minor magicks - small-scale spells & items

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    MINOR MAGICKSSmall-Scale Spells & Items

    Author: Carrie SchutrickContributing Author: Ian Johnston

    Cover Design: Ian JohnstonInterior Art: V. Shane

    Editor: Charles GreathouseProofreader & d20 Rules Wrangler: John Cooper

    Layout & Product Developer : Ian Johnston

    Layout Elements: Cari Buziak

    Product Download Password: VordinUse this code to download additional web enhancements for this product from www.silverthornegames.com!

    is product requires the use of the Dungeons & Dragons, ird Edition Core Books, and may require use of thePsionics Handbook, published by Wizards of the Coast. Dungeons & Dragons and Wizards of the Coast are registeredtrademarks of Wizards of the Coast, Inc., and are used with permission. is product utilizes updated material from the

    v.3.5 revision.

    d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc., and are used according to theterms of the d20 System License version 6.0. A copy of this License can be found atwww.wizards.com/d20.

    Some material herein is reprinted with permission from the December 11, 2002, issue of d20 Weekly and is copyright2002 Steve Jackson Games (see Licenses & Legal appendix for a list of specific items). All other material is Copyright2005 Silverthorne Games. Silverthorne Games, the Silverthorne logo, the shield and rose graphic are trademarks of

    Silverthorne Games. All rights reserved.

    Unauthorized duplication, use, or re-transmission of the contents of this work, either in whole or in part, is strictlyprohibited without written authorization from Silverthorne Games. is is a work of fiction and any resemblance to

    actual persons living or dead is purely coincidental.

    Products Beyond Imagination

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    TABLE OF CONTENTS

    Introduction(page 4)

    Spells(page 4)

    Magic Items(page 18)

    Appendix I: Spell Lists

    (page 29)

    Appendix II: Licenses & Legal(page 32)

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    Introduction/SpellsIntroductionFor adventurers, magic is often literally a matter of life anddeath. e adventuring wizards ability to cast powerful spells,both offensive and defensive, can tip the balance of a fight infavor of her party; if that fails, the cleric can restore woundedand even dead comrades to health.

    But there are more spellcasters in the world than thosewho go out and adventure. From apprentices or novices justbeginning to learn the craft, through the druid who has been

    content to stay peacefully in her forest, to a retired paladinwho no longer seeks out evil to defeat, there are spellcasterseverywhere who just dont castfireballor holy smitesuchthings tend to lower property values and annoy the neighbors.But that doesnt mean that theres no market for their services;there will always be those who cant cast spells themselves, butwho can both benefit from and pay for magic.

    Wealthy nobles and merchants are likely to have verylittle interest in magic that increases their attack bonus orups their AC. Its far more useful, from their point of view, toenchant their shoes to resist mud or make it harder for a thiefto steal their jewels. ey want magic that eases the problemsof day-to-day living, displays their wealth, and feeds their

    vanity. And there are all those non-adventuring spellcastersaround who are more than happy to supply what the wealthywantfor a price.

    ere are also those magic users who, for whateverreason, have not yet achieved a high enough level to cast thereally world-shaking spells. But a low-powered spell casterwho has carefully chosen her spells can be a true asset evento a party of relatively high-level characters; at the very least,she can give warning of approaching dangers and providedistractions. Besides, if youve got to nickel-and-dime thedragon to death, you need all the nickels and dimes you canget.

    ere are hundreds of small problems that are far more

    easily solved with magic than with technology. Granted, noteveryone can use magicbut thats what magic items arefor. e important thing to remember is that magic workseven when youre notadventuring. Ondays when youdont feel up toseeking out evil,keep in mindthat you canuse magic tomake your

    livinginstead.

    SpellsNot every spellcaster, PC or otherwise, will have access to everyspell on this list. In many cases the spells were developed as part ofan apprenticeship; only the developing character, her teacher, andanyone she chose to teach the spell to will know it. Many of theremaining spells just arent useful to a spellcaster whose goal is to goout and adventure.

    Alter Creature

    TransmutationLevel: Clr 3, Drd 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Living creature touchedDuration: InstantaneousSaving row: Fortitude negatesSpell Resistance: YesYou make a small, permanent change to a creature that will bepassed to its offspring. You cannot change the creatures basic form,type, or attributes with alter creature, nor may you add abilities itdoes not have or take away those it does. ings that can be altered

    include fur length or color, eye color, ear shape, and so forth. Youmay also make the creature slightly (up to 5%) smaller or larger.Once a given attribute has been changed with alter creature, thatattribute may not be changed again except to return it to its originalstate. In addition to the save to avoid the effects of the spell, thecreature must also succeed at a second Fortitude save or take 2points of temporary Constitution damage.

    Material Component: A mixture of rare herbs worth at least 100gp.

    Alter PlantTransmutationLevel: Clr 3, Drd 2

    Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Living plant touchedDuration: InstantaneousSaving row: Fortitude negatesSpell Resistance: YesAs alter creature, save that the spell affects plants and plant creatures

    Animate ToyTransmutationLevel: Sor/Wiz 1

    Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Object touchedDuration: 1 hour/levelSaving row: NoneSpell Resistance: NoYou grant motion and the semblance of life to a toy. e objectmust be no larger than Tiny, and must be in the shape of a livingcreature of some sort. As part of the casting, you designate a livingbeing to be the objects master.

    e object behaves in most ways as if it were a creature of thetype it mimics. However, it will not purposely injure any living

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    creature, nor will it willingly venture more than 10 feet from itsmaster. If it is taken out of that radius, it turns inert until it iswithin 10 feet again. ough it gains the physical abilities of theappropriate type of creaturea wooden bird can fly and a clothfish can swimit has no real intelligence or will; a model of anintelligent creature cannot talk or really understand speech. Anyanimated toy can obey simple commands from its master, along thelines of sit down or come here, however.

    Focus: A gem worth at least 10 gp that is firmly attached to the

    object before casting begins.

    AnosmiaIllusion (Glamer)Level: Brd 2, Clr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: LongArea: 15-ft.-radius emanation centered on a creature, object, orpoint in spaceDuration: 1 minute/levelSaving row: Will negates or none (object)Spell Resistance: Yes or no (object)

    For the duration of the spell, no scent of any kind enters or emergesfrom the affected area. While anosmia lasts, no creature within itsarea leaves a scent trail, foiling trackers who use that method. eeffect is immobile but may be cast on a mobile object (like a stone).

    Material Component: A flower with no scent.

    AppraisalTransmutationLevel: Brd 1, Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touched

    Duration: 1 hour/levelSaving row: Will negates (harmless)Spell Resistance: YesYou grant the target a +4 enhancement bonus to all Appraise checks.

    Focus: A tiny model scale.

    Blood TellDivinationLevel: Clr 2, Drd 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: CloseTarget: 1 creature/level, all of which must be within 15 feet of oneanotherDuration: InstantaneousSaving row: Will negates (harmless)Spell Resistance: YesYou learn some specific information about the target creaturesgenetics or heredity, such as whether any of them has a disease thatthey will pass to their offspring. You know whether any of themare related to each other, and if so in what degree; you may alsodetermine whether they are related to a specific other creature whichis not included in the spell, but only if you have some part of thatother creature, such as a hair or drop of blood. Illusions do not foolblood tell, but apolymorph does.

    CalculationDivinationLevel: Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: 1 creature/levelDuration: 1 hour/levelSaving row: Will negates (harmless)

    Spell Resistance: YesPopular with merchants, bankers, and engineers, calculationgrants its target the ability to do arithmetic and simplemath without the possibility of error. At the DMs option,calculation may add a circumstance bonus of +2 to checks forsuch skills as Profession (architect) or the more math-intensiveversions of astrology.

    Focus: A miniature abacus.

    Capture ImageIllusionLevel: Sor/Wiz 1Components: V, S, F

    Casting Time: 1 standard actionRange: See textTarget: See textDuration: Permanent (D)You capture an image that you can see in the metal frame thatis the focus of the spell. e image may be anything you cansee, whether with your own eyes or through the use of suchspells as clairvoyance. e image will be whatever is enclosedin the frame at the time of casting, as seen from your pointof view. If you have low-light vision or darkvision, the imageincludes those things that normal sight cannot seeand if itwas taken in total darkness, anyone who has normal visionsees only solid black filling the frame. e image is opaque,

    but insubstantial; objects may pass through it withoutdisrupting it. e frame may be used as many times as youlike, but each new image replaces the one already there.

    Focus: A metal frame worth at least 1 gp that can be heldin one hand.

    Capture SoundIllusionLevel: Brd 1, Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: See textTarget: See textDuration: Permanent (D)You record the sounds that you can hear, whether throughyour own ears or the use of remote-sensing spells such asclairaudience. You may capture sound for as long as youconcentrate, for up to 1 minute per level. If you can hearmore than one thing and wish to capture only one, you maymake a Concentration check at a DC of 10+5 per sound to beignored; if you fail, everything you can hear is recorded. Youmust make this check once for every minute you record.

    Once a sound has been recorded, it can be played backat will by any creature that holds the focus. e sound playsat the volume at which it was recorded. You may replace the

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    recorded sound on the focus at will, but doing so completelyerases whatever was there originally.

    At the DMs option, bards may use capture soundto makea sort of audible scroll. If this is allowed, the rules regardingtime, expense, and XP cost should be the same as a paperscroll. Triggering the stored spell then destroys the focus.Sorcerers and wizards cannot store a spell in this fashion.

