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d20 Bloodstone Press Spellbinder's Sourcebook
d20 Bloodstone Press Spellbinder's Sourcebook
d20 Bloodstone Press Spellbinder's Sourcebook
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
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
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.
6
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
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.
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SPELLBINDERS SOURCEBOOK 9
10
SPELLBINDERS SOURCEBOOK 11
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
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
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
16
SPELLBINDERS SOURCEBOOK 17
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
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
Other Supplements
20
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!
Only $2.88!
Click here to buy it now!
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!
Only $3.33
Click here to buy it now!
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.
Only $2.88!
Click here to buy it now!
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!
22
SPELLBINDERS SOURCEBOOK 23
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