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Even More Blasphemous Secrets and Forbidden Lore - 99 New Spells

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    Copyright 2004 James Thomson

    Cover Image copyright 2004, JamesThomson

    Some artwork by Jason Watson, taken from Fantasy Image Portfolios 1.1, 1.2 and 1.4, copyright Louis Porter, Jr.

    Design www.lpjdesign.com/DevilsWorkshop/ImagePortfolio

    Some Interior artwork taken from Character Portraits: Fantasy Heroes 2003 Mongoose Publishing

    Some Interior artwork taken from Character Portraits: Fantasy Heroines 2003 Mongoose Publishing

    Some Interior artwork by Arthur A. Dixon, George Wooliscroft Rhead, and Louis Rhead, taken from APG Studio

    Companion

    Some artwork copyright Octavirate Entertainment, used with permission.

    Some Interior Artwork by Tony Perna, taken from LPJ Image Portfolio 1.3 Superhero Louis Porter, Jr. Design.

    Open Gaming Content: Non-generic names of individual spells are Product Identity, but can be used with permission from the

    author. Mention of the authorship in the credits of your own work is sufficient for permission to be impliedno prior notification is

    required. The only use that is not permitted is to resell the content in another collection of spells. Any mention of or reference to any

    company or product in these pages is not a challenge to the trademark or copyright concerned. Everything else in this book other than

    art, the product title (Blasphemous Secrets and Forbidden Lore), Plain Brown Wrapper Games and this credits page is designated as

    Open Gaming Content.

    'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to theterms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com. Dungeons &Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used withPermission.

    This product is not published or endorsed by Wizards of the Coast, Inc.

    Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition or the Dungeons & DragonsPlayer's Handbook, Edition 3.5 or D20 Modern, published by Wizards of the Coast

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    Table of Contents

    Introduction ....................................................... 4Ace of Swords.................................................... 5

    Alleviate Curse................................................... 5Annihilate Evil................................................... 5Anti-Abjuration.................................................. 6Assume the Spirit of the Thief ............................ 6Aura of Mystery................................................. 6Black Beneficence.............................................. 6Blind-Strike ....................................................... 7Bloodpower ....................................................... 7Bridge of Blackness............................................ 7Burning Coin ..................................................... 8Call on the Power of Darkness ............................ 8Copy Scent......................................................... 9Crush Goodness ................................................. 9Curse of the Black Moon.................................... 9

    Curse of He Who Walks in Shadow........ ......... ..10Dagger of the Void............................................10Dampen Magic..................................................11Dancing Blade...................................................11Deep-Drag-You Down ......................................11Demon Ram......................................................11Demonic Howl ..................................................12Detect Cheating.................................................12Detect Shapeshifter ...........................................13Disarm..............................................................13Doorway Into Pain ............................................13Drink the Vampires Blood................................14Earthpact...........................................................16Ease Your Burden .............................................16Ectoplasmic Ladder...........................................17

    Enchanted Implement........................................17Everyone Drop Their Weapon ......... ......... .........17Evil Lurks .........................................................17Exploding Rat...................................................18Find That Thing ................................................18Flail of Screaming Nothingness ......... ........ ........18Fly Swift, My Steed...........................................19A Fool is Blind..................................................19Glass Dagger.....................................................20Goblinhammur..................................................20Hellwind...........................................................20How Fare his Fortunes?.....................................20Hypnotic Voice .................................................21Ice-Storm Arrow ...............................................21The Idiots Arcanum..........................................21Imbue With the Thunder....................................22Invoke the Power of the Blood-Spirits....... .........22Is This Sickness Natural?...................................22Kiss of the Serpent ............................................22Liquefy Metal ...................................................23Magic Picture....................................................23Magnetic Flux...................................................24Melting Glance..................................................24Negate Lightning...............................................24No One Gets Out of Here...................................25

    Nose of the Dog................................................ 25Phantom Dagger ............................................... 25

    Plague of Ill Fortune ......................................... 26Power of the Mind............................................ 26Pressure Point Blow..........................................26Resist Paralysis................................................. 26Resist Sleep ......................................................27Resounding Blast..............................................27Ruin Book ........................................................27Scream of the Damned...................................... 28Sense Weakness................................................28The Seventh Wind ............................................ 28Shatterstaff .......................................................29Skullbane ......................................................... 29Smash Law....................................................... 29Smite Chaos .....................................................30

    Smite Evil......................................................... 30Song of the Red Moon ...................................... 30Steel Spirit........................................................ 31Strength of Stones............................................. 31Suppress Magic ................................................31Theophrastic Compass ...................................... 31They Watch ......................................................32This Door Belongs to Darkness......... ......... ....... 32This Water is Angry..........................................33Thrumble's Thaumaturgic Triple-Lock............... 33Thunderous Blast..............................................34Total Awareness ............................................... 34Trapdoor to Nowhere........................................ 34The White Death...............................................35Unsavory Flavor ............................................... 36

    Venomous Glance.............................................36Wall of Bones and Filth ....................................36Wall of Grief ....................................................37Warding Against the Shadow of the Mind.......... 37What is its True Worth?.................................... 38Who Am I?.......................................................38Wind of Razors................................................. 38Witch-Hammer................................................. 38Writ in Water, Wrote on Sand ........ ......... ......... . 39Youre Not Well, Stay in Your Circle......... ....... 39Youre So Hideous, Cringe in Shame ......... ....... 40Your Weapons Hate You Now ......... ......... ........ 40Zone of Blood................................................... 41

    Appendix A: Spells by Level........ ......... ........ ...... 42

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    IntroductionYes, thats right. Its yet another collection

    of 99 new OGL spells from the good folks at PlainBrown Wrapper Games. Use them in whatever foul,depraved way you like best.

    We have esoteric arcana, lost rites, creepyprivate rituals and invocations by the barrel. And allfor less than six bucks! Thats your best value on the

    dollar for unsavory occult weirdness. At prices likethis, you could buy the whole series and slurp downblasphemous secrets and forbidden lore until youburst.

    How can I afford to give you so much highquality product for such an incredibly low-low price?Its easy! Ive got a day job, I think (Can anyone tellme, does kidnapping boy-bands on the high seas andtrading them to corrupt officials for tainted rum and

    Pokemon cards count as a job? And if not, how do Ideduct all those NSynch albums on my taxes?)

    What Sinister PurposeGuides This Book?

    My guiding principle in creating this bookwas to give you new spells that you could use withouthaving to change much else. New magical techniquesthat you could drop into any campaign, either by

    themselves or in a group, without sending gamebalance off the rails. Ways to expand the optionsavailable to spellcasters without screwing up thebalance of power between the various classes. Or, toput it another way, cool stuff that wont cause youextra hassles.

    This book is supposed to be a jumbled-uptoybox of random occult fun, for you to pick and

    choose from as you like. It wasnt my intention to

    either replace the existing magic system (my basicallylazy nature recoils at the very thought of doing thatmuch work) or to force you to buy all the other booksin this series. Although it would be great if you didbuy them. Ideally, you should be able to bring all ofthese spells into your campaign or, if you prefer, justone.

    To make this approach work, Ive tried tohave as few new game mechanics cluttering up therules as possible, and never to have a spell that cantbe used without adopting some other spell from thecollection.

    One of the effects of doing things this way isthat we dont have the same number of spells for allthe different spellcasting classes. Since these spells

    are meant to supplement the existing set, rather thanreplace it altogether, theres no need for me to makesure that there are, for example, as many 3rd levelRanger spells as Bard Spells, or that Clerics get thesame number of 4th level offensive spells as Wizards,or anything like that. Frankly, this approach worksbetter from a creative standpoint and ensures that youget only my best material, since Im spending lesstime worrying about filling in all the blanks properly

    and more about coming up with stuff youll think is

    cool.Another and perhaps less welcome effect of

    taking this approach is that I may have to repeatmyself a lot during the course of the book. I want youto be able to adopt these spells piecemeal. I dont

    want you to have to dig through the book looking foranother spell description in order to figure out how the

    one you want works. None of this stuff: GreaterThramfobulation works just likeLesserThramfobulation (see page 496) except that it has alower Thramfobule Flunxion Cost (see the descriptionof the spell Least Thramfobulationon page 3 butignore the part about gnomesits a typo).

    This means that you may see me describe

    how an effect like Invisibility or Mental Dominationworks five or six times, rather than just referring youto another section. I apologize in advance if you findthat annoying. I frankly thought it would be moreannoying to make you constantly rifle through thepages. This way its more work for me but less foryou, just as it ought to be.

    Are These Spells Open GameContent?

    Certainly! Use em in your own publishedwork however you please. You have purchased themand now they are yours (although come to think of it,some of you havent actuallypurchasedyour copies atallbut thats a topic for another time). I wouldcertainly appreciate it if you mention me in the credits,

    but apart from that the only thing I might take issuewith is if someone tried to publish them in their owncollection of spells (Nasty Arcana and Unauthorized

    Invocations, or some such).

