d20 Bloodstone Press Spellbinder's Sourcebook

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SPELLBINDERS SOURCEBOOK 1

Requires the use of the Dungeons and Dragons, Third Edition Core
Books, published by Wizards of the Coast Inc.
SPELLBINDERS SOURCEBOOK

CREDITS
Design and Development: John Alger
Editing: Chris Cant
Art: William McAusland (http://
www.artmotive.com/mcausland.html)
Special Thanks: Thomas Hardin, Brian
Davisson, and Andrew Burton.

The d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms
of the d20 System License version 1.0. A copy of the License can be found at www.wizards.com/d20. Dungeons & Dragons,
Dungeon Master, and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and are used with permission.
Bloodstone Press, and the Bloodstone Press logo are trademarks owned by Bloodstone Press. Some portions of this book which
are Open Game Content originate from the System Reference Document and are 19992003 Wizards of the Coast, Inc. The remainder
of this material is protected under the copyright laws of the United States of America (copyright 2003). Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Bloodstone Press.
This product is a work of fiction. Any similarity to actual people, places, organizations or events is purely coincidental.

2
SPELLBINDERS SOURCEBOOK 3

CONTENTS
ACID REFLEX ATTACK...5 VAMPIRIC HEALTH ...17
AGE...5 VAMPIRIC YOUTH ...17
ARCHERY SHIELD...5 VOLTAIC SHROUD...18
BLINDERS...6 VOLUME...18
BLINDNESS/DEAFNESS, MASS...6 WARNING...18
BLURRED VISION...6 WAR PIG...19
CLOUDY THOUGHTS...6 WEBS OF WEAKNESS...19
Other Supplements ...20
CREATE WAR BEAST...6 OPEN GAME LICENSE Version 1.0a...23
CREEPING SHADOWS...7
CURSE OF AGONY ...8 INTRODUCTION
CURSE OF SUFFERING ...8 Welcome to the pages of the Spellbinders Sourcebook. This
document contains fifty arcane spells of 1st through 9th level.
DAMNING STARE...9 Half of these spells are brand new, developed for this release.
DEATH SHADOW...9 The other twenty-five spells herein are selected from
DJ VU...9 Bloodstones first two releases, the Primal Codex and the
DIAPHANOUS SHIFT...9 Book of Broken Dreams. These reprinted spells have been
ENCUMBERING LOAD...10 updated to the 3.5 version of the core rules and have been
adjusted for balance and clarity. This title contains some of
ENTROPIC BLADE ...10 the most interesting spells that have been published by
EQUESTRIAN...10 Bloodstone Press over the past three years and we hope you
FEVER...11 find them as inspiring and entertaining as we do.
FIRE NEEDLES...11 If you enjoy this collection you can find a similar title
FLESH OF RETRIBUTION...11 called God Spells that contains fifty divine spells from
Bloodstones various titles. There will also be a follow-up
FORCE BARRIER...11 to this book, containing another fifty arcane spells, half
GHOUL ARROW...11 selected from previous titles and the other half being brand
GIANT SIZE...12 new.
GIANT STRENGTH...12
HESITATE...13 CLARIFICATIONS
IGNORANT...13 Despite the long hours spent developing and honing this
INSTANT KARMA...13 material, clarifications may still be in order. If you have
INVULNERABILITY...13 any questions or need clarification concerning these rules
LUCID TONES...14 do not hesitate to contact us at questions@bloodstone-
NARCOLEPSY...14 press.com. We will do our best to get you an answer and
well try to make suitable adjustments to future releases of
PEAL OF MADNESS...14 this material.
RESET TIME...14
RESILIENCE...15
SALTY WOUNDS...15 OGC
SLEEPING VILLAGE...15 All text related directly to the spells, including their names,
SOMNOLENT SLUMBER...15 description and statistics are classified as Open Content.
These Open Game Content portions of this book are hereby
STAGGERING BLOWS...15
added to Open Game Content and if so used, should bear
TIME LEAP ...16 the COPYRIGHT NOTICE Spellbinders Sourcebook,
TIME SENSE...16 2004 Bloodstone Press.
TIME STALL ...16 All other material contained in this document is hereby
TIME ZONE ...17 designated as Product Identity. This material includes, but
is not limited to, all art, the Bloodstone Press logo and
TUNNEL VISION...17
name, the Introduction section, and the cover images and
VAMPIRIC STRENGTH ...17 copy text in the Appendix.
SPELLBINDERS SOURCEBOOK

Nec Ghoul Arrow: Ranged touch attack


0-LEVEL SORCERER/WIZARD SPELLS paralyzes for 1d6+2 rounds.
Trans Acid Reflex Attack: Acidic blood sprays
Trans Tunnel Vision: Subject loses Dex bonus
attackers for 1d8 damage.
against flanking opponents.
Age: Ages the recipient 1 year per 2 caster
levels.
Diaphanous Shift: Subject gains DR of
1ST -LEVEL SORCERER/WIZARD SPELLS 10/magic and silver or more.
Ench Equestrian: Subject gains bonus to Ride Flesh of Retribution: Weapons that strike
checks. the subject take 1d10+6 damage.
Ignorant: Ray inflicts 1d6+1 per 2 caster Giant Size: Humanoid creature triples in
levels Int damage. size.
Trans Blinders: Subject is nearly blind when Invulnerability: Subject gains DR,
being flanked. selected by the caster.
Blurred vision: Subject suffers 20% miss Time Stall: Freeze 1 subject in time for 1
chance on melee attacks, 50% on range round/level.
attacks.

4TH LEVEL SORCERER/WIZARD SPELLS


2ND -LEVEL SORCERER/WIZARD SPELLS Evoc Force Barrier: Barrier blocks subject
Ench Cloudy Thoughts: Subject suffers -4 to all from moving in 1 direction.
Will saves and Concentration checks and Nec Curse of Agony: Blocks healing spells
casters must make concentration checks to from affecting the subject.
cast spells. Trans Instant Karma. Revisits damage back
Somnolent Slumber: Subject falls into a upon subject.
deep sleep for 1 round/level. Staggering Blows: Affected weapon
Ill Encumbering Load: Subject feels 25 lb. inflicts maximum damage
per caster level of phantasmal weight on Time Zone: Casters allies gain a +2 to
their shoulders. attack rolls, damage rolls and Reflex
Trans Fever: Subjects suffer an additional 2 saves. Enemies take 2 penalty.
points of damage per die from heat-based
attacks.
Resilience: Subject gains +6 to various
5TH LEVEL SORCERER/WIZARD SPELLS
ability and skill checks.
Salty Wounds: Causes 1d8 points of Abj Archery Shield: +6 deflection bonus
subdual damage per level of the caster against light missiles in a 30-ft-radius
(max 10d8). dome.
Volume: Increases or decreases the level Evoc Peal of Madness: Ear-splitting wail causes
of noise in an area. deafness, 1d6 damage, and possible
insanity.
3RD LEVEL SORCERER/WIZARD SPELLS Voltaic Shroud: Cloak of electricity hurls
Conj Webs of Weakness: Sticky spider webs bolts and shocks attackers for 1d4
fill 20-ft radius and drain Str. damage/three caster levels.
Div Time Sense: +4 to initiative, Reflex saves Nec Blindness/Deafness, Mass: Makes
and AC. multiple subjects blind or deaf.
Warning: The subject is less likely to be Vampiric Strength: Touch deals 1
caught flat-footed. point/level Str damage; caster gains half
Ench Hesitate: Subject suffers a 4 penalty to that as a Str bonus.
Reflex saves, 4 to initiative rolls, and 2 Vampiric Health: Touch deals 1
to attack rolls point/level Con damage, caster gains half
Lucid Tones: Hypnotic music permeates that as a Con bonus.
the area, affecting 2d4 +2/caster level HD Vampiric Youth: Caster steals another
of creatures (maximum +14). creatures youth.
Narcolepsy: Subject must make Trans Dj vu. Repeats instantaneous spell of 5th
increasingly difficult Will saves or fall level or less.
asleep. Time Leap: Transports 1 creature/level 1
Ill Creeping Shadows: Phantasms interfere round/level into the future.
with the casters enemies and help him
fight.
4
SPELLBINDERS SOURCEBOOK 5

