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Contents 1 Credits Editor Mark Gedak Layout Matt Sharp Cover Art Alejandro Villen Logo & Cover Design Anne Stokes Interior Illustrations Eric Bergeron, Brent Chumley, Anthea Dilly, Marcio Fiorito, David Griffith, Renato Guedes, Carlos Henry, Vincent Hie, Vitor Ishimura, Andrew Jordan, Rhonda Libbey, John McSweeney, Randy Nunley, Tony Parker, Gillian Pearce, Scott Purdey, Fred Rawles, Phil Renne, Chad Sergesketter, Stephen Sheperd, Jamie Sims, Ronald Smith, Alejandro Villen and Nathan Webb RPG Manager Ian Belcher Production Director Alexander Fennell Proofreading Mark Quennell Contents Introduction 2 What They Did 3 Not Teach You At Wizard School Spell Lists 9 Spell Descriptions 29 Appendix 241 Open Game License 250 License 250 Open Game Content & Copyright Information Expert Player’s Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All rights reserved. Expert Player’s Guide – Renegade Wizard’s Spellbook is presented under the Open Game Licence. See page 250 for the text of the Open Game Licence. This product is Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission.Printed in China. Renegade Wizard’s Spellbook Sample file

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Page 1: Renegade Wizard’s Spellbook - …watermark.drivethrustuff.com/pdf_previews/12293-sample.pdf · Expert Player’s Guide – Renegade Wizard’s Spellbook is presented under the Open

Contents

1

CreditsEditor

Mark Gedak

LayoutMatt Sharp

Cover Art Alejandro Villen

Logo & Cover DesignAnne Stokes

Interior Illustrations Eric Bergeron, Brent Chumley, Anthea Dilly,

Marcio Fiorito, David Griffi th, Renato Guedes, Carlos Henry, Vincent Hie, Vitor Ishimura,

Andrew Jordan, Rhonda Libbey, John McSweeney, Randy Nunley, Tony Parker, Gillian Pearce,

Scott Purdey, Fred Rawles, Phil Renne,Chad Sergesketter, Stephen Sheperd, Jamie Sims, Ronald Smith, Alejandro Villen and Nathan Webb

RPG ManagerIan Belcher

Production DirectorAlexander Fennell

Proofreading Mark Quennell

Contents

Introduction 2

What They Did 3 Not Teach You At Wizard School

Spell Lists 9

Spell Descriptions 29

Appendix 241

Open Game License 250

License 250

Open Game Content & Copyright InformationExpert Player’s Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All rights reserved. Expert Player’s Guide – Renegade Wizard’s Spellbook is presented under the Open Game Licence. See page 250 for the text of the Open Game Licence. This product is Open Game Content. All other signifi cant characters, names, places, items, art and text herein are cop y right ed by Mongoose Publishing. All rights reserved. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the

Coast, Inc. in the United States and other countries and are used with permission.Printed in China.

Renegade Wizard’sSpellbook

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Introduction

Magic is a powerful tool for creation and destruction that has been described by many. In the years since the wizards’ schools where

built and magic instruction became mechanistic in the fi elds of combat, the tombs of ancient kings and deep underground, the arcane arts have been practiced and it has grown. Free of the order and monotony of the wizard school’s ivory towers, new techniques have been developed to spread the effects of spells, new descriptors adopted to better classify spells and even changes to the time necessary to channel spell energy.

As the nature of magic has changed, it is important for arcane spellcasters to try to keep up to date on these innovations or else he could fi nd his own fi reball counterspelled and possess no defence against another mages’ oozing sores. When striving for ultimate power, do you want to be using the same tools as everyone else, or will you turn to the Renegade Wizard’s Spellbook?

The Expert Player ’s GuidesHere at Mongoose Publishing, we are always looking for new ways to present gaming information and better formats to help our readers get exactly what they need from our books.

The Expert Player’s Guides mark a new approach to D20 gaming from Mongoose Publishing.

