Renegade Wizard's Spellbook
| Author | Mark Gedak |
| Publisher | Mongoose Publishing |
| Publish date | 2005 |
| OGL Section 15 | rws |
The material below is designated as Open Game Content.
The following appendix is a comprehensive list of all the monsters examples, skills, feats and mechanics referred to in the spell descriptions.
New Monster Type: Spirit
All spirits belong to the Spirit monster type. Creatures with this type are the spiritual manifestation of a creature, a person, an object or even an idea. They exist almost exclusively in the transitive plane known as the Spirit World, though some can manifest in the physical world. All spirits are intelligent to some degree, even if theirs is an alien mindset.
Features: A spirit has its features determined by its creation through the spirit template (see below). Spirits are always a manifestation of the divinity of nature and not a regular type of monster.
Traits: A spirit possesses the following traits (unless otherwise noted in the creatures entry)
c Darkvision out to 120 feet.
c Immunity to poison, paralysis, stunning, disease and death effects.
c Not subject to critical hits, nonlethal damage or death due to massive damage.
c Destroyed when reduced to zero hit points, though many spirits reform in the Spirit World, the Ethereal or Astral Planes.
c Spell Resistance equal to 15 + spirit’s spell level.
Spirit Template
‘Spirit’ is a template that can be added to any creature except to undead. The creature (from now on referred to as the ‘base creature’) becomes a kind of spirit that can be determined by its
original type, but its type nonetheless changes to ‘Spirit’ and it does not gain the augmented subtype. It otherwise uses all the base creature’s statistics and special abilities except as
noted here.
Hit Dice: Change to d8, same as base creature +1 HD per spell level.
Speed: Same as base creature x1.5 (10 feet per round minimum). In the Spirit World, the spirit retains all of the base creature’s movement modes, but when projecting or manifesting in the Prime Material Plane, it gains a fly speed equal to its normal speed with perfect manoeuvrability.
AC: Same as base creature with a +1 natural armour bonus. Note that the spirit is incorporeal when only projecting (see below). When incorporeal, the spirit has no natural armour bonus but gains a deflection bonus equal to its Charisma modifier (minimum +1).
Attacks: The spirit retains all the attacks of the base creature. The spirit can only attack creatures on the same plane of existence.
Damage: The same as base creature when attacking opponents on the same plane, but the spirit cannot deal physical damage at all against creatures on a different plane, or when it is projecting and incorporeal.
Special Attacks: The spirit retains all the special attacks of the base creature, although those relying on physical contact do not affect creatures on a different plane. Depending on the spirit’s spell level (see below), it can gain one of the following special attacks. Saves have a DC of 10 + spirit’s spell level + spirit’s Wisdom modifier unless noted otherwise.
Manifest (Sp): Spirits with the manifest spell-like ability can breach the walls between worlds and assume a physical form in the material world. When they do so, they are vulnerable to all attacks and effects, but they can also use their powers and abilities in full against any target. Manifesting in the material world is a full-round action, but returning to the Ethereal Plane or the Spirit World (spirit’s choice) is a free action. It can maintain this state for 10 minutes per spirit’s spell level, and can do it once per month per spell level. Spirits of spell level 4+ possess this ability.
Possession/Inhabitation (Sp): Some spirits can visit the Prime Material Plane by ‘riding’ their material anchor, which means that they can possess animals or inhabit plants, objects and natural phenomena. They travel from the Spirit World and exist fully in the material world, but are limited by the capacities of the body in which they reside. While possessing or inhabiting, spirits can only use spell-like abilities with a personal range or that only target themselves. Spirits replace their host’s Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses and will act accordingly. Characters able to see spirits or invisible creatures will see the spirit’s image superimposed on the host’s. In the Spirit World, the spirit is considered to be incorporeal. Other spirits can see its transparent image, but cannot harm it directly. Spirits can possess/inhabit a host for a day per spell level, and cannot do so again until a month has passed. Ideal and ancestor spirits do not have this ability. Spirits of spell level 7+ possess this ability.