ACID REFLEX ATTACK


6TH LEVEL SORCERER/WIZARD SPELLS Transmutation
Evoc Fire Needles: 1d4 piercing damage +1 fire Level: Sor/Wiz 3
damage per level, 20-ft radius. Components: V, S
Nec Curse of Suffering: Subject may only take Casting Time: 1 standard action
one standard action per round and might Range: Touch
fall unconscious. Target: One creature; see text
Death Shadow: Necromantic parasite Duration: 1 round/level
drains 2 Constitution points per day. Saving Throw: None; see text
Trans Giant Strength: Subject gains 2d6+5 Spell resistance: No
Strength for 1 round/level.
This spell alters the subjects blood, causing it to spray from
his wounds in a caustic shower. Once the spell is in place,
7TH LEVEL SORCERER/WIZARD SPELLS the subject is a danger to anyone who attacks him. Whenever
Conj War Pig: Summons a powerful dire boar. the subject takes Hit Point damage, his flesh wound sprays
Trans Create War Beast: Permanently adds the a sudden gout of acid at the attacker. This acid sprays out
war beast template to one animal or to a range of 10 feet. The attacker must make a Reflex save
magical beast. (DC equal to the DC of this spell) or suffer 1d8 points of
Rest Time: Turns time back 1 round. acid damage. If the attacker succeeds at the saving throw,
he takes no damage.

8TH LEVEL SORCERER/WIZARD SPELLS


AGE
Conj Entropic Blade: Blade of chaotic energy
inflicts 3d6 damage, more to lawful Transmutation
creatures Level: Sor/Wiz 3
Nec Hand of Doom: Casters touch drains Components: V, S, M, XP
levels, caster gains +4 to grapple checks Casting Time: 1 standard action
and may make grab attempts. Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
9TH LEVEL SORCERER/WIZARD SPELLS Saving Throw: Fortitude negates
Spell Resistance: Yes
Ench Sleeping Village: Causes 4d6+20 HD of
creatures to sleep deeply.
This spell ages the subject creature 1 year per 2 caster levels.
Nec Damning Stare: Casters gaze slays
This change is as permanent as natural aging and can only
subjects under 6 HD (no save). 6 to 9 HD
be reversed by magical means.
creatures save or die. Creatures above 9
HD, and those who made their saving
throw are cursed (-4 to one ability). Material Component: Fruit fly.
XP Cost: 250 XP

ARCHERY SHIELD
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius dome
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell creates a large, immobile dome of undulating


force that covers the area. The dome is 20 feet high in the
center. It deflects arrows and other small missiles but not
SPELLBINDERS SOURCEBOOK

large missiles such as siege artillery or boulders thrown by Target: 1 living creature
giants. Anyone standing in the affected area gains a +6 Duration: 1 minute/level
deflection bonus against any arrows, javelins, darts or other Saving Throw: Fortitude negates
small missile weapons fired from outside the barrier. Arrows Spell resistance: Yes
and other missile weapons passing through the barrier from
the inside are not affected. With this spell, the caster causes the subject to suffer from
blurred vision. A creature with blurred vision suffers a 20%
miss chance on all melee attacks and a 50% miss chance
BLINDERS on all ranged attacks.
Transmutation
Level: Sor/Wiz 1
Components: V, S CLOUDY THOUGHTS
Casting Time: 1 standard action Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level) Level: Sor/Wiz 2
Target: One creature Components: V, S
Duration: 1 minute/level Casting Time: 1 action
Saving Throw: None Range: Close (25 ft.+5 ft./2 levels)
Spell resistance: No Target: One creature
Duration: 1 round/level
Worse than the spell tunnel vision, this spell limits the Saving Throw: Will negates
subjects field of vision to a narrow area. Flanking attacks Spell Resistance: Yes
against a subject of blinders are made as if the subject were
nearly blind. The subject suffers a 2 penalty to AC, loses This spell clouds the subjects mind, making him more
his Dexterity bonus to AC (if any), and suffers a 20% miss vulnerable to enchantments and impairing spell-casting
chance against his attackers. These modifiers are in addition ability. Those who fail their saving throw become dull-
to the +2 flanking bonus the attacker would normally receive witted and find it difficult to think clearly, suffering a 4 to
for making a flank attack. The subject does not suffer these all Will saves and Concentration checks. Furthermore, spell
penalties against opponents who are not in a position to casters affected by this spell must make a Concentration
gain flanking bonuses. Subjects of this spell also suffer a check (DC 10 + spell level) to cast a spell.
2 penalty to all Search checks and suffer a 5-foot speed
penalty.
CREATE WAR BEAST
Transmutation
BLINDNESS/DEAFNESS, MASS Level: Cl 7, Sor/Wiz 7
Necromancy Components: V, S, F/DF
Level: Sor/Wiz 5 Casting Time: 1 hour
Components: V, S Range: Touch
Casting Time: 1 standard action Target: One animal or magical beast
Range: Medium (100 ft. +10 ft./level) Duration: Instantaneous
Target: 1 living creature/level, no two of which can be Saving Throw: Fortitude negates
more than 30 ft. apart Spell Resistance: Yes
Duration: Permanent (D)
Saving Throw: Fortitude negates With this spell, the caster puts a permanent transmutation
Spell resistance: Yes on an animal or magical beast, turning it into a magical
beast with the war beast template. The effects of this
This spell draws upon the power of unlife to render the template are described below.
subjects blinded or deafened, as the caster chooses.
Material Component: Blood of a magical beast (not the
one about to receive the template) and 1,000 gp of diamond
BLURRED VISION dust.
Transmutation
Level: Sor/Wiz 1 WAR BEAST TEMPLATE
Components: V, S War Beasts are animals or magical beasts that have been
Casting Time: 1 action altered with powerful spells. These enhanced creatures are
Range: Medium (100 ft. + 10 ft./level) designed for war and can terrorize the battlefield.

