning (ring wearer’s choice). These glowing
(ring +4); 50,000 gp (ring +5). globes resemble dancing lights, and the ring wearer controls
them in the same fashion (see the dancing lights spell
Ram description). The spheres have a 120–foot range and a
The ring of the ram is an ornate ring forged duration of 4 rounds. They can be moved at 120 feet per
of hard metal, usually iron or an iron alloy. It has the round. Each sphere is about 3 feet in diameter, and any
head of a ram as its device. creature who comes within 5 feet of one causes its charge to
The wearer can command the ring to give dissipate, taking electricity damage in the process according to
forth a ramlike force, manifested by a vaguely the number of balls created.
discernible shape that resembles the head of a ram or
a goat. This force strikes a single target, dealing 1d6 Number of Balls Damage per Ball
points of damage if 1 charge is expended, 2d6 points 4 lightning balls 1d6 points of damage each
if 2 charges are used, or 3d6 points if 3 charges (the 3 lightning balls 2d6 points of damage each
maximum) are used. Treat this as a ranged attack 2 lightning balls 3d6 points of damage each
with a 50–foot maximum range and no penalties for 1 lightning ball 4d6 points of damage
distance.
The force of the blow is considerable, and Once the ball lightning function is activated, the balls
those struck by the ring are subject to a bull rush if can be released at any time before the sun rises. (Multiple
within 30 feet of the ring–wearer. (The ram has balls can be released in the same round.)
Strength 25 and is Large.) The ram gains a +1 bonus

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The second special function produces three Faint evocation; CL 5th; Forge Ring, imbue with spell ability;
shooting stars that can be released from the ring each Price 18,000 gp.
week, simultaneously or one at a time. They impact
for 12 points of damage and spread (as a fireball) in a Spell Storing
5–foot–radius sphere for 24 points of fire damage. As the minor ring of spell storing, except it holds up
Any creature struck by a shooting star takes to five levels of spells.
full damage from impact plus full fire damage from Moderate evocation; CL 9th; Forge Ring, imbue with spell
the spread unless it makes a DC 13 Reflex save. ability; Price 50,000 gp.
Creatures not struck but within the spread ignore the
impact damage and take only half damage from the
fire spread on a successful DC 13 Reflex save. Range
Spell Storing, Major
is 70 feet, at the end of which the shooting star As the minor ring of spell storing, except it holds up
explodes, unless it strikes a creature or object before to ten levels of spells.
that. A shooting star always follows a straight line, Strong evocation; CL 17th; Forge Ring, imbue with spell
and any creature in its path must make a save or be ability; Price 200,000 gp.
hit by the projectile.
Indoors at night, or underground, the ring of Spell Turning
shooting stars has the following properties. Up to three times per day on command, this simple
platinum band automatically reflects the next nine levels of
• Faerie fire (twice per day) spells cast at the wearer, exactly as if spell turning had been
• Spark shower (special, once per day) cast upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price
The spark shower is a flying cloud of sizzling 98,280 gp.
purple sparks that fan out from the ring for a distance
of 20 feet in an arc 10 feet wide. Creatures within this Sustenance
area take 2d8 points of damage each if not wearing This ring continually provides its wearer with life–
metal armor or carrying a metal weapon. Those sustaining nourishment. The ring also refreshes the body and
wearing metal armor and/or carrying a metal weapon mind, so that its wearer needs only sleep 2 hours per day to
take 4d8 points of damage. gain the benefit of 8 hours of sleep.
Strong evocation; CL 12th; Forge Ring, light, faerie The ring must be worn for a full week before it
fire, fireball, lightning bolt; Price 50,000 gp. begins to work. If it is removed, the owner must wear it for
another week to reattune it to himself.
Spell Storing, Minor: Faint conjuration; CL 5th; Forge Ring, create food and water;
A minor ring of spell storing contains up to Price 2,500 gp.
three levels of spells that the wearer can cast. Each
spell has a caster level equal to the minimum level Swimming
needed to cast that spell. The user need not provide This silver ring has a wave pattern etched into the
any material components or focus, or pay an XP cost band. It continually grants the wearer a +5 magic bonus on
to cast the spell, and there is no arcane spell failure Athletics (Swim) checks.
chance for wearing armor (because the ring wearer Faint transmutation; CL 2nd; Forge Ring, creator must have 5
need not gesture). The activation time for the ring is ranks in the Athletics (Swim) skill; Price 2,500 gp.
same as the casting time for the relevant spell, with a
minimum of 1 standard action. Swimming, Improved
For a randomly generated ring, treat it as a
As swimming, except it grants a +10 magic bonus on
scroll to determine what spells are stored in it. If you
its wearer’s Athletics (Swim) checks.
roll a spell that would put the ring over the three–
Moderate transmutation; CL 7th; Forge Ring, creator must
level limit, ignore that roll; the ring has no more
have 10 ranks in the Athletics (Swim) skill; Price 10,000 gp.
spells in it. (Not every newly discovered ring need be
fully charged.)
A spellcaster can cast any spells into the Telekinesis
ring, so long as the total spell levels do not add up to This ring allows the caster to use the spell telekinesis
more than three. Metamagic versions of spells take on command.
up storage space equal to their spell level modified by Moderate transmutation; CL 9th; Forge Ring, telekinesis;
the metamagic feat. A spellcaster can use a scroll to Price 75,000 gp.
put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the
names of all spells currently stored within it.

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Three Wishes Physical Description: Rods weigh approximately 5 pounds.


This ring is set with three rubies. Each ruby They range from 2 feet to 3 feet long and are usually
stores a wish spell, activated by the ring. When a made of iron or some other metal. (Many, as noted in their
wish is used, that ruby disappears. For a randomly descriptions, can function as light maces or clubs due to their
generated ring, roll 1d3 to determine the remaining sturdy construction.)
number of rubies. When all the wishes are used, the These sturdy items have AC 9, 10 hit points, hardness
ring becomes a nonmagical item. 10, and a break DC of 27.
Strong evocation (if miracle is used); CL 20th; Forge Activation: Details relating to rod use vary from item to item.
Ring, wish or miracle; Price 97,950 gp; Cost 11,475 See the individual descriptions for specifics.
gp + 15,918 XP. Special Qualities: Roll d%. A 01 result indicates the rod is
intelligent, 02–31 indicates that something (a design,
inscription, or the like) provides a clue to its function, and 32–
Water Walking 100 indicates no special qualities. Intelligent items have extra
This ring, set with an opal, allows the wearer abilities and sometimes extraordinary powers and special
to continually utilize the effects of the spell water purposes.
walk. Rods with charges can never be intelligent.
Moderate transmutation; CL 9th; Forge Ring, water
walk; Price 15,000 gp.
Rod Descriptions
Although all rods are generally scepterlike, their
Wizardry configurations and abilities run the magical gamut. Standard
This special ring comes in four kinds (ring rods are described below.
of wizardry I, ring of wizardry 2nd, ring of wizardry
3rd, and ring of wizardry 4th), all of them useful only Absorption
to arcane spellcasters. The wearer’s arcane spells per
This rod acts as a magnet, drawing spells or spell–
day are doubled for one specific spell level. A ring of
like abilities into itself. The magic absorbed must be a single–
wizardry I doubles 1st–level spells, a ring of wizardry
target spell or a ray directed at either the character possessing
2nd doubles 2nd–level spells, a ring of wizardry 3rd
the rod or her gear. The rod then nullifies the spell’s effect and
doubles 3rd–level spells, and a ring of wizardry 4th
stores its potential until the wielder releases this energy in the
doubles 4th–level spells. Bonus spells from high
form of spells of her own. She can instantly detect a spell’s
ability scores or school specialization are not
level as the rod absorbs that spell’s energy. Absorption
doubled.
requires no action on the part of the user if the rod is in hand at
Moderate (wizardry I) or strong (wizardry 2nd–4th)
the time.
(no school); CL 11th (I), 14th (2nd), 17th (3rd), 20th
A running total of absorbed (and used) spell levels
(4th); Forge Ring, limited wish; Price 20,000 gp (I),
should be kept. The wielder of the rod can use captured spell
40,000 gp (2nd), 70,000 gp (3rd), 100,000 gp (4th).
energy to cast any spell she has prepared, without expending
the preparation itself. The only restrictions are that the levels
X–Ray Vision of spell energy stored in the rod must be equal to or greater
On command, this ring gives its possessor than the level of the spell the wielder wants to cast, that any
the ability to see into and through solid matter. material components required for the spell be present, and that
Vision range is 20 feet, with the viewer the rod be in hand when casting. For casters such as bards or
seeing as if he were looking at something in normal sorcerers who do not prepare spells, the rod’s energy can be
light even if there is no illumination. X–ray vision used to cast any spell of the appropriate level or levels that
can penetrate 1 foot of stone, 1 inch of common they know.
metal, or up to 3 feet of wood or dirt. A rod of absorption absorbs a maximum of fifty spell
Thicker substances or a thin sheet of lead levels and can thereafter only discharge any remaining
blocks the vision. Using the ring is physically potential it might have. The rod cannot be recharged. The
exhausting, causing the wearer 1 point of wielder knows the rod’s remaining absorbing potential and
Constitution damage per minute after the first 10 current amount of stored energy.
minutes of use in a single day. To determine the absorption potential remaining in a
Moderate divination; CL 6th; Forge Ring, true newly found rod, roll d% and divide the result by 2. Then roll
seeing; Price 25,000 gp. d% again: On a result of 71–100, half the levels already
absorbed by the rod are still stored within.
Rods Strong abjuration; CL 15th;Craft Rod, spell turning; Price
Rods are scepterlike devices that have 50,000 gp.
unique magical powers and do not usually have
charges. Anyone can use a rod.

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Alertness round, the rod pinpoints the location of the nearest enemy and
This rod is indistinguishable from a +1 light indicates how many enemies are within range. The rod can be
mace. It has eight flanges on its macelike head. The used three times each day, each use lasting up to 10 minutes.
rod bestows a +1 insight bonus on initiative checks. Activating the rod is a standard action.
If grasped firmly, the rod enables the holder to use Moderate divination; CL 10th; Craft Rod, true seeing; Price
detect evil, detect good, detect chaos, detect law, 23,500 gp.
detect magic, discern lies, light, or see invisibility.
Each different use is a standard action. Flailing
If the head of a rod of alertness is planted in Upon the command of its possessor, the rod activates,
the ground, and the possessor wills it to alertness (a changing from a normal–seeming rod to a +3 dire flail. The
standard action), the rod senses any creature within dire flail is a double weapon, which means that each of the
120 feet who intends to harm the possessor. At the weapon’s heads can be used to attack.
same time, the rod creates the effect of a prayer spell The wielder can gain an extra attack (with the second
upon all creatures friendly to the possessor in a 20– head) at the cost of making all attacks at a –2 penalty (as if she
foot radius. Immediately thereafter, the rod sends had the Two–Weapon Fighting feat).
forth a mental alert to these friendly creatures, Once per day the wielder can use a free action to
warning them of possible danger from the unfriendly cause the rod to grant her a +4 deflection bonus to Armor
creature or creatures within the 120–foot radius. Class and a +4 magic bonus on saving throws for 10 minutes.
These effects last for 10 minutes, and the rod can The rod need not be in weapon form to grant this benefit.
perform this function once per day. Last, the rod can Transforming it into a weapon or back into a rod is a
be used to simulate the casting of an animate objects move action.
spell, utilizing any eleven (or fewer) Small objects Moderate enchantment; CL 9th; Craft Rod, Craft Magic Arms
located roughly around the perimeter of a 5–foot– and Armor, bless; Price 50,000 gp.
radius circle centered on the rod when planted in the
ground. Objects remain animated for 11 rounds. The Flame Extinguishing
rod can perform this function once per day. This rod can extinguish Medium or smaller
Moderate abjuration, divination, enchantment, and nonmagical fires with simply a touch (a standard action). For
evocation; CL 11th; Craft Rod, alarm, detect chaos, the rod to be effective against other sorts of fires, the wielder
detect evil, detect good, detect law, detect magic, must expend 1 or more of the rod’s charges.
discern lies, light, see invisibility, prayer, animate Extinguishing a Large or larger nonmagical fire, or a
objects; Price 85,000 gp. magic fire of Medium or smaller (such as that of a flaming
weapon or a burning hands spell), expends 1 charge.
Cancellation Continual magic flames, such as those of a weapon or a fire
This dreaded rod is a bane to magic items, creature, are suppressed for 6 rounds and flare up again after
for its touch drains an item of all magical properties. that time. To extinguish an instantaneous fire spell, the rod
The item touched must make a DC 23 Will must be within the area of the effect and the wielder must have
save to prevent the rod from draining it. If a creature used a ready action, effectively countering the entire spell.
is holding it at the time, then the item can use the When applied to Large or larger magic fires, such as
holder’s Will save bonus in place of its own if the those caused by fireball, flame strike, or wall of fire,
holder’s is better. In such cases, extinguishing the flames expends 2 charges from the rod.
contact is made by making a melee touch attack roll. If the device is used upon a fire creature (a melee
Upon draining an item, the rod itself becomes brittle touch attack), it deals 6d6 points of damage to the creature.
and cannot be used again. Drained items are only This use requires 3 charges.
restorable by wish or miracle. (If a sphere of A rod of flame extinguishing has 10 charges when found.
annihilation and a rod of cancellation negate each Spent charges are renewed every day, so that a wielder can
other, nothing can restore either of them.) expend up to 10 charges in any 24–hour period.
Strong abjuration; CL 17th; Craft Rod, mage’s Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price
disjunction; Price 11,000 gp. 15,000 gp.

Enemy Detection Immovable Rod


This device pulses in the wielder’s hand and This rod is a flat iron bar with a small button on one
points in the direction of any creature or creatures end. When the button is pushed (a move action), the rod does
hostile to the bearer of the device (nearest ones first). not move from where it is, even if staying in place defies
These creatures can be invisible, ethereal, hidden, gravity. Thus, the owner can lift or place the rod wherever he
disguised, or in plain sight. Detection range is 60 wishes, push the button, and let go. Several immovable rods
feet. If the bearer of the rod concentrates for a full can even make a ladder when used together (although only

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two are needed). An immovable rod can support up to feet. At its 15–foot length, the rod is suitable for use
8,000 pounds before falling to the ground. If a as a lance.
creature pushes against an immovable rod, it must
make a DC 30 Strength check to move the rod up to The following other functions of the rod also have no
10 feet in a single round. limit on the number of times they can be employed.
Moderate transmutation; CL 10th; Craft Rod,
levitate; Price 5,000 gp. • Climbing pole/ladder. When button 4 is pushed, a
spike that can anchor in granite is extruded from the
Lordly Might ball, while the other end sprouts three sharp hooks.
This rod has functions that are spell–like, The rod lengthens to anywhere between 5 and 50 feet
and it can also be used as a magic weapon of various in a single round, stopping when button 4 is pushed
sorts. It also has several more mundane uses. The rod again. Horizontal bars three inches long fold out from
of lordly might is metal, thicker than other rods, with the sides, 1 foot apart, in staggered progression. The
a flanged ball at one end and six studlike buttons rod is firmly held by the spike and hooks and can
along its length. (Pushing any of the rod’s buttons is bear up to 4,000 pounds. The wielder can retract the
equivalent to drawing a weapon.) It weighs 10 pole by pushing button 5.
pounds. • The ladder function can be used to force open doors.
The following spell–like functions of the rod The wielder plants the rod’s base 30 feet or less from
can each be used once per day. the portal to be forced and in line with it, then pushes
button 4. The force exerted has a Strength modifier of
• Hold person upon touch, if the wielder so +12.
commands (Will DC 14 negates). The • When button 6 is pushed, the rod indicates magnetic
wielder must choose to use this power and north and gives the wielder a knowledge of his
then succeed on a melee touch attack to approximate depth beneath the surface or height
activate the power. If the attack fails, the above it.
effect is lost.
• Fear upon all enemies viewing it, if the Strong enchantment, evocation, necromancy, and
wielder so desires (10–foot maximum range, transmutation; CL 19th; Craft Rod, Craft Magic Arms and
Will DC 16 partial). Invoking this power is a Armor, inflict light wounds, bull’s strength, flame blade, hold
standard action. person, fear; Price 70,000 gp.
• Deal 2d4 hit points of damage to an
opponent on a successful touch attack (Will Metal and Mineral Detection
DC 17 half ) and cure the wielder of a like This rod pulses in the wielder’s hand and points to
amount of damage. The wielder must choose the largest mass of metal within 30 feet. However, the wielder
to use this power before attacking, as with can concentrate on a specific metal or mineral. If the specific
hold person. mineral is within 30 feet, the rod points to any places it is
located, and the rod wielder knows the approximate quantity
The following weapon functions of the rod as well. If more than one deposit of the specified metal or
have no limit on the number of times they can be mineral is within range, the rod points to the largest cache
employed. first.
Each operation requires a full–round action.
• In its normal form, the rod can be used as a Moderate divination; CL 9th; Craft Rod, locate object; Price
+2 light mace. 10,500 gp.
• When button 1 is pushed, the rod becomes a
+1 flaming longsword. A blade springs from Metamagic Rods
the ball, with the ball itself becoming the Metamagic rods hold the essence of a metamagic feat
sword’s hilt. The weapon lengthens to an but do not change the spell slot of the altered spell. All the
overall length of 4 feet. rods described here are use–activated (but casting spells in a
• When button 2 is pushed, the rod becomes a threatened area still draws an attack of opportunity). A caster
+4 battleaxe. A wide blade springs forth at may only use one metamagic rod on any given spell, but it is
the ball, and the whole lengthens to 4 feet. permissible to combine a rod with metamagic feats possessed
• When button 3 is pushed, the rod becomes a by the rod’s wielder. In this case, only the feats possessed by
+3 shortspear or +3 longspear. The spear the wielder adjust the spell slot of the spell being cast.
blade springs forth, and the handle can be Possession of a metamagic rod does not confer the
lengthened up to 12 feet (wielder’s choice), associated feat on the owner, only the ability to use the given
for an overall length of from 6 feet to 15 feat a specified number of times per day. A sorcerer still must

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take a full–round action when using a metamagic rod, Strong (no school); CL 17th; Craft Rod, Silent Spell; Price
just as if using a metamagic feat he possesses. 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Lesser and Greater Metamagic Rods:
Normal metamagic rods can be used with spells of Negation
6th level or lower. This device negates the spell or spell–like function or
Lesser rods can be used with spells of 3rd functions of magic items. The wielder points the rod at the
level or lower, while greater rods can be used with magic item, and a pale gray beam shoots forth to touch the
spells of 9th level or target device, attacking as a ray (a ranged touch attack). The
lower. ray functions as a greater dispel magic spell, except it only
affects magic items. To negate instantaneous effects from an
Metamagic, Empower item, the rod wielder needs to have used a ready action. The
The wielder can cast up to three spells per dispel check uses the rod’s caster level (15th). The target item
day that are empowered as though using gets no saving throw, although the rod can’t negate artifacts
the Empower Spell feat. (even minor artifacts). The rod can function three times per
Strong (no school); CL 17th; Craft Rod, Empower day.
Spell; Price 9,000 gp (lesser), 32,500 gp (normal), Strong varied; CL 15th; Craft Rod, dispel magic, and limited
73,000 wish or miracle; Price 37,000 gp.
gp (greater).
Metamagic, Enlarge Python
The wielder can cast up to three spells per This rod is longer than normal rods. It is about 4 feet
day that are enlarged as though using the Enlarge long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff.
Spell feat. If the user throws the rod to the ground (a standard action), it
Strong (no school); CL 17th; Craft Rod, Enlarge grows to become a giant constrictor snake by the end of the
Spell; Price 3,000 gp (lesser), 11,000 gp (normal), round. The python obeys all commands of the owner. (In
24,500 gp (greater). animal form, it retains the +1 magic bonus on attacks and
damage possessed by the rod form.) The serpent returns to rod
Metamagic, Extend form (a fullround action) whenever the wielder desires, or
The wielder can cast up to three spells per whenever it moves farther than 100 feet from the owner. If the
day that are extended as though using the snake form is slain, it returns to rod form and cannot be
Extend Spell feat. activated again for three days. A python rod only functions if
Strong (no school); CL 17th; Craft Rod, Extend the possessor is good.
Spell; Price 3,000 gp (lesser), 11,000 gp (normal), Moderate transmutation; CL 10th; Craft Rod, Craft Magic
24,500 gp (greater). Arms and Armor, baleful polymorph, creator must be good;
Price 13,000 gp.
Metamagic, Maximize
The wielder can cast up to three spells per
Rulership
day that are maximized as though using the This rod looks like a royal scepter worth at least
Maximize Spell feat. 5,000 gp in materials and workmanship alone.
Strong (no school); CL 17th; Craft Rod, Maximize The wielder can command the obedience and fealty
Spell feat; Price 14,000 gp (lesser), 54,000 gp of creatures within 120 feet when she activates the device (a
(normal), 121,500 gp (greater). standard action). Creatures totaling 300 Hit Dice can be ruled,
but creatures with Intelligence scores of 12 or higher are
entitled to a DC 16 Will save to negate the effect. Ruled
Metamagic, Quicken creatures obey the wielder as if she were their absolute
The wielder can cast up to three spells per sovereign. Still, if the wielder gives a command that is
day that are quickened as though using the Quicken contrary to the nature of the creatures commanded, the magic
Spell feat. is broken. The rod can be used for 500 total minutes before
Strong (no school); CL 17th; Craft Rod, Quicken crumbling to dust. This duration need not be continuous.
Spell; Price 35,000 gp (lesser), 75,500 gp (normal), Strong enchantment; CL 20th; Craft Rod, mass charm
170,000 gp (greater). monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.

Metamagic, Silent Security


The wielder can cast up to three spells per This item creates a nondimensional space, a pocket
day without verbal components as though using the paradise. There the rod’s possessor and as many as 199 other
Silent Spell feat. creatures can stay in complete safety for a period of time, up

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to 200 days divided by the number of creatures Strong conjuration and transmutation; CL 12th; Craft Rod,
affected. All fractions are rounded down. eagle’s splendor, fabricate, major creation; Price 25,000 gp.
In this pocket paradise, creatures don’t age,
and natural healing take place at twice the normal Thunder and Lightning
rate. Fresh water and food (fruits and vegetables Constructed of iron set with silver rivets, this rod has
only) are in abundance. The climate is comfortable the properties of a +2 light mace. Its other magical powers are
for all creatures involved. as follows.
Activating the rod (a standard action) causes • Thunder: Once per day, the rod can strike as a +3 light
the wielder and all creatures touching the rod to be mace, and the opponent struck is stunned from the noise of the
transported instantaneously to the paradise. Members rod’s impact (Fortitude DC 16 negates). Activating this power
of large groups can hold hands or otherwise maintain counts as a free action, and it works if the wielder strikes an
physical contact, allowing all connected creatures in opponent within 1 round.
a circle or a chain to be affected by the rod. • Lightning: Once per day, when the wielder desires, a short
Unwilling creatures get a DC 17 Will save to negate spark of electricity can leap forth when the rod strikes an
the effect. If such a creature succeeds on its save, opponent to deal the normal damage for a +2 light mace
other creatures beyond that point in a chain can still (1d6+2) and an extra 2d6 points of electricity damage. Even
be affected by the rod. when the rod might not score a normal hit in combat, if the
When the rod’s effect expires or is dispelled, roll was good enough to count as a successful melee touch
all the affected creatures instantly reappear in the attack hit, then the 2d6 points of electricity damage still
location they occupied when the rod was activated. If applies. The wielder activates this power as a free action, and
something else occupies the space that a traveler it works if he strikes an opponent within 1 round.
would be returning to, then his body is displaced a • Thunderclap: Once per day as a standard action, the wielder
sufficient distance to provide the space required for can cause the rod to give out a deafening noise, just as a shout
reentry. The rod’s possessor can dismiss the effect spell (Fortitude DC 16 partial, 2d6 points of sonic damage,
whenever he wishes before the maximum time period target deafened for 2d6 rounds).
expires, but the rod can only be activated once per • Lightning Stroke: Once per day as a standard action, the
week. wielder can cause the rod to shoot out a 5–foot–wide lightning
Strong conjuuration; CL 20th; Craft Rod, gate; Price bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a
61,000 gp. range of 200 feet.
• Thunder and Lightning: Once per week as a standard
Splendor action, the wielder of the rod can combine the thunderclap
The possessor of this rod gains a +4 magic described above with a lightning bolt, as in the lightning
bonus to her Charisma score for as long as she holds stroke. The thunderclap affects all within 10 feet of the bolt.
or carries the item. Once per day, the rod creates and The lightning stroke deals 9d6 points of electricity damage
garbs her in clothing of the finest fabrics, plus (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54
adornments of furs and jewels. points), and the thunderclap deals 2d6 points of sonic damage.
Apparel created by the magic of the rod A single DC 16 Reflex save applies for both effects.
remains in existence for 12 hours. However, if the Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms
possessor attempts to sell or give away any part of it, and Armor, lightning bolt, shout; Price 33,000 gp.
to use it for a spell component, or the like, all the
apparel immediately disappears. The same applies if Viper
any of it is forcibly taken from her. This rod strikes as a +2 heavy mace. Once per day,
The value of noble garb created by the rod upon command, the head of the rod becomes that of an actual
ranges from 7,000 to 10,000 gp (1d4+6 x1,000 gp)— serpent for 10 minutes. During this period, any successful
1,000 gp for the fabric alone, 5,000 gp for the furs, strike with the rod deals its usual damage and also poisons the
and the rest for the jewel trim (maximum of twenty creature hit. The poison deals 1d10 points of Constitution
gems, maximum value 200 gp each). damage immediately (Fortitude DC 14 negates) and another
In addition, the rod has a second special 1d10 points of Constitution damage 1 minute later (Fortitude
power, usable once per week. Upon command, it DC 14 negates). The rod only functions if its possessor is evil.
creates a palatial tent—a huge pavilion of silk 60 feet Moderate necromancy; CL 10th; Craft Rod, Craft Magic Arms
across. Inside the tent are temporary furnishings and and Armor, poison, creator must be evil; Price 19,000 gp.
food suitable to the splendor of the pavilion and
sufficient to entertain as many as one hundred
persons. The tent and its trappings last for one day.
Withering
At the end of that time, the tent and all objects A rod of withering acts as a +1 light mace that deals
associated with it (including any items that were no hit point damage. Instead, the wielder deals 1d4 points of
taken out of the tent) disappear. Strength damage and 1d4 points of Constitution damage to

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any creature she touches with the rod (by making a ahead, 6d6 damage (Reflex DC 15
melee touch attack). If she scores a critical hit, the half).
damage from that hit is permanent ability drain. In 80–84 Invisibility covers rod wielder.
either case, the defender negates the effect with a DC 85–87 Leaves grow from target if within 60
17 Fortitude save. ft. of rod. These last 24 hours.
Strong necromancy; CL 13th; Craft Rod, Craft Magic 88–90 10–40 gems, value 1 gp each, shoot
Arms and Armor, contagion; Price 25,000 gp. forth in a 30–ft.–long stream. Each
gem deals 1 point of damage to any
Wonder creature in its path: Roll 5d4 for the
A rod of wonder is a strange and number of hits and divide them
unpredictable device that randomly generates any among the available targets.
number of weird effects each time it is used. 91–95 Shimmering colors dance and play
(Activating the rod is a standard action.) Typical over a 40–ft.–by–30–ft. area in front
powers of the rod include the following. of rod. Creatures therein are blinded
for 1d6 rounds (Fortitude DC 15
d% Wondrous Effect negates).
01–05 Slow creature pointed at for 10 96–97 Wielder (50% chance) or target
rounds (Will DC 15 negates). (50% chance) turns permanently
06–10 Faerie fire surrounds the target. blue, green, or purple (no save).
11–15 Deludes wielder for 1 round into 98–100 Flesh to stone (or stone to flesh if
believing the rod functions as target is stone already) if target is
indicated by a second die roll (no within 60 ft. (Fortitude DC 18
save). negates).
16–20 Gust of wind, but at windstorm force
(Fortitude DC 14 negates). Moderate enchantment; CL 10th; Craft Rod, confusion, creator
21–25 Wielder learns target’s surface must be chaotic; Price 12,000 gp.
thoughts (as with detect thoughts) for
1d4 rounds (no save). Scrolls
26–30 Stinking cloud at 30–ft. range A scroll is a spell (or collection of spells) that has
(Fortitude DC 15 negates). been stored in written form. A spell on a scroll can be used
31–33 Heavy rain falls for 1 round in 60–ft. only once. The writing vanishes from the scroll when the spell
radius centered on rod wielder. is activated. Using a scroll is basically like casting a spell.
34–36 Summon an animal—a rhino (01–25 Physical Description: A scroll is a heavy sheet of fine vellum
on d%), elephant (26–50), or mouse or high–quality paper. An area about 8 ½ inches wide and 11
(51–100). inches long is sufficient to hold one spell. The sheet is
37–46 Lightning bolt (70 ft. long, 5 ft. reinforced at the top and bottom with strips of leather slightly
wide), 6d6 damage (Reflex DC 15 longer than the sheet is wide. A scroll holding more than one
half). spell has the same width (about 8 ½ inches) but is an extra
47–49 Stream of 600 large butterflies pours foot or so long for each extra spell. Scrolls that hold three or
forth and flutters around for 2 more spells are usually fitted with reinforcing rods at each end
rounds, blinding everyone (including rather than simple strips of leather. A scroll has AC 9, 1 hit
wielder) within 25 ft. (Reflex DC 14 point, hardness 0, and a break DC of 8.
negates). To protect it from wrinkling or tearing, a scroll is
50–53 Enlarge person if within 60 ft. of rod rolled up from both ends to form a double cylinder. (This also
(Fortitude DC 13 negates). helps the user unroll the scroll quickly.) The scroll is placed in
54–58 Darkness, 30–ft.–diameter a tube of ivory, jade, leather, metal, or wood. Most scroll cases
hemisphere, centered 30 ft. away are inscribed with magic symbols which often identify the
from rod. owner or the spells stored on the scrolls inside. The symbols
59–62 Grass grows in 160–sq.–ft. area often hide magic traps.
before the rod, or grass existing there Activation: To activate a scroll, a spellcaster must read the
grows to ten times normal size. spell written on it. Doing so involves several steps and
63–65 Turn ethereal any nonliving object of conditions.
up to 1,000 lb. mass and up to 30 cu. Decipher the Writing: The writing on a scroll must be
ft. in size. deciphered before a character can use it or know exactly what
66–69 Reduce wielder to 1/12 height (no spell it contains. This requires a read magic spell or a
save). successful Spellcraft check (DC 20 + spell level).
70–79 Fireball at target or 100 ft. straight

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Deciphering a scroll to determine its contents does Scroll Mishaps: When a mishap occurs, the spell on the scroll
not activate its magic unless it is a specially prepared has a reversed or harmful effect. Possible mishaps are given
cursed scroll. A character can decipher the writing on below.
a scroll in advance so that he or she can proceed • A surge of uncontrolled magical energy deals 1d6
directly to the next step when the time comes to use points of damage per spell level to the scroll user.
the scroll. • Spell strikes the scroll user or an ally instead of the
Activate the Spell: Activating a scroll requires intended target, or a random target nearby if the
reading the spell from the scroll. The character must scroll user was the intended recipient.
be able to see and read the writing on the scroll. • Spell takes effect at some random location within
Activating a scroll spell requires no material spell range.
components or focus. (The creator of the scroll • Spell’s effect on the target is contrary to the spell’s
provided these when scribing the scroll.) Note that normal effect.
some spells are effective only when cast on an item • The scroll user suffers some minor but bizarre effect
or items. In such a case, the scroll user must provide related to the spell in some way. Most such effects
the item when activating the spell. Activating a scroll should last only as long as the original spell’s
spell is subject to disruption just as casting a duration, or 2d10 minutes for instantaneous spells.
normally prepared spell would be. Using a scroll is • Some innocuous item or items appear in the spell’s
like casting a spell for purposes of arcane spell failure area.
chance.
• Spell has delayed effect. Sometime within the next
To have any chance of activating a scroll
1d12 hours, the spell activates. If the scroll user was
spell, the scroll user must meet the following
the intended recipient, the spell takes effect normally.
requirements.
If the user was not the intended recipient, the spell
goes off in the general direction of the original
• The spell must be of the correct type (arcane recipient or target, up to the spell’s maximum range,
or divine). Arcane spellcasters (wizards, if the target has moved away.
sorcerers, and bards) can only use scrolls
containing arcane spells, and divine Several arcane spells are different in level for
spellcasters (clerics, druids, paladins, and sorcerers and wizards than they are for bards. Such spells
rangers) can only use scrolls containing appear on the table at the level appropriate to a sorcerer or
divine spells. (The type of scroll a character wizard (considered the default because bards typically don’t
creates is also determined by his or her involve themselves in scribing scrolls).
class.) Likewise, some divine spells are different in level for
• The user must have the spell on his or her clerics and druids than they are for paladins and rangers.
class list. Such spells appear at the level appropriate to a cleric
• The user must have the requisite ability or druid (considered the default because paladins and rangers
score. typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics
If the user meets all the requirements noted and druids, it appears at the level appropriate to a cleric
above, and her caster level is at least equal to the (considered the default choice between clerics and druids).
spell’s caster level, she can automatically activate the Many spells are either arcane or divine, depending on
spell without a check. If she meets all three the class of the caster. Such spells appear on both lists at the
requirements but her own caster level is lower than level appropriate to the class of the arcane or divine caster.
the scroll spell’s caster level, then she has to make a
caster level check (DC = scroll’s caster level + 1) to D% roll Type
cast the spell successfully. If she fails, she must make 01–70 Arcane
a DC 5 Wisdom check to avoid a mishap (see Scroll
71–100 Divine
Mishaps, below). A natural roll of 1 always fails,
whatever the modifiers.
Determine Effect: A spell successfully activated Scroll Type Number of Spells
from a scroll works exactly like a spell prepared and Minor scroll 1d3 spells
cast the normal way. Assume the scroll spell’s caster Medium scroll 1d4 spells
level is always the minimum level required to cast the Major scroll 1d6 spells
spell for the character who scribed the scroll (usually
twice the spell’s level, minus 1), unless the caster Minor Medium Major Spell Caster
specifically desires otherwise. Level Level
The writing for an activated spell disappears 01–05 – – 0 1st
from the scroll. 06–50 – – 1st 1st

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51–95 01–05 – 2nd 3rd Furthermore, a staff can hold a spell of any level,
96–00 06–65 – 3rd 5th unlike a wand, which is limited to spells of 4th level or lower.
– 66–95 01–05 4th 7th The minimum caster level of a staff is 8th. Standard
– 96–100 06–50 5th 9th staffs are described below.
– – 51–70 6th 11th
– – 71–85 7th 13th Abjuration
– – 86–95 8th 15th Usually carved from the heartwood of an ancient oak
– – 95–100 9th 17th or other large tree, this staff allows use of the following spells:
• Shield (1 charge)
Staffs • Resist energy (1 charge)
A staff is a long shaft of wood that stores • Dispel magic (1 charge)
several spells. Unlike wands, which can contain a • Lesser globe of invulnerability (2 charges)
wide variety of spells, each staff is of a certain kind • Dismissal (2 charges)
and holds specific spells. A staff has 50 charges when • Repulsion (3 charges)
created. Strong abjuration; CL 13th; Craft Staff, dismissal, dispel
Physical Description: A typical staff is 4 feet to 7 magic, lesser globe of invulnerability, resist energy, repulsion,
feet long and 2 inches to 3 inches thick, weighing shield; Price 65,000 gp.
about 5 pounds. Most staffs are wood, but a rare few
are bone, metal, or even glass. (These are extremely Charming
exotic.) Staffs often have a gem or some device at Made of twisting wood ornately shaped and carved,
their tip or are shod in metal at one or both ends. this staff allows use of the following spells:
Staffs are often decorated with carvings or runes. A
• Charm person (1 charge)
typical staff is like a walking stick, quarterstaff, or
• Charm monster (2 charges)
cudgel. It has AC 7, 10 hit points, hardness 5, and a
Moderate enchantment; CL 8th; Craft Staff, charm person,
break DC of 24.
charm monster; Price 16,500 gp.
Activation: Staffs use the spell trigger activation
method, so casting a spell from a staff is usually a
standard action that doesn’t provoke attacks of Conjuration
opportunity. (If the spell being cast, however, has a This staff is usually made of ash or walnut and bears
longer casting time than 1 standard action, it takes ornate carvings of many different kinds of
that long to cast the spell from a staff.) To activate a creatures. It allows use of the following spells:
staff, a character must hold it forth in at least one • Unseen servant (1 charge)
hand (or whatever passes for a hand, for • Summon swarm (1 charge)
nonhumanoid creatures). • Stinking cloud (1 charge)
Special Qualities: Roll d%. A 01–30 result indicates • Minor creation (2 charges)
that something (a design, inscription, or the like) • Cloudkill (2 charges)
provides some clue to the staff ’s function, and 31– • Summon monster 6th (3 charges)
100 indicates no special qualities. Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking
cloud, summon monster 6th, summon swarm, unseen servant;
Staff Descriptions Price 65,000 gp.
Staffs use the wielder’s ability score and
relevant feats to set the DC for saves against their Defense
spells. Unlike with other sorts of magic items, the The staff of defense is a simple–looking staff that
wielder can use his caster level when activating the throbs with power when held defensively. It allows use of the
power of a staff if it’s higher than the caster level of following spells:
the staff. • Shield (1 charge)
This means that staffs are far more potent in • Shield of faith (1 charge)
the hands of a powerful spellcaster. Because they use • Shield other (1 charge)
the wielder’s ability score to set the save DC for the
• Shield of law (3 charges)
spell, spells from a staff are often harder to resist than
Strong abjuration; CL 15th; Craft Staff, shield, shield of faith,
ones from other magic items, which use the minimum
shield of law, shield other, creator must be lawful; Price
ability score required to cast the spell. Not only are
58,250 gp.
aspects of the spell dependant on caster level (range,
duration, and so on) potentially higher, but spells
from a staff are harder to dispel and have a better Divination
chance of overcoming a target’s spell resistance. Made from a supple length of willow, often with a
forked tip, this staff allows use of the following spells:
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• Detect secret doors (1 charge)


• Locate object (1 charge) Frost
• Tongues (1 charge) Tipped on either end with a glistening diamond, this
• Locate creature (2 charges) rune–covered staff allows use of the following:
• Prying eyes (2 charges) • Ice storm (1 charge)
• True seeing (3 charges) • Wall of ice (1 charge)
Strong divination; CL 13th; Craft Staff, detect secret • Cone of cold (2 charge)
doors, locate creature, locate object, prying eyes, Moderate evocation; CL 10th; Craft Staff, cone of cold, ice
tongues, true seeing; Price 73,500 gp. storm, wall of ice; Price 56,250 gp.

Earth and Stone Healing


This staff is topped with a fist–sized emerald This white ash staff, with inlaid silver runes, allows
that gleams with smoldering power. It allows the use use of the following spells:
of the following spells: • Lesser restoration (1 charge)
• Passwall (1 charge) • Cure serious wounds (1 charge)
• Move earth (1 charge) • Remove blindness/deafness (2 charges)
Moderate transmutation; CL 11th; Craft Staff, move • Remove disease (3 charges)
earth, passwall; Price 80,500 gp. Moderate conjuration; CL 8th; Craft Staff, cure serious
wounds, lesser restoration, remove blindness/deafness,
Enchantment remove disease; Price 27,750 gp.
Often made from applewood and topped
with a clear crystal, this staff allows use of the Illusion
following spells: This staff is made from ebony or other dark wood
• Sleep (1 charge) and carved into an intricately twisted, fluted, or spiral shape. It
• Hideous laughter (1 charge) allows use of the following spells:
• Suggestion (1 charge) • Disguise self (1 charge)
• Crushing despair (2 charges) • Mirror image (1 charge)
• Mind fog (2 charges) • Major image (1 charge)
• Suggestion, mass (3 charges) • Rainbow pattern (2 charges)
Strong enchantment; CL 13th; Craft Staff, crushing • Persistent image (2 charges)
despair, mass suggestion, mind fog, sleep, • Mislead (3 charges)
suggestion,hideous laughter; Price 65,000 gp. Strong illusion; CL 13th; Craft Staff, disguise self, major
image, mirror image, persistent image, project image,
Evocation rainbow pattern; Price 65,000 gp.
Usually very smooth and carved from hickory,
willow, or yew, this staff allows use of the following Illumination
spells: This staff is usually sheathed in silver and decorated
• Magic missile (1 charge) with sunbursts. It allows use of the following spells:
• Shatter (1 charge) • Dancing lights (1 charge)
• Fireball (1 charge) • Flare (1 charge)
• Ice storm (2 charges) • Daylight (2 charges)
• Wall of force (2 charges) • Sunburst (3 charges)
• Chain lightning (3 charges) Strong evocation; CL 15th; Craft Staff, dancing lights,
Strong evocation; CL 13th; Craft Staff, chain daylight, flare, sunburst; Price 48,250 gp.
lightning, fireball, ice storm, magic missile, shatter,
wall of force; Price 65,000 gp. Life
Made of thick oak shod in gold, this staff allows use
Fire of the following spells:
Crafted from bronzewood with brass • Heal (1 charge)
bindings, this staff allows use of the following spells: • Raise dead (5 charges)
• Burning hands (1 charge) Moderate conjuration; CL 11th; Craft Staff, heal, resurrection;
• Fireball (1 charge) Price 155,750 gp.
• Wall of fire (2 charges)
Moderate evocation; CL 8th; Craft Staff, burning
hands, fireball, wall of fire; Price 17,750 gp.
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Necromancy wielder, it can be performed as a standard action that does not


This staff is made from ebony or other dark require the wielder to make a Strength check.) All charges
wood and carved with the images of bones and currently in the staff are instantly released in a 30–foot radius.
skulls. It allows use of the following spells: All within 2 squares of the broken staff take points of damage
• Frighten (1 charge) equal to 8 x the number of charges in the staff, those 3 or 4
squares away take 6 x the number of charges in damage, and
• Ghoul touch (1 charge)
those 5 or 6 squares distant take 4 x the number of charges in
• Halt undead (1 charge)
damage. All those affected can make DC 17 Reflex saves to
• Enervation (2 charges) reduce the damage by half.
• Waves of fatigue (2 charges) The character breaking the staff has a 50% chance of
• Circle of death (3 charges) traveling to another plane of existence, but if he does not, the
Strong necromancy; CL 13th; Craft Staff, frighten, explosive release of spell energy destroys him. Only certain
circle of death, enervation, ghoul touch, halt undead, items, including the staff of the magi and the staff of power,
waves of fatigue; Price 65,000 gp. are capable of being used for a retributive strike.
After all charges are used up from the staff, it
Passage remains a +2 quarterstaff. (Once empty of charges, it cannot
This potent item allows use of the following be used for a retributive strike.)
spells: Strong varied; CL 15th; Craft Staff, Craft Magic Arms and
• Dimension door (1 charge) Armor, magic missile, heightened ray of enfeeblement,
• Passwall (1 charge) continual flame, levitate, heightened fireball, heightened
• Phase door (2 charges) lightning bolt, cone of cold, hold monster, wall of force, globe
• Greater teleport (2 charges) of invulnerability; Price 211,000 gp.
• Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff, astral projection, Size Alteration
dimension door, greater teleport, passwall, phase Stout and sturdy, this staff of dark wood allows use
door; Price 170,500 gp. of the following spells:
• Enlarge person (1 charge)
Power • Reduce person (1 charge)
The staff of power is a very potent magic • Shrink item (1 charge)
item, with offensive and defensive abilities. It is • Enlarge person, mass (1 charge)
usually topped with a glistening gem, its shaft • Reduce person, mass (1 charge)
straight and smooth. It has the following powers: Faint conjuration; CL 8th; Craft Staff, enlarge person, mass
• Magic missile (1 charge) enlarge person, reduce person, mass reduce person, shrink
• Ray of enfeeblement (heightened to 5th item; Price 29,000 gp.
level) (1 charge)
• Continual flame (1 charge) Swarming Insects
• Levitate (1 charge) Made of twisted dark wood with dark spots
• Lightning bolt (heightened to 5th level) (1 resembling crawling insects (which occasionally seem to
charge) move), this staff allows use of the following spells:
• Fireball (heightened to 5th level) (1 charge) • Summon swarm (1 charge)
• Cone of cold (2 charges) • Insect plague (3 charges)
• Hold monster (2 charges) Moderate conjuration; CL 9th; Craft Staff, insect plague,
• Wall of force (in a 10–ft.–diameter summon swarm; Price 24,750 gp.
hemisphere around the caster only) (2
charges) Transmutation
• Globe of invulnerability (2 charges) This staff is generally carved from or decorated with
petrified wood and allows use of the following spells:
The wielder of a staff of power gains a +2 • Expeditious retreat (1 charge)
magic bonus to AC and saving throws. The staff is • Alter self (1 charge)
also a +2 quarterstaff, and its wielder may use it to • Blink (1 charge)
smite opponents. If 1 charge is expended (as a free • Polymorph (2 charges)
action), the staff causes double damage (x3 on a • Baleful polymorph (2 charges)
critical hit) for 1 round.
• Disintegrate (3 charges)
A staff of power can be used for a retributive
Strong transmutation; CL 13th; Craft Staff, alter self, baleful
strike, requiring it to be broken by its wielder. (If this
polymorph, blink, disintegrate, expeditious retreat,
breaking of the staff is purposeful and declared by the
polymorph; Price 65,000 gp.
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Woodlands
Appearing to have grown naturally into its
shape, this oak, ash, or yew staff allows use of the Wonderous Items
following spells: This is a catch–all category for anything that doesn’t fall into
• Charm animal (1 charge) the other groups. Anyone can use a wondrous item (unless
• Speak with animals (1 charge) specified otherwise in the description).
• Barkskin (2 charges) Physical Description: Varies.
• Wall of thorns (3 charges) Activation: Usually use activated or command word, but
• Summon nature’s ally 6th (3 charges) details vary from item to item.
• Animate plants (4 charges) Special Qualities: Roll d%. An 01 result indicates the
The staff may be used as a weapon, functioning wondrous item is intelligent, 02–31 indicates that something (a
as a +2 quarterstaff. The staff of the woodlands also design, inscription, or the like) provides a clue to its function,
allows its wielder to pass without trace at will, with and 32–100 indicates no special qualities. Intelligent items
no charge cost. These two attributes continue to have extra abilities and sometimes extraordinary powers and
function after all the charges are expended. special purposes.
Moderate varied; CL 13th; Craft Staff, Craft Magic Wondrous items with charges can never be
Arms and Armor, animate plants, barkskin, charm intelligent.
animal, pass without trace, speak with animals, Slot: Wondrous items take up one of the following body slots
summon nature’s ally 6th, wall of thorns; Price to be properly used.
101,250 gp.
Body slot
Wands Head
Brow
A wand is a thin baton that contains a single
Eyes
spell of 4th level or lower. Each wand has 50 charges
Shoulders
when created, and each charge expended allows the
Neck
user to use the wand’s spell one time. A wand that
Body
runs out of charges is just a stick.
Torso
Physical Description: A typical wand is 6 inches to
Arms
12 inches long and about 1/4 inch thick, and often
Hands
weighs no more than 1 ounce. Most wands are wood,
Fingers
but some are bone. A rare few are metal, glass, or
Belt
even ceramic, but these are quite exotic.
Beltclip
Occasionally, a wand has a gem or some device at its
Legs
tip, and most are decorated with carvings or runes. A
Feet
typical wand has AC 7, 5 hit points, hardness 5, and a
break DC of 16.
Activation: Wands use the spell trigger activation The following slots have special uses.
method, so casting a spell from a wand is usually a –: The item has no slot, it is simply worn by the character to
standard action that doesn’t provoke attacks of be used.
opportunity. (If the spell being cast, however, has a Area: The item must be placed in a static location. Once
longer casting time than 1 action, it takes that long to placed, the user does not need to remain nearby, but if the item
cast the spell from a wand.) To activate a wand, a is moved or distrurbed, it ceases to function.
character must hold it in hand (or whatever passes for Hand–held: The item must be held in the hand to be used.
a hand, for nonhumanoid creatures) and point it in the Mount: The item is ridden or employed as if a mount. Any
general direction of the target or area. A wand may movement checks that must be made to control the item use
be used while grappling or while swallowed whole. the Handle Animal (Ride) skill. It also benefits from being
Special Qualities: Roll d%. A 01–30 result indicates usable with the Mounted Combat feat tree.
that something (a design, inscription, or the like) Placed: The item must be placed in a static location, and the
provides some clue to the wand’s function, and 31– user must be within 5 feet of the item for it to function
100 indicates no special qualities. correctly. If the item is moved or disturbed, it ceases to
function.
Wand Descriptions
All wands are simply storage devices for Wonderous Item Descriptions
spells and thus have no special descriptions. Refer to All wondrous items are created with the use of the
the spell descriptions for all pertinent details. Create Wondrous Item feat. The items listed below are broken
down by the slot they occupy on the character.
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bonus of from +1 to +5, depending on the kind of amulet.


Aeskertha of Life Draining Faint transmutation; CL 5th; Craft Wondrous Item, barkskin,
Slot: Hand creator’s caster level must be at least three times the amulet’s
An aeskertha (Aegyptian: “hand jewel”) is a bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3),
small gemstone (in this case, a bloodstone) attached 32,000 gp (+4), or 50,000 gp (+5).
to wire (often copper, gold or silver) and wrapped
about the hand. Amulet of the Planes
If the user makes a successful touch attack Slot: Neck
with the aeskertha, he activates the gemstone within, This device usually appears to be a black circular
which drains 2d4+1 hit points from the victim. For amulet, although any character looking closely at it sees a
every 5 hit points the aeskertha drains, the owner dark, moving swirl of color. The amulet allows its wearer to
gains 1 temporary hit point. The temporary hit points utilize plane shift. However, this is a difficult item to master.
gained last for 1 minute. An aeskertha of life The user must make a DC 15 Intelligence check in order to get
draining has no effect on non–living beings or the amulet to take her to the plane (and the specific location on
undead. that plane) that she wants. If she fails, the amulet transports
her and all those traveling with her to a random location on
Aeskertha of Life Giving that plane (01–60 on d%) or to a random plane (61–100).
Slot: Hand Strong conjuration; CL 15th; Craft Wondrous Item, plane
This aeskertha consists of a small ruby shift; Price 120,000 gp.
attached to a golden wire that is wrapped about the
hand. Amulet of Proof against Detection and Location
If the user makes a successful touch attack Slot: Neck
with the aeskertha, he activates the gemstone within, This silver amulet protects the wearer from scrying
which heals 2d4+1 points of damage to the person and magical location just as a nondetection spell does. If a
touched. However, for every 5 hit points the divination spell is attempted against the wearer, the caster of
aeskertha heals, the owner takes 1 point of damage. the divination must succeed on a caster level check (1d20 +
An aeskertha of life giving has no effect on non– caster level) against a DC of 19 (as if the caster had cast
living beings or undead. nondetection on herself ).
Moderate abjuration; CL 8th; Craft Wondrous Item,
Amulet of Health nondetection; Price 35,000 gp.
Slot: Neck
This amulet is a golden disk on a chain. It Apparatus of the Crab
usually bears the image of a lion or other powerful Slot: Mount
animal. The amulet grants the wearer an magic bonus This item appears to be a large, sealed iron barrel, but
to Constitution of +2, +4, or +6. it has a secret catch (Search DC 20 to locate) that opens a
Moderate transmutation; CL 8th; Craft Wondrous hatch in one end. Anyone who crawls inside finds ten
Item, bear’s endurance; Price 4,000 gp (+2), 16,000 (unlabeled) levers: The device has the following
gp (+4), 36,000 gp (+6). characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.;
AC 20 (–1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).
Amulet of Mighty Fists
Slot: Neck Lever Lever Function
This amulet grants an magic bonus of +1 to (1d10)
+5 on attack and damage rolls with unarmed attacks 1 Extend/retract legs and tail
and natural weapons. 2 Uncover/cover forward porthole
Faint evocation; CL 5th; Craft Wondrous Item, 3 Uncover/cover side portholes
greater magic fang, creator’s caster level must be at 4 Extend/retract pincers and feelers
least three times the amulet’s bonus; Price 6,000 gp 5 Snap pincers
(+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 6 Move forward/backward
150,000 gp (+5). 7 Turn left/right
8 Open “eyes” with continual flame
Amulet of Natural Armor inside/close “eyes”
9 Rise/sink in water
Slot: Neck
10 Open/close hatch
This amulet, usually crafted from bone or
beast scales, toughens the wearer’s body and flesh,
giving him an magic bonus to his natural armor Operating a lever is a full–round action, and no lever
may be operated more than once per round. However, since

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two Medium characters can fit inside, the apparatus


can move and attack in the same round. The device Bag of Holding
can function in water up to 900 feet deep. It holds Slot: –
enough air for a crew of two to survive 1d4+1 hours This appears to be a common cloth sack about 2 feet
(twice as long for a single occupant). When activated, by 4 feet in size. The bag of holding opens into a
the apparatus looks something like a giant lobster. nondimensional space: Its inside is larger than its outside
Strong evocation and transmutation; CL 19th; Craft dimensions. Regardless of what is put into the bag, it weighs a
Wondrous Item, animate objects, continual flame, fixed amount. This weight, and the limits in weight and
creator must have 8 ranks in the Knowledge volume of the bag’s contents, depend on the bag’s type, as
(architecture and engineering) skill; Price 90,000 shown on the table below.
gp;Weight 500 lb.
Bag Bag Weight Volume Market Pric e
Weight Limit Limit
Contents Contents
Type I 15 lb. 250 lb. 30 cu. ft. 2,500 gp
Type 2nd 25 lb. 500 lb. 70 cu. ft. 5,000 gp
Type 3rd 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp
Type 4th 60 lb. 1,500 lb. 250 cu. ft. 10,000 gp
This small sack appears normal and empty. However,
If the bag is overloaded, or if sharp objects anyone reaching into the bag feels a small, fuzzy ball. If the
pierce it (from inside or outside), the bag ruptures ball is removed and tossed up to 20 feet away, it turns into an
and is ruined. All contents are lost forever. If a bag of animal. The animal serves the character who drew it from the
holding is turned inside out, its contents spill out, bag for 10 minutes (or until slain or ordered back into the
unharmed, but the bag must be put right before it can bag), at which point it disappears. It can follow any of the
be used again. If living creatures are placed within commands described in the Handle Animal skill. Each of the
the bag, they can survive for up to 10 minutes, after three kinds of a bag of tricks produces a different set of
which time they suffocate. Retrieving a specific item animals. Use the following tables to determine what animals
from a bag of holding is a move action—unless the can be drawn out of each.
bag contains more than an ordinary backpack would The heavy warhorse appears with harness and tack
hold, in which case retrieving a specific item is a and accepts the character who drew it from the bag as a rider.
fullround action. Animals produced are always random, and only one
If a bag of holding cannot be placed into a portable may exist at a time. Up to ten animals can be drawn from the
hole nor the reverse; they will repel each other’s bag each week.
placement as if there were an invisible barrier Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th
between the two. (tan); Craft Wondrous Item, summon nature’s ally 2nd (gray),
Moderate conjuration; CL 9th; Craft Wondrous Item, summon nature’s ally 3rd (rust), or summon nature’s ally 5th
secret chest. (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).

Bag of Tricks
Slot: Hand–held
––— Gray —— –——— Rust —–—– ———– Tan ———–
d% Animal d% Animal d% Animal
01–30 Bat 01–30 Wolverine 01–30 Brown bear
31–60 Rat 31–60 Wolf 31–60 Lion
61–75 Cat 61–85 Boar 61–80 Heavy warhorse
76–90 Weasel 86–100 Black bear 81–90 Tiger
91–100 Badger 91–100 Rhinoceros
of force damage to all creatures within a 10–foot radius.
It functions like a resilient sphere spell (Reflex DC
Bead of Force 16 negates) with a radius of 10 feet and a duration of 10
Slot: Hand–held minutes. A globe of shimmering force encloses a creature,
This small black sphere appears to be a provided the latter is small enough to fit within the diameter of
lusterless pearl. You can throw it up to 60 feet with the sphere. The sphere contains its subject for the spell’s
no range penalties. Upon sharp impact, the bead duration. The sphere is not subject to damage of any sort
explodes, sending forth a burst that deals 5d6 points except from a rod of cancellation, a rod of negation,
disintegrate, or a targeted dispel magic spell. These effects

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destroy the sphere without harm to the subject. This well–made tome is always of small size,
Nothing can pass through the sphere, inside or out, typically no more than 12 inches tall, 8 inches wide, and 1
though the subject can breathe normally. The subject inch thick. All such books are durable, waterproof, bound with
may struggle, but the globe cannot be physically iron overlaid with silver, and locked.
moved either by people outside it or by the struggles A wizard can fill the 1,000 pages of a blessed book
of those within. with spells without paying the 100 gp per page material cost.
The explosion completely consumes the This book is never found as randomly generated treasure with
bead, making this a one–use item. spells already inscribed in it.
Moderate evocation; CL 10th; Craft Wondrous Item, Moderate transmutation; CL 7th; Craft Wondrous Item, secret
resilient sphere; Price 3,000 gp. page; Price 12,500 gp;Weight 1 lb.

Belt, Monk’s Boat, Folding


Slot: Waist Slot: Mount
This simple rope belt, when wrapped around A folding boat looks like a small wooden box—about
a character’s waist, confers great ability in unarmed 12 inches long, 6 inches wide, and 6 inches deep. It can be
combat. The wearer’s AC and unarmed damage is used to store items like any other box. If a command word is
treated as a monk of five levels higher. If donned by given, however, the box unfolds itself to form a boat 10 feet
a character with the Stunning Fist feat, the belt lets long, 4 feet wide, and 2 feet in depth. A second command
her make one additional stunning attack per day. If word causes it to unfold to a ship 24 feet long, 8 feet wide, and
the character is not a monk, she gains the AC and 6 feet deep. Any objects formerly stored in the box now rest
unarmed damage of a 5th–level monk. This AC inside the boat or ship.
bonus functions just like the monk’s AC bonus. In its smaller form, the boat has one pair of oars, an
Moderate transmutation; CL 10th; Craft Wondrous anchor, a mast, and a lateen sail. In its larger form, the boat
Item, righteous might or transformation; Price has a deck, single rowing seats, five sets of oars, a steering
13,000 gp; Weight 1 lb. oar, an anchor, a deck cabin, and a mast with a square sail.
The boat can hold four people comfortably, while the ship
Belt of Dwarvenkind carries fifteen with ease.
Slot: Waist A third word of command causes the boat or ship to
This belt gives the wearer a +4 magic bonus fold itself into a box once again.
on Charisma checks and Charisma–based skill checks Faint transmutation; CL 6th; Craft Wondrous Item, fabricate,
as they relate to dealing with dwarves, a +2 magic creator must have 2 ranks in the Craft (shipmaking) skill;
bonus on similar checks when dealing with gnomes Price 7,200 gp;Weight 4 lb.
and hillenfaey, and a –2 penalty on similar checks
when dealing with anyone else. The wearer can Boots of Elvenkind
understand, speak, and read Dwarven. If the wearer is Slot: Shoulders
not a dwarf, he gains 60–foot darkvision, dwarven These soft boots enable the wearer to move quietly in
stonecunning, a +2 magic bonus to Constitution, and virtually any surroundings, granting a +5 magic bonus on
a +2 magic bonus on saves against poison, spells, or Stealth (Move Silently) checks.
spell–like effects. Faint transmutation; CL 5th; Craft Wondrous Item, creator
Moderate divination; CL 12th; Craft Wondrous Item, must be an elf; Price 2,500 gp;Weight 1 lb.
tongues, creator must be a dwarf; Price 14,900
gp;Weight 1 lb. Boots of Levitation
Slot: Feet
Belt of Giant Strength On command, these leather boots allow the wearer to
Slot: Waist levitate as if she had cast levitate on herself.
This wide belt is made of thick leather and Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
studded with iron. The belt adds to the wearer’s Price 7,500 gp;Weight 1 lb.
Strength score in the form of an magic bonus of +2,
+4 or +6. Boots of Speed
Moderate transmutation; CL 10th; Craft Wondrous Slot: Feet
Item, bull’s strength; Price 4,000 gp (+2), 16,000 gp As a free action, the wearer can click her boot heels
(+4), 36,000 gp (+6);Weight 1 lb. together, enabling her to act as though affected by a haste
spell for up to 10 rounds each day. The duration of the haste
Blessed Book effect need not be consecutive rounds.
Slot: – Moderate transmutation; CL 10th; Craft Wondrous Item,
haste; Price 12,000 gp;Weight 1 lb.

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Moderate transmutation; CL 7th; Craft Wondrous Item, water


Boots of Striding and Springing breathing; Price 7,250 gp;Weight 2 lb.
Slot: Feet
These boots increase the wearer’s base land Bowl of Commanding Water Elementals
speed by 10 feet. In addition to this striding ability Slot: –
(considered an magic bonus), these boots allow the This large container is usually fashioned from blue or
wearer to make great leaps. She can jump with a +5 green semiprecious stone. It is about 1 foot in diameter, half
magic bonus onAthletics (Jump)checks. that deep, and relatively fragile. When the bowl is filled with
Faint transmutation; CL 3rd; Craft Wondrous Item, fresh water, and certain words are spoken, a Large water
longstrider, creator must have 5 ranks in theAthletics elemental appears. The summoning words require 1 full round
(Jump)skill; Price 5,500 gp; Weight 1 lb. to speak. In all ways the bowl functions as the summon
monster 6th spell. Only one elemental can be called at a time.
Boots of Teleportation A new elemental requires the bowl to be filled with new
Slot: Feet water, which cannot happen until after the first elemental
Any character wearing this footwear may disappears (is dispelled, dismissed, or slain).
teleport three times per day, exactly as if he had cast If salt water is used, the elemental is Huge rather than
the spell of the same name. Large (as if summon monster 7th had been cast).
Moderate conjuration; CL 9th; Craft Wondrous Item, Strong conjuration; CL 13th; Craft Wondrous Item, summon
teleport; Price 49,000 gp;Weight 3 lb. monster 6th, summon monster 7th; Price 100,000 gp; Weight 3
lb.
Boots of the Winterlands
Slot: Feet
Bracelet of Friends
This footgear bestows many powers upon Slot: Arm
the wearer. First, he is able to travel across snow at This silver charm bracelet has four charms upon it
his normal speed, leaving no tracks. The boots also when created. The owner may
enable him to travel at normal speed across the most designate one person known to him to be keyed to one charm.
slippery ice (horizontal surfaces only, not vertical or (This designation takes a standard action, but once done it
sharply slanted ones) without falling or slipping. lasts forever or until changed.) When a charm is grasped and
Finally, boots of the winterlands warm the the name of the keyed individual is spoken, that person is
wearer, as if he were affected by an endure elements called to the spot (a standard action) along with his or her
spell. gear, as long as the owner and the called person are on the
Faint abjuration and transmutation; CL 5th; Craft same plane. The keyed individual knows who is calling, and
Wondrous Item, cat’s grace, endure elements, pass the bracelet of friends only functions on willing travelers.
without trace; Price 2,500 gp; Weight 1 lb. Once a charm is activated, it disappears. Charms separated
from the bracelet are worthless. A bracelet found with fewer
than four charms is worth 25% less for each missing charm.
Boots, Winged Strong conjuration; CL 15th; Craft Wondrous Item, refuge;
Slot: Feet Price 19,000 gp.
These boots appear to be ordinary footgear.
On command, the boots sprout wings at the heel and
let the wearer fly, without having to maintain
Bracers of Archery, Greater
concentration, as if affected by a fly spell. He can fly Slot: Arm
three times day for up to 5 minutes per flight. These wristbands look like normal protective wear.
Faint transmutation; CL 5th; Craft Wondrous Item, The bracers empower the wearer to use any bow (not
fly; Price 16,000 gp;Weight 1 lb. including crossbows) as if she were proficient in its use. If she
already has proficiency with any type of bow, she gains a +2
magic bonus on attack rolls and a +1 magic bonus on damage
Bottle of Air rolls whenever using that type of bow. Both bracers must be
Slot: – worn for the magic to be effective.
This item appears to be a normal glass bottle Moderate transmutation; CL 8th; Craft Wondrous Item, Craft
with a cork. When taken to any airless environment it Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.
retains air within it at all times, continually renewing
its contents. This means that a character can draw air
out of the bottle to breathe. The bottle can even be
Bracers of Archery, Lesser:
shared by multiple characters who pass it around. Slot: Arms
Breathing out of the bottle is a standard These wristbands function as greater bracers of
action, but a character so doing can then act for as archery, except that they grant a +1 magic bonus on attack
long as she can hold her breath. rolls and no bonus on damage rolls.