    But.. I Still Dont HaveEnough BlasphemousSecrets and Forbidden Lore

    What? Still not satisfied?! Yeesh, is thereno end to your thirst for Blasphemous Secrets and

    Forbidden Lore? Well, thats all right. Weunderstand your monstrous cravings, even if we cantapprove. So were bringing out another collection,entitled Still More Blasphemous Secrets andForbidden Lore in just a few short weeks. Promiseus you wont do anything rash before then.

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    Ace of SwordsTransmutation

    Level: 4th Bard, 3rd Sorcerer/Wizard

    Components: Verbal, Somatic, Focus

    Casting Time: Standard ActionRange: Close (25 feet +5 feet for every two casterlevels)Target: Area: 10 by 10 foot square

    Duration: The spell itself lasts for 1 round per casterlevel (but the effect is Instant, once triggered)Saving Throw: Reflexes NegatesSpell Resistance: noDescription: Enchants a playing card and turns it intoa throwing weapon. For some reason the spell onlyseems to work on aces. You throw the card at aparticular 10 by 10 foot square, and it rapidly expands

    when it reaches the target, slicing neatly across thesquare and effectively attacking anything inside it.

    Anyone caught in the target square must

    make a Reflexes Saving Throw vs. DC 15 or take 3d8Slashing damage as the pane slices through their body.If the caster rolls a critical hit, they can pick one targetwho failed their saving throw to be slit cleanly in half,and killed outright. There may be some really alienmonsters (for instance totally amorphous beings like

    oozes, puddings and so forth) who arent particularlyinconveninced by being sliced in half. Anyone else isextremely dead. The card then returns to its normalsize and drops to the floor, spattered with blood. Thecaster is free to announce that they have won this handand collect their winnings from the corpses. No one islikely to want to accuse them of cheating. The spellmust be re-cast for the card to be used again.

    Only a real ace from an actual deck of cards

    is safe to use. If the caster just draws an ace on apiece of paper or uses a different card, there is a 40%chance that the spell will fail to work (the caster willonly know the spell has failed when they fling the cardand watch it fall harmlessly to the ground or bounceoff an amused would-be target) and a 20% chance thatthe spell will go off in the casters hand, attacking

    everything in his/her square instead of the targets.If the caster uses an innapropriate or an

    improvised card and the spell goes off prematurely,the DM should make a to-hit roll, purely for thepurposes of determining whether or not the card gets a

    critical hit and cuts them in half.

    Alleviate CurseAbjuration

    Level: 2nd Bard, 2nd Cleric, 3rd Paladin, 3rdSorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: 1 round

    Range: Touch

    Target: One living subject touched by the caster.

    Duration: Instant

    Saving Throw: Willpower negates (harmless)

    Spell Resistance: yes (harmless)

    Description: Works exactly like Remove Curse, but itwill only suppress the curse until the next sunrise.

    Once the sun rises or 24 hours have elapsed,

    whichever happens first, the curse will return in fullforce. This time limit holds true even if the spell iscast deep underground, or somewhere else that it isimpossible to see the sunrise.

    If someone uses a diviniation spell on the

    target to see if they are cursed, while the "AlleviateCurse" spell is still in effect, they must make anIntelligence Roll vs. DC 15. If they succeed, they can

    tell both that the subject is laboring under a curse andthat it has been temporarily repressed. If they fail, the

    subject does not appear to be cursed, yet there issomething funny about them--something not quiteright. True Seeing immediately tells the whole story.

    Annihilate EvilTransmutation [good]Level: 4th ClericComponents: Verbal, Somatic

    Casting Time: Standard Action

    Range: Touch

    Target: One living subject touched by the caster.

    Duration: 10 minutes per caster level or until the firsttime the spell is triggered, whichever comes first.

    Saving Throw: Willpower negates (harmless--but see

    the description)

    Spell Resistance: yes

    Description: A more powerful version of "SmiteEvil", with some additional side effects. The nexttime the subject successfully scores a hit against anEvil target, the blow will do an additional +4d6damage, and require them to make a WillpowerSaving Throw or become Stunned. The extra damagewill be of whatever type the blow would normally do,

    but it will never be non-lethal.If the subject is striking for non-lethal

    damage, the extra 4d6 will probably come in the formof Bludgeoning damage, but there could be situations(depending on the attack) where it could be somethingelse. This is a matter for the DM to adjudicate.

    The extra damage cannot be held back or

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    kept in reserve. The next time a blow connects with anevil creature, the target automatically takes the fullextra damage.

    The spell can be placed an anyone,regardless of their alignment, but at the DM's

    discretion an Evil character may accidentally hurtthemselves if they have the spell on while they are

    trying to get rid of a hangnail or extract a splinter.It cannot be paced on a weapon or an inanimate

    object, but it can be placed on golems and otherconstructs, despite their Spell Immunity.

    Evil creatures and characters react to anyoneunder this enchantment at a -4, instinctively hating

    them without knowing why. Good characters react to

    them at a +2.

    Anti-AbjurationAbjuration

    Level: 4th Cleric, 4th Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard ActionRange: Close (25 feet +5 feet for every two casterlevels)

    Target: One creature, selected by the caster.

    Duration: 10 minutes per caster level

    Saving Throw: None

    Spell Resistance: No

    Description: Strengthens any one creature who couldnormally be affected by abjuration spells (outsidersand certain types of undead, for example), giving thema +2 bonus to resist. Neither the caster nor thesubjects alignment have any effect on the spell. An

    evil character can cast it on a good creature, a goodcharacter can cast in on a neutral or evil creature, alawful character can cast it on a chaotic creature, etc.

    However, at the DMs discretion some deities mighttake offense at one of their clerics casting this spell ona creature with an opposed alignment. This spell hasno effect on a creatures resistance to being turned

    or rebuked by a cleric or paladin. It only guards

    against actual spells or spell-like effects.

    Assume the Spirit of theThiefTransmutation [mind-affecting]

    Level: 4th Cleric, 6th Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: 1 RoundRange: Touch

    Target: One living subject, selected by the caster.

    Duration: 10 minutes per caster level

    Saving Throw: Willpower negates (harmless)

    Spell Resistance: yes (harmless)

    Description: Imbues the subject with the skills of amaster criminal. For the duration of the spell, they

    gain a +6 bonus to all Escape Artist, Forgery, Hide,Innuendo, Move Silently and Open Lock skill rolls.They also give off a sly, slinking kind of aura which

    makes people reluctant to trust them. For the durationof the spell, they will suffer a 1 penalty to all Bluffand Diplomacy skill rolls.. The spells effect is subtle,it does not change their appearance or voice, it justmakes people perceive them as less trustworthy.

    Aura of MysteryEnchantment (Charm)Level: 2nd Bard, 2nd C 2nd Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: Touch

    Target: One living subject touched by the caster.

    Duration: 10 minutes per caster level

    Saving Throw: Willpower negates (but the target canonly roll to resist the spell if they are aware that it is amagical effect)

    Spell Resistance: Yes

    Description: The caster cloaks themselves in afascinating, indefinable air of the mysterious. They

    come and go without anyone noticing them, shadowsseem to gather on their face even in daylight, theirvoice sounds strange and somehow otherworldly. It isdifficult to say how or why, but everything they say ordo seems shadowy, portentous and intriguing (whichmakes this spell extremely sought after by the leadersof low-rent teenage vampire covens).

    For the duration of the spell the caster (or

    whoever they have cast it on) will enjoy a +4 bonus to

    Bluff, Diplomacy, Performance, Move Silently andConcealment rolls. This bonus will stack with othernon-magical bonuses based on things like stats, skilland circumstances, but it will not add to bonuses the

    character has gained from another spell. In a casewhere a character has more than one skill-enhancing

    spell cast on them at a time, use the highest bonus,rather than combining them.

    People will react to them at anywhere from a+2 to a -2, depending on how the NPC feels aboutmagic and the mysterious. The DM should adjudicatethis carefully, taking into account what they knowabout the individual's personality, culture and thecircumstances under which they encounter thespellcaster. Pimply 16 year old girls who are takingAP English react may react a +3 or more.

    Black BeneficenceTransmutation [Evil]

    Level: 2nd Evil, 4th Sorcerer/WizardComponents: Verbal, Somatic

    Casting Time: 1 round

    Range: Close (25 feet +5 feet for every two casterlevels)

    Target: One fruit-bearing tree per caster level,

    Duration: Indefinite

    Saving Throw: See description

    Spell Resistance: Yes (object)

    Description: The caster enchants one fruit-bearingtree per caster level, causing it to yield three times as

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    much fruit as usual. This doesnt happen instantlythe new fruit must grow at the normal rate. Within aday any fruit already on the tree has grownexceptionally huge and luscious, although prone topeculiar flaws and blemishes. The fruit tastes just

    slightly too sweet and a little too juicy for somepeople.

    From the moment the spell is first cast, thefruit bears a subtle curse, and will erode the health of

    anyone whose soul isnt pledged to the forces ofdarkness. Whenever a good or neutral character eats apiece of that fruit, they must make a Fortitude SavingThrow or lose a point of Constitution. One bite is

    enough to force them to make the roll (although not if

    they spit it out). If they stop eating a piece of affectedfruit and pick it up again later, they still only need tomake one roll.