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SPELLBINDERS SOURCEBOOK 7

No matter its form, a war beast is always an impressive Damage reduction: 5/magic (if HD 11 or less) or 10/
sight, having exaggerated natural weapons such as enlarged magic (if HD 12 or more).
horns, claws, or teeth. They also tend to be slightly larger A war beasts natural weapons are treated as magic
than their non-war beast cousins. weapons for the purpose of overcoming damage
reduction.
CREATING A WAR BEAST Spell resistance equal to creatures HD + 10 (maximum
War beast is a template that can be added to any creature 35).
of the animal or magical beast type. Abilities: Increase from the base creature as follows: Str
A war beast uses all the base creatures statistics and special +4, Dex +2, Con +4, Int +2, Wis +2, Cha +2.
abilities except as noted here. Skills: A war beast gains skill points as a magical beast
Hit Die: All war beasts gain an additional 2 HD. and has skill points equal to (2 + Int modifier) x ?(HD + 3).
Size and Type: The creatures type changes to magical Do not include Hit Dice from class levels in this
beast. Do not recalculate Hit Dice, base attack bonus, or calculationthe war beast gains outsider skill points only
saves. Size is unchanged. for its racial Hit Dice, and gains the normal amount of
Speed: The speed of the base creature increases by 10 skill points for its class levels. Treat skills from the base
feet. creatures list as class skills, and other skills as cross-class.
Armor Class: A war beasts hide becomes thicker and Feasts: A war beast gains the following feats if it did not
tougher than it was. Natural armor improves by +2 (this have them already. Weapon Focus, Toughness, Improved
stacks with any natural armor bonus the base creature has). Initiative, Improved Natural Attack.
Damage: The damage of a war beasts natural weapons Challenge Rating: HD 4 or less, as base creature +1;
increases by one step, as if the creatures size had increased HD 5 to 10, as base creature +2; HD 11 or more, as base
by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, creature +3.
6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points Alignment: Same as base creature.
of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, Level Adjustment:
8d8, 12d8. This damage is further augmented by the
Improved Natural Attack feat, which all war beasts have. A sample war beast can be found in the war pig spell
Special Attacks: A war beast retains all the special description.
attacks of the base creature and gains the following special
attack.
True Strike (Su): Once per day the creature can make a
normal melee attack and add +20 to the roll, just as if it CREEPING SHADOWS
were affected by a true strike spell.
Illusion [Phantasm]
Spell-Like Abilities: A war beast with an Intelligence
Level: Sor/Wiz 3
or Wisdom score of 8 or higher has spell-like abilities
Components: V, S
depending on its Hit Dice, as indicated on the table below.
Casting Time: 1 standard action
The abilities are cumulative. Unless otherwise noted, an
Range: Personal and 20-ft.-radius
ability is usable once per day. Caster level equals the
Target: Caster; see text
creatures HD, and the save DC is Charisma-based.
Duration: 1 round/level
Saving Throw: None and Will negates
HD Abilities
Spell Resistance: No and yes
12 Shield 3/day
34 False life
This spell creates one or more shadowy phantasms that
56 Protection from energy
interfere with the casters opponents and help him fight.
78 Shout 3/day
Any living creature that makes a melee attack against the
910 Waves of fatigue
caster suddenly perceives one or more shadowy figures
1112 True seeing
creeping into its peripheral vision. Those who fail their
1314 Prismatic spray
saving throw believe the shadow is a real threat and divert
1516 Horrid wilting
some of their attention to it.
1718 Summon monster IX
The creeping shadows distract and interfere with the
1920 Wail of the banshee
opponent as per the aid another rules (PHB). The caster
Special Qualities: A war beast has all the special
can choose each round whether the shadows grant him a
qualities of the base creature, plus the following special
+2 circumstance bonus to attack or Armor Class. Each
qualities.
creeping shadow must make an attack roll against AC 10
Darkvision out to 60 feet.
to provide this bonus each round. They make touch attacks
Immunity to poison.
with the casters base attack bonus + his Intelligence
Resistance to acid 10, cold 10, electricity 10, and fire
(wizards) or Charisma (sorcerer) modifier. The shadows
10.
SPELLBINDERS SOURCEBOOK

CURSE OF AGONY
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes

This spell causes the subject to be surrounded by an aura that


negates all healing magic that is applied to him. All healing
spells such as cure light wounds and heal are completed
ineffectual on the subject as long as the curse of agony is in
effect. Likewise, healing potions, wands and any other item
that simulates a cure spell is also blocked. A wand of cure
moderate wounds used on a subject of this spell expends
charges to no effect.
Natural healing and regeneration are not stopped by this
spell. It also does not stop the effects of spells such as shield
other or temporary hit points that may be gained through a
barbarians rage ability, an aid spell or similar effects.

CURSE OF SUFFERING
Necromancy
Level: Sor/Wiz 6
also seem to flit on the edge of the opponents vision and Components: V, S, M
dart out of sight. To the opponent, the mysterious shadows Casting Time: 1 standard action
seem to be making incredibly good Bluff and Hide checks Range: Close (25 ft. +5 ft./2 levels)
to avoid being seen and attacked while they interfere with Target: One living creature
him. In reality, they are only phantasms of his mind. He Duration: 1 round/level
can attempt to make opposed Sense Motive and Spot checks Saving Throw: Fortitude negates; see text
to see where the phantasms hide, but he will not succeed. Spell resistance: Yes
Attacks always miss creeping shadows. If the opponent
attempts to ready an action to attack a creeping shadow This punishing spell causes the subject to be wracked with
before it interferes with him, he finds his attack misses and knifing agony and pain that reduces his actions to those of a
he is still distracted. disabled creature. Note that the subject takes no actual damage
This spell can create one creeping shadow per 3 caster from this spell, only a great deal of pain. A disabled character
levels (maximum 5 shadows). New opponents can be may take a single move action or standard action each round
designated by the caster as a free action each round. For (but not both, nor can the character take full-round actions).
example, a 6th level caster would be aided by 2 creeping The character moves at half speed. Taking move actions
shadows. If he were attacked by 1 orc, both shadows would doesnt risk further injury, but performing any standard action
automatically begin interfering with that orc unless the (or any other action the DM deems strenuous, including some
caster directed otherwise, possibly granting a total bonus free actions such as casting a quickened spell) deals 1 point
of +4 to the casters attack rolls or AC. They could also be of nonlethal damage after the completion of the act. A
directed to divide their efforts, one providing a +2 AC bonus character that suffers nonlethal damage from performing such
to the caster and the other providing a +2 bonus to his actions must make an immediate Will save (against the DC
attack rolls. of this spell) or fall unconscious from the wracking pain. A
character that falls unconscious in this manner remains
unconscious until the spell ends.
Note that non-living creatures are immune to this spell.

Material Component: A tear from a tortured man.

8
SPELLBINDERS SOURCEBOOK 9

feeds, the subject must make a Fortitude saving throw or


lose 2 points of Constitution.
DAMNING STARE The death shadow can be detected with successful detect
magic spells as well as the psionic ability negative energy
Necromancy
detection. Since it is a spell, not a creature, the death shadow
Level: Sor/Wiz 9, Wit 9
cannot be turned, though it can be dispelled.
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: One Creature per round DJ VU
Duration: 1 Round/level Transmutation
Saving Throw: See text Level: Sor/Wiz 5
Spell Resistance: Yes Components: V, S
Casting Time: 1 action
This murderous spell causes the casters eyes to emit deathly Range: Medium (100 ft. +10 ft./ level)
necromantic power, slaying nearly anyone who meets the Area: 30-ft. radius + 10 ft. per level
casters gaze. This spell functions just like a standard gaze Duration: Special, see text
attack (DMG). Living subjects with less than 6 HD are Saving Throw: None
instantly slain by the casters gaze (no save). Those who Spell Resistance: No
have 6 to 9 HD must make a Fortitude save or die. Living
creatures above 9 HD, and those of 6 to 9 HD who made This spell repeats the effects of any instantaneous spell of
their saving throws, suffer from a curse that reduces one of 5th level or less that is cast within the area of effect. Upon
their ability scores by 4. Randomly determine which ability completion of this spell, the caster selects an area to be
is reduced by rolling a d6. This ability reduction is charged with the dj vu magic. The area of effect remains
permanent until removed with appropriate magic (remove charged with the spell for 1 round per level of the caster or
curse etc.) until triggered.
Any instantaneous evocation spell of 5th level or less being
cast within its prescribed area of effect triggers the dj vu.
DEATH SHADOW Once triggered, the dj vu repeats the instantaneous spell
in the round immediately following the trigger spell. Thus
Necromancy
a wizard can cast dj vu on the first round and cast a
Level: Sor/Wiz 6
fireball into the area of effect of the dj vu on the second
Components: V, S
round. This triggers the dj vu to repeat the fireball on
Casting Time: 1 standard action
the third round.
Range: Close (25 ft. +5 ft./2 levels)
Repeated spells are handled just as if the same caster
Target: One creature
with all the same characteristics had cast them again. Saving
Duration: 1 day/level
throws and damage are rolled again with all applicable
Saving Throw: Fortitude negates (see text)
modifiers.
Spell Resistance: Yes