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Faint transmutation; CL 4th; Craft Wondrous Item, can travel alone to any destination named by the owner as long
Craft Magic Arms and Armor; Price 5,000 gp;Weight as she has a good idea of the location and layout of that
1 lb. destination. It comes to its owner from as far away as 300
yards when she speaks the command word. The broom of
Bracers of Armor flying has a speed of 40 feet when it has no rider.
Slot: Arms When attempting to control the broom or attempting
These items appear to be wrist or arm to avoid crashing the broom during flight, the controller must
guards. They surround the wearer with an invisible make a Handle Animal (Ride) skill check instead of a
but tangible field of force, granting him an armor Athletics (Fly) skill check.
bonus of +1 to +8, just as though he were wearing Moderate transmutation; CL 9th; Craft Wondrous Item,
armor. Both bracers must be worn for the magic to be overland flight, permanency; Price 17,000 gp;Weight 3 lb.
effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, Candle of Invocation
mage armor, creator’s caster level must be at least Slot: Placed
two times that of the bonus placed in the bracers; Each of these special tapers is dedicated to one of the
Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), nine alignments. Simply burning the candle generates a
16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), favorable aura for the individual so doing if the candle’s
49,000 gp (+7), 64,000 gp (+8);Weight 1 lb. alignment matches that of the character. Characters of the
same alignment as the burning candle add a +2 magic bonus
Brazier of Commanding Fire Elementals on attack rolls, saving throws, and skill checks while within 30
Slot: Placed feet of the flame.
This device appears to be a normal container A cleric whose alignment matches the candle’s
for holding burning coals. When a fire is lit in the operates as if two levels higher for purposes of determining
brazier and the proper summoning words are spoken, spells per day if he burns the entire candle during or just prior
a Large fire elemental appears. The summoning to his spell preparation time.
words require 1 full round to speak. In all ways the He can even cast spells normally unavailable to him,
brazier functions as the summon monster 6th spell. If as if he were of that higher level, but only so long as the
brimstone is added, the elemental is Huge instead of candle continues to burn.
Large, and the brazier works as a summon monster Except in special cases (see below), a candle burns
7th spell. Only one elemental can be summoned at a for 4 hours.
time. A new elemental requires a new fire, which In addition, burning a fresh, unused candle also
cannot be lit until after the first elemental disappears allows the owner to cast a gate spell, the respondent being of
(is dispelled, dismissed, or slain). the same alignment as the candle, but the taper is immediately
Strong conjuration; CL 13th; Craft Wondrous Item, consumed in the process.
summon monster 6th, summon monster 7th; Price It is possible to extinguish the candle simply by
100,000 gp; Weight 5 lb. blowing it out, so users often place it in a lantern to protect it
from drafts and the like. Doing this doesn’t interfere with its
magical properties.
Brooch of Shielding Strong conjuration; CL 17th; Craft Wondrous Item, gate,
Slot: Throat creator must be same alignment as candle created; Price 8,400
This appears to be a piece of silver or gold gp;Weight 1/2 lb.
jewelry used to fasten a cloak or cape. In addition to
this mundane task, it can absorb magic missiles of the
sort generated by spell or spell–like ability. A brooch
Candle of Truth
can absorb up to 101 points of damage from magic Slot: Placed
missiles before it melts and becomes useless. This white tallow candle, when burned, calls into
Faint abjuration; CL 1st; Craft Wondrous Item, place a zone of truth spell (Will DC 13 negates) in a 5–foot
shield; Price 1,500 gp. radius centered on the candle. The zone lasts for 1 hour, as the
candle burns. If the candle is snuffed before that time, the
effect is canceled and the candle ruined.
Broom of Flying Faint enchantment; CL 3rd; Craft Wondrous Item, zone of
Slot: Mount truth; Price 2,500 gp;Weight 1/2 lb.
This broom is able to fly through the air as if
affected by an overland flight spell (average
maneuverability) for up to 9 hours per day (split up
Cape of the Mountebank
as its owner desires). The broom can carry 200 Slot: Shoulders
pounds and fly at a speed of 40 feet, or up to 400 On command, this bright red and gold cape allows
pounds at a speed at 30 feet. In addition, the broom the wearer to use the magic of the dimension door spell once

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per day. When he disappears, he leaves behind a duration. The size, carrying capacity, and speed of the
cloud of smoke, appearing in a similar fashion at his different carpets of flying are shown on the table below.
destination. Beautifully and intricately made, each carpet has its
Moderate conjuration; CL 9th; Craft Wondrous Item, own command word to activate it—if the device is within
dimension door; Price 10,080 gp;Weight 1 lb. voice range, the command word activates it, whether the
speaker is on the rug or not. The carpet is then controlled by
Carpet of Flying spoken directions.
Slot: Mount
This rug is able to fly through the air as if
affected by an overland flight spell of unlimited
Size Capacity Speed Weight
Market
Price
5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp
5 ft. by 10 ft. 400 lb. 40 ft. 15 lb. 35,000 gp
10 ft. by 10 ft. 800 lb. 40 ft. 10 lb. 60,000 gp
• Word of chaos
A carpet of flying can carry up to double its capacity, • Cloak of chaos
but doing so reduces its speed to 30 feet. It has
average maneuverability, but a carpet of flying can Each power is usable 1d4 times per day. This is rolled for
still hover. each power individually and the character does not A
When attempting to control the carpet or nonchaotic character who possesses a chaos diamond gains
attempting to avoid crashing the carpet during flight, one negative level. Although this level never results in actual
the controller must make a Handle Animal (Ride) level loss, it remains as long as the diamond is in the
skill check instead of a Athletics (Fly) skill check. character’s possession and cannot be overcome in any way
Moderate transmutation; CL 10th; Craft Wondrous (including restoration spells).
Item, overland flight, permanency. Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos,
magic circle against law, random action, word of chaos,
Censer of Controlling Air Elementals creator must be chaotic; Price 160,000 gp;Weight 1 lb.
Slot: Static
This 6–inch–wide, 1–inch–high perforated Chime of Interruption
golden vessel resembles a thurible found in a place of Slot: Hand–held
worship. If it is filled with incense and lit, This instrument can be struck once every 10 minutes,
summoning words spoken over it summon forth a and its resonant tone lasts for 3 full minutes.
Large air elemental. The summoning words require 1 While the chime is resonating, no spell requiring a
full round to speak. In all ways the censer functions verbal component can be cast within a 30–foot radius of it
as the summon monster 6th spell. If incense of unless the caster can make aSpellcraft check (DC 15 + the
meditation is burned within the censer, the air spell’s level).
elemental is an elder air elemental instead (as if Moderate evocation; CL 7th; Craft Wondrous Item, shout;
summon monster 9th had just been cast). Only one Price 16,800 gp;Weight 1 lb.
elemental can be summoned at a time. A new
elemental requires a new piece of incense, which Chime of Opening
cannot be lit until after the first elemental disappears
Slot: Hand–held
(is dispelled, dismissed, or slain).
A chime of opening is a hollow mithral tube about 1
Strong conjuration; CL 17th; Craft Wondrous Item,
foot long. When struck, it sends forth magical vibrations that
summon monster 6th, summon monster 9th; Price
cause locks, lids, doors, valves, and portals to open. The
100,000 gp; Weight 1 lb.
device functions against normal bars, shackles, chains, bolts,
and so on. A chime of opening also automatically dispels a
Chaos Diamond hold portal spell or even an arcane lock cast by a wizard of
Slot: Hand–held lower than 15th level.
This lustrous gemstone is uncut and about The chime must be pointed at the item or gate to be
the size of a human fist. The gem grants its possessor loosed or opened (which must be visible and known to the
the following powers: user). The chime is then struck, a clear tone rings forth, and in
1 round the target lock is unlocked, the shackle is loosed, the
• Confusion, lesser secret door is opened, or the lid of the chest is lifted. Each
• Magic circle against law sounding only opens one form of locking, so if a chest is

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chained, padlocked, locked, and arcane locked, it worn or carried are part of the transformation.) Flying, either
takes four uses of a chime of opening to get it open. A with the cloak or in bat form, can be accomplished only in
silence spell negates the power of the device. A darkness (either under the night sky or in a lightless or near–
brand–new chime can be used a total of ten times lightless environment underground). Either of the flying
before it cracks and becomes useless. powers is usable for up to 7 minutes at a time, but after a flight
Moderate transmutation; CL 11th; Craft Wondrous of any duration the cloak cannot bestow any flying power for a
Item, knock; Price 3,000 gp; Weight 1 lb. like period of time.
Moderate transmutation; CL 7th; Craft Wondrous Item, fly,
Circlet of Blasting, Minor polymorph; Price 26,000 gp;Weight 1 lb.
Slot: Brow
On command, this simple golden headband Cloak of Charisma
projects a blast of searing light (3d8 points of Slot: Shoulders
damage) once per day. This lightweight and fashionable cloak has a highly
Faint evocation; CL 6th; Craft Wondrous Item, decorative silver trim. When in a character’s possession, it
searing light; Price 6,480 gp. adds a +2, +4, or +6 magic bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item,
Circlet of Blasting, Major eagle’s splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000
Slot: Brow gp (+6); Weight 2 lb.
On command, this elaborate golden
headband projects a blast of searing light (5d8 Cloak of Displacement, Minor
maximized for 40 points of damage) once per day. Slot: Shoulders
Strong evocation; CL 17th; Craft Wondrous Item, This item appears to be a normal cloak, but when
Maximize Spell, searing light; Price 23,760 gp. worn by a character its magical properties distort and warp
light waves. This displacement works similar to the
Circlet of Persuasion displacement spell except that it only grants a 20% miss
Slot: Brow chance on attacks against the wearer. It functions continually.
This silver headband grants a +3 magic Faint illusion; CL 3rd; Craft Wondrous Item, displacement;
bonus on the wearer’s Charisma–based checks. Price 24,000 gp;Weight 1 lb.
Faint transmutation; CL 5th; Craft Wondrous Item,
eagle’s splendor; Price 4,500 gp. Cloak of Displacement, Major
Slots: Shoulders
Cloak of Arachnida This item appears to be a normal cloak, but on
Slot: Shoulders command its magical properties distort and warp light waves.
This black garment, embroidered with a This displacement works just like the displacement spell and
weblike pattern in silk, gives the wearer the ability to lasts for a total of 15 rounds per day, which the wearer can
climb as if a spider climb spell had been placed upon divide up as she sees fit.
her. In addition, the cloak grants her immunity to Moderate illusion; CL 7th; Craft Wondrous Item, Extend
entrapment by web spells or webs of any sort—she Spell, displacement; Price 50,000 gp;Weight 1 lb.
can actually move in webs at half her normal speed.
Once per day, the wearer of this cloak can cast web. Cloak of Elvenkind
She also gains a +2 magic bonus on all Fortitude Slot: Shoulders
saves against poison from spiders. This cloak of neutral gray cloth is indistinguishable
Faint conjuration and transmutation; CL 6th; Craft from an ordinary cloak of the same color. However, when
Wondrous Item, spider climb, web; Price 14,000 worn with the hood drawn up around the head, it gives the
gp;Weight 1 lb. wearer a +5 magic bonus on Stealth (Hide) checks.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility,
Cloak of the Bat creator must be an elf; Price 2,500 gp; Weight 1 lb.
Slot: Shoulders
Fashioned of dark brown or black cloth, this Cloak of Etherealness
cloak bestows a +5 magic bonus on Stealth (Hide) Slot: Shoulders
checks. The wearer is also able to hang upside down This silvery–gray cloak seems to absorb light rather
from the ceiling, like a bat. than be illuminated by it. On command, the cloak makes its
By holding the edges of the garment, the wearer ethereal (as the ethereal jaunt spell). The effect is
wearer is able to fly as per the spell. If he desires, the dismissible. The cloak works for a total of up to 10 minutes
wearer can actually polymorph himself into an per day. This duration need not be continuous.
ordinary bat and fly accordingly. (All possessions

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Strong transmutation; CL 15th; Craft Wondrous Item, distance or into other planes of existence, as with the spell
ethereal jaunt; Price 55,000 gp;Weight 1 lb. scrying (Will DC 16 negates).
Certain crystal balls have additional powers that can be used
Cloak of the Manta Ray through the crystal ball on the target viewed.
Slot: Shoulders
This cloak appears to be made of leather Crystal Ball Type Market Price
until the wearer enters salt water. At that time the Crystal ball 42,000 gp
cloak of the manta ray adheres to the individual, and Crystal ball with see invisibility 50,000 gp
he appears nearly identical to a manta ray (as the Crystal ball with detect 51,000 gp
polymorph spell, except that it allows only manta ray thoughts (Will DC 13 negates)
form). He gains a +3 natural armor bonus, the ability Crystal ball with telepathy* 70,000 gp
to breathe underwater, and a swim speed of 60 feet, Crystal ball with true seeing 80,000 gp
like a real manta ray. * The viewer is able to send and receive silent mental
Although the cloak does not enable the messages with the person appearing in the crystal ball. Once
wearer to bite opponents as a manta ray does, it does per day the character may attempt to implant a suggestion (as
have a tail spine that can be used to strike at the spell, Will DC 14 negates) as well.
opponents behind the wearer, dealing 1d6 points of
damage. This attack can be used in addition to any Moderate divination; CL 10th; Craft Wondrous Item, scrying
other attack the character has, using his highest melee (plus any additional spells put into item); Weight 7lb.
attack bonus. The wearer can release his arms from
the cloak without sacrificing underwater movement if Cube of Force
so desired. Slot: Hand–held
Moderate transmutation; CL 9th; Craft Wondrous This device is about 3/4 inch across and can be made
Item, polymorph, water breathing; Price 7,200 of ivory, bone, or any hard mineral. It enables its possessor to
gp;Weight 1 lb. put up a special wall of force 10 feet on a side around her
person. This cubic screen moves with the character and is
Cloak of Resistance impervious to the attack forms mentioned on the table below.
Slot: Shoulders The cube has 36 charges, which are renewed each day. The
These garments offer magic protection in the possessor presses one face of the cube to activate a particular
form of a +1 to +5 magic bonus on all saving throws type of screen or to deactivate the device. Each effect costs a
(Fortitude, Reflex, and Will). certain number of charges to maintain for every minute (or
Faint abjuration; CL 5th; Craft Wondrous Item, portion of a minute) it is in operation. Also, when an effect is
resistance, creator’s caster level must be at least three active, the possessor’s speed is limited to the maximum value
times the cloak’s bonus; Price 1,000 gp (+1), 4,000 given on the table.
gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp When the cube of force is active, attacks dealing
(+5); Weight 1 lb. more than 30 points of damage drain 1 charge for every 10
points of damage beyond 30 that they deal. Spells that affect
Crystal Ball the integrity of the screen also drain extra charges.
Slot: Placed These spells (given in the list below) cannot be cast
This is the most common form of scrying into or out of the cube:
device, a crystal sphere about 6 inches in diameter. A
character can use the device to see over virtually any
Cube Face Charge Maximum Effect
Cost Speed
per
Minute
1 1 30 ft. Keeps out gases, wind, etc.
2 2 20 ft. Keeps out nonliving matter
3 3 15 ft. Keeps out living matter
4 4 10 ft. Keeps out magic
5 6 10 ft. Keeps out all things
6 0 As normal Deactivates
Wall of fire 2
Attack Form Extra Passwall 3
Charges Disintegrate 6
Horn of blasting 6 Phase door 5

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Prismatic spray 7 This skull, carved from ebony, is wholly evil.


Moderate evocation; CL 10th; Craft Wondrous Item, Wherever the skull goes, the area around it is treated as though
wall of force; Price 62,000 gp. an unhallow spell had been cast with the skull as the touched
point of origin (except that no additional spell effect is tied or
fixed to the darkskull).
Cube of Frost Resistance
Moderate evocation [evil]; CL 9th; Craft Wondrous Item,
Slot: Hand–held unhallow, creator must be evil; Price 60,000 gp; Weight 5 lb.
This cube is activated or deactivated by
pressing one side. When activated, it creates a cube–
shaped area 10 feet on a side centered on the Decanter of Endless Water
possessor (or on the cube itself, if the item is later Slot: Hand–held
placed on a surface). The temperature within this area If the stopper is removed from this ordinary–looking
is always at least 65°F. The field absorbs all cold– flask and a command word spoken, an amount of fresh or salt
based attacks. However, if the field is subjected to water pours out. Separate command words determine the type
more than 50 points of cold damage in 1 round (from as well as the volume and velocity.
one or multiple attacks), it collapses into its portable
form and cannot be reactivated for 1 hour. If the field • “Stream” pours out 1 gallon per round.
absorbs more than 100 points of cold damage in a • “Fountain” produces a 5–foot–long stream at 5
10–round period, the cube is destroyed. gallons per round.
Faint abjuration; CL 5th; Craft Wondrous Item, • “Geyser” produces a 20–foot–long, 1–foot–wide
protection from energy; Price 27,000 gp. stream at 30 gallons per round.

Cubic Gate The geyser effect causes considerable back pressure,


Slot: Hand–held requiring the holder to make a DC 12 Strength check to avoid
This item is fashioned from carnelian. Each being knocked down. The force of the geyser deals 1d4 points
of the six sides of the cube is keyed to a plane, one of of damage but can only affect one target per round. The
which is the Material Plane. The character creating command word must be spoken to stop it.
the item should choose the planes to which the other Moderate transmutation; CL 9th; Craft Wondrous Item,
five sides are keyed. control water; Price 9,000 gp;Weight 2 lb.
If a side of the cubic gate is pressed once, it
opens a gate to a random point on the plane keyed to Deck of Illusions
that side. Slot: Hand–held
There is a 10% chance per minute that an This set of parchment cards is usually found in an
outsider from that plane (determine randomly) comes ivory, leather, or wooden box. A full deck consists of thirty–
through it looking for food, fun, or trouble. Pressing four cards. When a card is drawn at random and thrown to the
the side a second time closes the gate. It is impossible ground, a major image of a creature is formed. The figment
to open more than one gate at a time. lasts until dispelled. The illusory creature cannot move more
If a side is pressed twice in quick than 30 feet away from where the card landed, but otherwise
succession, the character so doing is transported to a moves and acts as if it were real. At all times it obeys the
random point on the other plane, along with all desires of the character who drew the card. When the illusion
creatures in adjacent squares. (The other creatures is dispelled, the card becomes blank and cannot be used again.
may avoid this fate by succeeding on DC 23 Will If the card is picked up, the illusion is automatically and
saves). instantly dispelled. The cards in a deck and the illusions they
Strong conjuration; CL 13th; Craft Wondrous Item, bring forth are summarized on the following table. (Use one of
plane shift; Price 164,000 gp. the first two columns to simulate the contents of a full deck
using either ordinary playing cards or tarot cards.)
Darkskull
Slot: Area
Playing Card Tarot Card Creature
Ace of hearts The Emperor Red dragon
King of hearts Knight of swords Male human fighter and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin

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Ace of diamonds The Empress Glabrezu (demon)


King of diamonds Two of cups Male elf wizard and female apprentice
Queen of diamonds Queen of swords Half–elf ranger (female)
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half–orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Ace of spades 2nd. The High Priestess Lich
King of spades Three of staves Three male human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Ace of clubs 8th. Strength Iron golem
King of clubs Page of pentacles Three male hillenfaey rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Female half–elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck’s owner
Joker Two of staves Illusion of deck’s owner (sex reversed)
Joker Two of pentacles Illusion of deck’s owner
Joker Two of staves Illusion of deck’s owner (sex reversed)
safe zone around the drums) are affected as by a fear spell
A randomly generated deck is usually complete (11– (Will DC 16 partial). Drums of panic can be used once per
100 on d%), but may be discovered (01–10) with day.
1d20 of Moderate necromancy; CL 7th; Craft Wondrous Item, fear;
its cards missing. If cards are missing, reduce the Price 30,000 gp;Weight 10 lb. for the pair.
price by a corresponding amount.
Faint illusion; CL 6th; Craft Wondrous Item, major Dust of Appearance
image; Price 8,100 gp;Weight 1/2 lb. Slot: Hand–held
This fine powder appears to be a very fine, very light
Dimensional Shackles metallic dust. A single handful of this substance flung into the
Slot: Wrists air coats objects within a 10–foot radius, making them visible
These shackles have golden runes traced even if they are invisible. It likewise negates the effects of
across their cold iron surface. Any creature bound blur and displacement. (In this, it works just like the faerie fire
within them is affected as if a dimensional anchor spell).
spell were cast upon her (no save). They fit any Small The dust also reveals figments, mirror images, and
to Large creature. The DC to break or slip out of the projected images for what they are. A creature coated with the
shackles is 30. dust takes a –30 penalty on its Stealth (Hide) checks. The
Moderate abjuration; CL 11th; Craft Wondrous Item, dust’s effect lasts for 5 minutes.
dimensional anchor; Price 28,000 gp;Weight 5 lb. Dust of appearance is typically stored in small silk packets or
hollow bone tubes.
Drums of Panic Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust;
Slot: Hand–held Price 1,800 gp.
Activation: Perform (Drums) DC 14
These drums are kettle drums (hemispheres Dust of Disappearance
about 1–1/2 feet in diameter on stands). They come Slot: Hand–held
in pairs and are unremarkable in appearance. If both This dust looks just like dust of appearance and is
of the pair are sounded, all creatures within 120 feet typically stored in the same manner. A creature or object
(with the exception of those within a 20–foot–radius touched by it becomes invisible (as greater invisibility).
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Normal vision can’t see dusted creatures or objects, into the distance. The results of the dust are instantaneous, and
nor can they be detected by magical means, including no magical aura lingers afterward from this use of the dust.
see invisibility or invisibility purge. Dust of Survival checks made to track a quarry across an area affected
appearance, however, does reveal people and objects by this dust have a DC 20 higher than normal.
made invisible by dust of disappearance. Faint transmutation; CL 3rd; Craft Wondrous Item, pass
Other factors, such as sound and smell, also without trace; Price 250 gp.
allow possible detection.
The greater invisibility bestowed by the dust Efficient Quiver
lasts for 2d6 rounds.The invisible creature doesn’t Slot: Beltclip
know when the duration will end. This appears to be a typical arrow container capable
Moderate illusion; CL 7th; Craft Wondrous Item, of holding about twenty arrows. It has three distinct portions,
greater invisibility; Price 3,500 gp. each with a nondimensional space allowing it to store far more
than would normally be possible. The first and smallest one
Dust of Dryness can contain up to sixty objects of the same general size and
Slot: Hand–held shape as an arrow. The second slightly longer compartment
This special dust has many uses. If it is holds up to eighteen objects of the same general size and
thrown into water, a volume of as much as 100 shape as a javelin. The third and longest portion of the case
gallons is instantly transformed to nothingness, and contains as many as six objects of the same general size and
the dust becomes a marble–sized pellet, floating or shape as a bow (spears, staffs, or the like). Once the owner has
resting where it was thrown. If this pellet is hurled filled it, the quiver can produce any item she wishes, as if
down, it breaks and releases the same volume of from a regular quiver or scabbard. The efficient quiver weighs
water. The dust affects only water (fresh, salt, the same no matter what’s placed inside it.
alkaline), not other liquids. Moderate conjuration; CL 9th; Craft Wondrous Item, secret
If the dust is employed against an elemental chest; Price 1,800 gp;Weight 2 lb.
with the water subtype, the creature must make a DC
18 Fortitude save or be destroyed. The dust deals 5d6 Efreeti Bottle
points of damage to the creature even if its saving Slot: Hand–held
throw succeeds. This item is typically fashioned of brass or bronze,
Moderate transmutation; CL 11th; Craft Wondrous with a lead stopper bearing special seals. A thin stream of
Item, control water; Price 850 gp. smoke is often seen issuing from it. The bottle can be opened
once per day. When opened, the efreeti imprisoned within
Dust of Illusion issues from the bottle instantly. There is a 10% chance (01–10
Slot: Hand–held on d%) that the efreeti is insane and attacks immediately upon
This unremarkable powder resembles chalk being released. There is also a 10% chance (91–100) that the
dust or powdered graphite. Stare at it, however, and efreeti of the bottle grants three wishes. In either case, the
the dust changes color and form. Put dust of illusion efreeti afterward disappears forever. The other 80% of the
on a creature, and that creature is affected as if by a time (11– 90), the inhabitant of the bottle loyally serves the
disguise self glamer, with the individual who character for up to 10 minutes per day (or until the efreeti’s
sprinkles the dust envisioning the illusion desired. An death), doing as she commands. Roll each day the bottle is
unwilling target is allowed a DC 11 Reflex save to opened for that day’s effect.
avoid the dust. The glamer lasts for 2 hours. Strong conjuration; CL 14th; Craft Wondrous Item, summon
Faint illusion; CL 6th; Craft Wondrous Item, disguise monster 7th; Price 145,000 gp;Weight 1 lb.
self; Price 1,200 gp.
Elemental Gem
Dust of Tracelessness Slot: Hand–held
Slot: Hand–held This gem contains a conjuration spell attuned to a
This normal–seeming dust is actually a specific Elemental Plane (Air, Earth, Fire, or Water).
magic powder that can conceal the passage of its When the gem is crushed, smashed, or broken (a
possessor and his companions. Tossing a handful of standard action), a Large elemental appears as if summoned
this dust into the air causes a chamber of up to 100 by a summon nature’s ally spell. The elemental is under the
square feet of floor space to become as dusty, dirty, control of the creature that broke the gem.
and cobweb–laden as if it had been abandoned and The coloration of the gem varies with the type of
disused for a decade. elemental it summons. Air elemental gems are transparent,
A handful of dust sprinkled along a trail earth elemental gems are light brown, fire elemental gems are
causes evidence of the passage of as many as a dozen reddish orange, and water elemental gems are blue–green.
men and horses to be obliterated for 250 feet back

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Moderate conjuration; CL 11th; Craft Wondrous increase the DC to 22 to save against the gaze, and deals 20d8
Item, summon nature’s ally 5th; Price 2,250 gp. damage.
Strong necromancy; CL 17th; Craft Wondrous Item, Finger of
Eversmoking Bottle Death; Price: 182,000 gp
Slot: Hand–held
This metal urn is identical in appearance to Eyes of Doom
an efreeti bottle, except that it does nothing but Slot: Eyes
smoke. The amount of smoke is great if the stopper is These crystal lenses fit over the user’s eyes, enabling
pulled out, pouring from the bottle and totally him to cast doom upon those around him (one target per
obscuring vision across a 50–foot spread in 1 round. round) as a gaze attack, except that the wearer must take a
If the bottle is left unstoppered, the smoke billows standard action, and those merely looking at the wearer are not
out another 10 feet per round until it has covered a affected. Those failing a DC 11 Will save are affected as by
100–foot radius. This area remains smoke–filled until the doom spell. If the wearer has only one lens, the DC of the
the eversmoking bottle is stoppered. saving throw is reduced to 10. However, if the wearer has both
The bottle must be resealed by a command lenses, he gains the additional power of a continual
word, after which the smoke dissipates normally. A deathwatch effect and can use fear (Will DC 16 partial) as a
moderate wind (11+ mph) disperses the smoke in 4 normal gaze attack once per week.
rounds; a strong wind (21+ mph) disperses the smoke Moderate necromancy; CL 11th; Craft Wondrous Item, doom,
in 1 round. deathwatch, fear; Price 25,000 gp.
Faint transmutation; CL 3rd; Craft Wondrous Item,
pyrotechnics; Price 5,400 gp;Weight 1 lb. Eyes of the Dragon
Slot: Eyes
Eyes of Charming Dragon eyes are usually found as a pair of small
Slot: Eyes rhomboid gemstones – red in color with a white, star–shaped
These two crystal lenses fit over the user’s center. If pressed to the eye of an individual, the stone will
eyes. The wearer is able to use charm person (one merge with the new owner, replacing his own eye with the
target per round) merely by meeting a target’s gaze. stone, which become a red–slitted eye. With the eye in place,
Those failing a DC 16 Will save are charmed as per the owner gains dragon–like sight through the eye.
the spell. If the wearer has only one lens, the DC of The owner gains the benefit of Arcane Sight (if
the saving throw is reduced to 10. lesser) or Greater Arcane Sight (if greater) through the use of
Moderate enchantment; CL 7th; Craft Wondrous the eyes. The eye’s effects are always active save if the eye is
Item, Heighten Spell, charm person; Price 56,000 gp closed or obscured by an object innured with dragon’s blood.
for a pair. Faint (lesser) or Strong (greater) Divination; CL 5th or 14th;
Craft Wondrous Item, arcane sight (lesser) or greater arcane
Eyes of Death sight (greater); Price: 30,000 gp (lesser); 182,000 gp (greater).
These glass eyes are usually found
individually and seem to have no iris – only great Eyes of the Eagle
black pupils. If pressed to the eye of an individual, it Slot: Eyes
will painfully merge with the individual, stunning These items are made of special crystal and fit over
them for a minute as the eye bonds with the new the eyes of the wearer. These lenses grant a +5 magic bonus
owner. From that point onward, the eye causes death on Perception (Spot) checks. Wearing only one of the pair
to all who meet its gaze, and it cannot be removed causes a character to become dizzy and, in effect, stunned for
without cutting the eye out. Despite being glass, the 1 round. Thereafter, the wearer can use the single lens without
eye allows the owner to see normally, though all that being stunned so long as she covers her other eye. Of course,
he views through the eye seems decayed and rotting. she can remove the single lens and see normally at any time,
The owner gains a gaze attack that can be or wear both lenses to end or avoid the dizziness.
used against any individual within 30 feet who locks Faint divination; CL 3rd; Craft Wondrous Item,
sight with the owner. The owner cannot choose to clairaudience/clairvoyance; Price 2,500 gp.
turn off the effect, though he can close or otherwise
obscure the eye to prevent it from being used. Those Eyes of Petrification
who meet the owner’s gaze and fail a DC 20 Slot: Eyes
Fortitude save suffer 17d8 damage. These items are made of special crystal and fit over
It is possible for the owner to replace both the eyes of the wearer. They allow her to use a petrification
eyes with eyes of death. Doing so does not allow for gaze attack (Fortitude DC 19 negates) for 10 rounds per day.
more than one gaze to be used at a time, but does Both lenses must be worn for the magic to be effective.

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Moderate transmutation; CL 11th; Craft Wondrous • The Goat of Travail: This statuette becomes an
Item, flesh to stone; Price 98,000 gp. enormous creature, larger than a bull, with the
statistics of a nightmare except for the addition of a
Figurines of Wondrous Power pair of wicked horns of exceptional size (damage
Slot: – 1d8+4 for each horn). If it is charging to attack, it
Each of the several kinds of figurines of may only use its horns (but add 6 points of damage to
wondrous power appears to be a miniature statuette each successful attack in that round). It can be called
of a creature an inch or so high (with one exception). to life just once per month for up to 12 hours at a
When the figurine is tossed down and the correct time.
command word spoken, it becomes a living creature • The Goat of Terror: When called upon with the
of normal size (except when noted otherwise below). proper command word, this statuette becomes a
The creature obeys and serves its owner. Unless destrier–like mount, with the statistics of a light
stated otherwise, the creature understands Common warhorse. However, its rider can employ the goat’s
but does not speak. horns as weapons (one horn as a +3 heavy lance, the
If a figurine of wondrous power is broken or other as a +5 longsword). When ridden in an attack
destroyed in its statuette form, it is forever ruined. All against an opponent, the goat of terror radiates fear
magic is lost, its power departed. If slain in animal as the spell in a 30–foot radius (Will DC 16 partial).
form, the figurine simply reverts to a statuette that It can be used once every two weeks for up to 3 hours
can be used again at a later time. per use.
Bronze Griffon: When animated, a bronze griffon Moderate transmutation; CL 11th; Craft Wondrous Item,
acts in all ways like a normal griffon under the animate objects; Price 21,000 gp.
command of its possessor. The item can be used Marble Elephant: This is the largest of the figurines, the
twice per week for up to 6 hours per use. When 6 statuette being about the size of a human hand.
hours have passed or when the command word is Upon utterance of the command word, a marble
spoken, the bronze griffon once again becomes a tiny elephant grows to the size and specifications of a true
statuette. elephant. The animal created from the statuette is fully
Moderate transmutation; CL 11th; Craft Wondrous obedient to the figurine’s owner, serving as a beast of burden,
Item, animate objects; Price 10,000 gp. a mount, or a combatant. The statuette can be used four times
Ebony Fly: When animated, an ebony fly is the size per month for up to 24 hours at a time.
of a pony and has all the statistics of a hippogriff but Moderate transmutation; CL 11th; Craft Wondrous Item,
can make no attacks. The item can be used three animate objects; Price 17,000 gp.
times per week for up to 12 hours per use. When 12 Obsidian Steed: This figurine appears to be a small, shapeless
hours have passed or when the command word is lump of black stone. Only careful inspection reveals that it
spoken, the ebony fly again becomes a tiny statuette. vaguely resembles some form of quadruped. On command, the
Moderate transmutation; CL 11th; Craft Wondrous near–formless piece of obsidian becomes a fantastic mount.
Item, animate objects; Price 10,000 gp. Treat it as a heavy warhorse with the following additional
Golden Lions: These figurines come in pairs. They powers usable once per round at will: overland flight, plane
become normal adult male lions. If slain in combat, shift, and ethereal jaunt. The steed allows itself to be ridden,
the lions cannot be brought back from statuette form but if the rider is of good alignment, the steed is 10% likely
for one full week. Otherwise, they can be used once per use to carry him to the lower planes and then return to its
per day for up to 1 hour. They enlarge and shrink statuette form. The statuette can be used once per week for
upon speaking the command word. one continuous period of up to 24 hours. Note that when an
Moderate transmutation; CL 11th; Craft Wondrous obsidian steed becomes ethereal or plane shifts, its rider and
Item, animate objects; Price 16,500 gp. his gear follow suit.
Ivory Goats: These figurines come in threes. Each Thus, the user can travel to other planes via this
goat of this trio looks slightly different from the means.
others, and each has a different function: Strong conjuration and transmutation; CL 15th; Craft
• The Goat of Traveling: This statuette Wondrous Item, animate objects, etherealness, fly, plane shift;
provides a speedy and enduring mount equal Price 28,500 gp.
to that of a heavy horse in every way except Onyx Dog: When commanded, this statuette changes into a
appearance. The goat can travel for a creature with the same properties as a riding dog except that it
maximum of one day each week— is endowed with an Intelligence of 8, can communicate in
continuously or in any combination of Common, and has exceptional olfactory and visual abilities. (It
periods totaling 24 hours. At this point, or has the scent ability and adds +4 to its Perception (Spot) and
when the command word is uttered, it Perception (Spot) checks.) It has 60–foot darkvision, and it
returns to its statuette form for not less than can see invisibility. An onyx dog can be used once per week
one day before it can again be used. for up to 6 hours. It obeys only its owner.

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Moderate transmutation; CL 11th; Craft Wondrous Whip: A token that forms into a huge leather whip and wields
Item, animate objects; Price 15,500 gp. itself against any opponent desired just like a dancing weapon.
Serpentine Owl: This figurine becomes either a The weapon has a +10 base attack bonus, does 1d6+1 points
normal–sized horned owl or a giant owl according to of damage, has a +1 magic bonus on attack and damage rolls,
the command word used. The transformation can take and a makes a free grapple attack (with a +15 attack bonus) if
place once per day, with a maximum duration of 8 it hits. The whip lasts no longer than 1 hour.
continuous hours. However, after three Moderate conjuration; CL 12th; Craft Wondrous Item, major
transformations into giant owl form, the statuette creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan),
loses all its magical properties. The owl 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
communicates with its owner by telepathic means,
informing her of all it sees and hears. (Remember the Gauntlets of Ogre Power
limitations of its Intelligence.) Slot: Hands
Moderate transmutation; CL 11th; Craft Wondrous These gauntlets are made of tough leather with iron
Item, animate objects; Price 9,100 gp. studs running across the back of the hands and fingers. They
Silver Raven: This silver figurine turns into a raven grant the wearer great lifting power, doubling the character’s
on command (but it retains its metallic consistency, carrying capacity. Both gauntlets must be worn for the magic
which gives it hardness 10). Another command sends to be effective.
it off into the air, bearing a message just like a Faint transmutation; CL 6th; Craft Wondrous Item, bull’s
creature affected by an animal messenger spell. If not strength; Price 4,000 gp;Weight 4 lb.
commanded to carry a message, the raven obeys the
commands of its owner, although it has no special
powers or telepathic abilities. It can maintain its
Gauntlet of Rust
nonfigurine status for only 24 hours per week, but the Slot: Hands
duration need not be continuous. This single metal gauntlet looks rusted and pitted but
Faint enchantment and transmutation; CL 6th; Craft is actually quite powerful. Once per day, it can affect an object
Wondrous Item, animal messenger, animate as with the rusting grasp spell. It also completely protects the
objects;Price 3,800 gp. wearer and her gear from rust (magical or otherwise),
including the attack of a rust monster.
Moderate transmutation; CL 7th; Craft Wondrous Item,
Feather Token rusting grasp; Price 11,500 gp;Weight 2 lb.
Slot: –
Each of these items is a small feather that
has a power to suit a special need. The kinds of
Gem of Brightness
tokens are described below. Each token is usable Slot: Hand–held
once. This crystal appears to be a long, rough prism. Upon
Anchor: A token useful to moor a craft in water so as utterance of a command word, the crystal emits bright light of
to render it immobile for up to one day. one of three sorts.
Bird: A token that can be used to deliver a small • One command word causes the gem to shed light as a
written message unerringly to a designated target as hooded lantern. This use of the gem does not expend
would a carrier pigeon. The token lasts as long as it any charges.
takes to carry the message. • Another command word causes the gem of brightness
Fan: A token that forms a huge flapping fan, causing to send out a bright ray 1 foot in diameter and 50 feet
a breeze of sufficient strength to propel one ship long. This strikes as a ranged touch attack, and any
(about 25 mph). This wind is not cumulative with creature struck by this beam is blinded for 1d4 rounds
existing wind speed. The token can, however, be used unless it makes a DC 14 Fortitude save. This use of
to lessen existing winds, creating an area of relative the gem expends 1 charge.
calm or lighter winds (but wave size in a storm is not • The third command word causes the gem to flare in a
affected). The fan can be used for up to 8 hours. It blinding flash of light that fills a 30–foot cone.
does not function on land. Although this glare lasts but a moment, any creature
Swan Boat: A token that forms a swanlike boat within the cone must make a DC 14 Fortitude save or
capable of moving on water at a speed of 60 feet. It be blinded for 1d4 rounds. This use expends 5
can carry eight horses and gear or thirty–two Medium charges.
characters or any equivalent combination. The boat
lasts for one day. A newly created gem of brightness has 50 charges.
Tree: A token that causes a great oak to spring into When all its charges are expended, the gem becomes
being (5–foot diameter trunk, 60–foot height, 40–foot nonmagical.
top diameter). This is an instantaneous effect. Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price
13,000 gp.

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Gloves of Athletics (Swim)ming and Athletics


Gem of Seeing (Climb)ing
Slot: Hand–held Slot: Hands.
This finely cut and polished stone is These apparently normal lightweight gloves grant a
indistinguishable from an ordinary jewel in +5 magic bonus on Athletics (Swim) checks andAthletics
appearance. (Climb)checks. Both gloves must be worn for the magic to be
When it is gazed through, a gem of seeing effective.
enables the user to see as though she were affected by Faint transmutation; CL 5th; Craft Wondrous Item, bull’s
the true seeing spell. A gem of seeing can be used for strength, cat’s grace; Price 6,250 gp.
as much as 30 minutes a day, divided up into periods
of minutes or rounds as the user sees fit.
Moderate divination; CL 10th; Craft Wondrous Item,
Goggles of Minute Seeing
true seeing; Price 75,000 gp. Slot: Eyes
The lenses of this item are made of special crystal.
When placed over the eyes of the wearer, the lenses enable her
Gloves of Arrow Snaring to see much better than normal at distances of 1 foot or less,
Slot: Hands granting her a +5 magic bonus on Perception (Spot) checks to
Once snugly worn, these gloves seem to find secret doors, traps, and similar concealed objects. Both
meld with the hands, becoming almost invisible. lenses must be worn for the magic to be effective.
Twice per day, the wearer can act as if he had the Faint divination; CL 3rd; Craft Wondrous Item, true seeing;
Snatch Arrows feat, even if he does not meet the Price 1,250 gp.
prerequisites for it. Both gloves must be worn for the
magic to be effective. At least one hand must be free
to take advantage of the magic.
Goggles of Night
Faint abjuration; CL 3rd; Craft Wondrous Item, The lenses of this item are made of dark crystal. Even
shield; Price 4,000 gp. though the lenses are opaque, when placed over the eyes of the
wearer they enable him to see normally and also grant him 60–
foot darkvision.
Gloves of Dexterity Both lenses must be worn for the magic to be
Slot: Hands effective.
These thin leather gloves are very flexible Faint transmutation; CL 3rd; Craft Wondrous Item,
and allow for delicate manipulation. They add to the darkvision; Price 12,000 gp.
wearer’s Dexterity score in the form of an magic
bonus of +2, +4, or +6. Both gloves must be worn for
the magic to be effective.
Golem Manual
Moderate transmutation; CL 8th; Craft Wondrous Slot: –
Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp A golem manual contains information, incantations
(+4), 36,000 gp (+6). and magical power that help a character to craft a golem. The
instructions therein grant a +5 magic bonus on skill checks
made to craft the golem’s body. Each manual also holds the
Glove of Storing prerequisite spells needed for a specific golem, effectively
Slot: Hands grants the builder use of the Craft Construct feat during the
This device is a simple leather glove. On construction of the golem, and grants the character an increase
command, one item held in the hand wearing the to her caster level for the purpose of crafting a golem. Any
glove disappears. The item can weigh no more than golem built using a golem manual does not cost the creator
20 pounds and must be able to be held in one hand. any XP, since the requisite XP are “contained” in the book and
While stored, the item has negligible weight. With a “expended” by the book during the creation process.
snap of the fingers wearing the glove, the item The spells included in a golem manual require a spell
reappears. A glove can only store one item at a time. trigger activation and can be activated only to assist in the
Storing or retrieving the item is a free action. The construction of a golem. The cost of the book does not include
item is held in stasis and shrunk down so small the cost of constructing the golem’s body.
within the palm of the glove that it cannot be seen. Once the golem is finished, the writing in the manual
Spell durations are not suppressed, but continue to fades and the book is consumed in flames. When the book’s
expire. If an effect is suppressed or dispelled, the ashes are sprinkled upon the golem, it becomes fully animated.
stored item appears instantly. Clay Golem Manual: The book contains animate objects,
Faint transmutation; CL 6th; Craft Wondrous Item, bless, commune, prayer, and resurrection. The reader may
shrink item; Price 10,000 gp (one glove). treat her caster level as two levels higher than normal for the
purpose of crafting a clay golem. The book supplies 1,540 XP
for the creation of a clay golem.

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Moderate conjuration, divination, enchantment, and can wear only one ring at a time. Even without a ring, the hand
transmutation; CL 11th; Craft Construct, creator must itself allows its wearer to use daylight and see invisibility each
be caster level 11th, animate objects, commune, once per day.
prayer, resurrection; Price 12,000 gp; Cost 2,150 gp Faint varied; CL 5th; Craft Wondrous Item, spectral hand,
+ 1,712 XP; Weight 5 lb. daylight, detect invisibility; Price 8,000 gp;Weight 2
Flesh Golem Manual: The book contains bull’s lb.
strength, geas/quest, and limited wish. The reader Hand of the Mage
may treat her caster level as one level higher than Slot: Neck
normal for the purpose of crafting a flesh golem. The This mummified elf hand hangs by a golden chain
book supplies 780 XP for the creation of a flesh around a character’s neck (taking up space as a magic
golem. necklace would). It allows the wearer to utilize the spell mage
Moderate enchantment, necromancy [evil], and hand at will.
transmutation; CL 8th; Craft Construct, creator must Faint transmutation; CL 2nd; Craft Wondrous Item, mage
be caster level 8th, bull’s strength, geas/quest, limited hand; Price 900 gp;Weight 2 lb.
wish; Price 8,000 gp; Cost 2,050 gp + 944 XP;
Weight 5 lb.
Iron Golem Manual: The book contains cloudkill,
Handy Haversack
geas/quest, limited wish, and polymorph any object. Slot: Back
The reader may treat her caster level as four levels A backpack of this sort appears to be well made, well
higher than normal for the purpose of crafting a iron used, and quite ordinary. It is constructed of finely tanned
golem. The book supplies 5,600 XP for the creation leather, and the straps have brass hardware and buckles. It has
of a iron golem. two side pouches, each of which appears large enough to hold
Strong conjuration, enchantment and transmutation; about a quart of material. In fact, each is like a bag of holding
CL 16th; Craft Construct, creator must be caster level and can actually hold material of as much as 2 cubic feet in
16th, cloudkill, geas/quest, limited wish, polymorph volume or 20 pounds in weight. The large central portion of
any object; Price 35,000 gp; Cost 3,500 gp + 5,880 the pack can contain up to 8 cubic feet or 80 pounds of
XP; Weight 5 lb. material. Even when so filled, the backpack always weighs
Stone Golem Manual: The book contains geas/quest, only 5 pounds.
limited wish, polymorph any object, and slow. The While such storage is useful enough, the pack has an
reader may treat her caster level as three levels higher even greater power in addition. When the wearer reaches into
than normal for the purpose of crafting a stone it for a specific item, that item is always on top. Thus, no
golem. digging around and fumbling is ever necessary to find what a
The book supplies 3,400 XP for the creation haversack contains. Retrieving any specific item from a
of a stone golem. haversack is a move action, but it does not provoke the attacks
Strong abjuration and enchantment; CL 14th; Craft of opportunity that retrieving a stored item usually does.
Construct, creator must be caster level 14th, Moderate conjuration; CL 9th; Craft Wondrous Item, secret
antimagic field, geas/quest, symbol of stunning; Price chest; Price 2,000 gp;Weight 5 lb.
22,000 gp; Cost 2,500 gp + 3,600 XP; Weight 5 lb.
Stone Golem Manual, Greater: The book contains Harp of Charming
geas/quest, limited wish, polymorph any object, and Slot: Hand–held
slow. The reader may treat her caster level as three Activation: Perform (String Instruments) DC 14
levels higher than normal for the purpose of crafting This instrument is a golden, intricately carved harp.
a stone golem. The book supplies 7,640 XP for the When played, it enables the performer to work one suggestion
creation of a greater stone golem. (as the spell, Will DC 14 negates) into the music for each 10
Strong abjuration and enchantment; CL 16th; Craft minutes of playing if he can succeed on a DC 14 Perform
Construct, creator must be caster level 16th, (string instruments) check. If the check fails, the audience
antimagic field, geas/quest, symbol of stunning; Price cannot be affected by any further performances from the
44,000 gp; Cost 2,900 gp + 7,872 XP; Weight 5 lb. harpist for 24 hours.
Faint enchantment; CL 5th; Craft Wondrous Item, suggestion;
Hand of Glory Price 7,500 gp;Weight 5 lb.
Slot: Neck
This mummified human hand hangs by a Hat of Disguise
leather cord around a character’s neck (taking up Slot: Head
space as a magic necklace would). If a magic ring is This apparently normal hat allows its wearer to alter
placed on one of the fingers of the hand, the wearer her appearance as with a disguise self spell. As part of the
benefits from the ring as if wearing it herself, and it disguise, the hat can be changed to appear as a comb, ribbon,
does not count against her two–ring limit. The hand headband, cap, coif, hood, helmet, and so on.

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Faint illusion; CL 1st; Craft Wondrous Item, disguise Once all its jewels have lost their magic, the helm
self; Price 1,800 gp. loses its powers and the gems turn to worthless powder.
Removing a jewel destroys it.
Headband of Intellect If a creature wearing the helm is damaged by magical
Slot: Brow fire (after the fire protection is taken into account) and fails an
This device is a light cord with a small gem additional DC 15 Will save, the remaining gems on the helm
set so that it rests upon the forehead of the wearer. overload and detonate. Remaining diamonds become
The headband adds to the wearer’s Intelligence score prismatic sprays that each randomly target a creature within
in the form of an magic bonus of +2, +4, or +6. This range (possibly the wearer), rubies become straight–line walls
magic bonus does not earn the wearer extra skill of fire extending outward in a random direction from the helm
points when a new level is attained; use the wearer, and fire opals become fireballs centered on the helm
unenhanced Intelligence bonus to determine skill wearer. The opals and the helm itself are destroyed.
points. Strong varied; CL 13th; Craft Wondrous Item, detect undead,
Moderate transmutation; CL 8th; Craft Wondrous fireball, flame blade, light, prismatic spray, protection from
Item, fox’s cunning; Price 4,000 gp (+2), 16,000 gp energy, wall of fire; Price 125,000 gp; Weight 3 lb.
(+4), 36,000 gp (+6).
Helm of Comprehend Languages and Read Magic
Helm of Brilliance Slot: Head
Slot: Head Appearing as a normal helmet, a helm of comprehend
This normal–looking helm takes its true languages and read magic grants its wearer the ability to
form and manifests its powers when the user dons it understand the spoken words of any creature and to read text
and speaks the command word. Made of brilliant in any language and any magical writing. The wearer gains a
silver and polished steel, a newly created helm is set +5 magic bonus on Linguistics (Decipher Script) checks to
with large magic gems: ten diamonds, twenty rubies, understand messages written in incomplete, archaic, or exotic
thirty fire opals, and forty opals. When struck by forms. Note that understanding a magical text does not
bright light, the helm scintillates and sends forth necessarily imply spell use.
reflective rays in all directions from its crownlike, Faint divination; CL 4th; Craft Wondrous Item, comprehend
gem–tipped spikes. The jewels’ functions are as languages, read magic; Price 5,200 gp; Weight 3 lb.
follows:
Helm of Telepathy
• Diamond: Prismatic spray (save DC 20) Slot: Head
• Ruby: Wall of fire The wearer can use detect thoughts at will.
• Fire opal: Fireball (10d6, Reflex DC 20 half Furthermore, he can send a telepathic message to anyone
) whose surface thoughts he is reading (allowing two–way
• Opal: Daylight communication). Once per day, the wearer of the helm can
implant a suggestion (as the spell, Will DC 14 negates) along
The helm may be used once per round, but with his telepathic message.
each gem can perform its spell–like power just once. Faint divination and enchantment; CL 5th; Craft Wondrous
Until all its jewels are depleted, a helm of brilliance Item, detect thoughts, suggestion; Price 27,000 gp; Weight 3
also has the following magical properties when lb.
activated.
• It emanates a bluish light when undead are Helm of Teleportation
within 30 feet. This light causes 1d6 points Slot: Head
of damage per round to all such creatures A character wearing this device may teleport three
within that range. times per day, exactly as if he had
• The wearer may command any weapon he cast the spell of the same name.
wields to become a flaming weapon. This is Moderate conjuration; CL 9th; Craft Wondrous Item, teleport;
in addition to whatever abilities the weapon Price 73,500 gp; Weight 3 lb.
may already have (unless the weapon
already is a flaming weapon). The command Helm of Underwater Action
takes 1 round to take effect. Slot: Head
• The helm provides resistance to fire 30. This The wearer of this helmet can see underwater.
protection does not stack with similar Drawing the small lenses in compartments on either side into
protection from other sources. position before the wearer’s eyes activates the visual
properties of the helm, allowing her to see five times farther

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than water and light conditions would allow for a wall. The device makes a deep, foghorn–like noise, with the
normal human vision. note dropping abruptly to a lower register at the end of each
(Weeds, obstructions, and the like block blast. The fog dissipates after 3 minutes. A moderate wind
vision in the usual manner.) If the command word is (11+ mph) disperses the fog in 4 rounds; a strong wind (21+
spoken, the helm of underwater action creates a globe mph) disperses the fog in 1 round.
of air around the wearer’s head and maintains it until Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring
the command word is spoken again, enabling her to mist; Price 2,000 gp; Weight 1 lb.
breathe freely.
Faint transmutation; CL 5th; Craft Wondrous Item, Horn of Goodness/Evil
water breathing; Price 57,000 gp; Weight 3 lb. Slot: Hand–held
Activation: Perform (Wind Instruments) DC 14
Horn of Blasting This trumpet adapts itself to its owner, so it produces
Slot: Hand–held either a good or an evil effect depending on the owner’s
Activation: Perform (Wind Instruments) DC 14 alignment. If the owner is neither good nor evil, the horn has
This horn appears to be a normal trumpet. It no power whatsoever. If he is good, then blowing the horn has
can be sounded as a normal horn, but if the command the effect of a magic circle against evil. If he is evil, then
word is spoken and the instrument is then played, it blowing the horn has the effect of a magic circle against good.
deals 5d6 points of sonic damage to creatures within In either case, this ward lasts for 1 hour. The horn can be
a 40–foot cone and causes them to be deafened for blown once per day.
2d6 rounds (a DC 16 Fortitude save reduces the Faint abjuration; CL 6th; Craft Wondrous Item, magic circle
damage by half and negates the deafening). against good, magic circle against evil; Price 6,500 gp;
Crystalline objects and creatures take 7d6 points of Weight 1 lb.
sonic damage, with no save unless they’re held,
worn, or carried by creatures (Will DC 16 negates). Horn of the Tritons
If a horn of blasting is used magically more Slot: Hand–held
than once in a given day, there is a 20% cumulative Activation: Perform (Wind Instruments) DC 14
chance with each extra use that it explodes and deals This device is a conch shell that can be blown once
10d6 points of damage to the person sounding it. per day except by a triton which can sound it three times per
Moderate evocation; CL 7th; Craft Wondrous Item, day. A horn of the tritons can perform any one of the
shout; Price 20,000 gp; Weight 1 lb. following functions when blown.
• Calm rough waters in a 1–mile radius. This effect
Horn of Blasting, Greater dispels a summoned water elemental if it fails a DC
Slot: Hand–held 16 Will save.
Activation: Perform (Wind Instruments) DC 14 • Attract 5d4 Large sharks (01–30 on d%), 5d6
This horn functions as a horn of blasting, Medium sharks (31–80), or 1d10 sea lions (81–100)
except that it deals 10d6 points of sonic damage, if the character is in a body of water in which such
stuns creatures for 1 round, and deafens them for 4d6 creatures dwell. The creatures are friendly and obey,
rounds (a DC 19 Fortitude reduces the damage by to the best of their ability, the one who sounded the
half and negates the stunning and deafening). horn.
Crystalline objects take 16d6 points of sonic damage • Causes aquatic creatures with Intelligence scores of 1
as described for the horn of blasting. A greater horn or 2 within 500 feet to become panicked as if they
of blasting also has a 20% cumulative chance of had been targeted by a fear spell (Will DC 16
exploding. partial). Those who successfully save are shaken for
Strong evocation; CL 16th; Craft Wondrous Item, 3d6 rounds.
greater shout; Price 70,000 gp; Weight 1 lb. Any sounding of a horn of the tritons can be heard by
all tritons within a 3–mile radius.
Horn of Fog Moderate conjuration and transmutation; CL 8th; Craft
Slot: Hand–held Wondrous Item, fear, summon monster 5th, control water,
Activation: Perform (Wind Instruments) DC 14 creator must be a triton or get construction aid from a triton;
This small bugle allows its possessor to Price 15,100 gp; Weight 2 lb.
blow forth a thick cloud of heavy fog similar to that
of an obscuring mist spell. The fog covers a 10–foot Horn of Valhalla
square next to the horn blower each round that the Slot: Hand–held
user continues to blow the horn; fog clouds travel 10 Activation: Perform (Wind Instruments) DC 14
feet each round in a straight line from the emanation This magic instrument comes in four varieties. Each
point unless blocked by something substantial such as appears to be normal until someone speaks its command word

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and blows the horn. Then the horn summons a type determines what barbarians are summoned and what
number of human barbarians to fight for the character prerequisite is needed to use the horn. Any character who uses
who summoned them. Each horn can be blown just a horn of Valhalla but doesn’t have the prerequisite is attacked
once every seven days. Roll d% and refer to the table by the barbarians she herself summoned.
below to see what type of horn is found. The horn’s
d% Type of Horn Barbarians Summoned Prerequisite
01–40 Silver 2d4+2, 2nd level None
41–75 Brass 2d4+1, 3rd level Spellcaster level 1st
76–90 Bronze 2d4, 4th level Proficiency with all martial weapons or bardic
music ability
91–100 Iron 1d4+1, 5th level Proficiency with all martial weapons or bardic
music ability
special fragrance and pearly–hued smoke of this special
incense are recognizable by anyone making a DC 15 Spellcraft
Summoned barbarians are constructs, not check.
actual people (though they seem to be); they arrive When a divine spellcaster lights a block of incense of
with the starting equipment for barbarians. They meditation and then spends 8 hours praying and meditating
attack anyone the possessor of the horn commands nearby, the incense enables him to prepare all his spells as
them to fight until they or their opponents are slain or though affected by the Maximize Spell feat. However, all the
until 1 hour has elapsed, whichever comes first. spells prepared in this way are at their normal level, not at
Strong conjuration; CL 13th; Craft Wondrous Item, three levels higher (as with the regular metamagic feat).
summon monster 6th; Price 50,000 gp; Weight 2 lb. Each block of incense burns for 8 hours, and the
effects persist for 24 hours.
Horseshoes of Speed Moderate enchantment; CL 7th; Craft Wondrous Item,
Slot: Feet Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.
These iron shoes come in sets of four like
ordinary horseshoes. When affixed to an animal’s Instant Fortress
hooves, they increase the animal’s base land speed by Slot: Area
30 feet; this counts as an magic bonus. This metal cube is small, but when activated by
As with other effects that increase speed, speaking a command word it grows to form a tower 20 feet
jumping distances increase proportionally. All four square and 30 feet high, with arrow slits on all sides and a
shoes must be worn by the same animal for the magic crenellated battlement atop it. The metal walls extend 10 feet
to be effective. into the ground, rooting it to the spot and preventing it from
Faint transmutation; CL 3rd; Craft Wondrous Item, being tipped over. The fortress has a small door that opens
haste; Price 3,000 gp; Weight 12 lb. (for four). only at the command of the owner of the fortress—even knock
spells can’t open the door.
Horseshoes of a Zephyr The adamantine walls of instant fortress have 100 hit
Slot: Feet points and hardness 20. The fortress cannot be repaired except
These four iron shoes are affixed like by a wish or a miracle spell, which restores 50 points of
normal horseshoes. They allow a horse to travel damage taken.
without actually touching the ground. The horse must The fortress springs up in just 1 round, with the door
still run above (always around 4 inches above) a facing the device’s owner. The door opens and closes instantly
roughly horizontal surface. This means that nonsolid at his command. People and creatures nearby (except the
or unstable surfaces can be crossed, and that owner) must be careful not to be caught by the fortress’s
movement is possible without leaving tracks on any sudden growth. Anyone so caught takes 10d10 points of
sort of ground. The horse moves at its normal base damage (Reflex DC 19 half ).
land speed. All four shoes must be worn by the same The fortress is deactivated by speaking a command
animal for the magic to be effective. word (different from the one used to activate it). It cannot be
Faint transmutation; CL 3rd; Craft Wondrous Item, deactivated unless it is empty.
levitate; Price 6,000 gp; Weight 4 lb. (for four). Strong conjuration; CL 13th; Craft Wondrous Item, mage’s
magnificent mansion; Price 55,000 gp.
Incense of Meditation
Slot: Placed
Ioun Stones
This small rectangular block of sweet Slot: –
smelling incense is visually indistinguishable from These crystalline stones always float in the air and
nonmagical incense until lit. When it is burning, the must be within 3 feet of their owner to be of any use. When a

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character first acquires a stone, she must hold it and The owner may voluntarily seize and stow a stone (to
then release it, whereupon it takes up a circling orbit keep it safe while she is sleeping, for example), but she loses
1d3 feet from her head. Thereafter, a stone must be the benefits of the stone during that time. Ioun stones have AC
grasped or netted to separate it from its owner. 24, 10 hit points, and hardness 5.
Color Shape Effect Market
Price
Clear Spindle Sustains creature without food or water 4,000 gp
Dusty rose Prism +1 insight bonus to AC 5,000 gp
Deep red Sphere +2 magic bonus to Dexterity 8,000 gp
Incandescent blue Sphere +2 magic bonus to Wisdom 8,000 gp
Pale blue Rhomboid +2 magic bonus to Strength 8,000 gp
Pink Rhomboid +2 magic bonus to Constitution 8,000 gp
Pink and green Sphere +2 magic bonus to Charisma 8,000 gp
Scarlet and blue Sphere +2 magic bonus to Intelligence 8,000 gp
Dark blue Rhomboid Alertness (as the feat) 10,000 gp
Vibrant purple Prism Stores three levels of spells, as a ring of spell 36,000 gp
storing
Iridescent Spindle Sustains creature without air 18,000 gp
Pale lavender Ellipsoid Absorbs spells of 4th level or lower1 20,000 gp
Pearly white Spindle Regenerate 1 point of damage per hour 20,000 gp
Pale green Prism +1 magic bonus on attack rolls, saves, skill 30,000 gp
checks, and ability checks
Orange Prism +1 caster level 30,000 gp
Lavender and green Ellipsoid Absorbs spells of 8th level or lower2 40,000 gp
1
After absorbing twen ty spell levels, the stone burns out DC 30 Acrobatics (Escape Artist) check. Iron bands of
and turns to dull gray, forever useless. binding are usable once per day.
2
After absorbing fifty spell levels, the stone burns out and Strong evocation; CL 13th; Craft Wondrous Item, grasping
turns dull gray, forever useless. hand; Price 26,000 gp; Weight 1 lb.
Regeneration from the pearly white ioun
stone works like a ring of regeneration. (It only cures Iron Flask
damage taken while the character is using the stone.) Slot: Hand–held
The pale lavender and lavender and green stones These special containers are typically inlaid with
work like a rod of absorption, but absorbing a spell runes of silver and stoppered by a brass plug bearing a seal
requires a readied action, and these stones cannot be engraved with sigils, glyphs, and special symbols. When the
used to empower spells. user speaks the command word, he can force any creature
Stored spells in the vibrant purple stone from another plane into the container, provided that creature
must be placed by a spellcaster but can be used by fails a DC 19 Will save. The range of this effect is 60 feet.
anyone (see ring of minor spell storing). Only one creature at a time can be so contained. Loosing the
Moderate varied; CL 12th; Craft Wondrous Item, stopper frees the captured creature.
creator must be 12th level. The command word can be given only once per day.
If the individual freeing the captured creature speaks
the command word, the creature can be forced to serve for 1
Iron Bands of Binding
hour. If freed without the command word, the creature acts
Slot: Hand–held according to its natural inclinations. (It usually attacks the
When initially discovered, this very potent user, unless it perceives a good reason not to.) Any attempt to
item appears to be a 3–inch–diameter rusty iron force the same creature into the flask a second time provides it
sphere with bandings on the globe. a +2 bonus on its saving throw and makes it hostile. A newly
When the proper command word is spoken discovered bottle might contain any of the following:
and the spherical iron device is hurled at an
opponent, the bands expand and then contract to bind
d% d%
the target creature on a successful ranged touch
attack. A single Large or smaller creature can be 01–50 Empty
captured thus and held immobile until the command 51–54 Large air elemental
word is spoken to bring the bands into spherical form 55–58 Arrowhawk
again. The creature can break (and ruin) the bands 59–62 Large earth elemental
with a DC 30 Strength check or escape them with a 63–66 Xorn
67–70 Large fire elemental

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71–74 Salamander way once per day, with the protection lasting for 30 minutes.
75–78 Large water elemental The lyre is also useful with respect to building. Once
79–82 Adult tojanida a week its strings can be strummed so as to produce chords
83–84 Chaos Beast that magically construct buildings, mines, tunnels, ditches, or
85–86 Formian taskmaster whatever. The effect produced in but 30 minutes of playing is
87 Demon (vrock) equal to the work of 100 humans laboring for three days. Each
88 Demon (hezrou) hour after the first, a character playing the lyre must make a
89 Demon (glabrezu) DC 18 Perform (string instruments) check. If it fails, she must
90 Demon (succubus) stop and cannot play the lyre again for this purpose until a
91 Devil (osyluth) week has passed.
92 Devil (barbazu) Faint transmutation; CL 6th; Craft Wondrous Item, fabricate;
93 Devil (erinyes) Price 13,000 gp; Weight 5 lb.
94 Devil (cornugon)
95 Celestial (avoral) Mantle of Faith
96 Celestial (ghaele) Slot: Body
97 Formian myrmarch This holy garment, worn over normal clothing, grants
98 Arrowhawk, elder damage reduction 5/evil to the character wearing it.
99 Rakshasa Strong abjuration [good]; CL 20th; Craft Wondrous Item,
100 Demon (balor) or devil stoneskin; Price 76,000 gp.
(pit fiend)—equal chance
for either Mantle of Spell Resistance
Slot: Body
Strong conjuration; CL 20th; Craft Wondrous Item, This garment, worn over normal clothing or armor,
trap the soul; Price 170,000 gp (empty);Weight 1 lb. grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell
Lantern of Revealing resistance; Price 90,000 gp.
Slot: Hand–held
This lantern operates as a normal hooded Manual of Bodily Health
lantern. While it is lit, it also reveals all invisible Slot: –
creatures and objects within 25 feet of it, just like the This thick tome contains tips on health and fitness,
spell invisibility purge. but entwined within the words is a powerful magical effect. If
Faint evocation; CL 5th; Craft Wondrous Item, anyone reads this book, which takes a total of 48 hours over a
invisibility purge; Price 30,000 gp; Weight 2 lb. minimum of six days, he gains an inherent bonus of from +1
to +5 (depending on the type of manual) to his Constitution
Lens of Detection score. Once the book is read, the magic disappears from the
Slot: Hand–held pages and it becomes a normal book.
This circular prism enables its user to detect Strong evocation (if miracle is used); CL 17th; Craft
minute details, granting a +5 bonus on Perception Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000
(Spot) checks. gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5);
It also aids in following tracks, adding a +5 Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2),
bonus on Survival checks when tracking. The lens is 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250
about 6 inches in diameter and set in a frame with a gp + 25,500 XP (+5); Weight 5 lb.
handle.
Moderate divination; CL 9th; Craft Wondrous Item, Manual of Gainful Exercise
true seeing; Price 3,500 gp; Weight 1 lb. Slot: –
This thick tome contains exercise descriptions and
Lyre of Building diet suggestions, but entwined within the words is a powerful
Slot: Hand–held magical effect. If anyone reads this book, which takes a total
Activation: Perform (String Instruments) DC 14 of 48 hours over a minimum of six days, she gains an inherent
If the proper chords are struck, a single use bonus of from +1 to +5 (depending on the type of manual) to
of this lyre negates any attacks made against all her Strength score. Once the book is read, the magic
inanimate construction (walls, roof, floor, and so on) disappears from the pages and it becomes a normal book.
within 300 feet. This includes the effects of a horn of Strong evocation (if miracle is used); CL 17th; Craft
blasting, a disintegrate spell, or an attack from a ram Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000
or similar siege weapon. The lyre can be used in this gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5);
Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2),

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3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP to fly from the wearer’s face. It travels up to 50 feet away
(+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb. from the wearer and attacks a target assigned to it. The
grinning skull mask makes a touch attack against the target
Manual of Quickness of Action based on the wearer’s base attack bonus. If the attack
Slot: – succeeds, the target must make a DC 20 Fortitude save or be
This thick tome contains tips on struck dead, as if affected by a finger of death spell. If the
coordination exercises and balance, but entwined target succeeds on his saving throw, he nevertheless takes
within the words is a powerful magical effect. If 3d6+13 points of damage. After attacking (whether successful
anyone reads this book, which takes a total of 48 or not), the mask flies back to its user. The mask has AC 16,
hours over a minimum of six days, he gains an 10 hit points, and hardness 6.
inherent bonus of from +1 to +5 (depending on the Strong necromancy and transmutation; CL 13th; Craft
type of manual) to his Dexterity score. Once the book Wondrous Item, animate objects, finger of death, fly, Price
is read, the magic disappears from the pages and it 22,000 gp; Weight 3 lb.
becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Mattock of the Titans
Wondrous Item, wish or miracle; Price 27,500 gp This digging tool is 10 feet long. Any creature of at
(+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp least Huge size can use it to loosen or tumble earth or earthen
(+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP ramparts (a 10–foot cube every 10 minutes). It also smashes
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 rock (a 10–foot cube per hour). If used as a weapon, it is the
XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + equivalent of a Gargantuan +3 adamantine warhammer,
25,500 XP (+5); Weight 5 lb. dealing 4d6 points of base damage.
Strong transmutation; CL 16th; Craft Wondrous Item, Craft
Marvelous Pigments Magic Arms and Armor, move earth; Price 23,348 gp; Cost
Slot: – 13,348 gp + 800 XP; Weight 120 lb.
These magic emulsions enable their
possessor to create actual, permanent objects simply Maul of the Titans
by depicting their form in two dimensions. The Slot: Hand–held
pigments are applied by a stick tipped with bristles, This mallet is 8 feet long. If used as a weapon, it is
hair, or fur. The emulsion flows from the application the equivalent of a +3 greatclub and deals triple damage
to form the desired object as the artist concentrates on against inanimate objects. However, the wielder must have a
the desired image. One pot of marvelous pigments is Strength of at least 18 to wield it properly. Otherwise, she
sufficient to create a 1,000–cubic–foot object by takes a –4 penalty on attack rolls.
depicting it twodimensionally over a 100–square– Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic
foot surface. Arms and Armor, clenched fist; Price 25,305 gp; Cost 12,305
Only normal, inanimate objects can be gp + 480 XP; Weight 160 lb.
created. Creatures can’t be created. The pigments
must be applied to a surface. It takes 10 minutes and
a DC 15 Craft (painting) check to depict an object
Medallion of Thoughts
with the pigments. Marvelous pigments cannot create Slot: Neck
magic items. Objects of value depicted by the This appears to be a normal pendant disk hung from a
pigments —precious metals, gems, jewelry, ivory, neck chain. Usually fashioned from bronze, copper, or nickel–
and so on— appear to be valuable but are really made silver, the medallion allows the wearer to read the thoughts of
of tin, lead, paste, brass, bone, and other such others, as with the spell detect thoughts.
inexpensive materials. The user can create normal Faint divination; CL 5th; Craft Wondrous Item, detect
weapons, armor, and any other mundane item thoughts; Price 12,000 gp.
(including foodstuffs) whose value does not exceed
2,000 gp. Mirror of Life Trapping
Items created are not magical; the effect is Slot: Area
instantaneous. This crystal device is usually about 4 feet square and
Strong conjuration; CL 15th; Craft Wondrous Item, framed in metal or wood. It can be hung or placed on a surface
major creation; Price 4,000 gp. and then activated by giving a command word. The same
command word deactivates the mirror. A mirror of life
Mask of the Skull trapping has fifteen nonspatial extradimensional
Slot: Head compartments within it. Any creature coming within 30 feet of
This ivory mask has been fashioned into the the device and looking at its own reflection must make a DC
likeness of a human skull. Once per day, after it has 23 Will save or be trapped within the mirror in one of the
been worn for at least 1 hour, the mask can be loosed cells. A creature not aware of the nature of the device always

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sees its own reflection. The probability of a creature creature whose image is shown on its surface (giving
seeing its reflection, and thus needing to make the answers similar to those from the legend lore spell).
saving throw, drops to 50% if the creature is aware Strong conjuration and divination; CL 17th; Craft Wondrous
that the mirror traps life and seeks to avoid looking at Item, detect thoughts, clairaudience/clairvoyance, gate,
it (treat as a gaze attack). legend lore; Price 175,000 gp; Weight 40 lb.
When a creature is trapped, it is taken bodily
into the mirror. Size is not a factor, but constructs and Mirror of Opposition
undead are not trapped, nor are inanimate objects and Slot: Area
other nonliving matter. A victim’s equipment This item resembles a normal mirror about 4 feet
(including clothing and anything being carried) long and 3 feet wide. It can be hung or placed on a surface and
remains behind. If the mirror’s owner knows the right then activated by speaking a command word. The same
command word, he can call the reflection of any command word deactivates the mirror. If a creature sees its
creature trapped within to its surface and engage his reflection in the mirror’s surface, an exact duplicate of that
powerless prisoner in conversation. Another creature comes into being. This opposite immediately attacks
command word frees the trapped creature. Each pair the original. The duplicate has all the possessions and powers
of command words is specific to each prisoner. of its original (including magic). Upon the defeat or
If the mirror’s capacity is exceeded, one destruction of either the duplicate or the original, the duplicate
victim (determined randomly) is set free in order to and her items disappear completely. The mirror functions up
accommodate the latest one. If the mirror is broken, to four times per day.
all victims currently trapped in it are freed. Strong necromancy; CL 15th; Craft Wondrous Item, clone;
Strong abjuration; CL 17th; Craft Wondrous Item, Price 92,000 gp; Weight 45 lb.
imprisonment; Price 200,000 gp; Weight 50 lb.
Necklace of Adaptation
Mirror of Mental Prowess Slot: Neck
Slot: Area This necklace is a heavy chain with a platinum
This mirror resembles an ordinary looking medallion. The magic of the necklace wraps the wearer in a
glass 5 feet tall by 2 feet wide. The possessor who shell of fresh air, making him immune to all harmful vapors
knows the proper commands can cause it to perform and gases (such as cloudkill and stinking cloud effects, as well
as follows. as inhaled poisons) and allowing him to breathe, even
underwater or in a vacuum.
• Read the thoughts of any creature reflected Moderate transmutation; CL 7th; Craft Wondrous Item, alter
therein, as long as the owner is within 25 self; Price 9,000 gp.
feet of the mirror, even if those thoughts are
in an unknown language.
Necklace of Fireballs
• View other places as if with clairvoyance,
Slot: Neck
but vision extends even onto other planes if
This device appears to be nothing but beads on a
the viewer is sufficiently familiar with them.
string, sometimes with the ends tied together to form a
• Use it as a portal to visit other places. The
necklace. (It does not count as an item worn around the neck
user first views the place with the
for the purpose of determining which of a character’s worn
clairvoyance function, then steps through
magic items is effective.) If a character holds it, however, all
the mirror to the place pictured. Others can
can see the strand as it really is—a golden chain from which
follow her through the mirror if they like.
hang a number of golden spheres. The spheres are detachable
An invisible portal remains on the other side
by the wearer (and only by the wearer), who can easily hurl
where she arrives, and she can return
one of them up to 70 feet. When a sphere arrives at the end of
through that portal. Once she returns, the
its trajectory, it detonates as a fireball spell (Reflex DC 14
portal closes. The portal closes on its own
half).
after 24 hours (trapping the user if she’s still
Spheres come in different strengths, ranging from
in the other place), and the user can also
those that deal 2d6 points of fire damage to those that deal
close it with a command word. Creatures
10d6. The market price of a sphere is 150 gp for each die of
with Intelligence of 12 or higher might
damage it deals.
notice the portal just as they might notice a
Each necklace of fireballs contains a combination of
magical sensor from a scrying spell. Any
spheres of various strengths. Some traditional combinations,
creature who steps through the portal
designated types I through 7th, are detailed below.
appears in front of the mirror.
• Once per week the mirror accurately
answers one short question regarding a
Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market

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Price
Least — — — — — 1 — 2 — 1,650 gp
Lesser — — — — 1 — 2 — 2 2,700 gp
Moderate — — — 1 — 2 — 4 — 4,350 gp
Average — — 1 — 2 — 2 — 4 5,400 gp
Good — 1 — 2 — 2 — 2 — 5,850 gp
Greater 1 — 2 — 2 — 4 — — 8,100 gp
Greatest 1 2 — 2 — 2 — 2 — 8,700 gp

If the necklace is being worn or carried by a This normal–seeming pearl is beautiful and worth at least
character who fails her saving throw against a 1,000 gp on that basis alone. If it is clasped firmly in hand or
magical fire attack, the item must make a saving held to the breast while the possessor attempts actions related
throw as well (with a save bonus of +7). If the to the pearl’s powers, she understands and is able to employ
necklace fails to save, all its remaining spheres the item.
detonate simultaneously, often with regrettable The pearl enables its possessor to breathe in water as
consequences for the wearer. if she were in clean, fresh air. Her swim speed is 60 feet, and
Moderate evocation; CL 10th; Craft Wondrous Item, she can cast spells and act underwater without hindrance.
fireball. Moderate abjuration and transmutation; CL 8th; Craft
Wondrous Item, freedom of movement, water breathing;Price
Orb of Storms 15,300 gp.
Slot: Hand–held
This glass sphere is 8 inches in diameter. Periapt of Health
The possessor can call forth all manner of weather, Slot: Neck
even supernaturally destructive storms. Once per day The wearer of this blue gem on a silver chain is immune to
she can call upon the orb to use a control weather disease, including supernatural diseases.
spell, Once per month, she can conjure a storm of Faint conjuration; CL 5th; Craft Wondrous Item, remove
vengeance. The possessor of the orb is continually disease; Price 7,500 gp.
protected by an endure elements effect.
Strong varied; CL 18th; Craft Wondrous Item, Periapt of Proof against Poison
control weather, endure elements, storm of Slot: Neck
vengeance; Price 48,000 gp; Weight 6 lb. This item is a brilliant–cut black gem on a delicate
silver chain. The wearer is immune to poison, although
Pearl of Power poisons still active when the periapt is first donned still run
Slot: Hand–held their course.
This seemingly normal pearl of average size Faint conjuration; CL 5th; Craft Wondrous Item, neutralize
and luster is a potent aid to all spellcasters who poison; Price 27,000 gp.
prepare spells (clerics, druids, rangers, paladins, and
wizards). Once per day on command, a pearl of Periapt of Wisdom
power enables the possessor to recall any one spell Slot: Neck
that she had prepared and then cast. The spell is then Although it appears to be a normal pearl on a light
prepared again, just as if it had not been cast. The chain, a periapt of wisdom actually increases the possessor’s
spell must be of a particular level, depending on the Wisdom score in the form of an magic bonus of +2, +4, or +6
pearl. Different pearls exist for recalling one spell per (depending on the individual item).
day of each level from 1st through 9th and for the Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s
recall of two spells per day (each of a different level, wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item,
Periapt of Wound Closure
creator must be able to cast spells of the spell level to Slot: Neck
be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), This stone is bright red and dangles on a gold chain.
9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), The wearer of this periapt automatically becomes stable if his
36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), hit points drop to between –1 and –9 inclusive. The periapt
81,000 gp (9th), or 70,000 gp (two spells). doubles the wearer’s normal rate of healing or allows normal
healing of wounds that would not do so normally. Hit point
damage that involves bleeding is negated for the wearer of the
Pearl of the Sirines periapt, but he is still susceptible to damage from bleeding that
Slot: Hand–held causes Constitution loss, such as that dealt by a wounding
weapon.