Projection (Su): The spirit can project its presence into the Prime Material Plane as a move action, rather than manifesting completely. It becomes visible, but incorporeal. It can maintain this state for 10 minutes per spirit’s spell level and can do it twice per week per spell level. Projecting when summoned by a shaman does not count against a spirit’s maximum times, because it is the shaman’s power that calls them. Spirits unable to project or manifest on their own can still do so when summoned by shamanic abilities. Spirits of spell level 2+ possess this ability.
Spell-like Abilities: The spirit can use a number of spell-like abilities determined by its Domain and spell level (see below). It knows all spells in its Domain plus 1d6 additional spells, none of them higher than its spell level. The spirit uses its spell-like abilities as a spellcaster of the minimum shaman level needed to cast it. For example, a strife spirit of moderate power (Spell Level 4) belongs to the Chaos Domain, and can cast chaos hammer as a 7th level shaman. The number of times it can use each of the spells in its list depends on its power and the spell’s own level as described in the table below.
Spirit’s Spell-like Ability Use Frequency
| Spell’s Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Spirit’s Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 | 1/day | - | - | - | - | - | - | - | - |
| 2 | 2/day | 1/day | - | - | - | - | - | - | - |
| 3 | 3/day | 2/day | 1/day | - | - | - | - | - | - |
| 4 | 1/hour | 3/day | 2/day | 1/day | - | - | - | - | - |
| 5 | 1/10 minutes | 1/hour | 3/day | 2/day | 1/day | - | - | - | - |
| 6 | 1d4+1 rounds | 1/10 minutes | 1/hour | 3/day | 2/day | 1/day | - | - | - |
| 7 | At will | 1d4+1 rounds | 1/10 minutes | 1/hour | 3/day | 2/day | 1/day | - | - |
| 8 | At will | At will | 1d4+1 rounds | 1/10 minutes | 1/hour | 3/day | 2/day | 1/day | - |
| 9 | At will | At will | At will | 1d4+1 rounds | 1/10 minutes | 1/hour | 3/day | 2/day | 1/day |
Special Qualities: The base creature replaces any special qualities granted by its original monster type by the ones from the spirit type.
Domain Spells: All spirits belong to a Domain, either from the cleric lists in the SRD or the ones in any other fantasy d20 book. This allegiance determines not only the spells they have access to as spell-like abilities and as a spell pool for shamans, but also indicates the kind of gods they are pledged to. Choose a Domain that fits the kind of spirit.
Grant Power (Su): The spirit can share all spells it knows as well as its Domain’s granted power with any creature with shamanic abilities, as described in the shaman class description. (see Encyclopaedia Divine: Shaman)
Material Anchor (Su): The spirit is bound to a creature, place, object or natural phenomenon according to its nature. A wolf spirit is bound to a wolf in the material world, while a justice spirit may be bound to a hall of justice or a holy sword. Whether this anchor moves or not, the spirit cannot separate from it by more than 30 feet per the spirit’s spell level in the corresponding space in the Spirit World. It can spy into the Prime Material Plane in a 60 foot radius around the physical anchor. Spirits without a physical anchor need a shaman if they want to know what happens in the material world. By becoming a shaman’s ally, the spirit gains the ability to move away from its anchor as long as it remains within 60 feet from the shaman. It can teleport at will between its anchor and the shaman’s side. Spirits of spell level 7+ do not need an anchor, but may have one nonetheless.
Reform (Su): When the spirit is slain in any other plane than the Spirit World, it can roll a Fortitude save (DC 20) to reform itself at the rate of 3 hit points per week, reappearing in the place in the Spirit World corresponding to their material anchor when they have healed their full hit points. Destroying or heavily damaging the anchor before the spirit reforms destroys it for good. Spirits of spell level 4+ possess this ability.