With this spell, the caster afflicts the subject with a


necromantic parasite that follows them around, draining DIAPHANOUS SHIFT
their health and sanity. Upon casting, subjects must make Transmutation
a Fortitude saving throw to avoid bonding with the death Level: Sor/Wiz 3
shadow. Those who fail become the shadows host and are Components: V, S, M
subject to its feeding. Casting Time: 1 action
Feeding is accomplished via the magical bond and does Range: Touch
not require physical contact. The shadow must only be Target: Creature touched
within close range (as per the caster level) for the feeding Duration: 1 round/level
to be effective. Saving Throw: Yes (harmless)
The death shadow lurks in the gloom, never far from the Spell Resistance: Yes (harmless)
subject, watching intently and feeding on their Constitution
ability score. Subjects may make Spot checks (DC 25) in This spell partially transports the subject to the Ethereal
bright conditions to notice the shadow lurking nearby. In Plane. Although the subject is not wholly on the Ethereal
darker conditions the death shadow can only be noticed Plane, they are also not completely on the Material Plane
with a Spot check of DC 35. The death shadow makes no either. This causes the subject to appear ghostly and
noise. Subjects also experience a persistent feeling of being transparent and provides damage reduction of 5/magic and
watched and never alone. Each day that the death shadow silver. This increases to 10/magic and silver at caster level
SPELLBINDERS SOURCEBOOK

restoration spell, all healing spells, natural healing and


10th and to 15/magic and silver (the maximum) at caster even regeneration will not cure the chaotic damage.
level 15th. Diaphanous shift does not confer incorporeality, It strikes the opponent the caster designates, starting with
etherealness or any ability to bypass barriers or to see, hear one attack in the round the spell is cast and continuing
or otherwise detect into the Ethereal Plane. Subjects are each round thereafter on the casters turn. It strikes as a
still primarily on the Material Plane and thus can freely spell, not as a weapon, so, for example, it can damage
manipulate objects and communicate with other creatures creatures that have damage reduction. It can strike
on the Material Plane. incorporeal creatures without the normal miss chance
associated with incorporeality. The weapon always strikes
Material Component: A pearl worth 10 gp. from the casters direction. It does not get a flanking bonus
or help a combatant get one. The casters feats or combat
ENCUMBERING LOAD actions do not affect the weapon. If the weapon goes beyond
Illusion (Phantasm) [Mind-Affecting] the spell range, if it goes out of the casters sight, or if the
Level: Sor/Wiz 2 caster is not directing it, the weapon returns to him and
Components: V, S, M hovers.
Casting Time: 1 standard action Each round after the first, the caster can use a move action
Range: Close (25 ft. +5 ft./2 levels) to redirect the weapon to a new target. If the caster does
Target: One creature not, the weapon continues to attack the previous rounds
Duration: 10 minutes/level target. On any round that the weapon switches targets, it
Saving Throw: Will disbelief gets one attack. Subsequent ro+unds of attacking that target
Spell Resistance: Yes allow the weapon to make multiple attacks if the base attack
bonus would allow it to.
This spell causes the recipient to feel as though a great An entropic blade cannot be attacked or harmed by
weight is upon their shoulders. The encumbering load physical attacks, but dispel magic, disintegrate, a sphere
weighs 25 lb. per level of the caster. If this spell causes the of annihilation, or a rod of cancellation will affect it. An
recipients encumbrance to exceed heavy carrying capacity, entropic blades AC against touch attacks is 10 (10 + size
he loses all Dexterity bonuses and can only move 5 feet per bonus for medium object).
round. If an attacked creature has spell resistance, the caster
makes a caster level check (1d20 + caster level) against
Material Component: 1 ounce of lead. that spell resistance the first time the entropic blade strikes
it. If the weapon is successfully resisted, the spell is
dispelled. If not, the weapon has its normal full effect on
that creature for the duration of the spell.
ENTROPIC BLADE
Conjuration Arcane Focus: A sliver of mithral.
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action EQUESTRIAN
Range: Medium (100 ft. + 10 ft./level)
Effect: Weapon of chaotic energy Enchantment [Mind-Affecting]
Duration: 1 round/level (D) Level: Sor/Wiz 1
Saving Throw: None Components: V, S
Spell Resistance: Yes Casting Time: 1 standard action
Range: Touch
Target: Creature touched
This malicious spell creates a quasi-real blade of chaotic Duration: 1 minute/level (D)
energy. The entropic blade attacks once (or more) per round Saving Throw: Yes (harmless)
with a base attack bonus equal to the casters level + the Spell Resistance: Yes
casters Intelligence (wizard) or Charisma (sorcerer)
modifier as an attack bonus. The blade inflicts 4d6 points Equestrian grants the target creature a +10 enhancement
of hit point damage with each attack. The blade doesnt bonus to their Ride skill checks. This bonus increases to
cause open bleeding wounds. Rather, the chaotic energy of +20 at caster level 5th, and to +30 (the maximum) at caster
the spell warps and mutates flesh, causing it to become level 9th. Although the name implies horsemanship, this
severely malignant and deformed. Non-lawful creatures can spell functions with nearly any mount.
heal this damage just as if it were normal Hit Point damage.
However, lawfully aligned creatures must receive a
restoration spell before the damage will heal. Without a