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Moderate conjuration; CL 10th; Craft Wondrous attacks is doubled. Thereafter, the least noise causes an
Item, heal; Price 15,000 gp. affected character to become shaken (except when she is in a
totally silent area). This hypersensitivity is a curse and
Phylactery of Faithfulness therefore hard to remove (see the bestow curse spell).
Slot: Brow Faint enchantment and evocation; CL 6th; Craft Wondrous
This item is a small box containing religious Item, creator must have the bardic music class feature, sound
scripture affixed to a leather cord and tied around the burst; Price 12,000 gp;Weight 3 lb.
forehead. There is no mundane way to determine
what function this religious item performs until it is Pipes of the Sewers
worn. The wearer of a phylactery of faithfulness is Slot: Hand–held
aware of any action or item that could adversely Activation: Perform (wind instruments) DC 15
affect his alignment and his standing with his deity, These wooden pipes appear ordinary, but if the
including magical effects. He acquires this possessor learns the proper tune, he can attract 1d3 rat swarms
information prior to performing such an action or if rats are within 400 feet. For each 50–foot distance the rats
becoming associated with such an item if he takes a have to travel, there is a 1–round delay. The piper must
moment to contemplate the act. continue playing until the rats appear, and when they do so,
Faint divination; CL 1st; Craft Wondrous Item, detect the piper must make a DC 10 Perform (wind instruments)
chaos, detect evil, detect good, detect law; Price check. Success means that they obey the piper’s telepathic
1,000 gp. commands so long as he continues to play. Failure indicates
that they turn on the piper. If for any reason the piper ceases
Phylactery of Undead Turning playing, the rats leave immediately. If they are called again
Slot: Brow within a day, the Perform check DC is 15.
This item is a boon to any character able to If the rats are under the control of another creature,
turn undead, allowing him to do so as if his class add the HD of the controller to the Perform check DC.
level were four levels higher than it actually is. Once control is assumed, another check is required
Moderate necromancy [good]; CL 10th; Craft each round to maintain it if the other creature is actively
Wondrous Item, 10th–level cleric; Price 11,000 gp. seeking to reassert its control.
Faint conjuration; CL 2nd; Craft Wondrous Item, charm
animal, summon nature’s ally 1st, wild empathy ability; Price
Pipes of Haunting 1,150 gp; Weight 3 lb.
Slot: Hand–held
Activation: Perform (wind instruments) DC 15
This magic item appears to be a small set of
Pipes of Sounding
pan pipes. When played, the pipes create an eerie, Slot: Hand–held
spellbinding tune. Those within 30 feet who hear the Activation: Perform (wind instruments) DC 11
tune must succeed on a DC 13 Will save or become When played by a character who has the Perform
frightened for 4 rounds. (wind instruments) skill, these pipes create a variety of sounds.
Creatures with 6 or more Hit Dice gain a +4 The figment sounds are the equivalent of ghost sound (caster
bonus to their saving throw. Pipes of haunting can be level 2nd).
sounded twice a day. Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound;
Faint necromancy; CL 4th; Craft Wondrous Item, Price 1,800 gp; Weight 3 lb.
mass frighten; Price 6,000 gp; Weight 3 lb.
Portable Hole
Pipes of Pain Slot: –
Slot: Hand–held A portable hole is a circle of cloth spun from the
Activation: Perform (wind instruments) DC 15 webs of a phase spider interwoven with strands of ether and
These appear to be like any other standard beams of starlight. When opened fully, a portable hole is 6 feet
set of pipes with nothing to reveal their true nature. in diameter, but it can be folded up to be as small as a pocket
When played the pipes create a wondrous handkerchief. When spread upon any surface, it causes an
melody. All within 30 feet must make a DC 14 Will extradimensional space 10 feet deep to come into being. This
save or be fascinated by the sound. (This is a hole can be picked up from inside or out by simply taking hold
mindaffecting sonic compulsion.) of the edges of the cloth and folding it up. Either way, the
As soon as the piping stops, all those entrance disappears, but anything inside the hole remains.
affected are stricken by intense pain at even the The only air in the hole is that which enters when the
slightest noise. Unless a character is in a totally silent hole is opened. It contains enough air to supply one Medium
area, she takes 1d4 points of damage per round for creature or two Small creatures for 10 minutes. The cloth does
2d4 rounds. During this time, damage from sonic not accumulate weight even if its hole is filled. Each portable

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hole opens on its own particular nondimensional • +2 magic bonus on caster level checks made to
space. If another item that accesses extradimensional overcome spell resistance.
space (such as a bag of holding) is placed inside the
portal hole, its extradimensional space is If a white robe is donned by an evil character, she
unaccessable until removed. immediately gains three negative levels. The reverse is true
Moderate conjuration; CL 12th; Craft Wondrous with respect to a black robe donned by a good character. An
Item, plane shift; Price 20,000 gp. evil or good character who puts on a gray robe, or a neutral
character who dons either a white or black robe, gains two
Raider’s Map negative levels. While these negative levels never result in lost
Slot: Hand–held levels, they remain as long as the garment is worn and cannot
At first glance, this piece of parchment appears to be be overcome in any way (including restoration spells).
blank. However, once activated, the item’s real Strong abjuration and transmutation; CL 14th; Craft
ability is revealed as a map appears on the Wondrous Item, antimagic field, mage armor or shield of
parchment. Not only does it depict the floor map to a faith, creator must be of same alignment as robe; Price 75,000
particular building, but it also displays the gp; Weight 1 lb.
movements of those inside the building. The map can
be used for up to 10 minutes a day. Robe of Blending
Moderate divination; CL 13th;Spells: Magic Map, Slot: Body
Locate Creature, Secret Page, Scrying, True Seeing; When this robe is put on, the wearer intuitively
Price: 26,500 gp. knows that the garment has very special properties. A robe of
blending enables its wearer to appear to be part of his
Ring Gates surroundings. This allows him a +10 magic bonus on Stealth
Slot: Area (Hide) checks. The wearer can adopt the appearance of
These always come in pairs—two iron rings, another creature, as with the disguise self spell, at will. All
each about 18 inches in diameter. The rings must be creatures acquainted with and friendly to the wearer see him
on the same plane of existence and within 100 miles normally.
of each other to function. Whatever is put through Moderate illusion; CL 10th; Craft Wondrous Item, disguise
one ring comes out the other, and up to 100 pounds self; Price 30,000 gp; Weight 1 lb.
of material can be transferred each day. (Objects only
partially pushed through and then retracted do not Robe of Bones
count.) This useful device allows for instantaneous This handy item functions much like a robe of useful
transport of items or messages, and even attacks. A items for the serious necromancer. It appears to be an
character can reach through to grab things near the unremarkable robe, but a character who dons it notes that it is
other ring, or even stab a weapon through if so adorned with small embroidered figures representing undead
desired. Alternatively, a character could stick his creatures. Only the wearer of the robe can see the embroidery
head through to look around. A spellcaster could and recognize them for the creatures they become, and detach
even cast a spell through a ring gate. A Small them. One figure can be detached each round. Detaching a
character can make a DC 13 Acrobatics (Escape figure causes it to become an actual undead creature (see the
Artist) check to slip through. Creatures of Tiny, list below). The skeleton or zombie is not under the control of
Diminutive, or Fine size can pass through easily. the wearer of the robe, but may be subsequently commanded,
Each ring has a “entry side” and an “exit side,” both rebuked, turned, or destroyed. A newly created robe of bones
marked with appropriate symbols. always has two embroidered figures of each of the following
Strong conjuration; CL 17th; Craft Wondrous Item, undead:
gate; Price 40,000 gp; Weight 1 lb. each.
• Small goblin skeleton
Robe of the Archmagi • Medium human commoner skeleton
Slot: Body • Medium wolf skeleton
This normal–appearing garment can be • Small goblin zombie
white (01–45 on d%, good alignment), gray (46–75, • Medium human commoner zombie
neither good nor evil alignment), or black (76–100, • Medium wolf zombie
evil alignment). Its wearer, if an arcane spellcaster,
gains the following powers. Moderate necromancy [evil]; CL 6th; Craft Wondrous Item,
summon undead 4th; Price 2,400 gp; Weight 1 lb.
• +5 armor bonus to AC.
• Spell resistance 18. Robe of Eyes
• +4 magic bonus on all saving throws. Slot: Body

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This valuable garment appears to be a • Its wearer can use up to six of the embroidered stars
normal robe until it is put on. Its wearer is able to see on the chest portion of the robe as +5 shuriken. The
in all directions at the same moment due to scores of robe grants its wearer proficiency with such weapons.
visible, magical eyelike patterns that adorn the robe. Each shuriken disappears after it is used.
She also gains 120–foot darkvision.
The robe of eyes sees all forms of invisible Strong varied; CL 15th; Craft Wondrous Item, magic missile,
or ethereal things within 120 feet. astral projection or plane shift; Price 58,000 gp;
The wearer of a robe of eyes gains a +10 Weight 1 lb.
magic bonus on Perception (Spot) checks and
Perception (Spot) checks. She retains her Dexterity Robe of Useful Items
bonus to AC even when flat–footed, and she can’t be Slot: Body
flanked. However, she is not able to avert her eyes or This appears to be an unremarkable robe, but a
close her eyes when confronted by a creature with a character who dons it notes that it is adorned with small cloth
gaze attack. patches of various shapes. Only the wearer of the robe can see
A light or continual flame spell cast directly these patches, recognize them for what items they become,
on a robe of eyes causes it to be blinded for 1d3 and detach them. One patch can be detached each round.
minutes. A daylight spell blinds it for 2d4 minutes. Detaching a patch causes it to become an actual item,
Moderate divination; CL 11th; Craft Wondrous Item, as indicated below. A newly created robe of useful items
true seeing; Price 120,000 gp;Weight 1 lb. always has two each of the following patches:

Robe of Scintillating Colors • Dagger


Slot: Body • Bullseye lantern (filled and lit)
The wearer of this robe can cause the • Mirror (a highly polished 2–foot–by–4–foot steel
garment to display a shifting pattern of incredible mirror)
hues, color after color cascading from the upper part • Pole (10–foot length)
of the robe to the hem in sparkling rainbows of • Hempen rope (50–foot coil)
dazzling light. The colors daze those near the wearer,
• Sack
conceal the wearer, and illuminate the surroundings.
It takes 1 full round after the wearer speaks the
In addition, the robe has several other patches. Roll 4d4
command word for the colors to start flowing on the
for the number of other patches and then roll for each patch on
robe. The colors create the equivalent of a gaze attack
the table below to determine its nature.
with a 30–foot range. Those who look at the wearer
are dazed for 1d4+1 rounds (Will DC 16 negates).
This is a mind–affecting pattern effect. d% Result
Every round of continuous scintillation of 01–08 Bag of 100 gold pieces
the robe gives the wearer better concealment. The 09–15 Coffer, silver (6 in. by 6 in. by 1 ft.),
miss chance on attacks against the wearer starts at 500 gp value
10% and increases by 10% each round until it reaches 16–22 Door, iron (up to 10 ft. wide and 10
50% (total concealment). ft. high and barred on one side—
The robe illuminates a 30–foot radius must be placed upright, attaches and
continuously. hinges itself)
The effect can be used no more than a total 23–30 Gems, 10 (100 gp value each)
of 10 rounds per day. 31–44 Ladder, wooden (24 ft. long)
Moderate illusion; CL 11th; Craft Wondrous Item, 45–51 Mule (with saddle bags)
blur, rainbow pattern; Price 27,000 gp; Weight 1 lb. 52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60–68 Potion of cure serious wounds
69–75 Rowboat (12 ft. long)
Robe of Stars 76–83 Minor scroll of one randomly
Slot: Body determined spell
This garment is typically black or dark blue 84–90 War dogs, pair (treat as riding dogs)
and embroidered with small white or silver stars. 91–96 Window (2 ft. by 4 ft., up to 2 ft.
The robe has three magical powers. deep)
97–100 Portable ram
• It enables its wearer to travel physically to
the Astral Plane, along with all that she is Multiple items of the same kind are permissible.
wearing or carrying. Once removed, a patch cannot be replaced.
• It gives its wearer a +1 magic bonus on all
saving throws.
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Moderate transmutation; CL 9th; Craft Wondrous


Item, fabricate; Price 7,000 gp; Weight 1 lb. Scabbard of Keen Edges
Slot: Beltclip
Rope of Climbing This scabbard is fashioned from cured leather and
Slot: Place fine silver. It can shrink or enlarge to accommodate any knife,
A 60–foot–long rope of climbing is no dagger, sword, or similar weapon up to and including a
thicker than a wand, but it is strong enough to support greatsword. Up to three times per day on command, the
3,000 pounds. Upon command, the rope snakes scabbard casts keen edge on any blade placed within it.
forward, upward, downward, or in any other direction Faint transmutation; CL 5th; Craft Wondrous Item, keen edge;
at 10 feet per round, attaching itself securely Price 16,000 gp;Weight 1 lb.
wherever its owner desires. It can unfasten itself and
return in the same manner. Scarab of Protection
A rope of climbing can be commanded to Slot: Neck
knot or unknot itself. This causes large knots to This device appears to be a silver medallion in the
appear at 1–foot intervals along the rope. Knotting shape of a beetle. If it is held for 1 round, an inscription
shortens the rope to a 50–foot length until the knots appears on its surface letting the holder know that it is a
are untied but lowers the DC ofAthletics protective device.
(Climb)checks while using it by 10. A creature must The scarab’s possessor gains spell resistance 20. The
hold one end of the rope when its magic is invoked. scarab can also absorb energy–draining attacks, death effects,
Faint transmutation; CL 3rd; Craft Wondrous Item, and negative energy effects. Upon absorbing twelve such
animate rope; Price 3,000 gp; Weight 3 lb. attacks, the scarab turns to powder and is destroyed.
Strong abjuration and necromancy; CL 18th; Craft Wondrous
Rope of Entanglement Item, death ward, spell resistance; Price 38,000 gp.
Slot: –
A rope of entanglement looks just like any Scarab, Golembane
other hempen rope about 30 feet long. Slot: Neck
Upon command, the rope lashes forward 20 This beetle–shaped pin enables its wearer to detect
feet or upward 10 feet to entangle a victim. An any golem within 60 feet, although he must concentrate (a
entangled creature can break free with a DC 20 standard action) in order for the detection to take place. A
Strength check or a DC 20 Acrobatics (Escape Artist) scarab enables its possessor to combat golems with weapons,
check. unarmed attacks, or natural weapons as if those golems had no
The rope has AC 22, 12 hit points, and damage reduction.
hardness 10, and it has damage reduction 5/slashing Moderate divination; CL 8th; Craft Wondrous Item, detect
as well. The rope repairs damage to itself at a rate of magic, creator must be at least 10th level; Price 2,500 gp.
1 point per 5 minutes, but if a rope of entanglement is
severed (all 12 hit points lost to damage), it is
destroyed.
Shrouds of Disintegration
Moderate transmutation; CL 12th; Craft Wondrous Slot: Body
Item, animate objects, animate rope, entangle; Price These burial wrappings look to be made of fine,
21,000 gp; Weight 5 lb. embroidered materials. When a body is placed inside, a
command word will turn it to dust. The magic of the shrouds
is usable only once, after which the wrappings become
Salve of Slipperiness ordinary, fine cloth.
Slot: – Strong transmutation; CL 15th; Craft Wondrous Item,
This substance provides a +20 magic bonus disintegrate; Price 6,600 gp; Weight 10 lb.
on all Acrobatics (Escape Artist) checks, meaning
that it is almost impossible to grapple such a
character or to tie or chain him up. In addition, such
Silversheen
obstructions as webs (magical or otherwise) do not Slot: None
affect an anointed individual. Magic ropes and the This substance can be applied to a weapon as a
like do not avail against this salve. If it is smeared on standard action. It will give the weapon the properties of
a floor or on steps, the area should be treated as a alchemical silver for 1 hour, replacing the properties of any
long–lasting grease spell. The salve requires 8 hours other special material it might have. One vial will coat a single
to wear off normally, or it can be wiped off with an melee weapon or 20 units of ammunition.
alcohol solution (even wine). Faint transmutation; CL 5th; Craft Wondrous Item; Price 250
Faint conjuration; CL 6th; Craft Wondrous Item, gp.
grease; Price 1,000 gp.

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Slippers of Spider Climbing and the stone functions as the summon monster 6th spell.) The
Slot: Feet elemental appears in 1d4 rounds.
When worn, a pair of these slippers enable Only one elemental can be summoned at a time. A
movement on vertical surfaces or even upside down new elemental requires a new patch of earth or stone, which
along ceilings, leaving the wearer’s hands free, as per cannot be accessed until after the first elemental disappears (is
a spider climb spell. Her speed is 20 feet. Severely dispelled, dismissed, or slain).
slippery surfaces—icy, oiled, or greased surfaces— Strong conjuration; CL 13th; Craft Wondrous Item, summon
make these slippers useless. The slippers can be used monster 6th, summon monster 7th; Price 100,000 gp; Weight 5
for 10 minutes per day, split up as the wearer lb.
chooses.
Faint transmutation; CL 4th; Craft Wondrous Item, Stone of Good Luck (Luckstone)
spider climb; Price 4,800 gp; Weight 1/2 lb. This stone is typically a bit of rough polished agate or
some similar mineral. Its possessor gains a +1 magic bonus on
Sovereign Glue saving throws, ability checks, and skill checks.
This pale amber substance is thick and Faint evocation; CL 5th; Craft Wondrous Item, divine favor;
viscous. A flask of sovereign glue, when found, holds Price 20,000 gp.
anywhere from 1 to 7 uses of the stuff (1d8–1,
minimum 1), with the other ounce of the flask’s Stone Horse
capacity taken up by the salve of slipperiness. One Slot: Mount
ounce of this adhesive covers 1 square foot of Each item of this nature appears to be a fullsized,
surface, bonding virtually any two substances roughly hewn statue of a horse, carved from some type of hard
together in a permanent union. The glue takes 1 stone. A command word brings the steed to life, enabling it to
round to set. If the objects are pulled apart (a move carry a burden and even to attack as if it were a real horse of
action) before that time has elapsed, that application the appropriate kind.
of the glue loses its stickiness and is worthless. If the A stone horse can carry 1,000 pounds tirelessly and
glue is allowed to set, then attempting to separate the never needs to rest or feed. Damage dealt to it can be repaired
two bonded objects has no effect, except when by first using a stone to flesh spell, thus causing the stone
universal solvent is applied to the bond. (Sovereign horse to become a normal horse that can be healed normally.
glue is dissolved by universal solvent.) When fully healed, it automatically reverts to its stone form.
A surface covered with salve of slippriness While in its stone form, it can be fed gems, healing 1 point of
cannot be affected by soveriegn glue. damage for each 50 gp worth of mineral it is given.
Strong transmutation; CL 20th; Craft Wondrous Item, There are two sorts of stone horses.
make whole; Price 2,400 gp (per use). Courser: This item has the statistics of a heavy horse as well
as having hardness 10.
Stone of Alarm Destrier: This item has the statistics of a heavy warhorse as
This stone cube, when given the command well as having hardness 10.
word, affixes itself to any object. If that object is Strong transmutation; CL 14th; Craft Wondrous Item, flesh to
touched thereafter by anyone who does not first stone, animate objects; Price 10,000 gp (courser) or 14,800 gp
speak that same command word, the stone emits a (destrier); Weight 6,000 lb.
piercing screech for 1 hour that can be heard up to a
quarter–mile away (assuming no intervening Stone Salve
barriers). Slot: –
Faint abjuration; CL 3rd; Craft Wondrous Item, This ointment has two uses. If an ounce of it is
alarm; Price 2,700 gp; Weight 2 lb. applied to the flesh of a petrified creature, it returns the
creature to flesh as the stone to flesh spell. If an ounce of it is
Stone of Controlling Earth Elementals applied to the flesh of a nonpetrified creature, it protects the
Slot: Placed creature as a stoneskin spell.
A stone of this nature is typically an oddly Strong abjuration and transmutation; CL 13th; Craft
shaped bit of roughly polished rock. Wondrous Item, flesh to stone, stoneskin; Price 4,000 gp per
The possessor of such a stone need but utter ounce.
a few words of summoning, and a Huge earth
elemental comes to the summoner. The summoning Strand of Prayer Beads
words require 1 full round to speak, and in all ways Slot: Hand–held
the stone functions as the summon monster 7th spell. This item appears to be a normal string of prayer
(If sand or rough, unhewn stone is the summoning beads until the owner casts a divine spell. Once that occurs,
medium, the elemental that comes is Large instead, the owner instantly knows the powers of the prayer beads and

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how to activate them. Each strand includes two or more special beads, each with a different magic power.
Special Bead Type Special Bead Ability
Bead of blessing Wearer can cast bless.
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness,
or remove disease.
Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will
DC 17 partial).
Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes
(an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead
of summons to summon a deity’s emissary frivolously, the deity takes that
character’s items and places a geas upon him as punishment in the very least.)
Bead of wind walking Wearer can cast wind walk.
herbivorous, omnivorous, or carnivorous creature. The spoon
can produce sufficient gruel each day to feed up to four
A lesser strand of prayer beads has a bead of humans.
blessing and a bead of healing. A strand of prayer Faint conjuration; CL 5th; Craft Wondrous Item, create food
beads has a bead of healing, a bead of karma, and a and water; Price 5,400 gp.
bead of smiting. A greater strand of prayer beads has
a bead of healing, a bead of karma, a bead of Tome of Clear Thought
summons, and a bead of wind walking. Slot: –
Each special bead can be used once per day, This heavy book contains instruction on improving
except for the bead of summons, which works only memory and logic, but entwined within the words is a
once and then becomes nonmagical. The beads of powerful magical effect. If anyone reads this book, which
blessing, smiting, and wind walking function as spell takes a total of 48 hours over a minimum of six days, she
trigger items; the beads of karma and summons can gains an inherent bonus of from +1 to +5 (depending on the
be activated by any character capable of casting type of tome) to her Intelligence score. Once the book is read,
divine spells. The owner need not hold or wear the the magic disappears from the pages and it becomes a normal
strand of prayer beads in any specific location, as book.
long as he carries it somewhere on his person. Because the tome of clear thought provides an
The power of a special bead is lost if it is inherent bonus, the reader will earn extra skill points when she
removed from the strand. Reduce the price of a strand attains a new level.
of prayer beads that is missing one or more beads by Strong evocation (if miracle is used); CL 17th; Craft
the following amounts: bead of blessing –600 gp, Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000
bead of healing – 9,000 gp, bead of karma –20,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5);
gp, bead of smiting –16,800 gp, bead of summons – Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2),
20,000 gp, bead of wind walking –46,800 gp. 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250
Faint, moderate or strong (many schools); CL 1st gp + 25,500 XP (+5); Weight 5 lb.
(blessing), 5th (healing), 7th (smiting), 9th (karma),
11th (wind walking), 17th (summons); Craft
Wondrous Items and one of the following spells per
Tome of Leadership and Influence
bead, as appropriate: bless (blessing); cure serious Slot: –
wounds, remove blindness/ deafness, or remove This ponderous book details suggestions for
disease (healing); righteous might (karma); gate persuading and inspiring others, but entwined within the
(summons); chaos hammer, holy smite, order’s words is a powerful magical effect. If anyone reads this book,
wrath, or unholy blight (smiting), wind walk (wind which takes a total of 48 hours over a minimum of six days, he
walking); Price 9,600 gp (lesser), 25,800 gp gains an inherent bonus of from +1 to +5 (depending on the
(standard), 95,800 gp (greater). type of tome) to his Charisma score. Once the book is read,
the magic disappears from the pages and it becomes a normal
book.
Sustaining Spoon Strong evocation (if miracle is used); CL 17th; Craft
Slot: – Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000
This unremarkable eating utensil is typically gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5);
fashioned from horn. If the spoon is placed in an Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2),
empty container the vessel fills with a thick, pasty 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250
gruel. Although this substance has a flavor similar to gp + 25,500 XP (+5); Weight 5 lb.
that of warm, wet cardboard, it is highly nourishing
and contains everything necessary to sustain any

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Tome of Understanding This item appears to be a strip of cloth or silk, often


Slot: – adorned with magical sigils, that is placed over the eyes and
This thick book contains tips for improving tied at the back of the head.
instinct and perception, but entwined within the While worn, the user can see through the cloth as if it
words is a powerful magical effect. If anyone reads were not there. He also enjoys the benefits of a constant Gaze
this book, which takes a total of 48 hours over a Reflection while the cloth is worn.
minimum of six days, she gains an inherent bonus of Moderate abjuration; CL 11th; Craft Wondrous Item, gaze
from +1 to +5 (depending on the type of tome) to her reflection; Price 90,000 gp
Wisdom score. Once the book is read, the magic
disappears from the pages and it becomes a normal Vestment, Druid’s
book. Slot: Body
Strong evocation (if miracle is used); CL 17th; Craft This light garment is worn over normal clothing or
Wondrous Item, miracle or wish; Price 27,500 gp armor. Most such vestments are green, embroidered with plant
(+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp or animal motifs. When this item is worn by a character with
(+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP the wild shape ability, the character can use that ability one
(+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 additional time each day.
XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + Moderate transmutation; CL 10th; Craft Wondrous Item,
25,500 XP (+5); Weight 5 lb. polymorph or wild shape ability; Price 10,000 gp.

Unguent of Timelessness Well of Many Worlds


Slot: – Slot: Area
When applied to any matter that was once This strange, interdimensional device looks just like a
alive this ointment allows that substance to resist the portable hole. Anything placed within it is immediately cast to
passage of time. Each year of actual time affects the another world—a parallel world, another planet, or a different
substance as if only a day had passed. The coated plane (chosen randomly). If the well is moved, the random
object gains a +1 magic bonus on all saving throws. factor again comes into play. It can be picked up, folded, or
The unguent never wears off, although it can be rolled, just as a portable hole can be. Objects from the world
magically removed (by dispelling the effect, for the well touches can come through the opening just as easily
instance). One flask contains enough material to coat as from the initiating place. (It is a two–way portal.)
eight Medium or smaller objects. A Large object Strong conjuration; CL 17th; Craft Wondrous Item, gate;
counts as two Medium objects, and a Huge object Price 82,000 gp.
counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wind Fan
Wondrous Item; Price 150 gp. Slot: Hand–held
A wind fan appears to be nothing more than a wood
Universal Solvent and papyrus or cloth instrument with which to create a cooling
Slot: – breeze. By uttering the command word, its possessor causes
This substance has the unique property of the fan to generate air movement duplicating a gust of wind
being able to dissolve sovereign glue and tanglefoot spell. The fan can be used once per day with no risk. If it is
bags. Applying the solvent is a standard action. used more frequently, there is a 20% cumulative chance per
Strong transmutation; CL 20th; Craft Wondrous Item, usage during that day that the device tears into useless,
disintegrate; Price 50 gp. nonmagical tatters.
Faint evocation; CL 5th; Craft Wondrous Item, gust of wind;
Vest of Escape Price 5,500 gp.
Slot: Torso
Hidden within secret pockets of this simple silk vest Wings of Flying
are lockpicks that provide a +4 magic bonus on Slot: Back
Disable Device (Open Locks) checks. The vest also A pair of these wings might appear to be nothing
grants its wearer a +6 magic bonus on Acrobatics more than a plain cloak of old, black cloth, or they could be as
(Escape Artist) checks. elegant as a long cape of blue feathers. When the wearer
Faint conjuration and transmutation; CL 4th; Craft speaks the command word, the cloak turns into a pair of bat or
Wondrous Item, knock, grease; Price 5,200 gp. bird wings that empower her to fly with a speed of 60 feet
(good maneuverability).
Veil of Gaze Reflection Moderate transmutation; CL 10th; Craft Wondrous Item, fly;
Slot: Eyes Price 54,000 gp; Weight 2 lb.

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Intelligent Items asterisks on the table) gains one negative level if he or she so
Magic items sometimes have intelligence of much as picks up the item. Although this negative level never
their own. Magically imbued with sentience, these results in actual level loss, it remains as long as the item is in
items think and feel the same way characters do and hand and cannot be overcome in any way (including
should be treated as NPCs. Intelligent items have restoration spells). This negative level is cumulative with any
extra abilities and sometimes extraordinary powers other penalties the item might already place on inappropriate
and special purposes. Only permanent magic items wielders. Items with Ego scores (see below) of 20 to 29
(as opposed to single–use items or those with bestow two negative levels. Items with Ego scores of 30 or
charges) can be intelligent. (This means that potions, higher bestow three negative levels.
scrolls, and wands, among other items, are never
intelligent.) In general, less than 1% of magic items Intelligent Item Alignment
have intelligence. d% Alignment of Item
Intelligent items can actually be considered 01–05 Chaotic good
creatures because they have Intelligence, Wisdom, 06–15 Chaotic neutral*
and Charisma scores. Treat them as constructs. 16–20 Chaotic evil
Intelligent items often have the ability to illuminate 21–25 Neutral evil*
their surroundings at will (as magic weapons do); 26–30 Lawful evil
many cannot see otherwise. 31–55 Lawful good
Unlike most magic items, intelligent items 56–60 Lawful neutral*
can activate their own powers without waiting for a 61–80 Neutral good*
command word from their owner. Intelligent items 81–100 Neutral
act during their owner’s turn in the initiative order. * The item can also be used by any character whose alignment
corresponds to the nonneutral
Intelligent Item Alignment portion of the item’s alignment.
Any item with intelligence has an alignment.
Note that intelligent weapons already have Languages Spoken By Item
alignments, either stated or by implication. If you’re Like a character, an intelligent item speaks Common
generating a random intelligent weapon, that plus one additional language per point of Intelligence bonus.
weapon’s alignment must fit with any alignment– Choose appropriate languages, taking into account the item’s
oriented special abilities it has. origin and purposes.
Any character whose alignment does not
correspond to that of the item (except as noted by the
d% Mental Communication Capabilities Senses Base Price
Ability Modifier
Scores
01–34 Two at 12, Empathy1 One lesser power 30 ft. vision and hearing +1,000 gp
one at 10
35–59 Two at 13, Empathy1 Two lesser powers 60 ft. vision and hearing +2,000 gp
one at 10
60–79 Two at 14, Speech2 Two lesser powers 120 ft. vision and hearing +4,000 gp
one at 10
80–91 Two at 15, Speech2 Three lesser 60 ft. darkvision and +5,000 gp
one at 10 powers hearing
92–97 Two at 16, Speech2, 3 Three lesser 60 ft. darkvision and +6,000 gp
one at 10 powers hearing
98 Two at 17, Speech, telepathy Three lesser 120 ft. darkvision and +9,000 gp
3, 4
one at 10 powers and one hearing
greater power6
99 Two at 18, Speech, telepathy Three lesser 120 ft. darkvision, +12,000 gp
4, 5
one at 10 powers and two blindsense, and hearing
greater powers6
100 Two at 19, Speech, telepathy Four lesser powers 120 ft. darkvision, +15,000 gp
4, 5
one at 10 and three greater blindsense, and hearing
powers6

Table: Item Intelligence, Wisdom, Charisma, and 1 The possessor feels urges and sometimes emotions from the item
Capabilities that encourage or discourage certain courses of action.

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2 Like a character, an intelligent item speaks Common plus 6 The intelligent item can have a special purpose (and corresponding
one language per point of Intelligence bonus. dedicated power) rather than a greater power, if appropriate.
It can communicate telepathically withthe
wielder. Intelligent Item Powers
3 The item can also read any languages it can speak. The table above determines how many lesser and
4 The item can use either communication mode at will,
greater powers an intelligent item has. To find the item’s
with language use as any speaking item. It can
communicate telepathically with the wielder.
specific powers, choose or roll on the appropriate tables
5 The item can read all languages as well as use read below.
magic.
Intelligent Item Lesser Powers
d% Lesser Power Base Price
Modifier
01–05 Item can bless its allies 3/day +1,000 gp
06–10 Item can use faerie fire 3/day +1,100 gp
11–13 Item can cast minor image 1/day +2,200 gp
14–20 Item has deathwatch continually active +2,700 gp
21–25 Item can use detect magic at will +3,600 gp
26–31 Item has 10 ranks in Persuade (Intimidate) +5,000 gp
32–33 Item has 10 ranks in Linguistics (Decipher Script) +5,000 gp
34–36 Item has 10 ranks in Knowledge (choose category) +5,000 gp
37–40 Item has 10 ranks in Perception (Spot) +5,000 gp
41–45 Item has 10 ranks in Perception (Spot) +5,000 gp
46–50 Item has 10 ranks in Perception (Listen) +5,000 gp
51–54 Item has 10 ranks in Spellcraft +5,000 gp
55–60 Item has 10 ranks in Perception (Sense Motive) +5,000 gp
61–66 Item has 10 ranks in Deception (Bluff) +5,000 gp
67–72 Item has 10 ranks in Persuade (Diplomacy) +5,000 gp
73–77 Item can cast major image 1/day +5,400 gp
78–80 Item can cast darkness 3/day +6,500 gp
81–83 Item can use hold person on an enemy 3/day +6,500 gp
84–86 Item can activate zone of truth 3/day +6,500 gp
87–89 Item can use daze monster 3/day +6,500 gp
90–95 Item can use locate object 3/day +6,500 gp
96–100 Item can use cure moderate wounds (2d8+3) on wielder 3/day +6,500 gp
of their owner. Activating a power or concentrating on an
All powers function at the direction of the item, active one is a standard action the item takes.
although intelligent items generally follow the wishes Intelligent Item Greater Powers
d% Greater Power Base Price Modifier
01–06 Item can detect opposing alignment at will +7,200 gp
07–10 Item can detect undead at will +7,200 gp
11–13 Item can frighten in an enemy at will +7,200 gp
14–18 Item can use dimensional anchor on a foe 1/day +10,000 gp
19–23 Item can use dismissal on a foe 1/day +10,000 gp
24–28 Item can use lesser globe of invulnerability 1/day +10,000 gp
29–33 Item can use arcane eye 1/day +10,000 gp
34–37 Item has continuous detect scrying effect +10,000 gp
38–41 Item creates wall of fire in a ring with the wielder at the center 1/day +10,000 gp
42–45 Item can use quench on fires 3/day +16,000 gp
46–50 Item has status effect, usable at will +11,000 gp
51–54 Item can use gust of wind 3/day +11,000 gp
55–59 Item can use clairvoyance 3/day +16,000 gp
60–64 Item can create magic circle against opposing alignment at will +16,000 gp
65–68 Item can use haste on its owner 3/day +16,000 gp
69–73 Item can create daylight 3/day +16,000 gp
74–76 Item can create deeper darkness 3/day +16,000 gp
77–80 Item can use invisibility purge (30 ft. range) 3/day +16,000 gp
81–85 Item can use slow on its enemies 3/day +16,000 gp

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86–91 Item can locate creature 3/day +30,000 gp


91–97 Item can use fear against foes 3/day +30,000 gp
98–100 Item can use detect thoughts at will +44,000 gp
powerful beings of the extreme alignments (LG, LE, CG, CE).
If the same power is rolled twice, roll again.
Purpose
Special Purpose Items An item’s purpose must suit the type and alignment
of the item and should always be treated reasonably. A
Intelligent Item Purpose purpose of “defeat/slay arcane spellcasters” doesn’t mean that
d% Purpose the sword forces the wielder to kill every wizard she sees. Nor
01–20 Defeat/slay diametrically opposed does it mean that the sword believes it is possible to kill every
alignment* wizard, sorcerer, and bard in the world. It does mean that the
21–30 Defeat/slay arcane spellcasters item hates arcane spellcasters and wants to bring the local
(including spellcasting monsters and wizard’s cabal to ruin, as well as end the rule of a sorceress–
those that use spell–like abilities) queen in a nearby land. Likewise, a purpose of “defend elves”
31–40 Defeat/slay divine spellcasters doesn’t mean that if the wielder is an elf, he only wants to help
(including divine entities and himself. It means that the item wants to be used in furthering
servitors) the cause of elves, stamping out their enemies and aiding their
41–50 Defeat/slay nonspellcasters leaders. A purpose of “defeat/slay all” isn’t just a matter of
51–55 Defeat/slay a particular creature type self–preservation. It means that the item won’t rest (or let its
(see the bane special ability for wielder rest) until it places itself above all
choices) others.
56–60 Defeat/slay a particular race or kind
of creature DEDICATED POWER
61–70 Defend a particular race or kind of A dedicated power operates only when an intelligent
creature item is in pursuit of its special purpose. This determination is
71–80 Defeat/slay the servants of a specific always made by the item. It should always be easy and
deity straightforward to see how the ends justify the means. Unlike
81–90 Defend the servants and interests of its other powers, an intelligent item can refuse to use its
a specific deity dedicated power even if the owner is dominant (see Items
91–95 Defeat/slay all (other than the item against Characters, below).
and the wielder)
96–100 Choose one Special Purpose Item Dedicated Powers
* The purpose of the neutral (N) version of this item
is to preserve the balance by defeating/slaying
d% Dedicated Power Base Price Modifier
01–06 Item can use ice storm +50,000 gp
07–12 Item can use confusion +50,000 gp
13–17 Item can use phantasmal killer +50,000 gp
18–24 Item can use crushing despair +50,000 gp
25–31 Item can use dimension door on itself and wielder +50,000 gp
32–36 Item can use contagion (heightened to 4th level) as touch attack +56,000 gp
37–43 Item can use poison (heightened to 4th level) as touch attack +56,000 gp
44–50 Item can use rusting grasp as touch attack +56,000 gp
51–56 Item can cast 10d6 lightning bolt +60,000 gp
57–62 Item can cast 10d6 fireball +60,000 gp
63–68 Wielder gets +2 magic bonus on attacks, saves, and checks +80,000 gp
69–74 Item can use mass inflict light wounds +81,000 gp
75–81 Item can use song of discord +81,000 gp
82–87 Item can use prying eyes +81,000 gp
88–92 Item can cast 15d6 greater shout 3/day +130,000 gp
93–98 Item can use waves of exhaustion +164,000 gp
99–100 Item can use true resurrection on wielder, once per month +200,000 gp
ITEM EGO
Ego is a measure of the total power and force of
personality that an item possesses. Only after all aspects of an

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item have been generated can its Ego score be • That the character relinquish the item in favor of a
calculated. An item’s Ego score helps determine more suitable possessor due to alignment differences
whether the item or the character is dominant in their or conduct.
relationship, as detailed below.
Item Ego In extreme circumstances, the item can resort to even
Attribute of Item Ego harsher measures, such as the following acts.
Points
Each +1 of item’s magic bonus 1 • Force its possessor into combat.
Each +1 of bonus for special abilities 1 • Refuse to strike opponents.
Each lesser power 1 • Strike at its wielder or her associates.
Each greater power 2 • Force its possessor to surrender to an opponent.
Special purpose (and dedicated power) 4 • Cause itself to drop from the character’s grasp.
Telepathic ability 1
Read languages ability 1 Naturally, such actions are unlikely when harmony reigns
Read magic ability 1 between the character’s and item’s alignments or when their
Each +1 of Intelligence bonus 1 purposes and personalities are well matched. Even so, an item
Each +1 of Wisdom bonus 1 might wish to have a lesser character possess it in order to
Each +1 of Charisma bonus 1 easily establish and maintain dominance over him, or a
higher–level possessor so as to better accomplish its goals.
All magic items with personalities desire to play an
Items Against Characters important role in whatever activity is under way, particularly
When an item has an Ego of its own, it has a combat. Such items are rivals of each other, even if they are of
will of its own. The item is, of course, absolutely true the same alignment. No intelligent item wants to share its
to its alignment. If the character who possesses the wielder with others. An intelligent item is aware of the
item is not true to that alignment’s goals or the item’s presence of any other intelligent item within 60 feet, and most
special purpose, personality conflict—item against intelligent items try their best to mislead or distract their host
character—results. Similarly, any item with an Ego so that she ignores or destroys the rival. Of course, alignment
score of 20 or higher always considers itself superior might change this sort of behavior.
to any character, and a personality conflict results if Items with personalities are never totally controlled or
the possessor does not always agree with the item. silenced by the characters who possess them, even though they
When a personality conflict occurs, the may never successfully control their possessors. They may be
possessor must make a Will saving throw (DC = powerless to force their demands but remain undaunted and
item’s Ego). If the possessor succeeds, she is continue to air their wishes and demands.
dominant. If she fails, the item is dominant.
Dominance lasts for one day or until a critical Cursed Items
situation occurs (such as a major battle, a serious Cursed items are magic items with some sort of
threat to either the item or the character, and so on). potentially negative impact. Sometimes they’re directly bad
Should an item gain dominance, it resists the for the user; sometimes they’re just inconvenient.
character’s desires and demands concessions such as Occasionally they mix bad with good, forcing characters to
any of the following. make difficult choices.
• Removal of associates or items whose Cursed Item Common Curses
alignment or personality is distasteful to the d% Curse
item. 01–15 Delusion
• The character divesting herself of all other 16–35 Opposite effect or target
magic items or items of a certain type. 36–45 Intermittent functioning
• • Obedience from the character so the item 46–60 Requirement
can direct where they go for its own 61–75 Drawback
purposes. 76–90 Completely different effect
• Immediate seeking out and slaying of 91–100 Substitute specific cursed item
creatures hateful to the item.
• Magical protections and devices to protect
the item from molestation when it is not in Delusion: The user believes the item is what it appears to be,
use. yet it actually has no magical power other than to deceive. The
• That the character carry the item with her on user is mentally fooled into thinking the item is functioning
all occasions. and cannot be convinced otherwise without the help of a
remove curse spell.

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Opposite Effect or Target: These cursed items result of 01–05 the item activates at some random point during
malfunction, so that either they do the opposite of that day.
what the creator intended, or they target the user Requirement: In a sense, a command word is a requirement.
instead of someone else. The interesting point to keep Nevertheless, some items have much more stringent
in mind here is that these items aren’t always bad to requirements that must be met for them to be usable. To keep
have. Opposite–effect items include weapons that an item with this kind of curse functioning, one or more of the
impose penalties on attack and damage rolls rather following conditions must be met.
than bonuses. Just as a character shouldn’t • Character must eat twice as much as normal.
necessarily immediately know what the magic bonus • Character must sleep twice as much as normal.
of a noncursed magic item is, she shouldn’t • Character must undergo a specific quest (one time
immediately know that a weapon is cursed. only, and then item functions normally thereafter).
Once she knows, however, the item can be • Character must sacrifice (destroy) 100 gp worth of
discarded unless some sort of compulsion is placed valuables per day.
upon it that compels the wielder to keep and use it. In • Character must sacrifice (destroy) 2,000 gp worth of
such cases, a remove curse spell is generally needed magic items each week.
to get rid of the item. • Character must swear fealty to a particular noble or
Intermittent Functioning: The three varieties of his family.
intermittent functioning items all function perfectly
• Character must discard all other magic items.
as described—at least some of the time. The three
• Character must worship a particular deity.
varieties are unreliable, dependent, and uncontrolled
• Character must change her name to a specific name.
items.
(The item only works for characters of that name.)
Unreliable: Each time the item is activated, there is a
5% chance (01–05 on d%) that it does not function. • Character must add a specific class at the next
Dependent: The item only functions in certain opportunity if not of that class already.
situations. To determine what the situation is, either • Character must have a minimum number of ranks in a
select a situation or roll on the following table. particular skill.
d% Situation • Character must sacrifice some part of her life energy
(2 points of Constitution) one time. If the character
01–03 Temperature below freezing
gets the Constitution points back (such as from a
04–05 Temperature above freezing
06–10 During the day restoration spell), the item ceases functioning. (The
item does not cease functioning if the character
11–15 During the night
receives a Constitution increase caused by level gain,
16–20 In direct sunlight
21–25 Out of direct sunlight a wish, or the use of a magic item.)
26–34 Underwater • Item must be cleansed with holy water each day.
35–37 Out of water • Item must be used to kill a living creature each day.
38–45 Underground • Item must be bathed in volcanic lava once per month.
46–55 Aboveground • Item must be used at least once a day, or it won’t
56–60 Within 10 feet of a random creature function again for its current possessor.
type • Item must draw blood when wielded (weapons only).
61–64 Within 10 feet of a random race or It can’t be put away or exchanged for another weapon
kind of creature until it has scored a hit.
65–72 Within 10 feet of an arcane spellcaster • Item must have a particular spell cast upon it each
73–80 Within 10 feet of a divine spellcaster day (such as bless, atonement, or animate objects).
81–85 In the hands of a nonspellcaster
86–90 In the hands of a spellcaster Requirements are so dependent upon suitability to the
91–95 In the hands of a creature of a item that they should never be determined randomly.
particular alignment An item with a requirement that is also intelligent often
96 In the hands of a creature of particular imposes its requirement through its personality. If the
gender requirement is not met, the item ceases to function. If it is met,
97–99 On nonholy days or during particular usually the item functions for one day before the requirement
astrological events must be met again (although some requirements are one time
100 More than 100 miles from a particular only, others monthly, and still others continuous).
site Drawback: Items with drawbacks are usually still beneficial
to the possessor but they also carry some negative aspect.
Uncontrolled: An uncontrolled item occasionally Although sometimes drawbacks occur only when the item is
activates at random times. Roll d% every day. On a used (or held, in the case of some items such as weapons),

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usually the drawback remains with the character for save each day or take 1 point of
as long as she has the item. Constitution damage.
Roll on the table below to generate a drawback that 86–90 Character must make a Fortitude
(unless otherwise indicated) remains in effect as long save each day or take 1 point of
as the item is in the character’s possession. Strength damage.
d% Drawback 91–95 Character must make a Fortitude
01–04 Character’s hair grows 1 inch save each day or take 1 point of
longer. Only happens once. Dexterity damage.
05–09 Character either shrinks 1/2 inch 96 Character is polymorphed into a
(01–50 on d%) or grows that much specific creature (5% chance [01–05
taller (51–100). Only happens once. on d%] each day).
10–13 Temperature around item is 10°F 97 Character cannot cast arcane spells.
cooler than normal. 98 Character cannot cast divine spells.
14–17 Temperature around item is 10°F 99 Character cannot cast any spells.
warmer than normal. 100 Either pick one of the above that’s
18–21 Character’s hair color changes. appropriate or create a drawback
22–25 Character’s skin color changes. specifically for that item.
26–29 Character now bears some
identifying mark (tattoo, weird Specific Cursed Items
glow, or the like). Specific Cursed Items are provided as examples of
30–32 Character’s gender changes. cursed items. They are given creation prerequisites, should
33–34 Character’s race or kind changes. someone want to intentionally create them (although that does
35 Character is afflicted with a random not need to be the origin of the item). Note, however, two
disease that cannot be cured. exceptions: The crystal hypnosis ball and the bag of devouring
36–39 Item continually emits a disturbing cannot be created by any known means.
sound (moaning, weeping, A simple detect magic spell yields a misleading aura
screaming, cursing, insults). and strength, often indicating that the item is a noncursed item
40 Item looks ridiculous (garishly of similar sort. An identify spell only has a 1% chance per
colored, silly shape, glows bright caster level to reveal a cursed item’s true properties, including
pink, . . .). the cursed aspect. Analyze dweomer reveals the true nature of
41–45 Character becomes selfishly a cursed item.
possessive about the item.
46–49 Character becomes paranoid about Table: Specific Cursed Items
losing the item and afraid of damage d% Item Market Price
occurring to it. 01–05 Incense of obsession 200 gp
50–51 Character’s alignment changes. 06–15 Ring of clumsiness 500 gp
52–54 Character must attack nearest 16–20 Amulet of inescapable 1,000 gp
creature (5% chance [01–05 on d%] location
each day). 21–25 Stone of weight 1,000 gp
55–57 Character is stunned for 1d4 rounds 26–30 Bracers of 1,200 gp
once item function is finished (or defenselessness
randomly, 1/day). 31–35 Gauntlets of fumbling 1,300 gp
58–60 Character’s vision is blurry (–2 36–40 –2 sword, cursed 1,500 gp
penalty on attack rolls, saves, and 41–43 Armor of rage 1,600 gp
skill checks requiring vision). 44–46 Medallion of thought 1,800 gp
61–64 Character gains one negative level. projection
65 Character gains two negative levels. 47–52 Flask of curses 2,100 gp
66–70 Character must make a Will save 53–54 Dust of sneezing and 2,400 gp
each day or take 1 point of choking
Intelligence damage. 55 Helm of opposite 4,000 gp
71–75 Character must make a Will save alignment
each day or take 1 point of Wisdom 56–60 Potion of poison 5,000 gp
damage. 61 Broom of animated 5,200 gp
76–80 Character must make a Will save attack
each day or take 1 point of Charisma 62–63 Robe of powerlessness 5,500 gp
damage. 64 Vacuous grimoire 6,000 gp
81–85 Character must make a Fortitude 65–68 Spear, cursed backbiter 7,500 gp

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69–70 Armor of arrow 9,000 gp Bag of Devouring


attraction Slot: –
71–72 Net of snaring 10,000 gp This bag appears to be an ordinary sack. Detection
73–75 Bag of devouring — for magical properties makes it seem
76–80 Mace of blood 16,000 gp as if it were a bag of holding. The sack is, however, a lure
81–85 Robe of vermin 16,500 gp used by an extradimensional creature—in fact, one of its
86–88 Periapt of foul rotting 17,000 gp feeding orifices.
89–92 Sword, berserking 17,500 gp Any substance of animal or vegetable nature is
93–96 Boots of dancing 30,000 gp subject to “swallowing’’ if thrust within the bag. The bag of
97 Crystal hypnosis ball — devouring is 90% likely to ignore any initial intrusion, but any
98 Necklace of 60,000 gp time thereafter that it senses living flesh within (such as if
strangulation someone reaches into the bag to pull something out), it is 60%
99 Cloak of poisonousness 62,000 gp likely to close around the offending member and attempt to
100 Scarab of death 80,000 gp draw the whole victim in. The bag has a +8 bonus on grapple
checks made to pull someone in.
Amulet of Inescapable Location The bag can hold up to 30 cubic feet of matter. It acts
Slot: Neck as a bag of holding type I, but each hour it has a 5%
This device is typically worn on a chain or cumulative chance of swallowing the contents and then
as a brooch. It appears, to magical analysis, to spitting the stuff out in some nonspace or on some other plane.
prevent location, scrying or detection or influence by Creatures drawn within suffer 20d6 bludgeoning and acid
detect thoughts or telepathy. It seems to be an amulet damage per round. If slain, the bag destroys the victim’s body
of proof against detection and location. Actually, the and prevents any form of raising or resurrection that requires
amulet gives the wearer a –10 penalty on all saves part of the corpse. There is a 50% chance that a wish, miracle,
against divination spells. or true resurrection spell can restore a devoured victim to life.
Moderate abjuration; CL 10th; Create Wondrous Check once for each destroyed creature. If the check fails, the
Item, bestow curse; Price 1,000 gp. creature cannot be brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and
Armor of Arrow Attraction cannot be created; Price n/a.
Slot: Armor
Magical analysis indicates that this armor is Boots of Dancing
a normal suit of +3 full plate. However, the armor is Slot: Feet
cursed. It works normally with regard to melee These boots initially appear and function as one of
attacks but actually serves to attract ranged weapons. the other kinds of magic boots. But when the wearer is in (or
The wearer takes a –15 penalty to AC against any fleeing from) melee combat, boots of dancing impede
attack by a ranged weapon. The true nature of the movement, making him behave as if irresistible dance had
armor does not reveal itself until the character is fired been cast upon him. Only a remove curse spell enables the
upon in earnest. wearer to be rid of the boots once their true nature is revealed.
Strong abjuration; CL 16th; Craft Magic Arms and Strong enchantment; CL 16th; Create Wondrous Item,
Armor, bestow curse; Price 9,000 gp. irresistible dance; Price 30,000 gp.

Armor of Rage Bracers of Defenselessness


Slot: Armor Slot: Wrists
This armor is similar in appearance to armor These appear to be bracers of armor +5 and actually
of command and functions as a suit of +1 full plate. serve as such until the wearer is attacked in anger by an enemy
However, when it is worn, the armor causes the with a Challenge Rating equal to or greater than her level. At
character to take a –4 penalty to Charisma. All that moment and thereafter, the bracers cause a –5 penalty to
unfriendly characters within 300 feet have a +1 AC. Once their curse is activated, bracers of defenselessness
magic bonus on attack rolls against her. The effect is can be removed only by means of a remove curse spell.
not noticeable to the wearer or those affected. (In Moderate conjuration; CL 16th; Create Wondrous Item, mage
other words, the wearer does not immediately notice armor, bestow curse; Price 1,200 gp.
that donning the armor is the cause of her problems,
nor do foes understand the reason for the depth of Broom of Animated Attack
their enmity.) Slot: Mounted
Strong necromancy; CL 16th; Craft Magic Arms and This item is indistinguishable in appearance from a
Armor, bestow curse; Price 1,600 gp. normal broom. It is identical to a broom of flying by all tests
short of attempted use.

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If a command is spoken, the broom does a This fine dust appears to be dust of appearance. If
loop–the–loop with its hopeful rider, dumping him on cast into the air, it causes those within a 20– foot spread to fall
his head from 1d4+5 feet off the ground (no falling into fits of sneezing and coughing. Those failing a DC 15
damage, since the fall is less than 10 feet). The Fortitude save take 2d6 points of Constitution damage
broom then attacks the victim, swatting the face with immediately. In addition, those failing a second DC 15
the straw or twig end and beating him with the handle Fortitude save 1 minute later are dealt 1d6 points of
end. The broom gets two attacks per round with each Constitution damage. Those who succeed on either saving
end (two swats with the straw and two with the throw are nonetheless disabled by choking (treat as stunned)
handle, for a total of four attacks per round). It for 5d4 rounds.
attacks with a +5 bonus on each attack roll. The straw Faint conjuration; CL 7th; Create Wondrous Item, poison;
end causes a victim to be blinded for 1 round when it Price 2,400 gp.
hits. The handle deals 1d6 points of damage when it
hits. The broom has AC 13, 18 hit points, and Flask of Curses
hardness 4. Slot: Hand–held
Moderate transmutation; CL 10th; Create Wondrous This item looks like an ordinary beaker, bottle,
Item, fly, animate objects; Price 5,200 gp. container, decanter, flask, or jug. It may
Cloak of Poisonousness contain a liquid, or it may emit smoke. When the flask is first
Slot: Shoulders unstoppered, all within 30 feet must make a DC 17 Will save
This cloak is usually made of a woolen or be cursed, taking a –2 penalty on attack rolls, saving
material, although it can be made of leather. A detect throws, and skill checks until a remove curse spell is cast upon
poison spell can reveal the presence of poison them.
impregnated in the cloak’s fabric. The garment can Moderate conjuration; CL 7th; Create Wondrous Item, bestow
be handled without harm, but as soon as it is actually curse; Price 2,100 gp.
donned the wearer is poisoned (Contact; Fort DC 28;
Init: 20 Con; Sec: 10 Con). If not removed, the cloak Gauntlets of Fumbling
poisons the victim once a day until they are slain or Slot: Hands
the cloak is removed. These gauntlets may be of supple leather or heavy
Once donned, a cloak of poisonousness can protective material suitable for
be removed only with a remove curse spell; doing use with armor. In the former instance, they appear to be
this destroys the magical property of the cloak. If a gloves of Dexterity. In the latter case, they appear to be
neutralize poison spell is then used, it is possible to gauntlets of ogre power. The gauntlets perform according to
revive the victim with a raise dead or resurrection every test as if they were gloves of Dexterity or gauntlets of
spell, but not before. ogre power until the wearer finds herself under attack or in a
Strong abjuration; CL 15th; Create Wondrous Item, life–and–death situation. At that time, the curse is activated.
poison, and limited wish or miracle; Price 62,000 gp. The wearer becomes fumble–fingered, with a 50% chance
each round of dropping anything held in either hand. The
Crystal Hypnosis Ball gauntlets also lower Dexterity by 2 points. Once the curse is
Slot: Placed activated, the gloves can be removed only by means of a
This cursed item is indistinguishable from a remove curse spell, a wish, or a miracle.
normal crystal ball. However, anyone attempting to Moderate transmutation; CL 7th; Create Wondrous Item,
use the scrying device becomes fascinated for 1d6 bestow curse; Price 1,300 gp.
minutes, and a telepathic suggestion is implanted in
his mind (Will DC 19 negates). Helm of Opposite Alignment
The user of the device believes that the Slot: Head
desired creature or scene was viewed, but actually he This metal hat looks like a typical helmet. When
came under the influence of a powerful wizard, lich, placed upon the head, however, its curse immediately takes
or even some power or being from another plane. effect (Will DC 15 negates). On a failed save, the alignment of
Each further use brings the crystal hypnosis ball the wearer is radically altered to an alignment as different as
gazer deeper under the influence of the controller, possible from the former alignment—good to evil, chaotic to
either as a servant or a tool. Note that throughout this lawful, neutral to some extreme commitment (LE, LG, CE, or
time, the user remains unaware of his subjugation. CG). Alteration in alignment is mental as well as moral, and
Moderate divination; CL 17th; In effect, this is a the individual changed by the magic thoroughly enjoys his
minor artifact and cannot be created; Price n/a. new outlook. A character who succeeds on his save can
continue to wear the helmet without suffering the effect of the
Dust of Sneezing and Choking curse, but if he takes it off and later puts it on again, another
Slot: Hand–held save is required. The curse only works once; that is, a

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character whose alignment has been changed cannot Faint divination; CL 7th; Create Wondrous Item, detect
change it again by donning the helmet a second time. thoughts, ghost sound; Price 1,800 gp.
Only a wish or a miracle can restore former
alignment, and the affected individual does not make Necklace of Strangulation
any attempt to return to the former alignment. (In Slot: Neck
fact, he views the prospect with horror and avoids it A necklace of strangulation appears to be a rare and
in any way possible.) If a character of a class with an wondrous piece of valuable jewelry and, short of the use of
alignment requirement is affected, an atonement spell something as powerful as a miracle or a wish, can only be
is needed as well if the curse is to be obliterated. identified as a cursed item when placed around a character’s
When a helm of opposite alignment has functioned neck. The necklace immediately constricts, dealing 6 points of
once, it loses its magical properties. damage per round. It cannot be removed by any means short
Strong transmutation; CL 12th; Create Wondrous of a limited wish, wish, or miracle and remains clasped around
Item, creator must be 12th level; Price 4,000 the victim’s throat even after his death. Only when he has
gp;Weight 3 lb. decayed to a dry skeleton (after approximately one month)
does the necklace loosen, ready for another victim.
Incense of Obsession Strong conjuration; CL 18th; Create Wondrous Item, slay
Slot: Placed living; Price 60,000 gp.
These blocks of incense appear to be incense
of meditation. If meditation and prayer are conducted Net of Snaring
while incense of obsession is burning nearby, its odor Slot: Weapon
and smoke cause the user to become totally confident This net provides a +3 bonus on attack rolls but can
that her spell ability is superior, due to the magic only be used underwater, thus making it a somewhat useful
incense. The user is determined to use her spells at item rather than what most would really call a cursed item.
every opportunity, even when not needed or when Underwater, it can be commanded to shoot forth up to 30 feet
useless. The user remains obsessed with her abilities to trap a creature.
and spells until all have been used or cast, or until 24 Moderate evocation; CL 8th; Craft Magic Arms and Armor,
hours have elapsed. freedom of movement; Price 10,000 gp.
Moderate enchantment; CL 6th; Create Wondrous
Item, bestow curse; Price 200 gp.
Periapt of Foul Rotting
Slot: Brow
Mace of Blood This engraved gem appears to be of little value. If
Slot: Weapon any character keeps the periapt in her possession for more than
This +3 heavy mace must be coated in blood 24 hours, she contracts a terrible rotting affliction that
every day, or its bonus fades away (until the mace is permanently drains 1 point of Dexterity, Constitution, and
coated again). The character using this mace must Charisma every week. The periapt (and the affliction) can be
make a DC 13 Will save every day it is within his removed only by application of a remove curse spell followed
possession or become chaotic evil. by a cure disease and then a heal, miracle, limited wish, or
Moderate abjuration; CL 8th; Craft Magic Arms and wish spell. The rotting can also be countered by crushing a
Armor, creator must be at least 9th level and chaotic periapt of health and sprinkling its dust upon the afflicted
evil; Price 16,000 gp. character (a full–round action), whereupon the periapt of foul
rotting likewise crumbles to dust.
Medallion of Thought Projection Faint abjuration; CL 10th; Create Wondrous Item, contagion;
Slot: Neck Price 17,000 gp.
This device seems like a medallion of
thoughts, even down to the range at which it Potion of Poison
functions, except that the thoughts overheard are Slot: –
muffled and distorted, requiring a DC 15 Will save to This potion has lost its once beneficial magical
sort out. However, while the user thinks she is abilities and has become a potent poison.
picking up the thoughts of others, all she is really The imbiber must make a DC 16 Fortitude save or
hearing are figments created by the medallion itself. take 1d10 points of Constitution damage. A minute later he
These illusory thoughts always seem plausible and must save again (DC 16) or take 1d10 points of Constitution
thus can seriously mislead any who rely upon them. damage.
What’s worse, unknown to her, the cursed medallion Moderate conjuration; CL 12th; Craft Wondrous Item, poison;
actually broadcasts her thoughts to creatures in the Price 5,000 gp.
path of the beam, thus alerting them to her presence.

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Robe of Powerlessness thing tears through any leather or cloth, burrows into flesh,
Slot: Body and reaches the victim’s heart in 1 round, causing death. A DC
A robe of powerlessness appears to be a 25 Reflex save allows the wearer to tear the scarab away
magic robe of another sort. As soon as a character before it burrows out of sight, but he still takes 3d6 points of
dons this garment, she takes a –10 penalty to Strength damage. The beetle then returns to its scarab form. Placing the
and Intelligence, forgetting spells and magic scarab in a container of wood, ceramic, bone, ivory, or metal
knowledge accordingly. The robe can be removed prevents the monster from coming to life and allows for long–
easily, but in order to restore mind and body, the term storage of the item.
character must receive a remove curse spell followed Strong abjuration; CL 19th; Create Wondrous Item, slay
by heal. living; Price 80,000 gp.
Moderate transmutation; CL 13th; Create Wondrous
Item, bestow curse, permanency; Price 5,500 gp. Spear, Cursed Backbiter
Slot: Weapon
Robe of Vermin This is a +2 shortspear, but each time it is used in
Slot: Body melee against a foe and the attack roll is a natural 1, it
The wearer notices nothing unusual when damages its wielder instead of her intended target. When the
the robe is donned, other than that it offers great curse takes effect, the spear curls around to strike its wielder
magical defense (as a cloak of protection +4). in the back, automatically dealing the damage to the wielder.
However, as soon as he is in a situation requiring The curse even functions when the spear is hurled, and in such
concentration and action against hostile opponents, a case the damage to the hurler is doubled.
the true nature of the garment is revealed: The wearer Moderate evocation; CL 10th; Craft Magic Arms and Armor,
immediately suffers a multitude of bites from the bestow curse; Price 7,500 gp.
insects that magically infest the garment. He must
cease all other activities in order to scratch, shift the Stone of Weight (Loadstone)
robe, and generally show signs of the extreme Slot: –
discomfort caused by the bites and movement of This stone appears to be a dark, smoothly polished
these pests. stone. It reduces the possessor’s base land speed to one–half of
The wearer takes a –5 penalty on initiative normal. Once picked up, the stone cannot be disposed of by
checks and a –2 penalty on all attack rolls, saves, and any nonmagical means—if it is thrown away or smashed, it
skill checks. reappears somewhere on his person. If a remove curse spell is
If he tries to cast a spell, he must make a cast upon a loadstone, the item may be discarded normally and
Spellcraft check (DC 20 + spell level) or lose the no longer haunts the individual.
spell. Faint transmutation; CL 5th; Create Wondrous Item, slow;
Moderate abjuration; CL 13th; Create Wondrous Price 1,000 gp.
Item, summon swarm, creator must be at least 13th
level; Price 16,500 gp. –2 Sword, Cursed
Slot: Weapon
Ring of Clumsiness This longsword performs well against targets in
Slot: Finger practice, but when used against an opponent in combat, it
This ring operates exactly like a ring of causes its wielder to take a –2 penalty on attack rolls.
feather falling. However, it also makes the wearer All damage dealt is also reduced by 2 points, but
clumsy. She takes a –4 penalty to Dexterity and has a never below a minimum of 1 point of damage on any
20% chance of spell failure when trying to cast any successful hit. After one week in a character’s possession, the
arcane spell that has a somatic component. (This sword always forces that character to employ it rather than
chance of spell failure stacks with other arcane spell another weapon. The sword’s owner automatically draws it
failure chances.) and fights with it even when she meant to draw or ready some
Strong transmutation; CL 15th; Forge Ring, feather other weapon. The sword can be gotten rid of only by means
fall, bestow curse; Price 500 gp. of limited wish, wish, or miracle.
Strong evocation; CL 15th; Craft Magic Arms and Armor,
Scarab of Death bestow curse, and limited wish or miracle; Price 1,500 gp.
Slot: Neck
This small pin appears to be any one of the Sword, Berserking
various beneficial amulets, brooches, or scarabs. Slot: Weapon
However, if it is held for more than 1 round or This item appears to have the characteristics of a +2
carried by a living creature for 1 minute, it changes greatsword. However, whenever the sword is used in battle,
into a horrible burrowing beetlelike creature. The its wielder goes berserk (gaining all the benefits and

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drawbacks of the barbarian’s rage ability). He attacks each page is determined by a dice roll: 01–50, arcane spell;
the nearest creature and continues to fight until 51–100, divine spell.
unconscious or dead or until no living thing remains Determine the exact spell by using the tables for
within 30 feet. Although many see this sword as a determining major scroll spells.
cursed object, others see it as a boon. Once a page is turned, it can never be flipped back—
Moderate evocation; CL 8th; Craft Magic Arms and paging through a book of infinite spells is a one–way trip.
Armor, rage, bestow curse; Price 17,500 gp. If the book is closed, it always opens again to the
page it was on before the book was closed. When the last page
Vacuous Grimoire is turned, the book vanishes.
Slot: – Once per day the owner of the book can cast the spell
A book of this sort looks like a normal one to which the book is opened. If that spell happens to be one
on some mildly interesting topic. Any character who that is on the character’s class spell list, she can cast it up to
opens the work and reads so much as a single word four times per day. The pages cannot be ripped out without
therein must make two DC 15 Will saves. The first is destroying the book. Similarly, the spells cannot be cast as
to determine if the reader takes 1 point of permanent scroll spells, nor can they be copied into a spellbook—their
Intelligence drain. The second is to find out if the magic is bound up permanently within the book itself.
reader takes 2 points of permanent Wisdom drain. To The owner of the book need not have the book on her
destroy the book, a character must burn it while person in order to use its power. The book can be stored in a
casting remove curse. If the grimoire is placed with place of safety while the owner is adventuring and still allow
other books, its appearance instantly alters to its owner to cast spells by means of its power.
conform to the look of those other works. Each time a spell is cast, there is a chance that the
Strong enchantment; CL 20th; Create Wondrous energy connected with its use causes the page to magically
Item, feeblemind; Price 6,000 gp. turn despite all precautions. The owner knows this and may
even benefit from the turning by gaining access to a new spell.
The chance of a page turning depends on the spell the page
Artifacts contains and what sort of spellcaster the owner is.
Artifacts are extremely powerful. Rather
than merely another form of magic equipment, they
Condition Chance
are the sorts of legendary relics that whole campaigns
of Page
can be based on. Each could be the center of a whole
Turning
set of adventures—a quest to recover it, a fight
Caster employing a spell usable by 10%
against a opponent wielding it, a mission to cause its
own class and level
destruction, and so on.
Caster employing a spell not usable 20%
No table has been included to randomly
by own class and level
generate specific artifacts, since these items should
Nonspellcaster employing divine 25%
only enter a campaign through deliberate choice on
spell
your part.
Nonspellcaster employing arcane 30%
spell
Minor Artifacts
Minor artifacts are not necessarily unique
Treat each spell use as if a scroll were being
items. Even so, they are magic items that no longer
employed, for purposes of determining casting time, spell
can be created, at least by common mortal means.
failure, and so on.
Strong (all schools); CL 18th; Weight 3 lb.
Minor Artifact Descriptions
Described below is a selection of the most well–
known (not necessarily the most numerous) minor Deck of Many Things
artifacts. Slot: Hand–held
A deck of many things (both beneficial and baneful)
Book of Infinite Spells is usually found in a box or leather pouch. Each deck contains
a number of cards or plaques made of ivory or vellum. Each is
Slot: –
engraved with glyphs, characters, and sigils. As soon as one of
This work bestows upon any character of
these cards is drawn from the pack, its magic is bestowed
any class the ability to use the spells within its pages.
upon the person who drew it, for better or worse.
However, any character not already able to use spells
The character with a deck of many things who wishes
gains one negative level for as long as the book is in
to draw a card must announce how many cards she will draw
her possession or while she uses its power. A book of
before she begins. Cards must be drawn within 1 hour of each
infinite spells contains 1d8+22 pages. The nature of
other, and a character can never again draw from this deck any
more cards than she has announced. If the character does not

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willingly draw her allotted number (or if she is deck of many things contains 22 cards. To simulate the magic
somehow prevented from doing so), the cards flip out cards, you may want to use tarot cards, as indicated in the
of the deck on their own. Exception: If the jester is second column of the accompanying table. If no tarot deck is
drawn, the possessor of the deck may elect to draw available, substitute ordinary playing cards instead, as
two additional cards. indicated in the third column. The effects of each card,
Each time a card is taken from the deck, it is summarized on the table, are fully described below.
replaced (making it possible to draw the same card
twice) unless the draw is the jester or the fool, in Deck of Many Things
which case the card is discarded from the pack. A
Plaque Tarot Card Playing Card Summary of Effect
Balance XI. Justice Two of spades Change alignment instantly.
Comet Two of swords Two of diamonds Defeat the next monster you meet to
gain one level.
Donjon Four of swords Ace of spades You are imprisoned.
Euryale Ten of swords Queen of spades –1 penalty on all saving throws
henceforth.
The Fates Three of cups Ace of hearts Avoid any situation you choose . . .
once.
Flames XV. The Devil Queen of clubs Enmity between you and an outsider.
Fool 0. The Fool Joker (with trademark) Lose 10,000 experience points and you
must draw again.
Gem Seven of cups Two of hearts Gain your choice of twenty–five
pieces of jewelry or fifty gems.
Idiot Two of pentacles Two of clubs Lose Intelligence (permanent drain).
You may draw again.
Jester XII. The Hanged Man Joker (w/o trademark) Gain 10,000 XP or two more draws
from the deck.
Key V. The Hierophant Queen of hearts Gain a major magic weapon.
Knight Page of swords Jack of hearts Gain the service of a 4th–level fighter.
Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes.
Rogue Five of swords Jack of spades One of your friends turns against you.
Ruin XVI. The Tower King of spades Immediately lose all wealth and real
property.
Skull XIII. Death Jack of clubs Defeat dread wraith or be forever
destroyed.
Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent bonus
to one ability score.
Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous
item and 50,000 XP.
Talons Queen of pentacles Ace of clubs All magic items you possess disappear
permanently.
Throne Four of staves King of hearts Gain a +6 bonus on Persuade
(Diplomacy) checks plus a small keep.
Vizier IX. The Hermit Ace of diamonds Know the answer to your next
dilemma.
The Void Eight of swords King of clubs Body functions, but soul is trapped
elsewhere.
Donjon: This card signifies imprisonment— either by the
Balance: The character must change to a radically imprisonment spell or by some powerful being. All gear and
different alignment. If the character fails to act spells are stripped from the victim in any case. Draw no more
according to the new alignment, she gains a negative cards.
level. Euryale: The medusalike visage of this card brings a curse
Comet: The character must single–handedly defeat that only the fates card or a deity can remove. The –1 penalty
the next hostile monster or monsters encountered, or on all saving throws is otherwise permanent.
the benefit is lost. If successful, the character gains Fates: This card enables the character to avoid even an
enough XP to attain the next experience level. instantaneous occurrence if so desired, for the fabric of reality
is unraveled and respun. Note that it does not enable

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something to happen. It can only stop something Sun: Roll for a medium wondrous item until a useful item is
from happening or reverse a past occurrence. The indicated.
reversal is only for the character who drew the card; Talons: When this card is drawn, every magic item owned or
other party members may have to endure the possessed by the character is instantly and irrevocably gone.
situation. Throne: The character becomes a true leader in people’s eyes.
Flames: Hot anger, jealousy, and envy are but a few The castle gained appears in any open area she wishes (but the
of the possible motivational forces for the enmity. decision where to place it must be made within 1 hour).
The enmity of the outsider can’t be ended until one of Vizier: This card empowers the character drawing it with the
the parties has been slain. Determine the outsider one–time ability to call upon a source of wisdom to solve any
randomly, and assume that it attacks the character (or single problem or answer fully any question upon her request.
plagues her life in some way) within 1d20 days. The query or request must be made within one year. Whether
Fool: The payment of XP and the redraw are the information gained can be successfully acted upon is
mandatory. This card is always discarded when another question entirely.
drawn, unlike all others except the jester. The Void: This black card spells instant disaster. The
Gem: This card indicates wealth. The jewelry is all character’s body continues to function, as though comatose,
gold set with gems, each piece worth 2,000 gp, the but her psyche is trapped in a prison somewhere—in an object
gems 1,000 gp value each. on a far plane or planet, possibly in the possession of an
Idiot: This card causes the drain of 1d4+1 points of outsider. A wish or a miracle does not bring the character
Intelligence immediately. The additional draw is back, instead merely revealing the plane of entrapment. Draw
optional. no more cards.
Jester: This card is always discarded when drawn, Strong (all schools); CL 20th.
unlike all others except the fool. The redraws are
optional. Hammer of Thunderbolts
Key: The magic weapon granted must be one usable Slot: Weapon
by the character. It suddenly appears out of nowhere This +3 Large returning warhammer deals 4d6
in the character’s hand. points of damage on any hit.
Knight: The fighter appears out of nowhere and Further, if the wielder wears a belt of giant Strength
serves loyally until death. He or she is of the same and gauntlets of ogre power and he knows that the hammer is
race (or kind) and gender as the character. a hammer of thunderbolts (not just a +3 warhammer), the
Moon: This card sometimes bears the image of a weapon can be used to full effect: It gains a total +5 magic
moonstone gem with the appropriate number of bonus, and deals 20d8 damage to any giant upon whom it
wishes shown as gleams therein; sometimes it depicts scores a hit (Fortitude DC 20 negates the extra effect but not
a moon with its phase indicating the number of the weapon’s base damage).
wishes (full = four; gibbous = three; half = two; When hurled, on a successful attack the hammer
quarter = one). These wishes are the same as those emits a great noise, like a clap of thunder, causing all creatures
granted by the 9th–level wizard spell and must be within 90 feet to be stunned for 1 round (Fortitude DC 15
used within a number of minutes equal to the number negates). The hammer’s range increment is 30 feet.
received. Strong evocation, necromancy, and transmutation; CL 20th;
Rogue: When this card is drawn, one of the Weight 15 lb.
character’s NPC friends (preferably a cohort) is
totally alienated and forever after hostile. If the
character has no cohorts, the enmity of some
Philosopher’s Stone
powerful personage (or community, or religious Slot: –
order) can be substituted. The hatred is secret until This rare substance appears to be an ordinary, sooty
the time is ripe for it to be revealed with devastating piece of blackish rock. If the stone is broken open (break DC
effect. 20), a cavity is revealed at the stone’s heart. This cavity is
Ruin: As implied by its name, when this card is lined with a magical type of quicksilver that enables any
drawn, all nonmagical possessions of the drawer are arcane spellcaster to transmute base metals (iron and lead) into
lost. silver and gold. A single philosopher’s stone can turn from up
Skull: A dread wraith appears. Treat this creature as to 5,000 pounds of iron into silver, or up to 1,000 pounds of
an unturnable undead. The character must fight it lead into gold. However, the quicksilver becomes unstable
alone—if others help, they get dread wraiths to fight once the stone is opened and loses its potency within 24 hours,
as well. If the character is slain, she is slain forever so all transmutations must take place within that period.
and cannot be revived, even with a wish or a miracle. The quicksilver found in the center of the stone may
Star: The 2 points are added to any ability the also be put to another use. If mixed with any cure potion while
character chooses. They cannot be divided among the substance is still potent, it creates a special oil of life that
two abilities. acts as a true resurrection spell for any dead body it is
sprinkled upon.