Spell Level: In relation with Domain allegiance, the power of a spirit is measured by the highest spell level it can cast from its Domain list. The spirit’s spell level is chosen arbitrarily and has no relation to the base creature’s HD or any other original characteristic. It determines all DCs for skill checks against the spirit, and some of the DCs to save from the spirit’s powers. For example, the checks for dealing with a spirit with spell level 4 have a DC of 14 (10 + spell level), 19 (15 + spell level) or 24 (DC 20 + spell level) depending on the ability, rite or favour asked of it.
Spirit Type (Ex): The spirit has a type modifier indicating an association with the base creature’s original type, but this does not mean that the spirit shares the characteristics of that base creature. These descriptors serve only to determine what kind of magic can work against a given spirit. For example, a deer spirit has the Spirit type, and the Animal subtype between parentheses. Most of the subtypes correspond to existing monster types, but this does not mean that a ranger can use his favoured enemy bonuses against such spirits; he must choose Spirit as a favoured enemy type.
Any spell, supernatural or spell-like ability that specifically targets creatures with the Spirit type affects spirits normally. Additionally, spirits receive a +4 resistance bonus to all saving throws against effects that target the subtype. For example, a 3rd level druid with Wisdom 15 casts hold animal on a manifested lion spirit (Large Spirit, Animal subtype). As spirits are only partially affected by magic that targets their subtype, the lion spirit only needs to roll 10 to negate the spell’s effect (DC 10 + spell level + Wisdom modifier).
The following are the subtypes found among spirits, and what they mean.
c Ancestor: Ancestor spirits are memories of persons who have passed on but linger to watch over their mortal kin. Base creature types: Undead (with restrictions), Humanoid, Monstrous Humanoid and any creature with class levels and Intelligence above 4.
c Animal: Animal spirits, such as fox, boar or any other creature that walks the earth. Base creature types: Animal, Magical Beast and Vermin.
c Construct: The spirits of objects and tools have the Construct subtype, as they respond to magic which affects built things. Base creature types: Construct. For common objects, use the animated object statistics found in the SRD.
c Elemental: Elemental spirits correspond to the Elemental Planes as normal elementals do. Base creature types: Dragon, Elemental and Outsider. Elemental spirits also have the
subtypes corresponding to their elemental natures: Air, Earth, Fire and Water. Special elemental spirits may also have descriptors: Cold and Electrical.
c Ideal: The more esoteric of the spirits have this subtype, and represent the spiritual embodiment of abstract ideas and concepts. Base creature types: Any. Ideal spirits also have
the subtypes corresponding to the origin of the idea: Chaos, Evil, Good and Law.
c Nature: Nature spirits include animae such as moonlight spirits, river spirits or dew spirits. Base creature types: Elemental, Fey, Giant and Plant. Nature spirits can have the same
modifiers as elemental spirits (Air, Earth, Fire, Water, Cold and Electricity).
c Plant: Plant spirits are mostly static and dormant. Base creature types: Plant. For normal plants, consider their base HD to range from 1 to 4, depending on size.
There are, of course, exceptions to the rules. The spirit template could be applied to a gold dragon to make an ancestor spirit, or to a demon to personify a particularly evil storm spirit.
Legend spirits are unique creatures, akin to the highest of celestials and fiends. They have no subtypes and should be handled individually.
Saves: Same as the base creature except Will, which adds half the spirit’s spell level.
Abilities: Strength, Dexterity and Constitution are the same as the base creature plus one half the spirit’s spell level. Wisdom, Intelligence and Charisma are the same as base
creature +1 per spirit’s spell level. If the base creature’s Wisdom score is less than 10, its new score equals 10 + spirit’s spell level. Nonabilities and scores of 0 become 10.
Skills: Same as the base creature, and spirits receive a +4 racial bonus to Knowledge (arcana, religion and the planes), +2 to Bluff, Sense Motive and Survival and +1 to Spot.
Spirits also have additional skill points equal to 2 + Int modifier per spell level.
Feats: Same as the base creature, +1 for every three spell levels.