    Evil characters, on the other hand, thrive onthe tainted fruit. Every time an Evil character eats apiece, they regain 1 lost hit point or one lostcharacteristic point (their choice), if they are missing

    any. They must consume the entire fruit to enjoy the

    benefits. This takes a full round.Juice or wine from the fruit has the same

    effect. A character must consume a full pint withinone hour to enjoy or suffer the spells effect.

    Both the fruit and the affected trees will testpositive for both evil and magic, as will any productsmade from them. but a Detect Poison spell will not

    reveal anything amiss.Remove Curse will cure a victim of the fruit,

    and dispel magic or Remove Curse will undo the spellentirely if it is cast on the enchanted orchard (althoughit wont cure anyone who isnt physically present atthe casting).

    Focus: A tree or trees.

    Blind-StrikeTransmutation

    Level: 1st Ranger, 1st Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: 1 round

    Range: Touch

    Target: One living subject touched by the caster.

    Duration: Indefinite. Lasts until the first time thespell effect is triggered.Saving Throw: NoneSpell Resistance: YesDescription: Negates the usual penalty to attack in

    total darkness, to make an attack while blinded or to

    strike a target that is invisible or behind you. Thisspell does not improve your Armor Class, or negatethe bonus that an opponent gains for striking you frombehind. It is an purely offensive spell. It applies toonly one attack, but once the spell has been cast onyou, it doesn't have to be used immediately--you canhold it until you need it or the duration runs out.

    It's not possible to cast the spell on someonemultiple times and give them multiple strikes. Youcan only have it cast on you again after you have used

    it up.The caster does not have a spell slot tied up

    the whole time the spell is running. They will regain1st level spells normally if the spell lasts longer than aday.

    Focus: Diagram painted on the subjects forehead. Ifthis gets rubbed off or otherwise obliterated (this

    happens purely at the DMs discretion) the spellseffect is lost.

    BloodpowerUniversal

    Level: 6th Cleric, 5th Druid, 7th Sorcerer/Wizard

    Components: Verbal, Somatic, Material

    Casting Time: 1 round

    Range: Unlimited

    Target: Affects one die roll, made on the followinground.

    Duration: 1 round (see the Description)

    Saving Throw: None

    Spell Resistance: noDescription: The caster expends some of their bloodto control the whims of fate. To cast this spell theymust use some sharp implement to open up one of

    their veins (biting yourself is not recommended, as ittakes an extra Standard Action and causes an additionhit point to chew through your own flesh) and call outimprecations to whatever unclean forces secretly rulethe cosmos. Amused by this grotesque and patheticdisplay, the Lords of Fate deign to answer their prayer.

    For every two hit points that pours out oftheir veins, the caster can influence one die roll on the

    following round by a single point, either up or down,to a maximum equal to their level divided by two. Thecaster must specify which roll they intend to influence

    at the time the spell is cast. If nobody actually makesthat particular roll, the spell is lost.

    If the caster is willing to spend an hour priorto casting the spell on painting a big (10 by 10 foot)

    weird design on the ground and on themselves,

    chanting and shrieking and dancing wildly the wholetime, they can reduce the cost to 1 pt for every 1 hitpoint spent.

    Please note that the effects of the spell arent

    immediately obvious. All the screaming and bleedingand self-mutilation will certainly look strange andunpleasant, but there are no blatantly magical specialeffects associated with the spell. No glowing eyes orvoices from the clouds or bolts of energy shooting

    anywhere. This can make it hard to tell whether youre

    dealing with a sorcerer or a maniac, but then againisnt it always?Experience Point Cost: 50 per hp expended

    Bridge of BlacknessConjuration (Creation)

    Level: 4th Evil, 4th Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

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    Range: Medium (100 ft. + 10 ft./level)

    Target: Creates a bridge, 10 feet in width and up to 10feet per caster level in length

    Duration: 2 minutes per caster level

    Saving Throw: None

    Spell Resistance: no

    Description: Creates a bridge out of solid shadows.

    The bridge is 10 feet wide and up to ten feet times thecasters level in length. The bridge weighs effectively

    nothing, and can hold up to five hundred pounds timesthe casters level. If at any point the total weightplaced anywhere on its length exceeds that limit, thebridge winks out of existence and everything on it

    falls.

    If the bridge is placed between two crumbly,unstable surfaces, and the total weight of everyonepassing across it exceeds the amount one of thosesurfaces can bear, then that end of the bridge tears loseand the whole thing vanishes. Anyone within ten feetof an end-point can make a Jump roll vs. DC 20 toleap to safety.

    The bridge can slope up or down to reach a

    point above or below the place where it is cast,although the DM should feel free to demand climbingrolls and impose other inventive cruelties on the playercharacters if the bridge slopes at an angle of sixtydegrees or greater.

    The bridge does not look wholesome,comprised as it is out of pulsing congealed darkness

    and both its slippery surface and its total lack ofhandrails make climbing it a daunting prospect. Butthis is not its worst feature. It will not bear any personor creature that isnt evil across its length. If a good orneutral creature attempts to cross it (including sentientmagical items or items that have alignments), thebridge lets them get ten feet across and then opens upbeneath their feet, letting them plunge through it to

    their doom.Constructs are not affected, but non-

    intelligent animals and plants are. This can causeproblems if an evil character attempts to ride a horseor other beast of burden across the bridge. An evilcharacter riding a neutral animal has their mountdropped out from under them, but does not fallthemselves. The mount falls through the bridge, but itremains solid to the rider. A rider who is somehow

    tied or otherwise attached to their mount gets draggeddown with it anyway. Its the DMs call as to whatqualifies, but just wearing stirrups isnt enough tocause a problem.

    Burning CoinTransmutation [flame]Level: 3rd Sorcerer/WizardComponents: Verbal, Somatic, Focus

    Casting Time: Standard Action

    Range: 10 feet per caster level, can also be cast via

    ScryingTarget: One coin, anyone who touches it and anyonein a 15 foot radius of them when they do. See the

    Description.

    Duration: Lasts until triggered. Can only be triggeredonce. Then it must be re-cast

    Saving Throw: Reflexes save halves the damage

    Spell Resistance: Yes (object)

    Description: Enchants a gold coin so that the nexttime someone picks it up, it explodes in their hand,

    doing 3d6 Piercing damage to them and 1d6 Piercingdamage to anyone in a 5 foot radius. A Reflexes

    Saving Throw halves the damage.This spell can only be triggered by picking

    the coin up by hand. Wearing a glove or a gauntletoffers no protection (unless it has Damage Resistance

    that works against heat).

    Only a coin can be enchanted in this wayand then only a gold coin. Counterfeit money doesnot work. Nor do the gigantic coins used by creatureslike giants and titans. The coin must be no larger thanfive inches across (which is one heck of a big goldcoin). If a caster attempts to put this spell on aninappropriate object, it isnt lost, it just fails to work.

    Call on the Power of

    DarknessEvocation [Evil]

    Level: 7th Cleric, 7th Evil, 7th Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: 1 round

    Range: 10 feet per caster level

    Target: Radius effect, always centered on the caster

    Duration: 1 round per caster level

    Saving Throw: None

    Spell Resistance: No

    Description: Any Abjuration spells cast against Eviltargets within the spell's radius of effect suffer a -4penalty. Spells like Dispel Magic or Remove Cursesuffer the same penalty if used against spells that were

    set in place by an Evil caster. This spell does notaffect Abjurations that don't require any kind of diceroll.

    The penalty applies equally whether thecharacter casting the Abjuration is Good, Evil orNeutral. The alignment that matters is the alignment

    of the abjuration's target. It can even work againstAbjurations cast by its own caster, so be careful aboutusing this spell anywhere you plan on summoningdemons.

    This makes the mechanics of the spell seem

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    more complicated than they are, so perhaps anexample would help clarify things. Let us supposethat the evil wizard Malgigigus sends a thief to stealsome magic item from the lair of his arch-rival, thewicked sorceress known as La Strega Norca. La

    Strega catches the thief as he is poking around herfilthy cave, and turns him into a toad. The toad comes

    hopping back to Malgigius' dread tower, where theevil wizard has just finished casting "Call on the

    Power of Darkness", as part of some other nefariousscheme. When Malgigius attempts to cast DispelMagic on the toad to return the luckless creature to itsoriginal form, the evil wizard finds to his chagrin that

    he will suffer a -4 penalty to the roll, thanks to the

    spell that he himself has cast on his tower.

    Copy ScentIllusion (Glamer) [Mind-Affecting]

    Level: 1st Druid, 1st Sorcerer/Wizard

    Components: Verbal, Somatic, can also use a

    Material Component--typically some object thatbelonged to the character whose scent is being copied.See Description.

    Casting Time: Standard Action

    Range: Close (25 feet +5 feet for every two casterlevels)

    Target: One living subject, selected by the caster.