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Strong transmutation; CL 20th; Weight 3 lb. Staff of the Magi


Slot: Hand–held
Sphere of Annihilation A long wooden staff, shod in iron and inscribed with
Slot: – sigils and runes of all types, this potent artifact contains many
A sphere of annihilation is a globe of spell powers and other functions. Some of its powers use
absolute blackness, a ball of nothingness 2 feet in charges, while others don’t. The following powers do not use
diameter. The object is actually a hole in the charges:
continuity of the multiverse. Any matter that comes
in contact with a sphere suffers 40d6 damage per • Detect magic
round of contact, bypassing DR or Hardness. Only • Enlarge person (Fortitude DC 15 negates)
the direct intervention of a deity can restore an • Hold portal
annihilated character. • Light
A sphere of annihilation is static, resting in • Mage armor
some spot as if it were a normal hole. It can be • Mage hand
caused to move, however, by mental effort (think of
this as a mundane form of telekinesis, too weak to The following powers drain 1 charge per usage:
move actual objects but a force to which the sphere,
being weightless, is sensitive). A character’s ability
• Dispel magic
to gain control of a sphere of annihilation (or to keep
• Fireball (10d6 damage, Reflex DC 17 half )
controlling one) is based on the result of a control
• Ice storm
check against DC 30 (a move action). A control
check is 1d20 + character level + character Int • Invisibility
modifier. If the check succeeds, the character can • Knock
move the sphere (perhaps to bring it into contact with • Lightning bolt (10d6 damage, Reflex DC 17 half )
an enemy) as a free action. • Passwall
Control of a sphere can be established from • Pyrotechnics (Will or Fortitude DC 16 negates)
as far away as 40 feet (the character need not • Wall of fire
approach too closely). Once control is established, it • Web
must be maintained by continuing to make control
checks (all DC 30) each round. For as long as a These powers drain 2 charges per usage:
character maintains control (does not fail a check) in
subsequent rounds, he can control the sphere from a • Monster summoning 9th
distance of 40 feet + 10 feet per character level. The • Plane shift (Will DC 21 negates)
sphere’s speed in a round is 10 feet +5 feet for every • Telekinesis (400 lb. maximum weight; Will DC 19
5 points by which the character’s control check result negates)
in that round exceeded 30.
If a control check fails, the sphere slides 10 A staff of the magi gives the wielder spell resistance 23. If
feet in the direction of the character attempting to this is willingly lowered, however, the staff can also be used to
move it. absorb arcane spell energy directed at its wielder, as a rod of
If two or more creatures vie for control of a absorption does. Unlike the rod, this staff converts spell levels
sphere of annihilation, the rolls are opposed. If none into charges rather than retaining them as spell energy usable
are successful, the sphere slips toward the one who by a spellcaster. If the staff absorbs enough spell levels to
rolled lowest. exceed its limit of 50 charges, it explodes as if a retributive
Should a gate spell be cast upon a sphere of strike had been performed (see below). The wielder has no
annihilation, there is a 50% chance (01–50 on d%) idea how many spell levels are cast at her, for the staff does
that the spell destroys it, a 35% chance (51–85) that not communicate this knowledge as a rod of absorption does.
the spell does nothing, and a 15% chance (86–100) (Thus, absorbing spells can be risky.)
that the sphere is sent to another plane. If a rod of Retributive Strike: A staff of the magi can be broken for a
cancellation touches a sphere of annihilation, they retributive strike. Such an act must be purposeful and declared
negate each other in a tremendous explosion. by the wielder. All charges in the staff are released in a 30–
Everything within a 60–foot radius takes 2d6x10 foot spread. All within 10 feet of the broken staff take hit
points of damage. Dispel magic and mage’s points of damage equal to 8 times the number of charges in the
disjunction have no effect on a sphere. staff, those between 11 feet and 20 feet away take points equal
See also talisman of the sphere (below). to 6 times the number of charges, and those 21 feet to 30 feet
Strong transmutation; CL 20th. distant take 4 times the number of charges. A DC 17 Reflex
save reduces damage by half.

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The character breaking the staff has a 50% Talisman of Reluctant Wishes
chance (01–50 on d%) of traveling to another plane Slot: Hand–held
of existence, but if she does not (51–100), the A talisman of this sort appears the same as a stone of
explosive release of spell energy destroys her. Only controlling earth elementals. Its powers are quite different,
specific items, including the staff of the magi and the however, and dependent on the Charisma of the individual
staff of power are capable of a retributive strike. holding the talisman. Whenever a character touches a talisman
Strong (all schools); CL 20th; Weight 5 lb. of reluctant wishes, he must make a DC 15 Charisma check.
If he fails, the device acts as a stone of weight.
Talisman of Pure Good Discarding or destroying it results in 5d6 points of damage to
Slot: Hand–held the character and the disappearance of the talisman.
A good (LG, NG, CG) divine spellcaster If he succeeds, the talisman remains with the
who possesses this item can cause a flaming crack to character for 5d6 hours, or until a wish is made with it,
open at the feet of an evil (LE, NE, CE) divine whichever comes first. It then disappears.
spellcaster who is up to 100 feet away. If the intended If he rolls a natural 20, the character finds it
victim fails a DC 25 Reflex save, it is swallowed up impossible to be rid of the talisman for as many months as he
by the earth and suffers 20d6 damage. The entrapped has points of Charisma. In addition, the artifact grants him one
victim must dig their own way free or risk wish for every 6 points of the character’s Charisma. It also
suffocation, as per being buried. grows warm and throbs whenever its possessor comes within
The wielder of the talisman must be good, 20 feet of a mechanical or magic trap. (If the talisman is not
and if he is not exceptionally pure in thought and held, its warning heat and pulses are of no avail.)
deed the evil character gains a DC 19 Reflex saving Regardless of which reaction results, a talisman of reluctant
throw to leap away from the crack. Obviously, the wishes disappears when its time period expires, leaving behind
target must be standing on solid ground for this item a 10,000 gp diamond in its stead.
to function. Strong conjuration; CL 20th;Weight 1 lb.
A talisman of pure good has 6 charges. If a
neutral (LN, N, CN) divine spellcaster touches one of Talisman of Ultimate Evil
these stones, he takes 6d6 points of damage (half if a Slot: Hand–held
Fortitude DC 25 save is successful). If an evil divine An evil (LE, NE, CE) divine spellcaster who
spellcaster touches one, he takes 8d6 points of possesses this item can cause a flaming crack to open at the
damage (half if a Fortitude DC 25 save is successful). feet of a good (LG, NG, CG) divine spellcaster who is up to
All other characters are unaffected by the device. 100 feet away. If the intended victim fails a Reflex DC 25
Strong evocation [good]; CL 18th. save, he is consumed by the earth and suffers 20d6 damage.
The entrapped victim must dig their own way free or risk
Talisman of the Sphere suffocation, as per being buried.
Slot: Hand–held The wielder of the talisman must be evil, and if she is
This small adamantine loop and handle are not exceptionally foul and perverse in the sights of her evil
useless to those unable to cast arcane spells. deity the good character gains a DC 19 Reflex save to leap
Characters who cannot cast arcane spells take 5d6 away from the crack. Obviously, the target must be standing
points of damage merely from picking up and on solid ground for this item to function.
holding a talisman of this sort (half if a Fortitude DC A talisman of ultimate evil has 6 charges. If a neutral
25 save is successful). However, when held by an (LN, N, CN) divine spellcaster touches one of these stones,
arcane spellcaster who is concentrating on control of she takes 6d6 points of damage (half if a Fortitude DC 25 save
a sphere of annihilation, a talisman of the sphere is successful). If a good divine spellcaster touches one, she
doubles the character’s modifier on his control check takes 8d6 points of damage (half if a Fortitude DC 25 save is
(doubling both his Intelligence bonus and his successful). All other characters are unaffected by the device.
character level for this purpose). Strong evocation [evil]; CL 18th.
If the wielder of a talisman establishes
control, he need check for maintaining control only Major Artifacts
every other round thereafter. If control is not Major artifacts are unique items—only one of each
established, the sphere moves toward him. Note that such item exists. These are the most potent of magic items,
while many spells and effects of cancellation have no capable of altering the balance of a campaign.
effect upon a sphere of annihilation, the talisman’s Unlike all other magic items, major artifacts are not
power of control can be suppressed or canceled. easily destroyed. Each should have only a single, specific
Strong transmutation; CL 16th; Weight 1 lb. means of destruction.

Major Artifact Descriptions

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The Bones of Azurewrath Right Arm:


Slot: Special • Constant Powers: Drain 1 point of Strength as per
Long ago, during the Dark Ages of shadow in 5’ radius (does not affect owner)
Amberos, a mighty wizard grew in power in the • Lesser Powers: Bull’s Strength 3x/day
Skyland Hold. The mage was named Azurewrath, • Major Power: +4 magic bonus to Strength
and he was second only to the Warlord Volk, who Ribcage:
ruled the Skyland Hold. He led the fienish armies of • Constant Powers: Damage Reduction 15/blunt
the Skyland Hold into battle, with two powerful • Lesser Powers: Protection from Arrows 3x/day
Balors at his side as bodyguards. • Major Power: Stoneskin 1x/day
He was ultimately defeated by trickery when Spine:
King Flanan of the Kingdom of Malovak, his squire • Constant Powers: Damage Reduction 15/slashing
James and his court wizard Ooglaa the Wise captured • Lesser Powers: Feeblemind 3x/day
Azurewrath’s phylactery and offered it to the Balors • Major Power: Level Drain 1x/day
under Azurewrath’s control. When a massive battle Left Leg:
broke out over the phylactery, Ooglaa broke his staff • Constant Powers: Slow in 5’ radius (does not affect
of the magi, consuming the lich, its phylactery and owner)
the two Balors in an explosion that scattered the • Lesser Powers: Haste 3x/day
lich’s remains across the world and planes of • Major Power: Time Stop 1x/day
existance. Right Leg:
The bones of Azurewrath appear to be the
• Constant Powers: Blur
blackened, nearly petrified remains of a human male
• Lesser Powers: Mirror Image 3x/day
about 6’ 2”. The bones are individual, and the more
that have been assembled, the more powerful the • Major Power: Duo–dimension 1x/day
bones become. Skull:
The amount of power a being gains from the • Constant Powers: Drains 1 spell level / round (does
bones of Azurewrath depends on how much of the not affect owner)
skeleton is present. Constant powers are always in • Lesser Powers: All owner’s spells receive benefit of
effect. To use the lesser powers of the bones, the the Enlarge metamagic feat without being increased
bones must merely be held. To gain the major in level
powers of the bones, a spellcaster must willingly hold • Major Power: All owner’s spells receive the benefit
the bones against the area they would normally be of the Maximize metamagic feat without being
found. Upon doing so, the spellcaster’s flesh opens, increased in level
the bone is drawn in and replaces the old bone. This
act also allows the spellcaster to use the lesser and Furthermore, when several completed extremities are
constant powers as well. The process of absorbing combined, the following powers are gained.
the bone is horribly excruciating, taking one round to
complete and in which no other action can be taken. Skull and Hands:
There is a total of 220 bones, however, these are • Major Power: Double all memorized spells
grouped as follows:
Both Arms and Legs:
Left Hand: • Major Power: Fly as per the spell, at will
• Constant Power: Curse in a 5’ radius (does
not affect owner) Spine & Ribcage:
• Lesser Powers: Frighten 3x/day • Major Power: Major Globe of Invulnerability 1x/day
• Major Power: Symbol of Pain 1x/day
Right Hand: Once a spellcaster gets a hold of any one of
• Constant Power: Cannot heal by normal or Azurewrath’s bones, he immediately gains the sensation that
magical means in 5’ radius (does not affect he should seek out the other bones. If a mage or cleric
owner) accepts the bones into his own body, he instantly gains the
• Lesser Powers: Cause Serious Wounds knowledge of the next closest bone’s distance and direction.
3x/day If the whole skeleton should be assembled outside of
• Major Power: Slay Living 1x/day a host, it can choose to animate itself to attack, with the
Left Arm: statistics as an 18th skeleton warrior with 6th level wizard
casting ability. The animated form can use any of the powers
• Constant Powers: Chill Metal in a 5’ radius
of the assembled skeleton above.
(does not affect owner)
As more bones are accepted into the host’s body,
• Lesser Powers: Ghoul Touch 3x/day
Azurewrath’s Abyssmal presence becomes more well–
• Major Power: Paralyzing touch as a lich
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defined. Once a host has assembled one full


extremity, he begins to suffer from artifact The Moaning Diamond
domination. The host begins to obsess over finding Slot: Hand–held
the remaining bones and taking them into himself. The Moaning Diamond appears to be an uncut
To represent this, the character must make a DC 19 diamond the size of a human fist. At all times, it gives forth a
Will save, (+2 to DC per complete extremity past the baleful moaning sound, as if in pain. Despite the noise, the
first) or act as if Geased to find the remaining bones. Moaning Diamond is not evil.
Even if the save is successful, the character will The wielder of the stone can, three times per day, call
desire to find the other bones. upon it to reshape earth and stone as if by the spell stone
Gathering the bones of Azurewrath attracts shape, affecting 5,000 cubic feet of material. The Moaning
the attention of the Abyssmal underworld. Any Diamond can summon an elder earth elemental with
person who begins assembling the bones of maximum hit points that serves the caster until it is slain. Only
Azurewrath will attract to themselves Abyssmal one such elemental can be summoned at a time; if it is slain, a
minions who will seek to thwart the person’s actions. new creature cannot be summoned for 24 hours.
Eventually, this will attract the attention of the two
Balors Azurewrath kept as bodyguards, who will
seek to scatter the bones forever, unless they are
The Orbs of Dragonkind
somehow bound to the owner’s control. Slot: Hand–held
Should any mage ever accept into himself During the First Dragon War, a cabal of wizards
the entire skeleton of Azurewrath, the mage would captured powerful dragons with magic, in the hopes of finding
instantly overtake the body, destroying the poor a way to defeat the lesser wyrms of Amberos. When the
host’s soul. Azurewrath is an 18th wizard/15th cleric dragons proved to difficult to keep contained as they
of maximum hit points with all the powers of a lich, experimented, the cabal used powerful magics to contain the
as well as the individual powers of the bones above dragon’s spirits within orbs of crystal while they continued to
for the completed skeleton. experiment on their bodies.
Azurewrath’s bones can only be destroyed The cabal was successful, but the orbs were able to
for once and all if the entire assembled skeleton is telepathically reach out to their kin and call for help. A
subjected to a retrebutive strike from a Staff of the massed flight of dragons decended on the cabal, utterly
Magi. The mage’s bones can be rendered inert if he destroying it and the bodies of the great dragons, forever
is faced by the two Balors he once ensnared and they trapping their life–force in the crystal orbs. During the
manage to seize his heart. The two fiends will then confusion, the orbs were secreted out, and have been slowly
once again scatter Azurewrath’s bones across the face traversing the continent ever since.
of the continent. This second method does not Each of these fabled orbs contains the essence and
destroy the skeleton per se, but does render the mage personality of an ancient dragon of a different variety (one for
helpless until the bones are reunited and a new host is each of the major ten different chromatic and metallic
found. dragons). The bearer of an Orb can dominate dragons of its
particular variety within 500 feet (as dominate monster), the
dragon being forced to make a DC 25 Will save to resist.
Gemstone of Creation (Spell resistance is not useful against this effect.) Each Orb of
Slot: Hand–held Dragonkind bestows upon the wielder the AC and saving
There are only twelve of these mighty throw bonuses of the dragon within. These values replace
gemstones in existence. Once a part of the the Crown whatever values the character would otherwise have, whether
of Stars worn by Thunbuk, Thor’s hammer shattered they are better or worse. These values cannot be modified by
the crown and sent the gemstones to the far corners any means short of ridding the character of the Orb. A
of the multiverse. Once gemstone is known to lay in character possessing an Orb of Dragonkind is immune to the
the depths of the abyss, one was found by Stormonu breath weapon—but only the breath weapon—of the dragon
in Tsre Vestu’s heart and one was the prison home of variety keyed to the Orb. Finally, a character possessing an
the demonic arcanist Sharez in the Twilight Forest. Orb can herself use the breath weapon of the dragon in the
The location of the remainder of these gemstone’s Orb three
location is unknown. The primary power of the times per day.
gemstone is to allow its wielder to cast Wish without All Orbs of Dragonkind can be used to communicate
any material component or XP cost three times a day. verbally and visually with the possessors of the other Orbs.
For each additional 3 gemstones in the possession of The owner of an Orb knows whether there are dragons within
a single individual, an additional Wish can be used 10 miles at all times. For dragons of the Orb’s particular
per day. Thus, possessing 3 of the gemstones allows variety, the range is 100 miles. If within 1 mile of a dragon of
the wielder to use Wish 10x/day, 6 gemstones allows the Orb’s variety, the wielder can determine the exact location
Wish 20x/day, 9 gemstones allows Wish 30x/day and and age of the creature. The bearer of one of these Orbs earns
possessing all 12 gemstones allows Wish 40x/day. the enmity forever of all dragonkind for profiting by the

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enslavement of one of their kin, even if she later loses it and driving them to recreate Gwieze’s ancient empire.
the item. This artifact was crafted centuries ago, weaving
Each Orb also has an individual power that together the wispy strands of shadow itself into a twisted black
can be invoked once per round at 10th caster level. staff. The Shadowstaff makes the wielder slightly shadowy
• Black Dragon Orb: Fly (Will DC 17 and incorporeal, granting him a +4 bonus to AC and Reflex
negates). saves (which stacks with any other bonuses). However, in
• Blue Dragon Orb: Haste (Fortitude DC 17 bright light (such as that of the sun, but not a torch) or in
negates). absolute darkness, the wielder takes a –2 penalty on all attack
• Brass Dragon Orb: Teleport (Will DC 19 rolls, saves, and checks.
negates). The Shadowstaff also has these powers.
• Bronze Dragon Orb: Scrying (Will DC 18
negates). • Summon Shadows: Three times per day the staff
• Copper Dragon Orb: Suggestion (Will DC may summon 2d4 shadows. Immune to turning, they
17 negates). serve the wielder as if called by a summon monster
• Gold Dragon Orb: The owner of the gold 5th spell cast at 20th level.
Orb can call upon any power possessed by • Summon Nightshade: Once per month, the staff can
one of the other Orbs—including the summon a nightcrawler nightshade that serves the
dominate and breath weapon abilities but not wielder as if called by a summon monster 9th spell
AC, save bonuses, or breath weapon cast at 20th level.
immunity—but can only use an individual • Shadow Form: Three times per day the wielder can
power once per day. She can use dominate become a living shadow, with all the movement
on any other possessor of an Orb within 1 powers granted by the gaseous form spell.
mile (Will DC 23 negates). • Shadow Bolt: Three times per day the staff can
• Green Dragon Orb: Spectral hand. project a ray attack that deals 10d6 points of cold
• Red Dragon Orb: Wall of fire. damage to a single target. The shadow bolt has a
• Silver Dragon Orb: Cure critical wounds range of 100 feet.
(Will DC 18 half ).
• White Dragon Orb: Protection from energy The Shield of the Sun
(cold) (Fortitude DC 17 negates). This shield was actually a dinner plate the god
Dhorian stole from the Ancient One Apollo in his raid of the
The Saint’s Mace heavens. The god Fir modified the golden plate to act as a
Slot: Weapon magical shield in the battle against Guaradrell. During the
The great god of healing, Logres, refused to fight, the great dragon ripped the shield free of Dhorian’s
ever raise arms to harm a living creature. After his grasp, where it fell to the earth. Since that battle, it passed
capture, slaughter and eventual ressurection, he was from individual to individual, granting powerful abilities to
approached by a pious worshipper who pleaded with those who wield it.
the diety to act as Logre’s bodyguard. Logres This +5 large shield, emblazoned with the symbol of
politely refused, but charged the pious priest’s mace the sun, allows the wielder to cast spells as if she were a 20th–
with magical power and sent him forth to protect level paladin with a Wisdom score of 20. The spells gained are
other from harm. When the priest passed away, the cumulative with any existing spells per day that the character
mace disappeared from history. might have, even if she’s already a paladin. The Shield of the
This relic appears to be a simple, well–used Sun also grants spell resistance 15 to its wielder. It absorbs the
cudgel, but its simple appearance hides great power. first 10 points of damage from any energy attack (fire, cold,
The saint’s mace has a +5 magic bonus and functions acid, electricity, or sonic). In return for all this, once per year
as a heavy mace with the holy, lawful, and disruption the shield’s owner must undertake a quest (no saving throw to
special abilities. The wielder can project searing light avoid) at the behest of Dhorian.
from the mace at will, at caster level 20th. A character who is evil or chaotic (LE, NE, CE, CN,
CG) gains four negative levels if she attempts to use this
artifact. Although these negative levels never results in actual
The Shadowstaff level loss, they remain as long as the shield is in hand and
Slot: Hand–held cannot be overcome in any way (including restoration spells).
This artifact is said to have belonged to the The negative levels disappear when the shield is stowed or
mighty god Gwieze, and that he lost it during the leaves the wearer’s possession.
cataclysm that destroyed his Shadow Empire during
the Elvin Golden Age. Since then, the staff has
Throne of the Gods
resurface several times, empowering those who find
Slot: Placed

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Once the throne from which Thunbuk If the character learns the proper command words, he
directed the creation of the world, this artifact was can activate the following special abilties of the throne.
lost in the depths of the mountain Tsre Vestu until it
was recently retrieved by unknown hands. The • Empowered Maximized Death Spell once per day
throne is thought to have returned to its guilded hall • Permanent +2 magic bonus to all ability scores,
in Olympus, but no mortal is truly sure of its location. usable only once
The throne of the gods weighs 5 tons and • Cast spells from throne each week as if a 20th level
appears to be a seat made of hewn stone with quilted Wizard with 19 Int for 1 minute/day
red padding to seat upon. The whole throne is
engraved with a mural of creation and inlaid with Each time one of the above powers is invoked, the throne
gold, silver, platinum and many gemstones. generates a Fear aura as per the spell, with a 30 foot radius
To activate the power of the throne, a person instead of a cone effect.
need only sit in the seat. Upon sitting in the throne,
the following abilities take effect.
• Prime Attribute gains a permanent +2 The Black Heart of Tuma:
• +2 bonus to all saving throws
• Cannot be reduced below 1 hp from any sort
of attack
Black Marentail’s Bloodforge:
• The possessor does not need to sleep, eat
,drink or breathe while seated Rand’s Armor
• Detect thoughts at will, at 20th level ability
• Immune to spells of 5th level or less that Black Hammer of Ghan
allow for spell resistance (as per the spell
immunity spell) Hellhammer
• + 2 divine bonus to AC

Unfortunately, while the possessor is on the


Suet–Song
throne, the things of the world become less Sword of the elvin kings
important. The character suddenly loses all interest
in sex, gambling, fighting and other pursuits. His Hochiman’s Katana
mind becomes focused on the power of the throne, Katana of the spirit warrior
and unless he succeeds a Will DC 30 save (which can
be made each day), he will desire to never leave the Iron Bow of Ghan
throne.
By willing to do so, the character can activate the
following powers
The Staff of Huren

• Disentegrate up to 20 cubic feet once per The Great Swords


day at 20th level ability Background: During the Dragon Wars, Emperor Nannon 4th
• Greater Teleport with Throne once per week of Swordfall commissioned the creation of a series of weapons
(ignoring the weight of throne) know as the War Relics, which were to be dispursed to the
heros of the age in the war against the dragons. He specially
The first time the Disentegrate power is commissioned a series of seven blades for the seven Great
used, the possessor of the chair is deafened for 1d4 Barons who helped him to rule Swordfall, and commissioned
turns (no save). However, if either of these powers is a special blade for his own use.
used, the character must make a Fortitude DC 20 Unfortunately, the master craftsman behind the
save or suffer body rot, reducing his Constitution and weapons, Fineburr the Astronomican, was corrupted by the
Charisma by one each week. The rot can only be dragons and attempted to curse the swords–in–progress.
stopped by a Wish spell or if the character gives up Though he was stopped, the weapons were unknowingly
the Throne. If the character drops to 0 Constitution, tainted.
he cannot leave the Throne or he will die. Also, the The swords were distributed to the seven Great
first time any of the two above powers is activated, Barons, and Emperor Nannon recieved the greatest blade of
the most powerful magic item within 10 feet of the them all. However, he quickly found the great blade was
owner is drained of all its magic to recharge the intelligent and difficult to control – most so as it had refused
throne from it's centuries of disuse. to take a name to allow it to be bound to a master.
The weapons were a great help in ending the war and
later keeping control of matters in the various realms under

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Swordfall's command. However, the ego battles Frederic Furvon of Furvon's Paval managed to resist the
between Nannon and the unnamed sword became sword's influence.
legendary – to the point the sword wanted complete
control of the kingdom itself. However, without a The Four Brothers and Three Sisters of The Sword of No
hand to wield it, it was powerless – and as the battle Name. All swords have an intelligence score of 15. Ego score
between Nannon and the sword flourished, Nannon not calculated. Each weapon is a +10 equivilent weapon (+5
wielded the blade less and less. magic bonus, +5 additional ability equivilants). Each sword
Unfortunately for Emperor Nannon, the has at least 3 minor abilities and a purpose. The known
Emperor had never fully trusted the power of the qualities for each weapon is listed below:
blades he was endowing to his Barons. As a
precaution, the unnamed sword of Nannon had utter Vanity (female)
power over the other blades, and could negate their +5 defending longsword. This weapon revolves
powers at will. Unknown to Nannon, it was also in around defense of itself and others. The weapon has a
constant contact with the blades and could control tendancy to favor adornment and prefers male companionship
them – and force its will through them. So it was that – often falling in love with such wielders. It is very catty in the
the unnamed sword took control of the blades and the hands of another female and will seek to cause trouble for
Barons through the same weapons, and sparked the female wielders.
Baron's Rebellion.
Nannon put down the rebellion and was
forced to kill several of his treacherous Barons, but in
Bituer (male)
the end learned what the sword had done, thanks to +5 vorpal longsword. This weapon revolves around making
the sacrifice of one of his most trusted Barons – mincemeat and scaring the heck out of opponents. The
Baron Frederic Furvon of Furvon's Paval. weapon itself is a big bully, even to its owner, chiding any
Realizing the true danger of the swords, weakness it percieves in its owner.
Emperor Nannon confiscated all of the blades, and
managed to even trick the Sword of No Name into Nightshade (female)
naming itself. He then had the weapons locked away +5 longsword of shadows (adds +10 to hide & move silently
in a special citidel in the capital where they could checks). This weapon revolves around stealth and treachery; it
never again be reached – except in the case of the is the most cursed of the seven swords and may cause the user
most dire of disasters. To this day, despite Nannon's to turn on even his friends.
death and the passing of the Empire of Swordfall, the
citidel of the sword (and it's defending Cult of the Wyrmslayer (male)
Sword, who worship the sword as a manifestion of +5 dragonslaying longsword. Purpose: slay dragons (DC 19
the god Dhoric, lord of justice [whose symbol is a Fort or die). this weapon is grants heroic abilities and furthers
longsword]) remains untouched after nearly a making its wielder into a heroic–like figure.
millenium since it's initial construction.
Stats (Known abilities):
Starsong (female)
+5 sonic burst longsword. Can employ bardic song abilities as
Sword of No Name (Windreaver) if a 12th level bard. The weapon revolves around tale–telling
[epic weapon] +6 Strikeseeker. Purpose: and sonic abilities. It tries to be a great morale–booster to its
Slay Dragons. When striking a dragon, the dragon wielder and allies.
must make a DC 24 Fort save or instantly die.
Additional abilities: Grants immunity to
Ice Glimmer (male)
dragon breath attacks, allows wielder to cast
Dominate at 25th level ability once per day. The +5 frost burst longsword. Can cast Ice Storm 1x/day as if a
sword can also negate the abilities of any of the other 12th level sorceror. This weapon revolves around ice and
seven swords and can replace any of the seven death – usually promising a quick, icy death to foes. The
sword's ego score with its own. It does not pass this weapon has no care for its wielder – only in spreading woe in
ability on to its wielder to control, however. Ego: not its wake.
calculated, Int: 19. Speaks common and draconic and
can communicate telepathically. Rage (male)
Ego note: Emperor Nannon was a +5 beserking (grants barbarian rage ability) longsword. Grants
particullarly skilled warrior (at least 15th level, if not the wielder DR 2/–. Oddly, Rage is normally a very quiet
higher) with a sharp mind and iron will. In will weapon who tends to "sneak up" on owners – driving its
battles between the sword he usually won, but every owner into beserk fury without its owner's concent when it
once in a while would lose to the sword. When the senses an impending fight. The weapon isn't brash, but fights
sword sparked the Baron's Rebellion, only Baron

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like the devil – and intends it's owner to win at any Black Neptune:
cost – whenever combat breaks out. Trident

The Mystic Items Dragon Lash


Mystic items are remnants from the Time of
Whip
Technology – technological items powered by
magical means. Further, they are all keyed so that
their full potential is only awakened in the hands of The Granite Hammer
one of the Burner family – or those closely related to Warhammer; destroyed
such individuals.
Orb of Dragon Sleep/Orb of Seasons
Staff of the Ancient Whirlwind Orb

Longbow of the Archist Spear of Logdrin


Spear; Destroyed
Armor of Reckoning:
Legacy Items
The Impentrable Shield: Legacy items are items that enjoy a rather long
history of use and fame (or noteirity). They are more than
The Wand of Cataclysm: mere common magic items, having been invested with a great
deal of the essence of their former masters. Legacy items are
The Librist Tome: not so much created as born, they are not so much fashioned
as occurring over time due to dedication and presence to
legendary characters and circumstances.
Blade of the Warrior: It is possible for characters to devise their own legacy
items, but most legacy items have already been in existence
Axe of the North: for some time.
Legacy items follow a specific path that grants them
The Beasttamer’s Whip: unique abilities that its possessor can only tap as he or she
advances in level. Only by becoming legendary in their own
right can characters hope to unlock the mystical abilities of a
Deadeye’s Crossbow:
legacy item.
To devise a legacy item, the GM should either use
Shortbow of Terror: one of the items already created here or design his own.
Players should never design their own legacy items; all powers
Halbard of the Dire Woods: and abilities of legacy items should be determined by the GM
and in the case of character “growing” his own legacy item the
GM should pick powers appropriate to the challenges and
Jeweled Crown of Kings:
characteristics of its “creator”.
Legacy items fall into one of eight categories, which
The Cup of Life: determine how quickly it gains abilities and how strong the
abilities will be. The eight categories are listed below.
The Stone Hammer:
Category Total Levels
Powers between
powers
The War Relics (23 in all) Least 4 5
Built during the First Dragon War, the War Lesser 5 4
Relics were a group of items commisioned by Moderate 8 3
Emperor Nannon and crafted by Fineburr the Greater 10 2
Astronomicon for use in the war. Unfortunately, Greatest 20 1
Fineburr was secretly corrupted to the dragon’s side, Wondrous 10 2
and all of the works of the War Relics were corrupted Epic 8 3
in one way or another. Overpowering 5 4
Massive 4 5

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12th 22,000 gp 11,000 gp 6,500 gp


Legacy items are constructed similar to magical 14th 40,000 gp 20,000 gp 10,000 gp
items. At the indicated levels, the item’s value can 16th 60,000 gp 30,000 gp 15,000 gp
be increased by a set amount as shown on the tables 18th 100,000 gp 50,000 gp 25,000 gp
below. The exact amount depends on whether the 20th 180,000 gp 90,000 gp 45,000 gp
item is to have minor, major or full legacy powers.
Most items use the same column (full, major or
minor) through their entire advancement, but there is Greatest Legacy Items
no reason that the GM cannot use a different column
Level Full Legacy Major Minor
at different levels, though it will affect a character’s
Legacy Legacy
ability to activate the item’s ability.
2nd 900 gp 450 gp 225 gp
Each row shows the maximum cost of an ability at
3rd 1,800 gp 900 gp 450 gp
the level it is gained. A legacy item’s total value is
4th 2,700 gp 1,350 gp 675 gp
determined by adding all the appropriate rows
5th 3,600 gp 1,800 gp 900 gp
together. So, for example, a Full Least Legacy item
6th 4,000 gp 2,000 gp 1,000 gp
gains a power at 20th level that is worth 180,000 gp,
7th 6,000 gp 3,000 gp 1,500 gp
but its total value at 20th is 279,000 gp.
8th 8,000 gp 4,000 gp 2,000 gp
9th 9,000 gp 4,500 gp 2,225 gp
Least Legacy Items 10th 13,000 gp 6,500 gp 3,250 gp
Level Full Legacy Major Minor 11th 17,000 gp 8,500 gp 4,250 gp
Legacy Legacy 12th 22,000 gp 11,000 gp 6,500 gp
5th 3,600 gp 1,800 gp 900 gp 13th 22,000 gp 11,000 gp 6,500 gp
10th 13,000 gp 6,500 gp 3,250 gp 14th 40,000 gp 20,000 gp 10,000 gp
15th 50,000 gp 25,000 gp 12,500 gp 15th 50,000 gp 25,000 gp 12,500 gp
20th 180,000 gp 90,000 gp 45,000 gp 16th 60,000 gp 30,000 gp 15,000 gp
17th 80,000 gp 40,000 gp 20,000 gp
18th 100,000 gp 50,000 gp 25,000 gp
Lesser Legacy Items 19th 140,000 gp 70,000 gp 35,000 gp
Level Full Legacy Major Minor 20th 180,000 gp 90,000 gp 45,000 gp
Legacy Legacy
4th 2,700 gp 1,350 gp 675 gp
8th 8,000 gp 4,000 gp 2,000 gp
Wondrous Legacy Items
12th 22,000 gp 11,000 gp 6,500 gp
Level Full Major Minor
16th 60,000 gp 30,000 gp 15,000 gp
Legacy Legacy Legacy
20th 180,000 gp 90,000 gp 45,000 gp
2nd 900 gp 450 gp 225 gp
4th 4,500 gp 2,250 gp 1,125 gp
6th 7,600 gp 3,800 gp 1,900 gp
Moderate Legacy Items 8th 14,000 gp 7,000 gp 3,500 gp
Level Full Legacy Major Minor 10th 22,000 gp 11,000 gp 5,500 gp
Legacy Legacy 12th 39,000 gp 19,500 gp 10,750 gp
3rd 1,800 gp 900 gp 450 gp 14th 62,000 gp 31,000 gp 16,500 gp
6th 4,000 gp 2,000 gp 1,000 gp 16th 110,000 gp 55,000 gp 27,500 gp
9th 9,000 gp 4,500 gp 2,225 gp 18th 180,000 gp 90,000 gp 45,000 gp
12th 22,000 gp 11,000 gp 6,500 gp 20th 320,000 gp 160,000 gp 80,000 gp
15th 50,000 gp 25,000 gp 12,500 gp
18th 100,000 gp 50,000 gp 25,000 gp Epic Legacy Items
Level Full Legacy Major Minor
Legacy Legacy
Greater Legacy Items 3rd 2,700 gp 1,350 gp 625 gp
Level Full Legacy Major Minor 6th 10,300 gp 5,150 gp 2,575 gp
Legacy Legacy 9th 23,000 gp 11,500 gp 5,750 gp
2nd 900 gp 450 gp 225 gp 12th 52,000 gp 26,000 gp 13,000 gp
4th 2,700 gp 1,350 gp 675 gp 15th 112,000 gp 56,000 gp 28,000 gp
6th 4,000 gp 2,000 gp 1,000 gp 18th 352,000 gp 176,000 gp 88,000 gp
8th 8,000 gp 4,000 gp 2,000 gp
10th 13,000 gp 6,500 gp 3,250 gp

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Overpowering Legacy Items another wand, while legacy bracers could only add the powers
Level Full Legacy Major Minor of another magical bracer).
Legacy Legacy If an item already has a particular ability, but it is
4th 5,400 gp 2,700 gp 1,350 gp augmented at a later level, subtract the cost of the lower level
8th 21,600 gp 10,800 gp 5,400 gp ability from the augmented cost. For example, if the item had
12th 61,000 gp 30,500 gp 15,250 gp a +1 enhancement to hit and damage, subtract that cost (2,000
16th 172,000 gp 86,000 gp 43,000 gp gp) if the enhancement is raised to +2 (normally 8,000 gp,
20th 500,000 gp 250,000 gp 125,000 gp instead costing 6,000 gp).
Once an item’s powers are set, they cannot be later
changed or removed (though they can be augmented).
Massive Legacy Items
Level Max Caster
Level Full Legacy Major Minor
Spell Level
Legacy Legacy
Level
5th 9,000 gp 4,500 gp 2,250 gp
1st 1 1st
10th 40,000 gp 20,000 gp 10,000 gp
2nd 1 2nd
15th 151,000 gp 75,500 gp 37,750 gp
3rd 2 3rd
20th 560,000 gp 280,000 gp 140,000 gp
4th 2 4th
5th 3 5th
When increasing the magical value of a 6th 3 6th
legacy item, the GM can choose to simply add in the 7th 4 7th
effects of an additional magical item, create an 8th 4 8th
additional ability using the magic item creation rules, 9th 5 9th
or may add in a magical spell effect usable 1x/day, 10th 5 10th
2x/day, 3x/day, 4x/day or up to 5x/day. 11th 6 11th
The spell level limit and caster level limit of 12th 6 12th
the spell is shown below. The cost of a use per day 13th 7 13th
ability is the Spell Level X Caster Level X 25 gp. 14th 7 14th
Divide this amount by (Charges per day / 5). For 15th 8 15th
example, a 5th level spell with a caster level of 10 16th 8 16th
usable 3x/day would cost (5 X 10 X 25 gp = 1,250 gp 17th 9 17th
/ [3/5] = 750 gp. 18th 9 18th
If the GM is simply adding the ability of an 19th 9 19th
additional magical item to the legacy item, it must be 20th 9 20th
a magic item of the same type as the legacy item (for
example, a legacy wand can only add the powers of
Sample Legacy Items

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Technological Item function. The final tech level of the device should be within
one level of the spell’s effect that you are mimicking, and
Creation usually it should be one level higher than a similar spell. It is
also helpful to look at the cost of the item in wand or magic
This chapter deals with the creation of
technological devices, along with a sample listing of item form; the final prices should be comparable. It is better
items for use by scienctists. to be a level above spells when designing technological
Creating technological devices is a tricky devices for the pure reason that characters other than the
business. It is fairly easy to abuse the point–based scienctist will be able to use the finished device, and the final
system below and produce items and effects very device most often will receive more use (up to 50 times or
cheaply, and beginners may make the mistake of more in a single day!) than a spell with the same function.
creating expensive items that are overpriced for the The table below equates build DC and tech level for
function they perform. determining your final target DC when creating an item.
When creating a technological device,
compare the device to a spell that has a similar
Tech Build DC Build Cost XP Cost Recharge Purchase Cost
Level Cost
0 +1 to +2 25 – 50 gp 1 – 2 xp 25 gp 25 – 50 gp
1 +3 to +4 150 – 200 gp 6 – 8 xp 50 gp 300 – 400 gp
2 +5 to +6 500 – 600 gp 20 – 24 xp 75 gp 1,500 – 1,800 gp
3 +7 to +8 1,050 – 1,200 gp 42 – 48 xp 100 gp 4,200 – 4,800 gp
4 +9 to +10 1,800 – 2,000 gp 72 – 80 xp 125 gp 9,000 – 10,000 gp
5 +11 to +12 2,750 gp – 3,000 gp 110 – 120 xp 150 gp 16,500 – 18,000 gp
6 +13 to +14 3,900 gp – 4,200 gp 156 – 168 xp 175 gp 27,300 – 29,400 gp
7 +15 to +16 5,250 gp – 5,600 gp 210 – 224 xp 200 gp 42,000 – 44,800 gp
8 +17 to +18 6,800 gp – 7,200 gp 272 – 288 xp 225 gp 61,200 – 57,600 gp
9 +19 to +20 8,550 gp – 9,000 gp 342 – 360 xp 250 gp 85,500 – 90,000 gp
10* +21 to +22 10,500 gp – 11,000 gp 420 – 440 xp 275 gp 115,500 – 121,000 gp
11* +23 to +24 12,650 gp – 13,200 gp 506 – 528 xp 300 gp 151,800 – 158,400 gp
12* +25 to +26 15,000 gp – 15,600 gp 600 – 624 xp 325 gp 195,000 – 202,800 gp
13* +27 to +28 17,550 gp – 18,200 gp 702 – 728 xp 350 gp 245,700 – 236,600 gp
14* +29 to +30 20,300 gp – 21,000 gp 812 – 840 xp 375 gp 304,500 – 315,000 gp
15* +31 to +32 23,250 gp – 24,000 gp 930 – 960 xp 400 gp 372,000 – 384,000 gp
* Items of this level date back to the Technological Age
and cannot be created by mortal means

Author’s Note –Technology and the Game


Don’t make the mistake of attempting to compare real–world technology to what you see in this section. While it’s
perfectly fine to use modern or futuristic technology as springboard for ideas for the game, things have to be kept balanced with
the rest of the game. There are several things to consider when devising new technological devices.
The Age of Technology that spawned the wonders herein would, first of all, be several hundred years advanced than our
own current technology – some things that are shown above aren’t feasible with current science or represent revisions, upgrades
and changes we don’t yet have access to.
Secondly, the physical laws of the Amberos universe were rewritten after the Age of Technology, to keep technological
devices from getting out of control. For example, real–world atomic weapons can’t be evaded, snuff out ANYTHING in the blast
radius, can cover huge areas and leave behind deadly radiation – the atomic weapons here go BOOM and leave no after effects.
Also, remember that all the items listed here have to be hand–made; there are no factory–made parts in the construction
of these items. Likewise, spaceborne technology is unknown; there are no starships, satellites or whatnot – the gods don’t want
invaders in the heavens. (even though the ancient Algalue came to Amberos aboard starships…)
Remember, this is a game, and the items herein have been balanced against magic items – inferior in use but superior in
repeatability. The items are balanced for the game, not reality.

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Author’s Note – Not For You?
Undoubtably, some feathers are going to be ruffled with the inclusion of this section in the play guide. Some
people are just not going to want to mix fantasy and technology in their game (though, to be truthful, it’s been present in
the d20 game since the game’s inception).
If you don’t want technology in your campaign, by all rights, DON’T USE IT. This is, in the end, nothing more
than another magic system added to the game – one that runs on devices instead of spells per day or spell points.
Campaign–wise, technological devices are so rare on Amberos that 99% of Amberosians never see so much as a single
Tech Level 0 device, and those that did wouldn’t be able to differientiate it from a magical device of some sort.
In any case where “technological devices” come into play in other Amberos books or adventures, they will be
presented as if they were magical items in the main text, with notes depicting their technological properties. The only
exception to this is the Cyberlich entry in Bestiary Malfearous.

Purchasing Technological Creating Technological Items


Devices The system below can be used to construct new
On Amberos, technological devices are so technological devices, and sample technological devices are
rare that it should not be possible to find them for listed later for both ideas and quick use by the players and
sale anywhere. The prices listed for technological DMs.
devices is their construction cost; if they are for sale,
generally the sale cost is twice (or more) the build Steps to create a technological item:
cost. 1) Determine Power Source
Technological items tend to be cheaper than 2) Determine Charges
a magical item that performs much the same function. 3) Determine Size
Allowing technological items to be sold can quickly 4) Determine Weight
unbalance the campaign, and DMs should refrain 5) Determine Activation type
from allowing technological items to replace more 6) Determine Range
expensive magical gear. 7) Determine Targets/Area of Effect
That said, when creating treasure hoards, 8) Determine Conditions/Damage
equipping technological foes and the like, knowing 9) Determine Duration
the purchase cost can be helpful. The table above 10) Determine Saving Throw
shows the base purchase price for such endeavors. 11) Calculate Tech level and Build DC
12) Calculate GP and XP Cost
Activating Technological Many times, you will be working somewhat
Devices backwards, having a set DC or cost in mind and then
attempting to determine what you can build from that
limitation. You should still be able to use the main building
guidelines.

Power Source Charges Charge Hardn Hit Weight Ability Max DC DC


DC Adj ess Points Mult Max DC Adj
Unpowered 1 – 10 5/size X3 +5 +10 –9
Mechanical 5* –1/1 10 5/size X5 +5 +12 –4
Clockwork 10* –1/2 10 3/size X4 +7 +14 –2
Steam 15* –1/3 10 4/size X3 +8 +16 –2
Electric Vaccum 20* –1/4 5 2/size X2 +9 +18 –1
Bioelectric 1 – 5 3/size X1 +11 +20 –3
Electric Circuit 25* –1/5 5 3/size X5 +11 +20 0
Nuclear 30* –1/6 10 4/size X4 +13 +22 +2
Bionuclear 1 – 5 3/size X1 +17 +22 –1
Fission 35* –1/7 10 5/size X3 +15 +24 +4
Microwave 40* –1/8 5 2/size X2 +17 +26 +6
Zero–point 50* –1/10 10 3/size X1 No max +28 +8
Magic Unlimited – 5 4/size X½ +20 +36 +0
Perpetual Unlimited – 10 4/size X½ No max No Max +10

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Power Source Charges


All technological items require a power All technological items start with full charges.
source of some type. The creation DC of a technological item can be
Power Source: The item is powered by the listed reduced by lowering the number of charges a fully charged
source of power. This affects the maximum DC of an technological item can hold with a single recharging.
ability that can be placed into the item, the total Generally, the DC to create a technological item is reduced by
maximum DC of the item, and the modifier the item –1 per 20% loss in charges, down to a –5 build DC modifier
adds to the DC of the item. An item can only have for 1 charge.
one power source. Magical power sources can only An item with one charge can be given the ability to
be utilized with those who have levels in the continuously work without recharging (effectively Continous
Technomage prestige class. duration) at a build DC modifier of +7. A perpetual device
A bioelectric device does not work for already has the Continuous duration built into its build DC.
outsiders, elementals, constructs or undead. Items that are charged can be recharged, with the
Charges: When the power source is chosen, the item exception of Unpowered items. Recharging a technological
gains the listed number of charges. One charge device requires a standard action.
powers an item for its listed duration in its entry. An item that cannot be recharged has a –3 build
Items that are unpowered, use a bioelectric power modifier in addition to any modifier for reduced charges.
source or have a perpetual power source can be given Unpowered items already have the unrechargable ability built
continous durations. All other items MUST use into their build DC cost.
charges (even if only one) and cannot have a duration
exceeding 24 hours. Size
Bioelectric and Bionuclear devices only The size of a technological item affects the bulk and
have one charge, but recharge by being in contact hit points the item posseses, it likewise modifies the
with a living creature. It takes a standard action to complexity of the device. Larger technological items tend to
recharge a bioelectric or bionuclear device and has no be easier to construct (thus the lower DC for larger items), but
recharge cost. A bioelectric or bionuclear device tend to be easier to break.
with a continous duration works for as long as it is in The weight of an item can be reduced at the cost of a
contact with a living being. higher build DC. For every 1/10 the item’s final weight is
Unpowered items only have one charge and reduced, add + ½ to the DC. An item cannot weight less than
have the –5 build DC modifier already build into 1/10 of the original weight (+4 ½ DC)
their difficulty. The weight of an item can be increased to reduce the
A Perpetually powered device cannot have Build DC. For each full increase in weight equal to the item’s
its charges reduced to 1. base weight, subtract –1 from the Build DC. An item cannot
Charge DC Adj: The DC to create the item can be have it weight increased by more than a factor of 50 (–49
reduced by one for a 20% loss of the total number of Build DC).
charges. The number of charges lost is shown after Size: The general length/height of an object of a
the slash. For example, the DC of a nuclear device particular size class.
decreases by –1 per 25 charges removed from the Weight: The base weight of the item. Multiply this
item. An item reduced to 1 charge grants a –5 value by the Power Source Weight Multiplier to find the
modifier to the difficulty to create. item’s final weight.
DC Max Ability: The item cannot have a single HP Mult: Multiply this value by the Hit Points from
ability or modifier worked into it that exceeds the DC the Power Source to determine the total hit points of the
Max Ability. device. If the device’s weight has been modified, adjust hit
Max DC: When all of the item’s modifiers are points by a similar multiplier, to a minimum of 1.
added together, they cannot exceed this total. DC Adj: This is the Size Classe’s modifier to the
DC Adj: This is a modifier to the final DC of the Build DC.
item, and must be included in the Max DC Materials Cost: This is an additional cost to add to
calculation. the final cost of an item. The materials cost is not used to
Hardness: This is the hardness the item has for determine the XP cost of an item, but is added into the build
purposes of attempts to damage or destroy the item. cost to determine to also determine the purchase price. If the
Hit Points: This is the number of base hit points the base weight of the device has been increased or decreased,
item has. It is multiplied by the modifier for the modify the Materials Cost in a similar manner.
item’s size to determine the item’s final hit points.

Size Class Size Weight HP DC Materials


Mult Adj Cost
Colossal x4 512 ft. – 1024 ft. 100,000 lbs X24 –11 +30,000 gp

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Colossal x3 256 ft. – 512 ft. 45,000 lbs X21 –10 +15,000 gp
Colossal x2 128 ft. – 256 ft. 15,000 lbs. X18 –9 +5,000 gp
Colossal 64 ft – 128 ft. 5,000 lbs. X15 –8 +1,500 gp
Gargantuan 32 ft. – 64 ft. 1,000 lbs. X12 –6 +300 gp
Huge 16 ft. – 32 ft. 300 lbs. X9 –4 +100 gp
Large 8 ft. – 16 ft. 100 lbs. X6 –2 +25 gp
Medium 4 ft. – 8 ft. 30 lbs. X3 +0 –
Small 2 ft. – 4 ft. 5 lb. X2 +1 –
Tiny 1 ft. – 2 ft. 1 lb. X1 +2 –
Diminutive 6 in. – 1 ft. ½ lb. X½ +3 –
Fine 6 in. or less 1/50 lb. 1 hp +4 –
Move Action +1
Activation Swift Action +8
All technological items are activated by Immediate Action +9
some means. The most common means of activation Full Round –2
requires a standard action to activate the item. 1 minute –4
Activating a technological device requires a 10 minutes –6
Use Technological Device skill check with a DC of 1 hour –10
10 + Build DC of the device. If the user created the 1 day –14
device, has been shown how to properly use the Automatic* +9
device, or has successfully used the device in the * Automatic activation can only be applied to items with a continous
past, they may take 10 on the check and gain a +4 Duration
circumstance bonus to the check as well.
Items with an automatic activation Range
immediately begin working when donned and require All technological items must select a range at which
no Use Technological Device check to activate them. it will affect a being or object. You may select only one
Items with a standard activation and Range. The build DC adjustment for the Range is shown
continous Duration must be activated to work, but below.
continue to work until put down or taken off.
You can reactivate a device with a duration Range DC
longer than Instantaneous and an activation of Adj
Standard Action or quicker at any time before the Self –2
current charge is expended. This activation switches Melee Attack –1
the device to a new charge without needing an Touch 0
activation check or powering down of the device Ranged Attack/0 0
between charges. If you allow the device to power Ranged Touch (Close)* +1
down between charges, you need to make a new Ranged Touch (Medium)* +2
activation check to utilize another charge. Ranged Touch (Long)* +3
Any device with an activation of full round 30 feet +1
or longer cannot be automatically reactivated. It 60 feet +2
must be powered down or allowed for the current Close (5 ft + 5 ft./2 levels)* +2
charge to be expended before it can be reactivated Medium (100 ft. + 10 ft./level)* +3
and a new charge used. An activation check always Long (400 ft. +40 ft./level)* +4
needs to be made between charges with the item. Placed –2
If the check to activate a technological 1 mile +5
device fails by 5 or more, the device harmlessly 10 miles +6
expends a charge, but the device does not work as 100 miles +7
intended. Items with a continuous effect are 500 miles +8
unharmed. If the check to activate a technological 1,000 miles +9
device fails by 10 or more, the device expends half its Unlimited +10
charges and backfires, possibly causing harm to the * Ranged is fixed using the total Build DC as the level
user. If the item is a continous use item, it is
destroyed by the backfire.
Target
Activation DC
Technological items are designed to affect a target,
Adj
whether it is the person donning the item or another being or
Standard Action +0
Attack Action +2
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area. Only one of the following Targets can be The build DC is cumulative for all special conditions the
selected. The build DC for the target is listed below. technological item will apply.
A technological item with a Range of Self The build DC for a single applied Condition cannot
must choose One creature/You as the Target. exceed the DC Ability Max based on the item’s Power Source.
The Target build DC cannot exceed the DC An unpowered device cannot provide a condition
Ability Max limit based on the item’s Power Source. effect.

Target DC Adj Condition DC Max Per


You +0 Adj HD Add’l
One living humanoid +0 HD
One living creature +2 Alternate Form +9 12 HD +½
One creature +3 Blindness +3 6 HD +½
One creature touched +1 Charm +2 6 HD +½
One humanoid/level, no two of +½ Confusion +4 6 HD +½
which can be more than 15 ft. Dazzle +1 6 HD +½
apart Deafness +2 6 HD +½
One creature/level, no two of +1 Disease +9 None None
which can be more than 15 ft. Disjunction
apart Magic +23 – –
Per creature (fixed) +½/creature Technology +18 – –
5 ft. burst +2 Entanglement +1 None None
10 ft. burst radius +3 Exhaustion +3 6 HD +½
15 ft. burst radius +5 Fascinate +2 6 HD +½
20 ft. burst radius +7 Fatigue +1 6 HD +½
25 ft. burst radius +9 Fear, Panicked +2 6 HD +½
30 ft. burst radius +11 Fear, Shaken +1 6 HD +½
35 ft. burst radius +13 Fear, Terror +3 6 HD +½
40 ft. burst radius +15 Hold +4 6 HD +½
+5 ft. burst radius +2 Incorporeal +7 None None
10 ft. cone +1 Invisible, Lesser +3 None None
15 ft. cone +2 Invisible, Greater +8 None None
20 ft. cone +3 Nauseate +3 6 HD +½
25 ft. cone +4 Negation
30 ft. cone +6 Condition X½ – –
5 ft. line +0 Technology +10 – –
10 ft. line +1 Magic +15 – –
15 ft. line +1 ½ Petrification +12 None None
20 ft. line +2 Pin +4 None None
25 ft. line +2 ½ Poison +11 None None
30 ft. line +3 Sleep +2 4 HD +½
35 ft. line +3 ½ Stun +2 6 HD +½
40 ft. line +4
45 ft. line +4 ½ Bonuses
50 ft. line +5
If you wish for the technological item to provide a
55 ft. line +5 ½
bonus, you may choose any number of bonuses for the item to
60 ft. line +6
grant the Target. The build DC is cumulative for all bonuses
65 ft. line +6 ½
the technological item will apply.
70 ft. line +7
The build DC for a single applied Bonus cannot
75 ft. line +7 ½
exceed the DC Ability Max based on the item’s Power Source.
Unattended object –1
Bonus Type DC Per
Adj Add’l
Condition Bonus
If you wish for the technological item to Weapon Enhancement (max +1 +4
apply a special condition to the Target, you may +5)
select any number of conditions from the list below. Armor Bonus (max +8) +2 +1

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Shield Bonus (max +7) +1 +1 Half is wielded as a Martial Weapon. A device that deals 6d6
Dodge (max +5) +2 +2 damage or more with a Save of Half is wielded as an Exotic
Deflection (max +5) +3 +2 Weapon.
Insight (max +5) +2 +2 A device that has a Save of Partial for up to 1d6
Morale (max +5) +3 +2 damage is wielded as a Simple Weapon. A device that has a
Movement Save of Partial that deals 2d6 damage is wielded as a Martial
Land, 5 ft. +½ +½ Weapon. A device that has a Save of Partial that deals 3d6 or
Fly, 10 ft. (average) +3 +½ more damage is wielded as an Exotic Weapon.
Burrow, 5 ft. +1 +½ Instant Damage cannot be combined with Healing or
Athletics (Climb), 5 ft. +1 +½ Bonuses, but can be combined with Continous Damage and
Athletics (Swim), 5 ft. +1 +½ Conditions.
Natural Armor Bonus +2 +1
Competance (max +5) +3 +2 Instant Damage DC
Carry Capacity (100 lbs.) +½ +½ Adj
Ability Score (max +6) +2 +1 Per 1d6 +½
Equipment (To skill checks +1 +½ Fire +1
only) Force +2
DR 1/– (max 5) per 1 +2 +2 Electricity +1
DR 5/magic (max 15) per 5 +2 +2 Cold +1
DR 5/cold iron (max 15) per 5 +3 +2 Sonic +2
DR 5/silver (max 15) per 5 +3 +2 Piercing/Slashing/Bludgeoning +0
DR 5/adamantine (max 15) per +4 +2
5 Healing
Spell Resistance 10 +5 +2
If you wish the technological item to heal damage to
Power Resistance 10 +5 +2
the Target upon activation, you may add any number and
Energy Resistance (Acid, +1 +½
amount of healing up to a build DC equal to the DC Ability
Electricity, Fire, Sonic) per 5
Max based on the item’s Power Source.
Energy Immunity (60 hp), per +6 +½
Healing always uses the Instantaneous Duration.
+12
Healing cannot be combined with Instant Damage or
Vision
Continous Damage, but can be combined with Conditions and
Darkvision, 30 ft. +3 +1
Bonuses.
Low–light vision +2
Blindsight, 10 ft. +5 +1
Tremorsense, 10 ft. +4 +1 Healing DC Adj
Spell effect* Spell – Per 1d8 hp +2
level Per +1 hp +½
x2
* When integrating a spell effect, the “Duration” Continous Damage
must match the lowest duration of any built–in spell. If you wish the technological item to inflict continous
damage to the Target upon activation, you may add any
Instant Damage number and amount of continous damage up to a build DC
If you wish the technological item to inflict equal to the DC Ability Max based on the item’s Power
instantaneous damage to a Target upon activation, Source.
you may add any number and amount of damage up Continous Damage always uses the 1 round/level
to a build DC equal to the DC Ability Max based on Duration.
the item’s Power Source. Continous Damage cannot be combined with Instant
Instant Damage always uses Instantaneous Damage or Healing, but can be combined with Conditions and
Duration. Bonuses.
A device that deals 1d6 damage with a Save
of None is wielded as a Simple Weapon. A device Continous DC
that deals 2d6 damage with a Save of None is Damage Adj
wielded as a Martial weapon. A device that deals 1d6/round +2
more than 2d6 damage with a Save of None is 2d6/round +3
wielded as an exotic weapon. 3d6/round +5
A device that deals up to 2d6 damage with a 4d6/round +7
Save of Half is wielded as a Simple Weapon. A 5d6/round +9
device that deals up to 4d6 damage with a Save of Acid +½

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Cold +½ creation of the device.


Electricity +½
Fire +½ Save DC
Sonic +½ Adj
None (Self) +0
Duration None +4
All technological items must have a Will/Fort/Reflex Partial +3
duration. Only one duration may be chosen, Will/Fort/Reflex Half +2
regardless of the number of Conditions, Bonuses, Will/Fort/Reflex Negates +0
Damage, Healing or Continous Damage chosen for Negates; Automatic save over 6 HD –2
the technological item. Negates; Automatic save over 10 HD –1
A Perpetually powered technological device Negates; Automatic save over 14 HD –½
always has the Continous/Permanent Duration, and Will disbelief +0
does not need to pay for the Duration (it is already Level Check +0
calculated into the build DC for the power source). Per +1 bonus +½
Only Unpowered, Bioelectric, Bionuclear Harmless +0
and Perpetual technological devices can have a
Continous/Permanent Duration. Slot Used
Only technological devices that are smaller than
Duration DC medium size take up a slot. If an item smaller than medium
Adj size does not take up a slot, it adds +2 to the Build DC.
Instantaneous +0 Hand–held and 2–handed devices are considered to
1 round +½ take up a slot, though they are simply held. The table below
1 round/level +1 shows the appropriate size for an object to fit into a slot. This
1 minute/level +2 table assumes a Medium creature. For each size increase,
10 minutes/level +3 increase the size of the slot by one, and for each size decrease,
1 hour/level +4 decrease the size of the slot by one.
8 hours +4½
24 hours +5 Slot Size
1 day/level +6 Head Diminutive (+3)
Continous*/Permanant +8 Eyes Fine (+4)
* Continous items always have 1 charge and may be Neck Diminutive (+3)
applied to items even if it exceeds the item ability Torso Small (+1)
max DC. Body Medium (0)
Belt Tiny (+2)
Save Shoulders Small (+1)
All technological items must select a save. Arm Tiny (+2)
An item that has a Range of Self must select Hand Diminutive (+3)
None (Self) as the save type. An item that does not Ring Fine (+4)
have the Range of Self cannot select None (Self). Feet Diminutive (+3)
Regardless of the number of Conditions, Bonuses or Handheld Tiny (+2) or Diminutive (+3)
Damage that the technological item produces on or Fine (+4)
activation, only one Save is selected from the list 2–handed Small (+1) or Tiny (+2)*
below. * A tiny device can be wielded 2–handed or in a single hand.
Items that allow a save use a DC of 10 +
Tech Level + Int modifier. All devices listed below Build DC
use the minimum Intelligence score required for the The total build DC for the item is equal to the sum of
Building Item Abuse
A point–based system for building “magic” or “technology” is easily manipulated and broken. As GM, don’t
let this happen. Just because someone can build a device that does tremendous amounts of damage cheaply, doesn’t
mean it should be allowed. Any technological item that is created should be compared to spells or magic items of about
the same power level – and should have a cost similar to such items, if not a bit more expensive. Remember that most
technological items can be used by anybody, and thus they should usually be about a level behind a spellcaster in power.

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the build DC modifiers for the Power Source,


Charges, Size, Range, Target, Save, Conditions,
Bonuses, Instant Damage, Healing, Continous
Damage and Duration abilities put into the item.
To build the item, the character must make a
successful Craft (Technological Device) check, with
a difficulty of 10 + Build DC. It takes 1 day per
1,000 gp of cost to build the technological item.
An item always has a minimum build DC of
+1.

Tech Level
The tech level of the item is equal to ½ of
the Build DC, rounded down. If the scienctist is
applying any Metatech feats, the Tech level of the
device is increased by the Metatech feat’s tech level
modifier. Increasing the Tech level with Metatech
feats does not increase the

Cost
The cost to build a technological device is
equal to the Build DC X Tech Level X 50 gp. Tech
Level 0 items are counted as ½ level for this
determination. The technological item also has an
XP cost equal to 1/25th the cost of the item.

Recharging
The recharge cost of an item is 25 gp X ½
Build DC of the device.
Recharges for items cannot be mixed with
different devices; a recharge only works for the
device it was created for.
A recharge generally appears as a small
box–like structure that weighs 1/10th of the item’s
weight and is three size categories smaller than the
device it recharges. If the item itself is size fine, so is
the recharge.