Climate/Terrain: Any land and underground
Organisation: Solitary, gang (2-4) or mob (7-12)
Challenge Rating: Same as the base creature, +2 per three spell levels.
Treasure: None
Alignment: Any neutral
Advancement: Spirits advance by spell level, not in HD.
Spirit Advancement Table
| Spirit’s spell level | Special Attacks/Qualities available | Additional feats | Additional skill points | CR |
|---|---|---|---|---|
| 1 | Grant power, Spirit subtype, material anchor, domain, spell-like abilities | +1 | 2 + Int | +2 |
| 2 | Projection | +1 | 4 + (Int x 2) | +2 |
| 3 | +1 | 6 + (Int x 3) | +2 | |
| 4 | Manifest, Reform | +2 | 8 + (Int x 4) | +4 |
| 5 | +2 | 10 + (Int x 5) | +4 | |
| 6 | +2 | 12 + (Int x 6) | +4 | |
| 7 | Freedom from anchor, Possession/Inhabitation | +3 | 14 + (Int x 7) | +6 |
| 8 | +3 | 16 + (Int x 8) | +6 | |
| 9 | +3 | 18 + (Int x 9) | +6 |
Monsters from the Spell Descriptions
Mongoose (‘Monte’)
Tiny Animal
Hit Dice: 1/2d8+2 (4 hp)
Initiative: +1
Speed: 20 ft (4 squares)
Armour Class: 13 (+1 Dex, +2 size), touch 13, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +3 melee (1d3-4)
Full Attack: Bite +3 melee (1d3-4)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Racial enemy (snakes) +2
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 3, Dex 12, Con 15, Int 2, Wis 14, Cha 5
Skills: Listen +4, Spot +4, Survival +6
Feats: Alertness, Weapon FinesseB
Environment: Mongoose Towers
Organisation: Domesticated or solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
The statistics above represent the common domesticated mongoose, such as ‘Monte’ the house mascot.
Combat
A mongoose is ferocious in battle and rarely backs down from a fight.
Racial Enemy (Snakes) +2 (Ex): All mongoose hate snakes. They receive a +2 racial bonus to all Listen, Spot and Survival checks in the pursuit and hunting of snakes. Additionally, they gain a +2 racial bonus to all attack and damage rolls against snakes.
Skeleton Mongoose ‘Monte of the Dead’ V1
This represents Monte’s statistics when raised as a skeleton by animate animal.
Tiny Undead
Hit Dice: 1/2d12 (3 hp)
Initiative: +5
Speed: 20 ft (4 squares)
Armour Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +0 melee (1d3-4)
Full Attack: Bite +0 melee (1d3-4)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 3, Dex 14, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Improved InitiativeB
Environment: Cellar of Mongoose Towers, where Gareth Hanrahan is chained to a computer.
Organisation: Domesticated or solitary
Challenge Rating: 1/5
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
Zombie Mongoose ‘Monte of the Dead’ V2
This represents Monte’s statistics when raised as a zombie by animate animal.
Tiny Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armour Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite -1 melee (1d3-3)
Full Attack: Bite -1 melee (1d3-3)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., single actions only, undead traits
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 5, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: ToughnessB
Environment: Mongoose Towers, following Matthew Sprange around
Organisation: Domesticated or solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
Skeleton Pseudodragon
Animate skeleton (see pg. 40) could be used to animate this skeleton pseudodragon if the caster was at least 2nd level.
Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +7
Speed: 15 ft. (3 squares)
Armour Class: 19 (+3 Dex, +4 natural, +2 size), touch 15, flat-footed 16
Base Attack/Grapple: +1/-9
Attack: Sting +1 melee (1d3-2)
Full Attack: Sting +1 melee (1d3-2) and bite -4 melee (1)
Space/Reach: 2 ½ ft./0 ft. (5 ft. with tail)
Special Attacks: —
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 6, Dex 17, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Improved InitiativeB
Environment: Temperate Forests
Organisation: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
Zombie Basilisk
Animate zombie (see pg. 40) could be used to animate this zombie basilisk if the caster was at least 6th level.