    Focus: A hand-held model drum worth at least 1 gp.

    Cats BalanceTransmutationLevel: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour/levelSaving row: Will negates (harmless)Spell Resistance: YesYou grant the target a +4 enhancement bonus to all Balanceand Tumble checks.

    Material Component: A pinch of cats fur.

    Chill WaterEvocation [Cold]Level: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: CloseTarget: 1 gallon of waterDuration: See textSaving row: None (object)Spell Resistance: NoYou cause water to become colder at a rate of 1 degree perround. It will continue to chill as long as you concentrate or

    until it freezes. When you cease concentration, the spell endsimmediately and the water will warm up again at whateverrate the environment dictates. is spell can be used toinflict 1d3 points of cold damage to creatures with the watersubtype.

    Clean WoundConjuration (Healing)Level: Clr 1, Drd 1, Pal 1, Rgr 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving row: Fortitude negates (harmless)Spell Resistance: NoYou clean a wound so that its bearer is less likely to get aninfection. Dirt and foreign matter are painlessly removed, andthe subject gains a +5 circumstance bonus on his next roll toresist the effects of diseases caused by attacks, e.g. filth fever ormummy rot (see the DMG for more information on diseases).Ifclean woundis cast within 10 rounds of when the woundwas received, the subject gets an extra saving throw to avoidcontracting the disease in the first place.

    Material Component: An ounce of clean water.

    Clear SkinConjuration (Healing)Level: Clr 0Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 day/levelSaving row: Fortitude negates (harmless)

    Spell Resistance: NoYou remove minor blemishes and imperfections from a creaturesskin, and prevent it from developing any more until the spellsduration ends. Clear skin can handle acne, smallpox scarring, smallbirthmarks, and so forth, but large scars or birthmarks requirestronger measures. Discolored skin caused by actual damage such assunburn or the growth of tumors is also unaffected.

    Focus: A piece of smooth quartz.

    Clever HandsTransmutationLevel: Brd 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2Components: V, S, M

    Casting Time: 1 standard actionRange: TouchTarget: 1 creature/levelDuration: 1 hour/levelSaving row: Will negates (harmless)Spell Resistance: YesYou grant the target creatures a +4 competence bonus to all Craftchecks for the duration of the spell.

    Material Component: A miniature set of appropriate tools.

    ConfettiConjurationLevel: Brd 0, Sor/Wiz 0

    Components: V, S, MCasting Time: 1 standard actionRange: CloseArea: 10-ft radius emanation centered on a point in spaceDuration: InstantaneousSaving row: NoneSpell Resistance: NoYou fill the air with multicolored confetti, which flutters to theground over the course of about three rounds. In still air the driftingconfetti provides partial cover (10% miss chance) during the roundin which it appears.

    Unlikeprestidigitation, confetticreates real, solid slips of paperthat do not fade away. ey can even be gathered and used asmaterial components for further castings.

    Material Component: A few pieces of confetti that are throwninto the air as the final action of casting the spell.

    CookEvocationLevel: Brd 0, Clr 0, Sor/Wiz 0Components: V, SCasting Time: See textRange: TouchTarget: e contents of a container of no more than one cubic footcapacity

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    Duration: InstantaneousSaving row: None (object)Spell Resistance: NoYou cause the contents of a container to cook according to a recipeyou recite as part of the casting. A simple recipe (heat three eggsuntil cooked, while stirring) will of course take considerably lesstime than a complex one. Regardless of how long it would takenormally, the spell completes the cooking in the length of time ittakes to recite the recipe.

    You must put all the relevant ingredients in your containerbefore you begin to cast the spell. If any ingredients mentioned inthe recipe are not present, the spell fails. It is likewise ineffective ifyou attempt to use it to prepare anything but food; you cannot brewa potion using cook.

    Note that the spell functions even if the container you are usingis not suitable for the finished product--you can cooksoup in aporous container, but you may regret it afterwards.

    CopyUniversalLevel: Clr 1 (or Clr 0, see text), Sor/Wiz 1Components: V, S, M

    Casting Time: 1 round/page or see textRange: TouchTarget: 2 pages/levelEffect: Copies a textDuration: PermanentSaving row: None (harmless)Spell Resistance: NoCopyallows you to exactly duplicate as many pages of text as yourlevel permits. e pages may be no larger than two feet on a side,and you must provide the blank parchment or paper upon whichyou wish to copy. (Objects other than pieces of paper may be used,but if they are not roughly flat, or are thicker than inch, thespell fails.) You may also copyillustrations, but the spell produces

    a monochrome rendering rather than a full-color picture. us,sketches, line drawings, and other black-and-white images are thebest candidates.

    To copy a page, you must lay the original flat, face up, and coverit with the blank sheet. e triggering word may be spoken as manytimes as your level permits, copying onto a fresh sheet each time;you may also change originals. e extended casting time is a resultof having to move your originals and blanks.

    While you may use copyon spells written in spellbooks or onscrolls, many of the limitations on pp 178-179 of the PH still apply.e process still costs 100 gp per page, though it takes only half aslong (12 hours, instead of the normal 24). If the pages are disturbedwhile the spell is at work, the process is disrupted and must beginagain. Casting copyon a scroll transfers the text from the original tothe new page, leaving the original blank.

    Material Component: A pinch of charcoal (or other powderedpigment) or a drop of ink. e color of the pigment determines thecolor of the copy.

    Note: Clerics whose god grants the Knowledge domain haveaccess to this spell as an orison.

    CountDivinationLevel: Clr 0, Drd 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: MediumArea: Up to 100 sq ft/levelDuration: InstantaneousSaving row: None

    Spell Resistance: NoYou specify a type of creature or object, such as horses orsacks of grain. Upon casting the spell, you know how manyof that type of thing there are within the target area. e spellfunctions only on external appearance, so a dragon under anillusion that made it appear to be a horse would be counted asa horse.

    Detect CheatingDivinationLevel: Brd 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard action

    Range: CloseTarget or Area: See textDuration: See textSaving row: Will negates (harmless)Spell Resistance: NoYou enchant creatures, areas, or gaming equipment so thatgames in which they are involved are harder to cheat at. isspell comes in several versions, depending on what is to beenchanted.

    Creatures: In this case, the targets are up to 4 creaturesper level. ey must all be within 15 feet of each other whenthe spell is cast, though they may move apart afterwards.If any creature resists the effects, the caster will know. Any

    of the creatures affected may then begin playing a game. Ifany participant performs an action that is not allowed bythe rules, all targeted creatures are immediately aware ofthe infractions nature and who committed it. is can beanything from changing the position of a piece in chess to anillegal blow in trial combat. At least one of the target creaturesmust have a thorough knowledge of the rules of the game.Detect cheatinglasts until the game is finished or 1 hour perlevel, whichever comes first. e spell also keeps score.

    Area:Detect cheatingmay be cast on a playing field of upto 100 square feet per caster level. Anyone using the field issubject to the spells effects. Duration and effect are as above.

    Object: When cast upon gaming equipment, detect cheatingaffects one set per level, where a set is enough equipmentto play a standard game, e.g. a chess board and all the pieces,a ball and goal markers, etc. ough the duration and effectare standard, the spells duration does not take effect untilsomeone starts playing. is version can be cast at any time;it remains quiescent until players begin using the equipment.If the equipment itself is dishonestweighted dice, forexamplethe spell fails, and the caster will know why.

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    Detect ContagionDivinationLevel: Clr 0, Drd 0, Pal 1, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: CloseTarget or Area: One creature, one object, or a 5-ft. cubeDuration: InstantaneousSaving row: None

    Spell Resistance: NoYou determine whether a creature, object, or area is diseasedor carries disease. You may make a Wisdom check (DC 20)to determine the exact disease or diseases, and another todiscover the method of disease transmission (see the DMG formore information on diseases).

    Detect Friends and EnemiesDivination [Mind-Affecting]Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Personal

    Target: YouDuration: 1 minute/levelYou gain a +10 enhancement bonus to any Sense Motivechecks made to discover the attitude held by other creaturestowards you.

    Detect LiesDivination [Mind-Affecting] [Language-dependent]Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: You

    Duration: 1 minute/levelFor the duration of the spell, you gain a +10 enhancementbonus to Sense Motive checks to determine the truth ofstatements you hear. You must understand the language inwhich a statement is made in order to judge its truth. Detectlieswill not help you tell whether a statement is complete,only whether it is true; a thief who says that the door opened,but does not add that he picked the lock, will still pass thespells test. You must use your unmodified skill to determinesuch lies of omission. Furthermore, if the speaker believeshis statement to be true, detect lieswill not reveal that he ismistaken.

    Detect OutsidersDivinationLevel: Clr 1, Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: 60 ft.Area: Quarter circle emanating from you to the extreme of therangeDuration: Concentration, up to 1 minute/level (D)Saving row: NoneSpell Resistance: NoYou sense the subtle disturbances of the fabric of existence

    caused by the presence of a creature not native to the plane. Detectoutsidersfunctions similarly to detect undead. Note that you willdetect yourself if you cast the spell on a plane to which you are notnative.

    Focus: An item that has spent at least one day on another planeor in the possession of an extraplanar creature.