    Duration: 1 hour per caster level

    Saving Throw: Willpower disbelieves

    Spell Resistance: Yes

    Description: Perfectly copies the personal smell ofone other creature. This gives the caster (or the spell's

    Target, if it is cast on someone else) a +1 on anyattempts to impersonate that creature with a disguiseroll. It gives them a +4 bonus for any animal handling

    rolls made to control animals that belong to thecreature who is being impersonated (provided theanimal doesn't hate its master, as a devious DM mayfeel free to decide). A clever player can no doubt

    think up all kinds of other ways to use it during

    roleplay. The DM should feel free to give out othersmall bonuses where they seem appropriate to thesituation.

    It is possible to cast this spell on an

    unwilling target, in which case they are entitled to aWillpower Saving Throw. In order to mimic anothercreature's smell, the spellcaster must either bepersonally familiar with it (that is, they must have atsome point stood close enough to the creature they are

    impersonating to smell them, and must then be able to

    make an Int roll vs. DC 15 to recall the scent properly)or they must have some item that belongs to them, orthey must know the creature's true name.

    It is up to the DM to decide what happens ifthe caster tries to impersonate a scent from memoryand fails their Int roll. It probably just reduces theirbonuses, but it may have more embarrassing effects as

    well, if it seems appropriate.

    Crush GoodnessTransmutation [evil]

    Level: 2nd Cleric, 2nd EvilComponents: Verbal, SomaticCasting Time: 1 roundRange: TouchTarget: One living subject touched by the caster.Duration: 1 minute per caster level or until the first

    time the spell is triggered, whichever comes first.Saving Throw: Willpower negates (harmless)Spell Resistance: yes (harmless)Description: The targets next blow will do an extra2d6 damage to any Good character. This effect cannotbe held back. The next time the subject hits a goodbeing (within the spells duration) they will do 2d6extra damage to them, no matter what. This happenseven if the spells subject is trying to pull their punch

    or to do nonlethal damage. The effect is onlytriggered by actually connecting with an evil target.The extra damage takes the form of whichever type ofdamage the attack normally does. If it is a piercing

    attack then it does piercing damage. If its a slashingattack then it does slashing damage. If the attack doesmixed types of damage then the extra dice apply towhichever type the attack does more of, or whichever

    the DM thinks is more appropriate. This spell doesnot have any effect on damage that is done by otherspells. It only enhances actual physical attacks.

    Curse of the Black MoonNecromancy

    Level: 4th Bard, 4th Cleric, 4th Druid, 5th

    Sorcerer/WizardComponents: Verbal, Somatic, Focus, Divine focus

    Casting Time: 1 roundRange: Close (25 feet +5 feet for every two caster

    levels)Target: Circular area of effect, radiating outwardfrom the spellcaster. Only affects lycanthropes. Seethe DescriptionDuration: Lasts until negated by a Cure Disease orRemove Curse spellSaving Throw: Fortitude negates, but there is a -4penalty to the roll.

    Spell Resistance: YesDescription: Infects lycanthropes with a hideouswasting disease. If the target fails their saving throw(and remember that they suffer a -4 penalty), theyimmediately lose 1pt of Constitution and will lose

    another one each day until they die or receive a CureDisease or a Remove Curse spell (very powerful spellslike Limited Wish will also work). Once the spells

    effect is broken, the victim will recover their lostcharacteristic points at the rate of one per day.

    The effects of the spell are extremelygruesome. The victim bleeds constantly through theirskin, mouth and eyes. A buzzing, whispering soundsurrounds them, and some people claim to hear voicesmuttering terrible things in it (while this may let othercharacters know that the victims condition is

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    supernatural, it doesnt have any other game effect).After the second day these effects become sopronounced that all creatures react to the Lycanthropeat a 2 penalty, regardless of what form theshapeshifter wears. After the fifth day, the penalty

    grows to a 4 and any creature who encounters themwill intuitively know at once that they are cursed.

    Any other Lycanthrope who comes intocontact with the victim must themselves make a

    Fortitude Saving Throw (at no penalty) or becomeafflicted with the same ailment. This disease isextremely contagious. Coming within ten feet of aninfected character for one round is enough to merit a

    Saving Throw.

    Once a particular Lycanthrope has resistedinfection, they can no longer be infected by that oneparticular carrier, but they can still get it fromsomeone else who the carrier has infected.

    As you can see, the curse of the Black Mooncan run through an entire community of lycanthropeslike wildfire. Everyone who contracts the disease

    must be cured individually, unless the original carrier

    receives a Remove Curse and a Cure Disease, inwhich case the whole plague lifts and everyone canstart to recover their lost Constitution points at thenormal rate. If the original carrier is already dead, thenthe spells can be cast over their mortal remains for thesame effect.

    Please note that while this spell only affects

    were-creatures, the disease can be transmitted betweendifferent types of were-beast. A were-rat can infect awere-tiger who can infect a were-woodchuck who caninfect a were-shrub, etc.

    Curse of He Who Walks in

    ShadowTransmutation [Darkness]Level: 3rd Bard, 3rd Cleric, 4th Sorcerer/WizardComponents: Verbal, SomaticCasting Time: 1 roundRange: Close (25 feet +5 feet for every two casterlevels)Target: One living subject, selected by the caster.

    Duration: Lasts until negated by a Dispel Magic or

    Remove Curse spellSaving Throw: Fortitude negatesSpell Resistance: YesDescription: If the target fails their saving throw, theybecome vulnerable to sunlight. For every round that

    all or part of their body remains exposed to the directlight of the sun, they will take 2d6 nonlethal damage.If they are rendered unconscious by this damage and

    left in the sunlight, they will then lose 1 point ofConstitution per ten minutes until they are rescued orhit 0 Constitution and die.

    It can be difficult to determine preciselywhat counts as exposure to direct sunlight. If the DMis playing with a contentious group and feels that thiswould lead to complications and arguments, theyshould feel free to simply declare that some squares

    are sunlit and some are not. The characterautomatically takes damage when they enter or remainin a sunlit square.

    Some resourceful players will try all kindsof ways to get around this curse, covering their bodies

    with greasepaint, walking around under parasols,wearing smoked lenses and so forth. The DM may or

    may not permit these ploys to work--its strictly theircall. However, even if a character does find a way to

    walk around in the daylight, they are still impaired byit, and will make all their rolls at a -2. People will alsoreact to their strange behavior. Walking around undera sheet or with some other bizarre means of blocking

    the sun in place should count as a least a -2 modifier to

    reaction rolls. In a place where vampires are wellknown, it could be considerably worse.

    Dagger of the VoidConjuration (Creation)

    Level: 3rd Sorcerer/Wizard

    Components: Verbal, SomaticCasting Time: Standard Action

    Range: Touch

    Target: Creates a magical dagger out of nothing. See

    the Description.

    Duration: 1 minute per caster level

    Saving Throw: None

    Spell Resistance: Yes

    Description: A dagger-shaped wedge of pure blacknothingness appears in the caster's hand. It can beused like a weapon, and does 1d6 damage. This blackslice of emptiness can pass straight through normal

    matter without leaving a mark. It ignores armorcompletely and makes Touch Attacks, counting onlyAC derived from the target's Dexterity bonus.

    Hardness and Damage Resistance still count normallyagainst it.

    Anyone who takes damage from the blademust make a Fortitude Saving Throw or else be chilled

    to the core by the awful and unnatural cold of the void,

    and suffer a -2 penalty to all their rolls for the next 1-4rounds. This effect does not work on the undead or onother creatures with strong ties to the negative materialor the lower outer planes (it's the DM's call as to

    exactly which creatures qualify-a demon or a NightHag probably wouldn't be affected, but a Hellhound ora Lemure might be).

    If for some reason a target is struck by morethan one Dagger of the Void, they will be chilled for

    the highest period rolled--no matter how many times

    they are hit they will not suffer the penalty for morethan four rounds.

    If they are struck and then fail their SavingThrow multiple times on different rounds, the durationof the most recent blow's chilling effect cancels outthe effect of the one before it. For example, if acharacter were struck by the Dagger of the Void,

    failed their Saving Throw and were chilled for 4rounds, and then struck again on the next round, andchilled for one round, they would only remain chilled

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    for one more round (unless of course they get struckagain).

    It does not require any concentration tomaintain the Dagger of the Void's presence in ourreality, but if the caster is rendered unconscious or

    killed, it vanishes back to whatever nighted realm itcomes from. Nor can it be set down or handed to

    anyone else. If the caster is somehow forced to dropthe thing, it disappears. The Disarm feat does not

    work against the dagger, but a Disarm spell will.

    Dampen MagicAbjuration

    Level: 2nd Bard, 2nd Cleric, 3rd Druid, 2nd Paladin,2nd Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: 1 round

    Range: Medium (100 ft. + 10 ft./level)

    Target: See the Description

    Duration: 2 rounds per caster level

    Saving Throw: NoneSpell Resistance: No

    Description: Suppresses the effect of one spell or thepower of one magic item for 2 rounds per caster level.

    Once the spell's duration runs out, the magic comesback. A suppressed spell's duration continues to seepaway while it is dampened. If it expires before theDampening spell wears off, it is lost. If a DetectMagic spell is cast while a Dampening spell is ineffect, the divination will reveal both that magic ispresent and that it has been temporarily suppressed.