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SPELLBINDERS SOURCEBOOK 11

FEVER retributive force to strike the weapon, inflicting 1d10+6


points of damage to it.
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action FORCE BARRIER
Range: Medium (100ft. + 10ft./ level) Evocation [Force]
Target: One creature Level: Sor/Wiz 4
Duration: 1 round/level Components: V, S
Saving Throw: Fortitude negates Casting Time: 1 standard action
Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level)
Target/Effect: One subject/10-ft. barrier
Fever causes subjects to become more sensitive to heat- Duration: 1 round/level (D)
based attacks. Creatures under this spell suffer an additional Saving Throw: Reflex negates
2 points of damage per die from heat-based attacks such as Spell Resistance: Yes
fireball.
This spell creates an invisible vertical barrier of force,
roughly 10 feet wide and 10 feet high. The caster determines
FIRE NEEDLES one direction that he does not want the subject to move.
This direction cannot be up or down, as the barrier is a
Evocation
vertical plane of force. It can otherwise be any direction
Level: Sor/Wiz 6
the subject might travel. The barrier then appears in a
Components: V, S
position to block the subject from moving in that direction.
Casting Time: 1 standard action
Subjects may attempt a single Reflex save to dodge in front
Range: Long (400 ft. +40 ft./level)
of the barrier as it springs into existence in front of them.
Area: 20-ft.-radius burst
If they fail, they may not attempt another save to dodge
Duration: Instantaneous
around it. Once it is in place, it will move from left to right
Saving Throw: Fortitude negates
to keep the subject from running around it, but it does not
Spell resistance: Yes
move forwards or backwards. It will move as far to the left
and as far to the right as its range allows.
This spell causes a burst of large, red-hot needles to fill the
Only subjects of size Large and smaller can be blocked
area. This explosion inflicts 1d4 points of piercing damage
with this spell. Bigger subjects can climb or step over it, if
per caster level (maximum 15d4) plus 1 point of fire damage
there is room. In confined spaces, the force barrier can
per caster level (maximum +15) to all creatures and objects
block Huge and larger creatures as well. Subjects of this
in the area.
spell also gain a cover bonus against any attacks coming
The fire needles are extremely hot, but do not usually
from the other side of the barrier.
ignite objects they strike. If the fire needles inflict enough
damage on a barrier to break through it, they may continue
Focus: A small piece of glass
beyond the barrier if the area permits; otherwise it stops at
the barrier just as any other spell does.
GHOUL ARROW
Necromancy
FLESH OF RETRIBUTION Level: Sor/Wiz 3
Components: V, S, M
Transmutation
Casting Time: 1 standard action
Level: Sor/Wiz 3
Range: Medium (100 ft. + 10 ft./level)
Components: V, S
Target: One living creature
Casting Time: 1 standard action
Duration: 1d6+2 rounds
Range: Touch
Saving Throw: Fortitude negates (see text)
Target: One creature; see text
Spell resistance: Yes
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless); see text
With this spell, the caster hurls a bolt of paralytic power at
Spell resistance: Yes
the subject. A ranged touch attack is required to hit. If
successful, the subject must make a Fortitude save or become
This spell causes the subject to be protected by an energy
paralyzed for 1d6+2 rounds. Elves are immune to this spell.
that can destroy weapons that strike him. Anytime a melee
This spell creates two paralyzing bolts at caster level 10th
weapon strikes the subject, this spell causes a powerful
and 3 bolts (the maximum) at caster level 15th. These
SPELLBINDERS SOURCEBOOK

This increase changes the creatures size category two steps.


Small creatures become Large, Medium creatures become
Huge, for example. The target gains a +4 size bonus to
Strength, a 4 size penalty to Dexterity (to a minimum of 1),
and a 2 penalty on attack rolls and AC due to its increased
size.
A humanoid creature whose size increases to Large has a
space of 10 feet and a natural reach of 10 feet. A humanoid
creature whose size increases to Huge has a space of 15 feet
and a natural reach of 15 feet. This spell does not change the
targets speed.
If the available room is insufficient for the desired growth,
the creature attains the maximum possible size and can make
a Strength check (using its increased Strength) to burst any
enclosures in the process. If it fails, it is constrained without
harm by the materials enclosing it the spell cannot be used
to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly
enlarged by the spell. Melee and projectile weapons affected
by this spell deal more damage. Other magical properties
are not affected by this spell. Any giant sized item that leaves
a giant sized creatures possession (including a projectile or
thrown weapon) instantly returns to its normal size. This
means that thrown weapons deal their normal damage, and
projectiles deal damage based on the size of the weapon that
fired them. Magical properties of giant sized items are not
increased by this spell.
Multiple magical effects that increase size do not stack.
Giant size cannot be made permanent with a permanency
spell.

Material Component: A magnifying lens.

GIANT STRENGTH
Transmutation
additional ghoul arrows are fired in the same round as the Level Sor/Wiz 6, Wit 6
first, but may target other creatures within range. Components: V, S, M
Casting Time: 1 standard action
Material Component: A pinch of ghoul flesh. Range: Touch
Target: Creature touched
Duration: 1 round/level
GIANT SIZE Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Transmutation
Level Sor/Wiz 3
This spell grants the subject the mighty Strength of a giant.
Components: V, S, M
Recipients of this spell gain an enhancement bonus of 2d6+5
Casting Time: 1 standard action
points to their Strength ability score, resulting in the usual
Range: Touch
benefits to attack, damage and other uses of the Strength
Target: One creature
modifier.
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Special Variant: For more consistent results from this spell,
Spell Resistance: Yes (harmless)
use the average bonus of +12 to the recipients Strength
instead of rolling the 2d6+5.
This spell causes a humanoid creature to grow to enormous
size, tripling its height and multiplying its weight by 12.
Material Component: A lock of a giants hair.

12
SPELLBINDERS SOURCEBOOK 13

HAND OF DOOM IGNORANT


Necromancy [Death] Enchantment (Mind-Affecting)
Level: Sor/Wiz 8, Wit 8 Level: Sor/Wiz 1, Wit 1
Components: V, S Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Close (25 ft.+5 ft./2 levels)
Target: Creature or creatures touched Target: One creature
Duration: 1 round/level (D) Duration: 1 min./level
Saving Throw: Fortitude negates (see text) Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes

This spell imbues the casters hand with glowing To use this spell, the caster must succeed at a ranged touch
necromantic power that drains the life force of living attack. Subjects who fail their saving throw suffer a 1d6
creatures. A successful melee touch attack channels energy penalty to Intelligence with an additional penalty of 1 per
that adds 1 negative level to the subject (no save). two levels of the caster (maximum additional penalty of
Furthermore, the caster gains a +4 bonus to all grapple 5). The subjects Intelligence score cannot drop below 1.
checks and may attempt to start a grapple as a free action
when attacking with this spell. If he can win an opposed
grapple check and get a hold on his opponent, that opponent INSTANT KARMA
is locked in a powerful vice-like grip and continues to gain
Transmutation
a negative level every round the grip is maintained. The
Level: Sor/Wiz 4
caster may release the grip at any time.
Components: V, S
If the subject has at least as many negative levels as HD,
Casting Time: 1 standard action
it dies. Each negative level gives a creature a 1 penalty on
Range: Medium (100 ft. + 10 ft./ level)
attack rolls, saving throws, skill checks, ability checks, and
Target: One person
effective level (for determining the power, duration, DC,
Duration: 1 round/level
and other details of spells or special abilities).
Saving Throw: Fortitude negates
Additionally, a spellcaster loses one spell or spell slot
Spell Resistance: Yes
from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after
This spell immediately reciprocates any damage caused by
a number of hours equal to your caster level (maximum 25
the subject, inflicting a similar amount back upon him. Any
hours). Negative levels usually have a chance of
direct, successful attack, via melee, range, or spell,
permanently draining the victims levels, but the negative
perpetrated by the subject results in an equal amount of
levels from hand of doom do not.
similar damage to themselves. This damage appears as if
caused by the same method as the damage they dealt. A
wizard under this spell who casts fireball on someone else
HESITATE suddenly suffers from burns of the same sort he just inflicted,
Enchantment [Mind-Affecting] though no fireball actually strikes him.
Level: Sor/Wiz 3, Wit 3 If the subject has resistance against the damage type (i.e.
Components: V, S fire resistance, for example) their resistance functions
Casting Time: 1 standard action normally against the damage. The amount of damage is
Range: Medium (100 ft. + 10 ft./level) always equal to the damage dealt by the subject. A fighter
Target: One creature who inflicts 42 points of damage with his sword suddenly
Duration: 1 round/level suffers 42 points of damage from an open wound, similar
Saving Throw: Fortitude negates to a sword wound. In the case of spells, resistance and
Spell Resistance: Yes damage reduction of the subject apply normally but no
saving throw is allowed as there is no actual fireball or
This spell causes the target creature to briefly pause before lightning bolt or whatever for the subject to dodge.
every action they take. This penalizes their Initiative and
Reflex saving throw by 4. Hesitate also negates any
Dexterity bonus to the targets armor class, and imposes a INVULNERABILITY
2 on attack rolls.
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
SPELLBINDERS SOURCEBOOK