Medium Undead
Hit Dice: 12d12+3 (81 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armour Class: 17 (-2 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., single actions only, undead traits
Saves: Fort +4, Ref +2, Will +8
Abilities: Str 17, Dex 6, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: ToughnessB
Environment: Warm deserts
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
8 Animated Pawns
These chess pieces are enlarged and can fight for you when you cast entourage of pawns (see pg. 98)
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 16 (+4 natural, +2 shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1, 19-20)
Full Attack: Longsword +2 melee (1d8+1, 19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 8/-, darkvision 60 ft., low-light vision.
Saves: Fort +0, Ref +0, Will -5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organisation: Set of 8
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Shadow Beast
This quasi-real beast is created whenever you cast shadow beast (see pg. 182)
Large Outsider (Extraplanar)
Hit Dice: 8d8+24 (60 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armour Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +8/+16
Attack: Bite +12 melee (1d10+6)
Full Attack: Bite +12 melee (1d10+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Frightening presence
Special Qualities: Blindsight 30 ft., damage reduction 10/magic, darkvision 60 ft., scent, telepathy, walk on air
Saves: Fort +9, Ref +11, Will +7
Abilities: Str 18, Dex 21, Con 17, Int 2, Wis 13, Cha 6
Skills: Hide +12, Listen +12, Move Silently +16, Spot +12
Feats: Endurance, Run, Weapon Finesse
Environment: — (created from planar material)
Organisation: Solitary
Challenge Rating: —
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Indistinct in shape and form, this large beast lowers its massive jaws to bite you…
There is no true shadow beast creature; it is simply a creature of shadow magic drawn from the Plane of Shadow and given some rudimentary intellect.
Combat
The shadow beast follows the telepathic commands of the person who created it.
Frightening Presence (Su): It takes effect automatically when the shadow beast performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 30 feet of the beast who witness the action must make a Will save (DC 12) or become shaken for 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the beast has. An opponent who succeeds at the saving throw is immune to that beast’s frightful presence for one day. The save DC is Charisma based.
Walk on Air (Ex): The beast can move over sandy, muddy or even swampy ground without difficulty or decrease in speed. It can also move over water as if it were firm, dry ground. The beast can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The beast cannot simply take off and fly. It can only ride horizontally across the air. After 1 round in the air, the mount descends as per the end of a levitate spell.
Voracious Hell Beetle Swarm
These terrible beasties are summoned in an uncontrolled fashion by the spell summon swarm of voracious hell beetles.
Diminutive Magical Beast (Extraplanar, Chaotic, Swarm)
Hit Dice: 16d10+48 (136 hp)
Initiative: +8
Speed: 30 ft. (6 squares), climb 10 ft.
Armour Class: 24 (+4 size, +4 Dex, +6 natural), touch 18, flat-footed 20
Base Attack/Grapple: +16/—
Attack: Swarm (4d6 plus wounding)
Full Attack: Swarm (4d6 plus wounding)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Damage reduction 10/silver and good, detect magic, hive mind, immunity to fire and weapon damage, see in darkness, swarm traits
Saves: Fort +13, Ref +14, Will +9
Abilities: Str 1, Dex 18, Con 16, Int 4, Wis 15, Cha 11
Skills: Hide +17, Listen +11, Spot +11
Feats: Ability Focus (distraction), Dodge, Improved Initiative, Iron Will, Mobility
Environment: Infernum
Organisation: Solitary, Murder (2-4 swarms)
Challenge Rating: 10
Treasure: None
Alignment: Always lawful evil
Advancement: —
Level Adjustment: —
The click of carapace and pincers snapping rises to a fever pitch as a swarm of angry red beetles boil out of a portal to the Infernum…
Hell beetles are native to the Infernum, finding sustenance in the bodies of fallen demons and humans who have been sucked into that dread realm through a hellgout. A single hell beetle is the size of a gold coin and resembles a slicer beetle, with a reddish brown carapace and shorter but sharper pincers. In swarms, hell beetles form a collective hive mind intelligence devoted to their own voracious appetites.