    DryTransmutation

    Level: Brd 1, Drd 1, Rgr 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: 1 cubic foot/level of nonliving matterDuration: InstantaneousSaving row: None (object)Spell Resistance: NoYou remove excess water from nonliving matter. e usual use ofthis spell is to preserve meat or herbs for long-term storage, but ina pinch it could be used to dry a characters clothing, gear, and hair.ough it removes moisture from a characters skin, drywill notharm most living creatures in any way. It deals 1 point of damage to

    water-based creatures such as water elementals.Material Component: A pinch of salt.

    Elemental RuneAbjuration [see text]Level: Clr 1, Sor/Wiz 0Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Object touched, weighing no more than 10 lbs.Duration: Permanent until discharged (D)Saving row: Reflex halfSpell Resistance: No

    You trace a magic rune on an object. ereafter, the first creature totouch that object takes 1d4 elemental damage of a type determinedby you at the time of casting. Even you cannot touch the objectsafely unless you first dismiss the spell. Elemental runeis a Fire spellif cast to do fire damage, a Water spell if cast to do water damage,etc.

    Focus: A pen made from an eagles feather.

    ElfsightTransmutationLevel: Clr 1, Drd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: 1 living creature/levelDuration: 1 minute/levelFor the duration of the spell, the target creatures gain low-lightvision.

    Material Component: An elfs eyelash.

    Empty HatIllusionLevel: Brd 0, Clr 0 (see text), Sor/Wiz 0Components: V, SCasting Time: 1 standard action

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    GlowskinEvocation [Light]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 Medium or smaller creature/levelDuration: 1 hour/level (D)Saving row: Fortitude negates (harmless)

    Spell Resistance: YesYou cause the target creatures skin to glow softly. You maychoose whatever colors and patterns you wish. e glow is notvery bright; an affected creature with its entire skin exposedprovides only half as much illumination as a torch.

    Material Component: Powdered crystal or gemstone worthat least 1 gp.

    Hair ColorTransmutationLevel: Clr 1, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard action

    Range: TouchTarget: 1 living creatureEffect: Creatures hair changes colorDuration: InstantaneousSaving row: Fortitude negates (harmless)Spell Resistance: Yese target creatures hair (or fur) changes color to whateveryou specify. is is not limited to solid or natural colors; aquaand pink zebra stripes are perfectly allowable. e creatureshair grows out in its natural color. All of the creatures hair isaffected, including that on its face, arms, and legs.

    For humanoids, application of this spell adds a +2circumstance bonus to Disguise checks, or removes half the

    penalty for working without a disguise kit. Animals can havetheir appearance so completely changed that only someonewho knows the creature very well will be able to recognize itat all.

    Material Component: A drop of lemon juice or vinegar.

    Hair Color, GreaterTransmutationLevel: Clr 2, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: InstantaneousSaving row: Fortitude negates (harmless)Spell Resistance: YesAs hair color, save that the creatures hair will also grow out inthe new color.

    Material Component: A drop of lemon juice or vinegar anda pinch of powdered herbs.

    Hair GrowthTransmutationLevel: Clr 1, Sor/Wiz 2Components: V, S, M

    Casting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: InstantaneousSaving row: Fortitude negates (harmless)Spell Resistance: YesYou cause the target to grow hair over a portion of his body ofup to 1 square foot. e hair is of whatever color and texture isappropriate to the being in question. ough the spell energy lasts

    for only an instant, the effects are not visible immediately; afterabout an hour there will be noticeable growth, leading to hairabout an inch long one day later. After that the growth slows tothe normal rate for the affected being. Note that this spell can beapplied to parts of the body that do not normally have significanthair, allowing for bearded women and the like.

    Material Component: Powdered charcoal, which is brushed overthe area to be affected.

    Halt LaborAbjurationLevel: Clr 2Components: V, S, M

    Casting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: See text (D)Saving row: Fortitude negatesSpell Resistance: YesYou halt the labor of a female creature in the process of giving birth.If more than one hour has passed since labor began, you must makea Spellcraft check at a DC of 5+5 per elapsed hour. If you fail thecheck, the spell does not function and is wasted. Halt laborlasts forone hour per level or until the target engages in strenuous physicalactivity such as running or combat. She may cast spells and use allmental skills without fear of restarting labor. Halt laborcounters and

    dispels induce labor.Material Component: A cord tied in a knot.

    Heat WaterEvocation [Fire]Level: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: CloseTarget: 1 gallon of waterDuration: ConcentrationSaving row: None (object)Spell Resistance: NoYou cause water to become warmer at a rate of 1 degree per round.It continues to heat as long as you concentrate or until it boils.Once you cease to concentrate, the water cools again at whateverrate the environment dictates. You can maintain it at boiling inorder to use it to cook.

    Heighten SensationTransmutationLevel: Clr 1, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Touch

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    Target: 1 creature/levelDuration: 10 minutes/levelSaving row: Fortitude negatesSpell Resistance: Yesis spell heightens creatures sensations of pleasure and pain. Evilcreatures have been known to cast it on captives during torture toadd an extra measure of suffering to the proceedings. Creaturesaffected byheighten sensation suffer a 5 circumstance penalty toWill saves. Heighten sensation counters and dispels relieve pain.

    Induce LaborConjurationLevel: Clr 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: InstantaneousSaving row: Fortitude negatesSpell Resistance: YesWhen cast on a pregnant female, induce laborcauses her to beginthe process of giving birth. In addition to failing if she makes her

    Fortitude save, induce laboralso fails if the infant is too immatureto easily survive the outside world. Induce laborcounters and dispelshalt labor.

    Material Component: Yarrow flowers.

    InfertilityTransmutationLevel: Clr 3, Drd 2Components: V, SCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: 1 year

    Saving row: Fortitude negatesSpell Resistance: Yese target becomes unable to sire (male) or bear (female) children.In addition to the save to avoid the effects of the spell, the targetmust make a second Fortitude save at the spells DC or take 1 pointof temporary Constitution damage.

    Insect WardAbjurationLevel: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget or Area: 1 creature/level or 1 10-ft. cube/levelDuration: 1 hour/levelSaving row: None (harmless)Spell Resistance: NoNormal insects such as mosquitoes or houseflies are unable to enterthe warded area or approach closer than 1 foot to a warded creature.is spell has no effect on magically summoned insects, such asthose created bysummon swarm.

    Material Component: A piece of rind from a citrus fruit.

    ItchTransmutationLevel: Brd 0, Clr 0, Drd 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: 1 living creatureDuration: 1 minute/levelSaving row: None (but see text)

    Spell Resistance: Yese target ofitch is afflicted with a maddening sensationthat persists as long as the spell does. You may designate apart of the targets body to be affected, or the itch may moveabout at random; in neither case will scratching or any otherconventional remedy help. e target ceases to itch if hemoves into an area of no magic, such as an antimagic field.

    Characters unexpectedly affected byitch while attemptingto do something else (cast spells, fire ranged weapons, useDexterity based skills, etc.) should make a Concentrationcheck or Will save to avoid unfortunate effects. Material Component: A leaf from a poison ivy or poisonoak plant.

    Jack of All TradesTransmutationLevel: Clr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: 1 hour/level or until dischargedSaving row: Will negatesSpell Resistance: Yesis spell remains quiescent for 1 hour per level, or until thetarget needs to use a skill in which he has no ranks. At that

    point the spells energies are activated. e target may act as ifhe had 2d4 ranks in the skill for one minute per caster level. Ifthe skill is exclusive to a class in which the target has no levels,he gains only 1d4 effective ranks.

    Material Component: A gem worth at least 10 gp.

    Know AgeDivinationLevel: Clr 1, Drd 2Components: V, S, FCasting Time: 1 standard actionRange: CloseTarget: 1 creature/level, all of whom must be within a 15-footradius of each otherDuration: InstantaneousSaving row: Will negates (harmless)Spell Resistance: NoYou know the ages of the target creatures, both absolutelyand in relation to each other. Your knowledge is based on thecalendar with which you are familiar.

    Focus: An appropriate divination tool, such as cards, coins,runestones, etc.

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    Know Dominant AlignmentDivinationLevel: Clr 1, Sor/Wiz 2Components: V, S, F/DFCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: See textYou become aware of the alignment traits, if any, of the area

    immediately surrounding you. If you cast the spell in an areathat has no alignment traits, it remains quiescent until youenter an area that does, or for 1 hour/level, whichever comesfirst. You know both the direction and the strength of anytraits that are present; in a lawful good plane, for example,you would be aware of both the mildly law-aligned and mildlygood-aligned nature of the plane.

    Arcane Focus: A small metal disk inscribed with symbols forGood, Evil, Chaos, and Law, worth at least 10 gp.

    Know Dominant ElementDivinationLevel: Clr 2, Sor/Wiz 1

    Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: InstantaneousAs know dominant alignment, save that you are aware of theelemental and energy traits of the area.

    Focus: A set of small pieces of glass, crystal, or gemstone,worth at least 10 gp, in colors corresponding to the possibleelemental and energy traits.

    Know GravityDivination

    Level: Clr 1, Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: CloseTarget: 15-ft. radius emanation centered on a creature, object,or point in spaceDuration: 1 minute/level (D)Saving row: Will negates or none (object)Spell Resistance: Yes or no (object)You become aware of the direction and approximate strengthof all gravity fields in the target area. For as long as the spellsduration lasts, you are also aware if any of the fields change forany reason including your movement. e effect is immobilebut may be cast on a mobile object such as a stone.