    Dancing BladeTransmutationLevel: 3rd Sorcerer/Wizard

    Components: Verbal, Somatic, FocusCasting Time: Standard ActionRange: TouchTarget: One sword, dagger or knifeDuration: 4 roundsSaving Throw: NoneSpell Resistance: No (object)

    Description: This spell can be cast on any one-handed

    blade, from daggers to the largest one-handed swords.It will not work on axes, for some technical reasonthat Transmuters have difficulty explaining to non-specialists. Once the spell has been cast on a blade,the weapon can fight on its own, independently of its

    wielder, hovering in mid-air as it parries and strikes.It takes a standard action to loose the enchantedweapon to fight on its own, or to retrieve it once its

    wielder wants to take it back in hand. The weapon canbe released to fight on its own at any time within thespells duration.

    Please note that the spells duration beginsat the moment the spell is cast, rather than the firstmoment the weapon is used. It doesnt matter whetherthe weapon is fighting on its own, being wieldeddirectly or resting in scabbardthe spells duration

    expires at the same rate.The dancing weapon fights using the base

    attack bonus of the wielder who loosed it. Whiledancing, it cannot make attacks of opportunity, and theperson who activated it is not considered armed with

    the weapon.While dancing, it takes up the same space as

    the activating character and can attack adjacent foes. Itcannot move out of adjacent range. If the weapon is

    physically removed from its place by its wieldersside, the spell is immediately broken.

    The dancing weapon accompanies thecharacter who activated it everywhere, whether they

    move by physical or magical means. If, for example,

    they Teleport to a new location, the weapon goes withthem. It is always the character who loosed theweapon who controls its actions, not the spell-caster.

    If the wielder is rendered unconscious orkilled, the weapon will continue attacking the sametarget until the target moves out of range or dies. Itwill then hover passively in space until someone else

    picks it up or the spells duration expires.

    Deep-Drag-You DownEvocation [Water]

    Level: 2nd Bard, 1st Cleric, 1st Sorcerer/Wizard, 1stWater

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: Medium (100 ft. + 10 ft./level)

    Target: One creature, selected by the caster.

    Duration: Instant

    Saving Throw: Willpower negates

    Spell Resistance: yes

    Description: The next time the target ventures into

    moving water higher than their waist, the water seemsto clutch at them with icy fingers and to whisper theirname. Not only is this gravely upsetting (-4 to anyconcentration rolls they make, NPCs make an

    immediate morale check) but it does 2d6 subdual

    damage as well. No one but the target can hear thewhispering voices or feel the water plucking at them.

    If the spell is cast on a four-legged creature,the water must be up to their belly. The spell does not

    work on creatures native to the water, or on beingswho are immune to cold. Damage Resistance againstcold protects against the subdual damage, but naturaltoughness does not.

    Either a Remove Curse or a Dispel Magic

    can take the spell off before the target next ventures

    into the water.

    Demon RamTransmutation

    Level: 4th Sorcerer/Wizard

    Components: Verbal, Somatic, Focus

    Casting Time: 1 Minute

    Range: Touch

    Target: One ram, mounted on a ship.

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    Duration: 10 minutes per caster level

    Saving Throw: None (object)

    Spell Resistance: Yes (object)

    Description: Enchants a ship's ram, giving it a +3magical To Hit bonus and allowing it to do double

    damage. This does not affect rolls made to control ormaneuver the ship. Only the actual roll to hit the other

    vessel is affected by the bonus.The spell will work on any size ram, made

    from any materials. It will even work on one that hasbeen improvised on the spot. But it will only work onthe water and only on a ram.

    A ram that has been enchanted on a boat and

    is then brought ashore loses its magical bonuses. Yet

    you could use it to ram a dock, a sea wall, a jetty orsome other land-based objectyou just have to do itfrom the water. Putting a boat in drydock does notaffect the magic unless you take the ram off the boat.

    Demonic HowlEvocation [evil, fear, mind-affecting]Level: 3rd Bard, 3rd Sorcerer/WizardComponents: VerbalCasting Time: Standard ActionRange: Close (25 feet +5 feet for every two casterlevels)

    Target: Every living creature in a 20 foot radius.Duration: InstantSaving Throw: Willpower negatesSpell Resistance: Yes

    Description: The caster utters a bloodcurdling howl,so horrible that it can make brave men faint. It is ahellish, unnatural sound that organic life was clearlynever meant to hear. Every living thing in a 20 footradius takes 1d4 non-lethal damage per caster level

    (maximum 10d4). If they make a Willpower SavingThrow, they only take half damage.

    Outsiders and the undead are totallyunaffected, as are deaf characters and Clerics whoembrace the Evil Domain and have more than tenExperience Levels. Any character who has more thanfifteen levels in the Blackguard prestige class not only

    takes no damage, they are so heartened by the soundthat they make all attack, morale and Willpower rolls

    at a +2 for the next three rounds.

    Detect CheatingDivinationLevel: 1st Bard, 1st Cleric, 1st Paladin, 1stSorcerer/Wizard

    Components: Somatic

    Casting Time: Free Action

    Range: Close (25 feet +5 feet for every two caster

    levels)

    Target: See the Description

    Duration: Instant

    Saving Throw: None

    Spell Resistance: NoDescription: Reveals any form of cheating at anygame of chance, whether magical, psionic ormundane. Detects any kind of interference that would

    violate the rules or the game. It will even detectcheating if the cheater isnt physically present duringthe game. The spell will detect a drugged horse or astacked deck of cards as easily as someone who slipsan extra ace into their hand.

    It does not, however, tell the caster etherwho is cheating or how they are doing it. It revealsabsolutely nothing except that someone has unfairly

    interfered with the games outcome. If for somereason the caster observes two games simultaneously,and someone cheats at one of them, the spell will

    reveal which game the cheating took place in, but thatis as specific as it gets.

    The caster must be able to observe the gamethemselvesscrying works perfectly well for this

    purpose. The term observe a little vague here. The

    DM may have to adjudicate special cases where it isunclear as to whether the caster has actuallyobserved the game or not. As a general set ofguidelines for handling this, overhearing the game

    from the next room does count, while reading about itin the newspaper does not.

    This spell must be cast either while the gamein question is actually taking place or else cast justbefore and then held in abeyance until the game takes

    place (this last option enables the caster to use it to

    detect cheating at games like coin tosses or targetshooting, where the actual contest itself may only takea Standard Action to resolve, which would make itdifficult to correctly time the spell-casting). The spellcan only be held in abeyance for five minutes once ithas been cast, but if a contest that takes longer toresolve is underway (a horse race, say, or a game of

    cards) it will still detect cheating throughout the wholecontest.

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    Detect ShapeshifterDivination

    Level: 1st Bard, 1st C. 1st Druid, 1st Ranger, 1stSorcerer/WizardComponents: SomaticCasting Time: Standard ActionRange: 40 foot radius, plus 5 feet for every casterlevel.

    Target: Area: Circular radius of effect, centered onthe spellcaster.Duration: InstantSaving Throw: NoneSpell Resistance: no

    Description: Reveals the presence of anyone with theability to change their shape, but does not reveal whattheir true shape might be. Nor does it reveal whetheror not they currently wear their true form. Nor does it

    distinguish between natural shapeshifters andspellcasters. If the caster concentrates for anadditional round, they can detect the location of anyshapeshifters present, but nothing more than that.

    DisarmEnchantment (Compulsion) [Mind-Affecting]

    Level: 1st Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: 10 feet

    Target: One living subject, selected by the caster.

    Duration: Instant

    Saving Throw: Willpower negates

    Spell Resistance: Yes (object)

    Description: The target must make a WillpowerSaving Throw or drop one weapon. A sentient

    magical weapon can elect to use its own WillpowerSaving Throw instead of its masters. If they are

    carrying two or more weapons in their hands, thecaster can decide which weapon they drop. If it isused on someone who is holding a bow in one handand an arrow in the other, it will make them drop thebow.

    Please note that only actual weapons oritems intended for use as weapons can be affected bythis spell. It could be used to make someone drop a

    Molotov cocktail, but not a tankard of ale, unless theypicked the tankard up with the specific intent of usingit as weapon (or have already used it as weapon in thiscombat). If the target is carrying an item that isntspecifically intended for combat but is effectively a

    large bludgeoning weapon like a walking stick, a firepoker or a tree branch, the spell will err on the side ofcaution and can be used to compel them to drop the

    object whether or not they specifically intend to use itas a weapon.

    A quiver of arrows does not qualify as aweapon for the purposes of this spell, nor does a bagfull of slingstones or a satchel full of grenades. Thecaster can only make the target drop a potion if thepotion directly causes damage to a target. It will notcompel a subject to drop a magic scroll, even if the

    scroll has an offensive scroll on it. It will force a targetto drop a magic staff, but not a rod or a wand. Norwill it force anyone to take off a magic ring or otherpiece of magic jewelry. It will force someone to drop avial of poison, but only if they are aware that this is

    what the vial contains.If the target of the spell is carrying a weapon

    in one hand and a shield in the other, the spellcastercannot force them to drop the shield instead of the

    weapon, unless the shield is designed to do damageitself (a spiked buckler, for example).