Range: Touch
Target: One creature Duration: 1 hour/level; see text
Duration: 1 round/level (D) Saving Throw: Will negates (see text)
Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes
Spell resistance: Yes
This spell causes subjects to suffer from repeated bouts of
With this spell, the caster imparts a level of damage sudden, deep sleep. Those subjects who fail the initial saving
reduction upon the recipient. The caster determines the throw must make another Will save every round thereafter
exact type of this damage reduction at the time of casting. at a cumulative penalty of 1 until they fall asleep. Once
He may select one type of DR from the table below. Once asleep, they will remain so for 10 minutes per level of the
selected, it cannot be changed. However, the caster could caster.
end the spell and cast it again with a different type of damage Sleeping subjects can only be wakened through 1d3
reduction selected from the table. At caster level 10th, the rounds of extreme prodding and noise. Pain will also rouse
amount of damage reduced increases to 10. At 15th caster a sleeping narcoleptic in 1 round. Upon waking, the subject
level, the damage reduction increases to 15 (the maximum). will function normally for 5 minutes, after which they must
begin making Will saves every round with a cumulative -1
Damage Reduction penalty per previous check until they fall asleep again. This
cycle will continue throughout the duration.
5/silver
5/magic
5/slashing
PEAL OF MADNESS
5/bludgeoning
5/piercing Evocation (Sonic)
Level: Sor/Wiz 5
LUCID TONES Components: V, S
Illusion (Audible Pattern) [Mind-Affecting] Casting Time: 1 standard action
Level: Brd 3, Sor/Wiz 3 Range: Medium (100 ft. + 10 ft./ level)
Components: V, S, M Area: 20-ft-radius spread
Casting Time: 1 standard action Duration: Instantaneous
Range: Medium (100 ft. + 10 ft./ level) Saving Throw: Will partial
Effect: Hypnotic music in a 15-ft.-radius spread Spell Resistance: Yes
Duration: Concentration +3 rounds
Saving Throw: Will negates This terrible spell renders victims deaf and perhaps insane
Spell Resistance: Yes as it creates an ear-piercing wail. Any creature within the
area that fails its saving throw suffers permanent deafness,
A harmonious melody permeates the area, mesmerizing takes 1d6 points of sonic damage as blood pours from its
creatures that hear it. Roll 2d4 and add 2 per caster level ears, and must make a Will save or become insane for 2d6
(maximum +14) to determine the total number of HD rounds.
affected. Creatures with the fewest HD are affected first, (See the insanity spell in the PHB or see Chapter 3 of the
and among creatures with equal HD, those closest to the Book of Broken Dreams for expanded rules on insanity).
spells point of origin are affected first. Hit dice of this
spell that are not sufficient to affect a creature are wasted.
Affected creatures do nothing but listen intently to the RESET TIME
music. This spell is automatically broken if subjects are Transmutation
attacked. Level: Sor/Wiz 7
Components: V, S
Material Component: A musical instrument worth at least Casting Time: 1 standard action
10 gp. Range: Close (25 ft. + 5 ft./2 levels)
Area: 50-ft.-radius sphere
Duration: Instantaneous
NARCOLEPSY Saving Throw: None
Enchantment [Mind-affecting] Spell Resistance: Yes
Level: Sor/Wiz 3
Components: V, S This spell turns back time, resetting events just as they were
Casting Time: 1 standard action one round before the spell was cast. All events and results
Range: Close (25 ft. + 5 ft./2 levels) of the previous round are turned back; damage is removed,
Target: One person dead are revived and spells return to memories (except for

14
SPELLBINDERS SOURCEBOOK 15

reset time which is still lost). After the spell takes effect, Components: V, S
only the caster is aware of what has happened. Everyone Casting Time: 1 standard action
else has no memory of anything unusual happening. Range: Long (400 ft. + 40 ft./level)
Area: Several living creatures within a 400-ft.-radius burst.
Duration: 1 hour/level
RESILIENCE Saving Throw: Will negates
Spell Resistance: Yes
Transmutation
Level: Sor/Wiz 2
This powerful enchantment subdues dozens of individuals
Components: V, S
with sleep. The caster may affect up to 4d6+20 HD of
Casting Time: 1 standard action
creatures. The effect spreads out from the central burst
Range: Touch
location and affects creatures with the lowest HD first. In
Target: Creature touched
the event that there is not enough HD of the spell left to
Duration: 1 hour/level
affect a creature in the area, the remaining HD of the spell
Saving Throw: None
are ineffective and lost. The sleep induced by this spell is a
Spell Resistance: Yes
deep slumber that requires 1d4 rounds of severe shaking
and/or noise to shake off. Upon waking from this spell,
Resilience imbues the subject with superhuman resistance
subjects are drowsy for 1d4 rounds. A drowsy character
to fatigue and exhaustion. Subjects gain a +6 bonus on the
suffers a 1 penalty to their attack rolls and a 2 to their
following checks and saves: Swim checks made to resist
Dexterity ability with all relevant effects to AC, skills, and
nonlethal damage, Constitution checks made to continue
saving throws.
running, Constitution checks made to avoid nonlethal
damage from a forced march, Constitution checks made to
hold your breath, Constitution checks made to avoid
nonlethal damage from starvation or thirst, Fortitude saves SOMNOLENT SLUMBER
made to avoid nonlethal damage from hot or cold Enchantment (Compulsion)
environments, and Fortitude saves made to resist damage Level Sor/Wiz 2
from suffocation. Components: V, S
The effects of this spell stack with those of the Endurance Casting Time: 1 standard action
feat. Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
SALTY WOUNDS Saving Throw: Will negates
Spell Resistance: Yes
Transmutation
Level: Sor/Wiz 2
Subjects of this spell must make a Will saving throw or fall
Components: V, S, M
into a deep sleep. During this time, the sleeping individual
Casting Time: 1 standard action
cannot be wakened by any normal means (slapping, noise,
Range: Medium (100 ft. + 10 ft./level)
etc). Dispel magic or more powerful magic can wake the
Target: One living creature
victim. Also, whenever a sleeping subject suffers 2 points
Duration: Instantaneous
of damage or more, he may attempt another saving throw
Saving Throw: Fortitude half
to break free of the spell and wake up.
Spell Resistance: Yes

Salty wounds causes any existing, open wound a creature


may have to become inflamed with stinging pain. This STAGGERING BLOWS
pain causes 1d8 points of nonlethal damage per level of the Transmutation
caster (maximum 10d8). Living creatures that do not have Level: Sor/Wiz 4
open wounds are immune to this spell. Nonliving creatures Components: V, S
are also immune. Casting Time: 1 standard action
Range: Touch
Material Component: A pinch of salt. Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
SLEEPING VILLAGE Spell Resistance: No
Enchantment (Compulsion)
Level: Sor/Wiz 9
SPELLBINDERS SOURCEBOOK

This spell causes any single weapon touched by the caster


to cause maximum damage every time it strikes. This effect
persists for a maximum of 10 rounds.