    Focus: A pendulum with a weight in the shape of a fruit.

    Know TimeDivinationLevel: Rgr 1, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: See text (D)Depending on the version you choose, you gain knowledge of

    the passage of time in one of three ways.Absolute: You know what time it is. Your knowledge is precise at

    the moment at which it is granted, but unless you have a timepieceof some sort you will begin to lose track again immediately. Yourknowledge is based on any clock system with which you are familiarand its precision is limited by that system. erefore, the sametime might be rendered as anything from halfway between sunriseand noon on the third day of the first moon of summer, throughmorning prayer on the fifteenth day of Cancer in the 1835th year of

    the Age of Capricorn, to 8:30:48 am July 6th

    1854, dependingon your background and preferences. e spell keeps track of timefor you personally, which may cause problems when adventuringon planes with differing time flow (seeMotPfor more informationon this). If you cast the spell on a plane where seconds pass for eachyear on the Material Plane, you might be very surprised when youreturn to your home! However, this also means that it continues tofunction on planes such as the Astral, where the passage of time hasvery different effects. Countdown: You pick a specific time in the future such assunset, three hours from now, or whenflyends. is timemay be up to one day in the future per level. You may not pick anevent whose time you do not knowunless you are aware that the

    ritual begins at midnight precisely, it cannot be used as a referent.ereafter, at any time as a free action you can know how muchtime remains until the duration elapses. If you concentrate ona given action (e.g. traveling a set distance, using a skill, etc) forone round, you can determine whether you have enough time tocomplete it. e spell takes into account only those factors that youknow of, such as how fast you can run, how many ranks you have ina skill, or any magic items you have which might speed the process. Elapsed: You know how much time has elapsed since you cast thespell. is effect lasts for one day per level.

    Lengthy TressesTransmutation

    Level: Clr 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: 1 minute/levelSaving row: Fortitude negates (harmless)Spell Resistance: YesYou cause the hair on the targeted creatures head to grow at a rate of1 inch per minute for the duration of the spell. e subjects entirehead is affected, causing male humans to grow beards. (Eyebrowsand eyelashes have a natural maximum length which they onlyslightly exceed before the spell ceases to work on them.) Lengthytressesdoes not restore lost hair nor cause it to grow anywhere itwouldnt naturally.

    Material Component: A length of thread, longer than the subjectscurrent hair.

    Lovers EyeEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Sor/Wiz 3Components: V, S, M, FCasting Time: 1 standard actionRange: CloseTarget: 1 living creature

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    Duration: 1 day/level (D)Saving row: Will negatesSpell Resistance: Yese target reacts more positively towards one other creature, whichyou designate when you cast the spell. Her attitude shifts towardsbeing more favorable by 1d4 levels (see NPC Attitudes in theDMG).

    is spell may also be cast without designating a creature to beliked. In that case, the target feels more favorable towards the first

    creature, living or undead, that she sees after the spell is cast. Loverseyecounters and dispels lovesbane.Material Component: A spoonful of honey.Focus: An item intimately connected to the creature to be liked,

    such as a hair or favorite possession (the material component is onlyrequired for the specific target option).

    LovesbaneEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Sor/Wiz 3Components: V, S, M, FCasting Time: 1 standard actionRange: Close

    Target: 1 living creatureDuration: 1 day/level (D)Saving row: Will negatesSpell Resistance: Yese target reacts negatively towards one other creature, who youdesignate when casting the spell. His attitude shifts towards beingless favorable by 1d4 levels (see NPC Attitudes in the DMG).

    is spell may also be cast without designating a creature tobe disliked. In that case, the target feels less favorable towards thefirst creature, living or undead, that he sees after the spell is cast.Lovesbanecounters and dispels lovers eye.

    Material Component: A small piece of wormwood.Focus: An item intimately connected to the creature to be

    disliked, such as a hair or favorite possession (the materialcomponent is only required for the specific target option).

    LusterIllusionLevel: Brd 0, Clr 0 (see text), Sor/Wiz 0Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Gems (see text)Duration: Permanent (D)Saving row: None (harmless)Spell Resistance: NoYou cause gems to appear more valuable. e effect may take anumber of forms, from hiding flaws to causing a gem to appearto be of a different sort entirelya ruby instead of a garnet, forexample. You may add up to 50 gp of apparent value per level,spread among as many gems as you wish. An Appraise check at thespells DC reveals the true value of the gems.

    Note: Clerics whose god grants the Trickery domain have accessto this spell as an orison.

    Focus: A piece of iron pyrite that is touched to the gems.

    Match ColorTransmutationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget or Area: 1 cubic foot/level or 5 square feet/levelDuration: InstantaneousSaving row: Fortitude negates or none (object)

    Spell Resistance: Yes or no (object)You color an object so that it exactly matches a sample youprovide. You may use match coloron liquids, which producesdye, or on the surface of objects or creatures skin. e coloris permanent on non-living things; a creature fades back to itsnormal skin tone over the course of one month.

    Material Component: A sample of the color to be matched.

    MeasureDivinationLevel: Clr 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard action

    Range: Personal or 10 miles/levelTarget: YouDuration: InstantaneousYou may choose any one measurement of a single object,such as its height, weight, volume, or area. Upon casting thespell, you know that measurement in any measuring systemwith which you are familiar. Your knowledge is limited by theprecision of that systemif the smallest unit of length is thewidth of a barleycorn, you cannot measureanything smallerthan that.

    Alternatively, you may designate a specific point such asthe center of the next town. Provided that point is withinten miles per level, you know how far it is from you. You may

    not specify a creature, living or otherwise, as the focus of thespell.

    MordantAbjurationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: 10 lbs/level of clothDuration: 1 month/levelSaving row: None (harmless) (object)Spell Resistance: NoYou fix the color of freshly dyed cloth so that it will not fadewith time. e color of cloth affected bymordantstays brightuntil the spells duration ends, whereupon it begins to fadenormally. e cloth may be cut and sewn with no ill effectson the spell; clothing made from it will not rub dye off on itswearer until mordanthas expired.

    Material Component: A pinch of salt.

    MuteTransmutationLevel: Brd 2, Clr 3, Sor/Wiz 2Components: V, S

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    Casting Time: 1 standard actionRange: MediumTarget: One living creatureDuration: Permanent (D)Saving row: Fortitude negatesSpell Resistance: Yese subject becomes unable to speak, sing, or otherwisecommunicate verbally. Her lips and tongue still move, but nosound emerges; others may use the Read Lips function of the

    Spot skill to try to discern what she is saying. She may notcast spells with verbal components. She can still read, write,and understand the speech of others.

    Arestore voiceor healspell returns the creatures vocalabilities.

    Natures MessageIllusion [Language-dependent]Level: Drd 2, Rgr 3Components: V, SCasting Time: 1 standard actionRange: CloseTarget: 1 living creature/level

    Duration: 10 minutes/levelSaving row: Will negates (harmless)Spell Resistance: YesAs natures voice, but the affected creatures may also speakto one another. ose not included in the spell hear onlyanimal noises. No one creature may exceed 25 words over theduration of the spell; beyond that limit, they must speak intheir normal voices to be understood. Natures messagedoesnot translate languages that the hearers do not understand.

    Natures VoiceIllusionLevel: Drd 1, Rgr 2

    Components: V, SCasting Time: 1 standard actionRange: CloseTarget: 1 living creature/levelDuration: 10 minutes/levelSaving row: Will negates (harmless)Spell Resistance: YesFor the duration of the spell, the target creatures can perfectlymimic the cries of wild and domestic animals. e targets mayswitch animals once per round, or may choose to speak intheir normal voices.

    Nose of the HoundTransmutationLevel: Drd 2, Rgr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: One living creatureDuration: 10 minutes/levelSaving row: Fortitude negates (harmless)Spell Resistance: YesYou grant your target the ability to track by smell, as if he hadthe Track feat and Scent special ability (see PH and DMG).

    Material Component: A tuft of fur from a canine.

    PackDivinationLevel: Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: See textDuration: InstantaneousSaving row: None (harmless) (object)

    Spell Resistance: NoUpon castingpack, you become aware of the most efficient wayof arranging the objects you designate inside a container you aretouching. Unfortunately, the spell does not take into accountsuch factors as the size of the containers opening or the fact thatobjects may have to pass through each other to achieve the desiredarrangement. If a given object is too large to be enclosed in thecontainer,packignores it; if there is too much material to fit, thespell works on that which is closest to you.

    Material Component: A short, flat piece of wood suitable for useas a lever.

    Pleasant Dreams

    Enchantment [Mind-Affecting]Level: Clr 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 creature/levelDuration: See textSaving row: Will negatesSpell Resistance: YesPleasant dreamsproduces no effect unless the target goes to sleepwithin one hour per level of the time it was cast. If so, the targethas unusually interesting and vivid dreams that are very restful,reducing his normal required amount of sleep by one hour plus

    one additional hour per three caster levels (maximum 5 hours).However, while sleeping, he is so caught up in his dreams thathe is difficult to awaken early from this slumber; normal noise oreven the sounds of combat will not awaken him, though shaking,slapping, or injuring him will. Pleasant dreamsdoes not affect beingsof races that do not sleep, such as elves.

    Material Component: Rose petals.