How would you like huge 256 page hardback tomes packed full of D20 rules, each one a complete toolkit focused on one area of the game?

How would you like every part of these books to be designated as Open Content, allowing you to freely use them in your own roleplaying projects?

And if that sounds good, how would you like these 256 page hardback books to be priced at less than twenty dollars?

The Expert Player’s Guides are designed to provide complete gaming resources, drawn from the very best of Open Gaming material, at a fraction of the price similar books have been traditionally marked at in the past.

The Renegade Wizard’s SpellbookThis tome is the perfect companion to other magic compendiums - after all, who wants to play a wizard who only has access to ‘standard’ spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizard’s Spellbook is your one-stop shop for arcane power!

The Renegade Wizard’s Spellbook was designed to include a wide range of arcane spells from a wide range of sources. What They Did Not Teach You At Wizard’s School presents information on a number of enhancements to the magical overview section of your standard magic sourcebook. This is followed by complete Spell Lists for the Renegade Wizard’s Spellbook and over 200 pages of Open Game Content spells from more than sixty print and electronic sources. The Appendix houses all the additional rules such as feats, monster statistics and skills necessary to make full use of the spells provided for you in this collection. Hopefully, the next arcane spellcaster in your game will have a few new tricks with which to surprise their fellow adventurers.

The Renegade Wizard’s Spellbook features 100% Open Game Content.

‘Look, I know you’re new at this whole adventuring thing having just gotten out of wizard’s school with your precious little book loaded with cantrips, feather fall, mage armour and magic missile, but if you want to survive in this world you’d better learn right now. Don’t believe what you have been told.’

Jaizki Stormcloud, to the young wizard Arcadius, hours before he fell victim to a kobold sorcerer’s gelid stream.

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What They Did not Teach...

The study of magic at wizard’s school is suffi cient for most

spellcasters but anyone truly devoted to the arcane arts will eventually decided to leave their mouldy textbooks behind and begin to experiment with the nature of magic itself. Many of the spells introduced in this tome are the direct result of this sort of this experimentation. Likewise the spells presented in this tome may exhibit a number of new properties which are detailed below.

SubschoolAlmost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation and wish) are universal, belonging to no school. Traditionally there are 13 subschools of magic with each school having a limited set of subschools. However, some specialist wizards have discovered that there is another subschool that can be applied to any of the traditional schools of magic.

Contingent – SchoolThis is a contingent subschool, which is typically noted in the spells description as (Contingent – School). A contingent spell requires that an arcane or divine spellcaster have access to a specifi c school and not be prohibited from its spells. For example, a spell labelled Enchantment (Contingent – Illusion) is an Enchantment spell that can only be cast by a character that could

also cast Illusion spells. This has lead to some Schools spells being unavailable to specialists who are prohibited

from contingent schools.

DESCRIPTORAppearing on the same line as the school and subschool, when applicable, is a descriptor that further categorises the spell in some way. Some spells have more than one descriptor. There are eight new descriptors used in the Renegade Wizard’s Spellbook, their descriptions and properties are noted below.

ArchaicThere are a small number of spells that are ancient, older than almost any other spell known by wizards today. It stands to reason that the art of spellcasting, just like any other art or science, would adapt and evolve over time until there came a point when ‘modern’ spellcasting techniques would little resemble the techniques used thousands of years ago. Spellcasters, it can be assumed, would have diffi culty following the archaic practices detailed in the spellbooks from so long ago an era. For our purposes, such spells are identifi ed with the descriptor Archaic.

WHAT THEY DID NOT TEACH YOU AT WIZARD’S SCHOOL

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What They Did not Teach...

Archaic spells are both more diffi cult to learn and more diffi cult to cast. Learning an archaic spell requires the spellcaster to spend a number of weeks equal to the spell’s level doing nothing but studying. Breaks for eating and sleeping are allowed but the spellcaster must spend a minimum of 15 hours a day studying the spell in question. At the end of that time the spellcaster must make an Intelligence check (DC equal to the spell level plus 20). For each extra week spent studying, the spellcaster gains a +1 circumstance bonus to this check. If this check is failed, the spellcaster may not attempt to learn this spell again until he has gained a level in his spellcasting class.