    This spell can be cast via scrying. The casterdoes not have to know anything about the target, but

    they do have to be able to see or hear them when they

    cast the spell.

    Doorway Into PainConjuration [teleportation]

    Level: B 3rd, W 3rd, Travel 3rd

    Components: Verbal, Somatic, Focus

    Casting Time: 3 roundsRange: Close (25 feet +5 feet for every two casterlevels)

    Target: Creates a Medium sized teleportation portal

    which affects anyone who cares to step through it.

    Duration: Lasts for as many rounds as the spellcastercares to concentrate on keeping the portal open.. Seethe description for more details

    Saving Throw: None

    Spell Resistance: yes

    Description: The caster rips a hole through thedelicate membranes of reality, leaving a jagged red

    portal in the air that leads to somewhere else. Theother side isnt visiblethe doorway just looks like abig wound in the air. The doorway looks big enough

    for one Medium sized character to pass through, but aLarge or Huge creature can push its way inthe holewill stretch and rip to accommodate them.

    Like a Teleport spell, the portal can lead to

    anywhere on this plane, but it must be somewhere the

    caster has seen. The caster can attempt to reach alocation that theyve never seen with their own eyes, ifthey know precisely where it is. However, thisrequires an Intelligence roll vs. DC 23. If the caster

    fails, the DM is justified to send them anywhere at all.The portal wont dump anyone out in the middle of thesky, on the bottom of the ocean or inside solid matter,but it could easily lead them into danger.

    This spell is hideously painful to cast. It

    costs the caster 1 Hit Point per round to keep the

    portal open. Each Medium-sized (or smaller) creaturewho passes through costs them another hit point.Large or Huge creatures cost 2 hit points.

    Nor is the experience pleasant for those whotravel through the portal. It costs 2d4 points ofSubdual damage to travel this way. For 1-4 roundsafterwards anyone who passed through is in so much

    discomfort that they make all their rolls at a 4 andautomatically fail any attempts to Concentrate.Creatures that are immune to pain or have no sense of

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    decide, but as a general rule of thumb it shouldnt beanything more complex than Come here, Gothere, Fight, or Stand still.

    The Dominating character has a vague senseof what is happening to the dominated character at all

    times, but they cant actually see through their eyes.Nor can they send the dominated character telepathic

    commands at a distancethey have to be at the kindof range where the dominated character could hear

    them if they spoke. If the sham-pire takes a round toconcentrate, they can get a much clearer picture ofwhat the dominated characters current situation is, butwithout directly perceiving things through their body

    (I know that sounds like an unclear distinction, but its

    the way they wrote it in the Players Handbook, sowere stuck with it).

    If a dominated character is asked to dosomething utterly contrary to their nature (the DM willhave to adjudicate things carefully here), theyimmediately get to make a new Saving Throw at a +2.If you order a dominated character to kill themselves

    they wont do it, and immediately get to make a new

    Saving Throw at a +2 bonus. You can of course orderthem to do dangerous things, just not immediatelysuicidal ones. Climb that slippery cliff in the rain isfine, throw yourself off that cliff is not.

    As soon as the effects of Drink theVampires Blood wear off at the next dawn, themental domination ends, so we dont have to talk

    about the need to re-establish contact with thedominated character once per day.

    In adition to clouding the minds of men, thetemporary vampire can also call the lesser creatures ofthe night to serve them. Once per day they can callforth 1d6+1 rat swarms, 1d4+1 bat swarms, or a packof 3d6 wolves. Calling on the children of the nighttakes a standard action. The creatures arrive in 2d6

    rounds and serve the spellcaster for up to 1 hour. Ifthe summoner is in some place where there couldntpossibly be any rats, bats or wolves (the middle ofAntarctica, the bottom of the sea or the astral plane, toname a few examples) then either some localequivalent creatures with the same hit dice and attacksshow up in answer to their call, or nothing happens.Its up to the DM to determine which it is.

    The caster can also assume the shape of a

    bat, dire bat, wolf, or dire wolf. The transformationtakes a standard action. This ability is similar to apolymorph spell cast by a 12th-level character, exceptthat the choice of forms is more limited and the casterdoes not regain hit points for changing form. While inan alternate form, they can no longer make slam

    attacks or use their power to dominate the minds ofothers, but gain all the natural weapons and

    extraordinary special attacks of its new form. Thespellcaster can remain in their new form until they

    choose to turn back or until the next sunrise. Theyautomatically revert to their natural shape once thespell wears off, which is usually harmless but cancause problems if they were flying in the shape of abat at the time.

    The caster can also assume Gaseous Form.

    This too takes a standard action. They can remain ingaseous form for as long they like or until the nextdawn. While in gaseous form, they can move at 20feet per round and enjoy perfect maneuverability inthe air. If the dawn breaks while the spellcaster is still

    floating around in gaseous form, things can get a littleawkward for them. If they are creeping under a door

    or through some narrow passageway when the spellends, they are pushed out whichever side is nearest.

    If they are up in the air, they have one full round toreach the ground (or at least a safer altitude) beforethey assume their natural form and start to fall.

    The spellcaster gains all the usual

    disadvantages as well as the advantages of being a

    vampire. They dont cast shadows or reflections.They can be Turned or Rebuked like any undeadcreature, although they have a +4 bonus to resist it.They have to remain at least 5 feet away from anycharacter holding a mirror or holy symbol and theycant make any kind of melee attacks against them.They cant willingly cross running water under their

    own power (although they can be carried across iton

    a boat, for example).Sunlight is deadly to them. If they are

    exposed to sunlight, they become disoriented for around, in and can take only a single move action orattack action. If they dont get out of the sun on thenext round, they die. Its important to remember thatthe first rays of dawn wont kill them if thats when

    the spell is due to run out.Running water is nearly as dangerous to

    them as sunlight. Each round they are immersed inrunning water, they lose a third of their hit points. Itdoesnt matter whether or not they can swim, the hitpoint loss is magical and automatictheir DamageResistance doesnt protect against it either. If theyhavent left the water by the end of the third round

    then they are dead.Strangest of all, the spellcaster cant enter a

    home or other private building unless someoneverbally invites them. If they have mentallydominated the person who utters the invitation, it stillcounts.

    It is important to remember that whencasting the spell, you must have both arms free tomake the ritual gestures, and must be able to loudly

    shout all kinds of frightful imprecations to the forcesof Unspeakable Awfulness.

    This is a loud spell and at the DMs cruelwhim it may alert passing monsters, gangs of villagerswith torches and pitchforks, etc.

    Material Component: A whole pint of vampire

    blood, or blood a vampire has drunk from somebodyelse, and kept in their body for at least an hour. And if

    you think drinking a pint of animal blood is nasty (goon, admit itweve all tried) just wait until you taste

    blood thats been all clotted up and cold for a century!

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    EarthpactTransmutation [earth]

    Level: 3rd Bard, 2nd Cleric, 2nd Druid, 2nd Earth,2nd Protection, 3rd Sorcerer/WizardComponents: Verbal, SomaticCasting Time: 1 MinuteRange: TouchTarget: One living subject--ether the castet

    themselves or another character.Duration: 10 minutes per caster levelSaving Throw: Willpower negates (harmless)Spell Resistance: yes (harmless)Description: For the duration of the spell the subjecthas 10 points of Damage Resistance vs. any weaponmade of earth (a baked clay brick, for example) orstone and 5 points of Damage Resistance vs. anyweapon made of wood or metal. It provides no

    protection at all against weapons made of bone, hornor other animal materials.

    Only the part of the weapon that actuallycomes into contact with the target should be

    considered when deciding what a given weapon ismade of. The spell would, for example, provide a full10 points of Damage Resistance against a woodenarrow tipped with a stone arrowhead, or a stone axe

    with a wooden handle.In addition to the Damage Resistance, the

    subject of the Earthpact can walk through solid stoneand earth, moving at their standard movement rate inany direction. They cannot see through solid matterwithout some other kind of magical assistance. Norcan they move through materials like metal, wood orice.

    They do not need to breathe while they areimmersed in the earth, but if they were to suddenlyencounter a pocket of water while moving through the

    ground, they would have to roll for drowning normallyuntil they extricated themselves.

    If the duration of the spell expires while thesubject is still embedded in the earth, they are instantly

    ejected at the nearest possible point. Not the most

    convenient or the least deadlythe nearest. The DMshould carefully determine what happens if the spellpushes the subject into a crowded armory full ofweapons, or out the side of a cliff or into the bottom of

    a lake or some other awkward place. Try to be fair.The spell will not eject the subject into a space toosmall to hold them.

    Ease Your BurdenTransmutationLevel: 3rd Cleric, 2nd Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: Touch

    Target: The objects carried by one living subject,selected by the caster.

    Duration: 4 hours per caster level

    Saving Throw: None

    Spell Resistance: Yes

    Description: Anything the subject picks up has its

    weight reduced by half, for as long as they keep it ontheir person. This effectively doubles their carryingcapacity for the duration of the spell.