    Reduce FeverConjuration (Healing)Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour/levelSaving row: Fortitude negates (harmless)Spell Resistance: YesYou reduce the fever caused by a disease, removing all fever-relatedeffects and conditions. You may choose whether to drop thecreatures temperature to normal, or to just reduce it enough that itis no longer dangerous. Reduce feverprovides no protection againstfire damage. It can be used to lower the temperature of a creaturesuffering from heat stroke, but unless the environment is cooled insome way it will be a temporary solution at best.

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    Skill TransferenceTransmutationLevel: Sor/Wiz 2Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creatures touched (see text)Duration: 1 minute/level (D)Saving row: Will negates

    Spell Resistance: YesYou take one creatures skill and transfer it to another. Forthe duration of the spell, the recipient may act as if he hadas many ranks in the skill as the donor has, ignoring levelrestrictions on skill ranks. e recipient uses his own abilityand miscellaneous modifiers, however. For example, a halflingwith a 14 Dex who was borrowing 4 ranks in Move Silentlywould have a total of 8: 4 ranks, +2 Dex modifier, and +2halfling racial bonus. While her skill is being borrowed, thedonor acts as if she were untrained, which may mean she isunable to use the skill at all. If the skill being transferred isexclusive to a class in which the recipient has no levels, hegains only one half of the donors ranks. Both the donor and

    the recipient may make Will saves to avoid the effects of thespell; if either succeeds, the spell fails.

    Focus: A small vial worth at least 10 gp.

    Skin ColorTransmutationLevel: Clr 1, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving row: Fortitude negates (harmless)

    Spell Resistance: Yese targets skin changes to whatever color you designate.is is not limited to natural or solid colors; you may apply ablack and white checkerboard if you so desire. e creaturesskin fades back to its natural color over the course of about amonth. For most humanoids, application of this spell adds a+2 circumstance bonus to Disguise checks, or removes half thepenalty for working without a disguise kit. Creatures mostlycovered in hair or fur are more or less affected depending onhow much of their skin is visible.

    Material Component: Powdered herbs that are sprinkled onthe target.

    SneezeEnchantment (Compulsion)Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: CloseTarget: 1 living creatureDuration: InstantaneousSaving row: NoneSpell Resistance: Yese two apprentices of a wizard with severe allergies and abad temper developed this spell as a means of distracting him.

    When one apprentice was being berated, the other would cast sneezeon their master, interrupting his train of thought and usually endingthe lecture. Since the wizard often sneezed on his own due to dustand pollen in the air, he didnt catch on until after the two had lefthim. A spellcaster affected bysneezewhile casting a spell with averbal component must make a Concentration check to avoid losingthe spell (see the PH). e DM may rule that sneezehas a chance tospoil the aim of characters using ranged weapons.

    Material Component: A pinch of pepper or dust.

    SortUniversalLevel: Clr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: See textTarget: Up to 100 items/levelDuration: See textSaving row: None (harmless)Spell Resistance: Noe objects you designate are put into order according to the criteriayou desire. e objects must fall into some sort of logical group,

    e.g. the papers on my desk, the books in this room, or even thekittens in the box. All the objects must have whatever quality isused to order them; any that do not are ignored. For example, if youwant all the books in the room ordered by title, any which do nothave an obvious title are overlooked.

    You may use any order that you personally understand:alphabetical order for any language you can read, level of thespells on scrolls, age of living beings, etc. You cannot sort based oninformation unavailable to you--people whose names you do notknow cannot be put into alphabetical order unless they are wearingnametags, for example.

    If the objects are nonliving and weigh less than half a poundapiece, they are physically reordered. is takes approximately one

    round per 10 objects. Living creatures and heavy objects cause adifferent manifestation of the spells energies. e first item in theorder glows slightly to your eyes until you touch it, whereupon thesecond begins to glow instead, and so forth. is effect lasts until allthe items have been ordered, or for 1 hour per level.

    Stone NailsTransmutationLevel: Clr 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 living creatureDuration: 1 day/level (D)Saving row: Fortitude negates (harmless)Spell Resistance: YesDeveloped by a hapless court wizard to appease a vain and spoiledprincess, stone nailscauses the targets fingernails to become hardand strong enough to be considered natural weapons. e targetsunarmed damage is considered lethal and inflicts an additional poinof damage. Creatures that already have natural weapons (such asclaw attacks) only gain the additional damage. Also, until the nailsgrow out (about two weeks), they will not chip, split, or break, andthe target will indeed find it difficult to cut them on purpose.

    Material Component: Powdered stone.

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    ief s TouchTransmutationLevel: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour/levelSaving row: Will negates (harmless)

    Spell Resistance: YesYou grant the target a +4 enhancement bonus to all Escape Artistand Open Lock checks.

    Material Component: A drop of oil.

    TransparencyTransmutationLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: CloseArea: 5 sq ft/levelDuration: 1 minute/level

    Saving row: None (harmless) (object)Spell Resistance: NoYou render the target material as clear as glass. e effect covers thearea you designate, but if the targeted material is more than oneinch thick, you will only be able to see part of the way through it.e transparency cannot be one-way; anyone on the other side of anaffected barrier will be able to see you as easily as you can see them.

    Material Component: A small piece of clear glass or crystal.

    TreatConjurationLevel: Brd 0, Sor/Wiz 0Components: V, S

    Casting Time: 1 standard actionRange: PersonalDuration: InstantaneousYou produce a morsel of food of any type you like, one piece perlevel. Typically, this spell is used to produce candies for children orrewards for animals. e created food appears in your hands or in acontainer you are holding.

    UmbrellaAbjurationLevel: Brd 0, Clr 0, Drd 0, Sor/Wiz 0Components: V, S, FCasting Time: 1 standard actionRange: CloseTarget: 1 creature/levelDuration: 1 hour/levelSaving row: None (harmless)Spell Resistance: NoYou summon a field of energy above the heads of the target creaturesthat blocks the passage of water and other normal liquids. It is alsoproof against holy or unholy water, but liquids that deal damage,such as acid or alchemists fire, destroy the shield almost instantly(it can only block 1d6-1 points of damage before collapsing). Flasksused as grenadelike weapons go right through the shield and hit thecreature beneath. Characters under the protection of an umbrella

    spell can absorb 1 point of damage per caster level (maximum5) from water-based attacks or creatures with the water subtype.

    Focus: A tiny model umbrella.

    UnwrinkleTransmutationLevel: Brd 0, Sor/Wiz 0Components: V, S, FCasting Time: 1 standard action

    Range: TouchTarget: 1 garment/levelDuration: InstantaneousSaving row: None (harmless) (object)Spell Resistance: NoYou remove the wrinkles from crumpled fabric permanently.While unwrinkleis intended for use on clothing, it can also beused on draperies, crumpled parchments, and other nonmagicalfabrics if the caster desires. Each garment affected by anunwrinklespell cannot be wrinkled again by normal means foras long as the garment exists.

    Focus: A flat, palm-sized piece of metal.

    WaterproofingAbjurationLevel: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 object/levelDuration: 1 day/level (D)Saving row: None (harmless) (object)Spell Resistance: NoYou treat the targeted object so that water will not penetrate ordamage it, instead running off as if the object were completelyfrictionless. Liquids such as ale or fruit juice are also affected.

    e effect works both from the outside in and the insideout; you could carry water in a fabric sack if it had beenwaterproofed.

    Material Component: A small amount of oil or grease.

    WhisperIllusion (Glamer)Level: Brd 1, Clr 1, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: MediumArea: 15-ft radius emanation centered on a creature, object, orpoint in spaceDuration: 1 minute/levelSaving row: Will negates or none (object)Spell Resistance: Yes or no (object)Like the closely-related silencespell, whisperaffects theproduction of sound in its area. All sounds that originate in,pass through, or enter the emanation become no louder than awhispergenerally, undetectable from more than 10 ft. away,and unintelligible at a distance of more than 5 ft. Spells withverbal components suffer a 50% chance of failure, while savingthrows vs. sonic or language-based effects gain a +5 bonus.Move Silently checks made by creatures within the emanationgain a +5 circumstance bonus.

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    Magic ItemsEveryone loves a +1 flaming sword, right? Well, at leasteveryone whose goal is to risk life and limb in search oftreasure, glory, or whatever excitement the day may bring. Forthose of a more homebound persuasion, magic items shouldbe of a more practical nature. eres not much use in a swordthats been enchanted to +5 versus orcs if the closest an orcever comes to your home is the fresco in the town squarerecounting ancient deeds of long-dead heroes. It would be far

    more useful to have a pot that cooks the evening stew.eres also the matter of price. Spellcasters creating items with little utility to the adventuring crowd often find thatpeople just arent willing to pay their asking prices: its mucheasier to convince a person to spend thousands of gold pieceson a sword that may save his life than on a glorified writingpen, no matter how many substances it can write on.

    e following can therefore be deduced: there is a need andmarket for simple magic items that do little more than makedaily life a bit easier. None of them require a creator of higherthan 3rd level. ose that are activated by a command wordgenerally have it written on them somewhere prominently;otherwise, the seller reveals it at the time of purchase.

    Alchemists Gloves: Made of thin leather, alchemists gloveslook like normal, if highly decorated, hand wear. However,they have been enchanted to resist the corrosive effects ofthe chemicals an alchemist works with. While they are worn,the user can plunge his hand into a bowl of acid with no illeffectsas long as the level of the liquid doesnt go above thecuff of the glove. us, most pairs ofalchemists glovesextendto at least the wearers mid-forearm. Elemental damage otherthan acid damages theglovesnormally. ey provide no bonusto AC against such effects as a green dragons breath weaponor acid arrowspells.