Combat
Hell beetle swarms tend to be single-minded, concentrating on the first victim it locates and continuing to slice at the opponent until only bite size morsels remain. It is cognisant of its own mortality though and will switch to opponents that are able to cause it damage with magical attacks. A hell beetle’s attacks are considered to be chaotically aligned and magical for the purpose of overcoming damage reduction.
Detect magic (Sp): A hell beetle swarm has evolved over time to detect the presence of magic in its vicinity. If the swarm is targeted by any spell, it will immediately know who the source of the spell was if they are within 120 feet. This ability is equivalent to a 2nd level spell.
Distraction (Ex): Any living creature that begins its turn with a hell beetle swarm in its space much succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
See in Darkness (Su): A hell beetle swarm can see perfectly in darkness, even that created by the deeper darkness spell.
Wounding (Ex): Each round that a hell beetle swarm deals damage to an opponent, it will also deal 1 point of Constitution damage. If the creature attacked is currently nauseated, the swarm deals 2 points of Constitution damage.
New Skill
Craft – Illusion (Int)
With this skill, an illusionist can become a master craftsman of illusions.
Check: An illusionist may use this skill to attempt to make a masterwork illusion in conjunction with any of the listed crafted spells (figment, glamour, pattern and phantasm). The DC for this check is 20 + the illusion’s spell level. A successful check grants the spell a +1 DC to its Will disbelief saves. This bonus stacks with any other skill bonuses that may apply.
Action: Varies, as noted in the spell description, with masterwork illusions taking twice as long as indicated.
Try Again: Only by recasting the spell.
New Feat
Extra Familiar [Special]
You have the ability to summon more than one familiar.
Prerequisites: Must have the ability to Summon Familiar, Intelligence 13+ and Charisma 13+.
Benefit: You have the ability to summon an additional familiar with the familiar summoning ritual. When determining the special abilities your familiars have access to, your effective master level is divided by the number of familiars you have, rounded down (minimum of 1).
Normal: You can only have one familiar.
Special: This feat may be taken a number of times equal to your primary spellcasting ability’s modifier, each time allowing you the ability to summon an additional familiar.
Rules for Structures such as Ships and Castles
Structure Dice (SD) and Structure Points (sp)
This characteristic, seen in the description of ships and other structures, gives the number and type of Structure Dice the construction has, together with any bonus structure points. Structure points are the construction equivalent of hit points and are used to track the damage a ship, tower or siege engine has taken. Under normal circumstances, ten full hit points worth of damage must be dealt to a structure in order to deduct one structure point from its total. However, some weapons are capable of causing structural damage directly.
New Combat Conditions
Distracted: A distracted creature suffers a –2 penalty to any skill checks (with the exception of Concentration) they make while distracted. This effect forces spellcasters that are attempting to cast a spell to make a Concentration check against the DC of the pattern plus the level of spell they are casting in order to successfully cast the spell.
Fascinated: A fascinated creature is unable to take actions and suffers a –4 penalty to Spot and Listen checks. Any potential threat (such as an armed party member moving behind the fascinated creature) allows the creature another saving throw at –2 to the DC of the Will save. Any obvious threat, such as casting a spell, drawing a sword or aiming an arrow, automatically breaks the fascination, as does shaking or slapping the creature. A fascinated creature’s ally may shake it free of the spell as a standard action.
Unbalanced: An unbalanced creature suffers a -1 penalty on attack rolls, loses half of his positive Dexterity bonus to AC (rounded down, if any), moves at half speed and suffers –2 to any Strength, Dexterity and Constitution-based skills. Finally, enemies that attack him gain a +1 bonus to their attack rolls.