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Technological Items Heavy Flamethrower – Deals 4d6 fire damage in 15 ft.


cone or 20 ft. line
Lesser Mindslaver – Makes affected target friendly
0 Level Motorized Boat – Carries up to two people at a swim
Autochef – Converts food to edible meal speed of 30 ft.
Battery – Recharges electric circuit powered Invisiblity Belt – Makes user invisible for a short time
items Mark I Battlesuit – Increases character to large size and
Binoculars – Grant +5 bonus to spot checks provides DR 15/adamantine
Chemical Fire – Deals 1d6 fire damage in 5 ft. Personal Shield – project shield of force that grants +4
area shield bonus
Communicator – Talk to others at a distance Ring of Deflection – Grants +1 deflection bonus to AC
Light Healing Elixir – Cures 1d8 hit points Self–Destruct Bracer – Deals 6d6 damage in 20 ft. burst
Micro light – Illuminate 5 ft. area of light. Semi–Automatic Pistol – Deals 1d6 piercing damage as a
Ultraviolet Marker – Creates marking only ranged touch attack
visible by darkvision Shock Gauntlet – deal 2d6 electrical damage as a touch
attack
1st Level Taser – Stuns target within 35 ft. range
Bullet Vest – Grants DR 5/adamantine Vibroaxe – Axe deals 1d8 + Str mod + 2d6 sonic damage
Desktop Computer – Grants +5 equipment bonus Vibroblade – Dagger deals 1d4 + Str modifier + 1d6
to Knowledge check sonic damage
GreaterAthletics (Jump)BootsH – Grants +30 Visual Sensor – Allows user to view remote location
equipment bonus toAthletics (Jump)Checks
Hand Light – Creates 30 ft. cone of light 4th Level
Handheld Computer – Grants +5 equipment Animation Matrix – Animate skeletons or zombies
bonus to Knowledge checks Automatic Rifle – Deals 2d6 piercing damage in a 5 ft.
Jump BootsH – Grants +20 equipment bonus burst area
toAthletics (Jump)Checks Chaingun Rifle – Deals 8d6 piercing damage in a 5 ft.
LesserAthletics (Jump)Boots – Grants +10 burst area
equipment bonus toAthletics (Jump)checks Fire Retardant Suit – Grants continous Fire Resistance 5
Moderate Healing Elixir – Cures 2d8 hit points Injector – Grants +4 bonus to ability score
Tangler Grenade – Entangles opponents in 10 ft. Injector Bracer – Grants +4 bonus to ability score
radius spread Lesser EMP Generator – nullifies all charges in powered
technological devices within 20 ft.
2nd Level Naval Gun – Deal 14d6 piercing damage in 5 ft. radius
Armored Vest – Grants +4 armor bonus burst
Decoder Ring – Grants +5 equipment bonus to Non–conductive Suit – Grants continous Electricity
Linguistics (Decipher Script) Resistance 5
Flamethrower – Deals 2d6 fire damage in 15 ft. Portable Computer – Grants +5 equipment bonus to
cone or 20 ft. line Knowledge checks
Lesser Naval Gun – Deals 8d6 piercing damage Ray Gun Rifle – deals 2d8 energy damage as a ranged
as ranged touch attack touch attack
Life Sensor – Detects living creatures in 15 ft. Ring of Deflection +2 – Grants +2 deflection bonus to
radius AC
Low–light Eyes – Grants low–light vision Semi–Automatic Rifle – deals 2d6 piercing damage as a
Mainframe Computer – Grants +10 equipment ranged touch attack
bonus to Knowledge check Single–seat Airplane – Fly at a rate of 200 ft. (average)
Motion Sensor – Detects motion in 15 ft. radius. per round
Portable Computer – Grants +5 equipment
bonus to Knowledge check 5th Level
Single–Person Automotive – Adds +50 to Cargo Ship – Waterborne device moves at 40 ft. and
character’s movement carries 297.6 tons of cargo
Sniper Rifle – deals 2d6 piercing damage as a Greater Invisiblity Belt – Makes user invisible, even
ranged touch attack when attacking
Lightning Rifle – Deals 6d6 lightning damage as a ranged
3rd Level touch attack
Dark Eyes – Grants user Darkvision 60 ft. Magnapulse Generator – Blocks technological and magic
Grenade – Deals 8d6 fire damage at long range devices of 4th level and lower

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NBC Suit – Removes/prevents diseases and Tactical Fusion Warhead – Deals 20d6 fire damage in 40
provides fire & acid resistance 15 ft. burst radius
Ring of Deflection +3 – Grants +3 deflection
bonus to AC Technological Artifacts
Rocketpack – Fly 40 ft. for 1 hour/level
th
10th Level
6 Level Battleship – Waterborne device travels at 60 ft. and
Laser Rifle – Deals 4d6 fire damage as a touch bristles with weapons
attack
Revivor – Brings the dead back to life 11th Level
Ring of Deflection +4 – Grants +4 deflection
Fusion Warhead – Deals 28d6 fire damage in 40 ft. burst
bonus to AC
radius
Spectral Analyser – Determine abilities of
ICBM – Deals 20d6 fire damage in 40 ft. radius from a
magical/technological devices and
distance of 1,000 miles
spells/devices in effect
Mark 3rd BattlesuitD – Grants enhanced abilities and
7th Level
protection, prevents using other devices or spells
Fireproof Suit – Grants Fire Immunity to 60
points of fire damage
Laser Pistol – Deals 2d6 fire damage as a touch 12th Level
attack Greater Cybernetic Thinkband – Grants continous +6
Light Exoskeleton – Grants continous +2 bonus insight bonus to Intelligence
to Strength
Micro Fusion Warhead – deals 16d6 fire 28th Level
damage in 20 ft. burst radius Armageddon Fusion Warhead – Deals 60d6 fire damage
Mindslaver – Target becomes Friendly in 75 ft. radius
Plasma Blade – Longsword–like weapon deals
2d6 fire as a touch attack
Ressurection Capsule – Bring the dead back to
life at full health
Ring of Deflection +5 – Grants +5 deflection
bonus to AC
8th Level
EMP Generator – Destroys technological
devices within 20 ft.
Exoskeleton – Grants continous +4 bonus to
Strength
Fighter AirplaneD – Fly at a rate of 250 ft.
(average) per round and attack w/ missiles
or chain gun
Greater Naval Gun – Deal 20d6 piercing
damage in 20 ft. radius burst
Holographic Display – Project image at a
distance and use devices or spells through
image
Lesser Cybernetic Thinkband – Grants
continous +2 insight bonus to Intelligence

9th Level
Cybernetic Thinkband – Grants continous +4
insight bonus to Intelligence
Death Ray Rifle – Deal 34d6 damage as a
ranged touch attack
Mark 2nd BattlesuitD – Grants DR
15/adamantine, enlarge to large size, +2 Str
bonus and built in Personal Shield and
Chaingun Rifle

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Technological Device Tech Level: 4 Build DC: +9


Power: Electric Circuit (0)
Descriptions Size: Large (–2) Weight: 500 lbs.
Activation: Standard Action (0)
Animation Matrix Range: 0
Necromancy [Evil] Target: One occupant (0)
Tech Level: 4 Build DC: +10 Bonus: Fly 200 ft. (Average) (+12½)
Power: Electric Circuit (0) Duration: 1 hour/level (+3)
Size: Diminutive (+3) Weight: 2 lbs. Save: Harmless (–5)
Activation: 10 Minutes (–6) Charges: 25 Hard/HP: 10/12 hp
Range: Touch (0) Cost: 1,800 gp + 72 xp Recharge: 100 gp
Target: One corpse (–1) Price: 9,000 gp
Condition: Animate Dead (+6) A single–seat airplane is a device slightly larger than
Duration: Permanent (+8) its occupant – about 9 feet long and 15 ft. wide, appearing in
Save: None (Harmless) (0) shape similar to a wing–spread seagull or other bird. The
Slot: Hand single–seat airplane requires a 100 ft. long and 20 ft. wide area
Charges: 25 Hard/HP: 5/1 hp of clear, flat terrain to take off or land, and can remain in flight
Cost: 2,000 gp + 80 xp Recharge: 125 gp for 7 hours on a single charge. In normal flight, it covers 400
Price: 10,000 gp + special ft per round (as a double–move action) or can “run” for 800 ft.
An animation matrix appears similar to a per round – which equates to about 91 mph. It can fly
pair of white gloves. Close inspection reveals a continuously without stopping, allowing it to cover 637 miles
network of tiny circuit paths on the inside of the on a single charge.
gloves. When activated and touched to any mostly
intact corpse, it raises the corpse as a skeleton or Airplane, Fighter
zombie under the creator’s mental control. Transmutation
The undead can follow you, or it can remain Tech Level: 8 Build DC: +17
in an area and attack any creature (or just a specific Power: Fission (+4)
kind of creature) entering the place. The undead Size: Gargantuan (–6) Weight: 3,000 lbs.
remain animated until they are destroyed. (A Activation: Standard Action (0)
destroyed skeleton or zombie can’t be animated Range: 0
again.) Target: One occupant (0)
Regardless of the type of undead you create Bonus: Fly 250 ft. (average) (+15)
with this device, you can’t create more HD of undead Devices:
than twice your creator level with a single use of the Missle launcher system (+4)
Animation Matrix (The desecrate spell doubles this Chain gun rifle (+4½)
limit) Duration: 1 hour/level (+3)
The undead you create remain under your Save: Harmless (–5)
control indefinitely. No matter how many times you Charges: 25 Hard/HP: 10/30 hp
use this device, however, you can control only 4 HD Cost: 6,800 gp + 272 xp Recharge: 200 gp
worth of undead creatures per creator level. If you Purchase: 61,200 gp
exceed this number, all the newly created creatures It requires the Dual Device metatech feat to build a
fall under your control, and any excess undead from fighter airplane.
previous uses become uncontrolled. (You choose A fighter airplane is a large technological device
which creatures are released.) If you are a cleric, any often made to resemble a predatory bird. It is generally 40 ft.
undead you might command by virtue of your power long and 45 ft. wide. A fighter airplane is armed with a
to command or rebuke undead do not count toward missile launcher system and a forward–facing chain gun rifle
the limit. in the nose. These weapons are included in the cost of the
Skeletons: A skeleton can be created only from a fighter airplane. The missile launcher system and chain gun
mostly intact corpse or skeleton. The corpse must rifle are recharged separately; see each items individual entry
have bones. If a skeleton is made from a corpse, the for recharge cost. Firing the missle launcher system or chain
flesh falls off the bones. gun rifle is a standard action (note that the pilot must also use
Zombies: A zombie can be created only from a a move action to keep the fighter airplane aloft).
mostly intact corpse. The corpse must be that of a The fighter airplane requires 125 ft. long and 55 ft.
creature with a true anatomy. wide area of clear, flat terrain to take off or land, and can
remain in flight for 15 hours on a single charge. In normal
Airplane, Single flight, it covers 500 ft per round (as a double–move action) or
Transmutation can “run” for 2,000 ft. per round – which equates to about 227

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mph. It can fly continuously without stopping, Tech Level: 2 Build DC: +6
allowing it to cover 3,405 miles on a single charge. Power: Mechanical (–4)
Size: Large (–2) Weight: 625 lbs.
Airplane, Passenger Activation: Standard Action (0)
Transmutation Range: 0
Tech Level: 6 Build DC: +13 Target: One occupant
Power: Nuclear (+2) Bonus: Move +50 ft. (+5)
Size: Colossal (–8) Weight: 20,000 lbs. Duration: 3 hours (+4)
Activation: Standard Action (0) Slot: Body
Range: 0 Charges: 5 Hard/HP: 10/20 hp
Target: 16 occupants (+8) Cost: 600 gp + 24 xp Recharge: 75 gp
Bonus: Fly 200 ft. (Average) (+12½) Price: 1,800 gp
Duration: 1 hour/level (+3) An automotive is a wheeled vehicle designed to
Save: Harmless (–5) transport a single individual at a rate up to +50 feet per round.
Charges: 30 When occupied by a medium humanoid, it has a “run” speed
Hardness/HP: 10/28 hp of 320 feet per round (about 35 mph) over just about any
Cost: 3,900 gp + 156 xp Recharge: 150 gp terrain. An automotive provides no protection or cover to the
Price: 27,300 gp user.
A passenger airplane is a device used to
transport the user and up to 15 additional beings of Battery
medium size. It is generally 60 ft. long and 65 ft. Conjuration
wide. The passenger airplane is often fashioned to Tech Level: 0 Build DC: +1
resemble some large, peaceable bird. Power: Electric Circuit (0)
The plane requires a clear, open space of at Size: Fine (+4) Weight: –
least 100 ft. in length and at least 75 feet wide to take Activation: Standard Action (0)
off or land. A passenger airplane normally moves at Range: 0
a rate of 400 ft. per round (as a double move). It can Target: One technological object (–1)
“run” up to 800 ft. per round, or about 91 miles an Bonus: +50 charges (+2)
hour. The passenger airplane can fly continuously Duration: Permanent (+6)
for up to 11 hours on a single charge, allowing it to Save: Harmless (–5)
cover 1,001 miles per charge. Slot: None
Charges: 1 (–5) Hardness/HP: 5/1 hp
Autochef Cost: 25 gp + 1 xp Recharge: 25 gp
Transmutation Purchase: 25 gp
Tech Level: 0 Build DC: +2 A battery will fully recharge any technological item
Power: Electric Circuit (0) of size Small or larger that uses an electrical circuit.
Size: Small (+1) Weight: 25 lbs. Recharging the item exhausts the battery.
Activation: 1 minute (–4)
Range: 0 (0) Battlesuit, Mark I
Target: Food placed in Autochef (–1) Transmutation
Bonus: Profession (Cook) +10 (Equipment) (+6) Tech Level: 3 Build DC: +8
Duration: 24 hours (+5) Power: Electric Circuit (0)
Saving Throw: Harmless (–5) Size: Large (–2) Weight: 500 lbs.
Slot: None Activation: Standard Action (0)
Charges: 25 Hard/HP: 5/6 Range: Self (–2)
Cost: 100 gp + 4 xp Recharge: 25 gp Target: You (0)
Price: 50 gp Bonus: DR 15/adamantine (+8), Enlarge Person (+2)
An autochef is a box–like structure that Duration: 1 minute/level (+2)
takes raw food and transforms it into a banquet–style Slot: Body
meal for 1 person. Each charge provides enough Charges: 25 Hard/HP: 5/12 hp
food for 1 person for 1 meal (thus a fully charged Cost: 1,200 gp + 48 xp Recharge: 100 gp
autochef will feed a person for 16 days). Purchase: 4,800 gp
The created food remains edible for 24 The Mark I Battlesuit can fit one medium character,
hours. providing DR 15/adamantine protection. The suit increases
the character’s overall size to Large. The character suffers a –
Automotive, Single 1 penalty to hit and AC, but gains a +4 bonus to grapple
Transmutation checks. The character’s carrying capacity is doubled while

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wearing the Mark I Battlesuit. The battlesuit is not Purchase: 151,800 gp


outfitted with built–in weapons. A Mark 3rd battlesuit is an artifact; it can only be
found, not created. A Mark 3rd battlesuit is created with the
Battlesuit, Mark 2nd Dual Device Metatech feat. It is fairly bulky and cannot be
Transmutation worn with armor.
Tech Level: 9 Build DC: +20 You become a virtual fighting machine– stronger,
Power: Electric Circuit (0) tougher, faster, and more skilled in combat. Your mind–set
Size: Large (–2) Weight: 500 lbs. changes so that you relish combat and you can’t activate
Activation: Standard Action (0) technological devices or cast spells.
Range: Self (–2) You gain a +4 magic bonus to Strength, Dexterity,
Target: You (0) and Constitution, a +4 natural armor bonus to AC, a +5 magic
Bonus: DR 15/adamantine (+8), bonus on Fortitude saves, and proficiency with all simple and
Enlarge Person (+2) martial weapons. Your base attack bonus equals your
+2 Strength (+3) character level (which may give you multiple attacks). You
Device: Chaingun Rifle (+4½) also gain DR 15/adamantine.
Personal Shield (+4) You lose your ability to activate devices (except the
Duration: 1 minute/level (+2) Chaingun Rifle built into the suit) or cast spells, including
Slot: Body your ability to use spell activation or spell completion magic
Charges: 25 Hard/HP: 5/12 hp items,just as if the spells were no longer on your class list.
Cost: 9,000 gp + 360 xp Recharge: 250 gp The right arm of the Mark 3rd Battlesuit terminates in
Purchase: 90,000 gp a built–in Chaingun rifle that can be fired as a standard action
To build a Mark 2nd Battlesuit, you must that deals 8d6 peircing damage to all targets in a 5 ft. burst
have the Dual Device Metatech feat. radius at a range of up to 190 ft. away. The chaingun rifle has
The Mark 2nd Battlesuit can fit one medium separate charges from the battlesuit and must be recharged
character, providing DR 15/adamantine protection. separately. See the device individual entry for details.
The suit increases the character’s overall size to
Large. The character suffers a –1 penalty to hit and Belt, Invisiblity
AC, but gains a +4 bonus to grapple checks. The Illusion (Glamer)
character likewise gains a +2 magic bonus to Tech Level: 3 Build DC: +7
Strength while the suit’s abilities are activated. The Power: Electric Circuit (0)
character’s carrying capacity is doubled while Size: Tiny (+2)
wearing the Mark I Battlesuit. Weight:
The Mark 2nd Battlesuit has a built–in Activation: Standard Action (0)
Personal shield that provides a +4 bonus to AC. Range: Self (0)
Likewise, the right arm terminates in a built–in Target: You (0)
Chaingun rifle that can be fired as a standard action Condition: Invisibility (+3)
that deals 8d6 peircing damage to all targets in a 5 ft. Duration: 1 minute/level (+2)
burst radius at a range of up to 190 ft. away. Each Slot: Belt
device has separate charges from the battlesuit and Charges: 25 Hard/HP: 5/3 hp
must be recharged separately. See the devices Cost: 1,050 gp + 42 xp Recharge: 100 gp
individual entry for details. Purchase: 4,200 gp
An invisibility belt bends visible light around the
Battlesuit, Mark 3rd target, making them invisible for the device’s duration.
Transmutation However, making an attack while invisible disrupts the field
Tech Level: 11 Build DC: +23 that hides the target, ending the invisibility immediately.
Power: BioNuclear (–1)
Size: Medium (0) Weight: 30 lbs. Belt, Invisiblity, Greater
Activation: Standard Action (0) Invisibility (Glamer)
Range: Self (–2) Tech Level: 5 Build DC: +11
Target: You (0) Power: Electric Circuit (0)
Bonus: Transformation (+12) Size: Tiny (+2)
DR 15/adamantine (+8) Weight:
Devices: Chaingun Rifle (+4½) Activation: Standard Action (0)
Duration: 1 round/level Range: Self (0)
Slot: Body Target: You (0)
Charges: 30 Hard/HP: 5/9 hp Condition: Greater Invisibility (+8)
Cost: 12,650 gp + 506 xp Recharge: 0 gp Duration: 1 round/level (+1)

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Slot: Belt Blade, Electric


Charges: 25 Hard/HP: 5/3 hp Evocation [Electricity]
Cost: 1,200 gp + 48 xp Recharge: 100 gp Tech Level: 5 Build DC: +11
Purchase: 16,500 gp Power: Electric Circuit (0)
A greater invisibility belt bends visible light Size: Tiny (+2) Weight: 5 lbs.
around the target, making them invisible for the Activation: Standard Action (0)
device’s duration, including while attacking. Range: Melee Attack (–1)
Target: One creature (+3)
Binoculars Damage: 1d8 + 1d6 electrical (+1½)
Divination Duration: 1 round/level (+1
Tech Level: 0 Build DC: +1 Save: None (+4)
Power: Unpowered (–9) Slot: 2–handed or Handheld
Size: Tiny (+2) Weight: 3 lbs. Charges: 25 Hard/HP: 5/8 hp
Activation: Standard action (0) Cost: 3,055 gp + 110 xp Recharge: 125 gp
Range: Self (–2) Purchase: 16,500 gp
Target: You (+1) An electric blade is a longsword made of a green
Bonus: Perception (Spot) +5 (Equipment) (+3) material that is lined with golden circuitry. You make a melee
Duration: Instaneous (0) attack with a +1 bonus to hit with the electric blade. A
Slot: Eyes successful hit with the sword deals 1d8+ Str modifier damage.
Charges: 1 Hardness/HP: 0/1 As a standard action, the sword can be charged with
Cost: 25 gp + 1 xp Recharge: – electricity, dealing an additional +1d6 electricity damage on a
Purchase: 25 gp successful hit.
Binoculars are a set of lens fitted into a
hand–held device that grant a +5 bonus to spot Blade, Plasma
checks. Each use of binoculars takes a standard use, Evocation [Fire]
but it does not need to be recharged between uses. Tech Level: 7 Build DC: +15
Power: Electric Circuit (0)
Binder Size: Diminutive (+3) Weight: 1 lb.
Enchantment (Compulsion) [Mind–Affecting] Activation: Attack Action (+2)
Tech Level: 8 Build DC: +17 Range: Touch (0)
Power: Electric Circuit (0) Target: One creature (+3)
Size: Diminutive (+3) Weight: 2 lbs. Damage: 2d6 fire (+3)
Activation: Standard Action (0) Duration: Instantaneous (0)
Range: Medium (100 ft. + 10 ft/level) (+3) Save: None (+4)
Target: One living creature (+2) Slot: Handheld
Condition: Hold (18 HD) (+10) Charges: 25 Hard/HP: 5/6 hp
Duration: 1 round/level (+1) Cost: 5,250 gp + 210 xp Recharge: 200 gp
Save: Will negates; see text (–2) Purchase: 42,000 gp
Slot: Handheld A plasma blade consists of a small weapon hilt that
Charges: 25 Hard/HP: 5/1 hp resembles the hilt of a sword. As a standard action, a blade of
Cost: 6,800 gp + 272 xp Recharge: 225 gp fiery energy springs from the hilt. The weapon can then be
Purchase: 61,200 gp wielded as a longsword that strikes as a touch attack. The
A binder is a small ceramic globe with a red blade deals 2d6 fire + Str modifier damage and has a critical
crystal affixed into it. When the item is held in the range of 20/x2. Each charge for the sword lasts for 1
hand and the crystal pointed at the target, activating it round/level.
causes the target to be frozen in place. The subject
becomes paralyzed and freezes in place. It is aware Boat, Motorized
and breathes normally but cannot take any actions, Transmutation
even speech. Each round on its turn, the subject may Tech Level: 3
attempt a new saving throw to end the effect. (This is Build DC: +7
a full–round action that does not provoke attacks of Power: Clockwork (–2)
opportunity.) Size: Large (–2)
A winged creature who is paralyzed cannot Weight: 400 lbs.
flap its wings and falls. A swimmer can’t swim and Activation: Standard Action (0)
may drown. Range: 0
Target: 2 creatures (+2)
Bonus: swim 30 ft. (+5 ½)

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Duration: 10 minutes/level (+3) Activation: Standard Action (0)


Slot: None Range: Self (–2)
Charges: 10 Target: You (0)
Hard/HP: 10/12 hp Bonus:Athletics (Jump)(+2)
Cost: 1,050 gp + 42 xp Recharge: 100 gp Duration: 1 minute/level (+2)
Purchase: 4,200 gp Slot: Feet
A motorized boat is small water craft Charges: 5 Hard/HP: 10/5 hp
designed to hold up to two people or one person and Cost: 600 gp + 24 xp Recharge: 150 gp
a load of 250 lbs. The motorized boat has a surface Purchase: 1,200 gp
swim speed of 30 ft. per round. It can double–move You must have the Heighten Metatech feat to create
for 60 ft. a round or “run” for 120 ft. a round. It greater jump boots.
cannot submerge. Greater jump boots grant a +30 magic bonus to the
user’sAthletics (Jump)check.
Boots, Athletics (Jump), Lesser
Transmutation Bracer, Injector
Tech Level: 1 Build DC: +4 Transmutation
Power: Electric Circuit (0) Tech Level: 4 Build DC: +10
Size: Tiny (+2) Power: Electric Circuit (0)
Weight: 5 lbs. Size: Diminutive (+3) Weight: 2 lbs.
Activation: Standard Action (0) Activation: Standard Action (0)
Range: Self (–2) Range: Self (–2)
Target: You (0) Target: You (+1)
Bonus:Athletics (Jump)(+2) Bonus: +4 Ability (+5)
Duration: 1 minute/level (+2) Duration: 10 minutes/level (+3)
Slot: Feet Slot: Arm
Charges: 5 Hard/HP: 10/5 hp Charges: 25 Hard/HP: 5/1 hp
Cost: 200 gp + 8 xp Recharge: 50 gp Cost: 2,000 gp + 80 xp Recharge: 250 gp
Purchase: 400 gp Purchase: 10,000 gp
Lesser jump boots grant a +10 magic bonus An injector bracer is a device that attaches to the
to the user’sAthletics (Jump)check. forearm. An injector bracer only takes up one arm, so up to
two can be worn at one time, though attempting to enhance the
Boots, Athletics (Jump) same ability score twice does not stack. Upon activation, it
Transmutation enhances one ability score by +4 for 10 minutes per creator
Tech Level: 1 Build DC: +8 level.
Power: Electric Circuit (0) The ability score that is enhanced by the bracer is
Size: Tiny (+2) selected at the creation of the injector bracer. The ability
Weight: 5 lbs. score affected can be changed when the bracer is recharged.
Activation: Standard Action (0)
Range: Self (–2) Bracer, Self–Destruct
Target: You (0) Evocation [Fire]
Bonus:Athletics (Jump)(+2) Tech Level: 3 Build DC: +7
Duration: 1 minute/level (+2) Power: Electric Circuit (0)
Slot: Feet Size: Diminutive (+3) Weight: 2 lbs.
Charges: 5 Hard/HP: 10/5 hp Activation: Standard Action (0)
Cost: 400 gp + 16 xp Recharge: 100 gp Range: 0
Purchase: 800 gp Area: 20 ft. burst radius (+7)
You must have the Heighten Metatech feat Damage: 6d6 fire (+4)
to createAthletics (Jump)boots. Duration: Instantaneous (0)
Jump boots grant a +20 magic bonus to the Save: Reflex half (+1)
user’sAthletics (Jump)check. Slot: Arm
Charges: 1 (–8) Hard/HP: 5/1 hp
Boots, Athletics (Jump), Greater Cost: 1,050 gp + 42 xp Recharge: –
Transmutation Purchase: 4,200 gp
Tech Level: 1 Build DC: +12 The self–destruct bracer fits on the arm and has a
Power: Electric Circuit (0) single arming switch. Once armed, a small red light flashes on
Size: Tiny (+2) it three times, then the device unleashes its deadly payload,
Weight: 5 lbs.

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consuming itself, the user and anyone in the vicinity you hear. The device transmits sound, not meaning. It doesn’t
of the detonation. transcend language barriers.
A weapon of desperation and revenge, the Note: To speak a message, you must at least mouth the words
self–destruct bracer unleashes a fiery explosion that and whisper, possibly allowing observers the opportunity to
deals 6d6 fire damage to all creatures in the area of read your lips.
effect, including the user. The user gains no saving
throw against the effect unleashed by the bracer. Computer, Desktop
Divination
Chemical Fire Tech Level: 1 Build DC: +4
Evocation [Fire] Power: Electric Circuit (0)
Tech Level: 0 Build DC: +1 Size: Small (+1) Weight: 25 lbs.
Power: Unpowered (–9) Activation: Standard Action (0)
Size: Tiny (+2) Weight: 3 lbs. Range: Self (–2)
Activation: Attack action (+2) Target: You (0)
Range: Ranged Short (5 ft.) (+1) Bonus: +5 Knowledge (Any One) (+3)
Area: 5 ft. burst (+1) Duration: 1 minute/level (+2)
Damage: 1d6 fire (+2) Slot: None
Duration: Instananeous (0) Charges: 25 Hard/HP: 5/12 hp
Saving Throw: Reflex Half (+2) Cost: 200 gp + 8 xp Recharge: 50 gp
Slot: Hand–held Purchase: 400 gp
Charges: 1 Hard/HP: 10/5 hp A desktop computer is generally too bulky to be
Cost: 25 gp + 1 xp Recharge: – carried and used, and must be used from a fixed position.
Purchase: 25 gp Breaking down the computer or setting it up takes 1 minute of
Chemical fire is a mix of chemicals kept in a time.
special container that ignites when opened. It uses a The desktop computer gives the user a +5 bonus to
ranged touch to hit, with a range increment of 5 feet. one Knowledge skill check. For the cost of a recharge, you
It deals 1d6 fire damage to a single target that it can change the Knowledge skill the computer grants a bonus
strikes. A successful Reflex save halves the damage. to.
Once used, it is destroyed.
Computer, Handheld
Communicator Divination
Transmutation [Language–Dependent] Tech Level: 1 Build DC: +3
Tech Level: 0 Build DC: +2 Power: Electric Circuit (0)
Power: Electric Circuit (0) Size: Diminutive (+3) Weight: 2 lbs.
Size: Diminutive (+3) Weight: 2 lbs. Activation: Standard Action (0)
Activation: Standard Action (0) Range: Self (–2)
Range: Medium (100 ft.) (+3) Target: You (0)
Target: One creature/level (+1) Bonus: +5 Knowledge (Any One) (+3)
Condition: Message (+1) Duration: 1 minute/level (+2)
Duration: 10 minutes/level (+3) Slot: Handheld
Save: Harmless (–5) Charges: 10 (–3) Hard/HP: 5/1 hp
Slot: Handheld Cost: 150 gp + 6 xp Recharge: 50 gp
Charges: 5 (–4) Hard/HP: 5/1 hp Purchase: 300 gp
Cost: 50 gp + 2 xp Recharge: 25 gp A handheld computer is easily portable and gives the
You can speak or whisper messages and user a +5 equipment bonus to one Knowledge skill check. For
receive replies with little chance of being overheard. the cost of a recharge, you can change the Knowledge skill the
Each person you wish to communicate with must computer grants a bonus to.
have an active communicator. When you speak or
whisper, the message is audible to all targeted Computer, Portable
creatures within range. Magical silence, 1 foot of Divination
stone, 1 inch of common metal (or a thin sheet of Tech Level: 2 Build DC: +5
lead), or 3 feet of wood or dirt blocks the spell. The Power: Electric Circuit (0)
message does not have to travel in a straight line. It Size: Tiny (+2) Weight: 5 lbs.
can circumvent a barrier if there is an open path Activation: Standard Action (0)
between you and the subject, and the path’s entire Range: Self (–2)
length lies within the spell’s range. The creatures that Target: You (0)
receive the message can speak or whisper a reply that Bonus: +5 Knowledge (Any One) (+3)

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Duration: 1 minute/level (+2) Tech Level: 8 Build DC: +18


Slot: 2–handed Power: Bioelectric (–3)
Charges: 25 Hard/HP: 5/3 hp Size: Diminutive (+3) Weight: ¼ lb.
Cost: 500 gp + 20 xp Recharge: 50 gp Activation: Automatic (+9)
Purchase: 1,500 gp Range: Self (–2)
A laptop computer is lightweight and Target: You (0)
designed to be used on the move, though when being Bonus: +2 Intelligence (Insight) (+3)
used it takes both hands. The laptop computer gives Duration: Continous (+6)
the user a +5 bonus to one Knowledge skill check. Slot: Head
For the cost of a recharge, you can change the Charges: 1 Hard/HP: 5/1 hp
Knowledge skill the computer grants a bonus to. Cost: 7,200 gp + 288 xp Recharge: –
Purchase: 14,400 gp
Computer, Mainframe A lesser cybernetic thinkband is a headband that
Divination improves the wearer’s ability to think and remember. It grants
Tech Level: 2 Build DC: +6 a +2 Insight bonus to Intelligence.
Power: Electric Circuit (0) Unlike most other technological devices, no Use
Size: Medium (0) Weight: 150 lbs. Technological Device check needs to be made to use this item;
Activation: Standard Action (0) simply donning the thinkband activates it.
Range: Self (–2)
Target: You (0) Cybernetic Thinkband
Bonus: +10 Knowledge (Any One) (+5½) Transmutation
Duration: 1 minute/level (+2) Tech Level: 9 Build DC: +19
Slot: None Power: Bioelectric (–3)
Charges: 25 Hard/HP: 5/9 hp Size: Diminutive (+3) Weight: ¼ lb.
Cost: 600 gp + 24 xp Recharge: 75 gp Activation: Continous (+9)
Purchase: 1,800 gp Range: Self (–2)

Author’s Note – Computers


With all the things you can do in modern society with a computer, why do they only grant knowledge bonuses?
Replicating the effects of a video game, a CAD program or a full–motion video doesn’t easily equate to game mechanics
– GM’s will have to adjucate handling such situations themselves. Computers can’t do anything that replicates a
supernatural ability or spell – for example, you can’t have a computer utilize the Bardic Music ability even it can play
recorded music.
It’s difficult to equate the myriad of programs available to computers to game–related mechanics. Computers
are basically great storehouses of knowledge and big calculators. They can tell you all you want to know about a subject
– from everything about a kobold’s lifestyle to how to assemble a suit of armor. And while they can tell you or show
you how it’s done, they don’t physically assist you in the activity; at best it could provide a circumstance bonus to the
use of a skill and then only within a minute or so of walking away from the screen.
Finally, keep in mind that the computers listed here don’t interconnect to some vast internet and don’t have
something as measly as a printer attached to them (that’d be a separate device that requires the Dual Device feat to
create). Similarly, don’t assume two computers created by different individuals can simply be hooked together to
communicate – each may have incompatible hardware, software and even ports/plugs to allow such communication
between machines.

A mainframe computer is generally too Target: You (0)


bulky to be carried and used, and must be used from Bonus: +4 Intelligence (Insight) (+4)
a fixed position. It takes 10 minutes to break down Duration: Continous (+8)
for transport, and the same amount to set up for use. Slot: Head
The mainframe computer gives the user a Charges: 1 Hard/HP: 5/1 hp
+10 bonus to one Knowledge skill check. For the Cost: 8,550 gp + 342 xp Recharge: –
cost of a recharge, you can change the Knowledge Purchase: 17,100 gp
skill the computer grants a bonus to. A cybernetic thinkband is a headband that improves
the wearer’s ability to think and remember. It grants a +4
Cybernetic Thinkband, Lesser Insight bonus to Intelligence.
Transmutation

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Unlike most other technological devices, no Activation: Move Action (+1)


Use Technological Device check needs to be made to Range: Self (–2)
use this item; simply donning the thinkband activates Target: You (0)
it. Damage: Heals 1d8 hp (+2)
Duration: Instantaneous (0)
Cybernetic Thinkband, Greater Slot: Handheld
Transmutation Charges: 1
Tech Level: 12 Build DC: +24 Hard/HP: 10/1 hp
Power: Bionuclear (–1) Cost: 50 gp + 2 xp Recharge: –
Size: Diminutive (+3) Weight: ¼ lb. Purchase: 50 gp
Activation: Continous (+9) Light healing elixir is a thick, colorless fluid that is
Range: Self (–2) kept in a small metal container. When imbimed as a move
Target: You (0) action, it heals 1d8 hit points.
Bonus: +6 Intelligence (Insight) (+7) Unlike most technological devices, no Use
Duration: Continous (+8) Technological device needs to be made to use light healing
Slot: Head elixir.
Charges: 1 Hard/HP: 5/1 hp
Cost: 14,400 gp + 528 xp Recharge: – Elixir, Moderate Healing
Purchase: 28,800 gp Conjuration (Healing)
A greater cybernetic thinkband is an artifact; Tech Level: 1 Build DC: +4
it cannot be created, only found. Power: Unpowered (–9)
A greater cybernetic thinkband is a Size: Diminutive (+3) Weight: 2 lbs.
headband that improves the wearer’s ability to think Activation: Move Action (+1), No check (+5)
and remember. It grants a +6 Insight bonus to Range: Self (–2)
Intelligence. Target: You (0)
Unlike most other technological devices, no Damage: Heals 2d8 hp (+4)
Use Technological Device check needs to be made to Duration: Instantaneous (0)
use this item; simply donning the thinkband activates Slot: Handheld
it. Charges: 1
Hard/HP: 10/1 hp
Decoder Ring Cost: 200 gp + 8 xp Recharge: –
Divination Purchase: 400 gp
Tech Level: 2 Build DC: +5 Moderate healing elixir is a thick, colorless fluid that
Power: Mechanical (–4) is kept in a small metal container. When imbimed as a move
Size: Fine (+4) Weight: – action, it heals 2d8 hit points.
Activation: Standard Action (0) Unlike most technological devices, no Use
Range: Self (–2) Technological device needs to be made to use moderate
Target: You (0) healing elixir.
Bonus: +5 Linguistics (Decipher Script) (+3)
Duration: 1 hour/level (+4) EMP Generator, Lesser
Slot: Ring Abjuration
Charges: 5 Hard/HP: 10/1 hp Tech Level: 4 Build DC: +10
Cost: 500 gp + 20 xp Recharge: 75 gp Power: Electric Circuit (0)
Purchase: 1,500 gp Size: Small (+1) Weight: 25 lbs.
A decoder ring is a circular ring with several Activation: Standard Action (0)
bands. The bands are manipulated so that the words Range: 0
or letters from another language are “spelled out” on Target: 20 ft. burst (+7)
the bands. The mechanism then decodes Effect: Negate Technological Devices (+10)
words/letters into common and prints them out on a Duration: Instantaneous
tiny strip of paper, granting a +5 equipment bonus to Save: Level Check (+0)
Linguistics (Decipher Script) checks. Slot: 2–Handed
Charges: 1 (–8) Hard/HP: 5/3 hp
Elixir, Light Healing Cost: 2,000 gp + 80 xp Recharge: –
Conjuration (Healing) Purchase: 10,000 gp
Tech Level: 0 Build DC: +2 A lesser EMP generator temporarily nullifies
Power: Unpowered (–9) technological devices in the area it is activated (including the
Size: Diminutive (+3) Weight: 2 lbs. user’s own items). The user rolls a level check of 1d20 +

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creator level versus a DC of 10 + creator level of any Because of the bulk of the suit, it is not possible to
item in the area affected. If the level check succeeds, wear armor while also wearing the light exoskeleton.
any item powered by Electric Vaccum, Electric
Circuit, Nuclear, Fission, Microwave, Zero–point, Exoskeleton
Perpetual, Bionuclear or Bioelectic means is drained Transmutation
of all charges. Check individually for each item in Tech Level: 8 Build DC: +18
the area of effect. Power: Bioelectric (–3)
Size: Medium (0) Weight: 30 lbs.
EMP Generator Activation: Automatic (+9)
Abjuration Range: Self (–2)
Tech Level: 12 Build DC: +26 Target: You (+1)
Power: Zero–Point (+8) Bonus: +4 Strength (+5)
Size: Small (+1) Weight: 5 lbs. Duration: Continous (+8)
Activation: Standard Action (0) Slot: Body
Range: 0 Charges: 1 Hard/HP: 5/9 hp
Target: 20 ft. burst (+7) Cost: 7,200 gp + 288 xp Recharge: –
Condition: Disjunction Technological Devices Purchase: 14,400 gp
(+18) An exoskeleton is a “suit” of what appears to be thick
Duration: Instantaneous veins that is attached to the user. The exoskeleton manipulates
Save: Level Check (+0) and enhances the character’s metabolism to grant them a +4
Slot: 2–Handed magic bonus to Strength.
Charges: 1 (–8) Hardness/HP: 5/3 hp Because of the bulk of the suit, it is not possible to
Cost: 7,200 gp + 288 xp Recharge: – wear armor while also wearing the exoskeleton.
Purchase: 57,600 gp
A EMP generator destroys technological Eyes, Low–light
devices in the area it is activated (including the user’s Transmutation
own items). The user rolls a level check of 1d20 + Tech Level: 2 Build DC: +5
creator level versus a DC of 10 + creator level of any Power: Electric Circuit (0)
item in the area affected. If the level check succeeds, Size: Tiny (+2) Weight: 5 lbs.
any item powered by Electric Vaccum, Electric Activation: Standard Action (0)
Circuit, Nuclear, Fission, Microwave, Zero–point, Range: Self (–2)
Perpetual, Bionuclear or Bioelectic means is Target: You (0)
destroyed and all charges in the item are depleted Bonus/Damage: Low–light vision (+2)
harmlessly. Check individually for each item in the Duration: 10 minutes/level (+3)
area of effect. Slot: Eyes
Charges: 25 Hard/HP: 2/1 hp
Exoskeleton, Light Cost: 500 gp + 20 xp Recharge: 75 gp
Transmutation Purchase: 1,500 gp
Tech Level: 7 Build DC: +16 These special lens allow a character to see in dim or
Power: Bioelectric (–3) twilight conditions, as if they had low–light vision.
Size: Medium (0) Weight: 30 lbs.
Activation: Automatic (+9) Eyes, Dark
Range: Self (–2) Transmutation
Target: You (+1) Tech Level: 3 Build DC: +7
Bonus: +2 Strength (+3) Power: Electronic circuit (0)
Duration: Continous (+8) Size: Tiny (+2) Weight: 5 lbs.
Slot: Body Activation: Standard Action (0)
Charges: 1 Hard/HP: 5/9 hp Range: Self (–2)
Cost: 5,600 gp + 224 xp Recharge: – Target: You (0)
Purchase: 11,200 gp Bonus/Damage: Darkvision 60 ft. (+4)
A light exoskeleton is a “suit” of what Duration: 10 minutes/level (+3)
appears to be thick veins that is attached to the user. Slot: Eyes
The light exoskeleton manipulates the character’s Charges: 25 Hard/HP: 2/1 hp
metabolism to grant them a +2 magic bonus to Cost: 1,050 gp + 42 xp Recharge: 100 gp
Strength. Purchase: 4,200 gp

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These special lens allow a character to see in air that could linger for up to a thousand years. However,
lightless conditions, as if they had darkvision. after the end of the Technological age, the rules of the
Darkvision is black–and–white only. universe were rewritten to limit the destructive power of these
items and eliminate the deadly invisible fire these items left
Flamethrower behind.
Evocation [Fire]
Tech Level: 2 Build DC: +5 Fusion Warhead, Micro
Power: Clockwork (–2) Evocation [Fire]
Size: Small (+1) Weight: 35 lbs. Tech Level: 7 Build DC: +16
Activation: Standard Action (0) Power: Nuclear (+2)
Range: 0 (0) Size: Diminutive (+3) Weight: ¾ lb.
Target: 15 ft. cone or 20 ft. line (+2) Activation: Standard Action (0), Delay (–2)
Damage: 2d6 fire (+2) Range: Placed (–2)
Duration: Instantaneous Area: 35 ft. burst radius (+13)
Saving Throw: Reflex half (+2) Damage: 16d6 fire (+9)
Slot: 2–Handed Duration: Instantaneous (0)
Charges: 10 Hardness/HP: 10/3 Save: Reflex half (+1)
Cost: 500 gp + 20 xp Recharge: 50 gp Slot: Handheld
Purchase: 1,500 gp Charges: 1 (–8) Hardness/HP: 15/1 hp
A flamethrower appears to be a rod–like Cost: 5,600 gp + 224 xp Recharge: –
device that emits a 15 ft. cone or a 20 ft. line of flame Purchase: 44,800 gp
that deals 2d6 fire damage to the creature it strikes A fusion warhead is a globe–shaped device that fits
(Reflex DC 11 for half). A flamethrower is a two– in the palm of a hand. It is armed and activated in a single
handed simple weapon. action. Everything within a 20 ft. radius of the warhead
(including the person activating it) is subjected to 18d6 fire
Flamethrower, Heavy damage. Any person or item slain or destroyed by the
Evocation [Fire] resulting fire is reduced to ash.
Tech Level: 3 Build DC: +8 A micro fusion warhead can be set with a delay of 1
Power: Clockwork (–2) to 4 rounds, as selected by the user. Once armed to explode, it
Size: Small (+1) Weight: 35 lbs. can only be disarmed with a successful Disable Device DC 35
Activation: Standard Action (0) check.
Range: 0 (0)
Target: 15 ft. cone or 20 ft. line (+2) Fusion Warhead, Tactical
Damage: 4d6 fire (+3) Evocation [Fire]
Duration: Instantaneous Tech Level: 9 Build DC: +20
Saving Throw: Reflex half (+2) Power: Fission (+4)
Slot: 2–Handed Activation: Standard Action (0), Delay (–2)
Charges: 10 Hardness/HP: 10/3 Size: Medium (0) Weight: 120 lbs.
Cost: 1,200 gp + 48 xp Recharge: 100 gp Range: Placed (–2)
Purchase: 4,800 gp Area: 40 ft. burst radius (+15)
A heavy flamethrower appears to be a rod– Damage: 20d6 fire (+11)
like device that emits a cone of flame that deals 4d6 Duration: Instaneous
fire damage to the creature it strikes (Reflex DC 13 Saving Throw: Fort Half (+2)
for half). A heavy flamethrower is a two–handed Slot: None
simple weapon. Charges: 1 (–8) Hard/HP: 15/8
Cost: 9,000 gp + 360 xp Recharge: –
Fusion Warheads (General) Purchase: 90,000 gp
We would call fusion warheads atomic A fusion warhead is a globe–shaped device that is
bombs. This is a term unknown to the majority of armed and activated in a single action. Everything within a 40
Amberos, and following the Technological Age, they ft. radius of the warhead (including the person activating it) is
function much differently than they might in our own subjected to 20d6 fire damage. Any person or item slain or
world. destroyed by the resulting fire is reduced to ash.
According to legend, during the A micro fusion warhead can be set with a delay of 1
Technological age, it was possible to create even to 4 rounds, as selected by the user. Once armed to explode, it
deadlier fusion warheads than the Armageddon can only be disarmed with a successful Disable Device DC 37
fusion warhead – some that could affect miles in check.
diameter and left behind burning waves of invisible

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Fusion Warhead, Standard


Evocation [Fire] Gun, Naval, Lesser
Tech Level: 11 Build DC: +24 Evocation
Power: Fission (+4) Tech Level: 1 Build DC: +4
Activation: Standard Action (0), Delay (–2) Power: Clockwork (–2)
Size: Medium (0) Weight: 90 lbs. Size: Large (–2) Weight: 400 lbs.
Range: Placed (–2) Activation: Standard Action (0)
Area: 40 ft. burst radius (+15) Range: Ranged Long (440 ft.) (+3)
Damage: 28d6 fire (+15) Target: One creature (+1)
Duration: Instaneous Damage: 8d6 piercing (+4)
Saving Throw: Fort Half (+2) Duration: Instantaneous (0)
Slot: None Save: None (+4)
Charges: 1 (–8) Hard/HP: 15/10 Slot: None
Cost: 13,200 gp + 528 xp Recharge: – Charges: 10 Hard/HP: 10/12 hp
Purchase: 158,400 gp Cost: 225 gp + 8 xp Recharge: 50 gp
This item is an artifact; it cannot be created, Purchase: 450 gp
only found. A lesser naval gun seats a single medium–sized
A fusion warhead is a globe–shaped device creature. When activated, the user makes a ranged touch
that is armed and activated in a single action. attack against the target. A successful hit to the target deals
Everything within a 40 ft. radius of the warhead 8d6 piercing damage. A lesser naval gun is an exotic siege
(including the person activating it) is subjected to engine.
40d6 fire damage. Any person or item slain or Gun, Naval
destroyed by the resulting fire is reduced to ash. Evocation
A fusion warhead can be set with a delay of Tech Level: 4 Build DC: +10
1 to 4 rounds, as selected by the user. Once armed to Power: Clockwork (–2)
explode, it can only be disarmed with a successful Size: Large (–2) Weight: 400 lbs.
Disable Device DC 40 check. Activation: Standard Action (0)
Range: Long (680 ft.) (+4)
Fusion Warhead, Armageddon Target: 5 ft. burst radius (+2)
Evocation [Fire] Damage: 14d6 piercing (+7)
Tech Level: 28 Build DC: +58 Duration: Instantaneous (0)
Power: Zero–Point (+8) Save: Reflex Half (+1)
Activation: Standard Action (0), Delay (–2) Slot: None
Size: Medium (0) Weight: 30 lbs. Charges: 10 Hard/HP: 10/12 hp
Range: Placed (–2) Cost: 2,025 gp + 80 xp Recharge: 125 gp
Area: 75 ft. burst radius (+29) Purchase: 10,125 gp
Damage: 60d6 fire (+31) A naval gun seats a single medium–sized creature.
Duration: Instaneous When activated, the user deals 14d6 piercing damage in a 5 ft.
Saving Throw: Fort Half (+2) burst radius area at any one point in range. A successful
Slot: None Reflex save halves the damage. A naval gun is an exotic siege
Charges: 1 (–8) Hard/HP: 15/10 engine.
Cost: 44,800 gp + 1,792 xpRecharge: –
Purchase: 1,299,200 gp Gun, Naval, Greater
This item is an artifact; it cannot be created, Evocation
only found. The Armageddon warhead represents the Tech Level: 8
deadliest fusion weapon to be found on Amberos. Build DC: +18
An armageddon fusion warhead is a globe– Power: Electric Circuit (0)
shaped device that is armed and activated in a single Size: Huge (–4)
action. Everything within a 75 ft. radius of the Weight: 1,500 lbs.
warhead (including the person activating it) is Activation: Standard Action (0)
subjected to 60d6 fire damage (210 hp ave). Any Range: Long (520 ft.) (+4)
person or item slain or destroyed by the resulting fire Target: 20 ft. burst radius (+7)
is reduced to ash. Damage: 20d6 piercing (+10)
There are rumors of Armageddon fusion Duration: Instantaneous (0)
warheads that are small enough that they can be fit in Save: Reflex half (+1)
the palm of the hand, and the tales likewise say they Slot: None
do not harm the person triggering the weapon. Charges: 25

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Hard/HP: 5/18 hp
Cost: 7,300 gp + 288 xp Grenade, Tangler
Recharge: 225 gp Conjuration
Purchase: 65,700 gp Tech Level: 1 Build DC: +3
A greater naval gun seats a single medium– Power: Clockwork (–2)
sized creature. When activated, the user deals 20d6 Size: Diminutive (+3) Weight: 2 lbs.
piercing damage in a 20 ft. burst radius area at any Activation: Standard Action (0)
one point in range. A successful Reflex save halves Range: 30 ft. (+1)
the damage. A greater naval gun is an exotic siege Area: 10 ft. radius spread (+3)
engine. Condition: Entangle (+2)
Duration: 1 round/level (+1)
Gauntlet, Shock Save: Reflex partial (+3)
Evocation [Electricity] Slot: Handheld
Tech Level: 3 Build DC: +8 Charges: 1 (–8) Hard/HP: 10/1 hp
Power: Bioelectric (–5) Cost: 150 gp + 6 xp Recharge: –
Size: Diminutive (+3) Weight: ¼ lb. Purchase: 300 gp
Activation: Attack Ation (+2) A tangler grenade is a small, oval device made of
Range: Touch shining metal. When the activator on the device is pressed, it
Target: One creature touched (+2) transports itself up to 30 ft. away and activates, covering the
Damage: 2d6 electric (+2) target area in an field of force that inhibits movement.
Duration: Instantaneous (0) Creatures caught in the area of effect can break free and move
Save: Fort half (+2) half its normal speed by using a full–round action to make a
Slot: Arm DC 20 Strength check or a DC 20 Acrobatics (Escape Artist)
Charges: 1 Hard/HP: 0/1 hp check. A creature that succeeds on a Reflex save is not
Cost: 1,200 gp + 48 xp Recharge: 0 gp entangled but can still move at only half speed through the
Purchase: 4,800 gp area. Each round on your turn, the field once again attempt to
A shock gauntlet is worn on one hand. It is entangle all creatures that have avoided or escaped
possible to wear one on each hand and attack with entanglement.
both, as if fighting with two weapons. On a
successful touch attack, the shock gauntlet deals 2d6 Holographic Display
electrical damage, half that if a Fort save DC 11 is Illusion (Shadow)
made. After being discharged, it takes a standard Tech Level: 8 Build DC: 18
action to recharge the gauntlet. If the user is wearing Power: Fission (+4)
two gauntlets, it takes a full attack action to recharge Size: Large (–2) Weight: 300 lbs.
both gauntlets at the same time. Activation: Standard Action (0)
Range: Medium (230 ft.) (+3)
Grenade Effect: One shadow duplicate (–2)
Evocation [Fire] Condition: Project Image (+14)
Tech Level: 3 Build DC: +8 Duration: 1 round/level (+1)
Power: Mechanical (–4) Save: Will disbelief (if interacted with) (+0)
Size: Diminutive (+3) Weight: 1 lb. Slot: None
Activation: Standard Action (0) Charges: 70 Hard/HP: 10/20 hp
Range: Long (720 ft.) (+4) Cost: 7,200 gp + 288 gp Recharge: 225 gp
Target: 20 ft. burst radius (+7) Purchase: 57,600 gp
Damage: 8d6 fire (+5) A hologram projector consists of a large, circular base that the
Duration: Instantaneous user steps on to create a quasi–real, illusory version of
Save: Reflex half (+1) yourself. The projected image looks, sounds, and smells like
Slot: Handheld you but is intangible. The projected image mimics your
Charges: 1 (–8) Hard/HP: 2/1 hp actions (including speech) unless you direct it to act
Cost: 1,200 gp + 48 xp Recharge: – differently (which is a move action).
Purchase: 4,800 gp You can see through its eyes and hear through its ears
A grenade is a small, oval device that can be as if you were standing where it is, and during your turn you
held in the hand. Once set, it immediately transports can switch from using its senses to using your own, or back
itself to the target destination and explodes in a fiery again, as a free action. While you are using its senses, your
burst, dealing 8d6 fire damage to those in the area of body is considered blinded and deafened.
effect. The grenade can catch flammable materials If you desire, any technological device whose range
on fire. is touch or greater can originate from the projected image

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instead of from you. The projected image can’t use An injector is a wand–like device that is pressed to
any devices or cast any spells on itself except for the subject’s bare flesh to activate. When used, it increases
illusion spells. The spells affect other targets one of the target’s ability scores by +4 for 10 minutes. The
normally, despite originating from the projected ability score that gains a bonus must be selected when the
image. injector is created or recharged. The ability score that is
Objects are affected by the projected image affected can be changed with each recharge.
as if they had succeeded on their Will save.
You must maintain line of effect to the Light, Hand
projected image at all times. If your line of effect is Conjuration [Light]
obstructed, the spell ends. If you use dimension door, Tech Level: 1 Build DC: +3
teleport, plane shift, or a similar spell or Power: Electric Circuit (0)
technological device that breaks your line of effect, Size: Diminutive (+2) Weight: 2 lbs.
even momentarily, the image ends. Activation: Move Action (+1)
Likewise, if you step off the hologram Range: 30 ft. (+1)
projector, the image ends immediately. Area: Cone–shaped emanation (+1)
Duration: 10 minutes/level (+3)
ICBM (Fusion Warhead) Save: Harmless (–5)
Evocation [Fire] Slot: Hand–held
Tech Level: 11 Build DC: +23 Charges: 100 Hard/HP: 0/1
Activation: Standard Action (0) Cost: 150 gp + 6 xp Recharge: 25 gp
Power: Nuclear (+2) Purchase: 300 gp
Size: Gargantuan (–6) Weight: 3,600 lbs. A handlight is a small device easily held in the palm
Range: 1,000 miles (+9) of a hand that projects a cone–shaped beam of light.
Target: 35 ft. burst radius (+13)
Damage: 20d6 fire (+11) Light, Micro
Duration: Instantaneous Conjuration [Light]
Saving Throw: Fort Half (+2) Tech Level: 0 Build DC: +1
Slot: None Power: Electric Circuit (0)
Charges: 1 (–8) Hard/HP: 15/20 Size: Fine (+4) Weight: –
Cost: 12,650 gp + 506 xp Recharge: – Activation: Standard Action (0)
Purchase: 151,800 gp Range: 0 (0)
This item is an artifact; it cannot be created, Area: 5 ft. line
only found. Duration: 1 minute/level (+2)
An ICBM (InterContinental Ballistic Save: Harmless (–5)
Missile) is a fusion warhead in an enormous Slot: Hand–held
protective casing that is armed and activated in a Charges: 100 Hardness/HP: 0/1
single action. Upon activation, it instantly transports Cost: 25 gp + 1 xp Recharge: 25 gp
to the target destination and detonates. Everything Purchase: 25 gp
within a 40 ft. radius of the warhead is subjected to A microlight is a pea–sized cylinder that can project a
20d6 fire damage. Any person or item slain or beam of light that illuminates an area up to 5 ft. away.
destroyed by the resulting fire is reduced to ash.
MagnaPulse Generator
Injector Abjuration
Transmutation Tech Level: 5 Build DC: +12
Tech Level: 4 Build DC: +9 Power: Electric Circuit (0)
Power: Mechanical (–4) Size: Large (–2) Weight: 500 lbs.
Size: Diminutive (+3) Weight: 2 lbs. Activation: Standard Action
Activation: Standard Action (0) Range: 10 ft. (+ ½)
Range: Touch (0) Area: 10 ft. radius spherical emanation, centered on you (+½)
Target: One living creature (+2) Condition: Supress Tech Level 0–4 (+8)
Bonus: +4 Ability Score (+5) Duration: 1 round/level (+1)
Duration: 10 minutes/level (+3) Save: None (+4)
Slot: Hand–held Slot: None
Charges: 5 Hard/HP:15/1 hp Charges: 100 Hard/HP: 5/12 hp
Cost: 1,800 gp + 72 xp Recharge: 125 gp Cost: 3,000 gp + 120 xp Recharge: 150 gp
Purchase: 9,000 gp Purchase: 18,000 gp

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A magnapulse generator is a large device Target: One creature (+2)


that produces gravometric waves that disrupt the Condition: Charm (12 HD) (+5)
effects of technological devices and magic. It Duration: 24 hours (+6)
excludes all technological and spell effects of 4th Saving Throw: Will negates (0)
level or lower. The area or effect of any such spells Slot: Neck
does not include the area of the magnapulse Charges: 25 Hardness/HP: 2/1 hp
generator. Such spells and technological devices fail Cost: 5,600 gp + 224 xp Recharge: 200 gp
to affect any target located within the globe. Purchase: 44,800 gp
Excluded effects include technological devices, A mindslaver consists of a amulet worn by the user.
technological effects, spell–like abilities and spells or Touching a target injects a microscopic implant into the target
spell–like effects from items. However, any type of that influences the target into believing that the changes the
technological device can be cast through or out of the target’s disposition to Friendly if they fail a Will DC 20 save.
globe. Technological devices and spells of 5th level A mindslaver only works on any creature not immune to
and higher are not affected by the globe, nor are mind–affecting effects.
technological effects or spells already in effect when
the globe is cast. The globe can be brought down by a Missle Launcher System
EMP generator, or a greater dispel magic but not by Evocation [Fire]
a lesser EMP generator or by dispel magic. You can Tech Level: 3 Build DC: +8
leave and return to the globe without penalty. Power: Clockwork (–2)
Note that spell effects are not disrupted Size: Medium (0) Weight: 100 lbs.
unless their effects enter the globe, and even then Activation: Standard Action (0)
they are merely suppressed, not dispelled. Range: Ranged touch Long (400 ft. +40 ft./level) (+3)
If a given spell has more than one level Target: 5 ft. burst (+2)
depending on which character class is casting it, use Damage: 6d6 fire (+4)
the level appropriate to the caster to determine Duration: Instaneous (0)
whether the magnapulse generator stops it. Save: Reflex half (+1)
Charges: 10 Hard/HP: 5/9 hp
Mindslaver, Lesser Cost: 1,200 gp + 48 xp Recharge: 100 gp
Enchantment (Charm) [Mind–Affecting] Purchase: 4,800 gp
Tech Level: 3 Build DC: +7 A missle launcher system is a multi–tubed device that
Power: Electric Circuit (+0) looks like several hollow staffs strapped together. The whole
Size: Tiny (+3) Weight: 5 lbs. device is about as long as a man is tall, and about as thick
Activation: Standard Action (0) around. When activated, a man–sized arrow flies from one of
Range: Touch (0) the tubes and streaks to the target area. Upon reaching the
Target: One humanoid (0) target area, the arrow explodes in fire, dealing 6d6 damage to
Condition: Charm (6 HD) (+2) everything in a 5–foot area.
Duration: 24 hours (+7) Missle launcher systems are often attached to Large–
Saving Throw: Will negates (0) sized or larger fighting devices.
Slot: Neck
Charges: 1 (–5) Hard/HP: 2/1 hp Personal Shield
Cost: 1,050 gp + 42 xp Recharge: – Abjuration
Purchase: 4,200 gp Tech Level: 3 Build DC: +8
A lesser mindslaver consists of a amulet Power: Electric Circuit (0)
worn by the user. Touching a target injects a Size: Tiny (+2) Weight: 1 lb.
microscopic implant into the target that influences the Activation: Standard Action (0)
target into believing that the changes the target’s Range: Self (–2)
disposition to Friendly if they fail a Will DC 16 save. Target: You (0)
A minor mindslaver only works on humanoid Bonus: +4 Shield bonus, force (+6)
creatures. Duration: 1 minute/level (+2)
Slot: Belt
Mindslaver Charges: 25 Hard/HP: 5/1 hp
Enchantment (Charm) [Mind–Affecting] Cost: 1,200 gp + 48 xp Recharge: 100 gp
Tech Level: 7 Build DC: +16 Purchase: 4,800 gp
Power: Electric Circuit (0) A personal shield is a small device that looks like a
Size: Tiny (+3) Weight: 5 lbs. belt. Activating the device produces a translucent barrier
Activation: Standard Action (0) around the user, giving them a +4 shield bonus. The projected
Range: Touch (0) shield is composed of force and protects against noncorporeal

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attacks. The projected shield has no weight, no Slot: None


armor check penalty and does not require a free hand Charges: 35 Hard/HP: 10/15 hp
to use. It cannot be used to perform a shield bash. Cost: 5,600 gp + 224 xp Recharge: special
Purchase: 44,800 gp
Pistol, Laser A ressurection capsule is an oblong cylinder into
Evocation [Fire] which the remains of a dead creature is placed. The creature
Tech Level: 7 Build DC: +15 cannot have been deceased longer than 10 years per creator
Power: Electric Circuit (0) level.
Size: Diminutive (+3) Weight: 2 lbs. The condition of the remains is not a factor. So long
Activation: Attack action (+2) as some small portion of the creature’s body still exists, it can
Range: Touch Medium (250 ft.) (+2) be resurrected, but the portion receiving the spell must have
Target: One Creature (+1) been part of the creature’s body at the time of death. (The
Damage: 2d6 fire (+3) remains of a creature hit by a disintegrate spell count as a
Duration: Instantaneous small portion of its body.)
Save: None (+4) Upon completion of the spell, the creature is
Slot: Handheld immediately restored to full hit points, vigor, and health, with
Charges: 100 Hard/HP: 5/1 hp no loss of prepared spells. However, the subject loses one
Cost: 5,250 gp + 210 xp Recharge: 200 gp level, or 2 points of Constitution if the subject was 1st level. (If
Purchase: 42,000 gp this reduction would bring its Con to 0 or lower, it can’t be
A laser pistol appears to be a wand–like resurrected). This level loss or Constitution loss cannot be
device that emits a colored charge of light as a ranged repaired by any means.
touch attack that deals 2d6 fire damage to the You can resurrect someone killed by a death effect or
creature it strikes. A laser pistol is a one–handed someone who has been turned into an undead creature and
light martial weapon. then destroyed. You cannot resurrect someone who has died of
old age. Constructs, elementals, outsiders, and undead
Pistol, Semi–Automatic creatures can’t be resurrected.
Evocation Use/Recharge: A diamond worth a total of at least 10,000 gp
Tech Level: 3 Build DC: +8 that is used to activate the chamber.
Power: Clockwork (–2)
Size: Diminutive (+3) Weight: 3 lbs. Revivor
Activation: Attack action (+2) Alteration (Healing)
Target: One creature (+1) Tech Level: 6 Build DC: +13
Damage: 1d6 piercing (+½) Power: Electric Circuit (0)
Range: Touch Medium (180 ft.) (+2) Size: Diminutive (+3) Weight: 2 lbs.
Duration: Instantaneous Activation: 1 minute (–4)
Saving Throw: None (+4) Range: Touch (0)
Slot: Handheld Target: One Corpse (–1)
Charges: 4 (–3) Hard/HP: 10/3 hp Condition: Raise Dead (+10)
Cost: 1,200 gp + 48 xp Recharge: 100 gp Duration: Permanent (+6)
Purchase: 4,800 gp Save: None (+4)
A semi–automatic pistol is a wand–like Slot: Handheld
device that can be fired as part of an attack action. Charges: 1 (–5) Hard/HP: 5/1 hp
The attacker makes a ranged touch attack to hit and Cost: 3,900 gp + 156 xp Recharge: special
deal 1d6 piercing damage. A semi–automatic pistol is Purchase: 27,300 gp
a one–handed light simple weapon. A revivor is a white glove covered with lines of
circuitry and small circular nodes. When pressed and held to
Ressurection Capsule the body of a deceased individual who is not more than 1 day
Alteration (Healing) dead per creator level of the device, it has the power to restore
Tech Level: 7 Build DC: +16 life to slain individual.
Power: Fission (+4) Reviving the dead is physically taxing to the subject.
Size: Medium (0) Weight: 90 lbs. The raised individual loses one level (or 1 Hit Die) when it is
Activation: 10 minutes (–6) raised, just as if it has lost a a level or Hit Die to an energy–
Range: Touch (0) draining creature. If the subject is 1st level, it loses 2 points of
Target: One Corpse (–1) Constitution instead. This level/HD loss cannot be repaired by
Condition: Resurrection (+14) any means. A character who died with spells prepared has a
Duration: Permanent (+6) 50% chance of losing any given spell upon being raised, in
Save: None (+4) addition to losing spells for losing a level. A spellcasting

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Amberos Play Guide

creature that doesn’t prepare spells (such as a Cost: 1,800 gp + 72 xp Recharge: 125 gp
sorcerer) has a 50% chance of losing any given Purchase: 9,000 gp
unused spell slot as if it had been used to cast a spell, A chaingun is a rod–like device that can be fired as a
in addition to losing spell slots for losing a level. full attack action. The attacker chooses a 5 ft. square in range
A raised creature has a number of hit points equal to and deal 8d6 piercing damage to anything in the area. A
its current Hit Dice. Any ability scores damaged to 0 chaingun is a two–handed exotic martial weapon.
are raised to 1. Normal poison and normal disease are Chainguns are often attached to Large–sized fighting
cured in the process of raising the subject, but devices, where they can be fired as a Standard action, instead
magical diseases and curses are not undone. While of a full–attack action.
the spell closes mortal wounds and repairs lethal
damage of most kinds, the body of the creature to be Rifle, Death Ray
raised must be whole. Otherwise, missing parts are Evocation
still missing when the creature is brought back to life. Tech Level: 9 Build DC: +20
None of the dead creature’s equipment or possessions Power: Electric Circuit (0)
are affected in any way by the revivor. Size: Small (+1) Weight: 25 lbs.
A creature who has been turned into an undead Activation: Standard Action (0)
creature or killed by a death effect can’t be raised by Range: Ranged Short (45 ft.) (+1)
this device. Constructs, elementals, outsiders, and Target: One creature (+3)
undead creatures can’t be raised. The revivor cannot Damage: Disintegrate (+12)
bring back a creature that has died of old age. Duration: Instananeous (0)
Use/Recharge Cost: Diamonds worth a total of least Save: Fort Partial (+3)
5,000 gp affixed into the circular nodes of the glove. Slot: 2–Handed
Charges: 25 Hard/HP: 5/6 hp
Rifle, Automatic Cost: 8,500 gp + 360 xp Recharge: 250
Evocation Purchase: 90,000 gp
Tech Level: 4 Build DC: +9 A death ray rifle is a black, rod–like device. When
Power: Clockwork (–2) activated, a thin A thin, green ray springs from your pointing
Size: Small (+1) finger. You must make a successful ranged touch attack to hit.
Activation: Attack action (+2) Any creature struck by the ray takes 34d6 points of damage.
Target: 5 ft. burst (+2) Any creature reduced to 0 or fewer hit points by this device is
Damage: 2d6 piercing (+1) entirely disintegrated, leaving behind only a trace of fine dust.
Range: Medium (190 ft.) (+3) A disintegrated creature’s equipment is unaffected.
Duration: Instantaneous When used against an object, the ray simply
Saving Throw: Reflex Half (+2) disintegrates as much as one 10– foot cube of nonliving
Slot: 2–Handed matter. Thus, the device disintegrates only part of any very
Charges: 10 Hardness/HP: 10/3 large object or structure targeted. The ray affects even objects
Cost: 1,800 gp + 72 xp Recharge: 125 gp constructed entirely of force, such as forceful hand or a wall of
Purchase: 9,000 gp force, but not magical effects such as a globe of invulnerability
An automatic rifle is a rod–like device that or an antimagic field.
can be fired as a full attack action. The attacker A creature or object that makes a successful Fortitude
chooses a 5 ft. square in range and deal 2d6 piercing save is partially affected, taking only 5d6 points of damage. If
damage to anything in the area. An automatic rifle is this damage reduces the creature or object to 0 or fewer hit
a two–handed simple weapon. points, it is entirely disintegrated.
Only the first creature or object struck can be
Rifle, Chaingun affected; that is, the ray affects only one target per casting.
Evocation A Death Ray Rifle is a two–handed exotic weapon.
Tech Level: 4 Build DC: +9
Power: Clockwork (–2) Rifle, Laser
Size: Small (+1) Evocation [Fire]
Activation: Full Attack action (–1) Tech Level: 6 Build DC: +13
Target: 5 ft. burst (+2) Power: Electric Circuit (0)
Damage: 8d6 piercing (+4) Size: Small (+1)
Range: Medium (190 ft.) (+3) Activation: Attack action (+2)
Duration: Instantaneous Range: Touch Medium (230 ft.) (+2)
Saving Throw: Reflex Half (+2) Target: One Creature (+1)
Slot: 2–Handed Damage: 4d6 fire (+3)
Charges: 10 Hardness/HP: 10/3 Duration: Instantaneous

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Saving Throw: None (+4) Rifle, Semi–Automatic


Slot: 2–Handed Evocation
Charges: 25 Hardness/HP: 0/2 Tech Level: 4 Build DC: +9
Cost: 3,900 gp + 156 xp Recharge: 150 gp Power: Clockwork (–2)
Purchase: 27,300 gp Size: Small (+1) Weight: 20 lbs.
A laser rifle appears to be a wand–like Activation: Attack action (+2)
device that emits a colored charge of light as a ranged Target: One creature (+1)
touch attack that deals 4d6 fire damage to the Damage: 2d6 piercing (+1)
creature it strikes. A laser rifle is a two–handed Range: Medium (190 ft.) (+2)
exotic weapon. Duration: Instantaneous
Saving Throw: None (+4)
Rifle, Lightning Slot: 2–Handed
Evocation [Electricity] Charges: 10 Hardness/HP: 10/3
Tech Level: 5 Build DC: +11 Cost: 1,800 gp + 72 xp Recharge: 125 gp
Power: Electric circuit (0) Purchase: 9,000 gp
Size: Tiny (+2) Weight: 3 lbs. A semi–automatic rifle is a rod–like device that can
Activation: Standard Action (0) be fired as part of an attack action. The attacker makes a
Range: Ranged Short (20 ft.) (+1) ranged touch attack to hit and deal 1d6 piercing damage. A
Target: One creature (+3) semi–automatic rifle is a two–handed martial weapon.
Damage: 6d6 electricity (+4)
Duration: Instantaneous (0) Rifle, Sniper
Save: Reflex half (+1) Evocation
Slot: 2–handed Tech Level: 2 Build DC: +6
Charges: 25 Hard/HP: 2/1 hp Power: Mechanical (–4)
Cost: 2,750 gp + 110 xp Recharge: 125 gp Size: Small (+1) Weight: 25 lbs.
Purchase: 16,500 gp Activation: Standard action (0)
A lightning rifle is a wand–like device with Target: One Creature (+1)
twin prongs at one end and is covered in a spongy Damage: 2d6 piercing (+1)
material. It creates an arc of lightning between the Range: Touch Long (640 ft.) (+3)
rod and the victim, hitting as a touch attack that deals Duration: Instantaneous
6d6 electrical damage, half if a successful Reflex Saving Throw: None (+4)
save is made. A lightning rifle is a simple two– Slot: 2–Handed
handed weapon. Charges: 1 Hardness/HP: 15/5
Cost: 600 gp + 24 xp Recharge: 75 gp
Rifle, Ray Gun Purchase: 1,800 gp
Evocation [Acid, Cold, Electricity, Fire, Force, or A sniper rifle appears to be a rod–like device that
Sonic] makes a ranged touch attack that deals 2d6 piercing damage to
Tech Level: 4 Build DC: +10 the creature it strikes. A sniping rifle is a two–handed martial
Power: Mechanical (–4) weapon.
Size: Tiny (+2) Weight: ½ lb.
Activation: Standard Action (0) Ring, Deflection +1
Range: 30 ft. (+2) Abjuration
Target: One creature (+3) Tech Level: 3 Build DC: +7
Damage: 2d8 energy (+2½) Power: Bioelectric (–3)
Duration: Instantaneous (0) Size: Fine (+4) Weight: –
Save: None (+4) Activation: Standard Action (0)
Slot: 2–handed or Handheld Range: Self (–2)
Charges: 5 Hard/HP: 10/8 hp Target: You (0)
Cost: 2,000 gp + 80 xp Recharge: 125 gp Bonus: +1 Deflection (+3)
Purchase: 115,500 gp Duration: 24 hours (+5)
A ray gun is small weapon that allows the Slot: Finger
user to make a ranged touch attack with a 30 ft. range Charges: 1 Hard/HP: 5/1 hp
increment to deal 2d8 energy damage. The energy Cost: 1,050 gp + 42 xp Recharge: 0 gp
damage the weapon causes is determined at the Purchase: 4,200 gp
creation of the item and cannot be changed. A ray This small ring, when activated, provides a +1
gun is a exotic weapon. deflection bonus for 24 hours.