    Faint abjuration; CL3rd; Craft Wondrous Item, resist energy;

    Price 18,000 gp/pair;Weight1 lb/pair.

    Amulet of Amplification: More like a collar than a pendant,the amulet of amplification sits snugly against the base of itswearers throat. While worn, it amplifies the wearers voiceenough that he can be heard up to 500 feet away. Everyonewithin range hears him at a normal volume; those standingclose are not deafened.

    Faint illusion; CL 3rd; Craft Wondrous Item, ventriloquism;Price 2,000 gp; Weight --.

    Amulet of Beauty: is item projects a subtle illusion that

    slightly improves the wearers appearance. e wearer gainsa +2 effective increase in Charisma when dealing with anycharacter who finds his or her race and gender attractive. isis not necessarily an unmixed blessing, as the wearer may alsofind it increasingly necessary to fend off unwanted advancesfrom drunks and lechers.

    Faint transmutation; CL 3rd; Craft Wondrous Item, alterself; Price 2,000 gp; Weight --.

    Amulet of Commerce: Unscrupulous merchants have beenknown to invest in an item called an amulet of commerce. isunobtrusive pendant improves the final terms of any businessdeal by 10% in the wearers favora seller gets a higher price,

    a buyer pays a lower one, and so forth. In a shop, a merchant mayeither haggle or just set slightly higher prices, which most peoplewill simply pay. A successful Will save (against the amuletscreatorsDC for a spell of that level) allows the opposing party to avoid theeffects. If she rolls a 20, she avoids the effects and may roll again;if the second roll would have saved successfully, she realizes whatthe amuletdoes. In any case, she may make a new save for everytransaction she conducts with the amuletswearer. Two opposedamulets of commercecancel out and have no effect whatsoever.

    Faint enchantment; CL 3rd; Craft Wondrous Item, charm personPrice 2,000 gp; Weight --.

    Amulet of Infertility: While worn, this item prevents its user frombeing able to sire or bear children. It lasts for a year of continuouswear before becoming useless. Each time it is donned, the user mustmake a Fortitude save or take 1 point of temporary Constitutiondamage. Faint transmutation; CL 3rd; Craft Wondrous Item, infertility;Price 6,000 gp; Weight --.

    Amulet of Kings Armor: is unobtrusive amulet renders thewearer immune to critical hits and the extra damage from a rogues

    sneak attacks, even when flanked or denied his Dexterity bonus.is effect does not function if the user is wearing any armor thatprovides more than a +1 bonus to AC, but spells that provide an ACbonus do not affect the function of the amulet. Faint conjuration; CL 3rd; Craft Wondrous Item, mage armor;Price 2,000 gp; Weight --.

    AnimatedLaces: Lengths of cord that have been enchanted to tiethemselves, animatedlaceshave many uses. Most commonly theyare found lacing boots or the backs of noble ladies dresses. Whencommanded to do so by a user holding them, animatedlacesthreadthemselves through eyelets or grommets and tie themselves into firmknots. ey can be unlaced by a similar voice command, but only

    from the wearer of the garment they fasten.If used to bind a creature, animatedlacesadd +10 to the DC of

    Escape Artist checks. However, they are only as strong as normalcord; if they are broken, their magic is ruined. Faint transmutation; CL 3rd; Craft Wondrous Item, animaterope; Price 1,800 gp; Weight --.

    Antinausea Pendant: An antinausea pendantprotects its wearerfrom the effects of motion sickness, and adds +5 to the results ofFortitude saves made to resist other types of nausea. Faint conjuration; CL 3rd; Craft Wondrous Item, settle stomach;Price 2,000 gp; Weight --.

    Arch of Revealing: Intended as a permanent installation, the archof revealingis most commonly built into the main door of a templeor palace. Worked into the stone are the magical forces of one ormore detection spells such as detect undeador detect good.When abeing or item with the relevant attribute passes through the arch,the stone indicates its presence in some wayusually, it glows, butaudible and mental indicators are also possible. e arch may havemore than one spell, in which case the indicator is usually differentfor each; each extra spell adds 2,000 gp to the price. Faint divination; CL 3rd; Craft Wondrous Item, the relevantdetectspell(s); Price 2,000 gp; Weight --.

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    Cheaters Dice: Like cheaters cards, cheaters diceare severelyfrowned upon in almost any gambling establishment. eycome in sets of three. When two of the diceare rolled, thecharacter possessing the third die may make a Dex check at aDC of 10. If he succeeds, he can control how the diceland. Hemust also make an opposed Bluff check lest his fellow playersnotice what he is doing; users ofcheaters dicetend to developflamboyant styles as camouflage. If any of the three dice arelost or destroyed, the magic ceases to function.

    Faint transmutation; CL 3rd; Craft Wondrous Item, magehand; Price 1,000 gp; Weight --.

    Childfinder: Each childfinderis a pair of metal tokens, oneslightly larger than the other but otherwise identical. etokens may be worn as pendants, sewn into clothing, orsimply carried. As a standard action, the possessor of the largertoken can concentrate to discover the location and directionof movement of the smaller one. A creator who can cast cureor inflictspells may also add the ability to know the generalstate of health of any individual holding or wearing the smallertoken, i.e. healthy, injured, etc. is doubles the price. Neitherproperty functions if either token is encased in lead.

    Faint divination; CL 3rd; Craft Wondrous Item, locateobject, anycureor inflictspell; Price 12,000 gp or 24,000 gp;Weight --.

    Circlet of Color: ese items vary from simple metal hoopsto elaborate pieces of jewelry in their own rightthe pricegiven is for the simple model. When the circletis worn andits command word spoken, it changes the wearers hair colorto whatever color is desired. e color is permanent, but thewearers hair grows out in its natural color unless thecircletis worn continuously. Similar items areavailable that incorporate the effects ofskin color,though they are more often amulets or necklaces.

    Faint transmutation; CL 3rd; Craft WondrousItem, hair color; Price 1,800 gp; Weight --.

    Circlet of Enemy Detection: e wearer of thecircletmay use the effects ofdetect friends and enemiesfor up to one hour per day. is time may be continuousor broken into several smaller periods of time that equal onehour. Faint divination; CL 3rd; Craft Wondrous Item, detectfriends and enemies; Price 10,000 gp; Weight --.

    Circlet of Intelligent ought: For up to 10 minutes perday, the wearer of the circlet of intelligent thoughtis aware ofthe location of any intelligent beings (Int 3 or greater) within50 feet of him. e circlets effect is blocked by 3 feet of earth,2 feet of wood, 1 foot of stone, 1 inch of most metals or athin sheet of lead. A creature wearing a lead-coated helmet isalso undetectable. e circletswearer cannot read the beingsthoughts or intentions. Faint divination; CL 3rd; Craft Wondrous Item, detectthoughts; Price 8,000 gp; Weight --.

    Circlet of Sleep: When worn, a circlet of sleep causes its user todo just that. Before it is donned, the wearer may specify a timeat which she wishes to awaken, or a trigger that will cause her

    to do so. Such a trigger must be visual or audible. In the absence ofthe trigger, she continues to sleep as long as she wears the circlet. eitem is not cursed; it can be removed normally, and may even falloff if the wearer is a vigorous sleeper. In addition, if the sleeper takeseven 1 hp of damage, she wakes up immediately. Faint enchantment; CL 3rd; Craft Wondrous Item, sleep; Price2,000 gp; Weight --.

    Cloth of Blindness/Cloth of Deafness: A creature wearing a

    cloth of blindnessover the eyes or cloth of deafnessover the ears isaffected as if targeted by a blindness/deafnessspell. e creature isnot restrained in any way and may remove the item by whatevermeans it would normally use; a character could untie a cloth ofblindness, while an animal might simply shake its head until a clothof deafnessfell off. Once the item is removed, the creatures affectedsenses return to normal. For double the price, a self-securing hoodof blindness and deafness, that affects both sight and hearing, can beobtained. Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness; Price 12,000 gp; Weight --.

    Cold Box: is wooden box, two feet on a side, keeps items placed

    within it at a temperature just below freezing, regardless of theoutside temperature. e effect functions only on items completelyenclosed in the box; the contents begin to thaw at a normal ratewhen the box is open. Living creatures small enough to be enclosedin the boxsuffer the normal effects of low temperatures rather thanbeing instantly frozen stiff. Faint evocation; CL 3rd; Craft Wondrous Item, any spell withthe Cold descriptor; Price 1,000 gp; Weight 10 lbs.

    Cold Goblets: Popular in hot climates, cold gobletslower the temperature of liquids placed within themto just above freezing. ere are also hot goblets, whichraise the temperature of their contents. For double the

    price,gobletswith both spells are available; the usermust specify whether a given liquid is to be kept hot orcold. Faint evocation; CL 3rd; Craft Wondrous Item, chilwaterand/or heat water; Price 1,000 gp (just hot or

    cold) or 2,000 gp (both hot and cold); Weight lb.