    The caster may place this spell onthemselves or on some other character. They do not

    need to touch the subject to enchant them.Please note that the spell is cast on the

    creature who is bearing the burden, not on an object tobe carried. As soon as the object leaves their

    possession, it resumes its normal weight. This meansthat the spell cannot be used to enhance the subject'sthrowing distance, or the range of a missile weapon.As soon as the object passes out of their grasp, it

    weighs as much and will fly no further than before.

    The spell will however help the subject lift a meleeweapon that they might not otherwise be able to wield.For simplicity's sake, the DM should assume that thespell eliminates all Strength-based penalties for usinglarge weapons, unless the wielder is two or more sizeclasses smaller than the weapon itself. So for examplea Halfling, (size Small) would be able to use a human-

    sized sword (size Medium) while under the influence

    of this spell, but a Pixie (Size Tiny) could not. It doesnot add to a character's melee bonus-it just alleviatesweight-related penalties.

    For the purposes of the game, any objectthat the subject is personally carrying counts as being"in their possession." It does not matter whether theitem is in their pocket, their backpack, a scabbard or in

    their hand, but they must actually be carrying itthemselves. If the subject is riding a horse or othersuch animal, then anything the subject is carrying ontheir person has its weight reduced by half, but thesubject's own weight and the weight of the items in thesaddlebags remains unchanged. It relieves thesubjects burden, not their horses (unless its cast ontheir horse).

    It is not possible to cast this spell on a givensubject more than once, to reduce their burden downto a quarter, an eighth, etc. If the spell is cast on ananimal pulling a cart, then both the cart and everythingin it has its weight reduced by half, but only for thepurposes of pulling it along. If a character were tostand in the cart and try to lift one of the objects that itbears, the object would appear to weigh the same as italways does.

    Odd situations may occur if the spell is castseparately on both a horse and its rider. In the unlikelyevent that this occurs, then from the horse's point ofview the weight of the rider is halved, and the weightof anything they are carrying (including their armor, ifany) is reduced by . From the rider's point of view,

    their own weight is unaffected, but the items they arecarrying, including their armor, only seem to weigh

    half as much.The spell cannot be cast separately on a pack

    animal and the cart they are pulling-it must be cast ona creature, not an inanimate object. Despite thisstipulation, it will work normally on the undead. Itdoes not work on golems (their spell immunity blocksit). Whether it works on other constructs is up to theDM.

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    Ectoplasmic LadderConjuration (Creation)

    Level: 1st Sorcerer/WizardComponents: Verbal, SomaticCasting Time: 1 roundRange: Close (at least one end of the ladder must bewithin 25 feet +5 feet for every two caster levels)Target: Creates a ladder, up to forty feet in length.

    Duration: 10 minutes per caster levelSaving Throw: NoneSpell Resistance: NoDescription: Creates a shimmering transparent ladderout of pure magical energy. The ladder can be anylength from one to forty feet, but once it has formed itcannot change size. It has an AC of 8, 5 points ofDamage Resistance and 5 Hit Points. If it loses all itsHit Points it dissolves back into nothingness. The

    ladder will bear up to 1,000 pounds. Each round that itholds more than this amount of weight, it takes a pointof damage The caster can end the spell with athought--this takes effectively no time and can provide

    a sudden surprise to enemies who are climbing up theladder after them.

    Enchanted ImplementTransmutation

    Level: 3rd Bard, 2nd Sorcerer/Wizard

    Components: Verbal, Somatic, Focus

    Casting Time: 1 round

    Range: Touch

    Target: One tool, used to perform a Craft orProfession skill.

    Duration: 1 hour per caster levelSaving Throw: None, unless cast on an object

    (object)Spell Resistance: Yes, if for some reason the targeted

    implement has Spell Resistance (object)Description: Enchants a tool so that anyone who usesit to perform a Professional or Craft skill gets a +3bonus. They must complete the phase of the work thatthe tool is used for within the spells duration, or losethe bonus. This spell does not work on lockpicks,since Pick Locks is neither a Profession nor a Craftskill. Nor will it enchant, for example, a musical

    instrument to enhance a Performance roll or a pairof slippers for a bonus to Move Silently. It onlyenhances Craft and Profession rolls.

    Everyone Drop TheirWeaponEnchantment (Compulsion) [Mind-Affecting]

    Level: 4th Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: 30 foot radiusTarget: Everyone holding a weapon in a 30 footradius

    Duration: Instant

    Saving Throw: Willpower negates

    Spell Resistance: Yes

    Description: Compels 2 characters per caster level toeach drop one weapon. If any of the affected creatures

    are holding more than one weapon, the spellcaster canchoose which weapon they drop. This is a more

    powerful spell than Disarm and isnt subject to thesame limitations. It can compel a target to drop any

    one object, whether that object is technically speakinga weapon or not. It has no effect on rings, gauntlets,medallions, hats and other such items, unless the targetis for some reason holding the item in their hand

    instead of wearing it. A sentient magical item affected

    by this spell can elect to use its own Willpower SavingThrow instead of its masters.

    Evil LurksIllusion (Glamer) [evil, mind-affecting]

    Level: 6th Sorcerer/Wizard

    Components: Verbal, SomaticCasting Time: 2 rounds

    Range: Medium (100 ft. + 10 ft./level)

    Target: One ten-foot square per caster level, arranged

    in whatever pattern the caster wants (the squares mustbe contiguous)

    Duration: 10 minutes per caster level

    Saving Throw: None

    Spell Resistance: yes (harmless)

    Description: Creates a zone up to ten feet by ten feettimes the casters level, in which anyone with an Evilalignment becomes invisible. If there are inanimate

    objects present that somehow have alignments (certainmagic weapons, for example) then they too becomeinvisible. The caster can pick and choose which

    subjects are initially rendered invisible, and can shapethe spells area of effect however they like.

    Any evil creature or object that enters thespells area of effect for the first time becomes

    invisible, whether or not they wish to, with no saving

    throw. If anyone or anything affected by this spellleaves or is removed from the spells area of effect,then they become visible and cant turn invisible again

    just by stepping back into the zone.

    The form of invisibility provided by thisspell works exactly like the standard Invisibilityspell. The affected subjects cant be seen and anyonetrying to hit them suffers a 8 penalty. As withstandard invisibility, the spell is broken if they attack

    anyone while invisible. However, only the character

    who made the attack is rendered visible in this way.Everyone else affected by the spell remains invisibleuntil its duration expires, they move out of the area ofeffect or they make an attack themselves

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    Exploding RatTransmutation

    Level: 3rd Sorcerer/WizardComponents: Verbal, Somatic, MaterialCasting Time: 1 roundRange: Close (25 feet +5 feet for every two casterlevels)Target: One small animal, selected by the caster.

    When the spell's effect is triggered, it affectseverything in a 10 foot radius of the animal's currentposition.Duration: 2 rounds per caster levelSaving Throw: Anyone caught in the exploding rat'sblast radius can make a Reflexes Saving Throw vs.DC 15 to take half damage. A Fortitude save negatesthe foul disease borne on the flying rat-shrapnel.

    Spell Resistance: yes (but they still must Save to keep

    from contracting the disease, which is notsupernatural)

    Description: Converts an ordinary rat into a livingweapon, which will scuttle up to a designated target

    and then explode.The rat is effectively transformed into aTiny Construct, under the spellcasters mental control.The rat-bomb has an AC of 16, 8 hit points and an

    Attack Bonus of +4. It is immune to Fear, EmotionControl and Illusions but not Sleep, Paralysis ormental domination (although any attempt to mentallydominate the rat will instantly detonate it) It can move30 feet per round under its own power and effectivelyhas a Stealth Skill of +7.

    The rat is in constant telepathic contact withthe mind of its user, who can order it to change targets

    or to withdraw. It is not smart enough to undertakeany kind of strategy on its own and must be carefullyguided through every step of anything it does. The

    creatures tiny mind has been completely obliteratedby the spell, and apart from its stealth, it retains noneof its former skills, memories or instincts. Thespellcaster can see through its eyes if they concentrate.

    Its sense of hearing remains as sharp as ever (+6 to

    any Listen rolls the spellcaster makes through itsears) but its sense of smell is too alien for a humanmind to properly interpret through a mental link.

    An exploding rat does draw attacks of

    opportunity when it attacks, which almost doesntmatter, since if it takes any damage at any point afterthe spell has been cast, it immediately explodes.

    When it explodes, the rat does 3d6Bludgeoning damage to anything in a 10 foot radius.

    A Reflexes Saving Throw will halve the damage. It

    also sprays the area with a vile disease. Anyone whotakes damage from the exploding rat must make aFortitude Saving Throw or contract an unsavoryinfection. They wont notice any effects for 1d6 days,but after that they will begin to lose 1 point ofConstitution every two days. When they hit 0Constitution, they die. The afflicted character is

    entitled to make a new Saving Throw every week, ifthe disease hasnt killed them yet, to shake off theillness. A Cure Disease will also work, although

    Dispel Magic and Remove Curse will not (the diseaseisnt actually magical, its just the natural effect ofhaving a rat explode all over you).