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Each additional +1 deflection bonus It gives the activator no descriptive clues to the identity or
increases the build DC by +2 and Tech Level by 1. mass of the creature that triggered the sensor.
+2 (TL 4; BDC +9; Cost: 1,800 gp + 72 xp/Price: A life sensor can only alert its activator if they are on
9,000 gp); the same plane. Each activated life sensor has its own distinct
+3 (TL 5; BDC +11; Cost: 2,750 gp +110 xp/Price: tone, allowing the activator to determine which has been
16,500 gp); tripped.
+4 (TL 6; BDC +13; Cost 3,900 gp + 156 xp/Price:
27,300 gp); Sensor, Motion
+5 (TL 7; BDC +15; Cost: 5,250 gp + 210 xp/Price: Divination
42,000 gp) Tech Level: 2 Build DC: +6
Power: Electric Circuit (0)
Rocketpack Size: Fine (+4) Weight: –
Alteration Activation: Standard Action (0)
Tech Level: 5 Build DC: +12 Range: Placed (–2)
Power: Electric Circuit (0) Area: 15 ft. burst radius (+5)
Size: Small (+1) Weight: Bonus: Detect Motion (+1)
Activation: Standard Action (0) Duration: 10 minutes/level (+3)
Range: Self (–2) Save: Harmless (–5)
Target: You (0) Slot: None
Bonus: Fly 40 ft (4½) Charges: 25
Duration: 1 hour/level (+4) Hard/HP: 5/1 hp
Slot: Back Cost: 600 gp + 24 xp Recharge: 75 gp
Charges: 25 Hardness/HP: 5/ A motion sensor is a small oval that is placed in an
Cost: 3,000 gp + 120 xp Recharge: 150 gp area. Once it is activated, it sounds a mental beep directly to
Purchase: 18,000 gp the activator’s mind whenever an object of tiny size or larger
A rocketpack appears to be a metal enters within 15 ft. of the placed sensor. The sensor only
backpack that when activated, allows flight at a rate detects movement and gives the activator no descriptive clues
of 40 ft. per round, or 30 ft. if wearing medium to the identity or mass of the creature or object that triggered
armor/heavy armor or if carrying a medium or heavy the sensor.
load. When using the rocketpack to travel long A character who makes a successful Stealth (Move
distances, you can hustle without taking nonlethal Silently) DC 30 when in the area of a motion sensor can slip
damage (a forced march still requires a Constitution past the sensor without setting it off.
checks). This means you can cover 64 miles in an A motion sensor can only alert its activator if they are
eight hour period of flight (or 48 miles at a speed of on the same plane. Each activated motion sensor has its own
30 ft.). distinct tone, allowing the activator to determine which has
been tripped.
Sensor, Life
Divination Sensor, Visual
Tech Level: 2 Build DC: +6 Divination
Power: Electric Circuit (0) Tech Level: 3 Build DC: +8
Size: Fine (+4) Weight: – Power: Electric Circuit (0)
Activation: Standard Action (0) Size: Fine (+4) Weight: –
Range: Placed (–2) Activation: 10 minutes (–6)
Area: 15 ft. burst radius (+5) Range: Long (400 ft. + 40 ft./level) (+4)
Bonus: Detect Life (+½) Area: Sensor (+3)
Duration: 10 minutes/level (+3) Bonus: Clairvoyance (+6)
Save: Harmless (–5) Duration: 1 minute/level (+2)
Slot: None Save: Harmless (–5)
Charges: 25 Slot: None
Hard/HP: 5/1 hp Charges: 25
Cost: 600 gp + 24 xp Recharge: 75 gp Hard/HP: 5/1 hp
A life sensor is a small oval that is placed in Cost: 1,200 gp + 48 xp Recharge: 100 gp
an area. Once it is activated, it sounds a mental beep Purchase: 4,800 gp
directly to the activator’s mind whenever a living A visual sensor is a small, clear orb–like object that transports
object of tiny size or larger enters within 15 ft. of the itself to the target destination and enables you to see almost as
placed sensor. The sensor only detects living if you were there. While active, the sensor is invisible. You
creatures and thus cannot detect constructs or undead. don’t need line of sight or line of effect, but the locale must be

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known–a place familiar to you or an obvious one. allows it to launch and recover a single fighter aircraft.
Once you have selected the locale, the sensor doesn’t Each of the guns and the fighter aircraft are treated as
move, but you can rotate it in all directions to view separate devices for recharging purposes. See the individual
the area as desired. Unlike other scrying devices, this entries for the capabilities of each individual device.
device does not allow technological, magical or A battleship can be piloted by a single individual, but
supernaturally enhanced senses to work through it. If the ship can also house a crew of up to 128 medium–sized
the chosen locale is magically dark, you see nothing. individuals. To operate the battleship at full capacity, 10
If it is naturally pitch black, you can see in a 10– foot gunners are required.
radius around the center of the device’s location. According to legend, the battleships of Battlegroup
A visual sensor functions only on the plane Redblade are controlled by a rank 10 A.I., have 5 extended
of existence you are currently occupying. and empowered greater navals guns and are equipped with
When the device finishes scrying, it torpedo launchers, depth charges, an extended advanced
automatically returns to your hand. motion system and have “hydrofoils” that allow them to “run”
at a rate of x10 for short periods of time. They are at least
Ship, Battleship Tech Level 15 devices/constructs.
Transmutation
Tech Level: 10 Ship, Cargo
Build DC: +21 Transmutation
Power: Nuclear (+2) Tech Level: 5 Build DC: +12
Size: Colossal x4 (–11) Power: Steam (–2)
Weight: 10,000 tons (–49) Size: Colossal x4 (–11) Weight: 150 tons
Activation: Standard Action (0) Activation: Standard Action (0)
Range: 0 Range: 0
Target: Self (–2) Target: Inanimate Object (–2)
Condition: Athletics (Swim) 60 ft. (+6½) Condition: Athletics (Swim) 40 ft. (+7½)
DR 15/adamantine (+8) Carry Capacity 595,200 lbs. (297.6 tons) (+15½)
Devices: Greater Naval Gun x4 (+36) Duration: 1 hour/level (+4)
Naval Gun x2 (+10) Slot: None
Lesser Naval Gun x4 (+8) Charges: 15
Fighter Airplane (+8½) Hard/HP: 10/1,536 hp
Duration: 1 hour/level (+4) Cost: 33,000 gp + 120 xp
Slot: None Recharge: 100 gp
Charges: 30 Purchase: 198,000 gp
Hard/HP: 10/4,800 hp A cargo ship is a huge waterborne vessel
Cost: 1,551,450 gp + 2,036 xp approximately 900 feet in length and 120 ft. wide with a draft
Recharge: 275 gp of 30 ft. It can carry approximately 297.6 tons of cargo and a
Purchase: 17,065,950 gp crew of up to 128.
A battleship is an artifact; it can only be Note: Carry Capacity Formula is 3,100 lbs (+15½ Build DC)
found and cannot be created. A battleship is a dual X 192 (For Colossal x4 quadraped)
device.
A battleship is an enormous seaborne vessel Spectral Analyser
designed for war. It is approximately 600 ft long and Divination
80 ft. wide, with a draft of 15 ft. It has a surface Tech Level: 6 Build DC: +14
swim speed of 60 ft, can double move for 120 ft and Power: Electric Circuit (0)
can “run” for 240 ft. Size: Diminutive (+3) Weight: 2 lbs.
A battleship is protected by thick armor that Activation: Standard Action (0)
grants it DR 15/adamantine, as well as being Range: Close (30 ft.) (+2)
protected by its normal hardness. Target: One object (–2) or Creature (+3)
Offensively, a battleship is armed with four Condition: Analyze Dweomer (+12)
greater naval guns, two naval guns, and four lesser Duration: 1 round/level (+1)
naval guns. An individual crewmember is required to Save: Harmless (–5) or Will Negates (0)
operate each of the individual gun stations, though Slot: Eyes
the pilot of the ship can operate the triple greater Charges: 25 Hard/HP: 5/1 hp
naval guns as a standard action. Cost: 4,200 gp + 156 xp Recharge: 175 gp
In addition to the myriad of guns on deck of Purchase: 29,400 gp
the ship, a battleship has a special launcher that You discern all technological and magical properties present
in a number of creatures or objects. Each round, you may

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examine a single creature or object that you can see Power: Electric Circuit (0)
as a free action. In the case of a technological device Size: Medium (0) Weight: 30 lbs. (+4)
or magic item, you learn its functions, how to activate Activation: One Minute (–4)
its functions (if appropriate), and how many charges Range: Self (–2)
are left (if it uses charges). In the case of an object or Target: You (0)
creature with active spells or devices upon it, you Condition: Remove Disease (+6)
learn each spell or device, its effect, and its caster Resist Fire 15 (+3)
level. Resist Acid 15 (+3)
An attended object may attempt a Will save to resist Duration: 10 minutes/level (+3)
this effect if its holder so desires. If the save Slot: Body
succeeds, you learn nothing about the object except Charges: 5 (–4) Hard/HP: 5/9 hp
what you can discern by looking at it. An object that Cost: 2,750 gp + 110 xp Recharge: 150 gp
makes its save cannot be affected by any other An NBC suit is bulky, and cannot be worn with
specral analysis for 24 hours. armor.
A spectral analyzer does not function when A NBC (Nuclear/Biological/Chemical) suit provides
used on an artifact. full protection from diseases and parasites, including green
slime and others. It might not provide immunity to special
Suit, Fire Retardant diseases that require a creator level of a certain level or higher.
Abjuration An NBC suit can remove an existing disease or parasite from
Tech Level: 4 Build DC: +9 an infected victim who dons the suit.
Power: Electrical Circuit (0) The suit also provides small protection against fire
Size: Medium Weight: 90 lbs. and acid damage – granting a resistance of 15 against each.
Activation: Immediate Action (+9) An NBC suit does not allow you to breathe in airless
Range: Self (–2) conditions nor protect from inhaled poisons. The fire
Target: You (+1) resistance and acid resistance does allow you to breathe in
Bonus: Fire Resistance 5 (+1) areas with super–heated air or toxic fumes without injury.
Duration: Instantaneous (0)
Slot: Body Suit, Non–conductive
Charges: 25 Hard/HP: 5/15 hp Abjuration
Cost: 1,800 gp + 72 xp Recharge: 125 gp Tech Level: 4 Build DC: +9
Purchase: 9,000 gp Power: Electrical Circuit (0)
A fire retardant suit covers the entire body, Size: Medium Weight: 90 lbs.
providing Fire Resistance 5. It is so bulky that it Activation: Immediate Action (+9)
cannot be worn with armor. Range: Self (–2)
Target: You (+1)
Suit, Fireproof Bonus: Electricity Resistance 5 (+1)
Abjuration Duration: Instantaneous (0)
Tech Level: 7 Build DC: +15 Slot: Body
Power: Electric Circuit (0) Charges: 25 Hard/HP: 5/15 hp
Size: Medium (0) Weight: 90 lbs. Cost: 1,800 gp + 72 xp Recharge: 125 gp
Activation: Immediate Action (+9) Purchase: 9,000 gp
Range: Self (–2) A non–conductive suit covers the entire body,
Target: You (+1) providing Electricity Resistance 5. It is so bulky that it cannot
Bonus: Fire Immunity (+6) be worn with armor.
Duration: 1 round (+½)
Slot: Body Taser
Charges: 25 Hard/HP: 5/15 hp Evocation [Electricity]
Cost: 5,250 gp + 210 xp Recharge: 175 gp Tech Level: 3 Build DC: +8
Purchase: 42,000 gp Power: Mechanical (–4)
A fireproof suit covers the entire body, Size: Diminutive (+3) Weight: 2 lbs.
providing immunity to 60 points of fire damage per Activation: Standard Action (+0)
use. The protection lasts for an entire round. It is so Range: Short (35 ft.) +2
bulky that it cannot be worn with armor. Target: One living creature (+½)
Effect: Stun (6 HD) (+5)
Suit, NBC Duration: 1 round/level (+1)
Abjuration Saving Throw: Fort negates (0)
Tech Level: 5 Build DC: +11 Slot: Handheld

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Charges: 1 Hardness/HP: 15/5 You must have some clear idea of the location and
Cost: 1,200 gp + 48 xp Recharge: 100 gp layout of the destination. The clearer your mental image, the
Purchase: 4,800 gp more likely the teleportation works. Areas of strong physical
A taser is a wand–like device that can stun a or magical energy may make teleportation more
target a single target of 6 HD or less within 15 feet hazardous or even impossible.
unless they succeed a DC 15 Fort save. A taser is a To see how well the teleportation works, roll d% and
one–handed simple weapon. consult the Teleport table. Refer to the following information
No to–hit roll is made with a taser; it for definitions of the terms on the table.
automatically affects a single target in range, if they Familiarity: “Very familiar” is a place where you have been
fail the save. very often and where you feel at home. “Studied carefully” is
a place you know well, either because you can currently see it,
Teleporter, Personal you’ve been there often, or you have used other means (such
Conjuration (Teleportation) as scrying) to study the place for at least one hour. “Seen
Tech Level: 6 Build DC: +13 casually” is a place that you have seen more than once but
Power: Electric Circuit (0) with which you are not very familiar. “Viewed once” is a
Size: Tiny (+2) Weight: 3 lbs. place that you have seen once, possibly using magic.
Activation: Move Action (+1) “False destination” is a place that does not truly exist or if you
Range: Self (–2) are teleporting to an otherwise familiar location that no longer
Target: You (0) and 4 creatures (+2) exists as such or has been so completely altered as to no
Condition: Teleport (+10) longer be familiar to you. When traveling to a false
Duration: Instantaneous destination, roll 1d20+80 to obtain results on the table, rather
Slot: Belt than rolling d%, since there is no real destination for you to
Charges: 25 Hard/HP: 5/3 hp hope to arrive at or even be off target from.
Cost: 3,900 gp + 156 xp Recharge: 150 gp On Target: You appear where you want to be.
Purchase: 27,300 gp Off Target: You appear safely a random distance away from
This device instantly transports you to a the destination in a random direction. Distance off target is
designated destination, which may be as distant as 1d10x1d10% of the distance that was to be traveled. The
1,300 miles. Interplanar travel is not possible. You direction off target is determined randomly
can bring along objects as long as their weight Similar Area: You wind up in an area that’s visually or
doesn’t exceed your maximum load. You may also thematically similar to the target area.
bring one additional willing Medium or smaller Generally, you appear in the closest similar place within
creature (carrying gear or objects up to its maximum range. If no such area exists within the spell’s range, the spell
load) or its equivalent (see below) per three caster simply fails instead.
levels. A Large creature counts as two Medium Mishap: You and anyone else teleporting with you have gotten
creatures, a Huge creature counts as two Large “scrambled.” You each take 1d10 points of damage, and you
creatures, and so forth. All creatures to be transported reroll on the chart to see where you wind up. For these rerolls,
must be in contact with one another, and at least one roll 1d20+80. Each time “Mishap” comes up, the characters
of those creatures must be in contact with you. take more damage and must reroll.

Familiarity On Target Off Target Similar Area Mishap


Very Familiar 01–97 98–99 100 –
Studied carefully 01–94 95–97 98–99 100
Seen casually 01–88 89–94 95–98 99–100
Viewed Once 01–76 77–88 89–96 97–100
False destination – – 81–92 93–100

Vest, Armored Charges: 1 Hardness/HP: 15/5


Abjuration Cost: 500 gp + 20 xp Recharge: –
Tech Level: 2 Build DC: +5 Purchase: 1,500 gp
Power: Unpowered (–9) An armored vest appears to be a thin, tightly woven
Size: Small (+1) Weight: 15 lbs. vest or sweater. It provides a +4 armor bonus with no chance
Activation: Standard action (0) of spell failure, no Armor penalty and no Max Dex restriction.
Range: Self (–2) It likewise does not affect the wearer’s speed. Once donned, it
Target: You (0) takes a standard action to activate the armor’s protection, but
Bonus: +4 Armor Bonus (+7) the protection it provides once activated remains in effect until
Duration: Continous (+8) it is taken off.
Slot: Torso

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Vest, Bullet 1d6 sonic damage to any attack made with the weapon when
Abjuration activated.
Tech Level: 1 Build DC: +3
Power: Unpowered (–9) Ultraviolet Marker
Size: Small (+1) Weight: 15 lbs. Evocation
Activation: Standard Action (0) Tech Level: 0 Build DC: +1
Range: Self (–2) Power: Unpowered (–9)
Target: You (0) Size: Diminutive (+3)
Bonus: DR 5/adamantine (+4) Activation: Standard Action (0)
Duration: Continous (+8) Range: Touch (+0)
Slot: Torso Target: One creature (+1)
Charges: 1 Hard/HP: 10/10 hp Bonus/Damage: Visual mark (+0)
Cost: 150 gp + 6 xp Recharge: – Duration: 24 hours (+5)
Purchase: 300 gp Charges: 1 Hard/HP: 10/1 hp
A bullet vest is a semi–rigid “shirt” designed Cost: 25 gp Recharge: –
primarily to stop most pistol and rifle attacks. It also An ultraviolet marker “paints” a chosen target with a
provides excellent protection from melee attacks, but special dye that can only be see under special light conditions.
is worthless against energy attacks. A bullet vest Ultraviolet markers can only be seen via darkvision. An
provides the user DR 5/adamantine. ultraviolet marker is visible for 24 hours. It resists being
washed off in water.
Vibroaxe
Evocation [Sonic]
Tech Level: 4 Build DC: +9
Power: Electric Circuit (0)
Size: Diminutive (+3) Weight: 8 lbs.
Activation: Standard Action (0)
Range: Melee Attack (–1)
Target: Unattended Object (–1)
Damage: 2d6 sonic (+2)
Duration: 1 round/level (+1)
Save: None (+4)
Slot: Handheld
Charges: 25 Hard/HP: 2/1 hp
Cost: 1,800 gp + 72 xp Recharge: 125 gp
A vibroaxe is a masterwork battleaxe that
vibrates at a high speed. It grants a +1 equipment
bonus to hit and deals 1d8 + Str mod +2d6 sonic
damage to any attack made with the weapon when
activated.

Vibroblade
Evocation [Sonic]
Tech Level: 3 Build DC: +8
Power: Electric Circuit (0)
Size: Diminutive (+3) Weight: 3 lbs.
Activation: Standard Action (0)
Range: Melee Attack (–1)
Target: Unattended Object (–1)
Damage: 1d6 sonic (+1½)
Duration: 1 round/level (+1)
Save: None (+4)
Slot: Handheld
Charges: 25 Hard/HP: 2/1 hp
Cost: 1,502 gp + 48 xp Recharge: 100 gp
A vibroweapon is a masterwork small
dagger that vibrates at a high speed. It grants a +1
equipment bonus to hit and deals 1d4 + Str mod +

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Construct Construction Constructs are built in a way similar to technological devices.


Besides building devices, a scienctist can
construct self–motivated objects that are constructs.
Tech Build DC Build Cost XP Cost Recharge Purchase Cost
Level Cost
0 +1 to +2 50 – 100 gp 2 – 4 xp 25 gp 150 – 300 gp
1 +3 to +4 300 – 600 gp 12 – 16 xp 50 gp 900 – 1,200 gp
2 +5 to +6 1,000 – 1,200 gp 40 – 48 xp 75 gp 3,000 – 3,600 gp
3 +7 to +8 2,100 – 2,400 gp 84 – 96 xp 100 gp 6,300 – 7,200 gp
4 +9 to +10 3,700 – 4,000 gp 144 – 160 xp 125 gp 10,800 – 12,000 gp
5 +11 to +12 5,500 gp – 6,000 gp 220 – 240 xp 150 gp 15,750 – 18,000 gp
6 +13 to +14 7,800 gp – 8,400 gp 312 – 336 xp 175 gp 23,400 – 25,200 gp
7 +15 to +16 10,500 gp – 11,200 gp 420 – 448 xp 200 gp 31,500 – 33,600 gp
8 +17 to +18 13,600 gp – 14,400 gp 544 – 576 xp 225 gp 40,800 – 43,200 gp
9 +19 to +20 17,100 gp – 18,000 gp 684 – 720 xp 250 gp 51,300 – 54,000 gp
10* +21 to +22 21,000 gp – 22,000 gp 840 – 880 xp 275 gp 21,000 – 22,000 gp
11* +23 to +24 25,300 gp – 26,400 gp 1,012 – 1,056 xp 300 gp 25,300 – 26,400 gp
12* +25 to +26 30,000 – 31,200 gp 1,200 – 1,248 xp 325 gp 30,000 – 31,200 gp
13* +27 to +28 35,100 – 36,400 gp 1,404 – 1,456 xp 350 gp 105,300 – 109,200 gp
14* +29 to +30 40,600 – 42,000 gp 1,624 – 1,680 xp 375 gp 121,800 – 126,000 gp
15* +31 to +32 46,500 – 48,000 gp 1,860 – 1,920 xp 400 gp 139,500 – 144,000 gp

Construct Base Form: All construct construction starts with the selection of a base form. Choose a size and means of
power source for the construct. A construct cannot be unpowered. The base size will determine the base cost for the
chassis of the construct as follows:

Size Base Cost Base Min DC


Weight HD Adj
Colossal 25,000 gp 250,000 lbs. 32 HD –8
Gargantuan 10,000 gp 140,000 lbs. 16 HD –6
Huge 2,500 gp 20,000 lbs. 8 HD –4
Large 1,000 gp 2,000 lbs. 4 HD –2
Medium 250 gp 250 lbs. 2 HD +0
Small 100 gp 35 lbs. 1 HD +1
Tiny 50 gp 4 lbs. ½ HD +2
Diminutive 10 gp ½ lb. ¼ HD +3
Fine 1 gp 1/8 lb. 1/8 HD +4

Base Cost: This is the cost for the chassis on which the construct is created. This cost is in addition to the cost of the
construct based on the final DC of the construction.
Min HD: This is the minimum number of hit dice that a construct of this size may be given. It is not possible to give a
construct more than double the minimum HD.
DC Adj: This is the adjustment applied to the final DC of the construct’s creation due to size.

Power Source Charges Charge Weight BP Ability Max DC DC


DC Adj Mult Max Adj
Mechanical 5* –1/1 X3 +5 +12 –4
Clockwork 10* –1/2 X3 +7 +14 –2
Steam 15* –1/3 X2 +8 +16 –2
Electric Vaccum 20* –1/4 X2 +9 +18 –1
Electric Circuit 25* –1/5 X3 +11 +20 0
Nuclear 30* –1/6 X3 +13 +22 +2
Fission 35* –1/7 X2 +15 +24 +4
Microwave 40* –1/8 X2 +17 +26 +6

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Zero–point 50* –1/10 X1 No max +28 +8


Magic Unlimited – X1 +20 +36 +0
Perpetual Unlimited – X1 No max No Max +10
Power Source A perpetual device already has the Continuous duration built
All technological constructs require a power into its build DC.
source of some type. Recharging a technological construct requires a
Power Source: The construct is powered by the standard action. A technological construct with an Int of at
listed source of power. This affects the maximum least one can seek out a point to recharge at and/or recharge
Build Points of an ability that can be placed into the itself if recharges are available to it. Such technological
item, the total maximum Build DC of the item, and constructs will usually attempt to recharge once reduce to 20%
the modifier the item adds to the Build Points of the of charges or less. A technological construct with no Int will
item. An item can only have one power source. generally run until out of charges or commanded to power
Magical power sources can only be utilized with down. They will not seek out recharges of their own accord
those who have levels in the Technomage prestige and require a third party to recharge them.
class. Construct Base Scores: All initial blueprints for a construct
A construct cannot be unpowered or have a give the construct the following minimum ability scores: Str
bioelectric or bionuclear power source. 8, Dex 8, Con –, Int –, Wis 1, Cha 1. Intially, a construct
Charges: When the power source is chosen, the gains no feats or skill points; their addition adds to the
construct gains the listed number of charges. One difficulty of the creation of the construct. A construct given
charge powers an item for its listed duration in its skill points gains (2 + Int mod) X (3 + HD) skill points. If
entry. Constructs that have a perpetual power source skill points are added to the construct, the minimum and the
can be given continous durations. All other items maximum skill points allowed cannot be exceeded.
MUST use charges (even if only one).
A Perpetually powered device cannot have Construct Base Scores DC Adj
its charges reduced. Per HD +1½
Charge DC Adj: The DC to create the item can be Ability Scores
reduced by one for a 20% loss of the total number of Str 8 +0
charges. The number of charges lost is shown after Str +1 +½
the slash. For example, the DC of a nuclear device Dex 8 +0
decreases by –1 per 6 charges removed from the Dex +1 +½
item. An item reduced to 1 charge grants a –5 Con – +0
modifier to the difficulty to create. Int – +0
BP Max Ability: The item cannot have a single Int +1 +½
ability or modifier worked into it that exceeds the Wis 1 +0
Build Point Max Ability. Wis +1 +½
Max DC: When all of the item’s modifiers are Cha 1 +0
added together, they cannot exceed this total. Cha +1 +½
DC Adj: This is a modifier to the final DC of the Per feat +1
item, and must be included in the Max DC Per skill point +½
calculation. +1 natural armor +½
Hardness: This is the hardness the item has for
purposes of attempts to damage or destroy the item.
Hit Points: This is the number of base hit points the Construct Locomotion: All constructs start with a base land
item has. It is multiplied by the modifier for the movement rate of 20 feet. A construct’s method of
item’s size to determine the item’s final hit points. locomotion can be modified as shown below.

Charges Construct Locomotion DC Adj


All technological items start with full Base movement 20 ft. +0
charges. +5 move +1
The creation DC of a technological construct –5 move –½
can be reduced by lowering the number of charges a Fly Speed 20 ft. +1
fully charged technological construct can hold with a (Clumsy) +0
single recharging. Generally, the DC to create a (Poor) +1
technological construct is reduced by –1 per 20% loss (Average) +2
in charges, down to a –5 build DC modifier for 1 (Good) +3
charge. (Perfect) +4
+10 move +1
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Burrow Speed 10 ft. +1 DR 15/adamantine +5


+5 move +2 DR 20/adamantine +8
Climb Speed 10 ft. +1 DR 5/magic +1, silver or cold iron +1
+5 move +1 DR 10/magic +2, silver or cold iron +3
Swim Speed 10 ft.* +1 DR 15/magic +3, silver or cold iron +5
+5 move +1 DR 20/magic +5, silver or cold iron +8
* You may replace the Base land movement rate of 20 ft. Energy Drain, per level +2
with a Athletics (Swim) Speed of 30 ft. at a DC Adj of +0 Fast Healing, per hp +1
Frightful Presence +1
Construct Attacks: A construct gains one slam Gaze, energy (per d6) +1
attack based on its size. The attack can be modified Gaze, petrification +3
or additional attacks added as shown on the table Gaze, paralyzation +2
below. Gaze, death +3
Improved Grab +1
Size Slam Immunity to Energy –
Damage Low–light Vision +½
Fine – Paralysis attack +2
Diminutive 1 Poison (Injury; Init: 1d4; Sec: 1d4) +1
Tiny 1d2 Pounce +1
Small 1d3 Powerful Charge +2
Medium 1d4 Rake +1
Large 1d6 Ray, energy (per d6) +1
Huge 1d8 Regeneration –
Gargantuan 2d6 Resistant to Energy (per 5) +1
Colossal 3d6 Scent +½
Sonic Attack, 20 ft. cone (per d6) +1
Spell Resistance +2
Attack DC Adj Spell Immunity (vulnerable to +4
electricity and metal–affecting
Change to claw/hoof +0
attacks)
Change to bite +½
Sprint +2
Change to gore +½
Swallow Whole +2
Change to tail slap +½
Trample +½
Add slam attack +1
Tremorsense +2
Increase one die size (max) +1
Vulnerability to Energy –2
Construct Special Attacks/Special Qualities:
Besides the abilities listed above, constructs can have
Adding in special attacks or special qualities into the
devices built into them for extra flexability. Devices do not
construct’s frame increases the DC to create the
add to the overall build DC of the construct; they are instead
construct.
added and paid for as separate devices, even though they are
Any abilities that allow saving throws use
considered integral to the construct’s construction. Devices
the following formula: DC 10 + ½ HD + Cha
built into a construct must use the same power source as the
modifier (min +0).
construct. Attached devices must be recharged separately
from the construct they are built into.
Construct Special Abilities DC Adj The table below shows the number of devices of a
Ability Damage, per point +1 particular size that can be added to a construct.
Ability Drain, per point +3
Alternate Form +2 Subtype: Constructs can be equipped with a limited number
Blindsense, 10 ft. +1 of subtypes. These subtypes modify the construction DC as
Blindsight, 5 ft. +1 shown
Breath Weapon, per 1d6 +1
Subtype DC
Change Shape +5
Adj
Constrict +1
Darkvision, 60 ft. +1 Air +½
Per +30 ft. +1 Aquatic +½
DR 5/adamantine +1 Augmented Abberation* +1½
DR 10/adamantine +3 Augmented Animal* +½
Augmented Construct +½

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Augmented Dragon* +2 Instantaneous +0


Augmented Elemental* +3 1 round +½
Augmented Fey* +2 1 round/level +1
Augmented Giant* +1½ 1 minute/level +2
Augmented Humanoid* +1 10 minutes/level +3
Augmented Magical Beast* +1 1 hour/level +4
Augmented Monstrous Humanoid* +1½ 8 hours +4½
Augmented Ooze* +2 24 hours +5
Augmented Outsider* +3 1 day/level +6
Augmented Plant* +2 Continous* +8
Augmented Undead* +3 * Continous items always have 1 charge and may be applied to
Augmented Vermin* +½ items even if it exceeds the item ability max DC.
Cold +3
Earth +½ Cost
Extraplanar +1 A technological construct has a build cost determined
Fire +3 by the following formula.
Incorporeal +3
Native +½ Tech Level X Build DC X 100 gp
Psionic +½
Swarm +3 The construct also has an XP cost of 1/25th the build
Water +½ price.
* The construct becomes a template that can be applied to This cost does not include the frame cost. Any
the specified creature type. Once applied, it cannot be
devices built into the construct must be calculated separately
removed short of a Wish or Miracle. If the construct runs
out of charges before being recharged, the construct must and add to the final gp cost and XP cost of building the
make a Fort DC20 save once a minute or be destroyed. construct.

Augmented Subtypes: Applying an augmented


subtype turns the construct into a template that is
applied to a creature of the given type. See the next
section for details. The template is applied as
follows, based on the aspects selected from the tables
above.

Duration
All technological constructs that do not have
a Perpetual power source must have a duration. The
duration indicates how long the technological device
can remain active on a single activation. A
technological item may be powered down before a
single charge is fully expended, and later reactivated
to continue functioning using the same charge for the
remainder of the duration. For example, a
technological golem (built at minimum level of 15)
would remain active for up to 15 days each time it is
activated. It could be left active for a day, turned off
and then reactivated on the same charge for 14 more
days.
A Perpetually powered technological device
always has the Continous/Permanent Duration, and
does not need to pay for the Duration (it is already
calculated into the build DC for the power source).
Only Perpetual technological devices can
have a Continous/Permanent Duration.

Duration DC
Adj

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Automatia Minotaur Reserve Adrenaline surge (+2)


Tech Level: 4 Acid Resistance 15 (+3)
Build DC: +9 Cold Resistance 15 (+3)
Build Points: 85 Fire Resistance 15 (+3)
Frame: Large (–2) Force Resistance 15 (+3)
Power Source: Electric Circuit (0) Sonic Resistance 15 (+3)
HD: 6 (+9) Devices: Ray Gun Rifle (2,000 gp + 80 xp)
Base Move: 30 ft. (+2), sprint 300 ft. (see below) Electric Blade (3,055 gp + 110 xp)
Natural Armor: +9 (+4½) Weight: 380 lbs.
Str: 23 (+7½) Charges: 30
Dex: 14 (+3) Duration: 1 day/level (+6)
Int: 10 (+5) Activation: Standard Action (0)
Wis: 10 (+4½) Cost: 250 gp frame 8,655 gp + 334 xp
Cha: 8 (+3½) Recharge: 100 gp
Attack: 1 gore 1d8 (+2) Price: 25,965 gp
1 slam 1d6 A technological golem is a humanoid construct that
Abilities: Adamantine strike (+1) usually looks like an armored metal skeleton. It carries a Ray
DR 8/ adamantine (+2½) Gun Rifle and Electric Blade for use in combat.
Darkvision 60 ft. (+1) Technological golems are usually used for hunt and destroy
Low–light Vision (+½) missions or to act as a mercenary force for a scienctist. See
Powerful Charge (+2) Bestiary Malfearous p274 for complete stats.
Natural Cunning (+1)
Scent (+1) Metal Black Panther
Sprint (+2) Tech Level: 2 Build DC: +5
Feats: Great Fortitude (+1) Build Points: 43
Power Attack (+1) Frame: Medium (0)
Track (+1) Power Source: Clockwork (–2)
Skills: Intimidate +3, Perception (Listen) +7, HD: 6 (+9)
Perception (Spot) +7, Perception (Spot) +4 Base Move: 50 ft. (+6), sprint 450 ft. (see below)
(+10½) Natural Armor: +10 (+5)
Weight: 4,000 lbs. Str: 17 (+4½)
Charges: 30 Dex: 19 (+5½)
Duration: 10 minutes/level (+3) Int: – (0)
Activation: Standard Action (0) Wis: 10 (+4½)
Cost: 1,000 gp frame 3,600 gp + 144 xp Cha: 1 (0)
Recharge: 100 gp Attack: Bite 1d6 (+1½)
Price: 10,800 gp 2 claws 1d4 (+2)
Abilities: DR 5/magic +1 (+1)
Magic immunity (+4)
Golem, Technological Sprint (+2)
Tech Level: 4 Weight: 800 lbs.
Build DC: +9 Feats: –
Build Points: 81 Skills: –
Frame: Medium (0) Charges: 10
Power Source: Fission (+4) Duration: 1 hour/level (+4)
HD: 10 (+15) Cost: 250 gp frame + 1,000 gp + 40 xp
Base Move: 30 ft. (+2) Recharge: 50 gp
Natural Armor: +10 (+5) Price: 3,000 gp
Str: 19 (+5½) A metal black panther is a clockwork device that is
Dex: 19 (+5½) generally used to guard an area or act as a simple bodyguard.
Int: – (0) For complete stats, see the Bestiary Malfearous, p 458.
Wis: 8 (+3½)
Cha: 1 (0) Technowarhorse
Attack: 1 slam 1d4 Tech Level: 4 Build DC: +7
Abilities: DR 10/magic +3 and adamantine (+6) Build Points:: +69
Fast Healing 5 (+5) Frame: Large (–2)
Magic Immunity (+4) Power Source: Perpetual (+10)

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HD:4 (+6) Subtype: The creature retains its former subtypes and gains
Base Move: 60 ft. (+8) any new subtypes of the construct. If a subtype would negate
Natural Armor +9 (+4½) the effects of another subtype (such as adding Cold negates
Str: 22 (+7) the cold vulnerability of the Fire subtype), an additional +3 is
Dex: 17 (+4½ ) added to the DC (and thus the overall cost) of applying the
Int: 2 (+1) construct template to the creature.
Wis: 13 (+6) Size: The template can only be applied to creatures of the
Attack: 2 hooves 1d8 (+2) same size or smaller than the construct.
Bite 1d6 (+1½) Hit Dice: Add the construct’s hit dice to the creature. The
Abilities: DR 5/adamantine (+1) creature loses any hit points gained from a Constitution
Spell immunity (+4) modifier.
Darkvision 60 ft. (+1) Initiative: recalculated according to any changes from the
Low–light Vision (+½) template
Scent (+½) Speed: The creature’s new speed is changed to the templates
Weight: 2,500 lbs. speed, which may be faster or slower than the original. Any
Feats: Endurance (+1), Run (+1) new forms of locomotion granted by the template are gained
Skills: Perception (Listen) +4, Perception (Spot) +3 and any forms of locomotion not a part of the construct are
(+3 ½) lost by the creature.
Charges: unlimited AC: The creature retains its own AC and gains the construct’s
Duration: Continous (0) modifications to AC as enhancement modifiers. The creature
Activation: Automatic (+9) uses the construct’s size modifier.
Cost: 1,000 gp frame + 2,800 gp + 112 xp BAB/Grapple: Add ¾ the construct’s HD to BAB. Add ¾
Recharge: – the construct’s HD and any modifications to abilities, feats or
Price: 8,400 gp size to the creature’s grapple modifier.
A technowarhorse is a construct made to Attack/Full Attack: The creature uses the construct’s natural
appear to be like a light warhorse. See Bestiary attacks or its own attacks, whichever is better. Recalculate the
Malfearous, p 521 for full stats. attack bonus and damage based on modified BAB, abilities
and feats.
Special Attacks: The creature retains its own special attacks
Construct Template and gains those granted by the construct.
Special Qualities: The creature retains its own special
Besides creating constructs or technological
qualities and gains those granted by the construct
devices, scienctist characters can enhance or modify
Saves: add the construct’s base saving throw to the creature’s
living creatures with a construct they have created,
original saves.
creating a symbiosis of machine and living creature
Abilities: The character has no Constitution score. Subtract
(or in some cases, even the undead).
10 (or 11, if odd) from the construct’s ability scores. Apply
To create a construct template, the scienctist
the resulting number to the character’s appropriate ability
must create a construct with an Augmented subtype.
score.
The construct is then applied to a creature as a
Feats: The character retains its feats and gains any granted by
template.
the construct as bonus feats. The character cannot use any feat
Applying a construct template to a creature
(beside bonus feats) that it no longer meets the requirements
requires one day per 1,000 gp of the construct cost
for.
and requires a Survival (Heal) check with a DC of 10
CR: increase CR based on additional HD as follows: 1–3 HD
+ Build DC. A check is made per each day of work.
(+1); 4–6 HD (+2); 7–9 HD (+3); 10–12 HD (+4); 13–15 HD
It is possible to apply a construct to yourself, but it
(+5); 16+ HD (+6)
increases the DC by +10 to do so.
Level Adj: increase level adjustment based on the additional
If the check to apply the construct fails, the
HD of the construct. The factor in the total construction DC
device is destroyed in the process if the check is
of the construct as follows: +1 to +3 (+0); +4 to +6 (+1); +7
failed by 5 or more. If the check is failed by 10 or
to +9 (+2); +10 to +15 (+3); +16 to +21 (+4); +22 to +27 (+5);
more, the creature the construct template is being
+28 to +36 (+6); +37 to +45 (+7); +46 to +54 (+8); +55 to +63
applied to must make a Fort DC 20 save or be
(+9); +64 and above (+10)
instantly slain.

Type: The creature’s type changes to Construct.


Size F D T S M L H G C
Fine – – – – – – – – –
Diminutive 1 – – – – – – – –
Tiny 2 1 – – – – – – –

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Small 4 2 1 – – – – – –
Medium 8 4 2 1 – – – – –
Large 16 8 4 2 1 – – – –
Huge 32 16 8 4 2 1 – – –
Gargantuan 64 32 16 8 4 2 1 – –
Colossal 128 64 32 16 8 4 2 1 –
Note: When mixing items of different sizes, two items of a
given size count as one item of a size larger than the
original. The reverse is also true; one item of a particular
size counts as two items of a size smaller than the original.
(Ex., two Medium devices count as one Large device, and
one Large device counts as two Medium devices).

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Warriors of Dishnu various groups within Spi Dak Su, and replicated. Using the
designs to create their own versions, soon the island of Dishnu
In the west, the golem and other construct became filled with the sight of the rare, wonderous and deadly
like it have become the epitomy of artificial life. constructs pitted against one another in duels over land, honor
However, in the far eastern realms, a new form of and even between the barbaric Dishnu and the civilized
symbiotic artificial life has arisen. Known as the Spidaksuans.
Warriors of Dishnu, these magical constructs are very The Warriors of Dishnu are very much like golems in
much like puppets. Inactive on their own, when a many ways. However, they are powered by a sentient being
being steps into the creation and mans the controls of who gains control over the Warrior as if it were an extension
these massive constucts, they are able to activate of his body. The rules for constructing Warriors, and several
them as if they were an extention of their own bodies. of the more common forms, are listed below.
The warriors of Dishnu are giant magical
constructs the inhabitants Dishnu have invented to
fight off the deprivations of the Oni–created
Warrior of Dishnu (Template)
gargantua. Or at least, that was their original intent. A Warrior of Dishnu, while worn, is a template that
Shortly after the first of the Warriors of Dishnu were may be added to any medium–sized creature.
made, the secrets of their manufacture were stolen by
Type Size Hit Dice Base Speed Stomp Base Cost
Hardness Modifier
Shuriken Medium–Sized 2d10 2/+1 40 feet 0 20,000 gp
Ninja Large 4d10 3/+2 50 feet 0 50,000 gp
Shinobi Huge 8d10 6/+3 60 feet +1 250,000 gp
Ashigaru Medium–Sized 4d10 3/+1 30 feet 0 10,000 gp
Samurai Large 8d10 5/+2 40 feet +1 25,000 gp
Yorika Huge 16d10 10/+3 50 feet +2 100,000 gp
Shogun Gargantuan 32d10 20/+4 60 feet +4 1,000,000 gp
Ameratezu Colossal 64d10 30/+5 70 feet +8 100,000,000 gp

Attack Base Damage Conversion


Type STR DEX CON D4 D6 D8 D10 D12
bonus bonus bonus
Shuriken 0 +8 – d4 d6 d8 d10 d12
Ninja +2 +6 – d6 d8 2d6 2d6 2d8
Shinobi +8 +4 – d8 2d6 2d8 2d8 4d6
Ashigaru +4 +4 – d4 d6 d8 d10 d12
Samurai +8 +3 – d6 d8 d10 2d6 2d8
Yorika +18 +2 – d8 d10 2d6 2d8 4d6
Shogun +20 –2 – d10 2d6 2d8 4d6 4d8
Ameratezu +30 –8 – 2d6 2d8 4d6 4d8 8d6

Materials Base AC Hardness Base Cost Armor Arcane Max DEX Speed
Modifier Multiplier Check Failure Bonus Modifier
Cloth* +1 Armor 1/3 ¼ –1 5% +8 0
Wicker +2 Armor ½ ½ –1 10% +6 0
Wood +4 Armor ¾ ¾ –2 15% +1 0
Wood & Stone +6 Armor 0 1 –3 15% +1 0
Stone +8 Armor x1 ½ x1 ½ –4 20% +0 2/3
Wood & Iron +9 Armor x1 ½ x2 –4 20% +1 2/3
Iron +10 Armor x2 x3 –5 35% +0 2/3
Stone & Iron +11 Armor x3 x4 –6 25% +0 2/3
Steel +12 Armor x4 x5 –6 30% +0 2/3
Jade +13 Armor x5/SR 15 x10 –4 20% +3 0
Yin Malleum +13 Armor x6/SR 19 x15 –6 15% +2 2/3
Yang Malleum +14 Armor x6/SR 23 x20 –6 15% +0 2/3

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* A shuriken cannot be made of cloth. magical weapons. The Amaratezu may have up to twenty
special abilities.
Hardness: This is, in essence damage reduction. The cost of weapons must be calculated separate
When a Warrior is struck by a weapon of lesser from the Warrior. While used in the warrior’s hands, a regular
enchantment than the number after the slash, the weapon proficiency skill applies to the item’s general use.
amount of damage the Warrior takes is reduced by Exotic weapons, of course require an appropriate exotic
the number on the left. It also affects what the weapon proficiency on the character’s part. Weapon Focus
minimum spell level that will effect a Warrior suit is. and Weapon Specialization may be employed with weapons in
Thus a Warrior with 30/+3 can ignore up to 30 points the Warrior’s grasp.
of damage unless the weapon is of +3 magical The following rules apply when characters attempt to
quality, or a spell used against it is of 3rd level or use the Warrior’s weapons when the construct has not been
higher. When a Warrior is made of hardier or weaker donned. Small characters can employ one–handed weapons
substances, the hardness material modifier multiplies from an Ashigaru or Shuriken in two hands if they take an
the base hardness. It also increases the minimum exotic weapon proficiency with the weapon. One–handed
enchantment needed to beat the hardness by ½ the weapons built for a Ashigaru or Shuriken can be used by a
multiplier value (Thus steel construction multiplies medium–sized character in one hand if an exotic weapon
the base hardness by 4 and increases the magical proficiency is taken for the weapon (the weapons are balanced
enchantment needed to beat the hardness by 2). Note and weighted differently for the warrior suit). Two–handed
that the minimum enchantment cannot exceed +5. weapons built for Ashigaru or Shuriken can be employed by a
medium–sized character using two hands if an exotic weapon
Extra Hit Dice: The numbers for each Construct’s proficiency is taken for the weapon. One–handed weapons
base hit dice can be increased at the cost of 1/10th of built for Samurai or Ninja can be wielded two–handed by a
the Base Cost times the Base Cost Multiplier. The medium–sized character if an exotic weapon proficiency is
total hit dice cannot exceed the next large construct’s taken for the weapon. Weapons built for Yorika, Shogun,
base hit dice. Thus, to add an extra 2 hit dice to a Shinobi and Amaratezu warrior suits cannot be employed by
Ashigaru made of wood & stone, giving it the medium–sized characters at all, though they can be wielded
maximum of 4 hit dice, would cost (10,000 gp / 10 X two–handed by creatures one size step smaller than the suit, or
1 Base Cost Multiplier X 2 Hit Dice = ) 2,000 gp. To one–handed by beings of the same size category as the armor
do the same for a Samurai would cost (25,000 gp / 10 suit. In all cases, an exotic weapon proficiency must be taken
X 1 Base Cost Multiplier X 2 Hit Dice = ) 5,000 gp. to wield the weapon properly.
The samurai, however, could have up an additional Special abilities may be any general feat or arcane
+8d10 hit dice whereas the Ashigaru could only add spell. If the special ability is a feat, the Warrior must also
+4d10 hit dice. possess all prerequisite feats. Note that if the user of the
Warrior does not have the feat, they may still use the
Base Speed: This is the Warrior’s base speed. Note Warrior’s feat while in the suit, as long as he meets any ability
that a monk using a Warrior of Dishnu is considered score requirements (including modification to said abilities
to be in armor, and loses their class speed bonus as a from the Warrior suit). Likewise, if a suit does not have a
result. given feat but the user does, the user may still use his or her
feats. If both the Warrior and the user have the feat, the
Special Abilities (SU): Ashigaru and Shuriken are abilities do not stack.
generally equipped with one masterwork or minor To imbue a Warrior of Dishnu with a feat, the cost is
magical weapon, and may have one special ability. 1,000 gp and 25 XP.
Samurai are equipped with one masterwork or To employ a magical special ability, it must be built
magical weapon and may have one special ability. into the warrior at the time the suit is crafted or upgraded.
Ninja may have one masterwork or minor magical Ashigaru and Shuriken may have abilities of up to 2nd level.
weapon and may have three special abilities. Yorika Samurai and Ninja may have abilities of up to 3rd level, Yorika
have a magical main weapon and an auxilary and Shinobi abilities of up to 6th level, Shoguns may have
masterwork or minor magical weapon, and may have magical abilities up to 9th level, and Amaratezu are not limited
up to five special abilities. A Shinobi has one main to spell level. The base cost for this is 1,000 gp per spell level
magical weapon, two auxilary masterwork or magical times spell–caster level. This is then multiplied by the number
weapons and and seven special abilities. Shogun of times per day the ability can be used. Thus, to allow a
generally have two primary magical weapons and Warrior of Dishnu to fly 3x/day as if cast by a wizard of 5th
two auxillary masterwork or magical weapons. The level would cost (1,000 gp X 3 spell levels X 5 casting level X
may have up to ten special abilities. The Amaratezu 3 times /day =) 45,000 gp. All magical abilities placed into a
generally has one artifact weapon, two main magic Warrior of Dishnu must operate at the same caster level. It
weapons and a myriad of lesser masterwork or takes 1 day per 10,000 gp value to enmagic the Warrior. It

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costs 1/250th the cost in XP to imbibe the Warrior


with the special ability. Majestic Leap
Weapon Base Damage Conversion: When You can leap a distance equal to your speed
designing weapons for Warrior suits, the sheer size of Prerequisite: Athletics (Jump ) 6+ ranks, Dex 13+
the weapon will generally cause it to deal more Benefit: You may leap a distance equal to your base speed.
damage. When larger weapons are created for the Beings and objects you leap over do not gain an attack of
suits, the base damage the weapon causes is increased opportunity.
as shown on the table. Thus, an Ameratzu–sized
dagger deals 1d12 points of damage, and an Alpha Strike
Ameratzu–sized long sword would deal 3d10 You are able to activate all of your Warrior’s offensive
damage. A greatsword in a Ameratzu’s hand would magical abilities at once.
deal 4d10 damage. Prerequisite: Power Attack
Damage & Repair: All damage taken while a Benefit: You may activate every one of your Warrior’s
Warrior of Dishnu is worn is taken to the construct offensive magical abilities as a single action, and may target
itself. When a Warrior of Dishnu’s hit points are the same or different creature with each ability. All target
depleted, the construct is disabled and unable to act, beings must be within 15 feet of each other. However,
though it’s operator may remove themselves from the performing this feat stuns you for 1 round immediately
Warrior as a move–equivilant action that provokes following the Alpha strike’s use.
attacks of opportunity. If the Warrior’s hit points are
reduced to a negative value equal to the original hit Cargo Space
points, the construct is utterly destroyed and a new You can carry other beings within your armored suit.
one must be made. Otherwise, damage to the Benefit: You may carry one creature or item of two size
construct can be repaired given time, money and classes smaller than your warrior’s suit in a special
materials. It costs 100 gp X Material Cost Multiplier compartment built into your armored suit. You may have up
to repair one point of damage. Thus, to repair 10 to three such cargo spaces built into a given suit.
points of damage on a wood & stone Shogun would
cost (100 gp X 1 Material Multiplier X 10 hit points Warrior Suit Proficiency
= ) 1,000 gp . Repairing the same amount of damage You are capable of using an armored suit effectively
on a wicker Ashigaru would cost only (100 gp X ½ Benefit: When you choose this feat, you must select a class of
Material Multiplier X 10 hit points =) 500 gp. Warrior (Ashiguru, Samurai, etc.) in which you are skilled.
You suffer no penalty for the non–proficient use of the
Attack Base Damage Conversion: Whenever a warrior’s suit.
weapon or attack is employed by the Warrior, use Special: Characters without this feat suffer a –6 penalty to all
this table to compute the adjusted damage the rolls (including combat, ability and skill checks) while in an
weapon or attack causes due to the increase in size. unfamiliar warrior suit, and must make a Use Device skill
For example, a medium–sized Long Sword deals 1d8 check (DC 13) to employ any feat or special ability the suit
damage on a successful strike. An Ameratuzu–sized contains.
long sword deals 3d10 damage with a single blow.
Note that monks fighting in Warrior suits are
considered to be using a weapon and do not get to use
Warrior Suit Focus
their enhanced unarmed attack damage. You are well–versed in the use of a particular armored suit.
Prerequisite: Warrior Suit Proficiency
Benefit: Choose a specific, named suit of Wa Warrior armor
Warrior Feats (such as Firebird, StormShadow, etc.). You gain a +1 bonus
The following special feats may be added to to hit and AC while employing the named suit.
or pertain to a Warrior of Dishnu. The feats may be
added to a Warrior of Dishnu construct (save Warrior Warrior Suit Specialization
Suit Proficiency and Warrior Suit Specialization) or You are unmatched in your skill in the use of a particular
may be taken by a character as a general feat (except suit.
Cargo Space). However, the feats listed below are Prerequisite: Warrior Suit Proficiency, Warrior Suit Focus,
only effective while within a Warrior suit. Fighter 4+ level
Benefit: Choose a specific, named suit of Wa Warrior armor
Battle Sense you have a focus in (such as Firebird, StormShadow, etc.)
You cannot be flanked. You gain a +1 bonus to hit and a +2 bonus to AC.
Prerequisite: Dodge, Mobility, Int 13+
Benefit: When you would normally be flanked, you Fight As One
may ignore the flanking bonus and retain your Dex As you advance, your warrior suit gets better.
bonus to AC. Prerequisite: Warrior Suit Proficiency, Warrior Suit Focus
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Benefit: Select a specific warrior suit you have focus to three charges may be used at once. A Wand of Energy may
in. When you obtain this feat, your Warrior suit have up to 100 charges.
gains +1d10 hit dice per size level above small. You
gain an additional +1d10 hit points for every four Staff of Energy: A staff of energy creates a 120 foot long, 5
levels you gain. The suit only gains these bonus hit foot wide beam of energy that causes 1d8 damage, +1d8
points while you control it. damage per size category above medium. Up to three charges
may be used at once. A Staff of Energy may have up to 50
Improved Hardness charges.
Your Warrior of Dishnu is more difficult to injure.
Prerequisite: Warrior Suit Proficiency, Warrior Suit Staff of Shards: A staff of shards releases a ray of sharp
Focus metal slivers 120’ long. The shards deal 1d8 damage, +1d8
Benefit: You may improve the hardness of your damage per size category above medium to the target creature.
Warrior of Dishnu by 1, multiplied by your suit’s Up to three charges may be used at once. A Staff of Shards
hardness modifier. This feat only works while you may have up to 50 charges.
are within the suit. This feat may be taken multiple
times, but cannot more than double the base Hardness Inferno Staff: An inferno staff creates a cone 60 long and 20
of the Warrior suit. feet wide at the far end that inflicts 1d8 fire damage per charge
to all beings in the affected area. Up to three charges may be
Increased Resilience used at once. An Inferno Staff may have up to 50 charges.
Your Warrior of Dishnu can shrug off more
damage than normal. Blast Beads: Blast beads are ceramic globes filled with
Prerequisite: Improved Hardness x3 magical fire, akin to a small fireball. They may cause from
Benefit: Select a warrior suit you have focus in. The 1d6 to 6d6 damage each and can be shot in groups of three as
required enchantment for a weapon to breach your one attack. A Blast bead affects an area 15 feet in diameter.
hardness is increased by one, up to a weapon of +5
enchantment. This feat only works while you are Sword–Staff: This weapon can be employed as a melee
within the suit. This feat may be taken multiple weapon or swung about and used as a missle weapon. Both
times. the melee weapon and missle attack are similar (i.e., both
energy, fire, shards, etc.). It has a base damage of 1d6,
Soak modified by size.
You can roll with an attack to lessen the
damage it causes. Sonic Staff: A Sonic staff creates an irritating blast of high–
Prerequisite: Dodge, Acrobatics (Tumble) 6+ ranks frequency noise that stuns and damages an opponent. It
Benefit: You can reduce the amount of damage you affects a cone–like area 30 feet long and 30 feet wide at the
take from an attack by 1 point per dice of damage. end. Those caught in the area of effect suffer 1d4 damage,
This damage reduction is calculated after Hardness is +1d4 sonic damage per size category above medium.
applied. This feat may be used while wearing a Damaged foes are also stunned 1d4 rounds if a save vs.
warrior suit or outside it. Fortitude (DC 15) is not made. Up to three charges may be
used at once. A Sonic Staff may have up to 50 charges.

Special Weapons Example Warriors of Dishnu

There are a few particular weapons that are found Bakemono (Ashigaru Warrior)
only in the hands of a Warrior of Dishnu. These Medium–Sized Construct
items are described below.
Hit Dice: 4d10 (20 hp)
Wand of Shards: A wand of shards releases a ray of Initiative: +2 (+2 Dex)
sharp metal slivers 120’ long. The shards deal 1d4 Speed: 30 feet
damage per charge used. Up to three charges may be AC: 11 (+1 Armor)
used at once. A Wand of Shards may have up to 100 Attacks: Slam + 2 melee (1d3+2)
charges. Special Att: nil
Special Qual: Damage Reduction 1/+1
Wand of Energy: A wand of energy creates a 120 Abilities: STR +4, DEX +4
foot long, 5 foot wide beam of energy that causes 1d4 Feats: nil
damage per charge, +1d4 damage per size category CR/LA: 1
above medium to all beings in the affected area. Up Cost: 2,500 gp Warrior Suit

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The Bakemono represents the cheapest abilities. The primary weapon chosen for this suit is a flaming
Warrior suit in existence. It is made of cloth with a burst scythe +3. The Firebird’s Fireball, Flight, Polymorph
bamboo frame, providing only the smallest protection Self and Fire Shield ability are used as if cast by a 10th level
a suit can provide. It has no weapons, forcing the wizard. The Polymorph Self ability allows the Firebird to
user to attack his opponents by slamming them with transform into a huge winged bird, resembling a Phoenix. The
his fist. Very few would be willing to bother to use a Phoenix form can fly of it’s own will, and thus does not count
Bakemono as is, often arming it with some sort of against the Flight ability of the Yorika Warrior suit’s uses.
weapon, hardening the frame by using wicker or
stouter materials, or endowing it with additional Bushido (Samurai Warrior)
magical powers to make up for its relative weakness. Large Construct

Katana (Ashigaru Warrior) Hit Dice: 4d10 (18 hp)


Medium–Sized Construct Initiative: +1 (+1 Dex)
Speed: 40 feet
Hit Dice: 4d10 (20 hp) AC: +2 (+2 Armor, +1 Dex, –1 Size)
Initiative: +2 (+2 Dex) Attacks: mwk Katana +4 melee (2d6+5;18–20/x2)
Speed: 30 feet Special Att: nil
AC: 24 ( +14 Armor) Special Qual: Hardness 8/+2
Attacks: mwk Katana +3 melee (1d10;18– Abilities: STR +8, DEX +3, CON +0
20/x2) Feats: Dodge, Mobility, Spring Attack, Whirlwind
Damage: 1d10 + 3 Attack
Special Att: nil CR/LA:
Special Qual: Damage Reduction 12/+3 Cost: 14,000 gp /100 XP Warrior; 400 gp Weapon
Abilities: STR +4, DEX +4 The Bushido is made of woven wicker, and is
Feats: Power Attack perhaps one of the weakest Warriors to be found on a
CR/LA: 2 battlefield. It is equipped with a Masterwork Katana.
Cost: 51,000 gp / 25 XP Warrior Suit; However, it is a master of hand–to–hand combat, leaving a
350 gp Katana wake of death behind it on the battlefield.
The Katana is made of polished steel, and is
often fashioned in the shape of tall samurai warrior in StormShadow (Ninja Warrior)
o–yori armor, complete with a face plate that Large Construct
completely protects the wearer from outside attack.
The Katana attacks with it’s namesake, a masterwork Hit Dice: 3d10 (13 hp)
Katana. Rumor has it that the Shogun of Wa has Initiative: +3 (+3 Dex )
given each of his most loyal bodyguards a suit of this Speed: 50 feet
armor. AC: +3 (+1 Armor, +3 Dex, –1 Size)
Attacks: +1 Ninja–To of Wounding +2 melee
Firebird (Yorika Warrior) (1d6+2;19–20/x2)
Huge Construct Special Att: True Strike
Special Qual: Invisiblity
Hit Dice: 8d10 (44 hp) Abilities: STR +2, DEX +6, CON +0
Initiative: 0 Feats: Majestic Leap
Speed: 50 feet CR/LA:
AC: +4 (+6 Armor, –2 Size) Cost: 21,250 gp / 72 XP Warrior; 18,000 gp
Attacks: Flaming Burst Scythe + 10 melee Weapon
(2d8 + 1d6 fire +12;x4 [+2d6 fire]) The StormShadow is made of cloth, and because of its weak
Special Att: Fireball 1x/day construction, has no hardness. It is designed for stealth and
Special Qua: Hardness 20/+3, Flight 3x/day, Fire assassination. It has been armed with a +1 Ninja–to of
Shield 1x/day, Polymorph Self Wounding. Both of its magical abilities operate as if cast by a
1x/day 3rd level arcane wizard The Stormshadow has the ability to
Abilities: STR +18, DEX +0, CON +0 become invisible once a day. Coupled with the True Strike
Feats: Majestic Leap ability, this almost guarantees the Stormshadow getting an
CR/LA: unseen strike in on it’s enemy. Then, using the Magestic Leap
Cost: 311,000 gp/844 XP Warrior Suit; ability, it can quickly spring away to safety. The +1 Ninja–to
50,318 gp Scythe of Wounding will ensure that the opponent continues to take
The firebird is made of wood and stone. damage even once the Stormshadow has left the scene.
The wood construction is unharmed by its fiery

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Oni (Yorika Warrior) Special Qualities:


Huge Construct Abilities:
Feats:
Hit Dice: 8d10 (36 hp) Challenge Rating:
Initiative: +1 (+1 Dex) Cost:
Speed: 50 feet
AC: +13 (+14 Armor, +1 Dex, –2 Size)
Attacks: mwk Greatclub +10 melee
(1d12+13)
Special Att: Vampiric Touch, Magic Missle
5x/day
Special Qual: Hardness 60/+5, SR 23, Flight
3x/day, Fire Shield
Abilities: STR +18, DEX +2, CON +0
Feats: Power Attack, Cleave, Sunder
CR/LA:
Cost: 2,240,000 gp / 995 XP
The feared Oni is made of Yang Malleum.
Its magical abilities are used at 10th level ability, and
it has a Spell Resistance of 23 and a Hardness of
16/+2. Once per day, it can use vampiric touch as an
offensive attack. Five times per day, the Oni can
unleash a barrage of four magic missles. Thrice per
day, it can fly, and once a day it may create a Fire
Shield, either version. In close combat, the Oni is
terrifying with its Power Attack, Cleave and Sunder
abilities. An oni is normally built with a masterwork
greatclub as a weapon, and those who can afford Oni
often arm these rare and dangerous constructs with
highly magical exotic weapons.

Raiden (Shogun Warrior)


Gargantuan Construct

Hit Dice: 16d10 (72 hp)


Initiative: +0
Speed: 40 feet
AC: +8 (+12 Armor, –4 Size)
Attacks: By Weapon +
Damage: By Weapon +
Special Att: Lightning Bolt, Chain Lightning
Special Qual: Hardness 80/+5, Fly 3x/day, Teleport
Abilities: STR +20, DEX +0, CON +0
Feats:
Challenge Rating:
Cost:

Hachiman (Ameratzu Warrior)


Colossal Construct

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Special Attacks:

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World Building ornamentation in the form of statuary or painted walls. This is


particularly true of the tombs of important people.
Sometimes, however, a vault or a crypt is constructed
Wilderness, Weather, & in such a way as to house living guardians. The problem with
Environment this strategy is that something must be done to keep the
creatures alive between intrusion attempts. Magic is usually
the best solution to provide food and water for these creatures.
Dungeons
Even if there’s no way anything living can survive in a safe
storage dungeon, certain monsters can still serve as guardians.
Types Of Dungeons Builders of vaults or tombs often place undead creatures or
The four basic dungeon types are defined by constructs, both of which which have no need for sustenance
their current status. Many dungeons are variations on or rest, to guard their dungeons. Magic traps can attack
these basic types or combinations of more than one of intruders by summoning monsters into the dungeon. These
them. Sometimes old dungeons are used again and guardians also need no sustenance, since they appear only
again by different inhabitants for different purposes. when they’re needed and disappear when their task is done.
Ruined Structure: Once occupied, this place is now Natural Cavern Complex: Underground caves provide
abandoned (completely or in part) by its original homes for all sorts of subterranean monsters. Created naturally
creator or creators, and other creatures have and connected by a labyrinthine tunnel system, these caverns
wandered in. Many subterranean creatures look for lack any sort of pattern, order, or decoration. With no
abandoned underground constructions in which to intelligent force behind its construction, this type of dungeon
make their lairs. Any traps that might exist have is the least likely to have traps or even doors.
probably been set off, but wandering beasts might Fungi of all sorts thrive in caves, sometimes growing
very well be common. in huge forests of mushrooms and puffballs.
Occupied Structure: This type of dungeon is still in Subterranean predators prowl these forests, looking
use. Creatures (usually intelligent) live there, for those feeding upon the fungi. Some varieties of fungus
although they may not be the dungeon’s creators. An give off a phosphorescent glow, providing a natural cavern
occupied structure might be a home, a fortress, a complex with its own limited light source. In other areas, a
temple, an active mine, a prison, or a headquarters. daylight spell or similar magical effect can provide enough
This type of dungeon is less likely to have traps or light for green plants to grow.
wandering beasts, and more likely to have organized Often, a natural cavern complex connects with
guards—both on watch and on patrol. Traps or another type of dungeons, the caves having been discovered
wandering beasts that might be encountered are when the manufactured dungeon was delved. A cavern
usually under the control of the occupants. Occupied complex can connect two otherwise unrelated dungeons,
structures have furnishings to suit the inhabitants, as sometimes creating a strange mixed environment. A natural
well as decorations, supplies, and the ability for cavern complex joined with another dungeon often provides a
occupants to move around (doors they can open, route by which subterranean creatures find their way into a
hallways large enough for them to pass through, and manufactured dungeon and populate it.
so on). The inhabitants might have a communication
system, and they almost certainly control an access to Dungeon Terrain
the outside.
Some dungeons are partially occupied and
Walls
partially empty or in ruins. In such cases, the
occupants are typically not the original builders but Sometimes, masonry walls—stones piled on top of
instead a group of intelligent creatures that have set each other (usually but not always held in place with
up their base, lair, or fortification within an mortar)—divide dungeons into corridors and chambers.
abandoned dungeon. Dungeon walls can also be hewn from solid rock, leaving
Safe Storage: When people want to protect them with a rough, chiseled look. Or, dungeon walls can be
something, they might bury it underground. Whether the smooth, unblemished stone of a naturally occurring cave.
the item they want to protect is a fabulous treasure, a Dungeon walls are difficult to break down or through, but
forbidden artifact, or the dead body of an important they’re generally easy to climb.
figure, these valuable objects are placed within a
dungeon and surrounded by barriers, traps, and
guardians.
The safe storage type of dungeon is the most
likely to have traps but the least likely to have
wandering beasts.
This type of dungeon normally is built for
function rather than appearance, but sometimes it has
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Table: Walls Special Walls


Wall Type Typical Break Hard Hit Climb Reinforced Walls: These are masonry walls with iron
Thickn DC s Points1 DC bars on one or both sides of the wall, or placed within the
ess wall to strengthen it. The hardness of a reinforced wall
remains the same, but its hit points are doubled and the
Masonry 1 ft. 35 8 90 hp 15
Strength check DC to break through it is increased by 10.
Superior masonry 1 ft. 35 8 90 hp 20
Iron Walls: These walls are placed within dungeons
Reinforced masonry 1 ft. 45 8 180 hp 15
around important places such as vaults.
Hewn stone 3 ft. 50 8 540 hp 22
Paper Walls: Paper walls are the opposite of iron walls,
Unworked stone 5 ft. 65 8 900 hp 20
placed as screens to block line of sight but nothing more.
Iron 3 in. 30 10 90 hp 25
Wooden Walls: Wooden walls often exist as recent
Paper Paper– 1 — 1 hp 30
additions to older dungeons, used to create animal pens,
thin
storage bins, or just to make a number of smaller rooms
Wood 6 in. 20 5 60 hp 21
out of a larger one.
Magically treated 2 — +20 x2 X23 –
Magically Treated Walls: These walls are stronger than
1 average, with a greater hardness, more hit points, and a higher
Per 10–foot–by–10–foot section. break DC. Magic can usually double the hardness and hit
2
These modifiers can be applied to any of the other points and can add up to 20 to the break DC. A magically
wall types. treated wall also gains a saving throw against spells that could
3
Or an additional 50 hit points, whichever is greater. affect it, with the save bonus equaling 2 + one–half the caster
Masonry Walls: The most common kind of dungeon level of the magic reinforcing the wall. Creating a magic wall
wall, masonry walls are usually at least 1 foot thick. requires the Craft Wondrous Item feat and the expenditure of
Often these ancient walls sport cracks and crevices, 1,500 gp for each 10 foot–by–10–foot wall section.
and sometimes dangerous slimes or small monsters Walls with Arrow Slits: Walls with arrow slits can be made
live in these areas and wait for prey. Masonry walls of any durable material but are most commonly masonry,
stop all but the loudest noises. It takes a DC 20 Climb hewn stone, or wood. Such a wall allows defenders to fire
check to travel along a masonry wall. arrows or crossbow bolts at intruders from behind the safety of
Superior Masonry Walls: Sometimes masonry the wall. Archers behind arrow slits have improved cover that
walls are better built (smoother, with tighter–fitting gives them a +8 bonus to Armor Class, a +4 bonus on Reflex
stones and less cracking), and occasionally these saves, and the benefits of the improved evasion class feature.
superior walls are covered with plaster or stucco.
Covered walls often bear paintings, carved reliefs, or
other decoration. Superior masonry walls are no more Floors
difficult to destroy than regular masonry walls but are As with walls, dungeon floors come in many types.
more difficult to climb (DC 25). Flagstone: Like masonry walls, flagstone floors are made of
Hewn Stone Walls: Such walls usually result when a fitted stones. They are usually cracked and only somewhat
chamber or passage is tunneled out from solid rock. level. Slime and mold grows in these cracks. Sometimes water
The rough surface of a hewn wall frequently provides runs in rivulets between the stones or sits in stagnant puddles.
minuscule ledges where fungus grows and fissures Flagstone is the most common dungeon floor.
where vermin, bats, and subterranean snakes live. Uneven Flagstone: Over time, some floors can become so
When such a wall has an “other side” (it separates uneven that a DC 10 Acrobatics (Balance) check is required to
two chambers in the dungeon), the wall is usually at run or charge across the surface. Failure means the character
least 3 feet thick; anything thinner risks collapsing can’t move in this round. Floors as treacherous as this should
from the weight of all the stone overhead. It takes a be the exception, not the rule.
DC 25 Climb check to climb a hewn stone wall. Hewn Stone Floors: Rough and uneven, hewn floors are
Unworked Stone Walls: These surfaces are uneven usually covered with loose stones, gravel, dirt, or other debris.
and rarely flat. They are smooth to the touch but A DC 10 Balance check is required to run or charge across
filled with tiny holes, hidden alcoves, and ledges at such a floor. Failure means the character can still act, but can’t
various heights. They’re also usually wet or at least run or charge in this round.
damp, since it’s water that most frequently creates Light Rubble: Small chunks of debris litter the ground. Light
natural caves. When such a wall has an “other side,” rubble adds 2 to the DC of Acrobatics (Balance) and
the wall is usually at least 5 feet thick. It takes a DC Acrobatics (Tumble) checks.
15 Climb check to move along an unworked stone Dense Rubble: The ground is covered with debris of all sizes.
wall. It costs 2 squares of movement to enter a square with dense
rubble. Dense rubble adds 5 to the DC of Arcobatics (Balance)
and Acrobatics (Tumble) checks, and it adds 2 to the DC of
Stealth (Move Silently) checks.