TIME LEAP
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more
than 30 feet apart
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell warps time and causes a number of creatures to


leap into the future as far as 1 round per caster level. The
subjects of this spell do not experience any time passing at
all, they are immediately thrust into the future. However,
time passes normally in their absence. The subjects
immediately disappear and cannot be located via any sort
of scrying or most divination spells. They now exist in
another time and will suddenly reappear when that time
comes. Those divination spells that reveal the future may
unveil some clues about the subjects, but the boundaries of
time cannot be traversed with spells such as scry. TIME STALL
Note that no time passes for those affected by the spell. Transmutation
A spell (such as bulls strength) that is in effect on a recipient Level: Sor/Wiz 3
of time leap does not lose any of its duration during the Components: V, S
effect of time leap. A spell that has 1 round left before it Casting Time: 1 standard action
expires will not expire until the first round after the subject Range: Medium (100 ft. + 10 ft./level)
returns from the time leap, perhaps 9 or more rounds in Target: One creature
the future. Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes
TIME SENSE
Subjects of this spell must save or be frozen in time. As
Divination
soon as the spell takes effect, the subject disappears, as he
Level: Sor/Wiz 3
is no longer in the same time as everyone else around him.
Components: V, S
Being frozen in time, he is held immobile while the rest of
Casting Time: 1 standard action
the world rush on past him. While the subject becomes lost
Range: Touch
in the past, very little magic can reach him. Scrying is
Target: One creature
ineffective and very few divination spells are designed to
Duration: 1 round/level
detect the past. Furthermore, time is frozen for the subject,
Saving Throw: Will negates (harmless)
eliminating any ability to take even purely mental actions.
Spell resistance: Yes
The subject cannot even think, since time is not moving
for him.
With this spell, the caster imparts upon the subject a keen
This condition persists for 1 round per caster level of
awareness of the dimension of time. The subject can use
real time. When the spell ends, the subject is catapulted
this awareness to react to danger more quickly, gaining a
back into his proper time and is otherwise unharmed. He
+4 initiative bonus, a +4 dodge bonus to AC and a +4 bonus
reappears in the same location he disappeared from,
to Reflex saves.
unaware of any lapse of time that has occurred. Since no
time has passed for the subject, any spells that he was under
have not lost any of their duration

16
SPELLBINDERS SOURCEBOOK 17

TIME ZONE Targets affected by this spell suffer temporary Strength


Transmutation damage equal to 1 point per caster level. Furthermore, the
Level: Sor/Wiz 4 caster gains a temporary bonus to his inherent Strength
Components: V, S score equal to half the amount of strength he drained from
Casting Time: 1 standard action the target. The targets Strength returns at the normal rate
Range: Close (25 ft. +5 ft./2 levels) for ability score damage, typically 1 point per day. The
Area: 30-ft. radius sphere casters extra Strength fades in a number of rounds equal
Duration: Concentration, up to 1 round/level to his caster level.
Saving Throw: None For example, a 9th level wizard casts this spell and touches
Spell resistance: No a barbarian. The barbarian fails his save and takes 9 points
of temporary Strength damage. The caster subsequently
This spell allows the caster to manipulate the flow of time gains a 4-point bonus to his inherent Strength score for the
in the area, altering the speed at which certain actions occur. next 9 rounds.
The net result of these manipulations is a +2 bonus on all Note that non-living creatures are immune to this spell.
attack rolls, damage rolls, and Reflex saving throws for the
casters allies, and a 2 penalty to all attack rolls, damage Material Component: A drop of blood infected with
rolls and Reflex saving throws for the casters enemies. vampirism.
The caster may select any number of creatures to affect
within the area, up to a maximum of 1 per caster level,
including all enemies and allies together. VAMPIRIC HEALTH
Maintaining the manipulation of time requires the caster Necromancy
to concentrate. If his concentration is broken, the spell ends. Level: Sor/Wiz 5
There is no saving throw for this spell as it affects the Components: V, S
flow of time in the area and does not actually target the Casting Time: 1 standard action
creatures themselves. Range: Touch
Target: One creature
Duration: See text
TUNNEL VISION Saving Throw: Fortitude negates
Transmutation Spell Resistance: Yes
Level: Sor/Wiz 0
Components: V, S Targets affected by this spell suffer temporary Constitution
Casting Time: 1 standard action damage equal to 1 point per caster level. Furthermore, the
Range: Close (25 ft. +5 ft./2 levels) caster gains a temporary bonus to his inherent Constitution
Target: One creature score equal to half the amount of health he drained from
Duration: 1 round/level the target. The targets Constitution returns at the normal
Saving Throw: None rate for ability score damage, typically 1 point per day. The
Spell resistance: No casters extra Constitution fades in a number of rounds equal
to his caster level.
Subjects of this spell cannot see with their peripheral vision. For example, a 9th level wizard casts this spell and touches
This causes them to lose their Dexterity bonus (if any) a barbarian. The barbarian fails his save and takes 9 points
against anyone who is gaining a +2 flanking bonus against of temporary Constitution damage. The caster subsequently
them. gains a 4-point bonus to his inherent Constitution score for
the next 9 rounds.
Note that non-living creatures are immune to this spell.
VAMPIRIC STRENGTH
Material Component: A drop of blood infected with
Necromancy
vampirism.
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
VAMPIRIC YOUTH
Target: One living creature Necromancy
Duration: See text Level: Sor/Wiz 5
Saving Throw: Fortitude negates Components: V, S, M
Spell resistance: Yes Casting Time: 1 minute
Range: Touch
SPELLBINDERS SOURCEBOOK

Target: One creature


Duration: See text Duration: 1 minute/level
Saving Throw: Fortitude negates Saving Throw: Will negates or none
Spell resistance: Yes Spell resistance: Yes; see text or no (object)

This spell steals the youth of other creatures, transferring This spell manipulates the sonic vibrations in the area,
those years to the caster in the form of temporary vitality. altering the noise level. Casters may choose to increase the
For every year the subject is aged, the casters age is reduced noise level by as much as 200% or decrease it by as much
by an equal number of years. However, the change for the as 99%. Note that complete silence cannot be achieved with
victim is permanent but the change for the caster is this spell. Casters may alter the noise level once per round
temporary. The casters reduced age only persists for a as a move equivalent action.
number of days per caster level, after which time it fades The spell can be centered on an object, creature or point
and the caster reverts to his original age. in space. If targeted on a creature, that creature may make
a Will save to avoid the effects.
Material Component: One young creature of the same
type as the caster, such as humanoid or dragon, and a gem Arcane Focus: A small cone.
worth 200 gp.

WARNING
VOLTAIC SHROUD Divination
Evocation [Electricity] Level: Sor/Wiz 3
Level: Sor/Wiz 5 Components: V, S
Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 standard action Range: Close (25 ft.+5 ft./2 levels)
Range: Personal (see text) Target: Personal
Target: Caster (see text) Duration: 10 minutes/level
Duration: 1 round per level Saving Throw: See text
Saving Throw: Reflex half Spell Resistance: Yes
Spell Resistance: Yes
Warning detects dangers in the casters immediate area and
Voltaic shroud cloaks the caster in a crackling mantle of reduces the chance of being surprised and caught flat-footed.
electrical energy that protects against attacks and hurls bolts Any time the subject of a warning spell is about to be
of lightning at will. Anyone striking the caster with a metal endangered, they receive a mental alert. They are not made
or natural weapon while the shroud is active suffers 1d4 aware of the specific nature of the danger, only a
points of electrical damage per three caster levels (Reflex generalization. This early alert reduces any chance of being
save for half). caught flat-footed by alerting the subject in time to allow
Once per round as a free action the caster may also strike him to take one standard action in the surprise round, when
any target within medium range (100 ft. + 10 ft./level) with he would otherwise be too surprised to act. Note that
a bolt of lightning. This bolt also causes 1d4 points of initiative will usually have to be rolled in the surprise round.
damage per three caster levels. Thus, at 9th level it causes The warning cannot be evaded by invisibility or hiding.
3d4 points of damage. At 12th level, the damage becomes This spell warns of traps as well as ambushes and sneak
4d4. At 15th level, it becomes 5d4 and so on (maximum attacks.
8d4 at 24th level). For example, three characters are traveling through the
wilderness. They are suddenly ambushed by orcs. The orcs
Material Component: A bit of fur and an amber, crystal saw them coming and were able to prepare; therefore they
or glass rod. get to act in the surprise round. However, one character in
the group happened to be under the warning spell and was
alerted to the presence of danger a split second before the
VOLUME ambush was launched. That character may also take one
standard action in the surprise round, but he will have to
Transmutation roll initiative against the orcs to see who goes first. He still
Level: Sor/Wiz 2 may be caught flat-footed if the orcs beat him in initiative.
Components: V, S, F His other two companions, without the benefit of the
Casting Time: 1 standard action warning, are unequivocally flat-footed and cannot act in
Range: Long (400 ft. + 40 ft./level) the surprise round.
Target: 20-ft.-radius emanation centered on a creature,
object, or point in space