    If for some reason the spell reaches the endof its duration and the rat still hasnt exploded, it lies

    down and dies.It should be mentioned that a rat under the

    influence of this spell looks sick and its behavior isclearly peculiar. It lurches around stiffly, bleeding and

    slobbering from its mouth, staggering toward thetarget without blinking its eyes. Anyone who has seenan Exploding Rat before will know at once what iswrong with it.

    Find That ThingDivination

    Level: 1st Bard, 2nd Cleric, 1st Sorcerer/Wizard, 1stTravel

    Components: Verbal, Somatic

    Casting Time: 1 round

    Range: Unlimited, provided the object the caster isseeking is on the same Plane of Existance

    Target: Any one object that the caster has previouslyhandled.

    Duration: Instant

    Saving Throw: None

    Spell Resistance: No

    Description: Points the caster in the direction of anyone particular object that they have previouslyhandled. The spell will not reveal the object's preciselocation or even how far away the object is. It willonly show its direction. The caster need only have

    touched the object briefly and it does not matterwhether their skin came into contact with it or if theytouched it through a glove, gauntlet, etc. It can't locate

    a living creature but it can find an animate construct ifthe caster has touched it before.

    Flail of ScreamingNothingnessConjuration (Creation)

    Level: 3rd Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: Touch (although the Flail itself has a Reach of15 feet)

    Target: Creates a 15 foot whip, which the caster can

    use to make attacks.Duration: 1 round per caster level

    Saving Throw: Willpower negates incapacitatingeffect, see description

    Spell Resistance: yes

    Description: Creates a shrieking black tentacle ofnothingness, which the caster can use like a whip. Noweapon proficiency is required, anyone who can cast

    the spell can use the flail. It has an effective reach of15 feet and unlike most weapons with reach, it canstrike anything within that range at no penalty.

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    Although it doesn't have a "to hit" bonus, it counts as a+1 magic weapon for the purposes of strikingcreatures that can't be hurt by normal weapons. Theflail's fanged black mouth does 1d6 Piercing damage,and anyone who takes damage must make a

    Willpower Saving Throw or fall to the ground andwrithe in agony for a full round (this doesnt affect

    creature like undead monsters and constructs, who feelno pain). Incapacitated characters cant concentrate or

    take any action except to defend themselves. It takes astandards action to stand back up. The flail can beused to make Trip attacks and there is no risk of ittripping the caster if they dont succeed in tripping up

    their opponent. If it is used to Disarm an opponent,

    the caster has a +2 bonus to their roll.This is a noisy spellthe flail screams and

    howls so loud that it is difficult to hear normalconversation over it. The sound may attract unwantedattention, but its so horrible that its just as likely toscare prospective attackers away. Anyone who hashad a Flail of Screaming Nothingness used on them

    before must make a morale check the moment they

    hear the sound of one. Being struck by that frigid,gobbling mouth is a hard thing to ever forget.

    Fly Swift, My SteedTransmutation

    Level: 3rd Animal, 2nd Bard, 2nd Druid, 3rd Ranger,2nd Sorcerer/Wizard, 2nd Travel

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: 10 feet

    Target: One riding animal or riding vehicle (abicycle, for example, or a motorcycle)

    Duration: 1 hour per caster level

    Saving Throw: Willpower negates (harmless)Spell Resistance: yes (harmless)

    Description: Doubles the movement speed of oneriding beastbut only while it is actually being

    ridden. It does not aid an unburdened animal, a pack

    animal loaded down with bags who doesnt have aliving rider, or an animal that is drawing a cart orchariot. The subject must actually be ridden to gainany benefit. Placing a tame insect on top of a pack

    mule would not allow this spell to double the mulesspeed, since the insect isnt really riding in any realsense, its just sitting uncomprehendingly on top of amule. An unconscious human being slung across ahorses back couldnt gain the benefit of the spell

    either, since they arent using the skill riding.

    Apart from this stipulation about riding, thespell is totally indiscriminate about what it will affect.It works equally well on horses, dolphins, dragons,giant mosquitoes, motorized vehicles (but only if theyare ridden like a motorcycle, rather than driven likea car) or even one person carrying another on theirshoulders. It affects swimming speed as well as

    running, flying, etc.If the rider dismounts (or gets knocked off),

    their mount loses the bonus to tits movement, but the

    spell isnt automatically broken. If they re-mount thebeast before the spell expires, they can still gain thebenefit of the spell for the rest of its duration. Socould someone else who mounts the beast after its firstrider gets knocked off, whether or not the original

    rider approves. It is important to remember, however,that the clock is still ticking while the mount isnt

    being ridden.This spell adds no bonus to the subjects

    initiative, skill rolls, Armor Class or reflexes savingthrowjust their movement speed.

    A Fool is BlindTransmutation [Mind-Affecting]Level: 2nd Bard, 3rd Ranger, 1st Sorcerer/WizardComponents: Verbal, Somatic

    Casting Time: 1 roundRange: TouchTarget: One creature or object, selected by the caster.Duration: 1 hour per caster levelSaving Throw: See descriptionSpell Resistance: yes (harmless--spell resistance willalso shield the person who is supposed to be affected

    by the invisibility)Description: Renders one object, animal or personinvisible, but only to one person. Anyone else can seethe invisible subject. They enjoy all the usualbenefits of being invisible, although only against thatone target. They have full Concealment, detectingthem with a spot roll becomes a DC 20 task (30 iftheyre standing still and 40 if the spell is cast on astationary inanimate object) and to pinpoint their

    location with a Listen roll requires beating the DCby a full 20 points. Even if the person who cant seethem manages to pinpoint their location, they stillhave full Concealment for the purpose of beingattacked (50% chance of a miss).

    As with most invisibility spells, the objects

    that the character is holding also become invisible, butif they drop something, it suddenly reappears. While a

    torch or other light source becomes invisible while itis being held, the light it emits is still perfectlyvisibleit just has no clear source. The spell does nothave to be cast with its unwitting victim present, butthe caster either needs to know their name or to havemet them and remember them (make an Intelligenceroll vs. DC 15). The spell can only be cast on subjectsthat are smaller than huge in size.

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    Glass DaggerTransmutation

    Level: 1st Sorcerer/WizardComponents: Verbal, Somatic, FocusCasting Time: Standard ActionRange: TouchTarget: One piece of glassDuration: 1 minute per caster level

    Saving Throw: NoneSpell Resistance: noDescription: Gives one piece of glass 10 points ofHardness for the duration of the spell Only one pieceof glass is affected and it can be no larger than a footand a half in length. If the piece of enchanted glasshas an edge, it can be used as a slashing weapon,doing 1d4 points of damage. Please note that thisspell does not imbue the enchanted glass with any

    additional hit pointsonly hardness. If it takes even asingle point of damage, it immediately shatters intouseless fragments. If anyone is holding the piece ofglass when it breaks, they must immediately make a

    Reflexes Saving Throw vs. DC 15 or take a point ofdamage.

    GoblinhammurTransmutation

    Level: 3rd Sorcerer/Wizard, 2nd War

    Components: Verbal, Somatic, Focus, Material

    Casting Time: 1 round

    Range: Touch

    Target: One Bludgeoning weapon

    Duration: 10 minutes per caster level or until the first

    time the spell is triggered, whichever comes first.Saving Throw: None (object)

    Spell Resistance: YesDescription: Enchants any blunt weapon (including

    improvised ones) so that it does an extra 2d6 damagethe next time it is used to strike an Orc, Goblin orHobgoblin. Just touching the target is not enough tomake the weapon do this extra damageyou have tohit them hard enough to do at least one hp. Theweapon does not have to be wielded by the casteranyone who picks it up before the spells duration runsout can use the effect. The effect cannot be held back

    or held in reserve. The very next time the weapon hitsan Orc, Goblin or Hobgoblin hard enough to injurethem, they will take the full 2d6 damage.Material Component: Gobilinoid hair, skin, blood orany other such residue (yes, that does include dung,

    Im sorry to say). The material can be from anyspecies of goblinoid. Orcs, Hobgoblins, Kobolds, etc.

    HellwindEvocation

    Level: 3rd Sorcerer/Wizard

    Components: Verbal, Somatic

    Casting Time: Standard Action

    Range: Close (Quarter-circle area of effect has a 25foot radius, +5 feet for every two caster levels)

    Target: Area: Quarter-circle

    Duration: Instant

    Saving Throw: Fortitude save reduces damage byhalf.

    Spell Resistance: yes

    Description: A hot, dry, desiccating wind springs upfrom nowhere, sucking the moisture out of anything in

    its path. It does 1d4 heat-based Subdual damage(maximum of 10d4) to any living creature in a quarter-circle radius of the caster. Resistance or Immunity to

    heat both apply normally against this spell. If it is caston an area that has been enchanted with some form ofmagical cold, the two spells negate eachother. It willnot, however, destroy a Wall of Ice outright and willinstead do 1d4 normal damage per caster level to it. Itwill also do normal damage to water elementals or to

    creatures that are physically made of ice.

    How Fare his Fortunes?Divination

    Level: 4th Sorcerer/WizardComponents: Verbal, Somatic. The caster must alsohave some object that belonged to the target. SeeDescription

    Casting Time: 1 rou


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