    Coldproof Bracelets: Usually made of silver, the coldproof braceletsallow their wearer manual dexterity in even the coldest weather.While worn, they protect the wearers handsand only his handsfrom cold. e braceletsprovide no protection against cold-basedattacks and do not keep the rest of the wearers body warm. esame creature need not wear both bracelets, but only the hand withthe braceletis protected. Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy;Price 3,000 gp; Weight --.

    Collar of Calming: An animal wearing this collaris affected as ifby a calm animalsspell. For twice the price, riding gear is availablewhich also gives a +2 circumstance bonus to any Ride checks madeby the animals rider in circumstances where the animal has beenspooked or frightened. Faint enchantment; CL 3rd; Craft Wondrous Item, calm animalsPrice 2,000 gp or 4,000 gp; Weight --.

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    Collar of Holding: When placed on an animal, the collar of holdingsubjects the creature to the effects of a hold animalspell. e animalmay make a Will save every hour to throw off the effect. Faint enchantment; CL3rd;Craft Wondrous Item, hold animal;Price 48,000 gp;Weight lb.

    Cooking Pots of Ease: Available in a number of varieties, cook potshave been enchanted to cook their contents without the usual heatsources and human intervention. In general, the user must put the

    appropriate ingredients into thepot, then speak the command wordand recite the recipe to be prepared. A user who knows how to cookmay also teach thepotrecipes by using it as a normal utensil. esame recipe must be prepared at least once a day for five successivedays in order for the pot to learn it and each recipe must be givena distinctive name, to be spoken along with the command word.

    Although the general cooking pot is the most common typeto be enchanted in this way, in larger towns and cities one canoften find specialized cookware, such as pie tins or bread pans. Inaddition, somepotsare sold having already been taught a few simplerecipes. Each recipe apotknows adds 5 gp to the market price. epotmay also have been enchanted with create water, in which caseit provides its own when needed, andpurify food and drink. Each of

    these options adds 500 gp to the price. Faint evocation; CL 3rd; Craft Wondrous Item, cook; Price 1,000gp, 1,500 gp, or 2,000 gp; Weight varies by type.

    Copying Plate: e copying plateis a flat sheet of metal, about 2 feet on a side, which can be used to duplicate the effects of the copyspell up to 10 times per day. e sheet to be copied and the blankmust be laid on theplateand the command word spoken.

    Faint universal; CL 3rd; Craft Wondrous Item, copy; Price 1,800gp; Weight 5 lbs.

    Crafters Tools: ese magical tools, of the appropriate type forthe craft in question, add a +4 circumstance bonus to all Craft

    checks made using them. Such items are available for most crafts;the creator of the item must have at least 2 ranks in the appropriateskill. Faint transmutation; CL 3rd; Craft Wondrous Item, clever hands,2 ranks in appropriate Craft skill; Price 1,655 gp; Cost to Create855 gp; Weight as appropriate tools.

    Dinnivuns Loom: is large floor loom warps itself and weaves clothwith no intervention, as long as it is provided with yarn or thread.It can perform a simple weave on command, but complex ones suchas brocades require a pattern for it to follow. It can also be used as anormal loom (it functions as a masterwork tool), though it performsits tasks in approximately one-tenth the time it would take a skilledcharacter. e loom is activated by a simple command word. Faint conjuration; CL3rd;Craft Wondrous Item, unseen servant,2 ranks in Craft (weaving);Price 1,800 gp;Weight 100 lbs.

    Dinnivuns Spindle: When placed upon a pile of raw fiber,Dinnivunsspindlecan be commanded to spin it. e user may specify the weightof the finished cord, from fine thread to heavy yarn. Made of exoticwood and carefully balanced, the spindlecounts as a masterwork toolif used normally, though it spins about 10 times faster than a skilledcharacter can. Faint conjuration; CL3rd;Craft Wondrous Item, unseen servant,2 ranks in Craft (spinning);Price 1,800 gp;Weight lb.

    Empty Safe: is large metal box has a built-in lock andappears to be quite ordinary in every respect. However, anempty safeseemingly causes all objects placed within it tovanish so that the safe appears to be totally empty no matterwhat is in it. An empty safecan make up to twenty itemsdisappear in this manner (provided they fit within the volumeof the box). If the safes capacity is exceeded, the magictemporarily fails and its contents are rendered visible until theexcess items are removed.

    Faint illusion; CL 3rd; Craft Wondrous Item, empty hat;Price 1,000 gp plus the cost of the lock; Weight 50 lbs.

    Enhanced Jewelry: Jewelry that has been affected by the spelllusterappears to cost more than it does, allowing people towear impressive items on a limited budget. Note that the spellcan only affect items that incorporate gems, and does nothingfor shoddy workmanship or poor materials in the setting.Unscrupulous shopkeepers may attempt to pass off enhanceditems as more valuable than they are, but honest ones chargethe price listed below. Faint illusion; CL 3rd; Craft Wondrous Item, luster; Price1,000 gp plus the cost of the jewelry; Weight varies, but is

    generally negligible.

    Everlight:An item which has had continual flamecast on ithas a permanent glow equivalent to a torch. People fed upwith buying candles and torches might have a small itemenchanted in order to have a light source that never needsrefueling. In a large city, there might even be everlightstreetlamps; inns and taverns might provide lighting for theirpatrons.

    A special case is the adventurers light, based on a burnt-outioun stone. Circling a characters head at just above eye level,the stone provides a hands-free, fuelless light source whichfurthermore does not consume oxygen, and which can be

    turned off by the simple expedient of snatching it out of theair and putting it in a lightproof container. e DM may rulethat a circling adventurers light causes a penalty when a PCattempts delicate work such as lock picking or the exercise ofCraft skills, and any prolonged attempt to read by the movinglightmay necessitate a Fortitude save to avoid a bad headache(-1 to Will saves and mental skills for 1d6 hours). Faint evocation; CL 3rd;continual flame; Price 60 gp plusthe cost of the item to be enchanted (torch- or candle-sizedwooden dowel, free; metal rod, 1 gp; ioun stone, 25 gp);Costto Create 30 gp plus the cost of the item to be enchanted;Weight up to 1 lb for a metal rod.

    Everwarm Platters: Large, metal serving plates suitable forbanquets, everwarm platterskeep food placed upon them atthe proper temperature. A simple command word activatesthem for a period of twelve hours, after which the platesreturn to room temperature until activated again. One canalso find everchilled plattersthat keep foods cold and fresh forthe same period of time. Faint transmutation; CL3rd;Craft Wondrous Item, heatmetalor chill metal;Price 12,000 gp;Weight1 lb.

    Festival Lights: ere are many types offestival lights, from alength of cord that glows along its length to cascades of beads,

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    each with its own differently colored flame. ough not verybright in themselvesit takes 5 lengths offestival lightstoequal the illumination of a torchen masse the lightscanproduce a very impressive effect. Temples and governmentalbuildings use them to decorate for major holidays; asufficiently rich private citizen might do the same. e lightscannot be turned off, and are sometimes used for illuminationin storage areas when they are not in use. Faint evocation; CL3rd;Craft Wondrous Item, continual

    flame, dancing lights, or light;Price 1,000 gp;Weight5 lbs.

    Fingernail Hardener: Rather than being meant to be drunk,fingernail hardeneris a salve or oil rubbed on the usersfingernails. Until they grow out, the users nails becomeresistant to breakage and chipping, and she finds itdifficult to cut them. For higher prices,fingernailhardeneris available that also colors the nails. Eachvial contains enough to treat 10 fingernails. Ifingested, the imbiber suffers 1d3 points oftemporary Intelligence damage (no save). Faint transmutation; CL3rd;BrewPotion, stone nails(and prestidigitation

    for colored nails);Price 25 gp (clear); 50 gp(colored);Weight --.

    Firestarter: is wooden dowel, about the size and shape of apencil, produces upon command a small flame from one end,equivalent to that of a candle. e flame is completely normalin all respects save that it will not go out in heavy wind oreven under water. It persists for up to one minute, then goesout. While afirestartercould be used as a light source, it hasonly 50 charges before becoming useless. Attempts to use onein melee are at the same penalties as any other improvisedweapon. Any spellcaster who can cast a spell with the Firedescriptor may create afirestarter, provided she has the

    Craft Wondrous Item feat. Temples to fire deities often sellfirestartersfor minimal profit or even at cost.

    While afirestartercosts much more than 50 tindertwigs,it has a number of advantages: it takes up less room, does notbecome useless if wetted, produces a longer-lasting flame, andwill not go out when one is trying to start a fire in the rain. Faint evocation; CL3rd;Craft Wondrous Item, any spellwith the Fire descriptor;Price 750 gp;Weight--.

    Fire Ward: Available in many forms, thefire wardis asmall figurine that warns of and guards against unexpectedfires. It ignores fires in protected spots, such as fireplaces orcandleholders, and any flame source a character is touching;any other fire within 50 feet of it causes thefire wardto emita piercing screech that wakes even the deepest sleeper. Itcontinues to give its alarm until a creature touching it speaksthe command word.

    For double price, one can obtain afire wardthat actuallydouses small fires before they can spread. It is incapable ofextinguishing a flame larger than that of a candle. Faint abjuration (and faint conjuration for the upgradedversion); CL3rd;Craft Wondrous Item, alarm (and createwaterfor the upgraded version);Price 2,000 gp or 4,000 gp;Weight lb.