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Smooth Stone Floors: Finished and sometimes even force), allow a dangerous setting to be viewed safely from
polished, smooth floors are found only in dungeons above. Transparent floors are sometimes placed over lava
with capable and careful builders. pools, arenas, monster dens, and torture chambers. They can
Natural Stone Floors: The floor of a natural cave is be used by defenders to watch key areas for intruders.
as uneven as the walls. Caves rarely have flat Sliding Floors: A sliding floor is a type of trapdoor, designed
surfaces of any great size. Rather, their floors have to be moved and thus reveal something that lies beneath it. A
many levels. Some adjacent floor surfaces might vary typical sliding floor moves so slowly that anyone standing on
in elevation by only a foot, so that moving from one one can avoid falling into the gap it creates, assuming there’s
to the other is no more difficult than negotiating a somewhere else to go. If such a floor slides quickly enough
stair step, but in other places the floor might suddenly that there’s a chance of a character falling into whatever lies
drop off or rise up several feet or more, requiring beneath—a spiked pit, a vat of burning oil, or a pool filled
Climb checks to get from one surface to the other. with sharks—then it’s a trap.
Unless a path has been worn and well marked in the Trap Floors: Some floors are designed to become suddenly
floor of a natural cave, it takes 2 squares of dangerous. With the application of just the right amount of
movement to enter a square with a natural stone weight, or the pull of a lever somewhere nearby, spikes
floor, and the DC of Balance and Tumble checks protrude from the floor, gouts of steam or flame shoot up from
increases by 5. hidden holes, or the entire floor tilts. These strange floors are
Running and charging are impossible, sometimes found in an arena, designed to make combats more
except along paths. exciting and deadly. Construct these floors as you would any
other trap.
Special Floors
Slippery: Water, ice, slime, or blood can make any Doors
of the dungeon floors described in this section more Doors in dungeons are much more than mere
treacherous. Slippery floors increase the DC of entrances and exits. Often they can be encounters all by
Acrobatics (Balance) and Acrobatics (Tumble) themselves.
checks by 5. Dungeon doors come in three basic types: wooden,
Grate: A grate often covers a pit or an area lower stone, and iron.
than the main floor. Grates are usually made from Table: Doors Break DC
iron, but large ones can also be made from iron– Door Type Typical Hard HP Stuck Locked
bound timbers. Many grates have hinges to allow Thickness
access to what lies below (such grates can be locked Simple wooden 1 in. 5 10 hp 13 15
like any door), while others are permanent and Good wooden 1–1/2 in. 5 15 hp 16 18
designed not to move. A typical 1–inch–thick iron Strong wooden 2 in. 5 20 hp 23 25
grate has 25 hit points, hardness 10, and a DC of 27 Stone 4 in. 8 60 28 28
for Strength checks to break through it or tear it hp
loose. Iron 2 in. 10 60 28 28
Ledge: Ledges allow creatures to walk above some hp
lower area. They often circle around pits, run along Portcullis, 3 in 5 30 hp 25 1 25 1
underground streams, form balconies around large wooden
rooms, or provide a place for archers to stand while Portcullis, iron 2 in. 10 60 hp 25 1 25 1
firing upon enemies below. Narrow ledges (12 inches Lock — 15 30 hp
wide or less) require those moving along them to Hinge — 10 30 hp
make Acrobatics (Balance) checks. Failure results in 1
DC to lift. Use appropriate door figure for breaking.
the moving character falling off the ledge. Ledges
sometimes have railings. In such a case, characters Wooden Doors: Constructed of thick planks nailed together,
gain a +5 circumstance bonus on Acrobatics sometimes bound with iron for strength (and to reduce
(Balance) checks to move along the ledge. A swelling from dungeon dampness), wooden doors are the most
character who is next to a railing gains a +2 common type. Wooden doors come in varying strengths:
circumstance bonus on his or her CMB check to simple, good, and strong doors. Simple doors (break DC 13)
avoid being bull rushed off the edge. are not meant to keep out motivated attackers. Good doors
Ledges can also have low walls 2 to 3 feet (break DC 16), while sturdy and long–lasting, are still not
high along their edges. Such walls provide cover meant to take much punishment. Strong doors (break DC 23)
against attackers within 30 feet on the other side of are bound in iron and are a sturdy barrier to those attempting
the wall, as long as the target is closer to the low wall to get past them. Iron hinges fasten the door to its frame, and
than the attacker is. typically a circular pull–ring in the center is there to help open
Transparent Floor: Transparent floors, made of it.
reinforced glass or magic materials (even a wall of

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Sometimes, instead of a pull–ring, a door as combination locks and puzzle locks, are usually built into
has an iron pull–bar on one or both sides of the door the door itself. Because such keyless locks are larger and more
to serve as a handle. In inhabited dungeons, these complex, they are typically only found in sturdy doors (strong
doors are usually well maintained (not stuck) and wooden, stone, or iron doors).
unlocked, although important areas are locked up if The Open Lock DC to pick a lock often falls into the
possible. range of 20 to 30, although locks with lower or higher DCs
Stone: Carved from solid blocks of stone, these can exist. A door can have more than one lock, each of which
heavy, unwieldy doors are often built so that they must be unlocked separately. Locks are often trapped, usually
pivot when opened, although dwarves and other with poison needles that extend out to prick a rogue’s finger.
skilled craftsfolk are able to fashion hinges strong Breaking a lock is sometimes quicker than breaking
enough to hold up a stone door. Secret doors the whole door. If a PC wants to whack at a lock with a
concealed within a stone wall are usually stone doors. weapon, treat the typical lock as having hardness 15 and 30 hit
Otherwise, such doors stand as tough barriers points. A lock can only be broken if it can be attacked
protecting something important beyond. Thus, they separately from the door, which means that a built–in lock is
are often locked or barred. immune to this sort of treatment. In an occupied dungeon,
Iron: Rusted but sturdy, iron doors in a dungeon are every locked door should have a key somewhere.
hinged like wooden doors. These doors are the A special door (see below for examples) might have a
toughest form of nonmagical door. They are usually lock with no key, instead requiring that the right combination
locked or barred. of nearby levers must be manipulated or the right symbols
Locks, Bars, and Seals: Dungeon doors may be must be pressed on a keypad in the correct sequence to open
locked, trapped, reinforced, barred, magically sealed, the door.
or sometimes just stuck. All but the weakest Stuck Doors: Dungeons are often damp, and sometimes doors
characters can eventually knock down a door with a get stuck, particularly wooden doors. Assume that about 10%
heavy tool such as a sledgehammer, and a number of of wooden doors and 5% of nonwooden doors are stuck. These
spells and magic items give characters an easy way numbers can be doubled (to 20% and 10%, respectively) for
around a locked door. long–abandoned or neglected dungeons.
Attempts to literally chop a door down with Barred Doors: When characters try to bash down a barred
a slashing or bludgeoning weapon use the hardness door, it’s the quality of the bar that matters, not the material
and hit points given in Table: Doors. Often the the door is made of. It takes a DC 25 Strength check to break
easiest way to overcome a recalcitrant door is not by through a door with a wooden bar, and a DC 30 Strength
demolishing it but by breaking its lock, bar, or check if the bar is made of iron. Characters can attack the door
hinges. When assigning a DC to an attempt to knock and destroy it instead, leaving the bar hanging in the now–
a door down, use the following as guidelines: open doorway.
DC 10 or Lower: a door just about anyone can break Magic Seals: In addition to magic traps spells such as arcane
open. lock can discourage passage through a door. A door with an
DC 11–15: a door that a strong person could break arcane lock spell on it is considered locked even if it doesn’t
with one try and an average person might be able to have a physical lock. It takes a knock spell, a dispel magic
break with one try. spell, or a successful Strength check to get through such a
DC 16–20: a door that almost anyone could break, door.
given time. Hinges: Most doors have hinges. Obviously, sliding doors do
DC 21–25: a door that only a strong or very strong not. (They usually have tracks or grooves instead, allowing
person has a hope of breaking, probably not on the them to slide easily to one side.)
first try. Standard Hinges: These hinges are metal, joining one edge of
DC 26 or Higher: a door that only an exceptionally the door to the doorframe or wall. Remember that the door
strong person has a hope of breaking. For specific swings open toward the side with the hinges. (So, if the hinges
examples in applying these guidelines, see Table: are on the PCs’ side, the door opens toward them; otherwise it
Random Door Types. opens away from them.) Adventurers can take the hinges apart
Locks: Dungeon doors are often locked, and thus the one at a time with successful Disable Device (Sabotage)
Open Lock skill comes in very handy. Locks are checks (assuming the hinges are on their side of the door, of
usually built into the door, either on the edge course). Such a task has a DC of 20 because most hinges are
opposite the hinges or right in the middle of the door. rusted or stuck. Breaking a hinge is difficult. Most have
Builtin locks either control an iron bar that juts out of hardness 10 and 30 hit points. The break DC for a hinge is the
the door and into the wall of its frame, or else a same as for breaking down the door.
sliding iron bar or heavy wooden bar that rests behind Nested Hinges: These hinges are much more complex than
the entire door. By contrast, padlocks are not built–in ordinary hinges, and are found only in areas of excellent
but usually run through two rings, one on the door construction. These hinges are built into the wall and allow the
and the other on the wall. More complex locks, such door to swing open in either direction.

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PCs can’t get at the hinges to fool with them under it as it drops). Once it is dropped, a portcullis locks,
unless they break through the doorframe or wall. unless it is so large that no normal person could lift it anyway.
Nested hinges are typically found on stone doors but In any event, lifting a typical portcullis requires a DC 25
sometimes on wooden or iron doors as well. Strength check.
Pivots: Pivots aren’t really hinges at all, but simple
knobs jutting from the top and bottom of the door Walls, Doors, And Detect Spells
that fit into holes in the doorframe, allowing the door Stone walls, iron walls, and iron doors are usually
to spin. The advantages of pivots is that they can’t be thick enough to block most detect spells, such as detect
dismantled like hinges and they’re simple to make. thoughts. Wooden walls, wooden doors, and stone doors are
The disadvantage is that since the door pivots on its usually not thick enough to do so. However, a secret stone
center of gravity (typically in the middle), nothing door built into a wall and as thick as the wall itself (at least 1
larger than half the door’s width can fit through. foot) does block most detect spells.
Doors with pivots are usually stone and are often
quite wide to overcome this disadvantage. Another Rooms
solution is to place the pivot toward one side and
Rooms in dungeons vary in shape and size. Although
have the door be thicker at that end and thinner
many are simple in construction and appearance, particularly
toward the other end so that it opens more like a
interesting rooms have multiple levels joined by stairs, ramps,
normal door. Secret doors in walls often turn on
or ladders, as well as statuary, altars, pits, chasms, bridges,
pivots, since the lack of hinges makes it easier to hide
and more.
the door’s presence. Pivots also allow objects such as
Underground chambers are prone to collapse, so
bookcases to be used as secret doors.
many rooms— particularly large ones—have arched ceilings
Secret Doors: Disguised as a bare patch of wall (or
or pillars to support the weight of the rock overhead.
floor, or ceiling), a bookcase, a fireplace, or a
Common dungeon rooms fall into the following
fountain, a secret door leads to a secret passage or
broad categories.
room. Someone examining the area finds a secret
Guard Post: Intelligent, social denizens of the dungeon will
door, if one exists, on a successful Search check (DC
generally have a series of adjacent rooms they consider
20 for a typical secret door to DC 30 for a well–
“theirs,” and they’ll guard the entrances to that common area.
hidden secret door). Elves have a chance to detect a
Living Quarters: All but the most nomadic creatures have a
secret door just by casually looking at an area.
lair where they can rest, eat, and store their treasure. Living
Many secret doors require a special method
quarters commonly include beds (if the creature sleeps),
of opening, such as a hidden button or pressure plate.
possessions (both valuable and mundane), and some sort of
Secret doors can open like normal doors, or they may
food preparation area. Noncombatant creatures such as
pivot, slide, sink, rise, or even lower like a
juveniles and the elderly are often found here.
drawbridge to permit access. Builders might put a
Work Area: Most intelligent creatures do more than just
secret door down low near the floor or high up in a
guard, eat, and sleep, and many devote rooms to magic
wall, making it difficult to find or reach. Wizards and
laboratories, workshops for weapons and armor, or studios for
sorcerers have a spell, phase door, that allows them
more esoteric tasks.
to create a magic secret door that only they can use.
Shrine: Any creature that is particularly religious may have
Magic Doors: Enchanted by the original builders, a
some place dedicated to worship, and others may venerate
door might speak to explorers, warning them away. It
something of great historical or personal value. Depending on
might be protected from harm, increasing its hardness
the creature’s resources and piety, a shrine can be humble or
or giving it more hit points as well as an improved
extensive. A shrine is where PCs will likely encounter NPC
saving throw bonus against disintegrate and other
clerics, and it’s common for wounded monsters to flee to a
similar spells. A magic door might not lead into the
shrine friendly to them when they seek healing.
space revealed beyond, but instead it might be a
Vault: Well protected, often by a locked iron door, a vault is a
portal to a faraway place or even another plane of
special room that contains treasure. There’s usually only one
existence. Other magic doors might require
entrance—an appropriate place for a trap.
passwords or special keys to open them.
Crypt: Although sometimes constructed like a vault, a crypt
Portcullises: These special doors consist of iron or
can also be a series of individual rooms, each with its own
thick, ironbound, wooden shafts that descend from a
sarcophagus, or a long hall with recesses on either side—
recess in the ceiling above an archway. Sometimes a
shelves to hold coffins or bodies.
portcullis has crossbars that create a grid, sometimes
Those who are worried about undead rising from the
not.
grave take the precaution of locking and trapping a crypt from
Typically raised by means of a winch or a
the outside— making the crypt easy to get into but difficult to
capstan, a portcullis can be dropped quickly, and the
leave. Those worried about tomb robbers make their crypts
shafts end in spikes to discourage anyone from
difficult to get into. Some builders do both, just to be on the
standing underneath (or from attempting to dive
safe side.

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the square where they end their movement. Steep stairs


Corridors increase the DC of Tumble checks by 5.
All dungeons have rooms, and most have Spiral Stairs: This form of steep stairs is designed to make
corridors. While most corridors simply connect defending a fortress easier. Characters gain cover against foes
rooms, sometimes they can be encounter areas in below them on spiral stairs because they can easily duck
their own right because of traps, guard patrols, and around the staircase’s central support.
wandering monsters out on the hunt. Railings and Low Walls: Stairs that are open to large rooms
Corridor Traps: Because passageways in dungeons often have railings or low walls. They function as described
tend to be narrow, offering few movement options, for ledges (see Special Floors).
dungeon builders like to place traps in them. In a Bridge: A bridge connects two higher areas separated by a
cramped passageway, there’s no way for intruders to lower area, stretching across a chasm, over a river, or above a
move around concealed pits, falling stones, arrow pit. A simple bridge might be a single wooden plank, while an
traps, tilting floors, and sliding or rolling rocks that elaborate one could be made of mortared stone with iron
fill the entire passage. For the same reason, magic supports and side rails.
traps such as glyphs of warding are effective in Narrow Bridge: If a bridge is particularly narrow, such as a
hallways as well. series of planks laid over lava fissures, treat it as a ledge (see
Mazes: Usually, passages connect chambers in the Special Floors). It requires a Acrobatics (Balance) check (DC
simplest and straightest manner possible. Some dependent on width) to cross such a bridge.
dungeon builders, however, design a maze or a Rope Bridge: Constructed of wooden planks suspended from
labyrinth within the dungeon. This sort of ropes, a rope bridge is convenient because it’s portable and
construction is difficult to navigate (or at least to can be easily removed. It takes two full–round actions to untie
navigate quickly) and, when filled with monsters or one end of a rope bridge. If only one of the two supporting
traps, can be an effective barrier. ropes is attached, everyone on the bridge must succeed on a
A maze can be used to cut off one area of DC 15 Reflex save to avoid falling off, and thereafter must
the dungeon, deflecting intruders away from a make DC 15 Athletics (Climb) checks to move along the
protected spot. remnants of the bridge. Rope bridges are usually 5 feet wide.
Generally, though, the far side of a maze The two ropes that support them have 8 hit points each.
holds an important crypt or vault—someplace that the Drawbridge: Some bridges have mechanisms that allow them
dungeon’s regular inhabitants rarely need to get to. to be extended or retracted from the gap they cross. Typically,
the winch mechanism exists on only one side of the bridge. It
takes a move action to lower a drawbridge, but the bridge
Miscellaneous Features doesn’t come down until the beginning of the lowering
Stairs: The usual way to connect different levels of a character’s next turn. It takes a full–round action to raise a
dungeon is with stairs. Straight stairways, spiral drawbridge; the drawbridge is up at the end of the action.
staircases, or stairwells with multiple landings Particularly long or wide drawbridges may take more time to
between flights of stairs are all common in dungeons, raise and lower, and some may require Strength checks to
as are ramps (sometimes with an incline so slight that rotate the winch.
it can be difficult to notice; Spot DC 15). Stairs are Railings and Low Walls: Some bridges have railings or low
important accessways, and are sometimes guarded or walls along the sides. If a bridge does, the railing or low walls
trapped. Traps on stairs often cause intruders to slide affect Acrobatics (Balance) checks and bull rush attempts as
or fall down to the bottom, where a pit, spikes, a pool described for ledges (see Special Floors). Low walls likewise
of acid, or some other danger awaits. provide cover to bridge occupants.
Gradual Stairs: Stairs that rise less than 5 feet for Chutes and Chimneys: Stairs aren’t the only way to move up
every 5 feet of horizontal distance they cover don’t and down in a dungeon. Sometimes a vertical shaft connects
affect movement, but characters who attack a foe levels of a dungeon or links a dungeon with the surface.
below them gain a +1 bonus on attack rolls from Chutes are usually traps that dump characters into a lower
being on higher ground. Most stairs in dungeons are area—often a place featuring some dangerous situation with
gradual, except for spiral stairs (see below). which they must contend.
Steep Stairs: Characters moving up steep stairs Pillar: A common sight in any dungeon, pillars and columns
(which rise at a 45– degree angle or steeper) must give support to ceilings. The larger the room, the more likely it
spend 2 squares of movement to enter each square of has pillars. As a rule of thumb, the deeper in the dungeon a
stairs. Characters running or charging down steep room is, the thicker the pillars need to be to support the
stairs must succeed on a DC 10 Acrobatics (Balance) overhead weight. Pillars tend to be polished and often have
check upon entering the first steep stairs square. carvings, paintings, or inscriptions upon them.
Characters who fail stumble and must end their Slender Pillar: These pillars are only a foot or two across, so
movement 1d2×5 feet later. Characters who fail by 5 they don’t occupy a whole square. A creature standing in the
or more take 1d6 points of damage and fall prone in same square as a slender pillar gains a +2 cover bonus to

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Armor Class and a +1 cover bonus on Reflex saves Deep Pool: These squares have at least 4 feet of standing
(these bonuses don’t stack with cover bonuses from water. It costs Medium or larger creatures 4 squares of
other sources). The presence of a slender pillar does movement to move into a square with a deep pool, or
not otherwise affect a creature’s fighting space, characters can swim if they wish. Small or smaller creatures
because it’s assumed that the creature is using the must swim to move through a square containing a deep pool.
pillar to its advantage when it can. A typical slender Tumbling is impossible in a deep pool. The water in a deep
pillar has AC 4, hardness 8, and 250 hit points. pool provides cover for Medium or larger creatures. Smaller
Wide Pillar: These pillars take up an entire square creatures gain improved cover (+8 bonus to AC, +4 bonus on
and provide cover to anyone behind them. They have Reflex saves). Medium or larger creatures can crouch as a
AC 3, hardness 8, and 900 hit points. A DC 20 Climb move action to gain this improved cover. Creatures with this
check is sufficient to climb most pillars; the DC improved cover take a –10 penalty on attacks against creatures
increases to 25 for polished or unusually slick ones. that aren’t also underwater.
Stalagmite/Stalactite: These tapering natural rock Deep pool squares are usually clustered together and
columns extend from the floor (stalagmite) or the surrounded by a ring of shallow pool squares. Both shallow
ceiling (stalactite). Stalagmites and stalactites pools and deep pools impose a –2 circumstance penalty on
function as slender pillars. Stealth (Move Silently) checks.
Statue: Most statues function as wide pillars, taking Special Pools: Through accident or design, a pool can become
up a square and providing cover. Some statues are magically enhanced. Rarely, a pool or a fountain may be
smaller and act as slender pillars. A DC 15 Climb found that has the ability to bestow beneficial magic on those
check allows a character to climb a statue. who drink from it. However, magic pools are just as likely to
Tapestry: Elaborately embroidered patterns or curse the drinker. Typically, water from a magic pool loses its
scenes on cloth, tapestries hang from the walls of potency if removed from the pool for more than an hour or so.
well–appointed dungeon rooms or corridors. Crafty Some pools have fountains. Occasionally these are
builders take advantage of tapestries to place alcoves, merely decorative, but they often serve as the focus of a trap
concealed doors, or secret switches behind them. or the source of a pool’s magic.
Tapestries provide total concealment (50% Most pools are made of water, but anything’s
miss chance) to characters behind them if they’re possible in a dungeon. Pools can hold unsavory substances
hanging from the ceiling, or concealment (20% miss such as blood, poison, oil, or magma. And even if a pool holds
chance) if they’re flush with the wall. Climbing a big water, it can be holy water, saltwater, or water tainted with
tapestry isn’t particularly difficult, requiring a DC 15 disease.
Athletics (Climb) check (or DC 10 if a wall is within Elevator: In place of or in addition to stairs, an elevator
reach). (essentially an oversized dumbwaiter) can take inhabitants
Pedestal: Anything important on display in a from one dungeon level to the next. Such an elevator may be
dungeon, from a fabulous treasure to a coffin, tends mechanical (using gears, pulleys, and winches) or magical
to rest atop a pedestal or a dais. Raising the object off (such as a levitate spell cast on a movable flat surface). A
the floor focuses attention on it (and, in practical mechanical elevator might be as small as a platform that holds
terms, keeps it safe from any water or other substance one character at a time, or as large as an entire room that raises
that might seep onto the floor). A pedestal is often and lowers. A clever builder might design an elevator room
trapped to protect whatever sits atop it. It can conceal that moves up or down without the occupants’ knowledge to
a secret trapdoor beneath itself or provide a way to catch them in a trap, or one that appears to have moved when
reach a door in the ceiling above itself. it actually remained still.
Only the largest pedestals take up an entire A typical elevator ascends or descends 10 feet per
square; most provide no cover. round at the beginning of the operator’s turn (or on initiative
Pool: Pools of water collect naturally in low spots in count 0 if it functions without regard to whether creatures are
dungeons (a dry dungeon is rare). Pools can also be on it. Elevators can be enclosed, can have railings or low
wells or natural underground springs, or they can be walls, or may simply be treacherous floating platforms.
intentionally created basins, cisterns, and fountains. Ladders: Whether free–standing or rungs set into a wall, a
In any event, water is fairly common in dungeons, ladder requires a DC 0 Climb check to ascend or descend.
harboring sightless fish and sometimes aquatic Shifting Stone or Wall: These features can cut off access to a
monsters. Pools provide water for dungeon denizens, passage or room, trapping adventurers in a dead end or
and thus are as important an area for a predator to preventing escape out of the dungeon. Shifting walls can force
control as a watering hole aboveground in the wild. explorers to go down a dangerous path or prevent them from
Shallow Pool: If a square contains a shallow pool, it entering a special area. Not all shifting walls need be traps.
has roughly 1 foot of standing water. It costs 2 For example, stones controlled by pressure plates,
squares of movement to move into a square with a counterweights, or a secret lever can shift out of a wall to
shallow pool, and the DC of Acrobatics (Tumble) become a staircase leading to a hidden upper room or secret
checks in such squares increases by 2. ledge.

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Shifting stones and walls are generally Characters in the bury zone of a cave–in take 8d6
constructed as traps with triggers and Perception points of damage, or half that amount if they make a DC 15
(Spot) and Disable Device (Disarm Traps) DCs. Reflex save. They are subsequently buried. Characters in the
However they don’t have Challenge Ratings slide zone take 3d6 points of damage, or no damage at all if
because they’re inconveniences, not deadly in and of they make a DC 15 Reflex save. Characters in the slide zone
themselves. who fail their saves are buried.
Teleporters: Sometimes useful, sometimes devious, Characters take 1d6 points of nonlethal damage per
places in a dungeon rigged with a teleportation effect minute while buried. If such a character falls unconscious, he
(such as a teleportation circle) transport characters to must make a DC 15 Constitution check. If it fails, he takes 1d6
some other location in the dungeon or someplace far points of lethal damage each minute thereafter until freed or
away. dead.
They can be traps, teleporting the unwary Characters who aren’t buried can dig out their
into dangerous situations, or they can be an easy friends. In 1 minute, using only her hands, a character can
mode of transport for those who built or live in the clear rocks and debris equal to five times her heavy load limit.
dungeon, good for bypassing barriers and traps or The amount of loose stone that fills a 5–foot–by–5–foot area
simply to get around more quickly. weighs one ton (2,000 pounds). Armed with an appropriate
Devious dungeon designers might place a tool, such as a pick, crowbar, or shovel, a digger can clear
teleporter in a room that transports characters to loose stone twice as quickly as by hand. You may allow a
another seemingly identical room so that they don’t buried character to free himself with a DC 25 Strength check.
even know they’ve been teleported. A detect magic
spell will provide a clue to the presence of a Slimes, Molds, and Fungi
teleporter, but direct experimentation or other In a dungeon’s damp, dark recesses, molds and fungi
research is the only way to discover where the thrive. While some plants and fungi are monsters and other
teleporter leads. slime, mold, and fungus is just normal, innocuous stuff, a few
Altars: Temples—particularly to dark gods—often varieties are dangerous dungeon encounters.
exist underground. Usually taking the form of a stone For purposes of spells and other special effects, all
block, an altar is the main fixture and central focus of slimes, molds, and fungi are treated as plants. Like traps,
such a temple. Sometimes all the other trappings of dangerous slimes and molds have CRs, and characters earn XP
the temple are long gone, lost to theft, age, and for encountering them.
decay, but the altar survives. Some altars have traps A form of glistening organic sludge coats almost
or powerful magic within them. Most take up one or anything that remains in the damp and dark for too long. This
two squares on the grid and provide cover to kind of slime, though it might be repulsive, is not dangerous.
creatures behind them. Molds and fungi flourish in dark, cool, damp places.
While some are as inoffensive as the normal dungeon slime,
Cave–Ins And Collapses (CR 8) others are quite dangerous. Mushrooms, puffballs, yeasts,
Cave–ins and collapsing tunnels are mildew, and other sorts of bulbous, fibrous, or flat patches of
extremely dangerous. Not only do dungeon explorers fungi can be found throughout most dungeons. They are
face the danger of being crushed by tons of falling usually inoffensive, and some are even edible (though most
rock, even if they survive they may be buried beneath are unappealing or odd–tasting).
a pile of rubble or cut off from the only known exit. Green Slime (CR 4): This dungeon peril is a dangerous
A cave–in buries anyone in the middle of the variety of normal slime. Green slime devours flesh and
collapsing area, and then sliding debris damages organic materials on contact and is even capable of dissolving
anyone in the periphery of the collapse. A typical metal. Bright green, wet, and sticky, it clings to walls, floors,
corridor subject to a cave–in might have a bury zone and ceilings in patches, reproducing as it consumes organic
with a 15–foot radius and a 10–foot–radius slide zone matter. It drops from walls and ceilings when it detects
extending beyond the bury zone. A weakened ceiling movement (and possible food) below.
can be spotted with a DC 20 Knowledge (architecture A single 5–foot square of green slime deals 1d6
and engineering) or DC 20 Craft (stonemasonry) points of Constitution damage per round while it devours
check. flesh.
Remember that Craft checks can be made On the first round of contact, the slime can be
untrained as Intelligence checks. A dwarf can make scraped off a creature (most likely destroying the scraping
such a check if he simply passes within 10 feet of a device), but after that it must be frozen, burned, or cut away
weakened ceiling. (dealing damage to the victim as well). Anything that deals
A weakened ceiling may collapse when cold or fire damage, sunlight, or a remove disease spell
subjected to a major impact or concussion. A destroys a patch of green slime. Against wood or metal, green
character can cause a cave–in by destroying half the slime deals 2d6 points of damage per round, ignoring metal’s
pillars holding the ceiling up. hardness but not that of wood. It does not harm stone.

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Yellow Mold (CR 6): If disturbed, a 5–foot square of the character has a map of the area being traveled through.
this mold bursts forth with a cloud of poisonous Refer to the table below and use the highest DC that applies.
spores.
All within 10 feet of the mold must make a Circumstance Without With
DC 15 Fortitude save or take 1d6 points of Map map
Constitution damage. Desert 3 1
Another DC 15 Fortitude save is required 1 Forest 15 12
minute later—even by those who succeeded on the Hill 10 6
first save—to avoid taking 2d6 points of Constitution Mountain 12 8
damage. Fire destroys yellow mold, and sunlight Plains 5 1
renders it dormant. Swamp 10 6
Brown Mold (CR 2): Brown mold feeds on warmth, Poor visibility +2 +2
drawing heat from anything around it. It normally
comes in patches 5 feet in diameter, and the A character with at least 5 ranks in Knowledge
temperature is always cold in a 30–foot radius around (geography) or Knowledge (local) pertaining to the area being
it. Living creatures within 5 feet of it take 3d6 points traveled through gains a +2 bonus on this check.
of nonlethal cold damage. Fire brought within 5 feet Check once per hour (or portion of an hour) spent in
of brown mold causes it to instantly double in size. local or overland movement to see if travelers have become
Cold damage, such as from a cone of cold, instantly lost. In the case of a party moving together, only the character
destroys it. leading the way makes the check.
Phosphorescent Fungus (No CR): This strange Effects of Being Lost: If a party becomes lost, it is no longer
underground fungus grows in clumps that look certain of moving in the direction it intended to travel.
almost like stunted shrubbery. Drow elves cultivate it Randomly determine the direction in which the party actually
for food and light. It gives off a soft violet glow that travels during each hour of local or overland movement. The
illuminates underground caverns and passages as characters’ movement continues to be random until they
well as a candle does. Rare patches of fungus blunder into a landmark they can’t miss, or until they
illuminate as well as a torch does. recognize that they are lost and make an effort to regain their
bearings.
Wilderness Recognizing that You’re Lost: Once per hour of random
travel, each character in the party may attempt a Survival
Getting Lost check (DC 20, –1 per hour of random travel) to recognize that
There are many ways to get lost in the they are no longer certain of their direction of travel. Some
wilderness. Following an obvious road, trail, or circumstances may make it obvious that the characters are
feature such as a stream or shoreline prevents any lost.
possibility of becoming lost, but travelers striking off Setting a New Course: A lost party is also uncertain of
cross–country may become disoriented—especially determining in which direction it should travel in order to
in conditions of poor visibility or in difficult terrain. reach a desired objective. Determining the correct direction of
Poor Visibility: Any time characters cannot see at travel once a party has become lost requires a Survival check
least 60 feet in the prevailing conditions of visibility, (DC 15, +2 per hour of random travel). If a character fails this
they may become lost. Characters traveling through check, he chooses a random direction as the “correct”
fog, snow, or a downpour might easily lose the ability direction for resuming travel.
to see any landmarks not in their immediate vicinity. Once the characters are traveling along their new
Similarly, characters traveling at night may be at risk, course, correct or incorrect, they may get lost again. If the
too, depending on the quality of their light sources, conditions still make it possible for travelers to become lost,
the amount of moonlight, and whether they have check once per hour of travel as described in Chance to Get
darkvision or lowlight vision. Lost, above, to see if the party maintains its new course or
Difficult Terrain: Any character in forest, moor, begins to move at random again.
hill, or mountain terrain may become lost if he or she Conflicting Directions: It’s possible that several characters
moves away from a trail, road, stream, or other may attempt to determine the right direction to proceed after
obvious path or track. Forests are especially becoming lost. Make a Survival check for each character in
dangerous because they obscure far–off landmarks secret, then tell the players whose characters succeeded the
and make it hard to see the sun or stars. correct direction in which to travel, and tell the players whose
Chance to Get Lost: If conditions exist that make characters failed a random direction they think is right.
getting lost a possibility, the character leading the Regaining Your Bearings: There are several ways to become
way must succeed on a Survival check or become un–lost. First, if the characters successfully set a new course
lost. The difficulty of this check varies based on the and follow it to the destination they’re trying to reach, they’re
terrain, the visibility conditions, and whether or not not lost anymore. Second, the characters through random

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movement might run into an unmistakable landmark. mutually exclusive; it’s common for a 5–foot square to have
Third, if conditions suddenly improve—the fog lifts both a tree and undergrowth.
or the sun comes up—lost characters may attempt to Forest Canopy: It’s common for elves and other forest
set a new course, as described above, with a +4 bonus dwellers to live on raised platforms far above the surface floor.
on the Survival check. Finally, magic may make their These wooden platforms generally have rope bridges between
course clear. them. To get to the treehouses, characters generally ascend the
trees’ branches (Athletics (Climb) DC 15), use rope ladders
Forest Terrain (Athletics (Climb) DC 0), or take pulley elevators (which can
Forest terrain can be divided into three be made to rise a number of feet equal to a Strength check,
categories: sparse, medium, and dense. An immense made each round as a full round action). Creatures on
forest could have all three categories within its platforms or branches in a forest canopy are considered to
borders, with more sparse terrain at the outer edge of have cover when fighting creatures on the ground, and in
the forest and dense forest at its heart. medium or dense forests they have concealment as well.
The table below describes in general terms Other Forest Terrain Elements: Fallen logs generally stand
how likely it is that a given square has a terrain about 3 feet high and provide cover just as low walls do. They
element in it. cost 5 feet of movement to cross. Forest streams are generally
Forest Terrain Features 5 to 10 feet wide and no more than 5 feet deep. Pathways wind
through most forests, allowing normal movement and
Category of Forest providing neither cover nor concealment. These paths are less
Sparse Medium Dense common in dense forests, but even unexplored forests will
Typical trees 50% 70% 80% have occasional game trails.
Massive trees — 10% 20% Stealth and Detection in a Forest: In a sparse forest, the
Light undergrowth 50% 70% 50% maximum distance at which a Perception (Spot) check for
Heavy undergrowth — 20% 50% detecting the nearby presence of others can succeed is 3d6×10
feet. In a medium forest, this distance is 2d8×10 feet, and in a
dense forest it is 2d6×10 feet.
Trees: The most important terrain element in a forest
Because any square with undergrowth provides
is the trees, obviously. A creature standing in the
concealment, it’s usually easy for a creature to use the Stealth
same square as a tree gains a +2 bonus to Armor
(Hide) skill in the forest. Logs and massive trees provide
Class and a +1 bonus on Reflex saves (these bonuses
cover, which also makes hiding possible.
don’t stack with cover bonuses from other sources).
The background noise in the forest makes Perception
The presence of a tree doesn’t otherwise affect a
(Listen) checks more difficult, increasing the DC of the check
creature’s fighting space, because it’s assumed that
by 2 per 10 feet, not 1 (but note that Stealth (Move Silently) is
the creature is using the tree to its advantage when it
also more difficult in undergrowth).
can. The trunk of a typical tree has AC 4, hardness 5,
and 150 hp. A DC 15 Climb check is sufficient to
climb a tree. Medium and dense forests have massive Forest Fires (CR 6)
trees as well. These trees take up an entire square and Most campfire sparks ignite nothing, but if conditions
provide cover to anyone behind them. They have AC are dry, winds are strong, or the forest floor is dried out and
3, hardness 5, and 600 hp. Like their smaller flammable, a forest fire can result. Lightning strikes often set
counterparts, it takes a DC 15 Athletics (Climb) trees afire and start forest fires in this way.
check to climb them. Whatever the cause of the fire, travelers can get
Undergrowth: Vines, roots, and short bushes cover caught in the conflagration.
much of the ground in a forest. A space covered with A forest fire can be spotted from as far away as
light undergrowth costs 2 squares of movement to 2d6×100 feet by a character who makes a Perception (Spot)
move into, and it provides concealment. check or Preception (Smell) check, treating the fire as a
Undergrowth increases the DC of Acrobatics Colossal creature (reducing the DC by 16). If all characters
(Tumble) and Stealth (Move Silently) checks by 2 fail their Perception checks, the fire moves closer to them.
because the leaves and branches get in the way. They automatically see it when it closes to half the original
Heavy undergrowth costs 4 squares of movement to distance.
move into, and it provides concealment with a 30% Characters who are blinded or otherwise unable to
miss chance (instead of the usual 20%). It increases make Perception (Spot) checks can feel the heat of the fire
the DC of Acrobatics (Tumble) and Stealth (Move (and thus automatically “spot” it) when it is 100 feet away.
Silently) checks by 5. Heavy undergrowth is easy to The leading edge of a fire (the downwind side) can
hide in, granting a +5 circumstance bonus on Stealth advance faster than a human can run (assume 120 feet per
(Hide) checks. Running and charging are impossible. round for winds of moderate strength). Once a particular
Squares with undergrowth are often portion of the forest is ablaze, it remains so for 2d4×10
clustered together. Undergrowth and trees aren’t minutes before dying to a smoking smolder. Characters

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overtaken by a forest fire may find the leading edge larger creatures 4 squares of movement to move into a square
of the fire advancing away from them faster than they with a deep bog, or characters can swim if they wish. Small or
can keep up, trapping them deeper and deeper in its smaller creatures must swim to move through a deep bog.
grasp. Tumbling is impossible in a deep bog.
Within the bounds of a forest fire, a The water in a deep bog provides cover for Medium
character faces three dangers: heat damage, catching or larger creatures. Smaller creatures gain improved cover (+8
on fire, and smoke inhalation. bonus to AC, +4 bonus on Reflex saves). Medium or larger
Heat Damage: Getting caught within a forest fire is creatures can crouch as a move action to gain this improved
even worse than being exposed to extreme heat (see cover. Creatures with this improved cover take a –10 penalty
Heat Dangers). Breathing the air causes a character to on attacks against creatures that aren’t underwater.
take 1d6 points of damage per round (no save). In Deep bog squares are usually clustered together and
addition, a character must make a Fortitude save surrounded by an irregular ring of shallow bog squares.
every 5 rounds (DC 15, +1 per previous check) or Both shallow and deep bogs increase the DC of
take 1d4 points of nonlethal damage. A character Stealth (Move Silently) checks by 2.
who holds his breath can avoid the lethal damage, but Undergrowth: The bushes, rushes, and other tall grasses in
not the nonlethal damage. marshes function as undergrowth does in a forest (see above).
Those wearing heavy clothing or any sort of A square that is part of a bog does not also have undergrowth.
armor take a –4 penalty on their saving throws. In Quicksand: Patches of quicksand present a deceptively solid
addition, those wearing metal armor or coming into appearance (appearing as undergrowth or open land) that may
contact with very hot metal are affected as if by a trap careless characters. A character approaching a patch of
heat metal spell. quicksand at a normal pace is entitled to a DC 8 Survival
Catching on Fire: Characters engulfed in a forest (Wilderness Lore) check to spot the danger before stepping in,
fire are at risk of catching on fire when the leading but charging or running characters don’t have a chance to
edge of the fire overtakes them, and are then at risk detect a hidden bog before blundering in. A typical patch of
once per minute thereafter (see Catching on Fire). quicksand is 20 feet in diameter; the momentum of a charging
Smoke Inhalation: Forest fires naturally produce a or running character carries him or her 1d2×5 feet into the
great deal of smoke. A character who breathes heavy quicksand.
smoke must make a Fortitude save each round (DC Effects of Quicksand: Characters in quicksand must make a
15, +1 per previous check) or spend that round DC 10 Athletics (Swim) check every round to simply tread
choking and coughing. A character who chokes for 2 water in place, or a DC 15 Athletics (Swim) check to move 5
consecutive rounds takes 1d6 points of nonlethal feet in whatever direction is desired. If a trapped character
damage. Also, smoke obscures vision, providing fails this check by 5 or more, he sinks below the surface and
concealment to characters within it. begins to drown whenever he can no longer hold his breath
(see the Athletics (Swim) skill description).
Marsh Terrain Characters below the surface of a bog may swim
Two categories of marsh exist: relatively dry back to the surface with a successful Athletics (Swim) check
moors and watery swamps. Both are often bordered (DC 15, +1 per consecutive round of being under the surface).
by lakes (described in Aquatic Terrain, below), which Rescue: Pulling out a character trapped in quicksand can be
effectively are a third category of terrain found in difficult. A rescuer needs a branch, spear haft, rope, or similar
marshes. tool that enables him to reach the victim with one end of it.
The table below describes terrain features Then he must make a DC 15 Strength check to successfully
found in marshes. pull the victim, and the victim must make a DC 10 Strength
check to hold onto the branch, pole, or rope. If the victim fails
Marsh Terrain Features to hold on, he must make a DC 15 Athletics (Swim) check
Marsh Category immediately to stay above the surface. If both checks succeed,
Moor Swamp the victim is pulled 5 feet closer to safety.
Shallow bog 20% 40% Hedgerows: Common in moors, hedgerows are tangles of
Deep bog 5% 20% stones, soil, and thorny bushes. Narrow hedgerows function as
Light undergrowth 30% 20% low walls, and it takes 15 feet of movement to cross them.
Heavy undergrowth 10% 20% Wide hedgerows are more than 5 feet tall and take up entire
squares. They provide total cover, just as a wall does. It takes
Bogs: If a square is part of a shallow bog, it has deep
4 squares of movement to move through a square with a wide
mud or standing water of about 1 foot in depth. It
hedgerow; creatures that succeed on a DC 10 Athletics
costs 2 squares of movement to move into a square
(Climb) check need only 2 squares of movement to move
with a shallow bog, and the DC of Acrobatics
through the square.
(Tumble) checks in such a square increases by 2.
Other Marsh Terrain Elements: Some marshes, particularly
A square that is part of a deep bog has
swamps, have trees just as forests do, usually clustered in
roughly 4 feet of standing water. It costs Medium or

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small stands. Paths lead across many marshes, landscape as they do in forests and marshes. Light
winding to avoid bog areas. As in forests, paths allow undergrowth provides concealment and increases the DC of
normal movement and don’t provide the concealment Acrobatics (Tumble) and Stealth (Move Silently) checks by 2.
that undergrowth does. Other Hills Terrain Elements: Trees aren’t out of place in
Stealth and Detection in a Marsh: In a moor, the hills terrain, and valleys often have active streams (5 to 10 feet
maximum distance at which a Perception (Spot) wide and no more than 5 feet deep) or dry streambeds (treat as
check for detecting the nearby presence of others can a trench 5 to 10 feet across) in them.
succeed is 6d6×10 feet. In a swamp, this distance is If you add a stream or streambed, remember that
2d8×10 feet. water always flows downhill.
Undergrowth and deep bogs provide Stealth and Detection in Hills: In gentle hills, the maximum
plentiful concealment, so it’s easy to hide in a marsh. distance at which a Perception (Spot) check for detecting the
A marsh imposes no penalties on Perception nearby presence of others can succeed is 2d10×10 feet. In
(Listen) checks, and using the Stealth (Move rugged hills, this distance is 2d6×10 feet. Hiding in hills
Silently) skill is more difficult in both undergrowth terrain can be difficult if there isn’t undergrowth around. A
and bogs. hilltop or ridge provides enough cover to hide from anyone
below the hilltop or ridge.
Hills Terrain Hills don’t affect Perception (Listen) or Stealth
A hill can exist in most other types of (Move Silently) checks.
terrain, but hills can also dominate the landscape.
Hills terrain is divided into two categories: gentle Mountain Terrain
hills and rugged hills. Hills terrain often serves as a The three mountain terrain categories are alpine
transition zone between rugged terrain such as meadows, rugged mountains, and forbidding mountains. As
mountains and flat terrain such as plains. characters ascend into a mountainous area, they’re likely to
face each terrain category in turn, beginning with alpine
Hills Terrain Features meadows, extending through rugged mountains, and reaching
Hills Category forbidding mountains near the summit.
Gentle Hill Rugged Hill Mountains have an important terrain element, the
Gradual slope 75% 40% rock wall, that is marked on the border between squares rather
Steep slope 20% 50% than taking up squares itself.
Cliff 5% 10%
Light undergrowth 15% 15% Mountain Terrain Features
Mountain Category
Gradual Slope: This incline isn’t steep enough to Alpine Rugged Forbidding
affect movement, but characters gain a +1 bonus on Meadow
melee attacks against foes downhill from them. Gradual slope 50% 25% 15%
Steep Slope: Characters moving uphill (to an Steep slope 40% 55% 55%
adjacent square of higher elevation) must spend 2 Cliff 10% 15% 20%
squares of movement to enter each square of steep Chasm — 5% 10%
slope. Characters running or charging downhill Light 20% 10% —
(moving to an adjacent square of lower elevation) undergrowth
must succeed on a DC 10 Acrobatics (Balance) check Scree — 20% 30%
upon entering the first steep slope square. Dense rubble — 20% 30%
Mounted characters make a DC 10 Handle
Animal (Ride) check instead. Characters who fail this Gradual and Steep Slopes: These function as described in
check stumble and must end their movement 1d2×5 Hills Terrain, above.
feet later. Characters who fail by 5 or more fall prone Cliff: These terrain elements also function like their hills
in the square where they end their movement. A steep terrain counterparts, but they’re typically 2d6×10 feet tall.
slope increases the DC of Acrobatics (Tumble) Cliffs taller than 80 feet take up 20 feet of horizontal space.
checks by 2. Chasm: Usually formed by natural geological processes,
Cliff: A cliff typically requires a DC 15 Athletics chasms function like pits in a dungeon setting.
(Climb) check to scale and is 1d4×10 feet tall, Chasms aren’t hidden, so characters won’t fall into
although the needs of your map may mandate a taller them by accident (although bull rushes are another story). A
cliff. A cliff isn’t perfectly vertical, taking up 5–foot typical chasm is 2d4×10 feet deep, at least 20 feet long, and
squares if it’s less than 30 feet tall and 10–foot anywhere from 5 feet to 20 feet wide. It takes a DC 15
squares if it’s 30 feet or taller. Athletics (Climb) check to climb out of a chasm. In forbidding
Light Undergrowth: Sagebrush and other scrubby mountain terrain, chasms are typically 2d8×10 feet deep.
bushes grow on hills, athough they rarely cover the

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Light Undergrowth: This functions as described in many mountainous areas. While avalanches of snow and ice
Forest Terrain, above. are common, it’s also possible to have an avalanche of rock
Scree: A field of shifting gravel, scree doesn’t affect and soil.
speed, but it can be treacherous on a slope. The DC An avalanche can be spotted from as far away as
of Acrobatics (Balance) and Acrobatics (Tumble) 1d10×500 feet downslope by a character who makes a DC 20
checks increases by 2 if there’s scree on a gradual Perception (Spot) check, treating the avalanche as a Colossal
slope and by 5 if there’s scree on a steep slope. The creature. If all characters fail their Perception checks to
DC of Move silently checks increases by 2 if the determine the encounter distance, the avalanche moves closer
scree is on a slope of any kind. to them, and they automatically become aware of it when it
Dense Rubble: The ground is covered with rocks of closes to half the original distance. It’s possible to hear an
all sizes. It costs 2 squares of movement to enter a avalanche coming even if you can’t see it. Under optimum
square with dense rubble. The DC of Acrobatics conditions (no other loud noises occurring), a character who
(Balance) and Acrobatics (Tumble) checks on dense makes a DC 15 Perception (Listen) check can hear the
rubble increases by 5, and the DC of Move Silently avalanche or landslide when it is 1d6×500 feet away. This
checks increases by +2. check might have a DC of 20, 25, or higher in conditions
Rock Wall: A vertical plane of stone, rock walls where hearing is difficult (such as in the middle of a
require DC 25 Athletics (Climb) checks to ascend. A thunderstorm).
typical rock wall is 2d4×10 feet tall in rugged A landslide or avalanche consists of two distinct
mountains and 2d8×10 feet tall in forbidding areas: the bury zone (in the direct path of the falling debris)
mountains. Rock walls are drawn on the edges of and the slide zone (the area the debris spreads out to
squares, not in the squares themselves. encompass). Characters in the bury zone always take damage
Cave Entrance: Found in cliff and steep slope from the avalanche; characters in the slide zone may be able to
squares and next to rock walls, cave entrances are get out of the way. Characters in the bury zone take 8d6 points
typically between 5 and 20 feet wide and 5 feet deep. of damage, or half that amount if they make a DC 15 Reflex
Beyond the entrance, a cave could be anything from a save. They are subsequently buried (see below). Characters in
simple chamber to the entrance to an elaborate the slide zone take 3d6 points of damage, or no damage if they
dungeon. Caves used as monster lairs typically have make a DC 15 Reflex save. Those who fail their saves are
1d3 rooms that are 1d4×10 feet across. buried.
Other Mountain Terrain Features: Most alpine Buried characters take 1d6 points of nonlethal
meadows begin above the tree line, so trees and other damage per minute. If a buried character falls unconscious, he
forest elements are rare in the mountains. Mountain or she must make a DC 15 Constitution check or take 1d6
terrain can include active streams (5 to 10 feet wide points of lethal damage each minute thereafter until freed or
and no more than 5 feet deep) and dry streambeds dead.
(treat as a trench 5 to 10 feet across). Particularly The typical avalanche has a width of 1d6×100 feet,
high–altitude areas tend to be colder than the lowland from one edge of the slide zone to the opposite edge. The bury
areas that surround them, so they may be covered in zone in the center of the avalanche is half as wide as the
ice sheets (described below). avalanche’s full width.
Stealth and Detection in Mountains: As a To determine the precise location of characters in the
guideline, the maximum distance in mountain terrain path of an avalanche, roll 1d6×20; the result is the number of
at which a Perception (Spot) check for detecting the feet from the center of the path taken by the bury zone to the
nearby presence of others can succeed is 4d10×10 center of the party’s location. Avalanches of snow and ice
feet. Certain peaks and ridgelines afford much better advance at a speed of 500 feet per round, and rock avalanches
vantage points, of course, and twisting valleys and travel at a speed of 250 feet per round.
canyons have much shorter spotting distances.
Because there’s little vegetation to obstruct line of Mountain Travel
sight, the specifics on your map are your best guide High altitude can be extremely fatiguing—or
for the range at which an encounter could begin. As sometimes deadly—to creatures that aren’t used to it. Cold
in hills terrain, a ridge or peak provides enough cover becomes extreme, and the lack of oxygen in the air can wear
to hide from anyone below the high point. down even the most hardy of warriors.
It’s easier to hear faraway sounds in the Acclimated Characters: Creatures accustomed to high
mountains. The DC of Perception (Listen) checks altitude generally fare better than lowlanders. Any creature
increases by 1 per 20 feet between listener and with an Environment entry that includes mountains is
source, not per 10 feet. considered native to the area, and acclimated to the high
altitude. Characters can also acclimate themselves by living at
Avalanches (CR 7) high altitude for a month. Characters who spend more than
The combination of high peaks and heavy two months away from the mountains must reacclimate
snowfalls means that avalanches are a deadly peril in

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themselves when they return. Undead, constructs, and The table above describes terrain elements found in
other creatures that do not breathe are immune to each of the three desert categories. The terrain elements on
altitude effects. this table are mutually exclusive; for instance, a square of
Altitude Zones: In general, mountains present three tundra may contain either light undergrowth or an ice sheet,
possible altitude bands: low pass, low peak/high pass, but not both.
and high peak.
Low Pass (lower than 5,000 feet): Most travel in low Desert Terrain Features
mountains takes place in low passes, a zone Desert Category
consisting largely of alpine meadows and forests. Tundra Rocky Sandy
Travelers may find the going difficult (which is Light undergrowth 15% 5% 5%
reflected in the movement modifiers for traveling Ice sheet 25% — —
through mountains), but the altitude itself has no Light rubble 5% 30% 10%
game effect. Dense rubble — 30% 5%
Low Peak or High Pass (5,000 to 15,000 feet): Sand dunes — — 50%
Ascending to the highest slopes of low mountains, or
most normal travel through high mountains, falls into Light Undergrowth: Consisting of scrubby, hardy bushes and
this category. All nonacclimated creatures labor to cacti, light undergrowth functions as described for other
breathe in the thin air at this altitude. Characters must terrain types.
succeed on a Fortitude save each hour (DC 15, +1 per Ice Sheet: The ground is covered with slippery ice. It costs 2
previous check) or be fatigued. The fatigue ends squares of movement to enter a square covered by an ice
when the character descends to an altitude with more sheet, and the DC of Acrobatics (Balance) and Acrobatics
air. Acclimated characters do not have to attempt the (Tumble) checks there increases by 5. A DC 10 Balance check
Fortitude save. is required to run or charge across an ice sheet.
High Peak (more than 15,000 feet): The highest Light Rubble: Small rocks are strewn across the ground,
mountains exceed 20,000 feet in height. At these making nimble movement more difficult more difficult. The
elevations, creatures are subject to both high altitude DC of Acrobatics (Balance) and Acrobatics (Tumble) checks
fatigue (as described above) and altitude sickness, increases by 2.
whether or not they’re acclimated to high altitudes. Dense Rubble: This terrain feature consists of more and
Altitude sickness represents long–term oxygen larger stones. It costs 2 squares of movement to enter a square
deprivation, and it affects mental and physical ability with dense rubble. The DC of Acrobatics (Balance) and
scores. After each 6–hour period a character spends Acrobatics (Tumble) checks increases by 5, and the DC of
at an altitude of over 15,000 feet, he must succeed on Stealth (Move Silently) checks increases by 2.
a Fortitude save (DC 15, +1 per previous check) or Sand Dunes: Created by the action of wind on sand, sand
take 1 point of damage to all ability scores. Creatures dunes function as hills that move. If the wind is strong and
acclimated to high altitude receive a +4 magic bonus consistent, a sand dune can move several hundred feet in a
on their saving throws to resist high altitude effects week’s time. Sand dunes can cover hundreds of squares. They
and altitude sickness, but eventually even seasoned always have a gentle slope pointing in the direction of the
mountaineers must abandon these dangerous prevailing wind and a steep slope on the leeward side.
elevations. Other Desert Terrain Features: Tundra is sometimes
bordered by forests, and the occasional tree isn’t out of place
Desert Terrain in the cold wastes. Rocky deserts have towers and mesas
Desert terrain exists in warm, temperate, and consisting of flat ground surrounded on all sides by cliffs and
cold climates, but all deserts share one common trait: steep slopes (described in Mountain Terrain, above). Sandy
little rain. deserts sometimes have quicksand; this functions as described
The three categories of desert terrain are in Marsh Terrain, above, although desert quicksand is a
tundra (cold deserts), rocky desert (often temperate), waterless mixture of fine sand and dust. All desert terrain is
and sandy desert (often warm). crisscrossed with dry streambeds (treat as trenches 5 to 15 feet
Tundra differs from the other desert wide) that fill with water on the rare occasions when rain falls.
categories in two important ways. Because snow and Stealth and Detection in the Desert: In general, the
ice cover much of the landscape, it’s easy to find maximum distance in desert terrain at which a Perception
water. And during the height of summer, the (Spot) check for detecting the nearby presence of others can
permafrost thaws to a depth of a foot or so, turning succeed is 6d6×20 feet; beyond this distance, elevation
the landscape into a vast field of mud. The muddy changes and heat distortion in warm deserts makes spotting
tundra affects movement and skill use as the shallow impossible. The presence of dunes in sandy deserts limits
bogs described in marsh terrain, although there’s spotting distance to 6d6×10 feet.
little standing water. The desert imposes neither bonuses nor penalties on
Perception checks. The scarcity of undergrowth or other

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elements that offer concealment or cover makes who make a melee attack against a creature inside the trench
hiding more difficult. gain a +1 bonus on melee attacks because they have higher
ground. In farm terrain, trenches are generally irrigation
Sandstorms ditches.
A sandstorm reduces visibility to 1d10×5 Berm: A common defensive structure, a berm is a low,
feet and provides a –4 penalty on Perception checks. earthen wall that slows movement and provides a measure of
A sandstorm deals 1d3 points of nonlethal damage cover. Put a berm on the map by drawing two adjacent rows of
per hour to any creatures caught in the open, and steep slope (described in Hills Terrain, above), with the edges
leaves a thin coating of sand in its wake. Driving of the berm on the downhill side. Thus, a character crossing a
sand creeps in through all but the most secure seals two–square berm will travel uphill for 1 square, then downhill
and seams, to chafe skin and contaminate carried for 1 square. Two square berms provide cover as low walls for
gear. anyone standing behind them. Larger berms provide the low
wall benefit for anyone standing 1 square downhill from the
Plains Terrain top of the berm.
Fences: Wooden fences are generally used to contain
Plains come in three categories: farms,
livestock or impede oncoming soldiers. It costs an extra square
grasslands, and battlefields. Farms are common in
of movement to cross a wooden fence. A stone fence provides
settled areas, of course, while grasslands represent
a measure of cover as well, functioning as low walls. Mounted
untamed plains. The battlefields where large armies
characters can cross a fence without slowing their movement
clash are temporary places, usually reclaimed by
if they succeed on a DC 15 Handle Animal (Ride) check. If
natural vegetation or the farmer’s plow. Battlefields
the check fails, the steed crosses the fence, but the rider falls
represent a third terrain category because adventurers
out of the saddle.
tend to spend a lot of time there, not because they’re
Other Plains Terrain Features: Occasional trees dot the
particularly prevalent.
landscape in many plains, although on battlefields they’re
The table below shows the proportions of
often felled to provide raw material for siege engines
terrain elements in the different categories of plains.
(described in Urban Features). Hedgerows (described in
On a farm, light undergrowth represents most mature
Marsh Terrain) are found in plains as well. Streams, generally
grain crops, so farms growing vegetable crops will
5 to 20 feet wide and 5 to 10 feet deep, are commonplace.
have less light undergrowth, as will all farms during
Stealth and Detection in Plains: In plains terrain, the
the time between harvest and a few months after
maximum distance at which a Perception (Spot) check for
planting.
detecting the nearby presence of others can succeed is 6d6×40
The terrain elements in the table below are
feet, although the specifics of your map may restrict line of
mutually exclusive.
sight. Plains terrain provides no bonuses or penalties on
Plains Terrain Features
Perception (Listen) and Perception (Spot) checks. Cover and
——— Plains Category ———
concealment are not uncommon, so a good place of refuge is
Farm Grass– Battle often nearby, if not right at hand.
land field
Light undergrowth 40% 20% 10% Aquatic Terrain
Heavy undergrowth — 10% —
Aquatic terrain is the least hospitable to most PCs,
Light rubble — — 10%
because they can’t breathe there. Aquatic terrain doesn’t offer
Trench 5% — 5%
the variety that land terrain does. The ocean floor holds many
Berm — — 5%
marvels, including undersea analogues of any of the terrain
elements described earlier in this section. But if characters
Undergrowth: Whether they’re crops or natural find themselves in the water because they were bull rushed off
vegetation, the tall grasses of the plains function like the deck of a pirate ship, the tall kelp beds hundreds of feet
light undergrowth in a forest. Particularly thick below them don’t matter.
bushes form patches of heavy undergrowth that dot Accordingly, these rules simply divide aquatic terrain
the landscape in grasslands. into two categories: flowing water (such as streams and rivers)
Light Rubble: On the battlefield, light rubble usually and nonflowing water (such as lakes and oceans).
represents something that was destroyed: the ruins of Flowing Water: Large, placid rivers move at only a few miles
a building or the scattered remnants of a stone wall, per hour, so they function as still water for most purposes. But
for example. It functions as described in the desert some rivers and streams are swifter; anything floating in them
terrain section above. moves downstream at a speed of 10 to 40 feet per round. The
Trench: Often dug before a battle to protect soldiers, fastest rapids send swimmers bobbing downstream at 60 to 90
a trench functions as a low wall, except that it feet per round. Fast rivers are always at least rough water
provides no cover against adjacent foes. It costs 2 (Athletics (Swim) DC 15), and whitewater rapids are stormy
squares of movement to leave a trench, but it costs water (Athletics (Swim) DC 20). If a character is in moving
nothing extra to enter one. Creatures outside a trench
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water, move her downstream the indicated distance at character is swimming, walking in chest–deep water, or
the end of her turn. A character trying to maintain her walking along the bottom.
position relative to the riverbank can spend some or Ranged Attacks Underwater: Thrown weapons are
all of her turn swimming upstream. ineffective underwater, even when launched from land.
Swept Away: Characters swept away by a river Attacks with other ranged weapons take a –2 penalty
moving 60 feet per round or faster must make DC 20 in attack rolls for every 5 feet of water they pass through, in
Swim checks every round to avoid going under. If a addition to the normal penalties for range.
character gets a check result of 5 or more over the Attacks from Land: Characters swimming, floating, or
minimum necessary, he arrests his motion by treading water on the surface, or wading in water at least chest
catching a rock, tree limb, or bottom snag—he is no deep, have improved cover (+8 bonus to AC, +4 bonus on
longer being carried along by the flow of the water. Reflex saves) from opponents on land.
Escaping the rapids by reaching the bank requires Landbound opponents who have freedom of
three DC 20 Athletics (Swim) checks in a row. movement effects ignore this cover when making melee
Characters arrested by a rock, limb, or snag can’t attacks against targets in the water. A completely submerged
escape under their own power unless they strike out creature has total cover against opponents on land unless those
into the water and attempt to swim their way clear. opponents have freedom of movement effects. Magical effects
Other characters can rescue them as if they were are unaffected except for those that require attack rolls (which
trapped in quicksand (described in Marsh Terrain, are treated like any other effects) and fire effects.
above). Fire: Nonmagical fire (including alchemist’s fire) does not
Nonflowing Water: Lakes and oceans simply burn underwater. Spells or spell–like effects with the fire
require a swim speed or successful Athletics (Swim) descriptor are ineffective underwater unless the caster makes a
checks to move through (DC 10 in calm water, DC Spellcraft check (DC 20 + spell level). If the check succeeds,
15 in rough water, DC 20 in stormy water). the spell creates a bubble of steam instead of its usual fiery
Characters need a way to breathe if they’re effect, but otherwise the spell works as described. A
underwater; failing that, they risk drowning. When supernatural fire effect is ineffective underwater unless its
underwater, characters can move in any direction as description states otherwise. The surface of a body of water
if they were flying with perfect maneuverability. blocks line of effect for any fire spell. If the caster has made a
Stealth and Detection Underwater: How far you Spellcraft check to make the fire spell usable underwater, the
can see Condition g Slashing or Tail Movement Off Balance? 4
underwater Bludgeonin
depends on the Freedom of movement normal/normal normal/normal normal No
water’s clarity. Has a swim speed –2/half normal normal No
As a guideline, Successful Swim check –2/half 1 –2/half quarter or half 2 No
creatures can see Firm footing 3 –2/half –2/half half No
4d8×10 feet if None of the above –2/half –2/half normal Yes
the water is surface still blocks the spell’s line of effect.
clear, and 1d8×10 feet if it’s murky. Moving water is
always murky, unless it’s in a particularly large, Table: Combat Adjustments Underwater
slow–moving river. ———— Attack/Damage ————
It’s hard to find cover or concealment to
hide underwater (except along the seafloor). 1
A creature without a freedom of movement effects or a swim
Perception (Listen) and Stealth (Move Silently) speed makes grapple checks underwater at a –2 penalty, but
checks function normally underwater. deals damage normally when grappling.
Invisibility: An invisible creature displaces water and 2
A successful Swim check lets a creature move one–quarter
leaves a visible, body–shaped “bubble” where the its speed as a move action or one–half its speed as a full–
water was displaced. The creature still has round action.
concealment (20% miss chance), but not total 3
Creatures have firm footing when walking along the bottom,
concealment (50% miss chance). braced against a ship’s hull, or the like. A creature can only
walk along the bottom if it wears or carries enough gear to
Underwater Combat weigh itself down—at least 16 pounds for Medium creatures,
Land–based creatures can have considerable twice that for each size category larger than Medium, and half
difficulty when fighting in water. Water affects a that for each size category smaller than Medium.
4
creature’s Armor Class, attack rolls, damage, and Creatures flailing about in the water (usually because they
movement. In some cases a creature’s opponents may failed their Swim checks) have a hard time fighting
get a bonus on attacks. effectively. An off–balance creature loses its Dexterity bonus
The effects are summarized in the to Armor Class, and opponents gain a +2 bonus on attacks
accompanying table. They apply whenever a against it.

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evil upon the populace of the city, the law tends to frown on
Floods the sort of vigilante justice that leaves the evildoer dead or
In many wilderness areas, river floods are a common otherwise unable to testify at a trial.
occurrence.
In spring, an enormous snowmelt can Weapon and Spell Restrictions
engorge the streams and rivers it feeds. Other Different cities have different laws about such issues
catastrophic events such as massive rainstorms or the as carrying weapons in public and restricting spellcasters.
destruction of a dam can create floods as well. The city’s laws may not affect all characters equally.
During a flood, rivers become wider, deeper, A monk isn’t hampered at all by a law about peacebonding
and swifter. Assume that a river rises by 1d10+10 weapons, but a cleric is reduced to a fraction of his power if
feet during the spring flood, and its width increases all holy symbols are confiscated at the city’s gates.
by a factor of 1d4×50%. Fords may disappear for
days, bridges may be swept away, and even ferries Urban Features
might not be able to manage the crossing of a flooded Walls, doors, poor lighting, and uneven footing: In
river. A river in flood makes Swim checks one many ways a city is much like a dungeon. Some new
category harder (calm water becomes rough, and considerations for an urban setting are covered below.
rough water becomes stormy). Rivers also become
50% swifter.
Walls and Gates
Many cities are surrounded by walls. A typical small
Urban Adventures
city wall is a fortified stone wall 5 feet thick and 20 feet high.
At first glance, a city is much like a
Such a wall is fairly smooth, requiring a DC 30 Athletics
dungeon, made up of walls, doors, rooms, and
(Climb) check to scale. The walls are crenellated on one side
corridors. Adventures that take place in cities have
to provide a low wall for the guards atop it, and there is just
two salient differences from their dungeon
barely room for guards to walk along the top of the wall. A
counterparts, however. Characters have greater
typical small city wall has AC 3, hardness 8, and 450 hp per
access to resources, and they must contend with law
10–foot section.
enforcement.
A typical large city wall is 10 feet thick and 30 feet
Access to Resources: Unlike in dungeons and the
high, with crenellations on both sides for the guards on top of
wilderness, characters can buy and sell gear quickly
the wall. It is likewise smooth, requiring a DC 30 Athletics
in a city. A large city or metropolis probably has
(Climb) check to scale. Such a wall has AC 3, hardness 8, and
high–level NPCs and experts in obscure fields of
720 hp per 10–foot section.
knowledge who can provide assistance and decipher
A typical metropolis wall is 15 feet thick and 40 feet
clues. And when the PCs are battered and bruised,
tall. It has crenellations on both sides and often has a tunnel
they can retreat to the comfort of a room at the inn.
and small rooms running through its interior. Metropolis walls
The freedom to retreat and ready access to
have AC 3, hardness 8, and 1,170 hp per 10– foot section.
the marketplace means that the players have a greater
Unlike smaller cities, metropolises often have interior
degree of control over the pacing of an urban
walls as well as surrounding walls—either old walls that the
adventure.
city has outgrown, or walls dividing individual districts from
Law Enforcement: The other key distinctions
each other. Sometimes these walls are as large and thick as the
between adventuring in a city and delving into a
outer walls, but more often they have the characteristics of a
dungeon is that a dungeon is, almost by definition, a
large city’s or small city’s walls.
lawless place where the only law is that of the jungle:
Watch Towers: Some city walls are adorned with watch
Kill or be killed. A city, on the other hand, is held
towers set at irregular intervals. Few cities have enough
together by a code of laws, many of which are
guards to keep someone constantly stationed at every tower,
explicitly designed to prevent the sort of behavior
unless the city is expecting attack from outside. The towers
that adventurers engage in all the time: killing and
provide a superior view of the surrounding countryside as well
looting. Even so, most cities’ laws recognize
as a point of defense against invaders.
monsters as a threat to the stability the city relies on,
Watch towers are typically 10 feet higher than the
and prohibitions about murder rarely apply to
wall they adjoin, and their diameter is 5 times the thickness of
monsters such as aberrations or evil outsiders. Most
the wall. Arrow slits line the outer sides of the upper stories of
evil humanoids, however, are typically protected by
a tower, and the top is crenellated like the surrounding walls
the same laws that protect all the citizens of the city.
are. In a small tower (25 feet in diameter adjoining a 5–foot–
Having an evil alignment is not a crime (except in
thick wall), a simple ladder typically connect the tower’s
some severely theocratic cities, perhaps, with the
stories and the roof. In a larger tower, stairs serve that
magical power to back up the law); only evil deeds
purpose.
are against the law. Even when adventurers encounter
an evildoer in the act of perpetrating some heinous

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Heavy wooden doors, reinforced with iron Siege Engines


and bearing good locks (Disable Device (Open Lock) Siege engines are large weapons, temporary
DC 30), block entry to a tower, unless the tower is in structures, or pieces of equipment traditionally used in
regular use. As a rule, the captain of the guard keeps besieging a castle or fortress.
the key to the tower secured on her person, and a
second copy is in the city’s inner fortress or barracks. Table: Siege Engines
Gates: A typical city gate is a gatehouse with two
portcullises and murder holes above the space
between them. In towns Item Cost Damage Critical Range Typical 1
and some small cities, the Increment Crew Minimu
primary entry is through Catapult, heavy 800 gp 6d6 — 200 ft.1 4 m range
iron double doors set into Catapult, light 550 gp 4d6 — 150 ft.1 2 100 ft.
the city wall. Ballista 500 gp 3d8 19–20 120 ft. 1 * See
Gates are usually Ram 1,000 gp 3d6* — — 10 descripti
open during the day and Siege tower 2,000 gp — — — 20 on for
locked or barred at night. special
Usually, one gate lets in travelers after sunset and is rules.
staffed by guards who will open it for someone who
seems honest, presents proper papers, or offers a
large enough bribe (depending on the city and the Catapult Attack Modifiers
guards).
Condition Modifier
No line of sight to target –6
Guards and Soldiers square
A city typically has full–time military Successive shots (crew can Cumulative +2 per previous
personnel equal to 1% of its adult population, in see where most recent miss (maximum +10)
addition to militia or conscript soldiers equal to 5% misses landed)
of the population. The full–time soldiers are city Successive shots (crew Cumulative +1 per previous
guards responsible for maintaining order within the can’t see where most recent miss (maximum +5)
city, similar to the role of modern police, and (to a misses landed, but observer
lesser extent) for defending the city from outside is providing feedback)
assault. Conscript soldiers are called up to serve in
case of an attack on the city. Catapult, Heavy: A heavy catapult is a massive engine
A typical city guard force works on three capable of throwing rocks or heavy objects with great force.
eight–hour shifts, with 30% of the force on a day Because the catapult throws its payload in a high arc, it can hit
shift (8 A.M. to 4 P.M.), 35% on an evening shift (4 squares out of its line of sight. To fire a heavy catapult, the
P.M. to 12 A.M.), and 35% on a night shift (12 A.M. crew chief makes a special check against DC 15 using only his
to 8 A.M.). At any given time, 80% of the guards on base attack bonus, Intelligence modifier, range increment
duty are on the streets patrolling, while the remaining penalty, and the appropriate modifiers from the lower section
20% are stationed at various posts throughout the of Table 3–26. If the check succeeds, the catapult stone hits
city, where they can respond to nearby alarms. At the square the catapult was aimed at, dealing the indicated
least one such guard post is present within each damage to any object or character in the square. Characters
neighborhood of a city (each neighborhood who succeed on a DC 15 Reflex save take half damage. Once
consisting of several districts). a catapult stone hits a square, subsequent shots hit the same
The majority of a city guard force is made square unless the catapult is reaimed or the wind changes
up of warriors, mostly 1st–4th level. Officers include direction or speed.
higher–level warriors, fighters, a fair number of If a catapult stone misses, roll 1d8 to determine
clerics, and wizards or sorcerers, as well as multiclass where it lands. This determines the misdirection of the throw,
fighter/spellcasters. with 1 being back toward the catapult and 2 through 8
counting clockwise around the target square. Then, count 3
Guard/Soldier Average squares away from the target square for every range increment
experience Level of the attack.
Green 1st–2nd Loading a catapult requires a series of full–round
Veteran 3rd–4th actions. It takes a DC 15 Strength check to winch the throwing
Elite 5th–6th arm down; most catapults have wheels to allow up to two crew
Special forces 7th–9th members to use the aid another action, assisting the main
winch operator. A DC 15 Profession (siege engineer) check
latches the arm into place, and then another DC 15 Profession

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(siege engineer) check loads the catapult ammunition. movement, but ones in poor repair and heavily rutted dirt
It takes four full–round actions to reaim a heavy streets are considered light rubble, increasing the DC of
catapult (multiple crew members can perform these Athletics (Balance) and Athletics (Tumble) checks by 2.
full–round actions in the same round, so it would take Some cities have no larger thoroughfares, particularly
a crew of four only 1 round to reaim the catapult). cities that gradually grew from small settlements to larger
A heavy catapult takes up a space 15 feet cities. Cities that are planned, or perhaps have suffered a
across. major fire that allowed authorities to construct new roads
Catapult, Light: This is a smaller, lighter version of through formerly inhabited areas, might have a few larger
the heavy catapult. It functions as the heavy catapult, streets through town. These main roads are 25 feet wide—
except that it takes a DC 10 Strength check to winch offering room for wagons to pass each other—with 5–foot–
the arm into place, and only two full–round actions wide sidewalks on either side.
are required to reaim the catapult. Crowds: Urban streets are often full of people going about
A light catapult takes up a space 10 feet their daily lives. In most cases, it isn’t necessary to put every
across. 1st–level commoner on the map when a fight breaks out on the
Ballista: A ballista is essentially a Huge heavy city’s main thoroughfare. Instead just indicate which squares
crossbow fixed in place. Its size makes it hard for on the map contain crowds. If crowds see something
most creatures to aim it. Thus, a Medium creature obviously dangerous, they’ll move away at 30 feet per round
takes a –4 penalty on attack rolls when using a at initiative count 0. It takes 2 squares of movement to enter a
ballista, and a Small creature takes a –6 penalty. It square with crowds. The crowds provide cover for anyone
takes a creature smaller than Large two full–round who does so, enabling a Hide check and providing a bonus to
actions to reload the ballista after firing. Armor Class and on Reflex saves.
A ballista takes up a space 5 feet across. Directing Crowds: It takes a DC 15 Persuade (Diplomacy)
Ram: This heavy pole is sometimes suspended from check or DC 20 Persuade (Intimidate) check to convince a
a movable scaffold that allows the crew to swing it crowd to move in a particular direction, and the crowd must be
back and forth against objects. As a full–round able to hear or see the character making the attempt. This is
action, the character closest to the front of the ram normally resolved through a social encounter. Simple
makes an attack roll against the AC of the requests, such as making an opening in a crowd to pass
construction, applying the –4 penalty for lack of through, require a single successful Persuade check and the
proficiency. (It’s not possible to be proficient with crowd will capitulate to the request. When attempting to
this device.) In addition to the damage given on direct a crowd, unless there are significant NPCs in the group,
Table: Siege Engines, up to nine other characters treat the crowd as a single entity, with stats based on a single,
holding the ram can add their Strength modifier to the average individual of the crowd’s type.
ram’s damage, if they devote an attack action to If two or more characters are trying to direct a crowd
doing so. It takes at least one Huge or larger creature, in different directions, they make opposed Persuade
two Large creatures, four Medium–size creatures, or (Diplomacy) or Persuade (Intimidate) checks to determine
eight Small creatures to swing a ram. (Tiny or whom the crowd listens to. The two sides must not only
smaller creatures can’t use a ram.) successfully persuade the crowd, they must also defeat the
A ram is typically 30 feet long. In a battle, opponent’s resolve points to succeed.
the creatures wielding the ram stand in two adjacent
columns of equal length, with the ram between them. Above and Beneath the Streets
Siege Tower: This device is a massive wooden tower Rooftops: Getting to a roof usually requires climbing a wall
on wheels or rollers that can be rolled up against a (see the Walls section), unless the character can reach a roof
wall to allow attackers to scale the tower and thus to by jumping down from a higher window, balcony, or bridge.
get to the top of the wall with cover. The wooden Flat roofs, common only in warm climates (accumulated snow
walls are usually 1 foot thick. can cause a flat roof to collapse), are easy to run across.
A typical siege tower takes up a space 15 Moving along the peak of a roof requires a DC 20 Acrobatics
feet across. The creatures inside push it at a speed of (Balance) check. Moving on an angled roof surface without
10 feet (and a siege tower can’t run). The eight changing altitude (moving parallel to the peak, in other words)
creatures pushing on the ground floor have total requires a DC 15 Acrobatics (Balance) check. Moving up and
cover, and those on higher floors get improved cover down across the peak of a roof requires a DC 10 Acrobatics
and can fire through arrow slits. (Balance) check.
Eventually a character runs out of roof, requiring a
City Streets long jump across to the next roof or down to the ground.
Typical city streets are narrow and twisting. The distance to the next closest roof is usually 1d3×5
Most streets average 15 to 20 feet wide [(1d4+1)×5 feet horizontally, but the roof across the gap is equally likely
feet)], while alleys range from 10 feet wide to only 5 to be 5 feet higher, 5 feet lower, or the same height. Use the
feet. Cobblestones in good condition allow normal guidelines in the Jump skill (a horizontal jump’s peak height is

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one–fourth of the horizontal distance) to determine for citizens to hire lantern–bearers when going out after dark.
whether a character can make a jump. Alleys can be dark places even in daylight, thanks to
Sewers: To get into the sewers, most characters open the shadows of the tall buildings that surround them. A dark
a grate (a full–round action) and jump down 10 feet. alley in daylight is rarely dark enough to afford true
Sewers are built exactly like dungeons, concealment, but it can lend a +2 circumstance bonus on
except that they’re much more likely to have floors Stealth (Hide) checks.
that are slippery or covered with water. Sewers are
also similar to dungeons in terms of creatures liable Weather
to be encountered therein. Sometimes weather can play an important role in an
Some cities were built atop the ruins of older adventure.
civilizations, so their sewers sometimes lead to Table: Random Weather is an appropriate weather
treasures and dangers from a bygone age. table for general use, and can be used as a basis for a local
weather tables. Terms on that table are defined as follows.
City Buildings Calm: Wind speeds are light (0 to 10 mph).
Most city buildings fall into three categories. Cold: Between 0° and 40° Fahrenheit during the day, 10 to 20
The majority of buildings in the city are two to five degrees colder at night.
stories high, built side by side to form long rows Cold Snap: Lowers temperature by –10° F.
separated by secondary or main streets. These row Downpour: Treat as rain (see Precipitation, below), but
houses usually have businesses on the ground floor, conceals as fog. Can create floods (see above). A downpour
with offices or apartments above. lasts for 2d4 hours.
Inns, successful businesses, and large Heat Wave: Raises temperature by +10° F.
warehouses—as well as millers, tanners, and other Hot: Between 85° and 110° Fahrenheit during the day, 10 to
businesses that require extra space— are generally 20 degrees colder at night.
large, free–standing buildings with up to five stories. Moderate: Between 40° and 60° Fahrenheit during the day,
Finally, small residences, shops, 10 to 20 degrees colder at night.
warehouses, or storage sheds are simple, one–story Powerful Storm (Windstorm/Blizzard/Hurricane/Tornado):
wooden buildings, especially if they’re in poorer Wind speeds are over 50 mph (see Table: Wind Effects). In
neighborhoods. addition, blizzards are accompanied by heavy snow (1d3 feet),
Most city buildings are made of a and hurricanes are accompanied by downpours (see above).
combination of stone or clay brick (on the lower one Windstorms last for 1d6 hours. Blizzards last for 1d3 days.
or two stories) and timbers (for the upper stories, Hurricanes can last for up to a week, but their major impact on
interior walls, and floors). Roofs are a mixture of characters will come in a 24–to–48–hour period when the
boards, thatch, and slates, sealed with pitch. A typical center of the storm moves through their area. Tornadoes are
lower–story wall is 1 foot thick, with AC 3, hardness very short–lived (1d6×10 minutes), typically forming as part
8, 90 hp, and a Athletics (Climb) DC of 25. of a thunderstorm system.
Upperstory walls are 6 inches thick, with AC 3, Precipitation: Roll d% to determine whether the precipitation
hardness 5, 60 hp, and a Climb DC of 21. Exterior is fog (01–30), rain/snow (31–90), or sleet/hail (91–00). Snow
doors on most buildings are good wooden doors that and sleet occur only when the temperature is 30° Fahrenheit or
are usually kept locked, except on public buildings below. Most precipitation lasts for 2d4 hours. By contrast, hail
such as shops and taverns. lasts for only 1d20 minutes but usually accompanies 1d4 hours
of rain.
Storm (Duststorm/Snowstorm/Thunderstorm): Wind speeds
City Lights are severe (30 to 50 mph) and visibility is cut by three–
If a city has main thoroughfares, they are quarters. Storms last for 2d4–1 hours. See Storms, below, for
lined with lanterns hanging at a height of 7 feet from more details.
building awnings. These lanterns are spaced 60 feet Warm: Between 60° and 85° Fahrenheit during the day, 10 to
apart, so their illumination is all but continuous. 20 degrees colder at night.
Secondary streets and alleys are not lit; it is common Windy: Wind speeds are moderate to strong (10 to 30 mph);
see Table: Wind Effects.