When casting an archaic spell, the spellcaster must make a Spellcraft check (DC 10 plus the spell’s level). The caster gains a +1 circumstance bonus to this roll for each round above the stated casting time he spends doing nothing but casting the spell. If this check fails, the spell slot is expended though the spell has no effect.

NOTE: In your campaign, magic may have evolved differently. The archaic descriptor, as described above, assumes that spellcasting is actually decreasing in power as time elapses. For campaigns in which

magic is improving and not being forgotten, the archaic descriptor is out of place and should not be used. Each Games Master must determine for himself how magic has changed over time in his campaign world.

AgeThis descriptor denotes any spell that relates to magical aging effects or the rejuvenation of a creature to an earlier age.

FocusedSpells with this descriptor can be cast by any mage, but when cast by a specialist in the spell’s school with Spell Focus and Greater Spell Focus in that school of magic it has an additional or more powerful effect. The focused descriptor can be seen in action in the caress group of spells in this spellbook. Although this descriptor was fi rst seen within the Transmutation school; other specialists are beginning to perfect this type of spell research as well.

HangingHanging spells are cast when an arcane spellcaster fi rst prepares or regains his spell

slots. These spells then remain ‘active’ throughout the rest of the day, awaiting only a single word to perform their full effect. While hanging, they count as current spell effects and maybe dispelled normally. Speaking the activation word is an immediate action that can be taken even if it is not the caster’s turn as long as he is not fl at footed at the time. Hanging spells count as spent spell slots and are instantly negated without effect if the spellcaster refi lls that spell slot for any reason, even through the use of an item like a ring of wizardry. The casting time for any hanging spell is one minute per spell level unless otherwise noted. If the hanging spell is cast from a scroll, it remains in effect for 24 hours; at the end of that time it fades if it is not used.

Judicial CurseThere are times when a criminal cannot be brought to justice, or when she is simply too powerful for the forces of the law to overcome. But where an evil archmage may be able to resist any minor spell a crusading cleric has in her repertoire, the church can call on the power of the faithful to overcome his resistance. If a spell is identifi ed as a judicial curse, it has the following benefi ts and restrictions:

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What They Did not Teach...

Ceremonial Force: You can increase the power of the spell by taking additional time to perform the ritual and by receiving support from assistants. This increased effect is measured in ceremonial force.

For every two hours you add to the casting time of the spell, you receive 1 point of ceremonial force. You can spend a maximum of six hours in order to receive a total of 3 points of ceremonial force by increasing casting time.

For every two assistants you have helping you with the ritual, you receive 1 point of ceremonial force, to a maximum bonus of 3. Assistants must be of at least 2nd level in a class that has the potential to cast the spell in question. To provide you with this benefi t, an assistant must perform the verbal and somatic components required by the spell, and he must participate for the full casting time of the spell.

If the spell is divine in nature, you can increase its power further through use of a sacred relic of your deity. The nature of the deity will determine the nature of her relics; a goddess of knowledge might have spread the pages of the fi rst book across the world, while a war god would treasure the weapons of his sacred champions. You cannot create a relic, and it is ultimately up to the Games Master to decide if your god even has relics. Depending on the holiness of the object, you will gain 1 to 3 points of ceremonial force from its presence. Even if you have multiple relics, you cannot gain more than 3 points of ceremonial force. Arcane casters may be able to mimic this effect by creating esoteric spell amplifi ers; this is left up to the Games Master.

Ceremonial force has the following effects:

· Spell formulas (such as spell range) may be modifi ed by the number of points of ceremonial force in the spell. These effects vary, and details can be found in the description of a specifi c judicial curse.

· The ceremonial force is added to the DC of the spell’s saving throw. This cannot increase the DC by more than 5 points.