    Fireworks:Fireworkscome in a number of varieties, but they allshare one common characteristic: when ignited, they producecolored flames or sparks. e flames last for up to 5 minutes, andmay produce patterns rather than simple bursts of color; the morecomplex type is naturally more expensive. Somefireworkshave alsobeen enchanted to float into the air before exploding, which lessensthe risk of setting fire to something on the ground. Faint transmutation; CL3rd;Craft Wondrous Item,pyrotechnics(and levitateif desired);Price 300 gp (600 gp for levitating

    fireworks);Weight up to lb.

    Flask of Acid: ough the most common form of this item is aglass flask such as acid is usually bought in, other types of container

    are possible. e item changes any liquid placed within itinto acid. is process takes one day per pint of liquid(sixteen ounces in a pint, two pints in a quart, fourquarts in a gallon). If the liquid is poured out before thetransformation is complete, it takes on the approximate

    acidity of lemon juice but is otherwise unaffected. Potions,magical liquids such as holy water, and liquids that dodamage have their properties destroyed by a completedtransformation. e appearance of the liquid changes only

    slightly; a character who does not suspect what has happenedrequires a Spot check with a DC of 15 to notice the skin of greeniridescence. e creation of aflask of acidconsumes alchemicalcomponents worth 100 gp per pint of the containers capacity, or 10gp for a one-ounce vial. e container is impervious to the effects ofthe acid it produces, allowing waterskins of acidand the like. Faint conjuration; CL 3rd; Craft Wondrous Item, any spell withthe Acid descriptor, two ranks of Craft (alchemy); Price 210 gp(one-ounce vial), 300 gp (one-pint flask), 400 gp (quart bottle), 600gp (half-gallon waterskin), 1,000 gp (gallon jug); Weight up to 1 lbfor a jug.

    Fleabane Amulet: When worn, afleabane amuletcreates a magical

    field that extends about 1 foot from the wearer. Normal vermincannot enter this space, and flee if brought within it. A slightlylarger version, thefleabane medallion, is activated by command wordand protects a 10-ft. cube. Both are good for a month of continuoususe before they must be recharged. Any spellcaster knowing theappropriate spell may recharge afleabane amuletor medallion,whether she has the Craft Wondrous Item feat or not. Faint abjuration; CL 3rd; Craft Wondrous Item, insect ward;Price 1,000 gp (amulet); 900 gp (medallion); Weight --.

    Freidocs Branding Iron: ose who own large numbers oflivestock (or slaves) may also have a Freidocsbranding iron.is item, the first of which was created by the infamous slavelord, Freidoc the Cruel, produces a mark on the skin of a livingcreature, which does not fade with time. Paradoxically, for havingbeen invented by such a foul-tempered and sadistic man, thebranding iron is painless to apply. e mark may be erased, andmay eventually be negated over the course of a month spent in anon-magical area, such as an antimagic field. e mark is renderedunrecognizable if the area on which it is branded takes 1 hpof damage, and can be removed entirely with 2 hp of damage.However, natural healing leaves scars that clearly indicate that themark was there. Faint universal; CL3rd;Craft Wondrous Item, arcane mark;Price 1,000 gp;Weight --.

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    Gag of Muting: ese items usually appear as mere strips of cloth,but any shape that can cover the victims mouth when worn ispossible. Agag of mutingnot only deprives its wearer of the powerof speech, it also inhibits any other vocal sound, including clearingof the throat or grunting. ose wearing thegagare not necessarilyrestrained in any other way; a humanoid whose hands were freecould simply remove it. Faint transmutation; CL 3rd; Craft Wondrous Item, mute; Price12,000 gp; Weight --.

    Gamefinder Amulet:When worn, this amulet grants the wearerknowledge of the location of the closest game animal of whatevertype he chooses, provided there are any within one mile. He maychange the type of animal it detects by concentrating as a standardaction. Faint divination; CL 3rd; Craft Wondrous Item, detect animals orplants; Price 2,000 gp; Weight --.

    Gaming Table of Honesty: Made of wood, agaming table of honestyis inlaid with thin lines of metal which bind the magical energies ofdetect cheatingto its surface. e players of any game that uses thetable as a base are subject to that spells effect. e game must be

    one primarily played on a table, such as a card or dice game. Faint divination; CL 3rd; Craft Wondrous Item, detect cheating;Price 1,000 gp per 100 square feet of surface; Weight 15 lbs and up.

    Gloves of Smithing: ese thin leather gloves have beenembroidered with magical symbols. e wearer is granted a +2competence bonus to all smithing-related Craft skill checks (or a +8competence bonus to a single smithing skill), as well as the abilityto resist extreme heat. When worn, the user can pick up white-hotmetal, smoldering embers, or reach into a fire with no ill effects. egloves of smithingprovide no protection against any other type ofelemental damage; while the wearer could reach into a forge, cold,acid, and electricity damage theglovesand their wearer normally.

    Gloves of smithingdo not increase the wearers AC, as they protectonly the hands and forearms from fire.

    Faint abjuration; CL3rd;Craft Wondrous Item, resist energy;Price 12,000 gp/pair;Weight1 lb/pair.

    Glowing Book: is is a book enchanted withglowing page, suchthat it can be read even in total darkness. e base book may beon any topic, but it must be finely made and incorporate materialsworth at least 25 gp above and beyond the normal price for a bookof its type. One can occasionally find blankglowing bookssuitablefor use as wizards spellbooks. Faint evocation; CL3rd;Craft Wondrous Item,glowing page;Price 1,000 gp plus the price of the book;Cost to Create: 500 gpplus the price of the book; Weightup to 2 lbs.

    Grates of Odor Suppression: Large and wealthy cities often havesewers that run beneath the streets. On hot summer days, thevile and noxious odors associated with this fact can become bothunavoidable and highly offensive. ese magical grates were createdas a solution to the problem, especially in wealthy cities where thebudget could accommodate their creation. Grates of odor suppressionare enchanted to prevent the nauseating smells of the undercityfrom rising. egratesallow rainwater and sewage to drain normally,but still protect the noses of the citys inhabitants. Faint illusion; CL 3rd; Craft Wondrous Item, anosmia; Price

    12,000 gp; Weight 25 lbs.

    Hairdressers Comb: rice per day as a standard action, theuser of a hairdressers comb may command it to untangle anddress her hair. e untangling of the hair is always painless.For a similar price, one may also purchase hairdressers shears,which cut hair in the style specified by the user. Faint conjuration; CL 3rd; Craft Wondrous Item, unseenservant; Price 1,800 gp; Weight --.

    Harvesters Scythe: Favored by those with large fields andfew workers, the harvesters scythecan be activated to cut andbind a bushel of grain in approximately half the time it wouldtake a person to do so. While animated, the scythecannotstrike any living creature and will cease functioning untilcreatures in the area have moved at least 10 feet away fromit. ough it is a masterwork tool, the harvesters scytheoffersno bonus when used as a weapon; in fact, due to its uniquebalance, a character must have exotic weapon proficiency touse it as a weapon without incurring a penalty.

    Faint conjuration; CL3rd;Craft Wondrous Item, unseenservant;Price 2,318 gp;Weight2 lbs.

    Hold Trap: Designed to look like a harmless objet dartorpart of a larger item such as a doorknob, a hold trap subjectsanyone who touches it to the effects ofhold person spell. Inaddition to the save when he initially touches the trap, thevictim may make a new Will save every hour to throw off theeffect. e creature is helduntil it no longer touches the holdtrap; due to the nature of the spell, the trap will most likelyhave to be knocked away by another. is must be done witha tool of some sort, as anyone else who touches the trap or thecurrentlyheldcreature(s) is heldhimself. Once the hold traphas been triggered and its victim freed, it is rendered inertand must be reset by a caster who knows hold person. He need

    not have the Craft Wondrous Item feat, however. e holdtrap may be touched safely (deactivated) if a predeterminedpassword is spoken first. Faint enchantment; CL3rd;Craft Wondrous Item, holdperson;Price 1,200 gp;Weight1 lb.

    Hypnotic Trap: When a creature touches the hypnotic trapwithout first speaking the command word, it triggers theeffect of the spell stored within. If it fails its Will save, it isfascinated as if by a hypnotic pattern spell. It may make anew save every hour until it throws off the effect or is foundand awakened. A caster who knows hypnotism may make ahypnotic trap that instead gives its victim a single, reasonablesuggestion, such as Wait here. Faint enchantment or illusion; CL3rd;Craft WondrousItem, hypnotism or hypnotic pattern;Price 1,800 gp(hypnotism),10,800 gp (hypnotic pattern); Weight2 lbs.

    Inkwell of Disappearance: When ink is placed in the inkwellof disappearance, it seems to vanish. However, it is still thereand can be used to write normally. e text so produced isinvisible, and remains so until a creature touches the objectupon which it is written and speaks a command word, whichis unique to each inkwell. e text also becomes visible iftaken into an antimagic field. Once it has been revealed, the

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    text cannot be made to vanish again. Wary spies write theirinvisible messages in the margins of a normal one to allaysuspicion. Faint illusion; CL 3rd; Craft Wondrous Item, invisibility;Price 10,800 gp; Weight --.

    Inkwell of Many Colors: is small glass inkwell changes thecolor of the ink it holds when the command word is spokenand a color named. It cannot change anything other than the

    color of ink; specifying lapis lazuli causes it to produce inkof a deep turquoise blue that does not actually contain theprecious stone. e user must supply the ink. If the ink