Table: Random Weather


d% Weather Cold Climate Temperate Climate1 Desert
01–70 Normal weather Cold, calm Normal for season 2 Hot, calm
71–80 Abnormal weather Heat wave (01–30) or cold snap Heat wave (01–50) or cold snap (51– Hot, windy
(31–100) 100)
81–90 Inclement weather Precipitation (snow) Precipitation (normal for season) Hot, windy
91–99 Storm Snowstorm Thunderstorm, snowstorm 3 Duststorm

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4
100 Powerful storm Blizzard Windstorm, blizzard , hurricane, Downpour
tornado
Storms
1 Temperate includes forest, hills, marsh, mountains, The combined effects of precipitation (or dust) and
plains, and warm aquatic. wind that accompany all storms reduce visibility ranges by
2 Winter is cold, summer is warm, spring and autumn three quarters, imposing a –8 penalty on Spot, Search, and
are temperate. Marsh regions are slightly warmer in Listen checks. Storms make ranged weapon attacks
winter. impossible, except for those using siege weapons, which have
3 Only in wintertime, otherwise treat as thunderstorm a –4 penalty on attack rolls. They automatically extinguish
(01–75) or windstorm (76–100). candles, torches, and similar unprotected flames. They cause
4 Only in wintertime, otherwise treat as hurricane protected flames, such as those of lanterns, to dance wildly
(01–50) or tornado (51–100). and have a 50% chance to extinguish these lights. See Table:
Wind Effects for possible consequences to creatures caught
Rain, Snow, Sleet, and Hail outside without shelter during such a storm. Storms are
Bad weather frequently slows or halts travel divided into the following three types.
and makes it virtually impossible to navigate from Duststorm (CR 3): These desert storms differ from other
one spot to another. Torrential downpours and storms in that they have no precipitation. Instead, a duststorm
blizzards obscure vision as effectively as a dense fog. blows fine grains of sand that obscure vision, smother
Most precipitation is rain, but in cold unprotected flames, and can even choke protected flames
conditions it can manifest as snow, sleet, or hail. (50% chance). Most duststorms are accompanied by severe
Precipitation of any kind followed by a cold snap in winds and leave behind a deposit of 1d6 inches of sand.
which the temperature dips from above freezing to However, there is a 10% chance for a greater duststorm to be
30° F or below may produce ice. accompanied by windstorm–magnitude winds (see Table:
Rain: Rain reduces visibility ranges by half, resulting Wind Effects). These greater duststorms deal 1d3 points of
in a –4 penalty on Spot and Search checks. It has the nonlethal damage each round to anyone caught out in the open
same effect on flames, ranged weapon attacks, and without shelter and also pose a choking hazard (see
Listen checks as severe wind. Drowning—except that a character with a scarf or similar
Snow: Falling snow has the same effects on protection across her mouth and nose does not begin to choke
visibility, ranged weapon attacks, and skill checks as until after a number of rounds equal to 10 × her Constitution
rain, and it costs 2 squares of movement to enter a score). Greater duststorms leave 2d3–1 feet of fine sand in
snow–covered square. A day of snowfall leaves 1d6 their wake.
inches of snow on the ground. Snowstorm: In addition to the wind and precipitation common
Heavy Snow: Heavy snow has the same effects as to other storms, snowstorms leave 1d6 inches of snow on the
normal snowfall, but also restricts visibility as fog ground afterward.
does (see Fog). A day of heavy snow leaves 1d4 feet Thunderstorm: In addition to wind and precipitation (usually
of snow on the ground, and it costs 4 squares of rain, but sometimes also hail), thunderstorms are accompanied
movement to enter a square covered with heavy by lightning that can pose a hazard to characters without
snow. Heavy snow accompanied by strong or severe proper shelter (especially those in metal armor). As a rule of
winds may result in snowdrifts 1d4×5 feet deep, thumb, assume one bolt per minute for a 1–hour period at the
especially in and around objects big enough to deflect center of the storm. Each bolt causes electricity damage equal
the wind—a cabin or a large tent, for instance. There to 1d10 eight–sided dice. One in ten thunderstorms is
is a 10% chance that a heavy snowfall is accompanied by a tornado (see below).
accompanied by lightning (see Thunderstorm, Powerful Storms: Very high winds and torrential
below). Snow has the same effect on flames as precipitation reduce visibility to zero, making Spot, Search,
moderate wind. and Listen checks and all ranged weapon attacks impossible.
Sleet: Essentially frozen rain, sleet has the same Unprotected flames are automatically extinguished, and
effect as rain while falling (except that its chance to protected flames have a 75% chance of being doused.
extinguish protected flames is 75%) and the same Creatures caught in the area must make a DC 20 Fortitude
effect as snow once on the ground. save or face the effects based on the size of the creature (see
Hail: Hail does not reduce visibility, but the sound of Table: Wind Effects).
falling hail makes Listen checks more difficult (–4 Powerful storms are divided into the following four types.
penalty). Sometimes (5% chance) hail can become Windstorm: While accompanied by little or no precipitation,
large enough to deal 1 point of lethal damage (per windstorms can cause considerable damage simply through
storm) to anything in the open. Once on the ground, the force of their wind.
hail has the same effect on movement as snow. Blizzard: The combination of high winds, heavy snow
(typically 1d3 feet), and bitter cold make blizzards deadly for
all who are unprepared for them.

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Hurricane: In addition to very high winds and heavy Severe Wind: In addition to automatically extinguishing any
rain, hurricanes are accompanied by floods. Most unprotected flames, winds of this magnitude cause protected
adventuring activity is impossible under such flames (such as those of lanterns) to dance wildly and have a
conditions. 50% chance of extinguishing these lights. Perception (Listen)
Tornado: One in ten thunderstorms is accompanied DCs are increased by +4 in this wind. This is the velocity of
by a tornado. wind produced by a gust of wind spell.
Windstorm: Powerful enough to bring down branches if not
Fog whole trees, windstorms automatically extinguish unprotected
Whether in the form of a low–lying cloud or flames and have a 75% chance of blowing out protected
a mist rising from the ground, fog obscures all sight, flames, such as those of lanterns. Ranged weapon attacks have
including darkvision, beyond 5 feet. Creatures 5 feet double the range increment penalties in addition to the
away have concealment (attacks by or against them minuses for wind speed.
have a 20% miss chance). Perception (Listen) DCs are increased by +8 due to
the howling of the wind.
Hurricane–Force Wind: All flames are extinguished. Range
Winds increment penalties are at –8 per range increment, in addition
The wind can create a stinging spray of sand to the normal penalties for wind strength. Perception (Listen)
or dust, fan a large fire, heel over a small boat, and DCs are increased by 20. Hurricane–force winds often fell
blow gases or vapors away. If powerful enough, it trees, treat the wind as having a Strength of 18, one size larger
can even knock characters down (see Table: Wind than the target and a BAB of +1 per 10 mph to “bull rush”
Effects), interfere with ranged attacks, or impose plant creatures or trees to topple them.
penalties on some skill checks. Tornado (CR 10): All flames are extinguished. All ranged
Ranged attacks made by creatures of size attacks beyond the first range increment are impossible, and
Large or smaller suffer a –1 penalty to hit per 10 mph Perception (Listen) DCs are increased by 30.
of wind force. Siege weapons attacks and attacks Instead of being blown away (see Table: Wind
from creatures of size Huge or larger suffer a –1 Effects), characters in close proximity to a tornado who fail
penalty to hit per 20 mph of wind force. their Fortitude saves are sucked toward the tornado. Those
Light Wind: A gentle breeze, having little or no who come in contact with the actual funnel cloud are picked
game effect. up and whirled around for 1d10 rounds, taking 6d6 points of
Moderate Wind: A steady wind with a 50% chance damage per round, before being violently expelled (falling
of extinguishing small, unprotected flames, such as damage may apply). While a tornado’s rotational speed can be
candles. as great as 300 mph, the funnel itself moves forward at an
Strong Wind: Gusts that automatically extinguish average of 30 mph (roughly 250 feet per round). A tornado
unprotected flames (candles, torches, and the like). uproots trees, destroys buildings, and causes other similar
Perception (Listen) DCs are increased by +2. forms of major destruction.

Table: Wind Effects


Wind Wind Speed Checked Size Knocked Blown Away Fly Penalty Check DC
Force Down Size Size
Light 0–10 mph – – – – –
Moderate 11–20 mph – – – – –
Strong 21–30 mph – Tiny – –2 10
Severe 31–50 mph Medium Small Tiny –4 15
Windstorm 51–74 mph Huge Medium Small –8 18
Hurricane 75–174 mph Gargantuan Large Medium –12 20
Tornado 175–300 mph Colossal Huge Large –16 30
2 Flying or airborne creatures are treated as one size Flying creatures cannot make forward progress and are forced
category smaller than their actual size, so an airborne straight down if they fail an.Acrobatics (Fly) skill check at the
Gargantuan dragon is treated as Huge for purposes of wind listed DC.
effects. Knocked Down: Creatures of this size or smaller are knocked
Fly Penalty: This penalty is applied to any prone by the force of the wind if they fail the Acrobatics
Acrobatics (Fly) skill check made in the wind, (Balance) check at the listed DC. Flying creatures are instead
including skill checks to avoid being Checked, blown back 1d6×10 feet if they fail the Acrobatics (Fly) check
Knocked Down or Blown Away. at the listed DC..
Checked: Creatures of this size or smaller are unable Blown Away: Creatures of this size or smaller on the ground
to move forward against the force of the wind if they are knocked prone and rolled 1d4×10 feet, taking 1d4 points
fail an Acrobatics (Balance) check at the listed DC. of nonlethal damage per 10 feet if they fail the Acrobatics

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(Balance) check. Flying creatures are blown back


2d6×10 feet and take 2d6 points of nonlethal damage
due to battering and buffeting if they fail the
Acrobatics (Fly) check at the listed DC.

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The Environment addition, a character must make a Fortitude save (DC 15, +1
Environmental hazards specific to one kind per previous check) or take 1d4 points of nonlethal damage.
of terrain (such as an avalanche, which occurs in the Those wearing metal armor or coming into contact with very
mountains) are described in Wilderness, above. cold metal are affected as if by a chill metal spell.
Environmental hazards common to more than one
setting are detailed below. Ice Effects
Characters walking on ice must spend 2 squares of
Acid Effects movement to enter a square covered by ice, and the DC or
Corrosive acids deals 1d6 points of damage Acrobatics (Balance) and Acrobatics (Tumble) checks
per round of exposure except in the case of total increases by +5. Characters in prolonged contact with ice may
immersion (such as into a vat of acid), which deals run the risk of aking damage from severe cold (see above).
10d6 points of damage per round. An attack with
acid, such as from a hurled vial or a monster’s spittle, Darkness
counts as a round of exposure. Darkvision allows many characters and monsters to
The fumes from most acids are inhaled see perfectly well without any light at all, but characters with
poisons. Those who come close enough to a large normal vision (or low–light vision, for that matter) can be
body of acid to dunk a creature in it must make a DC rendered completely blind by putting out the lights.
13 Fortitude save or take 1 point of Constitution Torches or lanterns can be blown out by sudden gusts
damage. All such characters must make a second of subterranean wind, magical light sources can be dispelled
save 1 minute later or take another 1d4 points of or countered, or magical traps might create fields of
Constitution damage. impenetrable darkness.
Creatures immune to acid’s caustic In many cases, some characters or monsters might be
properties might still drown in it if they are totally able to see, while others are blinded. For purposes of the
immersed (see Drowning). following points, a blinded creature is one who simply can’t
see through the surrounding darkness.
Cold Dangers • Creatures blinded by darkness lose the ability to deal
Cold and exposure deal nonlethal damage to extra damage due to precision (for example, a sneak
the victim. This nonlethal damage cannot be attack).
recovered until the character gets out of the cold and • Blinded creatures are hampered in their movement,
warms up again. Once a character is rendered and pay 2 squares of movement per square moved
unconscious through the accumulation of nonlethal into (double normal cost). Blinded creatures can’t run
damage, the cold and exposure begins to deal lethal or charge.
damage at the same rate. • All opponents have total concealment from a blinded
An unprotected character in cold weather creature, so the blinded creature has a 50% miss
(below 40° F) must make a Fortitude save each hour chance in combat. A blinded creature must first
(DC 15, + 1 per previous check) or take 1d6 points of pinpoint the location of an opponent in order to attack
nonlethal damage. A character who has the Survival the right square; if the blinded creature launches an
(Wilderness Lore) skill may receive a bonus on this attack without pinpointing its foe, it attacks a random
saving throw and may be able to apply this bonus to square within its reach. For ranged attacks or spells
other characters as well (see the skill Description). against a foe whose location is not pinpointed, roll to
In conditions of severe cold or exposure (below 0° determine which adjacent square the blinded creature
F), an unprotected character must make a Fortitude is facing; its attack is directed at the closest target
save once every 10 minutes (DC 15, +1 per previous that lies in that direction.
check), taking 1d6 points of nonlethal damage on • A blinded creature loses its Dexterity adjustment to
each failed save. A character who has the Survival AC and takes a –2 penalty to AC.
(Wilderness Lore) skill may receive a bonus on this • A blinded creature takes a –20 penalty on Perception
saving throw and may be able to apply this bonus to (Spot) checks and a –4 penalty most Strength– and
other characters as well (see the skill description). Dexterity–based skill checks that rely on sight,
Characters wearing winter clothing only need check including any with an armor check penalty.
once per hour for cold and exposure damage. • Creatures blinded by darkness cannot use gaze
A character who takes any nonlethal damage attacks and are immune to gaze attacks.
from cold or exposure is beset by frostbite or • A creature blinded by darkness can make a
hypothermia (treat her as fatigued). These penalties Perception (Listen) check as a free action each round
end when the character recovers the nonlethal in order to locate foes (DC equal to opponents’
damage she took from the cold and exposure. Stealth (Move Silently) checks). A successful check
Extreme cold (below –20° F) deals 1d6 lets a blinded character hear an unseen creature “over
points of lethal damage per minute (no save). In
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there somewhere.” It’s almost impossible to 30 feet fallen. However, the DC of the check increases by 5
pinpoint the location of an unseen creature. for every 50 feet of the dive.
A Perception (Listen) check that beats the
DC by 20 reveals the unseen creature’s Falling Objects
square (but the unseen creature still has total Falling Objects deal damage based on size, not
concealment from the blinded creature). weight. The table below show the basic damage an object
• A blinded creature can grope about to find deals from a fall of at least 10 feet. For each additional 10 feet
unseen creatures. A character can make a the items falls, add an additional +1d6 damage to the result, up
touch attack with his hands or a weapon into to a max of an additional +20d6 damage.
two adjacent squares using a standard The falling object itself takes only falling damage.
action. If an unseen target is in the
designated square, there is a 50% miss Size Damage
chance on the touch attack. If successful, the Fine, Diminutive no damage
groping character deals no damage but has Tiny 1d3 damage
pinpointed the unseen creature’s current Small 1d6 damage
location. (If the unseen creature moves, its Medium 1d8 damage
location is once again unknown.) Large 2d6 damage
• If a blinded creature is struck by an unseen Huge 2d8 damage
foe, the blinded character pinpoints the Gargantuan 4d6 damage
direction of the creature that struck him Colossal 4d8
(until the unseen creature moves, of course).
• A creature with the scent ability Exceptionally massive/heavy objects (such as stone
automatically pinpoints unseen creatures or iron golems) increase the damage they deal by one die size,
within 5 feet of its location. while items that are light for their size (such as dragons or
other winged creatures) decrease their damage by one die size.
Falling
Falling Damage: The basic rule is simple: 1d6 points Heat Dangers
of damage per 10 feet fallen, to a maximum of 20d6. Heat deals nonlethal damage that cannot be recovered
If a character deliberately jumps instead of until the character gets cooled off (reaches shade, survives
merely slipping or falling, the damage is the same but until nightfall, gets doused in water, is targeted by endure
the first 1d6 is nonlethal damage. A DC 15 Jump elements, and so forth). Once rendered unconscious through
check or DC 15 Tumble check allows the character to the accumulation of nonlethal damage, the character begins to
avoid any damage from the first 10 feet fallen and take lethal damage at the same rate.
converts any damage from the second 10 feet to A character in very hot conditions (above 90° F) must
nonlethal damage. Thus, a character who slips from a make a Fortitude saving throw each hour (DC 15, +1 for each
ledge 30 feet up takes 3d6 damage. If the same previous check) or take 1d4 points of nonlethal damage.
character deliberately jumped, he takes 1d6 points of Characters wearing heavy clothing or armor of any sort take a
nonlethal damage and 2d6 points of lethal damage. –4 penalty on their saves. A character with the Survival
And if the character leaps down with a successful (Wilderness Lore) skill may receive a bonus on this saving
Jump or Tumble check, he takes only 1d6 points of throw and may be able to apply this bonus to other characters
nonlethal damage and 1d6 points of lethal damage as well (see the skill description). Characters reduced to
from the plunge. unconsciousness begin taking lethal damage (1d4 points per
Falls onto yielding surfaces (soft ground, hour).
mud) also convert the first 1d6 of damage to In severe heat (above 110° F), a character must make
nonlethal damage. This reduction is cumulative with a Fortitude save once every 10 minutes (DC 15, +1 for each
reduced damage due to deliberate jumps and the previous check) or take 1d4 points of nonlethal damage.
Jump skill. Characters wearing heavy clothing or armor of any sort take a
Falling into Water: Falls into water are handled –4 penalty on their saves. A character with the Survival
somewhat differently. If the water is at least 10 feet (Wilderness Lore) skill may receive a bonus on this saving
deep, the first 20 feet of falling do no damage. The throw and may be able to apply this bonus to other characters
next 20 feet do nonlethal damage (1d3 per 10–foot as well. Characters reduced to unconsciousness begin taking
increment). Beyond that, falling damage is lethal lethal damage (1d4 points per each 10–minute period).
damage (1d6 per additional 10–foot increment). A character who takes any nonlethal damage from
Characters who deliberately dive into water heat exposure now suffers from heatstroke and is fatigued.
take no damage on a successful DC 15 Athletics These penalties end when the character recovers the
(Swim) check or DC 15 Acrobatics (Tumble) check, nonlethal damage she took from the heat.
so long as the water is at least 10 feet deep for every

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Extreme heat (air temperature over 140° F, immune to fire might still drown if completely immersed in
fire, boiling water, lava) deals lethal damage. lava (see Drowning, below).
Breathing air in these temperatures deals 1d6 points
of damage per minute (no save). In addition, a Smoke Effects
character must make a Fortitude save every 5 minutes A character who breathes heavy smoke must make a
(DC 15, +1 per previous check) or take 1d4 points of Fortitude save each round (DC 15, +1 per previous check) or
nonlethal damage. Those wearing heavy clothing or spend that round choking and coughing. A character who
any sort of armor take a –4 penalty on their saves. In chokes for 2 consecutive rounds takes 1d6 points of nonlethal
addition, those wearing metal armor or coming into damage. Smoke obscures vision, giving concealment (20%
contact with very hot metal are affected as if by a miss chance) to characters within.
heat metal spell.
Boiling water deals 1d6 points of scalding Starvation And Thirst
damage, unless the character is fully immersed, in Characters might find themselves without food or
which case it deals 10d6 points of damage per round water and with no means to obtain them. In normal climates,
of exposure. Medium characters need at least a gallon of fluids and about a
pound of decent food per day to avoid starvation. (Small
Catching on Fire characters need half as much.) In very hot climates, characters
Characters exposed to burning oil, bonfires, need two or three times as much water to avoid dehydration.
and noninstantaneous magic fires might find their A character can go without water for 1 day plus a
clothes, hair, or equipment on fire. Spells with an number of hours equal to his Constitution score. After this
instantaneous duration don’t normally set a character time, the character must make a Constitution check each hour
on fire, since the heat and flame from these come and (DC 10, +1 for each previous check) or take 1d6 points of
go in a flash. nonlethal damage.
Characters at risk of catching fire are A character can go without food for 3 days, in
allowed a DC 15 Reflex save to avoid this fate. If a growing discomfort. After this time, the character must make a
character’s clothes or hair catch fire, he takes 1d6 Constitution check each day (DC 10, +1 for each previous
points of damage immediately. In each subsequent check) or take 1d6 points of nonlethal damage.
round, the burning character must make another Characters who have taken nonlethal damage from
Reflex saving throw. Failure means he takes another lack of food or water are fatigued. Nonlethal damage from
1d6 points of damage that round. thirst or starvation cannot be recovered until the character gets
Success means that the fire has gone out. food or water, as needed—not even magic that restores hit
(That is, once he succeeds on his saving throw, he’s points heals this damage.
no longer on fire.)
A character on fire may automatically Suffocation
extinguish the flames by jumping into enough water A character who has no air to breathe can hold her
to douse himself. If no body of water is at hand, breath for 1 round per point of Constitution. After this period
rolling on the ground or smothering the fire with of time, the character must make a DC 10 Constitution check
cloaks or the like permits the character another save in order to continue holding her breath. The save must be
with a +4 bonus. repeated each round, with the DC increasing by +1 for each
Those unlucky enough to have their clothes previous success.
or equipment catch fire must make DC 15 Reflex When the character fails one of these Constitution
saves for each item. Flammable items that fail take checks, she begins to suffocate. In the first round, she falls
the same amount of damage as the character. unconscious (0 hit points, if previously at 1 hit point or
greater). In the following round, she drops to –1 hit points and
Lava Effects is dying. If the character is already at negative hit points, she
Lava or magma deals 2d6 points of damage suffers an additional 1 hit point of damage. In the third round,
per round of exposure, except in the case of total she suffocates and dies.
immersion (such as when a character falls into the Slow Suffocation: A Medium character can breathe easily for
crater of an active volcano), which deals 20d6 points 6 hours in a sealed chamber measuring 10 feet on a side. After
of damage per round. that time, the character takes 1d6 points of nonlethal damage
Damage from magma continues for 1d3 every 15 minutes. Each additional Medium character or
rounds after exposure ceases, but this additional significant fire source (a torch, for example) proportionally
damage is only half of that dealt during actual contact reduces the time the air will last.
(that is, 1d6 or 10d6 points per round). Small characters consume half as much air as
An immunity or resistance to fire serves as Medium characters. A larger volume of air, of course, lasts for
an immunity to lava or magma. However, a creature a longer time.

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Water Dangers
Any character can wade in relatively calm
water that isn’t over his head, no check required.
Similarly, swimming in calm water only requires
skill checks with a DC of 10. Trained swimmers can
just take 10.
(Remember, however, that armor or heavy
gear makes any attempt at swimming much more
difficult. See the Athletics (Swim) skill description.)
By contrast, fast–moving water is much more
dangerous. On a successful DC 15 Athletics (Swim)
check, it deals 1d3 points of nonlethal damage per
round (1d6 points of lethal damage if flowing over
rocks and cascades). On a failed check, the character
must make another check that round to avoid going
under.
Very deep water is not only generally pitch
black, posing a navigational hazard, but worse, it
deals water pressure damage of 1d6 points per minute
for every 100 feet the character is below the surface.
A successful Fortitude save (DC 15, +1 for each
previous check) means the diver takes no damage in
that minute. Very cold water deals 1d6 points of
nonlethal damage from hypothermia per minute of
exposure.

Drowning
Any character can hold her breath for a
number of rounds equal to her Constitution score.
After this period of time, the character must make a
DC 10 Constitution check every round in order to
continue holding her breath. Each round, the DC
increases by 1.
When the character finally fails her
Constitution check, she begins to drown. In the first
round, she falls unconscious (0 hp, if at 1 hp or
more). In the following round, she drops to –1 hit
points and is dying (if the character is already in
negative hit points, they suffer 1 additional hit point
damage). In the third round, she drowns and dies.
It is possible to drown in substances other than water,
such as sand, quicksand, fine dust, and silos full of
grain.

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Planes Planar Traits


Each plane of existence has its own properties—the
natural laws of its universe.
What Is a Plane? Planar traits are broken down into a number of
The planes of existence are different realities general areas.
with interwoven connections. Except for rare linking All planes have the following kinds of traits.
points, each plane is effectively its own universe with Physical Traits: These traits determine the laws of physics
its own natural laws. and nature on the plane, including how gravity and time
The planes break down into a number of function.
general types: the Material Plane, the Transitive Elemental and Energy Traits: These traits determine the
Planes, the Inner Planes, the Outer Planes, and the dominance of particular elemental or energy forces.
demiplanes. Alignment Traits: Just as characters may be lawful neutral or
Mortal Realm: Also known as the Material Plane, chaotic good, many planes are tied to a particular moral or
this tends to be the most Earthlike of all planes and ethical outlook.
operates under the same set of natural laws that our Magic Traits: Magic works differently from plane to plane,
own real world does. This is the default plane for and magic traits set the boundaries for what it can and can’t
most adventures. do.
Transitive Planes: These four planes have one
important common characteristic: Each is used to get Physical Traits
from one place to another. The Astral Plane is a The two most important natural laws set by physical
conduit to all other planes, while the Ethereal Plane traits are how gravity works and how time passes. Other
and the Plane of Shadow both serve as means of physical traits pertain to the size and shape of a plane and how
transportation within the Material Plane they’re easily a plane’s nature can be altered.
connected to. Finally, the Plane of Dreams links the Gravity: The direction of gravity’s pull may be unusual, and
consiousness of sleeping creatures and is a pathway it might even change directions within the plane itself.
to fantastic realms of fantasies and nightmares, or can Normal Gravity: Most planes have gravity similar to that of
be used to transport oneself to the Mortal Realm, the Material Plane. The usual rules for ability scores, carrying
Inner or Outer planes. These planes have the capacity, and encumbrance apply. Unless otherwise noted in a
strongest regular interaction with the Material Plane description, it is assumed every plane has the normal gravity
and are often accessed by using various spells. They trait.
have native inhabitants as well. Heavy Gravity: The gravity on a plane with this trait is much
Inner Planes: These six planes are manifestations of more intense than on the Material Plane. As a result, Athletic
the basic building blocks of the universe. Each is and Acrobatic skill checks incur a –2 circumstance penalty, as
made up of a single type of energy or element that do all attack rolls. All item weights are effectively doubled,
overwhelms all others. The natives of a particular which might affect a character’s speed. Weapon ranges are
Inner Plane are made of the same energy or element halved. A character’s Strength and Dexterity scores are not
as the plane itself. Border areas of these inner planes affected. Characters who fall on a heavy gravity plane take
sometimes leak into one another, creating demiplanes 1d10 points of damage for each 10 feet fallen, to a maximum
often referred to as Paraelemental and of 20d10 points of damage.
Qausielemental planes. Light Gravity: The gravity on a plane with this trait is less
Outer Planes: The deities live on the Outer Planes, intense than on the Material Plane. As a result, creatures find
as do creatures such as celestials, demons, and devils. that they can lift more, but their movements tend to be
Each of the Outer Planes has an alignment, ungainly. Characters on a plane with the light gravity trait take
representing a particular moral or ethical outlook, and a –2 circumstance penalty on attack rolls and Acrobatic skill
the natives of each plane tend to behave in agreement checks.
with that plane’s alignment. The Outer Planes are All items weigh half as much. Weapon ranges
also the final resting place of souls from the Material double, and characters gain a +2 circumstance bonus on
Plane, whether that final rest takes the form of calm Athletic skill checks.
introspection or eternal damnation. Strength and Dexterity don’t change as a result of
Demiplanes: This catch–all category covers all light gravity, but what you can do with such scores does
extradimensional spaces that function like planes but change. These advantages apply to travelers from other planes
have measurable size and limited access. Other kinds as well as natives. Falling characters on a light gravity plane
of planes are theoretically infinite in size, but a take 1d4 points of damage for each 10 feet of the fall
demiplane might be only a few hundred feet across. (maximum 20d4).
No Gravity: Individuals on a plane with this trait merely float
in space, unless other resources are available to provide a
direction for gravity’s pull.

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Objective Directional Gravity: The strength of year there, then return to the Material Plane to find that only
gravity on a plane with this trait is the same as on the six seconds have elapsed. Everything on the plane returned to
Material Plane, but the direction is not the traditional is only a few seconds older. But for that traveler and the items,
“down” toward the ground. It may be down toward spells, and effects working on him, that year away was
any solid object, at an angle to the surface of the entirely real.
plane itself, or even upward. When designating how time works on planes with
In addition, objective directional gravity flowing time, put the Material Plane’s flow of time first,
may change from place to place. The direction of followed by the same flow in the other plane.
“down” may vary. Erratic Time: Some planes have time that slows down and
Subjective Directional Gravity: The strength of speeds up, so an individual may lose or gain time as he moves
gravity on a plane with this trait is the same as on the between the two planes. The following is provided as an
Material Plane, but each individual chooses the example.
direction of gravity’s pull. Such a plane has no
gravity for unattended objects and nonsentient d% Time on Material Time on Erratic
creatures. This sort of environment can be very Plane Time Plane
disorienting to the newcomer, but is common on 01–10 1 day 1 round
“weightless” planes. 11–40 1 day 1 hour
Characters on a plane with subjective 41–60 1 day 1 day
directional gravity can move normally along a solid 61–90 1 hour 1 day
surface by imagining “down” near their feet. If 91–100 1 round 1 day
suspended in midair, a character “flies” by merely
choosing a “down” direction and “falling” that way. To the denizens of such a plane, time flows naturally
Under such a procedure, an individual “falls” 150 and the shift is unnoticed.
feet in the first round and 300 feet in each succeeding If a plane is timeless with respect to magic, any spell
round. Movement is straight–line only. In order to cast with a noninstantaneous duration is permanent until
stop, one has to slow one’s movement by changing dispelled.
the designated “down” direction (again, moving 150 Shape and Size: Planes come in a variety of sizes and shapes.
feet in the new direction in the first round and 300 Most planes are infinite, or at least so large that they may as
feet per round thereafter). well be infinite.
It takes a DC 16 Will save to set a new Infinite: Planes with this trait go on forever, though they may
direction of gravity as a free action; this check can be have finite components within them. Or they may consist of
made once per round. Any character who fails this ongoing expanses in two directions, like a map that stretches
Wisdom check in successive rounds receives a +6 out infinitely.
bonus on subsequent checks until he or she succeeds. Finite Shape: A plane with this trait has defined edges or
Time: The rate of time’s passage can vary on borders. These borders may adjoin other planes or hard, finite
different planes, though it remains constant within borders such as the edge of the world or a great wall.
any particular plane. Time is always subjective for Demiplanes are often finite.
the viewer. The same subjectivity applies to various Self–Contained Shape: On planes with this trait, the borders
planes. Travelers may discover that they’ll pick up or wrap in on themselves, depositing the traveler on the other
lose time while moving among the planes, but from side of the map. A spherical plane is an example of a self–
their point of view, time always passes naturally. contained, finite plane, but there can be cubes, toruses, and flat
Normal Time: This trait describes the way time planes with magical edges that teleport the traveler to an
passes on the Material Plane. One hour on a plane opposite edge when he crosses them.
with normal time equals one hour on the Material Some demiplanes are self–contained.
Plane. Unless otherwise noted in a description, every Morphic Traits: This trait measures how easily the basic
plane has the normal time trait. nature of a plane can be changed. Some planes are responsive
Timeless: On planes with this trait, time still passes, to sentient thought, while others can be manipulated only by
but the effects of time are diminished. How the extremely powerful creatures. And some planes respond to
timeless trait can affect certain activities or physical or magical efforts.
conditions such as hunger, thirst, aging, the effects of Alterable Morphic: On a plane with this trait, objects remain
poison, and healing varies from plane to plane. where they are (and what they are) unless affected by physical
The danger of a timeless plane is that once force or magic. You can change the immediate environment as
one leaves such a plane for one where time flows a result of tangible effort.
normally, conditions such as hunger and aging do Highly Morphic: On a plane with this trait, features of the
occur retroactively. plane change so frequently that it’s difficult to keep a
Flowing Time: On some planes, time can flow faster particular area stable. Such planes may react dramatically to
or slower. One may travel to another plane, spend a

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specific spells, sentient thought, or the force of will. these planes are tight and claustrophobic to them. But they
Others change for no reason. suffer no inconvenience beyond having difficulty moving.
Magically Morphic: Specific spells can alter the Fire–Dominant: Planes with this trait are composed of flames
basic material of a plane with this trait. that continually burn without consuming their fuel source.
Divinely Morphic: Specific unique beings (deities or Fire–dominant planes are extremely hostile to Material Plane
similar great powers) have the ability to alter objects, creatures, and those without resistance or immunity to fire are
creatures, and the landscape on planes with this trait. soon immolated.
Ordinary characters find these planes similar to Unprotected wood, paper, cloth, and other flammable
alterable planes in that they may be affected by spells materials catch fire almost immediately, and those wearing
and physical effort. But the deities may cause these unprotected flammable clothing catch on fire. In addition,
areas to change instantly and dramatically, creating individuals take 3d10 points of fire damage every round they
great kingdoms for themselves. are on a fire–dominant plane. Creatures of the water subtype
Static: These planes are unchanging. Visitors cannot are extremely uncomfortable on fire–dominant planes. Those
affect living residents of the plane, nor objects that that are made of water take double damage each round.
the denizens possess. Any spells that would affect Water–Dominant: Planes with this trait are mostly liquid.
those on the plane have no effect unless the plane’s Visitors who can’t breathe water or reach a pocket of air will
static trait is somehow removed or suppressed. Spells likely drown. Creatures of the fire subtype are extremely
cast before entering a plane with the static trait uncomfortable on water–dominant planes.
remain in effect, however. Those made of fire take 1d10 points of damage each
Even moving an unattended object within a round.
static plane requires a DC 16 Strength check. Positive–Dominant: An abundance of life characterizes planes
Particularly heavy objects may be impossible to with this trait. The two kinds of positive dominant traits are
move. minor positive–dominant and major positive–dominant. A
Sentient: These planes are ones that respond to a minor positive–dominant plane is a riotous explosion of life in
single thought— that of the plane itself. Travelers all its forms. Colors are brighter, fires are hotter, noises are
would find the plane’s landscape changing as a result louder, and sensations are more intense as a result of the
of what the plane thought of the travelers, either positive energy swirling through the plane. All individuals in a
becoming more or less hospitable depending on its positivedominant plane gain fast healing 2 as an extraordinary
reaction. ability.
Major positive–dominant planes go even further. A
Elemental and Energy Traits creature on a major positive–dominant plane must make a DC
Four basic elements and two types of energy 15 Fortitude save to avoid being blinded for 10 rounds by the
together make up everything. The elements are earth, brilliance of the surroundings. Simply being on the plane
air, fire, and water. The types of energy are positive grants fast healing 5 as an extraordinary ability. In addition,
and negative. those at full hit points gain 5 additional temporary hit points
The Material Plane reflects a balancing of per round. These temporary hit points fade 1d20 rounds after
those elements and energies; all are found there. Each the creature leaves the major positive– dominant plane.
of the Inner Planes is dominated by one element or However, a creature must make a DC 20 Fortitude save each
type of energy. Other planes may show off various round that its temporary hit points exceed its normal hit point
aspects of these elemental traits. Many planes have total. Failing the saving throw results in the creature exploding
no elemental or energy traits; these traits are noted in in a riot of energy, killing it.
a plane’s description only when they are present. Negative–Dominant: Planes with this trait are vast, empty
Air–Dominant: Mostly open space, planes with this reaches that suck the life out of travelers who cross them.
trait have just a few bits of floating stone or other They tend to be lonely, haunted planes, drained of color and
elements. They usually have a breathable filled with winds bearing the soft moans of those who died
atmosphere, though such a plane may include clouds within them. As with positive–dominant planes, negative–
of acidic or toxic gas. Creatures of the earth subtype dominant planes can be either minor or major. On minor
are uncomfortable on air–dominant planes because negative–dominant planes, living creatures take 1d6 points of
they have little or no natural earth to connect with. damage per round. At 0 hit points or lower, they crumble into
They take no actual damage, however. ash.
Earth–Dominant: Planes with this trait are mostly Major negative–dominant planes are even more
solid. Travelers who arrive run the risk of suffocation severe. Each round, those within must make a DC 25
if they don’t reach a cavern or other pocket within the Fortitude save or gain a negative level. A creature
earth. Worse yet, individuals without the ability to whose negative levels equal its current levels or Hit Dice is
burrow are entombed in the earth and must dig their slain, becoming a wraith. The death ward spell protects a
way out (5 feet per turn). Creatures of the air subtype traveler from the damage and energy drain of a negative–
are uncomfortable on earth dominant planes because dominant plane.

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neutral, and chaotic neutral creatures take a –2 penalty and


Alignment Traits lawful good, chaotic good, chaotic evil, and lawful evil
Some planes have a predisposition to a creatures take a –4 penalty.
certain alignment. Most of the inhabitants of these
planes also have the plane’s particular alignment, Magic Traits
even powerful creatures such as deities. In addition, A plane’s magic trait describes how magic works on
creatures of alignments contrary to the plane have a the plane compared to how it works on the Material Plane.
tougher time dealing with its natives and situations. Particular locations on a plane (such as those under
The alignment trait of a plane affects social the direct control of deities) may be pockets where a different
interactions there. Characters who follow other magic trait applies.
alignments than most of the inhabitants do may find Normal Magic: This magic trait means that all spells and
life more difficult. supernatural abilities function as written. Unless otherwise
Alignment traits have multiple components. noted in a description, every plane has the normal magic trait.
First are the moral (good or evil) and ethical (lawful Wild Magic: On a plane with the wild magic trait spells and
or chaotic) components; a plane can have either a spell–like abilities function in radically different and
moral component, an ethical component, or one of sometimes dangerous ways. Any spell or spell–like ability
each. Second, the specific alignment trait indicates used on a wild magic plane has a chance to go awry.
whether each moral or ethical component is mildly or The caster must make a level check (DC 15 + the
strongly evident. level of the spell or effect) for the magic to function normally.
Good–Aligned/Evil–Aligned: These planes have For spell–like abilities, use the level or HD of the
chosen a side in the battle of good versus evil. No creature employing the ability for the caster level check and
plane can be both good–aligned and evil–aligned. the level of the spell–like ability to set the DC for the caster
Law–Aligned/Chaos–Aligned: Law versus chaos is level check. Failure on this check means that something
the key struggle for these planes and their residents. strange happens; roll d% and consult the following table.
No plane can be both law–aligned and chaos–aligned.
Each part of the moral/ethical alignment trait d% Effect
has a descriptor, either “mildly” or “strongly,” to 01–19 Spell rebounds on caster with normal
show how powerful the influence of alignment is on effect. If the spell cannot affect the caster,
the plane. it simply fails.
Mildly Aligned: Creatures who have an alignment 20–23 A circular pit 15 feet wide opens under
opposite that of a mildly aligned plane take a –2 the caster’s feet; it is 10 feet deep per
circumstance penalty on all Charisma–based checks. level of the caster.
Strongly Aligned: On planes that are strongly 24–27 The spell fails, but the target or targets of
aligned, a –2 circumstance penalty applies on all the spell are pelted with a rain of small
Charisma based checks made by all creatures not of objects (anything from flowers to rotten
the plane’s alignment. In addition, the –2 penalty fruit), which disappear upon striking. The
affects all Intelligence–based and Wisdom–based barrage continues for 1 round. During
checks, too. this time the targets are blinded and must
The penalties for the moral and ethical make Concentration checks (DC 15 +
components of the alignment trait do stack. spell level) to cast spells.
Neutral–Aligned: A mildly neutral–aligned plane 28–31 The spell affects a random target or area.
does not apply a circumstance penalty to anyone. Randomly choose a different target from
The Material Plane is considered mildly among those in range of the spell or
neutral–aligned, though it may contain high center the spell at a random place within
concentrations of evil or good, law or chaos in places. range of the spell. To generate direction
A strongly neutral–aligned plane would randomly, roll 1d8 and count clockwise
stand in opposition to all other moral and ethical around the compass, starting with south.
principles: good, evil, law, and chaos. Such a plane To generate range randomly, roll 3d6.
may be more concerned with the balance of the Multiply the result by 5 feet for close
alignments than with accommodating and accepting range spells, 20 feet for medium range
alternate points of view. In the same fashion as for spells, or 80 feet for long range spells.
other strongly aligned planes, strongly neutral– 32–35 The spell functions normally, but any
aligned planes apply a –2 circumstance penalty to material components are not consumed.
Intelligence–, Wisdom–, or Charisma–based checks The spell is not expended from the
by any creature that isn’t neutral. The penalty is caster’s mind (a spell slot or prepared
applied twice (once for law/chaos, and once for spell can be used again). An item does
good/evil), so neutral good, neutral evil, lawful not lose charges, and the effect does not

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count against an item’s or spell–like If a spell is enhanced, certain metamagic feats can be
ability’s use limit. applied to it without changing the spell slot required or the
36–39 The spell does not function. Instead, casting time. Spellcasters on the plane are considered to have
everyone (friend or foe) within 30 feet of that feat or feats for the purpose of applying them to that spell.
the caster receives the effect of a heal Spellcasters native to the plane must gain the feat or feats
spell. normally if they want to use them on other planes as well.
40–43 The spell does not function. Instead, a Limited Magic: Planes with this trait permit only the use of
deeper darkness and a silence effect cover spells and spell–like abilities that meet particular
a 30–foot radius around the caster for 2d4 qualifications.
rounds. Magic can be limited to effects from certain schools
44–47 The spell does not function. Instead, a or subschools, to effects with certain descriptors, or to effects
reverse gravity effect covers a 30–foot of a certain level (or any combination of these qualities).
radius around the caster for 1 round. Spells and spell–like abilities that don’t meet the qualifications
48–51 The spell functions, but shimmering simply don’t work.
colors swirl around the caster for 1d4 Dead Magic: These planes have no magic at all. A plane with
rounds. Treat this a glitterdust effect with the dead magic trait functions in all respects like an antimagic
a save DC of 10 + the level of the spell field spell. Divination spells cannot detect subjects within a
that generated this result. dead magic plane, nor can a spellcaster use teleport or another
52–59 Nothing happens. The spell does not spell to move in or out. The only exception to the “no magic”
function. Any material components are rule is permanent planar portals, which still function normally.
used up. The spell or spell slot is used up,
and charges or uses from an item are used How Planes Interact
up. Separate Planes: Two planes that are separate do not overlap
60–71 Nothing happens. The spell does not or directly connect to each other. They are like planets in
function. Any material components are different orbits. The only way to get from one separate plane
not consumed. The spell is not expended to the other is to go through a third plane.
from the caster’s mind (a spell slot or Coterminous Planes: Planes that touch at specific points are
prepared spell can be used again). An coterminous. Where they touch, a connection exists, and
item does not lose charges, and the effect travelers can leave one reality behind and enter the other.
does not count against an item’s or spell– Coexistent Planes: If a link between two planes can be
like ability’s use limit. created at any point, the two planes are coexistent.
72–98 The spell functions normally. These planes overlap each other completely. A
99–100 The spell functions strongly. Saving coexistent plane can be reached from anywhere on the plane it
throws against the spell incur a –2 overlaps. When moving on a coexistent plane, it is often
penalty. The spell has the maximum possible to see into or interact with the plane it coexists with.
possible effect, as if it were cast with the
Maximize Spell feat. If the spell is Layered Planes
already maximized with the feat, there is Infinities may be broken into smaller infinities, and
no further effect. planes into smaller, related planes. These layers are effectively
separate planes of existence, and each layer can have its own
Impeded Magic: Particular spells and spell–like planar traits. Layers are connected to each other through a
abilities are more difficult to cast on planes with this variety of planar gates, natural vortices, paths, and shifting
trait, often because the nature of the plane interferes borders.
with the spell. Access to a layered plane from elsewhere usually
To cast an impeded spell, the caster must happens on a specific layer: the first layer of the plane, which
make a Spellcraft check (DC 20 + the level of the can be either the top layer or the bottom layer, depending on
spell). If the check fails, the spell does not function the specific plane. Most fixed access points (such as portals
but is still lost as a prepared spell or spell slot. If the and natural vortices) reach this layer, which makes it the
check succeeds, the spell functions normally. gateway for other layers of the plane.
Enhanced Magic: Particular spells and spell–like The plane shift spell also deposits the spellcaster on
abilities are easier to use or more powerful in effect the first layer of the plane.
on planes with this trait than they are on the Material
Plane.
Natives of a plane with the enhanced magic
Plane Descriptions
trait are aware of which spells and spell–like abilities
are enhanced, but planar travelers may have to
discover this on their own.

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The Mortal Realm who and why the bodies are floating in the deep astral, and
The Material Plane is the center of most perhaps awakening them. Other, less pious beings seek to
cosmologies and defines what is considered normal. simply mine the rare and exotic minerals and mind–altering
The Material Plane has the following traits: “spices” that are found in the vast island–sized bodies.
• Normal gravity. The Black Temple: Dedicated to an unknown god, this gold
• Normal Time and starry–metalled temple offers a place to all beings to
• Alterable morphic. worship and meditate. It is looked for by alien monks dressed
• No Elemental or Energy Traits (specific in feature–hiding robes. The monks allow any creature with a
locations may have these traits, however) devotion to a diety into the temple, but do not allow athestic
creatures within. Many believe the monks to have a secret
• Mildly neutral–aligned.
agenda – the most popular theory being to eventually
• Normal magic.
overthrow a god and take its place.
The Transitive Planes The Dreamlands
This vast realm is the realm all sleepers ascend to
The Astral Plane (The Sea of the Mind) during their sleep. Much like the Astral plane, usually only
The astral plane is a vacant realm that the mind passes to the Dreamlands, while the body remains
divides the material world from the “outer” planes. It behind. In some cases, it is possible for the whole of person to
is primarily considered a null buffer between all of be drawn into the realm, though this usually requires powerful
reality and Nirvana; a sort of “serviceway” for the magic to do so.
planes. Supposedly, no creature, item or object is The plane of dreams has several layers that unlike
native to the Astral Plane, but over the millennium other planes, are not hard borders. The layer closest to the
various junk items and stray beings have crawled into prime plane is referred to the Daydream realm, the next
the extradimensional space and set up an existence inward is the Slumberlands, followed by the Nightmare
there. Realms and finally the deepest layer of the Dream plane is the
According to myth, there are no standing Comatose Realm. Drifting somewhere between the
portals to the astral plane, only spells, psionics or the Slumberlands and just outside the Nightmare Realms lays
whim of the gods can allow one to reach the plane. Aurora, the Elflands.
Both planar travelers and refugees from Of all the planes, entering the Dream plane is the
other planes call the Astral Plane home. easiest – one needs only sleep to do so. During the Elvin
The Astral Plane has the following traits. Golden Age Aurora and the prime plane were merged, causing
• Subjective directional gravity. the world to become dreamlike. That link has long been
• Timeless. Age, hunger, thirst, poison, and shattered, but the Elves of Amberos constantly seek to find a
natural healing don’t function in the Astral way or an old portal that will link them back to the
Plane, though they resume functioning when dreamlands.
the traveler leaves the Astral Plane. It has the following traits
• Mildly neutral–aligned. • Objective Gravity.
• Enhanced magic. All spells and spell–like • Alterable morphic. Those in the know can even
abilities used within the Astral Plane may be create items from nothing, and many objects have an
employed as if they were improved by the appearance subjective to the viewer – especially
Quicken Spell feat. Already quickened living creatures; two creatures may see the same
spells and spell–like abilities are unaffected, creature as something entirely different.
as are spells from magic items. Spells so • Daydream realm is mildly good–aligned,
quickened are still prepared and cast at their Nightmare realm is mildly evil–aligned, the
unmodified level. As with the Quicken Spell Slumberlands are mildly neutral aligned and the
feat, only one quickened spell can be cast Comotose Realm is strongly neutral aligned.
per round. • Heightened magic. All spells can have metamagic
applied to them without raising the level of the spell.
The following notable landmarks can be
found in the Astral Plane. The following notable landmarks can be found in the
The Great Graveyard: Drifting deep in the astral Dreamlands.
plane is a collection of collosal, decicated corpses of Aurora: Home of the elves and goblinoids (before they were
unknown beings. These corpses are believed to be corrupted), this is a land of fairytales. Aurora has definate
the corpses of gods or other ancient, powerful beings borders and is said to lay at the edge of the Daydream realm
that once roamed the planes. Some of the corpses and the Slumberlands, and that it is slowly being drawn
have been turned into excavation or holy sites by towards the Nightmare Realm by the jealous God of
other beings who seek to determine the truth behind Nightmares.

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Nightmare Court: In the deepest, storm–tossed plane, and it is home to more than a few reclusive undead.
realm of the Nightmare Lands is said to reside a It is thought that Gwieze, the Lord of Shadows makes
castle in which dwells the unnamed God of his home on the Shadow Plane, in a shattered mockery of his
Nightmares. The castle is filled with his wicked ancient castle where the Golens now lies.
giant servants and nightmarish creatures of all sorts. According to myth, the shadow realm is fairly easy to
Legend has it that those who could locate and slay reach by those with the skill to “walk sideways” into it.
the God of Nightmares would forever expunge Windows, mirrors, shadowy doorframes, dark closets or other
nightmares for the dreams of mortals and gods alike. dark areas are said to link to the Shadow plane and one only
needs to learn the skill of “walking sideways” to pass to the
The Ethereal Plane (The Tangle) realm.
The ethereal plane is a buffer zone between The Plane of Shadow has the following traits.
the raw elements of the Inner Planes and the material • Magically morphic. Certain spells modify the base
plane. Much in a manner of the Astral plane, things material of the Plane of Shadow. The utility and
were designed to pass through the Ethereal from the power of these spells within the Plane of Shadow
elemental planes to Joapan; living beings were not make them particularly useful for explorers and
designed to ever see the ethereal plane. natives alike.
The ethereal plane consists of matter not • Mildly neutral–aligned.
quite formed. It is a ghostly realm, and no natural • Enhanced magic. Spells with the shadow descriptor
being makes this realm its home. It is often the are enhanced on the Plane of Shadow. Such spells are
temporary home of the restless dead, whose form is cast as though they were prepared with the Maximize
too weak to be made flesh. Spell feat, though they don’t require the higher spell
According to myth, only slots. Furthermore, specific spells become more
incorporeal beings and those utilizing Ethereal Travel powerful on the Plane of Shadow. Shadow
spells can reach this realm. There are no known conjuration and shadow evocation spells are 30% as
permanent connections to this plane. powerful as the conjurations and evocations they
It has the following traits. mimic (as opposed to 20%). Greater shadow
• No gravity. conjuration and greater shadow evocation are 70%
• Alterable morphic. The plane contains little as powerful (not 60%), and a shades spell conjures at
to alter, however. 90% of the power of the original (not 80%).
• Mildly neutral–aligned. • Impeded magic. Spells that use or generate light or
• Normal magic. Spells function normally on fire may fizzle when cast on the Plane of Shadow. A
the Ethereal Plane, though they do not cross spellcaster attempting a spell with the light or fire
into the Material Plane. The only exceptions descriptor must succeed on a Spellcraft check (DC 20
are spells and spell–like abilities that have + the level of the spell). Spells that produce light are
the force descriptor and abjuration spells less effective in general, because all light sources
that affect ethereal beings. Spellcasters on have their ranges halved on the Plane of Shadow.
the Material Plane must have some way to Despite the dark nature of the Plane of Shadow,
detect foes on the Ethereal Plane before spells that produce, use, or manipulate darkness are unaffected
targeting them with force–based spells, of by the plane.
course. While it’s possible to hit ethereal
enemies with a force spell cast on the The following noteable landmarks can be found in
Material Plane, the reverse isn’t possible. No the Shadow Realm.
magical attacks cross from the Ethereal The Castle of Gwieze: Formerly the seat of power of the
Plane to the Material Plane, including force dark god Gwieze, his once–powerful castle that covered at
attacks. least three square miles lies in the center of a fetid swamp
(that mirrors the Golens) and is but a ruin of its former self.
There are no known notable landmarks to be The castle is filled with all sorts of undead and other creatures.
found in the Ethereal plane. It is rumored that something dwells in the castle grounds that
even Gwieze fears to confront.
The Pit: A mirror of the Eye at the heart of the Dark Valley,
Shadow Plane (The Great Dark) the pit can be directly accessed from the mortal realm and is a
Considered one of the inner planes, a place great hole that leads into the darkness of the earth. It is filled
where the positive and negative plane meet, the with creatures of malovent shadow and mishapen
Shadow Plane is a realm of eternal twilight that monstrosities. According to legend, the demon Dagon – who
strangely mirrors the waking world, as if after some was cast out of Hell for its perversions, is chained to the
dark disaster. Howling winds with no source often bottom of the miles–deep pit.
blow across the blasted landscapes of the Shadow

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The Inner Planes • Enhanced magic. Spells and spell–like abilities that
use, manipulate, or create earth or stone (including
Elemental Plane of Air (The Boundless those of the Earth domain) are both empowered and
extended (as if the Empower Spell and Extend Spell
Sky) metamagic feats had been used on them, but the
This is a realm of blue sky interspersed with spells don’t require higher–level slots). Spells and
clouds of all kinds. Storms rumble through the spell–like abilities that are already empowered or
stratas of endless sky, and great cities are built on extended are unaffected by this benefit.
floating cliffs or made of cloudstuff. The realm is the • Impeded magic. Spells and spell–like abilities that
home of djinn genies, who rule in council with the use or create air (including spells of the Air domain
awe–inspiring elemental tornado lords. and spells that summon air elementals or outsiders
Natural conduits to the Boundless Sky with the air subtype) are impeded.
sometimes manifest in hurricaines and tornados, and
legends say that it can be reached by those who sail
to the loftiest heights far above Amberos.
Elemental Plane Of Fire (The Endless Plains of
The Elemental Plane of Air has the Fire)
following traits. A realm made of flickering flame, it sports lands
• Subjective directional gravity. Inhabitants made of burning coals, grass made of flickering flame,
of the plane determine their own “down” burning trees made of roaring bonfire and lakes and oceans of
direction. Objects not under the motive force liquid fire. This realm is most notable for the fabled City of
of others do not move. Brass, home to the efreet genies who have stolen the power of
• Air–dominant. this realm from the aloof elemental bonfire lords. It is
• Enhanced magic. Spells and spell–like generally a cruel realm ruled by the strong who prey on the
abilities that use, manipulate, or create air weak.
(including spells of the Air domain) are both Natural conduits to the Endless Plains sometimes
empowered and enlarged (as if the Empower form in out–of–control wildfires and have been known to
Spell and Enlarge Spell metamagic feats had appear at the foot of active volcanos. There are legends of
been used on them, but the spells don’t active lava tubes under the Steaming Horns in Smanvalla that
require higher–level slots). lead to the great sea of fire that surrounds the City of Brass
• Impeded magic. Spells and spell–like and of a shimmering mirage in the depths of the deserts in
abilities that use or create earth (including Randu that leads to the Burning Plains.
spells of the Earth domain and spells that The Elemental Plane of Fire has the following traits.
summon earth elementals or outsiders with • Fire–dominant.
the earth subtype) are impeded. • Enhanced magic. Spells and spell–like abilities with
the fire descriptor are both maximized and enlarged
The following (as if the Maximize Spell and Enlarge Spell had been
used on them, but the spells don’t require higher–
Elemental Plane Of Earth (The Sightless level slots). Spells and spell–like abilities that are
already maximized or enlarged are unaffected by this
Depths) benefit.
The sightless depths is a realm of earthen • Impeded magic. Spells and spell–like abilities that
strata with a mazework of tunnels and caverns that use or create water (including spells of the Water
crisscross the layers of infinite, crushing earth. domain and spells that summon water elementals or
Tremors reverberate through the realm as the outsiders with the water subtype) are impeded.
contested strata splits and shifts, as the creatures that
dwell here dig endlessly through the dark tunnels of
Elemental Plane Of Water
this plane. The slave–taking Jann genies rove in
bands through the tunnels, while the elemental This realm consists of endless depths of water, lit
earthquake lords vie for control of vast sections of the from above by a source of light that can never be reached, and
plane, warring with each other by using the very whose depths know no bottom. Floating coral continents
plane as a weapon against each other. sometimes give the illusion of a sea floor, but the ocean seems
Conduits to the Sightless Depths can be truly depthless. Likewise, amphibious creatures have created
found naturally in the deep earth beneath Amberos, entire communities within massive bobbing air bubbles, and
and occassionally an earthquake will open a natural the pearl city of the madrids drifts on magic–induced waves
conduit to the plane for a short period of time.metal. through the blue–green sea.
The Elemental Plane of Earth has the following traits. Natural conduits to the Bottomless Ocean sometimes
form in titanic whirlpools or water spouts. There are also
• Earth–dominant.

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legends of sea caves at the ocean floor in the Alesti negative levels bestowed by an energy drain attack.
sea that lead to the Bottomless Ocean.
The Elemental Plane of Water has the Positive Energy Plane (The Sunfire Realm)
following traits. The Sunfire Realm has the appearance of a vast
• Subjective directional gravity. The gravity savanah or desert filled with a brilliance radiance. The ground
here works similar to that of the Elemental rolls and ripples constantly, with columns of stone erupting
Plane of Air. But sinking or rising on the from the ground and stretching up into the sky.
Elemental Plane of Water is slower (and less The Sunfire Realm teems with life, a surprising
dangerous) than on the Elemental Plane of amount of it being vermin. For some reason, vermin seem
Air. unharmed by the overcharging of life–giving energy
• Water–dominant. The Positive Energy Plane has the following traits.
• Enhanced magic. Spells and spell–like • Major positive–dominant. Some regions of the
abilities that use or create water are both plane have the minor positive–dominant trait instead,
extended and enlarged (as if the Extend and those islands tend to be inhabited.
Spell and Enlarge Spell metamagic feats had • Enhanced magic. Spells and spell–like abilities that
been used on them, but the spells don’t use positive energy, including cure spells, are
require higher–level slots). Spells and spell– maximized (as if the Maximize Spell metamagic feat
like abilities that are already extended or had been used on them, but the spells don’t require
enlarged are unaffected by this benefit. higher–level slots). Spells and spell–like abilities that
• Impeded magic. Spells and spell–like are already maximized are unaffected by this benefit.
abilities with the fire descriptor (including • Class abilities that use positive energy, such as
spells of the Fire domain) are impeded. turning and destroying undead, gain a +10 bonus on
the roll to determine Hit Dice affected. (Undead are
Negative Energy Plane (The Great Void) almost impossible to find on this plane, however.)
The Great Void appears to be a ledge on the • Impeded magic. Spells and spell–like abilities that
edge of a great chasm. Barren stone pathways wind use negative energy (including inflict spells) are
along vast black pits whose bottom is lost to their impeded.
pitch blackness. A cold chill permeates the Great
Void, and those who pause can often swear they hear Paraelemental and Quasielemental
a distant moaning in the air. A muted light permeates Planes
the entire plane, never allowing it to be brighter than The elemental planes are vast, but not unending.
twilight. There are areas where the elemental planes bleed into one
The Great Void has no known native life another, areas that are considered the “edge” of an elemental
forms. Sometimes undead or shadow creatures can plane, or known as the Quasielemental or Paraelemental
be found in the realm, but they tend to be isolated, planes. The known Paraelemental planes are created by a
dangerous and spontaneously turning to ash. mixture of two elements, whereas a Quasielemental plane is
• Major negative–dominant. Some areas created by the admixture of three elemental planes. The size
within the plane have only the minor of these “realms” ebbs and flows as the boundries of the
negative–dominant trait, and these islands elemental planes shift.
tend to be inhabited. The accepted/known Paraelemental planes are:
• Enhanced magic. Spells and spell–like
abilities that use negative energy are Ash (Fire & Negative)
maximized (as if the Maximize Spell
The paraelemental plane of ash lies at the edge of the
metamagic feat had been used on them, but
elemental fire plane and the negative plane. It is a dusty grey,
the spells don’t require higher–level slots).
cold plain of burnt–out coals. The sky is filled with a fine
Spells and spell–like abilities that are
mist of ash, making it difficult to see.
already maximized are unaffected by this
It is reached on the plane of elemental fire by
benefit. Class abilities that use negative
“following the sunset”, and on the negative material plane by
energy, such as rebuking and controlling
searching for areas of warmth, or looking for wind–swept
undead, gain a +10 bonus on the roll to
storms of ash.
determine Hit Dice affected.
• Impeded magic. Spells and spell–like
abilities that use positive energy, including Fog (Air & Water)
cure spells, are impeded. The paraelemental plane of fog lies at the boundry of
• Characters on this plane take a –10 penalty the elemental planes of water and air. It is any airy realm
on Fortitude saving throws made to remove where vision is obscured beyond a foot or so and is inhabited

Page 895 of 905


Amberos Play Guide

by flying creatures with insubstansial bodies and


whom tend to shy from contact with one another. Olympus (Home of the Gods)
It is reached on the plane of elemental water Olympus is home to the Ancient Ones of Greek and
by swimming “up”, and is reached from the plane of Egyptian legend.
elemental air by floating “down”. The realm itself is shaped by the dreams of the
Ancient Ones, and while by legend it actually resides in a
Ice (Water & Negative) temple on the side of Mount Celestia, it is a whole realm unto
itself within.
Lightning (Air & Positive) Most of the gods of Greek mythos can be found
within, sleeping.
According to myth, the access point to Olympus sits
Magma (Earth & Fire) on the side of the mountain of the 5th heaven. Entrance to
Olympus is through the mouth of a great Greek temple on one
Mineral (Earth & Positive) side of the mountain, and an Egyptian–style temple on the
other. Also, there is believed to be a duplicate Greek temple
Radiance (Fire & Positive) nestled somewhere in Misake that leads to the Greek side of
Olympus, and a temple somewhere in the heart of the Blue
Desert that leads to the Egyptian side of Olympus.
Sand (Earth & Negative)
Hamanatra (The Desert of Life)
Smoke (Air & Fire) According to legend, surrounding the base of the
Seven Heavens is a vast, flat plane of arid land. Those of the
Vaccuum (Air and Negative) Egyptian pantheon believe that the good souls of the dead pass
here to be judged by the Egyptian gods. Those who pass the
The Upper Planes test are sent on to Arcadia, while those who fail the test are
The upper planes are the home of the cast into Hell for punishment. Blasphemers against the gods
Ancient Ones and the New Gods. The “good” are devoured by Apep, the dragon of Hamanatra. However,
Ancient Ones are said to sleep in a vast home at the since the Egyptian gods sleep like their brethren in their
side of the Seven Heavens. golden halls, all dead instead pass through Hades for
judgment, and then are sent on to their reward or punishment
Asgard (Heroic Halls) The Egyptian deities (save Bast and Set) have their
Asgard is the home to the Ancient Ones of palace in Hamanatra, and like the Greek and Norse deities,
Norse and Celtic legend. sleep peacefully in their golden palace.
The realm itself is shaped by the dreams of
the Ancient Ones found here, and while by legend it The Seven Heavens (The Mountain of
actually resides in a hall on the side of Mount Champions)
Celestia, it is a realm unto itself within the halls. The seven heavens are the home of the celestial
Most of the gods of the Norse and Celtic servants of the gods. Mortals can reach the seven heav

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