· If the spell effect can be removed with break enchantment, the ceremonial force is added to your level to determine the effective caster level of the spell.

· Unless otherwise specifi ed, the effects of a judicial curse can be broken with remove curse. Add

the ceremonial force of the spell to your caster level; the character attempting to break the curse must be of equal or higher level or remove curse will fail.

Restrictions: A judicial curse can only be used on a creature that could normally fall under the jurisdiction of your justice system. Nationality is not an issue, so most societies could target any human; but you cannot excommunicate a dragon. As an optional rule, the Games Master may decide that judicial curses cannot be used unless the target has actually been convicted of a crime (even if he was tried in absentia); alternately, he could receive a +5 bonus to his saving throw if he is innocent of any wrongdoing.

These benefi ts and restrictions only apply to spells that are clearly designated as judicial curses! You cannot increase the power of a fi reball just because you have a few friends working with you.

PoisonThe descriptor does not have any mechanical effect in its own right. However, it interacts with various other mechanics introduced in the book. It represents a spell’s reliance on the magical manipulation of poison. In addition to the spells contained in this book, the following classic spells should have it added to their entry: delay poison, detect poison, neutralise poison and poison.

PrimeThe prime descriptor indicates a spell that uses the fi eld of power between the caster and the Prime Material Plane to generate its effects. As such, the spell does not work if cast in a dimension other than the prime or if the caster is in a physical state other than corporeal. Outsiders can use prime spells without diffi culty, provided they are on the prime material plane when they do so and are corporeal at the time. Creatures who lack corporeality cannot use prime spells at all, even if they are manifested at the time of casting.

TemporalTemporal is a designator applied to all spells to do with the manipulation, perception or investigation of time. A wizard who has learned to cast these spells is often known as a chronomancer. In order to successfully be able to cast spells with the temporal designator, an arcane spellcaster must possess at least 5 ranks in both Knowledge (arcana) and Spellcraft, as well as possess the Extend Spell and Quicken Spell feats.

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What They Did not Teach...

ComponentsA spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifi cs for material, focus and XP components are given at the end of the descriptive text. Usually you do not worry about components, but when you cannot use a component for some reason or when a material or focus component is expensive, then the components are important. Additionally, some complex spells require a skill check to use properly.

Skill Check (SK): A skill check is sometimes necessary in spells that have long casting time or delicate somantic components. The skill check component was fi rst seen in the crafted series of Illusion spells that allow for the development of enduring illusions at all spellcaster levels. The skill check can also be used to make the spell a masterwork effect adding +1 to the spell’s save DC.

Casting TimeMost spells have a casting time of one standard action. Others take one round or more, while a few require only a free action. A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. Recently spells have been researched that can be cast as swift or immediate actions.

Swift ActionA swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time

you would normally be allowed to take a free action. Swift actions usually involve magic or the activation of magic items; many characters (especially those who do not use magic) never have an opportunity to take a swift action.

Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of one swift action is a swift action.

Casting a spell with a casting time of one swift action does not provoke attacks of opportunity.

Immediate ActionMuch like a swift action, an immediate action consumes a very small amount of time, but represents a larger

expenditure of effort and energy than a free action. However, unlike a swift action,

an immediate action can be performed at any time - even

if it is not your turn. Using an immediate action on

your turn is the same as using a swift action,

and counts as your swift action for that turn. You

cannot use another immediate action or a swift action

until after your next turn if you have

used an immediate action when it is not currently your turn

(effectively, using an immediate action before your turn is equivalent

to using your swift action for the coming turn). You

a l s o cannot use an immediate action if you are currently fl at-footed.

Aiming a SpellYou must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defi nes the spell’s target (or targets), its effect or its area, as appropriate. Mages who regularly see the fi elds of battle are not content with the simple areas of effect so common in other types of arcane magic. In order to gain the maximum impact from their spells, they have created several new ways to deliver magical effects for some of their castings, detailed below.

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