18
SPELLBINDERS SOURCEBOOK 19

though moving is more difficult than normal for being


WAR PIG entangled (see below). If the save fails, the creature is
Conjuring (Summoning) entangled and cannot move from its space, but can break
Level: Cl 7, Sor/Wiz 7 loose by spending 1 round and making a DC 20 Strength
Components: V, S, F/DF check or a DC 25 Escape Artist check. Once loose (either
Casting Time: 1 standard action by making the initial Reflex save or a later Strength check
Range: Close (25 ft. +5 ft./2 levels) or Escape Artist check), a creature remains entangled, but
Effect: One or more summoned war pigs may move through the web very slowly. Each round devoted
Duration: 1 round/level (D) to moving allows the creature to make a new Strength check
Saving Throw: None or Escape Artist check. The creature moves 5 feet for each
Spell resistance: Yes full 5 points by which the check result exceeds 10. Those
who come in contact with the webs must also make a
This spell summons one or more battle ready pigs to the Fortitude save or suffer 1d4 points of Strength damage.
caster. Each creature is a dire boar with spiked full plate These lost Strength points return at a rate of 1 per minute
barding and the war beast template. Their statistics are after affected creatures escape the webs of weakness.
presented below. Initially, only one pig is summoned. An If you have at least 5 feet of web between you and an
additional pig is summoned for every 4 levels the caster opponent, it provides cover. If you have at least 20 feet of
has above 13th. These war pigs follow the casters directions web between you, it provides total cover.
and attack with whatever strategy he commands. If the caster The strands of a web spell are flammable. A magic
issues no commands, they attack with their own tactics. flaming sword can slash them away as easily as a hand
brushes away cobwebs. Any fire can set the webs alight
War Pig CR 6, war beast dire boar, Large Magical Beast; and burn away 5 square feet in 1 round. All creatures within
HD 9d8+45; HP 85; Init. +5; Spd 40 ft; AC 26 (-1 size, +1 flaming webs take 2d4 points of fire damage from the
Dex, +8 natural, +8 armor) [touch 11, flat footed 25]; BAB flames.
+6, Grap +20, Att +16 melee (gore 3d6+15); Saves: Fort
+11, Ref +7, Will +7; Str 31, Dex 12, Con 21, Int 4, Wis Material Component: A bit of spider web and a drop of
15, Cha 10 spider venom.
Skills: Listen +11, Spot +11
Feats (7): Weapon Focus, Toughness, Improved Initiative,
Improved Natural Attack, Alertness, Endurance, Iron Will
Spell-like Abilities: The war pig can use the following
spell-like abilities once per day unless noted otherwise:
shield 3/day, false life, protection from energy, shout 3/
day, waves of fatigue

Focus: A statuette of a pig worth 10 gp.

WEBS OF WEAKNESS
Conjuring (Creation)
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell resistance: Yes

Webs of weakness creates a mass of strong sticky webs that


weaken any creature caught in them. Aside from the
weakness effect, this spell functions the same as the second
level arcane spell web. Creatures caught in the webs of
weakness, or entering them after their forming must make
a Reflex save to avoid being entangled. If this save succeeds,
the creature is entangled but not prevented from moving,
SPELLBINDERS SOURCEBOOK

Other Supplements

The Primal Codex


This is an indispensable sourcebook for any
campaign setting. It is especially useful for
adding a primitive or stone age flavor to an
existing campaign. The Primal Codex contains
dozens of new spells, magic items and monsters
as well as new races, classes and feats. The
centerpiece of this supplement, however, is the
chapters on poisons, diseases and conditions.
The codex provides d20 rules for anthrax,
rabies, cholera, seizures, depression,
dismemberment, death camas, and oleanders.
Furthermore, the Codex also includes rules for
simple wilderness traps, optional rules for
grappling, and new uses for Knowledge and
Profession skills.

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The Book of Broken Dreams


This unique gaming sourcebook explains
concepts from modern psychology in simple
game terms. The Book of Broken Dreams
covers the effects of psychological trauma,
abnormal personality and insanity. It also
includes a discussion and example of how to
use the personality rules to manage group
dynamics among NPCs.
The Book of Broken Dreams also includes
nearly 50 new spells, 3 new prestige classes, a
new template and new feats.

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SPELLBINDERS SOURCEBOOK 21

God Spells
God Spells contains 50 spells for divine casters.
Stunning new magic such as pollen cloud, and armor
of stone fills these pages. High level miracles such as
mass resurrection and the deadly tongue of swords are
also presented in this text of divine scripture.
God Spells also includes many of the divine spells that
have appeared in Bloodstones other titles, all updated
to the new 3.5 rules.
Classic spells like convalescence, reinforce and spirit
of the lion have been retooled with the new version of
the core rules and are ready to be added to your game.
With the God Spells in their hand, your holy heroes
will have all the power they need to achieve their
spiritual goals!

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Bane Ledger
Vol. I
The Bane Ledger presents 30 monsters gathered
from the tales of ancient civilizations. Bog-
dwelling taniwhas and fearsome storm dragons
fill these pages, along with other legendary
creatures like the piasa, the impundulu, Ya-o-gah,
and dozens of others.
With the Bane Ledger, you can read about Summer
dragons who beat back the snows of winter, and
Xiuhcoatls who bring drought and famine.
The dreadful creatures of the Bane Ledger have
been terrorizing mankind for millennia. Now
watch with delight as they maul the heroes of your
game!

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SPELLBINDERS SOURCEBOOK

22 Talent Trees
This supplement contains 22 new talent trees
for the d20 Modern system. There is also a new
feat and a new use for the Treat Injury skill
among these pages. With this supplement,
heroes can become rough and rowdy, gain
animal companions, and even perform
transplant surgery! Smart heroes can become
brilliant combat tacticians. Tough heroes can
withstand the forces of magic. Dedicated heroes
can foretell the future and Charismatic heroes
can send their opponents fleeing in terror!
These and dozens of other innovative ideas fill
the pages of this supplement.

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Hell on Earth
Hell on Earth, the first release in the Modern
Eras TM series, takes us to the dark days of
WWII. This supplement uses the popular d20
Modern version of the core rules to bring
dogfights, bayonet charges and tank battles
to your game table. This supplement features
new advanced classes such as the Nazi
Occultist, Commando, Resistance Fighter,
and Spy, new feats like Combat Maneuvers
and dozens of equipment items and vehicles
such as gas capes and aircraft carriers. It
even includes experimental wonder-weapons
developed in the last days of the war.
Furthermore, Hell on Earth includes a
detailed timeline of the WWII campaign
setting, covering every major and minor
event from 1918-1945. Rules for dog fights,
magic items, and monsters such as gremlins
are also covered in this supplement!

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22
SPELLBINDERS SOURCEBOOK 23

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